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  1. I would love to see a Kerbol Origins or OPM port, or Parallax. I'm not sure how likely or feasible it is, but it would be really nice to see those mods ported over to KSP2. Despite KSP2's bugs, the game has improved a lot and can be seen as a similar title to KSP1. Honestly the amount of creativity generated over the course of KSP1's lifespan is staggering, and it shouldn't just be abandoned. Anyone interested in a OPM/Kerbol Origins/etc. revival? Maybe like a "modloader" that you install into KSP2 with mods that you can enable and disable? I don't know KSP2 modding, so maybe i'm not the right person to talk about this, but it still would be cool.
  2. Can't find any guides on this anywhere augh What I want to do is create my own IVA's for existing parts (for example Airplane plus cockpits) but I'm confused on what programs/plugins I need and ofc how to use them step-by-step instructions on this would be neat
  3. So recently I was looking into modding KSP1 (making my own planets). I was wondering if there's a way I can add custom assets/models to a planet's surface in a specific area. A bit like how the monoliths and easter eggs are models placed on the ground. Also what about placing models in orbit. I wanted to make a cylindrical object in orbit, based of the Rama spacecraft. If anyone knows how to please let me know, or refer me to a youtube tutorial (as I can't find one).
  4. The KSP community has created many AMAZING graphical mods using EVE(Enviromental Visual Enhancements), and I want to do the same. My question is, how do I use the mod to create a cloud layer? What should I do if I want to add citylights to a specific celestial body? Any help would be greatly appreciated.
  5. Greetings fellow Kerbal Space Program enthusiasts! I'm currently working on a mod for Kerbal Space Program's vehicle editor, and I'm seeking some guidance on implementing a specific feature. My goal is to create a mod that adds a slider, accessible through a toolbar button, which displays the total amount of each resource (e.g., fuel, ore, oxidizer) available in the SPH or VAB. This slider should allow players to efficiently distribute resources by moving it, removing the same percentage of fuel from all tanks simultaneously, instead of depleting one tank at a time. I would greatly appreciate it if any experienced modders or game developers could lend me their expertise. Here are a few questions I have: How can I code a custom slider within Kerbal Space Program's vehicle editor interface? Where can I find reference code or examples to help me with creating custom UI elements in Kerbal Space Program mods? How can I retrieve the total amount of each resource present in the SPH or VAB using modding techniques? What methods or approaches should I use to link the movement of the slider to the removal of a consistent percentage of fuel from all tanks in Kerbal Space Program? Are there any existing resources, tutorials, or examples available that can provide step-by-step guidance on coding UI elements, resource management, and mod development in Kerbal Space Program(Videos)? Your guidance, suggestions, or even pointing me in the direction of relevant resources would be immensely helpful. Thank you all in advance for your valuable insights and support!
  6. Hi, My goal with this patch is : - reduce antenna EC consumption on science transmission. Reduce the bandwith to make science transmission take longer. I came with multiple solutions, but it's weird since it never fully works : some antennas have half the patch applied (the ec bit), others the bandwith bits, others none... Here are examples of what I tested, none were better than the other. If some MM wizzards are around, some little help will greatly appreciated ! first attempt : @PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:FINAL { @MODULE[ModuleDataTransmitter] { @PacketInterval /= 2 @packetSize /= 2 @packetResourceCost /= 2 } } second attempt : @PART[*]:HAS[@MODULE[ModuleDataTransmitte*]:HAS[#antennaType[RELAY]]]:FINAL { @MODULE[ModuleDataTransmitter] { @PacketInterval /= 2 @packetSize /= 2 @packetResourceCost /= 2 } } @PART[*]:HAS[@MODULE[ModuleDataTransmitte*]:HAS[#antennaType[DIRECT]]]:FINAL { @MODULE[ModuleDataTransmitter] { @PacketInterval /= 2 @packetSize /= 2 @packetResourceCost /= 2 } }
  7. KSP 2 Modding Wiki We have made a new community wiki for everything related to KSP 2 modding. The goal is for it to become a centralized knowledge base for modders, one that is more accessible and easier to navigate than scattered posts throughout the KSP 2 Modding Society Discord server. I'd like to encourage everyone who has any insight that they feel could be useful to others to share it there - from basic examples on how to create a basic SpaceWarp mod to making part mods with Unity to specific guides on e.g. creating custom Part Modules or solving some common issues. All you need to get started with writing your own articles or helping with existing ones is to make an account! Link: https://wiki.spacewarp.org
  8. Hello. I'm trying to create a custom part mod for KSP 2 but I'm not 100% sure how to set everything up so that my custom part will show up in-game without any problems. The images below show what I have so far in Unity. I know there is a creating custom parts section on the SpaceWarp documentation, but some parts of it are a little hard to follow.
  9. if the modding community make's all the features we don't have yet will the devs still add them in or improve on what the modders did?
  10. How do you all think the modding scene will look in KSP 2? Which of the current master modders will be the ones to start to port over the old mods?
  11. 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:
  12. IMPORTANT: PAGE UNDER CONSTRUCTION, NOT FINAL Before I begin: 1. This is my own idea, it is in no way official, nor affiliated with any developer of ModuleManager. 2. I thought it would be helpful. 3. No one told me not to. 4. This is for you, @Ooglak Kerman. And all the others who wished to manage their modules, but could not. So, I figured that many KSP players who use a lot of mods may not exactly have the mods just the way the want. Or maybe a budding modder wants to learn some stuff about CFG files. Part 1: What is Module Manager? ModuleManager is a mod created by @ialdabaoth and currently maintained by @sarbian. A large portion of KSP's data are stored in text files with the .cfg extension. This includes resource definitions, part functionality, science flavor text and gains, and much, much, more. Sometimes, a mod may need to change this existing data as well as adding it's own. That is where Module Manager comes in to help. With ModuleManager, the text in CFG files can change what is actually loaded into the game from what is in the other files. For example, Snacks, a life-support mods, adds some life support supplies to all crewed pods using ModuleManager. THIS GUIDE WILL NOT TELL YOU HOW TO INSTALL MODULE MANAGER. Part 2: The Node Structure The CFG files are set up into a hierarchy of nodes. These nodes contain fields, where data is, and other nodes. Let's take a look at the definition of the Liquid Fuel resource. At the top, in caps, we see "RESOURCE_DEFINITION". This is the type of node. As it does not exist within another node, we call it a top-level node. Within it, are some other nodes and fields. First, is the "name" field. This is not what is displayed, it is an internal name. It is very important, however, for selecting that node for later editing. It also has some other functions for things like functionality. You may notice, that in the displayName and abbreviation fields, there is some #autoLOC_<numbers>. This uses the localization system, displaying a different value based on what language is selected for the game. This will be later discussed further. So, we have those fields, but we also have the "RESOURCE_DRAIN_DEFINITION" node, with its own fields inside. There could be other nodes inside that, and you can go on forever. Part 3: Selecting a Node for Editing At the top of the previous example, we saw the line "RESOURCE_DEFINITION". In front of that, we could have put a few thing, and behind it, we could have put a lot more things. If, at the front, we had an "@" character, we could select a RESOURCE_DEFINITION for editing. if we had a "+" character, it would make a copy and let us edit that. the "!" and "-" characters delete the selected node, but you still have to specify a little something. More detail on this later. Finally, the "%" character edits something if it already exists, and if not, creates it. At the back, we could have put some square brackets. Inside those brackets, we could select a name of the specific node to edit, as there are lots of nodes of the same type. The name is the same as the "name" field specified in the initial creation of the node. You can put the "*" character inside the name, and it will represent any number of any characters. So, "abc*" would select "abc1", "abc2", "abcde", but not "ab3". Additionally, the "?" character can be any one random character. If you want to select every part, you can put just the "*" character into the square brackets. After the square brackets, we can put a comma and then a number, or some other selectors. The numbers indicate which node to edit, if the node they are in have multiple with the same name. The selectors are: HAS, NEEDS, FOR, BEFORE, AFTER, FIRST, and FINAL. They will be discussed in more detail later. After each of these words, there is some stuff in square brackets, and then a colon between everything. Here's an example, from the Blueshift thread: Let's look at each line. First, it edits the parts with a specific set of nodes. Curly braces indicate that we are going a level in. Then, we edit a module node with the name "WBIWarpEngine". Again, curly braces. Finally, we edit the warpSpeedSkillMultiplier field to be 0.6. Remember to make sure that each opening curly brace is paired with a closed curly brace. This is one of the most common mistakes! Part 4: Selecting Fields Fields also need to have the selection character at the front, and can have the other selectors or numbers applied to them. Oh, and the number can be the star symbol to select all of them. If there is no number, the first one is used. These go before the new value, like this: @WhatEverThisIs, 3:NEEDS[xyz] = abc Part 5: Other Selectors There are a few things you can put after each selected node or field: 1. HAS HAS will only make the patch apply to parts with some condition. After the word goes a set of square brackets. Inside, you can put: <character><node/fieldType>[<name>]. The character can be @, # or !. If the character is @, then the patch will only run on parts with that node. If the character is !, then the patch will only run on parts without that node. The # character will be covered later, when we get to variables. The node type should be self-explanatory. is it a PART? MODULE? RESOURCE? The name is just the same as the name field when selecting a part. 2. FOR This one's simple, a mod name goes in the box. This lets Module Manager know that the patch is for that mod. 3. NEEDS For this selector, inside the box goes the name of a mod. The patch will only run if that mod is installed. The ! character can be used to make the patch only run if the mod is not installed, and the | character acts like a logical OR gate, so either of two mods can be installed and the patch will run. To determine whether a mod exists: A. if there is a patch, that runs at all, with the FOR selector carrying a name that is the same as what is in the NEEDS box B. Or, if there is a folder in GameData with the name you are looking for. 4-5. BEFORE and AFTER Mod names go in the box. These make the patch run before or after patches with FOR selectors of the mod name. Useful to avoid pouring the drink before getting out a cup, so to speak. 6-7. FIRST and FINAL Simply put, these just make the patches run before or after everything else. No square brackets needed. COMMUNITY UPDATING As it seems others have begun to add things to this, I will quote them here in the OP. Thanks, everyone!
  13. I've wanted to make a variant of the Mk 1-3 Command Pod to carry 5 Kerbals instead of just 3, but I'm not quite sure how to approach this. Ideally it would be another part using the same model but Mk 1-5 instead of Mk 1-3. I'm not sure how exactly to do this, and was wondering if maybe there are better alternatives out there. Thanks.
  14. Version of the game: 1.12.3 Description: Tweak Scale doesnt changing size of construction part, no plugin Icon at the toolbar at the right bottom - only small text about TweakScale and slide for changing sizes, but it doesn't working. Chatterer - installed, reinstalled, but no any sounds in the game, as no plugin icon at the toolbar. Mods Installed: Logs: ModuleManager.log Player.log
  15. Hello Mod Community! I'm currently developing a mod which requires the selection of an or several image(s) by the player. Preferably I would like to do using the Windows File Explorer. I've tried two methods, using UnityEngine and another one using System.Windows.Forms. None of them worked and I've heard that apparently people have had issues with the file explorer when modding before... UnityEditor method EditorUtility.OpenFilePanel("Select reference image!", "", "png"); Which gave me this error: I heard the apparently KSP doesn't use UnityEditor so I added the UnityEditor.dll file into the plugins folder which changed the error from the beforementioned one to this one: Anyone have any experience with UnityEditor and KSP modding, please let me know! System Windows Forms method string refImgPath = ""; OpenFileDialog fileDialog_ = new OpenFileDialog(); fileDialog_.InitialDirectory = @"c:\"; fileDialog_.Filter = "png"; fileDialog_.RestoreDirectory = false; if (fileDialog_.ShowDialog() == DialogResult.OK) { refImgPath = fileDialog_.FileName; } Debug.Log(refImgPath); Which gave me this error: I didn't know where to continue from here, anyone know what's wrong? Basically I need help with getting an file (image) explorer window working to get the path to any given image. Thank you in advance for any help!
  16. 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.
  17. 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
  18. I am building a SpaceX parts mod, and i need to find out what node i should require for Career/Science mode.
  19. 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/
  20. 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?
  21. 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!
  22. 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)
  23. 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?
  24. 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)
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