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  1. Hi, has anyone done or is it even possible yet to make a proper working Hovercraft? Searched the forums but nothing close is showing up. itll no doubt require Mods to do 'properly' or do the stock physics enable this type of manipulation and use? would be interested in ppl's ideas, views, list o mods etc. on side note- been thinking about springs, hydraulics, turbines etc, possible with new unity engine maybe? food for thought
  2. I have a question and maybe a mod idea. What is the point of stock narrow band scanner (the hexagonal thing) if it does not work on a planet without prior sweep by the big M700 scanner? 1) What sense does it make mechanics-wise? It's a scanner or it isn't? 2) What's the point of bringing one at all, if you already have the data from M700, and can see ore-rich areas? If you oh so wish to win few hours over few days of mining by moving to especially rich vein - there's surface detector for that. Won't it be a better idea to have two scanners different in mass and size, with different capabilities? Trading smaller size for data limited to area directly below your ship, compared to instant whole-planet scan by the big bulky polar scanner?
  3. Parts Pack that includes ION RCS thrusters and Pulsed Plasma Thrusters. These parts used to be included in my AmpYear mod, but moving forward they will now be available as a separate parts pack via this thread and no longer available in future versions of AmpYear. But will be completely supported by AmpYear. Ion RCS Thrusters that use Xenon-gas and electricity for incredibly efficient RCS. Some limitations: Has half the Isp of normal Ion engines. One quarter of the thrust of normal monopropellant RCS thrusters. Available in one-way linear thruster, 4-way ION RCS block and 4-way 45degrees ION RCS block. Integrated to TechTree at ionPropulsion. Pulsed Plasma Thrusters RCS Each thruster contains a fixed amount of Teflon and uses this along with Electric Charge for incredibly efficient propulsion for small craft or maneuvering. Some limitations: Has roughly quarter the ISP of normal RCS thrusters. One eighth of the thrust of normal monopropellant RCS thrusters. Only linear thrusters are available. Integrated to TechTree at advFlightControl. * See (http://en.wikipedia.org/wiki/Pulsed_plasma_thruster). Planned Changes: Re-texture the parts. Fix AVC files in distribution (I left them out of the initial release). Add better emissives and blue thruster effects. Changelog: License: GPL This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin Source Code available on GitHub. If you like my mods and you want to show your support, then you can support me on Patreon: Download from SpaceDock, CurseForge or GitHub SpaceDock runs and makes mods available to you based purely on donation. If you don't want to pledge to me at least Consider pledging to keep SpaceDock going if you use it. Support: Be a COOL PERSON and help me by raising bugs and feature requests on GitHub here. For support please ensure you are following these instructions. From now on I will NOT respond to requests for support if you have not at least attempted to follow these simple steps. NO LOG = NO SUPPORT. Whilst I agree CKAN is a great mod for those that can't use Zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Author: JPLRepo : Plugin design and development, C# coding, Graphic design, 3D Models, textures, Implementation and releases.
  4. How difficult would it be, to impliment the ability to be able to 'cycle thru' various node positions on a part when building? i find myself wishing that i could move a node to be able to attach to a part in a different way. Eg. Attaching 1 truss/girder to centre of another, not just the ends. anyhoo, just wondering how much of pain itd be for i suppose everyone who makes parts to impliment it? Edit - too difficult then eh oh well. Nvm
  5. Small surface-mounted or stack-attached rotating warning lights in various colors. 100% Plugin Free. Download (V1.0.1 / 29 August 2018) CurseForge GitHub (Issue Tracker / Source Code) How To Install 1. Remove any previous version of the SDHI Strobe-O-Matic add-on 2. Download from one of the sources above 3. Extract the .ZIP archive and copy the GameData folder provided into your KSP root directory The parts should then be located under the SDHI/Strobe-O-Matic folder Usage - Lights can be surface-mounted to any surface - Switch the lights on and off by using the part's right-click context menu in the flight scene, or toggling the Lights Action Group Uninstallation Instructions Remove the SDHI folder and all its contents from the GameData folder. If you have other SDHI part packs you wish to keep, just remove the Strobe-O-Matic subfolder. Need Help? Please read the FAQ at the bottom of this post first, as it addresses common issues and their solutions/explanations. If your issue isn't covered by the FAQ, post your bug reports and support requests in this thread, providing as much information as possible (error logs, screenshots etc.). Optionally, you may also submit a ticket on GitHub. Licence This parts pack is licenced under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0), which in layman's terms means: - You are permitted to use, copy, redistribute my work as-is - You may remix your own derivatives (new models, alternative textures), and release them under your own name - You must credit Robin "sumghai" Chang (author, Sum Dum Heavy Industries Strobe-O-Matic Warning Rotator Lights) when publishing your derivatives in the download and forum posts Release Notes 1.0.1 - 29 August 2018 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.4.5 - Reoriented strobe base model so that decorative label faces the right way in the VAB/SPH Parts List thumbnails - Localization support added - en-us included by default 1.0 - 23 April 2016 --------------------------- Features: - Five standard industrial warning colors (amber, blue, green, red and white) - Surface or stack-attachable - Low ElectricCharge consumption (36 EC/hour) and automatic shut-off on depletion - Toggleable via Action Groups - No plugins required; only uses stock PartModules for looped animations and resource consumption Frequently Asked Questions (FAQ) Acknowledgements - @taniwha and @RoverDude for helping me get ModuleAnimationGroup and ModuleResourceConverter (mostly) working for the initial prototype - @nli2work for getting ModuleLight to work with looped animations in the second prototype
  6. So I like making small mods, but I don't like making a thread for each little thing so this is where I'm going to post my mods and mod making progress of whatever happens to suit my fancy until whatever I've been posting in this thread grows big enough to spin off into its own thread. Moar Mk1 Just a quick little part mod I made because the rocket revamp was pushed back to 1.2 and I didn't want to match the old fuel tanks with porkjet's new parts any longer http://imgur.com/a/FUbOn ^here's the pictures imgur or the forum staff broke something ChangeLog Version 0.3: 6 parts added. 4 LFO vacuum engines, 2 LFO lifter engines Version 0.2: 4 Parts added. 2 lengths of hollow structural fuselages, a hollow decoupler, and a hollow separator. Fixed upside down liquid fuel tanks. Version 0.1: Initial release. Only fuel tanks 4 LFO, 2 LF, 4 Mono Download spacedock Known Issues ver. 0.3 was packaged wrong don't copy/paste blindly the real MoarMk1 mod folder is not the one on the top Community Configs Tweakscale config by Deimos Rast Community living space config by String witch Licence CC-BY-NC-SA-4.0
  7. While I love the work of @Porkjet, I think the Mk3 passenger module could do with some improvements. This has been on my mind since .90 Its extremely large for only holding 16 kerbals and no other functions, it has allot of wasted volume. first idea: I would cut it in half (2 windows) and only carry 8 kerbals allowing you to just squeeze in 8 more peeps to your shuttle without cutting out cargo space. if you need to move more than 8 kerbals then add another one OR just put loads of seats in a cargo bay. (this is the most efficient way to move kerbals) second Idea: add service bays above and below the cabin. like this: this way you could add extra RCS, Fuel or science parts, even a small rover or escape pod. *edit: if the doors opened as pictured above, you could put landing legs in there!!! *editedit: or vtol engines! or wheels! oh my! thoughts?
  8. So, I'm working on parts for my little Jool DIRECT mod and I wanted to make a new 1.25 m engine. After looking at the LFB KR-1x2, I decided to do what Squad did and cut the single KR-1 engine off the rest of the model, leaving me with this. The problem I'm having now, is what tweaks to make to it. If I just divide the information from the "Twin Boar", I'm left with an engine that gets 1000 kn of thrust in Vac, 933 kn in Atmosphere, and a slightly worse Isp than the "Vector". The LFB KR-1x2 gives a description that the KR-1 sacrificed thrust and efficiency for the booster design. Would this be a good fit as a upper stage J-2x or RL-10 analog to compliment the KS-25 "Vector" when that is used as a lower stage booster?
  9. Sorry. Figured it out. @DuoDex please delete this thread.
  10. Hi gang, TP here. A quick question, have you ever noticed the amount of non-connected struts? I keep finding myself scouring the sides of my rockets, trying to pry 1-2 more parts away from my total part count. Maybe it is just me (as a part-manic, sue me) or maybe its a common thing?
  11. 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
  12. Transport, Rendezvous And Interplanetary Logistics Spacecraft Standalone Gemini Download Here A very small parts pack to add the Gemini and Big-G spacecraft. Designed and created for Bluedog Design Bureau, but also available standalone here. Parts Docking Connector (Size0) Inline Parachute Inline RCS Block Crew Module (Seats Two) Large Passenger Module (Seats Four) Large heatshield Adapter structural part (1.5m to 1.875m) Development ToDo IVA This Mod Uses Off-Sizes! Adapters will be provided to standard stock sizes, but keep this in mind! 1.5M Parts can be found in Bluedog Design Bureau. 1.875M Parts can be found in Tantares, Contares, HGR, Bluedog Design Bureau, Standard Propulsion Systems, and a few other mods. Licence: MIT
  13. Over the course of playing KSP I created numerous parts and patches for myself to improve the game experience. Time to start sharing. Ven's style Textures for Procedural Parts Credit goes to @Ven for his amazing artwork. I used his textures from the Stock Part Revamp to make these. Get Procedural Parts to use the textures. DOWNLOAD Ven's Style Textures for Procedural Parts Hazard Tanks Textures for Procedural Parts Procedural textures for tanks with hazards stripes. Give the badass look to your vessels! The play nicely with the Orbital Utility Vehicle by @nli2work Get Procedural Parts to use the textures. DOWNLOAD Hazard Tanks Textures for Procedural Parts Asphalt Tiles A useful set of three parts which are building bricks for offworld landing pads and roads. Made specifically for my Extraplanetary Launchpads base. Good for those who want to have the neat look of our KSC parking area even away from home. Works best when placed on flat area or welded with UbioZur Welding. Various pattern examples Easy to assemble in the field with KIS. Tiles can be attached to the surface. Luminescent stripes glow in the dark. Can be buit whole via Extraplanetary Launchpads. Archive contains an "Extras" folder with already welded examples (welded parts are independent from the UbioZur Welding mod). DOWNLOAD Asphalt Tiles Portable Science Crate Based on @RoverDude's part from the PackRat era. Useful for storing all the EVA gathered science on the fly. Can be sent back home on a probe without distracting the Kerbal from his other planetary activities. Serves the same purpose as the Stock Science Box. Great for rovers with External Command Seats and for small pods from other mods which deliberately don't have science storage in them. Requires KIS for the best experience. White texture available on demand. DOWNLOAD Science Crate Droptank "Wrapper" A curved wraparound droptank with an integrated decoupler. 4 way symmetry wraps perfectly around a 1.25m tank. Now has an aerodynamic nosecone. Now has its own thread Simple Mission Flags An assortment of flags to mark everyday missions. The archive contains the source .psd file for anyone who wants to roll his own shapes/colors. DOWNLOAD Simple Mission Flags _______________________________________________________________________________________________________________________________________________________ Stock 5m and 7m Fairing Looks like there are no bigger fairings in 1.1 for us. This patch adds a stock 5m fairing to the game. Made for those who love extra big launchers and stock fairings. Thanks to @Stone Blue for making an even bigger 7m config. Or download the ready config file and place it anywhere in GameData. DOWNLOAD The config for fairings. All content is under the Creative Commons 4.0 License More stuff in development
  14. I've been thinking about some things lately, regarding part mods that include hull parts (as opposed to wing parts etc.) with cross sections that are not circular. The classic examples of such parts would be the stock Mk2 and Mk3 parts, which follow a standard set by Squad. Mk3 and the B9 HL hull parts fit each other - as I understand it this was a deliberate choice. Well, why not make this choice some more? The ability to add to parts produced by others makes sense, and can only improve the quality and flexibility of parts mods. As such, I propose setting down a standards board made up of an appropriate set of volunteers, who will determine which hull shapes to standardize, and what the precise standard should be for each. I myself lean towards being quite liberal about permitting new standard shapes - simply because I like creativity and new ideas - so in the end it may simply come down to collecting and publishing these shape descriptions in an appropriate format. But the main thrust is simply to have definitions for hull shapes that are stable, accessible and usable, permitting modders to create compatibility with others more easily. Some thoughts on what shapes it would make sense to include, sorted by the mod pack where I've seen them (which may not be the originator, please correct me in this case): B9 Aerospace (bac9) S2 S2W HX Mark IV Spaceplane System (Nertea) Mk4 OPT SpacePlane Pack (K.Yeon) Type J Type K Other types will surely come up as well - I know I've seen them, and I know I must have forgotten some also. Really, any hull type part that could be standardized meaningfully is a candidate here. It would provide us with a repository of information on what shapes are used, and prevent insularity among parts mods by making compatibility easier. So, thoughts?
  15. I made something smaller a.k.a. cupcake lander. I don't know if I should post actual craft because it's so simple. VIDEO
  16. So, I was trawling the forums when I found @benjee10 phenomenal parts pack. The problem is it's only available from Kerbalstuff and it hasn't been posted to for a few months. What's a part junkie to do? Create his own parts. Which leads us to: This project has grown from just a few 3.75 m parts to an ever evolving (it seems) collection of parts in 3.75 m and 5 m to help you realize your heavy lifting dreams. It is a kerbalized version of NASA's DIRECT program and their Jupiter rocket family. I provide an assortment of pieces designed to compliment what KSP already has and make use of existing rocket engines to create new and exciting missions. For those of you interested in trying/critiquing what I've done so far, feel free to grab it at SpaceDock. Current Parts: For those who aren't familiar with the idea of DIRECT and it's Jupiter rocket family... - Josh License: CC-BY-NC-SA This parts pack uses textures from D.I.R.E.C.T - Super-Heavy Launchers & Interplanetary Spacecraft (Benjee10) (CC-BY-NC) This parts pack uses textures from Prodecural Parts (Swamp Ig) (CC-BY-NC)
  17. http://spacedock.info/mod/541/Avalon%20Astronautics%20High-Tek%20Parts?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E My first mod ever!!!! The description on the mod's page shows what it adds so check that out. If you have any issues/suggestions/advice please feel free to PM me. As you can tell by the stock models & lack of textures, I have no experience in making/using either of those, so I am looking for people who are willing to do that. If you can, please tell me in either a reply to this topic or a PM. See Ya In Space!!! The custom flag was created by the glorious user Kuansenhama, he is really just amazing. -KspNerd/CrashAndBurn
  18. Well, some of you may remember me, others may not. I'm the guy that made the perfectrons and one of the first launch escape system mods. Of course, that was long long ago (.24.2 being the last version I updated my mods for). Since then, I made very few advances and a few new parts too, but never got around to finishing them. I also kept myself from posting in the forums (lots of things going on at that time with the forum, arguments here and there about cancelled features and whatnot). Also there were way better mods at the time that did the same as my parts, so there wasn't much point in keeping them alive. Even the mod linked in my signature is dead. Long story short, I never updated my mods (sorry to the people that kept waiting for them) nor did I made progress with the things I had been experimenting with. So here I release all the parts I had been working with to the public domain. Included are: Perfectrons, all 3 variants LES, the 2 released variants (Apollo and Soyuz) and an unreleased, WIP, Copenhagen Suborbitals model. A radial engine I never got around to finish The ARES based SRB (the Kickback didn't exist back then) The A-RCS, a high powered, 5 direction RCS specifically for rocket control (see THIS video, around 0:18 and 3:35 to see how they were supposed to work). Vernor didn't exist back then either. The BPC release candidate, a fairing system to convert the mk1-2+LES combo into a good looking one. Cancelled because sumdum heavy industries made its glorious entrance. Not included in the file: Textures (They were horrible, and never got around to fix them) Configs (For obvious reasons) UV Maps (some models have theirs set up, but I highly suggest you re-do them) So yeah, the file only contains .MAX and .FBX files to import into 3DSMax or any compatible software (I think blender can import them? never used it really). The techniques used are pretty average ones, nothing to be proud of really. Note: some of the files are actual scenes ready for render, and scaling may be wacky in some cases. In some cases there is a stock mk1-2 pod. Some pictures (they are too big to hotlink, and are not in an album, sorry): About licensing and derivative works: They are now in the public domain. you are free to do whatever you want with them. Giving credit is most definitely not needed (although appreciated of course). LINK: https://www.dropbox.com/s/hpebuwt9cubkk2g/unreleasedparts.rar?dl=0
  19. Have you ever said "I don't want to live on this planet anymore"? Now you can! We at Kerman & Kerman Orbit and SurfaceStructures are proud to present you the all new product line for Kerbals who want nothing more than to live on another planet! We at Kerman & Kerman finally got out of the testing phase and now consider our parts to be usable. This mod adds several new parts that are designed to be used in a planetery base for the Kerbals.This includes Habitats, Greenhouse, Laboratory, a Cupola derivative, Command-Center and others. It is designed to fit with the other stock parts and feel as "Kerbal" as possible. Galleries Supported Mods You need the lastest version of ModuleManager to use the supported mods! Life Support: TAC Life Support, USI-LS, Snacks! Continued, Kerbalism, DeepFreeze (Continued), Ioncross, ECLSS, IFI-Life Support Gameplay: (SETI) Community-Tech-Tree, Kerbal Inventory System (KIS), Kerbal Attachment System (KAS), RemoteTech, KabinKraziness, Raster-Prop-Monitor, Connected-Living-Spaces, KeepFit, SCANsat, Surface Experiment Pack JSI Advanced Transparent Pods, Extraplanetary Launchpads, OSE Workshop, Near Future Electrical Propulsion: Modular Fueltanks, Realfuels, Stockalike Realfuel @ibanix, @DStaal, @dboi88, @Merkov and @tsaven are working on a patch to support UKS. You can find the thread here: KPBS/MKS Integration Pack (outdated by now) Download Please remove the folder of older versions of this Mod before installing! TAC-LS Spreadsheet Additional Downloads: Sample Craft, Templates to tinker with, Deprecated parts The source code is available on GitHub Languages Español by @Rafael acevedo and @fitiales Русский by @Dr. Jet 中国语文 by @vosskftw and @q654517651 Deutsch by @DasSkelett and @Nils277 Italiano by @Simog Portugues do Brasil by @VaPaL, @MaximumThrust @Daniel Prates and MarcosEduardo2007 Français by don-vip Looking for help: If anyone is interested to translate KPBS into Japanese or finish Brazilian Portuguese, please let me know! You can find all the texts that need translation here: KPBS Texts. Support and bug reports If you encounter a bug with Kerbal Planetary Base Systems, please follow these instructions to report it. Most important: I need the LOG FILE. Otherwise i won't be able to help! License The art assets are licensed under: CC-BY-NCThe plugin code is licensed under: Apache License 2.0 This mod redistributes the Community Category Kit and Community Resource Pack from @RoverDude and contains parts for Deepfreeze that are made by @JPLRepo and @MerlinsMaster. They are licensed under:
  20. Large Boat Parts Pack Get it on SpaceDock Get it on Curse 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. Textures are easy to edit. They are in .png format and they consist of different flat colors. If I add any other texture than a flat one then the texture would look very stretched. A lot of parts are provided to make many different ships If you use BDArmory plus any of its mods then you are in luck. These parts were designed to take a beating. They wont explode easily. Feel free to comment what you think. I can do requests also. Have fun! Here are some old videos: Cruiser Vs Jet Aircraft Carrier Corvette Vs Spies
  21. I read in the devnotes that you can now search parts by internal tags. I thought that this might be a good thing to crowdsource, because there are so many relevant tags that could be added to the stock parts. And who knows, someday we could even tag mod parts! What do you think?
  22. I'm working on a vintage rockets mod. Why another rockets mod you might ask? Several reasons: - exploring dead end concepts of rocketry that include exotic fuels, hybrid rockets, tank clustering, big dumb boosters, square tanks and couple of others weird ideas - introducing more complication into building and operating rockets that is of a different flavor than RO/RP-0/RSS stuff - I want to concentrate on chemical rocket propulsion only, mostly because I find using LV-Ns or near future engines a little bit too easy and then there are plenty of super cool mods for that , other reason would be to introduce sensible and limited isru operations later on - my main goal would be to supply different paths for early-mid career so yah science tree overhaul is pretty much guaranteed - for now I'm focusing on 1st stage SL engines and tanks - just to answer in advance any questions about interoperability with another mods - I think it will be very limited. This means incompatibility with most stock parts, CTT, CRP and other parts pack (different mounting points) so yah this would be pretty much a closed mod No images yet since I'm at 2d drawings stage, so just a historical engine for now:)
  23. Hi, today @katateochi the owner of KerbalX and me had a talk about his plan to include vessel statistics into his vessel hosting site. I told him that i wanted to do a similar thing for DMP a while back and would love to have a "wich mod lincludes part x" search on SpaceDock. I suggested to include CKAN into this, since they distribute metadata. In addation tot he parts stats it would be great to have an image of that part so my idea is to ther have some sort of headless render setup or/and some sort of mod that generates them on players ksp games (as crowdsource campain). EIther way non of us has the time to implement those things but i would be willing to contribute the needed Server resources to make it happen. The reason for posting it here is to ask for opinions, ideas how to implement it and folks who are willing to build such a setup (given that CKAN and the rest involved are ok with it)
  24. 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
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