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  1. ===> SpaceDock main download. <=== Instance on curse.com will not updated anymore. Those cursed Twitch-lovers enraged me by their demands. If something bad happens to SpaceDock - I will make a release mirror on GitHub. ===> Available in CKAN. <=== Dev thread here Pics Here (Damn you, Imgur!): Album a/jt9GPDr will appear when post is submitted (Damn you TWICE, Imgur. You've blocked all accounts from my mail provider and I had to use another service for new pics.) Video review by Kottabos: Video review by GrunfWorks (fresher one): Languages: ,,, For other languages - commit to GitHub instance of ChopShop (/GameData/ChopShop/Localization). Other mods support: ModuleManager - ChopShop can work without it, but you will have no support for other mods. Connected Living Space Community Tech Tree Engeneering Tech Tree (as a temporary patch until it's GitHub source is updated) F.A.R. is supported. (Hopefully... haven't checked it for years.) JSI Advanced Transparent Pods Modular Fuel Tanks or Real Fuels. RealFuels is recommended. RasterPropMonitor RemoteTech Textures Unlimited (NEW) TweakScale Is supported by other mods: ModuleSolarTracking - should automatically make SSP right-click menus less confusing. SETI Techtree and Balance mods Parts are mostly self-explaining - either in Imgur album or in game. But here is what you're generally getting: Deployable skycrane in two sizes. Easy to use modular parachute system. Double-axis solar panels. Multistage Lander tank systems. Tiny electric impeller for atmospheric drones. Family of rovers - both manned and unmanned. Also a fix for stock rover body orientation. Mk2 spaceplane extension parts - mostly butts and some noses. Primitive unmanned soil sampler. Real worls CubeSat double-dipole antenna replica. 2.5m hubs. Aerodynamic blisters. Opening heatshield, allowing protection for your bottom docking port. Small tweakable weight to finely balance your tiny probes. Changelog: Troubleshooting: It's GNU GPL 3.0 until I find something more CopyLeft-ish. Now I have a proper place on GitHub, so grab Unity Package from here and feel free to make commits. Comments, bug reports and ideas for further development are welcome.
  2. This addon is under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International license 2020 Update Well, it's back now. For now, unless a lot of you would like otherwise, I'll be sticking with KSP 1.8.x as this is the only version Firespitter officaly supports at the moment. I've seen some people haven't gotten it to work for them on 1.9.x versions and it's probably not going to work on 1.10.x versions either. The farthest it can go that I can say it will from experience is up to 1.9.x versions, however if you do decide to use Firespitter and Firespitter Extended in these versions keep in mind issues you find in there are most likely because both are meant for 1.8.x Since I've learned how to properly model stuff, models will definetly be coming out faster. I mostly just have to get the hang of Unity and how KSP does its stuff, and you might even be able to see more parts like engines, cockpits etc. along with better quality skins. DISCLAIMER: I have been given permission by @RoverDude to release this mod. This mod consists of modified parts and shares Firespitter Bi-Plane textures already made by either @RoverDude or @Snjo and are not originally made by me. In no way am I trying to steal the show from their pack. All credits go to them for releasing the original parts. I am in no way a part of the Firespitter development team. Thank you in advance for your acknowledgment! Ever played around with the WWI Firespitter parts and got frustrated with how hard it is to make a replica with them? They look like the perfect parts at a first glance, but there's just not enough variety to make that one Central powers fighter look different from the rest of your craft apart from the paint job or the arrangement of parts, and you don't really want to resort to stock pieces for your WWI save as they look too modern. Well, look no further! This pack was made for you! The only dependencies are Firespitter for the textures and ModuleManager Note that when I say Firespitter, I mean the actual parts pack, not just the plugin! Grab it here! Downloads: Spacedock Download Github Download Change log: Q&A: Q: Why do the parts look like they have no textures on the part list in the SPH/VAB? (They still look normal when you place them on your craft in the hangar though) A: I don't know. This is actually the first time I've made parts using FS texture switch configs, so any help would be appreciated to fix this bug. But don't worry, the parts should work and have colors without any issues! Q: Proof of permission? A: Sadly, I've somehow lost the message I sent to RoverDude. However, if you have any concerns you can ask him. Q: Why do some of your parts piggy-back off of other Firespitter textures? A: I'm trying to keep this addon as close to Firespitter's design as possible. By reusing Firespitter's textures, I can keep stuff from being too out of line with the original Firespitter biplane parts while also saving space and memory by using less textures. Q: What if I find an issue? A: Open an issue in the GitHub, or post it here. I recommend you go to GitHub though, to prevent forum clutter. Any pictures or logfiles will be greatly useful for me to look at! Q: Are you open to suggestions/criticism? A: I am open to any suggestions! Feel free to criticize the mod in any way, but make sure to tell me what's wrong so I can see what to do to make it better! Q: Where could I post suggestions/critique? A: You can post it on the forum or on GitHub Q: Do/Will you support previous versions of KSP? A: Most likely not. Q: Will you do more extensions for Firespitter parts other than the WWI series? A: Probably not, as this mod is meant to be focused on WWI parts regarding Firespitter, and the WWI textures/models are the only ones I specifically asked permission for modification. Q: CKAN support? A: Sure, personally I don't use it so let me know if there are any issues and I'll try to solve them
  3. Hello all! I have another new mod for you. A couple weeks ago, the incredibly handsome @AlbertKermin asked me if I was interested in making a mini-mod. Inspired by the OSIRIS-Rex mission, he wanted a small sample return capsule that could be loaded with experiments and safely return. The mod contains two parts, a command/parachute and heatshield/cargobay. It is currently 2AM, so I don't want to write more, but I wanted to post this in time for the weekend! Compatibility: RemoteTech configs are included. Known Issues: There is no data storage in the command module. It will be added soon. Future Plans: lol. Accept compatibility patches, keep it working with future KSP updates. Credits: @AlbertKermin - Configs, compatibility, balance @CobaltWolf - Models, textures, Unity @Deimos Rast - Compatibility configs License: This work is presented under a Simplified BSD license. Art assets used in Mini Sample Return Capsule were made by Matthew (CobaltWolf) Mlodzienski and are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. All source files for the mod, including uncompiled textures and models, are available upon request.
  4. Procedural Parts, Tidal Stream Branch. Download Latest Releases for Procedural Parts Starwaster has not recompiled Procedural Parts for Kerbal Space Program 1.3.1 so it is marked as incompatible in CKAN. There was a pull request for this on Github but it has not been merged. So I decided to fork it and make the necessary changes. Full description in the original thread. It supports 1.3.1 and 1.4+ (1.4, 1.5, 1.6, and 1.7), and the releases are on CKAN so people can install it easily instead of having to do it manually. Licence Remains as CC-BY-SA 3.0 Unported.
  5. Welcome to the release thread for Making Alternate History! Inspired by the alternate history universe of Eyes Turned Skyward, this pack brings you a set of stock-a-like Artemis / Altair landers and habitats complete with all the parts necessary for a voyage to another solar body. Parts guide / manual: Making Alternate History was previously labeled as 100% dependent upon Textures Unlimited, however this is revised and Textures Unlimited is now only required if you would like to use the Mk1 and Mk3 Habitat modules. At time of posting, Textures Unlimited is version 1.9.x and no one can be responsible for any issues that arise from Textures Unlimited 1.9.x being run on 1.10.x. In testing with this mod, things worked fine. Thank you @Shadowmage Download Textures Unlimited: Download Making Alternate History Update 1.10.1 now from Spacedock: Download Installation: Extract the contents of the GameData folder to your GameData folder. Structure should then read GameData\MAH Optional Configs: Config files reside inside a patches folder and will automatically detect installed add-ons and function appropriately. No action is necessary on the user's part. Patches include: Connected Living Space Kerbal Inventory System Snacks TAC Life Support USI Life Support Tweakscale Changelog: Update 1.10.1 Re-compile for 1.10.1 New colliders for cargo bay on Descent Stage (you can now store small items in the bay easily) Added crew report function to all crewed modules Added small electric generator to all crewed modules Config file clean-ups and some various small changes like model= instead of mesh= Update 1.4.2 Re-compile of all parts for 1.4.2 compatibility Update 1.3.1 Re-compile of all parts for KSP 1.3.1 compatibility Update 1.2 Added 4x attachment nodes to the ascent stage for the RCS thrustersRCS thrusters now have an attachment nodeReduced size of RCS thrusters slightly to not look awkward on ascent stageFixed some funkiness with the airlock hatches on all modulesFixed inaccurate plume on ascent stage enginesAdded Real Plume configs for ascent and descent enginesFixed center of mass and adjusted attachment nodes accordingly on all partsAscent stage now has an IVAIVA has extra props when using Near Future PropsFixed Kerbal Inventory System and Connected Living Space patches (They now function properly)Greatly reduced fuel volume in descent stage (without BDB addon)Ascent stage now supports 4x Kerbals A very special thank you to @CobaltWolf @Shadowmage @Nertea @blackheart612 @JadeOfMaar @taniwha @EmbersArc @alexustas @T-10a @hieywiey @Rock3tman_ @Daishi @Angel-125 Making Alternate History is License CC-BY-4.0 https://creativecommons.org/licenses/by/4.0/
  6. C.E.D.A is honored to announce, Stockalike Airplane Parts Pack v1.0 This mod adds a few airplane parts to the game, that include elevons, wings, intakes, engines and more neat stuff! Test them out for yourself by downloading the mod from the following links: GitHub: https://github.com/KerboNerd/C.E.D.A-Aeronautics-Division/releases SpaceDock: https://spacedock.info/mod/2232/C.E.D.A Aeronautics Division Stockalike Airplane Parts Pack v1.0 Also available on CKAN Required mods: Firespitter: https://github.com/snjo/Firespitter/releases Module Manager: https://github.com/sarbian/ModuleManager/releases There are more parts coming to this pack, so hold on tight! Installation Place the folders from the downloaded folder into your game's "GameData" folder. If asked to replace files, do so. Well know Issues No issues have yet been discovered. Be sure to dispute any issues regarding the mod here: https://github.com/KerboNerd/C.E.D.A-Aeronautics-Division/issues Special thanks to: Zarbon (General Motivation) Not_Not_F (Part Descriptions) JadeOfMaar (Part configs)
  7. The Adventures Of JSA II is a continuation of the Adventures Of The JSA, which was created back in 2019 and had a total of 11 parts before ending due to problems. In this multi-part series, the Johnster Space Agency continues in a new career save in KSP 1.10, with missions being told in a mission report/story telling style (like how it was done in the original, although with improvements). I'm hoping for JSA get a lot further this time with more being accomplished (such as exploring comets or sending crewed missions to Duna), but if the worst happens and this series also gets problems, I'll try my best to continue it in JSA III (but hopefully I won't have to do that). Anyways, I hope you will enjoy The Adventures Of JSA II: The Return. Table Of Contents JSA's Achievements Kerbals Name Profession Kerbal Type Max. Sustainable G Experience Level Current Status Tanlorf Kerman Engineer Rescued Kerbal 6.0 G ★☆☆☆☆ Idle Morod Kerman Pilot Rescued Kerbal 6.4 G ★☆☆☆☆ Idle
  8. As from 2018-0606 and under @jandcando agreement, I'm the New Management(TM) for Impossible Innovations. From now on, it's all my fault. In a Hurry: Releases: on GitHub on SpaceDock on CurseForge Old thread: on Forum. Project Yes, it works with KSP 1.10.0 (with Making History and Breaking Ground) Current Release: 0.8.9.0 Install Instructions. Announce. Source: on GitHub ChangeLog: here. TODO list Introduction: Impossible Innovations is a parts pack for KSP that adds some late-game parts based on fusion. Eternal Working In Progress. Here's the rundown: The Add'On adds several engine types that run off of deuterium. There is also a powerful RCS system driven by tritium. The reaction wheels also use tritium. Other all-around useful parts are added like the dead weight, different strut varieties, better parachutes, etc. Part Information: A little bit of useful info on how Impossible Innovations alters the tech tree: Impossible Innovations uses ModuleManager to place additional nodes to the tech tree. So if other Add'Ons do likewise, the possibility exists that there may be overlapping nodes, but no functionality would be lost. There is some basic integration with the Community Tech Tree, so don't worry about compatibility issues there. Some Pictures: Here. Known Issues: Working on it. Please be patient, I'm pretty sure I'll be able to break something soon. Credits: Contributions From: JandCandO (for creating this Add'On at first place!) Dungchunker (For creating the amazing blue models you see) Baconator900 (For previous efforts as one-man testing team) Lando (For creating Part Generator) And future new features/bugs/mishaps from yours truly. Legal Stuff:
  9. An ongoing thread for random parts I make for the fun of it. All will work with vanilla KSP. With the magic of ModuleManager some parts will behave differently depending on the mods you are running, or you may get extra parts that work only if certain mods are installed. There're no interdependencies... so you can remove the parts you don't want by deleting the part's folder. Download will be Dropbox only, there will be no version numbers. I will simply add parts as my fancy strikes me. Install instructions: download the part you want; place in GameData/DrKermnassusParts Download: https://www.dropbox.com/sh/bso7vfiztoqvczy/AAA57HlmaGA2WjVC157R-oYFa CC-BY Ikerus Mk1 (Left): Single part solar heat shield in 3.75m diameter housing, deploys to ~38 meters in diameter. Deploys once only. Generates small amount of EC through thermoelectric effect. Kerbal for scale. Ikerus Mk2 (Mid/Right): multi-part solar heat shield for KAS/KIS assembly in orbit. Central hub is 5m diameter and is applicable for variety of situations that require high temperature tolerance so long as active cooling is available. Most effective against radiative heating. Total of 12 panel sections to be attached around the center hub piece, can be built to any size between ~11m (17 pieces total) to 100m (449 pieces total) in diameter in roughly 10m increments. Every 4th ring section have additional structures for strut attachments. Dr. Kermnassus's Rectlinear Wonder Adaptor! Lowers your rover's COM; provides plenty of attachment surfaces and extra clearance for wheels; and helps you convert that unused rocket fuel to electric charge! Works equally well for 1.25m and Mk2! Kaptain Kerbin! Rigidity Enhancer© : Limp rocket's got you down? Want to light up that special heavy lifter in your life? Use Kaptain Kerbin! Rigidity Enhancer©! Half the weight and twice as strong as boring old standard struts. Specially engineered to gently curve around your vessel to accentuate it's lines. Proudly manufactured on Kerbin. And for a limited time, Vessel Surface Self-Illuminator included at no extra charge! Never fear the night side of any planet again! Gravioli Core, a wondrous piece of machinery that does amazing things. Most importantly, help you in the never ending quest to find the elusive Positive Gravioli Particle! Cybernetic Rover, affectionately dubbed "Kerover" by the engineers. Carries up to 4 Kerbals using external command seat for that romantic safari trip; or a variety of scientific instruments when you are in the mood for some exploration. Comes with carrying harness and fresh Brain. Legs optional. Shielded Docking Port Specially designed shielded dockingport that is 39% more aerodynamic than the standard version. Handcrafted with passion and lovingly polished with all natural baby seal oil for extra speed when travelling through the atmosphere. Use caution when operating shield panels, may cause spontaneous dis-assembly of craft without adequate clearance. Texture by Squad. Kerbal Washer Keep your Kerbals clean and smelling fresh with Kerbal Washer 3000! Large loading door, massive 8 Kerbal capacity, customizable light color, Heavy/Standard/Gentle wash cycles with automatic shutoff and water conserving modes. Also functions as Airlock and Docking port. Kraken Parachutes. (top left). Radial and Stack versions. Cleverly disguised like normal parachutes until deployed. "Big Bubba" trailer hitch (left), simple structural unit with integrated RCS ports and Mono tank (default empty). End plates are 5m. S3-14400 Tank for scale. Multi Spectral Scanner Probe core (top mid). 1.25m. Vanilla behavior is Survey/GPS Scanner. With Asteroid Day it becomes an IR Telescope for spotting Asteroids. With SCANSat it becomes Radar Altimetry/MultiSpectral Scanner. SCANSat overrides Asteroid Day if you have both installed. Data Transmitter and low output RTG included in all variants. Kerb a'Lamp (lower mid). Edison Kerman, the Wise, will light your way in the dark, and illuminate your vessel in soft green glow. Kraken Seeker (right). A trained Kraken to sniff out valuable ore on any surface, planet or asteroid. Surface/Asteroid/GPS scanner. with KIS you get a freebie Kraken Space Helmet (lower right)... blue and pink versions. CC-BY *license update. linuxgurugamer has graciously take up these parts going forward
  10. Heavy Science is a mod I've always wanted. It adds mass to any Surface Samples experiments that Kerbals take from the various planets and moons in the Kerbol System. Reviews to date: This Rocks! - Jeb One of life’s sample pleasures - Bob Background: This mod is my attempt to bring together a jumble of ideas liked having in my gameplay, while also learning a bit of OO Programming. My original idea was built by cobbling together various other mods to get the gameplay result I was after. (I posted that idea in this forum thread) I found it odd that surface samples didn't mass anything and could be 'transmitted' for 25% science for doing so. I sought out a mod that makes players lean more heavily to returning surface samples than just transmitting them, but didn't find one. I later found some forum posts also mentioning the idea. I figured I'd have a go and coding (I've only done VB before and Object Orientated stuff gets me quite lost at times) Heavy Science (Core ideas) Surface samples... cannot be stored in command pods can only be stored in a specific container part which I can add to the craft when building it cannot be transmitted for science (return only) have mass and thus affects your return available Delta-V to get my Kerbals home Adds 1 part to the game - Surface Sample Container with empty mass of 0.06t (60kg) Surface samples will probably mass 150kg I did the maths with this setup to check what happens if I were to grab 1 of all available surface samples in the stock game - including both splashed and landed variants. At 200kg each, it would all weigh a bit over a fully fuelled Orange tank (~40 ton) That should make for some fun shoving that around the system while playing a collect 'em all mission. Known Issue: Not compatible with Kopernicus at all. Breaks it completely. Download link - Github Credits: Big thanks to: The KSP developers for their efforts in supporting the KSP forum community as well and building this awesome game! @Gaiden for suggestions on how to help refine the flexibility of the mod and not restrict the users desired game play. @Rodger for the waffle cone and texture (Happens to be my favourite bit of the mod at the moment) Licence: I'm using Talisar Mk1 Cargo Bay as the Heavy Science Container. Heavy Science uses the same licence: (CC BY-SA 3.0) Happy to hear anyone's feedback, suggestions and/or discussion about the mod
  11. Disclaimer: I'm asking something that may be beyond my current understanding But let's boldly go ... Is there any sort of guideline or requirement or standard for a part that will contain ModuleScienceContainer? Asked in another way ... if I was dreaming of a part mod that would have that module in it, are there physics-types of constraints on the part design that I should keep in mind?
  12. Download on SpaceDock or Github or Curseforge. Also available on CKAN. Stack Inline Lights (SIL) by A.S.E.T. Stack Inline Light' with full color and brightness setup and in any sizes! Adopted by @zer0Kerbal, originally by @alexustas Cabin notes by @alexustas: Thanks to XanderTek, and Kreuzung for their help! included 2 samples of welding with Stock battery banks, FOR "StackInlineLightsRGB-v0.6" ONLY Lights, welded with stock Docking Ports, by XanderTek Please, leave your comments and suggestions. It is very important to me. You can tweak values by editing the part.cfg or using a ModuleManager patch. This module can be added to other crewed parts directly or using a ModuleManager patch. Stack Inline Light' with full color and brightness setup and in any sizes! Lights, welded with stock Docking Ports, by XanderTek Installation Directions: Use CKAN Changelog Summary See ChangeLog for full details of mod changes Known Issues See Known Issues for full details of feature requests, and known issues Dependencies Kerbal Space Program may work on other versions ]/YMMV/ Recomends Module Manager [^1] Kerbal Changelog SIL Patches adds Stack Inline Lights to docking ports and other things Suggests Docking Port Descriptions(DPD) PicoPort Shielded (PPS) On Demand Fuel Cells {ODFC)} Field Training Facility (FTF) Field Training Lab (FTL) Transparent Command Pods Repressurized)(TCP) Stork Delivery System (SDS) Biomatic B9 Stock Switches (BSS) Oh Scrap!: ScrapYard: DaMichel's AeroRadial DaMichel's CargoBays DaMichel's Fuselage DaMichel's Spherical Tanks Stork Delivery System (SDS) SimpleConstructon! Not So SimpleConstructon! TweakScale Community Resource Pack Bulb Evolved Supports Bulb Evolved TweakScale Kerbal Changelog Conflicts none known Tags mod, ksp, docking port, parts, CC, light red box below is a link to forum post on how to get support License aka Legal Mumbo Jumbo Source: GitHub License: *** All bundled mods are distributed under their own licenses*** *** All art assets (textures, models, animations) are distributed under their own licenses*** Original Author: @alexustas Thread Download Source: GitHub License: "Stack Inline Light (2.5 m)", "Stack Inline Light_ lw (2.5 m)" & "Stack Inline Lights (RGB)" by Alexustas is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v0.8.0.0 original: 01 Oct 2019 zed'K | updated: 16 Mar 2020 zed'K [^1]: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date
  13. KNSA Pictured: DF4 second stage A stock-a-like chinese rocketry mod aimed to provide replicas at a stock scale Currently working on parts for DF2, DF3 and C1
  14. One thing I've always loved to do with Kerbal Space Program is plan my craft. It's dang fun, and even if all my wacky designs never actually pop off the drawing board, it's nice to be able to brainstorm. The way that I was able to do that was memorize the KSP Parts catalog and just draw simplified versions of the parts, which worked splendidly. But for that I needed the KSP Wiki to show me what the parts' properties were. I was wondering if a KSP 2 Wiki is going to come out soon so I can start designing bases and all the cool stuff they showed in the cinematic trailer! Thanks, - QvestionAnswerNeeded
  15. I have done some reaserch here and I have found a part with a a name. The Protective MK7 Nose Cone. It’s not confirmed that this part will be in KSP2 but here is the link to the fandom wiki page below (I made this page): https://kerbal-space-program-2.fandom.com/wiki/Protective_Rocket_Cone_MK7 Here is the image of the description of the nose cone. It looks like the (Mamoth size fuel tanks) nose cone used for caping the mammoths sized parts. https://sites.google.com/view/protectivenoseconemk7/home In this image we notice that it looks like that using parts uses resources. Like Ore and Uranium as shown in the image in the link above (Here is the link: https://sites.google.com/view/protectivenoseconemk7/home). We also notice that you can click on the description to favorite the part. I’m assuming that this will be put in another subcategory like the advanced sorting in KSP1 (Like where you find the sub-assembles) or it may just have a little Star next to it to show that you favorited the part. The part was noticed in the VAB Pre-Alpha Gameplay footage that the KSP team released to the public and the KSP community. There was a second when the mouse pointer pointed at the nose cone. The description was shown. The pictures in the website (https://sites.google.com/view/protectivenoseconemk7/home) are from the preview of the VAB editor. All pictures in the website belong to the KSP Team. I just want to spread the news so we can all be excited and know more information about Kerbal Space Program 2 (KSP2).
  16. Our researchers were digging in the Kerbal History of Space Flight and they tumbled over some long forgotten parts. Thanks to the work of our researchers and engineers here are the old parts from KSP. Download: SpaceDock Curseforge (3.7 available) Github Kerbal Historical Institute 3.7 is here!!! NEWS: - Updated the mod site after a long pause from KSP. It is still mostly working in 1.4 - Kerbal Historical Institute 3.7 is released. - Kerbal Historical Institute 3.6 is released. - Kerbal Historical Institute 3.5 is released. - Kerbal Historical Institute 3.4 is released. - Kerbal Historical Institute 3.3 is released. - Kerbal Historical Institute 3.2 is released. - Kerbal Historical Institute 3.1 is released. - Kerbal Historical Institute 3.0 is released - play with old KSP parts in 1.0. - Kerbal Historical Institute is teaming up with SparkyFox of [THREAD=97074]In With the New and the Old[/THREAD] to incorporate all the old spaceplane parts and aircraft. (That's right, we're incorporating a mod. Where do you think we got that idea from?) - Also new in this update is the Inline Reaction Wheel (from before it was miniaturised), the original Tri-Coupler, the old Rockomax Fuel Tanks, and a three-Kerbal version of the old Mk1 Pod. - Thanks to TheMoonRover we got permission from SQUAD to officially distribute the old Spaceplane parts. - Thanks SQUAD!!! - I hereby announce that the [THREAD=74507]Kerbal Minds Corperation (KMC)[/THREAD] is now sponsoring the mod and that they will help contribute/assist the Kerbal Historical Institute where ever possible. Changelog: 3.7 seanth got the animations working on the landing leg. So it is working now again finally!!! Updated the PartCategories.cfg to include the "newest" parts Added interior views to inline cockpits Made sure Quest mk1-crew3 uses the generic interior 3 space Adjusted attachment nodes on Quest mk1 parts so they don't hover Big thank you to seanth who helped very much. 3.5 Parts added which were lost with KSP 1.4. * TR-2V Stack Decoupler * TR-18A Stack Decoupler * Rockomax brand decoupler * TR-38-D * TR-2C Stack Separator * TR-18D Stack Separator * TR-XL Stack Separator * ROUND-8 Toroidal Fuel Tank * Rockomax X200-8 Fuel Tank (grey) * Rockomax X200-16 Fuel Tank (grey) * Rockomax X200-32 Fuel Tank (grey) * Rockomax Jumbo-64 Fuel Tank (grey) * Mk 1-2 Pod Old Landing Leg still not working properly. Need help for that!!! 3.3 Changes in file structure for CKAN. 3.2 - A couple of engines had their thrust curves changed. - Mk1 Fuselage fuel capacity increased. - A couple of other minor tweaks and fixes. - Added the Mk1 Inline Cockpit from v1.0.0 to v1.0.2 - A secret feature in career mode. 3.1 - Converted .png and .mbm format textures into the .dds format. (Better load times) - Worked for all the part textures bar the oldest tri-coupler. - Fixed a couple of errors in part configs which were flagged up in the debug log. - Put both avionics nose cones in the same folder to avoid duplicated models and textures. 3.0 Added a IWNO and KHI Readme. Updatet parts and ships to work in 1.0. Parts added in Kerbal Historical Institute 3.0: - Mk1 Inline Cockpit, corresponds to Mk1 Inline Cockpit, v0.15.0 to v0.90.0 - Sensor Array Computing Nose Cone, corresponds to CH-J3 Fly-By-Wire Avionics Hub, v0.15.0 to v0.90.0 - 1x6SolarPanels, corresponds to 1x6 Photovoltaic Panels Retractable, v0.24.2 to v0.90.0 - 2x3SolarPanels, corresponds to 2x3 Photovoltaic Panels Retractable, v0.24.2 to v0.90.0 - Advanced Canard, corresponds to Advanced Canard, v0.15.0 to v0.90.0 - Circular Intake, corresponds to Circular Intake, v0.15.0 to v0.90.0 - Engine Nacelle, corresponds to Engine Nacelle, v0.15.0 to v0.90.0 - Radial Engine Body, corresponds to Engine Pre-Cooler, v0.15.0 to v0.90.0 - Ram Air Intake, corresponds to Ram Air Intake, v0.15.0 to v0.90.0 - Standard Canard, corresponds to Standard Canard, v0.15.0 to v0.90.0 - Standard NC, corresponds to Small Nose Cone, v0.15.0 to v0.90.0 - Swept Wings, corresponds to Swept Wings, v0.15.0 to v0.90.0 - Tail Connector, corresponds to Tail Connector A, v0.15.0 to v0.90.0 - Tail Fin, corresponds to Tail Fin, v0.15.0 to v0.90.0 - NCS Adapter, corresponds to NCS Adapter, v0.16.0 to v0.90.0 and maybe some more I frogot. Parts added in Kerbal Historical Institute 0.21: - the Inline Reaction Wheel (from before it was miniaturised) - the original Tri-Coupler - the old Rockomax Fuel Tanks - the three-Kerbal version of the old Mk1 Pod - All old spaceplane parts from the [THREAD=97074]IWNO[/THREAD] Mod Partlist: Here is a list of all included parts, together with the versions in which they were present in the stock game, and the name of the equivalent part in the current version of the game: KSP v. 1.0 The custom part filter organises the parts into the following categories. They have the same names and icons the stock game used from v0.7.3 to v0.17.1 Propulsion > CF-A110 Fuel Tank, corresponds to the FL-T200 Fuel Tank, v0.14.0 to v0.17.1 > CF-A130 Fuel Tank, corresponds to the FL-T400 Fuel Tank, v0.13.0 to v0.17.1 > CF-A132 Fuel Tank, corresponds to the FL-T400 Fuel Tank, v0.7.3 to v0.12.0 > CF-A216 Fuel Tank, corresponds to the Rockomax X200-16 Fuel Tank, v0.16.0 to v0.17.1 > CF-A232 Fuel Tank, corresponds to the Rockomax X200-32 Fuel Tank, v0.16.0 to v0.17.1 > CF-R250 RCS Fuel Tank, corresponds to the FL-R25 RCS Fuel Tank v0.11.0 to v0.17.1 > LT-200 Liquid Fuel Engine, corresponds to the LV-T45 Liquid Fuel Engine, v0.12.0 to v0.17.1 > LT-215 Liquid Fuel Engine, corresponds to the LV-T30 Liquid Fuel Engine, v0.7.3 to v0.17.1 > LT-909 Liquid Fuel Engine, corresponds to the LV-909 Liquid Fuel Engine, v0.14.0 to v0.17.1 > SB-1 Solid Fuel Booster, corresponds to the RT-10 Solid Fuel Booster, v0.8.0 to v0.17.1 > SB-B&W Solid Fuel Booster, corresponds to the RT-10 Solid Fuel Booster, v0.7.3 only > Mk1 Fuselage - Jet Fuel, corresponds to the Mk1 Liquid Fuel Fuselage, v0.15.0 to v0.24.2 > Mk2 to Size 1 adapter, corresponds to the Mk2 to 1.25m Adapter, v0.15.0 to v0.24.2 > Mk2 Fuselage - Jet Fuel, corresponds to Mk2 Liquid Fuel Fuselage, v0.15.0 to v0.24.2 > Mk3 to Mk2 Adapter, from v0.15.0 to v0.25.0 > Mk3 Fuselage - Jet Fuel, from v0.15.0 to v0.25.0 Command & Control > Anti-Spin Module, corresponds to the Small Inline Reaction Wheel, v0.7.3 to v0.17.1 > F.F.M. Module, corresponds to the Advanced Inline Stabilizer, v0.11.0 to v0.17.1 > RV-25 RCS Thruster Block, corresponds to the RV-105 RCS Thruster Block, v0.11.0 to v0.17.1 > Quest Mk1 Probe Core/Command Pod/Original Three, corresponds to the Command Pod Mk1, v0.7.3 to v0.15.2 > Mk1 Cockpit, corresponds to Mk1 Cockpit, v0.15.0 to v0.24.2 > Mk3 Cockpit, from v0.15.0 to v0.25.0 > Mk1 Inline Cockpit, corresponds to Mk1 Inline Cockpit, v0.15.0 to v0.90.0 > Sensor Array Computing Nose Cone, corresponds to CH-J3 Fly-By-Wire Avionics Hub, v0.15.0 to v0.90.0 > Inline Reaction Wheel, corresponds to the Small Inline Reaction Wheel, v0.18.0 to v0.24.2 Electrical > 1x6SolarPanels, corresponds to 1x6 Photovoltaic Panels Retractable, v0.24.2 to v0.90.0 > 2x3SolarPanels, corresponds to 2x3 Photovoltaic Panels Retractable, v0.24.2 to v0.90.0 Structural & Aerodynamic > ALT-F4 Winglet, corresponds to the AV-T1 Winglet, v0.7.3 to v0.20.2 > Sepratron 16B Stack Decoupler, corresponds to the TR-18A Stack Decoupler, v0.7.3 to v0.17.1 > Sepratron 800 Radial Decoupler, corresponds to the TT-38K Radial Decoupler, v0.7.3 to v0.17.1 > Standard Control Surface, corresponds to the Elevon 1, v0.15.0 to v0.24.2 > Small Control Surface, corresponds to the Elevon 4, v0.15.0 to v0.24.2 > Delta Wing, corresponds to Delta Wing, v0.15.0 to v0.24.2 > Structural Wing, corresponds to the Structural Wing Type A, v0.15.0 to v0.24.2 > Structural Fuselage, corresponds to the Mk1 Structural Fuselage, v0.15.0 to v0.24.2 > Wing Connector, corresponds to Wing Connector Type A, v0.15.0 to v0.24.2 > Advanced Canard, corresponds to Advanced Canard, v0.15.0 to v0.90.0 > Circular Intake, corresponds to Circular Intake, v0.15.0 to v0.90.0 > Engine Nacelle, corresponds to Engine Nacelle, v0.15.0 to v0.90.0 > Radial Engine Body, corresponds to Engine Pre-Cooler, v0.15.0 to v0.90.0 > Ram Air Intake, corresponds to Ram Air Intake, v0.15.0 to v0.90.0 > Standard Canard, corresponds to Standard Canard, v0.15.0 to v0.90.0 > Standard NC, corresponds to Small Nose Cone, v0.15.0 to v0.90.0 > Swept Wings, corresponds to Swept Wings, v0.15.0 to v0.90.0 > Tail Connector, corresponds to Tail Connector A, v0.15.0 to v0.90.0 > Tail Fin, corresponds to Tail Fin, v0.15.0 to v0.90.0 > NCS Adapter, corresponds to NCS Adapter, v0.16.0 to v0.90.0 Utility & Scientific > TC-470 Stack Tri-Coupler, corresponds to the TVR-1180C Mk1 Stack Tri-Coupler, v0.7.3 to v0.8.4 > TC-740 Stack Tri-Coupler, corresponds to the TVR-1180C Mk1 Stack Tri-Coupler, v0.8.5 to v0.17.1 > CF-L1 Landing Struts, corresponds to the LT-1 Landing Struts, v0.16.0 to v0.21.1 > Satellite Dish 88, corresponds to the Communotron 88-88, v0.18.0 to v0.21.1 Shiplist: Here is a list of all included ships, along with the game version they were last present in. In terms of structure, they are exact replicas of the originals. Ships listed as reconstrctions were never in the stock game. SPH - Spaceplane Hangar > Aeris 3A (Original), last in v0.24.2 (First Contract) > Aeris 4A (Original), last in v0.24.2 (First Contract) > Albatross 3 (Original), last in v0.24.2 (First Contract) > Ravenspear Mk1 (Original), last in v0.24.2 (First Contract) > Ravenspear Mk3 (Original), last in v0.24.2 (First Contract) > Ravenspear Mk4 (Original), last in v0.24.2 (First Contract) VAB - Vehicle Assembly Building > Kerbal 1A (Demo), only in v0.18.3 (Demo) > Kerbal 1A (Original), a reconstruction of the Kerbal 1A with old parts. > Kerbal 5 (Demo), only in v0.18.3 (Demo) > Kerbal 5 (Original), a reconstruction of the Kerbal 5 with old parts. > Kerbal X (Original), last in v0.17.1 Known issues: 1: The command pod has been made unmanned as there were never any internals made. The parts are edited slightly (name, description, and modules). I did this not only to make them work in the new game, but also so they don't overwrite the newer parts and are a bit different. (You can change all that in the part file). A message from Fiddlestyx: Another thank you goes to the newest member of the Kerbal Historical Institute TheMoonRover who principally contributed in the last update. All credit goes to Squad for the original parts. Part fix by Fiddlestyx, TechTree inclusion & Nodefix by Blspblackdeath, Fuel tank fixed by Nli2work, part fix &TechTree inclusion TheMoonRover, part fix &TechTree inclusion SparkyFox, Landing Leg fix & several fixes senath. Almost every very part of the new update in this rocket: If you like show us your creations with the "new" old KSP parts down below. License: This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
  17. As they developers of KSP2 release pre-alpha footage gameplay the Communitron 88-88 seems to make an apprentice in the game. Watch the pre-alpha game play and you will find it. Look closely. Here is the video I found it in: And here is the time I found it at: 5:43
  18. Greetings to all of this forum. During my ksp adventures i find myself wanting certain parts that no mod had created as of yet. I want to be able to create more creative rocket designs, which aren't in the wholy kerbal style of strapping on moar boosters. Such part ideas include, radial, surface attached heat shields. Kinda like the curved solar panels from Near Future Solar. And maybe an upgraded version of the mk1-3 command pod, I would like to see one with more kerbals crammed in as the current internals allude to lots of space available. I had the idea for the upgraded mk1-3 from reading Eyes Turned Skyward. So if any mod developer is up to do this i would we happy. Thanks, I wait for a respose.
  19. I've been carrying this idea for a few months now and I figured it would be quite neat to have. Its customization and versatility would be at least on par with the Kopernicus feature: HazardousBody, which replaces HazardousOcean and does not require the hazardous body to possess an ocean or atmosphere. Its overall purpose is to add that missing aspect of challenge, of risk and reward to exotic planets in your favorite planet mod(s). The idea first came to me while watching beaucoupzero's video of a KSPI shuttle entering into Deemo, the yellow acid moon in @AndrewDraws Extrasolar mod and sadly not taking damage from the atmosphere. (Video link starts at 10:00, you don't have to scrub it or watch the whole thing.) HazardousBody can be applied and restricted by altitude regions, points with effect radius (making only the insides or immediate areas of volcanoes deadly in-game), latitude regions, possibly even complex toroidal regions. It can even accept a grayscale map texture (which needs investigation). It's an incredibly powerful feature just for manipulating heat. But there is more to a deadly planet that exposed lava. So, what I'm envisioning is a cousin to HazardousBody. With how complex it can get and its deep involvement with parts, I doubt I can hope for it to be fully realized as a feature of Kopernicus, but as its own part failure mod or a sub-feature of another part failure mod, or a certain habitation mod. Suitable existing mods that come to mind are Kerbalism, Kerbal Health, BARIS and Oh! Scrap, owned by @Sir Mortimer @garwel @Angel-125 @severedsolo. Also paging @linuxgurugamer because why not? How I imagine it will work in-game is: Parts carry an HP gauge and a resilience factor (equivalent to this is the DEF or SP DEF stat in monster/magic battle games). Resilience is how reactive or non-reactive the part is to the acid around it, and HP scales with mass by default but can be influenced by one or two factors such as heat tolerance or part category. Depending on the resilience value given to a part, it is implied to largely consist of weaksauce Aluminum sheets...or consist of a very buff, complex Carbon lattice. Some parts, despite having a powerful outer hull composition, may still have exposed innards that aren't and can't be as well protected such as intakes or shrouded solar panels. There will be facilities to refurbish parts and restore HP (very much like any maintenance process within a failure mod), but not all parts can qualify such as early-game crewed parts, delicate science instruments or certain classes of engine. Kerbals would be most vulnerable to corrosion. Just as with EVA fuel, when a kerbal leaves the ship they may take from a limited, onboard supply of dispensable anti-corrosion coating, and when they board or disembark, the part possessing the hatch should have especially high resilience or should take corrosion damage. Planets will have two or three corrosion factors, simply measures of how powerful its acid (or alkali) is. One for ground, for the ocean, and for the atmosphere. Why separate factors? It's possible for a planet to have a corrosive atmosphere and a neutral ocean, or a neutral atmosphere and corrosive ocean. The ground factor will apply to anything immediately touching the ground (such as landing legs or EVA kerbals). The ground could be saturated by acid rain. The ocean...pretty straightforward. And to the atmosphere (basic, scaling in intensity with atmosphere pressure). Additionally, this ideally should also accept a float curve for atmospheric intensity and would enable such things as the boundary in Venus' atmosphere above which it's still completely safe to fly but below which are the acid cloud deck and sudden acid rain. Ideally, the corrosion should only affect the outermost parts of a ship and work its way inward, giving substance to the concept of applying armor to your ship. Advanced features: Certain modules will break and become unavailable if the part bearing this module has sufficiently corroded (taken a certain fraction HP loss). This can easily help simulate breached cabins and greenhouse environments. If a part has an ablator module then whatever resource is used by this would be consumed and would mitigate the corrosion damage. Parts can be destroyed (critical failure) after taking a certain fraction of damage before losing all of their HP, such as a fragile tank full of highly reactive resource like CryoTanks and LH2 or Oxidizer. Kerbals and certain parts can have upgrade-able resilience factor or HP. Life support mods (Snacks, Kerbal Health, Kebalism) will respond to excess HP loss on the kerbal and apply their appropriate negative status (stress!, poisoned, panic, fainted) to the kerbal. This, if it was realized as a mod could add much more immersion, when applicable, to an interplanetary or interstellar experience in KSP. Activate this alongside part pressure limits, and hostile worlds like Venus in RSS, and Deemo in Extrasolar will get that much more interesting and immersive.
  20. A little idea, i would want sensors so i can activate certain action groups when they detect things like distance, preassure or temperature :DDD (i'd love if this was added in both KSP and KSP2)
  21. Click here for more screenshots! Review by Kottabos: 0.1.2 Update Alternate texture is now changeable ingame (Thanks Vrana!). This requires Firespitter which is NOT included. Changed the tech requirement for the fuel tank. Only download this if you want the changeable texture. Download Link: Github Have fun, and let me know any issues you might have here in this thread. License: All rights reserved. ==================================== Original Post:
  22. Kerbal Remote Manipulator Systems Version 1.1.1 for KSP 1.5.1 Version: 1.1.2 KSP-Version: 1.5.1 Min KSP-Version: 1.4 Download: Spacedock License: CC BY-NC-SA 4.0 Dependencies: Infernal Robotics (not included, please download from Github) Optional: HullCameraVDS or JSI (RasterPropMonitor) Recommended: Cormorant Aeronology, Action Groups Extended Kerbal Remote Manipulator Systems, or KRMS for short, is a mod that adds parts for stockalike and modular robotic arms to Kerbal Space Program. As of now there is only one arm there, namely the Canadarm under the name of "Shuttle RMS", but more parts are planed to follow for historic, present and future RMS. Attention If you have copied KRMS-Version 1.1.1 directly into Gamedata you will have a file named "dictionary" and a folder named "ShuttleRMS" in your Gamedata folder, please delete them before installing this update. If not you can skip the update, it just fixes the folder structure. I apologize for any inconvenience that this might have caused you. Intstallation Downlaod KRMS Download Infernal Robotics Copy the folder "MagicSmokeIndustries" from Infernal Robotics in to the Gamedata folder Repeat with KRMS Done List of all the Parts: Changelog: Pictures of all Parts: Texture variants detail:
  23. I need some outside the box thinking Have tried almost everything and I do mean everything 8, 9 or 10 have not had any textures works fine otherwise and I've installed no mods. please help please please please help!!! https://imgur.com/a/A5hJeHh https://www.dropbox.com/sh/2lkfnpltzuysexv/AABtDkX84gedBCdbaUpBsrmHa?dl=0 [config] build id = 02917 2020.06.29 at 15:18:37 PDT Branch: master language = en-us distribution name = Steam
  24. Proton-M / Breeze-M A realistic and highly detailed parts pack for Kerbal Space Program. See more images of the Proton M with Breeze-M Proton Medium, Proton Light and 5 Meter Fairings for Proton M+ (included) See more images of the Proton Medium, Light and 5 Meter Fairings Proton launch pad (included) See more images of the Proton Launch Pad Features Proton-M booster Proton Medium Variant (new) Proton Light Variant (new) 5 Meter Fairings for Proton M+ Variant Breeze-M upper stage Proton launch pad Procedural and and fixed size fairings in different sizes and style Payload adapters for various TKS and DOS payloads Supported Mods Realplume Firespitter Core Realfuels stockalike Realism Overhaul OldscoolFairings Filter Extension Tantares (as Payloads) Fairing Logo Template Download the Template as a .psd file. Qestions and Answers Changes License Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)
  25. Here's a couple of stock-alike station hubs. These are stylistically derived from the stock six port station hub. However, these two have three and six side ports instead of four. Good for building alien themed stations. There may be more parts in this pack later or this might be a one off thing. Now with GingerCorp as a contract dispensing entity! Download: http://mods.curse.com/ksp-mods/kerbal/220639-gingercorp-stock-alike-station-hubs If you find this mod helpful and want to throw some money away, feel free to click the donate button below! GingerCorp Stock-Alike by Starwaster is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
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