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  1. Let's show Omicron pics here! doing stuff, posing to the camera! *Thread reserved to builds that use most Omicron parts, Mod from Climberfx
  2. Large Boat Parts Pack Get it on SpaceDock Get it on Curse This mod gives you a vast assortment of pre made parts you can use to build ships. Mods like VesselMover and WASD Editor camera or Hangar extender are recommended as your ships can get very big. Textures are easy to edit. They are in .png format and they consist of different flat colors. If I add any other texture than a flat one then the texture would look very stretched. A lot of parts are provided to make many different ships If you use BDArmory plus any of its mods then you are in luck. These parts were designed to take a beating. They wont explode easily. Feel free to comment what you think. I can do requests also. Have fun! Here are some old videos: Cruiser Vs Jet Aircraft Carrier Corvette Vs Spies
  3. I find that the way I design craft has changed gradually since I started playing KSP. There are times when I used to think that certain parts were essential, but I eventually phased them out when I realized that I was probably using them excessively. Sometimes this is motivated by changes to the game that force me to reevaluate my design (like when career mode was introduced and I needed to adapt to not having certain parts yet,) other times I just find that my understanding and play style have changed. What are some of the parts you used to use all the time that you do not anymore? To get started, one thing I used to use a bunch of is Seperatrons. I would stick them on everything that had to get separated. But these days, I find them too complicated and finicky to deal with, getting the positioning just right and trying to track their staging became a pain. Now I use offset tools to carefully position parts I need separated to ensure the leverage of the detachment bolts is enough to ensure a clean separation. I rarely have to deal with anything so massive and unwieldy that it needs the extra force generated by Seperatrons.
  4. I am looking for a mod that has big garages and parts for building super large motherships, i know i can resize current parts but thats not what i want
  5. Can someone please test it and see if it works for later versions? *fust = just... sorry... Lol
  6. So I've been streaming this mod's creation over Twitch for the past several weeks... and since things are wrapping up on an official pre-release, I figure I will just drop this right here Download: https://github.com/BobPalmer/Karibou/releases Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely
  7. Im running a heavily modded v1.2.1, and my radiators keep falling off shortly after takeoff. I've tested it with multiple vehicles and multiple arrangements, and haven't found anyone else having this problem. I also noticed the thermal system has changed since i last played, just wondering if it has something to do with the new system, or if its a known bug. I build a lot of craft with reactors and folding electric propellers, so this is kind of a game breaker for me. Anyone else having this problem? edit; I forgot to add, this problem started immediately after i updated many of the mods through ckan. It was more than a dozen, and i dont know which ones, and i cant find anyway to revert through ckan. Below is a couple of ships i landed on laythe before the problem started, and one of my tests to confirm the problem.
  8. Here should be a thread for experimental and non-released parts. DOWNLOAD HERE Contents: Manned Rugged Rover (-> included in v0.9 release) Small deploying rover wheels (PURE STOCK mechanics and no plugins) COMRADE modular rover system (cockpit, deployable wheels, crew cabin, laboratory, service bay, etc.) P.S. Since UMBRA (Universal Mobile Base Rover Assembly) name is seized by Umbra Space Industries, I named my modular rover system "COMRADE" (Compact Omnipurpose Modular Rover Assembly, Disassembly, Etc.) It will stay so, until you suggest something better.
  9. I have noticed that some of my splashed down craft start to sink rather alarmingly. Those of you who know aerospace history will recall that the Mercury capsule, "Liberty 7", sank nearly taking Gus Grissom to the bottom of the ocean with it (he later perished in the Apollo One fire.) Two questions: Is there someplace I can find the buoyancy of individual parts? Will someone make parts that will inflate and keep my Kerbals from drowning??
  10. Hello Everybody! Welcome to my collection of welded Parts! I did this collection of parts because when i was going to do some replicas, and the number of parts exceeds 100 or maybe 300 parts! And my PC isnt powerful to support so many parts, and or the KSP Crash or the FPS Reduce a lot. Now with this, the rocket cannot exceed 100 parts! Guys, some notes: -YOU DONT NEED RADIAL ATTACHMENT! (i put some attachment points to you just put a small {0.625 m} decoupler and the nose cones also have attachments points!) -The Nose cones that have sepatrons is staged and the symbol is an engine! Check all the stages before launch! -Compatible with Tweakscale! Link to the Screen Shot: http://imgur.com/a/PMh7G Link: https://www.dropbox.com/sh/osq9rr84dbqk0uo/AAAC5z-rLbQguPq-jyjqCm-wa?dl=0 License: CC BY-NC 3.0 BR (Link: https://creativecommons.org/licenses/by-nc/3.0/br/) ---------------------------------------------------------------------------------------------------------------------------------------------------------- PTBR: Fala Galera! Tudo Bom? Bem vindos a minha coleção de peças juntas, ou seja, são varias peças em uma só. Dai vocês me perguntam, por que vc fez isso? Dai eu respondo meu caro jogador de KSP, nem todos nós temos computadores fortes que suportam muitas peças e graficos, e isso acontece comigo. Algumas vezes, as naves tinham um grande numero de peças (que passavam mais de 100 ou até mesmo 300 peças!) e jogo dava Crash. Decidi juntar peças as peças do KSP e tentar fazer "Peças Realistas") Notas: -Vc nao precisa usar deacoplador Radial! Alguns Tanques tem pontos de acoplamento e vc só precisa de um deacoplador pequeno (0.625 m) e junte as peças! -Os "Bicos" dos SRB ou Tanques que tem um sepatron embutido tem no estagio um simbolo de motor liquido! Pois então, cheque seus estagios antes do lançamento. -Compatível com Tweakscale -Tradução em Andamento Link pra imagens do modt: http://imgur.com/a/PMh7G Link: https://www.dropbox.com/sh/osq9rr84dbqk0uo/AAAC5z-rLbQguPq-jyjqCm-wa?dl=0 Licença: CC BY-NC 3.0 BR (Link: https://creativecommons.org/licenses/by-nc/3.0/br/) Me sigam no Youtube!: https://www.youtube.com/channel/UCRfZFmOHjHLS0Qvz2DSJedQ Me sigam no Twitter!: https://twitter.com/GTulerman THIS VERSION IS 0.1 Changes: 0.1: Initial Release/ Publicação Inicial!
  11. I like building space planes but I often find them quite useless since even the largest mk3 cargo bay is a bit small. It's fine if the payload doesn't have radially mounted parts but as soon as I attach something like a landing leg, it becomes too big to fit in the cargo bay. Oftentimes they are only useful for carrying 1.25m ships, which is quite disappointing. I know there is TweakScale but I'm a little hesitant to try it out. Also for people who want near stock experience, I don't think TweakScale is a good solution.
  12. SXT - Stock eXTension Apologies for the terrible abbreviation. I'm aiming to make a memory light 'Stock-a-like' expansion pack that relies solely using the MODEL{} to reference Squad's textures and get a lot of 'bang for buck'. Which means that the RAM usage is as low as you can get. It's expanded a bit, but I'm cutting down and reorganising to lower the usage some more. SXT Downloads This is the full pack, with a large number of parts. There's a parts list on the Kerbalstuff page, but it's slightly outdated (from SXT-18 or 17) ________________________________________________ SXT - The Full Pack - Downloads Github link: https://github.com/Signatum/SXT SXT-25 https://github.com/Signatum/SXT/releases/ Latest dev build https://github.com/Signatum/SXT/archive/master.zip --- ________________________________________________ SXT Mini-Packs Parts ripped straight from SXT. Each pack contains only a handful of parts, for those that don't necessarily want to download all of SXT. If you'd like to nominate some parts for a mini-pack, just ask. Click on the image tiles to download. [1.0.5+] ________________________________________________ Mk2 Centrifuge Habitat A centrifuge-style rotating habitat. Good luck getting this to orbit. Download ________________________________________________ Changelog: SXT24: Overhauled Osual parts. Textures now match Porkjet's style better and fixed the collsion meshes for the parts. Added ability to tweak deployment state of both Osual cockpit and loading ramp. Tweaked animation of ramp for more control over deployment state. Added 3.75m Docking Port. Added 5m fairings and heatshield (re-sizes of stock parts, parameters). Finished updating part names, descriptions and manufacturers. Fixed nodes for 2.5m Cargo Bay. Further minor cfg fixes (thanks to Aivoh for pointing them out) - Correct name for ModuleCrossFeed and tabbing out of competitive agent mentality. Neatening up parts list. Deletion of defunct parts (old float cfgs. Not the ones currently in the mod, these are ones that haven't been used in months). Fixes to heat tolerance for some plane parts. SXT23: Added Electronic Fan (based off Airbus e-Fan). Added Small folding wing. Added Jumo 213 style Prop engine (KO-213 "Wolf"). Added IVA for 5m Duna Hab and Clyde. Added 'Off-set' and 'Long XB-70' style 2.5m to Mk2 adaptor. Added 2.5m liquid-fuel tanks in similar style to Mk2/3 parts added. New model and stat tweaks for SXT 0.625m jet engine. Swapped configs/models for older parts that have been replaced with higher quality versions by Porkjet (e.g. 2.5m turbofan, Mk3 Ramp, Mk0 fuselage, Mk1 passenger cabin). Old craft using those parts should now replace them with the new stock equivalent. R-2800 prop will now look better when prop switches to blur (no more horrid blade mounts). Props will have altered stats/fuel requirements based on the presence or absence of FAR to account for different atmospheric properties (x1.8 static thrust without FAR). NK-12M spin-up time altered to fit real-life start-up better. NK-12M thrust curve altered. Should perform a bit closer to reality. RPM support added for Kossak & Entente. Edits to descriptions, crash-tolerances. Tweaks to stock aero-parts surface attachment settings. Fixes to stack node directions. Changed some part names to fit part order in list better (grouping with similar stock parts). Mystery Good can now satisfy satellite contracts (Kerbas-ad-astra). Moved Sounds folder from Firespitter/ to SXT/ Please note / FAQ: Use of Stock Textures. SXT is built around the re-use of existing textures in an attempt to reduce RAM requirements (and speed up modding ). It relies on a number of textures from the Squad folder > Ven's Stock Part Revamp is compatible, but using the 'VSR_pruner.bat' will probably break a few things - Try this patch if you've used this or the unpruner.bat file. > If you have another mod that changes the stock textures or delete some textures, this will cause problems with the SXT parts that use those. See Spoiler tag below for list of stock parts used. > List of textures used by SXT as of 22.4 Squad/Parts/Aero/airIntakeRadialXM-G50/model000 Squad/Parts/Aero/protectiveRocketNoseMk7/model000 Squad/Parts/Aero/wings/Wings Squad/Parts/Command/cupola/ksp_l_cupola_diff Squad/Parts/Command/cupola/ksp_l_cupola_normal Squad/Parts/Command/externalCommandSeat/model000 Squad/Parts/Command/hitchhikerStorageContainer/cabin Squad/Parts/Command/hitchhikerStorageContainer/cabin_n Squad/Parts/Command/mk2CockpitStandard/Cockpit Squad/Parts/Command/mk2DroneCore/mk2Dronecore Squad/Parts/Command/mk3CockpitShuttle/Mk3CockpitShuttle Squad/Parts/Command/mk3CockpitShuttle/Mk3CockpitShuttle_LUM Squad/Parts/Command/probeCoreHex/ksp_m_hexProbe_diff Squad/Parts/Command/probeCoreHex/ksp_m_hexProbe_normal Squad/Parts/Command/probeRoverBody/model000 Squad/Parts/Command/probeStackLarge/model000 Squad/Parts/Command/probeStackLarge/model001 Squad/Parts/Command/probeStackSphere/model000 Squad/Parts/Electrical/3x2ShroudSolarPanels/model000 Squad/Parts/Electrical/3x2ShroudSolarPanels/model001 Squad/Parts/Electrical/3x2ShroudSolarPanels/model002 Squad/Parts/Electrical/RTG/model000 Squad/Parts/Electrical/z-100Battery/model000 Squad/Parts/Engine/jetEngineTurbo/model000 Squad/Parts/Engine/jetEngineTurbo/model001 Squad/Parts/Engine/liquidEngine48-7S/ksp_m_liquidEngine_diff Squad/Parts/Engine/liquidEngine48-7S/ksp_m_liquidEngine_norm Squad/Parts/Engine/liquidEngineLV-N/model000 Squad/Parts/Engine/liquidEngineLV-N/model001 Squad/Parts/Engine/liquidEngineLV-N/model002 Squad/Parts/Engine/liquidEngineLV-N/model003 Squad/Parts/Engine/liquidEngineLV-T45/model000 Squad/Parts/Engine/liquidEngineLV-T45/model001 Squad/Parts/Engine/liquidEngineLV-T45/model002 Squad/Parts/Engine/liquidEngineSkipper/ksp_l_midrangeEngine_diff Squad/Parts/Engine/liquidEngineSkipper/ksp_l_midrangeEngine_emissive Squad/Parts/Engine/liquidEngineSkipper/ksp_l_midrangeEngine_normal Squad/Parts/Engine/Size2LFB/twin_nozzle_booster_cm Squad/Parts/Engine/Size2LFB/twin_nozzle_booster_nm Squad/Parts/Engine/Size3AdvancedEngine/Size3AdvancedEngineDiffuse Squad/Parts/Engine/Size3AdvancedEngine/Size3AdvancedEngineEmissive Squad/Parts/Engine/Size3AdvancedEngine/Size3AdvancedEngineNormal Squad/Parts/Engine/solidBoosterBACC/model000 Squad/Parts/Engine/solidBoosterBACC/model001 Squad/Parts/Engine/solidBoosterBACC/model002 Squad/Parts/FuelTank/adapterTanks/Mk3Adapters Squad/Parts/FuelTank/fuelTankJumbo-64/model000 Squad/Parts/FuelTank/fuelTankJumbo-64/model001 Squad/Parts/FuelTank/fuelTankT400/model000 Squad/Parts/FuelTank/fuelTankT800/model000 Squad/Parts/FuelTank/fuelTankT800/model001 Squad/Parts/FuelTank/fuelTankX200-32/model000 Squad/Parts/FuelTank/fuelTankX200-32/model001 Squad/Parts/FuelTank/mk2Adapters/mk2adapters1m Squad/Parts/FuelTank/mk2FuselageLong/mk2Fuselage Squad/Parts/FuelTank/mk3Fuselage/Mk3Fuselage Squad/Parts/FuelTank/RCStankRadialLong/ksp_r_rcsCylTank_diff Squad/Parts/FuelTank/Size3LargeTank/fueltTanks_cm Squad/Parts/FuelTank/Size3MediumTank/fueltTanks_cm Squad/Parts/FuelTank/xenonTank/model000 Squad/Parts/Science/GooExperiment/A_GooExperiment_diff Squad/Parts/Science/MaterialBay/science_module_small Squad/Parts/Science/MaterialBay/science_module_small_emit Squad/Parts/Science/MaterialBay/science_module_small_nrm Squad/Parts/Structural/mk1Parts/mk1fuselageFuel Squad/Parts/Structural/mk1Parts/mk1Structural Squad/Parts/Structural/Size3Decoupler/decoupler_and_adaptor_cm Squad/Parts/Structural/structuralPanel1x1/model000 Squad/Parts/Structural/structuralPanel1x1/model001 Squad/Parts/Structural/trussGirderXL/model Squad/Parts/Utility/commsAntennaDTS-M1/mediumDishAntenna Squad/Parts/Utility/launchClamp1/model000 Squad/Parts/Utility/launchClamp1/model001 Squad/Parts/Utility/mk2CargoBay/mk2CargoBay Squad/Parts/Utility/mk2CrewCabin/mk2CrewCabin Squad/Parts/Utility/mk2CrewCabin/mk2CrewCabin_LUM Squad/Parts/Utility/parachuteMk2-R/model000 Squad/Parts/Utility/rcsBlockRV-105/model000 Squad/Sounds/sound_rocket_mini Squad/Spaces/crewCabinInternals/model001 Squad/Spaces/crewCabinInternals/model002 Squad/Spaces/crewCabinInternals/model005 Squad/Spaces/cupolaInternal/ksp_l_cupola_internal_diff Squad/Spaces/cupolaInternal/ksp_l_cupola_internal_normal Squad/Spaces/mk2CockpitStandardInternal/Mk2StandardIVA Also, a big thanks to everyone at Squad (+Porkjet, the new Mk2 and Mk3 textures are great!) that made those textures in the first place. Pics: ________________________________________________ KSC++ Extension to the Kerbal Space Centre, trains, cars, trees, the whole shebang. https://dl.dropboxusercontent.com/u/39086055/KSCPlusPlusv3.zip CFG fixes for 1.1 courtesy of AlphaAsh: http://www.alphastrikegames.com/FileDepot/KSCPlusPlusCFGFixes.zip (I'll bundle these in at the weekend). Requires an up to date version of Kerbal Konstructs Install instructions: 1. Download .zip from above, make sure 'LackMisc' is at [KSP_rootfolder]/GameData/LackMisc 2. Download the latest version of Kerbal Konstructs 3. That should be it ______ FAQ: Install instructions: The 'SXT' folder (containing 'Parts', 'Ships' & 'Spaces') must placed in GameData. KSP_win\GameData\SXT\ Can you make X part? I don't take direct requests per se, but I'll likely consider it and end up making it down the line. I definitely appreciate interesting ideas and concepts. Typically workflow: Read request-> Outright refusal to do anything, claim idea is stupid and not worth the time -> Think about it next day, actually not bad idea-> Make part/apply fix -> Sneak it into next update and never tell anyone. ________________________ Modding info ___________ .blender files with UV maps available for individual parts on request. ________________________ Licence info ___________ Lack Luster Labs by Lack is licensed under Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0).
  13. RE-N2 "Nuke" Atomic Rocket Motor Width: 2.5 meters Length: 6.0 meters Mass: 24.0 tonnes High Thrust Mode - Max Thrust: 720 kiloNewtons - Engine Isp: 600 seconds - Thrust to Weight ratio: ~3 High Efficiency Mode - Max Thrust: 360 kiloNewtons - Engine Isp: 1200 seconds - Thrust to Weight ratio: ~1.5 Real-life experimental rocket technology extends pretty far beyond the techs you can research in KSP, if you count unfinished projects that we know will work. The end game in KSP gets a bit dry. I think it'd be nice if some experimental tech were added to stock KSP. There are a bunch of these for which we have measured attributes of the real thing to provide examples with which to go by. This larger, variable thrust ARM I've suggested above is based on plans for the NERVA program before it was cancelled. It was known that it would be possible to make the NERVA engine capable of raising its thrust during flight, at the cost of efficiency. Also, the original NERVA came out with a specific impulse of 850 seconds, but future refinements could have theoretically improved this figure to considerably higher values. So my RE-N2 "Nuke" is Rockomax's refinement of the LV-N "Nerv" ARM, both generally improving on the design (as well as making it larger) and giving it the capability of swapping modes like what the R.A.P.I.E.R. engine can do. The high thrust mode is less efficient than the LV-N but has substantially higher TWR, while the high efficiency mode has lower TWR but substantially higher specific impulse. This engine would be invaluable for long-range missions both due to its high efficiency and its versatility as it can take advantage of the Oberth effect more easily, helping to make back some of the lost efficiency. It also just provides something more to research. I'm thinking it should go in the 1,000 science tier, two tiers past the LV-N. There are other rocket technologies that could be added to KSP at even higher tech tiers, such as: the popular Orion rocket, the alternative to Orion--the Medusa, the new ion engine--the VASIMR, the high-tech Daedalus, the extremely efficient solar sail, or the laser ablator sail which doesn't need to carry its fuel along. Orion As many of you already know, the Orion rocket would detonate a small fission charge behind it every second or so, absorbing the blast with a pusher plate and getting very high thrust and high efficiency. Future refinements could use smaller charges at a higher rate of detonation, improve efficiency by directing the blast more in-line with the spacecraft, or use hydrogen fusion charges for greater efficiency. Medusa The Medusa rocket would carry a large sail ahead of the craft, and would detonate charges much like the Orion craft. The sail would add mass to the ship, but it would be able to collect much more of the blast, enabling greater efficiency as well as a smoother ride. VASIMR VASIMR is a refinement to the ion engines we've put on space probes in recent decades, and it improves efficiency somewhat and greatly increases thrust, but most importantly, it is capable of varying its thrust vs. its efficiency much like the NERVA program originally had planned. Unlike most others in this list, the VASIMR is currently past initial development phases and is very near to seeing actual use. Likely within the next decade, a spacecraft equipped with a VASIMR engine will have already made its way out beyond Earth. Daedalus This rocket would use a set of lasers to detonate a constant stream of very tiny fission or fusion charges from within the craft, and would direct the extremely hot plasma out the back by deflecting it with electromagnets. The efficiency is extremely high, though it requires a very massive engine, so it's only useful for very large ships. Thrust is meager yet potentially far greater than Dawn-style ion engines can provide. The original development of this engine came through research on the most effective way to reach another star within a human's lifetime. A two-stage Daedalus craft could reach 12% the speed of light and perform a flyby of another star within 50 years of launch, collecting data as it passes and relaying that data to Earth. The Project Longshot aimed to refine Daedalus to go a bit slower but actually enter orbit of the star, providing far more time to study it and report the findings back home. Solar Sail We had long been aware that it was theoretically possible to build a solar sail craft, but with existing materials it seemed its TWR would be too low to be of much use. The solar sail gets its push from the solar wind and the momentum transferred by photons which are a massless particle--the sail will wear out due to the rigors of space but its efficiency is theoretically infinite as light itself (in non-ionizing wavelengths) does not remove any material from the sail. The LightSail project is trying to revive this idea, using modern materials and robotics to make the craft extremely light. They have performed a couple successful tests and plan to eventually launch a full scale solar sail probe soon. The probe will be very tiny and as such will not be able to carry very decent instruments, but it will also be very cheap. Perhaps one day we'll send hundreds of these out to explore the lower-importance parts of the solar system. Laser Ablator Sail The laser ablator sail does not carry an engine onboard but instead carries an ablator sail. This sail is similar to the solar sail but its skin is heated to very high temperatures by the laser and it gradually ablates, generating thrust. The laser sail is remarkably efficient due to its mass being almost entirely "fuel". Its thrust is pretty low, but it could accelerate over a long period of time, eventually reaching incredibly high speeds. A laser mounted in Earth orbit would focus its beam on the LAS spacecraft. The biggest disadvantage to this is that it would only be able to generate thrust away from Earth. The Breakthrough Starshot program wants to build one of these and send it to a nearby star at perhaps as much as 20% of the speed of light. The tiny craft would not be able to collect very much useful data on its trip, but simply making the encounter with another star may be enough to generate interest in the space program. And since the laser is reusable and the craft is cheap, you can send another one out as soon as the first one is done accelerating. Perhaps one day we'll have tiny instruments we can fit on one of these, powerful enough to collect useful data from other stars. I'd like to see some of these technologies put into KSP, at higher tiers of science unlocks. It would be neat to be able to refine our methods of travel beyond the currently existing limits. Now I'm not one to suggest adding other stars to KSP, I think that going to them would get very boring since in order to reach them, you'd have to go so fast that gravity ceases to be important to the travel. But I had an alternative idea that some folks might find interesting: a nearby red dwarf. There could be a tiny star orbiting deep in the outskirts of Kerbol's influence, unknown initially. You'd have to upgrade your tracking station all the way in order to track it, or you could stumble upon it and find it on your map after you got close enough to it. You'd have to actually get pretty near it in order to see its planets and moons, so there'd be some discovering to do. Maybe its planets would vary from one game to the next. I think that could be fun to play with.
  14. The game becomes practically unplayable when a vessel exceeds just 1000 parts, simply because there is too much to calculate in terms of collisions and such and even with improved colliders there is always going to be a limit to what the hardware can handle. Breaking this down it becomes painfully obvious that the number of "needed" parts for a vessel can be decreased vastly by injecting some actually BIG ones to choose from, I usually need 100+ nuclear rods for a large vessel on an extensive mission and this is on the edge of just being plain ridiculous. Same goes for structural wings, those tiny little sheets need to be used by the dozens to start covering any respectable area. The biggest motorized wheels in the game? I can barely see them underneath my largest creations, not to mention even 20 of them can't as much as budge a truly gigantic lander. To rotate a regular 1500 ton ship before it's on the other side of its orbit you'll need dozens of the biggest reaction wheels. Numerous things like these could possibly/hopefully be vastly improved without expending excessive manpower since many models could be largely reused by scaling and just touching up textures a bit. Another thing sorely needed would be just a bucket of glue. Using struts is typically ugly and using the invisible auto struts often comes at a staggering performance cost, instead if something is overlapping it should be possible to splash some space glue there, only visible in VAB but providing all the structural enhancement you'd need. Without a doubt I'd happily pay half of what I paid for the whole game just for an official DLC packed with loads of specialized (and actually big) parts since the hundreds of hours of fun you get out of KSP would easily be worth that much. I don't hate mods but I never mod a game unless it's a hopeless mess and I give up on the devs, simply because I want the "feeling" of accomplishing great things within the challenging frame of what the devs think is reasonable instead of cherry picking things that make the game easier. On this note I believe many truly enormous parts should cost more than a meager 1000 science points to unlock, for example the nuclear rod should have one more step for some 1500-2000 points where you get a giant upgraded core with 50 times the power for 75 times the cash. Fusion reactor would be even better, but that would need another new level for even more points and ridiculous amounts of cash, in return it had better look awesome! Oh as a final note it would be nice to be able to build a much bigger VAB and launch pad, some (actually many) of my creations poke out through the walls of the VAB...
  15. Hello! Lately I've been playing around with making shuttle replicas, but I have a problem when making them, I'm missing orange tanks. Ven's mod has them but they are of a smaller size (2.5 instead of 3.75), so I'm here to ask you, is there a way to edit the interested parts (the CryoX tanks) to fit my needs? I tried installing tweak scale but there isn't the option to make them bigger.
  16. Are they available in the game files anywhere? Could we use the model for a part by referring to it in the .cfg like we can with other part models?
  17. Been begging for this for the last 2 years lol. Just crossing my fingers that the dev's (what's left of them) take some time and put one into the game. It would be LIT.
  18. Greetings! Time for me to introduce my first attempt at modding. The initial idea was to create the launch vehicles from Swiss Space Systems. The SOAR concept shuttle and the aircraft that will launch it. But then I ended up creating a whole system of modular satellites that would go with it better than the stock parts. Right now I have the satellite system and the A300 about 70% done. The SOAR concept is halfway there only. Keep in mind this is an early version. [0.72] Download from SpaceDock Content: Video preview of version 0.5 by KottabosGames. Thank you sir. Features Texture Switch - 8 colours as shown above Remote tech support AntennaRange support AntennaRangeRelay contract pack support RealPlume support TweakScale support ScanSat support Stack Symmetry (2) Thanks to @Hexicube Known issues (if you have a fix thanks for sharing) It snaps on the node next to the one I want - No known fix - Workaround: Place it on the snapping node then Alt + LMB your module to copy it and place it on the desired node that will be easy to get now. Delete unwanted node Half core top module snaps on bottom module but doesn't stack properly. It seems to be due to the side nodes being on the top modules. - Workaround: Stack downwards. First an half core top module then half core bottom module. Antennae animation problem: doesn't extend when transmitting ( still looking for a fix) / No animation in VAB ( seems like stock don't either) The science modules don't register for contracts on satellite. See MM patch and more info here and in archive file. Texture switch works in VAB/SPH for shrouds but not ingame. To do/ Road map: Changelog Credits: BahaSP BDAnimationModules by @BahamutoD Firespitter by @Snjo ModuleManager by @sarbian/ @ialdabaoth Part Icon Fixer by @xEvilReeperx Thanks to the french speaking community for providing early feedback/help and great ideas. Installation: Delete previous version if you had one. Copy the content of GameData in your GameData folder You can remove folders to select what you want installed or not. There is no dependencies between the manufacturer. NSS for the Octosat, Airbus for the A300, S3 for SOAR Concept. License: CC BY-NC-SA 4.0 Thank you for pointing out mistakes and correcting my english in-game ( names and descriptions) and in this thread. Feel free to post issues, ideas, suggestions, thoughts, whatever you want to share.
  19. In my opinion there are not many base parts. Installing mods to get base parts might not be something that someone with a not so good PC or laptop do. The loading is way longer and there's a bit more lag. Will Squad add more base parts? hopefully in 1.3. right?
  20. R o c k e t F a c t o r y dear all, this developmental thread is now closed - Thank you all 4 Support !! therefore was created a release thread -> any other versions or adaptations are now being published in the new Release Thread . mod parts overview Part Overview Tech Tree survey overview Current parts brief overview large selection of command pods. ( 6 spaceships 1-11 man crew ) - style description see below. all command pods has transmission-antenna, sufficient battery, integraded built-in fuel tank ability and nice IVA included. all command pods with ability to identify mechjeb. all command pods comes with integraded (stock) science parts. all command pods comes with Cabin-Lights and some with navigation Lights. complementary fuel-tanks, adapters and controll trusters. powerful second stage and first stage engines, powerful SRB, decoupler / separators. solar panel, docking ports (compatible with stock parts) complementary stack chutes for Pods - a strong Drag-Chute designed for the heavy 11-man "SiGMA-V" Pod. (suited to land on the Duna atmosphere.) mod Style description semi realistic surfaces textures (slightly used), not historical references. but partial with stockalike style components. influences of 70'- late 80' European and American Design. - therefore consciously renouncement many KSP. stockalike style elements. consequently many IVA Design elements of "SiGMA-V" Pod are from the 70' Sci-Fi. Cult Movie "2001 Space Odyssey" of Stanley Kubrick. (see thread) Recommended Mods KerbalEngineer Stock Visual Enhancements -SVE- A Port of RVE MechJeb Known issues None so far - no incompatibility known with other mods. KSP Version required 1.0.5 - (should be backward compatible to 1.0 -Released 27th April, 2015 - unfinished tested. ) Planned features set all IVAs with RPM/ASET Rasterprop - for more detail see roadmap details below complementary 7.5m or 10m diameter heavy lifter parts, like appropriate fuel tanks and Engines to acomplish effective extraplanetary excursions -> like a 'Duna Launch System' - see this post License: https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode [curse forge] spacedock following soon [ DONATE here ] read more main focus of 'Rocket Factory' - Mod This pack will provide to extend and facility the KSP Stock parts. Especialy made to make it easier and incerase the initial Carreer history for Kerbal Rookies -In addition, an extension Stock-share. the parts have mainly focus on playability and memory saving and hold memory footprint as low as possible – therefore some parts comes with non high Res. textures. detail description actually, the MOD is meant to supplement the squad-stock. It has many pods of bootlegs to 3.75m diameter. All inclusive with IVAs. Additional engines especially easy and a lot of power. (a bit oversized) - especially lateral thrusters (LAE series) with sufficient force in the selection both monopropellant as well LiquidFuel version. The same applies to controll-truster, there monopropellant as well LiquidFuel version. 3 fuel tank types - built thin ideal to serve as pedestal to serve for Lander. Structural it has mainly complementary thin built decoupler. Additionally, I have a booster with extra tank with a really lot of power in the range that allows the beginning of the game quickly to reach points and archive missions. In the Gamma series I've built a complete complementary 2m diameter setup. (yes 2m and not 1.85m). - [more conceptual motivation you see this on page 6 of the threads.] .. from concept ..to this Add to this a docking port, a large solar panel, and a special parachute with a lot of drag designed for the heavy Sigma V Pod. another point in design of spaceships was a good pilot vision forward. obvious advantage if the pilot a clear view to the front is - the spaceships can also be used for SHP. mod features and advantages : stronger equipped Engines (trust/weight ratio) stronger equipped Reaction Weel and Electric Charge on all Pods all Pods equipped with BulitIn Antennas and Communication parts. all Pods equipped with some BulitIn (stock) Science parts. - (be different from pod to pod) all command pods ability to identify installed mechjeb. [* Mechjeb is recommended but not required *] - all this mod parts are available more quickly in the career mode. This means faster available stronger parts to incereases your Caarer History. - Fuel and Electric Generators Parts, a holdover - with this part all started .. later, the first 1-man pods and then followed by other .. until I thought came had to share this with you. - (yeah sure.. you can cheat with ALT-F12 ) * current development status: 98% * listing parts * Command - Pods * Engines * Control * FuelTank * Structural * Utility * Generators Developer Annotation: If you have any questions, comments or suggestions; I am wide open and appreciate any help and ideas for improvement. Thank you all for Looking! Cheers dear all, this mod development as terminated. ! therefore was created a release thread -> any other versions or adaptations are now being published in the new Release Thread . future planned development:
  21. dear community, as discussed here first images of following mod 'Rocket Factory' : STS - AIAKOS 1 - Space Transport System projectstatus : work in progress. get AiKOS Project album on IMGUR view album on IMGUR and here
  22. Gama Pod M.K.3 VER.1.8 It's back and better then ever before the new death tra... gama pod. the new remodeled gama pod has shiny and sleek designs and is a 4 crew pod that can run as a probe core as well as a life boat it has 200 units of power/electric charge and 55 units of monopropellant and two flags it is reusable. < Ver.1.8> Fixed texture (the airlock). Fixed some tiny errors. Added a fun flag. you can download the Gama Pod M.K.3 http://creativecommons.org/licenses/by/4.0/ At last I have got this thing hear lol.
  23. Transport, Rendezvous And Interplanetary Logistics Spacecraft Standalone Gemini Download Here A very small parts pack to add the Gemini and Big-G spacecraft. Designed and created for Bluedog Design Bureau, but also available standalone here. Parts Docking Connector (Size0) Inline Parachute Inline RCS Block Crew Module (Seats Two) Large Passenger Module (Seats Four) Large heatshield Adapter structural part (1.5m to 1.875m) Development ToDo IVA This Mod Uses Off-Sizes! Adapters will be provided to standard stock sizes, but keep this in mind! 1.5M Parts can be found in Bluedog Design Bureau. 1.875M Parts can be found in Tantares, Contares, HGR, Bluedog Design Bureau, Standard Propulsion Systems, and a few other mods. Licence: MIT
  24. I have begun very basic work on a series of engines that combine mass driver, plasma creation, and the ultimate in recycling. Engines will have two grades, O.R.C. and E.L.F. Otherwise Really Cool Engines will heat its "fuel" mass to high gaseous state, ionize and expel for force. High cost of energy to the matter's density and boiling point, a bit more for ionization andd magnetic expulsion. So far a 1.25 I call Pele and a 2.5 I call Vulcan. Only fuel at this moment is the junkiest, but would be universal otherwise in being Rock. Performance curves in atmo like LN-V. So no mining rock on kerbal to get to orbit, well not reasonably. I am not making a cheat, but basing this on real scientific principles. I said basing, accuracy will of course deviate and that can be debated, but will not be this threads sole purpose. Stage two is in concept only ATM, everything is the same but more so, to get Electrodeless Lorentz Forces from a plasma you make from whatever. Thinking once I get how to flow and channel the thermal models in KSPI-E, I will use that as a power core. Next steps is an enigine module that will use a fuel data dictionary for settings about boiling points and specific heats, as well as density. Then the fuel determines the engines force, as all else will be as a level zone. This will make an interesting alternative for Depleted Fuel and similar things. It will be high density, so you would get 2-3 times the effect from rock in an ELF, but boiling points are much higher I believe, so an ORC maybe only 1.5 to 2, with higherr electric charge per second. These engines will take nearly impractical amounts of power. Nearly because the nuclear option is literally on the table, and will tend to pay off, or at least get close. I am looking to Coordinate with USI and KSPI-E, at least. ~Rough Draft~
  25. Bring some new real world inventions and ideas to KSP... Planes have many different landing gears and I feel that spamming small landing legs is wrong, so maybe we could use some SpaceX like landing legs ideas for larger landers? Draco like engine (with pretty shell that is on Dragon V2) with thrust between 24-77 "Twitch" Liquid Fuel Engine and Mk-55 "Thud" Liquid Fuel Engine, because there is huge gap between those engines. This engine would be very useful for development of medium weight landers/crafts. Anyone heard about this huge airship? It could be fun to have those in KSP, with ability to hover on few kilometres above land or sea... It is 1.2 version of KSP and still no pressurised rover cabin... guys it is wrong! Since we have water pressure, can we have proper submarines parts? That would allow to submerge just like in real world? Also jet engine for sea ships or submarines doesn't look good Kerbals should have at least one oil ring, barge or some ship on the planet... so we could use it as landing pad. In carrier mode recovering craft from this spot could be cheap, but not as cheap as recovering it from KSC. We could also use some very large structural parts, some of them could be flat as barge landing pad. Ramps... this is not new technology, so why we still have no simple ramps? Another not new technology, but still not available for Kerbals... tracks. Planet could be covered with few railroads, Russians use them to transport their Soyuz? So why we can't use it to transport our rockets or planes on different parts of planet? We would also need special wheels that would stick on tracks. Life Support: I've read few ideas about life support and almost everywhere people were afraid that this would make game too much repeatable. In 1.2 I can see "hibernate" option for probes, maybe we could have hibernation option for Kerbals? So once we are focused on other missions our space station/base is draining less resources that on normal use. It could require additional part, something like "hibernation compartment". Once kerbals are in hibernation they should lose all experience, but not permanently, they would recover it slowly once you awake them. After being awake recovery of experience points should be slow and take day or two. Also making kerbals uncontrollable for some time after being awake should force players to plan ahead and do not use hibernation for every time they are going to manage super short missions elsewhere.
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