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  1. 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
  2. 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
  3. 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?
  4. 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
  5. 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
  6. 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).
  7. 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.
  8. 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
  9. 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.
  10. 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.
  11. 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)
  12. 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:
  13. 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
  14. 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)
  15. KRE has a new maintainer! See the new forum post: Tired of throwing away your rocket every time you launch? Look no further! This collection of parts will help you build reusable rockets, SpaceX-style. Includes: Falcon 9 Landing Legs in three different sizes. Firespitter required for black variant. New Glenn Landing Legs in two different sizes. ITS Landing Legs in two different sizes. New Shepard Landing Legs in two different sizes. Grid Fins for control and additional drag on descent. Deployable Wings to fly back stages. SuperDraco Engines to land your capsules and provide in-flight abort capability Fuel Tank with ladder extension Heat Shield with integrated shroud, decoupler and deployable landing gear Docking Port compatible with stock docking ports Recommended mods: Flight Manager for Reusable Stages Trajectories Compatible with: TweakScale RealPlume Ferram Aerospace Research Installation: Move the "KerbalReusabilityExpansion" folder to KerbalSpaceProgram/GameData/ and you're good to go. With CKAN CLI: ckan.exe install SpaceXLegs License: MIT License How to: Build a reusable first stage Special thanks to: @nli2work for making the legs work initially for 1.1. The setup has since been redone but it would have been much harder without that help. @DerpyFirework for contributing the "DeployableAeroSurfaces" plug-in for the grid fins. It is in the public domain and the source code can be found here. Good luck landing stages!
  16. I have just found that some old parts variant (like srbs and probes) are still in ksp 1.10, and I found that cool so I make a topic . But I am still confused.. why didn't ksp team remove them ?
  17. Version 2.4 - Released 2020-06-25 Compatible with KSP 1.0 - 1.12.x [ ] NOTICE TO KLPH USERS This is a re-release of @CaptainKipard's Low Profile Hubs. Original forum thread. ABOUT Low Profile Hubs is a collection of station hubs in various sizes and shapes useful for the construction of stations and outposts. PICTURES AND VIDEOS TODO DOWNLOADS via CKAN - automatic updates and dependencies (recommended) GitHub - always the latest release. Also access to the source code, pre-releases, the bug-tracker, and the Wiki. Spacedock CurseForge Installation Instructions Simply download the archive and extract the contents of the "GameData" folder into your KSP's "GameData" directory. Mod Compatibility / Recommendations ModuleManager - to enable the support for the various mods below. Connected Living Spaces - the docking ports contain CLS configurations. ECLSS - appears to no longer be active/supported? IFILS - Interstellar Flight Inc. Life Support, a comprehensive life support mod. Snacks! - a simple and fun life support mod. TACLS - Thunder Aerospace Corporation Life Support, a comprehensive life support mod. SUPPORT No logs, no support. Unless it's a feature-request, of course.. If you find a problem, try to reproduce it first with NO OTHER MODS installed. If the problem goes away, please try to identify which mod is causing the problem. If possible, please raise the issue on GitHub. CHANGELOG The full changelog is here. v2.4 Changed mod file layout; added some agency details; fixed CLS configs (again) CONTRIBUTORS @CaptainKipard - the original author LICENSE This mod is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  18. A while ago there was this excellent discussion on air intakes and drag in KSP: This is still an important topic (would be even more so if the dev's could give us some larger airbreathing/jet engines, so spaceplanes are actually useful without massive engine-spam!) and I wanted to continue to draw attention to the idea, discuss it, and see if anything has changed. Also, there were some nuances to Right's graph (re-posted below for convenience) that I don't think really got any proper discussion- and couldn't be discussed there now without nero'ing a very old thread... Note, for instance, the shape of the Shock Cone Intake performance curve (or lack thereof). I think many players sub-optimally assumed the most efficient Spaceplane ascents involve keeping all your engines lit throughout your entire ascent. However I have increasingly found this is NOT the case-especially with the 2 stage spaceplane designs I have been experimenting with lately (a smaller Spaceplane optimized for high-altitude, high-speed operation rides piggyback atop a larger plane that breaks off. Awesome in Sandbox/Science, but requires a mod like Flight Manager for Reusable Stages so you can fly the lower stage back to actually be useful in Career...) Often it is better to have some engines- particularly Ramjet engines- you only ignite at higher altitudes and speeds, keeping your demand for IntakeAir (and Thrust production) relatively flat as you ascend... (this is even MORE true with modded parts like the Air-Augmented rockets from, I think, Mk2 Expansion: which, realistically for a ducted rocket, perform better at high speeds not only in terms of Thrust, but ISP...) If you have engines you only ignite at high altitude+speed (or simply don't throttle all the way up until you reach high speed/altitude due to heating issues, aerodynamic stability- particularly with dynamically unstable designs that become less stable at higher speeds, or not having your wings rip off due to aero forces in FAR!) then the Shock Intake curve suddenly looks a lot more appealing: note these curves are for constant altitude- the Shock curve ends up being flattened (in terms of rate of IntakeAir production) by reduced air density at higher altitude... Other things notable: - The Divertless Radial Supersonic Intakes appear to have the smallest performance-drop of any intake other than the Shock Intakes between Mach 3 and higher speeds (the slope of their curve is much more gradual, even controlling for their lower peak), making them often the second-best choice for high-speed planes (as well as great for fine-tuning *precisely* how much intake you have, so you don't have any more than needed...) - Engine Pre-coolers have, surprisingly (and unrealistically, given the whole POINT of using them in real life would be high speed+altitude performance) a steeper curve relative to the amplitude of their peak than the Adjustable Ramp Intake (aka the stock RAM-effect intakes). This makes them more poorly suited for high speed/altitude operations, at least as intakes (again, this is unrealistic- and the dev's ought to rebalance these to make them more useful). That being said, form-drag (from frontal cross-section mainly) becomes much more punishing at higher speeds, at least in FAR, so they actually do work well at high speed planes- but for all the wrong reasons (in real life, Pre-Coolers aren't even intakes at all, but allow you to cool/compress airflow before it reaches the engines so they "think" they're actually operating at lower speeds/altitudes. This would be easily simulated in KSP by simply having them decrease the airflow speed and altitude any engines they are connected too "see"- and indeed this is EXACTLY how they used to or still do work in KSP-Interstellar, which included special code to make pre-coolers work realistically: at least in older versions for sure...) In real life, they would produce a lot of intake Drag (as you slow the airflow more) and provide no direct intake functionality- yet be CRITICAL for a horizontal-takeoff spaceplane ascent... - On the topic of pre-coolers, again: there has been some mention that they are highly heat-conductive (wicking heat away from engines), yet this is somehow a BAD thing (as it causes them to absorb more heat from the atmosphere). It seems to me most players don't understand the Stock heat conduction system well, or how to use this properly. The best parts to attach pre-coolers to (on the other side of the engine) are large, heavy parts with a lot of cross-sectional area (so these parts in turn can pass the heat they absorb from the pre-coolers to other parts). This is entirely because the Stock heat model assumes an entire part is all at a constant temperature, to make the calculations manageable. Anyways, this makes good parts to attach Pre-Coolers to things like the long Mk2-Mk1 adapter, the Mk2 Bicoupler, the flat (rear) end of Mk3 parts, or especially large cross-section mod parts with inline 1.25 meter nodes (like the "Stail" to 2.5 meter adapter with shoulders in OPT Aerospace, or the Mk4 Adapters in Mk4 Expansion...) The parts they are attached to should, ideally, in turn be attached to even larger parts (like a Mk2-3 adapter in front of a Mk2 Bicoupler). The key is to wick heat away from the pre-coolers as quickly as possible so they can wick more heat away from the engines in turn. Not that engine overheating is THAT big of a problem in Stock (except for with the NERVA nuclear rockets- a part intake air precoolers would be USELESS for in real life, unless you were air-augmenting them... Or modded nuclear turbojets, like those in Mk2 Expansion- where at least the use of pre-coolers is realistic) - The Small Circular Intake has a relatively flat curve that LOOKS like it would be well-suited to high-speed operations: but in reality they tend to explode at high speeds, as they have terrible heat-tolerances...
  19. Is there a mod that allows players to manufacture new parts on a base outside of Kerbin? The best way to do this would be to convert ores into metals using factories, and then having factories convert these metals into parts. Along with KAS and KIS, this would be really useful. Any ideas of plugins I can use?
  20. Hyper Propulsion "CYREX" Sci-Fi parts pack (Current ver. 0.0.3) Say hello to the lineup of the "CYREX" thermonuclear engines! Utilizing super efficient Thermonuclear reactors, these engines are capable of many useful things! Why don't u give them a try yourself? A bit about the mod This pack includes many Sci-Fi inspired parts for KSP! Take on a journey to explore other planets with ease using the "CYREX" engines! Based on fictional resources, HyperProp utilizes the use of ThermoNuclear reactors in the name of space propulsion systems and many more interesting parts! This pack will be updated from time to time, so be sure to stick around for some cool updates in the future! Main CYREX album https://imgur.com/a/oSxBB7u Parts in this modpack Well know Issues CYREX-S slightly offset from center node. (doesn't affect use) VRTX-1 Jet engine has a problem of not jumping to low thrust mode upon flame-out of the atmospheric jet Tech Tree not yet configured for the parts Required Mods Smart Actuators Module Manager Kerbal Joint Reinforcement (recommended) B9 part switch Installation Place the folders from the downloaded folder into your game's "GameData" folder. If asked to replace files, do so. Get it here: GitHub: https://github.com/KerboNerd/KNI-HP-CYREX/releases SpaceDock: https://spacedock.info/mod/2137/Hyper Propulsion Sci-Fi engine pack Thanks Kottabos for reviewing the mod! Be sure let me know about the bugs you run into! That really helps the further development of the mod! Post any issues/bugs/errors here: https://github.com/KerboNerd/KNI-HP-CYREX/issues
  21. UNDER CONSTRUCTION Download on SpaceDock, Github or Curseforge. Available on CKAN. Mk2Y - Two Kerbal Command Pod formerly Yarbrough08's Mk. 1-1 A2 Two Kerbal Command Pod A mod that adds three parts - two versions of a two-kerbal pod, and a matching RCS enabled heat shield *** Author Mk2Y [M2Y] adopts Yarbrough08's Mk. 1-1 A2 Two Kerbal Command Pod for curation by zer0Kerbal*** Originally created by Yarbrough08 Description This is a 2.5m to 1.25m, 2-kerbal, command module. Yarbrough08 used the dimensions of kerbals to determine this size. The 3-kerbal Mk 1-2 pod crams too many kerbals in, and doesn't leave room for them to move around or even exit. It will be compensated for in a mass reduction, as not as much(insert your ideals of life support or equipment) is needed to contain 2 vs 3 kerbals. This comes with a dedicated IVA. Mk2Y-036 is the 0.0.3.6 version which has integrated heat shield Mk2Y-040 is the 0.0.4.0 version which does NOT have integrated heat shield Mk2Y-040-HS is RCS inabled heat shield for the M2Y-040 2 Kerbal Command Pod [Yarbrough08] became interested in modeling a 2 person CP that was not historic in nature. I am looking for feedback at the moment, as well as interest in the project. So, with that being said... RCS ports are working, as well as a very basic IVA implementation. Windows are zoomable, airlock/ladder functions, and compatibility with DRE and RF (RCS Ports). Has (at the moment) an almost non-existent Texture footprint in RAM because of placeholder textures. Includes a shroud to smooth transition to decouplers, which are still needed. IVA layout changed (Stock Props Complete). I used at least one of each of the stock props. Added lights to the IVA Interior model touch up and UV'd. Ready for when I produce textures. Airlock wall, hatch, and cover added Of course this is a WIP and nowhere near finished. Although it looks pretty good, I have not finished creating proper textures for it. Mk. 1-1 A2 Two Kerbal Command Pod This is a 2.5m, 2 Kerbal, command pod. It includes the IVA, as well as, attachable heatshield with RCS ports. The heatshield is equipped with a shroud to smooth the transition to whatever 2.5m part you choose to place under it. Although the current version is a WIP, most of the pod is complete (todo: some visual and minor .cfg tweaking). The RCS ports do work, as does the heatshield (stock ablative protection). On the IVA side I have working stock props, IVA lights, front and side windows that are 'clickable', and a front window docking guide ('iron sights'). NOTE: TEXTURES ARE SEPERATE NOW! YOU WILL NEED TO DOWNLOAD A TEXTURE PACK! PICK ONLY ONE! I created high, medium, and low textures (both diffuse and normal map) for the pod exterior shell. I also am giving an ultra low choice that will make the pod appear as it was before - no detail. AGAIN, THE TEXTURES ARE NOT INCLUDED IN THE POD DOWNLOAD. I have uploaded and linked several texture packs for the pod. These packs contain the textures for the exterior (previously white) "shell," as well as the interior and exterior windows. The packs are divided up based off of the exterior shell texture size, and include: (Note: Main Textures are the exterior shell's diffuse and normal map. -Size listed is for each texture) Main textures = 4096x4096 Window textures = 512x512 Main textures = 2048x2048 Window textures = 512x512 Main textures = 1024x1024 Window textures = 512x512 Main textures = 4x4 Window textures = 4x4 Cabin Sticky Notes: NOTE: Might be issues with hatch and currently the pod doesn't have lights. There are no plans to improve them unless someone submits new ones via PR on github. Installation Directions Use CKAN (best way) — or — Before installation please delete Yarbrough/Mk2Y/ folder in KSP/Gamedata/. Then copy .zip content into your GameData folder. Changelog Summary See ChangeLog for full details of mod changes Requires Kerbal Space Program Supports Kerbal Change Log Module Manager Replaces Duopods Original Author: Yarbrough08 Mod Website: Forum Thread License is: Legal Mumbo Jumbo Source: GitHub License: CC 4.0 BY-NC-SA Mk2Y is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license, which in layman's terms means: You are permitted to use, copy and redistribute my work as-is. You may remix your own derivatives (new models, alternative textures, etc.) and release them under your own name. You may not use the material for any commercial purposes. You must use the same license as the original work. You must credit the following people when publishing your derivative: riocrokite (Stork Delivery System). All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses v0.0.5.0 original: 17 Jul 2018 zed'K | updated: 2020 03 02 zed'K Source: GitHub License: CC BY-SA-NC 4.0
  22. Download on SpaceDock, Github or Curseforge. Available on CKAN. Stork Delivery System (SDS) This is the new thread. Original thread here. zer0Kerbal adopts for curation the mod known as Stork Delivery System (SDS) by Kermangeddon industries. Created by @riocrokite A Payload parts mod that Delivers your big cargo to the planet surface without flipping! Vertical frames with integrated legs for interstage and planetary delivery. Stork Delivery System (SDS) Kermangeddon Industries A Payload parts mod that Delivers your big cargo to the planet surface without flipping! Author Stork Delivery System [SDS] adopted for curation by zer0Kerbal Originally created by riocrokite Description Vertical frames with integrated legs for interstage and planetary delivery. Mod characteristics allows you to deliver tall 2.5m or 3.75m diameter parts to planet surface thanks to 6m long, extendable legs. [NEW] introducing the Jumbo sized models - capable of handling 5.0m and 7.5m parts. (24m and 14m tall) lightweight - reusing same textures wherever possible integrated approach - one integrated part for frame and legs to increase stability and reduce part count Example usages: Delivery of cargo trucks (with an assistance of JebPush TM at the end:)) Warnings or 'cabin sticky notes' When placing engines above center of mass be sure to either lock gimbals or not use SAS because of KSP bug {you might try to solve it using Tweakable Everything mod and reversing thrust of engines that are above center of mass} Avoid rocket/jet blast directed at the legs when they are extended. Prolonged blast will destroy the frame. Extending process take some time so you have to account for that when preparing to land. Installation Directions Use CKAN (best way) — or — Before installation please delete StorkDeliverySystem folder in KermangeddonIndustries catalog. (GameData/KermangeddonIndustries/StorkDeliverySystem/) Then copy .zip content into your GameData folder. Changelog Summary See ChangeLog for full details of mod changes Requires Kerbal Space Program v1.8.1, may work on earlier versions Suggests Biomatic MoarKerbals SimpleLogistics SimpleConstruction) Not So SimpleConstruction (NSSC) Hot Beverages Irradiated KGEx (coming soon) B9StockPatches Mobile Frame System - Stork legs are designed primarily to ease delivering of vehicles to the planetary surface. Supports Kerbal Change Log License CC 4.0 BY-NC-SA Stork Delivery System is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license, which in layman's terms means: You are permitted to use, copy and redistribute my work as-is. You may remix your own derivatives (new models, alternative textures, etc.) and release them under your own name. You may not use the material for any commercial purposes. You must use the same license as the original work. You must credit the following people when publishing your derivative: riocrokite (Stork Delivery System). All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses Content originally created by . forum thread SOURCE: GitHub License: CC BY-NC-SA 4.0 v0.0.4.0 original: 17 Jul 2018 zed'K | updated: 24 Feb 2020 zed'K
  23. Download on SpaceDock, Github or Curseforge. Available on CKAN. DuoPods (part duex) (2xP) formerly DuoPods This is the new thread. There is no original thread. zer0Kerbal adopts for curation the mod known as DuoPods. created by @duopods A stockalike parts mod that supplies up to three two occupant command pods with minimal performance impact Author DuoPods [2xP] adopted for curation by zer0Kerbal Originally created by duopods Description So you got that first rescue contract but where to put your passenger? If you like to play stock, but need a 2 person command pod Duopods is for you. It consists of three 2 kerbal command pods: - mk2a is an extruded version of the MK1-2 bringing it to 1.25m. Use included Windows batch file to copy MK1-2 pod files. - mk2b is a larger version of the mk1 pod that measures 1.825 meters. - mk2c is a restored version of StarVisions' legacy pod. Rebalanced and reworked cfg. - mk2b-heatsheld is a 1.875m heat shield. Cabin Sticky Notes: NOTE: IVA's included are only placeholders. There are no plans to improve them unless someone submits new ones via PR on github. use the included windows batch file to copy depreciated (and therefore unavailable) mk1-2 textures/models Installation Directions Use CKAN (best way) — or — Before installation please delete Duopods folder in KSP/Gamedata/. Then copy .zip content into your GameData folder. Finally, run Windows_CopyTextures.bat (located in GameData/Duopods/) to copy depreciated mk1-2 Changelog Summary See ChangeLog for full details of mod changes Requires Kerbal Space Program Module Manager Supports Kerbal Change Log Replaces Duopods from left to right: mk1 (Squad) — mk2a — mk2b — mk2c — mk1-3 Legal Mumbo Jumbo Source: GitHub License: GPLv2 All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses Original License: MIT [Source] v1.0.2.0 original: 17 Jul 2018 zed'K | updated: 02 Mar 2020 zed'K
  24. PicoPort is a small parts mod pack which contains a set of very small Docking Ports intended for use with tiny probes. Presently, this mod comprises four parts: Coupling: 1. PicoPortBasic - This is an orientation specific, ungendered docking port. It will mate with other PicoPortBasics in only 4 positons (90 degree rotations). This is useful if you wish to use balanced RCS from porbes connecting to the mother vessel. 2. PicoPortPlus - This is an ungendered docking port, similar to Clamp-o-Tron. 3. PicoPortM -This is a Male PicoPort, non-orientation specific and will only dock with the femal counterpart. 4. PicoPortF - This is a Female PicoPort, non-orientation specific and will only dock with the male counterpart. DOWNLOAD: Primary: Github Secondary: SpaceDock download and copy the SHED folder directly into the your KSP GameData folder. Licensing: The contents of this mod are distributed a CC-BY-NC-SA International License (please refer to the license file on github for further details). Highly Recommended Supporting Mods: PicoPort is a stand-alone parts mod and does not have any other mod dependencies, that said, it has been designed around the utilisation of supporting mods and it is highly recommended that you add them to your collection (they are very useful in their own right). IndicatorLights by @Snark Thanks: I must say thank you to @DStaal for setting me off down the path of this pack, its been a good learning experience (basically blame him). Also thanks to him and @linuxgurugamer for helping with testing and development ideas. Change Log: Feedback and suggestion: Always welcome, if you have any ideas which you might like to see implemented let me know and i'll see what can be done! Localisation now supported! Any translations would be greatly appreciated.
  25. Hey guys, There are already some mods on my list for a new RO-safe. I found some mods that are proved to be RO compatible (FASA, Raidernick's mods). But I wondered whether anybody has more specific information, about RO-compatible mods, because the section in the RO-thread for parts-mods has been removed and I can't find reliable Information in the wiki. Thanks in advance
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