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  1. Configurable Containers Requirements ModuleManager AT_Utils (already included) Download from SpaceDock For Players This mod converts fuel tanks and resource containers so that you can change the resource(s) they hold in Editor and in Flight. Supported Mods Configurable Containers support many part packs and mods: TweakScale ProceduralParts Parts with stock resources converted: Stock KW Rocketry Mk2 Expansion Mk3 Expansion SpaceY-Lifters SpaceY-Expanded Fuel Tank
  2. Rational Resources is designed to operate on the Community Resource Pack or the WBI Classic Stock resources and to strip out the entirely random resource distributions and to apply distribution templates (carefully configured groups of resource distributions) according to the logically expected class and composition of a body. Rational Resources is inspired by Realistic Atmospheres made by @OhioBob and is part of the JNSQ (the planet pack) experience. While this mod is installed, un-configured bodies will have no resources at all (except for less Ore than by default). This mod m
  3. SIMPLEX Resources Download from Spacedock Requires Module Manager (not included). Licence is CC-BY-NC-SA http://creativecommons.org/licenses/by-nc-sa/4.0/ Who would like to use this mod? Anyone who wants to flavour their stockish game a little, without jumping down a realism rabbit hole. Introducing an extended resource system for Kerbal Space Program. Rather than having a single non descriptive Ore for mining and converting to anything and possibly everything, this mod removes the stock Ore and replaces it. HydrateOre ices, and is used f
  4. The already highly anticipated party pack for @Nertea 's ISRU overhaul, Space Dust. Dust Bunnies ensures the presence of not only the resources used by his mods but resources relevant to some popular outside use cases: Life support, Mars Direct, Exotic rocketry. Space Dust + Dust Bunnies can run in parallel with Rational Resources. Note that converter and tank patches will not be provided here. Only resource placement and the related options for the scanners and harvesters. Use Rational Resources Parts and your favorite fuel switch mod for those. You will find LqdAmmonia, LqdCO2, Lqd
  5. The Community Resource Pack is a clearinghouse for common resource configurations as well as resource distribution configs for the stock resource system. It gives modders a toolkit of commonly used resources to play with, and helps us all work together in the same resource playground. The CRP has two goals: Goal 1: Establish a common set of planetary resources. To make this happen, CRP will include a consolidated list of distinct resource configurations designed to be used with the stock resource system. Examples include Water, Substrate, Uraninite, and others. Goal 2: Avoi
  6. Current Version v0.5.5 Solaris Hypernautics is proud to bring you the very latest in virtual particle tech! This a parts pack that takes the all parts of the venerable Ion Hybrid Electric Pack, http://forum.kerbalspaceprogram.com/threads/31286-0-22-Ion-Hybrid-Electric-Pack-30-08-13-Soon-FKSP!!!-See-Development-Monitor, and reimagines them in the next generation propulsion devices that use virtual particles! Now we've expanded our line of technology and engines to include adaptations of Nazari1382's Aurora Atomic Thruster part, nil2work's Retro Future Planes parts, dtobi's Asteroid Ci
  7. Download via the USI Catalog Page LOTS OF STUFF CHANGED WITH 1.0 - DELETE YOUR OLD STUFF FIRST! Introducing Karbonite Plus (K+) - New resources and parts for Karbonite K+ adds new resource and gameplay elements as well as supporting parts to Karbonite. K+ requires Karbonite (not included) to use. Enhancements and Changes included in K+ New resource: Karborundum. Valuable and incredibly fuel efficient, but also very hard to get. It can be harvested on the surfaces of Eeloo and Eve, or by a solar collector within approximately 2000 meters of the sun's surface. H
  8. So I'm using several mods in my game including MKS from USI, however I can't seem to be able to transfer enriched uranium between storage with docked vessels or even within the same vessel. I've seen a few posts about using 'maintenance' function to transfer it but I haven't been able to get this to work. I'm probably missing something really simple! Thanks!
  9. Ok so i am not new to modding. i have done a number of surface level modding and even part modeling. i have an idea for mod that goes into the programing aspect which as much as i would love to be able to do it. it is taking me longer to understand how to do in the confines of ksp. i do not know how hard it would be to do this or if it is even possible but anyway, so here is the idea. I think it would be a good a addition to carer mode/science mode if you needed resources to build your rockets. not just funds but also exp.. metal. some parts need resources from specific planets. you need
  10. UPR is a "mod". Really it's a bunch of config files and module manager patches but it's goal is to make a complete integrated mod experience for ksp. This means it integrates some selected mods together to create a system which is universal (i.e same UI, Resources and converters for all systems) The design concept is for it to be a Semi-realistic easyish stock looking and balanced game Source Code: https://github.com/Lach01298/UPR Current dependencies: WildBlue Industry's Tools Snacks CryoTanks Community Resource Pack Community Tech Tree
  11. Привет. У меня вопрос. Я скачал этот мод и появилось 2 тренировки. также сканер поверхности показывает много разных руд и газов. но я не могу понять, где их хранить и как добывать. Я запустил их на космодроме, но там было написано что-то вроде: «Земля полна». Мне нужно настроить отдельный режим с ресурсами или я делаю что-то не так
  12. ok this may not be the best place for this question but what are funds worth? I think paper money is a representative of a commodity like gold, silver, platinum. now in terms of ksp we have liquid fuel, oxidizer, monopropellant, solid fuel, Xenon, and Ore. so how do you determine what value the money is worth. on the wiki it says that ore cost 0.02 VF per unit of ore and if you fill one tank It only amounts to 30 VF so what is the worth of one fund unit?
  13. Hello everyone! Because I'm new to mod making (this is my first mod), I thought I'd try starting out with a relatively simple mod. I use a lot of mods, a few of which require Community Resource Pack as a dependency. Thus, whenever I scan a body for resources, I end up with a fairly large list of things, from Water to CarbonDioxide. However, I never end up using most of these resources, and as most mods only add converter modules for a few of them, the vast majority end up ignored. Many of these resources could be integrated fairly well with Stock mechanics without necessitating new p
  14. Hello, I can't scan resources on asteroids with surface scanner module, What can be the reason ?
  15. Hi there! So I have this problem with all of my vessels with a scansat probe installed. Basically even if they are at the optimal orbit, they will scan the planet's map, but they won't show any resources whatsoever. I've also installed MKS and Khetane, is it possible that those mods are creating some sort of conflincts?
  16. Idiot Lights r0.0.1 It's taken me about a year but, this mod is being integrated into the Kerbal Electric Mod Please check that forum thread for the latest developments.
  17. I really prefer Karbonite to the stock KSP resource system but my mild OCD tendencies really hate it when redundant/unused systems pile up on each-other. Is there a way to disable the stock resource system and just replace it with Karbonite?
  18. Hey all. As of late I've been playing around a bit with module manager and just editing .cfg files, mostly as a way of familiarizing myself more with KSP's back-end, and partly because I do have some interest in maybe developing some kind of mods in the future, even if only for practice/personal use. Anyways, I spent the better part of my afternoon and evening today playing around with resource definitions and modules, and as a practice exercise I've been trying to make a simple set of .cfg files for a resource pack (Stuff like water ice, carbon, uranium ore, and processing these material
  19. In my mod GTI MultiMode Intakes, I am allowing switching between different intake modes. When doing this, I'm also changing the resources associated with the intake, like intakeair or intakeatm. However, so far, I've relied on "part.Resources.Clear();". This removes all resources in the part, and then I can add the new resource I want back in. However, this have one mayor drawback, it removes all resources, and not just the ones I want it to, namely the ones I target. So in my latest try, I used the below methods to target only relevant resources. However, I cannot seem to get them t
  20. The Resources in a Can or RIAC for short is a mobile, small and compact mining IRSU for small purposes. Able to be stored in very small cargo bays and land on small distant moons (Engines released pending completion.) Even tho it is of small size and stature it will be well suited to supplying roving probes with required fuel for much less then a full mining rig. This mod is still being worked on but it has reached a point where others can try it out and give feed back on changes or additions. Most parts are partly balanced, I need to mess around with weight, costs and storage amounts a
  21. I've encountered what seems an odd phenomenon, that has helped strand a Kerbal in Munar orbit, without a ship. Here's a craft file: Selene 1 Mod 2 I launch this ship with RCS turned off, using main engine gimballing for control until staging. Once I stage away the booster, fairing, and nose cone (above 70 km only due to a spectacular demonstration of the drag still present at 40+ km and 1000+ m/s), I turn on RCS so I can maneuver before igniting the second stage engine to circularize (the second stage also performs transMunar insertion and Munar orbit capture before being deorb
  22. Welp, first time posting on this site as far as I can remember. I basically have a very simple (Though probably not at all simple to make) request for an idea I thought of while watching "Super Colonization" by Toxic Timewaster. Long story short, He said something along the lines of it taking 10 units of ore per 1 unit of karborundom to run his engines. Basically the request is this; There are mods to change the type of fuel in a fuel tank, and there are mods that let you make specific sized fuel tanks but as far as I'm aware, there is no mod for being able to put in some numbers to speci
  23. Currently several lifesupport mods exist which is great. The user can choose by himself/herself whatever lifesupport mod most coïncides with his/her wishes. What is not so great is that every LS mod uses it's own resources. Take Food. In another mod it's called KolonySupplies, in a third N.O.M.S. My request to all LFS developers is to standardise resource names so parts of different mods can become interchangable.
  24. I have begun very basic work on a series of engines that combine mass driver, plasma creation, and the ultimate in recycling. Engines will have two grades, O.R.C. and E.L.F. Otherwise Really Cool Engines will heat its "fuel" mass to high gaseous state, ionize and expel for force. High cost of energy to the matter's density and boiling point, a bit more for ionization andd magnetic expulsion. So far a 1.25 I call Pele and a 2.5 I call Vulcan. Only fuel at this moment is the junkiest, but would be universal otherwise in being Rock. Performance curves in atmo like LN-V. So no mining roc
  25. I am making some science parts and I want to make them use resources to operate. For example: Rodent Research, uses five rodents. How can I do that?
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