Jump to content

Search the Community

Showing results for tags 'parts'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

  • Developer Articles

Categories

  • KSP2 Release Notes

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. The rings and centrifuges that create artificial gravity on ships are very important parts for colonization ships, so I want to write some suggestions Variety of parts: In the gameplay demos, we only highlighted the rings. I don't know how many kerbals require one ring, but maybe the number of artificial gravity spots depends on the number of kerbals. Why not add rings of different diameters Also why not add other centrifuges besides rings for variety, different number of kerbals and with different characteristics. These could be discs, dwelling blocks on either side of the beam, and so on. That way you'd have an easier time choosing the right part just for your ship Physics: We all know that a centrifuge will have a kinetic momentum as it rotates. But since the system is closed and the total kinetic momentum must be conserved, the rest of the ship will rotate in the opposite direction, which will be uncomfortable. In addition to the centrifuge, it will be necessary to put more parts to compensate its rotation But the first thing that comes to mind is the gyroscopic effect https://pressbooks.online.ucf.edu/osuniversityphysics/chapter/11-3-precession-of-a-gyroscope/ If you have compensated the centrifuge as I described above, this effect will not appear. But this effect is very important I suggest that all these effects will be different because of different angular momentums of different centrifuges. So angular momentumsof disks, beams, rings will be different I wish that all these points were taken into account in the KSP2 and the physics would be more realistic and truthful
  2. Stockalike Service Module and accessories inspired by NASA’s Orion MPCV, and designed specifically for use with the stock Mk1-3 Command Pod. Download (V4.0.4 / 10 October 2020) CurseForge GitHub (Issue Tracker / Wiki / Source Code ) Dependencies AnimatedDecouplers ModuleManager RealChute Parachute Systems Supported Third-Party Addons Connected Living Spaces API Deadly Reentry MechJeb PEBKAC Industries: Launch Escape System RemoteTech TAC Life Support USI Life Support How To Install 1. Ensure that you have all of the aforementioned dependencies installed 2. Remove any previous version of the SDHI SMS add-on 3. Download from one of the sources above 4. Extract the .ZIP archive and copy the GameData folder provided into your KSP root directory The parts should then be located under the SDHI/Service Module System folder Usage - This parts pack is specifically designed for use with the stock Mk1-3 Command Pod - For assembly and configuration instructions, refer to the how-to guide on the wiki - A Launch Abort System is included in this pack, which has better performance than the LES from the stock game; it also comes with a built-in Solid Fuel-powered RCS thruster to allow mid-abort course corrections Uninstallation Instructions Remove the SDHI folder and all its contents from the GameData folder. If you have other SDHI part packs you wish to keep, just remove the Service Module System subfolder. Need Help? Please read the FAQ at the bottom of this post first, as it addresses common issues and their solutions/explanations. If your issue isn't covered by the FAQ, post your bug reports and support requests in this thread, providing as much information as possible (error logs, screenshots etc.). Optionally, you may also submit a ticket on GitHub. Licence This parts pack is licenced under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0), which in layman's terms means: - You are permitted to use, copy, redistribute my work as-is - You may remix your own derivatives (new models, alternative textures), and release them under your own name - You must credit Robin "sumghai" Chang (author, Sum Dum Heavy Industries Service Module System) when publishing your derivatives in the download and forum posts Further Information - Development thread (Behind-the-scenes, preview of upcoming features) Release Notes 4.0.4 - 11 October 2020 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.10.x - Fixed MechJeb compatibility patch to prevent duplicate MJ modules or local settings on the Crew Module Adapter 4.0.3 - 29 August 2020 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.10.x - Added ReStock compatibility - If ReStock is installed, the game will be forced to use the original Mk1-3 Command Pod, to ensure compatibility with the SDHI SMS Umbilical Port 4.0.2 - 15 April 2019 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.7.x - Updated Service Module engine model, textures and emissive animations to match the new stock O-10 "Puff" rocket engine design 4.0.1 - 25 December 2018 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.6.x - Tweaked textures to better match stock parts 4.0.0 - 27 October 2018 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Features: - All parts, models and textures rebuilt from the ground up for KSP 1.5.x - New Launch Abort System uses dual-mode Solid Fuel rocket engines - Jettison motors fire during default staging to pull Boost Protective Cover away from Mk1-3 Command Pod - Abort motors can be activated by changing engine modes using Abort Action Group - Localization support added - en-us included by default Changes / Fixes: - Several parts renamed to be more accurate to real-life Orion/SLS spacecraft - Updated Boost Protective Cover hatch cover and umbilical slot locations to be compatible with new stock Mk1-3 Command Pod - Removed jettison rocket engines from Boost Protective Cover, as Launch Abort System has now dedicated jettison motors - Parachute-equipped Clamp-O-Tron docking port now uses its own partial Clamp-O-Tron model and texture - Removed parachute-equipped IACBM docking port - This is due to the indeterminate status of FusTek Station Parts mod - The IACBM docking ring's dimensions also do not aesthetically fit the parts overhaul - Service Module now split into two parts - The Crew Module Adapter (formerly the Avionics Ring), a decoupler compatible with the SDHI 2.5m Heat Shield - The Service Module, a propulsion trunk with an integrated and uprated LF/LOX variant of O-10 "Puff" rocket engine - Building the a CSM stack no longer requires the LV-909 - Removed batteries and fuel cell from Crew Module Adapter - Crew Module Adapter is too small to realistically accomodate these features - Service Module still includes batteries and fuel cells - Removed support for a number of outdated third-party add-ons 3.2.4 - 18 June 2017 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.3 - Updated various MM patches to use FOR instead of FINAL - Added MM patch to hide parachute-equipped IACBM docking port from VAB/SPH editor parts list if FusTek Station Parts is not installed - Existing vessels that use the part are not affected - FusTek Station Parts development builds also now include a special MM patch with a FOR keyword to automatically re-enable the SDHI IACBM - (Pseudo-)Compatibility Patch for Ven's Stock Parts Revamp - If Ven's Stock Parts Revamp is installed, the parachute-equipped SDHI Clamp-o-Tron docking port will revert to using the stock Clamp-o-Tron model rather than the revamped model - Removed Ship Manifest plugin from list of Supported Third-Party Addons - Ship Manifest is still compatible with SDHI SMS, but is not neccessary for Connected Living Spaces-restricted crew transfers Bugs/Known Issues - PEBKAC support does not make use of LES pitch control motor RCS thrusters to actively point pod retrograde during abort - Kurld is working on adding this feature to the plugin in a future update 3.2.3 - 18 December 2016 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.2.2 - Fixed USI Life Support MM patch to use NEEDS instead of FOR - Added PEBKAC Industries: Launch Escape System compatibility - This automates Launch Escape System (LES) and Pod Boost Protective Cover deployment/jettison - Boost Protective Cover will automatically jettison when pod is pointed retrograde - Changed LES engines to use ModuleEnginesFX in order for compatibility with PEBKAC support - Added custom exhaust plume and smoke effects to LES main engines Bugs/Known Issues - PEBKAC support does not make use of LES pitch control motor RCS thrusters to actively point pod retrograde during abort - Kurld is working on adding this feature to the plugin in a future update 3.2.2 - 22 November 2016 --------------------------- Changes / Fixes: - Tweaked heat shield aerodynamics parameters so that pod stays retrograde during atmospheric reentry - Moved heat shield to Thermal category and Advanced Landing tech tree node - This brings it in line with the stock heat shields - Added USI Life Support compatibility - Eight days' worth of Supplies and Mulch storage for the standard crew of three Kerbals - Storage is applied directly to stock Mk1-2 Pod 3.2.1 - 20 November 2016 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.2.1 - Service Module and Avionics Ring tweaks - Increased reaction wheel torque from 5 to 15 kN/m - Set SAS to standalone operation, allowing crafts with inexperienced crew to have full SAS capaibility - Mk1-2 Pod Aeroshroud colliders are now manifold (closed) meshes - Launch Escape System (LES) pitch control motor RCS thrusters now have custom flame and sound effects 3.2 - 8 July 2016 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.1.3 - All models have been re-scaled to actual size in-game - Side fairings have been overhauled - They now split into thirds rather than halves, and include built-in solid rocket jettison motors to help push the panels away cleanly after separation - The parachute-equipped IACBM docking port has been updated to match the new design from FusTek Station Parts - The ports will now enforce docking orientation angles at 90 degree increments - Updated support for tg626's Kerbal Optical Alignment System (KOAS) mod, previously known as the Docking Target mod - This adds an inline docking camera and target to the parachute-equipped SDHI Clamp-o-Tron docking port 3.1.1 - 23 April 2016 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.1 - Added support for DennyTX's OLDD docking camera plugin to both parachute-equipped docking ports - All parts now have search tags - Improved heat shield texture and normal map - The fairingless LV-909 "Terrier" Liquid Fuel Engine has now been deprecated - This is because the stock LV-909 now includes the ability to hide the engine shroud - Existing crafts will not break, but users are encouraged to switch over to using the stock engine for new crafts - The fuel cell in the Service Module and Avionics Ring can now be toggled using Action Groups - The Launch Escape System (LES) has been reassigned to the more sensible Advanced Landing tech tree ndoe - This is a Level 6 node, which puts it on par with the other SDHI SMS parts - Tweaked the ModuleAnimateGeneric parameters used to prevent the Mk 1-2 Pod Umbilical Port from being toggleable outside VAB/SPH editor scene - KSP 1.1 fixed some typos in the parameters used in KSP 1.0.5 3.1 - 13 February 2016 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.0.5 - A dedicated Launch Escape System (LES) is now included in the parts pack - The LES runs on Solid Fuel, and is capable of lifting a Mk 1-2 Pod, heat shield and Pod Boost Protective Cover up to 2.0 km in altitude, making pad aborts viable compared to the stock LES - The LES also includes built-in RCS thrusters that are powered by its own independent Solid Fuel reserve, allowing mid-abort course corrections - Added support for tg626's Docking Target mod, which adds a cosmetic docking alignment target mesh to all Clamp-O-Tron docking ports - Dropped support for HotRockets! plugin - The plugin is currently not compatible/updated for KSP 1.0.5 - The fairingless LV-909 engine will now only have stock engine FX - Dropped support for Klockheed Martian Special Parts plugin - The plugin is no longer being maintained - The Heat Shield's flotation collar no longer works - Mk1-2 Pod Aeroshroud jettison motor thrustTransforms relocated to the sides of the shroud - The thrustTransforms were previously located under the skirt of the shroud itself, which would overheat nearby parts such as the Service Module and Heat Shield - Shroud texture modified to include jettison motor nozzles and warning label decals - Mk 1-2 Pod Umbilical Port no longer toggleable outside VAB/SPH editor scene - This long-standing bug was fixed with the introduction of scene-specific animation toggling in KSP 1.0.5 (courtesy of SQUAD developer NathanKell) - Rebalanced part costs to be in line with stock parts (courtesy Kerbas-ad-astra) - Avionics Ring now has higher entry/per part cost, lower mass and adjusted CoM offset - Service Module now has higher entry/per part cost, lower mass and adjusted CoM offset - Service Module Adapter now has lower entry/per part cost, lower mass and lower breaking force/torque - SDHI Heat Shield characteristics updated for KSP 1.0.5's thermal model - Side fairings and Mk1-2 Pod Aeroshroud colliders reworked using convex rather than concave meshes - Side fairings now decouple from the Service Module itself rather than the Service Module Adapter - The Service Module and Avionics Ring now have built-in support for MechJeb and RemoteTech - The Service Module and Avionics Ring decoupler will wait until the umbilical has fully extended before releasing the Mk1-2 Pod Bugs/Known Issues - Part testing contracts are generated in Career Mode - This not intended behaviour, since the SDHI SMS is intended to be tested as a complete assembled stack rather than in piecemeal - A future update might include a proper contract for testing the SDHI SMS 3.0.1 - 10 July 2015 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.0.4 - Heat shield is now compatible with 1.0.4's updated thermal system - Deadly Reentry support has also been updated accordingly, and the corresponding patch is now compatible with DRE 7.2.x - Fallback patch for stock parachute behaviour has been updated - Deployment altitude increased to 1000m - Minimum air pressure required to open reduced to 0.04 kPa - Both values are comparable to stock parachute part performance - Note: RealChute is still the recommended default Bugs/Known Issues - Mk 1-2 Pod Umbilical Port is now also toggleable outside of the VAB/SPH editor scenes - This is due to a limitation with the current stock KSP ModuleAnimateGeneric behaviour, but is not game-breaking. - Part testing contracts are generated in Career Mode - This not intended behaviour, since the SDHI SMS is intended to be tested as a complete assembled stack rather than in piecemeal - A future update might include a proper contract for testing the SDHI SMS 3.0 - 11 June 2015 --------------------------- WARNING: This is a potentially craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.0.x - The Service Module's fuel cell now uses the new stock ModuleResourceConverter system, and has the same performance as its stock standalone counterpart - Stack attachment node directions have been updated to conform with 1.0.x stricter definitions - The Node Resizer plugin is no longer required when attaching the Heat Shield to the pod, Service Module or Avionics Ring - All textures have been converted to DDS format for faster loading and reduced memory usage - A bright patch on the Pod Boost Protective Cover has been fixed - The Heat Shield is now compatible with the new stock reentry system - Ablative darkening is not used in SDHI SMS, and has been disabled - Deadly Reentry is still supported, and the corresponding patch is now compatible with DRE 7.x - The fairingless LV-909 engine has been updated to have similar performance to its stock counterpart - The Service Module colliders have now been fixed, so that surface-attached parts like solar panels and RCS thrusters should no longer float out from the lower propulsion trunk segment - The Service Module Adapter textures have been reworked to be visually consistent with the Service Module upper ring itself - The Pod Boost Protective Cover and Service Module Fairings are now fully compatible with the new stock aerodynamics system - This requires the latest version of the AnimatedDecouplers plugin, which provides special versions of the standard decoupler/jettison PartModules in order for the stock ModuleCargoBay to know when to update its drag occlusion behaviour - Removed Ferram Aerospace Research MM patch for Pod Boost Protect Cover - The latest versions of FAR now intrinsically and automatically handle drag occlusion for hollow parts, making such patches redundant - Fixed HotRockets! MM patch for the fairingless LV-909 engine Bugs/Known Issues - Mk 1-2 Pod Umbilical Port is now also toggleable outside of the VAB/SPH editor scenes - This is due to a limitation with the current stock KSP ModuleAnimateGeneric behaviour, but is not game-breaking. - Part testing contracts are generated in Career Mode - This not intended behaviour, since the SDHI SMS is intended to be tested as a complete assembled stack rather than in piecemeal - A future update might include a proper contract for testing the SDHI SMS 2.4 27 December 2014 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 0.90.0 - Added Editor Part List Filter By Manufacturer Icon for SDHI - Heat shield floatation collar powered by Klockheed Martian Special Parts now considered an optional feature instead of a depedency Bugs/Known Issues - In the VAB/SPH editor scenes, When surface-attaching solar panels and other small parts to the ribbed propulsion trunk segment of the Service Module, the parts will sometimes appear to be suspended a fair distance away from the surface - The problem generally occurs when angle snap is enabled, possibly due to editor scene changes in KSP 0.90.0 - No known fix - Part testing contracts are generated in Career Mode - This not intended behaviour, since the SDHI SMS is intended to be tested as a complete assembled stack rather than in piecemeal - A future update might include a proper contract for testing the SDHI SMS 2.3 10 October 2014 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 0.25.x - Updated references and scaling factors in stock parts used by SDHI (such as the Fairingless LV-909 and Clamp-O-Tron Docking Port - Parachute version) - Replaced FSanimateGeneric with new stock KSP ModuleAnimateGeneric - IACBM fins, Boost Protect Cover hatch and Mk 1-2 Pod Umbilical Port remain toggleable in the VAB/SPH editor scenes - Firespitter plugin is no longer required, and has been dropped from the list of dependencies - Added fallback patch for stock parachute behaviour if RealChute is absent - Note: RealChute is still the recommended default - Stock parachute behaviour only deploys main chutes, and should only be used in an emergency as it may cause sudden or craft-damaging deacceleration upon deployment Bugs/Known Issues - Mk 1-2 Pod Umbilical Port is now also toggleable outside of the VAB/SPH editor scenes - This is due to a limitation with the current stock KSP ModuleAnimateGeneric behaviour, but is not game-breaking. 2.2.1 30 August 2014 --------------------------- Changes / Fixes: - Updated TAC Life Support patch for compatibility with new v0.10 version 2.2 29 August 2014 --------------------------- Changes / Fixes: - Added Node Resizer support - This dynamically changes the stack nodes of the Avionics Ring and Heat Shield to size 0 while in the VAB/SPH editor scenes, allowing for easier attachment (and thus fixing the "bouncing" attachment node bug) - When entering the flight scene, this automatically switches the node size back to 2 to ensure a strong structural connection as usual - New meshes, graphics and better details for the FusTek Karmony hatch on the IACBM parachute-equipped docking port - This is for compatibility / visual consistency with future versions of FusTek Station Parts 2.1.1 21 August 2014 --------------------------- Changes / Fixes: - Fixed TAC Life Support patch so that it only applies if TAC LS is actually installed. 2.1 7 August 2014 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 0.24.2 - Native TAC Life Support compatibility - Increased Mk1-2 Pod Food and Waste storage capacities - Added Water, Oxygen, WasteWater and CarbonDioxide storage to Service Module - Added Carbon Extractors and Water Filters to both Service Module and Avionics Ring - A combined Command Pod / Service Module would thus contain up to eight Kerbin days' worth of provisions for its three crew - Fixed HotRockets! patch dependency checking - If HotRockets! is not installed, LV-909 Liquid Fuel Engine (Fairingless) will revert gracefully to stock effects - RealChutes 1.2.4 compatibility fix - SDHI TextureLibrary and ProceduralChute removed from parachute-equipped docking ports as they are no longer required - Fixed missing drogue canopy texture - WARNING: This is a craft and save-breaking change; it is recommended you abort / recover existing SDHI craft before installing this update 2.0 27 July 2014 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 0.24.x - Native integration for Connected Living Space (CLS) API - Parachute-equipped docking ports will allow crew passage if Ship Manifest is installed - Native Deadly Reentry Continued support - Heat shield will protect command pod during atmospheric reentry - All other parts should burn up reliably when deorbited - Native HotRockets! particle effects support for LV-909 Liquid Fuel Engine (Fairingless) - Consolidated Service Module and Avionics Ring textures / subdirectories - Native FAR support for Boost Protective Cover - NOTE: When first installing FAR and/or SDHI, you must delete CustomFARPartClassification.cfg from your GameData\FerramAerospaceResearch\ folder in order for FAR to properly rebuild its part classification definitions to include the SDHI parts) - Reduced docking port spotlight range and intensities, as they are not intended for general illumination - Fixed Service Module rescaling bug that occurs on scene reload - RealChutes 1.2.2.2 compatibility fix - WARNING: This is a craft and save-breaking change; it is recommended you abort / recover existing SDHI craft before installing this update Features: - New Command Pod-Service Module Umbilical interface on Service Module and Avionics Ring - Stock Mk1-2 Command Pod now has option to show / hide SDHI Umbilical port - Umbilical will animate when decoupler is triggered - Requires Starwaster's AnimatedDecouplers plugin - Boost Protective Cover now has toggleable crew access hatch, compatible with FASA launch towers - Opening the hatch allows Kerbals on EVA to board the command pod, while closed hatches prevent Kerbals from getting out - Boost Protective Cover can now be adorned with mission flag / logo - Self-inflating floatation collar built into Heat Shield - Triggers automatically on splashdown to keep the pod afloat while awaiting recovery - Requires dtobi's Klockheed Martian Special Parts plugins 1.9 5 April 2014 --------------------------- Changes / Fixes - Compatibility Patch for KSP 0.23.5 - Fixed IACBM 1.25m - Parachute version docking light colors 1.8 20 March 2014 --------------------------- Changes / Fixes - Reduced drag on Service Module, so that when it decouples from the Mk1-2 Command Pod just before re-entry it is less likely to bump back into it - Set Boost Protective Cover decoupler force to 0, as the ejection force is made redundant by the cover's own solid rocket motors 1.7 13 January 2014 --------------------------- Changes / Fixes - Dropped FusTek_Sumghai.DLL in favour of external dependency on Snjo's Firespitter plugin - You will need to download and install the latest version of Firespitter yourself - This change now allows the IACBM guidance fins to be tweakable within the VAB/SPH 1.6 24 December 2013 --------------------------- Changes / Fixes - Added new 0.23 EFFECTS{} for parachute sounds (stupid_chris) - Tweaked main parachute deployment altitude slightly; the mains will now deploy almost immediately after drogues are cut, instead of after a (decidedly terrifying) period of free-fall. 1.5 8 December 2013 --------------------------- Changes / Fixes: - Compatibility upgrade to take advantage of new features in RealChute v0.3 - Parachute drag is now dependent on effective canopy area rather than stock drag - Command Pod assembly will now hang under parachute anchor realistically without the need for the CoMOffset hack, and as such the latter has been removed 1.4 24 November 2013 --------------------------- Changes / Fixes: - Parachute-equipped docking ports now use stupid_chris's RealChute Parachute Systems plugin - Drogues will now auto-cut properly before automatically deploying the main chutes - Docking port lights can now be toggled normally during parachute deployment - This is not included in the pack, so you will need to download it separately - Updated drogue parachute textures to distinguish them from the main parachutes 1.3 8 November 2013 --------------------------- Features: - New Part - SDHI 2.5m Avionics Ring - Avionics Ring is essentially the upper decoupler portion of the full Service Module, with a bonus battery, reaction wheel and toggleable integrated fuel-to-electricity converter - This is particularly useful for people who want to build their own Service Module, but also use the SDHI Heat Shield and Boost Protective Cover 1.2 25 October 2013 --------------------------- Changes: - VAB/SPH: Moved SDHI 2.5m Service Module Adapter and SDHI 2.5m Service Module Fairing to Aero tab - R&D: Moved SDHI 2.5m Service Module Adapter to "Supersonic Flight" node - If you have unlocked this part previously in Career Mode, you will need to edit your persistence file to temporarily remove the adapter from the list of unlocked parts, and then re-unlock after restarting the game - Modified SDHI Mk1-2 Pod Boost Protective Cover collider to allow the Mk1-2 Pod underneath to be selected - Hover your mouse pointer over the "Cut To Rescue" graphic on the cover and right-click 1.1 17 October 2013 --------------------------- Changes: - Compatibility Patch for KSP 0.22+ - All parts have now been assigned to the appropriate nodes in the Research & Development Tech Tree - Parts are in the same Tier Level as the Mk1-2 Command Pod (i.e. Tier 5) - "Specialized Construction" unlocks: - SDHI 2.5m Heat Shield - SDHI 2.5m Service Module Adapter - Clamp-O-Tron Docking Port - Parachute version - IACBM 1.25m - Parachute version - "Supersonic Flight" unlocks: - SDHI Mk1-2 Pod Boost Protective Cover - SDHI 2.5m Service Module Fairing - "Heavier Rocketry" unlocks: - SDHI 2.5m Service Module - LV-909 Liquid Fuel Engine (Fairingless) 1.0 12 October 2013 --------------------------- Features: - Initial release - New parts - SDHI Mk1-2 Pod Boost Protective Cover - Clamp-O-Tron Docking Port - Parachute version - IACBM 1.25m - Parachute version - SDHI 2.5m Heat Shield - SDHI 2.5m Service Module - LV-909 Liquid Fuel Engine (Fairingless) - SDHI 2.5m Service Module Fairing - SDHI 2.5m Service Module Adapter - Boost Protective Cover is ogive-shaped to fit stock Mk1-2 Pod and any surface-attached accessories underneath - Staging activates both the shroud decoupler and jettison solid rocket motors - If shroud jettison is to be triggered via action groups, both the decoupler and the solid motors must be manually mapped to the same action key - Docking Ports come with short-range illumination lamps and integrated drogue/main parachute system - Clamp-O-Tron variant is compatible with stock standard-sized docking ports - IACBM variant is compatible with the FusTek Station Parts Expansion add-on - Service Module comes with: - Non-staged CM-SM decoupler to prevent accidental Pod/Service Module seperation during flight (action groups or right-click context menu used instead) - Toggleable integrated fuel-to-electricity converter for use Bugs/Known Issues - Drogue parachutes do not auto-cut until mains are fully deployed - This is due to the use of *two* ModuleParachutes, which is technically "hacky" by KSP standards - Unlike BobCat's Orion spacecraft, however, the parachute-equipped docking ports will use the greater of the two drag configurations, guaranteeing a safe landing - Warranty void if parachutes are deployed on a planetary body other than Kerbin - Docking Port Lights become untoggleable after parachute deployment - This is because of the way KSP handles animations; the game can only save the state of one animation at a time, and the docking ports need several animations to handle the various parachute deployment stages and the lights. Frequently Asked Questions (FAQ) Acknowledgements - @stupid_chris: RealChute Parachute Systems plugin - @Starwaster: AnimatedDecoupler plugin, stock aero fixes, heatshield rebalancing - @Kerbas_ad_astra , @StevieC, @NathanKell and @JPLRepo: various tweaks and fixes
  3. LanderTek (LTEK) by Axial Aerospace Modular lander parts... for landing. This is a modular pack of 1.25m, 1.875m, and 2.5m lander parts. More Parts, More Possibilities By zer0Kerbal, originally by @artwhaley adopted with express permission and brought to you by Axial Aerospace Preamble by @artwhaley See more Help Wanted Localization Installation Directions 1 Dependencies AxialAerospace Ltd (AA/L) Kerbal Space Program 2 Recommends by Axial Aerospace Ltd (AAL) Dreamer (DREAM) Simple Cargo Solutions (CARGO) WhimChaser (WHIM) Suggests Adjustable Mod Panel (KAMP) Biomatic (BIO) Docking Port Descriptions(DPD) Drop Tank Wrapper (DROP) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Inflatable PicoPort (IPP) Kaboom! (BOOM) Lithobrake Exploration Technologies (LET) On Demand Fuel Cells (ODFC) OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) Portable Science Container (PRC) Precise Maneuver (PM) Shielded PicoPort (SPP) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Solar Science (SOL) Stack Inline Lights - Patches (SILP) Stack Inline Lights (SIL) Tweakscale (twk) Kerbal Inventory System Kerbal Joint Reinforcement either Raster Prop Monitor MOARdV's Avionics System Supports On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) either 3 Module Manager /L Module Manager either for fully functioning wheels. may invoke bouts of dizziness. Firespitter core Firespitter Tags career, config, crewed, parts, uncrewed, variants 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 @artwhaley for creating this glorious addon! see Attribution for more 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!↩︎
  4. I am searching for a mod that has add ons I seen others use like hydraulic rams , lazy susans I have searched for days help ?><
  5. 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.
  6. I play Kerbal Space Program since rhe beginning of the last year, and I think there are some little details that could make KSP way better, like air an air compressor, wich transforms intake air in oxidiser using some EC (it could be an IRSU feature) and the possibility to (as a cheat in Sandbox mode) add parts and edit the rockets that are already launched; another cool feature could be an air-distributing sistem just like the fuel one. Another thing I think should be changed is that you must set structural pilons for every part singularly, making this a very long process for big rockets. I think those could be small, usefull features and changes to the gameplay.
  7. Solar Science (SOL) Salutations! May the sunlight always be upon you! This science addon that adds two Deep Space Solar Experiments (STEREO and SOHO) to Kerbal Space Program. By zer0Kerbal, originally by Snoopy20111 adopted with express permission and brought to you by KerbSimpleCo Preamble by Snoopy20111 Remember to Praise the Sun! 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 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 Suggests Biomatic (BIO) Biome identification, notification, tracking, and warp stopping. Kaboom! (BOOM) Another way to not go to space today! GPO (Goo Pumps & Oils') Speed Pump (GPO) On Demand Fuel Cells (ODFC) ProbiTronics (PT) Supports Either 3 Module Manager Module Manager /L Contract Configurator 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 Snoopy20111 for creating this glorious 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! ↩
  8. NOTE: SpaceY Expanded 1.4 requires KSP 1.4! NOTE: Requires ModuleManager and SpaceY Heavy Lifters as dependencies! SpaceY Expanded Optional Parts Add-On for SpaceY-Lifters SpaceY Expanded is an optional expansion to the SpaceY Heavy Lifters, adding 7.5m parts and other accessories that go beyond the original intent of the original main pack. NOTE: Requires ModuleManager and SpaceY Heavy Lifters as dependencies! Cooperates with other mods: TweakScale FAR / NEAR AVC (Add-on Version Checker) Engine Ignitor Community Tech Tree HotRockets! CryoEgines Connected Living Space ModuleManager (for mild customization of the tech tree) Part of the NecroBones suite of mods, that work nicely together: Modular Rocket Systems (stock-alike parts pack, NASA-like alternatives, and filling the gaps) SpaceY Heavy Lifters Parts Pack (stock-balanced large rocket parts, 5m parts, large SRBs) Color Coded Canisters (replacement models/textures for stock fuel tanks: prettier, cleaner, and diameter color-coding for the tank end-caps) Fuel Tanks Plus (collection of large stock-like tanks with Color Coded Canister style) ColorFuel Lines (color-selctable fuel lines) Lithobrake Exploration Technologies (lander parts, large chutes/legs/ladders/etc) --------------------------------------------------------------------------------------------------------------- Image Gallery: (Note that the stats, appearances, and descriptions of the parts shown below are subject to change, or may be out of date) --------------------------------------------------------------------------------------------------------------- Future updates: All sorts of things are possible, so who knows? Some ideas for additional parts: 3.75m, 5m, and 7.5m cargo/service bays More RCS, OMS options, both for monoprop and LFO Additional launch clamp designs Who knows? --------------------------------------------------------------------------------------------------------------- Installation Instructions: 1. If upgrading from a previous copy, it's recommended to delete the old "SpaceY-Expanded" folder first. 2. Backup your "saves" folder! While not required for installing mods, it's a good idea anyway. If any parts you have already used (including stock parts) fail to load, you'll have ships getting deleted! 3. Download and open the ZIP file. 4. Copy the "SpaceY-Expanded" folder into your "GameData" folder. 5. Make sure you have up-to-date copies of Module Manager, and SpaceY-Lifters installed. 6. If upgrading, check your designs in the VAB/SPH. If attachment nodes have changed, you may need to reposition parts. --------------------------------------------------------------------------------------------------------------- Troubleshooting: Problem: Fuel tanks or SRBs flash different colors, with glitchy "z-fighting": Usually it boils down to one of a few different things. Now that I've seen probably most of them, I can give you a good list: 1. Everything is installed correctly, but ModuleManager's cache hasn't noticed the changes yet. Fix: This is a great one to try first. Delete the file called "ModuleManager.ConfigCache" in GameData. ModuleManager recreates it on the next KSP start. 2. ModuleManager isn't installed. Fix: Install it. 3. This mod is installed incorrectly, or you've deleted the color-change ModuleManager configs. Fix: Reinstall the mod correctly, and in its entirety. The MM config files include rules for what to do when color-changing isn't available, so please don't delete those. 4. Firespitter and/or InterstellarFuelSwitch are installed, but not functioning. Fix: The most likely cause is that the version of FS or IFS doesn't work with your version of KSP (for instance, you upgraded to KSP 1.1, and the mod is meant for 1.0.5 or earlier), or your copy is only partially installed. Delete it, and install the latest version of it. 5. ModuleManager thinks color-changing is available via Firespitter or InterstellarFuelSwitch, but neither is installed. Fix: This is a little trickier to pinpoint. Either another mod has bad rules in it (for instance using "FOR[Firespitter]" instead of "NEEDS[Firespitter]") and is therefore tricking ModuleManager, or one of these two mods is only partially installed. That could happen if you removed them via CKAN but the directories still exist, which ModuleManager will see as having them installed. To fix, either make sure both of those mods are completely uninstalled, or install one (or both) of them. Only the DLL from one of them is needed, you don't need the entire mod. But it needs to be running if ModuleManager thinks its there. 6. It's possible that another mod may be confused that changes how VAB/SPH tweakables or engine shrouds work. This is an odd case, but not impossible. When you don't have Firespitter or InterstellarFuelSwitch installed, the alternate paint jobs are disabled by turning them into "engine shrouds" that correspond to an attachment node that is a kilometer outside the VAB. If another mod interferes with this, such as defaulting all shrouds to "on" even when detached, then you might also see z-fighting. Sadly, the solution might be to simply not use the mods together. Problem: Textures are missing and you're seeing a lot magenta (purple/pink): 1. Files may be missing, or not where the mod is expecting to find them. Fix: Make sure you've installed the mod correctly, in its entirety, and in the right location. Don't rename folders. You can try completely deleting the mod and reinstalling (which is the best way to update the mod anyway). Also make sure the mod's dependencies are installed (SpaceY Expanded requires SpaceY Lifters, for instance). 2. ActiveTextureManagement is goofing it up. Fix: Either remove ATM, or try deleting ATM's cache. ATM frequently has cache issues that cause problems for texture reassignment across folder boundaries. ATM doesn't help as much as it used to, now that stock KSP and most mods use DDS texture format. We've included configs to try to stop ATM from processing this mod's folder, but that may not be working either. Problem: Engine exhaust plumes are missing: Cause: ModuleManager thinks that HotRockets is installed, but it actually isn't. Fix 1: Install HotRockets so that it's a non-issue. Fix 2: Go into the SpaceY folder(s) and delete "SpaceY_HotRockets.cfg". This will keep it from trying to use the HotRockets plumes. Fix 3: Figure out which other mod is causing the confusion, and remove it. We still don't know which mods are causing this, but it's probably due to someone using a "FOR" statement in their MM config instead of "NEEDS". --------------------------------------------------------------------------------------------------------------- Download From: SpaceDock -or- curse.com -or- ksp.necrobones.com (NOTE: Don't forget to install both ModuleManager and SpaceY-Lifters when using SpaceY-Expanded) --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Revision History: 1.4 (2018-04-02) - KSP 1.4 update. - Reworked color-changing to use KSP 1.4's mesh switcher. - Flag decals disabled for now, since the stock mesh switcher doesn't play nicely with them. - Disabled auto-caps on tanks, due to KSP bugs over several versions. - Added some missing definitions for Modular Fuel Tanks. - Changed ModularFuelTanks config to use consolidated wildcard patch. 1.3 (2016-10-18) - Update. - Moved service bays to Payload tab. - Added a pair of 10m-3.75m engine adapters. - Added 10m stack separator. - Added two new lengths of 10m fuel tanks. - Added "SaturnV" paint scheme to 10m tanks to match new engine adapters. - Removed some unnecessary duplicate geometry from 10m fuel tanks. 1.2 (2016-10-12) - Update & KSP 1.2 compatibility. - Added KSP 1.2 and KerbNet modules to probe cores. - Corrected a mesh alignment issue on the E1 Emu engine. - Added 10m parts, including some large thrust plates for SpaceX BFT/MCT/ITS styled lifters. - Categories adjusted for several parts, corresponding to 1.2 changes. 1.1.11 (2016-08-01) - Tweaks. - Icon-only shroud added to fairing base, for easy identification in menu. - Removed RemoteTech modules from probe core (now handled by patch in SpaceY-Lifters). - Added a compatibility exclusion for HPTechTree. 1.1.10 (2016-07-12) - Tweaks. - Restricted liquid fuel engines, fairings, and decouplers to non-surface part testing contracts, to match SRBs. - Adjusted some nickname tags on engines. 1.1.9 (2016-05-01) - Tweaks. - Updated Probe core to use IndicatorLights if available. - Probe cores now also have a toggle option for light-up labels that correspond to the indicator lights. - Converted many texture placeholders to DDS format (not that this gains much of anything). 1.1.8 (2016-04-25) - Tweaks. - More search keywords on engines. - Added collider setting for procedural fairing base. - Updated heat shield's staging settings to match stock changes in 1.1. - Fixed the "always transparent" problem in the VAB for the service/cargo bays. 1.1.7 (2016-04-17) - Career fixes. - Drastically reduced career prices for fuel tanks, to bring them into line with stock again. - Adjusted career prices of E1,E2,E4,R9 engines, to bring them into line with stock again. - Increased prices on Penguin (P-series) engines. 1.1.6 (2016-3-31) - KSP 1.1 Update. - Moved ModuleManager patches to "Patches" folder. - Added tags for part searches. - Updated ModuleManager inclusion. 1.1.5 (2016-01-29) - Tweaks. - Updated the CryoEngines config to be consistent with its new propellant ratio. 1.1.4 (2016-01-14) - Tweaks. - Removed the tech tree nodes, since they've been moved to SpaceY Lifters (requires SpaceY Lifters 1.8.2+). 1.1.3 (2016-01-11) - Fixes. - CryoEngines fix: The Penguin engines should no longer display their default plume effects even when not running. 1.1.2 (2016-01-02) - Fixes. - CryoEngines fix: The Penguin engines should no longer run more than one engine mode at once. 1.1.1 (2016-01-02) - Fixes. - Included ModuleManager version updated with its 2.6.16 bugfix update. - Added a "needs" condition for TweakScale patches. 1.1 (2015-12-31) - Texture Compatibility. - Removed 7.5m fuel tank texture, since it was moved to SpaceY Lifters. - Repointed all necessary texture assignments to the new location. - Adjusted UV-mapping of 5m texture as needed to corrospond to changes in Lifters. - Changed "ModularFuelTanks" config to also apply if RealFuels is installed. 1.0 (2015-12-17) - Stable. - Let's call this the 1.0 release. Things have been pretty stable lately. - Added "SpaceY_ATM.cfg" with settings to attempt to disable or dissuade ActiveTextureManagement for this mod. - Can optionally be deleted to return to ATM defaults. - ATM known to occasionally have caching issues with remapped/shared textures in my mods. - SpaceY is already very memory efficient and uses DDS, so ATM doesn't help much for this case. - May need to delete ATM's cache if using ATM and some textures still aren't appearing. - Updated 7.5m stack decoupler: - Ejection charge reduced by half (to 500, down from 1000). - Added built-in "sepratron" solid propellant separator motors. - Research cost increased slightly. - Replaced "placeholder" textures. Smaller, and more obvious when texture reassignment has failed. - Corrected a texture assignment problem on the 7.5m E2 engine. 0.9 (2015-11-11) - KSP 1.0.5 update. - Corrected the display-name of the "Gigantic Structure" tech node, instead of displaying it as a second "Massive Structure" node. - Diameters added to 7.5m fuel tank names, for easy identification in VAB menu. - Updated heat shield to current stock ablator settings and contract constraints. Slightly increased ablator quantity. - Updated all engines to use FXModuleAnimateThrottle for heat animation. - Engines, fairings, decouplers/separators updated to use new stock-alike thermal settings and contract constraints. - Lightened the color and "grain" of the white texture on fuel tanks (will also affect 5m tanks). 0.8 (2015-10-16) - Beta, engine updates. - Adjusted R9 engine HotRockets config to correspond to SpaceY Lifters' fixes (as of Lifters v1.3). - R9 engine now uses custom default engine effects from SpaceY Lifters (requires Lifters v1.3+). - R9 engine now uses new engine bell art assets from SpaceY Lifters 1.3+. - New default custom particle effects for LFO engines (E,P series). 0.7 (2015-10-09) - Beta. - Corrected the cross-section profile on several parts (mainly Emu engines and decoupler/separators). - Fuel tanks now have multiple paint schemes, selectable if InterstellarFuelSwitch or Firespitter are installed. - Known issue: Will have nasty z-fighting with all paint schemes at once, if something tricks ModuleManager about Interstelar/Firespitter installed state. Might have to delete ModuleManager config cache. 0.6.1 (2015-10-02) - Tweaks. - Moved some engine mod-support to their own MM config files: - CryoEngines - EngineIgnitor - Adjusted the Penguin engines' CryoEngines-triggered ISPs upward for both fuel modes. - Added 7.5m stack separator. 0.6 (2015-10-01) - Beta. - Adjusted P-series (Penguin) engines back to 400 ISP by default. - Added MM config for Penguin engines to detect CryoEngines and make the following tweaks: - Reduces Liquid-Fuel ISP to 360. - Adds mode switching, with alternate Liquid-Hydrogen mode, with slightly better ISP but slightly worse thrust. - Added a minuscule gimbal range to Penguin engines (previously they were non-vectoring). - Significantly increased connection breaking strength on most parts (including all 7.5m parts). 0.5.1 (2015-09-23) - Beta. - Adjusted P-series (Penguins) vacuum ISP to 390. Work in progress. - Fixed a problem with the 7.5m tanks (and 5m tanks) working properly with Modular Fuel Tanks. 0.5 (2015-09-23) - Beta. - Fixed an issue with some parts not being able to show up in CTT's tech tree. Requires SpaceY-Lifters v1.0.4 to be effective. - Corrected the names of the README and this CHANGELOG to reflect that it's the Expanded version of the mod. - Reduced P-series (Penguins) vacuum ISP to 380 (down from 400). 0.4 (2015-09-11) - Alpha/Beta. - Added 7.5m service bay. - Corrected the 3.75m and 5m service bays to have "No Attach" flag for door colliders. - Reduced the size of the flag decal on the 5m service bay. 0.3 (2015-09-10) - Alpha/Beta. - Added service bays: 3.75m, 5m - Fixed a typo in the TweakScale config. 0.2 (2015-09-04) - Alpha/Beta - Increased the 1-atmosphere ISP of the Penguin (vacuum) engines to 250, up from 100. - Changed the E1 engine's thrust vector location to aid in clipping engines. - Added fueled 7.5m nose cone. - 7.5m to 5m adapter tank more than doubled in capacity, cost, etc (was underpowered for its size) - Also added it to the Modular Fuel Tanks config. - Added an additional shorter 7.5m to 5m adapter tank with checkered paint scheme. - Added non-fueled 7.5m to 5m adapter. - Added an upper-stage capable 7.5m "Dual-Emu" engine. 0.1 (2015-09-02) - Initial Alpha test version. - Requires ModuleManager and SpaceY-Lifters as dependencies.
  9. Version 1.1.03 Final Update As it has become clear that I will likely never have the time to get back into playing around with modding and modeling, I have released the new assets to the Public Domain. The next generation of VX series engines for the next generation of KSP Download: Spacedock Source: Unity Package Mod Version 1.05 Public Domain Source: Unity Package License: Public Domain Album Link: http://imgur.com/a/VxvEl _______________________________________________________________________ Installation Always delete old versions before installing a new one. Drag the contents of the GameData folder in the .zip file into your local .../KSP/GameData/ folder VX Series II is compatible with saves using engines from the original VX series engine pack, however some engine roles have been changed. The "impulse" and "Big Impulse" engines are most affected by these changes and I recommend not installing if you have missions in progress using these engines. __________________________________________________________________________ Whats New 1.0.1 VXS20 Omicron particle effects have been adjusted. Engine effects should now better fit the nozzle. VXS50 Sigma has completely new effects. VXS100 Omega particle effects have also been adjusted to better suit the engine nozzle. 1.0.2 The Omicron and Sigma engines have been modified so that thrust is being generated from the Monopropellant nozzles while in Monopropellant mode. Previously thrust was being generated from the location of the main nozzle in either mode. This was an oversight. The "Impulse" and "Big Impulse" have been added as optional Legacy parts. The entire original VX series is still available for download, though it is no longer supported and will not be receiving updates. By adding these parts to this pack, I will continue to support them. 1.0.3 Added custom Agency Added custom Flag 1.0.4 Updated for 1.2 Nova model revisited to correct engine bells gimbaling in opposite directions in 1.2 1.0.5 License updated, link to source files added 1.0.5b Added VX-H1 Hornet variants Added custom suits License updated to ARR while under development 1.1 Multiple engine variants added Most throttle animations updated The VX-S20 Omicron and VX-S50 Sigma monoprop nozzles have been updated to function as RCS thrusters regardless of engine mode. 1.1.01 Actually included the Nova engine Minor Agent.cfg correction 1.1.02 Omega model changes adjusted engine bell geometry minor cosmetic FX changes added new compact variant with multiple fairings (1.25, 1.875, 2.5, 3.75) added smoke fx Hornet model changes primarily housekeeping pass to simplify variant support - should be no noticeable changes re-added smoke fx Yet another minor fix for the Agents.cfg file I also broke the VX-S20 bottom attach node, see top of post for MM patch to correct until next release 1.1.03 Corrected VX-S20 bottom node Updated license
  10. Service Modules (SERV) Going to the dark side of [random planet] and worried about running out of snacks to go with your Jeb Nuclear Coffee!? Look no further, we've got the perfect snack luggage!! Hot Beverage Inc's Service Modules (SERV)! By zer0Kerbal, originally by @Ph34rb0t adopted with express permission and brought to you by KerbSimpleCo Preamble by Ph34rb0t Part I Part II See more Help Wanted Localization Installation Directions 1 Dependencies Hot Beverage Inc (HBI) agency, flags, and common files Kerbal Space Program 2 Suggests Hot Beverage Inc (HBI) Irradiated Parts (HBEx) experimental parts HBFuelCells (FUEL) Fuel Cells Radioisotope Thermoelectric Generators (RTG) Radioisotope Thermoelectric Generators Kerturn (KAT) Sensor Modules (SENS) Service Modules (SERV) Biomatic (BIO) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) On Demand Fuel Cells (ODFC) Papa Kerballini's Pizza (PIZZA) SimpleConstruction! (SCON) SimpleLife! (LIFE) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) TweakScale Supports Irradiated Parts (HBEx) Fuel Cells (FUEL) Stack Fuel Cells Radioisotope Thermoelectric Generators (RTG) Radioisotope Thermoelectric Generators Kerturn (KAT) Sensor Modules (SENS) Service Modules (SERV) Either Module Manager /L 3 Module Manager 4 Tags agency, flag, 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 @Ph34rb0t for creating these glorious parts! see Attribution 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 this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  11. I got latest vesion of KSP and latest TweakScale version, BUT there is some problem with that. Like it still working but not so correct. When I changing the size of part (It happend with allmost all kindda parts) it slids inside/outside, like, not staying at spot that usual for part, but moving away inside or outside from initial attachment pont. Like it can be all good, but then, when you doing undo or loading the craft, parts are slids inside/outside from initial attachment pont. How can I fix it?
  12. Sensor Modules (SENS) Hot Beverage Inc serves up some steaming Sensor Modules straight from the irradiating oven. By zer0Kerbal, originally by @Ph34rb0t adopted with express permission and brought to you by KerbSimpleCo Preamble by Ph34rb0t See more Help Wanted Localization Installation Directions 1 Dependencies Hot Beverage Inc (HBI) agency, flags, and common files Kerbal Space Program 2 Suggests Hot Beverage Inc (HBI) Irradiated Parts (HBEx) experimental parts HBFuelCells (FUEL) Fuel Cells Radioisotope Thermoelectric Generators (RTG) Radioisotope Thermoelectric Generators Kerturn (KAT) Sensor Modules (SENS) Sensor Modules (SENS) Biomatic (BIO) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) On Demand Fuel Cells (ODFC) OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) SimpleConstruction! (SCON) SimpleLife! (LIFE) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Solar Science (SOL) TweakScale Supports Irradiated Parts (HBEx) Fuel Cells (FUEL) Stack Fuel Cells Radioisotope Thermoelectric Generators (RTG) Radioisotope Thermoelectric Generators Kerturn (KAT) Sensor Modules (SENS) Sensor Modules (SENS) Either Module Manager /L 3 Module Manager 4 Tags agency, flag, 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 @Ph34rb0tfor creating these glorious parts! see Attribution for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS 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!↩︎
  13. A holiday themed parts addon (and plugin) by Lunatic Aeronautics for Kerbal Space Program. Knit holiday sweater or custom space suit not included. Kerbal XMAS (XMAS) A few weeks ago, a pink-skinned alien "landed" on Kerbin. After gathering up all the debris, our scientists decided to reverse engineer these strange but obviously useful parts. The alien's corpse was identified as Santa K. We're assuming his last name was Kerman. By zer0Kerbal, originally by @ximrmand Tuareg adopted with express permission and brought to you by KerbSimpleCo Preamble by Taureg Included A wild, animated, running reindeer(pulling engine.mout before tank, use KerbalXMAS tanks for deerfood(fuel) and beware of g-forces) A tree shaped command pod Presents (dual color fuelswitch) Stockings (fuelswitch) Sweets (RCS tanks) Nosehats (Cones, colorswitch) A Candle (creates light) Santa's list (used to store experiments) A Stocklike Fuel line and Strut connector The Sled had been cut due toother priorities.(build your own or use the one in A Very Kerbal Christmas Most parts come in different sizes See more YouTube videos by SWDennis a.k.a @Space Scumbag Santa Klause is coming for you Santa Jeb Returns! Santa Jeb 4 Santa Jeb bringing presents to the ISS Help Wanted Localization Installation Directions 1 Dependencies Lunatic Aeronautics Ltd (LA/L) Kerbal Space Program 2 Suggests By Lunatic Aeronautics Anti Grav Room (LA/AGR) K-MAS (LAMAS) Kerbal XMAS (XMAS) A Very Kerbal Christmas (AVKC) GPO (Goo Pumps & Oils') Speed Pump (GPO) On Demand Fuel Cells (ODFC) Kerbal Attachment System (KAS) Kerbal Inventory System (KIS) Supports Firespitter Core plugin Active Texture Management (disabled by default) Deadly Reentry Texture Replacer needed for reflections! Supports Either 3 Module Manager /L Module Manager TweakScale (twk) Tags parts, plugin 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 @ximrm and Tuareg for creating this glorious parts addon! see Attribution for more 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!↩︎
  14. A Very Kerbal Christmas (AVKC) Explosive Holiday Fun! A holiday themed parts addon for Kerbal Space Program. By zer0Kerbal, originally by @Nazari1382 adopted with express permission and brought to you by KerbSimpleCo Forward by Nazari1382 See more YouTube video by Robbaz NSFW (language) Help Wanted Localization Installation Directions 1 Dependencies Kerbal Materials Corp (KMC) Kerbal Space Program 2 Recommends Sleigh (Rover) Anti Gravity System (SAGS) Suggests Winter Holiday Themed addons A Very Kerbal Christmas (AVKC) Christmas Dres (CD) Kerbal Kristmas Pack (KCP) Kerbobulus Space Technologies (KSP) KMAS by Lunatic Aeronautics (KMAS) Halloween/All Souls Day/Día de Muertos themed addons Jack-O'Lantern (JACK) (JACK) Hallowe'en (HLWN) Eterno-Rest 2000 Space Coffin (REST) Cluster O'Lanterns (COL) GPO SpeedPump (GPO) keep the reindeer evenly fueled! Kaboom (BOOM) instead of koal! On Demand Fuel Cells (ODFC) Papa Kerballini's Pizza (PIZZA) for in-flight snacks! TweakScale (TWK) make presents appear bigger! Supports Firespitter for fully functioning skies. may invoke bouts of dizziness. Either 3 Module Manager /L Module Manager 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 @Nazari1382for creating this glorious parts addon! see Attribution.md for more 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. A recommendation for people looking for more difficulty in the game, add the potential for parts failure as an option. Engine failures, control surfaces sticking, gimbal lock, partial damage states for parts overstressed by aerodynamic or gravitational forces. Maybe for each of those add a way to mitigate the potential for these problems too, balanced against extra weight for reinforcement or reduced speed for an aircraft. Several mods out there already based on realism and equipment limitations.
  16. Taerobee Space Technologies (TBEE) This mod adds some early rocket engines, such as Aerobee and X-4 (V-2 sounding rocket) to Kerbal Space Program. By zer0Kerbal and originally by @Beale adopted with express permission and brought to you by KerbSimpleCo Features Adds 24 stockalike parts Taerobee - 13 size00 parts, including LFO engine Solid Fuel booster two adapters (size0 --> size00) Nosecone, control, animated science pod, and more Bumper - 7 size0 parts with three styles of engines, (V1) X-1 - 4 size1 parts, including a pod with simple IVA RealPlume (haven't verified) Stock Waterfall Effects 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 There will be no additional parts and no more major versions (1.4.0.0) after this one. Any minor releases will be for additional patches and improvements I have not personally tested the patches 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 GPO (Goo Pumps & Oils') Speed Pump (GPO) Either 3 Module Manager Module Manager /L On Demand Fuel Cells (ODFC) Real Plume (untested) Stock Waterfall Effects (experimental) Requires: Stock Waterfall Effects Waterfall Core Suggests GPO (Goo Pumps & Oils') Speed Pump (GPO) Either 5 Module Manager Module Manager /L On Demand Fuel Cells (ODFC) 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 @Beale - for creating this cool mod including art assets. @CobaltWolf - models. @Lisias - for organization and intial prep see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) Some Eye Candy 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 this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  17. Ariane 6 (L3S) European Space Agency's (ESA) future launcher Ariane 6 (Ariane) for Kerbal Space Program. By zer0Kerbal, originally by @Matheo G adopted with express permission and brought to you by KerbSimpleCo See more YouTube review by Kottabos Gaming Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Suggests GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom (BOOM) On Demand Fuel Cells (ODFC) TweakScale (TWK) Other mods by Matheo G Insight TESS New Shepard Supports Either 3 Module Manager /L Module Manager Real Fuels (RF) 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 @Matheo G for creating this glorious parts addon! 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 this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  18. New Shepard (NSHPD) New Shepard (NSHPD) is a Suborbital rocket made by Blue Origin for Kerbal Space Program. By zer0Kerbal, originally by @Matheo G adopted with express permission and brought to you by KerbSimpleCo See more YouTube review by Kottabos Gaming Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Suggests GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom (BOOM) On Demand Fuel Cells (ODFC) TweakScale (TWK) Other mods by Matheo G Insight TESS Ariane 6 (S3L) Supports Either 3 Module Manager /L Module Manager Real Fuels (RF) 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 @Matheo G for creating this glorious parts addon! 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 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. TESS (TESS) Transiting Exoplanet Survey Satellite (TESS) for Kerbal Space Program. By zer0Kerbal, originally by @Matheo G adopted with express permission and brought to you by KerbSimpleCo See more YouTube video by Matheo G Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Klockheed Martian Ltd (KM/L) Suggests Biomatic (BIO) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom (BOOM) On Demand Fuel Cells (ODFC) TweakScale (TWK) Other mods by @Matheo G Insight Ariane 6 New Shepard Supports Either 3 Module Manager /L Module Manager 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 @Matheo G for creating this glorious parts addon! 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 this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  20. A few ideias on how I would improve EAS-4 Strut connector based on my own experience of gameplay. Instead of selecting two parts to be connected, it would be a better idea if you could place two standard base connection on both parts and then linking them together. This way both ends of the structure would be always fixed on each part, I think this would work better with moving robotic parts. Allow multiple connections between the structure bases. Maybe this could be a tweakable feature for the player to choose between up to six connections nodes. With this solution it would be possible to create geodesic structures. A tweakable option between fixed or free rotating base would be nice. Maybe the player could even choose which axis should be free and which should be fixed. Make struts physical objects, and with higher crash tolerance. This would make possible the creation of roll cages around rovers, keeping kerbals safe. Struts mass should be relative to how long the strut is.
  21. What is it? Universal Storage is a parts pack that allows you to build Apollo Service Module style sections with various resource wedges attached around central cores. The pack is designed to work with many life support mods. More information http://www.kingtiger.online/ Download SpaceDock or CKAN or OneDrive Universal Storage is set of parts to help you build service modules for your craft. Two core parts for 1.25 and 2.5 meter stacks provide a number of attachment points where you can fit various wedges. These wedges can store resources, provide KAS containers and even be used to create Apollo style science bays. In addition a number of reactors and processors are included to help you make the most of your resources. Each of these parts are balanced based on real world examples used in the Apollo space program or on the International Space Station. Designed to work with other mods Universal Storage is designed to work with lots of other mods, Universal Storage will automatically detect these mods and add / adjust parts to match. For the best experience we recommend the following: Kerbal Inventory System Universal Storage works with Kerbal Inventory System. With KIS installed you can pick up wedges and place them in cores. You’ll also get access to new parts designed for KIS. DMagic Orbital Science This amazing mod adds lots of new science parts and contracts, giving you lots of new opportunities to advance Kerbal knowledge. The Orbital Science mod includes some science experiment wedges that will be available with Universal Storage and Orbital Science both installed. Life support mods Universal Storage includes config files to work with the populate life support mods, providing the resources required to keep your Kerbals alive. New parts will be available depending on what life support mod you have installed. Supported mods include: TAC Life Support Asmi's ECLSS IonCross Life Support IFI Life Support Snacks! USI Life Support Change Log You can access the latest change log at SpaceDock Installation instructions The mod is very easy to install. Download the file from SpaceDock Unzip the file and follow the included .pdf documentation For more information and alternative download check out www.kingtiger.online You can also download and instal from CKAN Licence The full licence is included in the download or at ksp.kingtiger.co.uk The short version is: Models and images: All rights reserved .cfg files: Creative Commons Attribution-ShareAlike 4.0 Packaged 3rd part mods are covered by their own licences (details in full licence) COPYRIGHT All models and textures are copyright of the original creator, all rights reserved. SCREEN SHOTS, IMAGES AND VIDEOS You may create and publish screen shots, images and videos featuring Universal Storage running as part of KSP, including for commercial or financial gain. This does not include the texture image files, except when viewed in-game as part of Kerbal Space Program. Note: this license does not override or supersede any existing license regarding Kerbal Space Program or Squad 3RD PARTY MODS AND PLUG-INS PACKAGED WITH UNIVERSAL STORAGE ARE COVERED BY THEIR OWN LICENCE Module Manager: CC share-alike license Mini-AVC: GNU General Public License v3 Universal Storage is created by New Horizons and NOX Industrial Initial concept, coding, lifesupport balancing, and supporting materials Paul Kingtiger Asset modelling, texturing, animations, Unity work and visual development Daishi
  22. OScience Laboratories (OSL) Science parts addon consisting of seven science experiments, one science lab, and five novel science experiments for Kerbal Space Program. By zer0Kerbal, originally by @pizzaguy adopted and brought to you by KerbSimpleCo Forward from pizzaguy Included Parts: Alpha Magnetic Spectrometer Electrostatic Analyzer Pee Experiment Atmospheric scoop Radio Decay Science Lab Sonic Emitter See More Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Suggests Biomatic (BIO) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) On Demand Fuel Cells (ODFC) Papa Kerballini's Pizza (PIZZA) Supports TweakScale (TWK) Either 3 Module Manager /L Module Manager Tags science, parts, flags, agent 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 @pizzaguy for creating this glorious science parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS Connect with me 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!
  23. Hooligan Labs Airships CORE is a joint initiative from @JewelShisen and @Lisiasto push Hooligan Labs Airships ahead while maintaining compatibility with KSP from 1.3.x era to nowadays (or providing an additional package for such, if needed). In a Hurry: Current Release: 7.0.1.0 for KSP >= 1.3 (2022-0503) It works from KSP 1.3.1 to KSP 1.12.3! Seriously! How to check Compatibility on CurseForge. IMPORTANT This release TEMPORARILY needs the latest KSPe installed. The final release will be shipped with KSPe.Light embedded. Module Manager is needed for handling the patches. Read this post before updating! Announce for 7.0.0.1 Announce for 7.0.0.2 7.0.0.3 never happened… Announce for 7.0.0.4 Downloads on GitHub (for early adopters and beta testers) on SpaceDock. On HooliganLabs Mods for the full package. (eventually) Description: HLAirshipsCore (for shorts) will be in charge of the Plugin Development and by keeping in working condition a minimal set of assets (all of them from the 3.0.0 release times, under the MIT). Further developments may happen on Core, as well on eventual new spinoffs of the franchise. Hooligan Labs Mods will keep the distribution of the official packages, as well suggestions for new feature and similar stuff. HLAirshipsCore (this thread) will be in charge of issue tracking and bug hunting - as well beta releases for early adopters that don't fear the Krakens and are willing to Livin' La Vida Loca on the bleeding edge! License: Hooligan Labs Airships Core is licensed under the MIT (Expat), as HLA was originally. Assets from HLAirships other than the ones currently on Core are not covered by this license agreement. Float Safe!!
  24. Explodium Breathing Engines "Jet" engines that (actually!) use Eve's atmosphere and Oxidizer. License: MIT License except for re-coloured textures, which were derived from art belonging to Squad / Deported B.V. Download from SpaceDock or from GitHub. Supports KSP 1.12. and supports RealPlume Stock and now Waterfall. It had to happen. After good success with @GregroxMun's Alien Space Programs and @OhioBob's Eve Optimized Engines, along with an old discussion about atmospheric engines using oxidizer instead of liquid fuel, I just had to ask how hard it would be to make jet engines that would breathe "explodium vapour" likely found in Eve's atmosphere and burn it with oxidizer to produce efficient thrust. @JadeOfMaar and @wasml pointed me in the right direction, @DStaal filled in a few blanks, and I hacked together some parts. Introducing Explodium Breathing Engines. A set of cloned configuration files from stock jet engine parts that use oxidizer only, and a new resource configuration found hypothetically in Eve's atmosphere: "Explodium Vapour" evaporated from Eve's Explodium Sea. This vapour may also be present on other planets in popular planet packs. Further rebalancing has happened based on resource abundance and a pure ethane (C2H6) reaction with oxygen. Resource abundance now has a direct impact on engine performance. This is turning from proof-of-concept into something realistic, while still being fun to use. There really is some science behind this that I explain at the project's Wiki, and hammered out in a more recent add-on discussion thread. Modified parts include explodium versions of all intakes, oxidizer + explodium versions of nacelles, oxidizer only tanks and wet wings, and underworld-themed engines: J-21 "Hades" J-34 "Zephyrus" J-91 "Atlas" J-405 "Sphinx" J-X5 "Beelzebub" and let's not forget our favourite: CR-8 L.U.C.I.F.E.R. (Large Unkerbal Cycle-Interchanging Fueled Explodium Rocket) Introducing for 1.7, engines for gas giants, failed or otherwise. Consider this a counter-challenge for Team Galileo: J-22 "Dorothy" J-35 "Scarecrow" J-406 "Lion" J-X6 "Tinman" J-92 "Wizard" and finally the CR-9 S.L.I.P.P.E.R. (Science-Light Impossibly PerPosterous Explodium Rocket) All parts should have a distinct appearance to separate them from stock parts. I put all of the modified parts and ExpVapour resource configurations in a GitHub repository. MIT license to match OhioBob's choice for the Eve Optimized Engines. I'd be glad to let others into the project who know better than I do. The to-do list includes: (The to-do list is finished!) Rewrite parts as Module Manager patches to remove dependency on Squad art (Done!) Fix the intakes to work on Eve only, somehow (Done! Intakes are now zero EC harvesters.) Fix the resource config if needed, integrate with Community Resource Pack (Not necessary as it turns out.) Rebalance engine performance based on tester feedback (we might be almost done!) Produce different artwork to identify the explodium-based parts (I'm just missing some tricky parts.) Create RealPlume configurations; I'd like to do a different colour plume for these like the blue from an ethane flame (This was quite easy, as it turned out.) Maybe get some help with CKAN, publish to Space Dock (SpaceDock done, CKAN should be done) Known problems, should not impact play: Ore mining contracts will appear in Career mode when you unlock tech nodes with harvester parts. This might be a game design problem with contracts lumping all resource harvesters together. Pay attention to contract requirements, because there might be a "Gather 2000 units of Explodium Vapour" contract that won't make sense because there are no containers for it. No colourized textures are available for the Atlas engine or Big-OX wings. The wings don't take well to colourization, and the Atlas causes null reference exceptions if using an alternate texture. Harvesters have a small amount of ExpVapour loaded by default. This means engines will work for a few seconds at launch from Kerbin, but will quickly run out of vapour. This may be needed in KSP 1.3 though. Slow frame rates may happen if using the RealPlume configurations. Update SmokeScreen to 2.7.4 or later to address this. (KSP 1.3) Stationary harvesters will harvest zero ExV, such as craft on launch clamps or with wheel brakes engaged. Once motion starts, harvesters will start harvesting. (KSP 1.3) Engine resource shows up as "Ex V" instead of "Explodium Vapour" in VAB or SPH. Other resource name strings not affected for some reason. To use this part pack, grab a release from GitHub or SpaceDock, and put the "GameData\ExplodiumBreathingEngines" folder into your GameData folder. To use a RealPlume configuration, install RealPlume-Stock and update its SmokeScreen installation to 2.7.4 or later. If you don't install RealPlume, you'll still get a different engine plume for some engines but most will use the stock jet plumes. To use Waterfall plumes, install the Waterfall framework. Now with more Fire! Change log:
×
×
  • Create New...