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  1. Dunno if somebody published this before, but I made a little Mod that brings back the old Mk 1-2 Pod. I liked it's more modern Look than the Mk 1-3, especially the IVA, so I kept using it (you still found it when you know where to look) after it has been hidden from the TechTree and was disappointed when it was completely removed from the Game. The "Mod" is just the Part Files copypasted from an older KSP Version without any Changes, except setting "TechHidden" to false in the .cfg File. So it should run fine with any Game Version. https://spacedock.info/mod/2310/Mk 1-2 Pod To any new Players who don't know the Mk 1-2 anymore, it's a 2.5 m Command Pod for three Kerbals. It has pretty much the same Characteristics as the Mk 1-3 but is a bit havier. I'd guess that this is due to better Radiation Shileding in modern Spacecraft compared to the 60s. I'm not registered to any Photo sharing Sites so no Images but you can see the Mk 1-2 in Action here in this Video that I made: If I violated any Squad/Take Two Copyrights please warn me immidately. I am no Lawyer and don't see any Problem in bringing back old Parts to the Community but the Fact that I didn't find similar Mods like this gave me Concerns that this might be due to legal Reasons.
  2. The pttachment point is on the sde is this normal I only just started with ro with rp-1 and have been having alot of fun with but this is stopping me from making anything. Thankyou in advance.
  3. Noticing the Huge lack of 4 kerbal pods and 3.75m command pods in the game I decided to start work on a mod. Its called the onion mpcv because it was 1am when I started this and that was the best thing i could think of that sounded kinda like Orion don't judge me. This is Orion: Ultimate goal is to make all the parts for the orion mpcv, possibly the SLS and eventually more 3.75m command pods and cool stuff. So far I've been able to get the command module into the game. Here's the OnionCM next to the 1.25 and 2.5 pods for comparison. Going for stock-alike when it comes to textures though those windows are really pretty bad i'll have to work on my texturing. Holds 4 kerbs so you can bring Val along Top is made to fit your standard docking port and stock heat shield fits pretty snug. I'm considering integrating parachutes into the pod similarly to the way the actual Orion pod functions. I've also managed to create a LES shroud for the command pod which manages to fit the docking port on top and I have confirmed that the stock LES can lift the onion far from disaster if needed. I'm currently lost as to how to make my models appear smooth other than increasing tri count which is obviously not the way to do things, If anyone can point me in the right direction It would be very much appreciated. (the command pod looks smooth because its somewhere in the range of 3000 tris and has a dark texture. I hope to bring that number down to the 2000 range if possible so I have more wiggle room to actually recess the windows like on the real pod.) Last thing that's worth showing off at the moment is this un-textured model for a 3.75m nuclear engine. (I've seen many mods that include 2.5m variants but not 3.75m) I have many other models that I've whipped up but ill show those off once they have textures and are a bit more interesting to look at. Any advice is welcome, since this is my first attempt at developing a mod.
  4. Today is my dads birthday and we went out
  5. Hello everyone, my problem is all in the title, honestly. I am not a fan of the appearance of the Scan Sat parts, they're not very stock-alike and quite boxy imho. It is however a wonderful mod and I need it in every of my campaigns. Now before you tell me that there are no remakes of these parts, I call jack on that because I used to have such a mod in a previous install of the game, but I have no idea which one it was... Maybe it even was part of a mod for al I know. So what I'm asking you today is if you know where this is from ? Thanks alot for your help ! picture as reference :
  6. Hi, I've started work on a collection of parts that are remakes of the really, really old parts that existed from around 0.7-0.13 or something, as well as recreating some of their functionality. More images of the current parts made. Current parts and features done: Current Release GitHub page with source and plans Things I need help with: Next part on my hit-list: Old stack decoupler (I love the look of these things, despite their tall stature. I plan on having a 1/2-1/4th height variant that looks like the recently depreciated 1m stack decoupler, as well as a stack separator version) Feedback on the current models and textures I've made would be great. I'm trying to teach myself texture making because I've felt I've relied on procedural textures as a crutch for too long, so anything I could do in that dept. would be greatly appreciated. (Also terribly sorry this post is ugly, I haven't used this forum interface before, or really made a release page in general.)
  7. Bin Chicken Inc. WIP Thread I present to you my FIRST EVER ATTEMPT AT 3D MODELING AND PART MODDING! Service Modules: Somewhat inspired by SHDI Service Module System and a very old (5+ years ago) mod, that from memory was called "SM Service Module" and somewhat inspired by real life, i have decided to give this a go. The scope i have set for myself is for a family of stock-a-like service modules similar to that found on Apollo, Orion and also some of my own concepts. being an Australian i have decided to name these after Aussie birds I plan on making a few different 2m variants for different missions. but to start with ill be just doing some intended for Kerbin orbit and for operations within Kerbin's SOI. These modules will contain a verity of consumables and may or may not include other functions such as built in decouplers and other functions as i learn how to implement them. I use 3ds Max as my 3d modeling software as it is available to me for free through my university. I have tried blender, however i cant stand it! I would be interested to hear any criticism weather it would be about game balance or about the models themselves. I also would like to say that i have absolutely NO SKILL IN MAKING TEXTURES AND SKINS! If anyone would be interested in texturing these models please let me know. You would have a free hand in creating stock-a-like textures and i would be happy to credit you for your work . So without further ado, lets get started.... SM-16 "Kookaburra" Service Module: The SM-16 is intended to be like the Apollo service module. It is designed for Munar and Minimus Operations SM-2 "Bell Bird" Service Module The SM-2 is currently being modeled, but is based of the Orions service module. it is designed for Kerbin Orbital Operations Also Planned are other service modules designed for long duration missions such as interplanetary transfers and also remote controlled modules for cargo and utility purposes
  8. Being released shortly is an updated parts pack that contains (amongst other parts) stack mounted fuel cells. This discussion concerns those .1 (1/10) meter high stack fuel cells. Each part contains the fuel cell, fuel tank (in units) and a batteries. I want your input as to the game balance of each of the sizes, and where on the tech tree they should appear Don't want to use Tweakscale on these due to the need for fine tuning game balance. Fuselage versions (mk0-mk5) are included just in case a model/texture can be found/provided that will allow these to be created/included. Thank you in advance! the current plan is to introduce these as Monopropellent powered. With the ODFC (On Demand Fuel Cells) patch that is included, these will expand to Liquid Fuel + Oxygen, Liquid Fuel + Intake Air, and Hydrogen + Oxygen (= EC + Water) modes. Doing this might also be possible with the latest B9. Also any thoughts about if a patch to include a fuel cell in the stock pods and if yes, how much EC should it provide? Obviously the patch would not include the fuel or electricCharge. thank you in advance! For comparison Stock Fuel Cell: cost: 750 entry cost: 2250 techRequired: Electrics mass: 0.05 EC/s Produced: 1.5 EC storage: 50 Stock Fuel Cell Array: cost: 4500 entry cost: 13500 techRequired: Electrics mass: 0.24 EC/s Produced: 18 EC storage: 300
  9. A technical question on how KSP works: if I delete only the cfg file of a part, will that part's model and textures still be loaded into memory? Or is the cfg solely responsible for telling KSP what to load? The intention here is trying to save up memory by removing parts I don't like or don't need.
  10. Do not use any grappler parts as vessel Root. Command Pod, roughly same size as Mk1; will work on IVA when I get my hands on the new PartTools. Now has data transmitter built-in. Two variants depending on other active mods. KAS: adds front mounted winch unit w 30 meter cable. Size slightly reduced, Increased ejection force. No more harpoon bouncing off of asteroids. SCANSat: adds small SCANSat network uplink unit w/ BTDT scanner. FStextureSwitch2 for some visual customization options Advanced Drone Unit, derived from the Command Pod. Crew space converted to service bay. More EC and Mono capacity. Integrated RCS thrusters. One variant available RemoteTech: Service bay removed. Adds 500km passive Omni antenna and 9Mm directional antenna, should allow comfortable operation within Kerbin SOI. Increased EC and Mono capacity. Integral RTG Grappler unit, very handy for moving things around when you don't have a docking port. Strong SAS and RCS thrusters. Moderate EC capacity and LF/OX, LF, or Mono fuel options. Reduced SAS power to 20; Max RCS power increased to 15 with default RCS thrust set to 5%. Radial NV engine; burns LF/OX or Mono. Reversible thrust. Full extension to around 2m, a tad shorter than the FT400 fuel tank. can give you that extra clearance you need when hauling large objects. Keep Kerbals away from moving parts. Fixed reverse thrust. added thrust Gimbal. now with KSPI-E config. wide range of characteristics depending on fuel type. Added Indicator for reverse thrust mode. Helper Drone, small remote controlled RCS block with integrated light and RTG. Max RCS thrust of 8 w/ default thrust at 10% max. Minimal SAS. Use grabber to dock after initial separation. 3km omni antenna if using RemoteTech. Adaptor Carrier; same dimensions as Push Adaptor but fitted with higher capacity Mono tank and compartments for up to 4 Helper Drones. Grabber unit only. Will replace Push Adaptor part in future. Fixed collider boxes so you don't get stuck grabbing on to Size 1 Docking port when you get perfect alignment. Added orientation indicators and switcher. Red-Left, Green-Right, Yellow-Up. Push Adaptor/Service Bay; Grabber/DockingPort/Service Bay. Service Bay replaced by KIS container if you run KIS. Grappler Jr. Grappler arm w/ Service Bay, integrated external command seat. Service Bay replaced with KIS container if KIS is installed. I don't know what it's good for... Jeb made me do it. CC-BY-NC-SA 4.0 SpaceDock: http://spacedock.info/mod/313/Orbital%20Utility%20Vehicle Dropbox: https://www.dropbox.com/s/60rlcpsqu0wwuql/OrbitalTug-1.2.4.zip?dl=0 ModuleManager: http://forum.kerbalspaceprogram.com/index.php?/topic/50533-105-module-manager-2618-january-17th-with-even-more-sha-and-less-bug/ Enceo's IVA! Retrofitted from the copula, fits real nice! Pics below https://www.dropbox.com/s/tav1a9v65w3lfkc/OrbitalTugIVA.rar?dl=0 Blank IVA, more or less, for those what want to roll their own. https://www.dropbox.com/s/vup6efztxhebf9k/OrbitalTugIVA.zip?dl=0
  11. Even though its name is a reference to the wide-body Airbus A300, the Stearwing A300, with its 3.5 m Mk3 fuselage is only the size of a narrow-body A320. To avoid having to clip two rows of fuselages into each other to replicate wide-body jets, I think stock KSP should have 5 m plane parts.
  12. EDIT as of 4/12/2020: I have abandoned this project. It was an interesting idea, but at the time I did not have the capability to put things into place like I wanted. Sorry to all those who were looking forward to it. In the future, I'll post things once I have something to show for. There is a non-zero chance I will revive this project. Although unlikely.
  13. From my own experience, I know that Interstellar Extended can be quite complicated to figure out, so I made this post to minimise the fuss. In the KSP @FreeThinker's Interstellar Extended mod, there is a number of very cool futuristic parts, and sometimes it can get quite hard to find out how to best use those parts. One of the best examples of such a feature is the Acullbierre drive (a.k.a the Warp Drive) As most parts in IE and in KSP in general, the Acullbierre drive requires a few more parts to function. To fully understand how a warp drive functions, we are going to use an example ship I’ve built. It’s parts fall into these main categories: -Means of control (Duh) - Reactor (mega joules generator) - Secondary power source (mega joules are considered a different resource, so it is best that there is at least a solar panel on the ship) -Acullbierre Drive -Radiators (an absolute MUST for almost any system in IE) Secondary Propulsion system (When exiting warp, you will be going at the exact speed you left at, so you will want to make some adjustments so that you don’t fall into or escape the planet you’re going after) With most parts being pretty self explanatory, there are two features I need to address: The drive and the reactor. Reactors are parts that generate electricity. Some do more than others but they may also require more resources or last less long. Make sure to read the description of them to make sure your ship has the required resources. As well as that, many reactors have different configurations, meaning that some can utilize different configurations of resources. These are different for every reactor, so make sure you choose the one that suits you best. (Most reactors can be fitted with an extra “thermal” reactor. Those utilize the excess heat your reactor/Acullbierre drive produce and repurpose it as electricity. They can go great with reactors as they increase the power output greatly) Acullbierre drive comes in three different shapes: small, large and compact. These differ in the amount of mass they can transport, so make sure you have the correct one (they can also stack BTW) When everything is set up and the reactors are working, go to the drive menu (via right click) to start the drive. CAUTION: this act will generate a lot of excess heat, so be sure you either have enough radiators or your actions are quick!!! When the reactor is charged (the exotic matter bar is full) select your destination on map screen, point there and turn the warp drive on! Tip: one of the readings on the drive menu is the current warp speed. You can increase and decrease that with the appropriate buttons on the menu. Make sure you you slow down quickly enough though!
  14. which mod added several really LONG extending ladders? was it Ven's?
  15. Here's a few ideas I had for new spaceplane parts, as well as a few suggestions for the current ones. And I know some of these suggestions are inside of mods, but I would like them in the base game for stock builds. New parts: A bigger Goliath - 3m Goliath anyone? But seriously, bigger engine, more thrust, for those heavy payloads... or just to get a tiny payload moving ridiculously fast. A bucket reverser 1.25 meter engine - Buckets are kool. A 1.8 meter engine - not as small as the J-20, but not as big as the J-90. A middle road jet engine. 1.8 meter aircraft parts Bigger FAT-445 Aeroplane Main Wings - Two new sizes actually. One wing is better than 50 wings glued together after all. Size 2 rounded fuselages Size 3 rounded fuselages - Or parts to make the mark 3 parts round. Pegasus XL styled Fuselage - Basically, a place to hold rockets and a place to tail fins to stick up inside of the fuselage New landing legs in many different styles - Including but not limited to, F-16 style, where they go 90 degrees (About) from the fuselage, C-17 style, Hidden inside a hump that attacks to the Fuselage, and WW2 fighter style, wheels that go up side ways instead of forwards or backwards. Aircraft heat shielding - For when you're going 1400+ M/S and things are getting a little toasty. Basically what I'm picturing is little body conformed wing like structures that you can click on to the aircraft's nose and belly, or anywhere else really. Aircraft antenna - Resistant to both heat and air speed. Edit parts: J-90 Goliath Pylon removable option - An option to remove the pylon from the engine so that when it's inline with the body like a tri-jet config, it looks cleaner. Engine Nacelle Pylon option - Option to add a pylon on to the part Shock Cone Intake animation - An animation that moves the cone foreword or backwards depending on if above or below Mach 1. Plus manual option to move cone forward or backwards. J-404 Model switching - New models that mimic some other jet engine nozzles, such as the F-22, the F-15, the Su-37, and the X-31
  16. This is a parts pack of 2.5m spaceplane parts with a flat bottom, possessing a bit of aerodynamic lift. I am going to be updating this mod sporadically, and I would appreciate any comments, critiques, etc. I would especially like to know people's thoughts on the balance of the mass and lift. As of 5/12/17, I have changed the license for this mod to MIT Download: Note: updating to 1.3 renames/replaces many of the parts. Spacedock: http://spacedock.info/mod/194/Mk2.5%20Spaceplane%20Parts Curse: http://kerbal.curseforge.com/projects/mk-2-5-spaceplane-parts-flat-bottom-spaceplanes Part List: Check out this video from Kottabos! If you're interested in using the Mk2.5 Specification, you can use this drawing: Changelog:
  17. Please note the following mods also require the installation of SM Industries SM Armory, SMI Missiles and Launchers, SM OST and T , SM AFV's Failure to install SM Industries will result in names and descriptions being displayed incorrectly and other related features will not work(don't panic the correct version of SMI is included in every download) Latest Update v0.99.99.93 Further enhancements, localisation. texture updates SM Armory for KSP 1.4.X and BDA 1.2.X ONLY Important note regarding recent BDA changes specifically BDA 1.2.2.2 see spoiler The original BDA expansion contains over 100 items to enhance your military might from 7.7mm WW1 machine guns to modern CIWS systems , WW2 field guns to 152mmAGS turrets there's a weapon for every eventuality With SMA now containing 100 parts it's time to go for V1 and full release,SM Armory is also to my mind complete and as such very little will be added, however my intention is to make extra packs to add on if the user wishes, rather than forcing and increasingly large download This version includes the impossibles, things that were thought impossible to create with BDA. These turrets ALL designed for CIWS use feature rapid fire cannons and AA missile rails. Also as usual are loads of normal turrets some based on fantasy , some on reality, but wherever the inspiration came from I've attempted to make them relevant to the Kerbal world. With notable and deliberate exceptions everything here is appropriately powered for Kerbal Kombat. I've also spent a good amount of time making sure that they work with SM Marine and The Large Boat Parts as i find that's the situation in which most of these will be used Some of the latest additions Current Items that made release, constantly subject to testing and response SM_Armory for KSP 1.3.1 Notes NOT installing the SM_Industries folder will mean that parts may not appear, strings will be nonsensical and mod performance will be reduced On installation you will notice that the mod contains an extras folder. In this folder you will find the Secubots security robot turrets, A weapon probe for connecting to turrets for standalone use, meant for use with the field guns, the pirate ship cannon and the 88. Also included is a filter extensions addition simply unzip and merge with filter extensions to get advanced sorting of SMM products Links to original Boomsticks post -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SM AFV's KSP 1.4.X BDA 1.2.X Only v0.9.14.00 The T90 and New Tracks Update 17 new sets CONTENTS Here now SM AFVs Tanks and trucks Gives you parts to build Tanks and trucks ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ SM Old School Turrets and Tanks Current Release KSP 143 and BDA 1.2.1 onwards v0.1.2.0 download from github v0.1.2.0 download from SpaceDock SM_OSTandT SM Old School Turrets and Tanks REQUIRES INSTALLATION OF SM INDUSTRIES DOWNLOAD SMI FULL LICENSE DETAILS SM Old School Turrets and Tanks pre 50's military vehicles A rebirth of OST and OST Redux into a proper mod Features complete hulls and turrets for various tanks CONTENTS ALL HULLS COME WITH BASIC iVA FOR UP TO 4 CREW FLAK TURRET --------------------- IS 122 TURRET IS122 HULL GREEBLES ------------------ KERMINOV K17 THE FIRST KERBAL TANK ---------------------- KV1 TURRET KV2 TURRET KV SERIES HULL --------------------------- LOL TRAKTOR TURRET LOL TRAKTOR HULL LUCHS TURRET ------------------------- M4 SHERMAN HULL 75MM TURRET 105 HOWITZER TURRET --------------------------------------- M60 PATTON HULL STANDARD TURRET UPGRADED TURRET CUPOLA TURRET ------------------------- JU87 GUNPOD PANTHER TURRET ----------------------------- PZ4 TURRET PZ4 HULL -------------------- T34 TURRET T60 TURRET _____________ TIGER 1 TURRET TIGER 1 HULL SMI Missiles and Launchers KSP 1.4.X BDA 1.2.X ONLY V0.02.0 Contents of 1.4.3 update BoomsticksLegacy Boomsticks is currently under License: All Rights Reserved Old School Turrets and Never Enough Dakka With the uploading to SpaceDock or NED and OST I have decided to roll all the support and development into one thread, this should enable me to hear of and fix any issues ASAP. Although there will be little further development on these two packs( unless requested) I will continue to improve both function and appearance on all items, and of course I'll keep them working I have received some interesting other items in the assets i received from the original author PrototypeTheta and this will also make an appearance shortly THE NED REDUX RELEASE Works in 1.22 Old School Turrets Redux release Works in 122 Album link Note concerning issues. There is now a git repository for SMA in order to access and provide a hard record of any issues that occur, as the modlist grows the more i find i'm forgetting and it makes sense to do something proper for a change . You can find the issues reporting pagehttps://github.com/SpannerMonkey/SM_Armory/issues at the following location Thanks as always to @gomker @XOC2008 @DoctorDavinci @TheKurgan and occasionally @colmo for testing bug hunting and sanity preservation Hi all yes the button is new, i don't ever expect anyone to bother, you are certainly not obliged in any way, I was asked by several people this week, if there was a donation button in order to show their appreciation, the wife saw the requests, and after a some discussion i have given in and added a donation facility
  18. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx NOTE TO ALL USERS OF SM MARINE There are issues in KSP 1.6.x with certain parts containing multiple animations . These issues display as broken information in the PAW (right click menu) and the animations being inoperative . The fix is fairly simple but time consuming to do and will be dealt with in a small update shortly. This and the broken IR aside all parts appear to be working well and fully functional in 1.6.x xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx SM Industries Presents v0.9.9.3 SM Marine KSP 1.4.X BDA 1.2.X OnlyUse SM Industries Included SM Marine NEEDS the SM_Industries plugin and localisation dictionary in order to function correctly It is important to have the version that matches the release, mismatched versions will result In Autloc text being displayed and parts may not appear SM_Industries for a latest releases can be found at the link below https://github.com/SpannerMonkey/SMIndustries/releases What is SM Marine? primarily its is a selection of parts and equipment to make your ships look more like ships, including better looking bridges with limited IVA, working radars, propeller drive systems, masts and antennas, I even found the time to add a few one part hulls As you may know I've been developing weapon mods forever and even as long ago as 0.16 I had working boats and submarines. upon my return I noticed a proliferation of boat mods and thought cool I like boats and ships a lot, i tried them and non of them fitted what I wanted, they were either too big, too complex or just not Spanner. So i started making a small selection of parts to make them more to my taste, along the way i dipped into my many years of experience in the marine industry and way too many hours spent on sea trials and made some hulls, that according to those who have tested them are some of the best behaved hulls in the game, naturally I'm biased. None of the parts are huge but they are all tweakscale prepared, so should you desire they can be huge . Typhoon and main cmd center IVA And its not all military Changelog Notes on functionality All radar units included in this mod require BD Armory in order to function. ALL drive units require a recent copy of the Firespitter DLL to be installed, without firespitter there will be no engine sounds. Would very much like a standalone version of the engine sounds functionality Propeller effects are provided by stock modules as is engine reversing. Extending Radar and small Radome the unit is telescopic and also includes a targeting camera, The fwd or neutral position is marked on the shell by use of a yellow line There are 3 types of anchor included all types work as anchors when attached to a KAS winch mount, in addition anchor 4 will activate the AirAnchor functionality of the HL airships airpark modules ( working on a standalone version for this mod) All structural parts will and should sink, please let me know if you find something floaty that should not be. Drive Units and rudders have 0 buoyancy. Each hull carries a small amount of ballast space, each Bridge unit has a pump for filling and emptying the ballast space. The drive units power scales with size so it is possible to overpower all the hulls should an overly large drive size be chosen, for best results keep scales in parity. The Rudder. do not be tempted to add several rudders in order to quicken steering, due to lift in certain circumstances now providing speed it is possible with multiple rudders to induce uncontrollable handling characteristics. The hulls steer at an acceptable rate for the size and mass All of the hulls has RCS thrusters acting as fine position and maneuvering thrusters, these are powered from ballast stored in the onboard tanks, To activate RCS you will need to pump some ballast into the tanks then activate RCS as normal, no ballast = no thrust All drives are intended to run on Intake Air and liquid fuel, the included intake mast will provide enough air for fairly large scales of engine, this part is also scale able For ease and simplicity of use the bridge units carry small generators for LF IA and EC And as a bonus all parts work well with other ship mods especially the Large Boat Parts pack that i am now maintaining while Laythe is otherwise occupied The new small hulls are not currently balanced for HullBreach, they are a lot more delicate than the LBP parts and balancing is a time consuming process, As soon as the balancing is properly achieved the cfg's wil be added to HullBreach. The larger hulls are almost there and will sink with cfg's included in HullBreach The Tug can attach to any other vessel using the included grab parts, styled as a push bar and truck tire these function exactly the same way as the stock Klaw. To use mount the chosen type on your craft, once launched, select arm, this will raise the visible contact pads. To attach to another vessel approach should be around 1m/s any slower and it will not trigger, any faster and you may bounce off before the module can grab the other vessel. To release select release from the gui. Most ships in LBP can be moved by two tugs 1 at the stern of the vessel to be moved and one attached via the Truck Tire klaw to the side of the vessel to be moved just forward of midpoint. this forward tug provides steerage Craft Files Basic Builds Special thanks go to @gomker @XOC2008 @V8jester without whom the mod would not be as neat as it is , and thanks to all the others who've presented ideas, random thoughts which have become a reality Download from SpaceDock other downloads available shortly GitHub Requires SM_Industries Dictionary assembled and created by @gomker SM_Industries EN US Localisation Dictionary Now available stand alone airpark works with the NEW ship main anchor Mods that are considered essential in order to fully use every item in this mod and Other Ship and Boat related useful mods and addons see below ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Hi all A Note concerning issues. There is now a git repository for SMM in order to access and provide a hard record of any issues that occur, as the mod list grows the more i find I'm forgetting and things that should be dealt with are slipping between the cracks. Therefore it makes sense to do something properly for a change . You can find the issues reporting page at this link https://github.com/SpannerMonkey/SM-Marine/issues NOTICE SM Marine is published under license type All Rights Reserved please do not relist or distribute this mod in any form, via any medium or service without my express permission. Hi all yes the button is new, i don't ever expect anyone to bother, you are certainly not obliged in any way, I was asked by several people this week, if there was a donation button in order to show their appreciation, the wife saw the requests, and after a some discussion i have given in and added a donation facility
  19. SM Stryker Armory and Aerospace combined Continued from the fine start by @strykersm link for prvious version 122 SM_Stryker Aerospace and Armory KSP 1.4.3 BDA 1.2.1 ONLY This update brings you Updates and fixes to IVA's 2 level IVA for JSI/RPM and stock ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Current parts: Cockpits: BF-109 ; Mig ; Hyperion (P-80 lookalike) ; Razor ; Jetfire (SR-71/F-106 lookalike) Classic S(spitfire look alike), Classic FW(fw190 lookalike) P60 night fighter (both ends), B29 cockpit with 4 seat IVA, Val style twin seat fighter bomber cockpit with twin seat IVA, BF109 full, found and completely restored from a very early version of Stryker, Wings, in straight and elliptical form, Spines to blend in BF cockpit, 2.5 x 2.5 and 2.5 x 5 mtr bomb bays, DCK config for all reworked version of Baha's MK2 Lightning cockpit in two versions. both suitable for stock MK2 connections Intakes: Early and Late variants of Mig-21 intake ; Engines: Reaper AB Jet Engine (based on Su-9 engine); Kiril AB Jet Engine (based on Mig-21) , period styled engines for FW x2 P60 nightfighter and Classic S x2 AT this point I intend not to add anything new, but will continue to update overhaul and enhance as time goes on and my texturing skills improve . All included parts are based on the originals by @strykersm. who has kindly given permission for this continuation changelog emergency download CC BY-SA 2.0 parts This KSP Mod incorporates code from a part of USITools called PartCatalog.cs and is used under the GPLv3 License. https://github.com/UmbraSpaceIndustries/UmbraSpaceIndustries/blob/master/USITools/USITools/PartCatalog.cs
  20. Large Boat Parts Pack KSP 1.4.x V3.9.3 BB2 and BDA damage overhaul IMPORTANT Please read post below before downloading or installing ALWAYS USE LBP IN CONJUNCTION WITH KJR (KERBAL JOINT REINFORCEMENT) STRUTS AND AUTOSTRUT ARE TOTALLY INEFFECTIVE ON OBJECTS OF THIS SIZE LBP now shares a unified EN_US dictionary with all other SM mods , this dictionary comes in the form of a folder called SM_Industries, this is not an optional install, this folder must also be installed, before reporting part name and description autoloc errors check you have installed everything required ALL required parts are included in the update download This mod gives you a vast assortment of pre made parts you can use to build ships. Mods like VesselMover and WASD Editor camera or Hangar extender are recommended as your ships can get very big. LBP has a new home, nothing else has changed, the management is the same the ships are the same. A new thread was needed in order to be able to update the first post, in order to notify of updates etc. I would also very much like to see some contenders for a featured ships gallery, ships considered should be well built and balanced in construction not just a gun fest please. Ships Gallery very pic heavy Attribution-ShareAlike 4.0 International Companion mods Thanks as always to @gomker @V8jester @XOC2008 and occasionally @colmo for testing bug hunting and sanity preservation
  21. STAR HORIZONS INDUSTRIES DEVELOPMENT THREAD Current: Sci-Fi Engines Engines from "relatively" realistic films and shows. All stats and performance are not final. Previews/Pictures (Imgur) Parts list: To-do List Smaller 2.5m "Eilanda" Engine Pre-"Eilanda" Fusion Engines Plasma Chemical Rocket Engines (From Interstellar) more engines i guess HEAVY WIP/PREVIEW: Star Horizons Industries: Sci-fi Spacecrafts (Imgur)
  22. KSP Wishlist (Parts only) These are all the parts that I would love to be added into KSP at one point or another. Yes, I know there are mods that add these, but I simply like it better when these things are Stock so that they won't break with updates, I never have to worry about managing my mods everytime and that I don't have to worry about mods becoming outdated or discontinued. Please leave feedback or your own suggestions on what things you'd like to see. Parts: *Requires Making History DLC Engines: Paid: · Merlin 1-D equivalent with Vacuum variant · BE-4 equivalent · Raptor equivalent · Rutherford equivalent with Vacuum variant (0.3125 meter size) · RL10 equivalent · RS-68 equivalent (Maybe the Mainsail could be altered to fit this role) · RD-170 equivalent with 4, 2 and 1 nozzle variants · GEM equivalent with editable nozzles (change angle) · RS-88/SuperDraco equivalent with Launch Escape Mode (Full thrust regardless of throttle) · Turboprops and helicopter rotors. Free: · Rework of the ‘Thumper’ to equivalate with AJ-60A with editable nozzle · Variant of the ‘Puff’ with an inline-mount and higher thrust · 1.875m SRB with segmented variants (You can choose how many segments you want it to have)* Command: Paid: · Dragon 2 capsule equivalent · CST-100 Starliner/Apollo equivalent (Basically a flatter version of the Mk1-3 Command Pod) · New Shepard crew capsule varient · Passenger plane cockpit · New 0.3125 meter Probodobodyne probes for very small probes and landers Free: · Mk1-3 Command Pod with Silver/Shiny metal variant · Mk3 and both Mk2 cockpits with heat shielded bottoms Fuel tanks: Paid: · New 0.3125 meter size tanks with White, Black, Silver and Orange variants. Also with RCS versions · New 2.5 meter Liquid Fuel tanks for planes Free: · New 2.5 and 3.75 meter tank variants in full White, full Black and Gray/Orange (plus a higher quality 3.75 meter standard variant and Orange variant) · New 1.25 meter tank variant in full Black · New 1.875 meter tank variant in full White and full Black* · 0.625 meter tank redesign and more length variants. In full White, full Black and Silver/Grey variants · New Mk2 and Mk3 tanks with heat shielded bottoms · Redesigned smaller RCS tanks to match the larger ones Command and Control: Paid: · Low profile RCS blocks like the ones used on Falcon 9 · Larger RCS blocks · Larger place-anywhere RCS thrusters Free: · Redesigned reaction wheels Structural: Paid: · Strut-like adapters between sizes · Structural tube adapters between sizes. i.e. hollow adapters · 0.3125 to 0.625 meter adapter Free: · Redesigned Girders and I-beams · Structural tube variant in Black, Orange and Grey-Orange · Struts that snap on both ends Coupling: Paid: · Multiple size docking port, can dock both normal and Jr. ports · Strut-like decouplers for 1.25, 2.5 and 3.75 meter sizes Free: · Redesigned, animated docking ports like the ones used on real-life spacecraft · 1.25 meter engine plate · New engine plate variant in Black Payload: Paid: · 1.25, 2.5 and 3.75 meter cargo bays Free: · Mk3 and Mk2 Cargo sections with heat shielded bottoms · Redesigned Payload Fairings: Slimmer design that’s hollow. Think of it as a Structural Tube with Fairing capability Aerodynamics: Paid: · Grid fins · Slanted nosecone in the style of the Atlas V SRB’s · Large FAT-465 Aeroplane Main Wing for large planes Free: · 1.875 meter nosecones* · Wing pieces with heat shielded bottoms Ground: Paid: · Landing legs in 3 variants. Falcon 9, New Shepard and New Glenn styles · Sideways retracting landing gear with shallower bays · Large, open structure wheels like the ones seen on that Batman-style Mars rover concept Free: · RoveMax Model S3; basically a larger S2 like the Mars 2020 Rover wheels. Thermal: Free: · Tiny Radiator Panel · Black variant of heat shields Electrical: Paid: · Electric Servos. Can be used in 3 separate way. 1: Can be setup to work as a fin, wing sections can be connected that will act as wings/fins. 2: Can be rotated on command using the UI or Custom Actions and 3: Can be set to continually rotate at a given speed. Come in a variety of sizes. These will consume Electricity based on the amount and speed of rotation. · Electric hinges: Can be opened and closed on command either with the UI or Custom Actions. Come in a variety of sizes · Medium deployable solar panels in the style of Orion, Dragon and Soyuz · Round, deployable solar panels in the style of Orion · Round solar panels in the style of CST-100 Starliner · Massive solar panels like on the ISS Free: · Redesign of RTG · Redesign of deployable solar panels · Option to limit Solar Panel rotational range, Communication: - Science: Paid: · Camera; Can be placed onto any craft. It will photograph whatever it is aimed at and can send those images to the Tracking Station Can be used while in orbit around a body to record it’s geography and create a map that can be used to find a suitable landing spot. It will only record a small section of the surface at any time, so making a complete map requires a polar orbit and time. Maps can be uploaded to the Tracking Station from the craft Utility: Paid: · New 2.5 meter Crew Cabin for planes · More powerful Launch Escape System in the style of SLS/Soyuz Free: · Smaller radial parachutes · Redesigned Mk16, Mk16-XL and Mk25 parachutes so they look better New Mechanics: · Fairings are now solid and stuff can be attached to them. · Fairings can now partially be deployed from any chosen point upward. Players can now choose what part of the fairing separates and what part stays. It is also possible to have the top portion of a fairing stay attached to the craft, see the Launch Escape system of the Soyuz for an example.
  23. Hello, I have tried to design a very small Spaceprobe, when i saw that the Mass of it more than doubled when i tested it inflight. I have then experimented a bit, a the weight bonus is added to every Command part ingame inflight (+49kg). I am using a RSS/RP1 install in KSP 1.3.1 (via CKAN) . I have tried to trace it down to to a Mod, it should be somewhere in the RP1/Realism Overhaul in their dependencies. Ckan Modlist is linked there: https://www.dropbox.com/s/6uxbrf2xp7xnprw/RSS49KGBug.ckan?dl=0 . This bug, which is obviously greatly hurting my ability to make small Stages and Probes, can easly reproduced by just launching anything with a command unit. Thank you for your time Keineahnung4010 Edit: Picturesfolder: https://www.dropbox.com/sh/ijnxcjj9ore8r5m/AABHczmZT6-_xt6OX8j0e3TJa?dl=0 Edit2: Logfile: https://www.dropbox.com/s/zhddilm6d2abgqt/output_log.txt?dl=0 Craftfile1: https://www.dropbox.com/s/a6zjwmpx2cp9jw1/Test 1.craft?dl=0 Craftfile2: https://www.dropbox.com/s/4cq8kjnr1il5db7/Test 2.craft?dl=0
  24. I personally really want a stock centrifuge habitat to be implemented into the newer ksp versions. I would like to see your ideas though too. @UomoCapra please consider doing this
  25. BETA Version (v0.4.5.1) I feel happy enough with the state the mod is in at present to open this up for a 'Beta-test'. Without further ado I present my first Mod release: Introducing the Recoverable Emergency Kerbal Transport (REKT) escape pod mod. This part mod pack is designed to introduce another means of safely recovering your Kerbals from a mission which may have gone wrong, or possible as a deliberate means of evacuating an orbital station as it makes its graceful descent on a sub-orbital trajectory. Command: REKT mk1A - Single Kerbal pod with built-in airbrakes for atmospheric re-entry REKT mk1C - Single Kerbal Cryogenic† pod with built in RTG. REKT mk1D - Single Kerbal lightweight pod with inbuilt communications equipment and additional provisions (where applicable)* REKT mk1N - Single Kerbal pod with built-in retro-rockets, which can be automated**, for non atmospheric sub -orbital trajectories REKT Miniature Probe Core - for flying kontainers, has a built in MonoProp thruster. OTAV Core - Single Kerbal lifting body style pod. Utility: REKT Kompatible Kontainer - a simple freight pod which can store a multitude of provisions*** REKT Kompatible Kontainer (KIS Variant) - unsurprisingly, a KIS variant of the REKT Kompatible Kontainer REKT Auxiliary Miniature Parachute - a smaller, slim-line a parachute designed to fit well under the ITA. Coupling: Surfacemount Hardware REKT - A surface attaching single pod decoupler. Inline Triple Adapter - a 1.25m Inline triple REKT mounting adapter, you might want to cover this with a faring... Inline 12 Hub - A 2.5m inline adapter with the functionality of the Inline Triple Adapter but four times the capacity! OTAV Docking Port - lightly angle inline docking port designed to mate with the front hatch of an OTAV core. OTAV Ring Dock - specialised round docking apparatus, 2.5m dia. Designed for use with OTAV docking clamps. OTAV Clamps - splecialised apparatus to mate an OTAV core pod to the OTAV Ring Dock Electrical: Standard Utility REKT Fuel-cell - A compact monoprop fuel-cell Engines: REKT Payload Retro Rocket - a miniature SRB, derived from the same ones in the mk1N, intended for use with the freight pods OTAV engine - small LFO engine derived from the Thud engine. Aero: OTAV Winglets - bespoke retractable wings for use with the OTAV core. OTAV flap - a precise control surface for use with the OTAV core. OTAV Air Fins - Stabalisaing apparatus to help assist atmospheric flight and incorporating an air-brake. OTAV Parts OTAV Parts have additional dependencies separate from the REKT mod: REKT-OTAV Deployable Lift Generators rely on using the RetractableLiftingSurface module created by @linuxgurugamer the current version at time of release is bundled with this mod. the OTAV integral landing gear is driven by @Shadowmage 's KSPWheel. They will NOT work without it. current version at time of release is bundled with this mod. Additional note - These parts may receive more attention/extra bits if there is interest in it's development. Localisation is now Supported - as of 23/06/2017 release (any translations offered would be helpful!) DOWNLOAD: Primary: Github Secondary: SpaceDock download and copy the SHED, KSPWheel and RetractableLiftingSurface directly into the your KSP GameData folder. Licensing: The contents of the REKT mod are distributed a CC-BY-NC-SA International License (please refer to the license file on github for further details). Any included mods are under their own licenses. Highly Recommended Supporting Mods: REKT 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 Landertrons managed by @Kerbas_ad_astra RasterPropMonitor by @MOARdV Module Manager will implement the supporting modules, so you'll need that to (if you haven't already got it). The REKT mk1C is compatible with @JPLRepo's DeepFreeze Mod (designed specifically for this purpose) *Supported Life Support Mods: TAC LS USI LifeSupport Snacks **Landertron is required for automatic functionality ***InterstellarFuelSwitch is required for variety of cargoes †DeepFreeze is required to use the 'cryogenic' aspects of the pod. [Its will act as a normal pod with an RTG without this mod. It can be removed from your REKT installation if desired] KIS functionality is now supported through the REKT Kompatible Kontainer (KIS Variant) I must extend my thanks to @Snark, @Kerbas_ad_astra @DStaal and @linuxgurugamer for their input and help. Also thanks to @njmksr and @MaverickSawyer for preliminary testing. And thanks goes to @CobaltWolf and @dboi88 for help and guidance with texturing. Also I owe much thanks to @Pak who helped me fix the aero setup for the OTAV (finally). Change log: Imminent Additions (Soon™)t: rework to OTAV clamps to include RCS rework to OTAV core to include RCS new part - OTAV OMS block Planned additions: IVAs for the pods (still WIP on those at present) Create the mk1C - a REKT equivalent Cryo-Pod, specifically designed for use with DeepFreeze Properly update TAC-LS patch Finish the mk1C animation components Additional MM config patches for the StageRecovery Mod to enable more autonomy of the pods (and allow for concurrent multiple suborbital trajectories without risk of the core game 'scrapping' the pod. Further integration of Indicator Lights (extra, more clever bitz). Accessories! KIS variant of the Freight Kompatible Kontainer More adapter parts (bigger, better). Way down the pipeline is for a custom plugin that would replace the 'probe module' in the mk1A (and possibly mk1N). Feedback and suggestions: 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!
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