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  1. @Me1_base has made a 1.5.1-compatible version of B9 PW Modified (see here), and is being merged (some features has already been merged) into the currently active fork by @Jebman82. Please go to that thread for more information and downloads for the latest B9PW version. Thank you all for supporting! 01010101lzy (Rynco Li) ----------------- @Supergamervictor has made updates for newer versions. Please download from the link below. Previous versions SOURCE Original mod: B9 Aerospace Procedural Parts by @bac9 and @Crzyrndm WIP / planned features: Include or exclude edges in width/angle calculating Solar panel integration (from here, will see if I could do it) Your ideas! Known Issues If you meet one, please post it HERE Licensed under MIT, the same as the original mod. Changelog:
  2. Introducing E.V.A. OK! Atmospheric Re-Entry... Ahhhh your ship bathed in the warm glow of super heated air, sweat dripping from your brow under the sweat of anticipation. Such a beautiful site to behold. Let's see what all this fire looks like from inside the cockpit... CRAP! AHHHHH! I hit EVA instead of IVA!!!!!!!!!! Noooooooo..... Now Thomgard Kerman is really sweating as he burns up tumbling through the atmosphere at mach 7. Poof... Vaporized. EVA OK! is here to prevent that from ever happening again. EVA OK! is like automatic child locks for your space capsules, locking and unlocking the cockpit doors under certain circumstances automatically. What's that? You WANT to burn up Thomgard on Re-Rentry... If you insist, you can EVA anytime you want by holding down the right CTRL button and clicking EVA. Let's prevent the thousands of accidental EVAs that happen every year. Features in v1.1: Automatic Unlocking of cockpit doors under the following situations: In Atmosphere: Your ship must be landed (land or sea) and be traveling less than 10m/s. In Vacuum: Your ship must have the Throttle at 0%. All other times the doors are automatically locked. Bypass mode: Map-able bypass button. Access EVA OK! Settings while in the Space Center view. Map any keyboard button (unmodified only, ie Shift+H WON'T work). Setting is saved externally and loads automatically across sessions/flights. Hold down your mapped button on your keyboard to EVA at anytime. Fixed issue with naming and cross-platform compatibility (removed '!' from name). Next Update: Suggestions are very welcome! Known Compatible Mods: All at this time. This is an extremely basic mod with low overhead. Please report if you have any problems! Download: You can download EVA OK! from Kerbal Stuff here or You can download EVA OK! from Curse here Source: Source code can be found here License: EVA OK! is released under the MIT License If you have any questions, comments or suggestions; I am wide open =) I appreciate any help with my code and ideas for improvement. Thanks for Looking!
  3. (first OP on the new forums, excuse the formatting) Not In My Backyard (NIMBY) - A plugin that restricts vessel recovery to a limited range around "recovery beacons" inspired by @inigma's request. The operation is simple: if you're within range of a beacon then recovery works as normal, but if you're out of range you'll receive a message stating that no recovery is possible. Why would I want to limit my recovery options? Perhaps you like the extra challenge of trying to land near a particular spot and the engineering challenge of building rescue vehicles for ships that land out of reach. Perhaps you roleplay different countries and vessels landing in a foreign country can't be easily recovered intact. Whatever your reason, if you want the option then here it is! This mod is a work in progress. There is a playable alpha (a proof of concept basically) available on GitHub, which I will link below. I barely have time for my main projects though, so if someone wants to take this up (perhaps someone who has an interest in learning to mod but would like some help along the way) then I'd happily work with them or even pass it off entirely. If not, then I'll continue on it in my spare time By default the KSC is the only recovery beacon and has a range of 100km. You can create additional beacons in the Beacons.cfg file (which is automatically generated after you load a save and go into flight or the tracking station). Alpha Download and Source Code License is MIT, which is a very open license (so feel free to submit pull requests, make forks, do whatever) A picture provided by inigma: Some ideas for future features (in no particular order): A GUI to create/edit static recovery beacons A part that provides a mobile recovery beacon. From a career perspective this would be how you expand your recovery zones (rather than adding static beacons in the config) A GUI to show the distance and direction to the closest beacon Showing beacons (and possibly their zones) on the map Non-circular zones (for outlining land masses/"countries") Non-Kerbin beacons for recovery on other Celestial bodies Saving beacons per-save rather than globally (but with part-based beacons, is this needed?) Adjust recovery rates based on distance to the beacon, rather than KSC (so recovering on top of a beacon but on the other side of Kerbin could net 100% instead of 10%) The default Beacons.cfg (which will also give you an idea of how to create additional static recovery beacons): Beacon { name = KSC latitude = -0.0917535793462422 longitude = 285.370302576335 range = 100000 }
  4. Mod Edit: This thread has been closed, and can be reopened by request of the OP. Danger Alerts adds alerts that trigger while your ship is crashing, burning, and all around not having a good time. It also adds a simple interface that let's you silence, or modify exactly when the alarms go off. Currently, there are two alarms: one for when you're about to crash, and a highly configurable resource alarm for when you're running low on electricity, life support, or fuel. If you have any suggestions, bugs to report, or opinions on your favourite type of potato chip, please post here. I'll reply as soon as I can. Download here: SpaceDock Dropbox v1.2 (Or use CKAN) FAQ: Q: Is the alarm auditory or visual?: A: The alarm uses a sound, a harsh *twang* sound on repeat, and the toolbar icon changes colour to red. Q: I want to download this, but I'm not sure if I want the alarm on ALL the time. A: No problem, the sound can be disabled easily in-game. Q: You should add/do/implement/make sure/fix "X". Can you do that? A: Maybe, suggest it to me on this thread and i'll see if it can be done. Q: Is this in the CKAN? A: Yes! It's listed under "Danger Alerts" Q: I found something that I'm 90% sure is a bug; where can I report it? A: Here! Just make a post on this thread and i'll reply ASAP. ---------- Known Bugs: None; for now. Source is available on GitHub. License: Danger Alerts is licensed under the MIT license. See LICENSE.txt in the download for details, or see this link No pics; no clicks:
  5. What it does When the ship is in vacuum and on a collision course with the ground, it will automatically show time-to-impact, and the estimated burn time to kill your velocity at ground level. When the ship is in orbit and has an upcoming rendezvous with a target ship, it will automatically show time-to-closest-approach, and the estimated burn time to match velocity to the target. When the ship is on a course to enter or exit atmosphere in the next few minutes, shows time until the transition. For closest-approach, it shows a countdown indicator to tell you when to start your burn. When the ship's orbital period is close to geosynchronous, shows a time-delta-from-geosynchronous display, to make it easy to set up synchronous orbit. When the ship has a target and its orbital period is close to the target's, shows a time-delta-from-target-synchronous display, to make it easy to synchronize orbits. SRBs display their burn time. It's shown on the part tooltip in the vehicle editor, as well as on the part's right-click menu in the editor and in flight. What this means for landing on vacuum worlds: No more messing around with ground-level maneuver nodes to figure out when to start your retro-burn. What this means for target rendezvous: If you can set up a rendezvous that will take you within 10 km of the target, you'll see an estimated time-until-closest-approach, and an estimated burn time to match velocity with the target. What this means for setting up communications networks: It's really easy to set up synchronous satellites (either geosynchronous, or synchronous with each other). Download from SpaceDock License: CC-BY-NC-ND 4.0 Source code Notes The "countdown" indicator For closest-approach, the mod displays a "countdown" indicator. This is a little row of green dots, immediately below the estimated burn time. This row of dots counts down until it's time to start your burn: when the last dot disappears, start the burn. The display is logarithmic. The last three (biggest, leftmost) dots are in seconds: 3, 2, 1, go. After the first three dots, it's 5 seconds, 10 seconds, 15 seconds, then it doubles for each dot after that. Note: No countdown indicator is currently shown for the "time to impact" indicator; this is because "when should I start?" is more complex, depending on a lot of factors including your descent angle, TWR, etc. This feature may eventually be added, but until then, you're on your own. If you don't like this indicator, you can do any of the following (see mod page on SpaceDock for details): Customize its appearance Make it numeric rather than graphic (e.g. "Start burn in 43s" or "Burn-43s" or however you like) Turn it off completely The "insufficient fuel" warning Normally, the mod displays estimated burn time like this (48 seconds in this example): Est. Burn: 48s If the mod decides that you don't have enough dV to do the specified burn, it will display the time like this instead: Est. Burn: (~48s) Note that it won't do this if you have the "infinite fuel" cheat turned on (since then you always have enough dV!) The time-to-impact indicator Under the right circumstances, the mod will display a "time until impact" indicator (instead of "time until maneuver"), along with an estimated burn time which is how long your engine would need to kill your velocity at ground level. All of the following conditions must be met for this indicator to be displayed: The impact tracker isn't disabled via settings (see "Settings", below) The planet/moon whose SoI you're in has no atmosphere. (Someday I may release an update to enable the impact indicator when it's in atmosphere, but not right now. It gets ugly and would significantly complicate the calculations.) You're on a trajectory that intersects the surface. You're falling by at least 2 m/s. The time of impact is no more than 120 seconds away (though you can tweak this with settings, see below). Note that the time-to-impact is based on the assumption that you don't do a retro-burn and just coast to your doom. So if you're figuring out "when do I start my retro-burn to land," you'll generally want to wait a little bit after the point at which time-to-impact equals estimated burn time. The time-to-closest-approach indicator Under the right circumstances, the mod will display a "time until closest approach" indicator (instead of "time until maneuver"), along with an estimated burn time to match velocity with the target. All of the following conditions must be met for this indicator to be displayed: The approach tracker isn't disabled via settings (see "Settings", below) You don't have a maneuver node set The impact tracker (see above) isn't displaying time-to-impact You have a target, which is a vessel (e.g. not a planet) Neither you nor your target is landed You have an upcoming approach within 10 km distance The closest approach is no more than 15 minutes from now You're not within 200 meters of the target and going under 10 m/s, or within 400 meters and going under 1 m/s To slow your craft to a halt when it's close to the target, you should start your burn when the time-until-closest-approach is about half of the estimated burn time shown. The time-to-atmosphere indicator If you're imminently about to enter or exit atmosphere, it shows time remaining. The atmosphere tracker only shows time until transition (there's no burn time or countdown dots). Note that for time-until-exit, it assumes a ballistic trajectory and makes no attempt whatsoever to account for drag. There are config options for this feature in config.xml. If you don't like the default behavior, you can adjust how far ahead of time it displays the warning, or turn the feature off completely if you prefer. The synchrony tracker If you're in orbit, and you're reasonably close to being in synchronous orbit around the current celestial body, the mod will display a "geosynchrony tracker" that shows how close you are to perfect geosync. The tracker displays a time delta (positive or negative) showing how far off your current orbital period is from perfect geosynchrony. It shows hours/minutes/seconds until you get within 10 seconds, then switches to milliseconds display. (The transition point is configurable, see below.) If you're in orbit and you have a target, then you get a "target synchrony" indicator, that works the same as the geosynchrony one, but shows time delta relative to target rather than relative to the celestial body's rotation period. This makes it easy to put satellites in synchronous orbit. If the value is negative, thrust ; if positive, thrust . Goal is to get as close to zero as possible, for synchronous orbit. All of the following conditions must be met for this indicator to be displayed: No other tracker is currently active. You're in a stable orbit (e.g. not suborbital or escaping). The period of your current orbit is within 5% of the current celestial body's rotation period (this is configurable, see below). Your ship has been "idle" (defined as, no throttle and no control inputs) for less than 10 seconds (this is configurable, see below). In addition, this tracker also supports an override key that allows manually forcing it to display, even if the above conditions aren't met, as long as no other tracker is active. By default, the override key is the right Ctrl key (this can be changed via config). Also, by default, the override is only active while you're actually holding the key down; however, there's a config setting that lets you make it "sticky" (i.e. press once to turn on, press a second time to turn off). When the override key is active and you're not currently in a stable orbit, it will just say gsync ~. If the override key is active and geosynchronous orbit is actually impossible for the current celestial body (because the needed altitude would be outside the SoI), then it will say gsync X. (These are only shown when the override is active, since if it isn't, in this case the tracker's not shown at all.) See the "How to configure" section below for a list of these configuration settings. The SRB burn-time indicator SRBs display their burn time, in the following places: On the tooltip in the parts pane in the editor On the part's right-click menu (in the editor) On the part's right-click menu (in flight) (Note that the burn time calculation takes thrust limiter into account.) Caveats A few things to know about how the mod works. Summary presented here; please see the README for full details. It doesn't know about staging. It assumes that all fuel will be consumed by your current stage. Therefore, the burn time estimate and dV warning indicator may be inaccurate if you're going to be staging in the middle of the burn. (After you stage, though, it will immediately update itself.) It doesn't know about fuel flow. It assumes that all your fuel will be available to all your engines throughout the burn. Therefore, if any of your engines are going to run dry before others during the burn, the time estimate will be optimistic. (After the engines run dry, though, it will immediately update itself.) It ignores electrical supply, so make sure your ion engine has enough power. Time to impact is very simplistic. It looks at the elevation directly under the ship, and at your current vertical speed. It corrects for the acceleration of gravity, but nothing else. This means that if you're flying over rough terrain, the time-to-impact indicator will be irregular (it will suddenly get shorter when you're flying over an ascending slope, or longer when you're flying over a descending slope). If you're hurtling horizontally and about to smack into the side of a mountain range looming up in front of you, the mod has no clue. Be warned. The time-to-impact estimate takes into account your current velocity and the acceleration of gravity, and that's it. It deliberately does not take into account the acceleration of your engines, if you're firing them. It's an estimate of "how long would I take to smash into the ground if I turned off all my engines." So when you're retro-burning to land, the actual time to reach the ground will be longer than the displayed estimate, depending on things such as your TWR, throttle setting, angle of approach, etc. So if you want to time your burn so that you reach zero velocity right when you get to ground level, you'll need to wait a little bit past the point where the estimated time to impact equals the estimated burn time. How to configure After the first time you run KSP with the mod installed, there will be a configuration file located at under this location in your KSP folder, which you can edit to adjust settings: GameData/BetterBurnTime/PluginData/BetterBurnTime/config.xml Specific settings listed in spoiler. A historical note The original impetus for this mod was actually something that no longer is part of the mod! Before KSP 1.5, the stock burn-time indicator for maneuver nodes was... suboptimal. It had a variety of shortcomings that made it less useful than it could have been. BetterBurnTime was originally created to address those shortcomings and make the navball's burn-time indicator "just work better". That was the original purpose; that was originally the only thing that the mod did. Over time, I added some additional handy functions-- the landing, rendezvous, and atmosphere-transition information. Then, KSP 1.5 drastically improved the stock navball, and basically did all the improvements that BetterBurnTime was originally created to do. Yay! So that's stock now, which means I removed that functionality from BetterBurnTime after KSP 1.5. However, the additional functions are still convenient, and still not in stock, so those remain-- and are now what BetterBurnTime is about, since its original purpose (maneuver nodes) has become moot. If you're running a pre-1.5 version of KSP and want better navball functionality, you can run BetterBurnTime 1.6.1 and get the enhanced maneuver-node functionality. Acknowledgments Thanks to @FullMetalMachinist for the excellent suggestion of using a row of dots to show the countdown-to-start-burn. Ask and ye shall receive! Thanks also to @Gen. Jack D. Ripper for usability suggestions on the countdown timer's appearance.
  6. Updated for KSP 1.3.1 Once upon a time there was LAZOR mod from famous Romfarer, which included a useful docking camera, that displays the videostream a small window in the main flight scene. However, it has not been updated for a long time, and refused to work in recent versions of the game (or I could not start it). Nevertheless, I like it output style of information and I was bored without this service. That in turn has led me to attempt to revive the aforementioned docking camera. And YES, i know about Docking Port Alignment Indicator, HullCamVDS, cameras for RasterPropMonitor etc. But i do not know about any working cameras in window. New shaders example: So, what we have here. Docking-camera itself, which can be integrated to any part (MM patch enclosed for the docking port modules). It looks ahead by the vertical axis of the vessel's and displays a minimum of necessary info for the docking maneuver - namely, range, speed, angle, alignment and when the correct trajectory occured - time prior to docking with the mark that such trajectory will lead our vessel to dock without additional actions (small lamp will become green and will show time to docking). camera window has three size presets. It also has three viewing modes: color, Black and white and infrared. Powered zoom function. Also, there is a button to remove flight data from the screen. Furthermore, effect of television interference can be added. The range of the camera,parameters of night vision (RSMA) and presence of noise - can be configured through CFG. Camera requires a target to operate. In addition the ugly external camera enclosed. It can show videostream only and also has three modes of vision and is able to rotate on two axes. For cameras, installed under the belly of the aircraft (which gets inverted upside down) there is the mode of rotation of the image. In the CFG of the partcamera some meshes could be configured for use with other camera model. All cameras have a title with its number, and also can work a few pieces at a time. Docking camera reporting its target on its window title. There is an experiment on part camera - a try to reproduce a surveilance (spy) activity. You need to be at a distance less than 1000 m near any targetable thingie, catch it on camera's screen and targeted. press "⦿" button. A ray will be shoot. If all requirements have met and there are no obstacle on ray's path - you'll should get experiment results, if something wrong - you just spend one bullet. Experiments is limited by bullets (4 yellow balls around cam, dissapearing one by one each time). I thought it will be interesting if contracts. Camera has 3 presets of shaders (noisy TV 1960th style, TV 1980th style and standart (color, b/w and nightvision). available via button, appearing when blizzy toolbar is installed. Also, by toolbar button you could find info about nearby cameras installed on other vessels in transmission range. If camera has been activated on some vessel, but you drive other one - a new window from distant camera will appear when distance from first one will become less than 2500 (or 10k (customizable)). If you want you can use "look at me" mode by activating it on distant camera. "Targetcam" and "follow me" modes on your active vessel (set camera position using scrollers). The cameras can transmit the videostream to nearby vessels, but only at a distance of up to 2 500 meters. You can change this unload range via toolbar button. Configuring examples History Download from Spacedock DONATE Source installation: remove previous version and just extract an archive into Gamedata. requirements: ModuleManager recommends: Blizzy Toolbar
  7. 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, cruise control and automatic lander. It makes me sad, but after one year, I only managed to implement the first autopilot (cruise control is also implemented). Considering my free time shortage as a student, I decided to still release this mod here, for one may find it's functionality useful for him, or for another to see the potential in this mod and help it with his advice or coding\engineering skills. Autopilots list: Standard Fly-By-Wire. Control signal abstraction autopilot, SAS replacement. Here is a short flight footage of statically unstable plane I took: VIDEO. You can see roll-yaw induced isolation, AoA and G moderation, as well as general behaviour of the autopilot. Mouse Director. Plane tries to fly towards camera direction. Use middle mouse button hold + mouse turn to look above the craft and have a convenient camera angle. Precise control (CAPS LOCK) prevents from roll-over while accelerating down, as well as restrains acceleration in general. VIDEO. Cruise Flight. Maintain course, altitude, speed, fly towards a waypoint, picked on Kerbin in map view by click. More details in documentation. AoA-Hold. Maintain desired pitch AoA. Videos: Quick overview by KerbalItalia dude (in Italian of course, but that doesn't really matter): https://youtu.be/k3rLK4uuJg8 F-35 post-stall piloting with FAR (no commentary): https://www.youtube.com/watch?v=Gi-zXRDfyAs Download links: SpaceDock or Github As usual, put .zip contents in gamedata. License: GNU GPL v3. The KSPUpgradeScriptFix.dll and its source can be found on this post (link for convenience) (alternative: https://github.com/net-lisias-ksph/KSPUpgradeScriptFix). Dependencies and compatibility: You'll need ModuleManager. FAR is supported. No wind mods are supported, as well as any mods, wich are changing control surface, rcs and engine gimbaling behaviour. I recommend using Kerbal Joint Reinforcement by ferram4. If you're using "Stock Bug Fix Modules", turn off ModuleControlSurfacePlus and ModuleGimbalPlus modules in it's manager. FAQ: >FAR? - yes >My control surface settings are not respected - Make sure you reconfigure your crafts (set pitch, roll, yaw again) after mod installation, if you're using stock aero. You will not have to do that again, unless you delete the mod. >Wobbling on my plane. - yes. In 99% of cases I'll know what's the problem, it's just that to fix it would be impossible under my time budget. Warm it up by pitching\rolling, tweak some stuff, it may help. Ask me, if desperate. >How to make the plane follows surface-level pitch, instead of orbital, while using fly-by-wire? -Put navball in surface mode. >AFBW mod is not cooperating with the standard fly-by-wire. -Activate "AA compatibility" in AFBW's GUI. Documentation: I tried my best at providing documentation of the code itself and writing a readme you can find in the archive, or in Git repo - https://github.com/Boris-Barboris/AtmosphereAutopilot/blob/master/README.md. Please, make sure you've examined it before asking any questions. I'm not very good at support, but i will try. FPS impact: Computational complexity of plugin (when active) - O(n), where n - number of parts. You will feel it on 100+ part crafts, and you will feel a heavy GUI, wich is full of numbers (Unity is slow with rendering strings, or maybe I'm just a bad coder), needed for debugging. Fortunately, most of the time, you don't need any GUI at all. Hotkeys: Default ones: "P" - "Master switch" you can use to toggle AA. "Shift"+"P" - toggle Autopilot Module manager GUI. "O" - default hotkey for moderation switch, when Fly-By-Wire is active. Can be changed in Global_settings.cfg in Fly-By-Wire section. KOS integration: Acknowledgments: Sarbian - for support of ModuleManager and consultation on numerical precision issues, and other cheesy KSP stuff. Kobymaru - he kindly helped with initial criticizm and debugging of plugin in August-September. Ferram4 - for providing a license application example to copy from, I'm new to this stuff. Morse - neo-GUI design and implementation. Hotel26 - multiple UI-related additions.
  8. This mod has been rolled into DoctorDavinci's DCK FutureTech mod and made to work with BDA (see active camouflage) . There are no plans to update this further. While working on another mod I ran across a method named SetOpacity. I couldn't resist - I had to see if I could make this work. It does! well ... sort of. Vessels are partially visible against the near field while transitioning but are invisible (at zero opacity). In the above image opacity was about 0.4 (0:invisible to 1:normal visibility). Instructions: Download the appropriate version 0.11a for KSP 1.3.1 Add the “Surface mounted cloaking device" under the Utility tab to your vessel. (Brown slug thing between the solar panels in the image above) from the Utility tab Fade time and maximum fade can be set in the editor or in flight In flight toggle the Cloak on/off with the right click menu. The cloak part its self can be set to leave its self uncloaked - or not. Notes: This doesn't hide your craft from BDA radars. Part model is rather primitive. Some oddities with visibility and the near field (area close to the craft) If you set the cloak device to cloak its self make sure to set the “Cloak Off" to an action group other wise you may not be able to find the part to right click again. I haven't balanced this - it should probably use a lot more electricity. Can be easily changed by editing the config file Known Problems: If a craft is cloaked and a piece breaks off it may remain cloaked - solar panels and fairings in particular. Exiting the scene and returning will uncloak the broken piece(s). Engine shrouds and strut/fuel line end caps don't fade in/out and only disappear at full cloak. Shadows don't fade in/out and only disappear at full cloak. If the self cloak is turned off while cloaked it gets confused as to it's state (cloaked/not cloaked). Same problem with particles. Multiple cloaking devices on the same craft gives odd results. No plans to fix this at this point. The cloak device its self doesn't fade out - just disappears at full cloak. Change Log: Config file: Download link http://spacedock.info/mod/217/Cloaking%20Device License CC BY-SA 4.0
  9. Goal: a bit helping to select proper experiment for mission. This simple plugin adds additional info about science experiment to its information panel (RightMouseClick). Now You can find info about situation when experiment will work and its relations from biomes while constructing your vessel in VAB. Also it adds usage requirements and can trace multiple experiments definitions in one part. Works in VAB-SPH only. Observed partmodules can be configured using CFG. So, it can trace parts containing stock science module "ModuleScienceExperiment", additional infos will be collected from its EXPERIMENT_DEFINITION node. Example cfg with nodes for stock science parts, OLDD, StationScience and DMagic's science parts are enclosed. Seems like it can trace any handmaded sciencemodules with its own names from different mods, but only if it were inherited from stock ModuleScienceExperiment. source DOWNLOAD
  10. As of Kopernicus version 0.3, it has included an API for plugin authors to use to extend the Kopernicus config format. This mod uses that API to allow planet pack authors to enhance their planets with effects like comet tails, procedurally animated gas giants, and more. This plugin requires Kopernicus v0.3 or higher to work, and will not load without it. It should be noted that this plugin is intended to be used by planet pack authors to enhance there planets, and it does nothing by itself. Without further ado, here are the effects you can create with this: Animated Gas Giants: This video explains it nicely: Basically, it's a new shader which procedurally renders moving gas clouds and storms using turbulence noise. The video is a little bit outdated, as all the bugs pointed out have been fixed. The configuration of these things is actually really easy, and there's even an option in the configuration to generate the required color ramp from the existing gas giant texture. Comet Tails These comets are certainly much better than crummy, particle based comets stock Kopernicus provides, and (IMO) look much better than the Alternis Kerbol comets. Like the gas giants, it's a shader which procedurally renders the comet tail using turbulence noise. The animation also responds to time warp. The tail will fade and change it's intensity based on distance from the sun. Right now, it's not completely configurable, but it will be in the next update. Glowing Oceans This effect was originally from my mod New Kerbol, (link) which is, unfortunately, currently outdated. It uses two new shaders to make it emissive: one for the PQS, and one for the ScaledSpace. I've adapted it to Kopernicus, and it is fully configurable. Heat Refraction Unfortunately, I don't have any gifs or images of this effect right now, but it doesn't really deserve it because it's really crummy. The example configs include a heat refraction config for Kerbin. It's supposed to make planets look like they're very hot by adding a heat refraction shader effect to the camera. The example configs (ZZZ_KopE_Examples.zip) should help any planet pack authors who want to use this get started, but this is not by any means complete so expect changes to the config format in the future. Source: https://github.com/HappyFaceIndustries/KopernicusExpansion Download: https://github.com/HappyFaceIndustries/KopernicusExpansion/releases/latest Advanced height noise PQSMod Per-planet music Atmospheric particles, like snow, wind, etc. Life Trees I want to add more effects in the future, and I'm open to suggestions.
  11. A while ago, I attempted to create a tool to animate kerbals, for things like cinematics and other plugins, but I ran into a completely breaking issue, that only occurred on some computers, and I couldn't figure out how to fix it. Thankfully, my computer began encountering this error thanks to the Windows 10 update, and I was (hopefully) able to fix it. So here it is, Kerbal Animation Suite v1.1.3.2. It runs with KSP 1.0.4, and allows the creation of animations for kerbals on EVA. These gifs demonstrates this mod: http://gfycat.com/DifficultDeterminedGalapagospenguin http://gfycat.com/HilariousNarrowFlies http://gfycat.com/PettyMintyIrishdraughthorse I posted these gifs on reddit a while back, if you recongnized them. The animation files for them are all included in the download. This mod has 2 components: the animator, and the API. Animator: The animator is the main tool, which allows you to create, edit, play, and export .anim files, which can be used by your own plugins. Getting started with the animator Install this mod Launch a ship, or go to one you've already landed somewhere. Go on EVA. The animation tool will only work if the kerbal is standing on dry ground. Click the kerbal face looking button in the App Launcher You will see 4 windows pop up. The Bone Hierarchy window, which is where you select the bones to manipulate. The Manipulation window, which is where you manipulate the selected bone. The Animation window. This is the most important window, it's where you Load animation files, create them, and manage the timeline of the loaded animation. A little window in the top right corner which allows you to hide any of the other 3 windows You will also see, if you right click on the kerbal while you're NOT in the animation screen, there are some new right click actions. You can play any animation anywhere in the GameData folder, and you can reload the animations (Reload Animations) if you want to test animations you've just made. You can also use the 1-9 keys to play animations without the rightclick menu. There are 4 animations included with the download in the Presets folder. Source Code: https://github.com/HappyFaceIndustries/KerbalAnimationSuite Download: https://github.com/HappyFaceIndustries/KerbalAnimationSuite/releases/latest Latest Version: v1.2.0.0 License: GPL v3.0 [full text]. Code in the API subdirectory is not restricted by this licence, and is in the public domain. API: The API is a file that mod developers can include in their plugins that handles the loading and playing of animation files. Because it is not a seperate dll, there's no need to include the animator with your download when releasing a mod that uses these animations. You do, however, need to include a copy of animation_hierarchy.dat with your mod, which can be found in GameData/KerbalAnimationSuite/Config You can see the API here: https://github.com/HappyFaceIndustries/KerbalAnimationSuite/tree/master/KerbalAnimationSuite/API The API has 2 classes. KerbalEVAUtility class public static void AddPartModule(string moduleName) public static List<KFSMState> GetEVAStates(KerbalEVA eva) public static List<KFSMState> GetEVAStates(KerbalEVA eva, List<KFSMState> states) public static void RunEvent(this KerbalEVA eva, string name) public static void RunEvent(this KerbalFSM fsm, string name) The first method, AddPartModule, is the most important. You can use it to add your own part module to the kerbalEVA and kerbalEVAfemale parts, which aren't supported by ModuleManager, so using a plugin is the only way. This is the reccommended way to handle animations, but if you're feeling adventurous (or stupid) then you can use some other method. The other methods are methods to manipulate the Kerbal's Finite State Machine (KerbalFSM). The KerbalFSM is the engine kerbal's use to handle animations, like walking, swimming, etc. I highly reccomend you research the concept of Finite State Machines if you haven't already, and want to use this. KerbalAnimationClip class public KerbalAnimationClip(string url, bool fullPath = false) public void Initialize(Transform transform, Animation animation) public string Name { get; } public int Layer { get; } public float Duration { get; } public UnityEngine.AnimationClip Clip { get; } Basically, you use the constructor to create the clip object, then load the animation by putting in a path relative to the GameData folder (example: Squad/Animations/bleh.anim), a ConfigNode object, or a full path if you so choose. You can optionally set more values in the Clip property, such as the frame rate, wrap mode, etc. All of the properties are set in the .anim when you create the animation using the animator, but you can edit those values in the Unity animation system later, after you call Initialize. Then, you use Initialize to add the animation to the kerbal's transform/animation components. If you're use a part module added to the kerbalEVA and kerbalEVAfemale parts using KerbalEVAUtility.AddPartModule, then just use transform and GetComponent<Animation>() as arguments. The rest of the code will be done with Unity's AnimationClip, Animation and AnimationState classes. You can see the documentation for those here: http://docs.unity3d.com/ScriptReference/Animation.html http://docs.unity3d.com/ScriptReference/AnimationClip.html http://docs.unity3d.com/ScriptReference/AnimationState.html So far, 1 mod has been made that uses the API: Special thanks to @Xacktar @Fred Cop @Gaiiden @SpriteCoke @SmashingKirby148 @nightingale
  12. Shadow Space Technologies Unlimited - Labs Division This is the public discussion thread for ongoing development of SSTU parts and plugin code. Downloads: The latest versions may be found at: http://www.curse.com/ksp-mods/kerbal/241283-sstu-shadow-space-technologies-unlimited And are also available on Github: https://github.com/shadowmage45/SSTULabs/releases (Github will always be more up-to-date than curse, as they are auto-published there; I have to manually update Curse; so please check the GitHub link if you are looking for the latest versions) Please keep in mind that these are all testing releases. Things may break between releases. There will be bugs. Many things are unfinished and/or unoptimized. The test versions are for ironing out bugs in new features and for testing out prototype parts before they are finished; as such they will always have bugs, often severe, and there will often be unfinished parts (no textures, missing features, etc). Please only use these versions if you wish to contribute to testing and are comfortable with the state of the releases. Wiki (WIP): https://github.com/shadowmage45/SSTULabs/wiki Contribution: IVA Modeling: SSTU could greatly use someone with interest and experience in modeling IVAs. If you think you are that person, please contact Shadowmage through PM to work out the details. Testing: If you would like to contribute to pre-release testing (and get to try things out in their pre-release state), please follow the link above; the most recent test version will be at the top. Please submit issue reports for any problems you encounter via the GitHub issues tracker: https://github.com/shadowmage45/SSTULabs/issues (If you do not report the issue there, it will not be resolved; issues posted in the thread or through PMs will be forgotten about and likely never fixed; so please, do the organized thing and use the bug-tracker). Configs/Patches: I welcome pull requests and contributions for adding patches for mod compatibility, adding new part configs, or fixing issues in existing part configs. Documentation: One very major part of the mod that could greatly benefit from public contributions is the Wiki: https://github.com/shadowmage45/SSTULabs/wiki While this is the 'dev version' wiki, I will be using it to form the basis of the public release wiki; so any/all information and details that can be filled in now will be transferred over to the public release repository and wiki when it is created. Feedback, suggestions, comments, etc: Please feel free to post feedback, suggestions, questions, etc regarding development releases and/or any posted previews. Even if you are not on the testing team, I still value your feedback and suggestions. Please use the issue tracker for any 'official' feature requests; it may be found at: https://github.com/shadowmage45/SSTULabs/issues Bug Reports: Please submit issue reports for any problems you encounter via the GitHub issues tracker: https://github.com/shadowmage45/SSTULabs/issues. No other method for submitting bugs will be supported; posts on the forum or through PM will be forgotten about before I can ever get to them. Opening up a ticket ensures that your report does not get lost in the forum or forgotten about. No ticket = no fix. Enough with the disclaimers, and onto the parts! The Parts: The goal of SSTU is to provide low-part count, CPU-efficient parts for common uses. To this end many of the parts are designed with additional integrated functionality beyond the base functions, for instance integrating RCS ports and engine(s) into a fully fledged service module. I have tried to maintain a stock-compatible appearance, though as I am not an artist or modeler (at least not by training/profession), how well this has worked out is subject to opinion. Master list of parts; current, planned, the whole lot: https://github.com/shadowmage45/SSTULabs/wiki/Parts---Master-List Ship Core: Engines A set of engines in many varieties, including pre-built engine clusters. Many more engines, mounting options, and cluster designs will be added over time. Ship Core: Series A A set of parts modeled after the Soyuz CSM stack. Includes Orbital Module, Descent Module, Service Module, and LAS. Ship Core: Series B A set of parts modeled after the Apollo CSM stack. Includes two command modules (one with integrated heatshield and parachutes), launch abort system, and Apollo-inspired service module. Ship Core: Series C A series of parts heavily inspired by and based on current NASA - SLS project. Includes representations of SLS upper stack initial configuration, and lifter parts designed in the vein of the lower/core portions. The upper stack is designed to allow for a low-part-count manned orbiter setup, while the lower-stack parts are intended for super-heavy-lift capabilities. Command module and upper-stack are 3.75m, while the lower-stack lifter parts are 5m. Ship Core: General A line of generic / utility parts. Fairings, RCS, Science experiments, and procedural decouplers of various types. Includes a full line of configurable/dynamic fuel tank parts in standard cylinder, sphere, R-7 booster (integrated decoupler), and upper-stage (integrated rcs) form factors. Includes a full set of truss based cargo bay modules. Also includes a full line of interstage fairings and petal adapters, and standard payload fairings. (Many parts not shown in album) Lander Core A series of parts specially crafted to enable low-part-count non-atmospheric lander designs for use in the stock Kerbol system. Station Core A line parts for low-part-count station use. Includes inflatable Bigelow-inspired inflatable modules, inflatable centrifuge modules, ISS inspired habitat and lab modules, and a line of TKS/DOS inspired single-part station cores (integrated solar, engines, rcs, docking ports, sas). Also includes a full line of stand-alone solar panels and a 'welding' docking port. (Album not yet available) Craft Files None currently available, will possibly start becoming available when the mod has reached a stable state (not for the foreseeable future). Additional Addon Compatibility and Integration RealPlume -- Optional but highly recommended. SSTU includes a set of patches for RealPlume for all engines as well as most other engine-enabled parts. More will be added over time. Stock effects are also included, but options and configuration for those are much more limited. If you want pretty-looking exhaust effects, get RealPlume. MechJeb -- If MechJeb2 is installed, Command Pods (and some service modules) include a built-in MJ module. The tech-unlocks for these are based on the default MJ tech-settings. Kerbal Joint Reinforcement -- As of KSP 1.2+, KRJ is no longer necessary, as the stock Auto-Struts can eliminate most of the wobbles. Might still have utility on extremely large craft designs, but should no longer be nearly-mandatory. USI-LS -- Patches for most parts are included, and will be enabled when the requisite mods are installed. These patches add a few days worth of life-support to each of the pods and some of the service modules. (WIP, needs updating) TAC-LS -- Some patches are included. Not up to date, and not all parts are patched. ConnectedLivingSpace - A simple CLS patch is included to add CLS passability to all SSTU crewed parts. FAR - Unsupported. You are on your own if you choose to use FAR. Any problems involving FAR needs to be brought up in the FAR thread. RO/RSS - Unsupported. Take any support requests regarding RO to the RO threads. KR&D - Known to be incompatible. Some config edits can be made to allow them to work in the same install, but KR&D cannot adjust stats on most SSTU parts. Introductory video by MrMeeb Known Issues IVAs - Many are incomplete. WIP. They'll be finished 'eventually'. Textures - Many unfinished textures. Please see the Github issues tracker for a complete list of known issues: https://github.com/shadowmage45/SSTULabs/issues Future Timeline / Future Plans Please see the Github Milestones and Issues Tracker to see future/current development plans. Milestones (long-term plans): https://github.com/shadowmage45/SSTULabs/milestones Issues Tracker (current in-dev stuff): https://github.com/shadowmage45/SSTULabs/issues Legal: Source: All source code and compiled plugin binaries for this addon are distributed under the GNU General Public License (GPL) 3.0, except where noted below, where that code is distributed under its own license. The text of this license may be found at: https://github.com/shadowmage45/SSTULabs/blob/master/LICENSE-SOURCE.txt EXCEPTIONS: None at this time Source code for plugins is included in all releases packs (source may also be found for the most current version at: https://github.com/shadowmage45/SSTULabs/tree/master/Source). Models/Art/Configs All Assets and Artwork in this addon are licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License, except those areas noted below, which are distributed under their own licenses. The text of this license may be found at https://github.com/shadowmage45/SSTULabs/blob/master/LICENSE-ASSETS.txt EXCEPTIONS: None at this time ModuleManager Module Manager is distributed under its own license (CC-SA). Source code and licensing details may be found at: https://github.com/sarbian/ModuleManager Community Resource Pack Community Resource Pack is distributed under its own license (CC-BY-NC-SA). Source code and licensing details may be found at: https://github.com/BobPalmer/CommunityResourcePack Mini-AVC This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin KSPWheel KSPWheel is a dependency for the SC-E (shuttle) landing gear, and is distributed under its own license (GPL 3.0+ https://github.com/shadowmage45/KSPWheel/blob/master/License-GPL3.txt). It may be found at: https://github.com/shadowmage45/KSPWheel TexturesUnlimited Textures Unlimited is distributed under its own license (GPL3). Source code and licensing details may be found at: https://github.com/shadowmage45/TexturesUnlimited Forum Page: https://forum.kerbalspaceprogram.com/index.php?/topic/167450-18x-textures-unlimited-pbr-shader-texture-set-and-model-loading-api/ The Team: Development: Shadowmage - Modeling, animation, texturing, plugin code, concept development, and most configs (balance). And a special thanks go out to all others who are making this add-on possible: JoseEduardo - Co-Conspirator, Testing and feedback, RO and RF Integration, Craft files, additional texture sets blowfish - Testing, feedback, and concept development MrMeeb - Intro video, testing and feedback. StratoChief - RO and RF Integration VenomousRequiem - Concept development and feedback. MeCripp - Testing and feedback _Augustus_ - Testing and feedback drtedastro - Testing and feedback riocrokite - Testing and feedback, concept development for part reduction falken - Testing and feedback martinezfg11 - LC-POD IVAs Jimbodiah - Craft repository and testing -if I missed you on this list, sorry! (feel free to send me a PM if you think you deserve a mention in the credits) Donations: I work on this mod during my spare time, and use vast amounts of caffeine in the process. If you would like to help contribute to my coffee fund, please see the link below. This is purely optional, but can help keep me motivated and energized ( = more work getting done!).
  13. Have you ever said "I don't want to live on this planet anymore"? Now you can! We at Kerman & Kerman Orbit and SurfaceStructuresare proud to present you the all new product line for Kerbals who want nothing more than to live on another planet! This mod adds several new parts that are designed to be used in a planetery base for the Kerbals.This includes Habitats, Greenhouse, Laboratory, a Cupola derivative, Command-Center and others. It is designed to fit with the other stock parts and feel as "Kerbal" as possible. The mod has been released! Further development and discussion of this mod will be continued in the RELEASE THREAD
  14. 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 1.2- WindowShineTR-v12.4 TextureReplacer v2.5.4 ModuleManager 2.7.6 Mod Support packs (for KSP 1.3+) Thank you @miromed! Dropbox folder Mod support pack installation: Check the Dropbox folder and make sure your mod is supported Install your mod Install WindowShine Install the mod support pack How to add reflections to your own mods License: Link Shameless plug: If you've enjoyed this mod you might also like the other stuff in my signature! - I hope you enjoy.
  15. Connected Living Space (CLS) (maintenance resumed by Papa_Joe) Version 2.0.2.0 - Released 2022-02-12 Compatible with KSP 1.12.x [ ] Note: I've returned from my hiatus, and am now resuming support of CLS. @micha has agreed to return maintenance responsibilities to me. More to come! NOTICE to CLS USERS: Codepoet's real life is preventing him from supporting CLS. He has asked and I have volunteered to support CLS going forward. Codepoet is NOT gone, but has no time. Therefore, I'm cloning his OP and creating a new thread to continue the support and maintenance of CLS. Source code and download locations will remain the same, only the Forum thread will change (vBulliten limitation). Translations: Connected Living Space is actively looking for more translations! If you can help, that would be great There is some good information to help in this thread. If you're looking to translate, please post in this thread so that nobody else picks up the same language! Done: [Русский] [Español] [Deutsch] [中文] [Italiano] Remaining: [日本語] [Português] [Français] GitHub: Please see the features/localisation branch for translation work. Effort: ~37 lines / 150 words ABOUT Connected Living Space identifies areas within a vessel that can be crewed by Kerbals and through which Kerbals can pass internally to reach other parts that can be crewed. It is provided to make the concept of connected living spaces easily available to other mod developers and so to provide a single consistent understanding of which parts connect to each other, bringing together both multiple features via plugins and multiple part pack via configurations. CLS itself has a simple GUI to show the player which parts are connected to which. It also has an optional feature that conforms the stock crew transfer system to CLS's view of internal connectivity. CLS now supports KSP-AVC, an addon version checker. If you have KSP-AVC installed, it will detect when CLS needs to be updated. CLS also is listed in CKAN for your automatic installation convenience. You can access the source code here. If you spot a bug please let me know. Ideally bugs should be raised in Github. More helpful than raising a bug report is to raise a bug report with lots of information about how to reproduce the problem, and with logs files, save files, craft files etc. Even more helpful is to write a fix by forking the code in Github, and then generating a pull request License: ConnectedLivingSpace is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License CLS API WIKI - of interest to modders using CLS in their own mods. There is also some early documentation in the development thread. While CLS is primarily an API, it will operate in standalone mode, and does offer a few features. Check out Acessing CLS and CLS Features in the Wiki for details. Acknowledgements: @codepoet, for the original ConnectedLivingSpace. Thanks for a great idea and your support. @micha, for taking up maintenance of CLS and supporting Ship Manifest for the last few years. Links to his threads are here: ConnectedLivingSpace, ShipManifest @JPLRepo, for many nights of helping me better understand KSP and reflection. @Kerbas_ad_astra, for contributions to config files @cakepie, for contributions to enable Airlock Plus compatibility and bug fixes @Booots, for contributions to enable Recoupler compatibility. @linuxgurugamer, for helping keep the mod going in my absences! and many others. I will continue to add as I go back and review my change logs. This section was long overdue. Change Log: Mods using the CLS API Here is a list of mods that have been released that make use of ConnectedLivingSpace. If you would like to add your mod to this list, send me a PM. KerbalHotSeat Ship Manifest Kerbal Crew Transfer Wetworks crew tanks KeepFit Recoupler (thanks to @Booots!) AirLock Plus (thanks to @cakepie!) Mods that provide CLS configuration themselves. This list is by no means complete. If you would like to add your mod to this list, send me a PM. Sum Dum Heavy Industries USI Modular Kolonization System GingerCorp Station Hubs Lack Luster Labs. (separate link from the forum thread) Fustek Kip Engineering: Low profile structural hub set MRS Space Station Parts Expansion Near Future Spacecraft Civilian Population Mods that CLS provides config files for: Here is a list of mods that CLS provides configuration files for. If you would like to add your mod to this list, send me a PM. FASA Novapunch B9 Home Grown Rockets KSOS LSSC ASET Stack-able inlight lights Kosmos KW Rocketry Porkjet's Habitat Pack 2 different stock configurations. and loads more (I loose count!) Mods that the community has provided config files for: Taurus HCV. Contributed by: ModZero Roadmap Provide configuration for every part pack anyone has ever heard of. improvements to the GUI (added in v12.5.0) hooks that can be used by mods such as Porkjet or wetworkshops to change the passability / habitability of parts in flight.
  16. Function MusicMute is an addon that lets you mute and unmute KSP's music, using a user-configurable hotkey. Download GitHub Usage By default, you can mute music in-game at any time by pressing F8. This key can be configured by editing the Settings.cfg file found in GameData\MusicMute\Config. You can change the toggle key, as well as configure a modifier key that has to be pressed at the same time, like LeftAlt, LeftControl or whatever you want. For the full list of keys you can use, see Unity Script Reference. You can now also choose wether you want to start the game with muted music or not. Set the value of the startMuted key to either true or false to use feature. Installation You can easily install this addon by unzipping the contents of the supplied GameData folder into the GameData folder that is inside your KSP installation directory. This is usually "C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData". Source code You'll find the source code of this addon in the "Source" folder. I hope someone in this universe, other than me, will find this useful. By the way, I really hate all this licensing stuff. Oh, and I'm open to criticism and all that good stuff. This is my first add-on for KSP, so please be gentle. Actually I don't think I have to ask, since you are all such nice people around here What are you still doing here! Go play KSP!
  17. 1.1.2 is last version of this plugin maintained by me. Since 1.1.3 was taken over by @Teilnehmer For future updates and new versions please visit * NEW * thread -- This small plugin contains tweakable temperature gauge. After recent changes made by Squad, I decided to create gauge intended to show temperature of closest to explosion part of the craft. Don't get me wrong, stock temperature overlay is good in testing phase but during real flights I'm much more interested with clear indication, when my contraption going to disintegrate. Installation Copy the GameData folder into KSP root directory Configuration Run KSP, setup gauge position by dragging it into desired place. Thermometer button in flight scene brings configuration options: Deactivation threshold - temperature index, below which gauge will hide (300 means 30% of maximum part's temperature) Activation threshold - temperature index, above which gauge will show Show temperature - shows actual temperature of measured part Highlight critical part - highlights measured part Gauge lock - locks gauge in place Force show gauge - makes temperature gauge visible all the time Deadly Reentry compatibility - sets DR compatibility mode (This option has been removed - plugin detects Deadly Reentry automatically) Use module exclusion list - enables tracking of case sensitive list of modules separated by commas (any part containing module from this list will be ignored by gauge) Remove toolbar button - removes toolbar button after next reload of flight scene (To bring back toolbar button You have to delete or manually edit config file) This plugin was tested with 64-bit KSP builds :). 1.1.2 version adds new parameter editable only in config.XML: "Base winID". In eventual case of window ID conflicts with other mods user can manually set new base number. Requires KSP restart to work. Current plugin version: 1.1.2 - (6 June 2016). > Download (form Spacedock) < >Source< currently dropbox only License: GNU GPL v3 Version history:
  18. See new thread: NOTE: I have stopped developing RasterPropMonitor. v0.30.6 is the last planned release for RasterPropMonitor. I am working on a new IVA immersion mod, MOARdV's Avionics Systems. RPM uses the GPLv3 license, so if you wish to take over development of RPM, please feel free to fork RPM on GitHub. Are you tired of your Kerbals complaining about having nothing to do during long flights? Do you want to give them more buttons to push, and maybe some displays so they can keep track of what's going on? Then look no farther. RasterPropMonitor is a plugin and toolkit originally by Mihara that provides functional props within your IVA. It was originally designed for the displays of the ALCOR capsule, but it evolved to add more features and widgets, dragging the Kerbal Space Program into the 21st Century. RPM includes some overrides for stock capsules (and a few mod capsules) to show off what can be done, but there's far more in the plugin than these examples can show. DOWNLOAD: From GitHub. IVAs require Module Manager, which is not bundled with this mod. CKAN USERS: I do not support installing by CKAN. If you have questions regarding this mod being on CKAN, or missing from CKAN, you can talk to the people on the CKAN thread. If you installed this mod using CKAN, and you are having problems with it, you must uninstall this mod through CKAN and install it manually to make sure it is not a CKAN installer issue. If you have not taken that minimal step, I will not provide additional support. I am not involved with CKAN - installation issues need to be taken up with them. HOW TO GET HELP: Did you use CKAN? Look at the previous entry. Otherwise, read the first few entries in the FAQ on GitHub. DOCUMENTATION: Want to tweak an IVA to your liking? Documentation is on GitHub. RELEASE NOTES: On GitHub. FREQUENTLY ASKED QUESTIONS: Also on GitHub. SOURCE CODE: Also on GitHub (notice a theme? ). LICENSE: GNU GPLv3. Props courtesy of alexustas and other contributors, and available under the terms of CC 3.0 BY-NC-SA. Portions of this package are derived from stock textures by Squad and are distributed according to Squad policy of permitting to distribute stock assets with mods if required. TinyPirate's 2-minute-mod review: Add-ons for RasterPropMonitor: Plugins that integrate with RasterPropMonitor, enhancing the IVA experience. Astrogator, for planning transfers between worlds. Docking Port Alignment Indicator, to make IVA docking much, much easier. NavUtilities, providing ILS and HSI in the cockpit. SCANsat, for map views on the MFDs. VesselView, for graphical representations of your craft. Plugins RasterPropMonitor can interact with, enhancing the IVA experience even more. Ferram Aerospace Research: for FAR-computed variables, as well as controlling flaps and spoilers from IVA. MechJeb: for all sorts of auto-pilot features and flight information. RealChute: RPM can arm, disarm, deploy, and cut RealChute parachutes (as well as deploying and cutting stock 'chutes). RasterPropMonitor contains example props based on stock internal props. If you want to create a really good looking IVA, you should consider grabbing Alexustas' ASET Props. It implements more of RPM's features than any other mod I've seen. Even better, ASET Avionics provides props for space planes (or any other IVA wanting some aviation-styled props). Projects using RasterPropMonitor (may be outdated): Aerokerbin Industries Modified IVAs by MasseFlieger. The ALCOR capsule and ERS rover by alexustas. CST-100 7-seat crew vehicle by xxhansonmaxx Falcon Drone cockpit Home Grown Rockets KSA IVA Upgrade Mk3 Pod IVA Replacement by Apex Don't see a current IVA project on this list? Let me know. I may have missed it, or I may not have imported it from the original RPM thread. Speaking of which... Mihara had more to say about RPM on the original thread (and I'll edit this post some time down the road to include more of the links and info he had).
  19. 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, it's pretty simple. Kerbals require supplies. Kerbals also require EC. these are both on the same timer, so I just check supplies for the status window. When Kerbals are done consuming supplies, leftovers, scraps, and 'anything else' is either tossed overboard, or (if storage is available) tossed into a 'mulcher'. The resulting organic slurry is called 'mulch' and can be used to feed greenhouses, etc. at the player's discretion (or in the case of MKS, converted into Organics at varying levels of efficiency). 15 days out, the visuals go yellow (sorry, no auto-warp-slowdown-thingie, use KAC). When supplies run out, things go into the red. If you leave them unsupplied for 15 days... well, they just say 'screw it', get grouchy, and quit. They are still in the pod. they still take up a seat. But they can't fly, can't EVA, and essentially do the Kerbal equivelant of spinning around in their office chairs, refusing to work, until resupplied. This is a design consideration in that all of us, at least once, has just flat out done goofed, and lost a whole colony of Kerbals via glich or other sadness. Yes, death/despawn will be an option. Not the default one tho. Mechanics wise, they are transformed into tourists, as they are essentially on a self-imposed vacation Once resupplied, they are happy as clams and will return to work. While on EVA, they will not quit. But if they are brought back aboard a ship and have been starved (and can't find a hot meal waiting) they will promptly go in strike, and begin their self imposed vacation immediately. Orange suited Kerbals (Jeb, Bill, Bob, and Val) are immune to the ill effects of life support. They will still consume supplies if given, but do not leave the job, because they are just that awesome. This always gives a player (especially a new one) an 'out' to test out a manned mission before actually committing your other kerbals, etc. to a horrible fate of snack deprivation. Yes, it's a bit more 'Kerbal' than TAC-LS, but also a lot more predictable and with harder consequences than 'Snacks'. It does, however, feel 'right' (at least to me) from a design standpoint. Parts wise: Three inline storage compartments. No extra recyclers needed. No resourced added to pods (the 15 day window covers all of the Kerbin SOI so no point). No random contracts. MKS/OKS Changes MKS wise, closed loop just got a lot harder/more interesting (depending on your point of view). The old C3 (now renamed to the Pioneer Module) will have a basic mulcher and greenhouse and can do recycling at 50% efficiency for up to four Kerbals. Kerbitats operate at 75% efficiency. Mk-IV modules (once released) will operate at 90% efficiency off-world, 100% efficiency on the surface (pulling in of local material is inferred, no extra drills required). Supplies come from organics. Organics come either from mulched supply waste, or from a combo of water/substrate. So surface bases are easier to get to self sufficiency - if they are on water/substrate deposits. Orbital will always be a pain - so you will need to fly up fresh organics or keep large stores. And since organics creation is not tied to the life support loop, building large surface farms is also pretty easy now. Dealing with hungry Kerbals So you can do some very interesting things. Run a command pod to dock reviving supplies/snacks to a starved out colony ship. Use one of your orange-suits to lead a mission and conserve supplies. Note that Kerbals are pretty damn aggressive about getting their snacks - the only way to lock them out of the biscuit tin is to click that little feed button by the resource on a part (same way we reserve some battery power for a probe). Note that a Kerbal about to starve (i.e. no supplies for 15 days) will in fact happily break open said biscuit tin. witty screen message included Design side note: So 'Mulch'. Waste was used, and too generic. And I wanted something that showed that the stuff was kinda useful, not edible, and felt more 'kerbal' (and less like poo!) if that makes sense. The idea of Kerbals tossing all of the spare bits and scraps into a contraption and getting out a semi-useful generic organic slurry had a certain appeal, hence the abstracted mulchers and mulch resource. The resource itself is just 'supplies' and has the visual representation of a translucent, semi-rounded green cube. What are they? Well... leave that to the imagination. But the labeling will read 'N.O.M.S. - (Nutritional Organic Meal Substitute)' on the tins LICENSE: Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely DOWNLOAD: Get it at the GitHub Repo! https://github.com/UmbraSpaceIndustries/USI-LS/releases
  20. This is an update to an older addon I made some time ago to fix a small but annoying problem, especially if you like to take screenshots of your accomplishments. For some reason those darned flags like to come out at just the wrong angle. With this addon, you'll be able to spin your flag around on its pole while in EVA to face whichever way you'd like. Changes are persistent. Applies to all flags. Angle and button names adjustable in the config. Download Source License: MIT
  21. Kerbal Wind Implements wind and a continuous-gusts model for Ferram Aerospace Research. Provides GUI with settings for wind direction, speed and turbulence magnitude. The mod was Inspired by KerbalWeatherSystem by silverfox8124 and the addition of a wind speed hook to FAR's API. Dependencies FerramAerospaceResearch is a dependency. You need it or this mod won't even load. Blizzy's Toolbar is an optional dependency. Stock toolbar is also supported now. Which toolbars to use can be set in the configuration file which you have to edit in order to make the change. Download https://github.com/DaMichel/KerbalWind/releases (Source code on GitHub) Installation: Extract the zip file content into the GameData directory. Picz Credits I took an early release of KerbalWeatherSystem as template, gave it the polishing that it deserves, and thus turned it into this fun little stand-alone mod. Proper permissions were given, and now my code is released under the MIT license. Much thanks to Ippo for writing the FAR patch that lets you add wind, and Ferram4 for making FAR and accepting all those patches. License The code is subject to the MIT license (see GitHub page). In addition, the creators of derivative work must give credit to silverfox8124 and DaMichel. The toolbar icon is subject to the WTFPL (http://www.wtfpl.net/)
  22. Wider Contracts App is obsolete, as it has been integrated into Contract Configurator. Description This mod takes the stock contracts app and super sizes it, increasing its width by 60% (and doubling its default height). Before After Download CKAN: In CKAN, Select and download the mod "Wider Contracts App" GitHub: Download here Source The full source is available on GitHub. Change Log FAQ Q: That's nice, but 60% isn't enough. A: Kerbal scientists are hard at work at an 80% bigger contracts app, but are running into issues as they start getting close to theoretical atomic contracts app limits. Q: No, really - I want it bigger. A: Have no fear! We plan on releasing different flavours of Contracts App resizing mods for all tastes. Look out for releases of Wider Contracts App 6.4x and Wider Contracts App 10x. It's entirely possible we're thinking of a different mod though. Q: Fine, just make it configurable. A: I'm considering it. Perhaps for Wider Contracts App Pro? Testimonials "Since deploying Wider Contracts App, I've seen a 50% increase in the number of mission commanders actually caring about their mission objectives. What's that? Oh, never mind... Jeb's on the roof again instead of on his way to Minmus..." Gene Kerman - Mission Controller "You did WHAT with the funds we gave you to upgrade the launch pad?!?" Mortimer Kerman - Finances Guy "Who are you? How did you get in here? Do you even work here? Wernher!! Help!!!" Linus Kerman - Intern "Kerbal is awesome!" * Elon Musk - CEO, SpaceX * It is assumed that Mr. Musk was referring directly to Wider Contracts App when he made this comment. License Wider Contracts App is licensed under CC-BY-NC-SA-4.0 Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  23. 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 risk. All releases until 0.9.11-319 will not backup your ship templates! And a word of warning: I have tested this on Windows only. I do not know, if S.A.V.E works correctly on a MAC or on Linux. Important! Please read! This plugin will store the backups at the location on the file system that is set by the user! It may write on any location on the file system if the user changes the default location. Please keep this in mind, if you are setting S.A.V.E to a different backup location. The default location for backups is: <KSP-HOME>/backup. There is a subfolder for each save game. Each backup is stored in a folder YYYYMMDD-HHMISS. Folders containing a .nobackup file are not included in any backup. So if you do not want to backup a game or a subfolder of a game, just create a file of that name there. Download: Spacedock license: LGPLv3 Features: Completely automatic; it will create a backup after a save Backups can be stored anywhere in the file system ("a king who must say 'I'm the king' is no real king" -a backup on the same hard disk is no real backup) Configurable backup interval Configurable minimal number of successful backups Configurable maximal number of backups Configurable time in days to keep backups Backup of all games at once Restore functionality Automatic backup before a restore is done. Compressed backups Cloning a game from a backup Screenshot: Hints: Setting "days to keep backups" to 0 will keep backups forever (as long other constraints are not violated). Setting "max number backups" to 0 will keep an unlimited amount of backups (as long other constraints are not violated). Setting both "days to keep backups" and "max number backups" to 0 will never delete any backup (not even failed ones). The value of "min number of backups" determines the number of successful backups that have to be kept in any case.
  24. Kerbal Konstructs provides editing tools for adding static objects into KSP, including new launch sites. It also presents a means to select an alternative site to launch from in the VAB and SPH, integration of new launch sites into a strategy feature in Career Mode, 'working' facilities such as fuel tanks and support for air-racing. DOWNLOAD from Alpha Strike Games | DOWNLOAD from SpaceDock Like the mod and want to contribute to the author's caffeine addiction? Kerbal Konstructs should be installed to your GameData folder retaining the exact file hierarchy as it is in the zip. Do not arbitarily re-structure the file hierarchy. Do not change the folders around. If you don't know how to manage files on your computer, you should learn. It's far less difficult to learn than rocket science. Kerbal Konstructs doesn't really do much if you don't have some actual static content. Try this stuff. Open and close the selector with the KK icon in the appbar of the VAB and SPH. See the next post for a guide to using Kerbal Konstruct's in-game editor tools. Base Boss in the Tracking Station and Map View displays information about a selected base (click on the base's icon). In career mode, you can open and close bases in the Base Boss in the tracking station or map view. Base Boss in the flight scene includes a simple 'Nav Guidance System (NGS)'. This indicates the selected target base, distance to the target base and whether you are closing towards or heading away from the target base. When closing the central indicator turns green and the turn markers go out. When heading away, the central indicator turns red and the turn markers come on. You can set the target base for the NGS in the flight scene Base Boss (click the NGS button)... ...or alternatively in the map view (the one available in the flight scene by pressing M) by clicking on a base's icon. In the flight scene, when landed at a base, open the KK Base Boss app by clicking the button in the toolbar. Assuming the base is open, any facilities at the base are listed here. Click the facility you want to use, in this case the Rocket Fuel Tanks. The Facility Manager opens. Note that in this example the currently active vessel is in range of the fuel tanks in order to transfer fuel to and from them. If the vessel isn't in range, you'll be notified here. You can still order fuel, however. The required range is 100m for a fuel transfer. This can be changed in Kerbal Konstructs' settings file if you want. Different fuel tanks store different types of fuel and have different capacities. You can order more fuel. Use the + and - buttons to change the amount you want to buy. You can't enter the amount in the text box, sorry. You can use the Transfer Rate buttons to change how much the + and - buttons increment or decrement your order. Or hit Max to order the tank to be filled to capacity. This is how many funds your order will cost. Any order placed will be immediately filled (pun intended) when you hit the Buy button. No confirmation necessary. No waiting. After buying or if you change your mind, click Done. There's no backsies - this will not revert an order. This is the active vessel. This is its fuel tanks. Name, type of fuel, amount of fuel in it. To select a tank to transfer fuel to or from, hit Select. Currently only one tank can be selected at a time. I hope to improve that. Select the rate you want the transfer to happen. x1 is slow. x10 is ten times faster than that. Now click In or Out to transfer fuel into the fuel tanks or out to the active vessel's tank. Click Stop to stop the transfer. If you want to air race you need some tracks configured to use the racing feature. Try KerbinSide Air-Race. KerbinSide Air-Race currently has three tracks: KSCRace near KSC (easyish track), Dundards near Dundard's Edge (really very tricky track) and The Krags, near Black Krags (tricky track). To run a race, open Base Boss in flight and click the button 'I want to race!' The Base Boss will close and the race app will open. It'll tell you the distance to the nearest start line. Cross that start line to start the race. A Guide To Editing And Making Bases With KK How to Export Custom Base Packs Setting Up a Static Launchsite's Spawn Point In Unity Creating a Configuration File For a Static I Make Statics. How Do I Make My Fuel Tanks, erm, Tank? How to Configure a Launchsite Model's Width and Length How To Configure A Launchsite With LaunchRefund and Recovery Ratings How To Make a Race Track How To Use Kerbal Konstructs Contract Configurator Extensions (KKCCExt) When Making Contracts How To Setup Landing Guidance at a Base Launch sites don't always automatically clear before launch. The camera can be pretty shaky and wonky when working with statics. No official support of launchsites off of Kerbin. You can make them but be prepared for issues due to limitations in KSP that we've not figured out how to work-around. If you try editing statics a long ways away from the active vessel, the terrain won't be rendered properly. If you don't know how to use a feature (like the NGS) RTFM (or rather the Features section of this post) or post in this thread and someone who does know will probably tell you. Having a problem you think is Kerbal Konstructs doing something wonky, wrong or unexpected? Here's what you need to do: Try to reproduce the issue. If you can't then move on. KSP had wind. If that didn't help, are you using the 64 bit version of KSP for Windows? If you are, see if you can reproduce the problem in 32 bit. If you can't, KSP 64 bit didn't work properly. Make sure if you report the bug, you tell me that. If you can reproduce the problem and want to post for help, you're now more likely to get help from me if you're specific about the issue and report the bug along with the following: Version of KSP. 64 bit or 32 bit. Platform. Path of KSP install. A KSP.log from the root of that install after reproducing the issue, returning to KSC and exiting the game. Version of Kerbal Konstructs. Path of Kerbal Konstructs install. A list of other mods you have installed. A screenshot of the problem happening, if you think it might help. The base icons are white squares. The KK toolbar icons are just white. The NGS graphics are white. Kerbal Konstructs isn't installed properly. It has hard-coded pathing for finding the textures it needs. See the Installation section of the OP to find out how KK should be installed. This may also occur if you have a duplicate dll lurking in GameData. Make sure there's only one KerbalKonstructs.dll, and that it's in GameData/KerbalKonstructs medsouz - The First Forkmaster | AlphaAsh - The Current Forkmaster | Razchek - KerbTown Genius medsouz's fork of KerbTown on GitHub | AlphaAsh's fork of that on GitHub | Razchek's original KerbTown on GitHub
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