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  1. I've searched, didn't find the answer to this. Pretty sure it's one of those "oh you're missing this basic critical element" problems. Running the 0.90.0 Beta Demo. I know how to edit the cfg files for existing parts, but I'm trying to duplicate the LV-T30 engine so that I can make a separate vacuum-optimized upper-stage version. However, even though I know I can successfully modify existing parts, including the standard LV-T30, I can't seem to get duplicated versions to show up in the VAB when I actually go to build it. So far I've tried duplicating and renaming the cfg file, duplicating and renaming the entire LV-T30 directory in GameData/Parts/Engines, and making the associated changes in the PartsDatabase.cfg file, but nothing I do produces an additional engine in the VAB. Is there something obvious I'm missing?
  2. Download Here: https://github.com/UmbraSpaceIndustries/FTT/releases Introducing Freight Transportation Technologies! A series of modular parts for all of your hauling, mining, and exploration needs! Phase 1 introduces the 'Honeybadger' freighter - a 3.75m form factor craft ideal for mining operations or light hauling/tug duties. Usual deal, this is a pre-release, so there are still some minor texturing adjustments being made, as well as proper tech tree integration. And a video for those that have not yet seen it! Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely This package redistributes FireSpitter This package redistribures Module Manager Changelog: 0.3.0 - 2014.12.16 [LIST] KSP 0.90 compatibility [*]Converted over to Regolith for all generators [*]Updated Honeybadger reactor - now larger and with radiators [*]Added Metal, Chemical, Polymer, and RocketParts Kontainers [*]Converted nukes to be LH2 only, and tweaked ISP/cost to be comparable to stock nukes [*]Adjusted LH2 volume in spherical tanks [*]Tweaked down the large toroidal SAS, made both StarLifter SAS modules scale linearly with stock [*]Tweaked the reactors - especially price - to be inline with NFT [*]CTT Integration [*]The Honeybadger parts are under Gigantic Rocketry [*]The StarLifter parts are under Colossal Rocketry [*]Nuclear engines are under High-Efficiency Nuclear Propulsion [*]Nuclear reactors are under Large-Scale Nuclear Power [*]All ducted fan engines are under Experimental Aircraft Engines [/LIST] 0.2.4 - 2014.11.01 [LIST] [*]Adjusted directory structure to help with package management [*]Converted TGA->PNG [*]Full CRP [*]ORSX/USI Tools Refresh [*]Adjusted cost for several modules [*]Added new 5x5 adapter (one 5m -> 4x5m) [*]New toroidal 5m SAS [*]Tweaked ISP of the nuclear engines [/LIST] 0.2.3 - 2014.10.17 [LIST] [*]Replaced TGA with PNG [*]Updated tech level of some HoneyBadger parts [*]Updated HoneyBadger descriptions [*]Introduced all parts for the StarLifter - a 0.25m freighter [*]Structural parts [*]5m Command Pod [*]2.5m and 3.75m nuclear engines [*]5m reactor [*]5m SAS [*]5m Karborundum and LiquidHydrogen tanks [*]10m LiquidHydrogen tank [*]Cargo racks and adapters [*]Larger Kontainers [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]Removed LqdHelium from reactor [*]ORSX/CRP/USI DLL refresh [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Removed RCS reference from the inline fan, fixed intake issue [*]USI/ORSX/CRP refreshes [*]Added new radial outrigger - no more weird fuel issues. The dual outrigger is now considered legacy [*]DRE support [*]ATM support [*]Ducted fan tweaks - note that the radial fans changed position so this will affect ships in flight! [*]Hover mode and an attachment node for the radial ducted fans! [*]Added FireSpitter version file [*]Fixed transform location issue with ducted fan engines [*]Switched to latest CRP/ORSX [*]Latest USI DLLs [/LIST] 0.1.3 - 2014.09.02 [LIST] [*]Multi-colored honeybadgers thanks to HostageTaker who gave us a bunch of new textures. You can color your ship in yellow, gray, orange, or brown. Note some bits have more than one coloration choice, and some are for contents only. [*]Engine tweaks - power requirements are up, props now spin in the right direction [*]Two new ducted fan engines - a radial one with similar characteristics as the inline one we already have, and it's new smaller cousin (smaller than FTT's, larger than Exp Pack's). These all have RCS capabilities, but these are not exactly nimble ships [*]Kontainers - Kerbal-style cargo containers for hauling around raw goods. They fit snugly inside of the bay of a Honeybadger, and are perfect for use with a KAS and IR crane [*]Added CRP integration for resources (config only not maps) [*]Updated to latest USI tool DLLs [/LIST] 0.1.2 - 2014.09.02 [LIST] [*]KSP-AVC integration [*]No longer dependent on Karbonite [*]Updated the propfan - better thrust, huge power consumption increase, slight gimbal, slight mass increase [*]CLS integration [*]Tech tree update [*]Updated engine cowling nodes to not include duplicates. Should not break stuff, but hilarity may ensue. [/LIST]
  3. Introducing the Malemute Rover! Based on the Mars rover from 'Last Days on Mars' (great rover, horrible movie), this pack includes parts for cargo, geo-science (no more awkward Narrow Band Scanners sticking out!), crew transport, and general shenanigans. Over a dozen parts with full IVA support. Interconnects with other USI bits and pieces, and can be configured both as a rover, and also a really sweet biome hopper or VTOL. Have fun! Download Link: https://github.com/UmbraSpaceIndustries/Malemute/releases Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Configuration files and code are licensed under the GPL v3 license Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely This mod redistributes Firespitter, which is covered under its own license.
  4. KerGuise Experimental engineering (KGEx) Brings you the Assortment Pack Continuation of random parts by various (named) authors, now continued by zer0Kerbal with community support. On the docket: B9StockPatches ProbiTronics SIL SIL patches ScrapYard 1.9.1 OyScrap 1.9.1 MobileFrameSystem (someday) KaizenKensai DrKermnassusPartsEmporium HotBeveragesIrradiated Komplexity Komplex This is where work on KGEx will be. This thread is a WIP, Released: More Hitchhikers by zed'K Module Manager patch to add fourteen (14) hitchhiker sizes. Spacedock CC BY-SA 4.0 for now here is a lovely screenshot(s): tentative dance card (so far): flying lander --- using Nuke VTOL CC 4.0 BY-NC-SA Source Code: Github repo.
  5. Remember how creating fake mods was a thing back then? Now it's time to make even more fake KSP stuff! This time, it's fake celestial bodies, rocket/spaceplane parts, and manufacturers. Btw, you can do either or both, it's up to you. My examples: Fake Celestial Body - Gerris: A planet slightly larger than Kerbin but smaller than Eve, it has green oceans, a green atmosphere, and yellowish brown land. It has aliens living on its surface. Orbits between Kerbin and Duna. Fake Part - The AEM-293 Solid Rocket Booster: A SRB that was created because we always need more boosters. Manufactured by Boosterz Co. Fake Manufacturer - Boosterz Co: A solid rocket booster manufacturer. Nuff said. Have fun making whatever your heart desires!
  6. About This is the new thread for B9 Aerospace. The old thread is available here This pack adds a vast selection of new parts, introducing new spaceplane components such as new engines, cockpits, wings and fuselage systems, new structural components for orbital installations and colonies, and so on B9 was originally developed by @bac9, @Taverius, and @K3-Chris, now maintained by @blowfish and @Flashblade with help from many others Requirements The latest version is compatible with KSP 1.8.x. The bundled dependencies are for KSP 1.8.1 and may not work on other versions. All other KSP versions should be considered incompatible. If you are on an earlier version of KSP, however, you may be able to find a compatible version of B9 here B9 depends on several other mods to make it work. They are included in the download, and listed below in the "Dependencies" section. Installation Instructions You can install with CKAN and have the dependencies installed automatically. If you are doing a manual install, open the zip you downloaded, find the GameData folder and copy all of its contents into your existing GameData folder in KSP. If you already have any of the bundled mods, check which one is the latest version. Note that the core and HX packs come with the same version of some dependencies. B9 will not work unless installed correctly. If you're having issues, please verify that you have installed it correctly. Download Three packs are available for download: B9 Aerospace Core Pack - All of the main spaceplane parts B9 Aerospace Legacy Pack - Older Mk1 and Mk2 parts, modular wings. Requires the core pack and all of its dependencies B9 Aerospace HX Pack - Large blocky futuristic parts. Does not require the core pack, comes with its own dependencies Download mirror: S3 Also available on CKAN Changelog FAQ Q: The mod crashes the game for some reason, what can I do? Make sure that everything is installed correctly, your dependencies are up-to-date, and you are on the correct version of KSP. If you can't find the issue read this helpful topic and post the issue in this thread. Be sure to include your logs! If you are quite certain that you have found a bug, you can create the issue on our Github page. Try to provide as much detail as possible - logs, example craft, reproduction steps. Also be sure that the issue is reproducable with only B9 installed. Posts along the lines of "Its not working" or "Everything is broken" won't really help us much. Q: I don't understand a thing in those IVA displays, there are too many buttons and screens Here is a very helpful manual. Q: Why aren't you respecting stock balance? Mods should reference stock for the configs of the new parts, otherwise balance of modded game would be all over the place! While we try to respect stock balance as much as possible, there are a number of inconsistencies in the balance of stock parts that make it impossible to keep balance against every stock part. If something seem very far off of what it should be, feel free to ask in this thread. Q: I can't find those huge blocky parts from the opening image in my part catalog. Why are those missing? They were recently separated into another download as they mostly don't share dependencies with the main part of the mod and as many people prefer not to use them. Q: I can't find the modular wing pieces that are depicted on many screenshots of this mod. Why are those missing? They were removed and will no longer be developed. They are available as an optional download in the Bitbucket repository linked on top of this post, but we do not recommend using them. A far better option is using procedural wings, since you'll have just one part with just one material and just one texture covering any possible wing shape then. Good for performance, good for design freedom, good for looks. Grab the procedural wings here. Q: Why aren't procedural wings integrated into the main B9 package? Because they have entirely separate dependencies and are maintained by different folks. Merging them will only needlessly complicate updates. Pictures New Mk1/Mk2 Parts HX Parts Old Screenshots Dependencies Core Pack B9AnimationModules plugin by blowfish B9PartSwitch plugin by blowfish Firespitter plugin by Snjo and RoverDude ModuleManager plugin by ialdabaoth and sarbian RasterPropMonitor by Mihara and MOARdV SmokeScreen plugin by Sarbian Legacy Pack Depends on the core pack and all of its dependencies (not included in the legacy pack download) HX Pack B9AnimationModules plugin by blowfish B9PartSwitch plugin by blowfish ModuleManager plugin by ialdabaoth and sarbian SmokeScreen plugin by Sarbian Credits Old core team: bac9 - 3D modeling, texturing, editor tools Taverius - balance, 3D modeling, craft design, maintenance K3|Chris - 3D modeling, texturing, IVA New updates: blowfish - plugin code, maintenance, balance, coordination of new updates flashblade - various contributions V8jester and M4ck - stack node adjustments danfarnsy and JaredTheDragon - RPM fixes joshwoo70 - RT compatibility sparkybear - Part tags taniwha - Fix for planet-illuminating lights Contributors: Nazari - HotRockets Engine FX: forums jadebenn, Hyomoto, Helldiver - RPM MFD configuration. alexustas - RPM MFD configuration FPSlacker - HR exhaust pressure compensation Special thanks: DYJ C7 r4m0n Sarbian NathanKell egg snjo ferram4 Mu mrBlaQ License This work is shared under CC BY-NC-SA 3.0 license. Dependencies may come under their own licenses. Please check dependency documentation for details.
  7. KerbalFoundries - Continued Re-inventing the wheel. Literally. This is the main release and development thread for the continuation of KerbalFoundries, originally created by Lo-Fi and Gaalidas, continued under new development with explicit permissions from the original authors and under the terms of the original licensing. This mod adds a variety of new parts to KSP that include wheels, tracks, and anti-gravity repulsors. For a list of features available to the wheels and tracks in this mod, please see the KSPWheels documentation ( https://github.com/shadowmage45/KSPWheel/wiki ). Currently included are four wheel models, eight track models, three repulsor models, a single skid/ski, a single screw-drive, and three adjustable aircraft landing gear. Tweakscale is not needed or supported for the wheel or track parts (though you should be able to have it installed without problem, the wheels will not use TS for scaling). Scaling of the parts is accomplished through the KSPWheel plugin's native scaling support, and includes configurable scale powers for all scaled variables (rpm, load handling, motor power output) (in the in-game difficulty menu). Many options are available and configurable through the stock in-game difficulty options menu. Look for KSPWheel and all of the options will be under that tab, including scaling powers and damage model adjustments. Downloads: Releases available on Github ( https://github.com/shadowmage45/KerbalFoundries2/releases ) Issues / bug-reporting: Report all issues through GitHub ( https://github.com/shadowmage45/KerbalFoundries2/issues ). Include log files, a description of the problem, and screenshots if they will help explain the problem(s). Mod Dependencies: Kerbal Foundries includes (bundles) the following libraries and dependencies. KSPWheel KSPWheel is distributed under its own license (GPL3). Source code and licensing details may be found at: https://github.com/shadowmage45/KSPWheel Forum Page: https://forum.kerbalspaceprogram.com/index.php?/topic/152782-18x-kspwheel-physics-based-alternate-wheel-collider-api-only/ ModuleManager Module Manager is distributed under its own license (CC-SA). Source code and licensing details may be found at: https://github.com/sarbian/ModuleManager Forum Page: https://forum.kerbalspaceprogram.com/index.php?/topic/50533-18x-module-manager-413-november-30th-2019-right-to-ludicrous-speed/ TexturesUnlimited Textures Unlimited is distributed under its own license (GPL3). Source code and licensing details may be found at: https://github.com/shadowmage45/TexturesUnlimited Forum Page: https://forum.kerbalspaceprogram.com/index.php?/topic/167450-18x-textures-unlimited-pbr-shader-texture-set-and-model-loading-api/ Documentation: Please see the KSPWheel wiki for information regarding the features, functions, and configuration of the PartModules ( https://github.com/shadowmage45/KSPWheel/wiki ). Images, screenshots, examples: <Deleted by forum updates, will return someday> Change log: * Full logs -- https://github.com/shadowmage45/KerbalFoundries2/releases Known Issues: * Balance on parts is a bit arbitrary - can be changed based on feedback (especially the scaled balance) * Scaling balancing is WIP - scaling powers are not finalized (motor, mass, speed, load, etc), but can be configured in the in-game configuration settings. * GC-impacting issue when wheels are not grounded - under investigation. * Any other issues that exist with KSPWheel (see the KSPWheel repository/issues list) Future Plans: * More cleanup on configs and lots of balance work. * Additional landing leg variants. Including a few more 'lander' styled. * Additional landing gear variants. Single-wheeled straight gear, multi-wheeled side-deploy gear, large cargo-airliner styled multi-wheel deployable gear. * Recoloring configurations for TU; mask textures, normalization parameters or masks, texture set configs, and updates to the patches to enable recoloring. These will likely be an additional texture set that utilizes the existing textures alongside the newly provided mask textures. Legal and Licensing: KerbalFoundries - Continued models and art assets from the original Kerbal Foundries are licensed, released, and distributed under CC-BY-NC-SA licensing as per the original license of KerbalFoundries. Adjustable Landing Gear models and textures - originally by BahamutoD, modified and distributed under CC-BY-SA licensing as per the original license of Adjustable Landing Gear. This mod uses the KSPWheel API for wheel-collider physics and PartModules, and redistributes it under the terms of its own license (GPL 3.0+). Source code and license details may be found at: ( https://github.com/shadowmage45/KSPWheel ). This mod includes and redistributes TexturesUnlimited under the terms of its own license (GPL 3.0+). Source code and license details may be found at: ( https://github.com/shadowmage45/TexturesUnlimited ) This mod includes and redistributes ModuleManager under the terms of its own license (CC-SA). Source code and licensing details may be found at: https://github.com/sarbian/ModuleManager Development Team: @Shadowmage - KSPWheels coding, KF configs, model (re)rigging for legacy KF and ALG parts, PBR texturing. @TiktaalikDreaming - Models and textures for new parts. Credits and Acknowledgements: @lo-fi - for the creation and development of the KerbalFoundries mod and branding, for helping figure out some of the physics used in KSPWheel, and for his continued support. @Gaalidas - for his contribution to the development of the original KerbalFoundries and adaptation of the DustFX code and dust-camera setup. @LitaAlto - for the spiffy new high-res KF logos @BahamutoD - for the Adjustable Landing Gear assets and concept. @damerell - for sanity checking on physics and math in KSPWheels development. @blowfish - for helping figure out implementation details and tracking down bugs in the code. - Many others on the KSPWheel thread who helped figure out some of the physics and implementation details for wheel features. Donations: I work on modding during my highly-contended for spare time. If you would like to help contribute to my motivational caffeine fund, please see the button below. This is purely optional (and highly appreciated), but can help keep me motivated and energized ( = more work getting done!).
  8. V1.8.1 You've likely heard of Project Orion - the incredibly metal spacecraft propulsion concept from the '60s that involved surfing on the wake of serial nuclear explosions - but Project Orion wasn't just the eponymous engine; it was an entire vehicle concept study to construct a fleet of Orion powered spacecraft variants to explore and utilize the local Solar System - Luna, Mars, even Jupiter or Saturn and their extensive moon systems. What this mod does is bring Project Orion to KSP. Parts List: -5m Orion Drive -5m Medusa Drive -2 Payload Spines, Short and Long -3 external Size1.5 Pulse Unit magazines -5 external LF/O & MonoProp tanks -5 radial resource containers -2 radial Cargo Bays -4 Payload Spine adapters, 1.25m ,2.5m, 3.75m, 5m -7 Structural adapters, 1.25m, 2.5m, 3.75m, &5m -1.875m Command Pod -1.875m Crew Can, Living Quarters, and Lab -5m Cargo Bays -5m Uranium ISRU Processor -1.875m Metal ISRU Smelter Pics Download -SpaceDock -GitHub This mod is licensed under a MIT license. Includes CRP as a dependency. Kottabos review (version 1.0) Usage Notes: * Strut your stuff! If you think you have enough struts, you don't. Orion produces impulses, rather than continuous thrust. Make sure your vessel can survive the rigors of launch. AutoStruts (enabled via toggling Advanced Tweakables in the settings menu)are highly recommended, as is the Rigid Attach toggle. Kerbal Joint Reinforcement continued is also recommended. * 0.05kt yield pulse units don't seem like much, but are included for a reason. Dense atmosphere like Kerbin ASL boosts the impulse from the pulse units, and higher yields may very well straight up destroy a lighter rocket on launch. * Nuclear Pulse Units are nukes. it is recommended to not operate an Orion drive near any launch pads, lunar bases or orbital stations you particularly like. Replacing the Launchpad at the KSC can get expensive. * At present, due to ModulePulseEngine being a bespoke engine module, stock (or mod) dV calcs and readouts don't grab the Orion Drive; Orion dV calcs can be found in the Orion part action Window in flight. * Bring lots of RCS. Orion Vessels can easily reach kiloton masses, and will take forever to come about on just SAS; 1.875m LF/O and MonoProp tanks that will fit on the sides of a payload Spine are included for this purpose. Changelog:
  9. Pirates of the Keribbean v0.2 Where there is space there are space pirates. This is a fun mod, it adds parts for creating pirate spaceships. So far, there are only dozen or so parts, enough to create simple spaceplanes and rockets. Pirates have unique high-tech (magic) propulsion system, so they never run out of fuel (always active fuel generator). So raise your black flags and off to explore Kerbol system. Instalation: 1. extract PoK.zip to GameData folder 2. have fun! Legal stuff: Pirates of the Keribbean by GagaX is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
  10. I feel like the ability to toggle whether or not you have flat or rounded wingtips would be great for recreations of stunt and World War planes. (Like the spitfire, that would be awesome!) You could just add a toggle switch on the parts manager in the VAB for implementation.
  11. I expect a lot of us will be starting new career saves after the release of 0.90. So in anticipation of that day, and because the idea of grinding science on the launchpad makes me sad, I give you Sounding Rockets! This mod adds a series of very simple 0.35m parts to the start node, including: Two SRB engines. One with high thrust, one with high efficiency. Neither have decouplers, but will instead automatically jettison when out of fuel (this is especially handy for the upper stage below your payload). A nosecone containing a basic parachute, gyro system, and control module. Note: These run off of StoredCharge not ElectricCharge, and by design cannot be recharged. You will have enough juice for a short mission, but don't expect to get to the Mun with it. Four new science experiments to serve as payloads for your sounding rocket. Note, that trying to stack more than one will likely exceed the parachute's capacity. Enjoy! Go forth and find bees, feedback rocks. Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Pick it up on GitHub! https://github.com/UmbraSpaceIndustries/SoundingRockets/releases
  12. PLEASE READ THIS POST FOR INFORMATION ON THE FUTURE OF THE MOD SEP v2.7.1 This is a continuation of the mod originally created by @AlbertKermin, and now co-authored by him, myself, and @DMagic. I'm merely starting a new thread so that I (as a more active user) can maintain the thread as needed. SEP now runs on a custom science plugin, allowing much more complex science over time. (See the next post for more images!) Changelog: Mod Support: This mod has custom science definitions for CaptRobau's wonderful Outer Planets Mod. This mod has custom science definitions for KillAshley's New Horizons Pack. @Nils277 has made a Central Station wedge for use with his Kerbal Planetary Base Systems mod. Run a SEP off your ground base! RemoteTech compatible (requires Module Manager) AntennaRange compatible (requires Module Manager) Dependencies: KospY + IgorZ's wonderful Kerbal Inventory System/Kerbal Attachment System. Credits: AlbertKermin, for creating the original MSEP mod, helping create the original SEP mod, and contributing sciencedefs for the current iteration. CobaltWolf, for creating the new models and parts used in the mod. DMagic for creating the new plugin on which the science system runs. KospY, for the Kerbal Attachment System mod without which my mod could not exist. Vaga, who created the RemoteTech compatibility patch. Kerbas_ad_astra, who created the AntennaRange patch. Beale, whose solar panel texture we used (with permission). Enceos, for his amazing help with converting the original mod to use KIS. JefferyCor, for advice on repairing one of this mod's more troublesome bugs. Dunrana for helping write the Science definitions, testing, and generally getting me back to work on the mod. Shameless plug: Need a lander to carry your SEP down to the surface? Like a fine wine, SEP pairs excellently with Bluedog Design Bureau - which includes a stockalike version of the LEM lander! License: This work is presented under a Simplified BSD license. Art assets used in Surface Experiment Pack were made by Matthew (CobaltWolf) Mlodzienski and are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. All credit for the wonderful new textures/models/artwork goes to CobaltWolf, who retains the copyright to his work. All source files for the mod, including uncompiled textures and models, are available upon request. We back boys!
  13. Mass Effect Drive Mod for KSP This mod adds the Mass Effect Drive from the game series of the same name. The Mass Effect drive is able to warp it's vessel's mass by a percentage using Element Zero, that can only be found on the far reaches of Eeloo. Mass Effect drives need three things to function : Element Zero, Electric Charge and Flux Capacitors. -Element Zero is costly and difficult to obtain, but on isn't consumed by the drive. Element Zero serves as catalyst for the operation of the drive, determining the Electric Charge to Warped Mass ratio. To simplify, the more Element Zero, the better. When The Mass Effect Drive is running, it'll generate 'Flux' that can only be Discharged around a planet's magnetic field. It must therefore be stored in high-capacity Capacitors. The Mass Effect Drives automatically Discharge the vessel's Flux Capacitors when in low-orbit of a planet, and the length of this process is determined by how close you are to said planet, and the number of drives on your vessel. To prevent accidently tearing the fabric of spacetime, the drive will automatically shut itself off when the vessel is altered. note: this gif is outdated. The mod currently adds 4 parts : -Provisional Mass Effect Drive : Main part of the mod, found in Utility tab -S-5TOR Provisional Flux Charge Capacitor : Stores Flux Charge, found in Electrical tab. -Drill-O-Matic Junior Eezo Excavator : Drill that mines Eezo, found in Utility tab -Drill-O-Matic Eezo Excavator : Drill that mines Eezo, found in Utility tab Download Link Want to help ? This mod currently uses placeholder parts to implement it's functionality, due to me not being able to make anything remotely good in blender. if you know how to make parts and want to help, feel free to contact me on discord ! (lucaspec72 id 331059604072955904) if you found bugs, or have suggestions, you can report them here : https://github.com/Lucaspec72/Mass-Effect-Drive-Mod-KSP/issues KNOWN ISSUES : -DeltaV displays break when warping too much mass, probably because of negative part mass errors. will probably add a onboard deltaV display to the drives at some point. CHANGELOG : Alpha 3.2 hotfix : -Flux now vents on unloaded vessels. Alpha 3.1 hotfix : -Optimised the Postfix Patch. -Made the code running onfixedupdate only run on loaded vessels to avoid possible bugs. Alpha 3 : -Changed Harmony Prefix patch to Postfix thanks to @UltraJohn. Alpha 2.2 hotfix : -Fixed a few typos Alpha 2.1 hotfix : -Added Restock Compability Alpha 2 : -Renamed Static Charge to Flux -Fixed issues with Flux Discharging not working -Changed Time.fixedDeltaTime to TimeWarp.fixedDeltaTime to fix timewarp not properly setting ressources -Made every fixedUpdate code of the vesselModule only run when Highlogic is set to LoadedSceneIsFlight to avoid error spam in console -Boosted the max multiplier for Flux venting to 100 Alpha 1.1 hotfix : -Fixed Error with drive cost that caused it to be negative when empty. -Gets placeholder models directly from the squad folder instead of having copies in the mod folder to be EULA compliant Alpha 1 : -First Release Licence : CC BY-NC-SA 3.0
  14. Includes a 5m USAF Orion as well as a 5m Medusa variant. Download Link: https://github.com/UmbraSpaceIndustries/NuclearRockets/releases Post bugs and whatnot Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely
  15. Download Link: https://github.com/UmbraSpaceIndustries/ExplorationPack/releases This modpack is a repackaging of the PackRat Rover as well as new parts geared towards planetary exploration. Contents: The Pack-Rat Rover. A modular heavy-duty Rover for all of your planetary exploration needs. Easy to assemble Durable Balanced No twiddly surface attachment - everything snaps in place Integrated RTG and batteries Integrated headlights Glow-in-the-dark tape, for when you forget to turn the lights on... Handles like a dream - Munar speeds up to 20m/s Includes experiment storage lockers Includes a new science component (a data camera) Six customizable equipment slots (demo includes four science crates, a seat, and a data camera] Includes a Rover Delivery System - a cage framework with plenty of surface attachment space, and nodes for both the Rover and stack attachment in a 2.5m form factor (though a 3.75 fits the entire wheelbase of the Rover cleanly) Oh... And it can be completely assembled in the field using KAS... If you are assembling this as a sub-assembly in the VAB, start with the roll cage (it has a spare attachment node on top) If you are assembling this via KAS, start with the Front (and surface attach it to a pylon or something so your Rover does not fly away on minmus or something) The Advanced Extravehicular Suit (AES) What started out as a hardened EVA pod soon transformed into an assortment of small parts to extend it's functionality. Parts included: The AES Commad Pod - Tiny, with full glass IVA Micro SAS Micro RCS thrusters and mini tanks Micro decoupler (so handy!) Electric ducted fan motor (atmo only) - Nifty in that it ties to both the RCS and Engine systems FireSpitter and ModuleRCSFx are both required and included. Requires the Community Resource Pack (resources only, no ORS maps) as well as various USI DLLs (all included). Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Additional Modules: This package redistributes FireSpitter This package redistribures Module Manager Download on GitHub: https://github.com/BobPalmer/ExplorationPack/releases Changelog: 0.2.5 - 2014.11.01 [LIST] [*]Reorganized folder structure to better support package managers [*]Included complete CRP [*]Replaced TGAs with PNGs [*]Increased maintenance pod range to 5m [*]Thanks to FrancoisH, fixed several broken welded parts [*]Thanks to Deadpan110 for surface attachable packrat wheels [*]Merged in the Safety Light, and made it KAS-attachable [*]Updated FireSpitter DLL [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]DRE/ATM support for the HERP command pod and jumpseat [*]Fixed typo in Jumpseat name/description [*]Minor update to HERP IVA [*]Added in HERP lights [*]New maintenance pod and various crates for resource transfer [*]Bundled KERT for EVA Transfer support [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Synced ORSX/CRP changes [*]Added the HERP command bubble and Jumpseat pods! [*]FAR/NEAR support [*]Engine tweaks for the ducted fan engines [*]DRE support [*]ATM support [*]Better packrat wheels! [*]FireSpitter Hover Mode! [*]Corrected model for ducted fan (transform issues) [*]Switched to latest USI DLLs [*]Switched to ORSX and new CRP [*]The PackRat has been adjusted again - be careful, old ones may have bees. [*]Updated RDS cage (3.75m) with matching fairings [*]Ducted fans have attachment nodes and should play symmetry better [/LIST] 0.1.3 - 2014.09.12 Bundled ORS 0.1.2 - 2014.09.12 [LIST] [*]Small update to the duct fan model - beware this may cause your ships to look weird as some transforms changed. [*]Slight boost to RCS power, texture size reduction, some model updates. [*]CRP Integration [*]USI Tools Refresh [*]Internals tweaks [*]Fixed bug where IVA caused a transparent pod [/LIST]
  16. Near Future Rovers (NFR) by Version 2.0 Industries V2 Industries presents a parts pack consists of a variety of rover parts that seeks to fill a kerbal's need for thrill and adventure in the way of exploration with little to no safety guidelines. Included are both the HoneyBadger and Puma platforms. By zer0Kerbal, inspired by @MichaelV2.0 adopted with express permission and brought to you by KerbSimpleCo Preamble by @MichaelV2.0 See more Help Wanted Installation Directions Most recent releases only available via CurseForge/OverWolf Website/App Dependencies Kerbal Space Program Recommends Rover Anti Gravity System (RAGS) Suggests Biomatic (BIO) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) On Demand Fuel Cells (ODFC) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Firespitter or Firespitter Core (for fuel and texture switching wheels. may invoke bouts of dizziness.) Supports Kerbal Attachment System (KAS) Kerbal Inventory System (KIS) ModularManagement (MM) or Module Manager TweakScale (TWK) Tags parts, agency, flags, 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 @MichaelV2.0 for creating this glorious parts addon! see Attribution for more Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Comment, click, like, share, up-vote, subscribe Connect with me Track progress: issues here and projects here along with The Short List
  17. The Gold Standard (GOLD) Adds the pursuit of gold and an extremely rare resource called Unobtainium to the game! Mine either of these heavy resources for fun and profit! A great alternative to contract spam! Eight new parts and and additional functionality to several stock parts in Kerbal Space Program. By zer0Kerbal, originally by @Dewar adopted with express permission and brought to you by KerbSimpleCo Features What is Unobtainium? Preamble by @Dewar See more Localization Help Wanted Installation Directions Most recent releases only available via CurseForge/OverWolf Website/App Dependencies Pinned Dependencies: ModularManagement (MM) or Module Manager (to add functionality to stock parts) Kerbal Space Program Suggests Adjustable Mod Panel (KAMP) Biomatic (BIO) Docking Port Descriptions (DPD) Exception Detector (EXCD) Field Training Facility (FTF) Field Training Lab (FTL) Foundations (FND) Helps prevent ground constructions from floating away GPO (Goo Pumps & Oils') Speed Pump (GPO) ISRU Thanks But No Tanks (QBTT) Kaboom! (BOOM) Keridian Dynamics Vessel Assembly (KDVA) MoarKerbals (MOAR) Monero Flags (QBMF) Near Future Rovers (NFR) OhScrap! (OHS) On Demand Fuel Cells (ODFC) Precise Maneuver (PM) Pteron (MSRV) ScrapYard (SCRAP) SimpleConstruction! (SCON) SimpleLife! (LIFE) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Stock Inline Lights (SIL) Science! Mkerb Science Instruments OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) Solar Science (SOL) by Axial Aerospace Dreamer (DREAM) LanderTek (LTK) Simple Cargo Solutions (CARGO) WhimChaser (WHIM) Supports Galileo Planet Pack Kopernicus SCANsat Stockalike Mining Expansion (SMX) TweakScale (twk) Tags parts, config, flags, resources, tech-tree 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 Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Comment, click, like, share, up-vote, subscribe Connect with me Track progress: issues here and projects [here](https://github.com/zer0Kerbal/The GoldStandard/projects/) along with The Short List
  18. Shadow Space Technologies Unlimited - Labs Division This is the public discussion thread for ongoing development of SSTU parts and plugin code. Downloads: The latest versions may be found at: http://www.curse.com/ksp-mods/kerbal/241283-sstu-shadow-space-technologies-unlimited And are also available on Github: https://github.com/shadowmage45/SSTULabs/releases (Github will always be more up-to-date than curse, as they are auto-published there; I have to manually update Curse; so please check the GitHub link if you are looking for the latest versions) Please keep in mind that these are all testing releases. Things may break between releases. There will be bugs. Many things are unfinished and/or unoptimized. The test versions are for ironing out bugs in new features and for testing out prototype parts before they are finished; as such they will always have bugs, often severe, and there will often be unfinished parts (no textures, missing features, etc). Please only use these versions if you wish to contribute to testing and are comfortable with the state of the releases. Wiki (WIP): https://github.com/shadowmage45/SSTULabs/wiki Contribution: IVA Modeling: SSTU could greatly use someone with interest and experience in modeling IVAs. If you think you are that person, please contact Shadowmage through PM to work out the details. Testing: If you would like to contribute to pre-release testing (and get to try things out in their pre-release state), please follow the link above; the most recent test version will be at the top. Please submit issue reports for any problems you encounter via the GitHub issues tracker: https://github.com/shadowmage45/SSTULabs/issues (If you do not report the issue there, it will not be resolved; issues posted in the thread or through PMs will be forgotten about and likely never fixed; so please, do the organized thing and use the bug-tracker). Configs/Patches: I welcome pull requests and contributions for adding patches for mod compatibility, adding new part configs, or fixing issues in existing part configs. Documentation: One very major part of the mod that could greatly benefit from public contributions is the Wiki: https://github.com/shadowmage45/SSTULabs/wiki While this is the 'dev version' wiki, I will be using it to form the basis of the public release wiki; so any/all information and details that can be filled in now will be transferred over to the public release repository and wiki when it is created. Feedback, suggestions, comments, etc: Please feel free to post feedback, suggestions, questions, etc regarding development releases and/or any posted previews. Even if you are not on the testing team, I still value your feedback and suggestions. Please use the issue tracker for any 'official' feature requests; it may be found at: https://github.com/shadowmage45/SSTULabs/issues Bug Reports: Please submit issue reports for any problems you encounter via the GitHub issues tracker: https://github.com/shadowmage45/SSTULabs/issues. No other method for submitting bugs will be supported; posts on the forum or through PM will be forgotten about before I can ever get to them. Opening up a ticket ensures that your report does not get lost in the forum or forgotten about. No ticket = no fix. Enough with the disclaimers, and onto the parts! The Parts: The goal of SSTU is to provide low-part count, CPU-efficient parts for common uses. To this end many of the parts are designed with additional integrated functionality beyond the base functions, for instance integrating RCS ports and engine(s) into a fully fledged service module. I have tried to maintain a stock-compatible appearance, though as I am not an artist or modeler (at least not by training/profession), how well this has worked out is subject to opinion. Master list of parts; current, planned, the whole lot: https://github.com/shadowmage45/SSTULabs/wiki/Parts---Master-List Ship Core: Engines A set of engines in many varieties, including pre-built engine clusters. Many more engines, mounting options, and cluster designs will be added over time. Ship Core: Series A A set of parts modeled after the Soyuz CSM stack. Includes Orbital Module, Descent Module, Service Module, and LAS. Ship Core: Series B A set of parts modeled after the Apollo CSM stack. Includes two command modules (one with integrated heatshield and parachutes), launch abort system, and Apollo-inspired service module. Ship Core: Series C A series of parts heavily inspired by and based on current NASA - SLS project. Includes representations of SLS upper stack initial configuration, and lifter parts designed in the vein of the lower/core portions. The upper stack is designed to allow for a low-part-count manned orbiter setup, while the lower-stack parts are intended for super-heavy-lift capabilities. Command module and upper-stack are 3.75m, while the lower-stack lifter parts are 5m. Ship Core: General A line of generic / utility parts. Fairings, RCS, Science experiments, and procedural decouplers of various types. Includes a full line of configurable/dynamic fuel tank parts in standard cylinder, sphere, R-7 booster (integrated decoupler), and upper-stage (integrated rcs) form factors. Includes a full set of truss based cargo bay modules. Also includes a full line of interstage fairings and petal adapters, and standard payload fairings. (Many parts not shown in album) Lander Core A series of parts specially crafted to enable low-part-count non-atmospheric lander designs for use in the stock Kerbol system. Station Core A line parts for low-part-count station use. Includes inflatable Bigelow-inspired inflatable modules, inflatable centrifuge modules, ISS inspired habitat and lab modules, and a line of TKS/DOS inspired single-part station cores (integrated solar, engines, rcs, docking ports, sas). Also includes a full line of stand-alone solar panels and a 'welding' docking port. (Album not yet available) Craft Files None currently available, will possibly start becoming available when the mod has reached a stable state (not for the foreseeable future). Additional Addon Compatibility and Integration RealPlume -- Optional but highly recommended. SSTU includes a set of patches for RealPlume for all engines as well as most other engine-enabled parts. More will be added over time. Stock effects are also included, but options and configuration for those are much more limited. If you want pretty-looking exhaust effects, get RealPlume. MechJeb -- If MechJeb2 is installed, Command Pods (and some service modules) include a built-in MJ module. The tech-unlocks for these are based on the default MJ tech-settings. Kerbal Joint Reinforcement -- As of KSP 1.2+, KRJ is no longer necessary, as the stock Auto-Struts can eliminate most of the wobbles. Might still have utility on extremely large craft designs, but should no longer be nearly-mandatory. USI-LS -- Patches for most parts are included, and will be enabled when the requisite mods are installed. These patches add a few days worth of life-support to each of the pods and some of the service modules. (WIP, needs updating) TAC-LS -- Some patches are included. Not up to date, and not all parts are patched. ConnectedLivingSpace - A simple CLS patch is included to add CLS passability to all SSTU crewed parts. FAR - Unsupported. You are on your own if you choose to use FAR. Any problems involving FAR needs to be brought up in the FAR thread. RO/RSS - Unsupported. Take any support requests regarding RO to the RO threads. KR&D - Known to be incompatible. Some config edits can be made to allow them to work in the same install, but KR&D cannot adjust stats on most SSTU parts. Introductory video by MrMeeb Known Issues IVAs - Many are incomplete. WIP. They'll be finished 'eventually'. Textures - Many unfinished textures. Please see the Github issues tracker for a complete list of known issues: https://github.com/shadowmage45/SSTULabs/issues Future Timeline / Future Plans Please see the Github Milestones and Issues Tracker to see future/current development plans. Milestones (long-term plans): https://github.com/shadowmage45/SSTULabs/milestones Issues Tracker (current in-dev stuff): https://github.com/shadowmage45/SSTULabs/issues Legal: Source: All source code and compiled plugin binaries for this addon are distributed under the GNU General Public License (GPL) 3.0, except where noted below, where that code is distributed under its own license. The text of this license may be found at: https://github.com/shadowmage45/SSTULabs/blob/master/LICENSE-SOURCE.txt EXCEPTIONS: None at this time Source code for plugins is included in all releases packs (source may also be found for the most current version at: https://github.com/shadowmage45/SSTULabs/tree/master/Source). Models/Art/Configs All Assets and Artwork in this addon are licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License, except those areas noted below, which are distributed under their own licenses. The text of this license may be found at https://github.com/shadowmage45/SSTULabs/blob/master/LICENSE-ASSETS.txt EXCEPTIONS: None at this time ModuleManager Module Manager is distributed under its own license (CC-SA). Source code and licensing details may be found at: https://github.com/sarbian/ModuleManager Community Resource Pack Community Resource Pack is distributed under its own license (CC-BY-NC-SA). Source code and licensing details may be found at: https://github.com/BobPalmer/CommunityResourcePack Mini-AVC This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin KSPWheel KSPWheel is a dependency for the SC-E (shuttle) landing gear, and is distributed under its own license (GPL 3.0+ https://github.com/shadowmage45/KSPWheel/blob/master/License-GPL3.txt). It may be found at: https://github.com/shadowmage45/KSPWheel TexturesUnlimited Textures Unlimited is distributed under its own license (GPL3). Source code and licensing details may be found at: https://github.com/shadowmage45/TexturesUnlimited Forum Page: https://forum.kerbalspaceprogram.com/index.php?/topic/167450-18x-textures-unlimited-pbr-shader-texture-set-and-model-loading-api/ The Team: Development: Shadowmage - Modeling, animation, texturing, plugin code, concept development, and most configs (balance). And a special thanks go out to all others who are making this add-on possible: JoseEduardo - Co-Conspirator, Testing and feedback, RO and RF Integration, Craft files, additional texture sets blowfish - Testing, feedback, and concept development MrMeeb - Intro video, testing and feedback. StratoChief - RO and RF Integration VenomousRequiem - Concept development and feedback. MeCripp - Testing and feedback _Augustus_ - Testing and feedback drtedastro - Testing and feedback riocrokite - Testing and feedback, concept development for part reduction falken - Testing and feedback martinezfg11 - LC-POD IVAs Jimbodiah - Craft repository and testing -if I missed you on this list, sorry! (feel free to send me a PM if you think you deserve a mention in the credits) Donations: I work on this mod during my spare time, and use vast amounts of caffeine in the process. If you would like to help contribute to my coffee fund, please see the link below. This is purely optional, but can help keep me motivated and energized ( = more work getting done!).
  19. Sea Dragon (SEA) The infamous, never-built Sea Dragon rocket, in its full scale glory! By zer0Kerbal, originally by @NecroBonesaka Orvidius adopted with express permission and brought to you by KerbSimpleCo imgur Note Preamble by NecroBones See More YouTube review by Connor Hetner Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Recommends Hanger Extender Either 3 Module Manager /L Module Manager Suggests Adjustable Mod Panel (KAMP) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) Kerbal Joint Reinforcement On Demand Fuel Cells (ODFC) Precise Maneuver (PM) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) NecroBones suite of mods that play nicely together Fuel Tanks Plus Ltd (FTPL) large stock-like tanks with Color Coded Canister style: Fuel Tanks Plus (FTP) Fuel Tanks Plus Xtra Kerbal (FTPXK) Fuel Tanks Plus IS (FTPIS) Lithobrake Exploration Technologies (LET) lander parts, large chutes/legs/ladders/etc SpaceY Corporation (SYC) SpaceY Lifters (SYL) stock-balanced large rocket parts, 5m parts, large SRBs SpaceY Expanded (SYE) The Burger Mod (BURG) Joolian Discovery (JOOL) The Elephant Engine (ELEP) Modular Rocket Systems (MRS) stock-alike parts pack, NASA-like alternatives, and filling the gaps Module Rocket Systems LITE version (MSRL) Color Coded Canisters (CCC) beautification replacement models/textures for stock tanks, with color-coded end caps, and auto-closing shrouds ColorFuel Lines (CFL) color-selectable fuel lines Supports GPO (Goo Pumps & Oils') Speed Pump (GPO) On Demand Fuel Cells (ODFC) NEAR-FAR Realism Overhaul Real Solar System Kerbal Joint Reinforcement Tags parts, 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 @NecroBones for creating this glorious parts addon! see Attribution for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!
  20. MIR Space Station (MIR) The Soviet Space Station MIR for Kerbal Space Program. By @Sampa and zer0Kerbal, originally by BobCat, DECQ and Dragon01 adopted with express permission and brought to you by KerbSimpleCo Features by BobCat Modular space station. MIR Core module with living quarters, six docking ports and a detailed IVA. Kvant-1 Astrophysics module with an X-ray experiment and a docking port. FSM space tug for delivering Kvant 1 to the station. Kvant-2 physics module with an airlock. Kristall docking module with two additional docking ports. Spektr power module with 4 solar panels. Priroda Kerbin observation module with a big Travers antenna. Docking Compartment for improving docking clearance. By Blista100, used with permission. Zarya FGB with high fuel load and RCS configured for flying with Unity module attached. Zvezda service module (MIR Core variant) with 4 docking ports. New solar panels and an ISS-style docking port. Preamble by Wikipedia See more
  21. Протон (Proton) Soviet Протон (Proton) expendable launch system/delivery vehicle (35 ton LKO) By zer0Kerbal, originally by @BobCat adopted with express permission and brought to you by KerbSimpleCo Features by @BobCat Simple rocket, no plugins, good lifting capability. Low memory usage. Able to lift all MIR modules to LKO with little hassle. Low fidelity model, but easy on performance. Preamble by Wikipedia See more Help Wanted Localization Installation Directions Most recent releases only available via CurseForge/OverWolf Website/App Dependencies BobCat Industries (BOB) Kerbal Space Program Recommends The collection of BobCat Industries (BOB) Soviet Engines Soviet Pack Buran Kliper Lunokchod1 Мир (MIR) N1L3 Progress Протон (Proton) Soyuz SoyuzU JoolV Nautilus HOME Suggests Adjustable Mod Panel (KAMP) Biomatic (BIO) Drop Tanks (DROP) Drop Tanks III (DTIII) Exception Detector (EXCD) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) Mkerb Science Instruments MoarKerbals (MOAR) OhScrap! (OHS) On Demand Fuel Cells (ODFC) OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) Precise Maneuver (PM) Pteron (MSRV) ScrapYard (SYD) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Solar Science (SOL) Stack Inline Lights (SIL) Kerbal Attachment System (KAS) Kerbal Inventory System (KIS) RemoteTech (RT) TweakScale (twk) Universal Storage (us) Supports ModularManagement (MM) or Module Manager Firespitter for fuel and mesh switching. may invoke bouts of dizziness. Tags parts, 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 @BobCat for creating this glorious parts addon! @DECQ and Dragon01 for continuing (and others) see Attribution for more Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Comment, click, like, share, up-vote, subscribe Connect with me Track progress: issues here and projects here along with The Short List
  22. I've started a career mode with custom settings with one of them being to have to pay an entry cost to unlock a new part once it has been researched. I have researched new parts and I have the required funds to unlock them but I can't seem to unlock them. I assume it's X on the PS4 but it does nothing as if I haven't researched them. It's really annoying as these are the difficulty settings I want to use but I cannot progress any further. I've tried restarting a new career and it keeps happening. Does anyone know if this is a bug or if I'm missing something really obvious?
  23. Coyote Cargo Freighter (CCF) Coyote Cargo Freighter by Coyote Space Industries (CSI) is a massive parts pack for Kerbal Space Program. By zer0Kerbal, originally by @dboi88 adopted with express permission and brought to you by KerbSimpleCo Introduction by @dboi88 Features Asymmetrical Design. Rear Truss & Main Hull Have Automatic Weight Balancing Feature. 5m Kontainer Docking Ports Integrated Into Rear Truss. Deliver Kontainers at your destination and bring back empties. Range Of Interchangeable Modules In Two Sizes. Internal EVA Prep Space With Small Kontainer/Storage Rack. None Career Game Breaking (parts are at the end of the tech tree and extremely expensive) Fuelled By The Insanely Expensive Karbundrum, You Will Need Mining Operations In Place Has To Be Built In Situ (If you manage to reach orbit with this please let me know :D) Custom CSI Freighter catagory for all freighter parts. Hanger Bay & Cargo Bays Support @allista's hanger mod allowing you to store crafts and re-spawn later. See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks For basic assembly instructions, see our Assembly Guide 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 Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Coyote Space Industries Ltd (CSI/L) Recommends CSI Tools (CSIT) Suggests SimpleConstruction! (SCON) Not So SimpleConstruction! (NSSC) Keridian Dynamics (KDVA) SimpleLogistics! (SLOG) MoarKerbals (MOAR) Kaboom! (BOOM) On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Field Training Facility (FTF) Field Training Lab (FTL) Docking Port Descriptions (DPD) Transparent Pods (PODS) Biomatic B9 Stock Switches (B9S) Oh Scrap! ScrapYard Either 3 Module Manager Module Manager /L Supports Community Category Kit (CCK) Community Resource Pack Firespitter (resource swapping and texture switching) Kerbal Attachment System (KIA) Kerbal Inventory System (KIS) TweakScale USI Kolonization Systems (MKS/OKS) USI Core Tags parts, config, agency, comms, crewed, flags, graphics, parts, resources 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 @dboi88for creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS: How to support this and other great mods by zer0Kerbal and it is true. please say thank you to @dboi88 Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  24. Download Link: https://github.com/UmbraSpaceIndustries/Karbonite/releases LOTS OF STUFF CHANGED WITH 1.0 - DELETE YOUR OLD STUFF FIRST! Introducing Karbonite Plus (K+) - New resources and parts for Karbonite K+ adds new resource and gameplay elements as well as supporting parts to Karbonite. K+ requires Karbonite (not included) to use. Enhancements and Changes included in K+ New resource: Karborundum. Valuable and incredibly fuel efficient, but also very hard to get. It can be harvested on the surfaces of Eeloo and Eve, or by a solar collector within approximately 2000 meters of the sun's surface. Hats off to nli2work for his awesome rover-sized models, and for TMarkos for being awesome and collaborative! New parts: Tiny radial Karbonite/Karborundum drill. 0.625m form factor, can be node or surface attached. Also KAS-portable! Deployable Karborundum scanner (NOTE: Karborundum is only detectable on the surface, or at altitudes lower than approximately 500m over the terrain - so bring your Rovers and nape of the earth (NOE) flyers). New fuel tank - the Karry Kan - great for small quantities of Karbonite or LFO. Comes in two sizes - a surface-mountable single Kan, and a double-Kan (great for the Packrat Rover). Rover-sized generator, for powering your Karborundum operations on the fly. KASable, surface and stack attachable. New radial tanks to store Karborundum in three sizes - a Jumbo radial tank, an inline tank cluster, as well as a 0.625m mini tank. The mini tank is KAS-enabled. A Karborundum sample tank. Luxuriantly expensive, but saves you the trip to eeloo. Made for testing purposes. Warning: Will self-decouple and explode when empty! Hilarity may ensue. A new particle collector with slightly better range (at the cost of efficiency and energy use), allowing it to skim the sun's surface picking up stray Karborundum particles. The Karborundum Fusion Drive (in two sizes - 1.25m and 2.5m) Expensive, incredibly efficient, but require significant EC to operate, and runs on Karborundum. A small but adorable 0.625m Karbonite engine. This one has the added benefit of taking some of the vented exhaust and converting it into monopropellant for later use. Dev Note: The Karborundum engines are absolutely OP compared to stock engines (we're in KSPI territory with these), This is to balance the absurd difficulty in getting fuel for them. Tech tree wise, Karborundum-specific parts will be under Nuclear Propulsion. Karbonite bits will be under Fuel Systems. Demo of the Fusion Drive Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Download on GitHub: https://github.com/BobPalmer/KarbonitePlus/releases Change Log: 0.3.0 - 2014.12.16 [LIST] [*]KSP 0.90 Compatability [*]Moved 0.625m Karbonite engine and Karbonite SRBs to the core Karbonite mod. [*]Moved the Karry Kans, mini drill and mini-generator to the core Karbonite mod. [*]Added MM config to add Karborundum back to mini drill for K+ [*]Swapped all generators and converters to Regolith [*]Removed the Liquid Hydrogen requirement from the torch drive, increased ISP, reduced thrust (so they are more... you know... torch drive like). [*]Added in CTT support. [*]All K+ harvesting parts are under Resource Exploitation. [*]Fusion drives are under Fusion Rockets. [*]Torch Drives are under Exotic Reactions. [/LIST] 0.2.3 - 2014.11.01 [LIST] [*]Moved K+ DLL and version file to better support package management [*]Replaced all PNGs with TGAs [*]Adjusted KAS containers to better manage state [*]Fixed name and attachment issues with RAT boosters [*]Fixed missing model part from inline Karborundum tank [*]Added two new torch drives in 3.75 and 5m form factors. Because Hohmann transfers are for sissies. [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]Added ability to shut off Karbonite SRBs [*]Corrected issue with node spacing for fusion drives [*]Updated ORSX/USI DLLs [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Updated USI Tools [*]Fixed bug where Karborundum could be seen from orbit (boo!) [*]Karborundum tank description now includes max capacity [*]Added four Karbonite based SRBs in 0.625 and 1.25m form factors. NOTE: While these are very powerful, they also become unstable as speed increases - beware! [*]Fixed issue with the radial drill not extracting [*]DRE Support [*]MFT support for Karborundum [*]Tweaks to the 0.625m engine [*]Switched from ORS -> ORSX [*]Fixed animation on fusion drive [/LIST] 0.1.2 - 2014.09.12 [LIST] [*]Maintenance release - version file, new DLLs with version checking, and a dummy DLL for folks to use with MM to determine if K+ is present (KarbPlus.dll) [*]Updated to latest USI components [/LIST] 0.1.1 - 2014.09.07 [LIST] [*]Added bottom nodes and fairings to all engines [*]Fixed cost issue with Karborundum tanks [/LIST]
  25. Parts Pack that includes ION RCS thrusters and Pulsed Plasma Thrusters. These parts used to be included in my AmpYear mod, but moving forward they will now be available as a separate parts pack via this thread and no longer available in future versions of AmpYear. But will be completely supported by AmpYear. Ion RCS Thrusters that use Xenon-gas and electricity for incredibly efficient RCS. Some limitations: Has half the Isp of normal Ion engines. One quarter of the thrust of normal monopropellant RCS thrusters. Available in one-way linear thruster, 4-way ION RCS block and 4-way 45degrees ION RCS block. Integrated to TechTree at ionPropulsion. Pulsed Plasma Thrusters RCS Each thruster contains a fixed amount of Teflon and uses this along with Electric Charge for incredibly efficient propulsion for small craft or maneuvering. Some limitations: Has roughly quarter the ISP of normal RCS thrusters. One eighth of the thrust of normal monopropellant RCS thrusters. Only linear thrusters are available. Integrated to TechTree at advFlightControl. * See (http://en.wikipedia.org/wiki/Pulsed_plasma_thruster). Planned Changes: Re-texture the parts. Fix AVC files in distribution (I left them out of the initial release). Add better emissives and blue thruster effects. Changelog: License: GPL This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin Source Code available on GitHub. If you like my mods and you want to show your support, then you can support me on Patreon: Download from SpaceDock, CurseForge or GitHub SpaceDock runs and makes mods available to you based purely on donation. If you don't want to pledge to me at least Consider pledging to keep SpaceDock going if you use it. Support: Be a COOL PERSON and help me by raising bugs and feature requests on GitHub here. For support please ensure you are following these instructions. From now on I will NOT respond to requests for support if you have not at least attempted to follow these simple steps. NO LOG = NO SUPPORT. Whilst I agree CKAN is a great mod for those that can't use Zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Author: JPLRepo : Plugin design and development, C# coding, Graphic design, 3D Models, textures, Implementation and releases.
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