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  1. DaMichel Ltd (DM/L) Purveyors of fine Kichel Space Travel Supplies Agent, flags, and common files for DaMichel's parts addons. By zer0Kerbal, inspired by DaMichel an original creation by KerbSimpleCo See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Youtube review by Kottabos Gaming Localization Installation Directions Use CurseForge/OverWolf App (currently does not install dependencies) 1 or 2 Dependencies Kerbal Space Program 3 Suggests DaMichel's CargoBays (DM/CB) DaMichel's Fuselage (DM/F) DaMichel's SphericalTanks(DM/ST) DaMichel's AeroRadial (DM/A) GPO (Goo Pumps & Oils') Speed Pump (GPO) TweakScale Supports Either Module Manager 4 Module Manager /Ll 5 Tags agency, flag, config *red box below is a link to forum post on how to get support* Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks DaMichel for the inspiration to create this mod see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  2. ColdWarAerospace Full Album: Version 0.1: https://imgur.com/a/BHRkQ1D Version 0.2: https://imgur.com/a/Dp74HYm Version 0.3: https://imgur.com/a/Z2aQZs3 Version 0.4: https://i.imgur.com/MbjBEqn.png Craft files: Depedencies: Required: · BDAnimationModules https://github.com/raidernick/BDAnimationModules/releases · Firespitter (only plugin and sounds are necessary, you can delete rest from Firespitter folder) https://github.com/snjo/Firespitter/releases · ModuleManager BDAnimationModules and Firespitter are used by many parts with cool animations. Recommended: · TweakScale https://github.com/net-lisias-ksp/TweakScale/releases/tag/RELEASE%2F2.4.2.0 · B9 Aerospace ProceduralWings https://github.com/Rafterman82/B9-PWings-Fork/releases · Custom Bulkhead Profiles https://forum.kerbalspaceprogram.com/index.php?/topic/181645-18-112-custom-bulkhead-profiles-020/ Many parts are created with TweakScale in mind. It's not cheating, some parts are even underpowered when upscaled. Get B9 Aerospace ProceduralWings for cool wings. How to find ColdWarAerospace parts in hangar? Just type "cwa" or "coldwar" in search box above parts menu! Also you can search by: Origin: West East Resistance Cold war era (late 1940s -1960; 1960s -1980; 1980s - mid 1990s): Early Mid Late If you want to search for parts from West, late cold war just write in search box: "west late" *For awesome building turn on "advanced tweakables" in KSP options. -------- DOWNLOAD -------- https://spacedock.info/mod/2535/ColdWarAerospace For more informations: READ "INFO.PDF" inside mod folder!!! Licensing: ColdWarAerospace contains models, textures, code which are released under separate licenses: - UAZ-452 model and textures: by Sergey Egelsky (https://sketchfab.com/3d-models/uaz-452- 4f45aa2e9180437b9687b3d567069ca9), released under Attribution 4.0 International (CC BY 4.0), https://creativecommons.org/licenses/by/4.0/ - UAZ 001 УАЗ model and textures: by hawol (https://sketchfab.com/3d-models/uaz-001-09016f12adde42e996c29209635e2b92), released under Attribution 4.0 International (CC BY 4.0), https://creativecommons.org/licenses/by/4.0/ Rest of "ColdWarAerospace" content that is not released under separate licenses is released under Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) https://creativecommons.org/licenses/by-nc-sa/4.0/ *I only take credit on my parts/content. Author: L0ck0n Plans for the future: Im quite busy, so dont expect frequent updates, but in the future im planning to upload all these crafts to KerbalX and add more cool parts! Versions: 0.1 Initial release- still WiP, some parts need more work, and changes in configs. 0.2 Updated textures, meshes, many new parts, many changes to engines cfgs. 0.3 New textures for american vehicles, new soviet cars, more new parts, fixed models, textures, configs and more! 0.4 New cargo plane parts, many fixes (wheels should work properly now), radial parts (Starlifter cockpit - WiP), custom bulkhead profiles https://i.imgur.com/6ydM5jp.png 0.4.1 Fixes (models, textures, configs), IVA portraits.
  3. Not So SimpleConstruction! (NSSC) A SimpleConstruction! expansion which requires SimpleConstruction! and Kerbal Space Program. By zer0Kerbal from @Mrcarrot, originally by @RealGecko adopted with express permission and brought to you by KerbSimpleCo Features Parts Added Mallet Survey Stake Recycler Small Large Disposable Pad Orbital Dock Features Added Adds Survey Station to the Cupola. Optional patch included to add Survey Station to all crewed command parts (read file for instructions). See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Have a request? Glad to have them, kindly submit through GitHub. Localizations Not So SimpleConstruction! (NSSC!) Extraplanetary Launchpads Installation Directions Use CurseForge/OverWolf App (currently does not install dependencies) 1 or 1 Dependencies Kerbal Space Program 2 SimpleConstruction! (SCON) Either Module Manager 3 Module Manager /Ll 3 Recommends KerbalStats - keeps tract of time on task, which can increase task efficiency Keridian Dynamics Vessel Assembly (KDVA) SimpleLogistics! (SLOG) Foundations (FND) - beta Helps prevent ground constructions from floating away GPO (Goo Pumps & Oils') Speed Pump (GPO) Suggests Mods that benefit SimpleConstruction! (SCON!) KaboOom! (BOOM) another way to not go to space today On Demand Fuel Cells (ODFC)) ISRU Thanks but no Tanks! (QBTT) Six Crew Science Lab - simple patch that re-adds the missing four seats Mining Expansion B9 Stock Patches Alternative Resource Panel Olympic's ARP Icons (ARPI) Community Trait Icons Either: - B9 Part Switch or - Interstellar Fuel Switch Core Supports TweakScale Toolbar Controller Blizzy's Toolbar B9 Stock Patches Kethane/KethanePlus Community Resource Pack Extraplanetary Launchpads - No More Production Conflicts Extraplanetary Launchpads Tags parts, plugin, config, flags, convenience, editor, resources, crewed, uncrewed *red box below is a link to forum post on how to get support* Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @taniwha for creating Extraplanetary Launchpads. @MatterBeam for creating SimpleConstruction! (SCON!). @RealGecko for creating [Not So SimpleConstruction! (NSSC!)][NSSC]. @Mrcarrot previous maintainer. degradka Russian (Русский) translation. see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) Current (3) - zer0Kerbal Forum: Thread - Source: GitHub License: Disclaimer(s) This mod contains assets from Extraplanetary Launchpads, used with permission. All bundled mods are distributed under their own licenses All art assets (textures, models, animations, sounds) are distributed under their own licenses Maintainer (1) - @Mrcarrot Forum: Thread - SpaceDock - Source: GitHub License: Original (0) - Author: @RealGecko Forum: Thread - SpaceDock - Source: GitHub License: How to support this and other great mods by zer0Kerbal this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  4. My roadmap involves: NFP and MAS powered fully functioning IVA around 12 parts to build your ETS Block V inspired capsule. Life support mod compatibility and stuff. Fully original and self made textures Will feature a custom made lander by my design. Dev Branch Link: To be added. Current List of Compatibility patches included in the mod: To be added Liscense: All Rights Reserved
  5. KSPPartRemover v1.2.1 Removes parts from Kerbal Space Program crafts So I needed to remove about 750+ ladders from my orbital space station in order to perform my docking maneuvers with more than 5FPS After Whack-A-Kerbal-ing for over an hour and lots of backup-restore, I decided a dedicated application could do the job more efficiently. Links: Brief documentation and source-code: https://github.com/ChrisDeadman/KSPPartRemover Latest release: https://github.com/ChrisDeadman/KSPPartRemover/releases/latest Example usage: list-crafts: list-parts: list-partdeps: list-mods: remove-parts: Enjoy LICENSE: The MIT License (MIT) Copyright (c) 2016 ChrisDeadman Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  6. RELEASE Translators Wanted specific question - does it work with 1.12.3? Download on Curseforge, Github or SpaceDock. Available on CKAN. Biomatic This is the new thread. Original thread here. A utility to allow easier science gathering in orbit, by automatically de-warping when entering a biome which hasn't been listed. . Simple biome identification, notification, tracking, and warp stopping. adopted by @zer0Kerbal — originally by @Biff Space The Biomatic sensor identifies the biome that the ship is in / above, and shows the information in a small text window. Optionally the ship's situation (high / low space, high / low flight, landed, splashed) can be shown as well. Biomes where science has been done can be added to a list, which is used together with a kill warp option to de-warp the ship when entering an un-listed biome. The list of biomes can be per-vessel, or global. It is integrated with the stock toolbar by default, but can be configured to use blizzy's. (Change 'stock' to 'blizzy' in the config file). The Biomatic Part The Biomatic part is found under the science tab. In career or science mode, it is found in the 'Space Exploration' node of the tech tree - this must be researched before Biomatic will work, either as a part or as a Module Manager add-on to command pods. Module Manager Patch(es) adds Biomatic to any command module or probe core [OPTIONAL] makes Start the techRequired for the Biomatic part Dependencies Kerbal Space Program Module Manager ToolbarController ClickThroughBlocker Suggests Toolbar (Blizzy's) Installation The Biomatic folder needs to be unzipped and put in your KSP\GameData folder: Feedback Any comments and suggestions for improvements are welcome, as are reports of bugs / problems - please let me know what you think. Licence Biomatic, its associated files and the source code are all released under the GPLv3 license, text here: http://www.gnu.org/licenses/gpl.txt. Original: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Thank you to @tinygrox for pushing the localization code! v1.3.2.0 original: 11 Aug 2018 0K updated: 02 Feb 2020 zed'K Source: GitHub License: http://www.gnu.org/licenses/gpl.txt.
  7. The venerable Notantares "Big Khleb" fills a unique niche among part mod pods - 6 crew in a 1.875m capsule. Unfortunately, its art is growing long in the tooth compared to newer mods and revamps. I took it upon myself to build its spiritual successor(s): the Shortbow and Longbow 3- and 6-crew command modules, respectively. (Screenshots are of the 6-victim crew Longbow) It currently stands 1.4m tall with a 1.875m diameter bottom and .9375m top. The tunnel in the top is .625m to match smaller ports. Parachutes (coming later) will fill the void between the tunnel and inner aeroshell. Planned: Archer-3 'Shortbow' Command Pod (4 main windows) Archer-6 'Longbow' Command Pod (6 main windows) Archer-DP Drogue Parachute Archer-MP Main Parachute(s) Archer-HS 1.875m Heat Shield (integrated airbags) TAC-Life Support compatibility patches (if anyone makes Kerbalism configs the capsules should be quite cramped) Basic IVAs .9375m docking port (may redistribute (with permission) Benjee10's Habtech port)
  8. Introduction: This is an add-on that adds beamed power parts and modules to the stock game. In this case 'beamed power' just means the wireless transfer of electric-charge between two vessels over a long range. This is achieved by converting the electrical energy into electromagnetic waves (photons) which can travel through a vacuum. These waves are picked up at the other end by a receiver which converts the waves back into electric-charge. The mod also provides engines that can pick up the waves and convert their energy into thermal energy, which can heat the propellant and expel it to produce thrust. This is the idea behind beamed power propulsion. Some background on this mod's development: A while back I wanted a standalone version of beamed power in a mod as I was hesitant in using KSP Interstellar extended. I asked on the forums for help on learning KSPIE as I was told it was the only option. Some great people on the forums helped me learn it and I got the hang of it. All this effort was wasted by the fact that I couldn't use it in my existing save file using NFT and FFT. It does work with those mods, but changes gameplay drastically so most of my vessels were useless. 7 months later, I decided to write a plugin myself and this is that. This is a mod that adds Beamed Power code to the stock game, the plugin is written from scratch, as I wanted to learn how to write plugins in ksp and this was a great learning experience. 4 weeks after the initial release, I also started to learn modelling and texturing in Blender, and now (22nd Sept) the parts I made have reached a state I'm satisfied with, and are now part of the mod. Treat these parts as examples, they aren't perfect yet. How it works: There are currently three part modules this adds that you can use for beamed power in the core mod: WirelessSource, WirelessReceiver and WirelessReflector. At the moment, you'll have to add these part modules to any part you want to use for beamed power. Instructions for how to do that: WirelessSource: WirelessReceiver: WirelessReflector: Optional Extra Part Modules: Download (Spacedock or GitHub): https://spacedock.info/mod/2492/Beamed Power Plugin https://github.com/AniruddhKSP/KSP-Beamed-Power-Standalone-mod/releases Source Code (GitHub): https://github.com/AniruddhKSP/KSP-Beamed-Power-Standalone-mod Unity Project File for parts (Google-Drive): https://drive.google.com/drive/folders/1ogeYe_x4FzYddjxvFiJeQDCqxE_WgStH?usp=sharing Other Info: The plugin and all art assets and configs by me (@Aniruddh) are licensed into the Public Domain, do whatever you like with it! This mod depends on Module Manager! If this isn't installed, other mods can't be supported, and you may also see lots of errors in the log and console. Currently, the following parts are available in the mod: - BP-TE "Unradioactive" Thermal Engine - BP-541L "Starshot" Photon-Sail - BP-AE "Sublimation" Ablative-Engine - BP-T1 "Microwaving" Power Transmitter Unity project files for the parts are on the google drive link above, I couldn't upload to GitHub due to file number restrictions. I'm sharing this so others can use this without starting from scratch, and some can also provide more detailed feedback on the parts. Module-Manager patches to add support to existing parts are welcome, if anyone wants to contribute. I'm completely open to suggestions and feature requests at this stage. I'd highly recommend using the following mods alongside this one: - CryoTanks - Waterfall - Near Future Exploration What this plugin won't do: - Add full realism, (eg. efficiency curves for adjusting wavelength) - Add dedicated UI to stock toolbar, the right click menu is good enough. My current To-do List: - Parts (currently got transmitter dish and reflector left to do) - Fix limitation of receivers not distinguishing two transmitters with same name - Background vessel resource processing - Kerbal Konstructs power plants and beamed-power transmitters Differences with KSPIE: - Receiver doesn't have to point in the right direction towards transmitter, similar to stock CommNet. - A transmitter can only ever beam in one wavelength. To beam power in a different wavelength, you need a different part. Possible FAQs: 1) The transmitter/receiver turns off immediately after I turn it on, why is that? It is either because the part is beyond its core/skin temperature limits, it is retracted (if it is deployable), or the craft it is on isn't generating enough power/batteries are drained. 2) The ablative engine and photon sail are getting too little thrust / no thrust. These two are direction-dependent, make sure the vessel is facing the right way (away from the transmitter). Thrust is scaled based on the angle between the two. 3) The receiver isn't getting any power even though it says it is receiving from the right vessel. Make sure you switch to the transmitter vessel, and cycle through receiver vessels, until 'Transmitting to:' shows the name of the receiving vessel. 4) How to get more wavelength options/ more realistic wavelengths, e.g. Gamma-Rays? If you are doing a manual install, first delete the two .dlls in the plugins folder in the main mod directory, then drag the two .dlls in the Extras folder (these have RW at the ends of their names) into the plugins folder in the main directory. Move the main directory (under GameData) into your GameData folder. If installing through CKAN, just select the 'Beamed Power Standalone - Realistic Wavelengths' option, and CKAN should do the rest. Pictures: All Screenshots Thanks for reading this far down the page! Happy launchings, (and landings) Latest Major Version (25th Dec) changes (1.1.0): Updated for 1.11.x Added a silver variant to "Starshot" photon-sail. Fixed a graphical glitch on thermal-engine's mount when highlighted. Added a transmitter dish part (5m). Improved Wireless-Reflector part module, now the on/off toggle button actually works! Fixed Localization issues. Improved performance when using reflectors. Fixed a bug where a reflector could reflect power to itself. Prevented NREs on wireless-reflector when no transmitter is present. Background resource processing reduces framerates immensely, so I'd recommend not using it for now. There is still the limitation- don't name two transmitter vessels with the exact same name, or the receiver will only detect one of them. This is due to an issue with vessel ids in the game. A workaround is hopefully coming for this limitation.
  9. V0.8.0 (Southern Cross Plays Softly in the Distance) Welcome to the Prakasa Aeroworks development thread, which is now actually for development. Release thread over here. Stick around to post suggestions/see work in progress images. Image Album: http://imgur.com/a/lrUdq (Can't get it to embed for some reason) License: This work is Licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  10. WIP SpaceX Interplanetary Transport System Working on a 1:1 scale SpaceX ITS for Kerbal Space Program. Download our Early Beta pack: SpaceDock, Curse ------------------------------------------------------------------ This addition to KSP comes with parts to let you reenact the missions demonstrated in SpaceX's promotional video for the Interplanetary Transport System. First public release of our beta parts pack. Enjoy, we look forward to your feedback. Planned Additions/Improvements: ITS Tanker second stage Docking support for ITS Spaceship/Tanker (preview) Texture additions and improvements Windows and IVA observatory for ITS Spaceship Crew hatch and ladder models for ITS Spaceship In-situ refueling from ground and atmosphere sources RCS tweaks for ITS Spaceship/Tanker Refinement of all vehicle's CoM/CoL to improve flights and re-entry
  11. Download on Curseforge or Github or SpaceDock. Available on CKAN as Halloween. Hallowe'en (HLWN) Hallowe'en themed parts pack for Kerbal Space Program. Jack-O'Lantern's not included. By @zer0Kerbal brought to you by KGEx Features This mod adds twenty Halloween themed parts three sizes of candle (LuniticAeronotics @ximrm and @Tuareg) themed fuel line themed strut connector antenna ( @nli2work) hats (if KIS installed, else just animated structural parts) (nli2work) night light (nli2work) six sizes of Radial Omni Separator (ROS) - probably will move to another new parts pack TBD (@nli2workaka nohark) plaque (KIS or no KIS) ( @CobaltWolf ) KerbalKoffin (@nli2workaka nohark) Cabin notes Localization work in progress How to support this and other great mods by zer0Kerbal See More Discussions and news on this mod: See Discussions or [KSP Forums][MOD:forum] Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues Installation Directions Use Dependencies Kerbal Space Program 1 Recommends Kerbal Inventory System (KIS) Jack-O'Lantern (JACK) Module Manager 2 KaboOom! (BOOM) another way to not go to space today Suggests Comprehensive Kerbal Archive Network (CKAN) 3 Foundations (FND) - beta Helps prevent ground constructions from floating away Mods that benefit Halloween (HLWN) by zed'K Transparent Command Pods) (TCP) Kerbal Inventory System - No Fun (QBNF) Stack Inline Lights (SIL) Stack Inline Lights - Patches (SILP) TweakScale Supports Kerbal Changelog TweakScale Kerbal Inventory System (KIS) Conflicts none Replaces none Tags parts, config, flags *red box below is a link to forum post on how to get support* Credits and Special Thanks see Attributions.txt for comprehensive list @nli2work - Configs, models, and textures @CobaltWolf - Configs, models, and textures @ximrm - Configs, models, and textures @Tuareg - Configs, models, and textures Legal Mumbo Jumbo (License provenance) Current (1) - @zer0Kerbal Original (0) - Author: @zer0Kerbal Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v1.0.0.0 original: 01 Oct 2021 zed'K | updated: 22 Oct 2021 zed'K Footnotes may work on other versions (YMMV) ↩ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! ↩ this isn't a mod. ;P ↩
  12. Download on Curseforge or Github or SpaceDock. Also available on CKAN as WhimChaser. WhimChaser (WHIM) by Axial Aerospace Provides a fun to fly efficient vertical launch/glider return vessel that can handle rescue missions as well as providing a low-cost crew service vessel (CSV) for Kerbal Space Program. Adopted for curation by @zer0Kerbal, originally by @artwhaley brought to you by KGEx Description Preamble by @artwhaley Features This mod adds three parts Part: WhimChaser pod with resources, 6-way RCS thrusters, and engines Part: ServiceModule with resources and integrated junior compatible docking ports Part: ServiceModule-small with resources and integrated junior compatible docking ports NEAR/FAR configs are included. ODFC configs are included. Cabin notes Localization English See the README in the Localization folder for instructions for adding or improving translations for languages other than English. GitHub push is the best way to contribute. How to support See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues Installation Directions Use Dependencies Kerbal Space Program [^1] Module Manager [^2] Recommends Comprehensive Kerbal Archive Network (CKAN) [^3] Suggests Axial Aerospace mods by 'artwhaley' WhimChaser (WHIM) Dreamer (DREAM) Simple Cargo Solutions (SCS) LanderTek (LTK) Mods that benefit WhimChaser (WHIM) KaboOom! (BOOM) another way to not go to space today On Demand Fuel Cells (ODFC)) Biomatic (BIO) Mini Sample Return Capsule (MSRC) Other fun mods by zed'K SimpleLogistics! (SLOG!) Foundations (FND) - beta Helps prevent ground constructions from floating away Stork Delivery System (SDS) Komplexity (KPLX) Pteron (MSRV) Jack-O-Lantern (JACK) MoarKerbals(MOAR) DaMichel's CargoBays (DCB) DaMichel's AeroRadial (DAR) DaMichel's Fuselage (DMF) DaMichel's Spherical Tanks (DST) Field Training Facility (FTF) Field Training Lab (FTL) Docking Port Descriptions(DPD) PicoPort Shielded (PPS) Transparent Command Pods) (TCP) More Hitchhikers) (MHH) B9 Stock Patches (B9S) Oh Scrap! ScrapYard Solar Science (SOLS) KerGuise Experimental Engineering (KGEx) The Gold Standard (GOLD) Keridian Dynamics Vessel Assembly (KDVA) Olympic's ARP Icons (ARPI) Stack Inline Lights (SIL) Stack Inline Lights - Patches (SILP) Other Kerbal Changelog RemoteTech Kerbal Operating System (kOS) Tarsier Space Tech Conflicts none Replaces none Tags parts, config, career, uncrewed *red box below is a link to forum post on how to get support* Credits @artwhaley - original mod Legal Mumbo Jumbo (License) Current (1) - @zer0Kerbal Original (0) - Author: @artwhaley Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v1.4.0.0 original: 01 Oct 2019 zed'K | updated: 15 Sep 2021 zed'K [^1]: may work on other versions (YMMV) [^2]: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! [^3]: this isn't a mod. ;P
  13. Mk 1 Cargo Bay Updated A small set of inline open-ended cargo bays, up-to-date for Kerbal Space Program 1.x. Parts There are two parts, in the size 0 (0.625 m) and 1 (1.25 m) form factors. Download and install GitHub CurseForge From there, just unzip the "Mk1CargoBay" folder into your GameData directory. Be sure to delete the old Mk1CargoBay if it's still around -- otherwise, the old PNG texture might stick around and cause trouble. Known and anticipated issues None at this time. Please let me know if you find any! Version history and changelog 2015 12 12 (1.1): "Initial" release. Fixes include: DDS texture Fixed scaling to avoid stock MODEL/rescaleFactor bug Drag cubes ModuleCargoBay for shielding contents Size 0 (0.625m) bay added 02016 10 29 (1.2): Tag-team Tags added. Updated to use new "Payload" category -- so this and later releases are no longer compatible with KSP 1.0.x or 1.1.x. .version file added. 02017 06 10 (1.3): Export Licensing Updated to support KSP 1.3's localization system. 02021 09 06 (1.4): We CAN Build It! Updated to support KSP 1.11's Construction system. Roadmap End of the road, thanks for letting these parts into your builds! I hope they've been useful for making smaller rockets just a little bit cleaner. Credits Thanks to Talisar for the models (caretaker releases by taniwha over here and on GitHub), Roxette for the initial release, jlcarneiro for suggesting the Mk0 bay, and Master39 for the revised texture (I went back to the original interior rather than the gold/orange stuff, but the outside color looks much better). License (This release of) Mk 1 Cargo Bay is copyright 2015 Kerbas_ad_astra. Part configuration files, Module Manager patches, models, and textures are released under the CC-BY-SA 3.0 license (or any later version).
  14. So i want to use the SSTU Petal adapter from shadowmages SSTU mod to not just deploy like a decoupler, but also to close back up as well. When this part is deployed it cannot be closed again. I tried a copy-paste of the close animation of the cargo bay doors but it crashed. So if anyone has advice on either editing the cfg file for the part or a mod that can do what i need it to do? that would rock.
  15. Duna Incubator's Habitat The pre-alpha release is available on SpaceDock ! My first KSP mod. Right now, it is a preview of a work in progress. But you can still try it. Dependencies Compatibility License Known issues FAQ
  16. Delta Pack Adds the Delta II, III and IV rockets into the game, featuring highly detailed models & textures. (No, this is NOT the official ULA mod pack! I do not have any affiliation with them, I've released my work on my own since otherwise you would never get your hands on this.) Overview of the parts included: RS-27A, RS-68A, RL10-B2, AJ-10-118K, LR-101 GEM-40, GEM-46, GEM-60,GEM-63, GEM-63XL, Star 48B SRM's 4m DCSS (2 colour shemes), 5m DCSS, Common Booster Core, Thor Tank, Delta K, Extra Extended Long Thor Tank various Payload Fairings A wide range of different payload adapters based Note: These launch vehicles are scaled down to fit the Kerbal universe, Delta II has a diameter of 1.5m, Delta III of 2.5m and Delta IV of 3m. A seperate manual is also included in the .zip file. Real Solar System / Realism Overhaul configs are made by @raidernick and are included in the upcoming RO patch. More pictures: https://imgur.com/a/MHVdhPr DOWNLOAD v.1.0 FROM SPACEDOCK All rights reserved - Kartoffelkuchen Logos used are owned by United Launch Alliance Important note: I do not want to make any profit off of my work, so I always appreciate some nice comments if you like it! Enjoy! Great review by KottabosGames SpaceX Pack Due to its size and popularity, the SpaceX Pack has been split into its own thread. You can find it here. Atlas Pack Includes: Atlas V Rocket 400 & 500 series (3 Payload fairings for each version) Centaur with RL-10 Payload interfaces (C13, C15, C22, C25, C29, A937S, B1194) http://imgur.com/a/3qlH3 Requires Old School Fairings , BD Animation Module Recommended Editor Extensions KSP Version 1.1.3 Version 2.0 (Released September 9 2016) Download SpaceDock Realism Overhaul configs are included in the RO mod Real Plume config provided by @Hysterrics , downloadable here License All rights reserved
  17. I have a Munbase and a lander next to it, i need to remove a fuel line from the base and install it between 2 part on the lander My engineer has done EVA construction in this mission and it used to work, but since i loaded back into that mission today, when i press "i" i go in construction mode but i cannot change from "place" mode to "move" or "rotate" i click the button to change mode and it does blink and refuse to be activated, i am stuck in "place" mode (since my ship has no extra fuel line in storage i NEED to reuse the ones on the base , this is what EVA construction is for, i dont want to send an an entire mission out for one fuel line)
  18. "Xingyun project" phase α experimental satellite, in the game can be used to build satellite communication networks. DOWNLOAD SPACEDOCK INSTALLATION 1.Remove the older versions of this mod.2.Put all contents of "GameData" into your "KSP/GameData"folder. LICENSE Xingyun-2 Satellite by Akino is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. MEDIA Review by @Kottabos CHANGELOG FAQ
  19. IMPORTANT This mod is now officially unsupported, I will keep the download up though. For an up to date version go to this thread: Vulcan rocket Vulcan This is the next generation rocket from ULA Includes: Tanks for Centaur and ACES Main tank BE-4 first stage engine RL-10 second stage engine Inflatable heatshield Parafoil Fairings Interstages Pictures: http://imgur.com/a/WeJvT Recommended: If you want to launch the B330 orbital Moon base install this awesome mod from @bcink: Issues: Do not make the lower engine fairing the first part of the craft, I don't know why but the BE-4 won't be able to gimbal. If only smokescreen is installed so no realplume the engines will give particles even when they are off. Download: Note: This mod uses B9PartSwitch by @blowfish and is included in the download If you have a black tank it's probably a mod conflict with TR(R) or uninstall TR(R) or delete the texture switch part in the config of the tank. SpaceDock Curse License: Vulcan: All Rights Reserved B9PartSwitch: GNU Lesser General Public License Version 3.0 feedback is welcome and do not forget to report bugs.
  20. This is the Development Thread. Bugs report here too. Already Released! Download Pre Release on Release Thread: Hello, Everyone. So, this is my idea, from child, I dream to fly one of these. A flying car. The name is OMICRON! Will be a flying space car with a foot on reality and other in near future. The engine will be in the same principle of Saber Vtol, and will accept stock rocket engines in the back, totally customizable. My attempt is to have the EVA and the IVA all together, i mean, the Kerbals will be visible inside the craft, and all windows/doors will be openable, more likely the stock seat, but inside the craft. The configurations you'll be able to do it, reach VTOL, SSTO. I'm not creating new engines to put on back, only the Vtol SSTO ones that show in the pics, on the side of the craft. Will update the new model pics when they starting get ready, it may be a little different from this ones from the old one. Evolved. List of things i still need to do (for full release): Extra functions on cockpit panel; Plate with 6 rockets and included legs; Ejection system for seats and windows; Parachutes; Wings; Rocket command pod with big windows; My intention, as it is a hobby, is to do with pleasure, no pressure. Cheers commanders. Omicron by Climberfx is licensed under a Attribution 4.0 International p.s.: Here is the link to the original thread on Forum, but in Portuguese. You still can see the pictures, is more than self explanatory. WIP OMICRON Carro Espacial Criação das Partes
  21. I made a Model and a Texture for a Part for KSP. But I have the Problem that something went wrong and I don't know what. In Unity the model looks as it should: But the Problem is in KSP it looks like this: Please can somebody help me to fix this Texture Glitch because I have no clue what's went wrong there.
  22. Hi, I am attempting to make my first mod. I tried to export my fueltang from in unity and it exports my model but not the texture as seen in the following screenshot. The error as shown on the buttom left reads: TypeLoadException: Failure has occures while loading a type. I am copletely new to modding KSP and working with unity. Can anyone help please?
  23. I was wondering if the number of vertices used in a part model is directly proportional to the size of its' mu file. What would be a decent vertex count/ face count for a complex ksp part? I mean, how much is too much? I noticed the mu file for the stock ruggedized wheel is pretty large compared to a wheel part i made with about 500 faces.
  24. A dev article from1.4 (Whats in a Vessel Name? ( By TriggerAu)) explains how to set showVesselNaming in the part.cfg so that it shows during flight. Great. I love this. One caveat, it doesn't seem to allow one to change the Priority Level during flight. I want to be able to easily change the VESSEL_NAMING_PRIORTY_LEVEL of a craft during flight. Is there a way? How? Can something be added to the part.cfg to enable it to be done? Or is this a something requiring a mod to do? Would be nice if stock allowed it in flight, seems like a bug. Add this to the part.cfg to allow showVesselNaming = True From settings.cfg SHOW_VESSEL_NAMING_IN_FLIGHT = False VESSEL_NAMING_PRIORTY_LEVEL_MAX = 20 VESSEL_NAMING_PRIORTY_LEVEL_DEFAULT = 10 Under the root part (and seemingly only for those parts that are manually set in the VAB) is VESSELNAMING { name = vesselName type = type (new type also from BreakingGround = DeployedScienceController and DeployedSciencePart) priority = priority (default = 10; max = 20) } also - it seems that if a vessel doesn't have at least one part with this set in the VAB, that these are not written to the vessel in the save; so if a vessel with this set docks with a vessel that doesn't - there might be some alterations... checking
  25. Let me just preface by thanking the modding community for all the fun I've had these last 6 years playing KSP. One thing I've wanted since the time of Lazor systems and 50/50 odds of instaKraken on symmetrical craft is one (or few) - piece wing roots. These would contain fuel (less shocking in modern fuelled wing days) and have attachment points for engines or maybe even small payload bays. By matching the part(s) to stock wings it would help both with wing extensions for larger craft and would be more efficient in stock and FAR than the draggy/heavy DIY alternative. Given the recent pivot to early/pioneering designs in space, why not parts that reflect the state of the art in aircraft during the same period? On top of that, with environmental concerns putting blended wings back in vogue, I'm sure with seamless transitions between fuselage and wings some pretty futuristic craft could be created. Exemplars/Inspiration: Engine mount wing root Inline payload wing root FAT - 455? Comet (1st ever commercial jet) HP.80 Victor (tanker variant of strategic bomber) FAT - 455? Halifax (WWII bomber) Big - S Delta? Avro Vulcan (nuclear bomber) Modular wing size? B-2 Spirit (modern stealth aircraft) Modular Wing size (Inlet only)? F9F-8 Cougar (early jet fighter) Sea Vixen (1st gen supersonic carrier fighter) Just for fun, some decidedly less historical blended/loaded wing designs
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