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  1. Omicron Walkable and usable interiors, hatch doors, docking ports, seats, all for your Kerbals Delight! Join the next era in space flying car playmobil like! Vtol Controls Configuration (On KSP) Please follow this post link to implement Vtol adjustable angle control with the latest version it's updated to analog controls that are not automatic set in KSP. Update to KSP 1.12.3 Hello, Everyone. So, this is my idea, from child, I dream to fly one of these. A flying car. The name is OMICRON! Is a flying space car with a foot on reality and other in near future. The engine is in the same principle of a Saber engine, but Vtol too, and will accept stock rocket engines in the back. all parts are modular and you can build on your own. But i put some example crafts with the download. My attempt is to have the EVA and the IVA all together, i mean, the Kerbals will be visible inside the craft, and all windows/doors will be openable, more likely the stock seat, but inside the craft. The configurations you'll be able to do it, reach VTOL, SSTO. I'm not creating new engines to put on back, only the Vtol SSTO ones that show in the pics, on the side of the craft. I hope all can joy this creation and use it in your voyages. Cheers commanders. List of things i still need to do (for full release): Finalize cockpit panel extra functions; Plate with 6 rockets and included legs; Ejection system for seats and windows; Parachutes; Wings; Rocket command pod with big windows; Download links (0.6.6): https://spacedock.info/mod/2413/Omicron Flying Space Car (primary) https://kerbal.curseforge.com/projects/omicron-space-flying-car (secondary) Installation Notes: Change Logs: Source Code: https://github.com/rvalle7/Omicron Dev Thread: Dev Thread (Portuguese): Omicron by Climberfx is licensed under a Attribution 4.0 International If you like this mod, consider doing a donation (just click the PayPal icon below.
  2. Starship 2021 Design (S20) PERMANENT UPDATE: I have decided to discontinue the mod due to burnout and the high rate of changes to the design IRL, plus I absolutely hate dealing with Unity and KSP modding in general. A lot more work than I really have the patience to deal with, so I'm returning to only doing renders and animations. HOWEVER. . . If you want a replacement, please check @Kari's Starship Expansion Project we've helped each other in the past and I highly recommend it. Down below you can see all the current features, screenshots, compatibility, dependencies and a longer description about me and mod. First of all, here's a little event I did on my KaioSpace youtube channel when I first released the mod for my Patrons to test: Screenshots: Dependencies: TundraExploration is required for the flaps to function. TexturesUnlimited is required for you to see the shiny metal. CryoTanks are required because of the LqdMethane configuration as of 1.2. (This was an accidental thing, I'll see if I can make it optional for 2.0, alternatively, you can probably delete the tank configs in the Patches folder of the mod) Recommended: CryoEngines - For more accurate Raptor replicas until I make my own. My mod includes a config for the engines and tank contents to be compatible. Waterfall - For the raptor exhaust plumes. HullCameraVDS & NeptuneCamera - For the FlapCam/WindwardCam/DownwardCam if you want to do fancy videos. StarshipLaunchExpansion - For the suborbital clamp and launch tower. Kari's Starship Expansion Project - If you need a booster that fits with my Ship until I release my own and you'll also have more Ship variants to play with. Installation: Place the KaioSpace folder in the zip file inside the KSP GameData folder. Launch the game! Yup, should be that simple. On CKAN all you have to do is select and install. I have not made a craft file for it yet, but if you're familiar with other Starship mods it should work very similarly. You get an extra option to toggle the vents with an action group on the nose and tank section. I recommend that you set the nosecone to lower fuel Flow Priority so the header tank remains full until its really needed, also balances the weight better on descent. Features usually get released to patreon first a couple days early and then I will make a public release once all testing is done. The next major update (2.0) will likely be the SuperHeavy Booster. NOTE: Starship S20 does NOT have legs so I didn't model any and likely wont until we have a new design at Starbase. If you want to use legs you can use Tundra's legs for the time being. You just need to do some weird symmetry because S20+ has a new skirt design. Download: Spacedock (& CKAN) | Dev Versions: Patreon Roadmap: Trello License: MIT About Me & Mod: I'm Erito. I'm a 3D artist who has been making renders for a while and had the pleasure of joining a group of other Spaceflight artists who have been helping me improve. Since last year I've been addicted to Starship's development and I had the idea to make this mod in January 2021 but stopped because I wasn't making progress learning (because quite honestly the documentation for modding isn't.. very friendly or updated for new devs, but that's a rant for another day). Few months later I restarted the project and here we are. I very regularly post updates on Twitter and my Discord about the mod, tho keep in mind if you join my discord I'm extremely strict with my rules, no memes, only Starship/3D modeling/Chill talk, and I'm also known for not dealing well with younger audiences. RSS/RO Configs: I'm not planing to make RSS/RO configs myself, but you're free to post your configs on this post and I'll list them here below. I will not test them myself (I'm bad at RO lol) so use at your own risk & let me know, also send me pics on twitter!!: Modder Resources for making compatible mods: Changelogs: Work In Progress:
  3. SpaceDock in different sizes, usable as orbital shipyard. Content: 6 different sized SpaceDock parts, based on 3 different meshes Combined with a lot of USI and Future Technologies parts. @RoverDude's new Konstruction mod parts fit nicely. Credit: This mod is using the meshes and artwork from @Stevie_D's IXS Enterprise. Upstream: The current IXS WarpShip mod features the pure structural parts this mod derives from. License: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public Development Thread New Replace the regular one with the modified KIS.dll to enable the KISPickup feature. Kerbal Engineer building with the SpaceDock, use the "g" and "h" shortkeys. Download v0.2.1 SpaceDock is not on SPACEDOCK CKAN Revision Control Change-log Relationships Dependencies CommunityTechTree Recommended mods Extraplanetary Launchpads Suggested mods Konstruction KAS/KIS USI-Core Supported mods Connected Living Space Tips Building Needs Extraplanetary Launchpads Be careful to build only vessels which fit inside the SpaceDock... Building vessels with attached launch clamps conjures the Space Kraken. Attach some containers with RocketParts to use the vessel build feature. Attach some inventory containers to store parts. Bring up all kinds of docking ports. Known Issues The twin nodes on the port and starboard don't allow the passing of Kerbals yet. The light can't be turned off. The light does not consume any charge. The Dock looks like it could be deployed but there is no animation yet. Only new vessels can be build, there is no way to maintain already existing ones easily. Related
  4. Download on Curseforge, Github or SpaceDock Pteron (PMSRV) Micro Shuttle and Rescue Vehicle for three (3) kerbals by Fruit Bat Industries. This is not a SSTO. By @zer0Kerbal, originally by @Sage Sagan with @Daemoria and @Blackheart612 Preamble by @Sage SaganYoutube review by @Kottabos GamingSome of the amazing modeling work of @DaemoriaMore inspirationFruit Bat Industries mk I Help Wanted: Localization - work in progress How to support this and other great mods by zer0Kerbal 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 CurseForge/OverWolf App (currently does not install dependencies) 1 or 2 Dependencies Kerbal Space Program 3 Supports On Demand Fuel Cells (ODFC) 4 Firespitter for fully functioning wheels. may invoke bouts of dizziness. NEAR-FAR Restock *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) Current (1) - zer0Kerbal Forum: Thread - Source: GitHub License: Bundled addons/mods are distributed under their own licenses (if any) Art assets (textures, models, animations, sounds) are distributed under their own licenses Original (0) - Author: @Sage Sagan Thread - Download: Dropbox - Source: Dropbox License:
  5. KerGuise Experimental engineering (KGEx) Brings you the Assortment Pack Continuation of random parts by various (named) authors, now continued by zer0Kerbal with community support. On the docket: B9StockPatches ProbiTronics SIL SIL patches ScrapYard 1.9.1 OyScrap 1.9.1 MobileFrameSystem (someday) KaizenKensai DrKermnassusPartsEmporium HotBeveragesIrradiated Komplexity Komplex This is where work on KGEx will be. This thread is a WIP, Released: More Hitchhikers by zed'K Module Manager patch to add fourteen (14) hitchhiker sizes. Spacedock CC BY-SA 4.0 for now here is a lovely screenshot(s): tentative dance card (so far): flying lander --- using Nuke VTOL CC 4.0 BY-NC-SA Source Code: Github repo.
  6. This parts pack is intended to provide a more standardized and cohesive alternative to the stock parts while still maintaining a compatible appearance. In essence, a stockalike launcher pack. View an album here until image insertion is fixed Download v_1.0.6 (on Spacedock) Current Features: Complete set of fuel tanks ranging from .625m to 5m (includes 1.875m). Complete set of fuel tank adapters. complete set of Soyuz style streamlined fuel tanks. Complete set of RCS thruster blocks, nearly every conceivable configuration. Interstage adapters and stack splitters with fairings. Low memory use: all 36 fuel tanks share just two textures! Planned Features: Development has been suspended indefinitely Engines, so many engines. Monopropellant tanks and engines. Aero engines. Standardized crew pods. Landing legs. Utility parts. Suggestions are welcome! Known Problems: Terrible textures. Now 20% less terrible! Now 50% more outdated! Interstage adapter nodes don't play nice with certain parts. Cause unknown, enabling part clipping helps in some cases. Removed pending bugfixes. Licensing: This modification is released under the Creative Commons Attribution-NonCommercial-Share-Alike 4.0 International license (CC BY-NC-SA 4.0), the full text of which can be found here. Integration: Interstellar fuel switch integration is planned, tanks and engines will be compatible with CRP LqdHydrogen westamastaflash has created a RealFuels patch, find it here!
  7. 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.
  8. MacLuky Space Solutions Standing on the shoulders of giants we strive to bring a unique set of parts to the game that enhance and excite the gameplay. Download from GitHub: https://github.com/macluky/MacLuky/releases or SpaceDock: https://spacedock.info/mod/1279/MacLuky's Space Solutions Current release consists of: The IRAS Space Telescope IRAS is modeled after a telescope that was constructed at Hollandse Signaalapparaten, my first employer. The mod tries to stay close to the original. More info in the dev thread: Mod Support: * CTT * Bluedog Design Bureau (scale down so it can be launched on a Delta rocket as original) * TarsierSpaceTech Known issues: None License https://creativecommons.org/licenses/by-nc-nd/3.0/us/ Space Labs A set of space habitats that can be easily converted into early space labs using the the better science labs mod. Consists of an early 1.25m cabin like lab with expandable yagi antenna, a small 2.5m can and an inflatable lab that can be launched on a 1.25m stack. More info in the dev thread: Mod Support: * Prepped for BetterScienceLabs Known issues: - hatches and ladders not working License https://creativecommons.org/licenses/by-nc-sa/3.0/us/ LanderCan MK12 After observing subway commuters during rush hour our lead engineer figured out how to add 2 more seats to the interior. Mod Support: * ASET and JSI props Known issues: - Textures loaded twice License https://creativecommons.org/licenses/by-nc-sa/3.0/us/ FusTek Karmony IVA Simple IVA for the beautiful Harmony module. Reused original props, credits go to FusTek. Mod Support: * ASET and JSI props * Kerbalism and USI-LS Known issues: - Textures loaded twice License https://creativecommons.org/licenses/by-nc-sa/3.0/us/ Mod Review Roadmap Rosetta and Philea (Solar panels, grabbing hook) ESA Launchers (Lionheads revived or own stuff) Foldable Rover (wheels, wheels!) Fictional crew capsule. Cross over between Dragon and Apollo and Soyuz. Special thanks Bobcat, dboi88, CobaltWolf, InsaneDruid, martinezfg11, SpannerMonkey, NecroBones, Climberfx
  9. WIP Track here. Issues here. Discussions here. Download prerelease from CurseForge (or use their app). BURGER MOD! Now with RADIALLY-ATTACHED BACON! "Launch it Your Way!" -Frank_G --------------------------------------------------------------------------------------------------------------- Download From: CurseForge.com or SpaceDock --------------------------------------------------------------------------------------------------------------- Scott Manley: Overview by Kyle Kidd: @KyleKidd --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Original Thread.
  10. Hi everyone, I've ran into an issue with the breaking ground DLC, none of the parts included display in the SPH/VAB, the category 'robotic parts' is present, as is all the stock craft that come with Breaking Ground, but the category is completely blank and none of the Breaking Ground stock craft can be loaded due to containing 'locked or invalid parts' and can't be loaded. Clean (and new) install of KSP, Breaking Ground 1.7.1, Making History 1.12.1 (both appear in the bottom-right corner of the main menu), attempted to completely remove KSP and then redownload to no avail. Windows 10 Home 64 bit. EDIT: Just to note, I've never had this issue before on previous versions of KSP/Breaking Ground. A link to the imgur album showing screenshots of what I'm seeing can be found here. Any help would be appreciated.
  11. 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.
  12. 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.
  13. 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.
  14. ===> 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.
  15. This addon is under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International license 2020 Update Well, it's back now. For now, unless a lot of you would like otherwise, I'll be sticking with KSP 1.8.x as this is the only version Firespitter officaly supports at the moment. I've seen some people haven't gotten it to work for them on 1.9.x versions and it's probably not going to work on 1.10.x versions either. The farthest it can go that I can say it will from experience is up to 1.9.x versions, however if you do decide to use Firespitter and Firespitter Extended in these versions keep in mind issues you find in there are most likely because both are meant for 1.8.x Since I've learned how to properly model stuff, models will definetly be coming out faster. I mostly just have to get the hang of Unity and how KSP does its stuff, and you might even be able to see more parts like engines, cockpits etc. along with better quality skins. DISCLAIMER: I have been given permission by @RoverDude to release this mod. This mod consists of modified parts and shares Firespitter Bi-Plane textures already made by either @RoverDude or @Snjo and are not originally made by me. In no way am I trying to steal the show from their pack. All credits go to them for releasing the original parts. I am in no way a part of the Firespitter development team. Thank you in advance for your acknowledgment! Ever played around with the WWI Firespitter parts and got frustrated with how hard it is to make a replica with them? They look like the perfect parts at a first glance, but there's just not enough variety to make that one Central powers fighter look different from the rest of your craft apart from the paint job or the arrangement of parts, and you don't really want to resort to stock pieces for your WWI save as they look too modern. Well, look no further! This pack was made for you! The only dependencies are Firespitter for the textures and ModuleManager Note that when I say Firespitter, I mean the actual parts pack, not just the plugin! Grab it here! Downloads: Spacedock Download Github Download Change log: Q&A: Q: Why do the parts look like they have no textures on the part list in the SPH/VAB? (They still look normal when you place them on your craft in the hangar though) A: I don't know. This is actually the first time I've made parts using FS texture switch configs, so any help would be appreciated to fix this bug. But don't worry, the parts should work and have colors without any issues! Q: Proof of permission? A: Sadly, I've somehow lost the message I sent to RoverDude. However, if you have any concerns you can ask him. Q: Why do some of your parts piggy-back off of other Firespitter textures? A: I'm trying to keep this addon as close to Firespitter's design as possible. By reusing Firespitter's textures, I can keep stuff from being too out of line with the original Firespitter biplane parts while also saving space and memory by using less textures. Q: What if I find an issue? A: Open an issue in the GitHub, or post it here. I recommend you go to GitHub though, to prevent forum clutter. Any pictures or logfiles will be greatly useful for me to look at! Q: Are you open to suggestions/criticism? A: I am open to any suggestions! Feel free to criticize the mod in any way, but make sure to tell me what's wrong so I can see what to do to make it better! Q: Where could I post suggestions/critique? A: You can post it on the forum or on GitHub Q: Do/Will you support previous versions of KSP? A: Most likely not. Q: Will you do more extensions for Firespitter parts other than the WWI series? A: Probably not, as this mod is meant to be focused on WWI parts regarding Firespitter, and the WWI textures/models are the only ones I specifically asked permission for modification. Q: CKAN support? A: Sure, personally I don't use it so let me know if there are any issues and I'll try to solve them
  16. Hello all! I have another new mod for you. A couple weeks ago, the incredibly handsome @AlbertKermin asked me if I was interested in making a mini-mod. Inspired by the OSIRIS-Rex mission, he wanted a small sample return capsule that could be loaded with experiments and safely return. The mod contains two parts, a command/parachute and heatshield/cargobay. It is currently 2AM, so I don't want to write more, but I wanted to post this in time for the weekend! Compatibility: RemoteTech configs are included. Known Issues: There is no data storage in the command module. It will be added soon. Future Plans: lol. Accept compatibility patches, keep it working with future KSP updates. Credits: @AlbertKermin - Configs, compatibility, balance @CobaltWolf - Models, textures, Unity @Deimos Rast - Compatibility configs License: This work is presented under a Simplified BSD license. Art assets used in Mini Sample Return Capsule were made by Matthew (CobaltWolf) Mlodzienski and are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. All source files for the mod, including uncompiled textures and models, are available upon request.
  17. Procedural Parts, Tidal Stream Branch. Download Latest Releases for Procedural Parts Starwaster has not recompiled Procedural Parts for Kerbal Space Program 1.3.1 so it is marked as incompatible in CKAN. There was a pull request for this on Github but it has not been merged. So I decided to fork it and make the necessary changes. Full description in the original thread. It supports 1.3.1 and 1.4+ (1.4, 1.5, 1.6, and 1.7), and the releases are on CKAN so people can install it easily instead of having to do it manually. Licence Remains as CC-BY-SA 3.0 Unported.
  18. Welcome to the release thread for Making Alternate History! Inspired by the alternate history universe of Eyes Turned Skyward, this pack brings you a set of stock-a-like Artemis / Altair landers and habitats complete with all the parts necessary for a voyage to another solar body. Parts guide / manual: Making Alternate History was previously labeled as 100% dependent upon Textures Unlimited, however this is revised and Textures Unlimited is now only required if you would like to use the Mk1 and Mk3 Habitat modules. At time of posting, Textures Unlimited is version 1.9.x and no one can be responsible for any issues that arise from Textures Unlimited 1.9.x being run on 1.10.x. In testing with this mod, things worked fine. Thank you @Shadowmage Download Textures Unlimited: Download Making Alternate History Update 1.10.1 now from Spacedock: Download Installation: Extract the contents of the GameData folder to your GameData folder. Structure should then read GameData\MAH Optional Configs: Config files reside inside a patches folder and will automatically detect installed add-ons and function appropriately. No action is necessary on the user's part. Patches include: Connected Living Space Kerbal Inventory System Snacks TAC Life Support USI Life Support Tweakscale Changelog: Update 1.10.1 Re-compile for 1.10.1 New colliders for cargo bay on Descent Stage (you can now store small items in the bay easily) Added crew report function to all crewed modules Added small electric generator to all crewed modules Config file clean-ups and some various small changes like model= instead of mesh= Update 1.4.2 Re-compile of all parts for 1.4.2 compatibility Update 1.3.1 Re-compile of all parts for KSP 1.3.1 compatibility Update 1.2 Added 4x attachment nodes to the ascent stage for the RCS thrustersRCS thrusters now have an attachment nodeReduced size of RCS thrusters slightly to not look awkward on ascent stageFixed some funkiness with the airlock hatches on all modulesFixed inaccurate plume on ascent stage enginesAdded Real Plume configs for ascent and descent enginesFixed center of mass and adjusted attachment nodes accordingly on all partsAscent stage now has an IVAIVA has extra props when using Near Future PropsFixed Kerbal Inventory System and Connected Living Space patches (They now function properly)Greatly reduced fuel volume in descent stage (without BDB addon)Ascent stage now supports 4x Kerbals A very special thank you to @CobaltWolf @Shadowmage @Nertea @blackheart612 @JadeOfMaar @taniwha @EmbersArc @alexustas @T-10a @hieywiey @Rock3tman_ @Daishi @Angel-125 Making Alternate History is License CC-BY-4.0 https://creativecommons.org/licenses/by/4.0/
  19. C.E.D.A is honored to announce, Stockalike Airplane Parts Pack v1.0 This mod adds a few airplane parts to the game, that include elevons, wings, intakes, engines and more neat stuff! Test them out for yourself by downloading the mod from the following links: GitHub: https://github.com/KerboNerd/C.E.D.A-Aeronautics-Division/releases SpaceDock: https://spacedock.info/mod/2232/C.E.D.A Aeronautics Division Stockalike Airplane Parts Pack v1.0 Also available on CKAN Required mods: Firespitter: https://github.com/snjo/Firespitter/releases Module Manager: https://github.com/sarbian/ModuleManager/releases There are more parts coming to this pack, so hold on tight! Installation Place the folders from the downloaded folder into your game's "GameData" folder. If asked to replace files, do so. Well know Issues No issues have yet been discovered. Be sure to dispute any issues regarding the mod here: https://github.com/KerboNerd/C.E.D.A-Aeronautics-Division/issues Special thanks to: Zarbon (General Motivation) Not_Not_F (Part Descriptions) JadeOfMaar (Part configs)
  20. 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:
  21. The Adventures Of JSA II is a continuation of the Adventures Of The JSA, which was created back in 2019 and had a total of 11 parts before ending due to problems. In this multi-part series, the Johnster Space Agency continues in a new career save in KSP 1.10, with missions being told in a mission report/story telling style (like how it was done in the original, although with improvements). I'm hoping for JSA get a lot further this time with more being accomplished (such as exploring comets or sending crewed missions to Duna), but if the worst happens and this series also gets problems, I'll try my best to continue it in JSA III (but hopefully I won't have to do that). Anyways, I hope you will enjoy The Adventures Of JSA II: The Return. Table Of Contents JSA's Achievements Kerbals Name Profession Kerbal Type Max. Sustainable G Experience Level Current Status Tanlorf Kerman Engineer Rescued Kerbal 6.0 G ★☆☆☆☆ Idle Morod Kerman Pilot Rescued Kerbal 6.4 G ★☆☆☆☆ Idle
  22. As from 2018-0606 and under @jandcando agreement, I'm the New Management(TM) for Impossible Innovations. From now on, it's all my fault. In a Hurry: Releases: on GitHub on SpaceDock on CurseForge Old thread: on Forum. Project Yes, it works with KSP 1.10.0 (with Making History and Breaking Ground) Current Release: Install Instructions. Announce. Source: on GitHub ChangeLog: here. TODO list Introduction: Impossible Innovations is a parts pack for KSP that adds some late-game parts based on fusion. Eternal Working In Progress. Here's the rundown: The Add'On adds several engine types that run off of deuterium. There is also a powerful RCS system driven by tritium. The reaction wheels also use tritium. Other all-around useful parts are added like the dead weight, different strut varieties, better parachutes, etc. Part Information: A little bit of useful info on how Impossible Innovations alters the tech tree: Impossible Innovations uses ModuleManager to place additional nodes to the tech tree. So if other Add'Ons do likewise, the possibility exists that there may be overlapping nodes, but no functionality would be lost. There is some basic integration with the Community Tech Tree, so don't worry about compatibility issues there. Some Pictures: Here. Known Issues: Working on it. Please be patient, I'm pretty sure I'll be able to break something soon. Credits: Contributions From: JandCandO (for creating this Add'On at first place!) Dungchunker (For creating the amazing blue models you see) Baconator900 (For previous efforts as one-man testing team) Lando (For creating Part Generator) And future new features/bugs/mishaps from yours truly. Legal Stuff:
  23. An ongoing thread for random parts I make for the fun of it. All will work with vanilla KSP. With the magic of ModuleManager some parts will behave differently depending on the mods you are running, or you may get extra parts that work only if certain mods are installed. There're no interdependencies... so you can remove the parts you don't want by deleting the part's folder. Download will be Dropbox only, there will be no version numbers. I will simply add parts as my fancy strikes me. Install instructions: download the part you want; place in GameData/DrKermnassusParts Download: https://www.dropbox.com/sh/bso7vfiztoqvczy/AAA57HlmaGA2WjVC157R-oYFa CC-BY Ikerus Mk1 (Left): Single part solar heat shield in 3.75m diameter housing, deploys to ~38 meters in diameter. Deploys once only. Generates small amount of EC through thermoelectric effect. Kerbal for scale. Ikerus Mk2 (Mid/Right): multi-part solar heat shield for KAS/KIS assembly in orbit. Central hub is 5m diameter and is applicable for variety of situations that require high temperature tolerance so long as active cooling is available. Most effective against radiative heating. Total of 12 panel sections to be attached around the center hub piece, can be built to any size between ~11m (17 pieces total) to 100m (449 pieces total) in diameter in roughly 10m increments. Every 4th ring section have additional structures for strut attachments. Dr. Kermnassus's Rectlinear Wonder Adaptor! Lowers your rover's COM; provides plenty of attachment surfaces and extra clearance for wheels; and helps you convert that unused rocket fuel to electric charge! Works equally well for 1.25m and Mk2! Kaptain Kerbin! Rigidity Enhancer© : Limp rocket's got you down? Want to light up that special heavy lifter in your life? Use Kaptain Kerbin! Rigidity Enhancer©! Half the weight and twice as strong as boring old standard struts. Specially engineered to gently curve around your vessel to accentuate it's lines. Proudly manufactured on Kerbin. And for a limited time, Vessel Surface Self-Illuminator included at no extra charge! Never fear the night side of any planet again! Gravioli Core, a wondrous piece of machinery that does amazing things. Most importantly, help you in the never ending quest to find the elusive Positive Gravioli Particle! Cybernetic Rover, affectionately dubbed "Kerover" by the engineers. Carries up to 4 Kerbals using external command seat for that romantic safari trip; or a variety of scientific instruments when you are in the mood for some exploration. Comes with carrying harness and fresh Brain. Legs optional. Shielded Docking Port Specially designed shielded dockingport that is 39% more aerodynamic than the standard version. Handcrafted with passion and lovingly polished with all natural baby seal oil for extra speed when travelling through the atmosphere. Use caution when operating shield panels, may cause spontaneous dis-assembly of craft without adequate clearance. Texture by Squad. Kerbal Washer Keep your Kerbals clean and smelling fresh with Kerbal Washer 3000! Large loading door, massive 8 Kerbal capacity, customizable light color, Heavy/Standard/Gentle wash cycles with automatic shutoff and water conserving modes. Also functions as Airlock and Docking port. Kraken Parachutes. (top left). Radial and Stack versions. Cleverly disguised like normal parachutes until deployed. "Big Bubba" trailer hitch (left), simple structural unit with integrated RCS ports and Mono tank (default empty). End plates are 5m. S3-14400 Tank for scale. Multi Spectral Scanner Probe core (top mid). 1.25m. Vanilla behavior is Survey/GPS Scanner. With Asteroid Day it becomes an IR Telescope for spotting Asteroids. With SCANSat it becomes Radar Altimetry/MultiSpectral Scanner. SCANSat overrides Asteroid Day if you have both installed. Data Transmitter and low output RTG included in all variants. Kerb a'Lamp (lower mid). Edison Kerman, the Wise, will light your way in the dark, and illuminate your vessel in soft green glow. Kraken Seeker (right). A trained Kraken to sniff out valuable ore on any surface, planet or asteroid. Surface/Asteroid/GPS scanner. with KIS you get a freebie Kraken Space Helmet (lower right)... blue and pink versions. CC-BY *license update. linuxgurugamer has graciously take up these parts going forward
  24. Heavy Science is a mod I've always wanted. It adds mass to any Surface Samples experiments that Kerbals take from the various planets and moons in the Kerbol System. Reviews to date: This Rocks! - Jeb One of life’s sample pleasures - Bob Background: This mod is my attempt to bring together a jumble of ideas liked having in my gameplay, while also learning a bit of OO Programming. My original idea was built by cobbling together various other mods to get the gameplay result I was after. (I posted that idea in this forum thread) I found it odd that surface samples didn't mass anything and could be 'transmitted' for 25% science for doing so. I sought out a mod that makes players lean more heavily to returning surface samples than just transmitting them, but didn't find one. I later found some forum posts also mentioning the idea. I figured I'd have a go and coding (I've only done VB before and Object Orientated stuff gets me quite lost at times) Heavy Science (Core ideas) Surface samples... cannot be stored in command pods can only be stored in a specific container part which I can add to the craft when building it cannot be transmitted for science (return only) have mass and thus affects your return available Delta-V to get my Kerbals home Adds 1 part to the game - Surface Sample Container with empty mass of 0.06t (60kg) Surface samples will probably mass 150kg I did the maths with this setup to check what happens if I were to grab 1 of all available surface samples in the stock game - including both splashed and landed variants. At 200kg each, it would all weigh a bit over a fully fuelled Orange tank (~40 ton) That should make for some fun shoving that around the system while playing a collect 'em all mission. Known Issue: Not compatible with Kopernicus at all. Breaks it completely. Download link - Github Credits: Big thanks to: The KSP developers for their efforts in supporting the KSP forum community as well and building this awesome game! @Gaiden for suggestions on how to help refine the flexibility of the mod and not restrict the users desired game play. @Rodger for the waffle cone and texture (Happens to be my favourite bit of the mod at the moment) Licence: I'm using Talisar Mk1 Cargo Bay as the Heavy Science Container. Heavy Science uses the same licence: (CC BY-SA 3.0) Happy to hear anyone's feedback, suggestions and/or discussion about the mod
  25. Disclaimer: I'm asking something that may be beyond my current understanding But let's boldly go ... Is there any sort of guideline or requirement or standard for a part that will contain ModuleScienceContainer? Asked in another way ... if I was dreaming of a part mod that would have that module in it, are there physics-types of constraints on the part design that I should keep in mind?
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