Jump to content

Search the Community

Showing results for tags 'parts'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. Version 1.1.03 Final Update As it has become clear that I will likely never have the time to get back into playing around with modding and modeling, I have released the new assets to the Public Domain. The next generation of VX series engines for the next generation of KSP Download: Spacedock Source: Unity Package Mod Version 1.05 Public Domain Source: Unity Package License: Public Domain Album Link: http://imgur.com/a/VxvEl _______________________________________________________________________ Installation Always delete old versions before installing a new one. Drag the contents of the GameData folder in the .zip file into your local .../KSP/GameData/ folder VX Series II is compatible with saves using engines from the original VX series engine pack, however some engine roles have been changed. The "impulse" and "Big Impulse" engines are most affected by these changes and I recommend not installing if you have missions in progress using these engines. __________________________________________________________________________ Whats New 1.0.1 VXS20 Omicron particle effects have been adjusted. Engine effects should now better fit the nozzle. VXS50 Sigma has completely new effects. VXS100 Omega particle effects have also been adjusted to better suit the engine nozzle. 1.0.2 The Omicron and Sigma engines have been modified so that thrust is being generated from the Monopropellant nozzles while in Monopropellant mode. Previously thrust was being generated from the location of the main nozzle in either mode. This was an oversight. The "Impulse" and "Big Impulse" have been added as optional Legacy parts. The entire original VX series is still available for download, though it is no longer supported and will not be receiving updates. By adding these parts to this pack, I will continue to support them. 1.0.3 Added custom Agency Added custom Flag 1.0.4 Updated for 1.2 Nova model revisited to correct engine bells gimbaling in opposite directions in 1.2 1.0.5 License updated, link to source files added 1.0.5b Added VX-H1 Hornet variants Added custom suits License updated to ARR while under development 1.1 Multiple engine variants added Most throttle animations updated The VX-S20 Omicron and VX-S50 Sigma monoprop nozzles have been updated to function as RCS thrusters regardless of engine mode. 1.1.01 Actually included the Nova engine Minor Agent.cfg correction 1.1.02 Omega model changes adjusted engine bell geometry minor cosmetic FX changes added new compact variant with multiple fairings (1.25, 1.875, 2.5, 3.75) added smoke fx Hornet model changes primarily housekeeping pass to simplify variant support - should be no noticeable changes re-added smoke fx Yet another minor fix for the Agents.cfg file I also broke the VX-S20 bottom attach node, see top of post for MM patch to correct until next release 1.1.03 Corrected VX-S20 bottom node Updated license
  2. 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
  3. Hot Contents Orbital Systems A Mod by Sequinox and Joco223 ----------------------------------------------------------------------------------------------------------------- Q: What is Hot Contents Orbital Systems? A: Hot Contents Orbital System is a mod that aims to have multiple parts for every purpose imaginable. Stock engines are very limited, so I aim to develop a mod to where you can look for a part that fits what you need and it will be there. Q: Wait a minute, you're not a modder! A: o_o You got me! This is my first mod I am developing for the community. I started off making some Real Plume configs for the Launchers Pack mod. From there I decided I would like to do something I can truly call my own. Q: Where can I give you feedback? A: You can always tell me how I'm doing by just replying on the thread! Feedback is always welcomed and it helps me develop a better mod! Q: Alright, cool. Anything else we should know? A: All of my mods will use GitHub for the main download. I believe that GitHub should be used by every mod creator due to the fact that you can see what you are downloading. If you wish, there will always be a download on SpaceDock. ----------------------------------------------------------------------------------------------------------------- Image Gallery ----------------------------------------------------------------------------------------------------------------- Downloads: GitHub SpaceDock ----------------------------------------------------------------------------------------------------------------- Hot Contents Orbital Systems requires: RealPlume (Not included in the download!) SmokeScreen (Included in the download!) ---------------------------------------------------------------------------------------------------------------- Planned Stuff: Grey: In planning Red: Modelling Yellow: UV Mapping/Texturing Green: Unity stuff/Config files Strike Through: Put on hold HC-2 Lower Stage Engine: A small 1.25 engine. Comparable to the Merlin 1C. HB-2: The next tier of upper stage engines. (READY FOR RELEASE) HA-Multi Engine Adapter: A 9 engine adapter. Comparable the the adapter on the Falcon 9 1.1. ----------------------------------------------------------------------------------------------------------------- Change Log: v.Demo-1: Added HC-1 Orbital Engine v.Demo-2: Added the HCE-2 Polished up some stuff with the HC-1 v0.1: Added the HB-1 Added the HC-FT-1 v0.2: Added HC-SB1 Rebalanced the HB-1 ----------------------------------------------------------------------------------------------------------------- Help Wanted! We are currently looking for someone who can do unity configuration and create config files! If you are willing, please message either me or @Joco223. ----------------------------------------------------------------------------------------------------------------- License CC BY-NC-SA What does this mean? You are allowed to remix and redistribute our work so long as you give credit, provide a link to this license and make clear what changes you made. You may not redistribute this mod for commercial uses. Development Team Sequinox - Creator, Thread Maintainer, Unity Configurer, Config File Configurer Joco223 - Modeller, Texturer Other Credit: @Nhawks17 - For the beautiful Real Plume Stock Configs mod @sarbian - For the amazing SmokeScreen mod.
  4. Kerbalized version of the ship Sidonia from Knight of Sidonia Anime converted in a Heavy Asteroid recycler Ship THIS UPDATE IS NOT COMPATIBLE WITH OLDER VERSIONS Kidonia is a heavy ship-carrier that relies on asteroid resource extraction The package include cap with Grappler-Drill, Sas, Command module, Cargo Bay, Science Lab with integrated Nuclear Reactor and Recycler for depletedfuel (nuclear waste), Huge Tank, 3.75m ISRU, Thermal section and Engine Patch inside for Snacks, SimpleConstruction and for increase mass of asteroids Dependencies InterstellarFuelSwitch Kerbal Joint Reinforcement ? (not a dependency but highly recommended) Recommended mods Custom Asteroid SimpleConstruction Suggestions For Place the Grappler inside the cap bay hold ALT+Shift Cap Bay Doors and Grappler Arm animations are Delayed on this way you can use them in the same ActionGroup LICENSE: CC BY-NC-SA 3.0 Changelog Download ; GitHub SpaceDock Regards Luca
  5. As mentioned in the main development thread, KPBS has grown big over the time and some users might not want to install a mod that is too heavy/big. So the result of this thread decides in what form the mod will be delivered when it is released! Happy Voting! Ps.: when none of the choices on the poll are the way you want it delivered feel free to suggest another way in a post! I just added the new question to the poll.
  6. Hi! I finally decided to make a KSP mod: a series of modular hull sections, command pods, engines, and adapters designed to be fit together to make big blocky sci-fi spacecraft. I'm pretty good with computers but need a lot of help with things like How to Use Tweakscale and Which Texture/Mesh Switch Mod to Use and What The Heck Do All These Thermal Values Mean. A wiki and downloads can be found here. Available Parts: Current plan: 7 hull types, 3 standard lengths, mesh switch and fuel switch, cargo bays and science bays and large crewed sections to carry way too many kerbals to the stars. There will also be SAS, RCS, electricity generation and storage, communications, and radiator parts. Each hull type will have an engine mount for multiples of 1.25 and 2.5 engines, and a unique engine of some sort. Unique engines will be powerful, end game type contraptions that will propel your giant space monstrosities to the stars. Most of the hull types will have a unique command pod with IVA etc. Types without command pods will have end caps, and some hull types will have both. Just about everything you could imagine, including stock adapters. Current Timeline: Alpha 1 Done 1 Hull Series (Hex) Command Pod, LFO Tanks, Engine Mount, LFO Cone, Engine Alpha 2 Done +1 Hull Series (2x1) +Crew Modules (with custom science!) +IVA Hatches +SAS Modules +2x1>Hex Adaptors Slightly better models and textures Better engine effects Beta Releases Later +All Hull series +Science modules +IVA for crewed parts +Cargo Bays +RCS parts +Comm parts +Size 2 parts +Radiators Engine heat effects Better engine effects Nice models and textures Mod support (Fuel Switch, TweakScale) Thanks for looking and for any help you can give along the way! License: This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/.
  7. Alright, so I have a ridiculous question. would it be possible... to swap out a part completely.. for a part from a mod...? I don't know because I don't know crap.
  8. I have taken the liberty of updating the SnackPartsByWhyren so that the connection nodes work correctly in 1.0.5. This is currently a WIP. I have kept the original license WTFPL. http://www.wtfpl.net/ here is a link to the original authors thread. http://forum.kerbalspaceprogram.com/index.php?/topic/83028-snacks-life-support-parts-by-whyren-v5-8312014/ here is the link to download the updated version from Kerbal Stuff https://kerbalstuff.com/mod/1452/Snack%20Parts%20By%20Whyren%20UPDATED%205.1
  9. 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:
  10. Earlier today I had an idea concerning Mk2 parts while thinking of a mini seaplane (external seat, Mk0 main fuselage) and somehow that turned into smaller Mk2 parts. I was thinking Mk0 with 3 wing connector d's angled into each other on each side and offset slightly into Mk0 fuselage. They could possibly fit into normal Mk2 cargo bays, but I cannot try it now. Tell me what you think about it.
  11. Hi, is there a mod that adds powerful solar panels which can be retracted and, while retracted, have some 2400°K heat resistance, like the stock 1x6 and 2x3 panels? I was looking at Near Future Solar, but the larger panels don't retract. Basically, I want to make an ore tug/refinery which can aerobrake without the hard time of finding a way to put the solar panels so they don't burn during aerobrake
  12. Hello everyone! I recently obtained some files and were told to look after them, so here you go! I myself haven't done any of the modeling or texturing But I did do a lot of config editing. Mostly rewriting RP configs, names, discriptions, etc... Download Link: Dev Release. Still kinda funky. If the Mods take this down because license issues, I'll need help understanding how to do that... Credits: Myself- Pretty much nothing! @DECQ- Falcon 9 Models and textures @MeCripp- Helping me figure out how the hell stock fairings work License: Haven't quite figured this one out yet either... Advice? Do I even need one?
  13. Hello all, I love modding this game really heavily, and I am rather fond of parts packs. I do find though, that after 60+ mods, I am running 2,500+ mem. I was wondering if there was a mod that would allow me (Ingame) to remove specific parts while not removing mods, or, if anyone had any advice how to do this in the game folder? I do not have much experience and ability with modding game files myself. Plenty of the parts packs have specific parts that I never personally use, while I use the other parts from those packs in every build. I'd like to be able to remove those that I do not use, if possible. Thank you all.
  14. This is a probe expansion pack inspired by real missions from the mid-1960s to now. Including probe cores, engines, solar panels, and new science parts! Parts are inspired by (Including some replicas of) Voyager, Pioneer 10, Venera, Cassini, Mariner, Kepler, New Horizons, Juno, And more! Current working on the Viking Mars lander. IMGUR ALBUM To prevent issues, please remove any previous versions of the mod before updating CURRENT Branch - Github Repo Please be sure to download the latest BETA branch repo for best compatibility. See changelog for a list of recent changes Need Support? Please read the FAQ Requires: Firespitter or B9, DMagic ScienceAnimate and ModuleManager Older Beta v0.16.1 Download: Mod configs included: Remote Tech by @rakol Tweakscale by @Jso SCANsat by @akron Sample Crafts v0.3 for BETA v0.16.1: (Two Barquetta Communication Satellites, Barquetta-Odyssey, Deep Space 1, Landvermesser, Mariner, Quetzal, Tatsujin, Tatsujin-Express, Torekka, Vorona, Vorona-SAR, Meridiani-Draco, Explorer Telescope) Nerva HT Engine 1.0 Released! Link to release thread or download below: Spacedock Dropbox Real Plume config by @VenomousRequiem. Module Manager required for RealPlume configs. License: CC-BY-NC-SA 4.0 Please let me know if you release anything based on my work. I'd love to check it out! Want to support the mod? Check out below, and thank you! Paypal
  15. This is a simple modification I mostly made for myself to bring the classic Mk1 cockpit back into the game without being a carbon copy of the new Mk1. To that end I've buffed it slightly, moved it up the tech tree, and changed the flavor text. New in Version 2: Working crew lights, detail lights, and a prototype decal. I thought I'd make it available for anyone else who misses the old style but doesn't want 2 identical cockpits cluttering up the part list. Any comments, suggestions, questions, or concerns are welcome! Changelog- Version 1: First release, updated stats, description, and tech tree node. Version 2: Working cockpit light/detail lights, "prototype" tag, and an internal antenna added. New download link. Download- https://spacedock.info/mod/1664/Mk1PrototypeCockpit (Also available on CKAN) Instructions- Toss it in your "Gamedata" folder. Future Plans- -WindowShine support? -IndicatorLight support? -Texture variants? License under spoiler: Special thanks to @Chaos_Klaus for providing the files for the old model. Here's a link to his download for the classic cockpit with no changes: OldMk1Cockpit (Sadly it seems the link is depreciated for the time being.) Extra special thanks to @swjr-swis who did the modeling work that made the cockpit lights possible! He also added an internal antenna while he was in the .cfg; what a guy! I won't name them all here, but of course, I also want to thank everyone who offered advice, ideas, or just encouragement. This is something I've wanted to update for a while and it wouldn't have been possible without a lot of help from the great folks here on the forums. So thank you!
  16. Hi! I would suggest to include stock rover parts, for example Chemcams or something like that. Also please more space shuttle parts AND misión, like crew transfering (what would be related with máximum time that a kerbal can stay in space). A training center to train kerbals habilities. That would need more habilities, for example, endurance, strength, etc. Medical center that would be related to the maximun time a kerbal can stay in space, again. I think that focusing on space stations would be really important so more experiments and parts can be constructed. I already have a lots of mods that give me basically what I expected from stock possibilites and features, so maybe you should include them as stock features, like PlanetaryBase, Infernal Robotics, Life Support, ScanSAT, Tarsier Space Technology, Station Science, etc. But highly needing Rover parts, because there are too less parts to build, just 3 wheels, and I dont find any Rover parts pack or something.
  17. Stockalike Mining Extension SME adds a number of mining and ISRU-related parts in a variety of form factors. Currently a Work-In-Progress Current Part List: -Mining 0.625m stack mount Drill 1.25m stack mount Drill 1.25m Inline mount Drill 1.25m aircraft Inline mount Drill 2.5m stack mount Drill 3.75m stack mount Drill Mk2 inline Drill 1.25m Stack Oceanic Extractor 1.25m inline Oceanic Extractor 2.5m Oceanic extractor 1.25m Atmospheric Condenser 2.5m Atmospheric Condenser -Processing 3.75m ISRU converter Mk2 ISRU converter Mk3 ISRU converter 0.625m ISRU converter -Storage Mk2 Ore Tank Mk3 Ore Tank 0.625m Ore Tank 3.75m Ore Tank -Power 0.625m Fuellcell generator 1.25m Fuelcell Generator Mk2 Fuelcell Generator 2.5m Fuelcell generator -Utility 1.25m Superheavy-Duty landing Legs Deployable Rover Wheels 0.625m Klaw Radial Klaw Anchorable Docking Port Asteroid Crew Can -Propulsion 1.25m Mass Driver 2.5m Mass Driver 0.625m Mass Driver RCS Download from SpaceDock or GitHub Kottabos Review (Version 0.8) Changelog: Licensing The contents of this mod are distributed a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. http://creativecommons.org/licenses/by-nc-sa/4.0/legalcode' This mod uses Module Manager. Currently a Work in Progress; feedback and suggestions welcome.
  18. so um i need some help my game loads up good but when i open up space station or space plane hanger no parts load
  19. Hello dear reader. This is a thread for organizing and sharing in a single place the work I'm doing to revive, resurrect or maintain abandoned mods. Or anything in general, really. The general idea is to grab old, abandoned, orphan, incomplete or otherwise currently unused mods and give them new life in the current KSP version. I'm very open to suggestions and contributions. I do config file / Module Manager tweaking, and some of coding. I am absolutely terrible at 3D modelling and mediocre at best at texturing, so it is unlikely I'll do any of those. So, without further ado, below is the info on the already resurrected/tweaked/refreshed/updated mods: Current KSP version: [1.0.5] Sam Hall - Kerbonov Kn2 Status: Up to date - Original Thread Kerbonov Kn2 is a parts pack that adds a very nice cockpit with beautiful interiors, a mini jet engine, probe-sized RCS thrustes with monoprop in them, RATOs, a probe-sized decoupler, and some other goodies. Download: Changelog: 1.1: Engines now use ModuleEngineFX The decoupler now has the default KSP sound, because the bundled one wasn't working. All nodes have been checked so they comply to the new attachment rules. Thermal information has been added so things can now explode properly. All credit to Sam Hall Tweaking based on the excellent previous work of aristurtle: Forum post License: CC 3.0 Share Alike with attribution TurboNisu - Stockalike Parts For Useful Aesthetics Status: Up to date - Original Thread TurboNisu made this excellent parts pack that fills some gaps in the stock variety. Download: Changelog: 1.2: Revisited truss attachment nodes. Tweaked all masses. Added missing thermal info. Added License to the download 1.1: Fixed attachment nodes in all girder and truss pieces. Added thermal information Weaked weight for little truss pieces. All credit to TurboNisu Tweaking based on the excellent previous work of a__gun: Forum post License: CC Attribution-NonCommercial-ShareAlike 3.0 Unported pizzaoverhead - Battery Indicator Status: Up to date - Original Thread pizzaoverhead made this very neat little mod that lets you tell at a glance the status of the Z-100 Batteries. He wanted to add more stuff but hasn't touched it in a while so I did. Download: Changelog: 1.5: Added color for locked batteries, defaults to blue. Added a gradient mode for the light so it changes smoothly. Made colors configurable via config file. 1.6: Increased the gradient steps to 8, so the colors will step in the middle of each pair. Added color for full batteries, the default is white. Added a percentage between full and caution, called okPercentage, default is green. All credit to pizzaoverhead License: GPLv2 - Sources included in the download. -- This is my way of saying thank you both to this amazing comunity, and the mod devs who work for no other reason than making more fun available for everyone else.
  20. I have been trying to figure out what is causing this issue for days. Sometimes, when I load my career save, I get a bunch of craft loading errors saying that various mod parts are missing. I can go into sandbox and sure enough they're gone. The thing is, it doesn't do it every time, so I can't figure out what to do to even start troubleshooting this. I thought it was running out of memory at first, but really haven't had any failure to load problems or crashes. Every now and then it will crash after a few hours of playing but memory usage usually stays around 1.6 to 2 Gb, which should be well under the limit. The thing is, it's parts that I have on ships already that there was no problem with the last time I opened KSP, hence the craft loading errors on opening a savegame. This is driving me absolutely insane because it doesn't do it reliably and I have no idea where to even start troubleshooting. I have tried, without success: - Deleting and reinstalling whichever mod it decides not to load parts from. This worked once, but only made different parts not show up in the future. - Verifying steam cache: This did nothing despite replacing one file. - Deleting and reinstalling all of my mods: Didn't seem to do any good. -forcing openGL: was doing this before, no change. Tried forcing DX11, it loaded faster but the exact same parts were missing. I'm running 1.0.5 build 1028 It most frequently happens with Universal Storage cores, some DERP parts from USI Survival pack, and one of the SXT tanks. But it's happened with other parts as well, seemingly without any rhyme or reason. Modlist:
  21. Hello guys, TP here. Before you read on you have to understand a few things about the way I play this game. I have 3 rules which are cast onto everything I do: The costs have to be kept down to absolute minimal. Part count has the same policy - minimal. Weight must be pushed to the absolute minimal. These rules are "liquid" so to speak, they can give sway to each other if the benefit from breaking them supports the final goal or target. You might quickly draw the conclusion that I am not having a lot of fun, that'd be where you are very wrong. I love to challenge myself with minimalistic builds that looks absolutely appalling but from a functional point of view are masterpieces. Functionality is the name of my game and as such I often find myself having severe headaches whenever I search "Spacecraft Exchange" for the above reasons. Yes Rune, I am looking at you, don't even get me started on Whackjob... With that out of the way I'll get straight to the topic at hand, how do you justify the way you build? Let me give the example which started this whole nonsense So inside my mind I keep tally of the various statics I see when I build these two objects, with A(left) and B(right): A Has 1 more part but weighs 1.3 tons less then B, costs 140$ less then B and is shorter then B. B Has one less part then A, is a lot more rigid, higher crash tolerances and is a lot more appealing. Do I choose option A or B? How do I justify spending more cash, more weight, more size(space/volume)? Do I even have to? Will the Kraken be more likely to eat A or B? Here is another example I also conjured up: This is a question regarding functionality again, about costs savings, weight and part count. A is on the left and B is on the right. A has the advantage in terms of weight but looses to cost, part count and functionality. However it has no need for a pilot to remain in the seat and can be freely sacrificed if needed. No lives are lost. B wins on costs, same performance as A, costs are lower and has a lower part count. However B looses out on weight, requires a pilot (default use here, not as storage) to be operational and has an overall larger volume. Okay, I think you get the jest here. I have my reasons to select the various parts I use but this is by no means a definitive and absolute way of playing a videogame. Everybody has their own options and decisions, which all are valid and equal. My question to you is this: How do you justify the things you decide to build? Is there some kind of deeper logic behind how you make your decisions? (This is not a showcase thread, please don't post 12 pictures of your absolute best works of all time ever. Just the very essence of what makes you decide on option A-B or C)
  22. Here should be a thread for experimental and non-released parts. DOWNLOAD HERE Contents: Manned Rugged Rover (-> included in v0.9 release) Small deploying rover wheels (PURE STOCK mechanics and no plugins) COMRADE modular rover system (cockpit, deployable wheels, crew cabin, laboratory, service bay, etc.) P.S. Since UMBRA (Universal Mobile Base Rover Assembly) name is seized by Umbra Space Industries, I named my modular rover system "COMRADE" (Compact Omnipurpose Modular Rover Assembly, Disassembly, Etc.) It will stay so, until you suggest something better.
  23. Non aerostat album parts: landing gear is stock and fans are from RoverDude's Exploration pack. WARNING – early WIP. Ever since I started playing KSP I've wanted to play with airships. I found Hooligans airships and had fun with those and then Procedural airships. While I really liked both of those mods I wanted to go in a bit different direction with this. I also wanted to learn how to make mods so.... Currently I have models for rigid aerostats (think Hindenburg) and non-rigid aerostats (think Goodyear blimp – technically semi rigid for the newest one). These consist of three centers and three end caps. Gondola parts include a cockpit that has some extra info display functionality for aerostats, a crew compartment and a gondola tail. Three hydrogen cylinders, one fin with a control surface, a probe core if you want the extra aerostat display info without the gondola and finally a tweakscale MM patch. I'm new to 3D modeling so the models are rather basic. Operation wise you have a lift cell and the lift cell contains a balloonet or a balloon within a balloon. The balloonet allows you to vary the lift gas volume so you can maintain a set altitude – the bigger the balloonet is inflated, the less room for lift gas, the lower the altitude you stabilize at . Gas cells (lift cells and balloonets) can rupture if subject to too much pressure. If a gas cell is ruptured it doesn't pop like a balloon but will start leaking gas. To prevent disaster the gas cells have an emergency relief valve that will vent gas at a set pressure and while it should prevent a rupture in most circumstances, it won't save you if you ascend too fast. To control the craft right click on envelopes to control each envelope individually: Cell Main/Cell Balloonet to select the part of the envelope to control - lift cell or balloonet. Step +/- to change the amount to change Lift +/- to change the selected (lift or balloonet) fill by amount. Dump to manually dump gas Or on a areostat controller (cockpit or probe core) part for info/control of all envelopes: Pressure Hold on/off to automatically try to keep pressure at 500 Pa Venting on/off to allow over pressure venting - also called ERV or Emergency Relief Valve. When you stabilize at your desired altitude turn pressure hold off. Working Lift calc's – parts will fly. Cells will randomly spring a leak if over pressure(1500 Pa for now) - probability increases with time over pressure and how far over pressure. Not working Under pressurized non rigid aerostats work just as well as when properly pressurized. To Do List Add hatches to the gondola parts (you can't EVA at this point). Add a GUI Move over burdened right click menu to GUI. Auto trim function. (or /- trim) Auto altitude function. Auto pressure function – for non-rigids. Graphical status for each lift cell. Add configuration window. Allow change of lift gasses – currently Hydrogen only. Add hot air, and heated gas options. Part scaling - needs to independently scale length and diameter so part count can be reduced. More envelopes, gondola parts, better models, better textures. Balance the pieces. Required mods: Community Resource Pack. Recommended mods: At this point I haven't played with this enough to be able to recommend any mods to go with this but AirPark looks very promising and KAS should be perfect for anchoring to towers or the ground. There is only one size of envelope so TweakScale (MM cfg included) is needed if you want bigger envelopes. Download And a final warning – progress is going to be slow. License CC BY-SA
  24. The Cube Super Sexy Firespitter Edition A box of infinite possibilities! Whatever you need the Cube is your answer. Hulls, cockpits, crew cabins, cargo bays, 6 way Station Hub, an observation deck, hallways, bases........ I have converted The Cube over to Firespitter due to some bugs I have encountered with JSI. This means I had remake the model so I decided to add some curvy bits. This is a new model and will not overwrite the original Cube. The New Cube Requires Firespitter The Original Cube still Requires JSI Part Utilities (Already included in download, the link is for updates) Thanks to the geniuses of Mihara & Snjo for making this mod possible Recommended Mods: Download at Kerbal Stuff The Cube Updated and tested with 1.1 Download at SpaceDock The Cube Please post any issues or questions and feel free to post pics of what you make The Cube license : This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. JSI Part Utilities license : RasterPropMonitor Copyright (C) 2013 by Mihara (Eugene Medvedev) This program comes with ABSOLUTELY NO WARRANTY! This is free software, and you are welcome to redistribute it under certain conditions, as outlined in the full content of the GNU General Public License (GNU GPL), version 3, revision date 29 June 2007. Firespitter License: You may reuse code and textures from this mod, as long as you give credit in the download file and on the download post/page. Reuse of models with permission. No reselling. No redistribution of the whole pack without permission. UV map texture guides are included so you can re-skin to your liking. For reuse of the plugin, please either direct people to download the dll from my official release, OR recompile the wanted partmodule/class with a new class name to avoid conflicts. For modders re-using the dll directly, you MUST place it in the Firespitter folder in your zip file, so people don't end up with two copies of the dll. The right path is: [KSP_OS]\GameData\Firespitter\Plugins\
  25. Very WIP! Introducing the 'Otter' submersible from USI! Pick it up on GitHub: https://github.com/BobPalmer/SubPack/releases Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely
×
×
  • Create New...