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  1. RealChute is a complete rework of the stock parachute module to fix a few of its inconveniences and get more realistic results out of parachutes! Issues that do not follow the bug reporting format will be ignored. NO LOGS, NO SUPPORT. Download - GitHub Special thanks to @Starwaster for the KSP 1.4 compatibility update! ModuleManager patch files included in the download. Issues that do not follow the bug reporting format will be ignored. NO LOGS, NO SUPPORT. NOTICE: I'm no longer developing this version, no new features are going in, only compatibility update
  2. Rocket Sound Enhancement Rocket Sound Enhancement "RSE" is a plugin for modders to add more detailed sound effects to the game. It features a robust Layering System for use of multiple sounds just like in other games. You can control sound effects' volume and pitch via Physics, Engine Thrusts, Wheel Physics, Mass of the Ship, and More™ Development Videos: Features: Documentation will be made soon on the github page. Basic Audio Muffler A Lightweight Lowpass Filter Vacuum and Interior Muffling Customizable in the Custom Game
  3. AtmosphereAutopilot plugin I'm a flight man. After getting bored from mundane KSP launch routine I found myself enjoying my old hobby - atmospheric flight. And then the struggle was born - lack of control. SSTO's were annoying, keeping them on ascent was hard. Flying anything but overdamped dart was exhausting even with joystick. I felt like i'm in 1940-s, and it was not the feeling i wanted to get from a game I love so much. One year ago, in November of 2014, I started working on this plugin to solve those problems for me. I needed three things in my life: generic fly-by-wire
  4. Textures Unlimited The Textures Unlimited addon brings the Unity 5 Standard shader functions to KSP along with a suite of utilities for loading shader and model asset bundles, and a host of shader and texture-related functions to support them. It does not add any new part or textures by itself, but is intended to be used and distributed by other mods who do not wish to develop their own plugin code or shaders. Features: Asset-Bundle Shader pack loading system Texture Replacement system - replace the textures on any .mu model, in a mesh-by-mesh fashion; complex material a
  5. Deadly Reentry 7.8.0, for KSP 1.8.1 - The Maat Edition What Deadly Reentry does! (especially with KSP's new handling of thermodynamics) Deadly Reentry balances part thermal properties (max temp values of skin and internal as well as various conduction properties: skin-skin, skin-internal, emission, etc) If parts get too hot then they may catch fire. (or begin to melt; depends on if they are logically flammable or not). This begins to happen at 85% of its max temp. Some parts have had their max temp increased to compensate. Basically, think of the 85% mark as being a soft
  6. This plugin adds a lightweight partmodule that, when the part it is on is staged, plays a defined animation. It's a drop-in replacement for ModuleAnimatedDecoupler except with no decoupling. The staging icon is still a decoupler though, just so you can see one. Based on animation-playing code by Starwaster in Animated Decouplers, full credit to them for that base. It also adds ModuleAnimateGenericExtra which extends ModuleAnimateGeneric to support deployLimitName which if set will be the name used by the Deploy Limit slider, and showToggle which, if set to False, will hide the "toggl
  7. Think you Chubby Hampster for continuing WindowShine! Logo courtesy of @Teflon_Mike Gif with GemFX and KSPRC v2 courtesy of @cobbman11 Video (-v2) Pictures: Album on imgur, Gif in VAB Downloads: WindowShine is dependent on TextureReplacerReplaced managed by @HaArLiNsH (TextureReplacer maintained by @RangeMachine for 1.2x) and ModuleManager maintained by @sarbian. Make sure to install them both first. KSP 1.3+ WindowShineTR-v16 TextureReplacerReplaced latest ModuleManager latest KSP
  8. Strategia - A Brand New Strategy System! Description Strategia is a revamp to Kerbal Space Program's strategy system. All the stock strategies are removed, and replaced with new and unique strategies. The first set of strategies are special mission strategies. These strategies will give you advance cash and bonuses to certain milestones for completing a high level objective as part of your space program. They are dynamic, so they will work with mods that change the stock solar system by adding or changing celestial bodies. Be warned though - if you cancel one of these st
  9. So I have been considering over the past month or two the creation of a life support system tailored to fit in with the USI mods, and also bring together some the bits I like about other mods already on the market, and add a few of my own tweaks, etc. This is pretty much my interpretation of how, if I were to go buy Kerbal in a store, I would expect a stock-ish life support system to work. I've been playing with it and minus a few refinements am very happy with the result. With that, I am pleased to introduce USI Life Support. Basic overview stuff. Mechanics wise,
  10. Contract Configurator - A config-file based solution for creating new contracts! How it Works Contract Configurator exposes various hooks into KSP's contract system through a standard config file syntax. This means that modders using Contract Configurator can create new contracts without writing any code. The config file format has 5 basic sections: Contract Summary - This contains all the summary text, expiry/deadline dates, and reward information. Parameters - These are mappings to the stock ContractParameter classes which specify what the player has to do
  11. I'm starting a new thread for the SRW mod I have recently rebuilt for a relativelly new KSP version 1.10.1. The mod has been abandoned by @Crzyrndm few years ago and then was kept rebuilt in a fork of @HebaruSan. I found out that fork being more updated and featuring a couple of improvements only after rebuilding the mod on my own with a change that is critical for me. If I find more time to spend on the mod - the first thing I will do is adding the QoL tweaks from that fork. The only reason for the first version released by me to be called 2.0.0 is to prevent the mod's version names from bei
  12. Final Frontier kerbal individual merits current version: 1.10.0-3485 Sometimes it's hard to choose a kerbal for a mission because they are all the same... well, they differ in courage and stupidity but they have no history, no personal merits they have achieved. Do you remember who was the first kerbal in space? No? Ok, who was the first kerbal on Mun? Still no idea? The Final Frontier plugin will handle this for you. Each kerbal will get ribbons for extraordinary merits. And the number of missions flown (i.e. vessel recovered), total mission time and total EVA time is rec
  13. Tired of asteroids hitting Kerbin every other month? Bored with your 10th identical playthrough of an asteroid redirect mission? Want bigger Δv challenges? Custom Asteroids is a rework of the stock asteroid/comet system. Just install the mod, load up a save game, and any newly spawned asteroids will appear in locations around the solar system, including an asteroid belt, a more varied near-Kerbin asteroid population, and suitable cometary orbits. No in-game configuration necessary once the included asteroid packs are installed, although nearly everything can be configured. Lates
  14. Contracts Window + v9.4 Download from SpaceDock Download from CurseForge Alternate Download: GitHub Localization is supported and the following translations are included in the download package: Russian | Chinese | Polish | Spanish | French by @vladimir_v | by @QAQdong | by @Moskit | by @fitiales | by don-vip -------------------- Consider donating if you like what you see here. * Money will not go directly to development or
  15. Kerbal Flight Indicators Note: @DaMichel has given me his permission to maintain this mod in his absence. I have forked the Repository and will continue support going forward, or until he returns to continue support. I have cloned his page to note the change in mod support. I'm not renaming the mod to make it easier to keep track of it. What is Kerbal Flight Indicators? It draws a couple of markers directly in your field of view. It shows Horizon Attitude Velocity Vertical direction You can turn it on/off with the toolbar button. Download
  16. Shadow Space Technologies Unlimited - Labs Division This is the public discussion thread for ongoing development of SSTU parts and plugin code. Downloads: The latest versions may be found at: http://www.curse.com/ksp-mods/kerbal/241283-sstu-shadow-space-technologies-unlimited And are also available on Github: https://github.com/shadowmage45/SSTULabs/releases (Github will always be more up-to-date than curse, as they are auto-published there; I have to manually update Curse; so please check the GitHub link if you are looking for the latest versions) Please kee
  17. 4kSP 0.1 While most UI elements are scalable by default, the Map icons and ther labels (the orbit apoapsis for example) are not, that makes the game almost unplayable at high resolutions. This Mod scales those things using the stock UI Scale setting. Comparison Image (at 4k resolution): This add on is still in early development so some things might appear offset or incorrectly scaled. It’s also my first add on for KSP, so please feel free to leave feedback so i can improve it. Downloads CKAN Spacedock Gitlab FAQ
  18. This is something I made for placing RCS thrusters in the right positions in the first try without having to go back and forth between the VAB and the hacked gravity launchpad. Features: Display thrust and torque forces caused by RCS or engines. ΔV readout for monopropellant RCS. Dry center of mass marker (DCoM). "Average" center of mass marker (ACoM). Center of drag marker (CoD) for assisting in parachute placement. Ability to resize editor's overlay markers. Display total mass of resources. Supports: blizzy78's toolbar KSP Add-on
  19. This plugin allows for parts to have hollow insets that dont clip into other parts, ideal for engine nozzles, landing gear, air intakes, solar panel bays, and more. It is a standalone version of the depth mask module included in the Restock dll, along with the addition of depth masks to several stock parts ModuleDepthMask 1.1.2 requires KSP 1.11 or later. If you are using an older version of KSP, please use version 1.1.1. Downloads Source Code Usage Add a depth mask mesh to your part model. It should cover up the hollow area you want to prevent clipping in, without stickin
  20. S.A.V.E automatic backup system current version: 1.10.0-3173 Have you experienced some kind of major bug in a plugin? Did your save game got corrupt or have you lost all your ribbons in FinalFrontier, because of a single stupid mistake the developer (who is me unfortunately) has made? No? Well, you are lucky then. If you have experienced this, S.A.V.E may come to rescue. This plugin will handle automatic backups of your save games for you to prevent loss of data. As most other software, this software comes with no warranty of any kind. If you use it, you do it at your own r
  21. Ever want to use bi- or tri-couplers but want to recombine the stacks before the next stage? Ever wish you could make circular stations in the VAB without having to spam struts to keep the open end closed? Here's the answer you've been looking for! ReCoupler works around the Vessel tree by identifying attach nodes that would have been connected but can't without a part having multiple parents or creating a circular structure. Once those nodes are identified, it hides them in the editor so that you don't accidentally connect anything else to that node. Then, in flight, it creates a structu
  22. This is the new thread about Kerbulator. Here is the old thread, where the plugin was called Kalculator. Turned out that name was already taken. One of the big joys of Kerbal Space Program is that game progress is not based on experience points, or character level, but based on your own knowledge about orbital mechanics. Maybe this is why I don't like using MechJeb much, its free progress in the game. Inspired by Scott Manley's videos about 'orbital mechanics on paper', I spend an afternoon thoroughly enjoying myself deriving various formulae. Oh, how much fun the creators of MechJeb
  23. Simplifies vessel design by adding a visual "laser" grid and an automatic alignment tool to SPH and VAB License: GPLv3 Source code: GitHub Description Citation: "You should make your drawings with a ruler and a pencil, not with your leg and a marker pen." -- A maths teacher Have you ever been annoyed by ending up with misaligned engines or clubfooted landing gear after spending half-an-hour trying just to guess where to rotate to get them right? This mod adds a grid to SPH and VAB and "laser" guides for an active part to let you clearly see where the things are wrong an
  24. DiRT - Drop-in Replacement Textures Latest Release: v1.10.0.0 for KSP v1.10.x 1.8.x Release: v1.8.0.0 for KSP v1.8.x 1.7.x Release: v1.7.2.0 for KSP v1.7.x 1.3.1 Release: v1.3.1.0 for KSP v1.3.1 Source code available on Github: https://github.com/cydonian-monk/KSP-DiRT The Whats What Is This? DiRT is a fork of Shaw's TextureReplacer, updated for newer versions of Kerbal Space Program. The intent of this fork is to remove features and simplify the plugin. It allows zero-configuration texture replacement by dropping your correctly-named replacement textures
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