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  1. Download on Curseforge or Github or SpaceDock. Also available on CKAN. KerbGuise Experimental engineering (KGEx) Brings you: The Gold Standard (TGS) Adopted for curation by @zer0Kerbal, originally by @Dewar This mod adds the pursuit of gold and an extremely rare resource called Unobtainium to the game! This resource part mod adds eight new parts and adds functionality to several stock parts in Kerbal Space Program. Preamble by @Dewar: Now with SMX support! Now with full SCANsat and Galileo's Planet Pack Compatibility!) This mod adds the pursuit of gold and an extremely rare resource called Unobtainium to the game! Gold Ore now appears on planets/moons Gold Ore can be mined and smelted into Pure Gold with the Smelter Return either Gold/Gold Ore back to Kerbin for profit Gold is heavier than Gold Ore, which is heavier than Ore Full integration with Vanilla drills and scanners Vanilla Drills and Surface Scanner available slightly earlier in the tech tree Only 8 parts (just over 3Mb download), low memory usage. Get over that mid-career fund grind in a fun and challenging way! What is Unobtainium? Unobtainium is an extremely valuable resource that generally spawns on high-G and extremely distant worlds. You can mine Unobtainium using the vanilla drills without needing a converter in-situ. Drills mining Unobtainium operate much more efficiently with both a scientist and engineer aboard. Unobtainium is a little more dense than gold, so ensure to bring adequate Dv! Finally a monetary reason to land on Eeloo, Eve, Moho/Icarus, or any of the other seldom visited worlds! This mod is not meant to be an easy cash cow; rather, a difficult alternative to contract spam. There is no gold on Kerbin, and be careful when choosing a mining site as only deposits of >2% (mini drill) or >1.5% (large drill) will yield gold ore. The gold ore can be returned for an okay-ish profit, but be aware that gold ore is basically 9/10s ore. So there are obvious benefits to smelting in-situ. The Smelter needs power, cooling, and an engineer to function at its full capacity. Pure Gold is, by design and IRL, HEAVY! Feel free to post any working ship/base designs! Note on returning with your space booty: Land near or on the space center to avoid diminished returns. Cabin notes: WIP - work in progress Am open to adding one more resource beyond Kerbin's influence, great project for someone! Community Tech Tree integration and Tech Tree Balancing (need feedback) Further Weight/Cost Balancing (need feedback) I have not personally tested the patches Have a request? Glad to have them, kindly submit through GitHub. See the README in the Localization folder for instructions for adding or improving translations for languages other than English. GitHub push is the best way to contribute. How to support Discussions: See Discussions or KSP Forums for discussions and news on this mod Changelog Summary See ChangeLog for full details of mod changes Known Issues See Known Issues for full details of feature requests, and known issues Installation Directions: Use Dependencies Kerbal Space Program may work on other versions (YMMV) Module Manager Recommends Comprehensive Kerbal Archive Network (CKAN) Suggests SimpleLogistics! SimpleConstructon! Not So SimpleConstructon! Biomatic Docking Port Descriptions Shielded PicoPort On Demand Fuel Cells Field Training Facility Field Training Lab Transparent Command Pods Nuke Tiny Parts Scrap Yard DaMichel's AeroRadial DaMichel's CargoBays DaMichel's Fuselage DaMichel's Spherical Tanks Deadly Reentry Lite Vanguard ProbiTronics CTN B9 Stock Switches HotBeverages Contract Configurator Stockalike Mining Expansion (SMX) Supports Kerbal Changelog SCANsat Galileo Planet Pack Kopernicus Stockalike Mining Expansion (SMX) Conflicts none Replaces none Tags parts, addon, resources, config red box below is a link to forum post on how to get support Legal Mumbo Jumbo Current Forum: Thread Source: GitHub License: Original Forum: Thread Download: Link Source: GitHub License: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v1.6.0.0 original: 01 Oct 2019 zed'K | updated: 24 Jul 2021 zed'K
  2. Download on SpaceDock, Github or Curseforge. Available on CKAN. Spacedock: DaMichel's AeroRadial (DAR) Spacedock: DaMichel's CargoBays (DCB) Spacedock: DaMichel's Fuselage (DMF) Spacedock: DaMichel's SphericalTanks (DST) DaMichel's Parts (DMP) Available separately or as one big pack. Packs / Versions: SphericalTanks Parts mod with five SphericalTanks with 1.25 m base from 0.625 to 10 t. (612.5L - 10,000L) Five (5) 1.25m spherical tanks. Available in veteran orange. CargoBays A payload parts mod that adds three 2.5m round cargobays in 1m, 2m, and 4m lengths with fold-flat door design. Three (3) 2.5m rocket cargo bays in 1m, 2m, and 4m lengths. Flat fold doors. AeroRadial An electrical parts mod adding two streamlined radially attached parts: one RTG and one Fuel Cell. Two (2) streamlined, radially attached power products. One RTG, the other a Liquid Fuel and Intake Air powered fuel cell. Fuselage An aero parts mod adding adding seven (7) stock-alike flat fuselage parts. Seven (7) flat fuselage pieces. This is a continuation of DaMichel's Part Pack. Images: https://postimg.cc/gallery/1ds2abwku/ Packs / Versions: DaMichel's AeroRadial (DAR) DaMichel's CargoBays (DCB) DaMichel's Fuselage (DMF) DaMichel's SphericalTanks (DST) Permission granted by original author Source: GitHub License:
  3. Explodium Breathing Engines "Jet" engines that (actually!) use Eve's atmosphere and Oxidizer. License: MIT License except for re-coloured textures, which were derived from art belonging to Squad / Deported B.V. Download from SpaceDock or from GitHub. Supports KSP 1.12. and supports RealPlume Stock and now Waterfall. It had to happen. After good success with @GregroxMun's Alien Space Programs and @OhioBob's Eve Optimized Engines, along with an old discussion about atmospheric engines using oxidizer instead of liquid fuel, I just had to ask how hard it would be to make jet engines that would breathe "explodium vapour" likely found in Eve's atmosphere and burn it with oxidizer to produce efficient thrust. @JadeOfMaar and @wasml pointed me in the right direction, @DStaal filled in a few blanks, and I hacked together some parts. Introducing Explodium Breathing Engines. A set of cloned configuration files from stock jet engine parts that use oxidizer only, and a new resource configuration found hypothetically in Eve's atmosphere: "Explodium Vapour" evaporated from Eve's Explodium Sea. This vapour may also be present on other planets in popular planet packs. Further rebalancing has happened based on resource abundance and a pure ethane (C2H6) reaction with oxygen. Resource abundance now has a direct impact on engine performance. This is turning from proof-of-concept into something realistic, while still being fun to use. There really is some science behind this that I explain at the project's Wiki, and hammered out in a more recent add-on discussion thread. Modified parts include explodium versions of all intakes, oxidizer + explodium versions of nacelles, oxidizer only tanks and wet wings, and underworld-themed engines: J-21 "Hades" J-34 "Zephyrus" J-91 "Atlas" J-405 "Sphinx" J-X5 "Beelzebub" and let's not forget our favourite: CR-8 L.U.C.I.F.E.R. (Large Unkerbal Cycle-Interchanging Fueled Explodium Rocket) Introducing for 1.7, engines for gas giants, failed or otherwise. Consider this a counter-challenge for Team Galileo: J-22 "Dorothy" J-35 "Scarecrow" J-406 "Lion" J-X6 "Tinman" J-92 "Wizard" and finally the CR-9 S.L.I.P.P.E.R. (Science-Light Impossibly PerPosterous Explodium Rocket) All parts should have a distinct appearance to separate them from stock parts. I put all of the modified parts and ExpVapour resource configurations in a GitHub repository. MIT license to match OhioBob's choice for the Eve Optimized Engines. I'd be glad to let others into the project who know better than I do. The to-do list includes: (The to-do list is finished!) Rewrite parts as Module Manager patches to remove dependency on Squad art (Done!) Fix the intakes to work on Eve only, somehow (Done! Intakes are now zero EC harvesters.) Fix the resource config if needed, integrate with Community Resource Pack (Not necessary as it turns out.) Rebalance engine performance based on tester feedback (we might be almost done!) Produce different artwork to identify the explodium-based parts (I'm just missing some tricky parts.) Create RealPlume configurations; I'd like to do a different colour plume for these like the blue from an ethane flame (This was quite easy, as it turned out.) Maybe get some help with CKAN, publish to Space Dock (SpaceDock done, CKAN should be done) Known problems, should not impact play: Ore mining contracts will appear in Career mode when you unlock tech nodes with harvester parts. This might be a game design problem with contracts lumping all resource harvesters together. Pay attention to contract requirements, because there might be a "Gather 2000 units of Explodium Vapour" contract that won't make sense because there are no containers for it. No colourized textures are available for the Atlas engine or Big-OX wings. The wings don't take well to colourization, and the Atlas causes null reference exceptions if using an alternate texture. Harvesters have a small amount of ExpVapour loaded by default. This means engines will work for a few seconds at launch from Kerbin, but will quickly run out of vapour. This may be needed in KSP 1.3 though. Slow frame rates may happen if using the RealPlume configurations. Update SmokeScreen to 2.7.4 or later to address this. (KSP 1.3) Stationary harvesters will harvest zero ExV, such as craft on launch clamps or with wheel brakes engaged. Once motion starts, harvesters will start harvesting. (KSP 1.3) Engine resource shows up as "Ex V" instead of "Explodium Vapour" in VAB or SPH. Other resource name strings not affected for some reason. To use this part pack, grab a release from GitHub or SpaceDock, and put the "GameData\ExplodiumBreathingEngines" folder into your GameData folder. To use a RealPlume configuration, install RealPlume-Stock and update its SmokeScreen installation to 2.7.4 or later. If you don't install RealPlume, you'll still get a different engine plume for some engines but most will use the stock jet plumes. To use Waterfall plumes, install the Waterfall framework. Now with more Fire! Change log:
  4. KSP Interstellar Extended (KSPIE) is a plugin for Kerbal Space Program, designed to encourage bootstrapping toward ever more advanced levels of technology as well as utilizing In-Situ resources to expand the reach of Kerbal civilization. KSP Interstellar Extended aims to continue in @Fractal_UK original KSP Interstellar vision in providing a realistic road to the stars. Players will first gain access to contemporary technologies that have not been widely applied to real space programs such as nuclear reactors, electrical generators and thermal rockets. By continuing down the CTT tech tree and performing more research, these parts can be upgraded and later surpassed by novel new technologies such as fusion and even antimatter power. We attempt to portray both the tremendous power of these technologies as well as their drawbacks, including the tremendous difficulty of obtaining resources like antimatter and the difficulties associated with storing it safely. The goal is to reward players who develop advanced infrastructure on other planets with new, novel and powerful technologies capable of helping Kerbals explore planets in new and exciting ways. The principal goal of KSP Interstellar is to expand Kerbal Space Program with interesting technologies and to provide a logical and compelling technological progression beginning with technologies that could have been available in the 1970s/1980s, then technologies that could be available within the next few years, progressing to technologies that may not be available for many decades, all the way out to speculative technologies that are physically reasonably but may or may not ever be realizable in practice. This is the KSPI-E release thread where we announce any releases of KSPI Extended If you want to chat about KSP Interstellar release you can do it at our KSP Interstellar Discord Server For technical questions or Mod support, please ask them in the KPIE Support thread For talk about new development and features request you have to be in the KSPI-E develpment thread Latest Version 1.29.5 for Kerbal Space Program 1.8.1 - 1.12.2 Download older version from Here source: GitHub If you appreciate what I create, please consider donating me a beer you can donate me with PayPal or support me by Patreon Download & Installation Instructions step 1: remove any existing KSPI installation (GameData\WarpPlugin folder) step 2: download KSPI-E and put the GameData in your KSP Folder (allow overwrite) License Info KSPI-E code and configfiles:are distributed under KSP INTERSTELLAR LICENSE Molten Salt Reactor model from USI Core by RoverDude licensed under CC 4.0 BY-SA-NC Tokamak model from Deep Space Exploration Vessels by Angel-125 licensed under CC BY-NC SA Solid Coie NTR, Nuclear Ramjet, Nuclear Lightbulb and Nuclear Candle models and textures from Atomic Age by Porkjet all licensed under CC BY-NC SA Super Capacitator Model from Near Future Electric Mod by Nertea licensed under CC-BY-NC-SA Surface Wrapper Radiators from Heat Control by Nertea licensed under CC-BY-NC-SA Microchannel radiators from Heat Control by Nertea licensed under CC-BY-NC-SA Inline RCS stack by TiktaalikDreaming for Inline licensed under MIT Nuclear Ramjet Model by Lack licensed under CC-BY-NC-SA retractable RCS by BahamutoD licensed under CC-BY-NC-SA Wrapper Tanks from Kerbal Hacks by enceos license under Creative Commons 4.0 Inline Thermal Dish Relay Receiver by @steedcrugeon licenced under CC-BY-NC-SA at JX2Antenna Plasma Wakefield Particle Accelerator Ring by Sin Phi CC BY-NC-SA 4.0 at Sin Phi Heavy Industries If you think I missed something, please notify me Credits @Fractalfor developing the original KSP Interstellar @Eleusis La Arwall for most of the new Reactors, new Power Dish transmitters and Beam generators @zzzfor most of the original models/texturing @Boris-Barborisfor porting KSPI to 0.90 and fixsing many bugs @Northstar1989for providing theoretical basis for many of the new features in KSP Interstellar Extended @SpaceMouse for Magnetic Nozzle, MHD generator and EM drive engine @EvilGeorgefor programming Solar Wind collector and ISRU processing and several other ISRU processes @Cyne Daedalus Fusion Engine Model and Texture @Arivald Ha'gel for helping to fix several issues @MrNukealizer for his help in C# development work on KSPI @Snjo for making the code FSFuelSwitch public available Olympic1 for his help with the integration of KSPI with CTT KaiserSnow for providing Icons for Integration with Filter Extension InsanePlumber for converting part textures to DDS format A2K For helping get KSPI-E on CKAN Bishop149 for Helpi improve the Wiki and OP ABZB for Helping to find many bugs and developing Mk2 EXtension Mod SmallFatFetus for giving permission to use is Vasimr model michaelhester07 for creating Particle Accelerator NathanKell for creating ModuleRCSFX. Trolllception for helping new players understand the tables on the OP and MM scripts Nli2work for creating the Magneto Inertial Fusion Engine @Nansuchaofor helping to create documentation and guides for KSPI-E @th0th for providing Icons for the tech node @Tonas1997 for proving new technode nodes Recommended AddonMods Recommended Planet Packs/Star System/ Galaxy mods: Recommend Tech Tree: Recommended Tool mods: Suggested Challenges: Documentation & Tutotials KSPI is one of the most sophisticated mods for KSP. To help you get started, you can make use of the following resources: KERBAL INTERSTELLAR EXTENDED GUIDE KSPI-E for Dummies KSPI-E Guide by Nansuchao KSPI-E Technical Guide KSPI-E Wiki KSPI-E Youtube Videos: 9 part Russian Tutorial by @ThirdOfSeven 3 part EnglishTurorial by @Aaron Also: Support KSPI-E add support for the following mods
  5. Download from SpaceDock or Github Tired of throwing away your rocket every time you launch? Look no further! This collection of parts will help you build reusable rockets, SpaceX-style. @EmbersArc created this wonderful mod but due to busy times had a hard time maintaining this mod. I am honored to continue this legacy in its current state and making sure to keep this mod we all know and love up-to-date! Includes: Falcon 9 Landing Legs in three different sizes. New Glenn Landing Legs in two different sizes. ITS Landing Legs in two different sizes. New Shepard Landing Legs in two different sizes. Grid Fins for control and additional drag on descent. Deployable Wings to fly back stages. SuperDraco Engines to land your capsules and provide in-flight abort capability Fuel Tank with ladder extension Heat Shield with integrated shroud, decoupler and deployable landing gear Docking Port compatible with stock docking ports Recommended mods: Flight Manager for Reusable Stages Trajectories Compatible with: TweakScale RealPlume Ferram Aerospace Research Installation: Move the "KerbalReusabilityExpansion" folder to KerbalSpaceProgram/GameData/ and you're good to go. With CKAN CLI: ckan.exe install SpaceXLegs License: MIT License How to: Build a reusable first stage Special thanks to: @EmbersArc for making this wonderful mod! Without it I think we would still be in an age were reusability on rockets doesn't exists! @nli2work for making the legs work initially for 1.1. The setup has since been redone but it would have been much harder without that help. @DerpyFirework for contributing the "DeployableAeroSurfaces" plug-in for the grid fins. It is in the public domain and the source code can be found here. Changelog: Good luck landing stages!
  6. Shadow Space Technologies Unlimited - Labs Division This is the public discussion thread for ongoing development of SSTU parts and plugin code. Downloads: The latest versions may be found at: http://www.curse.com/ksp-mods/kerbal/241283-sstu-shadow-space-technologies-unlimited And are also available on Github: https://github.com/shadowmage45/SSTULabs/releases (Github will always be more up-to-date than curse, as they are auto-published there; I have to manually update Curse; so please check the GitHub link if you are looking for the latest versions) Please keep in mind that these are all testing releases. Things may break between releases. There will be bugs. Many things are unfinished and/or unoptimized. The test versions are for ironing out bugs in new features and for testing out prototype parts before they are finished; as such they will always have bugs, often severe, and there will often be unfinished parts (no textures, missing features, etc). Please only use these versions if you wish to contribute to testing and are comfortable with the state of the releases. Wiki (WIP): https://github.com/shadowmage45/SSTULabs/wiki Contribution: IVA Modeling: SSTU could greatly use someone with interest and experience in modeling IVAs. If you think you are that person, please contact Shadowmage through PM to work out the details. Testing: If you would like to contribute to pre-release testing (and get to try things out in their pre-release state), please follow the link above; the most recent test version will be at the top. Please submit issue reports for any problems you encounter via the GitHub issues tracker: https://github.com/shadowmage45/SSTULabs/issues (If you do not report the issue there, it will not be resolved; issues posted in the thread or through PMs will be forgotten about and likely never fixed; so please, do the organized thing and use the bug-tracker). Configs/Patches: I welcome pull requests and contributions for adding patches for mod compatibility, adding new part configs, or fixing issues in existing part configs. Documentation: One very major part of the mod that could greatly benefit from public contributions is the Wiki: https://github.com/shadowmage45/SSTULabs/wiki While this is the 'dev version' wiki, I will be using it to form the basis of the public release wiki; so any/all information and details that can be filled in now will be transferred over to the public release repository and wiki when it is created. Feedback, suggestions, comments, etc: Please feel free to post feedback, suggestions, questions, etc regarding development releases and/or any posted previews. Even if you are not on the testing team, I still value your feedback and suggestions. Please use the issue tracker for any 'official' feature requests; it may be found at: https://github.com/shadowmage45/SSTULabs/issues Bug Reports: Please submit issue reports for any problems you encounter via the GitHub issues tracker: https://github.com/shadowmage45/SSTULabs/issues. No other method for submitting bugs will be supported; posts on the forum or through PM will be forgotten about before I can ever get to them. Opening up a ticket ensures that your report does not get lost in the forum or forgotten about. No ticket = no fix. Enough with the disclaimers, and onto the parts! The Parts: The goal of SSTU is to provide low-part count, CPU-efficient parts for common uses. To this end many of the parts are designed with additional integrated functionality beyond the base functions, for instance integrating RCS ports and engine(s) into a fully fledged service module. I have tried to maintain a stock-compatible appearance, though as I am not an artist or modeler (at least not by training/profession), how well this has worked out is subject to opinion. Master list of parts; current, planned, the whole lot: https://github.com/shadowmage45/SSTULabs/wiki/Parts---Master-List Ship Core: Engines A set of engines in many varieties, including pre-built engine clusters. Many more engines, mounting options, and cluster designs will be added over time. Ship Core: Series A A set of parts modeled after the Soyuz CSM stack. Includes Orbital Module, Descent Module, Service Module, and LAS. Ship Core: Series B A set of parts modeled after the Apollo CSM stack. Includes two command modules (one with integrated heatshield and parachutes), launch abort system, and Apollo-inspired service module. Ship Core: Series C A series of parts heavily inspired by and based on current NASA - SLS project. Includes representations of SLS upper stack initial configuration, and lifter parts designed in the vein of the lower/core portions. The upper stack is designed to allow for a low-part-count manned orbiter setup, while the lower-stack parts are intended for super-heavy-lift capabilities. Command module and upper-stack are 3.75m, while the lower-stack lifter parts are 5m. Ship Core: General A line of generic / utility parts. Fairings, RCS, Science experiments, and procedural decouplers of various types. Includes a full line of configurable/dynamic fuel tank parts in standard cylinder, sphere, R-7 booster (integrated decoupler), and upper-stage (integrated rcs) form factors. Includes a full set of truss based cargo bay modules. Also includes a full line of interstage fairings and petal adapters, and standard payload fairings. (Many parts not shown in album) Lander Core A series of parts specially crafted to enable low-part-count non-atmospheric lander designs for use in the stock Kerbol system. Station Core A line parts for low-part-count station use. Includes inflatable Bigelow-inspired inflatable modules, inflatable centrifuge modules, ISS inspired habitat and lab modules, and a line of TKS/DOS inspired single-part station cores (integrated solar, engines, rcs, docking ports, sas). Also includes a full line of stand-alone solar panels and a 'welding' docking port. (Album not yet available) Craft Files None currently available, will possibly start becoming available when the mod has reached a stable state (not for the foreseeable future). Additional Addon Compatibility and Integration RealPlume -- Optional but highly recommended. SSTU includes a set of patches for RealPlume for all engines as well as most other engine-enabled parts. More will be added over time. Stock effects are also included, but options and configuration for those are much more limited. If you want pretty-looking exhaust effects, get RealPlume. MechJeb -- If MechJeb2 is installed, Command Pods (and some service modules) include a built-in MJ module. The tech-unlocks for these are based on the default MJ tech-settings. Kerbal Joint Reinforcement -- As of KSP 1.2+, KRJ is no longer necessary, as the stock Auto-Struts can eliminate most of the wobbles. Might still have utility on extremely large craft designs, but should no longer be nearly-mandatory. USI-LS -- Patches for most parts are included, and will be enabled when the requisite mods are installed. These patches add a few days worth of life-support to each of the pods and some of the service modules. (WIP, needs updating) TAC-LS -- Some patches are included. Not up to date, and not all parts are patched. ConnectedLivingSpace - A simple CLS patch is included to add CLS passability to all SSTU crewed parts. FAR - Unsupported. You are on your own if you choose to use FAR. Any problems involving FAR needs to be brought up in the FAR thread. RO/RSS - Unsupported. Take any support requests regarding RO to the RO threads. KR&D - Known to be incompatible. Some config edits can be made to allow them to work in the same install, but KR&D cannot adjust stats on most SSTU parts. Introductory video by MrMeeb Known Issues IVAs - Many are incomplete. WIP. They'll be finished 'eventually'. Textures - Many unfinished textures. Please see the Github issues tracker for a complete list of known issues: https://github.com/shadowmage45/SSTULabs/issues Future Timeline / Future Plans Please see the Github Milestones and Issues Tracker to see future/current development plans. Milestones (long-term plans): https://github.com/shadowmage45/SSTULabs/milestones Issues Tracker (current in-dev stuff): https://github.com/shadowmage45/SSTULabs/issues Legal: Source: All source code and compiled plugin binaries for this addon are distributed under the GNU General Public License (GPL) 3.0, except where noted below, where that code is distributed under its own license. The text of this license may be found at: https://github.com/shadowmage45/SSTULabs/blob/master/LICENSE-SOURCE.txt EXCEPTIONS: None at this time Source code for plugins is included in all releases packs (source may also be found for the most current version at: https://github.com/shadowmage45/SSTULabs/tree/master/Source). Models/Art/Configs All Assets and Artwork in this addon are licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License, except those areas noted below, which are distributed under their own licenses. The text of this license may be found at https://github.com/shadowmage45/SSTULabs/blob/master/LICENSE-ASSETS.txt EXCEPTIONS: None at this time ModuleManager Module Manager is distributed under its own license (CC-SA). Source code and licensing details may be found at: https://github.com/sarbian/ModuleManager Community Resource Pack Community Resource Pack is distributed under its own license (CC-BY-NC-SA). Source code and licensing details may be found at: https://github.com/BobPalmer/CommunityResourcePack Mini-AVC This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin KSPWheel KSPWheel is a dependency for the SC-E (shuttle) landing gear, and is distributed under its own license (GPL 3.0+ https://github.com/shadowmage45/KSPWheel/blob/master/License-GPL3.txt). It may be found at: https://github.com/shadowmage45/KSPWheel TexturesUnlimited Textures Unlimited is distributed under its own license (GPL3). Source code and licensing details may be found at: https://github.com/shadowmage45/TexturesUnlimited Forum Page: https://forum.kerbalspaceprogram.com/index.php?/topic/167450-18x-textures-unlimited-pbr-shader-texture-set-and-model-loading-api/ The Team: Development: Shadowmage - Modeling, animation, texturing, plugin code, concept development, and most configs (balance). And a special thanks go out to all others who are making this add-on possible: JoseEduardo - Co-Conspirator, Testing and feedback, RO and RF Integration, Craft files, additional texture sets blowfish - Testing, feedback, and concept development MrMeeb - Intro video, testing and feedback. StratoChief - RO and RF Integration VenomousRequiem - Concept development and feedback. MeCripp - Testing and feedback _Augustus_ - Testing and feedback drtedastro - Testing and feedback riocrokite - Testing and feedback, concept development for part reduction falken - Testing and feedback martinezfg11 - LC-POD IVAs Jimbodiah - Craft repository and testing -if I missed you on this list, sorry! (feel free to send me a PM if you think you deserve a mention in the credits) Donations: I work on this mod during my spare time, and use vast amounts of caffeine in the process. If you would like to help contribute to my coffee fund, please see the link below. This is purely optional, but can help keep me motivated and energized ( = more work getting done!).
  7. Download on Curseforge or Github or SpaceDock. Available on CKAN as JackOLantern. Jack-O'Lantern (JACK) Jack-O'Lantern by @Porkjet. Jack-O'Lantern themed probe cores in seven sizes. All the modcons. Adopted for curation by @zer0Kerbal, originally by @Porkjet brought to you by KGEx Features This parts pack adds seven different sized Jack-O’Lantern themed probe cores Seven different sizes with all the modcons TweakScale configs are included. original on curseforge Updated for 1.7.x and 1.8.x and 1.9 and 1.10 and 1.11 and 1.12.2 @Porkjetlives! Cabin notes Localization work in progress How to support See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues Installation Directions Use Dependencies Kerbal Space Program 1 Recommends Hallowe'en (HWLN) Trick'r'Treat! KaboOom! (BOOM) another way to not go to space today Foundations (FND) - beta Helps prevent ground constructions from floating away Module Manager 2 Suggests [SimpleLogistics! (SLOG!)][thread:SLOG] [SimpleConstruction! (SCON!)][thread:SCON] [SimpleLife! (SLIF!)][thread:SLIF] Comprehensive Kerbal Archive Network (CKAN) 3 Mods that benefit Jack-O'Lantern (JACK) by zed'K TweakScale Supports Kerbal Changelog TweakScale Module Manager 2 Conflicts none Replaces none Tags parts, uncrewed *red box below is a link to forum post on how to get support* Credits and Special Thanks @Porkjet - Author and so much more Legal Mumbo Jumbo (License provenance) Current (1) - @zer0Kerbal Original (0) - Author: @Porkjet Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v1.1.0.0 original: 01 Oct 2019 zed'K | updated: 05 Oct 2021 zed'K Attribution-NonCommercial 4.0 International (CC BY-NC 4.0) Footnotes may work on other versions (YMMV) ↩ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! ↩ this isn't a mod. ;P ↩
  8. Version 1.9 This is a parts pack intended to flesh out the stock mk2 parts lineup by providing new engines, air intakes, and fuselage segments and cockpits in the mk2 formfactor, to give players more options when building spaceplanes and more. All textures are stock textures where possible, using MODEL nodes, so RAM footprint should be minimal. -Command 2 kerbal Inverted cockpit with IVA 1 kerbal Multi-purpose high visibility cockpit with IVA 2 kerbal Mk2-1.25 cockpit with IVA 3 kerbal Mk2 spaceplane cockpit with IVA 1 Kerbal Bubble canopy with IVA -Control Aerodynamic Configurable Monopropellant RCS block Aerodynamic Configurable LF/O OMS block 5-Way heavy duty Mk2 conformal RCS block Roll control RCS chine block Prograde/retrograde RCS chine cap Stability Control RCS and SAS module Monopropellant OMS pod -Air Intakes 1.25m to Mk2 inline air intake Ramscoop intake Mk2 shock cone intake Mk2 precooler Mk2 subsonic circular intake -Engines 'Vector' Thrust Vector Turbojet 'Afterburn' TurboRamJet E.S.T.O.C. Dual-cycle Engine M.A.T.T.O.C.K. Dual-cycle Engine 'Pegasus' Inline VTOL engine 'Siddeley' VTOL engine 'JumpJet' radial VTOL engine 'Wedge' Linear Aerospike 'Pluto' Nuclear Engine 'Rontgen' Atomic Thermal Jet 'Mule' Thrust reverser turbofan 'Spirit' Xenon/Electric Engine 'J.Edgar' heavy VTOL engine "Mongrel" rocket VTOL Engine 'Wirligig' Turboprop Engine 'Boost-O-Tron' Air-Augmented SRB 'Mallet' Air-Augmented SRB 'Sledgehammer' Air-Augmented Ramrocket 'Banshee' VTOL Lift Fan 'Hyperblast' Scramjet 'Corgi' Rocket Engine 'Trident' Rocket Engine -Aerodynamic Chines in three flavors Mk1 scale chine pieces - short, long, and end cap segments for 1.25m parts Mk2 scale chine pieces - short, long, and end cap segments for Mk2 fuselages Mk2 scale chine wing root pieces - chine adapter, short, and long segments -Fuselage and structural Shrouded 1.25m Engine/Docking Mount 2-State 1.25m Aerospace mount Mk2 Tailboom Hypersonic Mk2 nosecone with integrated RCS Nosecap with integrated RCS Spadetail Mk2 to wing adapter Mk2 inverter fuselage Mk2-0.625 tricoupler Mk2-1.25 tricoupler Mk2 short bicoupler Mk2 - Mk2 Bicoupler Mk2-size2 short adapter T, X, and L hubs Mk2 Structural Tube Mk2 Structural Adapter Short Mk2 Structural Adapter Long Mk2 decoupler Mk2 Service Tank Mk2 Science Lab Mk2 airlock Endcap Mk2 Radial Attach Mount Mk2 Long Crew Cabin -Utility Shielded Mk2 docking port Low-Profile Aligned Docking Port Mk2 Service Compartment Mk2 Nuclear Reactor Mk2 Battery bank Mk2 radial shrouded solar panel Mk2 nose cargo bay Shrouded Thermal Control System Shrouded Mk2 Landing Leg Mk2 Cargo Container DOWNLOAD -Primary: SpaceDock -Secondary: Github Mk2 Expansion uses as dependencies, and is bundled with, Module Manager, CommunityResourcePack, and B9 PartSwitch This mod is also CKAN indexed Kottabos review: (From Version 1.0) Compatibility This mod comes with Module Manager compatibility/interoperability patches for a number of mods. Connected Living Space Kerbal Atomics RasterPropMonitor ASET IVA props Tweakscale USI Life Support Deadly ReEntry ExtraPlanetary launchpads Ferram Aerospace Research Modular Fuel Tanks Near Future Electrical Community Tech Tree Modular Fuel Tanks Modular Kolony Systems RealPlume-Stock WindowShine System Heat F.A.Q. Why won't the game load? KSP crashes when trying to load M2 Expansion parts? Make sure you install the required dependencies, B9 PartSwitch and Community Resource Pack. Both are included with Mk2Expansion in the download. Because M2X uses resources from CRP, KSP will not load if it is missing from your Kerbal Space Program/GameData director How can I configure the Mk2 lab to seat 4 kerbals? install the Extras/Mk2Expansion/patches/4Seatlab MM patch. How do I get the banshee Fans to use Electric Charge or LF/Air? install one of the alternate fuel configs in Extras/Mk2Expansion/Patches/ - either M2X_AirBreathingBanshee (will no longer work on Eve/Duna/Jool) or M2X_ElectricBanshee. How do I use the Hyperblast Scramjet? You can find a tutorial on how to use the scramjet here: For KSPI and users, or if you want RF engine configs, there is a compatibility pack courtesy of ABZB: Link Changelog: Licensing The contents of this mod are distributed a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License http://creativecommons.org/licenses/by-nc-sa/4.0/legalcode' This mod uses the Community Resource Pack, IB9 PartSwitch, and Module manager as dependencies Suggestions and feedback welcome. Not seeing a part you want? Have suggestions or ideas for new parts to add? Make sure to post them in the Dev thread.
  9. I present to you my first parts mod, Bumblebee! A (re)stockalike mod based on NASA's Dragonfly drone, designed to explore Titan-like worlds! Includes a black colour scheme too: album: https://imgur.com/a/lFNv9dI Build Guide: https://github.com/Rodg88/BumbleBee/wiki/Build-Guide Video review from Kottabos: Features include: * Small electric propellers that use @Angel-125's KerbalActuators to give them spinning blades, mirroring, prop blur, and a hover mode. * An antenna that tracks the homeworld (in one axis at least) * A large science payload, including compatibility for some Bluedog Design Bureau and Coatl Probes Plus experiments if those mods are installed. * Compatibility for Near Future Electrical, the probe core will include a large capacitor if installed, to increase flight range. * A parachute/drogue combo with "fancy custom normals", that plug into the 2.5m aerodynamic back shell (which is designed to fit the Restock heat shield), or can be surface attached as a drogue/main set Download: https://spacedock.info/mod/2428/Bumblebee https://github.com/Rodg88/BumbleBee/releases Also on CKAN V0.6 Updated deps and tested in KSP 1.12.2 Fixed prop sound on high power mode Fixed colliders on decoupler causing sticky aeroshell deployment Merge PR for Interstellar Extended support (thanks Shimomeitakatote) V0.5 Added variants to the decoupler with 0.625m and 1.25m bottom diameter rings, instead of just the specialized Bumblebee decoupler. Updated Indicator Lights patch to take advantage of new features in v1.7 (commnet connection indicator). V0.4 Added gold and silver foil textures to the Core, Antenna, RTG, and science Sensor. Updated all lenses to have a new reflective texture. Added carbon texture variant to prop parts. V0.3 New dual rotor part for light probes in light atmospheres, based on the NASA Mars Helicopter. Also a long variant of the single truss for the Duna rotor. Added Surface Sample experiment to the landing skid part (requires the Bumblebee Probe core on the same craft to work) Minor fixes to other parts. V0.2: Updated Prop parts. They now activate on Duna, but won't do you much good. Also enabled surface attachment on the single prop, and added ground FX. Also a low power mode for precision flight on low gravity moons. Added glowing LEDs, with compatibility for NFE (blue LED's brightness = capaciter charge) and Indicator Lights (Top Green LED goes yellow/red on low/critical charge). Added Hullcam Patch Download includes B9 Part Switch, Kerbal Actuators, CommunityResourcePack, and DMagicScienceAnimate, which are the hard dependencies, as well as CommunityCategoryKit which is optional (parts all appear in the Rover category). License: CC BY-NC-SA 4.0 https://creativecommons.org/licenses/by-nc-sa/4.0/ Bundles the following mods, which are covered by their own respective licenses: ModuleManager by Sarbian and Blowfish https://github.com/sarbian/ModuleManager B9 Part Switch by Blowfish https://github.com/blowfishpro/B9PartSwitch/releases Kerbal Actuators by Angel-125 https://github.com/Angel-125/KerbalActuators/releases CommunityResourcePack by Bob Palmer https://github.com/BobPalmer/CommunityResourcePack CommunityCategoryKit by Bob Palmer https://github.com/BobPalmer/CommunityCategoryKit DMagicModuleScienceAnimateGeneric by DMagic https://github.com/DMagic1/DMModuleScienceAnimateGeneric
  10. License: CC BY-NC-SA 4.0 Version 1.0.0 A Harrier parts pack that provides everything but the landing gear and the hinges for under the wings, to build a Harrier Jump Jet. BREAKING GROUND IS NEEDED FOR THE ROTATING VTOL ENGINES. As I can't build complex internals yet, it uses a slightly modified Harrier IVA from Cold War Aerospace and the license reflects that. Prebuilt craft within the SPH folder that is in the main folder. SORRY, FORGOT TO MENTION. THE COCKPIT,TAIL AND WINGTIPS ALL HAVE BUILTIN RCS AND THE COCKPIT CREATES MONOPROPELLANT TO KEEP THEM TOPPED UP. Gear, Toggle wing wheel hinges. 1,Toggle engines on/off. 2,Toggle transition from vertical to forward thrust. 5,Toggle ladders. EVA is right side. 6,Toggle hinge lock for wing wheels. Custom 1, Adjust thrust limit of front engines for a bit more forward thrust, just make sure to revert them to 45 for hovering and landing VTOL. These are cruise engines and have a spool time, so make sure you adjust ahead of time and let them catch up or you will have a very hard landing. Over 2 thirds throttle to take off and then as soon as you do drop it just under 2 thirds and tilt the nose down 5 degrees to get forward momentum before transitioning.
  11. NOTE: KSP 1.4 (either full release or latest pre-release, or 1.4.X) is required for SpaceY 1.17 or later. SpaceY Heavy-Lifter Parts Pack Required Dependencies: ModuleManager Cooperates with other mods: TweakScale FAR / NEAR AVC (Add-on Version Checker) Engine Ignitor Community Tech Tree HotRockets! DefaultActionGroups (To enable automatic toggling of SAS light on radial reaction wheels) as of version 1.10 IndicatorLights Part of the NecroBones suite of mods, that work nicely together: Modular Rocket Systems (stock-alike parts pack, NASA-like alternatives, and filling the gaps) SpaceY Heavy Lifters Parts Pack (stock-balanced large rocket parts, 5m parts, large SRBs) Color Coded Canisters (replacement models/textures for stock fuel tanks: prettier, cleaner, and diameter color-coding for the tank end-caps) Fuel Tanks Plus (collection of large stock-like tanks with Color Coded Canister style) ColorFuel Lines (color-selctable fuel lines) Lithobrake Exploration Technologies (lander parts, large chutes/legs/ladders/etc) Do you want more parts!? If you do, you can also install SpaceY Expanded with even more parts, and 7.5m diameter! Contains several unusual or unique features, including some "firsts": Engines with multiple sized fairings, or with conical fairings. Engine clusters with mode-switching for activating/deactivating nozzle groups. Rocket-assisted radial decouplers. Stack size adapters with multiple target diameters (adaptive shrouds). Docking ports with guide-lights. Fuel tanks with automatic shrouds. Thrust plates and adapters with fairings. "Petal" cargo bay. Author: NecroBones Special Thanks: NBZ, for lots of input, ideas, part names, and art feedback. Akira_R & 4nxs, for their HotRockets configuration work to add variation between vacuum/atmo effects. And many others for bug reports and feedback! --------------------------------------------------------------------------------------------------------------- SpaceY Lifters is a parts pack that is intended to extend the stock line-up of parts for lifting heavy payloads to orbit, by providing a similar update to the NASA/ARM pack from 0.23.5, in the next size up. It provides a range of 5m fuel tanks and engines, a fueled 3.75m nose-cone, both "stack" and "radial" decouplers, a fueled size adapter, large docking ports, adaptive size adapters, upper-stage thrust plates with shrouds, and a range of powerful SRBs. The name is a play on "SpaceX" in the real world, but also has the amusing double connotations of being "spacey", and also "Space, why?" -- Because it's there! All of the models and textures were made 100% from scratch, using Blender, Photoshop, and Unity. Design Goals: Maintain a "pretty", but still mostly stock-alike appearance. While KW goes a long way toward realism, we want to have a smaller pack that blends nicely with stock, and other stock-alike packs. While extending the stock game, try to maintain a gameplay balance with stock. Stay memory efficient. Similar parts attempt to share the same textures (currently ALL fuel tanks use just one texture). And do so while adding: Another layer of large rocketry, beyond the 3.75m ARM/NASA update that was added in KSP 0.23.5. Specifically, 5m parts. Large SRB options with high thrust and shorter burn times than the NASA/ARM SRB. Large rocketry utilities-- Big radial decouplers with thrusters built in, larger sepratron, big docking ports, etc. Possible future plans? Bigger engine/tank parts? (7.5m for instance) More SRB types? LFBs? (Liquid Fuel Boosters) More decoupler types? More multi-way adapter pieces? --------------------------------------------------------------------------------------------------------------- Image Gallery: (Note that the stats, appearances, and descriptions of the parts shown below are subject to change, or may be out of date) --------------------------------------------------------------------------------------------------------------- Parts Inventory: (as of version 0.17, 2015-06-18) Do you want more parts!? If you do, you can also install SpaceY Expanded with even more parts, and 7.5m diameter! --------------------------------------------------------------------------------------------------------------- Installation Instructions: 1. If upgrading from a previous copy, it's recommended to delete the old "SpaceY-Lifters" folder first. 2. Backup your "saves" folder! While not required for installing mods, it's a good idea anyway. If any parts you have already used (including stock parts) fail to load, you'll have ships getting deleted! 3. Download and open the ZIP file. 4. Copy the "SpaceY-Lifters" folder into your "GameData" folder. 5. If upgrading, check your designs in the VAB/SPH. If attachment nodes have changed, you may need to reposition parts. Troubleshooting: Problem: Fuel tanks or SRBs flash different colors, with glitchy "z-fighting": Usually it boils down to one of a few different things. Now that I've seen probably most of them, I can give you a good list: 1. Everything is installed correctly, but ModuleManager's cache hasn't noticed the changes yet. Fix: This is a great one to try first. Delete the file called "ModuleManager.ConfigCache" in GameData. ModuleManager recreates it on the next KSP start. 2. ModuleManager isn't installed. Fix: Install it. 3. This mod is installed incorrectly, or you've deleted the color-change ModuleManager configs. Fix: Reinstall the mod correctly, and in its entirety. The MM config files include rules for what to do when color-changing isn't available, so please don't delete those. 4. Firespitter and/or InterstellarFuelSwitch are installed, but not functioning. Fix: The most likely cause is that the version of FS or IFS doesn't work with your version of KSP (for instance, you upgraded to KSP 1.1, and the mod is meant for 1.0.5 or earlier), or your copy is only partially installed. Delete it, and install the latest version of it. 5. ModuleManager thinks color-changing is available via Firespitter or InterstellarFuelSwitch, but neither is installed. Fix: This is a little trickier to pinpoint. Either another mod has bad rules in it (for instance using "FOR[Firespitter]" instead of "NEEDS[Firespitter]") and is therefore tricking ModuleManager, or one of these two mods is only partially installed. That could happen if you removed them via CKAN but the directories still exist, which ModuleManager will see as having them installed. To fix, either make sure both of those mods are completely uninstalled, or install one (or both) of them. Only the DLL from one of them is needed, you don't need the entire mod. But it needs to be running if ModuleManager thinks its there. 6. It's possible that another mod may be confused that changes how VAB/SPH tweakables or engine shrouds work. This is an odd case, but not impossible. When you don't have Firespitter or InterstellarFuelSwitch installed, the alternate paint jobs are disabled by turning them into "engine shrouds" that correspond to an attachment node that is a kilometer outside the VAB. If another mod interferes with this, such as defaulting all shrouds to "on" even when detached, then you might also see z-fighting. Sadly, the solution might be to simply not use the mods together. Problem: Textures are missing and you're seeing a lot magenta (purple/pink): 1. Files may be missing, or not where the mod is expecting to find them. Fix: Make sure you've installed the mod correctly, in its entirety, and in the right location. Don't rename folders. You can try completely deleting the mod and reinstalling (which is the best way to update the mod anyway). Also make sure the mod's dependencies are installed (SpaceY Expanded requires SpaceY Lifters, for instance). 2. ActiveTextureManagement is goofing it up. Fix: Either remove ATM, or try deleting ATM's cache. ATM frequently has cache issues that cause problems for texture reassignment across folder boundaries. ATM doesn't help as much as it used to, now that stock KSP and most mods use DDS texture format. We've included configs to try to stop ATM from processing this mod's folder, but that may not be working either. Problem: Engine exhaust plumes are missing: Cause: ModuleManager thinks that HotRockets is installed, but it actually isn't. Fix 1: Install HotRockets so that it's a non-issue. Fix 2: Go into the SpaceY folder(s) and delete "SpaceY_HotRockets.cfg". This will keep it from trying to use the HotRockets plumes. Fix 3: Figure out which other mod is causing the confusion, and remove it. We still don't know which mods are causing this, but it's probably due to someone using a "FOR" statement in their MM config instead of "NEEDS". --------------------------------------------------------------------------------------------------------------- Download From: SpaceDock -or- Curse.com download page -or- ksp.necrobones.com --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Change History: 1.17.1 (2018-04-02) - KSP 1.4 update. - Corrected a copy/paste mistake in color-changing config. 1.17 (2018-04-02) - KSP 1.4 update. - Reworked color-changing to use KSP 1.4's mesh switcher. - Flag decals disabled for now, since the stock mesh switcher doesn't play nicely with them. - Disabled auto-caps on tanks, due to KSP bugs over several versions. - Changed ModularFuelTanks config to use consolidated wildcard patch. - Added some wildcards to TweakScale config. 1.16 (2017-01-30) - SRB Update. - Corrected smoke emitter location on the 3.75m SRB, 21m length. - Added a 30m long 3.75m SRB. - Added a 29m long 2.5m SRB. 1.15.1 (2017-01-03) - Compatibility Update. - Added "NEEDS" conditionals for ConnectedLivingSpace and EngineIgnitor patches, to clean up log spam. - EngineIgnitor patches moved to their own file in the patches folder. - Added "NEEDS" conditionals for Engineering Tech Tree compatibility. 1.15 (2016-10-21) - Update. - Added new RCS sounds/effects. - Added a linear RCS thruster. - Updated OMS engines to use new RCS sounds and effects. - Added two adapters that can be used with the Rose/Rosette adapter center slots. - Updated custom part category with recent additions from here and SpaceY Expanded. - Added some missing search tags on thrust plates / adapters. 1.14 (2016-10-12) - More KSP 1.2 Compatibility & Fixes. - Landing legs should now work in the Landing Gear action group automatically again. - 5m Fairing base null reference exception corrected, and is available again. - Names adjusted on some thrust plates / adapters. - Version changed to 1.14 to make it more clear this is a significant 1.2 update. 1.13.2 (2016-10-10) - Basic KSP 1.2 Compatibility. - Added KSP 1.2 and KerbNet modules to probe cores. - Landing leg suspension disabled until a 1.2 solution can be found. - Using ModuleAnimateGeneric for the time being, so legs can still be used. - Will need an Action Group, or the Default Action Groups mod, for best results. - Categories adjusted for several parts, corresponding to 1.2 changes. 1.13.1 (2016-08-01) - Tweaks. - Icon-only shroud added to fairing base, for easy identification in menu. - 5m conical bay added to custom parts tab. - Added MM "NEEDS" conditionals to RemoteTech modules in probe cores, and moved to separate patch file. - Deadly Reentry patch file renamed to sort properly in the folder. - Added a compatibility exclusion for HPTechTree. 1.13 (2016-06-08) - Update. - Adapters and Thrust Plates marked as passable for Connected Living Space so that they can be used for station construction, and docking ports, etc. - Added 5m/3.75m conical payload bay. - Adjusted the "hide if empty" rules for the tech nodes. 1.12.9 (2016-05-31) - Hotfix. - Massive Rocketry/Structure tech nodes are now set to be hidden if empty. - Fixed a harmless mistake in the MM patches, as part of its self cleanup. 1.12.8 (2016-05-31) - Tweaks. - Adjusted some nickname tags on engines. - Minor tech tree and config changes in MM patches. Partly for better compatibility with Real Scale Boosters. - Non-CTT tech nodes are now added, even if CommunityTechTree is installed. - Gigantic Rocketry node internally renamed to match CTT. May have to re-unlock if you don't use CTT. 1.12.7 (2016-05-18) - Tweaks. - Added configs for docking ports to use IndicatorLights, if installed. - Reworked docking alignment lights to be slightly prettier when turned off, or dim, etc. 1.12.6 (2016-05-12) - Tweaks. - Restricted liquid fuel engines, fairings, and decouplers to non-surface part testing contracts, to match SRBs. - Changed underlying texture for Docking port alignment lights, for compatibility with IndicatorLights. - Converted small lighting textures for docking ports to DDS format. 1.12.5 (2016-05-08) - Tweaks. - Refined the primary launch clamp's internal layout, to use as a template for later projects. - Added basic thrust curves for SRBs. Flat profile, however thrust tapers off during last 5% of remaining propellant. 1.12.4 (2016-05-01) - Tweaks. - Corrected AVC version number. DOH! 1.12.3 (2016-05-01) - Tweaks. - Updated Probe cores and reaction wheels to use IndicatorLights if available. - Probe cores now also have a toggle option for light-up labels that correspond to the indicator lights. - Corrected a missing texture placeholder for the 3.75m stack separator. 1.12.2 (2016-04-25) - Tweaks. - More search keywords on engines. - Added colliders setting for procedural fairing base. - Updated heat shield's staging settings to match stock changes in 1.1. - Fixed the "always transparent" problem in the VAB for the service/cargo bays. - Tech Tree nodes are no longer hidden if empty. - Corrected some copy/paste mistakes with SmokeScreen rescaling settings for the small SRB particle emitters. 1.12.1 (2016-04-17) - Tweaks. - Tweaked leg settings. - Moved a leg collider to allow for more accurate aerodynamic occlusion. 1.12 (2016-04-10) - Tweaks. - Added 1.25m-0.625m interstage thrust plate to the TweakScale config, and default VAB custom tab. - Drastically reduced career prices for fuel tanks, to bring them into line with stock again. - Increased career prices for engines, to bring them into line with stock again. - Added a 2.5m thrust plate, with 1x 1.25m and 8x 0.625m nodes (half scale version of the 5m model). - Adjusted leg deployment animation to reduce the "foot teleportation" problem. - Increased damper ratio on the leg suspension. 1.11.5 (2016-04-05) - Tweaks. - Moved conical payload bay to Specialized Construction tech node. - Added a 1.25m-0.625m interstage thrust plate. - Softened leg suspension spring. 1.11.4 (2016-03-31) - KSP 1.1 Hotfix - Landing leg suspension works again. Suspension is very stiff to help prevent heavy vehicles from bobbing endlessly. 1.11.3 (2016-03-29) - KSP 1.1 Hotfix - Landing legs updated to not be 100% deadly. Suspension still doesn't work, legs are rigid for now. - Added menu search tags. 1.11.2 (2016-03-18) - HotFix. - Removed duplicate "MODCAT" entry for the SpaceY Expanded custom menu tab. 1.11.1 (2016-03-11) - Tweaks. - Added/enhanced custom category tab for FilterExtensions (will also include SpaceY Expanded, if installed). 1.11 (2016-02-28) - Tweaks. - Adjusted the MM rule for DefaultActionGroups to tweak the descriptions in the radial reaction wheels. - Added 5m color-changing to the R7 engine cluster. - Corrected the missing blue texture from the 3.75m tall 5m tank. 1.10 (2016-02-19) - The unintentionally quick update. - SRB 10R (radial) gimbal range reduced to 2 degrees (from 4). - Base (dry) cost of most SRBs (other than 3.75m models) increased slightly to align more with stock. - Moved ModuleManager patches to a "Patches" folder. - Added support for DefaultActionGroups mod, to automatically enable the SAS light on the radial reaction wheels. - Added color switching for 5m decoupler and separator, to match 5m tanks. 1.9 (2016-02-18) - Paint! - Added additional striped paint scheme to 5m tanks. - Switched the Color-Changing config to turn off alternate paint schemes via a slightly simpler method. 1.8.2 (2016-01-14) - Tweaks. - Consolidating tech tree for better mod compatibility: - Added SpaceY Expanded's tech tree nodes. - Added a hidden Colossal Rocketry node for future use (and for other mods if they want). - Removed TweakScale "adapter_3_1" definition since it's redundant with default TS configs now. 1.8.1 (2016-01-02) - Fixes. - Included ModuleManager version updated with its 2.6.16 bugfix update. - Added a "needs" condition for TweakScale patches. - Fixed the FilterExtensions category icon path. 1.8 (2015-12-31) - Texture updates. - Moved the "SpaceY Expanded" 7.5m tank texture into this pack. - Repainted default appearance for 5m tanks to use it. - Enables color-switching for 5m tanks even without "SpaceY Expanded". - 3.75m fueled short nose cone repainted with it too, removed grey stripes. - Reduced size of original 5m tank texture, removing redundant black/white areas. - Repainted 5m R7 engine to match, for compatibility. - Removed a fairing texture that was no longer in use. 1.7 (2015-12-22) - More separator goodness. - Added "SpaceY_ATM.cfg" with settings to attempt to disable or dissuade ActiveTextureManagement for this mod. - Can optionally be deleted to return to ATM defaults. - ATM known to occasionally have caching issues with remapped/shared textures in my mods. - SpaceY is already very memory efficient and uses DDS, so ATM doesn't help much for this case. - May need to delete ATM's cache if using ATM and some textures still aren't appearing. - Updated 5m stack decoupler: - Ejection charge reduced by half (to 400, down from 800). - Added built-in "sepratron" solid propellant separator motors. - Research cost increased slightly. - Added slanted variants of the sepratron nose cones. - Reduced maximum temperature for docking ports. Should burn up more easily now. ;) - Added a default custom part tab for VAB/SPH. 1.6.1 (2015-12-11) - Fix for nose cones. - SRB sepratron nose cones rotated 90 degrees, so that they play nice with mirror symmetry mode. 1.6 (2015-12-11) - SRB Overhaul. - Added additional paint schemes to the 1.875m/2.5m/3.75m SRBs, - Optional, requires Firespitter or InterstellarFuelSwitch core (DLL). - Added sepratron nose-cones for SRBs. - Fixed a typo with the engine heat animation for the K1 engines. - Corrected a typo with Agency mentality. - Replaced "placeholder" textures. Smaller, and more obvious when texture reassignment has failed. 1.5 (2015-11-11) - KSP 1.0.5 update. - Kiwi engine adjusted: slightly improved ISP, decreased mass, increased thrust. - Fuel crossfeed toggle added to decouplers. - Launch clamps updated with new contract constraints. - Ejectatrons updated to use new contract constraints, and exhaust damage reducer, and other thermal settings. - Updated heat shield to current stock ablator settings and contract constraints. Slightly increased ablator quantity. - Updated conical/petal bay to use current cargo bay thermal stats and allow door deployment limit. - Adjusted inner attachment node on conical/petal bay to be offset inward like new stock settings on cargo bays. - Updated all engines/SRBs to use FXModuleAnimateThrottle for heat animation. - Updated all engines/SRBs engines to use new standard thermal settings, and new career contract constraints. - "Automatic Switching" button hidden for cluster engines, since it did nothing. - Adjusted fuel tank texture settings to reduce log warnings when SpaceY Expanded is not installed. - Fairings, decouplers/separators, and more updated to use new stock-alike thermal settings and contract constraints. - Launch Clamps updated with new contract constraints. 1.4 (2015-11-05) - More colors, balance. - Added three new colors to 5m tanks (when color switching is available): Red, Blue, and Grey. - Diameters added to 5m fuel tank names, for easy identification in VAB menu. - Rebalanced the weight ratios of all SRBs, to correspond to KSP 1.0.X balance: - Increased dry mass (did not alter propellant amounts, ISPs, thrust values, etc). - Wet/Dry mass ratio is on sliding scale. Larger & more advanced SRBs have better mass ratios. - Removed stripes from procedural fairings (will affect SpaceY Expanded as well). - Slightly improved the texture rendering for the 5m fueled nose cone in the VAB menus. 1.3.1 (2015-10-18) - Bug fix. - Fixed the ModuleManager conditionals to detect when the prerequisite mods are missing for fuel tank appearance switching. 1.3 (2015-10-16) - Engine and fuel tank Update. - HotRockets adjustments: - Corrected some of the internal ID assignments (M/K engines). - Made corrections to particle scaling for all LFO engines. - Switched M,R series engines to use yellow flame instead of blue (RP1/kerosene inspired). Blue will be moved to the Penguins. - LFO engines will now animate their heat glow based on throttle (like "Better Emissives" patch) instead of temperature. - I've been debating this one for a while. We'll try this out and see how it goes. - It's contained in patch called "SpaceY_HeatAnimation.cfg". Delete it or rename the "cfg" part to disable. - Patch will also apply to SpaceY-Expanded engines. - New default custom flame/particle effects for all LFO (K,M,R series) engines. - New engine bell art assets for the M,R series of LFO engines. - Color switching added to 5m LFO tanks. To be enabled, requires Firespitter or InterstellarFuelSwitch, and SpaceY Expanded. 1.2 (2015-10-08) - Tweaks. - Added LC2 launch clamps to TweakScale config. - Removed erroneous flagDecal module from LC2 launch clamps. - Added bottom stack node and shroud to the R1 single Ratite engine. - Added surface attachment to K1,M1,R1 engines. - Note: May cause some occasional goofiness with saved crafts in the VAB/SPH saved with the old versions. Best to remove, re-attach, and re-save. - With InterstellarFuelSwitch or Firespitter, stack attachment bases can be toggled on K1,M1,R1 engines. - Improved labeling on shrouds for K1,M1,R1 engines. 1.1 (2015-09-30) - Update. - Increased connection breaking strength on many parts. - Added second set of launch clamps, with long retraction range to reach around boosters. 1.0.4 (2015-09-23) - Tweaks. - Fixed a double entry in the TweakScale config. - Corrected an issue with some parts not showing up in CTT's tech tree. 1.0.3 (2015-09-02) - Tweaks. - Increased joint breaking strength on 3.75m and 5m thrust plates. - More file preparation to support the "SpaceY Expanded" dependency. - Added spotlights to the docking ports. - R1 ratite engine moved up to Very Heavy Rocketry tech node. 1.0.2 (2015-08-26) - Tweaks. - Custom sounds disabled by default, until better ones can be located. - To re-enable, rename "SpaceY_CustomSounds.txt" back to "SpaceY_CustomSounds.cfg" (note the ".cfg" suffix). - Added new "Massive Structure" tech node (when not using Community Tech Tree). - Moved all 5m structural/interstage adapters, docking port, and stack decouplers to this new node. - Moved all 5m structural/interstage adapters, docking port, and stack decouplers to "Experimental Rocketry" in CTT. - Cleaned up some of the Community Tech Tree configuration (organizing). - Added the longest 3.75m SRB to the Gigantic Rocketry node in CTT, where it should have been. - Added the longest 3.75m SRB to the Massive Rocketry node in non-CTT tech tree, where it should have been. 1.0.1 (2015-08-21) - Tweaks. - Converted the 3.75m SRB textures to DDS format. - Added missing manufacturer setting for 10R radial SRB. - A few minor tweaks in preparation for the 7.5m spin-off pack (since this pack will be a dependency). - Moved "README" and "CHANGELOG" to the mod's directory. - Corrected a problem with multi-mode engine gimbal. - R5 engine moved down to "Experimental Rocketry" node in Community Tech Tree. 1.0 (2015-08-05) - New things. - Changed version numbering to 1.x to indicate we're no longer in rapid growth. - Added a longer 5m (15m long) fuel tank. - Added a set of 3.75m SRBs, stackable wih shrouds. (functional as lower/middle stages) - Reworked the models/textures for the 2.5m SRBs. 0.17.6 (2015-07-26) - Tweaks. - Reduced heat production in all liquid fuel engines to be more stock-alike. - Slightly reduced heat production on 1.875m and 2.5m SRBs. - Slightly altered names on M-series and R-series engines for clarity. 0.17.5 (2015-07-05) - Tweaks. - Added ConductionFactor/convectionflux settings for petal bay. - Adjusted OMS/RCS blocks' RCS thrust vectors to remove 5-degree offset (and thus minimize cosine losses). - Moved custom engine sounds to separate "SpaceY_CustomSounds.cfg" ModuleManager file, for easy removal. 0.17.4 (2015-06-27) - M1 update, continued/hotfix - Addressed a problem with new straight fairing in M1 Moa engine: - Removed middle attachment node that was added. - Replaced the 3.75m->5m cone fairing with the 2.5m straight fairing. (doubtful many people use that one anyway). - KNOWN ISSUE: If you used the new fairing in 0.17.3 (during the 12 hours or so it was available), the fairing will be invisible on ships already constructed. - requires KSP 1.0.4 to not be save-breaking 0.17.3 (2015-06-26) - M1 update. - Added a middle-length, 2.5m "straight" cylindrical fairing to the M1 Moa engine. (requires KSP 1.0.4 to not be save-breaking) 0.17.2 (2015-06-22) - KSP 1.0.3 balance update. - Updated thermal and ablator properties of heat shield, and removed transparency. - Updated thermal settings on many parts, for stock balance, including nose cones, fairings, SRBs, Engines, etc. - Fairing mass & thermal values updated. - SRB ISPs rebalanced, to be equal to some of the better performing stock SRBs. - Adjusted SRB propellant capacities and costs. 0.17.1 (2015-06-21) - SRB hotfix - Corrected a problem with colliders on the new 21m long 1.875m SRB (should no longer fall through the pad). 0.17 (2015-06-18) - Thermal help, plus SRBs. - Increased "thermal mass" multiplier and heat conductivity for thrust plates. - Increased "thermal mass" multiplier for structural/conical size adapters. - Increased heat tolerance for thrust plates and size adapters. - Shortened SRB names to "SRB" instead of "Solid Rocket Booster" to save space in the UI. - Added a new (21m) long 1.875m SRB. - Added a new (9m) long 0.625m SRB. 0.16.1 (2015-06-09) - Hotfix - Fixed R7 engine description. - Converted R7 supplemental texture to DDS format. 0.16 (2015-06-09) - New engine, etc. - Deleted an unused texture. - Moved the large launch clamps later in the tech tree. - Restored the R5 engine to 11,000 thrust (10% increase over the previous few versions). - Added new R7 engine cluster with integrated fuel. - Adjusted sound for R5 (and new R7) engines. 0.15 (2015-06-04) - Tweaks & fixes - Updated Deadly Reentry config with more current data. - Added support for Modular Fuel Systems (Modular Fuel Tanks). - Small tweaks to conical payload bay; shielding should theoretically work better now. - Closed a small gap in the colliders on the conical payload bay. - Added VAB/SPH transparency to conical payload bay. 0.14.1 (2015-05-28) - Balance tweaks - Increased cost, torque, and battery capacity in both probe cores. - Improved ISP for most engines at extreme atmospheric pressures (Eve). - Changed flag/agency images back to PNG format so they'll work again. 0.14 (2015-05-20) - Hot fix, finalizing as 0.14. - New RCS block set to be physicsless. 0.13.2 (2015-05-20) - Fixes & Engine rebalancing against stock. - Corrected the 3.75m fueled nose cone to appear in the size-3 bulkhead profile. - Corrected the manufacturer setting on the 0.625m SRBs. - LFO Engine balance pass. Note that a lowered Vacuum ISP results in improved sea-level thrust: - K1 engine: Lowered vacuum ISP. - M1 engine: Increased mass slightly, and lowered vacuum ISP. - M5 engine: Increased mass, and lowered vacuum ISP. - M9 engine: Lowered vacuum ISP. - R1 engine: Increased mass slightly, raised sea-level ISP, and lowered vacuum ISP. - R9 engine: Raised sea-level ISP, and lowered vacuum ISP. - Added a 5-way RCS block (without integrated engine). - Fixed a minor texture issue with the smaller "Dibamous" RCS/OMS engine block. - Slightly increased RCS thrust on the smaller "Dibamous" RCS/OMS engine block. 0.13.1 (2015-05-14) - SRB adjustments, etc - Corrected several TweakScale settings to allow scaling of various engines, plus fairings and heat shield. - Small amount of gimbal added to 2.5m SRBs. - Added an intermediate sized radial SRB. 0.13 (2015-05-09) - More heatshield goodness. - Fixed a typo in the Community Tech Tree config. - Corrected the bulkhead profile for the new mini radial SRB so it's not listed as a size-0 stack part. - New texture for the procedural fairing panels. - Adjusted the procedural fairing panels to begin at upper edge of base. - Added large (5m) heat shield. 0.12.3 (2015-05-08) - 1.0.2 adjustments - Tweaked the conical cargo bay's drag cube. - Fixed a configuration typo for the 3.75m to 2.5m thrust plate. - Reversed the attachment node priority order for extremely thin parts (docking ports, probe cores, thrust plates), so that they attach more easily. - Updated "Community Tech Tree" support for compatibility with CTT's new design. - Improved performance of monopropellant engines in atmospheric pressures > 1. - Corrected the career-contract settings for the launch clamps so that they match stock. - Added NASA engine sounds to SRBs and engine clusters. - Added a pair of small scale (0.625m) SRBs. 0.12.2 (2015-05-01) - 1.0.1 adjustments - Improved gimbal on liquid-fuel engines. - Adjusted heat generation on all engines to correspond to KSP 1.0.1 changes. - Adjusted all engine thrust numbers to correspond to KSP 1.0.1 changes. - Added "drag box" settings for conical cargo bay. - Converted textures to DDS format. 0.12.1 (2015-04-30) - More 1.0 adjustments - Fixed the 5m engines to no longer cause continuous smoke on the pad. - Tweaked the max-temps on the engines and fuel tanks. Now only 5-10% more heat tolerant than stock. - Adjusted heat generation/dissipation values on SRBs to match stock KD25k SRB. - Lowered ISPs of the liquid-fuel engines, due to stock rebalance. - Tweaked some of the thrust numbers for the liquid-fuel engines. - Tweaked ISP range of the monopropellant OMS/RCS engines to match stock. 0.12 (2015-04-29) - More tweaks, KSP 1.0 updates - Slight correction to 1.875m SRBs exhaust positioning. - KSP 1.0 compatibility pass (fixes to attachment nodes, heat scales, tech tree assignments, thrust/ISP scaling, etc) - KSP 1.0 balance pass, and additional settings. - Reassigned tech-tree locations. - Removed static fairings. - Added 1.0-like procedural 5m fairing. 0.11 (2015-02-18) - Beta, minor imrpovements - Corrected several mistakes in the Community Tech Tree patch. - Updated the HotRockets config to have different vacuum/atmo effects. - Added some gimbal to the 1.875m SRBs (inspired by the Space Shuttle SRB gimbal). - Slightly updated the texture on the 1.875m SRBs, plus other minor fixes. 0.10 (2015-02-06) - Aerodynamic and Structural Edition - Added "command station" settings to the probe cores for Remote Tech. - Added 5m and 3.75m inline fairings with optional size adapters + associated nose cones. - Added 5m and 3.75m Stack Separators. - Added taller 5m and 3.75m fueled nose cones, in the style of the fairing nose cones. - Added Deadly-ReEntry settings for the existing and new nose cones. - Significantly increased torque/breaking strength of nearly all SpaceY parts. 0.9.1 (2015-01-21) - The "rapid unplanned disassembly" mitigation edition. - Discovered that a lot of the torque/breaking strength numbers were set at 3.75m values: - Increased torque/breaking strength of all radial reaction wheels. - Increased torque/breaking strength of conical size-adapters. - Increased torque/breaking strength of all fuel tanks (which were set slightly lower than the 3.75m Kerbodyne tanks). - Increased torque/breaking strength of all decouplers. - Increased torque/breaking strength of all engines & SRBs, except the Kiwi/K1. - Tweaked torque/breaking strength of docking ports. - Tweaked torque/breaking strength of petal payload bay. 0.9 (2015-01-16) - Beta - Added a stack attachment node to "Dibamous" RCS/OMS pod. - Experimentally tweaked some strength settings on the docking ports. Let me know if this helps. - Adjusted colors on inside ring of large probe cores, to differentiate them in the VAB menu. - Several adjustments to the rigid landing-leg stack ring: - Adjusted size, positioning, rotation, and number of the legs. - Considerably improved strength / breaking force. - Switched to the actual landing-leg module to call the animation, so it responds to landing gear hotkey. - Added "SpaceX" style individual landing legs. - Added "Super Dibamous" combined RCS/OMS pod (larger variant of "Dibamous"). - All "thrust plate" parts have had their names adjusted, and color-coding added. - Added support for Connected Living Space, for the probe cores and docking ports. 0.8 (2015-01-09) - Beta - Added RemoteTech support for probe cores. - Added Engine Ignitor support for launch clamps. - Added auto-shroud to tops of cylindrical fuel tanks. - Altered fuel tank paint scheme to be a little more glossy, and less "satin". 0.7 (2014-12-27) - Beta - Removed the "ASAS" from the Radial Reaction Wheel texture, and slightly enhanced the gloss. - Added multi-mode operation to M5 and R5 engines, allowing for center engine cut-off, like Saturn-V. - Added 3.75m and 5m advanced probe cores ("Stack Guidance Systems") - Added 5m landing-leg "ring". Warning: Must land lightly, probably 3m/s or slower. Fragility is a known issue. 0.6.1 (2014-12-23) - Beta - Actually applied the thrust increase for the K1 Kiwi engine that belonged in the last update. - Corrected a few typos in part titles and descriptions. 0.6 (2014-12-23) - Beta - Removed SAS from Reaction Wheel parts, since it no longer works without being on a command pod/core. - Updated the naming convention for all engines, SRBs, tanks, and size adapters to be clearer and more consistent. - Added mode-switching for the M9 engine. Alternate mode engages only center engine, for landing. - Corrected K1 "Kiwi" engine's manufacturer so that it shows up in the SpaceY tab. - Increased thrust slightly on K1 "Kiwi" engine. - Increased thrust of R-series "Ratite" engines by 10%. - Increased thrust of M-series "Moa" engines by 33%. - Increased gimbal range of all M-series engines to 3 degrees. - Added RCS/OMS "Dibamus" monopropellant engine and maneuvering unit. - Slightly slowed the spool-up rate for all engines, to reduce sudden dissassembly syndrome with Z and X keys 0.5.1 (2014-12-16) - Beta Release, 0.90 tweaks - Added an even larger SRB, a 2.5m x 23m monstrosity. - Fixed manufacturer icon in VAB/SPH manufacturer-sort. - Reduced dry-mass of fuel tanks, to be more competitive with the new Mk3 LFO tanks. 0.5 (2014-12-15) - Beta Release - No changes strictly necessary for 0.90: - Engine/FuelTank split is automatic, but we went ahead and updated to explicitly categorize anyway. - Leaving SAS basic capability on the reaction wheel parts for now. - New naming scheme for engines, as a parody of SpaceX's naming. Flightless birds instead of raptors. - D1 engine renamed K1 "Kiwi" - F1/F5/F5 "Falcon" engines renamed M1/M5/M9 "Moa" engines. - R1/R5 "Raptor" engines renamed R1/R5 "Ratite" engines. - Added Heavy-Duty Launch Clamp - Added TweakScale support for the M1 engine that was missing. - Added missing TweakScale "adapter 3-1" scale (which was fine if you also had Modular Rocket Systems installed) - Added HotRockets support - Repainted the ejection arrows on the radial decouplers to be blue. - Made several changes to the K1 engine: - Moved earlier in tech tree, to Heavy Rocketry, alongside Skipper instead of Mainsail. - Repainted turbopumps to be blue - Added a cylindrical shroud, and stacking capability. - Improved ISP (mostly at the vacuum end). - Corrected the attachment node to be 1.25m size (instead of the default of 0.625m). - Changed several stats of the 1-way thrust plates (shrouded size adapters): - Moved the 3.75m->2.5m and 2.5m->1.25m units earlier in the tech tree. - Reduced mass of the 3.75m->2.5m and 5m->3.75m units. - Slightly reduced costs of all three. - Added a fourth size: a shorter duplicate for the 2.5m->1.25m for use with smaller engines. - Adjusted naming convention of parts and model-numbers to be more consistent, across the entire parts list. 0.4 (2014-12-10) - Beta updates - Increased gimbal range of all engines, slightly. - Decreased dry mass of all fuel tanks slightly (dry/fueled mass ratio is now between stock 3.75m and 2.5m tanks). - Added "D1" 1.25m booster engine. - Added upper-stage (with fairing) single-engine thrust-plates: - 5m to 3.75 adapter - 3.75m to 2.5 adapter - 2.5m to 1.25 adapter - Added non-fueled size adapters with multiple target sizes each, with a shared texture (from the 5m to 3.75m adapter): - 5m to 3.75m/2.5m/1.25m adapter - 3.75m to 2.5m/1.25m adapter - Added 3.75m to 2.5m conical "petal" payload bay, with functioning doors 0.3 (2014-12-03) - Beta updates - Repainted 5m decoupler to match fuel tank stripes, and have blue triangles. - Repainted 5m to 4x 2.5m adapter, to match fuel tank stripes. - Repainted 5m to 3.75m fueled adapter tank, to match the other stripes (sensing a theme?) - Added external fuel pipes on 5m to 3.75m fueled adapter tank. - Rotated engine bell pattern on F5 cluster engine, to match the R5 orientation. - Raised center engine bell on F5 cluster, so that all five are mounted at the same height. - Added 3.75m and 5m docking ports. (5m port is in "nanolathing" 1000-point tech-tree node) - Added "thrust plates" with optional stacking as upper stage clusters with shrouds (with a shared texture): - Note: These are in the "nanolathing" 1000-point tech-tree node. - Added 3.75m to 5x 1.25m adapter - Added 3.75m to 7x 1.25m adapter - Added 5m to 8x 1.25 + 1x 2.5m adapter - Added 5m to 2x 2.5m adapter 0.2.1 (2014-11-25) - Quick Fix - Fixed logo path for SpaceY agency config (for career mode) - Changed "F1" engine to have conical size-adapting fairings instead of cylindrical. 0.2 (2014-11-25) - Beta update - Added "Community Tech Tree" support. If CTT is installed: - Moves tall 2.5m SRB to "Gigantic Rocketry" - Moves R5 (SaturnV-like) engine to "Gigantic Rocketry" - Changed sort-order in VAB/SPH menus for SRBs and short tank, so short versions are first. - (requires delete before reinstall of mod, or else you'll get double entries) - Added "Ejectatron", equivalent to 10x Sepratron. - Added intermediate height fuel tank. - Added 5m & 3.75m external-ring ASAS reaction wheel systems. - Added "R1" engine (single from the "R5" SaturnV-like cluster). - More thrust than Mainsail, and a little lighter, but much less efficient, costs more, and doesn't stack. - Added "F1" engine (single from the "F5"/"F9" engines clusters). - Less efficient and pricier, but more powerful and lighter than the Skipper. Accepts stacking in 2.5m and 3.75m. - Slightly improved "R5" engine cluster's efficiency. - Reduced the price and research costs of all liquid fuel engines. - Repainted fuel tanks, conical size adapters, and engines to be less "busy", and more SaturnV-like. - Slightly increased the "gloss" on tanks, so that the paint has more of a satin finish. - Updated TweakScale settings and moved them to a file called "SpaceY-TweakScale.cfg" for easy deletion/modification. 0.1 (2014-11-17) - Initial Beta test version. ---------------------------------------------------------------------------------------------------------------
  12. BURGER MOD! Now with RADIALLY-ATTACHED BACON! "Launch it Your Way!" -Frank_G --------------------------------------------------------------------------------------------------------------- Download From: SpaceDock -or- Curse.com download page --------------------------------------------------------------------------------------------------------------- Scott Manley: Overview by Kyle Kidd: --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA ---------------------------------------------------------------------------------------------------------------
  13. Zero-Point Inline Fairings Parts Pack NOTe: Does NOT shield contents in stock aerodynamics! Please use FAR or NEAR. --------------------------------------------------------------------------------------------------------------- Supports TweakScale and AVC. Appears to be friendly to FAR/NEAR so far. Part of the NecroBones suite of mods, that work nicely together: Modular Rocket Systems (stock-alike parts pack, NASA-like alternatives, and filling the gaps) SpaceY Heavy Lifters Parts Pack (stock-balanced large rocket parts, 5m parts, large SRBs) Color Coded Canisters (replacement models/textures for stock fuel tanks: prettier, cleaner, and diameter color-coding for the tank end-caps) Fuel Tanks Plus (collection of large stock-like tanks with Color Coded Canister style) Zero-Point Inline Fairings (stock-alike fairings parts pack, no plugin code) VERY IMPORTANT NOTE: 1.0 and later versions ARE NOT COMPATIBLE with 0.9.x and earlier! If you are upgrading from 0.9 or earlier, be sure to delete the mod's folder from GameData before installing the new version. Savegames with active ships using the fairings will not be compatible across this transition (you could do a lot of hand-editing if you wish, as the same sizes still exist). Upgrading should be safe if no ships are currently using the fairings. IMPORTANT NOTE: This is an EARLY BETA -- That means there's a good chance that the parts will change significantly, and may break your save-games. We're looking for feedback, and have released version 0.1 of this pack after working on it for less than 2 days. --------------------------------------------------------------------------------------------------------------- 5-Minute quick overview: Overview/Tutorial by KottabosGames: --------------------------------------------------------------------------------------------------------------- Advantages and Features: All fairings support INLINE use, meaning that you can continue the rocket stack above them (such as an exposed command section, or another fairing + payload). Contains only three texture files (base, panels, and cone) shared by all models, so memory usage is light. Contains no mod code, instead relying entirely on the stock engine-fairing modules. This means the mod is unlikely to break when new KSP versions are released, or introduce any new bugs. Ejected panels are non-persistent debris (meaning they are deleted when you move out of physics range or use timewarp). Low additional part-count for your ships. Fairings are created by placing a single part (the base), and possibly a second (nose cone). Stock-alike appearance. Cooperates with other mods, including TweakScale, FAR/NEAR, and AVC. Choice between "full" pack (22 parts), or "Lite" version (6 parts). Disadvantages: (to be fair) Adds a large number of parts to the Aerodynamics tab Not as "pretty" as KW Rocketry Not as "easy" as Procedural Fairings. Fairings are restricted to the included sizes (unless you use TweakScale) Known Issues: Placing an engine as the first part above the fairings (at the "floating node", not the base) will result in a "ghost shroud", when the fairing panels are decoupled. This is just how the stock decoupler/jettison modules work in KSP. Don't worry, those shrouds are non-colliding. If you're using an engine that leaves behind a shroud and this bothers you, the recommended work-around is to place a stack decoupler/separator at the top of the fairing, instead of the engine directly. --------------------------------------------------------------------------------------------------------------- Information: This parts pack is intended to supply an alternate means of using payload fairings in KSP. It's meant to be somewhat stock-alike, and also provide the capability of having inline payloads, with a second vehicle ahead of the fairing section. As a real world example, the Apollo Saturn V had the lander inside a fairing, with the command/service module exposed and ahead of it in the stack. These fairings use the stock game's fairing jettison module, functioning like the LV-N engine's ejectable fairings. All of the models and textures were made 100% from scratch, using Blender, Photoshop, and Unity. --------------------------------------------------------------------------------------------------------------- Image Gallery: (Note that the stats, appearances, and descriptions of the parts shown below are subject to change, or may be out of date) --------------------------------------------------------------------------------------------------------------- Installation: Simply copy the "0PinlineFairings" folder into your GameData folder. If upgrading from a previous version, be sure to delete the old one from GameData first (this is the cleanest option). NOTE: ALWAYS backup your save-games when changing mods! If any parts fail to load (including the stock parts, which can fail to load due to a typo in a mod config), entire ships can be deleted out of your game. --------------------------------------------------------------------------------------------------------------- Usage instructions: 1. Build your internal payload first. 2. Don't forget a decoupler on the bottom of the payload! 3. Attach one of the fairing bases beneath the decoupler. (Be careful to choose one that is both wide and tall enough) 4. Build your second vehicle above the fairing, or cap it off with a nose-cone. (Do so by placing your parts on the "floating" attachment node above) 5. If you are stacking an engine right above the fairing (at the "floating node", not the base), you might consider placing a stack-separator here first, to hold the engine-shroud upon decoupling. Otherwise you will get a "ghost shroud" that hovers in place (due to how the shroud jettison works in stock KSP). 6. Your fairing panels will appear automatically upon stacking a part on the floating node. 7. Build the rest of your lifter stages as normal. The fairings will act as a decoupler for the top of the rocket stack, and will separate at the "floating node" where you continued the stack above (or capped it with a nose cone). --------------------------------------------------------------------------------------------------------------- Download the FULL VERSION: (Contains all 7 fairing sizes (4 lengths each) plus 7 specialized nose cones) SpaceDock -or- Curse.com download page -or- ksp.necrobones.com (( 1.0 and later versions ARE NOT COMPATIBLE with 0.9 and earlier! If you are upgrading from 0.9 or earlier, be sure to delete the mod's folder from GameData before installing the new version. Savegames with active ships using the fairings will not be compatible across this transition (you could do a lot of hand-editing if you wish, as the same sizes still exist). Upgrading should be safe if no ships are currently using the fairings. )) Download the LITE VERSION: RETIRED --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Change Log: 1.0.2 (2016-04-28) - Working toward stock aero support. - Moved "ModuelCargoBay" definitions out to 0P-AD.cfg (for "Animated Decouplers" dependency for stock aero). - Moved change log and readme into the mod folder. 1.0.1 (2015-06-09) - Fixes - Added transparency in VAB/SPH. Known issues: - Flag decals look mangled in VAB/SPH, but look fine in flight. - Must mouse-over the base, not the fairing. - Updated Deadly Reentry config with more current data. - Updated the DRE config to not lower the heat resistence of the nose cones when DRE is not being used. - Added "ModuleCargoBay" modules to fairing bases, with hope of working toward stock aero support. 1.0 (2015-05-28) - Re-release after KSP 1.0. - Redesigned quite heavily. - Requires FAR/NEAR or similar aerodynamics mod. WILL NOT SHIELD CONTENTS WITH STOCK AERO. - Fairing bases consolidated. 4 lengths per base. - Panels now separate in halves rather than quarters. - Updated tech tree assignments to correspond to new stock fairing diameters. - Added matching "flush" nose cones for sizes 1 & 2 (1.25m & 2.5m). - Added new bulkhead profile and thermal settings for KSP 1.0+. - Renamed nose cones to match more recent fairing naming scheme. - Various size and scaling adjustments. - Minor texture updates. - Updated textures to use DDS format. - Lite version of mod is discontinued. 0.9.1 (2014-12-22) - Minor tweaks - Added DRE support, by including a wildcard heat-shield config for the nose-cones (full version only) 0.9 (2014-12-16) - Minor tweaks - Added manufacturer tag to item names to make all fairings name-sort together. - Fixed manufacturer icon in VAB/SPH manufacturer-sort. 0.8.1 (2014-11-17) - Beta Release - "Full version"-only sorting fix. - (Reminder: incompatible with v0.6 and earlier) - (Note: Remember to delete the old 0PinlineFairings folder before installing, otherwise you'll get duplicate parts in the menu) - Re-ordered the sorting of the fairing bases in the SPH/VAB (Full version only). Not game-breaking. 0.8 (2014-11-15) - Beta Release - (Reminder: incompatible with v0.6 and earlier) - Added Size-1 (1.25m) flush fairings (Full version only). - Added Size-3 (3.75m) flush nose-cone (Full version only). - Fixed "model" assignments for the "Lite" pack's fairings, causing them not to load unless the "Full" pack was installed too. 0.7 (2014-11-14) - Beta Release -- WARNING: Incompatible & Save-Breaking update from Previous Versions - Consolidated fairing bases to reduce part clutter. - "Full" version reduced to 12 bases (from 18), with two lengths each (adding 6 new total sizes) - "Lite" version reduced to 3 bases (from 6), also with two lengths each (same sizes available). - Now, choose a base, then choose length by selecting a floating node to stack onto. - Note: Be careful not to attach other parts to the other floating nodes accidentally. - Added shorter versions of fairings (in "Full" version only) - Overhauled mass and cost of all fairings. - VAB/SPH icons now show just the fairing bases (not the fairing tube panels). 0.6 (2014-10-08) - Beta Release - Reduced purchase & research costs of all fairings by 90%. Somehow an extra zero was tacked on. - Fixed a typo in one of the configs, that had an entry cost set to "aero" (yeah, I don't know) 0.5 (2014-10-07) - Beta Release - Fixed scaling issues, to align with 0.25's rescaleFactor bug fix. 0.4 (2014-09-29) - Beta Release - Tweaked the scaling on the "flush" fairings to be a hair wider. - Fixed aspect ratio of flag-decal on the "flush" fairings. - Renamed: Wide -> ExtraWide, and: Regular -> Expanded - Forked "Inline Fairings Lite" as separate download with smaller parts list. - Tweaked the panel ejection slightly. 0.3 (2014-09-24) - Beta Release - Reduced mass of all parts - Changed TweakScale settings to allow "free" scaling of the 2.5m "Regular" and "Wide" fairings (to give them separate functionality from the otherwise identical 1.25m variants) 0.2 (2014-09-21) - Beta Release - Added AVC (Add-on Version Checker) support. - Fixed attachment point in the Size-2 Regular Nose Cone 0.1 (2014-09-20) - Initial Beta - First release. Only 2 days of work making the parts so far.
  14. NOTE: SpaceY Expanded 1.4 requires KSP 1.4! NOTE: Requires ModuleManager and SpaceY Heavy Lifters as dependencies! SpaceY Expanded Optional Parts Add-On for SpaceY-Lifters SpaceY Expanded is an optional expansion to the SpaceY Heavy Lifters, adding 7.5m parts and other accessories that go beyond the original intent of the original main pack. NOTE: Requires ModuleManager and SpaceY Heavy Lifters as dependencies! Cooperates with other mods: TweakScale FAR / NEAR AVC (Add-on Version Checker) Engine Ignitor Community Tech Tree HotRockets! CryoEgines Connected Living Space ModuleManager (for mild customization of the tech tree) Part of the NecroBones suite of mods, that work nicely together: Modular Rocket Systems (stock-alike parts pack, NASA-like alternatives, and filling the gaps) SpaceY Heavy Lifters Parts Pack (stock-balanced large rocket parts, 5m parts, large SRBs) Color Coded Canisters (replacement models/textures for stock fuel tanks: prettier, cleaner, and diameter color-coding for the tank end-caps) Fuel Tanks Plus (collection of large stock-like tanks with Color Coded Canister style) ColorFuel Lines (color-selctable fuel lines) Lithobrake Exploration Technologies (lander parts, large chutes/legs/ladders/etc) --------------------------------------------------------------------------------------------------------------- Image Gallery: (Note that the stats, appearances, and descriptions of the parts shown below are subject to change, or may be out of date) --------------------------------------------------------------------------------------------------------------- Future updates: All sorts of things are possible, so who knows? Some ideas for additional parts: 3.75m, 5m, and 7.5m cargo/service bays More RCS, OMS options, both for monoprop and LFO Additional launch clamp designs Who knows? --------------------------------------------------------------------------------------------------------------- Installation Instructions: 1. If upgrading from a previous copy, it's recommended to delete the old "SpaceY-Expanded" folder first. 2. Backup your "saves" folder! While not required for installing mods, it's a good idea anyway. If any parts you have already used (including stock parts) fail to load, you'll have ships getting deleted! 3. Download and open the ZIP file. 4. Copy the "SpaceY-Expanded" folder into your "GameData" folder. 5. Make sure you have up-to-date copies of Module Manager, and SpaceY-Lifters installed. 6. If upgrading, check your designs in the VAB/SPH. If attachment nodes have changed, you may need to reposition parts. --------------------------------------------------------------------------------------------------------------- Troubleshooting: Problem: Fuel tanks or SRBs flash different colors, with glitchy "z-fighting": Usually it boils down to one of a few different things. Now that I've seen probably most of them, I can give you a good list: 1. Everything is installed correctly, but ModuleManager's cache hasn't noticed the changes yet. Fix: This is a great one to try first. Delete the file called "ModuleManager.ConfigCache" in GameData. ModuleManager recreates it on the next KSP start. 2. ModuleManager isn't installed. Fix: Install it. 3. This mod is installed incorrectly, or you've deleted the color-change ModuleManager configs. Fix: Reinstall the mod correctly, and in its entirety. The MM config files include rules for what to do when color-changing isn't available, so please don't delete those. 4. Firespitter and/or InterstellarFuelSwitch are installed, but not functioning. Fix: The most likely cause is that the version of FS or IFS doesn't work with your version of KSP (for instance, you upgraded to KSP 1.1, and the mod is meant for 1.0.5 or earlier), or your copy is only partially installed. Delete it, and install the latest version of it. 5. ModuleManager thinks color-changing is available via Firespitter or InterstellarFuelSwitch, but neither is installed. Fix: This is a little trickier to pinpoint. Either another mod has bad rules in it (for instance using "FOR[Firespitter]" instead of "NEEDS[Firespitter]") and is therefore tricking ModuleManager, or one of these two mods is only partially installed. That could happen if you removed them via CKAN but the directories still exist, which ModuleManager will see as having them installed. To fix, either make sure both of those mods are completely uninstalled, or install one (or both) of them. Only the DLL from one of them is needed, you don't need the entire mod. But it needs to be running if ModuleManager thinks its there. 6. It's possible that another mod may be confused that changes how VAB/SPH tweakables or engine shrouds work. This is an odd case, but not impossible. When you don't have Firespitter or InterstellarFuelSwitch installed, the alternate paint jobs are disabled by turning them into "engine shrouds" that correspond to an attachment node that is a kilometer outside the VAB. If another mod interferes with this, such as defaulting all shrouds to "on" even when detached, then you might also see z-fighting. Sadly, the solution might be to simply not use the mods together. Problem: Textures are missing and you're seeing a lot magenta (purple/pink): 1. Files may be missing, or not where the mod is expecting to find them. Fix: Make sure you've installed the mod correctly, in its entirety, and in the right location. Don't rename folders. You can try completely deleting the mod and reinstalling (which is the best way to update the mod anyway). Also make sure the mod's dependencies are installed (SpaceY Expanded requires SpaceY Lifters, for instance). 2. ActiveTextureManagement is goofing it up. Fix: Either remove ATM, or try deleting ATM's cache. ATM frequently has cache issues that cause problems for texture reassignment across folder boundaries. ATM doesn't help as much as it used to, now that stock KSP and most mods use DDS texture format. We've included configs to try to stop ATM from processing this mod's folder, but that may not be working either. Problem: Engine exhaust plumes are missing: Cause: ModuleManager thinks that HotRockets is installed, but it actually isn't. Fix 1: Install HotRockets so that it's a non-issue. Fix 2: Go into the SpaceY folder(s) and delete "SpaceY_HotRockets.cfg". This will keep it from trying to use the HotRockets plumes. Fix 3: Figure out which other mod is causing the confusion, and remove it. We still don't know which mods are causing this, but it's probably due to someone using a "FOR" statement in their MM config instead of "NEEDS". --------------------------------------------------------------------------------------------------------------- Download From: SpaceDock -or- curse.com -or- ksp.necrobones.com (NOTE: Don't forget to install both ModuleManager and SpaceY-Lifters when using SpaceY-Expanded) --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Revision History: 1.4 (2018-04-02) - KSP 1.4 update. - Reworked color-changing to use KSP 1.4's mesh switcher. - Flag decals disabled for now, since the stock mesh switcher doesn't play nicely with them. - Disabled auto-caps on tanks, due to KSP bugs over several versions. - Added some missing definitions for Modular Fuel Tanks. - Changed ModularFuelTanks config to use consolidated wildcard patch. 1.3 (2016-10-18) - Update. - Moved service bays to Payload tab. - Added a pair of 10m-3.75m engine adapters. - Added 10m stack separator. - Added two new lengths of 10m fuel tanks. - Added "SaturnV" paint scheme to 10m tanks to match new engine adapters. - Removed some unnecessary duplicate geometry from 10m fuel tanks. 1.2 (2016-10-12) - Update & KSP 1.2 compatibility. - Added KSP 1.2 and KerbNet modules to probe cores. - Corrected a mesh alignment issue on the E1 Emu engine. - Added 10m parts, including some large thrust plates for SpaceX BFT/MCT/ITS styled lifters. - Categories adjusted for several parts, corresponding to 1.2 changes. 1.1.11 (2016-08-01) - Tweaks. - Icon-only shroud added to fairing base, for easy identification in menu. - Removed RemoteTech modules from probe core (now handled by patch in SpaceY-Lifters). - Added a compatibility exclusion for HPTechTree. 1.1.10 (2016-07-12) - Tweaks. - Restricted liquid fuel engines, fairings, and decouplers to non-surface part testing contracts, to match SRBs. - Adjusted some nickname tags on engines. 1.1.9 (2016-05-01) - Tweaks. - Updated Probe core to use IndicatorLights if available. - Probe cores now also have a toggle option for light-up labels that correspond to the indicator lights. - Converted many texture placeholders to DDS format (not that this gains much of anything). 1.1.8 (2016-04-25) - Tweaks. - More search keywords on engines. - Added collider setting for procedural fairing base. - Updated heat shield's staging settings to match stock changes in 1.1. - Fixed the "always transparent" problem in the VAB for the service/cargo bays. 1.1.7 (2016-04-17) - Career fixes. - Drastically reduced career prices for fuel tanks, to bring them into line with stock again. - Adjusted career prices of E1,E2,E4,R9 engines, to bring them into line with stock again. - Increased prices on Penguin (P-series) engines. 1.1.6 (2016-3-31) - KSP 1.1 Update. - Moved ModuleManager patches to "Patches" folder. - Added tags for part searches. - Updated ModuleManager inclusion. 1.1.5 (2016-01-29) - Tweaks. - Updated the CryoEngines config to be consistent with its new propellant ratio. 1.1.4 (2016-01-14) - Tweaks. - Removed the tech tree nodes, since they've been moved to SpaceY Lifters (requires SpaceY Lifters 1.8.2+). 1.1.3 (2016-01-11) - Fixes. - CryoEngines fix: The Penguin engines should no longer display their default plume effects even when not running. 1.1.2 (2016-01-02) - Fixes. - CryoEngines fix: The Penguin engines should no longer run more than one engine mode at once. 1.1.1 (2016-01-02) - Fixes. - Included ModuleManager version updated with its 2.6.16 bugfix update. - Added a "needs" condition for TweakScale patches. 1.1 (2015-12-31) - Texture Compatibility. - Removed 7.5m fuel tank texture, since it was moved to SpaceY Lifters. - Repointed all necessary texture assignments to the new location. - Adjusted UV-mapping of 5m texture as needed to corrospond to changes in Lifters. - Changed "ModularFuelTanks" config to also apply if RealFuels is installed. 1.0 (2015-12-17) - Stable. - Let's call this the 1.0 release. Things have been pretty stable lately. - Added "SpaceY_ATM.cfg" with settings to attempt to disable or dissuade ActiveTextureManagement for this mod. - Can optionally be deleted to return to ATM defaults. - ATM known to occasionally have caching issues with remapped/shared textures in my mods. - SpaceY is already very memory efficient and uses DDS, so ATM doesn't help much for this case. - May need to delete ATM's cache if using ATM and some textures still aren't appearing. - Updated 7.5m stack decoupler: - Ejection charge reduced by half (to 500, down from 1000). - Added built-in "sepratron" solid propellant separator motors. - Research cost increased slightly. - Replaced "placeholder" textures. Smaller, and more obvious when texture reassignment has failed. - Corrected a texture assignment problem on the 7.5m E2 engine. 0.9 (2015-11-11) - KSP 1.0.5 update. - Corrected the display-name of the "Gigantic Structure" tech node, instead of displaying it as a second "Massive Structure" node. - Diameters added to 7.5m fuel tank names, for easy identification in VAB menu. - Updated heat shield to current stock ablator settings and contract constraints. Slightly increased ablator quantity. - Updated all engines to use FXModuleAnimateThrottle for heat animation. - Engines, fairings, decouplers/separators updated to use new stock-alike thermal settings and contract constraints. - Lightened the color and "grain" of the white texture on fuel tanks (will also affect 5m tanks). 0.8 (2015-10-16) - Beta, engine updates. - Adjusted R9 engine HotRockets config to correspond to SpaceY Lifters' fixes (as of Lifters v1.3). - R9 engine now uses custom default engine effects from SpaceY Lifters (requires Lifters v1.3+). - R9 engine now uses new engine bell art assets from SpaceY Lifters 1.3+. - New default custom particle effects for LFO engines (E,P series). 0.7 (2015-10-09) - Beta. - Corrected the cross-section profile on several parts (mainly Emu engines and decoupler/separators). - Fuel tanks now have multiple paint schemes, selectable if InterstellarFuelSwitch or Firespitter are installed. - Known issue: Will have nasty z-fighting with all paint schemes at once, if something tricks ModuleManager about Interstelar/Firespitter installed state. Might have to delete ModuleManager config cache. 0.6.1 (2015-10-02) - Tweaks. - Moved some engine mod-support to their own MM config files: - CryoEngines - EngineIgnitor - Adjusted the Penguin engines' CryoEngines-triggered ISPs upward for both fuel modes. - Added 7.5m stack separator. 0.6 (2015-10-01) - Beta. - Adjusted P-series (Penguin) engines back to 400 ISP by default. - Added MM config for Penguin engines to detect CryoEngines and make the following tweaks: - Reduces Liquid-Fuel ISP to 360. - Adds mode switching, with alternate Liquid-Hydrogen mode, with slightly better ISP but slightly worse thrust. - Added a minuscule gimbal range to Penguin engines (previously they were non-vectoring). - Significantly increased connection breaking strength on most parts (including all 7.5m parts). 0.5.1 (2015-09-23) - Beta. - Adjusted P-series (Penguins) vacuum ISP to 390. Work in progress. - Fixed a problem with the 7.5m tanks (and 5m tanks) working properly with Modular Fuel Tanks. 0.5 (2015-09-23) - Beta. - Fixed an issue with some parts not being able to show up in CTT's tech tree. Requires SpaceY-Lifters v1.0.4 to be effective. - Corrected the names of the README and this CHANGELOG to reflect that it's the Expanded version of the mod. - Reduced P-series (Penguins) vacuum ISP to 380 (down from 400). 0.4 (2015-09-11) - Alpha/Beta. - Added 7.5m service bay. - Corrected the 3.75m and 5m service bays to have "No Attach" flag for door colliders. - Reduced the size of the flag decal on the 5m service bay. 0.3 (2015-09-10) - Alpha/Beta. - Added service bays: 3.75m, 5m - Fixed a typo in the TweakScale config. 0.2 (2015-09-04) - Alpha/Beta - Increased the 1-atmosphere ISP of the Penguin (vacuum) engines to 250, up from 100. - Changed the E1 engine's thrust vector location to aid in clipping engines. - Added fueled 7.5m nose cone. - 7.5m to 5m adapter tank more than doubled in capacity, cost, etc (was underpowered for its size) - Also added it to the Modular Fuel Tanks config. - Added an additional shorter 7.5m to 5m adapter tank with checkered paint scheme. - Added non-fueled 7.5m to 5m adapter. - Added an upper-stage capable 7.5m "Dual-Emu" engine. 0.1 (2015-09-02) - Initial Alpha test version. - Requires ModuleManager and SpaceY-Lifters as dependencies.
  15. Lithobrake Exploration Technologies A parts pack that is focused on exploring other worlds, and returning safely to Kerbin. The emphasis is on surface exploration, particularly with large rockets and large landers. IMPORTANT NOTES: This is still considered a "work in progress" and "wide alpha", meaning that ship-breaking changes can still happen. I'll try to minimize this, of course. The highest likelihood of this happening is in removing or redesigning parts, in a way that makes your vehicle either not function as originally planned, or the vehicle can be "deleted" if the part is missing or unloadable. The pods don't currently have custom IVAs. This will come later. This pack includes: (as of 0.2) 3-Man Lander Can 4-Man Capsule Several sets of large landing legs (the "medium" set will handle Mainsails, and the "large" works with Mammoths). Large radial and stackable parachutes Long static ladders Very long deployable ladders Service bays / rover garages. Part of the NecroBones suite of mods, that work nicely together: Modular Rocket Systems (stock-alike parts pack, NASA-like alternatives, and filling the gaps) SpaceY Heavy Lifters Parts Pack (stock-balanced large rocket parts, 5m parts, large SRBs) Color Coded Canisters (replacement models/textures for stock fuel tanks: prettier, cleaner, and diameter color-coding for the tank end-caps) Fuel Tanks Plus (collection of large stock-like tanks with Color Coded Canister style) ColorFuel Lines (color-selctable fuel lines) Lithobrake Exploration Technologies (lander parts, large chutes/legs/ladders/etc) Images: --------------------------------------------------------------------------------------------------------------- Download From: SpaceDock -or- ksp.necrobones.com --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Change History: 0.4 (2016-10-12) - KSP 1.2 Update. - Updated categories for many parts. - Added KSP 1.2 sound effects and additional variables for landing legs. - Added transmitter modules to command pods. 0.3.6 (2016-07-12) - Tweaks. - Added an optional experimental config for RealChute integration (for the radial chute only). - To enable, rename "GameData/LETech/Patches/LETech_RealChute.txt" to have "cfg" instead of "txt". - Removed references to "drogue" in the parachute tags. - Added parachute deployment sound effects, as per KSP 1.1.3. 0.3.5 (2016-04-22) - Transparency fix. - Fixed the "always transparent" problem for bays in the VAB. - Adjusted the "expanded" 2.5m bay to use transparency only on the doors. 0.3.4 (2016-04-17) - Tweaks. - Tweaked leg settings. - Moved leg wheel colliders to allow for more accurate aerodynamic occlusion. - Legs reduced in mass quite a bit. 0.3.3 (2016-04-01) - KSP 1.1 Hotfix - Landing leg suspension systems working again. Known issue: Feet float slightly. - Added search tags to parts. 0.3.2 (2016-03-29) - KSP 1.1 Hotfix - Landing legs updated to not be 100% deadly. Suspension still doesn't work, legs are rigid for now. - Moved MM configs to "Patches" folder. 0.3.1 (2016-01-11) - Tweaks. - X3 lander can mass increased. - Mass, fuel capacity, and cost increased for the "large" variant of the lander cargo bay. 0.3 (2015-11-11) - KSP 1.0.5 update. - Switched the 4-man capsule's "generic" IVA over to use the Mk3 shuttle's IVA instead, so that all 4 Kerbals are EVA/IVA selectable. - Moved "CHANGELOG" to the mod's directory. - Updated bays to use current cargo bay thermal stats and allow door deployment limit. - Parachutes now use new contract constraints. - Command pods use new maxTemp and skinMaxTemp values. - 4-man capsule uses new buoyancy settings. 0.2.1 (2015-08-05) - Alpha fixes. - Fixed a texture problem that resulted in the 1m and 2m fixed ladders not loading textures. - Fixed a scaling error with the "large" octagonal bay's doors, causing it to leave gaps when closed. - Radial parachute's storage case reduced in size by 15%. - Increased deployed-drag multiplier on all parachutes. - Added Connected Living Space support. - Added TweakScale support. 0.2 (2015-08-03) - Wide Alpha - Added 3 large parachutes: 1.25m & 2.5m stackable nose cones, and a large radial chute. - Added 4-man, 2.5m capsule-style command pod. - Added landing lights to the landing legs. - Fixed a collider issue with the Expanded 2.5m service bay that prevented use of the floor's attachment node. 0.1 (2015-07-08) - Initial Alpha - First release. Media: Kottabos review of version 0.2:
  16. Download via the USI Catalog Page This modpack is a repackaging of the PackRat Rover as well as new parts geared towards planetary exploration. Contents: The Pack-Rat Rover. A modular heavy-duty Rover for all of your planetary exploration needs. Easy to assemble Durable Balanced No twiddly surface attachment - everything snaps in place Integrated RTG and batteries Integrated headlights Glow-in-the-dark tape, for when you forget to turn the lights on... Handles like a dream - Munar speeds up to 20m/s Includes experiment storage lockers Includes a new science component (a data camera) Six customizable equipment slots (demo includes four science crates, a seat, and a data camera] Includes a Rover Delivery System - a cage framework with plenty of surface attachment space, and nodes for both the Rover and stack attachment in a 2.5m form factor (though a 3.75 fits the entire wheelbase of the Rover cleanly) Oh... And it can be completely assembled in the field using KAS... If you are assembling this as a sub-assembly in the VAB, start with the roll cage (it has a spare attachment node on top) If you are assembling this via KAS, start with the Front (and surface attach it to a pylon or something so your Rover does not fly away on minmus or something) The Advanced Extravehicular Suit (AES) What started out as a hardened EVA pod soon transformed into an assortment of small parts to extend it's functionality. Parts included: The AES Commad Pod - Tiny, with full glass IVA Micro SAS Micro RCS thrusters and mini tanks Micro decoupler (so handy!) Electric ducted fan motor (atmo only) - Nifty in that it ties to both the RCS and Engine systems FireSpitter and ModuleRCSFx are both required and included. Requires the Community Resource Pack (resources only, no ORS maps) as well as various USI DLLs (all included). 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 Additional Modules: This package redistributes FireSpitter This package redistribures Module Manager Download on GitHub: https://github.com/BobPalmer/ExplorationPack/releases Changelog: 0.2.5 - 2014.11.01 [LIST] [*]Reorganized folder structure to better support package managers [*]Included complete CRP [*]Replaced TGAs with PNGs [*]Increased maintenance pod range to 5m [*]Thanks to FrancoisH, fixed several broken welded parts [*]Thanks to Deadpan110 for surface attachable packrat wheels [*]Merged in the Safety Light, and made it KAS-attachable [*]Updated FireSpitter DLL [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]DRE/ATM support for the HERP command pod and jumpseat [*]Fixed typo in Jumpseat name/description [*]Minor update to HERP IVA [*]Added in HERP lights [*]New maintenance pod and various crates for resource transfer [*]Bundled KERT for EVA Transfer support [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Synced ORSX/CRP changes [*]Added the HERP command bubble and Jumpseat pods! [*]FAR/NEAR support [*]Engine tweaks for the ducted fan engines [*]DRE support [*]ATM support [*]Better packrat wheels! [*]FireSpitter Hover Mode! [*]Corrected model for ducted fan (transform issues) [*]Switched to latest USI DLLs [*]Switched to ORSX and new CRP [*]The PackRat has been adjusted again - be careful, old ones may have bees. [*]Updated RDS cage (3.75m) with matching fairings [*]Ducted fans have attachment nodes and should play symmetry better [/LIST] 0.1.3 - 2014.09.12 Bundled ORS 0.1.2 - 2014.09.12 [LIST] [*]Small update to the duct fan model - beware this may cause your ships to look weird as some transforms changed. [*]Slight boost to RCS power, texture size reduction, some model updates. [*]CRP Integration [*]USI Tools Refresh [*]Internals tweaks [*]Fixed bug where IVA caused a transparent pod [/LIST]
  17. Download via the USI Catalog Page Background: What's more awesome than asteroids? Asteroids you can put stuff in! Asteroid Recycling Technologies (ART) allows you to remove asteroid mass and attach multiple reconfigurable storage tanks to the asteroid's surface. ART is a collaboration between myself (plugin code, configs, and Unity), and WaRi (modeling and textures). How it works: First, Attach (via the same mechanism as the ARM Claw) a mass extractor to the surface of the asteroid. This device (aka the Jaw) uses a high powered laser to vaporize asteroid mass, transforming it into rock (a new resource) and prepare the interior space for use. Next, attach one of several reconfigurable storage tank hatches to the asteroid. Each of these contains a specific resource (LiquidFuel, Oxidizer, XenonGas and Karbonite are included, mod creators and players are encouraged to create more!). These begin with zero capacity, but can be inflated once attached to the asteroid and take advantage of the space created by the Jaw. Better yet, these storage tanks can be reconfigured on the fly based on your needs - need more Karbonite space and less XenonGas space? no problem - just compress and expand the different tanks. There's even an option to bleed off the contents if you need to make room for something else. What do I do with all of this rock?! You can bleed it off - just select 'Vent Rock' on your asteroid's right click menu to toss some out into space. Or, use one of our handy low-yeild extractors (ones for Karbonite, Minerals/Water, and Substrate/Ore come with the release) to transform rock into useable stuff. Example: Using the Jaw, a player can create available space of, say, 50,000 units. They could then attach tanks for Karbonite, Liquid Fuel, and Oxidizer, and distribute that 50K capacity among all three, and change it as needed (i.e. reduce Karbonite space and expand LFO space during conversion, etc.) There's some extra stuff too! Lastly, there are two new parts for other rocky goodness: a nifty mass driver engine that runs off of Rock, as well as an accompanying storage tank. These are similar to ion drives, but with much higher thrust at the expense of ISP (so they sit somewhere between the nuke and the ion drive). I'm still lost... can you make an awesome video or something? Ask and ye shall receive. License and stuff License is All Rights Reserved. But if you wish to use some code or a model, etc. toss me a line! In the event of my absence from the official KSP forums for 120 days or more, the license will revert to CC 4.0 BY SA NC. Uses the FireSpitter plugin by Snjo What's next: Habitable modules that let you turn your asteroid into an ant colony. More complex high-yield mining technologies, and integration with Freight Transportation Technologies (FTTP) ChangeLog 0.6.0 - 2014.12.16 [LIST] [*]KSP 0.90 Comatibility [*]Converted most parts to Regolith [*]Boosted Jaw efficiency by tenfold [*]Fuel hatches and the Jaw must be directly attached to an asteroid to function [*]Deprecated ORSX [*]Updated DLLs - including TEMPORARY FireSpitter patch for 0.90 [*]CTT Integration. Mass driver and rock tank are under Resource Utilization, with the balance of the parts under Off-World mining. [/LIST] 0.5.4 - 2014.11.01 [LIST] [*]Cleaned up resources [*]Moved out some dead code [*]Converted all TGAs to PNGs [*]Updated USI Tools/ORSX/ModuleManager [*]Moved to full version of CRP [*]Moved rock to the CRP as it will be multi-mod [*]Updated FireSpitter DLL [/LIST] 0.5.3 - 2014.10.10 Fixed name for Crew Hatch, added DRE config 0.5.2 - 2014.10.07 [LIST] [*]KSP 0.25 Compatability [*]Added the Crew Hatch! Latch on, stuff with Kerbals! (for phase 1, this will not take away from space - we assume they use existing caves). [*]Crew Hatch automatically expels Kerbals in the event of disconnection [*]CRP and USI DLL refresh [/LIST] 0.5.1 - 2014.09.28 [LIST] [*]ATM configs [*]DRE support [*]MFT support [*]Added FireSpitter version file [*]Updated to ORSX [*]Updated Module Manager [*]Updated USI Tools [*]Increased JAW laser strength and energy usage [*]Fuel hatches now have a top node so they can be stacked for delivery [*]Updated CRP resources [/LIST] 0.4.5 - 2014.09.12 [LIST] [*]Updated KSP-AVC info [*]Updated FireSpitter plugin [*]Updated USI DLLs [/LIST] 0.4.4 - 2014.09.02 [LIST] [*]Fixed resource issue that caused a Karbonite conflict with cost and flow type (yay for shooting myself in the foot) [*]Updated version info [*]Updated DLL dependencies [/LIST] 0.4.3 [LIST] [*]Updated USI_Converter [*]KSP AVC Support [*]Fixed missing transform on mass driver [/LIST] 0.4.2 [LIST] [*]Final configuration updates and licensing [/LIST] 0.4.0 RELEASE CANDIDATE [LIST] [*]Split parts into two packs - ART and ART_PartPack [*]RCS and 2.5m Mass Drivers are deprecated, RCS is coming back with a new model. [*]Hollowing potential jumped up to 75% of mass. [*]Simplified the converters at the expense of efficiency - now go straight from rock to resources. Ratio is approximately 1000:1 to account for conservation of mass (asteroids are fluffy), and to leave breathing room for mining specialization. [*]The probe now gives science. Analysis results are non-game impacting for now, but there to support the next expansion. [*]Some FX adjustments [/LIST] 0.4.0 RELEASE CANDIDATE [LIST] [*]Mass drivers in 1.25/2.5 form factors along with a high-thrust RCS version. Yes, you can fly asteroids around. No, they have no more gimbals. Oh.. and the fade of the emmissive is prettier. [*]The probe now requires direct activation to perform it's analysis. IT also shows analysis results (so does the asteroid). [*]Turns out asteroids are very fluffy... conversion rates and hollowed out volume adjusted accordingly. [*]A new part - Intermediary Separation Module - handles the separation of rock into the specialized types. It will attempt to do this when it sees you have a lot of rock. It also handles Rock=>RockDust conversion. [*]Fixed the whole 'probe zooming in the VAB' thing [*]Mass should now remain constant (until conversions start expelling waste). [/LIST]
  18. About This is the new thread for B9 Aerospace. The old thread is available here This pack adds a vast selection of new parts, introducing new spaceplane components such as new engines, cockpits, wings and fuselage systems, new structural components for orbital installations and colonies, and so on B9 was originally developed by @bac9, @Taverius, and @K3-Chris, now maintained by @blowfish and @Flashblade with help from many others Requirements The latest version is compatible with KSP 1.8.x. The bundled dependencies are for KSP 1.8.1 and may not work on other versions. All other KSP versions should be considered incompatible. If you are on an earlier version of KSP, however, you may be able to find a compatible version of B9 here B9 depends on several other mods to make it work. They are included in the download, and listed below in the "Dependencies" section. Installation Instructions You can install with CKAN and have the dependencies installed automatically. If you are doing a manual install, open the zip you downloaded, find the GameData folder and copy all of its contents into your existing GameData folder in KSP. If you already have any of the bundled mods, check which one is the latest version. Note that the core and HX packs come with the same version of some dependencies. B9 will not work unless installed correctly. If you're having issues, please verify that you have installed it correctly. Download Three packs are available for download: B9 Aerospace Core Pack - All of the main spaceplane parts B9 Aerospace Legacy Pack - Older Mk1 and Mk2 parts, modular wings. Requires the core pack and all of its dependencies B9 Aerospace HX Pack - Large blocky futuristic parts. Does not require the core pack, comes with its own dependencies Download mirror: S3 Also available on CKAN Changelog FAQ Q: The mod crashes the game for some reason, what can I do? Make sure that everything is installed correctly, your dependencies are up-to-date, and you are on the correct version of KSP. If you can't find the issue read this helpful topic and post the issue in this thread. Be sure to include your logs! If you are quite certain that you have found a bug, you can create the issue on our Github page. Try to provide as much detail as possible - logs, example craft, reproduction steps. Also be sure that the issue is reproducable with only B9 installed. Posts along the lines of "Its not working" or "Everything is broken" won't really help us much. Q: I don't understand a thing in those IVA displays, there are too many buttons and screens Here is a very helpful manual. Q: Why aren't you respecting stock balance? Mods should reference stock for the configs of the new parts, otherwise balance of modded game would be all over the place! While we try to respect stock balance as much as possible, there are a number of inconsistencies in the balance of stock parts that make it impossible to keep balance against every stock part. If something seem very far off of what it should be, feel free to ask in this thread. Q: I can't find those huge blocky parts from the opening image in my part catalog. Why are those missing? They were recently separated into another download as they mostly don't share dependencies with the main part of the mod and as many people prefer not to use them. Q: I can't find the modular wing pieces that are depicted on many screenshots of this mod. Why are those missing? They were removed and will no longer be developed. They are available as an optional download in the Bitbucket repository linked on top of this post, but we do not recommend using them. A far better option is using procedural wings, since you'll have just one part with just one material and just one texture covering any possible wing shape then. Good for performance, good for design freedom, good for looks. Grab the procedural wings here. Q: Why aren't procedural wings integrated into the main B9 package? Because they have entirely separate dependencies and are maintained by different folks. Merging them will only needlessly complicate updates. Pictures New Mk1/Mk2 Parts HX Parts Old Screenshots Dependencies Core Pack B9AnimationModules plugin by blowfish B9PartSwitch plugin by blowfish Firespitter plugin by Snjo and RoverDude ModuleManager plugin by ialdabaoth and sarbian RasterPropMonitor by Mihara and MOARdV SmokeScreen plugin by Sarbian Legacy Pack Depends on the core pack and all of its dependencies (not included in the legacy pack download) HX Pack B9AnimationModules plugin by blowfish B9PartSwitch plugin by blowfish ModuleManager plugin by ialdabaoth and sarbian SmokeScreen plugin by Sarbian Credits Old core team: bac9 - 3D modeling, texturing, editor tools Taverius - balance, 3D modeling, craft design, maintenance K3|Chris - 3D modeling, texturing, IVA New updates: blowfish - plugin code, maintenance, balance, coordination of new updates flashblade - various contributions V8jester and M4ck - stack node adjustments danfarnsy and JaredTheDragon - RPM fixes joshwoo70 - RT compatibility sparkybear - Part tags taniwha - Fix for planet-illuminating lights Contributors: Nazari - HotRockets Engine FX: forums jadebenn, Hyomoto, Helldiver - RPM MFD configuration. alexustas - RPM MFD configuration FPSlacker - HR exhaust pressure compensation Special thanks: DYJ C7 r4m0n Sarbian NathanKell egg snjo ferram4 Mu mrBlaQ License This work is shared under CC BY-NC-SA 3.0 license. Dependencies may come under their own licenses. Please check dependency documentation for details.
  19. Stockalike Service Module and accessories inspired by NASA’s Orion MPCV, and designed specifically for use with the stock Mk1-3 Command Pod. Download (V4.0.4 / 10 October 2020) CurseForge GitHub (Issue Tracker / Wiki) Dependencies AnimatedDecouplers ModuleManager RealChute Parachute Systems Supported Third-Party Addons Connected Living Spaces API Deadly Reentry MechJeb PEBKAC Industries: Launch Escape System RemoteTech TAC Life Support USI Life Support How To Install 1. Ensure that you have all of the aforementioned dependencies installed 2. Remove any previous version of the SDHI SMS add-on 3. Download from one of the sources above 4. Extract the .ZIP archive and copy the GameData folder provided into your KSP root directory The parts should then be located under the SDHI/Service Module System folder Usage - This parts pack is specifically designed for use with the stock Mk1-3 Command Pod - For assembly and configuration instructions, refer to the how-to guide on the wiki - A Launch Abort System is included in this pack, which has better performance than the LES from the stock game; it also comes with a built-in Solid Fuel-powered RCS thruster to allow mid-abort course corrections Uninstallation Instructions Remove the SDHI folder and all its contents from the GameData folder. If you have other SDHI part packs you wish to keep, just remove the Service Module System subfolder. Need Help? Please read the FAQ at the bottom of this post first, as it addresses common issues and their solutions/explanations. If your issue isn't covered by the FAQ, post your bug reports and support requests in this thread, providing as much information as possible (error logs, screenshots etc.). Optionally, you may also submit a ticket on GitHub. Licence This parts pack is licenced under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0), which in layman's terms means: - You are permitted to use, copy, redistribute my work as-is - You may remix your own derivatives (new models, alternative textures), and release them under your own name - You must credit Robin "sumghai" Chang (author, Sum Dum Heavy Industries Service Module System) when publishing your derivatives in the download and forum posts Further Information - Development thread (Behind-the-scenes, preview of upcoming features) Release Notes 4.0.4 - 11 October 2020 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.10.x - Fixed MechJeb compatibility patch to prevent duplicate MJ modules or local settings on the Crew Module Adapter 4.0.3 - 29 August 2020 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.10.x - Added ReStock compatibility - If ReStock is installed, the game will be forced to use the original Mk1-3 Command Pod, to ensure compatibility with the SDHI SMS Umbilical Port 4.0.2 - 15 April 2019 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.7.x - Updated Service Module engine model, textures and emissive animations to match the new stock O-10 "Puff" rocket engine design 4.0.1 - 25 December 2018 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.6.x - Tweaked textures to better match stock parts 4.0.0 - 27 October 2018 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Features: - All parts, models and textures rebuilt from the ground up for KSP 1.5.x - New Launch Abort System uses dual-mode Solid Fuel rocket engines - Jettison motors fire during default staging to pull Boost Protective Cover away from Mk1-3 Command Pod - Abort motors can be activated by changing engine modes using Abort Action Group - Localization support added - en-us included by default Changes / Fixes: - Several parts renamed to be more accurate to real-life Orion/SLS spacecraft - Updated Boost Protective Cover hatch cover and umbilical slot locations to be compatible with new stock Mk1-3 Command Pod - Removed jettison rocket engines from Boost Protective Cover, as Launch Abort System has now dedicated jettison motors - Parachute-equipped Clamp-O-Tron docking port now uses its own partial Clamp-O-Tron model and texture - Removed parachute-equipped IACBM docking port - This is due to the indeterminate status of FusTek Station Parts mod - The IACBM docking ring's dimensions also do not aesthetically fit the parts overhaul - Service Module now split into two parts - The Crew Module Adapter (formerly the Avionics Ring), a decoupler compatible with the SDHI 2.5m Heat Shield - The Service Module, a propulsion trunk with an integrated and uprated LF/LOX variant of O-10 "Puff" rocket engine - Building the a CSM stack no longer requires the LV-909 - Removed batteries and fuel cell from Crew Module Adapter - Crew Module Adapter is too small to realistically accomodate these features - Service Module still includes batteries and fuel cells - Removed support for a number of outdated third-party add-ons 3.2.4 - 18 June 2017 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.3 - Updated various MM patches to use FOR instead of FINAL - Added MM patch to hide parachute-equipped IACBM docking port from VAB/SPH editor parts list if FusTek Station Parts is not installed - Existing vessels that use the part are not affected - FusTek Station Parts development builds also now include a special MM patch with a FOR keyword to automatically re-enable the SDHI IACBM - (Pseudo-)Compatibility Patch for Ven's Stock Parts Revamp - If Ven's Stock Parts Revamp is installed, the parachute-equipped SDHI Clamp-o-Tron docking port will revert to using the stock Clamp-o-Tron model rather than the revamped model - Removed Ship Manifest plugin from list of Supported Third-Party Addons - Ship Manifest is still compatible with SDHI SMS, but is not neccessary for Connected Living Spaces-restricted crew transfers Bugs/Known Issues - PEBKAC support does not make use of LES pitch control motor RCS thrusters to actively point pod retrograde during abort - Kurld is working on adding this feature to the plugin in a future update 3.2.3 - 18 December 2016 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.2.2 - Fixed USI Life Support MM patch to use NEEDS instead of FOR - Added PEBKAC Industries: Launch Escape System compatibility - This automates Launch Escape System (LES) and Pod Boost Protective Cover deployment/jettison - Boost Protective Cover will automatically jettison when pod is pointed retrograde - Changed LES engines to use ModuleEnginesFX in order for compatibility with PEBKAC support - Added custom exhaust plume and smoke effects to LES main engines Bugs/Known Issues - PEBKAC support does not make use of LES pitch control motor RCS thrusters to actively point pod retrograde during abort - Kurld is working on adding this feature to the plugin in a future update 3.2.2 - 22 November 2016 --------------------------- Changes / Fixes: - Tweaked heat shield aerodynamics parameters so that pod stays retrograde during atmospheric reentry - Moved heat shield to Thermal category and Advanced Landing tech tree node - This brings it in line with the stock heat shields - Added USI Life Support compatibility - Eight days' worth of Supplies and Mulch storage for the standard crew of three Kerbals - Storage is applied directly to stock Mk1-2 Pod 3.2.1 - 20 November 2016 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.2.1 - Service Module and Avionics Ring tweaks - Increased reaction wheel torque from 5 to 15 kN/m - Set SAS to standalone operation, allowing crafts with inexperienced crew to have full SAS capaibility - Mk1-2 Pod Aeroshroud colliders are now manifold (closed) meshes - Launch Escape System (LES) pitch control motor RCS thrusters now have custom flame and sound effects 3.2 - 8 July 2016 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.1.3 - All models have been re-scaled to actual size in-game - Side fairings have been overhauled - They now split into thirds rather than halves, and include built-in solid rocket jettison motors to help push the panels away cleanly after separation - The parachute-equipped IACBM docking port has been updated to match the new design from FusTek Station Parts - The ports will now enforce docking orientation angles at 90 degree increments - Updated support for tg626's Kerbal Optical Alignment System (KOAS) mod, previously known as the Docking Target mod - This adds an inline docking camera and target to the parachute-equipped SDHI Clamp-o-Tron docking port 3.1.1 - 23 April 2016 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.1 - Added support for DennyTX's OLDD docking camera plugin to both parachute-equipped docking ports - All parts now have search tags - Improved heat shield texture and normal map - The fairingless LV-909 "Terrier" Liquid Fuel Engine has now been deprecated - This is because the stock LV-909 now includes the ability to hide the engine shroud - Existing crafts will not break, but users are encouraged to switch over to using the stock engine for new crafts - The fuel cell in the Service Module and Avionics Ring can now be toggled using Action Groups - The Launch Escape System (LES) has been reassigned to the more sensible Advanced Landing tech tree ndoe - This is a Level 6 node, which puts it on par with the other SDHI SMS parts - Tweaked the ModuleAnimateGeneric parameters used to prevent the Mk 1-2 Pod Umbilical Port from being toggleable outside VAB/SPH editor scene - KSP 1.1 fixed some typos in the parameters used in KSP 1.0.5 3.1 - 13 February 2016 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.0.5 - A dedicated Launch Escape System (LES) is now included in the parts pack - The LES runs on Solid Fuel, and is capable of lifting a Mk 1-2 Pod, heat shield and Pod Boost Protective Cover up to 2.0 km in altitude, making pad aborts viable compared to the stock LES - The LES also includes built-in RCS thrusters that are powered by its own independent Solid Fuel reserve, allowing mid-abort course corrections - Added support for tg626's Docking Target mod, which adds a cosmetic docking alignment target mesh to all Clamp-O-Tron docking ports - Dropped support for HotRockets! plugin - The plugin is currently not compatible/updated for KSP 1.0.5 - The fairingless LV-909 engine will now only have stock engine FX - Dropped support for Klockheed Martian Special Parts plugin - The plugin is no longer being maintained - The Heat Shield's flotation collar no longer works - Mk1-2 Pod Aeroshroud jettison motor thrustTransforms relocated to the sides of the shroud - The thrustTransforms were previously located under the skirt of the shroud itself, which would overheat nearby parts such as the Service Module and Heat Shield - Shroud texture modified to include jettison motor nozzles and warning label decals - Mk 1-2 Pod Umbilical Port no longer toggleable outside VAB/SPH editor scene - This long-standing bug was fixed with the introduction of scene-specific animation toggling in KSP 1.0.5 (courtesy of SQUAD developer NathanKell) - Rebalanced part costs to be in line with stock parts (courtesy Kerbas-ad-astra) - Avionics Ring now has higher entry/per part cost, lower mass and adjusted CoM offset - Service Module now has higher entry/per part cost, lower mass and adjusted CoM offset - Service Module Adapter now has lower entry/per part cost, lower mass and lower breaking force/torque - SDHI Heat Shield characteristics updated for KSP 1.0.5's thermal model - Side fairings and Mk1-2 Pod Aeroshroud colliders reworked using convex rather than concave meshes - Side fairings now decouple from the Service Module itself rather than the Service Module Adapter - The Service Module and Avionics Ring now have built-in support for MechJeb and RemoteTech - The Service Module and Avionics Ring decoupler will wait until the umbilical has fully extended before releasing the Mk1-2 Pod Bugs/Known Issues - Part testing contracts are generated in Career Mode - This not intended behaviour, since the SDHI SMS is intended to be tested as a complete assembled stack rather than in piecemeal - A future update might include a proper contract for testing the SDHI SMS 3.0.1 - 10 July 2015 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.0.4 - Heat shield is now compatible with 1.0.4's updated thermal system - Deadly Reentry support has also been updated accordingly, and the corresponding patch is now compatible with DRE 7.2.x - Fallback patch for stock parachute behaviour has been updated - Deployment altitude increased to 1000m - Minimum air pressure required to open reduced to 0.04 kPa - Both values are comparable to stock parachute part performance - Note: RealChute is still the recommended default Bugs/Known Issues - Mk 1-2 Pod Umbilical Port is now also toggleable outside of the VAB/SPH editor scenes - This is due to a limitation with the current stock KSP ModuleAnimateGeneric behaviour, but is not game-breaking. - Part testing contracts are generated in Career Mode - This not intended behaviour, since the SDHI SMS is intended to be tested as a complete assembled stack rather than in piecemeal - A future update might include a proper contract for testing the SDHI SMS 3.0 - 11 June 2015 --------------------------- WARNING: This is a potentially craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.0.x - The Service Module's fuel cell now uses the new stock ModuleResourceConverter system, and has the same performance as its stock standalone counterpart - Stack attachment node directions have been updated to conform with 1.0.x stricter definitions - The Node Resizer plugin is no longer required when attaching the Heat Shield to the pod, Service Module or Avionics Ring - All textures have been converted to DDS format for faster loading and reduced memory usage - A bright patch on the Pod Boost Protective Cover has been fixed - The Heat Shield is now compatible with the new stock reentry system - Ablative darkening is not used in SDHI SMS, and has been disabled - Deadly Reentry is still supported, and the corresponding patch is now compatible with DRE 7.x - The fairingless LV-909 engine has been updated to have similar performance to its stock counterpart - The Service Module colliders have now been fixed, so that surface-attached parts like solar panels and RCS thrusters should no longer float out from the lower propulsion trunk segment - The Service Module Adapter textures have been reworked to be visually consistent with the Service Module upper ring itself - The Pod Boost Protective Cover and Service Module Fairings are now fully compatible with the new stock aerodynamics system - This requires the latest version of the AnimatedDecouplers plugin, which provides special versions of the standard decoupler/jettison PartModules in order for the stock ModuleCargoBay to know when to update its drag occlusion behaviour - Removed Ferram Aerospace Research MM patch for Pod Boost Protect Cover - The latest versions of FAR now intrinsically and automatically handle drag occlusion for hollow parts, making such patches redundant - Fixed HotRockets! MM patch for the fairingless LV-909 engine Bugs/Known Issues - Mk 1-2 Pod Umbilical Port is now also toggleable outside of the VAB/SPH editor scenes - This is due to a limitation with the current stock KSP ModuleAnimateGeneric behaviour, but is not game-breaking. - Part testing contracts are generated in Career Mode - This not intended behaviour, since the SDHI SMS is intended to be tested as a complete assembled stack rather than in piecemeal - A future update might include a proper contract for testing the SDHI SMS 2.4 27 December 2014 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 0.90.0 - Added Editor Part List Filter By Manufacturer Icon for SDHI - Heat shield floatation collar powered by Klockheed Martian Special Parts now considered an optional feature instead of a depedency Bugs/Known Issues - In the VAB/SPH editor scenes, When surface-attaching solar panels and other small parts to the ribbed propulsion trunk segment of the Service Module, the parts will sometimes appear to be suspended a fair distance away from the surface - The problem generally occurs when angle snap is enabled, possibly due to editor scene changes in KSP 0.90.0 - No known fix - Part testing contracts are generated in Career Mode - This not intended behaviour, since the SDHI SMS is intended to be tested as a complete assembled stack rather than in piecemeal - A future update might include a proper contract for testing the SDHI SMS 2.3 10 October 2014 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 0.25.x - Updated references and scaling factors in stock parts used by SDHI (such as the Fairingless LV-909 and Clamp-O-Tron Docking Port - Parachute version) - Replaced FSanimateGeneric with new stock KSP ModuleAnimateGeneric - IACBM fins, Boost Protect Cover hatch and Mk 1-2 Pod Umbilical Port remain toggleable in the VAB/SPH editor scenes - Firespitter plugin is no longer required, and has been dropped from the list of dependencies - Added fallback patch for stock parachute behaviour if RealChute is absent - Note: RealChute is still the recommended default - Stock parachute behaviour only deploys main chutes, and should only be used in an emergency as it may cause sudden or craft-damaging deacceleration upon deployment Bugs/Known Issues - Mk 1-2 Pod Umbilical Port is now also toggleable outside of the VAB/SPH editor scenes - This is due to a limitation with the current stock KSP ModuleAnimateGeneric behaviour, but is not game-breaking. 2.2.1 30 August 2014 --------------------------- Changes / Fixes: - Updated TAC Life Support patch for compatibility with new v0.10 version 2.2 29 August 2014 --------------------------- Changes / Fixes: - Added Node Resizer support - This dynamically changes the stack nodes of the Avionics Ring and Heat Shield to size 0 while in the VAB/SPH editor scenes, allowing for easier attachment (and thus fixing the "bouncing" attachment node bug) - When entering the flight scene, this automatically switches the node size back to 2 to ensure a strong structural connection as usual - New meshes, graphics and better details for the FusTek Karmony hatch on the IACBM parachute-equipped docking port - This is for compatibility / visual consistency with future versions of FusTek Station Parts 2.1.1 21 August 2014 --------------------------- Changes / Fixes: - Fixed TAC Life Support patch so that it only applies if TAC LS is actually installed. 2.1 7 August 2014 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 0.24.2 - Native TAC Life Support compatibility - Increased Mk1-2 Pod Food and Waste storage capacities - Added Water, Oxygen, WasteWater and CarbonDioxide storage to Service Module - Added Carbon Extractors and Water Filters to both Service Module and Avionics Ring - A combined Command Pod / Service Module would thus contain up to eight Kerbin days' worth of provisions for its three crew - Fixed HotRockets! patch dependency checking - If HotRockets! is not installed, LV-909 Liquid Fuel Engine (Fairingless) will revert gracefully to stock effects - RealChutes 1.2.4 compatibility fix - SDHI TextureLibrary and ProceduralChute removed from parachute-equipped docking ports as they are no longer required - Fixed missing drogue canopy texture - WARNING: This is a craft and save-breaking change; it is recommended you abort / recover existing SDHI craft before installing this update 2.0 27 July 2014 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 0.24.x - Native integration for Connected Living Space (CLS) API - Parachute-equipped docking ports will allow crew passage if Ship Manifest is installed - Native Deadly Reentry Continued support - Heat shield will protect command pod during atmospheric reentry - All other parts should burn up reliably when deorbited - Native HotRockets! particle effects support for LV-909 Liquid Fuel Engine (Fairingless) - Consolidated Service Module and Avionics Ring textures / subdirectories - Native FAR support for Boost Protective Cover - NOTE: When first installing FAR and/or SDHI, you must delete CustomFARPartClassification.cfg from your GameData\FerramAerospaceResearch\ folder in order for FAR to properly rebuild its part classification definitions to include the SDHI parts) - Reduced docking port spotlight range and intensities, as they are not intended for general illumination - Fixed Service Module rescaling bug that occurs on scene reload - RealChutes 1.2.2.2 compatibility fix - WARNING: This is a craft and save-breaking change; it is recommended you abort / recover existing SDHI craft before installing this update Features: - New Command Pod-Service Module Umbilical interface on Service Module and Avionics Ring - Stock Mk1-2 Command Pod now has option to show / hide SDHI Umbilical port - Umbilical will animate when decoupler is triggered - Requires Starwaster's AnimatedDecouplers plugin - Boost Protective Cover now has toggleable crew access hatch, compatible with FASA launch towers - Opening the hatch allows Kerbals on EVA to board the command pod, while closed hatches prevent Kerbals from getting out - Boost Protective Cover can now be adorned with mission flag / logo - Self-inflating floatation collar built into Heat Shield - Triggers automatically on splashdown to keep the pod afloat while awaiting recovery - Requires dtobi's Klockheed Martian Special Parts plugins 1.9 5 April 2014 --------------------------- Changes / Fixes - Compatibility Patch for KSP 0.23.5 - Fixed IACBM 1.25m - Parachute version docking light colors 1.8 20 March 2014 --------------------------- Changes / Fixes - Reduced drag on Service Module, so that when it decouples from the Mk1-2 Command Pod just before re-entry it is less likely to bump back into it - Set Boost Protective Cover decoupler force to 0, as the ejection force is made redundant by the cover's own solid rocket motors 1.7 13 January 2014 --------------------------- Changes / Fixes - Dropped FusTek_Sumghai.DLL in favour of external dependency on Snjo's Firespitter plugin - You will need to download and install the latest version of Firespitter yourself - This change now allows the IACBM guidance fins to be tweakable within the VAB/SPH 1.6 24 December 2013 --------------------------- Changes / Fixes - Added new 0.23 EFFECTS{} for parachute sounds (stupid_chris) - Tweaked main parachute deployment altitude slightly; the mains will now deploy almost immediately after drogues are cut, instead of after a (decidedly terrifying) period of free-fall. 1.5 8 December 2013 --------------------------- Changes / Fixes: - Compatibility upgrade to take advantage of new features in RealChute v0.3 - Parachute drag is now dependent on effective canopy area rather than stock drag - Command Pod assembly will now hang under parachute anchor realistically without the need for the CoMOffset hack, and as such the latter has been removed 1.4 24 November 2013 --------------------------- Changes / Fixes: - Parachute-equipped docking ports now use stupid_chris's RealChute Parachute Systems plugin - Drogues will now auto-cut properly before automatically deploying the main chutes - Docking port lights can now be toggled normally during parachute deployment - This is not included in the pack, so you will need to download it separately - Updated drogue parachute textures to distinguish them from the main parachutes 1.3 8 November 2013 --------------------------- Features: - New Part - SDHI 2.5m Avionics Ring - Avionics Ring is essentially the upper decoupler portion of the full Service Module, with a bonus battery, reaction wheel and toggleable integrated fuel-to-electricity converter - This is particularly useful for people who want to build their own Service Module, but also use the SDHI Heat Shield and Boost Protective Cover 1.2 25 October 2013 --------------------------- Changes: - VAB/SPH: Moved SDHI 2.5m Service Module Adapter and SDHI 2.5m Service Module Fairing to Aero tab - R&D: Moved SDHI 2.5m Service Module Adapter to "Supersonic Flight" node - If you have unlocked this part previously in Career Mode, you will need to edit your persistence file to temporarily remove the adapter from the list of unlocked parts, and then re-unlock after restarting the game - Modified SDHI Mk1-2 Pod Boost Protective Cover collider to allow the Mk1-2 Pod underneath to be selected - Hover your mouse pointer over the "Cut To Rescue" graphic on the cover and right-click 1.1 17 October 2013 --------------------------- Changes: - Compatibility Patch for KSP 0.22+ - All parts have now been assigned to the appropriate nodes in the Research & Development Tech Tree - Parts are in the same Tier Level as the Mk1-2 Command Pod (i.e. Tier 5) - "Specialized Construction" unlocks: - SDHI 2.5m Heat Shield - SDHI 2.5m Service Module Adapter - Clamp-O-Tron Docking Port - Parachute version - IACBM 1.25m - Parachute version - "Supersonic Flight" unlocks: - SDHI Mk1-2 Pod Boost Protective Cover - SDHI 2.5m Service Module Fairing - "Heavier Rocketry" unlocks: - SDHI 2.5m Service Module - LV-909 Liquid Fuel Engine (Fairingless) 1.0 12 October 2013 --------------------------- Features: - Initial release - New parts - SDHI Mk1-2 Pod Boost Protective Cover - Clamp-O-Tron Docking Port - Parachute version - IACBM 1.25m - Parachute version - SDHI 2.5m Heat Shield - SDHI 2.5m Service Module - LV-909 Liquid Fuel Engine (Fairingless) - SDHI 2.5m Service Module Fairing - SDHI 2.5m Service Module Adapter - Boost Protective Cover is ogive-shaped to fit stock Mk1-2 Pod and any surface-attached accessories underneath - Staging activates both the shroud decoupler and jettison solid rocket motors - If shroud jettison is to be triggered via action groups, both the decoupler and the solid motors must be manually mapped to the same action key - Docking Ports come with short-range illumination lamps and integrated drogue/main parachute system - Clamp-O-Tron variant is compatible with stock standard-sized docking ports - IACBM variant is compatible with the FusTek Station Parts Expansion add-on - Service Module comes with: - Non-staged CM-SM decoupler to prevent accidental Pod/Service Module seperation during flight (action groups or right-click context menu used instead) - Toggleable integrated fuel-to-electricity converter for use Bugs/Known Issues - Drogue parachutes do not auto-cut until mains are fully deployed - This is due to the use of *two* ModuleParachutes, which is technically "hacky" by KSP standards - Unlike BobCat's Orion spacecraft, however, the parachute-equipped docking ports will use the greater of the two drag configurations, guaranteeing a safe landing - Warranty void if parachutes are deployed on a planetary body other than Kerbin - Docking Port Lights become untoggleable after parachute deployment - This is because of the way KSP handles animations; the game can only save the state of one animation at a time, and the docking ports need several animations to handle the various parachute deployment stages and the lights. Frequently Asked Questions (FAQ) Acknowledgements - @stupid_chris: RealChute Parachute Systems plugin - @Starwaster: AnimatedDecoupler plugin, stock aero fixes, heatshield rebalancing - @Kerbas_ad_astra , @StevieC, @NathanKell and @JPLRepo: various tweaks and fixes
  20. Ablative-Airbrake More images: http://imgur.com/a/Gaj10 This "Ablative-Airbrake" mod adds a derived stockalike airbrake coated with ablator. A dark version is now available via the part variant feature. This part is now localized, Translators are welcome for untranslated languages ! Gameplay infos: - Part available in the "Thermal" category. - Part unlockable in the tech-tree in the Hypersonic Flight node. KSP compatibility versions: Ablative-Airbrake version KSP version 1.0.3 min: 1.4.0 ; max: check here or the forum thread 1.0.2 min: 1.4.0 ; max: 1.11.0 1.0.1 min: 1.4.0 ; max: 1.9.1 1.0.0 min: 1.4.0 ; max: 1.9.1 0.3.0 min: 1.2.2 ; max: 1.9.1 0.2.0 min: 1.2.2 ; max: 1.3.1 0.1.0 min: 1.2.2 ; max: 1.3. This mod is really simple, it uses only stock features, and should work with many future KSP versions. Check this forum thread end to know or report a new KSP version compatibility. Compatibility: - KSP-AVC - TweakScale, thanks @Marcelo Silveira - Realism Overhaul and RP-0, thank's @Gordon Dry - ReStock, thank's @Gordon Dry Installation: - No Dependency mods. - On update remove any existing older version. - Copy/paste the folder "Ablative-Airbrake" in your "Kerbal Space Program/GameData" directory. - Enjoy! It uses the "KSP Add-on Version Checker" mod if you have it installed (not included) to check its version by using a connection on my GitHub page given below, read the "KSP-AVC Add-on Version Checker" page for more details. Download on Spacedock Available on CKAN Changelog GitHub page License P.S: let me know about the balance or suggestion.
  21. Introducing the Malemute Rover! Based on the Mars rover from 'Last Days on Mars' (great rover, horrible movie), this pack includes parts for cargo, geo-science (no more awkward Narrow Band Scanners sticking out!), crew transport, and general shenanigans. Over a dozen parts with full IVA support. Interconnects with other USI bits and pieces, and can be configured both as a rover, and also a really sweet biome hopper or VTOL. Have fun! Download, Source, and Change Log! Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Configuration files and code are licensed under the GPL v3 license 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 This mod redistributes Firespitter, which is covered under its own license.
  22. Kerbetrotter Ltd. is happy to announce its newest creation from the Feline Utility Rover series: The Lynx Rover. A medium sized versatile rover that is capable to operate independently in the harshest environments. It is mainly designed to operate on other planets, but also in the outback of Kerbin. Depending on your configuration it can be used for crew transport, mobile research including a laboratory or as a transport for various resources. You can also use bellowed joints to be more flexible in difficult terrain or use hover engines to pass water. It now also includes a small propeller for when the rover is swimming. Features Joints and Hitches Hover Engines IVAs in all crewed parts Custom Wheels Fits in MK3 Cargo Bay Configurable Containers Galleries Download Please remove the folder of older versions of this Mod before installing! The source code is available on GitHub Instructions For instructions on how to use the hitches and joints, please take a look at the KSPedia entry of Feline Utility Rovers The Hitches and Joints are locked by default when you first launch your vessel. You have to click "Unlock" in the right-click menu to unlock them. The Hover Engines can be controlled with the controls for the Wheels to accelerate and steer. Lateral movement and height changes can be made with the controls for RCS. Please also visit the KSPedia for more information. Translations Español by @bice Русский by @Tirathangil and @Sebra 中国语文 by @ssd21345, @vosskftw and @Levin845 Português (do Brasil) by @FellipeC Deutsch by @DasSkelett and @Nils277 Italiano by @Simog Looking for help: If anyone is interested to translate FUR into Japanese or French, please let me know! You can find all the texts that need translation here: Localizable Texts. Supported Mods (most mods need ModuleManager to work properly) Life Support: TAC-LS, USI-LS, Snacks!, Kerbalism, IFI Life Support Gameplay: KIS, KeepFit, RemoteTech, Connected Living Space, Pathfinder, Realfuels, Indicator Lights, Community Tech Tree Visual: JSI Advanced Transparend Pods, Raster Prop Monitor, ASET Props, Textures Unlimited Supports resources from: OSE Workshop, Extraplanetary Launchpads, MKS, Deepfreeze, Near Future Propulsion, Near Future Electrical Support and bug reports If you encounter a bug with Feline Utility Rovers, please follow these instructions to report it.Most important: I need the KSP.log FILE. Otherwise i won't be able to help! License The art assets are licensed under: CC-BY-NC The plugin code is licensed under: Apache License 2.0 Thanks @sirkut and @Ziw for Infernal Robotics, which was used as reference/learning source for the functionality of the hitch. Also thanks to @Snjo for the Firespitter mod. The Fuel-Switch is based on the one from Firespitter. Last but not least thanks to @Rafael acevedo for testing and suggestions during the development.
  23. ===> SpaceDock main download. <=== Instance on curse.com will not updated anymore. Those cursed Twitch-lovers enraged me by their demands. If something bad happens to SpaceDock - I will make a release mirror on GitHub. ===> Available in CKAN. <=== Dev thread here Pics Here (Damn you, Imgur!): Album a/jt9GPDr will appear when post is submitted (Damn you TWICE, Imgur. You've blocked all accounts from my mail provider and I had to use another service for new pics.) Video review by Kottabos: Video review by GrunfWorks (fresher one): Languages: ,,, For other languages - commit to GitHub instance of ChopShop (/GameData/ChopShop/Localization). Other mods support: ModuleManager - ChopShop can work without it, but you will have no support for other mods. Connected Living Space Community Tech Tree Engeneering Tech Tree (as a temporary patch until it's GitHub source is updated) F.A.R. is supported. (Hopefully... haven't checked it for years.) JSI Advanced Transparent Pods Modular Fuel Tanks or Real Fuels. RealFuels is recommended. RasterPropMonitor RemoteTech Textures Unlimited (NEW) TweakScale Is supported by other mods: ModuleSolarTracking - should automatically make SSP right-click menus less confusing. SETI Techtree and Balance mods Parts are mostly self-explaining - either in Imgur album or in game. But here is what you're generally getting: Deployable skycrane in two sizes. Easy to use modular parachute system. Double-axis solar panels. Multistage Lander tank systems. Tiny electric impeller for atmospheric drones. Family of rovers - both manned and unmanned. Also a fix for stock rover body orientation. Mk2 spaceplane extension parts - mostly butts and some noses. Primitive unmanned soil sampler. Real worls CubeSat double-dipole antenna replica. 2.5m hubs. Aerodynamic blisters. Opening heatshield, allowing protection for your bottom docking port. Small tweakable weight to finely balance your tiny probes. Changelog: Troubleshooting: It's GNU GPL 3.0 until I find something more CopyLeft-ish. Now I have a proper place on GitHub, so grab Unity Package from here and feel free to make commits. Comments, bug reports and ideas for further development are welcome.
  24. Station Parts. (Ver 1.2) Parts pack for building orbital space stations. This mod is meant to be used with TAC Life Support. If you have TAC Life Support installed the part "Station Waste Container Module" will only store waste products. Without TAC Life Support the part is renamed to "Station Alternate Propellants Storage" and will contain Liquid Fuel, Oxidizer and Monopropellant. Features 2 different habitation modules, a science lab, probe core, a cupola, a fuel and resurces storage module, a waste container module, an airlock, an access tunnel, a PMA extender, solar panels, an exposed facility for experiments, a berthing mechanism for connecting parts together in orbit, a radial attachment point, a surface mount light, and different structural trusses for the solar panels and radiators. "Station Science Lab", "Station Living Quarters module A", "Station Living Quarters module type RB" and "Station Cupola" parts feature functional interiors. There is no docking port part included. Recommended is the HOYO Docking Port from the HOYO CSM. Fits like a glove on the PMA and all the modules. Use the Jules Kerman ATV mod for your station servicing. This mod comes bundled with dependencies. Module Manager, TexturesUnlimited (For Reflections and solar panels), RasterPropMonitor (For functional interior), Alexustas' ASET Props 1.5 & ASET Avionics 2.1. INSTALLATION Be careful, this mod comes bundled with the latest version of ASET Props (1.5) & ASET Avionics (2.1). Delete these mods if you have older versions before installing this mod. Unzip and merge with your GameData folder. The folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD https://spacedock.info/mod/1537/Station Parts. LonesomeRobots Aerospace .craft files for all LRAERO ships can be found here . These are saved from KSP 1.3.1. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TexturesUnlimited created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.5 & ASET Avionics 2.1 created by Alexustas. Redistributed as per license. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Station Parts. (Ver 1.1) Parts pack for building orbital space stations. This mod is meant to be used with TAC Life Support. If you have TAC Life Support installed the part "Station Waste Container Module" will only store waste products. Without TAC Life Support the part is renamed to "Station Alternate Propellants Storage" and will contain Liquid Fuel, Oxidizer and Monopropellant. Features 2 different habitation modules, a science lab, probe core, a cupola, a fuel and resurces storage module, a waste container module, an airlock, an access tunnel, a PMA extender, solar panels, an exposed facility for experiments, a berthing mechanism for connecting parts together in orbit, a radial attachment point, a surface mount light, and different structural trusses for the solar panels and radiators. "Station Science Lab", "Station Living Quarters module A", "Station Living Quarters module type RB" and "Station Cupola" parts feature functional interiors. There is no docking port part included. Recommended is the HOYO Docking Port from the HOYO CSM. Fits like a glove on the PMA and all the modules. Use the Jules Kerman ATV mod for your station servicing. This mod comes bundled with dependencies. Module Manager, TextureReplacer (For Reflections), RasterPropMonitor (For functional interior), Alexustas' ASET Props 1.4 & ASET Avionics 2.0. INSTALLATION Unzip and merge with your GameData folder. The folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD https://spacedock.info/mod/1537/Station Parts. LonesomeRobots Aerospace .craft files for all LRAERO ships can be found here . These are saved from KSP 1.3.1. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.4 & ASET Avionics 2.0 created by Alexustas. Redistributed as per license. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Station Parts. (Ver 1.0) Parts pack for building orbital space stations. This mod is meant to be used with TAC Life Support. If you have TAC Life Support installed the part "Station Waste Container Module" will only store waste products. Without TAC Life Support the part is renamed to "Station Alternate Propellants Storage" and will contain Liquid Fuel, Oxidizer and Monopropellant. Features 2 different habitation modules, a science lab, probe core, a cupola, a fuel and resurces storage module, a waste container module, an airlock, an access tunnel, a PMA extender, solar panels, an exposed facility for experiments, a berthing mechanism for connecting parts together in orbit, a radial attachment point, a surface mount light, and different structural trusses for the solar panels and radiators. "Station Science Lab", "Station Living Quarters module A", "Station Living Quarters module type RB" and "Station Cupola" parts feature functional interiors. There is no docking port part included. Recommended is the HOYO Docking Port from the HOYO CSM. Fits like a glove on the PMA and all the modules. Use the Jules Kerman ATV mod for your station servicing. This mod comes bundled with dependencies. Module Manager, TextureReplacer (For Reflections), RasterPropMonitor (For functional interior), Alexustas' ASET Props 1.4 & ASET Avionics 2.0. INSTALLATION Unzip and merge with your GameData folder. The folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD https://spacedock.info/mod/1537/Station Parts. LonesomeRobots Aerospace .craft files for all LRAERO ships can be found here . These are saved from KSP 1.3.0. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.4 & ASET Avionics 2.0 created by Alexustas. Redistributed as per license. SCREENSHOTS. Just two possible designs. These are included in the LRAERO .craft files.
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