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  1. Arcana Sidera The Arcana Sidera star cluster is a small star cluster in the Scutum-Centaurus arm of the Kerbal Galaxy. Located directly in the shadow of the galactic core and orbiting at a distance of 229.81 lightyears, the cluster went unnoticed for millennia until the exploration of the Sagittarius A system, where it was located by one of the scientists on board the expedition. Long thought to be a single blue giant star, upon further observation the cluster was discovered to actually be three stars orbiting a blue giant star - The binary system Quatuor and Temporum, a red dwarf named Rubrum and another unidentified star orbiting very closely to the blue giant star, which has received the name of Phoenix. Upon discovery, a single unmanned craft was sent to the cluster for research, being able to map the systems and identify the main properties of each star and planet in the cluster. Originally, you were going to start in the Quatuor Temporum system, but the starting system has been switched to the Phoenix system and Phoenix has received a size change for gameplay purposes Current functional celestial bodies in the mod: Remember, more are coming soon, these are just the ones that I have functioning Most of my other planets are either massively unfinished or too glitched to show, so it will be ended here. Whenever a new planet gets a major facelift or becomes functional enough to show here, I will edit the post. (this was originally posted in KSP1 Mod Discussions, I moved it here since I realized it was in the wrong spot) This mod is NOT ready for release yet. I might find some people for playtesting but it is not currently ready to be released to the public.
  2. This topic has been moved to the KSP1 Mod Releases section, go to here to see it:
  3. Hey, I have found it difficult to find chinese launch vehicles, can someone point me to one either by link or name reference, please?
  4. Since this is the first result on google i wanted to make something clear, this is not the full mod The full mod is being worked on here: Endless expanse: DOT-33 is the first part of an eventual galaxy. The current system (DOT-33) is a binary star system consisting of a yellow dwarf and an orange dwarf, each with their own system. So, will you be able to survive the endless expanse? https://spacedock.info/mod/2936/Endless Expanse: DOT-33 To all of the people who supported me during development, thank you. See you in the full release -TheOrios CC-BY-NC-ND
  5. European Space Agency Rocket KIT What is European Space Agency Rocket? This mod have for ambition to bring all ESA modern Rocket into KSP. This mod will add launchers and vehicles such as Ariane 6, Vega, Vega C ans E and SpaceRider. Some picture of current implementation and in-dev: Download: Spacedock / GitHub Dev Thread: RoadMap: Space Rider/IXV Vega C: SSMS, Vampire, Vespa C P120C Extended RSS patch Waterfall Patch SUSIE (still unsure, complexe model and implementation, i'm still a noob at moding) Changelog: Thanks: @scribstar for 3D Modeling Licence: Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) This is my first mod, any comment, advice and bug repport ( with log) are apreciated!
  6. KERN - Kerbal Council for Nuclear Research KERN is a mod that will implement particle physics into the game as a way to gather rare resources like anti-matter. There will be three models of a particle accelerator. Small, Large, and XL versions all unlocked via a tech tree. The components will only work with the correct size (can't combine an XL with a S). To keep sizes down, each model is going to contain multiple components organized in a way that allows them to be pieced together to create a functional particle accelerator. The player will be able to add any amount of components together as long as they're the correct size. Key components will be the beam generator and collector. The Waveguides will be attachable to each other. The more you attach, the longer your particle accelerator will be. For practical purposes, you won't need a ridiculously long particle accelerator to harvest anti-matter. For fun, maybe you wrap kerbin in a particle accelerator? Low Tech - Small (Present) - Linacs Med Tech - Large (Near Future) - Cyclotrons High Tech - XL (Far future) - Synchrotrons As Science mode is introduced I'll be working on a long journey of creating a particle accelerator for KSP 2. The plan is for it to be used on Kerbin to create anti-matter (or some rare fuel type). This is my first big project and first I want to start with the modelling process. // Links: Github: https://github.com/cvusmo/KERN Youtube: https://www.youtube.com/@cvusmo Twitch: https://www.twitch.tv/cvusmo Twitter: @cvusmo //DEVBLOG INFO: The DEVBLOGS will be updated periodically. I'll upload a DEVBLOG on a Thursday/Friday as I reach certain milestones. DEVBLOGS will appear in numerical order starting with DEVBLOG #1. Links will be provided with a detailed description on what the linked video covers. This is to keep the size of the thread down. The main DEVBLOG will be visible as a full video. //Devblog #1: I find it amazing how rockets are fueled. The cryogenic fuels are fascinating to me. With particle accelerators, they use Liquid Hydrogen to maintain temperatures around -253 C / -423 F. That's really cold. As I'm developing the particle physics mod I'm noticing little QoL's I want to add to the game. I'm a huge fan of resource management in games. As such, I'll be looking forward to modifying the resources when they get added to the game. For now, adding simple VFX to get the effect of cooling. The idea is that when the player interacts with the particle accelerator they can click an option to "cool accelerator" and it would execute the cooling effects and then add the liquid hydrogen to the component. This would then help keep the particle accelerator operating at the correct temperature as that will be a key element to making this work without exploding. Day 1 - Blender Design Day 2 - Conceptual Design (Animation/Texture) //Devblog #2: Friday I'll be posting DEVBLOG #2. Here's a sneak peak of the progress I've made this week. //Devblog #3: Now that summer is coming to a close, and I'm back from holiday it's time to get back to posting regular content! I'm really enjoying making mods and a lot of the content I'll be making will be covering that in the Devblog series. It takes a lot of my time to make these mods (which I enjoy doing). I'm looking forward to brainstorming fun ideas to do in KSP2. I need to get the colony established on Duna for starters. 1. Devblog bi-weekly series covering all mods I'm working on 2. Weekly videos released between Fri-Sun covering KSP2 gameplay 3. Shorts goal of 3-5 a week Here is Devblog #3 in the works in Premiere Pro! In this episode (which comes out Friday July, 28) I'll be going over KERN and FFT. I'll be going behind the scenes to show some of the texture process and what things look like in Unity. THIS will not be a tutorial on how to make a mod. It's just going to show the behind the scenes and it's something the devblog series will continue to do. Hope everyone is having a good Monday!
  7. Image by v1.0.0-beta-3 (29 September 2021) Stockalike Kistler K-1 for KSP This mod adds the Kistler K-1 reusable launch vehicle to KSP. It is balanced like other stockalike mods such as BDB and Tantares, for a ~2.5x solar system. In the future I hope to add more NewSpace and similar unflown concepts! DOWNLOADS Spacedock Github DEVELOPMENT BUG REPORTS WIKI ROADMAP Dependencies (included in download, check for latest versions!): ModuleManager (4.1.4) B9PartSwitch (2.17.0) Community Resource Pack (1.4.2) DeployableEngines (1.3.0) Simple Adjustable Fairings (1.12.0) This mod also requires the Breaking Ground DLC. Installation: Merge the GameData folder in the release .ZIP with the GameData folder in your KSP installation. All of the dependencies come included with the mod. The "Asbury" folder, as well all dependencies, should appear alongside the "Squad" folder. Recommended Mods: The following mods are strongly recommended for an enhanced gameplay experience: CryoTanks (1.6.0) - This provides a set of patches provide fuel-switching features for the most basic LF/O tanks as well as orbital fuel tanks specially designed to contain cryogenic fuels Waterfall (0.6.3) - A cool way to create and drive engine effects more effectively. If you want cool engine plumes, get this mod. Frequently Asked Questions How are the parts balanced? Parts are balanced against stock KSP parts, which means the launch vehicles might seem overpowered. The parts are best suited for a 2.5x~ system rescale or JNSQ. Will you add feature/part xxx? I certainly accept pull requests. Please target all such things to the dev branch though! Or, you can make a constructive suggestion on the forum thread. Please check the roadmap above before asking. Licensing:
  8. Kochi Industries QD arm [1.9.1-1.12.3] A simple mod that Adds the Ship and booster QD´s You can find me in this server https://discord.gg/gxa7G9fEMh Download You Can Download the mod here Kochi Industries (1.11.2 - 1.12.2) on SpaceDock How to Install: From Spacedock: - Click download and Drop the files in Gamedata Planed Features Both QD´s Revamp Firefly alpha Rocket Known issues Collider on the Arm is weird (But you can use the offset tool to put it in the right place) Required Mods B9 Part Switch Module Manager Recommended Mods KaioShip Kari's Starship Starship Launch Expansion Foss's Mechazila In Game Pics Changelog LICENSE
  9. Hello everyone, i don't like squads idea of batteries. The parts in the game called "batteries" actually behave like capacitors: unlimited re-/charge rates, and low EC storage capacity. My idea of a new mod: increase the available EC-storage per mass, and to keep the balance: a) limit the "fuel" flow rate (if that is possible) or b) convert EC to another type of "fuel" and thus enable some sort of re-/charge rate. I present: Real Battery Imgur album: http://imgur.com/gallery/mb01Z With this mod you get a realistic battery behavior: Charge and discharge rates are limited (dependent on battery tech ie. Lead_Acid or Li_Ion...) and is displayed in the right click menu Charge rate degrades, if the battery comes close to full charge or becomes too hot/cold (see wiki for detailed behaviour); Heat behaviour is customizeable in the cfg file EC range of operation is configurable in RealBattery_mm.cfg file; What this means: Discharge RealBattery until EC is at xx% level, and recharge until EC reaches yy% level. defaults are 10% and 90%. Much higher EC per mass ratio than stock "batteries" Stock batteries are currently cloned and enhanced with the new behavior RealBattery uses Stored Charge (1SC = 3600EC) Fits perfectly in the realism suite of RO, RSS or RP-0. Compatible with Ven's stock revamp mod altering battery models Support for @Nertea's DynamicBatteryStorage DOWNLOAD https://github.com/blackliner/RealBattery/releases and CKAN SOURCE https://github.com/blackliner/RealBattery WIKI https://github.com/blackliner/RealBattery/wiki Required Addons: Community resource pack (not provided) http://forum.kerbalspaceprogram.com/index.php?/topic/83007-12-community-resource-pack-060-new-resources/ Module Manager (not provided) http://forum.kerbalspaceprogram.com/index.php?/topic/50533-12-module-manager-273-november-4th-better-late-than-never/ Todo: Balancing (done some with v1.1.5) Single use batteries (currently lead acid) DONE with v1.1.4 a nice model(currently using stock battery models) charging behavior dependend on soc DONE with v1.1.0 different classes of battery DONE: Li ION with 1.1.2 1.2 upgrade system (lead acid -> li ion -> future...) stock heat system (fast initial discharge, slowdown when getting too hot/cold) DONE with v1.1.1 load balancing algorithm DONE with v1.1.3 License: MIT
  10. Burn Controller is a mod for Kerbal Space Program 2 that lets you set up engine burns, with the ability to set an amount of time to wait before starting a burn, the percentage of thrust, and the duration of the burn. The latest release is 0.8.1, which has been tested to work with 0.1.1.0 of KSP 2. Previous Releases: 0.7.0 | 0.8.0 Download Links SpaceDock: https://spacedock.info/mod/3330/Burn Controller Github: https://github.com/JohnsterSpaceProgramOfficial/BurnController/releases Installation Download and extract SpaceWarp + BepInEx into the root directory of your copy of KSP 2. Drag the contents of Burn Controller's zip file into the root directory of your KSP 2 installation. If you did everything correctly, when you run the game, Burn Controller should appear similar to what is shown in the screenshots below. Usage For a demonstration of how to use Burn Controller, you can watch a short video here. As of the 0.8.0 update, engine burns can also be set up for maneuver nodes. You can view a short video showing how to do this here. Requirements SpaceWarp 1.0.1 or greater and BepInEx. Screenshots License (MIT)
  11. i have been using a mod called "NeistAir", and i would really like to know how i can make the cabins of this mod scalable, as i want to build a scale-accurate Boeing 707. what changes do i need to make in the parts cfg?
  12. Link to OG post Found and experimented with the Secrets Website for Niako's Other Worlds mod. Used Inspect and found several messages with actual "answers", listed below: After this I found an encrypted message in (possibly?) UTF-8, with it also likely being Base64 although I am not sure what it is truely. The message is: When putting it through decoding websites the most legible is Base64 on UTF-8, with it being: Thank you and please help me with this.
  13. Starstro Space Systems Press Kit image made by @Pioneer_Steve Overall Description Starstro Space Systems is a mod being developed by me and my friend Star. My current interest in this mod is making shuttle payloads such as probes and general satellites I find interesting. Currently in development there's Chandra, Magellan, and Ulysses. This is something we've been working on for awhile now and I feel confident enough to show it. Currently all of this is in development or near release such as Magellan. But if you'd like to you can download anything you want off of the Github in the TestBranch. I hope everyone who sees this enjoys this is and doesn't mind any errors or mistakes, keep in mind this is my first time making an actually ksp mod. Downloads Github SpaceDock Dependencies B9 Partswitch Module Manager Bluedog Design Bureau Recommended mods Shuttle Orbiter Construction kit Waterfall Current Version To my knowledge this mod works on 1.11 and possibly 1.10, but I've only tested it on 1.12. Though if anyone has issues or can confirm it works on any other version please let me know Special thanks to @CobaltWolf, @Zorg, and @Invaderchaos For making BDB and helping @AmateurAstronaut1969, @Talverd, @Jay The Amazing Toaster, @Vals_Aerospace, @Pioneer_Steve, and @pTrevTrevs for all being genuinely helpful and supportive people while I've been working on this. And now some screenshots from it Pictures of Chandra by @AmateurAstronaut1969 Magellan Pics by @Pioneer_Steve All Rights Reserved.
  14. This mod reimplements the old parts. For all your Nostalgic needs! The mod used to use multiple configs, but now it simply combines all the parts into one folder and restores the old versions of every removed or modified part. Currently parts from 0.13.3 are restored, and everything nerfed/changed in 1.3, 1.4, 1.5, 1.6, and 1.7 has a classic version too! Version 0.7.3 and below of the mod have two configs, one reimplements the old parts from 0.13.3, with some minor balance changes, and the other reimplements the 1.3.1 parts which were replaced, modified, nerfed or removed in 1.4. To install, just choose which config you want, and extract that config's .zip file into your GameData directory. Version 0.9.0, "The Great Reorganization", has just come out, and has improved the way the parts are stored, named, and sorted, and everything has Tech Tree integration now. Many parts have even been moved into a different category too, matching their modern equivalents better. Unfortunately, some parts (the plane cockpits) have temporarily been removed, until I can post the massive 0.10 update, which is going to include every Classic part between 0.17 and 1.1, along with a bugfix patch, which will take a couple of days. If you really need these parts, stick to 0.8.2 as it is still fully functional in 1.7, although it won't include Classic editions of the 1.7 parts. 0.9.1 has come out now, and fixes some bugs, but the massive 0.10 update isn't out yet. When this next update is done, my mod is going to fully supersede Kerbal Historical Institute, as I'll be able to reimplement every part from that long-abandoned mod. Although I have acquired a version of 0.17, after nearly 5 years, which is what is going to allow me to add so many parts next update, I still need to acquire 0.16, 0.15, and 0.14 to complete my classic KSP version collection. If anyone has these versions, or knows where I can acquire them, please message me either on the forums, @TriggeredSnake, or on reddit at /u/TriggeredSnake, as you will be a great help to both OldPartsRedux and my personal collection. Anyone who finds me an old version will get their name in included into OldPartsRedux somewhere to credit them. (if they want.) Known Bugs: There's an issue with the Classic RCS thrusters, they fire way too much exhaust and in the opposite direction. This issue has persisted since some very early versions of OldPartsRedux, and I'm still not entirely sure how to fix it, but I think I can manage it now. Not every part is in the correct tech-tree location or editor category yet. Most of these bugs will be fixed in a patch tomorrow. The reason for the abnormal amount is the complete recode, much like when KSP was rewritten and ported to Unity 5, a rewrite brings loads of new bugs. EDIT: Should now be compatible with AVC! Download on Spacedock. EDIT EDIT: Proof for reddit
  15. Baha EPL Redrilled BahamutoD's Drills & Parts for Extraplanetary Launchpads. The is an updated version of @BahamutoD 's original Baha EPL mod. The drills are compatible with stock and now animate and behave like stock drills. I'll be maintaining from now on, or until BahamutoD returns. You can Download it from SpaceDock Here! Albums: Change Log: Version 1.3.02 [KSP v1.5.1] - Fixed attach node direction for 3D Printer and Compact launchpad. - Removed crew compartment in launch pad and added probe core. - Cleanup of launch pad config. Version 1.3.01 [KSP v1.5.1] -Updated dependencies -Included Module Manager Version 1.3 [KSP v1.3.1] -Full update to KSP v.1.3.1 Version 1.2 [KSP v0.23] -Added expandable containers -Added Launchpad -Added 3D rocket parts printer BahamutoD's original thread as of (3/2/14), also posted below: These are a pair of animated augers (one large, one small) for the Extraplanetary Launchpads mod by skykooler and taniwha. They do not overwrite any parts from the mod and aren't officially part of the mod, just my own addon for them. -Known 0.23.5 bugs: -Launchpad dances while being deployed -3D printer falls through things/things fall through it Version 1.2 -Added expandable containers -Added Launchpad -Added 3D rocket parts printer Notes: Includes an early version of my Animation Modules plugin that allows the container and 3d printer animations. I'm not entirely satisfied with the 3D printer yet but I thought I'd let people play with it for now. Source for the plugin: bdanimSource0.1.zip Download: EL Drills and Parts v1.2 Download =========================== [Legacy Imgur Album Code Omitted] ============================== Surface Sample Drill Also, a science drill was requested. I wanted to make a separate part for that eventually but for now, a rescale and retexture: ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  16. So I have been wondering, would you guys like to create a Celestia space shuttle mod for KSP? It's based on one scene from "Princess Twilight Sparkle" that I would find intriguing. Here's how on what the Celestia space shuttle mod idea goes: Celestia raises the Elements of Harmony, up from underneath the floor. Celestia levitates the Elements, and they form a ring around her, followed by the ignition of the cryogenic engines on her rear hooves and the SRBs on her forward hooves. With the engines up and running and Celestia flying up, she blasts off into space, hovering across the sky, and leaving a trail of gold, carrying cargo or astronauts/cosmonauts for any Celestia spacehorse mission. Does anyone find this useful? You would need either Blender or 3DS Max to import the Source Filmmaker models of Celestia, then use Unity to make the mod itself. It is also designed to be compatible with the "Bluedog Design Bureau" mod for the engines by @CobaltWolf. Here's my descriptions of each Celestia spacehorse part: Celestia neck piece: Apparently someone left a tube that a someone has been working on in the oven and somebody accidentally pulled it out of the oven and twisted it. And that's how Celestia's neck piece came to be. Celestia cargo bay body: Engineers had put an empty spherical fuel tank with those from a rocket's fuel tank, and welded them together. It provides much more room than a space shuttle. It also has a waving mane included. Celestia Rear and Front Rocket Hoof Mounts: Similar story to the Celestia neck piece, only this time it's thin. They then drilled a hole in each of the hooves and legs to fit a rocket engine or SRB. Celestia Head unit: A so-called head unit, it contains avionics, eye windows, lockers in the nose of the unit, a flight deck and so on. Just like with the body, it also has a waving mane included. Celestia wings: With an impressive wingspan, they are made of both aluminium and a titanium alloy, with the silica-based, reusable thermal insulation invented for use on the spacehorse wrapping around its frame protecting the spacehorse's aluminium and titanium alloy structure from reentry temperatures, and yes, Celestia can in fact, fly in the air. Celestia levitation horn: This levitation horn was made by accident at NASA's Glenn Research Center when a scientist was testing a cone-shaped telekinesis device. NASA translated this into a functional model next, and then installed it on Celestia. Celestia crown: Nobody knows for sure what this crown could be, but it actually contains an AI chip and a radiation-hardened version of the Cell Broadband Engine, RADCell BE. Elements of Harmony: You make think that these diamond shaped crystals are the Element of Generosity, Element of Honesty, Element of Kindness, Element of Laughter, Element of Loyalty, and the Element of Magic, right? You're wrong, although these crystals share the same shapes. These crystals are manufactured by a collaboration between IBM and GlobalFoundries, from their new "EoH Crystal Manufacturing Facility", and is based on IBM's silicon research. These crystals are the important pieces of avionics needed for Celestia's flight. One Elements of harmony crystal also contains 2.5 PB of solid-state crystal memory, enough to store an entire mission video in it from Celestia's head unit for a downlink to Earth. Elements of Harmony mast: This mast is used to store the "Elements of Harmony" crystals underground before Celestia's levitation sequence and launch. The mast was designed by NASA's Ground Ops team for Celestia by using parts from a junkyard and an unused spherical hydrogen tank. This was a major engineering project too, costing at least $7 billion to build.
  17. (to start) Huge shoutout to the Micro Engineer Mod Creators: Micrologist & Falki absolutely love this mod Issue: While creating a rocket w/ multiple crafts radially attached to it, I noticed that I was only able to view the Stage Info for my main rocket. This made it difficult to build additional crafts and judge their TWR prior to finalizing their design(s) Suggestion: Adjust Stage Info so that it only shows information pertaining to the actively selected Ship in the VAB. Specifically, the ship selected using the VAB's target ship button (I could be misremembering the button's alt-tag. I'm away from my home computer atm) Or, you could add a dropdown menu in the Micro Engineer window where you select which ship's information that you want to display
  18. CKAN now fully supports KSP 2. Here's how to install CKAN as well as install your game instance of KSP 2. This is the best way to install mods.
  19. This is the first time ksp 2 has crashed on me, probably not the last before it had just freezed, but i think the problem is instead the mod "lazy orbit" im using
  20. Xingniao Aerospace What is it? Xingniao* Aerospace is a mod intended to introduce parts for the Chinese space program, primarily focusing on launch vehicles, crewed spacecraft, and their space station program, ranging from the earliest satellite launchers of the 1970s to present. Stylistically, it's intended to be a blend of a stockalike and Tantares (which has been a huge inspiration/help with this project in general, go check it out) with a nice "lego-able" design that can be mixed and matched. These parts are being balanced against a 2.5x Kerbol system, so they may be overpowered in a stock-size game! *pronounced "shing-niao" What'll it have? Currently, my plans are to include parts to build: -CZ1/1D -CZ-2, its variants, and the upper stages to convert it to a CZ-3/4 -Shenzhou -Tiangong/Tianzhou -Tianhe and associated laboratory modules What're your standards of accuracy? I'm trying to have these parts capture the feel/essence of the original rockets, while still retaining a stylized quality to help it fit in better with stock parts and those from other mods. Additionally, a somewhat simplified representation of some of these may be somewhat necessary for the sake of unwrapping and texturing in any reasonable amount of time. Another important note on this is that, as someone in the US, there's a degree of difficulty in accessing image references and technical specifications for missile/rocket systems developed in 1970s China. As such, there's a good possibility that artistic liberties will be taken with some parts to fill the gaps in concrete knowledge. That said, if you do have suggestions for improvements and photo references to accompany them, I'd be glad to look into implementing them! Do these parts even exist yet, and what do they look like? Many of them do! Some of them have been put in-game in some fashion or another, and others are still-untextured blender models that're in the process of being worked on, but here are some samples of what I've got! ETA on release? No idea! Progress depends heavily on a lot of factors, like things going on in my outside life, mental health, school, etc. I've been working on this project for about a year or so now and I'm excited to finally be getting to a point where I have something worth sharing on the forums! Let me know what you think of this, if you have any questions/comments, etc.! I'd love to hear! I'll also be posting occasional updates here before moving to a release thread at some point, so feel free to stay tuned!
  21. Hello Modders! I'm developing a mod for the game that let's you load reference images directly into the editor so you can build around images, IN-GAME! It makes it really easy to make near-perfect replicas of real life vehicles. Thing is... I really need some help finishing this thing. I've ran into some problems when loading the texture into the game. KSP seems to be able to load the image, but not properly apply the texture to said image. That's where YOU come in! If you have any prior experience in Unity KSP modding I would love your help with loading these textures into the game. Thanks in advance for any help! Below are some screenshots of the mod doing it's thing:
  22. Flat-Bottom Shuttle Systems is a modular parts pack which allows you to build flat-bottom space planes! These parts have a triangular cross-section of 2.5m and, due to the flat bottom, provide some lift. Please note, the RasterPropMonitor mod is required for the IVAs and will have to be downloaded separately. Comments and feedback are appreciated. Updated: 3/17/2019 The latest update includes surface-attachable wings, added adapters for Mk2, Mk2.5 and Mk3, and new engine mounting plates. Now uses B9 Part Switch. Download from: SpaceDock Required: RasterPropMonitor Parts List: Sample Images: Cross-section Specifications: Please note this mod is still a work in progress. Next Update:
  23. SOLVED: Turns on FAR was the issue, i uninstalled it and it works just fine now restarting game and clearing input log has not helped. gamedata folder: https://imgur.com/a/uXPylsD Ksp logs: https://drive.google.com/file/d/1KxQ9C2RDRZXZbP9cm0HeqAmhw8S3KNDY/view?usp=sharing
  24. May you provide me with a lander to land on Echo (From the Precursors Planet Pack). It requires 3800m/s to go to orbit or land and all entries must come with a normal Clamp-O-Tron docking port (1.25m). Thanks for your help! The docking port I'm referring to: https://wiki.kerbalspaceprogram.com/wiki/Clamp-O-Tron_Docking_Port
  25. Kalkulator is a mod for Kerbal Space Program 2 that adds a basic calculator with addition, subtraction, multiplication, and division functionality. The latest release is 1.0.2, which has been tested to work with 0.1.1.0 of KSP 2. Previous Releases: 1.0.0 | 1.0.1 Download Links SpaceDock: https://spacedock.info/mod/3327/Kalkulator Github: https://github.com/JohnsterSpaceProgramOfficial/Kalkulator/releases Installation Download and extract SpaceWarp + BepInEx (https://spacedock.info/mod/3277/Space%20Warp%20+%20BepInEx) into the root directory of your copy of KSP 2. Drag the contents of the mod's zip file into the root directory of your KSP 2 installation. If you did everything correctly, when you run the game, the mod should appear similar to what is shown in the screenshots below. Screenshots License (CC BY-ND 4.0)
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