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  1. 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. Latest versions KSP 1.10-1.12: Version 1.9.0 (SpaceDock) (Curse) (Github) KSP 1.4-1.9: Version 1.8.0 (SpaceDock) (Curse) (Github) Custom Asteroids is available under the MIT license. Source code hosted by Github. Please report bugs on the issue tracker, and include the mod version, the KSP version, and your operating system. Public documentation, including both user's guide and public mod API. User's guide also included in the download in .md (plain-text) format. Optional Asteroid Packs I am happy to take config file submissions to go with popular solar system mods. Easy-to-reach belts around KSP 64k planets by @Sandworm Custom Asteroids version of Outer Planets Mod asteroids by @Eridan (also available from CKAN) Trans-Neidonian objects for Outer Planets Mod (also available from CKAN) Features (Optional) new spawn system that lets asteroids appear gradually over time, instead of any time there are no untracked asteroids. For players who prefer the stock spawner, set Spawner = Stock in the options file. Modular config files let you pick and choose asteroid packs, or write your own. Asteroids may appear in any number of groups, including planet intercept trajectories. All orbital elements and spawn rates are customizable. Asteroids may even be placed around planets or moons. Asteroids come in four classes: Stony, Metallic, Carbonaceous, and Icy-Organic. Different classes have different resource content (need 3rd-party mods to take advantage) and different science flavor text. Partial integration with the stock comet system, using Custom Asteroids to handle comet properties and detection but supporting the stock configuration system for comet orbit classes and science experiments. Supports update monitoring through KSP-AVC and CKAN. Known Issues There is currently no way to determine the asteroid class from the tracking station or during approach, though it will be displayed in the right-click menu once you're attached. If you install CA and Kopernicus, you can potentially have two independent asteroid systems running simultaneously. Kopernicus now offers a UseKopernicusAsteroidSystem flag that lets you use only Custom Asteroids for asteroids. Does not interact with Sentinel telescope; Sentinel-spawned asteroids and comets will follow stock rules. Credits Custom Asteroids started with some proof-of-concept code by xEvilReeperx for placing asteroids in specific orbits. I am eternally grateful for their help, as otherwise this mod would not exist. Many thanks to Thomas P. for improving the original method. Custom Asteroids was inspired by Trueborn's Custom Biomes and rbray89's Visual Enhancements, and follows a similar "customize everything" philosophy. While Custom Biomes is now defunct, I still recommend Visual Enhancements.
  2. 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.
  3. Better Screen Messages This is a small plugin that allows you to move the screen message boxes. This is quite useful if you're having the problem of the messages being obscured by other UI elements, or if you're playing at ultrawide resolutions and don't want to break your neck trying to read the text. You can also change the font size used. Keep in mind that both the position and size are dependent on UI scale value as well! The position and font size is configurable via settings.cfg file. Before/After preview: Download: or Source code: GitHub License: GNU General Public License v3.0
  4. P L A N E T S H I N E ----------------- Download Latest version: GitHub: 0.2.6.6 for KSP 1.12.x Source Code: https://github.com/PapaJoesSoup/ksp-planetshine ---------------- NOTE: @Valerian has not been active for awhile and has given me his blessing to adopt this fine mod and keep it alive for the community in his absence. I've cloned his OP and updated it to reflect changes in support. All credit for this mod belongs to the original author, and licensing will continue to be Apache 2.0. Should he return, I will gladly relinquish the mod and provide any assistance needed by Valerian to resume support. Further, @prestja was kind enough to keep this mod alive during my absense. After discussions with him, I will be resuming support, and accepting any help he wants to throw my way. prestja's support thread: Why PlanetShine? After trying some mods to improve visuals and get something more realistic looking, Valerian transformed KSP into something really good looking, and he was really happy with the result, but felt that something was still missing. When in low orbit of a planet, the side of his ship which was facing the planet was completely dark, which was not realistic! It should have been illuminated a bit by the planet's own reflective light! Valerian decided to fix that with this mod, by making planets and moons to reflect their own (colored) light to your vessel. This phenomenon is called in real life albedo or planetshine : What does this mod actually do? (Summary) When you are close to a planet or moon, its bright side reflects (colored) light to your vessel. More realistic ambient light in vacuum, very dark by default, can be customized. More realistic ambient light on the ground and atmosphere of planets/moons, tinted by the surface color. Very lightweight: almost no RAM used, and your FPS should not change. Additional features Settings menu to customize many parameters, as well as several quality/performance settings. Support for the Toolbar mod. Planet and moons light configuration supports Module Manager and loading across GameData folder, and can be easily customized by players or other mods. Conflicts with the mod "Ambient Light Adjustment" because it has exactly the same feature: custom ambient light settings with a slider. When close to the sun, the sunlight becomes dramatically intense. Screenshots You can see the subtle red light over Duna, green over Jool, and blue over Kerbin: http://imgur.com/a/4MODI Before / After Screenshots by CaptRobau: http://imgur.com/a/Nekay Recommended mods for the best experience Environmental Visual Enhancements for clouds and city lights. A good galaxy skybox (using Texture Replacer): Oinker's Skybox Teflon's Skybox Chatterer for adding ambient sounds that really improve the immersion. An atmospheric sky enhancing mod: SkyTonemapper (Stable) makes the sky look better by smoothing it (removes the banding effect) Scatterer (Experimental - many bugs) makes the sky and atmosphere looking really great and much more realistic, sunsets become amazing. Engine lighting for adding realistic lighting to engines thrust. Surface Lights to illuminate the ship when it gets really dark. Additional information I would appreciate feedback on this mod a lot! Valerian spent a lot of time trying to make this reflected light to behave as consistent as possible, and thinks it's pretty well tuned by now. Planet and moons colors are all editable in "CelestialBodies.cfg", and you can change a few other settings in "Settings.cfg", such as the vacuum light level (quite low by default), and the reflection light intensity. Compatible with all game versions from 0.25 to 1.0, and probably older versions as well. This mod supports version checking using the KSP-AVC Plugin. to take advantage of this feature download the plugin. Changelog Known issues Conflicts with other mods that change ambient light, such as Ambient Light Adjustment and AmbientLightShifter Not tested much on x64, might cause issues Might have minor issues with Kopernicus, which optionally provides custom atmospheric and vacuum ambient lights. Planned features Automatic detection of planet colors and atmosphere, no more need for CelestialBodies.cfg (working on it right now) Actual planetshine (reflected lights between two planet/moon) Different reflected light color depending on the biome (land/sea/poles) Sunset/sunrise lights More performance tweaks, such as reducing the number of light depending on the situation, or using a diffuse wrapping shader Choice between presets for ambient light (realistic or stock) and other settings Better (future) compatibility with other mods Credits First and foremost to the original Mod Author @Valerian for creating this great mod. Original Mod Forum Thread: Valerian copied the planets/moons color list from the Distant Object Enhancement mod Thanks to TheSexiestofClowns on Reddit for his screenshot that is used at the beginning A lot of thanks to the people who helped Valerian over IRC, such as Thomas, Rbray89, and a few others Copyright 2014, Valerian Gaudeau, Apache license 2.0 Mod maintenance now supported by @Papa_Joe
  5. Hello there! I'm working at KSP mod that allows a player to upgrade parts. How to increase engine thrust by 15% or set a new value? Same with electricity generator. At the same time, also reduce fuel flow by 10% or set a new value. Here's an example: Basic engine Improved engine Thrust (kN) 200 230 Fuel flow (u/s) 16 14.4 EC generation (u/s) 10 12 Hope this information will be enough. Thanks in advance for your reply!
  6. 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!).
  7. Kerbal Flight Data Displays essential information for piloting space planes, so you don't have to keep "immersion breaking" GUI panels open. It shows mach number, dynamic pressure, temperature warning, orbital data, and maybe some other goodies. It is not supposed to compete against other mods which show comprehensive information such as KerbalEngineer. Instead it should just show enough so that you don't feel like flying blind. Download Release Page on GitHub (Source code on Github) Installation: Extract the zip file content into the GameData directory. Notes: You can turn it on/off with the toolbar button (not shown on pic). With FAR you get a stall warning, too. If you find this interesting check out SteamGauges which is related but didn't cut it for me. How to change font sizes: Open GameData\KerbalFlightData\Plugins\PluginData\KerbalFlightData\settings.cfg in your favorite text editor and change the numbers. Changelog on github Acknowledgement Thanks for the SteamGauge source by Trueborn for a nice reference for how to get to various data (especially the reflection stuff was new to me). the API documentation project at https://github.com/Anatid/XML-Documentation-for-the-KSP-API by Anatid and contributors. Blizzy's Toolbar. Is supported, and was pretty much required for pre R20 releases. making planes fly Ferram4. License GNU General Public License Version 3, see <http://www.gnu.org/licenses/> Previous Versions Versions for 0.9 can be obtained from GitHub. KerbalFlightDataR4.zip for KSP 0.23.5
  8. 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.
  9. Hello there! I'm writing a C# plugin to make player pay salary to kerbals. I'm new to plugin development, so, I don't know most of things that devs can use. Well, how to get a list of all kerbals and then get their roles (Pilot, Engineer, Scientist, Tourist) and XP levels? Thanks in advance for your reply
  10. Foundations (FND) An addon for Kerbal Space Program which allows establishing a connection between parts and the ground. Prevents ground constructions from float/sliding away By zer0Kerbal, originally by @Sparkle adopted with express permission and brought to you by KerbSimpleCo See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes: See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. CKAN is a great mod for those that can't use zip tools. If you are having issues please let the CKAN people know and refer to the CKAN thread. My support of CKAN extends as far as me checking the checkbox in Spacedock when I upload. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 Either 3 Module Manager Module Manager /L Supports On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Tags parts, physics, plugin, config red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @Sparkle for creating this glorious parts addon! @4x4cheesecake for the picking up where @Sparkle left off see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS: How to support this and other great mods by zer0Kerbal and it is true. Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  11. This little plugin lets you map the airplane trim controls to joystick and keyboard keys. (because alt+WASD is meh!) Nothing more, nothing less. here is a screenshot: TRIM_PITCH_UP / TRIM_PITCH_DOWN: press to trim the plane up or down TRIM_ROLL_LEFT / TRIM_ROLL_RIGHT: press for roll trimming TRIM_YAW_LEFT / TRIM_YAW_RIGHT: press for yaw trimming RESET_TRIM_PITCH reset pitch trim to zero RESET_TRIM_ROLL reset roll trim to zero RESET_TRIM_YAW reset yaw trim to zero RESET_TRIM like pressing RESET_TRIM_PITCH, RESET_TRIM_ROLL and RESET_TRIM_YAW at the same time SET_TRIM_PITCH : 1. level out plane 2. press and hold button 3. release pressure on the stick 4. release button. The plane is now trimmed out SET_TRIM_ROLL: Like SET_TRIM_PITCH but with roll SET_TRIM_YAW: Like SET_TRIM_PITCH bit with yaw SET_TRIM: like pressing SET_TRIM_PITCH, SET_TRIM_ROLL and SET_TRIM_YAW at the same time Source Download license: GPL v3
  12. Bright Utilitarian Luminescent Beacon (BULB) Allows the player to alter light colors in flight through a stock-alike interface on the right click menu. By zer0Kerbal, originally by Alshain with Jiraiyah brought to you by KerbSimpleCo Preamble by Jiraiyah Preamble by Alshain See more Localization Help Wanted Installation Directions Most recent releases only available via CurseForge/OverWolf Website/App Dependencies Pinned Dependencies: ModularManagement (MM) or Module Manager Kerbal Space Program Suggests Adjustable Mod Panel (KAMP) Biomatic (BIO) Exception Detector (EXCD) Foundations (FND) Helps prevent ground constructions from floating away GPO (Goo Pumps & Oils') Speed Pump (GPO) Indicator lights Kaboom! (BOOM) On Demand Fuel Cells (ODFC) Precise Maneuver (PM) ScrapYard (SCRAP) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Stock Inline Lights (SIL) TweakScale (twk) Tags plugin red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Comment, click, like, share, up-vote, subscribe Connect with me Track progress: issues here and projects here along with The Short List
  13. 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 must have had with it themselves. So I created a mod that lets you put your own formulae in KSP and named it Kalculator Kerbulator. It is a small plugin that allows you to program mathematical equations, run them to see the output and create maneuver nodes. Of course, your calculations need various inputs (like the mass of the body you're currently orbiting, the value of the gravitational constant, etc.) and for this, Kerbulator aims to strike a balance between providing enough useful variables to be productive, and not supply too much information and rob you of the joy of calculating things for yourself. The current guideline is that Kerbulator gives you access to all the various numbers that appear in the vanilla KSP GUI. So, what are you waiting for? Download the plugin or get the source code Read the manual And start learning interesting math Author: Marijn van Vliet License: GPL v3 Feature highlights: Create manoeuvre nodes and alarms (if KAC is installed) based on your calculations Open windows that continuously evaluate your functions and present the result Unicode aware, so you can use math symbols for operators and greek letters for variables Contains a numeric solver to approximate answers that cannot be calculated analytically Edit functions in any editor you want. Returning to the KSP window will reload all functions. Current verion: 0.51 Changelog --------- 0.51 Small bugfix release, thanks to @linuxgurugamer. Fixed bug where exception was thrown if no explicit output was specified 0.5 The mechanics for creating maneuvers and alarms have been overhauled. See the manual and language reference for the new syntax. Thanks to Thorulf Neustrup! Language features: New notation for defining maneuvers New notation for defining alarms Added ability to create multiple maneuvers and alarms in a single function 0.46 Bugfixes. GUI features Fix clickthrough prevention logic not releasing the lock when closing a repeating-function output window Fix toolbar button not being removed when exiting the VHB or Hangar 0.45 Add support for KSP version 1.9 0.44 Add support for KSP version 1.4.4 GUI features Kerbulator now makes use of the clickthrough prevention logic 0.43 Recompile for KSP 1.3 0.42 Recompile for KSP 1.2 0.41 Bugfixes. Globals Added Inf and ∞ globals to denote infinity Fixed some globals that were in radians instead of degrees (e.g. θ) GUI features Fix function name validation in GUI Fix column indicator in error messages Fix missing expression error message Fix behavior when running a repeating function that contains an error Fix a bug where the output of the previously run function was shown Fix delta-V in normal direction when placing maneuver node 0.4 Some welcome additions to the language. Language features Add boolean operators: < > <= ≤ >= ≥ == != ≠ ¬ ! ∧ and ∨ or Add support for piecewise functions (a.k.a. if-statements) Add support for specifying pre- and postfixes for output variables GUI features Add support for showing pre- and postfixes for output variables An error message is shown when the user tries to save a function with an invalid name 0.36 Add support for KSP version 1.1.3 GUI features Remember window positions 0.35 Add support for KSP 1.1.2 Language features Added global `Sun` 0.34.5 Recompiled against KSP 1.0.5 0.34 More globals. Thanks to Emanuele Bardelli. Language features Fixed `{Body}.AtmosHeight` global Fixed `{Body}.AtmosPress` global Added `Craft.Rel.AN` global Added `Craft.Rel.DN` global Added `Craft.Rel.Inc` global 0.33 Small maintenance update. Thanks to Emanuele Bardelli. GUI features Fixed support for blizzy78 toolbar Language features Added build-in function `atan2` Added build-in function `atan2_rad` !! Breaking backwards compatability Kerbulator used to store its files (.math) outside the main Kerbulator folder, which is a violation of the guidelines laid out by Squad. Function files now go in the `PluginData/Kerbulator` folder. 0.32 Kerbal Alarm Clock integration GUI features Maneuver node button hides when not in flight Added button to add alarm Language features Added ability to add alarm when KAC is installed 0.31 KSP 1.0 Compatibility GUI features Added support for the stock application toolbar Kerbulator now available in all scenes, not just in flight Globals *.AtmosHeight and *.AtmosPress currently disabled as KSP 1.0 changed things 0.3 JIT Compiling baby! GUI features Added GUI for calling functions that require inputs Added ability to run functions continuously and pin the output to the HUD Windows can be resized Language features Functions are now JIT-compiled and run at native .NET speed. Added Nelder-Mead solver for numeric approximation Added build-in function `mag` Added build-in function `cosh` Added build-in function `sinh` Added build-in function `tanh` Geometric build-in functions now work in degrees by default *_rad function added that work in radians Build-in function `dot` can now also perform matrix multiplication Globals Craft.Inter1.TrueAnomaly is now in degrees instead of radians Craft.Inter1.θ is now in degrees instead of radians Craft.Inter2.TrueAnomaly is now in degrees instead of radians Craft.Inter2.θ is now in degrees instead of radians !! Breaking backwards compatability Geometric build-in functions now work in degrees instead of radians. Use the *_rad functions to get the versions that work in radians. 0.23 Bugfix. Thanks to Bas Cornelissen to patiently work it out with me. Language features: Properly deal with `\t` and `\r` 0.22 Better errors and more globals. Globals ([URL="https://github.com/wmvanvliet/Kerbulator/blob/master/doc/globals.mkd"]description of all globals[/URL]): Added {body}.Inc Added {body}.LAN Added {body}.Ω Added {body}.SOI.ÃŽâ€t Added Navball.Heading Added Navball.Pitch Added Navball.Roll Added Navball.OrbitalVelocity Added Navball.SurfaceVelocity Added Navball.VerticalVelocity Renamed Craft.Inter1.sep to Craft.Inter1.Sep Renamed Craft.Inter2.sep to Craft.Inter2.Sep GUI features: Better error messages. Hunt down the bugs in your code with more ease. 0.21 Bugfixes. Thanks to Teseracto for finding them. GUI features: Fixed losing changes on window switch Closing main window no longer breaks toolbar button Language features: Operator precedence fixed. (Added some unit tests for these cases) 0.2 Renamed the entire project Kerbulator, since [URL="forum.kerbalspaceprogram.com/threads/66881-0-23-In-game-scientific-calculator-Kalculator-v0-1-1-1-24-14"]Kalculator[/URL] is already an excellent mod by agises. Globals: Fixed µ globals GUI features: Added support for blizzy78 toolbar Icons for some buttons 0.11 Fixed bug where sometimes the run button did not work. 0.1 Initial version. Language features: Functions Expressions Lists List unpacking Globals: All celestial bodies Current orbit Orbit of target Target intercept information GUI features: Function list Description of input and outputs Very basic support for error reporting Editor with keyboard Re-scan function on window focus Add maneuver nodes
  14. Mission Patch Manager for KSP 1.1.3 by udk_lethal_d0se Introduction Over the past few months, I've seen a lot of talk about mission patches; and the way players have got around this is to make their own custom flag and use that as their patch. However, what if you wanted to use your space programs flag, and a mission patch? Well, this mod is the answer to that question. This mod adds a new PartModule similar to that of Squad's FlagDecal; the PatchDecal. It works in a similar way to the FlagDecal module with a few extras: It allows you select through multiple images (within the VAB/SPH) in its Asset folder and use one as a mission patch, cool eh? Instructions You can either use the supplied Spraykan part to add patches to you craft, or you can add the PatchDecal module to your custom part, providing it has been designed with an area for a patch (like the flag) to be used. Contents - Default.png (within the Patches folder). - MissionPatchManager.dll - Spraykan part. Screenshot(s) Spraykan part, visibility in the editor and outside of the editor. PatchModule applied to one of my own parts, with a seperate Quad (on the right) designated for mission patches. Instructions If you're a part developer and/or have a part you want to use mission patches on (providing you have the relevant Quad available), all you need to add to your selected part's configuration is the following. MODULE { name = PatchDecal textureQuadName = Patch } If you have any patches you want to use, place them in the Patches folder; images should be the same size as flags (256 x 160) and in PNG format. The database of patches is only indexed once, on startup (at the Main Menu). Downloads - Spacedock - Addon is also listed on CKAN. Note: Plugin source included in download. Changes and Updates 12th October 2016 - v1.2.1 - Updated for version 1.2, no changes necessary. 15th September 2016 - v1.2.0 - Reverted directory structure to original. - Added new part, the Spraykan, to allow users to apply patches without needing their own customized part. 12th September 2016 - v1.1.0: Changed the location of the plugin and the Patches directory to make usage more appealing. - Patches directory now exists under the Squad folder: /GameData/Squad/Patches/ - Plugin now exists under the GameData folder: /GameData/MissionPatchManager.dll This change will require that you remove all traces of the previous version before installing this one. Please make backups of your custom patches beforehand. 12th September 2016 - v1.0.0: - Initial release. This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
  15. Large Structural Components Redux for KSP 1.1.3 by udk_lethal_d0se Introduction This mod adds re-designed parts from the Large Structural Components Addon (created by myself in 2013) to the game. Each part is available in Career mode and can be unlocked via the tech tree, the parts mainly being contained under the Specialized Construction node. There are also a few new parts, not belonging to the original pack and have been designed to work with TAC Life Support, and Kerbal Inventory System. I've also added a little plugin which also creates a new category for the parts. Contents The pack contains 13 parts in total, and a few more are in the development pipeline. - UDK-RDX "Abode" - UDK-RDX "Aisle" - UDK-RDX "Cradle" - UDK-RDX "Crossroads" - UDK-RDX "Crossroads Mk2" - UDK-RDX "SS-01 [Science]" (Compatible with: KIS) - UDK-RDX "SS-02 [Food]" (Compatible with: KIS, TAC Life Support) - UDK-RDX "SS-03 [Water]" (Compatible with: KIS, TAC Life Support) - UDK-RDX "SS-04 [Waste]" (Compatible with: KIS, TAC Life Support) - UDK-RDX "Foyer" - UDK-RDX "Lobby" - UDK-RDX "Peekaboo" - UDK-RDX "Nucleus" View the collection on Sketchfab here. Screenshots Additional mods that are required, supported and recommended by this pack. - Module Manager by @sarbian (included in download, but also available here). - TAC Life Support by @TaranisElsu and kept alive by @JPLRepo (available here). - Snacks! by @tgruetzm (available here). - USI Life Support by @RoverDude (available here). - KeepFit by @timmers_uk (available here). - Kerbal Inventory System by @KospY (available here). - Contract Pack: Bases and Stations by @severedsolo (available here). - Mission Patch Manager by @udk_lethal_d0se (available here). Reviews (YouTube) - KottabosGames (14th September 2016) Downloads - Spacedock - Addon is also listed on CKAN. Note: Plugin source included in download. Changes & Updates 12th October 2016 - 1.3.2: - Removed category plugin, which is incompatible with the new version of KSP. - All parts now fall under the Utility category, no other changes have been made. 17th September 2016 - 1.3.1: - Implemented Module Manager configurations for Snacks, by @tgruetzm. - Implemented Module Manager configurations for USI Life Support, by @RoverDude. - Implemented Module Manager configurations for KeepFit, by @timmers_uk. - Updated purchase price of Food Container, from 4000 to 250. - Updated purchase price of Water Container, from 4000 to 250. - Updated purchase price of Waste Container, from 4000 to 250. - Updated purchase price of Science Container, from 4000 to 250. - Updated purchase price of Peekaboo, from 4000, to 1000. - Updated purchase price of Cradle, from 4000 to 2000. - Updated purchase price of Crossroads Mk2, from 4000 to 5000. - Modified crew capacity of Aisle, from null to 2. - Modified crew capacity of Foyer, from 1 to 2. - Modified crew capacity of Lobby, from null to 2. - Modified crew capacity of Crossroads, from null to 1. - Modified crew capacity of Crossroads Mk2, from null to 1. - Added new part, the UDK-RDX "Nucleus", a redesign of the original inline generator. 12th September 2016 - 1.2.1: - Reverted configurations, and created ModuleManager patches to add the PatchDecal module only when MissionPatchManager is installed; rather than have PatchDecal hardcoded. 12th September 2016 - v1.2.0: - Added updated models and configurations to allow compatibility with Mission Patch Manager (new release by myself). 11th September 2016 - v1.1.0: - Added updated Crossroads from old LSC release, as requested; now called Crossroads Mk2. 9th September 2016 - v1.0.0: - Initial release, containing 11 new and improved parts. This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
  16. 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 upkeep of this addon -------------------- Source is available at GitHub A new contract monitoring window designed to give more information and be more flexible than the stock window. This window gives players a number of options for displaying contracts. Grouping and ordering of contracts can be modified and contracts can be placed into custom mission lists. All contract and parameter reward and penalty values are displayed, along with the amount due to any strategy modifiers. The contract reward modification section of this addon has been removed. Its functionality has been moved to a new, separate add-on that can be found here. The top bar has several buttons that are used to adjust contract ordering and display options. The top-left icon opens a new window with options for changing sort order based on several criteria. The next icon toggles between ascending and descending order for the selected sorting type. The eyeball icon on the right toggles between the active and hidden contract list. Each mission list has its own active and hidden contract lists. The top-right icon opens a new window displaying all of the existing contract missions. Selecting a mission will switch the primary display to those contracts. The primary mission is always at the top of the list and contains all contracts. The bottom bar has several buttons that control various window options. The version number is displayed on the left. Tooltips for most buttons can be toggled on and off with the next icon. The spinning arrows icon is used to reset the window and primary contract list. A confirmation box will open upon pushing this button. This should generally not be needed, but if there are errors in the contract window (no contracts displayed, no "MasterMission" contract list, the window is too small, etc...) this can be used. All window size, font size, and position options will be reset; the internal list of contracts will be updated with all active contracts and the "MasterMission" will be reset with this internal list. All other mission lists should be unaffected, these can be manually deleted if there are any other problems. The aA icon controls font size for most of the window's labels. Each font is increased by one unit. The next icon toggles the overall window and texture element size. It also increases the font size by two units. Between the font and window size options there are four available font sizes and two window element size options. The arrow icon in the lower-right is a re-size handle; it can be dragged to increase or decrease the window size in either dimension. Each contract has a title bar above it with information and options for the contract. The contract difficulty, or prestige, is displayed on the left with one to three stars. The time remaining for the contract is shown next. It updates every five seconds (at high time-warp several days can go by during this period) and switches to days and hours, and turns yellow, when the counter gets low. The year/day time is dependent on your selection of Earth/Kerbin days in the KSP settings menu. The A icon can be used to display the flag and name of the contract's agency. The eyeball icon can be used to move the contract into the hidden or active contract list. The pin icon can be used to pin the icon to the top of the list, regardless of sort type or order; a contract's pinned state is persistent. The checkbox icon can be used to move the contract into a different contract mission list or create a new one. The blue icon at the end can be used to display contract notes if they exist; these are different from individual parameter notes. The primary contract and parameter display shows the same information as the stock window. In orange is the contract title. It is a button that can be pushed to collapse or expand the contract's parameters. When completed the contract text will turn green; when failed it will turn red. The contract parameters are shown in white. When completed these will turn green. Contract parameter notes can be displayed using the blue icon. Sub-parameters are offset slightly and are shown in a darker color. When all sub-parameters are completed they will be collapsed into their parent parameter and no longer displayed. The rewards for each contract and their parameters are displayed on the right side of the window. Funds, Rep, and Science rewards are displayed depending on how wide the window is. Rewards are in green, penalties are in red. The amount of any reward/penalty due to strategies, if any, is displayed in parenthesis. When the green checkbox icon is selected the mission list will appear. The current contract mission lists are displayed in this window. A green checkmark indicator on the left indicates that the currently selected contract is already in that mission. The green number to the right is the amount of contracts in that list. The red x box on the right can be used to remove a contract from any mission that it is present in. Selecting any existing mission will add the contract to it. Selecting the "Create New Mission" option will open the mission creator window. New missions can be created after giving them a name. Missions must have a name, can't use the same name, and must be under 20 characters. All progress nodes, their rewards, and in some cases, information about when they were completed is shown in this window. There are four types of Progress Nodes. Interval Nodes: These are nodes with multiple levels of progression, such as the altitude or speed records. Standard Nodes: These are nodes not specific to any one Celestial Body. Point of Interest Nodes: These are nodes completed by visiting anomalies. Celestial Body-Specific Nodes: These are nodes which are given separately for each Celestial Body Interval progress nodes. Standard progress nodes. The mission title bar is shown at the top of the window. The Title Bar is a button that can be used to switch to Progress Node mode. The edit mission window is opened with the pencil icon in the mission title bar for all but the Master Mission. Change the name of any mission. Delete any mission; this won't affect the contracts, and all contracts are still available in the Master Mission list. ChangeLog: This add-on uses TriggerAu's KSP Plugin Framework code Released under the MIT License.
  17. In Flight Flag Switcher - continued! Change the flags on any vessel or planted flags after launch with just a quick right-click of a button! NOTE:iPeer gave me permission to continue to maintain this and other mods he has written. The mod's original OP is available here. From this point forward, I will be maintaining this mod. By itself, this mod will allow you to change your mission flag after you've left the SPH or VAB. While on a mission, you can have one flag for the craft and a completely different flag to plant on the surface! This mod has a great number of uses both by itself and when paired with other flag mods, such as Flag Decals. It's now possible to create custom decals and launch vehicles that have multiple images on them. There are a few examples of what you can accomplish with this mod within the spoiler: From the original OP by iPeer:(click spoiler to view) Download locations: GitHub Installation: Extract the folder called "InFlightFlagChanger" to KSP's GameData folder. CKAN: CKAN is pending... if I can ever figure out how to do it. For now, you are stuck doing a manual install. How to use this mod: While in the VAB or SPH: Right click on the part containing a flag placeholder and scroll down to "CHANGE FLAG" option. A dialogue box will open containing all available flags you have installed. Select the flag and click "Accept". While on a mission: Right click on the part containing a flag placeholder and scroll down to "CHANGE FLAG" option. A dialogue box will open containing all available flags you have installed. Select the flag and click "Accept". You also have the option to apply the new flag to the entire vessel. NOTE: This mod will not work outside of the VAB or SPH if you selected the "flag" toggle to turn off flags while in editor mode. KNOWN ISSUES (I hope to address these as soon as I can figure it out): Vessel will lose it's root flag (this is the flag you've selected in the editor) on save, exit, and return. Reset the vessel's flag but do not select the option to set your selection as the vessel flag. This normally works. Flag is discolored, or may have a light grey halo if it is transparency based. Nothing I can do about this. This is an issue with the way the post 1.0.5 KSP handles imported images. It is most evident on images with a transparent background. Another cause of this are mods, such as EVE, that add shadows, clouds, and other environmental effects. If you are using these mods, wait until the obscured light on Kerbin and the discoloration should disappear. I am using the Decal Flag mod and the part that contains the deployable flag displays my flag backwards. I did not write that mod and cannot control it, however, simply use an image editing software package and take your original image, flip it horizontally, and save as "your flag name 2.png" and select that image using this mod. Support: I will be more than happy to provide support for this mod. I do ask that you follow a few simple rules when you ask for my help (click spoiler to view): PLEASE NOTE: You must manually uninstall previous editions of this mod. The previous version can be located in the GameData/iPeer folder. SPECIAL THANKS: We really have a great bunch of forum members that have encouraged me and others to take on greater challenges as members of the KSP community. I could not have updated this mod without the help of @CliftonM, @katateochi, and @Dman979. In a round-about way, I would also like to thank @Just Jim for getting me hooked on writing fan-fic based on KSP, thus creating the need for me to update this mod. PROJECT TESTERS: @Rhedd
  18. VesselMover Continued Pick up, move, rotate, place, or drop landed vessels quickly and easily. NOTE: Since BahamutoD is now busy with real life and has graciously made it known that we can continue support in his stead, I'm reviving the mod in this thread and will continue its support.  The original VesselMover thread is here: Download Locations: https://github.com/jrodrigv/VesselMover/releases Installation: Extract the folder called "VesselMover" to KSP's GameData folder. For installation convenience, VesselMover is now CKAN listed, and supports KSP-AVC. Usage: Use the toolbar menu buttons to pick up, place, or drop a vessel. It must be landed or splashed down in order to pick it up. Use Tab key to change Movement Mode. This changes the base altitude and movement speeds For long distances, it works well to use "Ludicrous speed" in map mode! New!* Use the Throttle Up and Down (Shift and Control by default) to raise and lower the Altitude New!* Use Throttle Cuttoff (X by default) to Reset the Movement Mode Altitude if changes have been made. Use pitch/yaw (WASD by default) to move around. Use roll (Q/E by default) to roll, and translation buttons (IJKL by default) to rotate pitch and yaw. Use translate fwd/back (H or N by default) to auto rotate planes and rockets respectively to level/upright. Click spawn vessel to open the craft browser. Select a craft, then select a place to spawn it. It will spawn in vessel-move mode so you can reposition it or rotate it before placing it down or dropping it (free fall baby!). License: MIT Source code: https://github.com/jrodrigv/VesselMover
  19. Hello all! Will make it quick: * Programmer by trade (but completely unrelated to spaceflight) * Absolutely fascinated by the tvc and flaps control of starship * But absolutely no idea how this could be achieved in code * But spaceflight noob * But ksp noob Took the last year to gradually learn how to control starship using my own plugin written in C#. The video above shows my current progress. Ascent, flop, descent, flip work roughly. Landing left. Full code can be found here: https://github.com/xgleich1/starship Would like to describe my yourney from the beginning and in detail once this post is approved and if you are interested. Could contain hints on how the real flight software potentially could look like. Example: How can you make sure that you can yaw/roll/pitch at the same time with the flaps? Finally and most importantly: Big thanks to ksp and the whole ksp community, without you I could have never done this. Special mentions: https://kerbalx.com/ -> For providing the means to find a starship vehicle for a complete builder noob https://www.kerbalspaceprogram.com/ksp/api/index.html#details -> Documentation which helped a lot while coding https://wiki.kerbalspaceprogram.com/wiki/Plugins -> For teaching the basics in making a plugin https://forum.kerbalspaceprogram.com/index.php?/topic/182622-19x-aecs-motion-suppressor-air-brake-engine-control-surfaces/ https://forum.kerbalspaceprogram.com/index.php?/topic/124417-180-1123-atmosphereautopilot-160/ https://forum.kerbalspaceprogram.com/index.php?/topic/180725-112x-attitudeadjuster-v12-set-control-point-via-action-group-variable-pitch-control-point-for-spaceplane-reentry/ https://forum.kerbalspaceprogram.com/index.php?/topic/196642-18-19-110-davon-throttle-control-systems-mod-renewed/ https://github.com/RichTeaMan/JebNet https://spacedock.info/mod/2643/Kerbal Telemetry https://ksp-kos.github.io/KOS/ https://forum.kerbalspaceprogram.com/index.php?/topic/162324-18-112x-trajectories-v241-2021-06-27-atmospheric-predictions/ https://github.com/MuMech/MechJeb2 https://forum.kerbalspaceprogram.com/index.php?/topic/90252-13-pilot-assistant-atmospheric-piloting-aids-1132-may-28/ https://forum.kerbalspaceprogram.com/index.php?/topic/139167-111-remotetech-v199-2020-12-19/ https://forum.kerbalspaceprogram.com/index.php?/topic/97154-19-110-throttle-controlled-avionics/ -> For being an awesome reference on how things could be done with a plugin
  20. How do I load in a prefab into KSP? My prefab(s) are smoke particle effects that I would like to instantiate in code, and they are created in the Unity Editor. How do I export them into a format KSP recognizes and load them via code?
  21. Here is the spacedock link for anyone wanting to try it out: https://spacedock.info/mod/3108/LudicrousParts The source code: https://github.com/HyperFunOriginal/LudicrousPartsMod Not much else to say other than, enjoy!
  22. Hello, I'm attempting to draw custom orbit lines and place objects in the Tracking Station view. I'm trying to retrieve the position on a orbit from a true anomaly. However, I'm coming accross weird position calculations when using the Orbit.getPosition functions and custom true anomalies values. I saw a similar issue in this post, but it doesn't provide an explanation or solution to the problem: I've setted up this bit of code to debug what's going on, which runs on the first frame when entering the Tracking Station. It first compares positions calculated using UT and an offsetted UT. Then it compares the positions by modifying the true anomaly angle with a small offset. I made a small analysis of the results below. Logger.Log("MODIFYING UT:"); double ut = Planetarium.GetUniversalTime(); Logger.Log("UT: " + ut); double trueAnom1 = kerbin.orbit.TrueAnomalyAtUT(ut); double trueAnom2 = kerbin.orbit.TrueAnomalyAtUT(ut + 1); // +1 second Logger.Log("True Anom 1: " + trueAnom1); Logger.Log("True Anom 2: " + trueAnom2); Vector3d localPos1 = kerbin.orbit.getPositionFromTrueAnomaly(trueAnom1); Vector3d localPos2 = kerbin.orbit.getPositionFromTrueAnomaly(trueAnom2); Logger.Log("Local Pos 1: " + localPos1); Logger.Log("Local Pos 2: " + localPos2); Vector3d scaledPos1 = ScaledSpace.LocalToScaledSpace(localPos1); Vector3d scaledPos2 = ScaledSpace.LocalToScaledSpace(localPos2); Logger.Log("Scaled Pos 1: " + scaledPos1); Logger.Log("Scaled Pos 2: " + scaledPos2); Logger.Log("Local Positions Distance: " + (localPos1 - localPos2).magnitude); Logger.Log("Scaled Positions Distance: " + (scaledPos1 - scaledPos2).magnitude); Logger.Log("MODIFYING TRUE ANOMALY:"); ut = Planetarium.GetUniversalTime(); Logger.Log("UT: " + ut); trueAnom1 = kerbin.orbit.TrueAnomalyAtUT(ut); trueAnom2 = trueAnom1 + 0.001; // 0.001 offset angle in radians (= 0.05729578°) Logger.Log("True Anom 1: " + trueAnom1); Logger.Log("True Anom 2: " + trueAnom2); localPos1 = kerbin.orbit.getPositionFromTrueAnomaly(trueAnom1); localPos2 = kerbin.orbit.getPositionFromTrueAnomaly(trueAnom2); Logger.Log("Local Pos 1: " + localPos1); Logger.Log("Local Pos 2: " + localPos2); scaledPos1 = ScaledSpace.LocalToScaledSpace(localPos1); scaledPos2 = ScaledSpace.LocalToScaledSpace(localPos2); Logger.Log("Scaled Pos 1: " + scaledPos1); Logger.Log("Scaled Pos 2: " + scaledPos2); Logger.Log("Local Positions Distance: " + (localPos1 - localPos2).magnitude); Logger.Log("Scaled Positions Distance: " + (scaledPos1 - scaledPos2).magnitude); (Logger.Log is a custom wrapper around Debug.Log) Here are the results: MODIFYING UT: UT: 135842917.592889 True Anom 1: 1.63107920616794 True Anom 2: 1.63107988885983 Local Pos 1: [493910.75, 1014.90991210938, -340737.9375] Local Pos 2: [501845.514609337, 1014.90991210938, -335916.997343063] Scaled Pos 1: [82.3098468153844, 0.269453518842612, -56.9360563766938] Scaled Pos 2: [83.6323075694434, 0.269453518842612, -56.1325663591432] Local Positions Distance: 9284.500708296 Scaled Positions Distance: 1.54741676814283 MODIFYING TRUE ANOMALY: UT: 135842917.592889 True Anom 1: 1.63107920616794 True Anom 2: 1.63207920616794 Local Pos 1: [493910.75, 1014.90991210938, -340737.9375] Local Pos 2: [12113141.2240677, 1014.90991210938, 6726731.39502716] Scaled Pos 1: [82.3098468153844, 0.269453518842612, -56.9360563766938] Scaled Pos 2: [2018.84823841927, 0.269453518842612, 1120.97548642882] Local Positions Distance: 13599839.6893388 Scaled Positions Distance: 2266.63992394695 First test (modifying the UT) : In the first comparison, I'm calculating the true anomalies using the built in TrueAnomalyAtUT function at two different dates : the current UT and that same time but 1 second in the future. As you can see, the positions seem close enough both in local space and scaled space. Morover, the distance of about 9284 meters between the two position matches the distance Kerbin would travel in 1 second, based on its orbital velocity which is 9285 m/s (according to the wiki: https://wiki.kerbalspaceprogram.com/wiki/Kerbin). Note also that the scaled position calculated at the current UT matches the coordinates of kerbin.scaledBody.transform.position (not shown here, but tested). However, the magnitude of the position vector (in local space) is about 60000 m, which doesn't seem to match Kerbin's orbit semi major axis of 13 599 840 256 m (according to the wiki). I thought intuitively that the origin of the world (= local space ?) coordinates would be where the Sun is, but it can't be according to these values. Where is the origin of the world ? Am I missing something in how the local space works ? I also find a bit curious that the distance traveled in the scaled space is about 1 unit. The magnitude of the position vector in scaled space (according to these logs) is about 100 units. So that means that Kerbin would have moved of 1/10th of its "position magnitude" in one second in the Tracking Station view... which clearly isn't the case. We don't see any bodies moving that much in just 1 second (they look pretty still). Second test (modifying the true anomaly) : Now the second comparison. I first compute the true anomaly at the current UT, and the position at this true anomaly using getPositionFromTrueAnomaly. Then I compute another position but with a true anomaly offsetted of only 0.001 radians, which corresponds to about 0.06 degrees. I expect to have very close coordinates, but as you can see, it's complete nonsense. The position calculated from the true anomaly at the current UT looks correct (same as in first test). But the positions calculated at the offseted anomaly makes no sense. Except the y-coordinate, the xz-coordinates are different from the first position by several orders of magnitude (not mentioning the sign change on the z-component). The scaled coordinates doesn't make sense either. The distance between the two positions is about 13 600 km for a 0.06 degrees difference in the true anomaly, and in scaled space it's about 2300 units. Something is obviously wrong and I can't figure out what. I want to draw custom orbit lines and I've looked through the source code of other mods (the DrawTools class in Kopernicus: https://github.com/Kopernicus/Kopernicus/blob/755ab1e3a5cf73e44e033be12906693f9564ceaa/src/Kopernicus/Components/DrawTools.cs) and they don't seem to do anything different from me except using the eccentric anomaly (I tried it, and I get the same problems). What am I missing ? Am I misunderstanding how local space / scaled space work ? (another post I made related to Tracking Station positioning problems : Thank you very much in advance for any help !
  23. Nano Gauges tiny ana1og gauges for kerbalnauts current version: 1.10.0-3463 There are already some plugins that add gauges out there. SteamGauges by Trueborn for example or an older version from Bucky: Bucky-s-Instruments. Well, Bucky's Instruments are no longer updated and the Steam Gauges are nice, but way to large for my personal taste. So I decided to add an alternative: NanoGauges. They look similar but a bit smaller than those by Bucky and his gauges have inspired me to create my own ones. Readable but less space consuming gauges was the design goal for this mod. If you think the gauges are to small, try SteamGauges instead. Download: Spacedock Spacedock direct link for KSP 1.1.3 Mirror: Curse Installation: Extract the archive into the KSP home folder. Do not change the path! There has to be a folder Nereid/NanoGauges in your GameData folder! Of course you can disable any gauge and change the positions, too. Thanks to lunuxgurugamer the Trimindicators are working again: Kottabos Space Program has done a review of Nano Gauges. His video is far better than mine and explains the usage of NanoGauges: Gauges: There are 56+ different gauges (plus 6 gauges if TAC life support is installed; another 2 if Kethane is installed, 2 gauges for Deadly Reentry) available at the moment: R ALT: Radar Altimeter V SPD: Vertical Speed Indicator H SPD: Horizontal Speed Indicator MASS: Mass of the current ship in tons G: Accelerometer (Gee-Force) ORBIT: Excentricity of an established orbit FUEL: Remaining liquid-fuel in percent FLOW: Liquid-fuel flow CHARGE: Remaining electric charge in percent AMP: Current drain on the electric charge MONO:Remaining monopropellant in percent Ox:Remaining oxidizer in percent ApA: Apoapsis PeA: Periapsis Xe: Remaining Xenon AIR IN: Air intake R AIR IN: Air intake in percent ATM: Atmospheric density SPD: Speed THRUST: Thrust TWR: Thrust-Weight-Ratio AOA: Angle of Attack (fixed in 0.4.8) INCL: Orbit inclination D TGT: Distance to target dISP/s: Change in ISP per second (only running engines) (new in 0.4.5) ISP/E: average ISP per running engine TEMP: Temperatur (needs a thermometer sensor of course; averages over all thermometer sensors onboard) O2: Oxygen (TAC life support or Kerbalism required) CO2: CO2 (TAC life support or Kerbalism required) H2O: Water (TAC life support required) W H2O: Wastewater (TAC life support required) FOOD: Food (TAC life support or Kerbalism required) WASTE: Waste (TAC life support required) EVA MP: Remaining EVA monopropellant (new in 0.3.1) O SPD: orbital speed (new in 0.4.2) MAX G: Maximal sustained gee force (with reset button, new in 0.4.2) SRB: Remaining solid fuel (new in 0.4.2) KETHAN: Remaining Kethane (Kethane Pack required, new in 0.4.2) K AIR IN: Kethane air intage (Kethane Pack required, new in 0.4.2) GRAV: Gravimeter (needs a gravimetric sensor of course; averages over all gravimetric sensors onboard) VAI: Vertical Attitude Indicator VVI: Vertical Velocity Indicator Vt: Terminal velocity deviation (not very useful in KSP 1.1.x/1.2, because of the way drag is handled) V TGT: Velocity to target Camera: current camera mode (new in 0.5.2) MACH: current mach number Q: dynamic pressure SHIELD: remaining ablative shield HEAT - heatshield temperature IMPACT: time until impact (or land) ALT: Altimeter ACCEL: Acceleration in m/s^2 H ACCEL: Horizontal acceleration in m/s^2 V ACCEL: Vertical acceleration in m/s^2 extTemp: External temperature in °C atmTemp: Atmospheric temperature in °C ORE: Used ore storeage capacity DRILL: Drill temperature ABLATOR. Remaining ablator resource on all (!) heat shields BIOME: Biome under vessel (text gauge) Coordinates (latitude): Latitude coordinates of the vessel (text gauge) Coordinates (longitude): Longitude coordinates of the vessel (text gauge) PR.REQ: Propellant Requirement gauge (in percent) Indicator gauge for Brakes, Airbrakes, Flaps, Afterbruner,... KARBNT: Karbonite in percent of the total capacity PRESSURE: Barometer (needs a barometric sensor of course; averages over all barometric sensors onboard) SEISMIC: Seismometer gauge (needs a seismic sensor of course; averages over all seismic sensors onboard) CRAP: Crap (Kerbalism required) IAS: Indicated Airspeed Vessel name Camera view direction VOR/ILS (heading of vessel, bearing of airfield/waypoint, ILS) ILS/DME (vertical attitude of vessel, distance to runway (DME), ILS) Throttle (throttle setting and relative thrust of all engines) MINI-DSKY (5 display modes) Digital Apoapsis Digital Periapsis All gauges positions are locked by default. This can be disabled in the config window and then all gauges are fully dragable and you can place them where you want. Hint: save the gauge positions in the config window or quit KSPO in the main menu, or the positions are not saved! By using the Automatic Layout in the config window, NanoGauges tries to rearrange the visible gauges in a grid. Just drag the gauge near a position were you want it to reside, and all gauges are added to the right. If you want more than one line of gauges, just move some below each other. The leftmost gauge will start a line. Hotkeys (changed in 1.2.5): RIGHT-CTRL: disable gauges / drag as group RIGHT-CTRL-KP/: hide/unhide gauges (Keypad) RIGHT-CTRL-KP*: Autolayout (Keypad) RIGHT-CTRL-BCKSPC: reset all gauge positions and their enabled/disabled states to their defaults KPENTER: hide/unhide gauges (Keypad) RIGHT-CTRL-KP1: select STANDARD gauge set (Keypad) RIGHT-CTRL-KP2: select LAUNCH gauge set (Keypad) RIGHT-CTRL-KP3: select LAND gauge set (Keypad) RIGHT-CTRL-KP4: select DOCKING gauge set (Keypad) RIGHT-CTRL-KP5: select ORBIT gauge set (Keypad) RIGHT-CTRL-KP6: select FLIGHT gauge set (Keypad) RIGHT-CTRL-KP7: select S1 gauge set (Keypad) RIGHT-CTRL-KP8: select S2 gauge set (Keypad) RIGHT-CTRL-KP9: select S3 gauge set (Keypad) RIGHT-CTRL-KP0: enable all gauges (Keypad) PGUP: select previous gauge set PGDOWN: select next gauge set WIN-MENU: select navigation point / ILS RIGHT-CTRL-TAB: opens a special gauge for alignment of gauges over several gauge set; this gauge has the same position in all gauge sets. If you want the same positions of gauges in all sets use this one as a reference All hotkeys can be changed in the config window. Profiles: In 1.2.x there is a new feature calles Profiles to automatically switch to a gauge set depending on the vessel situation or a special hotkey. To open the Profile configuration window click on the button "Profiles" in the configuration window. Enable the profiles (topmost checkbox) and change the gaugesets as you like. There are 12 Profiles Launch: Change the gaugeset whenever the vessel situation changes to launch Flight: Change the gaugeset whenever the vessel situation changes to flight Orbit: Change the gaugeset whenever the vessel situation changes to orbit Escape: Change the gaugeset whenever the vessel situation changes to escaping Flight to Suborbital: Change the gaugeset whenever the vessel situation changes from flight to suborbital Orbit to Suborbital: Change the gaugeset whenever the vessel situation changes from orbit to suborbital Other to Suborbital: Change the gaugeset whenever the vessel situation changes from any other situation than flight or orbit to suborbital Landed: Change the gaugeset whenever the vessel situation changes to landed Docked: Change the gaugeset whenever the vessel situation changes to docked Docking (UI): Change the gaugeset whenever the vessel is in orbit and the docking UI mode is selected (DEL key) EVA: Change the gaugeset whenever a kerbal starts an EVA Hotkey: Change the gaugeset whenever a key is pressed The profiles are disabled by default. You will have to enable them to use this feature. MINI-DSKY: The Mini-DSKY can display flight data in five different modes: Orbital Mode Velocity Mode ILS/Runway-Mode ILS/Glide-Mode TRIM-Mode The mode can be changed by clicking on one of the five buttons in the lower part of the DSKY gauge. Notes: NanoGauges stores its configuration in the file <KSP-home-folder>/GameData/NanoGauges.dat. There are no other writes on the filesystem. License: http://creativecommons.org/licenses/by-sa/3.0/ Changelog: Bugs: The terminal velocity gauge isn't working right. But there is not much I can do about this at the moment. Credits: NanoGauges are inspired by Bucky's Instruments. No part of the source code from Bucky's Instruments were used for NanoGauges but some of the included art. Bucky's Instruments were released under the license http://creativecommons.org/licenses/by-sa/3.0/. Thanks to Bucky for using this license. NanoGauges uses the toolbar created by blizzy78, see http://forum.kerbalspaceprogram.com/threads/60863-0-23-0-Toolbar-1-4-3-Common-API-for-draggable-resizable-buttons-toolbar. The stock toolbar can be used as an alternative. The trim indicators are based on an idea by dazoe but were completely redone.
  24. 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 structural link identical to the ones that normally hold parts together. But wait! There's more! When decoupling (or explosions) happens, it detects if one of the virtual connections would continue holding the vessel together and magically makes that the real connection point as if no funny business had been happening! Check out the rest of the album! And some new building styles you can use with ReCoupler: Interested? Get it from SpaceDock or GitHub now! Known bugs: Not a bug, necessarily, but it only works for stack attach nodes. Future plans: Make a decoupler that connects to 2-, 3-, or 4-engine clusters and makes their fairings work with it. Thanks Making History! Considered complete at this point. Please feel free to raise any suggestions!
  25. 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
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