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  1. Hello! How do I generate custom atmosphere colors with Scatterer? None of the variables in the atmo.cfg seem to adjust color, and I can't figure out how to generate new scattering tables using the config tool. I read through the documentation and searched the forum, but I couldn't find an answer. Any help would be appreciated.
  2. If you don't develop, test or translate the KSP mods, then you may stop reading now. These mods have no value for a regular KSP player. For those who do develop or translate the mods, some of these mods may have some value: KSPDev LogConsole. A mod that intercepts stock game logging output and presents it a bit more friendly. It also can persist it to disk so what you don't loose logs from the previous runs. Also, logs are persisted into three files: INFO, WARNING, and ERROR (configurable via settings file). This allows quick navigation between key events in the game. See more information here. Some screenshots are here. Also, read the Log Console Wiki. KSPDev Utils. An assembly with a bunch of useful methods that may make your life easier (or harder, you never know). Basically, it's a constantly extending library of the best practices and common task implementations. It's distributed under the Public Domain license, so you don't need to bring the whole binary into your project: you may just copy/paste the code you need right into your code base. See more information here. Also, see the API documentation. If you want to use this library, then you really need to read the documentation! KSPDev ReleaseTools. A bulk of handy Python scripts that helps building and releasing a mod. The scripts can build, automatically update MinIAVC version files basing on the data from AssemblyInfo.cs, and actually uploading the archives to the major KSP mods hosting platforms (GitHub, Curseforge, Spacedock)!. The release project can be configured either via a JSON settings file or directly from the Python code. See Release Builder Wiki for more information. KSPDev_LocalizationTool . A mod that can help you managing the mod localization. It's useful for both: the authors, and for the translators. The best resource on learning the mod abilities, is reading the Localization Tool Wiki. I did my best to describe the most useful use cases, but feel free to ask here, in the thread. IMPORTANT NOTE! The tool is not able to merge ModuleManager patches or account the runtime part changes. So, if you do localization, it's better to disable such heavy mods as ReStock/ReStock+. How to install KSPDev LogConsole. From CKAN (highly recommended): Install and run CKAN. Search for "LogConsole" or "KSPDev", then install the mod. Occasionally run CKAN client to update LogConsole to the latest version. Manually (discouraged): Download the release ZIP from: GitHub. Spacedock. Ensure all existing files are deleted. Do not just copy over! Unzip the contents. By default console is activated via ` (back quote) key. It's configurable via KSPDev.settings file (sorry, I didn't put comments there). KSPDev Utils. If you like reusing code via copy/paste then: Read the docs, find the module, copy the code, have fun, and add a Like to this post. If you prefer using pre-built assemblies then: Get latest DLL and docs XML from Github (note that releases are usually a bit behind the trunk). Add the assembly into your project as a reference. If you use a modern IDE then IntelliSense and help topics should become available. Always put the DLL into the same folder as your mod, this way you'll never get hit by a versions hell. KSPDev ReleaseBuilder. Download latest release archive from Github. Copy the Python script into your repository and setup the project settings. See Wiki for the help and examples. KSPDev LocalizationTool. Read the installation instructions in Wiki. Mods that use KSPDev Utils: Kerbal Attachment System (KAS) Kerbal Inventory System (KIS) Easy Vessel Switch (EVS) KSPDev Localization Tool ...here can be your mod... License All code and binaries are distributed under Public Domain license. You're absolutely not restricted! Source code location LogConsole Github repository. Utils Github repository. ReleaseBuilder Github repository. LocalizationTool Github repository.
  3. To all new budding planet modders, and perhaps older ones, this is a tutorial on how to create a decent looking texture for a rocky planet. Requirements: GIMP GIMP is a free plugin you can download that is my platform of choice for texturing, and it's what I will be using in this tutorial: Firstly, after you've opened up GIMP, click File > New, and create a new page. The Dimensions are VERY IMPORTANT if you want the texture to work. Use a 2*1 texture, which comes in 1024-512, 2048-1024, and 4096-2048 sizes, you can continue going up if you want, but I would recommend 2048-1024 textures for rocky planets and 4096-2048 for gas giants. In this tutorial, I will be demonstrating a smaller rocky planet. Next, choose a color to fill the page with after you have created it. This will be your theme color. It can be pretty much anything, but I would recommend staying away from purple/pink colors due to it being unrealistic, but it's your texture! In this tutorial I'm using a blue theme color, but the method works for a lot of other colors. Switch the brush to Acrylic 01 and cover most of the texture in variations of the base color. Don't sweat if it's not seamless, we'll worry about that later. Now, using the smudge tool, blend all the various patches together. If you were to export that into a texture for your planet, it would work, but would probably have a horrible looking seam as you are about to see. Go to Layer > Transform > Offset and click. In the X field, put in half the length, or the width of your image, in this case it being 1024. This is what the texture would look like if you wrapped it around a sphere, note the obvious seam cutting through the image. How do we remedy this? Using the smudge tool, blend the two sides of the texture together until the seam is no longer visible. Repeat Layer > Transformation > Offset once more by putting the width of the image in the X field, and you will go right back to where it was before. Now, go to the Filter's tab, click distorts and click of the Polar Coordinates. This is what the planet would look like from the north pole. Look at all that polar distortion! Use the smudge tool once more, and blend the poles to your satisfaction. Now, click on Polar Coordinates once more, to turn back to it's original format, then use Polar Coordinates once more, but disable (or enable) Map from top. This is now the opposite pole. Use the smudge tool again to your liking on the top pole to rid the texture of the polar distortions. Congratulations, you now have a texture! Now, before you save the image, click on the Filters Tab, go to Map, and open the Map Object tab. Change Map To: to Sphere, disable the wireframe, enable transparent background and enable Updating Live. If you go to the orientation tab, and change the y axis, you can look at a mini preview of your planet! Now, you can leave the texture as it is, or you can add surface features, such as craters, canyons, and mountains. Remember to export, not save the image, and make sure to save it as a .png and .dds file (either one works), and place it in the folder of choice. Other resources that might help creating planets: The Kopernicus Wiki: A pretty good documentation of the basics of Kopernicus @OhioBob's Atmosphere Calculator: If you want to create an atmosphere @Poodmund's Planet Texturing Guide Repository: For more fancy tips and tricks on making planet textures. In game examples: (From my Mod, Japris Stellar Neighborhood)
  4. I got many mods from curse forge, and I put them all in GameData, but I got some errors, can someone help? And here are the screenshots, actually Idk how to put in screenshots
  5. Hello all cosmonauts! This is my first post in the community, I hope to post this in the right place. I'm a graphic designer, and I've worked on some mods for other games. But KSP is my passion and I would like to collaborate with the community. I decided to do some tests for an improved interface in the graphic aspect, without intervening in the size, functions or positions of the elements, just perform in reskin of the interface. (especially for QHD and 4k) Seeking to unify unnecessary colors to decrease unnecessary visual complexity, and also make those long trips to Elo more comfortable. The idea is to use flatter textures, with greater contrast when necessary and greater clarity in the shapes. This is a very easy redesign job to apply to the game if the configuration and texture files can be easily modified. With KSP I am a little confused on how to start the work so I decided to ask the community for help to form a team and work on the aspects that I do not know about the game. I have always worked alone, without sharing many of the mods I made, but I think that should change, and the KSP community is one of the best to start learning and sharing experiences.
  6. I am building a SpaceX parts mod, and i need to find out what node i should require for Career/Science mode.
  7. A magnetic sail or magsail is a proposed method of spacecraft propulsion which would use a static magnetic field to deflect charged radiated by the Sun as a plasma wind, and thus impart momentum to accelerate the spacecraft. A magnetic sail could also thrust directly against planetary and solar magnetospheres. UPDATE 1.2: - Realplume compatibility - Interstellarfuelswitch as a main fuel (Krypton Gas) SOON: - Impulse Magnetoplasmic Propulsion - Engine Textures SpaceDock This work is licensed under the Creative Commons Attribution-NonCommercial 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc/3.0/
  8. I'm trying to make a modded part but the model wont show up. The nodes work and its purpose works but the model won't show up. Any help?
  9. Hi everyone , I've got a little story to tell you that will end with a couple of questions on how the configuration of engines with multiple nozzles works. But before I start, here is a... TLDR: How can I configure an engine with multiple nozzles in KSP? And is it possible to tamper with the multi-nozzle configurations of stock engines by modifying their config file? If yes, how does it work? Okay, so I have been a little dissatisfied with the stock Launch Escape System for quite some time. It does its job when aborting mid-flight, even although in many such occasions it would also be sufficient to simply shut down all engines and decouple the command pod; but the LES's miniscule amount of propellant gives it far too little burn time to be useful for an abort on the launch pad. Instead, if it had more fuel, it could really be used in those situations where one builds a far too big and too unstable rocket that spontaneously disassembles itself right on the pad, to pull the capsule to a height large enough to deploy the parachutes and land safely back on the ground. Thus, in my KSP 1.8.1 install, I decided to give a look at the LES's config file and see what I could do to "improve" it. I have little to no experience with KSP modding, but still, increasing the amount of fuel in the LES was simple enough for me to manage that. However it then turned out that there is a problem created by the fact that the net thrust generated by the LES is angled with respect to its vertical axis. Once the burn time of the LES is more than fractions of a second, this will lead to the capsule spinning out of control quickly and stop it from gaining height after a pad abort. Therefore, I gave the config another look to figure out what I could do to reduce the amount of torque the LES induces. Unfortunately, I haven't been able to find anything that I can do to modify the center of thrust or the angle of the thrust the LES generates. My feeling is that the direction of the thrust the LES generates is computed internally by adding up the thrust of all its five nozzles, and therefore there is no single variable that determines the direction of the net thrust. Then, I'd only have to modify the configuration of the LES's off-center nozzle at the top to make it less off-center. Unfortunately, I haven't been able to find anything in the config file that seems to configure the multiple nozzles, their position, rotation, etc. and moreover, I also haven't been able to find any information on that anywhere else. So, in case someone reads this who knows how to configure multi-nozzle engines, I'd be very happy if you could explain it to me. Maybe it is configured somewhere else than in the LES's config file? Maybe it is not even possible to tamper with the multi-nozzle configurations of stock engines? Or maybe I'm just blind ? I just don't know and I'd appreciate any hints that you can give me. At least I am pretty sure that multiple nozzles have to be configured somewhere. I have RealPlume with stock configs in my install and for the LES it only configures a single plume which is automatically attached to each of the five nozzles. And here is a second issue that I am having: I find the plumes way to underwhelming for the thrust the LES generates, and I would like to make them much larger and longer. However, increasing the size of the plume also increases the size of the plume emerging from the little nozzle at the top, which I don't want. So I am guessing that what I could do, is to remove the top nozzle from the config and then manually add a small plume to it in a similar way it is done, for instance, with the turbopump exhaust plumes of various engines (like the ones in the ReStock mod for example). But before I can do that, again, I have to know where the multiple nozzles are configured. So, if you have any answers to my questions or any other suggestions you can give me on those problems, I'd love to hear them!
  10. Disclaimer: I'm asking something that may be beyond my current understanding But let's boldly go ... Is there any sort of guideline or requirement or standard for a part that will contain ModuleScienceContainer? Asked in another way ... if I was dreaming of a part mod that would have that module in it, are there physics-types of constraints on the part design that I should keep in mind?
  11. Here you will find all the necessary tools as well as tutorials, guides and snippets of info relevant to KSP modding. If you come across any information that you think should be added to this thread please post a reply here. Before you start: 1. Please visit the General Add-on Affairs forum and check out member requests. It's better if you make something that people actually want. 2. Read all links marked as "Important" ================ Table of Contents ================ 1. List of Free and Open Source Tools 1.1 Modding Tools 1.2 Other Tools 2. Not-So-Free Tools 3. Modding Reference Material 4. Modding Information Links 4.1 Common Problems and Solutions 4.2 General Information 4.3 Modelling 4.4 Texturing 4.5 Licensing 4.6 Video Tutorials 4.7 Text Tutorials 4.8 Miscellaneous 4.9 Unity/Configs 4.10 Addons For Modders 4.11 Plugin Development =============================== List of Free and Open Source Tools =============================== MODDING TOOLS Unity - Game engine This is where you rig, animate, and otherwise set up and compile the part files. Important - YOU MUST USE UNITY 4.2.2 or earlier. Newer Unity versions do not support legacy animation which are still used by KSP.Part tools: 0.23 Part Tools thread Other FloatCurve Editor - A unity package for visualising and designing FloatCurves for your configuration files. Also read the KSP floatCurves guide MBM to PNG texture converter - Unity script. Can convert whole folders including subfolders I recommend you read the 0.23 and 0.20 Part Tools posts by Mu, they are very informative. If you're having trouble unzipping on a Mac, look here. Blender - Full featured 3D editor. Used for creating the 3D assets and animating. Can also be used for texturing, rendering stills and video. Blender Plugins: Taniwha's mu Import/Export MultiEdit - Allows you to edit a group of separate objects as a single object. Very useful for unwrapping multiple models on a single texture. KSPBlender - Blender addon for importing .craft files. Blender Bundled Plugins: You might need to enable these in Preferences. Print3D - Calculates volume (useful for judging resource capacity) and surface area of mesh objects, as well as does other things useful if you're making models for 3D printing. GIMP - Raster graphics editor The best free program for creating textures and other graphics. GIMP Plugins: NormalMap plugin - Generate normal maps from greyscale bump maps. Krita - Raster graphics editor Includes some very useful tools not found in GIMP. Check out the features page .MaPZone - Procedural texture generator Very powerful texture generator with a compositing interface DDS4KSP - KSP to DDS texture converter Use this to allow KSP to load textures faster. Inkscape - Vector graphics editor UV layouts exported from Blender can be edited with this. It's also useful as a secondary program for textures if you need to create precision curves. xNormal - Texture generator You can generate normals maps, and various masks for your textures. NVidia Melody - Normal map baking program Bake normal maps from high-poly models. NormalMap-Online Online tool for generating Normal, Displacement, Ambient Occlusion and Specular maps Meshlab - Mesh editor You can use this to convert various mesh types. Notepad++ - Text editor Use this for editing configuration files. Change language to python to identify bracket pairs and collapse/extend modules. Hexplorer - Hex editor You can use this to spec the components of compiled mu files. DO NOT EDIT FILES unless you know what you're doing. OTHER TOOLS Open Broadcaster Software- Video capture / Streaming Self explanatory. You can use it to showcase your mod. Lightworks - Full featured video editing program Edit and add effects to your videos. Requires registration, however it really is the best free editor out there. ================ Not-So-Free Tools ================ Quixel dDo - Procedural texture generator that adapts to the shape of your model. The old legacy version is free but it requires Photoshop, which is not free. Link is at the bottom. Direct link ======================== Modding Reference Material ======================== Blender Model Donation - Donate or download unused models started by other forum members. NASA 3D Resources - Copyright-free models and textures. Important. The models are too high poly to use directly. Linear aerospike MiG-105 Spiral photos Dragon RCS in action Kennedy Space Center - Lots of great photos of NASA vehicles. Shuttle flight deck and Shuttle lower deck interactive high-res 360 panoramas. Launch Photography - Various space- and spacehip-related photos. Air and Space Museum's Udvar-Hazy Center Nasa audio - For sound editors. Scroll down for links to huge archives of mission transmissions, rocket and shuttle sounds, and "sounds" of space phenomena. ======================== Modding Information Links ======================== COMMON PROBLEMS AND SOLUTIONS Invisible mesh / Models not updating Invisible mesh / Models too small Stack nodes not attaching Part with animation not loading Empty Resource containers have negative cost Rescaled models revert to original size Cannot edit/create emissive animations - Unity downgrade tutorial Infinite resource usage Curved geometry boolean operations and shader issues / Vertex normals issues - Whole thread is very worth the read. GENERAL INFORMATION Stock Parts List Part Modelling Guidelines - Out of date / almost never updated. CFG File Documention on the wiki Modding information page from before the forum wipe - Download of the old page MODELLING Kerbal EVA model hierarchy - useful for people who want to modify the Kerbal EVA model / animation itself Part orientations in the VAB, SPH, and Unity - Image Part scaling with rescaleFactor A rough model of a Kerbal for modelling reference Basic Blender tutorial for making a propellent tank - by Technical ben Triangle count for parts snippet Cylinder face numbers Lots of snippets, read the entire thread Kerbal stair-climbing ability: staircase step height KSP vs. Blender coordinate systems - by orson / MKSheppard; in essence, Blender uses Z+/Z- for up/down, but Unity uses Y+ and Y- instead TEXTURING MBM to PNG texture converter - Unity script. Can convert whole folders including subfolders MBMUtilities - Standalone converter. For single or groups of files. MBM to PNG or TGA; TGA or PNG back to MBM Intermediate Texturing Guide Intermediate Texturing Guide - Panels and Edge Damage Texture Format Information - Worth giving the whole thread a read. Important DDS Quick Guide - Important Please use DDS! Fixing texture seams (gaps in the texture on the model) Memory usage of textures Creating a normal map Normal map file naming - Very important with relation to memory usage Importing models, Generating UV's, Editing and Exporting to .DDS in Photoshop CS6 ext LICENSING All addons posted on any official Squad website must have a license - Forum Rule 4.2 License Selection Guide VIDEO TUTORIALS Twitch Broadcasts by RoverDude - Lots of videos showing the workflow for part modding from start to finish: Model and Art concept, modelling, animating, UV unwrapping, map baking, texturing stockalike style. Good comments + voiced thoughts. Tutorial: Unity and Part Tools Setup + Model/Texture Import, Setup and Export to KSP - video by Tiberion Series by Nifty255 - This covers the very basics. Vol. 1 Ep. 2 - Game Models and Textures - This covers proper model and texture setup in Blender, setup and exporting through Unity, and even goes into setting up animations. and - These two cover things on the programming side: modules, plugins, .dlls, etc. - How KSP saves and loads its data, from part configs, to ship designs, to entire game saves. Tutorials by nli2work Discussion thread for the following tutorials. - Exterior/Interior Unity setup; export to KSP; slight config error near the end. ~1hr - Error corrected and explained; External/Internal basic function checks ~15min - Spawning IVA in Unity; populating IVA with Props and Light ~35m - Internal Props; ~16min - Basic Engine setup; with Emissive, Gimbal, and Fairing - Engine setup with EFFECT{} Plugin Tutorials by Cybutek TEXT TUTORIALS Making a simple engine in Wings 3D, from start to finish. MISCELLANEOUS Official Unity tutorials Unity Layers and Tags KSP floatCurves guide - Important for many Part Modules Important A snippet on ISP and fuel density Creating a new resource Stock Parts Costs and Balance Spreadsheet for 0.24 FlagDecal, Docking port IDs, PNG Unity import bug Unofficial 0.25 modding info UNITY/CONFIGS Getting started Unity to KSP: A Detail Tutorial - written by Kerbtrek Part Tools 0.20, Blender, Unity and KSP - written by Cheebsta Example Config file for loading a .Mu file into the game - written by Tiberion TUTORIAL: Getting Started With Unity - written by Nutt007, includes a video for 0.15 Tutorial:Making and asset from start to finish Air Intakes Intakes for jet engines Intake area explanation Airlock (Actually a hatch, but it's called an airlock in KSP) Adding airlocks and ladders to parts - Airlock collider must extend beyond the ladder collider to allow the click menu. Airlock positioning 1 Airlock positioning 2 Airlock positioning 3 Animation Blender to Unity animation tutorial - written by Xellith Exporting an Animation from Blender Looped animation Anim Switch details for repeating animation in reverse Repeating animation in reverse - Old Start point in animation for VAB snippet Attach nodes (Radial attachment) Transform-based NODE{} - New better way. Requires srFix .Radial attach coordinates - Old way Tweaking attach nodes snippets - Old way Collision meshes Collision Mesh snippets Normal mesh use Exploding Kerbals Cargo Bays NoAttach tag - Prevents surface attachment for specific colliders. Contract Testing ModuleTestSubject Control Surfaces Creating a control surface Decouplers Decoupler modules Docking Ports Adding a docking node in Unity Stock Docking Port in Unity - Image Docking port IDs "Control from here" for docking ports - Useful if your part alignment is different from your docking port direction. Emissive textures Emissive tutorial - new thread - written by CardBoardBoxProcessor Emissive tutorial - old thread - written by CardBoardBoxProcessor Setting up an emissive on a light - Big pictures Stopping toggleable emissives showing up lit in VAB/SPH thumbnails Looping an emissive Throttle-response emissive snippet If you have problems with the latest Unity version Engines See Video Tutorials above first. [HOWTO] Airbreathing Engines in KSP 1.0 Quick how-to on setting up a thrustTransform for an Engine Snippet on thrustTransforms Unity hierarchy for Gimballing nozzles ModuleGimbal and ModuleJettison - config settings. Trouble shooting why an engine might not work Multiple nozzles Example - Unity package and compiled part with config. Engine Fairings See Video Tutorials above first. To make fairings in VAB/SPH thumbnail invisible, set the fairing objects tag to Icon_Hidden. You will need to create a new tag to do this. Example image of the tag Removing the fairings from stock engines See above for an example engine. Flag Decal Flag decal module Positioning the decal GameDatabase 0.20+ specific config extras IVA See Video Tutorials above first. IVA Tutorial - written by TouhouTorpedo - old? 0.17 IVA tutorial - I have no idea if this is still relevant, I've not tried to do any IVA's Alternate camera for IVA portraits Stock IVA orientation reference Ladders Adding airlocks and ladders to parts Landing gear Discussion of a WIP landing gear. Lots of useful information Stock Landing Gear in Unity - Image Landing gear snippets - Spread out through the thread Landing legs Animated Landing leg w/ suspension tutorial 0.22 Landing Leg module in Unity - Image Launch stability enhancer / Launch tower Launch Clamp How-To (Tutorial) FASA Launch Tower tutorial Lights Some tips for setting up lights Model definition Replacing "mesh" with "MODEL{}" Scaling attach nodes with MODEL{} Parachutes Stock Parachute in Unity - Image Components of a parachute RCS RCS Tutorial Rover wheels Wheel rigging, setup and fault finding - Video tutorial. Guide with Unity scene example Stock Rover Wheel in Unity - Image Changing wheel torque Science Science and mods! Solar Panels Stock Folding Solar Panels in Unity- Image Setting up suntracking solar panels Powercurve explanation Sounds Using EFFECTS nodes to play custom sounds How to get custom sounds to play without a plugin - Pre-0.23 info Stack nodes Transform-based NODE{} - Allows you to easily add nodes with transforms. Makes angled nodes easier to implement. Temperature Quick guide to temperature rules Textures and Shaders Adding a normal map Faking detail with a normal map Fixing unwanted texture transparency Unwanted transparent faces Potential fixes for incorrect shading PNG versus TGA loading time Welding Example of using 0.20+ MODEL{} modules to combine parts MODEL{} tutorial - Learn How to Weld! - written by johnsonwax - GONE! MODEL{} tutorial - Intermediate Welding and Part Scaling - written by johnsonwax Wings Wing creation mini tutorial ADDONS FOR MODDERS These addons extend the functionality available for mod creators and help with mod development Tools DevHelper - Bypass main menu to automatically load any saved game LoadOnDemand - Important. Loads textures as needed, reducing the memory footprint and speeding up load times without loss of quality. Not actively developed but community fix is available. ModuleMirror - Mirror symmetry for asymmetrical parts Part Icon Fixer & Tweaks - Rescales part icons in the VAB and SPH to more appropriate sizes. RCS Build Aid - Provides visual clues about ship movement under thrust from RCS or engines. Great for if you're making replica ships srFix - Important. A fix for the currently non-functioning NODE{} HINGE_JOINTs. Mods Adaptive Docking Node - Create non-androgynous docking ports or ones that attach to more than one port size/type. BDArmoury - Includes a .50 cal turret unity package as an example if you want to make your own weapons Community Resource Pack - Community-defined resources. Check in here before defining a new resource. Connected Living Space / Config How-To - API for inhabitable areas and passable/impassable parts. DMagic Module Science Animate - versatile plugin for science experiments Ferram Aerospace Research / Deriving FAR values for a wing using Blender Firespitter / Firespitter Module Documentation - various aircraft-related modules as lots of others. HotRockets! - Particle FX Replacement Infernal Robotics / How to make robotic parts - Create controllable robotic parts that rotate or translate. JSIPartUtilities - Let's you toggle meshes and colliders on and off, and other things Kerbaloons / How to make your own balloon part using KerBalloons - Create baloons Kethane - Majir restricts the use of some modules Modular Fuel Tanks - Create user-configurable resource tanks. Module Manager - allows patching of configs at runtime without overwriting OpenParticleEmitter - Kethane-derived alternate particles module. Source code only Open Resource System - Karbonite (An open Kethane alternative) uses this. Also see Community Resource Pack Raster Prop Monitor - Configure aircraft and spaceship monitors in IVA Real Fuels - Makes resources and their measurements based on real science. SmokeScreen - Extended FX plugin Texture Animation Util - Scrolls textures on a mesh randomly or smoothly. Toolbar - Add a visible toollbar button to your plugin PLUGIN DEVELOPMENT I would love someone with Plugin experience to point out helpful threads for this Add-on Posting Rules CompatibilityChecker - Source code for plugin authors to implement a checker that shows a message if their mod is incompatible with the user's version of KSP and/or Unity KSP API Documentation Official PartModule Documentation Starting out on Plugins KSP Plugin Framework - Plugin Examples and Structure - by TriggerAu, very recent and up to date Example plugin projects to help you get started - by TaranisElsu The official unoffical help a fellow plugin developer thread Wiki page on Plugins Creating your first module - on the Wiki Info on spawning objects and applying gravity - Includes example code, links to more examples, and some useful hints. How to animate a part with multiple animations? Great info on Kerbal transforms, bones, rig, FSM, states (ragdoll, idle, sumble, run etc) Some really good info on writing Unity CG shaders. Even if you're not going to write a custom shader yourself, it still gives you a great insight into what the various bits of the KSP shaders actually control and output. Info on loading and using custom shaders into KSP Misc Plugin Information Kethane Code Snippet for an incorrect installation warning. Public domain license.
  12. Does anyone know how to implement the attenuation of sunlight intensity with distance? Where can you edit the sun light source? Now, even if you fly very far from the native star, the light intensity does not change. I want to fix it. If there is a ready-made mod that does this, tell me. (English) Кто-нибудь знает как реализовать ослабление интенсивности солнечного света с расстоянием? Где можно отредактировать источник света Солнца? Сейчас даже если улететь очень далеко от родной звезды, то интенсивность освещения не изменяется. Хочу это исправить. Если есть готовый мод делающий это - подскажите. (Русский)
  13. Kerbal Space Program Communty Rewind 2018 An unofficial representation of the modding community. I wanted to make a KSP video about some of the mods we've been playing this past year. Mods that changed the way we think, play and mods that will forever be in our GameData folder no matter what KSP version. I wanted to make a video to appreciate the modding community by making something that truly represents what we as modders can bring to a world full of little green men and women. I've asked your opinion! I wanted to know what your #1 mod is and why. So by the end of the year I had a video that represented the modding community. Because without them, KSP is not the same.
  14. Hi! I have a (what i believe) a really useful mod idea and an even vaguer idea of how to execute it, but it involves reverse engineering an already existing squad part. If anyone is feeling extra kind and has a few hours in spare time, feel free to reach out to me on discord at Fishfinger#8513.
  15. I saw this topic being discussed in a post all the way back in 2013 and of course with the Modular Segmented SRBs mod. I'm thinking on developing a mod featuring all sorts of SRB parts, including these modular segments with engines. Now, I have much lower modding skill than linuxgurugamer and his advanced modular SRB system, so I got the idea (in the 2013 post) of making this simplified modular SRB system work like a liquid fuel stack, with the segments being caps and the motor nozzles acting as engines, with a custom resource (titled Solid Propellant or something), and replicating the characteristics of real SRBs (can't be stopped, thrust curve, blah blah blah). What do you think? Could it work?
  16. Sorry everybody, but this project is lost (My computer's harddrive broke, and I didn't store this on cloud ) Hello everybody. GGKSPMC here. Have you ever been annoyed by CurseForge, or just can't find the right place to upload all of your mods? Well, I am developing a AWESOME alternative to all of those modding websites. This modding website is going to be called GameModHub. Here is a GIF of GameModHub: or at http://i.imgur.com/EsFg5w6.gifv [fileSize is 2mb, so sometimes the browser will say 404 . You guys may be worried that GameModHub will end up like kerbalspaceprogram.com. Well, I will have high paying advertisements and premium accounts kind of like reddit or Curse, except that I will not go overboard on the ads because everyone hates ads! The maximum mod file size will be 500MB without a premium account, and 1gb with a premium account. I hope everyone is excited for GameModHub, because I AM! Please do not comment on things like hosting and bandwith because I have already dealt with all of that :D. Below is my development checklist BOLD: Not worked on yet, most will be worked on when the website is online [IM USING MAMP] Italic: Being worked on, beta feature Strikethrough: Finished Underlined: Never gonna happen until the website gets 2000000 users. HTML CSS JAVASCRIPT Most images Server side code PHP AJAX Uploading mods Virus detecting (Will need moderators to test the mods for viruses) ADS (not a bloody ton of ads. just one ad per page, what other way will I get close to enough money to run a modding website?) Usernames Premium Comments Forums Blogs Wikis Server list Please suggest more features for this website! Please also do not troll anyone on this post, and please be motivational! UPDATE LOGS: ALPHA 1: Nice design/style ALL CSS/HTML worked on Currently Working On: Html/Css [because I need to make it even better] MORE RESPONSIVE JAVASCRIPT!!! Reducing file size SOON I WILL BE DONE WITH BLODDY PHP GameModHub Badges for badgers [PLEASE PUT INTO YOUR FORUM SIGNATURES!!! THANKS!]: User:
  17. What I was hoping to do or find, is a simple mod where you can select a delta v map / subway chart in game. The idea is to attach it to the top left of the screen with all the other tool tips/tabs ex, https://imgur.com/a/KbkFU5F . You simply press that tab that says DV and it pops up with a delta v map / subway map where you can put on your screen, so that you wouldn't have to alt-tab or use another device to see the subway chart. The Subway chart I want to use is this https://imgur.com/W9o5WMz . This is a very simple idea but I think it could be very useful and easy to make. The only experience I have in coding is simple html and simple python, but Im hoping this wouldn't be so much of a coding thing.
  18. Modders should by allowed to change (override) logic of asteroid spawn by SentinelModule. Curenly SentinelModule can spawn asteroids by avoiding standart way. Also its will be very helpful to document how exactly SentinelModule spawn asteroids to reproduce it in custom parts.
  19. so i create a model in blender and i don't know how to rotate it up left or right,and i seem to don't understand the attachment node.because i found node stack top and node stack bottom but i test it but i don't understand what value do what can you please tell me.PLS tell me what number do what 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
  20. I have looked everywhere and all the videos are like from 5 years ago. I know that you need a 3 modeling engine which is blender (for me) and unity. Can maybe an experienced Modder or anyone please tell me how to get started?
  21. So i had create engine model and how to make it generate thrust i know there are tutorial but i also want to create custom engine particle and these two conflict,And all those tutorial is for 2018 not 2020 and also ksp has changed to unity 2019
  22. Hello, I am looking for help from anyone with the necessary knowledge of software to help me make cubemaps out of files equal to or in excess of 65,536 x 32,768 resolution. I would like to find a program that would allow me to distort the geometry of an equirectangular scan (2:1 resolution similar to what stock ksp uses) into a cubemap. I have found software that can do the later, but not at the resolutions present. Currently my plan is to export textures as separate color channels as seen above. This means that instead of 5-6GB exports I can get away with 1-2GB ones. From here I would like to convert their geometry, then recombine them and export them as DDS cube-faces. If anyone knows of any software capable of handling this task, please let me know. I believe my pc can handle it, but my knowledge is simply too limited with these sorts of things. But that is why I am reaching out to you people, as I expect there is a lot I do not know yet. Any help is greatly appreciated, -Luci
  23. I cant seem to make my engine gimbal, here is the code and I have gimbalTransform1 and gimbalTransform2 in unity as gameobjects under the main gameobject https://drive.google.com/file/d/1usJhwl4Oqh3YhMvfqJlxrkZjKTXiGpL-/view?usp=sharing I am using rsb RD-180 as a base
  24. Welcome guys! I would like to make own Kerbal Space Program mod, that would add some basic parts ( engines, tanks etc. ) How do I start with this all? Thanks for all help
  25. I got enhanced edition the day it came out and I've been loving it, but I've been wondering is it possible to maybe get mod support for KSP on Xbox/PS4? Thanks!
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