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  1. Протон (Proton) Soviet Протон (Proton) expendable launch system/delivery vehicle (35 ton LKO) By zer0Kerbal, originally by @BobCat adopted with express permission and brought to you by KerbSimpleCo Features by @BobCat Simple rocket, no plugins, good lifting capability. Low memory usage. Able to lift all MIR modules to LKO with little hassle. Low fidelity model, but easy on performance. Preamble by Wikipedia See more Help Wanted Localization Installation Directions Most recent releases only available via CurseForge/OverWolf Website/App Dependencies BobCat Industries (BOB) Kerbal Space Program Recommends The collection of BobCat Industries (BOB) Soviet Engines Soviet Pack Buran Kliper Lunokchod1 Мир (MIR) N1L3 Progress Протон (Proton) Soyuz SoyuzU JoolV Nautilus HOME Suggests Adjustable Mod Panel (KAMP) Biomatic (BIO) Drop Tanks (DROP) Drop Tanks III (DTIII) Exception Detector (EXCD) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) Mkerb Science Instruments MoarKerbals (MOAR) OhScrap! (OHS) On Demand Fuel Cells (ODFC) OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) Precise Maneuver (PM) Pteron (MSRV) ScrapYard (SYD) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Solar Science (SOL) Stack Inline Lights (SIL) Kerbal Attachment System (KAS) Kerbal Inventory System (KIS) RemoteTech (RT) TweakScale (twk) Universal Storage (us) Supports ModularManagement (MM) or Module Manager Firespitter for fuel and mesh switching. may invoke bouts of dizziness. Tags parts, config red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @BobCat for creating this glorious parts addon! @DECQ and Dragon01 for continuing (and others) see Attribution for more Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Comment, click, like, share, up-vote, subscribe Connect with me Track progress: issues here and projects here along with The Short List
  2. I've started a career mode with custom settings with one of them being to have to pay an entry cost to unlock a new part once it has been researched. I have researched new parts and I have the required funds to unlock them but I can't seem to unlock them. I assume it's X on the PS4 but it does nothing as if I haven't researched them. It's really annoying as these are the difficulty settings I want to use but I cannot progress any further. I've tried restarting a new career and it keeps happening. Does anyone know if this is a bug or if I'm missing something really obvious?
  3. Coyote Cargo Freighter (CCF) Coyote Cargo Freighter by Coyote Space Industries (CSI) is a massive parts pack for Kerbal Space Program. By zer0Kerbal, originally by @dboi88 adopted with express permission and brought to you by KerbSimpleCo Introduction by @dboi88 Features Asymmetrical Design. Rear Truss & Main Hull Have Automatic Weight Balancing Feature. 5m Kontainer Docking Ports Integrated Into Rear Truss. Deliver Kontainers at your destination and bring back empties. Range Of Interchangeable Modules In Two Sizes. Internal EVA Prep Space With Small Kontainer/Storage Rack. None Career Game Breaking (parts are at the end of the tech tree and extremely expensive) Fuelled By The Insanely Expensive Karbundrum, You Will Need Mining Operations In Place Has To Be Built In Situ (If you manage to reach orbit with this please let me know :D) Custom CSI Freighter catagory for all freighter parts. Hanger Bay & Cargo Bays Support @allista's hanger mod allowing you to store crafts and re-spawn later. See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks For basic assembly instructions, see our Assembly Guide 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 GitHub Pages : See Pages YouTube review by Kottabos Gaming Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Coyote Space Industries Ltd (CSI/L) Recommends CSI Tools (CSIT) Suggests SimpleConstruction! (SCON) Not So SimpleConstruction! (NSSC) Keridian Dynamics (KDVA) SimpleLogistics! (SLOG) MoarKerbals (MOAR) Kaboom! (BOOM) On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Field Training Facility (FTF) Field Training Lab (FTL) Docking Port Descriptions (DPD) Transparent Pods (PODS) Biomatic B9 Stock Switches (B9S) Oh Scrap! ScrapYard Either 3 Module Manager Module Manager /L Supports Community Category Kit (CCK) Community Resource Pack Firespitter (resource swapping and texture switching) Kerbal Attachment System (KIA) Kerbal Inventory System (KIS) TweakScale USI Kolonization Systems (MKS/OKS) USI Core Tags parts, config, agency, comms, crewed, flags, graphics, parts, resources red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @dboi88for creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS: How to support this and other great mods by zer0Kerbal and it is true. please say thank you to @dboi88 Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  4. Download Link: https://github.com/UmbraSpaceIndustries/Karbonite/releases LOTS OF STUFF CHANGED WITH 1.0 - DELETE YOUR OLD STUFF FIRST! Introducing Karbonite Plus (K+) - New resources and parts for Karbonite K+ adds new resource and gameplay elements as well as supporting parts to Karbonite. K+ requires Karbonite (not included) to use. Enhancements and Changes included in K+ New resource: Karborundum. Valuable and incredibly fuel efficient, but also very hard to get. It can be harvested on the surfaces of Eeloo and Eve, or by a solar collector within approximately 2000 meters of the sun's surface. Hats off to nli2work for his awesome rover-sized models, and for TMarkos for being awesome and collaborative! New parts: Tiny radial Karbonite/Karborundum drill. 0.625m form factor, can be node or surface attached. Also KAS-portable! Deployable Karborundum scanner (NOTE: Karborundum is only detectable on the surface, or at altitudes lower than approximately 500m over the terrain - so bring your Rovers and nape of the earth (NOE) flyers). New fuel tank - the Karry Kan - great for small quantities of Karbonite or LFO. Comes in two sizes - a surface-mountable single Kan, and a double-Kan (great for the Packrat Rover). Rover-sized generator, for powering your Karborundum operations on the fly. KASable, surface and stack attachable. New radial tanks to store Karborundum in three sizes - a Jumbo radial tank, an inline tank cluster, as well as a 0.625m mini tank. The mini tank is KAS-enabled. A Karborundum sample tank. Luxuriantly expensive, but saves you the trip to eeloo. Made for testing purposes. Warning: Will self-decouple and explode when empty! Hilarity may ensue. A new particle collector with slightly better range (at the cost of efficiency and energy use), allowing it to skim the sun's surface picking up stray Karborundum particles. The Karborundum Fusion Drive (in two sizes - 1.25m and 2.5m) Expensive, incredibly efficient, but require significant EC to operate, and runs on Karborundum. A small but adorable 0.625m Karbonite engine. This one has the added benefit of taking some of the vented exhaust and converting it into monopropellant for later use. Dev Note: The Karborundum engines are absolutely OP compared to stock engines (we're in KSPI territory with these), This is to balance the absurd difficulty in getting fuel for them. Tech tree wise, Karborundum-specific parts will be under Nuclear Propulsion. Karbonite bits will be under Fuel Systems. Demo of the Fusion Drive Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Download on GitHub: https://github.com/BobPalmer/KarbonitePlus/releases Change Log: 0.3.0 - 2014.12.16 [LIST] [*]KSP 0.90 Compatability [*]Moved 0.625m Karbonite engine and Karbonite SRBs to the core Karbonite mod. [*]Moved the Karry Kans, mini drill and mini-generator to the core Karbonite mod. [*]Added MM config to add Karborundum back to mini drill for K+ [*]Swapped all generators and converters to Regolith [*]Removed the Liquid Hydrogen requirement from the torch drive, increased ISP, reduced thrust (so they are more... you know... torch drive like). [*]Added in CTT support. [*]All K+ harvesting parts are under Resource Exploitation. [*]Fusion drives are under Fusion Rockets. [*]Torch Drives are under Exotic Reactions. [/LIST] 0.2.3 - 2014.11.01 [LIST] [*]Moved K+ DLL and version file to better support package management [*]Replaced all PNGs with TGAs [*]Adjusted KAS containers to better manage state [*]Fixed name and attachment issues with RAT boosters [*]Fixed missing model part from inline Karborundum tank [*]Added two new torch drives in 3.75 and 5m form factors. Because Hohmann transfers are for sissies. [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]Added ability to shut off Karbonite SRBs [*]Corrected issue with node spacing for fusion drives [*]Updated ORSX/USI DLLs [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Updated USI Tools [*]Fixed bug where Karborundum could be seen from orbit (boo!) [*]Karborundum tank description now includes max capacity [*]Added four Karbonite based SRBs in 0.625 and 1.25m form factors. NOTE: While these are very powerful, they also become unstable as speed increases - beware! [*]Fixed issue with the radial drill not extracting [*]DRE Support [*]MFT support for Karborundum [*]Tweaks to the 0.625m engine [*]Switched from ORS -> ORSX [*]Fixed animation on fusion drive [/LIST] 0.1.2 - 2014.09.12 [LIST] [*]Maintenance release - version file, new DLLs with version checking, and a dummy DLL for folks to use with MM to determine if K+ is present (KarbPlus.dll) [*]Updated to latest USI components [/LIST] 0.1.1 - 2014.09.07 [LIST] [*]Added bottom nodes and fairings to all engines [*]Fixed cost issue with Karborundum tanks [/LIST]
  5. Parts Pack that includes ION RCS thrusters and Pulsed Plasma Thrusters. These parts used to be included in my AmpYear mod, but moving forward they will now be available as a separate parts pack via this thread and no longer available in future versions of AmpYear. But will be completely supported by AmpYear. Ion RCS Thrusters that use Xenon-gas and electricity for incredibly efficient RCS. Some limitations: Has half the Isp of normal Ion engines. One quarter of the thrust of normal monopropellant RCS thrusters. Available in one-way linear thruster, 4-way ION RCS block and 4-way 45degrees ION RCS block. Integrated to TechTree at ionPropulsion. Pulsed Plasma Thrusters RCS Each thruster contains a fixed amount of Teflon and uses this along with Electric Charge for incredibly efficient propulsion for small craft or maneuvering. Some limitations: Has roughly quarter the ISP of normal RCS thrusters. One eighth of the thrust of normal monopropellant RCS thrusters. Only linear thrusters are available. Integrated to TechTree at advFlightControl. * See (http://en.wikipedia.org/wiki/Pulsed_plasma_thruster). Planned Changes: Re-texture the parts. Fix AVC files in distribution (I left them out of the initial release). Add better emissives and blue thruster effects. Changelog: License: GPL 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 Source Code available on GitHub. If you like my mods and you want to show your support, then you can support me on Patreon: Download from SpaceDock, CurseForge or GitHub SpaceDock runs and makes mods available to you based purely on donation. If you don't want to pledge to me at least Consider pledging to keep SpaceDock going if you use it. Support: Be a COOL PERSON and help me by raising bugs and feature requests on GitHub here. For support please ensure you are following these instructions. From now on I will NOT respond to requests for support if you have not at least attempted to follow these simple steps. NO LOG = NO SUPPORT. Whilst I agree CKAN is a great mod for those that can't use Zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Author: JPLRepo : Plugin design and development, C# coding, Graphic design, 3D Models, textures, Implementation and releases.
  6. Transparent Pods (PODS) Adds eight (8) parts to Kerbal Space Program By @zer0Kerbal, originally by @nli2work adopted with express permission and brought to you by KerbSimpleCo Parts 2.5m Panopticon Command Pod 1.25m Cyclops Command Pod 0.625m Mono Pressurized Command Chair ~0.2m Micro Lander Leg; radial and ventral mount configurations ~0.3m Micro Klaw Micro Advanced Grabber Unit. Handrail and Handrail, short 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 GitHub Pages : See Pages Youtube review by Kottabos Gaming Cabin Notes Having multiple transparent pods in physics range is very resource intensive. Too many will crash the game. Flight HUD will render Black instead of Green in OpenGL mode. Lighting direction from Sun incorrect in IVA at some parts of day, due to Squad's funky IVA orientation setup. One of the stack nodes on Mono Pod will snap to, but not attach to other stack nodes, if the Mono Pod is not the root part. Micro lander legs clip into ground if retract/deployed while landed. same appears to happen with the smallest stock lander leg. View full album (previous incarnation) Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) or Dependencies Kerbal Space Program 2 Supports On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Either Module Manager 3 Module Manager /Ll 3 TweakScale Firespitter for fully functioning landing legs. may invoke bouts of dizziness. B9 Part Switch Recommends Kerbal enjoyment of Transparent Pods benefits from having these installed JSI Advanced Transparent Pods GPO (Goo Pumps & Oils') Speed Pump (GPO) Either MOARdV's Avionics System Raster Prop Monitor Suggests On Demand Fuel Cells (ODFC) KURS style docking camera (KURS) Kerbal Attachment System (KAS) Kerbal Inventory System (KIS) Kerbal Joint Reinforcement-Next (KJR) Tags nli2work, transparent, jsi, command, pod, leg, klaw, jplrepo red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @nli2workfor creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Footnotes this isn't a mod. ;P ↩ may work on other versions (YMMV) ↩ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! ↩ ↩2
  7. Xingniao Aerospace What is it? Xingniao* Aerospace is a mod intended to introduce parts for the Chinese space program, primarily focusing on launch vehicles, crewed spacecraft, and their space station program, ranging from the earliest satellite launchers of the 1970s to present. Stylistically, it's intended to be a blend of a stockalike and Tantares (which has been a huge inspiration/help with this project in general, go check it out) with a nice "lego-able" design that can be mixed and matched. These parts are being balanced against a 2.5x Kerbol system, so they may be overpowered in a stock-size game! *pronounced "shing-niao" What'll it have? Currently, my plans are to include parts to build: -CZ1/1D -CZ-2, its variants, and the upper stages to convert it to a CZ-3/4 -Shenzhou -Tiangong/Tianzhou -Tianhe and associated laboratory modules What're your standards of accuracy? I'm trying to have these parts capture the feel/essence of the original rockets, while still retaining a stylized quality to help it fit in better with stock parts and those from other mods. Additionally, a somewhat simplified representation of some of these may be somewhat necessary for the sake of unwrapping and texturing in any reasonable amount of time. Another important note on this is that, as someone in the US, there's a degree of difficulty in accessing image references and technical specifications for missile/rocket systems developed in 1970s China. As such, there's a good possibility that artistic liberties will be taken with some parts to fill the gaps in concrete knowledge. That said, if you do have suggestions for improvements and photo references to accompany them, I'd be glad to look into implementing them! Do these parts even exist yet, and what do they look like? Many of them do! Some of them have been put in-game in some fashion or another, and others are still-untextured blender models that're in the process of being worked on, but here are some samples of what I've got! ETA on release? No idea! Progress depends heavily on a lot of factors, like things going on in my outside life, mental health, school, etc. I've been working on this project for about a year or so now and I'm excited to finally be getting to a point where I have something worth sharing on the forums! Let me know what you think of this, if you have any questions/comments, etc.! I'd love to hear! I'll also be posting occasional updates here before moving to a release thread at some point, so feel free to stay tuned!
  8. Flat-Bottom Shuttle Systems is a modular parts pack which allows you to build flat-bottom space planes! These parts have a triangular cross-section of 2.5m and, due to the flat bottom, provide some lift. Please note, the RasterPropMonitor mod is required for the IVAs and will have to be downloaded separately. Comments and feedback are appreciated. Updated: 3/17/2019 The latest update includes surface-attachable wings, added adapters for Mk2, Mk2.5 and Mk3, and new engine mounting plates. Now uses B9 Part Switch. Download from: SpaceDock Required: RasterPropMonitor Parts List: Sample Images: Cross-section Specifications: Please note this mod is still a work in progress. Next Update:
  9. Science Instruments (MSI) New rocket science, how hard can it be... Four new science instruments partly based on real world experiments By zer0Kerbal, originally by @ManuxKerb adopted with express permission and brought to you by KerbSimpleCo Preamble by @ManuxKerb See more Help Wanted Localization Installation Directions Dependencies Science Instruments (MSI) Kerbal Space Program Recommends Mkerb Oxidizer Tank (MOT) Supports Indicator lights New Horizons Planet Pack Outer Planets Mod Planet Pack Either ModularManagement (MM) Module Manager Suggests More Science! OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) Solar Science (SOL) Adjustable Mod Panel (KAMP) Biomatic (BIO) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) Kerbals of All Trades (KOAT) MoarKerbals (MOAR) On Demand Fuel Cells (ODFC) Precise Maneuver (PM) Simple Hyperdrive! (HYPE) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Stock Inline Lights (SIL) TweakScale (twk) Tags parts, science, career red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Comment, click, like, share, up-vote, subscribe and it is true. Connect with me Track progress: issues here and projects here along with The Short List
  10. Here's a couple of stock-alike station hubs. These are stylistically derived from the stock six port station hub. However, these two have three and six side ports instead of four. Good for building alien themed stations. Now with GingerCorp as a contract dispensing entity! Download: https://github.com/Starwaster/Stockalike-Station-Hubs/releases/ If you find this mod helpful and want to throw some money away, feel free to click the donate button below! Demonstration Screenshots GingerCorp Stock-Alike by Starwaster is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  11. bugrep for [v0.1.1.0.21572] all parts work fine, but are shifted relative to craft's reference point, see screenshot: the craft was fine untill it entered Mun's SOI, quicksaved, quickloaded
  12. As pictured below, I thought that this would have been patched out. I was streaming this mission on my twitch channel, where I have the whole vod of numerous bugs still present after the update yesterday. https://imgur.com/B1R6oyO Here's the link to the image. Sorry about that.
  13. Small surface-mounted or stack-attached rotating warning lights in various colors. 100% Plugin Free. Download (V1.0.1 / 29 August 2018) CurseForge GitHub (Issue Tracker / Source Code) How To Install 1. Remove any previous version of the SDHI Strobe-O-Matic add-on 2. Download from one of the sources above 3. Extract the .ZIP archive and copy the GameData folder provided into your KSP root directory The parts should then be located under the SDHI/Strobe-O-Matic folder Usage - Lights can be surface-mounted to any surface - Switch the lights on and off by using the part's right-click context menu in the flight scene, or toggling the Lights Action Group 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 Strobe-O-Matic 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 Strobe-O-Matic Warning Rotator Lights) when publishing your derivatives in the download and forum posts Release Notes 1.0.1 - 29 August 2018 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.4.5 - Reoriented strobe base model so that decorative label faces the right way in the VAB/SPH Parts List thumbnails - Localization support added - en-us included by default 1.0 - 23 April 2016 --------------------------- Features: - Five standard industrial warning colors (amber, blue, green, red and white) - Surface or stack-attachable - Low ElectricCharge consumption (36 EC/hour) and automatic shut-off on depletion - Toggleable via Action Groups - No plugins required; only uses stock PartModules for looped animations and resource consumption Frequently Asked Questions (FAQ) Acknowledgements - @taniwha and @RoverDude for helping me get ModuleAnimationGroup and ModuleResourceConverter (mostly) working for the initial prototype - @nli2work for getting ModuleLight to work with looped animations in the second prototype
  14. Modular Rocket Systems (MRS) A stock-alike parts pack that fills in a variety of gaps in the stock lineup of rocketry parts. By zer0Kerbal, originally by NecroBones adopted with express permission and brought to you by KerbSimpleCo Preamble by NecroBones See more YouTube Review by TinyPirate Review by Skyehawk Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Supports Add-on Version Checker (AVC) Community Tech Tree (ctt) Connected Living Space (cls) Engine Ignitor (ign) HotRockets! (hot) Ferram Aerospace Research (far) RemoteTech (RT) TweakScale (twk) Either 3 Module Manager /L Module Manager Suggests Adjustable Mod Panel (KAMP) Biomatic (BIO) Docking Port Descriptions (DPD) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) MoarKerbals (MOAR) OhScrap! (OHS) On Demand Fuel Cells (ODFC) OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) Precise Maneuver (PM) Pteron (MSRV) ScrapYard (SYD) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Solar Science (SOL) Stock Inline Lights (SIL) The collection of Fuel Tanks Plus Ltd (FTPL) large stock-like tanks with Color Coded Canister style: Fuel Tanks Plus (FTP) Fuel Tanks Plus Xtra Kerbal (FTPXK) Fuel Tanks Plus IS (FTPIS) NecroBones suite of mods that play nicely together Lithobrake Exploration Technologies (LET) lander parts, large chutes/legs/ladders/etc SpaceY Corporation (SYC) SpaceY Lifters (SYL) stock-balanced large rocket parts, 5m parts, large SRBs SpaceY Expanded (SYE) The Burger Mod (BURG) Joolian Discovery (JOOL) The Elephant Engine (ELEP) Modular Rocket Systems (MRS) stock-alike parts pack, NASA-like alternatives, and filling the gaps Module Rocket Systems LITE version (MSRL) Color Coded Canisters (CCC) beautification replacement models/textures for stock tanks, with color-coded end caps, and auto-closing shrouds ColorFuel Lines (CFL) color-selectable fuel lines SeaDragon (SEA) by Kerbal Hacks by [Enceos][enceos] Drop Tank Wrapper (DROP) Simple Mission Flags (SMF) by Axial Aerospace Dreamer (DREAM) LanderTek (LTK) Simple Cargo Solutions (CARGO) WhimChaser (WHIM) Tags parts, config, flags, agency, textures, variants, control, graphics, sound, resources, science, tech-tree, career, crewed, uncrewed red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  15. Does right clicking your parts and seeing this make you cry? Would you rather it looked like this? Then PAWS may be the mod for you! What does it do? PAWS will add a right-click option to every part labelled "Customise PAW" - click it and you'll get a window which will allow you remove or add entries to the PAW at will. (Flight Scene only, Editor options are unaffected, as I feel like these are mainly useful). Options: Advanced Mode - there are ALOT of entries hidden in the PAW and most of them don't do anything. By default PAWS will hide entries that are not active, and you haven't interacted with them using PAWS before (so if you turn something off, you can turn it back on again) - if you turn Advanced Mode on, PAWS will stop holding your hand, and show you everything (be warned, most of these don't actually do anything or are pointless, which is why they are hidden by default). Show Fields - This shows you all the stuff that isn't a "blue button" in the PAW. Just find the entry you want, and click the handy "Toggle" button underneath it. Show Events - This shows you everything that is a "blue button" in the PAW. Just find the entry you want, and click the handy "Toggle" button underneath it. - PAWS will not let you turn it's own event off (for obvious reasons). Save Settings Globally - With this on, PAWS will remember your selections and the next time a part loads, stuff you've already turned off/on will automatically change to whatever you set it to previously (be warned, this affects all parts, so if you want to hide Reaction Wheels on one part, but not another, you should probably turn this off before clicking that button). NEW!!! - Adds the ability to input slider values manually using a text input box, rather than having to fiddle with the sliders. Known Issues [not a bug] Clicking the toggle button on an inactive option does not always mean that option will appear in the PAW. This is usually because the event is not actually active, or KSP turns it off again. This is mostly on Advanced Mode. If you turn "Save Settings Globally" off KSP will not remember your settings for next time you reload that part and you'll have to turn them all off/on again. Per-part options will be coming later. Dependency Requires Module Manager by sarbian License: MIT Download: Github Source: Github Special mention to Snark - your little rant on the BetterBurnTime thread gave me the inspiration. Usually at this point I would say "hey feel free to donate but don't expect it to directly go towards my modding" - but my modding PC has completely died, which means any donations received will go directly towards replacing it at this point in time.
  16. So being awake early and bored, and having counted the parts out before out of sheer boredom, I thought it would be neat to make a more visual representation of the parts parity KSP 2 has with KSP 1. This is just part 1 to see if anyone is interested in more? I just thought it was neat to see what parts are missing, and what new parts we got. As a note, the "Command Section" is missing 2 parts from KSP 1 Stock but we gained 5 new parts. So, we went from 23 parts of this type to 26. So a net gain quite literally Sections Command: Posted Above Fuel Tanks: WIP Engines: https://forum.kerbalspaceprogram.com/index.php?/topic/214189-ksp-2-parts-parity-part-deux/&do=findComment&comment=4249806 Structure: WIP Coupling: WIP Payload: WIP Aerodynamics: WIP Ground: WIP Thermal: WIP Electrical: WIP Communication: WIP Utility: WIP
  17. The Art of Part Design. My modding history began in 2017 were I came across a mod from Tygoo7. I instantly fell in love with the mod and after some time I approached him asking if I could continue his fine work. Back in those days, the modding community was still relatively young and while I had some knowledge in Unity and Photoshop, my art design wasn't the greatest. During the years I have come across a lot of good people who dedicated their free time in making amazing part mods for KSP. They guided me through the appreciation of Porkjet's style and eventually to work in tandem with styles from other authors such as Nertea, Cineboxandrew and Beale, to name a few. To this day I am still critical on what I make and how it is represented in the game. I made the Tundra's Space Center mod to add new and exciting launchpads to launch from. Following the strict rules Bac9 made here: I set out to make one of the best looking pads in KSP. Fast forward to today. I am overwhelmed with how KSP2 looks. The graphics are amazing and the sounds are beautiful! KSP2 will be a good base for a whole new generation of people playing, learning and modding the game. However, things are looking a bit messy regarding the art style of parts. Specifically, the ' errors' . I know KSP2 is in a very Early Access state. I am confident that these parts will get a nice overhaul once the base systems are stable enough. But I have encountered many errors/problems with these new parts. I have made a list with all the things I have noticed. I hope these things will be addressed at some point during EA. Firstly, I'd like to address part quality assurance and standardization. As you can see here, these two parts (FL-T800 and the VL-T30 Engine) doesn't seem to align properly. This problem exists because the 1.25m fuel tank is made of 24 sides and the engine sits at 36. These inconsistencies are a problem. Many of the current 1.25m engine plates are 36 sides were as the fuel tanks are 24 sides. Command pods are at least 48 sides which isn't that big of a deal. 48 does match a little bit with 24. But I don't understand the 36 side choice. I hope this problem will be fixed in future updates. Inconsistency is key to many of the errors we will encounter in this thread. Part clipping occurs when a node is too low regarding the surface of the part. As you can see here, the TVR-1180C clips through the FL-T800 fuel tank. The height of the node from the TVR-1180C should be increased so both seams are matching and we have a flush part! Another problem is that the Bi-coupler version (TVR-200) doesn't match the dimensions of the fuel tank. Resulting in the ring being bigger. These are just some of the findings from the first hour of playing the game. Many of these imperfections are easy to fix and should be addressed. However, there is more! Taking a closer look at the end caps for the adapters, one in particular stands out. The 1.25m to 2.5m adapter's end cap seems to be rotated at an odd angle: There seems to be a gap when attaching a part under the MK1 Explorer: The MK2 Tuna Can top node is not centered: Good textures are key to many parts success. When we take a look at a lot of popular, larger part mods, every single part is carefully crafted with consistent texel density, ranging from 300ppm to 600ppm for really detailed parts. When I take a look at KSP2, many parts are inconsistent regarding texel density. I simply don't understand why some of these are higher quality than others. I have a feeling that there doesn't seem to be a standard in many of these design choices. If I was an art director, I would have had a list with checkboxes that every single part needs to meet in order to be in the game. I know, for example, when ReStock was developed a rigorous testing process was made against each part to ensure that it met a high quality. These areas included: Localization Tags Holes in Mesh Model Mesh Issue (Missing structure etc.) Collider Issue Model Orientation in VAB Node Placement Part attachment to other parts (stack/radial) Texture Issue (Diffuse/Normals/Mirroring etc.) Model/Texture Alignment Issue Emissives Issue Animation Issue FX Issue Sound Issue Thrust Transforms (Torque) Shroud/Fairing Issue Gimbal (Animation and Structure) Variants Working (Resources, Model etc) Specific PartModule Issue Aesthetical Design Issue Generic Improvement Comment IVA Issue Balance Issue (RS+) The texture files can use some optimization too. I noticed a lot of UV maps that could be stacked and reducing the space needed on a sheet. For example, the FL-T800 uses two textures for the top and bottom half of the tank. This is a great example of stacking the UV maps on top of each other so they use 1 texture for both sides. I hope that the community will list more down in this thread. That so we can keep everything neat in one place regarding the aesthetics of parts.
  18. Dragon Rider (DRAGR) An early version of the Dragon capsule By zer0Kerbal, originally by @CardBoardBoxProcessor, then by @MacLuky adopted with express permission and brought to you by KerbSimpleCo Preamble by @CardBoardBoxProcessor Contains Dragon Capsule with custom IVA that seats seven Trunk (with solar wings) Solar Panel Covers Nose cone Saddle See more YouTube videos by CardBoardBoxProcessor by SaFalken Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Supports Either 3 Module Manager Module Manager /L On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Lazor Kerbalism TAC MechJeb 2 CTT TweakScale Tags parts, config, iva red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks CardBoardBoxProcessor (cBBp) for creating this glorious parts addon! MacLuky for the picking up where CardBoardBoxProcessor left off see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS Connect with me Track progress: issues here and projects here along with The Short List Release Schedule GitHub, reaching first manual installers and users of KSP-AVC. Right now. CurseForge. Right now. SpaceDock (and CKAN users). Soon™ this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  19. Stack Inline Lights (SIL) by A.S.E.T. A.S.E.T. Stack Inline Lights (SIL) {RGB} with full color and brightness setup and in any sizes! for Kerbal Space Program. By zer0Kerbal, originally by @alexustas brought to you by KerbSimpleCo Preamble by @alexustas: Thanks to XanderTek, and Kreuzung for their help! included 2 samples of welding with Stock battery banks, FOR "StackInlineLightsRGB-v0.6" ONLY Lights, welded with stock Docking Ports, by XanderTek Please, leave your comments and suggestions. It is very important to me. You can tweak values by editing the part.cfg or using a ModuleManager patch. This module can be added to other crewed parts directly or using a ModuleManager patch. See more Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Recommends Stock Inline Lights Patches (SILP) adds Stack Inline Lights to docking ports and other things Suggests Adjustable Mod Panel (KAMP) Biomatic (BIO) Docking Port Descriptions (DPD) Field Training Facility (FTF) Field Training Lab (FTL) Fuel Tanks Plus (FTP) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) On Demand Fuel Cells (ODFC) OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) Precise Maneuver (PM) Pteron (MSRV) Shielded PicoPort (SPP) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Solar Science (SOL) Transparent Pods (PODS) @NecroBones suite of mods that play nicely together Lithobrake Exploration Technologies (LET) lander parts, large chutes/legs/ladders/etc SpaceY Lifters (SYL) stock-balanced large rocket parts, 5m parts, large SRBs SpaceY Expanded (SYE) Modular Rocket Systems (MRS) stock-alike parts pack, NASA-like alternatives, and filling the gaps Supports Bulb Evolved (bulb) TweakScale (twk) Community Category Kit (cck) Either 3 Module Manager /L Module Manager Tags parts red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Release Schedule
  20. KSP Version 0.1.0.0.20892 Unmodded stock steam release Launched via stock launcher Operating System and version (Windows 10, Windows 11) Windows 11 CPU and GPU models, any other system information which could be relevant CPU: Intel i9-13900K GPU: AMD Radeon RX 6950 XT Description of the bug In the VAB the Additional Part Info doesn't show up when pressing Shift key which worked before. The functions does not come back in my program session for at least some hours. Expected Behavior When pressing the Shift-Key there should be a window showing additional details to the part one is looking at in VAB part selection window. There is a small desciption "Press shift key for additional information" indicating this and when program is initially started this works correctly. Observed Behavior Pressing Shift key does not show any effect at all Steps to Replicate Unknown, happens randomly Fixes / Workarounds (if known..) Restarting the program A list of ALL mods. If the list is long, please consider using a spoiler window. None Other Notes / Screenshots / Log Files (if possible..)
  21. I think it would be very useful to implement one key shortcuts (underlined letters) for button-type options in the Parts Manager. Maybe they would be activated / highlighted by pressing Alt (or another key combination). I think it would speed up gameplay.. not having to move the mouse and click everything, constantly going from parts to the PM menu. Most OS and app menus use this system, it's very efficient. This is what I'm talking about:
  22. Dr. Jet's Chop Shop (CHOP) Dr. Jet's ChopShop is an eclectic collection of special parts for Kerbal Space Program. Parts are mostly self-explaining - either in Imgur album or in game. By zer0Kerbal, originally by @Dr. Jet Here is what you're generally getting: Deployable skycrane in two sizes. Easy to use modular parachute system. Solar panels. Double-axis Multistage Lander tank systems. Tiny electric impeller for atmospheric drones. Rover Family 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. Antenna replica. CubeSat double-dipole Real world 2.5m hubs. Aerodynamic blisters. Opening heatshield, allowing protection for your bottom docking port. Small tweakable weight to finely balance your tiny probes. See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks 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 GitHub Pages : See Pages Youtube review by GrunfWorks Youtube review by Kottabos Gaming Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 Supports Either 3 Module Manager Module Manager /L On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Connected Living Space Community Tech Tree Engeneering Tech Tree as a temporary patch until it's GitHub source is updated NEAR-FAR is supported. (Hopefully... haven't checked it for years.) JSI Advanced Transparent Pods Either: Modular Fuel Tanks Real Fuels RealFuels is recommended. Either: MOARdV's Avionics System RasterPropMonitor RemoteTech Textures Unlimited red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @Dr. Jet for creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) Current (1) - zer0Kerbal see Notices.md for more legal mumbo jumbo Original (0) - Author: @Dr. Jet How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Footnotes this isn't a mod. ;P ↩ may work on other versions (YMMV) ↩ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! ↩
  23. Simple Hyperdrive! (HYPE) Originally Hyper Drive Mod Fast. Just Go Fast. This addon is designed to help Sci-fi enthusiasts to create crafts of their dreams. There is no limit with both an integrated Hyperdrive engine and a inline Hyperdrive inline engine. The mod adds overpowered propulsion systems, ION blocks, high performance reaction wheels and additional miners. By zer0Kerbal, originally by @Exodus_Solis and then by @Monniasza adopted with express permission and brought to you by KerbSimpleCo Adds Hyper engine, weakest and least efficient engine Charge Hyper Engine, which can be empowered by choosing "Interspace" mode Interspace Hyper Engine , which uses Ion and Electric Charge for higher efficiency Condensed Hyper Engine , which uses Condensed Ion and can be optimized for Power or Efficiency. Hyperdrive Inline Stabilizer, which creates enough torque to stabilize hyperdrives. ION block, which allows for VTOL and provides high RCS attitude 2.0 Hyper Crystal Miner, which allows to harvest Hyper Crystals Fuel tanks for engines, RCS and reaction wheels. Required fuels See more Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Supports Either 3 Module Manager /L Module Manager Suggests By @Exodus_Solis Kerbals of All Trades (KOAT) Adjustable Mod Panel (KAMP) Biomatic (BIO) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) MoarKerbals (MOAR) On Demand Fuel Cells (ODFC) OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) Precise Maneuver (PM) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Solar Science (SOL) Transparent Pods (PODS) TweakScale (twk) Tags config, parts, resources red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  24. Large Structural Components Redux for KSP 1.1.3 by udk_lethal_d0se Introduction This mod adds re-designed parts from the Large Structural Components Addon (created by myself in 2013) to the game. Each part is available in Career mode and can be unlocked via the tech tree, the parts mainly being contained under the Specialized Construction node. There are also a few new parts, not belonging to the original pack and have been designed to work with TAC Life Support, and Kerbal Inventory System. I've also added a little plugin which also creates a new category for the parts. Contents The pack contains 13 parts in total, and a few more are in the development pipeline. - UDK-RDX "Abode" - UDK-RDX "Aisle" - UDK-RDX "Cradle" - UDK-RDX "Crossroads" - UDK-RDX "Crossroads Mk2" - UDK-RDX "SS-01 [Science]" (Compatible with: KIS) - UDK-RDX "SS-02 [Food]" (Compatible with: KIS, TAC Life Support) - UDK-RDX "SS-03 [Water]" (Compatible with: KIS, TAC Life Support) - UDK-RDX "SS-04 [Waste]" (Compatible with: KIS, TAC Life Support) - UDK-RDX "Foyer" - UDK-RDX "Lobby" - UDK-RDX "Peekaboo" - UDK-RDX "Nucleus" View the collection on Sketchfab here. Screenshots Additional mods that are required, supported and recommended by this pack. - Module Manager by @sarbian (included in download, but also available here). - TAC Life Support by @TaranisElsu and kept alive by @JPLRepo (available here). - Snacks! by @tgruetzm (available here). - USI Life Support by @RoverDude (available here). - KeepFit by @timmers_uk (available here). - Kerbal Inventory System by @KospY (available here). - Contract Pack: Bases and Stations by @severedsolo (available here). - Mission Patch Manager by @udk_lethal_d0se (available here). Reviews (YouTube) - KottabosGames (14th September 2016) Downloads - Spacedock - Addon is also listed on CKAN. Note: Plugin source included in download. Changes & Updates 12th October 2016 - 1.3.2: - Removed category plugin, which is incompatible with the new version of KSP. - All parts now fall under the Utility category, no other changes have been made. 17th September 2016 - 1.3.1: - Implemented Module Manager configurations for Snacks, by @tgruetzm. - Implemented Module Manager configurations for USI Life Support, by @RoverDude. - Implemented Module Manager configurations for KeepFit, by @timmers_uk. - Updated purchase price of Food Container, from 4000 to 250. - Updated purchase price of Water Container, from 4000 to 250. - Updated purchase price of Waste Container, from 4000 to 250. - Updated purchase price of Science Container, from 4000 to 250. - Updated purchase price of Peekaboo, from 4000, to 1000. - Updated purchase price of Cradle, from 4000 to 2000. - Updated purchase price of Crossroads Mk2, from 4000 to 5000. - Modified crew capacity of Aisle, from null to 2. - Modified crew capacity of Foyer, from 1 to 2. - Modified crew capacity of Lobby, from null to 2. - Modified crew capacity of Crossroads, from null to 1. - Modified crew capacity of Crossroads Mk2, from null to 1. - Added new part, the UDK-RDX "Nucleus", a redesign of the original inline generator. 12th September 2016 - 1.2.1: - Reverted configurations, and created ModuleManager patches to add the PatchDecal module only when MissionPatchManager is installed; rather than have PatchDecal hardcoded. 12th September 2016 - v1.2.0: - Added updated models and configurations to allow compatibility with Mission Patch Manager (new release by myself). 11th September 2016 - v1.1.0: - Added updated Crossroads from old LSC release, as requested; now called Crossroads Mk2. 9th September 2016 - v1.0.0: - Initial release, containing 11 new and improved parts. This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
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