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  1. 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.
  2. 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.
  3. 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
  4. 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
  5. Hello, dear colleagues. I am thinking about making an addon with fuel lines like these: Ideally, is should procedurally route its path on and around the craft when the player is choosing the endpoint placement. But I'm totally new to KSP modding, fairly new to Unity, somewhat familiar with C#, and (thankfully) more or less experienced with a couple other languages. It seems like there are enough comprehensive intros to KSP modding around the Internets, so I'm going to start lurking asap, but at now I'd like to know if this kind of procedurality during part placement is possible at all. And, of course, it'd be helpful to know if you consider the idea interesting. Thank you.
  6. Disclaimer: English isn't my native language, I do my best. Clay Parts; no it's not about clay but its malleability. My idea is a completely revamp part system where your parts adapt to the shape, size, fonctionnality and visual you want. Less parts (even with a lot of mods), just highly configurable ones and configurations. ClayAddons will be a serie of standalone mod that interact with each other alot. This post is about discussing and defining the theoretical rules between each part and functionality. Ex: relation between size and thrust of an engine. As ClayAddons will contain alot of stuff we will go step by step. First one engine! How engine are handle by the mod (ClayEngine). Engines includes everything that allow movement, motion or implied motion ex electric generator. In fact the mod include no engine, but engine module or component (you can have multiple engine module in one part and module on a part can interact with module on other parts). Ex1: the propeller is a module, piston engine is another one. Ex2: combustion chamber is a module, tuyere (nozzle) is another one. Each module have a whole range of option ex: size, number of piston(piston engine), number of blades(propeller). Each module can have one or multiple virtual and physical nodes. Module node are port for linking modules with each other like electric plug. Nodes can be connected when module are placed inline or with various cable: electric cable, fuel line, shaft, cable(rope or metal cable), track(for wheel), chain, belt, pipes(yes pipes for air, water and ??????. So air intake need to be connected to engine using pipes.) Virtual nodes are for internal use only. Physical nodes will lead to the outside of the part of his module if not linked to anything else ex: exhaust, air intake. For physic ease all those internal logic will be simplified at vessel load. I need your help to define module their nodes and options. +Mass etc let focus even more---> Propeller engine + Piston engine Propeller component: core (nose cone): size, mass, drag, internals blades: number, size, drag, design, thrust ressource: torque, rotation, air, thrust, data Piston engine component: piston: number, size, configuration, mass, power ressource: electricity, gas(oxygen), gas(CO2), liquid fuel, torque, rotation, heat, data Gearbox: type(planetary, ....), mass, size ressource: torque, rotation Shaft: mass, size ressource: torque, rotation Those four element interact by torque and rotation For later
  7. 1.4.5 Aset´s Deployable Light Globe(KIS EVA Part) more Pictures: Changelog: BUGS & Known issues: *Option Plug(Docked) it does not work first time and spams 1error,just press Y to grab the connector of the winch and do it again! OR USE Plug(Undocked) but the will not charge batteries need more time to investigate THIS BUG *When switch back to vessel it deploys again(so no backgroundprocessing)not serious *some wired happen when undock winch cable - it still loads need more time to investigate THIS BUG 0.2Known issues: *texture on port isnt right(issue from partvariants) *no KERBALIZM support right now (RTG Version) *untestet with new version of KAS 1.0BETA 68452rc Supported Mods: *KAS 0.6.4 *KIS *Crew Lights DOWNLOAD:https://sabercathost.com/5hhp/ASET.zip Originalthread so all Credits go to @alexustas for his fabulouse WORK ps :his channel is astonishing https://www.youtube.com/user/alexustas22/videos
  8. Hi, I think the RE-12 'Skiff' Liquid Fuel Engine needs some tweaking. With the collection of new parts from the 'Making History Expansion', it seems obvious that most of these parts are there to make replicating historical rockets easily, namely the Saturn 5. This is easily one of my favorites so I wasted no time in building my own replica, which I have done many times throughout playing KSP. This part seems a good pick to simulate the J2 engines featured on the second and third stage of the rocket (at least aesthetically), but in KSP their function is just not right and don't fit with the parts associated with them. I have tried many different ways and either my second / third stages have lackluster TWR or burn for too long which ends up with a weird looking Saturn 5 in order to compensate. If this part was not intended at all for this then this is purely academic and disregard, but otherwise if this could be addressed in some way that would be great. I think an increase in thrust and a decrease in ISP values will solve this issue.
  9. Hi, The 'Kerbadyne Engine Cluster Adapter Tank' part has a bug where if you have 'Rigid Attachment' on, it will break off your rocket on launch regardless of how much support you give it through struts. For those who might be having trouble, just turn off 'Rigid Attachment' for the time being. I have found it to be fine without any support.
  10. The T-37 structural tubes top node size is the smallest possible (0.625m) on all length variants making rockets that use it just break apart. This is not like any of the other new structural tubes that have the correct and same top and bottom node size keeping rockets strong.
  11. I was recently looking at the R7 line of rockets and the inter stage connectors gave me an idea. What if there was an structural truss that you could place an engine inside of, so you can have landing legs mounted at about the same level as the engine (Size of the truss would be to the "flat" engines of each size, being the LV909, teh Poodle, and that one .625 m one that nobody uses. (JK) But seriously, this could be very useful in landers that have an area between the tanks and engine that for whatever reason you can't mount engines on.
  12. I copied the micronode, it's cfg and it's .mu and dds to a separate nested directory in 'GameData' to experiment with and I haven't gotten off to a very good start. It appears I am not as capable as I thought. I have changed the name and I changed the title and description after the '=' sign. While the 'new' part shows up in my game along with the original, neither the title nor description has changed to the ones in edited cfg. What am I not seeing?
  13. Hello, I'm new KSP user, and I'm creating A-10 plane. But I'm not satisfied with only visual aspects. I want to make this plane nice to fly, and nice looking. To accomplish that task, I wanted to set vectors of thrust and aerodynamic on the same direction. To do it, I was adjusting angle of horizontal stabilizer (To compensate height of engines). As you can see on the picture, I can't get them on exactly the same direction. So my question is I am able to set rotation value by typing it in some field? By mouse, I will never have such a precision :| I was trying to find addon, but I didn't see any for the newset KSP version :\
  14. For me, personally, Motorized landing gear Scramjets A new R.A.P.I.E.R. - like engine The Stearwing D45 A realistic shuttle A new craft like Kerbal Y Or Kerbal Z SpaceX craft and parts, A stock Saturn V N1 Soyuz parts N-body physics Asteroids, parts, and Kerbals having gravity Being able to move entire things like planets or moons (Sometimes we want to push Gilly somewhere else), with other things with gravity, albeit not a lot. More radial engines More heatshields More parachutes Moar boosters! More capsules A built in DeltaV calculator How about you?
  15. Hey I am looking mods that add fuel tanks that aren't the traditional cylinders we're used to seeing. Basically, I am tired of my spacecraft all turning into the same amalgamation of cylindrical pieces. When I look at real probes and whatnot I see craft that take on a variety of different shapes. I'm fine with my launch rockets all being cylindrical, that's what I expect, I just don't like that my spacecraft look like my launch rockets. I got a taste of it with Near Future Construction and the truss pieces that can carry fuel and other stuff, but its only one type of truss.
  16. Hello everyone, I played for a long time now, and one of my favorite mod I use is Procedural Part. The problem is, when you use it once, you never want to play without, mainly because of the procedural tanks which offer so much design possibilities. I really wish this mod was integrated to the squad part, or something similar, and at least the tanks. Like this, every game update will support this functionality. But this was so obvious for me that it was necessary for improving the game experience that I wondered if there is not an technical or philosophical reason why they haven't done this already.. I hope this is not the case and this is planned. Best regards
  17. Is it possible to move parts on same vessel during flight ? I'm not talking about Infernal Robotics style of joints, just plain radial and stack attachment nodes. I know that KAS and USI Konstruction Docking Port can alter vessels in flight, what i'm asking is can the existing nodes be moved around in flight, as they are in editor ? What type of part-to-part connection is used ? Do radial and stack nodes use different modules (built into KSP itself) ?
  18. Hello there, I am trying to build a Stratolaunch vehicle similar to the one in the Matt Lowne's video below. I noticed that he's clipping some parts, specially the wings, in order to make it look better. My problem is that when I try to do the same, parts collide with each other during take off and the ship breaks apart. I tried using struts to tie some of the parts together but it doesnt help much, also, I didn's see any struts in the craft on the video. I would like to know if there is something I should be doing to avoid that problem. Thanks!
  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. Making a small parts mod and for whatever reason KSP keeps looking for the IVA Model sub-directory that is not referenced in the IVA Cfg anywhere Cfg - Logs -
  21. I'm trying to get the ModuleResourceHarvester working for atmospheric CO2, but it doesn't show up on the part menu. Here's the cfg: PART { name = CO2Compressor module = Part author = Chirality mesh = compressor.mu scale = 1 rescaleFactor = 2.1 node_attach = 0.03, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = precisionEngineering entryCost = 6400 cost = 20 category = Utility subcategory = 0 title = Surface Mount CO2 Compressor manufacturer = Chirality Technologies description = Filters CO2 out of the atmosphere and compresses it. Fuels CO2 thrusters! attachRules = 0,1,0,0,0 mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = srf MODULE { name = ModuleResourceHarvester HarvestorType = 2 Efficiency = 0.15 ResourceName = CarbonDioxide ConverterName = CO2 Filtration StartActionName = Start Filtering CO2 StopActionName = StopFilteringCO2 AutoShutdown = true UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10 } } MODULE { name = ModuleResourceConverter ConverterName = CO2 Compressor StartActionName = Start Compressor StopActionName = Stop Compressor AutoShutdown = true GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 1.0 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 20 } OUTPUT_RESOURCE { ResourceName = LqdCO2 Ratio = 0.1 DumpExcess = true FlowMode = ALL_VESSEL } } } The converter function works (or at least, it shows up). Any ideas?
  22. Kerbal Science Innovation Creat 30/06/2017 This is a science mod which use the science of today and the science of the future Version : 1.8.1 Change log : Download From : CKAN Author : @Ourshinigami Scorpius Space is enjoy to show you those part ! Scorpius Space Science Laboratory AtomicFountain (Caesium 133) Imgur : Atomic fountain(Caesium 133) Description : An atomic fountain is a cloud of atoms that is tossed upwards by lasers in the Earth's gravitational field. If it were visible, it would resemble the water in a fountain. While weightless in the toss, the atoms are measured to set the frequency of an atomic clock. Dark matter collector Imgur : Dark Matter Collector Description : This is a dark matter collector. Dark matter sensor Imgur : Dark matter sensor Description : Dark matter has never been directly observed; however its existence would explain a number of otherwise puzzling astronomical observations. The name refers to the fact that it does not emit or interact with electromagnetic radiation, such as light, and is thus invisible to the entire electromagnetic spectrum. Although dark matter has not been directly observed, its existence and properties are inferred from its gravitational effects such as the motions of visible matter, gravitational lensing, its influence on the universe's large-scale structure, on galaxies, and its effects on the cosmic microwave background. Polaris-Ray X imgur : Polaris-Ray X description : X-ray fluorescence spectrometry is a chemical analysis technique using a physical property of matter, X-ray fluorescence. When material is bombarded with x-rays, the material re-emits energy under Forms, inter alia, X-rays; This is X-ray fluorescence or X-ray secondary emission. The spectrum of the X-rays emitted by the material is characteristic of the composition of the sample, by analyzing this spectrum, one can deduce the elementary composition, Ie the mass concentrations of elements. PRIME SPACE MANUFACTURING is enjoy to show you those part ! Author : @PR1ME MicroverseBattery Description : A battery containing a miniature universe with intelligent life that can produce massive amounts of energy. "It's just slavery with extra steps." Requires concentrated dark matter to keep the microverse stable. Dark matter contaiment module Description : A specialized container to store dark matter at extremely high densities. Language : [English] translate by @Ourshinigami and @Aelfhe1m and @PR1ME [Spanish] translate by @fitiales and @Ourshinigami [Français] Translate by @Ourshinigami Télécharger la viersion Français ici puis suivez les instruction dans le "lisez moi" Contract Pack Version : 1.1 Change log: Downlowd of the contract pack : Space Dock Curse Forge CKAN Requires : Author : @Ourshinigami @Aelfhe1m Language : [English] translate by @Ourshinigami and @Aelfhe1m [Spanish] translate by @fitiales Thanks to @Aelfhe1m for the plugin of the gravity waves sensor. (deleted now) @TheRagingIrishman , @artwhaley, @steedcrugeon for their help in my start. @fitiales for the translation in spanish If you want help me, let me a personal message, the help is welcome Source of the plugin for GWS : here Licence: Licence Creative Commons Attribution - Pas d’Utilisation Commerciale - Pas de Modification 3.0 France. Licence for the flag of the Kerbal Science Innovation Contract Pack:Flag icon made by Freepik from www.flaticon.com Licence : MIT for contract pack configurator and for texture replacer.
  23. Creat 30/06/2017 This is a science mod which use the science of today and the science of the future, for the moment it is in Progress. The download is a Beta. Actually their only one part which is Horloge Cezium 133 (Atomic Clock). Their a possible bug with the texture and I work on a other texture. In would like know if for you, there is the bug or not Download From : https://spacedock.info/mod/1425/Kerbal Science Innovation Licence: Licence Creative Commons Attribution - Pas d’Utilisation Commerciale - Pas de Modification 3.0 France.
  24. Hello everyone, so I love KSP and I decided to create my own science mod, and I have the texture, and the 3d modelling but I have one probleme, this is the C code, I saw the code of Dmagic or the code of other science mod but, like I am a begniner in mod in KSP,I don't understand the C code of their parts. today, I would like what my part can have a point of science (just that) and be able to see my new part. If someone can help me in the C code or explaine me, it will be very sympathetic. thank you.
  25. Alright, I know I'm not the only one making landers like this: I love building landers using the 1.25m crew tank horizontally. However, it's really hard! It's difficult to attach propulsion systems without blocking the doors, and even moreso for the windows. There are no hatches either. Reentry is a huge pain. Am I the only one who wishes there was a better part for this? Some kind of horizontal lander part with more attachment nodes and a better hatch system? Maybe one that holds 3 kerbals? Does anyone already make one? If so, who? If not, would someone? Please?
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