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. KerGuise Experimental engineering (KGEx) Brings you the Assortment Pack Continuation of random parts by various (named) authors, now continued by zer0Kerbal with community support. On the docket: B9StockPatches ProbiTronics SIL SIL patches ScrapYard 1.9.1 OyScrap 1.9.1 MobileFrameSystem (someday) KaizenKensai DrKermnassusPartsEmporium HotBeveragesIrradiated Komplexity Komplex This is where work on KGEx will be. This thread is a WIP, Released: More Hitchhikers by zed'K Module Manager patch to add fourteen (14) hitchhiker sizes. Spacedock CC BY-SA 4.0 for now here is a lovely screenshot(s): tentative dance card (so far): flying lander --- using Nuke VTOL CC 4.0 BY-NC-SA Source Code: Github repo.
  2. Bin Chicken Inc. WIP Thread I present to you my FIRST EVER ATTEMPT AT 3D MODELING AND PART MODDING! Service Modules: Somewhat inspired by SHDI Service Module System and a very old (5+ years ago) mod, that from memory was called "SM Service Module" and somewhat inspired by real life, i have decided to give this a go. The scope i have set for myself is for a family of stock-a-like service modules similar to that found on Apollo, Orion and also some of my own concepts. being an Australian i have decided to name these after Aussie birds I plan on making a few different 2m variants for different missions. but to start with ill be just doing some intended for Kerbin orbit and for operations within Kerbin's SOI. These modules will contain a verity of consumables and may or may not include other functions such as built in decouplers and other functions as i learn how to implement them. I use 3ds Max as my 3d modeling software as it is available to me for free through my university. I have tried blender, however i cant stand it! I would be interested to hear any criticism weather it would be about game balance or about the models themselves. I also would like to say that i have absolutely NO SKILL IN MAKING TEXTURES AND SKINS! If anyone would be interested in texturing these models please let me know. You would have a free hand in creating stock-a-like textures and i would be happy to credit you for your work . So without further ado, lets get started.... SM-16 "Kookaburra" Service Module: The SM-16 is intended to be like the Apollo service module. It is designed for Munar and Minimus Operations SM-2 "Bell Bird" Service Module The SM-2 is currently being modeled, but is based of the Orions service module. it is designed for Kerbin Orbital Operations Also Planned are other service modules designed for long duration missions such as interplanetary transfers and also remote controlled modules for cargo and utility purposes
  3. Being released shortly is an updated parts pack that contains (amongst other parts) stack mounted fuel cells. This discussion concerns those .1 (1/10) meter high stack fuel cells. Each part contains the fuel cell, fuel tank (in units) and a batteries. I want your input as to the game balance of each of the sizes, and where on the tech tree they should appear Don't want to use Tweakscale on these due to the need for fine tuning game balance. Fuselage versions (mk0-mk5) are included just in case a model/texture can be found/provided that will allow these to be created/included. Thank you in advance! the current plan is to introduce these as Monopropellent powered. With the ODFC (On Demand Fuel Cells) patch that is included, these will expand to Liquid Fuel + Oxygen, Liquid Fuel + Intake Air, and Hydrogen + Oxygen (= EC + Water) modes. Doing this might also be possible with the latest B9. Also any thoughts about if a patch to include a fuel cell in the stock pods and if yes, how much EC should it provide? Obviously the patch would not include the fuel or electricCharge. thank you in advance! For comparison Stock Fuel Cell: cost: 750 entry cost: 2250 techRequired: Electrics mass: 0.05 EC/s Produced: 1.5 EC storage: 50 Stock Fuel Cell Array: cost: 4500 entry cost: 13500 techRequired: Electrics mass: 0.24 EC/s Produced: 18 EC storage: 300
  4. Transparent Pods (PODS) Adds eight (8) parts to Kerbal Space Program By @zer0Kerbal, originally by @nli2work adopted with express permission and brought to you by KerbSimpleCo Parts 2.5m Panopticon Command Pod 1.25m Cyclops Command Pod 0.625m Mono Pressurized Command Chair ~0.2m Micro Lander Leg; radial and ventral mount configurations ~0.3m Micro Klaw Micro Advanced Grabber Unit. Handrail and Handrail, short See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Youtube review by Kottabos Gaming Cabin Notes Having multiple transparent pods in physics range is very resource intensive. Too many will crash the game. Flight HUD will render Black instead of Green in OpenGL mode. Lighting direction from Sun incorrect in IVA at some parts of day, due to Squad's funky IVA orientation setup. One of the stack nodes on Mono Pod will snap to, but not attach to other stack nodes, if the Mono Pod is not the root part. Micro lander legs clip into ground if retract/deployed while landed. same appears to happen with the smallest stock lander leg. View full album (previous incarnation) Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) or Dependencies Kerbal Space Program 2 Supports On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Either Module Manager 3 Module Manager /Ll 3 TweakScale Firespitter for fully functioning landing legs. may invoke bouts of dizziness. B9 Part Switch Recommends Kerbal enjoyment of Transparent Pods benefits from having these installed JSI Advanced Transparent Pods GPO (Goo Pumps & Oils') Speed Pump (GPO) Either MOARdV's Avionics System Raster Prop Monitor Suggests On Demand Fuel Cells (ODFC) KURS style docking camera (KURS) Kerbal Attachment System (KAS) Kerbal Inventory System (KIS) Kerbal Joint Reinforcement-Next (KJR) Tags nli2work, transparent, jsi, command, pod, leg, klaw, jplrepo 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 @nli2workfor creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Footnotes this isn't a mod. ;P ↩ may work on other versions (YMMV) ↩ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! ↩ ↩2
  5. A technical question on how KSP works: if I delete only the cfg file of a part, will that part's model and textures still be loaded into memory? Or is the cfg solely responsible for telling KSP what to load? The intention here is trying to save up memory by removing parts I don't like or don't need.
  6. Even though its name is a reference to the wide-body Airbus A300, the Stearwing A300, with its 3.5 m Mk3 fuselage is only the size of a narrow-body A320. To avoid having to clip two rows of fuselages into each other to replicate wide-body jets, I think stock KSP should have 5 m plane parts.
  7. EDIT as of 4/12/2020: I have abandoned this project. It was an interesting idea, but at the time I did not have the capability to put things into place like I wanted. Sorry to all those who were looking forward to it. In the future, I'll post things once I have something to show for. There is a non-zero chance I will revive this project. Although unlikely.
  8. From my own experience, I know that Interstellar Extended can be quite complicated to figure out, so I made this post to minimise the fuss. In the KSP @FreeThinker's Interstellar Extended mod, there is a number of very cool futuristic parts, and sometimes it can get quite hard to find out how to best use those parts. One of the best examples of such a feature is the Acullbierre drive (a.k.a the Warp Drive) As most parts in IE and in KSP in general, the Acullbierre drive requires a few more parts to function. To fully understand how a warp drive functions, we are going to use an example ship I’ve built. It’s parts fall into these main categories: -Means of control (Duh) - Reactor (mega joules generator) - Secondary power source (mega joules are considered a different resource, so it is best that there is at least a solar panel on the ship) -Acullbierre Drive -Radiators (an absolute MUST for almost any system in IE) Secondary Propulsion system (When exiting warp, you will be going at the exact speed you left at, so you will want to make some adjustments so that you don’t fall into or escape the planet you’re going after) With most parts being pretty self explanatory, there are two features I need to address: The drive and the reactor. Reactors are parts that generate electricity. Some do more than others but they may also require more resources or last less long. Make sure to read the description of them to make sure your ship has the required resources. As well as that, many reactors have different configurations, meaning that some can utilize different configurations of resources. These are different for every reactor, so make sure you choose the one that suits you best. (Most reactors can be fitted with an extra “thermal” reactor. Those utilize the excess heat your reactor/Acullbierre drive produce and repurpose it as electricity. They can go great with reactors as they increase the power output greatly) Acullbierre drive comes in three different shapes: small, large and compact. These differ in the amount of mass they can transport, so make sure you have the correct one (they can also stack BTW) When everything is set up and the reactors are working, go to the drive menu (via right click) to start the drive. CAUTION: this act will generate a lot of excess heat, so be sure you either have enough radiators or your actions are quick!!! When the reactor is charged (the exotic matter bar is full) select your destination on map screen, point there and turn the warp drive on! Tip: one of the readings on the drive menu is the current warp speed. You can increase and decrease that with the appropriate buttons on the menu. Make sure you you slow down quickly enough though!
  9. This addon is under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International license 2020 Update Well, it's back now. For now, unless a lot of you would like otherwise, I'll be sticking with KSP 1.8.x as this is the only version Firespitter officaly supports at the moment. I've seen some people haven't gotten it to work for them on 1.9.x versions and it's probably not going to work on 1.10.x versions either. The farthest it can go that I can say it will from experience is up to 1.9.x versions, however if you do decide to use Firespitter and Firespitter Extended in these versions keep in mind issues you find in there are most likely because both are meant for 1.8.x Since I've learned how to properly model stuff, models will definetly be coming out faster. I mostly just have to get the hang of Unity and how KSP does its stuff, and you might even be able to see more parts like engines, cockpits etc. along with better quality skins. DISCLAIMER: I have been given permission by @RoverDude to release this mod. This mod consists of modified parts and shares Firespitter Bi-Plane textures already made by either @RoverDude or @Snjo and are not originally made by me. In no way am I trying to steal the show from their pack. All credits go to them for releasing the original parts. I am in no way a part of the Firespitter development team. Thank you in advance for your acknowledgment! Ever played around with the WWI Firespitter parts and got frustrated with how hard it is to make a replica with them? They look like the perfect parts at a first glance, but there's just not enough variety to make that one Central powers fighter look different from the rest of your craft apart from the paint job or the arrangement of parts, and you don't really want to resort to stock pieces for your WWI save as they look too modern. Well, look no further! This pack was made for you! The only dependencies are Firespitter for the textures and ModuleManager Note that when I say Firespitter, I mean the actual parts pack, not just the plugin! Grab it here! Downloads: Spacedock Download Github Download Change log: Q&A: Q: Why do the parts look like they have no textures on the part list in the SPH/VAB? (They still look normal when you place them on your craft in the hangar though) A: I don't know. This is actually the first time I've made parts using FS texture switch configs, so any help would be appreciated to fix this bug. But don't worry, the parts should work and have colors without any issues! Q: Proof of permission? A: Sadly, I've somehow lost the message I sent to RoverDude. However, if you have any concerns you can ask him. Q: Why do some of your parts piggy-back off of other Firespitter textures? A: I'm trying to keep this addon as close to Firespitter's design as possible. By reusing Firespitter's textures, I can keep stuff from being too out of line with the original Firespitter biplane parts while also saving space and memory by using less textures. Q: What if I find an issue? A: Open an issue in the GitHub, or post it here. I recommend you go to GitHub though, to prevent forum clutter. Any pictures or logfiles will be greatly useful for me to look at! Q: Are you open to suggestions/criticism? A: I am open to any suggestions! Feel free to criticize the mod in any way, but make sure to tell me what's wrong so I can see what to do to make it better! Q: Where could I post suggestions/critique? A: You can post it on the forum or on GitHub Q: Do/Will you support previous versions of KSP? A: Most likely not. Q: Will you do more extensions for Firespitter parts other than the WWI series? A: Probably not, as this mod is meant to be focused on WWI parts regarding Firespitter, and the WWI textures/models are the only ones I specifically asked permission for modification. Q: CKAN support? A: Sure, personally I don't use it so let me know if there are any issues and I'll try to solve them
  10. which mod added several really LONG extending ladders? was it Ven's?
  11. Hyper Propulsion "CYREX" Sci-Fi parts pack (Current ver. 0.0.3) Say hello to the lineup of the "CYREX" thermonuclear engines! Utilizing super efficient Thermonuclear reactors, these engines are capable of many useful things! Why don't u give them a try yourself? A bit about the mod This pack includes many Sci-Fi inspired parts for KSP! Take on a journey to explore other planets with ease using the "CYREX" engines! Based on fictional resources, HyperProp utilizes the use of ThermoNuclear reactors in the name of space propulsion systems and many more interesting parts! This pack will be updated from time to time, so be sure to stick around for some cool updates in the future! Main CYREX album https://imgur.com/a/oSxBB7u Parts in this modpack Well know Issues CYREX-S slightly offset from center node. (doesn't affect use) VRTX-1 Jet engine has a problem of not jumping to low thrust mode upon flame-out of the atmospheric jet Tech Tree not yet configured for the parts Required Mods Smart Actuators Module Manager Kerbal Joint Reinforcement (recommended) B9 part switch Installation Place the folders from the downloaded folder into your game's "GameData" folder. If asked to replace files, do so. Get it here: GitHub: https://github.com/KerboNerd/KNI-HP-CYREX/releases SpaceDock: https://spacedock.info/mod/2137/Hyper Propulsion Sci-Fi engine pack Thanks Kottabos for reviewing the mod! Be sure let me know about the bugs you run into! That really helps the further development of the mod! Post any issues/bugs/errors here: https://github.com/KerboNerd/KNI-HP-CYREX/issues
  12. Here's a few ideas I had for new spaceplane parts, as well as a few suggestions for the current ones. And I know some of these suggestions are inside of mods, but I would like them in the base game for stock builds. New parts: A bigger Goliath - 3m Goliath anyone? But seriously, bigger engine, more thrust, for those heavy payloads... or just to get a tiny payload moving ridiculously fast. A bucket reverser 1.25 meter engine - Buckets are kool. A 1.8 meter engine - not as small as the J-20, but not as big as the J-90. A middle road jet engine. 1.8 meter aircraft parts Bigger FAT-445 Aeroplane Main Wings - Two new sizes actually. One wing is better than 50 wings glued together after all. Size 2 rounded fuselages Size 3 rounded fuselages - Or parts to make the mark 3 parts round. Pegasus XL styled Fuselage - Basically, a place to hold rockets and a place to tail fins to stick up inside of the fuselage New landing legs in many different styles - Including but not limited to, F-16 style, where they go 90 degrees (About) from the fuselage, C-17 style, Hidden inside a hump that attacks to the Fuselage, and WW2 fighter style, wheels that go up side ways instead of forwards or backwards. Aircraft heat shielding - For when you're going 1400+ M/S and things are getting a little toasty. Basically what I'm picturing is little body conformed wing like structures that you can click on to the aircraft's nose and belly, or anywhere else really. Aircraft antenna - Resistant to both heat and air speed. Edit parts: J-90 Goliath Pylon removable option - An option to remove the pylon from the engine so that when it's inline with the body like a tri-jet config, it looks cleaner. Engine Nacelle Pylon option - Option to add a pylon on to the part Shock Cone Intake animation - An animation that moves the cone foreword or backwards depending on if above or below Mach 1. Plus manual option to move cone forward or backwards. J-404 Model switching - New models that mimic some other jet engine nozzles, such as the F-22, the F-15, the Su-37, and the X-31
  13. KSP 1.12.3 Restock [1.4.3] Last Updated Feb 252, 2022 Release Album It's no secret that some of KSP's artwork is not great. Placeholder art made by a number of amateur artists throughout the game's development has resulted in a scattered mess of styles and qualities which is most evident in the part artwork. Recently Squad seems to be attempting to do something to attempt to address it, but they're taking the art in a direction we stylistically disagree with and does not solve the inconsistency issues that plague the game. Because of this number of community members have come together to try to create a project that revamps KSP's art. This project has the following goals: Create a unity of design and style for all parts: In order to minimize work we'll be targeting the revised aircraft parts, which are the largest consistent block of parts. Preserve the general aesthetic of KSP: We will do our best to keep the stylings of the more iconic parts while updating quality and fidelity. Create consistency in detail level: no more 4k textures for tiny parts! Minimize performance impact: use atlasing and efficient texturing to limit the need for any kind of better hardware than base KSP. Do not affect gameplay or part balance Features About 250 revamped parts (so far!) focusing on the ones that are used most in construction New part variants where they made sense Boattail, compact and regular variants for engines Orange insulated 3.75m tanks! Gold foil-wrapped probe cores New engine effects for all engines Check out the part replacement list for it is LARGE. Asset Blacklisting Restock uses a novel method to stop KSP from loading stock assets - a blacklist file. This reduces the memory footprint of installing this mod by unloading models and textures that are not required. However, this method may break mods that depend on the stock assets. There is an easy way around this as we provide a method to whitelist files. Check the entry on the Restock Wiki for more information about this. Known Issues Please check the issues list for more information on known issues. Some mods are currently not compatible, here's the ones we know about and some fixes. RemoteTech: Some parts will need to be whitelisted, no ETA Frequently Asked Questions Q: Will this break my existing stock craft if I add/remove it? A: It will not. Q: Did you change aerodynamics/colliders/drag cubes? A: We minimized the impact as much as possible. Let us know if you have a concern. Q: I don't like what you did with XXXX. How do I get rid of it? A: We wrote a whole page about it. Q: Something broke! My mod that uses the stock assets isn't loading! A: Look at the Asset Blacklisting section above Q: Will you redo the IVAs? A: Nope. Q: Will you redo more parts? A: Yes. Q: I found a bug, what do I do? A: Stay calm. Ask here if anyone else sees it. If not, post on our Issues board with screenshots/logs/reproduction steps. Q: I see you added some more variants? Can you add more? Every part in purple? A: Nope. Dependencies (Required and Bundled) Module Manager Licensing All configs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All plugin code is distributed under the LGPL All bundled mods are distributed under their own licenses. DOWNLOAD MIRRORS Primary (SpaceDock) Tertiary (Github) Issue Tracking and Source KSP 1.12.3 Restock+ [1.4.3] Last Updated Feb 25, 2022 We believe that there are a number of places where KSP is missing key parts - for example, the 3.75m, 1.875m and 0.625m size classes are a little sparse. Restock+ aims to create parts that fill these niche, and is a carefully curated, fully optional project (that requires Restock to be installed of course). Release Album Here's the list of new parts. Some of these parts overlap in purpose if the Making History expansion is installed and will not show up if this is the case. Frequently Asked Questions Q: How did you choose what parts to add? A: Typically these parts are missing from size classes. 3.75m and 1.875m parts for example lack basic conveniences such as orbital engines, drone cores and batteries. Q: Will you add xxxx? A: Probably not. Q: What's going on with the Making History-like parts A: If you own Making History, the Restock+ parts that overlap with the MH parts (fuel tanks, etc), will not be added. Instead, those parts will have their art replaced. Q: I found a bug, what do I do? A: Stay calm. Ask here if anyone else sees it. If not, post on our Issues board with screenshots/logs/reproduction steps. Dependencies (Required) Module Manager Restock Licensing All configs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All plugin code is distributed under the LGPL All bundled mods are distributed under their own licenses. DOWNLOAD MIRRORS Primary (SpaceDock) Tertiary (Github) Issue Tracking and Source Awesome People Contributors Artists Plugin Code Lead Testers @Nertea @cineboxandrew @Beale @Well @riocrokite @passinglurker @blowfish @DMagic @Tyko @Poodmund Support Us If appreciate the blood, sweat and tears that has been put into this project, please support us with a donation! It will be used to buy coffee/beer/assuage significant others and we really appreciate it.
  14. KSP Wishlist (Parts only) These are all the parts that I would love to be added into KSP at one point or another. Yes, I know there are mods that add these, but I simply like it better when these things are Stock so that they won't break with updates, I never have to worry about managing my mods everytime and that I don't have to worry about mods becoming outdated or discontinued. Please leave feedback or your own suggestions on what things you'd like to see. Parts: *Requires Making History DLC Engines: Paid: · Merlin 1-D equivalent with Vacuum variant · BE-4 equivalent · Raptor equivalent · Rutherford equivalent with Vacuum variant (0.3125 meter size) · RL10 equivalent · RS-68 equivalent (Maybe the Mainsail could be altered to fit this role) · RD-170 equivalent with 4, 2 and 1 nozzle variants · GEM equivalent with editable nozzles (change angle) · RS-88/SuperDraco equivalent with Launch Escape Mode (Full thrust regardless of throttle) · Turboprops and helicopter rotors. Free: · Rework of the ‘Thumper’ to equivalate with AJ-60A with editable nozzle · Variant of the ‘Puff’ with an inline-mount and higher thrust · 1.875m SRB with segmented variants (You can choose how many segments you want it to have)* Command: Paid: · Dragon 2 capsule equivalent · CST-100 Starliner/Apollo equivalent (Basically a flatter version of the Mk1-3 Command Pod) · New Shepard crew capsule varient · Passenger plane cockpit · New 0.3125 meter Probodobodyne probes for very small probes and landers Free: · Mk1-3 Command Pod with Silver/Shiny metal variant · Mk3 and both Mk2 cockpits with heat shielded bottoms Fuel tanks: Paid: · New 0.3125 meter size tanks with White, Black, Silver and Orange variants. Also with RCS versions · New 2.5 meter Liquid Fuel tanks for planes Free: · New 2.5 and 3.75 meter tank variants in full White, full Black and Gray/Orange (plus a higher quality 3.75 meter standard variant and Orange variant) · New 1.25 meter tank variant in full Black · New 1.875 meter tank variant in full White and full Black* · 0.625 meter tank redesign and more length variants. In full White, full Black and Silver/Grey variants · New Mk2 and Mk3 tanks with heat shielded bottoms · Redesigned smaller RCS tanks to match the larger ones Command and Control: Paid: · Low profile RCS blocks like the ones used on Falcon 9 · Larger RCS blocks · Larger place-anywhere RCS thrusters Free: · Redesigned reaction wheels Structural: Paid: · Strut-like adapters between sizes · Structural tube adapters between sizes. i.e. hollow adapters · 0.3125 to 0.625 meter adapter Free: · Redesigned Girders and I-beams · Structural tube variant in Black, Orange and Grey-Orange · Struts that snap on both ends Coupling: Paid: · Multiple size docking port, can dock both normal and Jr. ports · Strut-like decouplers for 1.25, 2.5 and 3.75 meter sizes Free: · Redesigned, animated docking ports like the ones used on real-life spacecraft · 1.25 meter engine plate · New engine plate variant in Black Payload: Paid: · 1.25, 2.5 and 3.75 meter cargo bays Free: · Mk3 and Mk2 Cargo sections with heat shielded bottoms · Redesigned Payload Fairings: Slimmer design that’s hollow. Think of it as a Structural Tube with Fairing capability Aerodynamics: Paid: · Grid fins · Slanted nosecone in the style of the Atlas V SRB’s · Large FAT-465 Aeroplane Main Wing for large planes Free: · 1.875 meter nosecones* · Wing pieces with heat shielded bottoms Ground: Paid: · Landing legs in 3 variants. Falcon 9, New Shepard and New Glenn styles · Sideways retracting landing gear with shallower bays · Large, open structure wheels like the ones seen on that Batman-style Mars rover concept Free: · RoveMax Model S3; basically a larger S2 like the Mars 2020 Rover wheels. Thermal: Free: · Tiny Radiator Panel · Black variant of heat shields Electrical: Paid: · Electric Servos. Can be used in 3 separate way. 1: Can be setup to work as a fin, wing sections can be connected that will act as wings/fins. 2: Can be rotated on command using the UI or Custom Actions and 3: Can be set to continually rotate at a given speed. Come in a variety of sizes. These will consume Electricity based on the amount and speed of rotation. · Electric hinges: Can be opened and closed on command either with the UI or Custom Actions. Come in a variety of sizes · Medium deployable solar panels in the style of Orion, Dragon and Soyuz · Round, deployable solar panels in the style of Orion · Round solar panels in the style of CST-100 Starliner · Massive solar panels like on the ISS Free: · Redesign of RTG · Redesign of deployable solar panels · Option to limit Solar Panel rotational range, Communication: - Science: Paid: · Camera; Can be placed onto any craft. It will photograph whatever it is aimed at and can send those images to the Tracking Station Can be used while in orbit around a body to record it’s geography and create a map that can be used to find a suitable landing spot. It will only record a small section of the surface at any time, so making a complete map requires a polar orbit and time. Maps can be uploaded to the Tracking Station from the craft Utility: Paid: · New 2.5 meter Crew Cabin for planes · More powerful Launch Escape System in the style of SLS/Soyuz Free: · Smaller radial parachutes · Redesigned Mk16, Mk16-XL and Mk25 parachutes so they look better New Mechanics: · Fairings are now solid and stuff can be attached to them. · Fairings can now partially be deployed from any chosen point upward. Players can now choose what part of the fairing separates and what part stays. It is also possible to have the top portion of a fairing stay attached to the craft, see the Launch Escape system of the Soyuz for an example.
  15. Hi, I've started work on a collection of parts that are remakes of the really, really old parts that existed from around 0.7-0.13 or something, as well as recreating some of their functionality. More images of the current parts made. Current parts and features done: Current Release GitHub page with source and plans Things I need help with: Next part on my hit-list: Old stack decoupler (I love the look of these things, despite their tall stature. I plan on having a 1/2-1/4th height variant that looks like the recently depreciated 1m stack decoupler, as well as a stack separator version) Feedback on the current models and textures I've made would be great. I'm trying to teach myself texture making because I've felt I've relied on procedural textures as a crutch for too long, so anything I could do in that dept. would be greatly appreciated. (Also terribly sorry this post is ugly, I haven't used this forum interface before, or really made a release page in general.)
  16. Hello, I have tried to design a very small Spaceprobe, when i saw that the Mass of it more than doubled when i tested it inflight. I have then experimented a bit, a the weight bonus is added to every Command part ingame inflight (+49kg). I am using a RSS/RP1 install in KSP 1.3.1 (via CKAN) . I have tried to trace it down to to a Mod, it should be somewhere in the RP1/Realism Overhaul in their dependencies. Ckan Modlist is linked there: https://www.dropbox.com/s/6uxbrf2xp7xnprw/RSS49KGBug.ckan?dl=0 . This bug, which is obviously greatly hurting my ability to make small Stages and Probes, can easly reproduced by just launching anything with a command unit. Thank you for your time Keineahnung4010 Edit: Picturesfolder: https://www.dropbox.com/sh/ijnxcjj9ore8r5m/AABHczmZT6-_xt6OX8j0e3TJa?dl=0 Edit2: Logfile: https://www.dropbox.com/s/zhddilm6d2abgqt/output_log.txt?dl=0 Craftfile1: https://www.dropbox.com/s/a6zjwmpx2cp9jw1/Test 1.craft?dl=0 Craftfile2: https://www.dropbox.com/s/4cq8kjnr1il5db7/Test 2.craft?dl=0
  17. STAR HORIZONS INDUSTRIES DEVELOPMENT THREAD Current: Sci-Fi Engines Engines from "relatively" realistic films and shows. All stats and performance are not final. Previews/Pictures (Imgur) Parts list: To-do List Smaller 2.5m "Eilanda" Engine Pre-"Eilanda" Fusion Engines Plasma Chemical Rocket Engines (From Interstellar) more engines i guess HEAVY WIP/PREVIEW: Star Horizons Industries: Sci-fi Spacecrafts (Imgur)
  18. Flat-Bottom Shuttle Systems is a modular parts pack which allows you to build flat-bottom space planes! These parts have a triangular cross-section of 2.5m and, due to the flat bottom, provide some lift. Please note, the RasterPropMonitor mod is required for the IVAs and will have to be downloaded separately. Comments and feedback are appreciated. Updated: 3/17/2019 The latest update includes surface-attachable wings, added adapters for Mk2, Mk2.5 and Mk3, and new engine mounting plates. Now uses B9 Part Switch. Download from: SpaceDock Required: RasterPropMonitor Parts List: Sample Images: Cross-section Specifications: Please note this mod is still a work in progress. Next Update:
  19. KERBAL KRISTMAS PACK Provided by Santa Gift Industries, a subsidiary of Integrated Phoenix Industries. DOWNLOAD: https://spacedock.info/mod/2034/Kerbal Kristmas Pack - Lights and presents DESCRIPTION: Just a fun little silly festive mod which adds attachable lights and a KIS container present. Requires Kerbal Inventory System (KIS) to function. You can get KIS here: NOTES: - I haven't figured out how to do colour changes on one part, so the lights are separate parts for each colour. CHANGELOG: v1.0 -First Release
  20. Does anyone have any hard data for the height of each part (Ideally in meters)? I've been trying to find them, but I can't find any kind of list with that information. The parts list on the wiki has radial size, but not height. Does anyone have a personal or public link they can post?
  21. The mod would consist of 2 parts: they will be Environmental Exposure Laboratories (E.E.Ls ). There will be a space and surface version of that part. Space E.E.L : Would be a deployable 2.5m wide module. when deployed, it would still be able to fit inside a 3.75 container. The main idea would be able to conduct 3 experiments (one on a plant, the other on an animal, the other on a fungus) by exposing them to the environment around them. Unlike any other experiments though, It would have a capacity of 2 kerbals, (0 when undeployed) and would have to have at least one scientist to conduct. The experiment would also take 1 kerbal day to conduct. It would have on-board electric charge and an openable container to store stuff (much like a service module.) However, it will refuse to inflate when on land due to "low structural integrity to be deployed in a gravitational sphere of influence" Land E.E.L : Would have almost the same features as the Space E.E.L, but it would only be able to be deployed on land due to "parts requiring gravity to operate" and would also have a different texture. Finally, it will have deployable little legs at the bottom. Both E.E.Ls would have separate logs for every accessible biome and would be designed by "Core Industries Research & Exploration Laboratory" or C.I.R.E.L This is so far only an early concept, and I personally lack the programming skill to execute it myself, so suggestions are fully welcome!!!
  22. I personally really want a stock centrifuge habitat to be implemented into the newer ksp versions. I would like to see your ideas though too. @UomoCapra please consider doing this
  23. (KAX, FireSpitter, TweakScale - for 1.4.1 to 1.7.0 Kerbal Aircraft Expansion /L - Under Lisias Management, forever THE pack of selected vanilla-inspired parts for your aircrafting needs! In a Hurry Release 2.8.1.0 [2021-0824] Announce. Download SpaceDock GitHub Issue Tracker Documentation Yes, it works with KSP 1.12.5 YES, it works with KSP 1.7.3 (with Making History and Breaking Ground) YES, it works with KSP 1.3.1 too!!! Project's README Install Instructions Change Log Known Issues TODO list Description An Add'On for Kerbal Space Program Originally created by Keptin, then maintained by SpannerMonkey and the SM Industries team, and now under Lisias' Management, KAX is a pack of select vanilla-inspired parts for your aircrafting needs! Included Parts: Turboprop Radial Engine Radial Engine Long Cowl Electric Propeller Helicopter Main Rotor Helicopter Tail Rotor Heavy Landing Gear Jump Jet Engine 2M Aircraft Cockpit 2M Fuselage (jet fuel) 2M Structural Fuselage (empty) 2M Tail Boom This Add'On Requires Firespitter and Module Manager to enable all the features. Project Directives This Management (Lisias) had agreed to oblige himself to the following directives for this project: KAX will remain KAX it will not be rolled into another Add'On it can be expanded expansions must be in keeping with the tone of the Add'On it must be vaguely (as much as possible) stockalike. This project aims to preserve the stock a like compatibility and versatility of these parts, and any subsequent parts will be designed with that in mind. The goal is that any new part will blend seamlessly with the current parts and add to rather than detract from the Add'Ons functionality. Acknowledgements Powered by Firespitter, special thanks to Snjo for his plugin. Additional Models by @SpannerMonkey(smce). Stockalike textures by Doctor Davinci. Greetings to @TheKurgan for his helpful work on the SMCS's add'ons (including this one). See LICENSE for the formal legalese. Please note the copyrights and trademarks in NOTICE. References SpannerMonkey(smce) -- Previous Maintainer Forum GitHub Keptin -- Original Author Forum Curse Forge
  24. I recently reinstalled KSP on my laptop as I had to get Windows reinstalled and it wiped everything. Whenever I try to attach something radially it won't attach perpendicular to the surface and I have to rotate it manually. It's really annoying, and ideas?
  25. I seem to recall that a long time ago, someone suggested a simplified part selection UI. The gist is that instead of having to pick from tens of different but similar-looking fuel tanks, you just pick any fuel tank, right click on it, pick the length and radial size, and the part changes accordingly. Kind of like tweakscale, but the part actually switches to another part instead of simply altering the size of part. It's also not procedural parts, because it uses the parts already in the game. Now that part variants are a thing, I think this is not too far off. It could be like that, but with size instead of color. This could really save some time when designing a rocket.
×
×
  • Create New...