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  1. I'm using RealismOverhaul mode with Realistic Progression addon which marks quite a lot of parts as non-ro (not supported by mod). I would like to delete them to reduce memory consumption. I also found that when a lot of mods installed, some parts become unnecessary because of mods overlapping. For example, Procedural Fuel Tank (from RealFuel mod, I guess) makes most other tanks needless. I want to remove them too. The problem is it's time-consuming and boring to browse GameData by my own, looking for parts that I don't need. So basically what I need is a mod or external tool for convenient deleting parts from the game. For example, mod which will allow to delete parts from VAB/SPH interface.
  2. This suggestion regards the rocket part revamp rumored to be planned or already started by @Porkjet for the next release. I'm surprisingly content with most of the parts as they are, but there's one in particular that I'd love to see improved. When I run out of things to put on top of a 2.5m liquid booster, the Protective Rocket Nose Cone Mk7 is a natural choice. However, there are some unpleasant things about this model visually. The bottom/outer edge has a flat section and a sharp corner The middle is a flat slope The front is a blunt curved spheroid I don't know enough about aerodynamics to argue that any of these is wrong, per se, but they do make this part look less appealing than it could. The 1.25m range of parts has a much nicer looking nosecone combo, the NCS Adapter with a Small Nose Cone on top. Its sharp point, curved middle, and smooth flush end make it look sleek and fit nicely with the adjacent part, and it would be cool to have a similar option in the 2.5m profile. The ability to fill it with fuel would be nice but not essential. Thanks for your time and consideration!
  3. Hi, has anyone done or is it even possible yet to make a proper working Hovercraft? Searched the forums but nothing close is showing up. itll no doubt require Mods to do 'properly' or do the stock physics enable this type of manipulation and use? would be interested in ppl's ideas, views, list o mods etc. on side note- been thinking about springs, hydraulics, turbines etc, possible with new unity engine maybe? food for thought
  4. This is an update to my original thread as I no longer have access to that account, and I've split the parts and the plugin into different parts. Included is a collection of two types of fuel cells--radial and stackable--each available in three different sizes. Originally these parts were created alongside a plugin I wrote to demonstrate its capabilities, but they ended up shaping its development and are more polished than a simple cube or cylinder. The plugin behind them will let the electric charge of your craft float up and down, and, by default, only generate power (and thus consume fuel) when your craft is very low on power and there is additional demand for it. You won't have to constantly turn the fuel cell on/off to conserve fuel on hybrid-power vehicles when they're in the shadow of a celestial body. It also gives you different modes to generate power, and you can switch between them at will. There's also much more eye candy than the stock parts have, though as of the 1.1 update there are a few graphical glitches I'm still trying to iron out. However, the plugin working the magic has been extensively tested, and I'm unaware of any bugs in the current version. Plugin source code, discussion, and additional resources for modders using it can be found in its respective thread. Download at SpaceDock here, or at DropBox here. Also available on CKAN. FAQ: Q: Why is it not generating power? A: Check to see what the "Status" says in the tweakable (right-click) menu. "Nominal" means it is generating power. If it says "No Demand", see the next question. The other states are fairly self-explanatory. Q: Why does it the "Status" say "No Demand" when my ElectricCharge is less than 100% full? A: The fuel cells are meant to only provide power when it is needed, i.e. "on demand." As vessels often have several means of generating power, such as solar panels, RTGs, or engines with alternators, it is best to let the ElectricCharge (EC) stored in batteries (or any other part of the vessel) "float" up and down with supply and demand. Only when there is still demand for power, without additional supply to compensate, will the fuel cell burn precious fuel to produce the required EC. The "Threshold" tweakable can be used to decide at what point the fuel cell should generate power, in percent of total vessel EC. Q: Should I ever raise the "Threshold" setting? A: In most cases, no, and this is why the default value is the minimum. It's best to leave this setting as low as possible to make the best use of a vessel's limited resources. There are, however, a couple cases where it may be beneficial to raise this value, permanently or temporarily. The first case is when you have several fuel cells on a single vessel, operating in different modes (if they are in the same mode you want identical threshold settings). You may want one fuel type used over another, e.g. (with the included parts) LiquidFuel + Oxidizer to be preferred over MonoPropellant. The simplest way to do this is just to raise the threshold of the fuel cell burning the preferred fuel by one increment above the other. Then, only if the power demands rise above what the higher threshold fuel cell can provide, and sink below what the secondary fuel cell's threshold is, will it start burning the more precious or desirable fuel to make up for the difference. The second case is if you are separating a single vessel into multiple vessels, via a decoupler, separator, or docking port, and one of the parts will be limited in its ability to produce ElectricCharge. For example, imagine a battery-powered Lunar Excursion Module (LEM) separating from a Command/Service Module (CSM) that holds the fuel cell(s) but only a fraction of the total EC. You would want the LEM to be fully charged before separating, so you can get the maximum charge out of its batteries for landing on the Mun. Here you would want to temporarily set the threshold to 100%, just before you plan to separate the LEM. As soon as things are fully charged, set the threshold back down and separate the LEM, and continue your Mun landing with full power. Q: I've set the "Threshold" to 100%, and despite having enough power from other sources, it keeps burning fuel! Why? A: I'll avoid a full technical description of why this happens, but suffice it to say it's due to a limitation within the Unity engine. For this reason I strongly recommend never leaving any fuel cell "Threshold" at 100% for anything more than a brief instant, or you may be wasting fuel. It's also theoretically possible, though less likely, for this to occur at even lower percentages, in cases where you have large power draws (e.g. several ion thrusters), large alternative sources of power (e.g. big solar panels in full sun near Kerbol), and very little maximum ElectricCharge for a craft (no batteries). The only case where setting the "Threshold" tweakable to 100% will not waste fuel is when there are no alternative sources of power (remember, some engines generate power) for this stage or any later stage containing the fuel cell, and there will be no docking with the vessel ever. Q: I really like your plugin. Can I use it with parts I make, and is there any documentation? A: Yes, you can use it with your own parts as long as you follow the plugin's license. The documentation pertaining to the plugin are HTML files that are included in the plugin-only release, along with its source code. See the "On Demand Fuel Cells" mod to obtain these. Known Issues: Known issues with v1.1 - At certain angles, the particles from an emitter can disappear - When highlighted, the particles from an emitter can disappear, and you can occasionally see through areas of the parts - Components of the fuel cells may disappear when viewed from certain angles Change Log: v1.1 - Release split into two pieces; plugin is now distributed separately from the OI parts, to ease CKAN support - Parts rebalanced, to be closer to the stock KSP fuel cells released in KSP 1.0 (compared to the previous release, the OI fuel cells are now ~5x more efficient but provide 50% of their previous maximum power) - Recreated parts in Unity 5.x and using the new PartTools; may look slightly different from the previous release v1.0 - Initial release (for KSP v0.90) License: All files contained within are copyright `Orum on the KSP forums. This license also grants the following rights and restrictions. 1. Definitions: a. Content - Copyrighted materials not licensed under the CC BY-NC-SA-4.0 license or consisting of the CC BY-NC-SA-4.0 license itself. b. Component - Any portion of the content defined above. c. Hosting - Keeping a copy, ephemeral or permanent, of the content on a system with the intent to distribute. d. Non-Commercial Use - Use of the content where every party and every potential party is not required to pay a fee or provide compensation, beyond Internet access fees, in order to access said content at every quality level available to any party other than the party responsible for creating or hosting the content. e. Commercial Use - Use of the content that does not fall under the definition of "non-commercial" above. f. Content Management System - A system intended to facilitate users with the installation (including downloading) of or the management of (including installation and uninstallation) the content or components thereof. g. Repackaging - Combining a component bundled in a manner that precludes separation of the content prior to the downloading, extraction, or installation of the component by anyone other than the end-user of the content; or the download, extraction, or installation of a component where the component does not consist of the entire content by anyone other than the end-user of the content. h. I/me - The owner of the copyright. i. You - The individual or organization exercising the rights granted or restricted by this license. j. Third Party - Any party that is not you or me. k. Party - Any individual or organization. 2. Permission is explicitly granted for the following, but does not imply permission for items similar to the following: a. Hosting and distribution of content by sites to which I have uploaded the content. This is limited to SpaceDock (spacedock.info) and Dropbox (dropbox.com). b. Downloading, installing, uninstalling, or other management of the content via "The Comprehensive Kerbal Archive Network" (CKAN; https://github.com/KSP-CKAN/CKAN), and other non-commercial content management systems, provided they don't violate any other portion of this license. c. Non-commercial use of the content or components (does not include use in dirivitive works). d. Creation, distribution, or use of files created by you or a third party modifying the included *.cfg (config) files via ModuleManager (https://github.com/sarbian/ModuleManager), provided they don't violate any other portion of this license. e. Creation, distribution, or use of textures created by you or a third party for use with included components, provided they don't violate any other portion of this license. 3. Additionally, explicitly forbidden is the following: a. Repackaging of the content by anyone other than me without explicit permission or authorship from me. b. Asserting or implying that endorsement or sponsorship has been granted to you or anything created, edited, or otherwise modified by you without explicit claims made by me. c. Commercial use of the content or components. d. False claims of ownership of the content or the copyright of the content. 4. This license, or an updated version of it authored by me, must be included in an unmodified state with the content or components thereof.
  5. Presents... Radial Heat Shields Download Pre-release Version 1.0 comes bundled with Module Manager and TweakScale. License: Radial Heat Shields by Clifton Marien is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License
  6. Hi everyone! I'm looking for mods that feature large command pods that can be used for larger ships and interplanetary (or someday interstellar maybe?) missions. So far, i mostly found aircraft -like cockpits but only very few that look appropriate for a larger ship or non SSTOs in general. What kind of command pod do (or would) you guys use for large ships like that? I've been playing KSP for years now, but i always stumble over the same problem that i can't find a appropriate command center for more time consuming missions. (no need for fully made interiors) I usually used Near Future Spacecraft but since it hasn't been fully updated i realized that i know of no other mod that features similar command pods. Are there any mods out there you guys may know of that i migh have missed? Thanks in advance.
  7. I have a question and maybe a mod idea. What is the point of stock narrow band scanner (the hexagonal thing) if it does not work on a planet without prior sweep by the big M700 scanner? 1) What sense does it make mechanics-wise? It's a scanner or it isn't? 2) What's the point of bringing one at all, if you already have the data from M700, and can see ore-rich areas? If you oh so wish to win few hours over few days of mining by moving to especially rich vein - there's surface detector for that. Won't it be a better idea to have two scanners different in mass and size, with different capabilities? Trading smaller size for data limited to area directly below your ship, compared to instant whole-planet scan by the big bulky polar scanner?
  8. How difficult would it be, to impliment the ability to be able to 'cycle thru' various node positions on a part when building? i find myself wishing that i could move a node to be able to attach to a part in a different way. Eg. Attaching 1 truss/girder to centre of another, not just the ends. anyhoo, just wondering how much of pain itd be for i suppose everyone who makes parts to impliment it? Edit - too difficult then eh oh well. Nvm
  9. http://spacedock.info/mod/541/Avalon%20Astronautics%20High-Tek%20Parts?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E My first mod ever!!!! The description on the mod's page shows what it adds so check that out. If you have any issues/suggestions/advice please feel free to PM me. As you can tell by the stock models & lack of textures, I have no experience in making/using either of those, so I am looking for people who are willing to do that. If you can, please tell me in either a reply to this topic or a PM. See Ya In Space!!! The custom flag was created by the glorious user Kuansenhama, he is really just amazing. -KspNerd/CrashAndBurn
  10. Hello dear reader. This is a thread for organizing and sharing in a single place the work I'm doing to revive, resurrect or maintain abandoned mods. Or anything in general, really. The general idea is to grab old, abandoned, orphan, incomplete or otherwise currently unused mods and give them new life in the current KSP version. I'm very open to suggestions and contributions. I do config file / Module Manager tweaking, and some of coding. I am absolutely terrible at 3D modelling and mediocre at best at texturing, so it is unlikely I'll do any of those. So, without further ado, below is the info on the already resurrected/tweaked/refreshed/updated mods: Current KSP version: [1.0.5] Sam Hall - Kerbonov Kn2 Status: Up to date - Original Thread Kerbonov Kn2 is a parts pack that adds a very nice cockpit with beautiful interiors, a mini jet engine, probe-sized RCS thrustes with monoprop in them, RATOs, a probe-sized decoupler, and some other goodies. Download: Changelog: 1.1: Engines now use ModuleEngineFX The decoupler now has the default KSP sound, because the bundled one wasn't working. All nodes have been checked so they comply to the new attachment rules. Thermal information has been added so things can now explode properly. All credit to Sam Hall Tweaking based on the excellent previous work of aristurtle: Forum post License: CC 3.0 Share Alike with attribution TurboNisu - Stockalike Parts For Useful Aesthetics Status: Up to date - Original Thread TurboNisu made this excellent parts pack that fills some gaps in the stock variety. Download: Changelog: 1.2: Revisited truss attachment nodes. Tweaked all masses. Added missing thermal info. Added License to the download 1.1: Fixed attachment nodes in all girder and truss pieces. Added thermal information Weaked weight for little truss pieces. All credit to TurboNisu Tweaking based on the excellent previous work of a__gun: Forum post License: CC Attribution-NonCommercial-ShareAlike 3.0 Unported pizzaoverhead - Battery Indicator Status: Up to date - Original Thread pizzaoverhead made this very neat little mod that lets you tell at a glance the status of the Z-100 Batteries. He wanted to add more stuff but hasn't touched it in a while so I did. Download: Changelog: 1.5: Added color for locked batteries, defaults to blue. Added a gradient mode for the light so it changes smoothly. Made colors configurable via config file. 1.6: Increased the gradient steps to 8, so the colors will step in the middle of each pair. Added color for full batteries, the default is white. Added a percentage between full and caution, called okPercentage, default is green. All credit to pizzaoverhead License: GPLv2 - Sources included in the download. -- This is my way of saying thank you both to this amazing comunity, and the mod devs who work for no other reason than making more fun available for everyone else.
  11. I made something smaller a.k.a. cupcake lander. I don't know if I should post actual craft because it's so simple. VIDEO
  12. While I love the work of @Porkjet, I think the Mk3 passenger module could do with some improvements. This has been on my mind since .90 Its extremely large for only holding 16 kerbals and no other functions, it has allot of wasted volume. first idea: I would cut it in half (2 windows) and only carry 8 kerbals allowing you to just squeeze in 8 more peeps to your shuttle without cutting out cargo space. if you need to move more than 8 kerbals then add another one OR just put loads of seats in a cargo bay. (this is the most efficient way to move kerbals) second Idea: add service bays above and below the cabin. like this: this way you could add extra RCS, Fuel or science parts, even a small rover or escape pod. *edit: if the doors opened as pictured above, you could put landing legs in there!!! *editedit: or vtol engines! or wheels! oh my! thoughts?
  13. So, I'm working on parts for my little Jool DIRECT mod and I wanted to make a new 1.25 m engine. After looking at the LFB KR-1x2, I decided to do what Squad did and cut the single KR-1 engine off the rest of the model, leaving me with this. The problem I'm having now, is what tweaks to make to it. If I just divide the information from the "Twin Boar", I'm left with an engine that gets 1000 kn of thrust in Vac, 933 kn in Atmosphere, and a slightly worse Isp than the "Vector". The LFB KR-1x2 gives a description that the KR-1 sacrificed thrust and efficiency for the booster design. Would this be a good fit as a upper stage J-2x or RL-10 analog to compliment the KS-25 "Vector" when that is used as a lower stage booster?
  14. Sorry. Figured it out. @DuoDex please delete this thread.
  15. Non aerostat album parts: landing gear is stock and fans are from RoverDude's Exploration pack. WARNING – early WIP. Ever since I started playing KSP I've wanted to play with airships. I found Hooligans airships and had fun with those and then Procedural airships. While I really liked both of those mods I wanted to go in a bit different direction with this. I also wanted to learn how to make mods so.... Currently I have models for rigid aerostats (think Hindenburg) and non-rigid aerostats (think Goodyear blimp – technically semi rigid for the newest one). These consist of three centers and three end caps. Gondola parts include a cockpit that has some extra info display functionality for aerostats, a crew compartment and a gondola tail. Three hydrogen cylinders, one fin with a control surface, a probe core if you want the extra aerostat display info without the gondola and finally a tweakscale MM patch. I'm new to 3D modeling so the models are rather basic. Operation wise you have a lift cell and the lift cell contains a balloonet or a balloon within a balloon. The balloonet allows you to vary the lift gas volume so you can maintain a set altitude – the bigger the balloonet is inflated, the less room for lift gas, the lower the altitude you stabilize at . Gas cells (lift cells and balloonets) can rupture if subject to too much pressure. If a gas cell is ruptured it doesn't pop like a balloon but will start leaking gas. To prevent disaster the gas cells have an emergency relief valve that will vent gas at a set pressure and while it should prevent a rupture in most circumstances, it won't save you if you ascend too fast. To control the craft right click on envelopes to control each envelope individually: Cell Main/Cell Balloonet to select the part of the envelope to control - lift cell or balloonet. Step +/- to change the amount to change Lift +/- to change the selected (lift or balloonet) fill by amount. Dump to manually dump gas Or on a areostat controller (cockpit or probe core) part for info/control of all envelopes: Pressure Hold on/off to automatically try to keep pressure at 500 Pa Venting on/off to allow over pressure venting - also called ERV or Emergency Relief Valve. When you stabilize at your desired altitude turn pressure hold off. Working Lift calc's – parts will fly. Cells will randomly spring a leak if over pressure(1500 Pa for now) - probability increases with time over pressure and how far over pressure. Not working Under pressurized non rigid aerostats work just as well as when properly pressurized. To Do List Add hatches to the gondola parts (you can't EVA at this point). Add a GUI Move over burdened right click menu to GUI. Auto trim function. (or /- trim) Auto altitude function. Auto pressure function – for non-rigids. Graphical status for each lift cell. Add configuration window. Allow change of lift gasses – currently Hydrogen only. Add hot air, and heated gas options. Part scaling - needs to independently scale length and diameter so part count can be reduced. More envelopes, gondola parts, better models, better textures. Balance the pieces. Required mods: Community Resource Pack. Recommended mods: At this point I haven't played with this enough to be able to recommend any mods to go with this but AirPark looks very promising and KAS should be perfect for anchoring to towers or the ground. There is only one size of envelope so TweakScale (MM cfg included) is needed if you want bigger envelopes. Download And a final warning – progress is going to be slow. License CC BY-SA
  16. I've been thinking about some things lately, regarding part mods that include hull parts (as opposed to wing parts etc.) with cross sections that are not circular. The classic examples of such parts would be the stock Mk2 and Mk3 parts, which follow a standard set by Squad. Mk3 and the B9 HL hull parts fit each other - as I understand it this was a deliberate choice. Well, why not make this choice some more? The ability to add to parts produced by others makes sense, and can only improve the quality and flexibility of parts mods. As such, I propose setting down a standards board made up of an appropriate set of volunteers, who will determine which hull shapes to standardize, and what the precise standard should be for each. I myself lean towards being quite liberal about permitting new standard shapes - simply because I like creativity and new ideas - so in the end it may simply come down to collecting and publishing these shape descriptions in an appropriate format. But the main thrust is simply to have definitions for hull shapes that are stable, accessible and usable, permitting modders to create compatibility with others more easily. Some thoughts on what shapes it would make sense to include, sorted by the mod pack where I've seen them (which may not be the originator, please correct me in this case): B9 Aerospace (bac9) S2 S2W HX Mark IV Spaceplane System (Nertea) Mk4 OPT SpacePlane Pack (K.Yeon) Type J Type K Other types will surely come up as well - I know I've seen them, and I know I must have forgotten some also. Really, any hull type part that could be standardized meaningfully is a candidate here. It would provide us with a repository of information on what shapes are used, and prevent insularity among parts mods by making compatibility easier. So, thoughts?
  17. Hi gang, TP here. A quick question, have you ever noticed the amount of non-connected struts? I keep finding myself scouring the sides of my rockets, trying to pry 1-2 more parts away from my total part count. Maybe it is just me (as a part-manic, sue me) or maybe its a common thing?
  18. Hot Contents Orbital Systems A Mod by Sequinox and Joco223 ----------------------------------------------------------------------------------------------------------------- Q: What is Hot Contents Orbital Systems? A: Hot Contents Orbital System is a mod that aims to have multiple parts for every purpose imaginable. Stock engines are very limited, so I aim to develop a mod to where you can look for a part that fits what you need and it will be there. Q: Wait a minute, you're not a modder! A: o_o You got me! This is my first mod I am developing for the community. I started off making some Real Plume configs for the Launchers Pack mod. From there I decided I would like to do something I can truly call my own. Q: Where can I give you feedback? A: You can always tell me how I'm doing by just replying on the thread! Feedback is always welcomed and it helps me develop a better mod! Q: Alright, cool. Anything else we should know? A: All of my mods will use GitHub for the main download. I believe that GitHub should be used by every mod creator due to the fact that you can see what you are downloading. If you wish, there will always be a download on SpaceDock. ----------------------------------------------------------------------------------------------------------------- Image Gallery ----------------------------------------------------------------------------------------------------------------- Downloads: GitHub SpaceDock ----------------------------------------------------------------------------------------------------------------- Hot Contents Orbital Systems requires: RealPlume (Not included in the download!) SmokeScreen (Included in the download!) ---------------------------------------------------------------------------------------------------------------- Planned Stuff: Grey: In planning Red: Modelling Yellow: UV Mapping/Texturing Green: Unity stuff/Config files Strike Through: Put on hold HC-2 Lower Stage Engine: A small 1.25 engine. Comparable to the Merlin 1C. HB-2: The next tier of upper stage engines. (READY FOR RELEASE) HA-Multi Engine Adapter: A 9 engine adapter. Comparable the the adapter on the Falcon 9 1.1. ----------------------------------------------------------------------------------------------------------------- Change Log: v.Demo-1: Added HC-1 Orbital Engine v.Demo-2: Added the HCE-2 Polished up some stuff with the HC-1 v0.1: Added the HB-1 Added the HC-FT-1 v0.2: Added HC-SB1 Rebalanced the HB-1 ----------------------------------------------------------------------------------------------------------------- Help Wanted! We are currently looking for someone who can do unity configuration and create config files! If you are willing, please message either me or @Joco223. ----------------------------------------------------------------------------------------------------------------- License CC BY-NC-SA What does this mean? You are allowed to remix and redistribute our work so long as you give credit, provide a link to this license and make clear what changes you made. You may not redistribute this mod for commercial uses. Development Team Sequinox - Creator, Thread Maintainer, Unity Configurer, Config File Configurer Joco223 - Modeller, Texturer Other Credit: @Nhawks17 - For the beautiful Real Plume Stock Configs mod @sarbian - For the amazing SmokeScreen mod.
  19. Kerbalized version of the ship Sidonia from Knight of Sidonia Anime converted in a Heavy Asteroid recycler Ship THIS UPDATE IS NOT COMPATIBLE WITH OLDER VERSIONS Kidonia is a heavy ship-carrier that relies on asteroid resource extraction The package include cap with Grappler-Drill, Sas, Command module, Cargo Bay, Science Lab with integrated Nuclear Reactor and Recycler for depletedfuel (nuclear waste), Huge Tank, 3.75m ISRU, Thermal section and Engine Patch inside for Snacks, SimpleConstruction and for increase mass of asteroids Dependencies InterstellarFuelSwitch Kerbal Joint Reinforcement ? (not a dependency but highly recommended) Recommended mods Custom Asteroid SimpleConstruction Suggestions For Place the Grappler inside the cap bay hold ALT+Shift Cap Bay Doors and Grappler Arm animations are Delayed on this way you can use them in the same ActionGroup LICENSE: CC BY-NC-SA 3.0 Changelog Download ; GitHub SpaceDock Regards Luca
  20. 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?
  21. 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
  22. 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
  23. 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
  24. 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?
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