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  1. File structure has changed, delete old version if updating from 1.2.1 Attribution-NonCommercial-NoDerivatives 4.0 International Mk3 Shuttle Pack (aka Shuttle Lifting Body) is required to use this add-on. Shared textures are engines>CA_STME and shuttleStack>CAet Attribution-NonCommercial-NoDerivatives 4.0 International - If you like what I do and would like to donate it would be appreciated If you would like to see a mod supported by Cormorant Aeronology, write an @part patch and message me with the patch and a link to the mod so I can check it out. Like these fine people did Realism Overhaul Patch by @DrLicor (Github Link) 2.5x Scale dV Patch by Me and @TheRedTom on Github (Works with Quarter RSS by @pap1723) Real Plume Configs by @VenomousRequiem included USI-LS patch by @FellipeC included TAC-LS patch by @Spike88 on Github Cool Rockets effects by @damonvv on Github Stock Fuel Values by @PickledTripod on Github (Adjusts the ET and boosters to match Stock fuel volumes. Best used in 2x-3x systems) Shuttle Payload Technologies by @MrMeeb Ultimate Shuttle IVA by @G'th (RPM/MAS/ASET) Kermantech MK3 IVA by @luizopiloto (ASET based IVA) 6 seat Mid-deck IVA by @Daelkyr CxAerospace by @cxg2827 Persistent Rotation by @MarkusA380 Atmosphere Autopilot by @Boris-Barboris Gravity Turn by @Overengineer1 and @AndyMt (Set your roll to 180 at launch) Changelog This mod redistributes Firespitter Core by snjo and Roverdude - Forum Thread Module Manager by ialdabaoth and sarbian - Forum Thread Attribution-NonCommercial-NoDerivatives 4.0 International Parts derived from stock assets are free to be used in any way: CAdelta, CAstrake, CArudder, CA_Elevon1, CA_Elevon2 ----------------
  2. Download on Curseforge or Github or SpaceDock. Also available on CKAN. KerbGuise Experimental engineering (KGEx) Brings you: The Gold Standard (TGS) Adopted for curation by @zer0Kerbal, originally by @Dewar This mod adds the pursuit of gold and an extremely rare resource called Unobtainium to the game! This resource part mod adds eight new parts and adds functionality to several stock parts in Kerbal Space Program. Preamble by @Dewar: Now with SMX support! Now with full SCANsat and Galileo's Planet Pack Compatibility!) This mod adds the pursuit of gold and an extremely rare resource called Unobtainium to the game! Gold Ore now appears on planets/moons Gold Ore can be mined and smelted into Pure Gold with the Smelter Return either Gold/Gold Ore back to Kerbin for profit Gold is heavier than Gold Ore, which is heavier than Ore Full integration with Vanilla drills and scanners Vanilla Drills and Surface Scanner available slightly earlier in the tech tree Only 8 parts (just over 3Mb download), low memory usage. Get over that mid-career fund grind in a fun and challenging way! What is Unobtainium? Unobtainium is an extremely valuable resource that generally spawns on high-G and extremely distant worlds. You can mine Unobtainium using the vanilla drills without needing a converter in-situ. Drills mining Unobtainium operate much more efficiently with both a scientist and engineer aboard. Unobtainium is a little more dense than gold, so ensure to bring adequate Dv! Finally a monetary reason to land on Eeloo, Eve, Moho/Icarus, or any of the other seldom visited worlds! This mod is not meant to be an easy cash cow; rather, a difficult alternative to contract spam. There is no gold on Kerbin, and be careful when choosing a mining site as only deposits of >2% (mini drill) or >1.5% (large drill) will yield gold ore. The gold ore can be returned for an okay-ish profit, but be aware that gold ore is basically 9/10s ore. So there are obvious benefits to smelting in-situ. The Smelter needs power, cooling, and an engineer to function at its full capacity. Pure Gold is, by design and IRL, HEAVY! Feel free to post any working ship/base designs! Note on returning with your space booty: Land near or on the space center to avoid diminished returns. Cabin notes: WIP - work in progress Am open to adding one more resource beyond Kerbin's influence, great project for someone! Community Tech Tree integration and Tech Tree Balancing (need feedback) Further Weight/Cost Balancing (need feedback) I have not personally tested the patches Have a request? Glad to have them, kindly submit through GitHub. See the README in the Localization folder for instructions for adding or improving translations for languages other than English. GitHub push is the best way to contribute. How to support Discussions: See Discussions or KSP Forums for discussions and news on this mod Changelog Summary See ChangeLog for full details of mod changes Known Issues See Known Issues for full details of feature requests, and known issues Installation Directions: Use Dependencies Kerbal Space Program may work on other versions (YMMV) Module Manager Recommends Comprehensive Kerbal Archive Network (CKAN) Suggests SimpleLogistics! SimpleConstructon! Not So SimpleConstructon! Biomatic Docking Port Descriptions Shielded PicoPort On Demand Fuel Cells Field Training Facility Field Training Lab Transparent Command Pods Nuke Tiny Parts Scrap Yard DaMichel's AeroRadial DaMichel's CargoBays DaMichel's Fuselage DaMichel's Spherical Tanks Deadly Reentry Lite Vanguard ProbiTronics CTN B9 Stock Switches HotBeverages Contract Configurator Stockalike Mining Expansion (SMX) Supports Kerbal Changelog SCANsat Galileo Planet Pack Kopernicus Stockalike Mining Expansion (SMX) Conflicts none Replaces none Tags parts, addon, resources, config red box below is a link to forum post on how to get support Legal Mumbo Jumbo Current Forum: Thread Source: GitHub License: Original Forum: Thread Download: Link Source: GitHub License: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v1.6.0.0 original: 01 Oct 2019 zed'K | updated: 24 Jul 2021 zed'K
  3. Airplane Plus Powerful stockalike parts for aircraft enthusiasts. Feedbacks would be helpful. And if you have time, please take the Poll: Click here to vote on what part do you want to be added Download at: Spacedock · Curseforge Github Want to support me? You can on either of these: PATREON User Patches: Tweakscale Compatibility RPM Compatibility AJE Compatibility F-16 Cockpit RPM Remotetech Config Community Tech Tree Sound Issue Workaround is under "Issues" Below If you want assist in hovering, I recommend this mod I'm using Craft Files (Click Image): Release 22-24: Release 20: Old Files: Extra Images: Old Part Selection Images: -- Collection of Aircraft Photos: https://imgur.com/a/ySFgL Old Album: http://imgur.com/a/6kDLM -- APU in Action: Huey in Action: Machbuster Video: Extra: Demonstration of the Tilt-Rotor function, assisted VTOL landing and New Diagonal Gear Other videos: Latest Changelog: Installation: Remove old folder if there's an old installation. Copy the GameData folder into your root folder. -Included in the pack are AirplanePlus and Firespitter folders. It also packs ModuleManager* *I do not own these mods, I merely packed them in for Airplane Plus to be functional and avoid linking downloads for dependencies. Big thanks to their Authors. FAQ: License: *I only take credit on my parts. Firespitter and Modulemanager which are included in the pack are made by different authors with their own licenses. Most performance configs powered by @Tanner Rawlings Shout out and big thanks to @acc for doing a test run back then. @kiwinanday helped a lot on producing important info in reconfiguring performance, thanks a lot!
  4. Starship 2021 Design (S20) Hello! This is the first time I work on a KSP mod, so pls be gentle Right now the mod is still very incomplete, it only has the Ship part of it and even that is still missing a lot of details. Down below you can see all the current features, screenshots, compatibility, dependencies and a longer description about me and mod. First of all, here's a little event I did on my KaioSpace youtube channel when I first released the mod for my Patrons to test: Screenshots: Dependencies: TundraExploration is required for the flaps to function. TexturesUnlimited is required for you to see the shiny metal. CryoTanks are required because of the LqdMethane configuration as of 1.2. (This was an accidental thing, I'll see if I can make it optional for 2.0, alternatively, you can probably delete the tank configs in the Patches folder of the mod) Recommended: CryoEngines - For more accurate Raptor replicas until I make my own. My mod includes a config for the engines and tank contents to be compatible. Waterfall - For the raptor exhaust plumes. HullCameraVDS & NeptuneCamera - For the FlapCam/WindwardCam/DownwardCam if you want to do fancy videos. StarshipLaunchExpansion - For the suborbital clamp and launch tower. Kari's Starship Expansion Project - If you need a booster that fits with my starship until I release my own, Tundra's works too. (I tested both) Installation: Place the KaioSpace folder in the zip file inside the KSP GameData folder. Launch the game! Yup, should be that simple. On CKAN all you have to do is select and install. I have not made a craft file for it yet, but if you're familiar with other Starship mods it should work very similarly. You get an extra option to toggle the vents with an action group on the nose and tank section. I recommend that you set the nosecone to lower fuel Flow Priority so the header tank remains full until its really needed, also balances the weight better on descent. Features usually get released to patreon first a couple days early and then I will make a public release once all testing is done. The next major update (2.0) will likely be the SuperHeavy Booster. NOTE: Starship S20 does NOT have legs so I didn't model any and likely wont until we have a new design at Starbase. If you want to use legs you can use Tundra's legs for the time being. You just need to do some weird symmetry because S20+ has a new skirt design. Download: Spacedock (& CKAN) | Dev Versions: Patreon Roadmap: Trello License: MIT About Me & Mod: I'm Erito. I'm a 3D artist who has been making renders for a while and had the pleasure of joining a group of other Spaceflight artists who have been helping me improve. Since last year I've been addicted to Starship's development and I had the idea to make this mod in January 2021 but stopped because I wasn't making progress learning (because quite honestly the documentation for modding isn't.. very friendly or updated for new devs, but that's a rant for another day). Few months later I restarted the project and here we are. I very regularly post updates on Twitter and my Discord about the mod, tho keep in mind if you join my discord I'm extremely strict with my rules, no memes, only Starship/3D modeling/Chill talk, and I'm also known for not dealing well with younger audiences. RSS/RO Configs: I'm not planing to make RSS/RO configs myself, but you're free to post your configs on this post and I'll list them here below. I will not test them myself (I'm bad at RO lol) so use at your own risk & let me know, also send me pics on twitter!!: Modder Resources for making compatible mods: Changelogs: Work In Progress:
  5. Introducing Konstruction! Konstruction adds new parts and game mechanics to KSP centered around base and orbital construction! Features: Weldable, configurable construction ports, with auto-rotation and configurable parameters on the fly. Once connected, these can be removed, resulting in a permanent joint between the parent parts of the two ports. Design your assembly in the VAB, cut it up and add construction ports, reassemble in-situ. Great for large bases and stations, or building larger vessels in orbit! Konstruction also includes an array of parts that can be used to create forklifts, cranes, magnetic couplers, stabilizers, etc. - ideal for building vehicles to help with in-situ assembly. If Module Manager is installed (not included till an official 1.2 version drops), the claw will have a magnetic grappler added to it automatically. Lastly, Konstruction includes the absolutely adorable Akita Rover. Small enough to fit in a Karibou cargo bay, great as a little runabout for your base. And now the important bits! Download Links Use any of the links below to download this mod, or pick it up via CKAN. Source Code and Change Log Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Configuration files and code are licensed under the GPL v3 license (see attached). 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
  6. Universal Storage is a modular parts mod, allowing you to build custom service modules. It is highly integrated with the most popular life support mods, DMagic Orbital Science, and Kerbal Inventory System. Part library and more information available at kingtiger.co.uk/uvsii Universal Storage II (UvSii) is the follow up to KSP’s original wedge based parts mod, Service modules are build from a central core, around which you can place various resource and processor wedges. Customization fairings complete the service module, providing aerodynamic shielding with access via payload doors. Most parts are resizable allowing increased storage capacity while keeping part counts low. New features Separate fairing parts provide full comparability with the stock aerodynamics system. Parts feature multiple height variants allowing greater capacity without bloating part count. Fairings feature multiple paint variants, allowing you to match the look of your craft. Full KSPedia articles including animated gifs. Localization support including KSPedia. Support You can post bugs and feature requests on our bitbucket issue tracker: https://bitbucket.org/uvs2/universalstorage2 Or post in this thread and we'll do our best to help you (using bitbucket makes it easier for us to help and is preferred). Download from OneDrive Use the onedrive download to access: Previous versions Beta releases Source code Balance spreadsheets and other information Download at Space Dock You can download the mod at SpaceDock. There is a separate version for KSP 1.3.1 so make sure you download the correct file. Use the changelog button on SpaceDock to view each version. Features Three step build process Service modules are built from three basic parts. The core provides the structure with space to attach payload wedges and the fairing provides aerodynamic shielding. For more information on the build process check KSPedia in game. Multiple configurations Most parts have multiple height options, allowing increased resource storage without bloating part count. Cost, mass and capacity all scale linearly so every configuration is balanced. Larger cores and fairings have multiple configurations. The cores feature a central fuel tank or a crew transfer tunnel (for use with Connected Living Space). Selected fairings can be configured as a payload bay for use without a core or wedges. Fairings can be configured to match the look of your craft, with either Porkjet, Gemini, Apollo or Saturn paint schemes. Designed to work with 3rd party mods Built from the ground up to provide resource storage for popular life support mods. The game will automatically detect which mods you have installed (via module manager) and load payload wedges to match. In addition, Universal Storage is closely linked with DMagic Orbital science to provide a large selection of wedge format science experiments when both are installed. Wedges are Kerbal Inventory System (KIS) compatible, allowing Kerbals on EVA to swap out wedges as part of a resupply mission. Compatible mods Connected Living Space DMagic Orbital Science Not currently working, Orbital Science will be updated to be compatible soon. Kerbalism Kerbal Inventory System Kerbal Operating System Snacks TAC Life Support USI Life Support KSPedia Full KSPedia support provides in-game information on the parts, their features and how to build craft. The mod includes support for animated gifs in KSPedia pages (see source code for detailed information). Career mode support The mod is fully compatible with career mode, with parts balanced against their non-wedge equivalents ensuring there are no ‘cheat’ parts. Part unlocking follows a logical progression with the majority of parts available at tier five and six. The Universal Storage Team Daishi – Nox Industrial 3D models Textures Animations A highly proficient 3D modeller and animator, Daishi has created the parts for Universal Storage and other mods on KSP. If you would like to support Daishi’s modelling work you can donate via the paypal link below. DMagic – DMagic Orbital Science Code KSPedia With 18 mods currently on SpaceDock, Dmagic is one of the games most prolific modders. Probably best know for Orbital Science, he is also the current maintainer of SCANsat and author of many other ‘quality of life improvement’ mods. Paul Kingtiger – New Horizons Original concept Research and part balancing Website Paul has created a number of minor balance mods for KSP but Universal Storage was his first large scale mod. When not playing around with KSP Paul plays Paradox grand strategy games and World of warships, as well as messing around with physical computing and restoring old electronics. Note: Paul is not actively involved in Universal Storage development at this time. Translation credits Thanks to the work of these amazing volunteers, we are able to offer full localization support for Universal Storage. Italian: CRL42 German: StarStreak2109 Spanish: @Janderklander - Sergi Ruiz Brazilian Portuguese: Kastruss Source Code You can download the source (zip file) using the link below. Universal Storage Source Code FAQ Nothing works like it should! Make sure you have the correct version of the mod to match your KSP install. KSP 1.3.1 and KSP 1.4 (and later) versions have different requirements. You can find and download the correct version of the mod using the links above. If you have made a mistake, Delete the Module Manager file and the Universal Storage II folder in your GameData folder and try again. Check KSPedia! Answers to the most common questions are in game via KSPedia. There is a problem with X science experiment! Universal Storage II does now contains basic science parts, which are augmented by DMagic Orbital Science, a separate mod. If you have a problem with a science part make sure you include the name so we know who to ask for help. DMagic is one the Universal Storage team so he checks this thread, alternatively you can check the Orbital Science thread for support. How do I install the mod? Download the file and unzip it. Then copy the GameData folder to your Kerbal Space Program folder, merging / overwriting any files when asked. Can I have Universal Storage and Universal Storage 2 installed together? Yes, the two mods are entirely separate and will work side by side. The parts list in the VAB will be a little cluttered, and I recommend completing any missions using the old mod, recovering the craft, then removing Universal Storage (simply delete the folder from your GameData file). You can then continue just using Universal Storage 2. How can I find the parts. The cores and fairings are found in the Payload category. Fuel tanks and Batteries are found under Fuel Tanks and Electrics. Most other parts are under Utility. However the easiest way to find the parts is to type Universal in the search box. How do I remove the mod? Simply delete the Universal Storage 2 folder in GameData. Note that any craft using parts from the mod will break, so make sure you have recovered and craft using Universal Storage II parts before removing the mod. How do I upgrade the mod? Simply download the new version and install as above, overwriting any existing files. How did you balance the parts? The original Universal Storage parts were balanced against real world craft and technology. This made for realistic parts, but many were badly balanced against other parts in game. For Universal Storage II we decided to balance parts against the stock parts in game or the various life support mods. This ensures that costs, mass and capacity are balanced against the rest of the game, so there's are no 'cheat' parts. LICENSE Models, textures and animations The models, texture and animations, including the .mu files are copyright of Simon Hinton who reserves all rights. New Zealand Copyright Act 1994 You may download and used these files and modify them for personal use. You may not publish or share these files or derivatives of these files. You may not reverse engineer these files. You may externally reference these files using the model command in KSP. For permission to use the model and texture assets in a way other than the above message Simon via the KSP forums. You may share screen shots, videos and streams featuring Universal Storage (credits back to here are appreciated) All other files and images Code including .DLL and .CFG files are released under the MIT license Copyright 2018 DMagic, Paul Kingtiger and Simon Hinton Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
  7. Download on SpaceDock here or Github here. Also available on CKAN. Looking for someone to update IVA's from RPM to MAS - Looking for someone to update Legs to Stock and/or KSP Wheel. Have a patch to add? Kindly do submit! Transparent Pods Repressurized Formerly known as Transparent Command Pods Continuation of Transparent Command Pods by (first by nli2work), now continued by zer0Kerbal with community support. *** THIS IS ONLY PARTS, and not the JSI Advanced Transparent Pods mod (.dll). *** Hero Shots (Post your hero shots below!): Adds eight (8) parts to Kerbal Space Program Parts (tiny girders shown on hero shots not included (part of Nuke Tiny Parts)): 2.5m Panopticon Command Pod — by @nli2work — now with all the modcons. 1.25m Cyclops Command Pod — by @nli2work — now with all the modcons. 0.625m Mono Pressurized Command Chair — by @nli2work — now with all the modcons. ~0.2m Micro Lander Leg; radial and ventral mount configurations — by @nli2work ~0.3m Micro Klaw Micro Advanced Grabber Unit. — by @nli2work Handrail — by @nohark Handrail, short— by @nohark @nli2work (the mod's original author) has given permission to release this (s.i.c). The license is ( CC-BY-NC-SA-4.0 ). See ChangeLog for details of changes Extract to your KSP folder. Requires: Kerbal Space Program Recommends: Transparent Pods user experience benefits from having these installed Module Manager RasterPropMaster— JSI RPM 0.1.20.0 Required for full effect; be sure to use latest compatible DLLs provided by MOARdV++ JSI Advanced Transparent Pods Suggests: Kerbal Change Log Known issues: You may modify for personal use. You may redistribute content with attribution to original author nli2work, plus any other attribution where required. You must redistribute under identical license, CC BY-NC-SA 4.0. https://creativecommons.org/licenses/by-nc-sa/4.0/ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date License has been updated to: CC-BY-NC-SA-4.0 Link to original thread here. Source Code: Github Repo.
  8. Including Iridium Next, New Horizons and soon many more! (Check roadmap for what is coming) Join me on Discord! (DEV talk only) (Special Gojira Guide HERE) Tundra Exploration pics: Tundra Technologies pics: Planned features Roadmap Known issues IVAs are weird. A future update will be focused on IVAs! Is your Starship black? Go to the main menu > Settings > Graphics > Make sure the Reflection Refresh Mode is on. "No tank type named 'RR_CryoMLOX' exists" means you have RR but not CRP, or you have RR, CRP, and WBI classic stock, and the WBI feature isn't working right. Make sure you have RR 1.16! Required Mods Kerbal Reusability Expansion (For the F9 legs and grid fins) B9 Part Switch (For part switching) Module manager (For all your module manager needs) Not required but highly recommended: Textures Unlimited (For a shiny Gojira Mk4) Recommended Mods MAS Interactive IVA (For big screens inside Rodan command pod) Modular Launch Pads (For those awesome towers) Waterfall (For those amazing plumes) Near Future Props (for custom props inside IVAs) Smokescreen (Realplume NOT required!) Flight Manager for Reusable Stages (For landing your BFR/F9 first stage) Omega482's Stockalike Structures NTR (For your Ghidorah and Gojira landing needs) Basic DeltaV - Basic Orbit by DMagic (For better understanding of how much fuel you have to land all your crafts safely back) Tundra's Space Center (To launch from LC-40!) Near Future Solar (For the Solar Panel plugin if you want full 180 degree tracking) Not supported Mods Atmospheric autopilot FAR Beta versions on GitHub Realism overhaul config patches (Currently for TE v1.6 only) by @Nessus_ A very special thanks to @Beale, @CobaltWolf and @Nertea for the help and advise they give me to make something awesome. And @DiscoSlelge for creating those awesome patches! And a massive thanks to @ValiZockt, @Rock3tman_, @Nessus_, @JadeOfMaar, @Starwaster, @neistridlar and @Infinite Monkeys for the help of balancing some of the rockets for a better gameplay! Changelog: Any of the configs are distributed under CC-NC-SA-4.0 License. All Textures/models/plugins are distributed under All Right Reserved License. SootyShaderLoader is based on the custom shader importer by shadowmage and modyfied by DMagic with custom modules and settings. CKAN is NOT supported by me, any problems with it is not on me. (kinda) Follow me on Reddit! /u/damonvv Consider buying me a coffee or a rocket ticket!
  9. Download on Curseforge, Github or SpaceDock. Available on CKAN. ScrapYard (SYD) This is the new thread. Original thread here. The Common Part Inventory Preamble by @severedsolo: So you may have heard that @magico13 is giving up modding KSP. I've got the honour of taking over support for ScrapYard, because it makes sense as I have my own mod that depends on it (Oh Scrap!). I want to take this opportunity to thank magico13 for all his hard work and contributions to the community over the years, as I know that my own KSP experience would be much poorer without his mods. Anyway, enough from me. The bit you are actually interested in ScrapYard is a mod that provides a part inventory that can be shared between multiple mods. Parts are added to the inventory when you recover a vessel and are removed from the inventory when you build a new vessel. If you have ever played with Kerbal Construction Time, it's a significantly improved version of the part inventory that KCT had, that is also able to be used by other mods. As of writing, ScrapYard does the following: Parts are added to the inventory automatically upon vessel recovery Parts are applied in the editor (not automatically like with KCT) Parts are then pulled from the inventory on build (mods can change when this happens) Parts are stored individually in the inventory along with any modules that “define” the part (think TweakScale and Procedural Parts) The number of times “like” parts are used is tracked and available for mods, both total uses and number of builds (KCT’s part tracker feature, expanded) Parts are trackable from the moment they are placed in the editor until they are removed from the game via a unique ID that transcends recovery and new builds The number of times an individual part is recovered is tracked, perfect for consumption by part failure mods (WIP) Funds can be overridden so that using parts from the inventory do not contribute to the cost of the vessel. You do still need to have the full amount of funds (for now). ContractConfigurator support for adding or removing parts from the inventory as part of contracts Installation Directions: Use CKAN Changelog Summary See ChangeLog for full details of mod changes Dependencies [x] [Kerbal Space Program] may work on other versions (YMMV) [x] [Module Manager] [x] Magiccore Recomends [x] [OhScrap!] [x] [Kerbal Change Log] Suggests [x] [StageRecovery] [x] [Kerbal Construction Time] Supports [x] [KRASH [x] [TweakScale] [x] [RemoteTech] [x] [FAR] [x] [ContractConfigurator] Conflicts none known Special thanks to @SiriusSam for the original idea of creating a separate part inventory way back in 2014 and for the name, and to @enneract for discussion and design help. As a player, why do I want this? If you are using Kerbal Construction Time, all balance is assumed you have this mod. It will substantially reduce build times for both vessels that use parts from the inventory and new vessels that use frequently used parts due to the part tracker. As of writing, no other mods are using this framework, but when they do this mod may be required. And this mod can be used by itself with the override funds option to play with a very different play style. As a mod developer, why do I want this? There are numerous reasons you might want to integrate with ScrapYard (with a hard dependency or a soft dependency, both options are offered), here are just a few that I can think of off the top of my head: ScrapYard provides a way to uniquely track a part during its entire life cycle, from the moment it is placed in the editor until the time it is removed from the game. That includes surviving through multiple recoveries and launches. I imagine part failure mods might get the most use out of this, but surprise me! By using a developed, common system you don’t need to worry about implementing your own part inventory and automatically gain support with other mods. Spend more time writing new features instead of rewriting something that exists. Fine control over the modules that are stored with a part. Once Module Manager support for module templates is added, you can create a new module and a module manager patch to automatically store your module and its data with a part through its entire lifecycle. Module templates use MagiCore’s MathParser to allow for logic processing within the config file (currently limited to just numbers, strings will likely be added soon). Until Module Manager is supported, you can just edit the ModuleTemplates.cfg file directly.  Get information about how often parts are used on a total used and number of builds basis. This is referred to as either the Part Tracker or the "Like" Part Tracker since it just tracks parts that are like each other (same name). Many more that I can’t think of off the top of my head Mods using ScrapYard: Kerbal Construction Time by @linuxgurugamer / @magico13 Oh Scrap! by @severedsolo / @zer0Kerbal red box below is a link to forum post on how to get support License aka Legal Mumbo Jumbo Source: GitHub License: All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses Original Thread Download Source: GitHub License: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v2.0.1.0 original: 01 Oct 2019 zed'K | updated: 16 Mar 2020 zed'K
  10. Explodium Breathing Engines "Jet" engines that (actually!) use Eve's atmosphere and Oxidizer. License: MIT License except for re-coloured textures, which were derived from art belonging to Squad / Deported B.V. Download from SpaceDock or from GitHub. Supports KSP 1.12. and supports RealPlume Stock and now Waterfall. It had to happen. After good success with @GregroxMun's Alien Space Programs and @OhioBob's Eve Optimized Engines, along with an old discussion about atmospheric engines using oxidizer instead of liquid fuel, I just had to ask how hard it would be to make jet engines that would breathe "explodium vapour" likely found in Eve's atmosphere and burn it with oxidizer to produce efficient thrust. @JadeOfMaar and @wasml pointed me in the right direction, @DStaal filled in a few blanks, and I hacked together some parts. Introducing Explodium Breathing Engines. A set of cloned configuration files from stock jet engine parts that use oxidizer only, and a new resource configuration found hypothetically in Eve's atmosphere: "Explodium Vapour" evaporated from Eve's Explodium Sea. This vapour may also be present on other planets in popular planet packs. Further rebalancing has happened based on resource abundance and a pure ethane (C2H6) reaction with oxygen. Resource abundance now has a direct impact on engine performance. This is turning from proof-of-concept into something realistic, while still being fun to use. There really is some science behind this that I explain at the project's Wiki, and hammered out in a more recent add-on discussion thread. Modified parts include explodium versions of all intakes, oxidizer + explodium versions of nacelles, oxidizer only tanks and wet wings, and underworld-themed engines: J-21 "Hades" J-34 "Zephyrus" J-91 "Atlas" J-405 "Sphinx" J-X5 "Beelzebub" and let's not forget our favourite: CR-8 L.U.C.I.F.E.R. (Large Unkerbal Cycle-Interchanging Fueled Explodium Rocket) Introducing for 1.7, engines for gas giants, failed or otherwise. Consider this a counter-challenge for Team Galileo: J-22 "Dorothy" J-35 "Scarecrow" J-406 "Lion" J-X6 "Tinman" J-92 "Wizard" and finally the CR-9 S.L.I.P.P.E.R. (Science-Light Impossibly PerPosterous Explodium Rocket) All parts should have a distinct appearance to separate them from stock parts. I put all of the modified parts and ExpVapour resource configurations in a GitHub repository. MIT license to match OhioBob's choice for the Eve Optimized Engines. I'd be glad to let others into the project who know better than I do. The to-do list includes: (The to-do list is finished!) Rewrite parts as Module Manager patches to remove dependency on Squad art (Done!) Fix the intakes to work on Eve only, somehow (Done! Intakes are now zero EC harvesters.) Fix the resource config if needed, integrate with Community Resource Pack (Not necessary as it turns out.) Rebalance engine performance based on tester feedback (we might be almost done!) Produce different artwork to identify the explodium-based parts (I'm just missing some tricky parts.) Create RealPlume configurations; I'd like to do a different colour plume for these like the blue from an ethane flame (This was quite easy, as it turned out.) Maybe get some help with CKAN, publish to Space Dock (SpaceDock done, CKAN should be done) Known problems, should not impact play: Ore mining contracts will appear in Career mode when you unlock tech nodes with harvester parts. This might be a game design problem with contracts lumping all resource harvesters together. Pay attention to contract requirements, because there might be a "Gather 2000 units of Explodium Vapour" contract that won't make sense because there are no containers for it. No colourized textures are available for the Atlas engine or Big-OX wings. The wings don't take well to colourization, and the Atlas causes null reference exceptions if using an alternate texture. Harvesters have a small amount of ExpVapour loaded by default. This means engines will work for a few seconds at launch from Kerbin, but will quickly run out of vapour. This may be needed in KSP 1.3 though. Slow frame rates may happen if using the RealPlume configurations. Update SmokeScreen to 2.7.4 or later to address this. (KSP 1.3) Stationary harvesters will harvest zero ExV, such as craft on launch clamps or with wheel brakes engaged. Once motion starts, harvesters will start harvesting. (KSP 1.3) Engine resource shows up as "Ex V" instead of "Explodium Vapour" in VAB or SPH. Other resource name strings not affected for some reason. To use this part pack, grab a release from GitHub or SpaceDock, and put the "GameData\ExplodiumBreathingEngines" folder into your GameData folder. To use a RealPlume configuration, install RealPlume-Stock and update its SmokeScreen installation to 2.7.4 or later. If you don't install RealPlume, you'll still get a different engine plume for some engines but most will use the stock jet plumes. To use Waterfall plumes, install the Waterfall framework. Now with more Fire! Change log:
  11. The next generation of VX series engines for the next generation of KSP Download: Curse | Spacedock 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
  12. Grounded Modular Vehicles Makes it possible to make cars, trucks, vans as how you want them with modular parts. NOW WITH STOCK PART VARIANT SWITCH! Feedbacks would be helpful. Download at: Spacedock · Curseforge Interested in supporting the development? Just click any of the two if you want to! PATREON CRAFT FILES Features: Integrated with career, vehicles at the start of the tree No plug-in dependency (Will always be up to date!) Articulating Hitch for trailers Science! Based on KSP's vehicles itself. Changelog: Installation: Remove old folder if there's an old installation. Copy the GameData folder into your root folder. License:
  13. V1.8.1 You've likely heard of Project Orion - the incredibly metal spacecraft propulsion concept from the '60s that involved surfing on the wake of serial nuclear explosions - but Project Orion wasn't just the eponymous engine; it was an entire vehicle concept study to construct a fleet of Orion powered spacecraft variants to explore and utilize the local Solar System - Luna, Mars, even Jupiter or Saturn and their extensive moon systems. What this mod does is bring Project Orion to KSP. Parts List: -5m Orion Drive -5m Medusa Drive -2 Payload Spines, Short and Long -3 external Size1.5 Pulse Unit magazines -5 external LF/O & MonoProp tanks -5 radial resource containers -2 radial Cargo Bays -4 Payload Spine adapters, 1.25m ,2.5m, 3.75m, 5m -7 Structural adapters, 1.25m, 2.5m, 3.75m, &5m -1.875m Command Pod -1.875m Crew Can, Living Quarters, and Lab -5m Cargo Bays -5m Uranium ISRU Processor -1.875m Metal ISRU Smelter Pics Download -SpaceDock -GitHub This mod is licensed under a MIT license. Includes CRP as a dependency. Kottabos review (version 1.0) Usage Notes: * Strut your stuff! If you think you have enough struts, you don't. Orion produces impulses, rather than continuous thrust. Make sure your vessel can survive the rigors of launch. AutoStruts (enabled via toggling Advanced Tweakables in the settings menu)are highly recommended, as is the Rigid Attach toggle. Kerbal Joint Reinforcement continued is also recommended. * 0.05kt yield pulse units don't seem like much, but are included for a reason. Dense atmosphere like Kerbin ASL boosts the impulse from the pulse units, and higher yields may very well straight up destroy a lighter rocket on launch. * Nuclear Pulse Units are nukes. it is recommended to not operate an Orion drive near any launch pads, lunar bases or orbital stations you particularly like. Replacing the Launchpad at the KSC can get expensive. * At present, due to ModulePulseEngine being a bespoke engine module, stock (or mod) dV calcs and readouts don't grab the Orion Drive; Orion dV calcs can be found in the Orion part action Window in flight. * Bring lots of RCS. Orion Vessels can easily reach kiloton masses, and will take forever to come about on just SAS; 1.875m LF/O and MonoProp tanks that will fit on the sides of a payload Spine are included for this purpose. Changelog:
  14. All Rights Reserved Tantares (For Kerbal SpaceProgram 1.12.X) Description Tantares is four mods! All of them standalone, and with minimal dependencies: Tantares: Soviet crewed spacecraft, space station, and LEO spacecraft *Requires B9PartSwitch TantaresLV: Soviet launch vehicles and upper stages *Requires B9PartSwitch TantaresSP: Soviet interplanetary probes *Requires B9PartSwitch TantaresSAF: Soviet Aerodynamic Fairings *Requires Simple Adjustable Fairings, B9PartSwitch The parts are made with the "LEGO" frame of mind - they fit together to make certain craft, but are flexible and generic enough to be used in many creative ways, just like vanilla KSP parts. If you're using TantaresSP, I highly recommend using one of my other mods, Neptune Camera, which adds camera functionality to probes. Screenshots TantaresLV Screenshots Tantares Screenshots TantaresSP Screenshots TantaresSAF Download Links You need B9 Part Switch for all Tantares mods. B9 Part Switch You can get Tantares on both GitHub, Spacedock, and CKAN. Craft files are included in Tantares and TantaresSP. Tantares - SpaceDock Tantares - GitHub (Earth Orbit Spacecraft) TantaresLV - Spacedock TantaresLV - GitHub (Launch Vehicles and Upper Stages) TantaresSP - Spacedock TantaresSP - GitHub (Interplanetary Space Probes) TantaresSAF - GitHub (Simple Adjustable Fairings) Updating? Keep in mind that parts are sometimes deprecated (removed) when moving to newer versions of the mod. Though they will still load on existing crafts for at least one version after they are deprecated, they will not appear in the VAB and will not have textures. Frequently Asked Questions What's the situation with IVAs? Crewed capsules will get IVAs, unfortunately I just don't have the time to do IVAs for the large station parts. What's the balancing like? Parts are balanced against vanilla KSP parts to not be intentionally uselesss, this means the launch vehicles with accurate to RL proportions might seem pretty powerful, a Soyuz putting 14 tons into LKO, etc. Really the best solution for this is to use a 2.5x~ system rescale, JNSQ, or just enjoy the big payloads. I only want one thing, not the whole mod, can I prune it? Yes, when placed inside the GameData folder, open the Tantares (or other mod) folder, and within the parts subfolder, delete the spacecraft you don't want parts for. For example, if you don't want a Soyuz, delete the folder SOYUZ from Tantares/parts. Compatibility Tantares, TantaresLV, and TantaresSP have minimal dependences, but have patches to kOS compatibility. The parts in Tantares are balanced against the stock game parts. This might leave rockets feeling a bit overpowered in the vanilla KSP system. Playing in a rescaled solar system 2 to 3 times larger will make them feel much more true to real life. TantaresSAF requires Simple Adjustable Fairings. If you're using TantaresSP, one of my other mods, Neptune Camera, will add extra functionality to the camera parts. Recolours and Extras Special thanks to everyone who has contributed and helped out with this! Friznit's Tantares Wiki (Additional Craft Files) Well's IVA patch. Credits and Thanks Thanks to everyone who has helped! Special thanks for: @Zorg - Waterfall Development @benjee10 Sokol Flight Suit SSVP Docking Port Male SSVP Docking Port Female Texturing and design assistance. @Well IVA Props Internal IVA design. Feedback and assistance. @Zarbon44 - 7K Soyuz texture, and beautiful screenshots! Thanks to the below for some great screenshots in usage: @EM23
  15. Download on Curseforge, Github or SpaceDock Pteron (PMSRV) Micro Shuttle and Rescue Vehicle for three (3) kerbals by Fruit Bat Industries. This is not a SSTO. By @zer0Kerbal, originally by @Sage Sagan with @Daemoria and @Blackheart612 Preamble by @Sage SaganYoutube review by @Kottabos GamingSome of the amazing modeling work of @DaemoriaMore inspirationFruit Bat Industries mk I Help Wanted: Localization - work in progress How to support this and other great mods by zer0Kerbal 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 Installation Directions: Use CurseForge/OverWolf App (currently does not install dependencies) 1 or 2 Dependencies Kerbal Space Program 3 Supports On Demand Fuel Cells (ODFC) 4 Firespitter for fully functioning wheels. may invoke bouts of dizziness. NEAR-FAR Restock *red box below is a link to forum post on how to get support* Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks Legal Mumbo Jumbo (License provenance) Current (1) - zer0Kerbal Forum: Thread - Source: GitHub License: Bundled addons/mods are distributed under their own licenses (if any) Art assets (textures, models, animations, sounds) are distributed under their own licenses Original (0) - Author: @Sage Sagan Thread - Download: Dropbox - Source: Dropbox License:
  16. Download via the USI Catalog Page LOTS OF STUFF CHANGED WITH 1.0 - DELETE YOUR OLD STUFF FIRST! Introducing Karbonite Plus (K+) - New resources and parts for Karbonite K+ adds new resource and gameplay elements as well as supporting parts to Karbonite. K+ requires Karbonite (not included) to use. Enhancements and Changes included in K+ New resource: Karborundum. Valuable and incredibly fuel efficient, but also very hard to get. It can be harvested on the surfaces of Eeloo and Eve, or by a solar collector within approximately 2000 meters of the sun's surface. Hats off to nli2work for his awesome rover-sized models, and for TMarkos for being awesome and collaborative! New parts: Tiny radial Karbonite/Karborundum drill. 0.625m form factor, can be node or surface attached. Also KAS-portable! Deployable Karborundum scanner (NOTE: Karborundum is only detectable on the surface, or at altitudes lower than approximately 500m over the terrain - so bring your Rovers and nape of the earth (NOE) flyers). New fuel tank - the Karry Kan - great for small quantities of Karbonite or LFO. Comes in two sizes - a surface-mountable single Kan, and a double-Kan (great for the Packrat Rover). Rover-sized generator, for powering your Karborundum operations on the fly. KASable, surface and stack attachable. New radial tanks to store Karborundum in three sizes - a Jumbo radial tank, an inline tank cluster, as well as a 0.625m mini tank. The mini tank is KAS-enabled. A Karborundum sample tank. Luxuriantly expensive, but saves you the trip to eeloo. Made for testing purposes. Warning: Will self-decouple and explode when empty! Hilarity may ensue. A new particle collector with slightly better range (at the cost of efficiency and energy use), allowing it to skim the sun's surface picking up stray Karborundum particles. The Karborundum Fusion Drive (in two sizes - 1.25m and 2.5m) Expensive, incredibly efficient, but require significant EC to operate, and runs on Karborundum. A small but adorable 0.625m Karbonite engine. This one has the added benefit of taking some of the vented exhaust and converting it into monopropellant for later use. Dev Note: The Karborundum engines are absolutely OP compared to stock engines (we're in KSPI territory with these), This is to balance the absurd difficulty in getting fuel for them. Tech tree wise, Karborundum-specific parts will be under Nuclear Propulsion. Karbonite bits will be under Fuel Systems. Demo of the Fusion Drive 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 Download on GitHub: https://github.com/BobPalmer/KarbonitePlus/releases Change Log: 0.3.0 - 2014.12.16 [LIST] [*]KSP 0.90 Compatability [*]Moved 0.625m Karbonite engine and Karbonite SRBs to the core Karbonite mod. [*]Moved the Karry Kans, mini drill and mini-generator to the core Karbonite mod. [*]Added MM config to add Karborundum back to mini drill for K+ [*]Swapped all generators and converters to Regolith [*]Removed the Liquid Hydrogen requirement from the torch drive, increased ISP, reduced thrust (so they are more... you know... torch drive like). [*]Added in CTT support. [*]All K+ harvesting parts are under Resource Exploitation. [*]Fusion drives are under Fusion Rockets. [*]Torch Drives are under Exotic Reactions. [/LIST] 0.2.3 - 2014.11.01 [LIST] [*]Moved K+ DLL and version file to better support package management [*]Replaced all PNGs with TGAs [*]Adjusted KAS containers to better manage state [*]Fixed name and attachment issues with RAT boosters [*]Fixed missing model part from inline Karborundum tank [*]Added two new torch drives in 3.75 and 5m form factors. Because Hohmann transfers are for sissies. [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]Added ability to shut off Karbonite SRBs [*]Corrected issue with node spacing for fusion drives [*]Updated ORSX/USI DLLs [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Updated USI Tools [*]Fixed bug where Karborundum could be seen from orbit (boo!) [*]Karborundum tank description now includes max capacity [*]Added four Karbonite based SRBs in 0.625 and 1.25m form factors. NOTE: While these are very powerful, they also become unstable as speed increases - beware! [*]Fixed issue with the radial drill not extracting [*]DRE Support [*]MFT support for Karborundum [*]Tweaks to the 0.625m engine [*]Switched from ORS -> ORSX [*]Fixed animation on fusion drive [/LIST] 0.1.2 - 2014.09.12 [LIST] [*]Maintenance release - version file, new DLLs with version checking, and a dummy DLL for folks to use with MM to determine if K+ is present (KarbPlus.dll) [*]Updated to latest USI components [/LIST] 0.1.1 - 2014.09.07 [LIST] [*]Added bottom nodes and fairings to all engines [*]Fixed cost issue with Karborundum tanks [/LIST]
  17. KSP 1.12.2 Restock [1.4.2] Last Updated August 12, 2021 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.x Restock+ [1.4.0] Last Updated July 20, 2021 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.
  18. KSP 1.12.x Stockalike Station Parts Expansion Redux [2.0.5] Last Updated October 3, 2021 A complete and total rebuild of my old Stockalike Station Parts Expansion project. Everything has been redone, and nothing is left of the old mod! Check out some key features: Small Station Parts: A full set of 1.25m station parts, with habitats, control rooms, connecting tubes, hubs and much more. Medium Station Parts: Expanding the 2.5m set that stock provides, you'll find greenhouses, structural components, specialized connectors, orbital stowage bays... Large Station Parts: Yup, large station parts! A full set in the 3.75m size class, from habs to labs to... well, lots more! Reworks: I've taken the time to rework the three stock station components (Cupola, MPL and Hitchiker) to match the new parts. They look the same but new! Inflatable Habitats: A nice set of inflatable habitats for maximum crew space. They range from teeny to huge. Centrifuges: All size categories have at least one centrifuge habitat. They range from small and cramped to massive and spacious (one of the largest parts I've ever made). Cargo Containers: I really felt like making some multi-purpose cargo containers. These modules will adapt to what mods you have installed, and provide storage for resources from MKS, TAC-LS, USI-LS, EPL and probably a few more that I forgot. Self-Levelling Base Frames: To help align your bases on slightly bumpy terrain, use these base plates, which feature individually adjustable legs with a self-level function Extensible Crew Connections: Much like the Klaw, but better! Varying lengths and impressive looks! Comprehensive Mod Support: With the help of many forumgoers, this mod contains support for tons of mods, specifically those related to life support and colonization. IVAs: It almost killed me but everything has fully featured IVAs. Full integration with all my other mods. Community Tech Tree support. What more could you ask for? Actually, don't answer. Full Screenshot Gallery Frequently Asked Questions Q: What does this mean for Stockalike Station Parts? A: It is now obsolete and deprecated - no further work will be done. It can be installed alongside with no problems Q: Kerbals for rescue contracts spawn in pods without airlocks! Unacceptable! A: Download @Shadowmage's Rescue Pod Validator. Q: How do I abbreviate the mod's name? I'm CONFUSED! A: SSPXr. Q: This mod is enormous! How do I deal with the RAM usage? A: Don't install the IVAs. They are bundled in the Extras folder for a reason. Q: How do I install the IVAs? A: . CKAN: select the package and install it, it counts as a separate mod. Otherwise, place the folder from Extras into your KSP Gamedata. Licensing All code and cfgs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All bundled mods are distributed under their own licenses. Download Mirrors Primary (SpaceDock) Secondary (CurseForge) Tertiary (GitHub) Issue Tracking and Source Special Thanks A big hand to @JadeOfMaar, @Dragon01 ,@Stone Blue, @Pulsar, @Fraz86 and probably more people that I forgot! See the readme! They were hugely helpful in debugging, writing patches, IVA prop placing and so much more during development. If you appreciate this project, please consider contributing to my caffeine addiction! I really appreciate it, and also helps justify this time sink to my wife , which results directly in more models.
  19. 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.
  20. Version 1.9 This is a parts pack intended to flesh out the stock mk2 parts lineup by providing new engines, air intakes, and fuselage segments and cockpits in the mk2 formfactor, to give players more options when building spaceplanes and more. All textures are stock textures where possible, using MODEL nodes, so RAM footprint should be minimal. -Command 2 kerbal Inverted cockpit with IVA 1 kerbal Multi-purpose high visibility cockpit with IVA 2 kerbal Mk2-1.25 cockpit with IVA 3 kerbal Mk2 spaceplane cockpit with IVA 1 Kerbal Bubble canopy with IVA -Control Aerodynamic Configurable Monopropellant RCS block Aerodynamic Configurable LF/O OMS block 5-Way heavy duty Mk2 conformal RCS block Roll control RCS chine block Prograde/retrograde RCS chine cap Stability Control RCS and SAS module Monopropellant OMS pod -Air Intakes 1.25m to Mk2 inline air intake Ramscoop intake Mk2 shock cone intake Mk2 precooler Mk2 subsonic circular intake -Engines 'Vector' Thrust Vector Turbojet 'Afterburn' TurboRamJet E.S.T.O.C. Dual-cycle Engine M.A.T.T.O.C.K. Dual-cycle Engine 'Pegasus' Inline VTOL engine 'Siddeley' VTOL engine 'JumpJet' radial VTOL engine 'Wedge' Linear Aerospike 'Pluto' Nuclear Engine 'Rontgen' Atomic Thermal Jet 'Mule' Thrust reverser turbofan 'Spirit' Xenon/Electric Engine 'J.Edgar' heavy VTOL engine "Mongrel" rocket VTOL Engine 'Wirligig' Turboprop Engine 'Boost-O-Tron' Air-Augmented SRB 'Mallet' Air-Augmented SRB 'Sledgehammer' Air-Augmented Ramrocket 'Banshee' VTOL Lift Fan 'Hyperblast' Scramjet 'Corgi' Rocket Engine 'Trident' Rocket Engine -Aerodynamic Chines in three flavors Mk1 scale chine pieces - short, long, and end cap segments for 1.25m parts Mk2 scale chine pieces - short, long, and end cap segments for Mk2 fuselages Mk2 scale chine wing root pieces - chine adapter, short, and long segments -Fuselage and structural Shrouded 1.25m Engine/Docking Mount 2-State 1.25m Aerospace mount Mk2 Tailboom Hypersonic Mk2 nosecone with integrated RCS Nosecap with integrated RCS Spadetail Mk2 to wing adapter Mk2 inverter fuselage Mk2-0.625 tricoupler Mk2-1.25 tricoupler Mk2 short bicoupler Mk2 - Mk2 Bicoupler Mk2-size2 short adapter T, X, and L hubs Mk2 Structural Tube Mk2 Structural Adapter Short Mk2 Structural Adapter Long Mk2 decoupler Mk2 Service Tank Mk2 Science Lab Mk2 airlock Endcap Mk2 Radial Attach Mount Mk2 Long Crew Cabin -Utility Shielded Mk2 docking port Low-Profile Aligned Docking Port Mk2 Service Compartment Mk2 Nuclear Reactor Mk2 Battery bank Mk2 radial shrouded solar panel Mk2 nose cargo bay Shrouded Thermal Control System Shrouded Mk2 Landing Leg Mk2 Cargo Container DOWNLOAD -Primary: SpaceDock -Secondary: Github Mk2 Expansion uses as dependencies, and is bundled with, Module Manager, CommunityResourcePack, and B9 PartSwitch This mod is also CKAN indexed Kottabos review: (From Version 1.0) Compatibility This mod comes with Module Manager compatibility/interoperability patches for a number of mods. Connected Living Space Kerbal Atomics RasterPropMonitor ASET IVA props Tweakscale USI Life Support Deadly ReEntry ExtraPlanetary launchpads Ferram Aerospace Research Modular Fuel Tanks Near Future Electrical Community Tech Tree Modular Fuel Tanks Modular Kolony Systems RealPlume-Stock WindowShine System Heat F.A.Q. Why won't the game load? KSP crashes when trying to load M2 Expansion parts? Make sure you install the required dependencies, B9 PartSwitch and Community Resource Pack. Both are included with Mk2Expansion in the download. Because M2X uses resources from CRP, KSP will not load if it is missing from your Kerbal Space Program/GameData director How can I configure the Mk2 lab to seat 4 kerbals? install the Extras/Mk2Expansion/patches/4Seatlab MM patch. How do I get the banshee Fans to use Electric Charge or LF/Air? install one of the alternate fuel configs in Extras/Mk2Expansion/Patches/ - either M2X_AirBreathingBanshee (will no longer work on Eve/Duna/Jool) or M2X_ElectricBanshee. How do I use the Hyperblast Scramjet? You can find a tutorial on how to use the scramjet here: For KSPI and users, or if you want RF engine configs, there is a compatibility pack courtesy of ABZB: Link 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 the Community Resource Pack, IB9 PartSwitch, and Module manager as dependencies Suggestions and feedback welcome. Not seeing a part you want? Have suggestions or ideas for new parts to add? Make sure to post them in the Dev thread.
  21. I expect a lot of us will be starting new career saves after the release of 0.90. So in anticipation of that day, and because the idea of grinding science on the launchpad makes me sad, I give you Sounding Rockets! This mod adds a series of very simple 0.35m parts to the start node, including: Two SRB engines. One with high thrust, one with high efficiency. Neither have decouplers, but will instead automatically jettison when out of fuel (this is especially handy for the upper stage below your payload). A nosecone containing a basic parachute, gyro system, and control module. Note: These run off of StoredCharge not ElectricCharge, and by design cannot be recharged. You will have enough juice for a short mission, but don't expect to get to the Mun with it. Four new science experiments to serve as payloads for your sounding rocket. Note, that trying to stack more than one will likely exceed the parachute's capacity. Enjoy! Go forth and find bees, feedback rocks. 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 Pick it up on GitHub! https://github.com/BobPalmer/SoundingRockets/releases
  22. 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:
  23. Mk3 Expansion pack This is a parts pack intended to flesh out the stock mk3 parts lineup with new engines, cockpits, fuselage parts and more, to give players more options when building spaceplanes. parts almost exclusively use MODEL nodes and stock textures, so RAM footprint should be almost non-existent. -Command Mk3 Cupola Mk3 Hypersonic cockpit Mk3 Drone Core Mk3 Inline Cockpit -Propulsion C.L.E.A.V.E.R. Mk3 Dual-mode Engine 'Cyclone' Concentric Toroidial Aerospike 'Fulcrum' gimballed Linear Aerospike 'Firestorm' Air-Augmented Rocket 'Buffalo' 2.5m Thrust-Reverser equipped Turbofan 'Hurricane' 2.5m Propeller Engine 'Nyx' Ion Engine 'Wellington' Mk3 basic Jet 'Wyvern' TurboRamjet 'Coxswain' Orbital Maneuvering System 'Hades' Nuclear rocket 'Sievert' Nuclear Jet Taurus Solid Booster Minotaur Solid Booster 'Atlas' Mk3 SRB 'Elephant' Mk3 VTOL Jet -FuelTank Mk3-1.25m adapter Mk3-mk2 tricoupler Mk3-1.25m tricoupler Mk3-1.25m quadcoupler Mk3-Inverted Mk2 Mk3 Service Tank Mk3 Hypersonic nosecone Mk3 rounded nose cap OMS shoulder tank -Control Chine Cap w/ RCS Chine Segment RCS Fuselage Extension RCS cap Fuselage Extension RCS segment Heavy RCS thruster Mk3 SAS -Structural Mk3 Decoupler Mk3 T-Hub Mk3 X-Hub Mk3 L-Hub Mk3 Structural Tube Mk3 Structural X Tube Mk3 Structural T Tube Mk3 Structural L Tube Radial Fuselage Extension/saddle tanks, 5 variants(endcap, 2m, 4m, intake, 1.25m adapter) Radial Fuselage Extension crew cabin Truncated Fuselage Extension for Mk3 cargo bays Mk3 Endcap Mk3 Radial Mount -Aero: Chines in three flavors; short, long, endcap Big-S class wing boards - square, rectangular, and triangular Mk3 Circular Intake Mk3 Shock cone Mk3 Ramp Intake Mk3 Precooler Big-S Airbrakes -Utility Mk3 Service Bay Mk3 Inline docking port Mk3 shielded docking port Mk3 Aligned Docking port Mk3 Nuclear Reactor Mk3 Nose Cargo ramp Mk3-Mk2 Adapter Cargo Ramp Mk3 flat Cargo hatch Mk3 Cargo Container Download from Spacedock or GitHub Changelog: Licensing The contents of this mod are distributed a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License http://creativecommons.org/licenses/...legalcode' This mod uses the B9 Part Switch plugin Feel free to post comments/critiques/feedback, and if any of you have ideas for parts that you simply have to have to flesh out your mk2/mk3 experience, speak up! Ideas for new parts are welcome.
  24. This parts pack is intended to provide a more standardized and cohesive alternative to the stock parts while still maintaining a compatible appearance. In essence, a stockalike launcher pack. View an album here until image insertion is fixed Download v_1.0.6 (on Spacedock) Current Features: Complete set of fuel tanks ranging from .625m to 5m (includes 1.875m). Complete set of fuel tank adapters. complete set of Soyuz style streamlined fuel tanks. Complete set of RCS thruster blocks, nearly every conceivable configuration. Interstage adapters and stack splitters with fairings. Low memory use: all 36 fuel tanks share just two textures! Planned Features: Development has been suspended indefinitely Engines, so many engines. Monopropellant tanks and engines. Aero engines. Standardized crew pods. Landing legs. Utility parts. Suggestions are welcome! Known Problems: Terrible textures. Now 20% less terrible! Now 50% more outdated! Interstage adapter nodes don't play nice with certain parts. Cause unknown, enabling part clipping helps in some cases. Removed pending bugfixes. Licensing: This modification is released under the Creative Commons Attribution-NonCommercial-Share-Alike 4.0 International license (CC BY-NC-SA 4.0), the full text of which can be found here. Integration: Interstellar fuel switch integration is planned, tanks and engines will be compatible with CRP LqdHydrogen westamastaflash has created a RealFuels patch, find it here!
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