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  1. Second published work, I hope you like it. VIPER MK II ASET compatible cabin. Can take off vertically and horizontally Download : SpaceDock Viper MK II
  2. So I decided to boot up KSP after a while, but upon loading the game, I discovered that there are very few parts in the VAB and SPH; even the stock parts are missing. Strangely they seem to load fine in the R&D but IDK what's causing it because when I load a craft from the tracking station it loads fine. Maybe because I have too many part mods that I don't need? The images: https://disco.pics/a4zu.png https://disco.pics/63ln.png https://disco.pics/bi1s.png https://disco.pics/ycbc.png
  3. This is my first published work. Totally hollow Soyuz!! Download : SpaceDock! Our friends the Kerbals did not think of anything else, once half of the ship had been designed, than to use "cut and paste" to create the other half. This way they saved a lot of time to be able to think about many other things. The ship is hollow inside, like its heads. It is composed of an orbital module, descent, instruments, solar panels, docking ports and antenna. Cabin compatible with ASET instruments. It still has things to polish but I wanted to share it with you. Kronosky
  4. Hello, and welcome to this new suggestion.. Today I present to you: Procedural Ladders. Currently, placing ladders one by one is cumbersome and often results in less than optimal looks... So by using the same principle as tubes already in the game, we could add length to one ladder, making it all one part. This would result in performance, quality of life, and visual improvements- Personally though, I don't much like how ladders look, but it's only personal opinion... This will be my Kraken Tank submission, thanks for coming.
  5. Pretty short suggestion post, there's currently no (good looking) option for a twin seat Mk1 cockpit, as your options are essentially limited to either: or Neither of which are particularly pretty, a twin seat stretched variant of the Peregrine cockpit would work wonders here for plane designs, something akin to the F-14's cockpit perhaps?
  6. I feel that a system that can generate heat tiles on the desired surface of a fuel tank (standard methalox tanks not hydrogen tanks however), wing or command pod/cockpit should be implemented. Unlocked somewhere in the tech tree, aka not unlocked by default, you have to earn it. Perhaps a universal part that when applied to a fuel tank, wing part or aircraft cockpit, becomes procedurally generated and snaps to the surface of part you applied it to. ( similar to how fairings work but it automatically just covers the side of the part you apply it to). It can't be destroyed unless the part it is attached to is destroyed. (or, it could simply act like just adding a texture to a side of a part which is much simpler and less resource intensive because it doesn't add a literal part to the craft) It would add weight to the part it is attached to proportional to the size of the heat tiling generated. Heat tiles would protect the part exposed to the airflow underneath them from aerodynamic heating but would not effect aerodynamic forces because that would cause a lot of issues with building crafts. They simply shield one side (or both if you apply it to both sides) from heating to a certain degree and add weight to the part they are attached to. I feel this would add an extra level of realism and fun factor. This also brings me to an issue: heating is not simulated by skin temp and internal temp like it was in ksp . It's just a generic temperature by part mechanic that isn't very realistic. It also creates part balance issues. I feel for the thermal system in ksp2 to work properly it needs to take in to account both skin temperature and internal temperature. Anyway for a thermal tiling part system to work, skin/internal temperature would need to be separate things. thanks for reading!
  7. I have tried using the most recent update to BD armory and it's dependencies, in both the most recent KSP version and the version that it was updated for. I have deleted and redownloaded from each relevant github, taking each folder out of their gamedata folders and putting them in KSP's gamedata folder (I did not put the BD armory gamedata folder into the KSP gamedata folder, just the BD armory folder). I have tried many fixes suggested online, but nothing seems to work. Could I have some help with this please? I can send screenshots if it helps fix the issue.
  8. I understand the team desire to cut down on single use science experiments but I feel like this has left the amount of experiments feeling rather barren. So I've made a small bundle of ideas for different experiments that could be done, keeping in mind the design goal of making all the experiments more involved than simple button presses. Telescopes! Artificial gravity wheels! Plane science! I hope you enjoyed reading my ramblings after having delved into the current For science! update. Thus far I'm halfway through tier two in a max difficulty ramp up save file (200% reentry heating, -50% science), and this came as a response to feeling like the current science system, while a good base, is rather lacking. I hope these are some fun ideas for you all to chew on! Have a lovely morning, evening, or night! ^w^ ~Sammy
  9. Just a small balancing suggestion, with the removal of the direct vs relay distinction between antennas (all antennas function as relays), it gives the KSP1 relay parts very little reason to practically exist compared to their deployable counterparts besides being immune to aerodynamic forces (Which, while giving a genuine decision making process for the smaller antennas, falls off with size due to the larger antennas often being very draggy). An example; comparing the HG-55 to its non-deployable counterpart, the RA-15, it's clear that the HG-55 outclasses it in virtually every conceivable way: It's much lighter (0.075t VS 0.3t) It has a much higher transmission rate (12.5 KiB/s VS 2.5 KiB/s) It uses much less electricity per KiB sent (0.7e/KiB VS 5e/KiB) \ The deployable antennas are lighter, deployable, more efficient and (barring the 88-88 vs RA-100) have faster data transmission speeds than their heavier non-deployable counterparts, to remedy this in my opinion the non-deployable antennas should be given significantly faster data transmissions speeds than their deployable counterparts (on the order of 3x their deployable counterparts) and better electricity/KiB efficiency, this would them much more of a gameplay distinction than their deployable counterparts and gives a genuine reason why players might choose to go with the much heavier non-deployable antennas compared with their deployable counterparts (Especially for missions that include time-critical EOL situations, such as an atmospheric entry probe that needs to transmit its science before being obliterated)
  10. G.R.A.P.E.F.R.U.I.T Gateway Residence for Astronauts Providing Enhanced Facilities for Researching and Understanding Interstellar Travel This mod adds parts that allow you to convert empty tanks into large habitats, based on the '70s concept of the External Tank Station, currently, I am only able to make habitats with interiors, for the moment I lack the ability to make .dll files to add modules, I am currently on the look for someone to help with this if anyone is willing to help make original textures for this mod that would also be greatly appreciated Currently, there are 6 5m inflatable hab modules, plus 2 types of converter to allow you to mount them to tanks(all with freeIVA support) At the moment it does not check if the tank is empty(or that it is actually attached to a tank at all) so just keep that in mind and promise not to drown your Kerbals in cryogenic fuel. screenshots by me, based on some art by brickmack [TWT] [DA] some more lovely screenshots by PicosSpace closer look at the current habs DOWNLOAD >> GITHUB << part naming and descriptions by AtomicTech interior design assistance and refinement by AstroWolfie some old screenshots of the first ideas for the mod: roadmap any help or suggestions much appreciated! (mod is also free to pick up if I abandon or stop updating and am unable to be reached)
  11. Kerbal Life-Support System (KLSS) Because your Kerbals need Snacks. Download: SpaceDock | GitHub Please report any other bug you encounter here, with reproduction steps if possible. Known issues: Life-support recyclers stop working properly at very high time-warp (>100 000x) Installation: It is highly recommended to use CKAN (Download Here) to install Kerbal Life-Support System! Dependencies: Community Resources Patch Manager SpaceWarp + BepInEx Features: Kerbals consume Food, Water & Oxygen, producing Waste, Waste Water & Carbon Dioxide All crewed parts come with a Water & Oxygen recycler (works at 75% efficiency i.e. can cover the needs of 3/4 of the total crew capacity) Life-support resources storage parts: S and M size inline parts, XS and M radial parts (Parts Gallery) M sized Greenhouse: produces enough food for 2 Kerbals when unfertilized and 4 when fertilized with Fertilizer made in a Composter Life-support planning & monitoring UI Planned Features: More storage parts (Larger inline & radial parts, ...) More greenhouses (Cupola, L size, truck rover form-factor, ...) More recyclers (Air filters, water electrolysis, ...) Changelog: Links: Source Code Parts Gallery License: MIT
  12. I released a small mod that adds parts to recreate SpaceX's Starhopper. Links {snip} Installation Extract the contents of the .zip into your KSP2 installation folder. Mod folder will be placed in ..\Kerbal Space Program 2\BepInEx\plugins\ Usage The mod comes with two new parts : the SH-01 "Fuel pot" fuel tank, the LT-SH "Diprotodon" landing leg. Radially attach three LT-SH to the main body SH-01 in the designed spots. Better struts those legs as they may wobble... No central core nor engine included. Dependency SpaceWarp 1.4.3 Author Original mesh by NickHenning3d (slightly modified) Mod by Polo
  13. The Nuclear Option Acme Fission / Fusion is proud to present the latest in Space Nuclear Fusion... err... Fission Power Systems (sorry, the name is confusing, and some of this marketing material seems to be misprinted). One thing is clear, though. If you need a more compact power system for some really power-hungry parts you've got, or perhaps your solar panels are starved for photons out past Duna, then maybe it's time you considered The Nuclear Option! NOTE: This mod aims to be the KSP2 *spiritual successor* for Nertea's KSP1 Near Future Electrical mod. No code or meshes are reused from that mod, but the intent here is to fill the same basic need, delivering moderately realistic nuclear power options to feed those power-hungry electrical engines. For now, all the reactors (both of them...) have "integral cooling", which really just means the devs have not yet implemented thermodynamics. Once they do, you can expect the reactors in this parts pack to generate some waste heat that you'll need to deal with. Until then, you're free to ignore that particular reality and substitute one of your own. Compatibility Tested with Kerbal Space Program 2 v0.2.1 & SpaceWarp 1.9.3 Requires SpaceWarp 1.8.0+ Requires Patch Manager 0.9.1+ Requires V-SwiFT 0.3.0+ Requires Spring Cleaning 0.1.0+ Optional, but recommended: Lux's OAB Extensions 1.0.0+ Source Code: GitHub Repo SpaceDock: The Nuclear Option (TNO) Installation Highly recommend Installing via CKAN if possible. This ensures all dependencies are in place and the mod is installed properly. If you prefer to install it manually, you can follow these instructions. Download and extract BepInEx mod loader with SpaceWarp (see link above) into your game folder and run the game, then close it. If you've done this before, you can skip this step. If you've installed the game via Steam, then this is probably here: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2. If you complete this step correctly you'll have a BepInEx subfolder in that directory along with the following files (in addition to what was there before): changelog.txt, doorstop_config.ini, winhttp.dll Download and extract this mod into the game folder. From the TNO-x.x.x.zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\SPARK. Download and install Patch Manager (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\PatchManager. Download and install V-SwiFT (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\VSwift. Download and install Spring Cleaning. From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\SpringCleaning. Optional: Download and install Lux's OAB Extensions (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\LuxsOABExtensions. Or, make things even easier and just use CKAN! Fission Power Systems Compact, and built for in-line integration, these reactors are the answer to your high power needs even in photo-deficient space environments. FPS-60: Tiny, but mighty. The FPS-60 packs a lot into its Size XS (0.625m-class) frame. With this gadget on board, you'll have EC to spare, plus it doubles as a space heater for those long cold Duna nights. If you're not getting 60 FPS, then you need TNO! FPS-400: When you need some serious power generation in a handy Size Small package, then reach for the FPS-400! Designed as an in-line module, the FPS-400 stacks with other 1.25m-class parts fitting easily into your design - plus it has handy Roast and Broil settings! Isn't it time you opted for the Nuclear Option?
  14. The Sterling age has begun. Lots more to come. LICENSE :: Art is ARR :: Configs are ShareAlike DOWNLOAD :: GitHub Issues to watch for: Part stats and models may change due to current pre-release state. dV calculators do not ignore massless resources other than ElectricCharge so it will be a pain to get the dV for engines that ask for ThermalPower (while in ship editors, maybe not so in flight). Support should be good for: Indicator Lights Simple Repaint (only the whites of parts will be recolored) Waterfall Dependencies: B9 Part Switch Community Resource Pack
  15. SPARK Technologies is proud to present the latest in electric rocket engines. These Ion engines deliver exceptionally high specific impulse (Isp), with credible (actually measurable) thrust. Just add a wee bit of Xenon (and more EC than you ever thought you'd need) and you'll be off to the races... Sort of... I mean, we'll get you there... Eventually... You weren't in a big hurry, were you? NOTE: This mod aims to be the KSP2 spiritual successor for Nertea's KSP1 Near Future Propulsion mod. No code or meshes are reused from that mod, but the intent here is to fill the same basic need, delivering moderately realistic electric propulsion engines based on real-world designs and theories. The thrust has been "kerbelized", but the Isp, weight, and power consumption are intended to be fairly realistic. Compatibility Tested with Kerbal Space Program 2 v0.2.0 & SpaceWarp 1.8.0 Requires SpaceWarp1.8.0+ Requires Lux's Flames and Ornaments (LFO) 1.0.0+ Requires Patch Manager 0.9.1+ Requires Community Resources 0.2.1+ Optional, but highly recommended: The Nuclear Option 0.3.1+ Optional, but highly recommended: Kesa Solar1.0.9+ Optional, but highly recommended: Lux's OAB Extensions 1.0.0+ Source Code: GitHub Repo SpaceDock: SPARK Technologies Installation Download and extract BepInEx mod loader with SpaceWarp 1.4.0 or later (see link above) into your game folder and run the game, then close it. If you've done this before, you can skip this step. If you've installed the game via Steam, then this is probably here: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2. If you complete this step correctly you'll have a BepInEx subfolder in that directory along with the following files (in addition to what was there before): changelog.txt, doorstop_config.ini, winhttp.dll Install Lux's Flames and Ornaments (LFO) 0.9.0 or later (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\LFO. Install Patch Manager 0.9.1 or later (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\PatchManager. Install Community Resources 0.2.1 or later (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\CommunityResources. Download and extract this mod into the game folder. From theSPARK-x.x.x.zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\SPARK. Optional: Download and install The Nuclear Option (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\TNO. Optional: Download and install Kesa Solar (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\kesa. Optional: Download and install Lux's OAB Extensions (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\LuxsOABExtensions. Hall Effect Thrusters and Nested Hall Thrusters These engines employ strong magnetic fields to create a Hall Effect current in a stream of Xenon gas, ionizing the gas and propelling the resulting ions out at great speed. They are characterized by an annual ceramic channel with an anode down inside it and a centrally located cathode, which serves to neutralize the plasma exhaust. SPT-100: If you need a really small (tiny! 0.3125m-class) low thrust/high ISP electric engine, then the SPT-100 is the part to pick. Weighing in at a mere 0.075t, it's one of the smallest engines you can find anywhere, yet it delivers a whopping 0.3 kN of thrust with an incredible 2,200s of Isp. X2: What's better than a Hall Effect Thruster? A Nested Hall Thruster! Why settle for just one chamber when you can have two with a modest increase in size, weight, and power consumption? The SPARK X2 packs terrific thrust and high Isp into an Extra Small (0.625m-class) package without needing as much power as a small town just to operate. X3: Seeing what they can do with two nested thrusters, the engineers at SPARK Technologies decided to one-up themselves and go for three! Turns out, this required moving up a size category to Small (1.25m-class), but that didn't stop them. The SPARK X3 delivers high Isp along with nearly 2 kN of thrust! However, it does need a lot of power... X4: The SPARK Technologies X4 is the pinnacle in Small (1.25m-class) Nested Hall Thruster ion engines. Seriously, we just couldn't fit any more nested thrusters into an engine this size. Providing best-in-class thrust (for an ion engine) with superb Isp, the X4 can take you far. Just be sure to bring lots of power because it's notoriously hungry... Gridded Ion Thrusters Gridded ion thrusters employ multiple differently charged grids to ionize a gas and accelerate the resulting ions out at terrific speed. Generally delivering higher Isp than a Hall Effect Thruster, they are characterized by even lower thrust. The stock Ion engine in KSP2 is an example of such an engine. However, recent advances have proven that even more performance is possible, albeit at a terrific cost in terms of power consumption. DS4G-1: Other gridded ion engines may have just two or three grids, but why stop there? The DS4G-1 has four grids, and knows how to use 'em! On the plus side, it delivers best-in-class Isp with superb thrust (for an ion engine). On the minus side, it requires a staggering amount of power... Get it? Minus side? Electrons? Why are you not laughing? Magnetoplasmadynamic Thrusters Magnetoplasmadynamic thrusters use the Lorentz force to accelerate negatively charged ions. Also known as Lorenz Force Accelerators, these engines can run on a variety of different fuels, but work best when fueled with Lithium. They produce very high thrust for an ion engine, however they have less Isp than some other types and consume staggering amounts of power. If you need more thrust, but want it in a high Isp package and you don't mind packing a nuclear reactor along for the ride, then an MPD thruster may be the option for you. Even their low-for-ion-engine Isp is much higher than you'd get from a chemical engine, and their thrust is on part with a small chemical engine. You may be surprised just how handy one of these actually is. MPD-1: The MPD-1 started out as a proof of concept Lorenz Force Accelerator in a Plasma Physics lab where an aspiring graduate assistant noticed that it kept nudging the coffee table to the left whenever Dr. Kasperov Kerman ran his experimental apparatus. How it found its way from there to the SPARK Technologies factory is an ongoing mystery. MPD-2: If you're looking for an ion engine with some serious thrust, then look no further! This little engine produces an impressive 96.4 kN at full throttle only demanding 1000 EC/s (and a trickle of lithium vapor) in return. There are chemical engines this size that produce less thrust! Of course, they don't need a fission power system to run... MPD-3: The MPD-3 is the pinnacle of high-thrust ion engines. Topping the chart at a whopping 242.2 kN of thrust, you'll be going places fast with this engine behind you! You may need as much power as a small metropolis to get there, but hey - that's just the cost of playing! Lithium "Tanks" Made of the finest materials other than lithium, these "tanks" (more like over-engineered cubby boxes) are designed to hold ingots of metallic lithium which they convert on demand to a (caustic) lithium vapor for use in the magnetoplasmadynamic thrusters. LT-XS-05: A handy little 'tank' designed to hold ingots of metallic Lithium. It's really more like an over-engineered cubby box than a tank, but it can deliver a caustic vapor suitable for use in magnetoplasmadynamic thrusters. The vapor can also be used to rid your house of unwanted pests. LT-XS-10: A slightly larger 'tank' with twice as many lithium ingot cubbies for even more storage versatility. While the doors do look like they might be watertight, it's probably best that you avoid submerging it. LT-XS-20: The LT-XS-20 (AKA Tall Boy) provides even more lithium ingot cubbies for double the capacity over the LT-XS-10. With this much lithium on board, you're fairly sure a small probe could get to the Mun and back, provided it's got an engine suitable for using lithium. LTR-XS-05: A clever radial variant of the popular LT-XS-05, this 'tank' holds ingots of metallic Lithium provided they've been properly rotated by 90 degrees. Does not float. LT-SM-060: Small (1.25m-class) Inline Lithium Tank - 0.6t capacity LT-SM-120: Small (1.25m-class) Inline Lithium Tank - 1.2t capacity. Kinda like two LT-SM-60's joined together, but better. LTR-SM-050: Small (1.25m-class) Radial Lithium Tank - 0.5t capacity LT-MD-470: Medium (2.5m-class) Inline Lithium Tank - 4.7t capacity LT-MD-940: Medium (2.5m-class) Inline Lithium Tank - 9.2t capacity. Kinda like two LT-MD-470's joined together, but better. Argon Tanks Similar to Xenon tanks in most regards, these tanks hold the noble gas Argon at high pressure for use in ion engines designed for consuming argon - of which there are currently none. This begs the question of why you would even need such a thing. A very good question, indeed! AT-XS-05: Cobbled together from spares leftover from a competitor's product, this handy tank will supply argon gas for your ion engine. If filled with Helium it can also be a lot of fun at parties, but your Isp is gonna suffer...
  16. Currently creating the models for this mod. The goal is to add some unique heatshields to the game in time for the re-entry update that will be coming! Sizes to get shields: XS, S, M, L, XL Not sure if I'll make a procedurally generated heatshield. I would love to but I'll need help figuring out how that works. This is the first model I'm working on. It's for medium sized tanks. I've also made a Budget Starship to test out the hexagon heatshield. More to follow as I'm still actively developing other mods! Showcasing a new heat shield in Kerbal Forge!
  17. Questaria Aerospace A general parts mod for KSP2 Now Supports For Science! Downloads SpaceDock GitHub Dependencies SpaceWarp (v1.7.0 or newer) Lux's Flames and Ornaments (v1.0.0 or newer) Patch Manager (v0.7.2 or newer) Current Parts - Condor Engine (Medium sized lifter) - Parrot Engine (Medium sized lander engine) - Godwit Engine (Medium sized Nuclear thermal engine) - Skylight Cupola (Small cupola) - More to come! Special thanks to @LuxStice for helping me a ton while making this mod! All Assets licensed under an All Rights Reserved License.
  18. KESA Current parts CSP-CLUSTER : Curved solar panel (for CLUSTER probe) CLUSTER : Probe JUICE : Probe (can use DSPF-J1 with) EUCLID : Telescope (without science not active in KSP2) PHILAE-LEG : Telescopic landing gear built for Philae lander PHILAE-SUPP : Landing gear support built for Philae Lander VULCAIN 2 : Engine built for Ariane launchers VINCI : Upper level engine PROMETHEUS : First stage engine FREEBOOST : Separation tiny solid booster EPC : powerfull booster (medium and small) EPCSB : tiny booter for frontal separation A6WHEEL : 5m Reaction wheel RIT-2X : 5N Xenon Engine XNTK-XS : Xenon Container ------------------------------------------------------------------------------------------------------------------------------------------------------- Reaction wheelDownload https://spacedock.info/mod/3409/Kesa or CKAN ------------------------------------------------------------------------------------------------------------------------------------------------------- Screenshots Kesa Screenshots ------------------------------------------------------------------------------------------------------------------------------------------------------- Dependencies BepInEx Spacewarp [LFO] Lux's Flames and Ornaments ------------------------------------------------------------------------------------------------------------------------------------------------------- KSP2 Missions https://kesaspace.blogspot.com/ ------------------------------------------------------------------------------------------------------------------------------------------------------- Thanks KSP2 Modding Society (Lux:Stice, ShadowDev, Munix, ...) PassivePicasso : Thunderkit Spacewarp Team bbepis : BepInEx
  19. [Devblog 1] [Devblog 2] [Devblog 3] [Devblog 4] [Devblog 5] **[0.1.4.3]:** ## Fancy Fuel Tanks v0.1.4.3 Patch Notes ### Updates and Additions [DISABLED VFX] [VFX will return soon.tm] ### Enhancements and Optimizations **Texture Overhaul**: - Overhauled textures for SR813, CV411 and CV401. **Performance Improvement**: - Optimizing performance through more efficient update processes **Module Refactoring**: - Extensively refactored every class to better align with modern software design principles and to simplify the codebase. **Dynamic Module Identification**: - Overhauled the module to incorporate utilizing 3D Shader to handle the VFX. This takes the work off CPU and places it entirely on the GPU ### Bug Fixes - Resolved an issue where CV401 texture was not rendering properly -Reworked 4 textures (2 Medium Hydrogen Tanks, CV401, and CV421) - Disabled VFX ## Next Steps - Fully integrate Volumetric Vapor with Dynamic Environmental calculations - Continue to refine performance and enhance the visual appearance of VFX, aiming for seamless integration and realistic effects. If you encounter any issues or have suggestions, please feel free to contribute or open an issue on [GitHub](https://github.com/cvusmo/FFT). 0.1.4.3 is available now on CKAN and github! Devnotes: I've never made 3D Textures before so I'm learning all of this as I'm modding. 3D textures are pretty complex for their shaders. Unfortunately there's not a guide on how to make 3D textures. I've looked and if anyone has any resources they know of that could help, that would be appreciated! For now, I wanted to update the quality of life. 0.1.4.4 is going to focus on texture overhauls and adding a few more tanks. Once I have a fully functional, stable, and not-performance heavy VFX, I will let you all know. I will still update about it! The devblog #5 will be out Friday on Youtube! [Soon.tm] - VFX Overhaul - Update OAB pictures [WIP] - Clean up textures [WIP] - Improve VFX quality [WIP] - Improve Texture quality on Hydrogen Tanks (medium) [WIP] - Improve performance of VFX [WIP] Devblog #4 Below is a list of everything I've been working on for Fancy Fuel Tanks v0.1.4.1. It's been a lot of work and I'm really enjoying learning how to optimize and improve performance. Fancy Fancy Fuel Tanks v0.1.4.1 Pre-Patch Notes Here's the flight telemetry I've gathered from testing. I'll be using this data to fine tune the Dynamic Environmental VFX!
  20. I feel like the ability to toggle whether or not you have flat or rounded wingtips would be great for recreations of stunt and World War planes. (Like the spitfire, that would be awesome!) You could just add a toggle switch on the parts manager in the VAB for implementation.
  21. Mass Effect Drive Mod for KSP This mod adds the Mass Effect Drive from the game series of the same name. The Mass Effect drive is able to warp it's vessel's mass by a percentage using Element Zero, that can only be found on the far reaches of Eeloo. Mass Effect drives need three things to function : Element Zero, Electric Charge and Flux Capacitors. -Element Zero is costly and difficult to obtain, but on isn't consumed by the drive. Element Zero serves as catalyst for the operation of the drive, determining the Electric Charge to Warped Mass ratio. To simplify, the more Element Zero, the better. When The Mass Effect Drive is running, it'll generate 'Flux' that can only be Discharged around a planet's magnetic field. It must therefore be stored in high-capacity Capacitors. The Mass Effect Drives automatically Discharge the vessel's Flux Capacitors when in low-orbit of a planet, and the length of this process is determined by how close you are to said planet, and the number of drives on your vessel. To prevent accidently tearing the fabric of spacetime, the drive will automatically shut itself off when the vessel is altered. note: this gif is outdated. The mod currently adds 4 parts : -Provisional Mass Effect Drive : Main part of the mod, found in Utility tab -S-5TOR Provisional Flux Charge Capacitor : Stores Flux Charge, found in Electrical tab. -Drill-O-Matic Junior Eezo Excavator : Drill that mines Eezo, found in Utility tab -Drill-O-Matic Eezo Excavator : Drill that mines Eezo, found in Utility tab Download Link Want to help ? This mod currently uses placeholder parts to implement it's functionality, due to me not being able to make anything remotely good in blender. if you know how to make parts and want to help, feel free to contact me on discord ! (lucaspec72 id 331059604072955904) if you found bugs, or have suggestions, you can report them here : https://github.com/Lucaspec72/Mass-Effect-Drive-Mod-KSP/issues KNOWN ISSUES : -DeltaV displays break when warping too much mass, probably because of negative part mass errors. will probably add a onboard deltaV display to the drives at some point. CHANGELOG : Alpha 3.2 hotfix : -Flux now vents on unloaded vessels. Alpha 3.1 hotfix : -Optimised the Postfix Patch. -Made the code running onfixedupdate only run on loaded vessels to avoid possible bugs. Alpha 3 : -Changed Harmony Prefix patch to Postfix thanks to @UltraJohn. Alpha 2.2 hotfix : -Fixed a few typos Alpha 2.1 hotfix : -Added Restock Compability Alpha 2 : -Renamed Static Charge to Flux -Fixed issues with Flux Discharging not working -Changed Time.fixedDeltaTime to TimeWarp.fixedDeltaTime to fix timewarp not properly setting ressources -Made every fixedUpdate code of the vesselModule only run when Highlogic is set to LoadedSceneIsFlight to avoid error spam in console -Boosted the max multiplier for Flux venting to 100 Alpha 1.1 hotfix : -Fixed Error with drive cost that caused it to be negative when empty. -Gets placeholder models directly from the squad folder instead of having copies in the mod folder to be EULA compliant Alpha 1 : -First Release Licence : CC BY-NC-SA 3.0
  22. IsaQuest's Blue Moon Lander for KSP What does this mod do? This mod adds the recently announced National Team's Lander to KSP. Includes the lander itself and a BE-7 engine for propulsion. Required Mods Module Manager Waterfall Downloads GitHub SpaceDock Licensing All config files (.cfg files) are distributed using a CC-BY-NC-SA-4.0 License. All models (.mu files) and textures (.dds and .png files) are distributed under an All Rights Reserved License. Updated on June 6th, 2023.
  23. Протон (Proton) Soviet Протон (Proton) expendable launch system/delivery vehicle (35 ton LKO) By zer0Kerbal, originally by @BobCat adopted with express permission and brought to you by KerbSimpleCo Features by @BobCat Simple rocket, no plugins, good lifting capability. Low memory usage. Able to lift all MIR modules to LKO with little hassle. Low fidelity model, but easy on performance. Preamble by Wikipedia See more Help Wanted Localization Installation Directions Most recent releases only available via CurseForge/OverWolf Website/App Dependencies BobCat Industries (BOB) Kerbal Space Program Recommends The collection of BobCat Industries (BOB) Soviet Engines Soviet Pack Buran Kliper Lunokchod1 Мир (MIR) N1L3 Progress Протон (Proton) Soyuz SoyuzU JoolV Nautilus HOME Suggests Adjustable Mod Panel (KAMP) Biomatic (BIO) Drop Tanks (DROP) Drop Tanks III (DTIII) Exception Detector (EXCD) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) Mkerb Science Instruments MoarKerbals (MOAR) OhScrap! (OHS) On Demand Fuel Cells (ODFC) OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) Precise Maneuver (PM) Pteron (MSRV) ScrapYard (SYD) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Solar Science (SOL) Stack Inline Lights (SIL) Kerbal Attachment System (KAS) Kerbal Inventory System (KIS) RemoteTech (RT) TweakScale (twk) Universal Storage (us) Supports ModularManagement (MM) or Module Manager Firespitter for fuel and mesh switching. may invoke bouts of dizziness. Tags parts, config red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @BobCat for creating this glorious parts addon! @DECQ and Dragon01 for continuing (and others) see Attribution for more Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Comment, click, like, share, up-vote, subscribe Connect with me Track progress: issues here and projects here along with The Short List
  24. Welcome to the 2nd ever parts mod! What does this mod do? Ever needed everything important for a rocket/space station in one part? Have you maybe also needed a Mass Simulator, or just something to hold down your rovers or spacecraft on low-gravity moons? Look no further than Utility Uplift! This is a combination of my pre-existing Utility Weights & Service Bays mods, but now merged! This mod adds 3 different sizes of service bays, all of which contain a probe core, batteries, monopropellant AND fuel, allowing for easy and compact spacecraft for newer players, or players looking for an efficient part that provides everything a rocket or space station needs! It also adds 4 different sized Utility Weights, which currently display as using "Solid Fuel", however that is a placeholder until we figure out how to make that text customizable. Dependencies - Space Warp + BepInEx via SpaceDock: https://spacedock.info/mod/3277/Space Warp + BepInEx Installation 1. Open the game folder by right-clicking on KSP2 in your Steam library, select "Manage," and then click "Browse local files" or open your custom game location. 2. Install Space Warp + BepInEx or CKAN via their respective sites/links. 2. Download Utilty Uplift, unzip it in the `BepInEx/plugins` filepath or Click the "Installed" checkmark on CKAN. Download Spacedock: https://spacedock.info/mod/3351/Utility Uplift#info Avaliable on CKAN v1.3.2.0 and above License Utility Uplift is distributed under the CC BY-SA 4.0 license. Read about the license here before redistributing: https://creativecommons.org/licenses/by-sa/4.0/
  25. Science Instruments (MSI) New rocket science, how hard can it be... Four new science instruments partly based on real world experiments By zer0Kerbal, originally by @ManuxKerb adopted with express permission and brought to you by KerbSimpleCo Preamble by @ManuxKerb See more Help Wanted Localization Installation Directions Dependencies Science Instruments (MSI) Kerbal Space Program Recommends Mkerb Oxidizer Tank (MOT) Supports Indicator lights New Horizons Planet Pack Outer Planets Mod Planet Pack Either ModularManagement (MM) Module Manager Suggests More Science! OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) Solar Science (SOL) Adjustable Mod Panel (KAMP) Biomatic (BIO) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) Kerbals of All Trades (KOAT) MoarKerbals (MOAR) On Demand Fuel Cells (ODFC) Precise Maneuver (PM) Simple Hyperdrive! (HYPE) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Stock Inline Lights (SIL) TweakScale (twk) Tags parts, science, career red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Comment, click, like, share, up-vote, subscribe and it is true. Connect with me Track progress: issues here and projects here along with The Short List
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