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  1. Hello everyone! I recently obtained some files and were told to look after them, so here you go! I myself haven't done any of the modeling or texturing But I did do a lot of config editing. Mostly rewriting RP configs, names, discriptions, etc... Download Link: Dev Release. Still kinda funky. If the Mods take this down because license issues, I'll need help understanding how to do that... Credits: Myself- Pretty much nothing! @DECQ- Falcon 9 Models and textures @MeCripp- Helping me figure out how the hell stock fairings work License: Haven't quite figured this one out yet either... Advice? Do I even need one?
  2. Well, some of you may remember me, others may not. I'm the guy that made the perfectrons and one of the first launch escape system mods. Of course, that was long long ago (.24.2 being the last version I updated my mods for). Since then, I made very few advances and a few new parts too, but never got around to finishing them. I also kept myself from posting in the forums (lots of things going on at that time with the forum, arguments here and there about cancelled features and whatnot). Also there were way better mods at the time that did the same as my parts, so there wasn't much point in keeping them alive. Even the mod linked in my signature is dead. Long story short, I never updated my mods (sorry to the people that kept waiting for them) nor did I made progress with the things I had been experimenting with. So here I release all the parts I had been working with to the public domain. Included are: Perfectrons, all 3 variants LES, the 2 released variants (Apollo and Soyuz) and an unreleased, WIP, Copenhagen Suborbitals model. A radial engine I never got around to finish The ARES based SRB (the Kickback didn't exist back then) The A-RCS, a high powered, 5 direction RCS specifically for rocket control (see THIS video, around 0:18 and 3:35 to see how they were supposed to work). Vernor didn't exist back then either. The BPC release candidate, a fairing system to convert the mk1-2+LES combo into a good looking one. Cancelled because sumdum heavy industries made its glorious entrance. Not included in the file: Textures (They were horrible, and never got around to fix them) Configs (For obvious reasons) UV Maps (some models have theirs set up, but I highly suggest you re-do them) So yeah, the file only contains .MAX and .FBX files to import into 3DSMax or any compatible software (I think blender can import them? never used it really). The techniques used are pretty average ones, nothing to be proud of really. Note: some of the files are actual scenes ready for render, and scaling may be wacky in some cases. In some cases there is a stock mk1-2 pod. Some pictures (they are too big to hotlink, and are not in an album, sorry): About licensing and derivative works: They are now in the public domain. you are free to do whatever you want with them. Giving credit is most definitely not needed (although appreciated of course). LINK: https://www.dropbox.com/s/hpebuwt9cubkk2g/unreleasedparts.rar?dl=0
  3. Have you ever said "I don't want to live on this planet anymore"? Now you can! We at Kerman & Kerman Orbit and SurfaceStructuresare proud to present you the all new product line for Kerbals who want nothing more than to live on another planet! 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. The mod has been released! Further development and discussion of this mod will be continued in the RELEASE THREAD
  4. I have taken the liberty of updating the SnackPartsByWhyren so that the connection nodes work correctly in 1.0.5. This is currently a WIP. I have kept the original license WTFPL. http://www.wtfpl.net/ here is a link to the original authors thread. http://forum.kerbalspaceprogram.com/index.php?/topic/83028-snacks-life-support-parts-by-whyren-v5-8312014/ here is the link to download the updated version from Kerbal Stuff https://kerbalstuff.com/mod/1452/Snack%20Parts%20By%20Whyren%20UPDATED%205.1
  5. I read in the devnotes that you can now search parts by internal tags. I thought that this might be a good thing to crowdsource, because there are so many relevant tags that could be added to the stock parts. And who knows, someday we could even tag mod parts! What do you think?
  6. Hi, today @katateochi the owner of KerbalX and me had a talk about his plan to include vessel statistics into his vessel hosting site. I told him that i wanted to do a similar thing for DMP a while back and would love to have a "wich mod lincludes part x" search on SpaceDock. I suggested to include CKAN into this, since they distribute metadata. In addation tot he parts stats it would be great to have an image of that part so my idea is to ther have some sort of headless render setup or/and some sort of mod that generates them on players ksp games (as crowdsource campain). EIther way non of us has the time to implement those things but i would be willing to contribute the needed Server resources to make it happen. The reason for posting it here is to ask for opinions, ideas how to implement it and folks who are willing to build such a setup (given that CKAN and the rest involved are ok with it)
  7. As mentioned in the main development thread, KPBS has grown big over the time and some users might not want to install a mod that is too heavy/big. So the result of this thread decides in what form the mod will be delivered when it is released! Happy Voting! Ps.: when none of the choices on the poll are the way you want it delivered feel free to suggest another way in a post! I just added the new question to the poll.
  8. Alright, so I have a ridiculous question. would it be possible... to swap out a part completely.. for a part from a mod...? I don't know because I don't know crap.
  9. Hello all, I love modding this game really heavily, and I am rather fond of parts packs. I do find though, that after 60+ mods, I am running 2,500+ mem. I was wondering if there was a mod that would allow me (Ingame) to remove specific parts while not removing mods, or, if anyone had any advice how to do this in the game folder? I do not have much experience and ability with modding game files myself. Plenty of the parts packs have specific parts that I never personally use, while I use the other parts from those packs in every build. I'd like to be able to remove those that I do not use, if possible. Thank you all.
  10. Earlier today I had an idea concerning Mk2 parts while thinking of a mini seaplane (external seat, Mk0 main fuselage) and somehow that turned into smaller Mk2 parts. I was thinking Mk0 with 3 wing connector d's angled into each other on each side and offset slightly into Mk0 fuselage. They could possibly fit into normal Mk2 cargo bays, but I cannot try it now. Tell me what you think about it.
  11. Hi, is there a mod that adds powerful solar panels which can be retracted and, while retracted, have some 2400°K heat resistance, like the stock 1x6 and 2x3 panels? I was looking at Near Future Solar, but the larger panels don't retract. Basically, I want to make an ore tug/refinery which can aerobrake without the hard time of finding a way to put the solar panels so they don't burn during aerobrake
  12. Hi! I would suggest to include stock rover parts, for example Chemcams or something like that. Also please more space shuttle parts AND misión, like crew transfering (what would be related with máximum time that a kerbal can stay in space). A training center to train kerbals habilities. That would need more habilities, for example, endurance, strength, etc. Medical center that would be related to the maximun time a kerbal can stay in space, again. I think that focusing on space stations would be really important so more experiments and parts can be constructed. I already have a lots of mods that give me basically what I expected from stock possibilites and features, so maybe you should include them as stock features, like PlanetaryBase, Infernal Robotics, Life Support, ScanSAT, Tarsier Space Technology, Station Science, etc. But highly needing Rover parts, because there are too less parts to build, just 3 wheels, and I dont find any Rover parts pack or something.
  13. I have been trying to figure out what is causing this issue for days. Sometimes, when I load my career save, I get a bunch of craft loading errors saying that various mod parts are missing. I can go into sandbox and sure enough they're gone. The thing is, it doesn't do it every time, so I can't figure out what to do to even start troubleshooting this. I thought it was running out of memory at first, but really haven't had any failure to load problems or crashes. Every now and then it will crash after a few hours of playing but memory usage usually stays around 1.6 to 2 Gb, which should be well under the limit. The thing is, it's parts that I have on ships already that there was no problem with the last time I opened KSP, hence the craft loading errors on opening a savegame. This is driving me absolutely insane because it doesn't do it reliably and I have no idea where to even start troubleshooting. I have tried, without success: - Deleting and reinstalling whichever mod it decides not to load parts from. This worked once, but only made different parts not show up in the future. - Verifying steam cache: This did nothing despite replacing one file. - Deleting and reinstalling all of my mods: Didn't seem to do any good. -forcing openGL: was doing this before, no change. Tried forcing DX11, it loaded faster but the exact same parts were missing. I'm running 1.0.5 build 1028 It most frequently happens with Universal Storage cores, some DERP parts from USI Survival pack, and one of the SXT tanks. But it's happened with other parts as well, seemingly without any rhyme or reason. Modlist:
  14. so um i need some help my game loads up good but when i open up space station or space plane hanger no parts load
  15. I don't know about everyone else, but I really want to get out of my Command chair and stretch my legs during a long flight. Currently the only way to do this is to leave your ship (at least so far as I have found) even though some pods are quite roomy. This project is aimed at remedying this problem and hopefully adding some interesting new parts. What I've done so far: The Command Chair Basically, this is a very minimal command pod. Still working out the black background in portrait cam. Mk3 Bridge conversion The Bridge is a hollow probe core so you can leave your seat without losing functionality of your ship. The Command Chair uses RasterPropMonitor's transparent pod so you can see the kerbals. If anyone wants the blender or unity files to take a look or offer help on this project let me know. Update: Just uploaded the Mk3 Bridge and Science Cabin as well as the 4 command chairs, a hatch that fits in between stacked parts and an airlock that can be added to any hollow structure. I can't seem to get Open broadcaster to work, so if any one wants to post a video of them trying it out I'd really appreciate it. Kerbal Stuff: Captain to the Bridge Curse: Captain to the Bridge This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. Future Plans: Rotating Command Chair: I want to make the chair one part instead of four with unique exits. I haven't decided on whether to have the exit point rotate or the whole chair (part will require Infernal Robotics) New Hatches: After looking at Free IVA I'm working on Hatches that will work kind of like my airlock and let pass in to the next cabin even though there is a collider in the way. I also want to make a plugin, or use an existing one if I can find it, that will make the game think that ship has an atmosphere and it's safe for kerbals to remove there helmets while inside, unless an outer hatch is open. Kerbalevator: Haven't looked to see if this has been done yet, mostly just a thought in my head right now. But basically, I want to try to combine Struts and a Command pod so you can place Exit/Entrance (A) at one point on your ship and place Exit/Entrace (B) elsewhere and travel between the two.
  16. Hello guys, TP here. Before you read on you have to understand a few things about the way I play this game. I have 3 rules which are cast onto everything I do: The costs have to be kept down to absolute minimal. Part count has the same policy - minimal. Weight must be pushed to the absolute minimal. These rules are "liquid" so to speak, they can give sway to each other if the benefit from breaking them supports the final goal or target. You might quickly draw the conclusion that I am not having a lot of fun, that'd be where you are very wrong. I love to challenge myself with minimalistic builds that looks absolutely appalling but from a functional point of view are masterpieces. Functionality is the name of my game and as such I often find myself having severe headaches whenever I search "Spacecraft Exchange" for the above reasons. Yes Rune, I am looking at you, don't even get me started on Whackjob... With that out of the way I'll get straight to the topic at hand, how do you justify the way you build? Let me give the example which started this whole nonsense So inside my mind I keep tally of the various statics I see when I build these two objects, with A(left) and B(right): A Has 1 more part but weighs 1.3 tons less then B, costs 140$ less then B and is shorter then B. B Has one less part then A, is a lot more rigid, higher crash tolerances and is a lot more appealing. Do I choose option A or B? How do I justify spending more cash, more weight, more size(space/volume)? Do I even have to? Will the Kraken be more likely to eat A or B? Here is another example I also conjured up: This is a question regarding functionality again, about costs savings, weight and part count. A is on the left and B is on the right. A has the advantage in terms of weight but looses to cost, part count and functionality. However it has no need for a pilot to remain in the seat and can be freely sacrificed if needed. No lives are lost. B wins on costs, same performance as A, costs are lower and has a lower part count. However B looses out on weight, requires a pilot (default use here, not as storage) to be operational and has an overall larger volume. Okay, I think you get the jest here. I have my reasons to select the various parts I use but this is by no means a definitive and absolute way of playing a videogame. Everybody has their own options and decisions, which all are valid and equal. My question to you is this: How do you justify the things you decide to build? Is there some kind of deeper logic behind how you make your decisions? (This is not a showcase thread, please don't post 12 pictures of your absolute best works of all time ever. Just the very essence of what makes you decide on option A-B or C)
  17. This happens reliably - three times in a row, now, which is frustrating. I have a space station with a small docking port, and when I carefully put a new station mast onto the dock, it seems to "take" correctly. However, when I then decouple the tug that brought the mast, it is taking the mast's deployable radiator, and in two of three cases the deployable solar panel as well. These parts then float in front of the tug as if attached where they were when the mast was being carried. I am running stock v1.0.5.1028 on a Windows 10 64-bit machine, though task manager says KSP is 32-bit. I installed via Steam. All of the crafts in question (the station, tug and mast) are from the most recent version.
  18. Hey could you guys just throw in a 2.5 m Liquid fuel tank. Nuclear engines running only on liquid fuel messed up the usefulness of a lot of my interplanetary mother-ships. I would just like to see a 2.5 m liquid fuel tank or the ability to fill up the oxidizer space with more liquid fuel in the existing parts. Thank you. -PBW
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