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Found 71 results

  1. How do I transfer a .STL file into a part model?
  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. 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: KAS 1.0 Beta 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 and Utils Github repository. ReleaseBuilder Github repository. LocalizationTool Github repository.
  3. You guys know the BD Armorys Armor Plates i want to duplicate them and give different texture to them. I using armor plates as structural parts for my star destroyers . I did copy armor plates folder and edit needed things in cfg. Except one thing; texture. Cfg file has not texture file name and directory line. But even so it is always using bd armory texture file directory. I want to change directory and texture file name. How to do this? (Please speak simple, my english not eough to understand complicated sentences)
  4. Hello ! Im working on my first ksp mod who's gonna add new propulsion systems (like nuclear fusion or antimatter for example). I have a little problem with one of my engines : im using a module enginesFX for the engine principal informations and a prefab_particle for the flame. And the flame, dont want to apears when the engine start. If someone can check the code and tell me if there is errors, it will be very helpful ! Thank you !! PART { name = EtrFusion1 module = Part author = Lgg159 mesh = model.mu rescaleFactor = 0.78125 node_stack_top = 0.0, 0.16, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = heavyRocketry entryCost = 0 cost = 36000 category = Engine subcategory = 0 title = "ETR-1" Aerospike Fusion Engine manufacturer = UTech Nucler Science Inc. description = The "ETR-1" engine use a new technology : it uses nuclear fusion and electromagnetic fields to create and propulse very hot helium in the space. attachRules = 1,0,1,0,0 mass = 2.7 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 10 breakingForce = 200 breakingTorque = 200 maxTemp = 3000 bulkheadProfiles = size1 tags = fusion etr nuclear helium he3 magnetic tritium deuterium MODULE { name = MultiModeEngine primaryEngineID = Helium3 primaryEngineModeDisplayName = Helium3 secondaryEngineID = Tritium secondaryEngineModeDisplayName = Tritium autoSwitchAvailable = False } MODULE { name = ModuleEnginesFX engineID = Helium3 powerEffectName = running thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 5600 heatProduction = 400 fxOffset = 0, 0, 1.2 PROPELLANT { name = DeuteriumFuel ratio = 4.5 DrawGauge = True } PROPELLANT { name = Helium3Fuel ratio = 3 } atmosphereCurve { key = 0 20000 key = 1 19800 key = 6 0.001 } } MODULE { name = ModuleEnginesFX engineID = Tritium powerEffectName = running thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 5500 heatProduction = 390 fxOffset = 0, 0, 1.2 PROPELLANT { name = DeuteriumFuel ratio = 4.5 DrawGauge = True } PROPELLANT { name = TritiumFuel ratio = 3 } atmosphereCurve { key = 0 19800 key = 1 19200 key = 6 0.001 } } EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 0.05 0.6 volume = 1.0 1.5 pitch = 0.0 1.2 pitch = 1.0 2.0 loop = true } PREFAB_PARTICLE { prefabName = fx_exhaustFlame_blue transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 } PREFAB_PARTICLE { prefabName = fx_exhaustLight_blue transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 } } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 3 } MODULE { name = FXModuleAnimateThrottle animationName = ksp_l_midrangeEngine_anim responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 6.0 } } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 // this just registers altitude as something to care about situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.8 maxDistance = 50 falloff = 2 thrustTransformName = thrustTransform } }
  5. 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.
  6. I don't have any experience in modding ksp and I am playing on 1.3.1 with realism overhaul and I want to create my own parts but with realistic stats who hard is that? And who can I do that? Thanks for helping
  7. I'm currently looking for a way to read information from KSP (ingame) on my main pc and use a Raspberry Pi 3 to display the information. My main pc will play the game and I want to use my raspberry pi with 7-Segment display. I just need a way to transfer data from my pc to the pi or even simpler just aquire the data, from there I can code the Pi 3 & 7-Segment Display by myself. So how can I read information like the height, velocity etc...? I have a good portion of programming expierence in Python, C++ & Web but some to none expierence with C# which is needed for KSP.
  8. I have a problem... I tired everything but I can't solve it.The particles don't stay on their place.I want a normal engine plume. [noparse] //Ren1 //d_s___3 PART { name = ds3_engine_Ren1 module = Part author = d_s___3 mesh = Ren1-M scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.1, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.5, 0.0, 0.0, -1.0, 0.0, 1 fx_smokeTrail_light = 0.0, -1.6, 0.0, 0.0, 1.0, 0.0, running TechRequired = nuclearPropulsion entryCost = 450000 cost = 9000 category = Engine subcategory = 0 title = Ren1 manufacturer = #autoLOC_501627 //#autoLOC_501627 = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = --MOD-- Ein tolles Triebwerk! attachRules = 1,0,1,0,0 mass = 3 heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.85 // engine nozzles are good at radiating, NTRs even better dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2500 // = 4000 bulkheadProfiles = size1 radiatorMax = 0.15 //Kühler tags = #autoLOC_500438 //#autoLOC_500438 = active atom efficient engine inter liquid (nerv nuclear nuke orbit propuls radio reactor vacuum MODULE { name = ModuleEnginesFX engineID = ds3_exhaust_Ren1 thrustVectorTransformName = particleFX runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 90 heatProduction = 150 fxOffset = 0, 0, 1.5 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } atmosphereCurve { key = 0 800 key = 1 185 key = 2 0.001 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.7 maxDistance = 50 falloff = 2.5 thrustTransformName = thrustTransform } EFFECTS { running_closed { MODEL_MULTI_PARTICLE { modelName = Exhaust2/FX/Ren1_Exhaust transformName = thrustTransform emission = 0.0 0.0 emission = 0.1 0.5 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 } } }
  9. I have questions relating on the incompatibility of addons with newer versions of ksp. If I have unity and visual studio, also blender, if I say I want to update a mod for personal use, according to the licenses and have the full right to make any modifcations as long as I give credit to the owner and do not benefit financialy for personal gain the owner has that right . so how do I update it, because some of the mods work with the newer version and some parts are broken. like wheels with the 1.1 version . or communications with the 1.2 update . and if I misspelled anything please disregard.
  10. 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.
  11. Is there a more appropriate place to post this sort of thing? If so, I can repost it there. So I was thinking about how I've spent more money donating to KSP modders than I've spent buying video games ever since I bought KSP from Steam. But after looking at donating to @ferram4 yet again I realized I didn't show enough love to other folks. So I busted out the gold card and went through my installed mods list. These are the folks who had donation links: @Athlonic, @ferram4, @cybutek, @Thomas P., @sarbian, @Valerian, @pizzaoverhead, @blackrack. I sent along what I could afford today. Thanks so much. And there were the folks who deserve donations but didn't have donation links I could find: @maja, @MOARdV, @Waz, @DMagic, @ExtremeTrader, @jrbudda, @linuxgurugamer, @OhioBob, @Nhawks17, @Galileo, @westamastaflash, @shaw, @TriggerAu, and @whale_2 who probably single-handedly saved my KSP 1.4 experience.
  12. (sorry if this is in the wrong place) Hey everyone, so I've been wanting to make a mod for some time, but being me, I'm absolutely useless at Blender (how do you select something again? ), which seems to be the go-to program for part modders. However, I don't want to let my sparse, at best, knowledge of Blender stop me. I am pretty familiar with Sketchup, as I use it for 3D-printing. I was wondering if it is possible to make modded parts on Sketchup, and if so, what its advantages/disadvantages are. Thanks!
  13. Hello, i had once installed a mod, which changed the planets in its orbits and moons, to get a stock version of the real Solar System. For example: Kerbin just had one Moon, the stock Mün, but the inclination and the distance were changed, to match the real worlds moon. I saw that there is a mod called SSRSS, but it uses the textures of RSS, while the mod im searching for used stock textures. Another thing i can remember, is that the KSC was moved, so that it wasn't alligned with the equator any more. Does someone know this mod, and if yes: is it updated for 1.4.4?
  14. I am pretty new in the modding community and i couldnt find good tutorials for making IVA's. The only thing i know is that you need a model for the outside and one for the inside. What would interest me is : - How do you make the inside - How do you manage it in Unity (parenting etc.) - What cfg scripts do you need - How do you integrate mods like [JSI/A.S.E.T/MAS/NearFutureProps] It would help if you could make a tutorial like this I know there are some guides on how to do it on the forum but they are either very old or just confusing. Thank you for your help IceTitan
  15. I've looked through the forum and found no complete guides or tutorials about how to make solar panels in KSP. There are some bits of knowledge here and there but no complete tutorial and most of them seem to be obsolete. Hence my question. From start to finish, how do you guys create your deployable, non deployable, suntracking and static solar panels? Do you animate the deploy animation in 3d modelling software or do you do it in Unity Editor and do you need a specifically named animation or set up pivots/bones in specific places for it to work with KSP? Do you have to name each part of the solar panel in certain way? Do you have to parent them to specific gameObjects for it to work? Which direction should solar catching parts face to face the sun? Which direction should hinge parts face or how should they be named to only rotate around desired axis? Can you specify a maximum angle for a hinge? What I'm trying to do is create a deployable solar panel that's meant to be used on ground. It would work and look similarly to solar panels in the game Surviving Mars. I'll post some pics after I get it to work, hopefully PS. First post on new forums hype!
  16. 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!
  17. I am interested in creating a mod. I want to to create a part/ parts pack mod and a contract mod. i have heard that it is best to start with contract configurator when starting with modding. I would like to know the best tips and tricks on starting with modding.
  18. I'm making a mod that adds modern realistic weapons such as the Avenger II GAU from the American A-10 Fairchild [not all that fair irl, you hear the shell impact before the gun] muzzle velocity aside I neee help with models and animation I'm skilled in neither [i can animate with things I've drawn] however this is very different. I also need to know how the hell you can read .mu files. Cya, KenjiKrafts
  19. You know how when you place a decoupler on the bottom of an engine, a fairing shows up around it? Well, as the title says, an engine in a mod I'm making shows the engine fairing in the preview. When I use the part without a decoupler, the engine displays like I want it to. How do I hide the faring in the preview? P.S. Should I just say what my mod is about? I was planing to keep it a secret so it could be more of a surprise. However, if it's a hindrance to keep it a secret, I can say what the mod is about.
  20. I want to create new FX (like rocket flames), but I don't know how. Can I use GIMP? Is there a specific file format I need to use?
  21. I'm having trouble with the new parachutes. They're great and fun to use, but I want to deploy them without right-clicking on my kerbal. So I took to the code. I searched the landing gear, lights, and RCS-related parts and couldn't find anything related to action groups. So how do you set them? I know it's possible to assign action groups and staging to kerbals, just get in an EVA seat. I know next to nothing about this stuff, so a video tutorial would probably help the most but I'll take any help I can get.
  22. 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!
  23. Hey Guys, I just installed a ton of mods today (i will make a list with the mods if anyone want). But im wondering how the tech tree will be filled with the inofficial modded parts. i know mods like Community Tech Tree and others but is it guaranteed that EVERY modded part is Correct implemented in the tech tree? sometimes i think the parts that are not implemented in the tech tree are just not available in the career mode. Can anyone give me an answer about that? And sorry for possible english mistakes. its not my main language
  24. Do you have unused blender models for KSP ? Here you can post all your works of art that you have given up on/don't have time to finish. Maybe someone else will make/integrate them into a great mod. ORIGINAL POST{outdated}