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  1. Kerbal Flight Indicators Note: @DaMichel has given me his permission to maintain this mod in his absence. I have forked the Repository and will continue support going forward, or until he returns to continue support. I have cloned his page to note the change in mod support. I'm not renaming the mod to make it easier to keep track of it. What is Kerbal Flight Indicators? It draws a couple of markers directly in your field of view. It shows Horizon Attitude Velocity Vertical direction You can turn it on/off with the toolbar button. Download Release Page on GitHub (Source code on Github) Installation: Extract the contents of the zip file into the GameData directory. Note: I have added support for KSP-AVC version file now included. Configuration: Is done by editing settings.cfg in GameData\KerbalFlightIndicators\Plugins\PluginData\KerbalFlightIndicators. To change colors, you'll see lines like "horizonColor = 0,0.5,0,0.8". The numbers represent Red, Green, Blue and Alpha components, going from 0 to 1. Alpha means opaqueness, where 0 is completely transparent. New values should take effect on the next flight scene. To let indicators appear on top of the IVA cockpit again, change drawInFrontOfCockpit = False to drawInFrontOfCockpit = True. Mod Recommendations If you want to see more information, have a look at SteamGauges and RasterPropMonitors (IVA) and NavHud Renewed. Mouse Aim Flight Supports Blizzys Toolbar. The KSP app toolbar is supported since KFI R11. Picz My Imgur account is almost full of images so i'm probably going to delete the previous sequence. Have this instead. Changelog on GitHub Known Issues * This release has the potential to cause strange issues with other mods, like HUD elements or use custom cameras. Please report odd issues. Acknowledgements Current mod maintainer: Papa_Joe I've only continued maintenance on this mod. All credit is due to the original mod author. Original mod author: @DaMichel Original Mod Post: https://forum.kerbalspaceprogram.com/index.php?/topic/72595-13-kerbal-flight-indicators-release-15-2017-08-14/ @DaMichel originally acknowledged the following: * I used some code from SteamGauges http://forum.kerbalspaceprogram.com/threads/40730-0-23-SteamGauges-V1-5-Analog-Radar-Altimeter-and-More! by Trueborn. Thanks for putting it under a not too restrictive license. * Thanks to Blizzy for his Toolbar. * I would also like to thank Pizzaoverhead (KerbTrack) and Navyfish (DockingPortAlignment) for their plugins from which i learned how to do things. License http://creativecommons.org/licenses/by-nc-sa/3.0/
  2. I'm starting a new thread for the SRW mod I have recently rebuilt for a relativelly new KSP version 1.10.1. The mod has been abandoned by @Crzyrndm few years ago and then was kept rebuilt in a fork of @HebaruSan. I found out that fork being more updated and featuring a couple of improvements only after rebuilding the mod on my own with a change that is critical for me. If I find more time to spend on the mod - the first thing I will do is adding the QoL tweaks from that fork. The only reason for the first version released by me to be called 2.0.0 is to prevent the mod's version names from being confusing. (Semi-) Saturatable Reaction Wheels Dependency - ModuleManager Download from GitHub or via CKAN License - GPL v3 Features Reaction wheels accumulate momentum with use, torque output is modified based on the current stored momentum Stored momentum "magically" (ie. no basis in real physics) slowly decays over time, recovering the parts torque capabilities. The rate is configurable in the part configuration files (ie. you can turn it off, decrease the rate, or increase the rate to suit your play style) Stored momentum can also be discharged at the expense of propellant. Not enabled by default, change the file extension of ResourceDrain.txt to .cfg to enable Before you download I have not done much testing. Please report any problem you encounter with the mod. I have not marked KSP 1.8.1 as compatible but I use it in my 1.8.1 heavily modded career and I'm sure I'll have a reason to explicitly declare compatibility after some time. Changelog v2.1.3 Added: New custom ico for toolbar button (by @Tedd_Deireadh, thanks!). v2.1.2 Fixed: Non-EN KSP versions throwing exceptions or even failing to load. v2.1.1 Fixed: Each time you entered flight scene, you got one more toolbar button. v2.1.0 Added: RCS Fuel icon for "propelled" discharge toggle button. The button is now also red when the discharge is active. For-propellant discharge availability is now toggled not via file renaming, but mod's difficulty settings. Reasonless discharge can be both toggled and scaled in the difficulty settings (from no discharge up to 10 times faster than "default legacy speed"). Icon in mod toolbar to toggle RW Window (so you don't need to search for an RW part to access it). As of now the icon used is the icon of vessel controll science node found in GameData/Squad. Its copy is put in the modfolder, a "better" icon is planned. Fixed: RW Window is now a bit better spaced (the close button). RW Window treated in-physics craft with same names as a single one (probably it had some severe side-effects). v2.0.0 Built vs KSP 1.10.1 Added a patch to remove SaturatabeRW module if we find a part lacking ModuleRecationWheel on zzz_ prefixed pass Fixed severe NRE spam if ModuleReactionWheel is removed (in a wierd way) by SETI mods.
  3. This plugin allows for parts to have hollow insets that dont clip into other parts, ideal for engine nozzles, landing gear, air intakes, solar panel bays, and more. It is a standalone version of the depth mask module included in the Restock dll, along with the addition of depth masks to several stock parts ModuleDepthMask 1.1.2 requires KSP 1.11 or later. If you are using an older version of KSP, please use version 1.1.1. Downloads Source Code Usage Add a depth mask mesh to your part model. It should cover up the hollow area you want to prevent clipping in, without sticking out. Mark the depth mask object with the Icon_Hidden tag to prevent it from showing in the VAB part picker Add a new ModuleDepthMask to your part config Add the name of your mask object in the maskTransform property (Optional) Add the name of the object you want to restrict the mask effect to in the bodyTransform property An example config: MODULE { name = ModuleDepthMask maskTransform = mask bodyTransform = interior //Optional } Creating the depth mask model The depth mask will prevent any other parts from rendering behind it. Because of that, it should not be used on any kind of bay where other parts will be placed, or on any part you can look completely through. It also shouldn’t "bubble" out above the hole you want to cover, otherwise it would be possible to see through it from the side. Also double check your normal direction, since the depth shader only works one way. Screenshots mask meshes and configs for stock parts are included in Restock Licensing This plugin is licensed Creative Commons Sharealike Attribution. This means that you can redistribute it and its source code however you like under the same license as long as you include attribution and indicate the changes you made, if any. Redistribution You are free to redistribute this plugin in your mods, or embed the code in your own plugins (with a different module name for compatability of course.) To prevent duplicates of the plugin, please add the dll to the root gamedata directory. In general, treat this mod the same as Modulemanager for redistribution
  4. This is a continuation of the idea of the well-known Audio Muffler mod by NovaSilisko Its purpose is to make game sounds feel more realistic by muffling them as the air around your vessel gets less dense. here will be a video demonstrating the mod's features later License: CC BY-NC-SA Source code: on GitHub Supported KSP version: 1.5.x Download from SpaceDock A serious redux of the original version was made to be able to implement some new features as Cabin sounds are not muffled when you are inside it Music is not muffled anymore In atmosphere sounds feel different if they happen outside your vessel from the ones inside While on IVA in space you can hear your own engines and can't hear anything outside your vessel If you get bored by totally silent space, you may edit the mod's config file (Audio Muffler Redux/PluginData/AudioMuffler Redux/muffler.cfg) and set the "minimalCutoff" to 300. Doing so you'll get the original mod's behaviour when sounds in space were not muffled to none but to "nothing more than a deep bass rumble" instead. More settings: helmetOutsideIVA - hear helmet and cabin sounds (e.g. Chatterer, alarms etc.) in flight when not on IVA helmetOutsideEVA - hear helmet sounds when on EVA and not in 1st person view helmetForUnmanned - enables you, as a remote operator, to hear beeps and alarms of an unmanned vessel even from outside view helmetInMapView - hear helmet sounds in Map view vesselInMapView - hear muffled sounds from distant parts of your vessel in Map view outsideInMapView - hear muffled outside sounds in Map view (actually, doesn't make much significant difference) For first person view on EVA you can use the Through the Eyes of a Kerbal mod
  5. Simplifies vessel design by adding a visual "laser" grid and an automatic alignment tool to SPH and VAB License: GPLv3 Source code: GitHub Description Citation: "You should make your drawings with a ruler and a pencil, not with your leg and a marker pen." -- A maths teacher Have you ever been annoyed by ending up with misaligned engines or clubfooted landing gear after spending half-an-hour trying just to guess where to rotate to get them right? This mod adds a grid to SPH and VAB and "laser" guides for an active part to let you clearly see where the things are wrong and align them in one click. Download from SpaceDock Here's a video on why do you need it and how to use it Installation Extract contents of the released archive into your KSP/GameData folder. Usage While in SPH or VAB press the button to enable the grid. Once there's a root part you'll see the grid with origin bound to the part. If you try to add or edit another one you'll see the red "laser" guides representing all the three axes for it and all of its symmetry counterparts. Now you have all the planes and axes visualized and it's the matter of several clicks to align the things. The guides have distinct colors for each direction. You can easily remember them in the following way: Red for Rechts (Right) Violet for Vorwarts (Forward) Pink for Up (almost the same as the thrust vector) Once you have rotated a part to approximately face the desired side, use the following hotkeys for autoalign the desired part's axis to be parallel to the closest grid line (regardless of direction): Period ( [.] ) - toggles the grid on and off L - aligns the part by a guide at the mouse pointer to the closest grid line J - aligns the part's up (pink guide) to the closest grid line N - aligns the part's forward (violet guide) to the closest grid line M - aligns the part's right (red guide) to the closest grid line G - select a part under mouse pointer as the grid's origin K - toggles guides for symmetry (deKlutter). May be useful when working with many radially symmetrical parts creating a bunch of guides which makes them complex to use. This button let's you see the ones for the original part only. When using the separate keys for alignment (J, N, M), if you are in the part's editing mode (rotation or offset) it is sufficient to just press a key. Otherwise you'll need to move the mouse pointer over the desired part and then press. You can change the keys by editing HangarGrid.cfg in the mod's folder. Valid values are listed inside the file. Know issues Autoalignment of a part desynchronizes it's rotation and position to the current rotation gizmo. So if you press an alignment key while in rotation mode, it is recommended to re-enable the mode by pressing "1" - "3", for example. Otherwise once you touch the gizmo again the part jumps to the gizmo's present position and rotation. Planned features * A GUI for grid customization that let's you change the look and declutter the view abit.
  6. S.A.V.E automatic backup system current version: 1.10.0-3173 Have you experienced some kind of major bug in a plugin? Did your save game got corrupt or have you lost all your ribbons in FinalFrontier, because of a single stupid mistake the developer (who is me unfortunately) has made? No? Well, you are lucky then. If you have experienced this, S.A.V.E may come to rescue. This plugin will handle automatic backups of your save games for you to prevent loss of data. As most other software, this software comes with no warranty of any kind. If you use it, you do it at your own risk. All releases until 0.9.11-319 will not backup your ship templates! And a word of warning: I have tested this on Windows only. I do not know, if S.A.V.E works correctly on a MAC or on Linux. Important! Please read! This plugin will store the backups at the location on the file system that is set by the user! It may write on any location on the file system if the user changes the default location. Please keep this in mind, if you are setting S.A.V.E to a different backup location. The default location for backups is: <KSP-HOME>/backup. There is a subfolder for each save game. Each backup is stored in a folder YYYYMMDD-HHMISS. Folders containing a .nobackup file are not included in any backup. So if you do not want to backup a game or a subfolder of a game, just create a file of that name there. Download: Spacedock license: LGPLv3 Features: Completely automatic; it will create a backup after a save Backups can be stored anywhere in the file system ("a king who must say 'I'm the king' is no real king" -a backup on the same hard disk is no real backup) Configurable backup interval Configurable minimal number of successful backups Configurable maximal number of backups Configurable time in days to keep backups Backup of all games at once Restore functionality Automatic backup before a restore is done. Compressed backups Cloning a game from a backup Screenshot: Hints: Setting "days to keep backups" to 0 will keep backups forever (as long other constraints are not violated). Setting "max number backups" to 0 will keep an unlimited amount of backups (as long other constraints are not violated). Setting both "days to keep backups" and "max number backups" to 0 will never delete any backup (not even failed ones). The value of "min number of backups" determines the number of successful backups that have to be kept in any case.
  7. KSP's aerodynamic shielding is wonky. You can hide parts from airflow and flames with cargo bays only - and it doesn't work all the times. Sometimes you don't even know it till spaceplane starts to drag extremely because of tiny robo arm in the bay. And FAR is not an option for everyone. TLDR - can someone please make a plugin that shows and changes part's Shielded status forcefully, by pressing a button in PAW? It may sound cheaty, but stock actually punishes you for having equipment clipped in hollow stuff. So, it's not more cheaty then toggleable autostruts.
  8. Hello Mod Community! I'm currently developing a mod which requires the selection of an or several image(s) by the player. Preferably I would like to do using the Windows File Explorer. I've tried two methods, using UnityEngine and another one using System.Windows.Forms. None of them worked and I've heard that apparently people have had issues with the file explorer when modding before... UnityEditor method EditorUtility.OpenFilePanel("Select reference image!", "", "png"); Which gave me this error: I heard the apparently KSP doesn't use UnityEditor so I added the UnityEditor.dll file into the plugins folder which changed the error from the beforementioned one to this one: Anyone have any experience with UnityEditor and KSP modding, please let me know! System Windows Forms method string refImgPath = ""; OpenFileDialog fileDialog_ = new OpenFileDialog(); fileDialog_.InitialDirectory = @"c:\"; fileDialog_.Filter = "png"; fileDialog_.RestoreDirectory = false; if (fileDialog_.ShowDialog() == DialogResult.OK) { refImgPath = fileDialog_.FileName; } Debug.Log(refImgPath); Which gave me this error: I didn't know where to continue from here, anyone know what's wrong? Basically I need help with getting an file (image) explorer window working to get the path to any given image. Thank you in advance for any help!
  9. Original Thread (A new thread for one of my previous mods, for two reasons. First, I'm splitting the parts and the plugin itself into two separate items in CKAN. Secondly, it has been so long that I forgot the password to my original account, and I think I used a temporary email to register it.) ODFC is a plugin to simulate fuel cells in KSP, and do a better job of it than stock's use of a resource converter. The main difference is it only generates electricity when it's really needed (batteries almost empty), and otherwise lets electricity of a craft float up and down, as it might in a solar powered vehicle when the sun is eclipsed by another celestial body. It also allows fuel cells to generate byproducts, aimed at supporting life support mods like TACLS. It also includes a wealth of documentation in order to ease use of the plugin by anyone potentially interested in creating parts that use the plugin, as well as the source code. For some example parts that demonstrate the plugin, see Okram Industries Fuel Cells (thread, SpaceDock). Please keep discussion here related to the plugin. Download on SpaceDock here or DropBox here. Also available on CKAN. Change Log: v1.1 - Release split into two pieces; plugin is now distributed separately from the OI parts, to ease CKAN support - Updated to support KSP v1.1 (KSP 1.0 was not and will not be supported) - UI will now hide certain elements if they are not used (mode switching and fuel used is hidden for those with only a single mode; Byproducts is hidden unless there are at least 2 modes, at least one of which has a byproduct) - Info screen will now report units in an easier to read and interpret manner (e.g. 0.36/h instead of 0.0001/s) - Fixed a bug where floats were truncated to integers when reading the MaxEC value - Changed code to use public KSP/Unity functions where applicable - Very small code optimizations and organization v1.0 - Initial release (for KSP v0.90) License: CC-BY-NC-SA-4.0
  10. This plugin adds a lightweight partmodule that, when the part it is on is staged, plays a defined animation. It's a drop-in replacement for ModuleAnimatedDecoupler except with no decoupling. The staging icon is still a decoupler though, just so you can see one. Based on animation-playing code by Starwaster in Animated Decouplers, full credit to them for that base. It also adds ModuleAnimateGenericExtra which extends ModuleAnimateGeneric to support deployLimitName which if set will be the name used by the Deploy Limit slider, and showToggle which, if set to False, will hide the "toggle" event even if Deploy Limit is allowed. I built it on 1.10 but it works on 1.8+. Why should you care? Because if you replace Modular Launch Pad's Animated Decouplers with ModuleStagedAnimation (you can just do the following in an MM patch), suddenly MechJeb's autostage-clamps feature will play nice with the pads. @PART[AM_MLP*]:FOR[RealismOverhaul] { @MODULE[ModuleAnimatedDecoupler],* { @name = ModuleStagedAnimation } } But I'm sure you part modelers will come up with all sorts of cool uses for this. PRs welcome of course! Thanks to @AlphaMensaefor a truly exceptional mod (it very much increased my enjoyment of KSP!) and thanks to Starwaster for a good simple implementation of playing an animation on activate. Source: GitHub License: CC-BY-SA 4.0 Download: Latest Release
  11. Think you Chubby Hampster for continuing WindowShine! Logo courtesy of @Teflon_Mike Gif with GemFX and KSPRC v2 courtesy of @cobbman11 Video (-v2) Pictures: Album on imgur, Gif in VAB Downloads: WindowShine is dependent on TextureReplacerReplaced managed by @HaArLiNsH (TextureReplacer maintained by @RangeMachine for 1.2x) and ModuleManager maintained by @sarbian. Make sure to install them both first. KSP 1.3+ WindowShineTR-v16 TextureReplacerReplaced latest ModuleManager latest KSP 1.2- WindowShineTR-v12.4 TextureReplacer v2.5.4 ModuleManager 2.7.6 Mod Support packs (for KSP 1.3+) Thank you @miromed! Dropbox folder Mod support pack installation: Check the Dropbox folder and make sure your mod is supported Install your mod Install WindowShine Install the mod support pack How to add reflections to your own mods License: Link Shameless plug: If you've enjoyed this mod you might also like the other stuff in my signature! - I hope you enjoy.
  12. 4kSP 0.1 While most UI elements are scalable by default, the Map icons and ther labels (the orbit apoapsis for example) are not, that makes the game almost unplayable at high resolutions. This Mod scales those things using the stock UI Scale setting. Comparison Image (at 4k resolution): This add on is still in early development so some things might appear offset or incorrectly scaled. It’s also my first add on for KSP, so please feel free to leave feedback so i can improve it. Downloads CKAN Spacedock Gitlab FAQ Q: How do i activate this mod? A: 4kSP scales the map elements corresponding to the stock UI scale setting. The UI scale slider can be found under Settings > General > UI-Scale. License & Source This add on is available under the MIT License and the source code is available on Gitlab.
  13. As of Kopernicus version 0.3, it has included an API for plugin authors to use to extend the Kopernicus config format. This mod uses that API to allow planet pack authors to enhance their planets with effects like comet tails, procedurally animated gas giants, and more. This plugin requires Kopernicus v0.3 or higher to work, and will not load without it. It should be noted that this plugin is intended to be used by planet pack authors to enhance there planets, and it does nothing by itself. Without further ado, here are the effects you can create with this: Animated Gas Giants: This video explains it nicely: Basically, it's a new shader which procedurally renders moving gas clouds and storms using turbulence noise. The video is a little bit outdated, as all the bugs pointed out have been fixed. The configuration of these things is actually really easy, and there's even an option in the configuration to generate the required color ramp from the existing gas giant texture. Comet Tails These comets are certainly much better than crummy, particle based comets stock Kopernicus provides, and (IMO) look much better than the Alternis Kerbol comets. Like the gas giants, it's a shader which procedurally renders the comet tail using turbulence noise. The animation also responds to time warp. The tail will fade and change it's intensity based on distance from the sun. Right now, it's not completely configurable, but it will be in the next update. Glowing Oceans This effect was originally from my mod New Kerbol, (link) which is, unfortunately, currently outdated. It uses two new shaders to make it emissive: one for the PQS, and one for the ScaledSpace. I've adapted it to Kopernicus, and it is fully configurable. Heat Refraction Unfortunately, I don't have any gifs or images of this effect right now, but it doesn't really deserve it because it's really crummy. The example configs include a heat refraction config for Kerbin. It's supposed to make planets look like they're very hot by adding a heat refraction shader effect to the camera. The example configs (ZZZ_KopE_Examples.zip) should help any planet pack authors who want to use this get started, but this is not by any means complete so expect changes to the config format in the future. Source: https://github.com/HappyFaceIndustries/KopernicusExpansion Download: https://github.com/HappyFaceIndustries/KopernicusExpansion/releases/latest Advanced height noise PQSMod Per-planet music Atmospheric particles, like snow, wind, etc. Life Trees I want to add more effects in the future, and I'm open to suggestions.
  14. DiRT - Drop-in Replacement Textures Latest Release: v1.10.0.0 for KSP v1.10.x 1.8.x Release: v1.8.0.0 for KSP v1.8.x 1.7.x Release: v1.7.2.0 for KSP v1.7.x 1.3.1 Release: v1.3.1.0 for KSP v1.3.1 Source code available on Github: https://github.com/cydonian-monk/KSP-DiRT The Whats What Is This? DiRT is a fork of Shaw's TextureReplacer, updated for newer versions of Kerbal Space Program. The intent of this fork is to remove features and simplify the plugin. It allows zero-configuration texture replacement by dropping your correctly-named replacement textures into the "GameData/DiRT/Textures/" folder. What Does It Do? Replaces in-game textures and normal maps with like-named textures in GameData folders as configured. Optionally exports a list of the game's replaceable textures and normal maps to a text file in the plugin's GameData folder. What Does It Not Do? Absolutely anything else. Specifically, this plugin does not perform Active Texture Management, does not compress textures, does not convert PNG files to RGB, does not generate MipMaps, and does not allow suits and heads to be mapped to specific kerbals. It also will not pop popcorn for you. If you need any of those features (except popcorn), please consider using "Texture Replacer", "Texture Replacer Replaced", or one of TR's other forks. This plugin does not replace NavBall textures (or if it does so they may or may not be replaced correctly). For NavBall textures, please consider using "Navball Texture Changer". I strongly suggest the use of DDS/DXT1 or DDS/DXT5 texture files with pre-generated MipMaps (where appropriate). The Whys Why Did I Do This? Because I needed it. Because others might find a use for it. Why Should You Use This? You only want to replace a couple textures, such as the skybox or the normal map used by the --redacted--. You're running KSP in a memory or resource constrained environment and want to replace textures without extra overhead. You want a list of textures and normal maps in use by KSP. This plugin is provided in the hope that it will be useful. I've been using it on my increasingly-antique MacBookPro to replace the SkyBox and Jool's cloud textures. With per-part texture switching now present in the base game and the suit switching mechanic coming in the expansion, I suspect others might also find a use for such a feature-limited plugin. Why Should You Not Use This? You want to replace NavBall textures. You want to map faces or suits to specific kerbals. You like menus and nice UIs. You don't need it. You don't like it. The Wheres Where Can You Download This From? The most recent release, as well as all previous releases not deleted for causing corruption to the basic fabric of reality will always be available on GitHub. If for some reason GitHub disappears into the void, it was (likely) not my fault and I will provide an alternate download location. https://github.com/cydonian-monk/KSP-DiRT/releases Where Do You Put It? There is a "DiRT\GameData\DiRT\" folder in the zip file. Once you have downloaded the zip file, copy that second-level DiRT folder ("DiRT\GameData\DiRT") and all of its contents into the GameData folder of your KSP installation. Once you've done that you should have a "KSP\GameData\DiRT" folder containing the DiRT plugin and config. (If you have a "KSP\GameData\DiRT\GameData\DiRT" folder, you've copied the wrong DiRT.) Do not copy the GameData folder into the GameData folder, as that will achieve nothing. Same with the root-level DiRT folder. Do not copy your KSP installation's GameData folder into the zip file's DiRT folder, because why would you even want to do that? See the readme file for more detailed instructions. Where Can You Get The Source Code? Same place as the plugin: GitHub. The source is also available in a raw form (minus the Visual Studio bits) in the plugin's download zip. https://github.com/cydonian-monk/KSP-DiRT Where Do You Find the Names of Replaceable Textures? Change the value of the "exportTextureNames" field in the "GameData/DiRT/config.cfg" file to "True". The next time you start the game DiRT will write a file named "ExportedTextureList.txt" into the very same "GameData/DiRT/" folder. Determining which texture and normal map does what will require a bit of creative reasoning, but many of them are obviously named. (Warning: There are things which some might consider to be spoilers in the texture and normal map names. Read at your own risk.) See the readme for some common texture names. Where Can You Get Textures? Anywhere. There are many textures available on this forum and across the endless intertubes that are appropriate for KSP. If you find one you like, rename it to use the name of the texture you want to replace and drop it in the "GameData/DiRT/Textures/" folder. (If you give me a few days to finish them, I'll have my suit textures available for download. I need to finish cleaning some things up first.) Where Can You Put Texture Packs? Anywhere in GameData, provided you have the correct config files. This plugin will load textures from any config file which includes a "DiRT_Config" root node and a "TextureFolder" entry inside that node. If for some bizarre reason you want to distribute a texture pack for this plugin, just drop one such config file into your pack's folder, set the "TextureFolder" to the GameData-relative path where your texture files live, and DiRT will handle the rest. See the "config.cfg" file provided with the plugin for an example. If you've created a texture pack using a DiRT config file, leave a note and I'll add a link to it here. Can I use a Module Manager config node to work with DiRT? Yes. See the readme file for specifics. The Other Stuff Planned Features Kerbal Texture Mapping - It won't be a zero-config "Drop-In" setting, but I do intend to add the ability to assign specific textures to specific kerbals. This is part of what is intended for "Phase 2". Details will be discussed at a future time. Otherwise, there are no planned features. The basic premise of dirt-simple drop-in texture replacement is not expected to change. Technical Support If it's broke I'll try to fix it. If it's not broke I'll still try to fix it. If you find something weird or wrong or kraken-inspired please mention it. Raise issues here, in a private message, or on GitHub. Use your best judgment. I may or may not need logs depending on the issue. This plugin is provided as-is and with absolutely no warranty, even in cases where I might want otherwise, but especially in jurisdictions where I may be required to provide some strange or inhumane warranty. It is not responsible for feeding your cat, correcting the ills caused by Daylight Savings Time, or cleaning up after the questionable garbage collection in Unity. Known Issues Pre-1.5 Suit Textures will not work with post-1.5 KSP. This is not a DiRT issue, but one you might encounter regardless. The suit and helmet textures and model have changed entirely, while the EVA jetpack uses the same model and texture name, yet has been remapped. Jool as/of 1.10.x has a new texture and animation structure. The base texture is now named CloudPattern_low instead of gas1_clouds. While DiRT tells me it has replaced this texture, it never seems to appear in the game itself. I'm looking into this, but so far the way it is behaving doesn't make a huge amount of sense. There's a chance these textures can only be changed by doing something akin to how Kopernicus manages it (which for the regular planets makes some sense as you also need to adjust terrain, etc.). That said, the new stock texture is 8k, looks quite nice, and features interesting animated cloud swirls. A Request For Tests I have tested this plugin on the following Squad/KSP-store-bought English-language versions of KSP: Windows 64-bit (in Windows 10): 1.3.1-1.10.1/MH+BG MacOS 64-bit (in MacOS Mojave 10.14): 1.4.0-1.5.1/MH This plugin is untested on all other platforms and versions (specifically Linux, as none of my Linux boxes are capable of running KSP), and has not been tested against any Steam installs (which should be fundamentally identical; I'm not worried about Steam). If you happen to use this plugin on one of these other platforms, please send me a note regarding issues or lack thereof. Thanks! License and Credit This plugin preserves TextureReplacer's original MIT license, provided below. The majority of the work I did for this plugin involved liberal usage of the Delete key, excluding my rework of the code used to log texture and normal map names. The bulk of the remaining code was originally written by @shaw. I do not think any of @rbray89's code remains in this plugin, but he deserves a mention anyway.
  15. Updated for KSP 1.3.1 Once upon a time there was LAZOR mod from famous Romfarer, which included a useful docking camera, that displays the videostream a small window in the main flight scene. However, it has not been updated for a long time, and refused to work in recent versions of the game (or I could not start it). Nevertheless, I like it output style of information and I was bored without this service. That in turn has led me to attempt to revive the aforementioned docking camera. And YES, i know about Docking Port Alignment Indicator, HullCamVDS, cameras for RasterPropMonitor etc. But i do not know about any working cameras in window. New shaders example: So, what we have here. Docking-camera itself, which can be integrated to any part (MM patch enclosed for the docking port modules). It looks ahead by the vertical axis of the vessel's and displays a minimum of necessary info for the docking maneuver - namely, range, speed, angle, alignment and when the correct trajectory occured - time prior to docking with the mark that such trajectory will lead our vessel to dock without additional actions (small lamp will become green and will show time to docking). camera window has three size presets. It also has three viewing modes: color, Black and white and infrared. Powered zoom function. Also, there is a button to remove flight data from the screen. Furthermore, effect of television interference can be added. The range of the camera,parameters of night vision (RSMA) and presence of noise - can be configured through CFG. Camera requires a target to operate. In addition the ugly external camera enclosed. It can show videostream only and also has three modes of vision and is able to rotate on two axes. For cameras, installed under the belly of the aircraft (which gets inverted upside down) there is the mode of rotation of the image. In the CFG of the partcamera some meshes could be configured for use with other camera model. All cameras have a title with its number, and also can work a few pieces at a time. Docking camera reporting its target on its window title. There is an experiment on part camera - a try to reproduce a surveilance (spy) activity. You need to be at a distance less than 1000 m near any targetable thingie, catch it on camera's screen and targeted. press "⦿" button. A ray will be shoot. If all requirements have met and there are no obstacle on ray's path - you'll should get experiment results, if something wrong - you just spend one bullet. Experiments is limited by bullets (4 yellow balls around cam, dissapearing one by one each time). I thought it will be interesting if contracts. Camera has 3 presets of shaders (noisy TV 1960th style, TV 1980th style and standart (color, b/w and nightvision). available via button, appearing when blizzy toolbar is installed. Also, by toolbar button you could find info about nearby cameras installed on other vessels in transmission range. If camera has been activated on some vessel, but you drive other one - a new window from distant camera will appear when distance from first one will become less than 2500 (or 10k (customizable)). If you want you can use "look at me" mode by activating it on distant camera. "Targetcam" and "follow me" modes on your active vessel (set camera position using scrollers). The cameras can transmit the videostream to nearby vessels, but only at a distance of up to 2 500 meters. You can change this unload range via toolbar button. Configuring examples History Download from Spacedock DONATE Source installation: remove previous version and just extract an archive into Gamedata. requirements: ModuleManager recommends: Blizzy Toolbar
  16. VesselMover Continued v1.7.3 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: BahamutoD's Original VesselMover Thread Download Locations: Download from GitHub | Download from SpaceDock Installation: Extract the folder called "VesselMover" to KSP's GameData folder. For installation convenience, VesselMover is now CKAN listed, and supports KSP-AVC. KSP-AVC. This mod checks your installed mod versions against the mod's latest version. Let's you know when you need to update. CKAN. The Comprehensive Kerbal Archive Network (CKAN) Package Manager (CKAN) is a multi-platform app that manages nearly all your mods from one clean executable. Performs installs, updates, and uninstalls of your mods automatically. NOTE TO CKAN USERS: don't expect support for installs via CKAN. if the CKAN install fails, contact the CKAN folks, NOT me. 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!). Support: If you expect me to provide support for issues with this mod, I will expect that you have read and will follow these instructions. Video Demonstration: Change Log: License: MIT Source: https://github.com/PapaJoesSoup/VesselMover
  17. Heavy Science is a mod I've always wanted. It adds mass to any Surface Samples experiments that Kerbals take from the various planets and moons in the Kerbol System. Reviews to date: This Rocks! - Jeb One of life’s sample pleasures - Bob Background: This mod is my attempt to bring together a jumble of ideas liked having in my gameplay, while also learning a bit of OO Programming. My original idea was built by cobbling together various other mods to get the gameplay result I was after. (I posted that idea in this forum thread) I found it odd that surface samples didn't mass anything and could be 'transmitted' for 25% science for doing so. I sought out a mod that makes players lean more heavily to returning surface samples than just transmitting them, but didn't find one. I later found some forum posts also mentioning the idea. I figured I'd have a go and coding (I've only done VB before and Object Orientated stuff gets me quite lost at times) Heavy Science (Core ideas) Surface samples... cannot be stored in command pods can only be stored in a specific container part which I can add to the craft when building it cannot be transmitted for science (return only) have mass and thus affects your return available Delta-V to get my Kerbals home Adds 1 part to the game - Surface Sample Container with empty mass of 0.06t (60kg) Surface samples will probably mass 150kg I did the maths with this setup to check what happens if I were to grab 1 of all available surface samples in the stock game - including both splashed and landed variants. At 200kg each, it would all weigh a bit over a fully fuelled Orange tank (~40 ton) That should make for some fun shoving that around the system while playing a collect 'em all mission. Known Issue: Not compatible with Kopernicus at all. Breaks it completely. Download link - Github Credits: Big thanks to: The KSP developers for their efforts in supporting the KSP forum community as well and building this awesome game! @Gaiden for suggestions on how to help refine the flexibility of the mod and not restrict the users desired game play. @Rodger for the waffle cone and texture (Happens to be my favourite bit of the mod at the moment) Licence: I'm using Talisar Mk1 Cargo Bay as the Heavy Science Container. Heavy Science uses the same licence: (CC BY-SA 3.0) Happy to hear anyone's feedback, suggestions and/or discussion about the mod
  18. Ever had a Kerbal stranded in orbit in a deflated USI inflatable module, or other crewed part without a hatch? This is your solution. This is a simple micro-addon that does one thing; restricts the pods that may be selected to spawn kerbals in for orbital rescue contracts. Any new contracts that are generated will have the part that they use validated against a list of approved parts and replaced with a random approved part if it is not on the list. This will not effect any contracts that you have already accepted, or any contracts that are already 'available'; as such you will need to complete or decline any existing rescue contracts after you first install the mod. The pods that are 'valid' are configurable via a simple config file, the default configuration file only includes stock command pods. Other 'valid' pods can be added by end-users through module manager (recommended) or manual edits (not recommended). See the included .cfg file for details / node names / etc. Downloads: https://github.com/shadowmage45/KSPRescuePodFix/releases Simply drop the KSPRescuePodFix folder from the .zip into your KSPs GameData folder and you should be good to go. Requirements: ModuleManager for KSP 1.6 (latest version you can find) (not included) Issues/Problems/Bug Reports: Please report all issues/bugs/feature-requests on the github issue tracker, located at: ( https://github.com/shadowmage45/KSPRescuePodFix/issues ) Legal: Source is licensed under GPL v3 ( http://www.gnu.org/licenses/gpl-3.0.en.html ), and is available on github: ( https://github.com/shadowmage45/KSPRescuePodFix ). Much of the source is based on the concept presented by @xEvilReeperx, which can be found at ( link ).
  19. SafeBrakes 1.1.6 Save your airbrakes on reentry. FEATURES You can activate the brakes by pressing the modifier key and brakes simultaneously (alt+b by default on Windows). When activated, the anti lock system (ABS) temporarily deactivates the brakes to avoid drifting and crashing onto the runway during landing. The anti-overheat system (SAB) deactivates the brakes to prevent the airbrakes from overheating and reactivates them when they are cooled down. INSTALLATION Download the mod from Spacedock, GitHub or CKAN CHANGELOG Mod licensed under a Creative Commons Attribution 4.0 International License.
  20. I am trying to download TAC Life Support through the Twitch desktop app. Downloads fine, but whenever I launch the game 2 tabs come up saying "TAC was installed to the wrong directory", and "Missing Modular Manager". Any help here?
  21. I was away from KSP for a while, but since I've been back, I've come to find that one can no longer target the COM of a piece of debris once latched on to it with the AGU. I seem to remember being able to do this back in the day, just as I can today with asteroids. This seems so backwards, as it's the engineered object whose COM should be able to be known, while an asteroid's should be less certain. I've considered options like a "pull design" tug that could perhaps work, but I'd still need to know roughly where the COM is at the time of attachment, so that's not my ideal. Also, I just feel like I should be able to know the COM of an engineered object (even if the engineers were kerbals). I'm open to other ideas and suggestions, but at this point I'm wondering what would be involved in writing a plugin that revives this capability. I imagine the devs had a reason for removing it, so maybe there is some big barrier to success here, but it seems like it might be worth a try... I've written up contract packs and waypoint collections in the past, and have a bit of "backend" experience, so something (seemingly) simple like this seems like it would be within my capacities. I'm just not too sure where to begin. Any help would be appreciated!
  22. Hi, i want to make a ksp mod to simulate the proverse yaw effect caused by the bell-shaped lift distribution formulated by Prandlt. As a layman, i have no idea how to program and create a mod that do that. I am trying to learn a litle bit of the C# language but i think it will take a long time, so, maybe i can get some help. The mod would be very simple, just having a UI that allow you to switch from the elliptcall spanload to bell spanload, and vice-versa. This bell lift distribution create an effect the as you aply aileron to generate more lift on one wing you also generates more trust, thus yawing in the same direction of the turn. For understanding more of this you can search for the prandlt-D project that is made by NASA. I want to reproduce this effect on KSP to make better flying wings projects, i hope you can help me with this project! Here is a link for the NASA's Prandlt-d project: https://www.nasa.gov/centers/armstrong/news/FactSheets/FS-106-AFRC.html
  23. Ages ago i saw a mod, allowing to see trajectory's prediction in flight scene. But it has been lost. Now - it back. Just displays trajectory predictions. Partless, ON/OFF and nothing more. (adds itself with the help of MM-patch to each unit with ModuleCommand). This mod is designed to help with a more accurate landing. If activated in the flight scene, it will draw the trajectory and predict the point of contact. short review full review from Kottabos Download from Spacedock DONATE Source installation: remove previous version and just extract an archive into Gamedata. requirements: ModuleManager
  24. So, a few parts in the Mod Bluedog Design Bureau (developer version) are not working correctly. Namely the CSM Decoupler and the LM Adapter (most probably every part that has a animation) wich play their animation when picked from the parts menu but can't be retracted or even properly decoupled in game. There is a button in the parts dropdown menu wich is called "play animation" though. I installed every mod that came with the base mod and even tried to reinstall it a few times or even use another version of the mod. The KSP.log file seems to be spammed with "[EXC 15:22:36.115] TypeLoadException: Could not load type 'ModuleDecouplerBase' from assembly 'BDB'." I don't know if I installed it wrong (which seems unlikely since I installed that mod and others successfully before). It could be that it is conflicting with other mods, a screenshot of my GameData Folder can be found here and a picture of my KSP Log from yesterday can be found here (the KSP Log is quite big though since it is filled with error messages, I apologize for my messy install). A few version before everything worked just fine and anyone else I know doesn't have this problem. Any help would be highly appreciated! Not sure if I got all the important Information, If thats not the case just ask me. I also asked the Dev for help but he could seem to help me.
  25. See new thread: NOTE: I have stopped developing RasterPropMonitor. v0.30.6 is the last planned release for RasterPropMonitor. I am working on a new IVA immersion mod, MOARdV's Avionics Systems. RPM uses the GPLv3 license, so if you wish to take over development of RPM, please feel free to fork RPM on GitHub. Are you tired of your Kerbals complaining about having nothing to do during long flights? Do you want to give them more buttons to push, and maybe some displays so they can keep track of what's going on? Then look no farther. RasterPropMonitor is a plugin and toolkit originally by Mihara that provides functional props within your IVA. It was originally designed for the displays of the ALCOR capsule, but it evolved to add more features and widgets, dragging the Kerbal Space Program into the 21st Century. RPM includes some overrides for stock capsules (and a few mod capsules) to show off what can be done, but there's far more in the plugin than these examples can show. DOWNLOAD: From GitHub. IVAs require Module Manager, which is not bundled with this mod. CKAN USERS: I do not support installing by CKAN. If you have questions regarding this mod being on CKAN, or missing from CKAN, you can talk to the people on the CKAN thread. If you installed this mod using CKAN, and you are having problems with it, you must uninstall this mod through CKAN and install it manually to make sure it is not a CKAN installer issue. If you have not taken that minimal step, I will not provide additional support. I am not involved with CKAN - installation issues need to be taken up with them. HOW TO GET HELP: Did you use CKAN? Look at the previous entry. Otherwise, read the first few entries in the FAQ on GitHub. DOCUMENTATION: Want to tweak an IVA to your liking? Documentation is on GitHub. RELEASE NOTES: On GitHub. FREQUENTLY ASKED QUESTIONS: Also on GitHub. SOURCE CODE: Also on GitHub (notice a theme? ). LICENSE: GNU GPLv3. Props courtesy of alexustas and other contributors, and available under the terms of CC 3.0 BY-NC-SA. Portions of this package are derived from stock textures by Squad and are distributed according to Squad policy of permitting to distribute stock assets with mods if required. TinyPirate's 2-minute-mod review: Add-ons for RasterPropMonitor: Plugins that integrate with RasterPropMonitor, enhancing the IVA experience. Astrogator, for planning transfers between worlds. Docking Port Alignment Indicator, to make IVA docking much, much easier. NavUtilities, providing ILS and HSI in the cockpit. SCANsat, for map views on the MFDs. VesselView, for graphical representations of your craft. Plugins RasterPropMonitor can interact with, enhancing the IVA experience even more. Ferram Aerospace Research: for FAR-computed variables, as well as controlling flaps and spoilers from IVA. MechJeb: for all sorts of auto-pilot features and flight information. RealChute: RPM can arm, disarm, deploy, and cut RealChute parachutes (as well as deploying and cutting stock 'chutes). RasterPropMonitor contains example props based on stock internal props. If you want to create a really good looking IVA, you should consider grabbing Alexustas' ASET Props. It implements more of RPM's features than any other mod I've seen. Even better, ASET Avionics provides props for space planes (or any other IVA wanting some aviation-styled props). Projects using RasterPropMonitor (may be outdated): Aerokerbin Industries Modified IVAs by MasseFlieger. The ALCOR capsule and ERS rover by alexustas. CST-100 7-seat crew vehicle by xxhansonmaxx Falcon Drone cockpit Home Grown Rockets KSA IVA Upgrade Mk3 Pod IVA Replacement by Apex Don't see a current IVA project on this list? Let me know. I may have missed it, or I may not have imported it from the original RPM thread. Speaking of which... Mihara had more to say about RPM on the original thread (and I'll edit this post some time down the road to include more of the links and info he had).
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