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  1. Download on Curseforge or Github or SpaceDock. Also available on CKAN KerbGuise Experimental engineering (KGEx) Brings you Mini Sample Return Capsule (MSRC) Adopted for curation by @zer0Kerbal, originally by @CobaltWolf and @AlbertKermin Two part size zero (0.625m) autonomous return capsule to stuff your experiments in for Kerbal Space Program. This mod adds two parts command/parachute heatshield/cargobay Preamble by @CobaltWolf Cabin notes The mod contains two parts, a command/parachute and Heatshield/cargo-bay. Future Plans: lol. Except compatibility patches, keep it working with future KSP updates. I have not personally tested the patches Have a request? Glad to have them, kindly submit through GitHub. Compatibility RemoteTech configs are included. Localization English [ ] See the README in the Localization folder for instructions for adding or improving translations for languages other than English. GitHub push is the best way to contribute. How to support Discussions See Discussions or [KSP Forums][MOD:threads] for discussions and news on this mod Changelog Summary See ChangeLog for full details of mod changes Known Issues See Known Issues for full details of feature requests, and known issues Installation Directions Use Dependencies Kerbal Space Program may work on other versions (YMMV) Recommends Module Manager Comprehensive Kerbal Archive Network (CKAN) Suggests SimpleLogistics! SimpleConstructon! Not So SimpleConstructon! Biomatic Docking Port Descriptions Shielded PicoPort On Demand Fuel Cells Field Training Facility Field Training Lab Transparent Command Pods Nuke Tiny Parts Scrap Yard DaMichel's AeroRadial DaMichel's CargoBays DaMichel's Fuselage DaMichel's Spherical Tanks Deadly Reentry Lite - coming soon B9 Stock Switches HotBeverages - coming soon The Gold Standard (GOLD) Komplexity (KPLX) Kaboom! (BOOM) Supports Kerbal Changelog RemoteTech Conflicts none Replaces none Tags parts, addon, config red box below is a link to forum post on how to get support Legal Mumbo Jumbo Credits @AlbertKermin - Configs, compatibility, balance @CobaltWolf - Models, textures, Unity @Deimos Rast - Compatibility configs Current Forum: Thread Source: GitHub License: Original Forum: Thread Download: Link Source: GitHub License: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v1.4.0.0 original: 01 Oct 2019 zed'K | updated: 02 Aug 2021 zed'K
  2. This is a probe expansion pack inspired by real missions from the mid-1960s to now. Including probe cores, engines, solar panels, and new science parts! Parts are inspired by (Including some replicas of) Voyager, Pioneer 10, Venera, Cassini, Mariner, Kepler, New Horizons, Juno, And more! Current working on the Viking Mars lander. IMGUR ALBUM To prevent issues, please remove any previous versions of the mod before updating CURRENT Branch - Github Repo Please be sure to download the latest BETA branch repo for best compatibility. See changelog for a list of recent changes Need Support? Please read the FAQ Requires: Firespitter or B9, DMagic ScienceAnimate and ModuleManager Older Beta v0.16.1 Download: Mod configs included: Remote Tech by @rakol Tweakscale by @Jso SCANsat by @akron Sample Crafts v0.3 for BETA v0.16.1: (Two Barquetta Communication Satellites, Barquetta-Odyssey, Deep Space 1, Landvermesser, Mariner, Quetzal, Tatsujin, Tatsujin-Express, Torekka, Vorona, Vorona-SAR, Meridiani-Draco, Explorer Telescope) Nerva HT Engine 1.0 Released! Link to release thread or download below: Spacedock Dropbox Real Plume config by @VenomousRequiem. Module Manager required for RealPlume configs. License: CC-BY-NC-SA 4.0 Please let me know if you release anything based on my work. I'd love to check it out! Want to support the mod? Check out below, and thank you! Paypal
  3. What I mean is more experiments rn I'm thinking of one antimatter collector it's late game and it takes a lot of energy to power it. One experiment is observe and the text is "You have a strong urge to put it in your mouth but your crewmate / mission control says not to, stupid crewmate / mission control." Another one is annihilate which generates 100 electricity or something and the text says "The defence department wants us back home they say they're gonna put the material in a bullet" what's your ideas I'd love to see them.
  4. Download on SpaceDock or Github or CKAN, or Curseforge Solar Science (SS) Adopted by @zer0Kerbal, originally by Snoopy 20111 (@Snoopy20111) Salutations! May the sunlight always be upon you! A science part mod that adds two Deep Space Solar Experiments to Kerbal Space Program. Preamble by @Snoopy 20111: This small mod adds a couple new scientific instruments (such as the one pictured here) which do science specifically around the most wondrous body in the Kerbol system. Both of these instruments are based upon instruments currently aboard the SOHO and STEREO spacecraft. It also adds a few new flags. Remember to Praise the Sun! Installation Directions: Use CKAN Changelog Summary See ChangeLog for full details of mod changes Known Issues See Known Issues for full details of feature requests, and known issues Dependencies Kerbal Space Program may work on other versions (YMMV) Recomends Comprehensive Kerbal Archive Network (CKAN) Suggests Biomatic Docking Port Descriptions Shielded PicoPort On Demand Fuel Cells Field Training Facility Field Training Lab Transparent Command Pods Nuke Tiny Parts Scrap Yard DaMichel's AeroRadial DaMichel's CargoBays DaMichel's Fuselage DaMichel's Spherical Tanks SimpleLogistics! SimpleConstructon! Not So SimpleConstructon! Deadly Reentry Lite Vanguard ProbiTronics CTN B9 Stock Switches HotBeverages Supports Module Manager Kerbal Changelog Contract Configurator Conflicts none known red box below is a link to forum post on how to get support License aka Legal Mumbo Jumbo Source: GitHub License: *** All bundled mods are distributed under their own licenses*** *** All art assets (textures, models, animations) are distributed under their own licenses*** Original Thread Download Source: GitHub License: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v1.2.0.0 original: 01 Oct 2019 zed'K | updated: 17 Mar 2020 zed'K
  5. Interkosmos - Science Parts for KSP - Interkosmos includes 6 Science parts inspired by real experiment : Photopolarimeter, Photometer, Hydrometer, IR Spectrometer, GasAnalyzer, Crystallisation Facility The Crystallisation Facility is also a Crystals Generator, with electricity and time the part could produce 50 Crystals Unit (new resource). When you recover the part full of crystals, you win 5000 Really helpful for career! Download: Spacedock / Github Licence : Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) Changelog : Graphic Patch made by @DiscoSlelge Tweakscale Compatibility patch made by @hraban
  6. Life On Laythe science mission Premise: Life has been detected in the deep oceans of Laythe. Mission: Launch a science mission to Laythe, and return science data from the floor of the DeGrasse Sea. This challenge is based loosely on the movie Astronaut : The Last Push. Rules: The Science data must be the results of a Mystery Goo experiment collected from the sea floor (not the surface) of the DeGrasse Sea returned to Kerbin and recovered Two kerbals need to go to Laythe and at least one kerbal must land or splash down on Laythe’s surface The kerbals must launch from the KSC, and both must return alive to the surface of Kerbin for recovery No command chairs are allowed. The kerbals must reside in pressurized seats during interplanetary and atmospheric flight. The use of stock probe cores is allowed where it fits within the challenge guidelines. No ISRU is allowed. The launched craft(s) must have all the fuel for the journey to and from Laythe Clipping is not allowed, and all parts must be adjacent to another part. If you want to clip, and you think it is fair, ask me. Stock parts with DLC only. Mods that affect parts or game physics are not allowed. Cheats - Hyperedit, F-12 , file editing etc are not allowed Informational, flight control and visual mods are allowed (e.g. MechJeb, KER, Trajectories, Precise Node etc) Settings must be default, normal. Entry reheating must be set to 100%. If you change default settings, you are breaking this rule. Mission must be completed in less than 13 years from launch date Submission: The mission will be listed in order of submission. Please provide an Imgur gallery with detailed explanation, or a video. This should include an image showing science recovery from the Laythe seafloor, with the resource window open. This challenge is all about good reliable design, mission planning and game play. The following may provide a guide. https://www.youtube.com/watch?v=hZIe2fWK85s https://www.youtube.com/watch?v=OiMW4Qtoj2g Special mentions for low cost entries. Any questions, feel free to ask. Good luck. Completed entries: @camacju16750 funds, ultra low cost entry . Amazing orbital mechanics! Uses EVA and jet packs and V1.11 EVA Construction to reduce costs @Brikoleur Zoë. A big SSTO seaplane lands two Kerbals on Laythe. Gotta love the hydroplanes and the cool Laythe probe. @Brikoleur Bak Billbo. A bigger SSTO seaplane with massive dV, single stage from Kerbin to a Laythe sea landing and back to Kerbin. @jinnantonixLife One. [video] Replicates the artificial gravity system and the space craft design used in the video Astronaut: The Last Push. @Death Engineering Apollo to Laythe - McDonnell Douglas Phase B 12-Man Space Station Launch. In DE's own words, incorporates some of the more far-out NASA concepts from the early 1970's, mixed in with a healthy dose of just plain Kerbalistic nonsense. Brilliant. . .
  7. I've been given @N3h3mia's blessings to officially support his excellent collection of Science Mods for KSP 1.x as he is currently unable to find the time to continue these. Please raise bug reports for this build to myself and not to N3h3mia. [ ] Official Thread (out-of-date)- overview and tutorial videos Micha's Development Thread- continued revision history, source code, bug reports, feature requests, help and support, ... NOTICE: 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. Download links Updated to 0.9.1 on 2020.06.10 NOTE: If upgrading from earlier than 0.7.1, there is a slightly changed file format. It will update automatically from an earlier version, but you won't be able to revert. Please take a backup of your saves before installing. GitHub SpaceDock CurseForge On CKAN as "Nehemiah Engineering Orbital Science" Changes from 0.9.0 (Full Changelog) Significantly nerfed science payout for all experiments.Fix experiments automatically starting if there are insufficient crew in the Lab. (No longer creates a KAC alarm unless the experiment is actually running). Fix experiments not pausing when crew leaves the Lab. Fix "Finalize" not showing the experiment abbreviation. Kemini: Fix being unable to Move and Finalize an experiment if the Lab does not also have storage as is the case with the HGR SoyJuice pods. Kemini: Fix multiple experiments accruing Lab Time from all Labs. Known Issues Reporting new issues If running with mods, try to reproduce the issue without any mods. Please supply steps on how to reproduce the issue. Attach your log file (KSP.log, found in the KSP game directory) and optionally a save-game which can be used to reproduce the issue. Ideally raise the bug report on the GitHub tracker. Mod Incompatibilitiers Kerbalism: Reports of NEOS (specifically, KEES), contracts unable to be completed when Kerbalism is installed. Fixed by Kerbalism team - use Kerbalism 3.0 or later. General The "interior overlay" is not displayed properly for parts which have an IVA. Overview This set of mods consists of 3 main components: Kemini Research Program (KRP) - early-game orbital science experiments for the Mk1 command pod. requires ModuleManager compatible with a range of third-party command pods. Kerbal Environment Effects Study (KEES) - mid-game orbital science experiments for your first orbital stations. requires KIS recommends K2 / Corvus or similar 2-Kerbal pods Orbital Station Science (OSS) (Was: OMS/KLS) - end-game experiments for large long-duration stations, requiring heavy lifters and significant station infrastructure. The basic premise is that experiments are run in "Labs". Labs, Lab Equipment, and Experiments are launched separately. Equipment must be installed into the correct lab, and Experiments can only be run on certain Equipment. KRP and KEES are simpler variants with some/all of the equipment/labs pre-integrated. Once an Experiment has been installed, it can be "Run", which will take some time. The idea is not to time-warp to completion, but to run the experiments in the background while performing other missions. When done, an Experiment can be "Finalized" and must then be returned to Kerbin. Quick Tutorials NB: From v0.7 onwards, this set of mods also has in-game KSPedia entries showing basic usage. Kemini Research Program Kerbal Environmental Effects Study Orbital Station Science
  8. Hello everyone! So I recently had this idea to send a small satellite with science equipment, then store that science in an Experiment Storage Unit and drop it down to Kerbin to be recovered. Inside the heat shields are 6 Drogue parachutes to safely recover it. (Inside the VAB) (Entering the atmosphere) (Splashing down!) In total I got about 646 units of science. Which was more than enough for me to finally research ion propulsion. I hope you enjoyed reading this post and maybe got inspired to do something similar on your own!
  9. I got a mission that requires me to measure temperature on ground level right next to the launch pad. So I tried to do this by putting thermometers inside of the inventory of a pilot and just walk towards that area. But I am confused because I can't find a way to actually use the thermometer.
  10. (Formerly KA-330 and KEAM) Welcome to the development thread for Kerbalow Aerospace's inflatable / expandable modules parts pack! Please feel free to leave any comments, questions or suggestions you may have for this project. KEAM Features: 4x Unique Science Experiments Distributed Impact Detection System Deployment Dynamic Sensors Wireless Temperature Sensors Radiation Environment Monitor Kerbal Inventory System Storage Space Compatibility Connected Living Space Compatibility Tweakscale Compatibility KA-330 Features: Inflatable / Expandable module Sun-tracking solar panels Functioning expanding radiators Functioning lights IVA interior cut-out view Fully furnished interior when using Near-Future Prop Flat ends for attaching any 1.25 meter docking ports KA-330 Compatibility Patches: Tweakscale Connected Living Space Kerbal Inventory / Attachment System PBR texture (reflections) patch - This is a test / demonstration / incomplete KA-330 Life Support Compatibility: With USI Life Support: Acts as a functioning habitat With Snacks: Stores snacks / soil With Keep-Fit: Is a "COMFY" room With TACLS: Contains standard life support resources Kerbalow Aerospace is 100% Dependent upon Textures Unlimited by @Shadowmage Installation: Extract the contents of the GameData folder to your GameData folder. Structure should then read GameData\Kerbalow Optional KA-330 Compatibility and Life Support Configs Installation: Copy the config files from the Optional Configs folder to GameData\Kerbalow Download Download A VERY SPECIAL THANK YOU TO: @CobaltWolf, @Nertea, @Shadowmage @Beale @Pak @steedcrugeon Kerbalow Aerospace is License CC-BY-4.0 https://creativecommons.org/licenses/by/4.0/
  11. Screenshots: Trailer KSP 0.22 ! source of inspiration for Kraken Science. This Part pack include many Science parts with report values: 2 Probe Core, LittleFrog and ScaRaB system with 1 monopropellant engine : 2 Strategies for your career: Download: SpaceDock Licence : Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) Installation : Please delete your old Folder before update! ChangeLog: -------------------------------------------------------- I'm French, sorry for my bad english, thanks. If modders detect faults and wishes to use has the correction, to contact I by mp, thank you!
  12. Im playing Science mode with no mods and I need some Easy Science points so can someone tell me how? Thanks.
  13. A new series that i'm developing as I play through this game after a long break. The goal is a general Science mode playthrough, but with the endgoal being to establish colonies on every planet and moon (yes, even Gilly and Tylo.. grrr) To develop Kerbals from being a race that looks towards the stars, to a race that lives amongst them. First flight. First flight of the 'Twiggy', as the engineers call it, went well. A simple capsule, SRB, and science package. Landed near a strange black object, will investigate further.
  14. Hi, I'd like to edit the science lab (thus ModuleScienceConverter in some kinda a final patch to catch possible mods) in a .cfg to make it less OP. Few questions regarding ModuleScienceConverter : - " dataProcessingMultiplier = 0.5 // Multiplier to data processing rate and therefore science rate " -> If I tweak this down, say to 0.1 will this make research slower ? - " scientistBonus = 0.25 //Bonus per scientist star - need at least one! So 0.25x - 2.5x " -> can I totally disable this feature ? And if yes, how... - " researchTime = 7 //Larger = slower. Exponential! " -> Is there an upper limit for this value ? Can I go above 10 for instance ? Thanks a lot !
  15. (Formerly KA-330 and KEAM) Welcome to the release thread for Kerbalow Aerospace's inflatable / expandable modules parts pack! Please feel free to leave any comments, questions or suggestions you may have for this project. KEAM Features: 4x Unique Science Experiments Distributed Impact Detection System Deployment Dynamic Sensors Wireless Temperature Sensors Radiation Environment Monitor Kerbal Inventory System Storage Space Compatibility Connected Living Space Compatibility Tweakscale Compatibility KA-330 Features: Inflatable / Expandable module Sun-tracking solar panels Functioning expanding radiators Functioning lights IVA interior cut-out view Fully furnished interior when using Near-Future Prop Flat ends for attaching any 1.25 meter docking ports KA-330 Compatibility Patches: Tweakscale Connected Living Space Kerbal Inventory / Attachment System PBR texture (reflections) patch - This is a test / demonstration / incomplete KA-330 Life Support Compatibility: With USI Life Support: Acts as a functioning habitat With Snacks: Stores snacks / soil With Keep-Fit: Is a "COMFY" room With TACLS: Contains standard life support resources Kerbalow Aerospace is 100% Dependent upon Textures Unlimited by @Shadowmage Installation: Extract the contents of the GameData folder to your GameData folder. Structure should then read GameData\Kerbalow Optional KA-330 Compatibility and Life Support Configs Installation: Copy the config files from the Optional Configs folder to GameData\Kerbalow Download Download A VERY SPECIAL THANK YOU TO: @CobaltWolf, @Nertea, @Shadowmage @Beale @Pak @steedcrugeon Kerbalow Aerospace is License CC-BY-4.0 https://creativecommons.org/licenses/by/4.0/
  16. [a part mod inspired by Luna, Venera, Insight, Sojourner, Curiosity, plus some convenience stuff] Introduction Hi there, space-traveler! Don't just stand there; come in, look around, try out our classic hot-pants - the originals, the best, famous around the solar system! And, welcome to... Aah, more interested in rocket parts, aye? Well, no matter, we got that too. As of now, our line-up consists of just two manufacturers of very essential cosmos equipment. Martin & The Probes The up-town start-up company Martin & The Probes was funded by the income gained from the chart-topping hipster band with the same name. They focus on neat stuff for your everyday probe needs. RB-1 Spherical Probe Container (1.25m non-atmospheric lander) This product has been called the flag ship of M&TP, at least by their commercial department! This very handy spherical container protects your important scientific equipment, that someone is paying for you to bring to some place despite every scientific opportunity there having been exhausted already! Crash tolerant, comes with internal batteries and is like totally round - you'd be crazy not to buy it! RB-2 Reentry sphere (1.875m atmospheric lander) Land your probes in style with this heat resistant thingamabob! Made from the finest plastic composites on the planet. Well, on a planet. RB-4 Space Container (3.75m space or lander fairing) This positively large deployable fairing is a great fit whenever you need to send way too much sensitive equipment to space. Comes with an extra bottle of spray paint! Thermal Fairing (3.75m top cover for heat shield) Land in style on distant planets using the latest in cone-based technology! AID-X1 (0.625m decoupler) Ever wanted to put a non-stackable item on both the top and bottom of your probe? Fret no more - the Advanced Interstage Decoupler is here you help you! AID-X2 (1.5m decoupler) The larger version of the interstage decoupler lets you stack even bigger non-stackable things together! Astro Composites International Here at ACI we believe space is 20% science and 80% fashion! We focus on structural rigid components for your spectacular rocketry moments! Lightweight Hex Platform (2.5m inner diameter - probe lander platform) Sometimes, building probes vertically doesn't really cut it - spruce things up with this amazing probe platform, which comes with integrated holes! Hex Struct (1.25m - structural building block) No-one is really sure what this is intended for, so we usually just store our designer wellies in it. The top can be removed, but only by our senior engineers. Review Download Download from CKAN (RocketEmporium) or grab it from here. Dependencies Some parts (the robotic ones) are fully dependent on AnimatedAttachment to do anything useful. Many more will benefit greatly from it being installed. It will allow you to attach solar panels on the probe containers, for example. Known issues * The view from the cameras doesn't contain all effects, like atmosphere. Compatibility No known issues with any 1.4.x version. Has not been tested with earlier versions. Change log License Published under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License. Credits Thanks to @Atubara for the awesome artwork in the top =) Visit https://www.reddit.com/r/kerbalculture/ for more great fan-art!
  17. I wanted to build some sort of Duna Science unmanned space plane, to visit multiple biomes on Duna and send data back to Kerbin. I think a small Ion powered plane makes sense, but I’m not sure. Do you guys have any tips, suggestions? Has anyone ever tried this?
  18. The problem with science is KSP is that they science report will always be in the same weather the experiment is being blasters by rocket exhaust or heating in the atmosphere. Like why doesn’t a Kerbal EVA report is still the same weather that Kerbal is being blasted by rocket exhaust? Since KSP2 seems will have weather (I’m not sure and I could be totally wrong and incorrect) I’m hoping EVA reports and science experiments will be different. Because it does not make sense when the Mystery Goo is being blasted by Nerv Atomic Rocket exhaust and it the same as not being blasted by exhaust. So I’m hopping the report will be different depending on circumstances. Here I have listed the examples below. Kerbal on EVA (Kerbin) while NOT being blasted by exhaust: I don’t think a spacesuit was nessecary for getting here. Kerbal on EVA (Kerbin) while BEING blasted by exhaust: I is very hot and is something burning? As you may see I want to see that science, crew, and EVA reports are different depending on a circumstance. I think this would, be really fun and interesting. It would add some randomness and seeming to look l8e the game knows what the player is doing. Connection to player a bit more, maybe (I really don’t know). Depending also on the circumstance the science points would probably vary. I will list some more examples for more reference below: Thermometer in Deep Space (NOT touching anything hot): It it very cold and chilly here. Any heat is from the rocket. Thermometer in Deep Space (BEING EXPOSED TO ROCKET EXHIST): It is very hot in the rocket exhaust and it barely noticing the coldness of space. Earthquake Detecter (STILL and on Mun (Landed)): There a little Mun quake!!! Earthquake Detecter (Knocked over and bouncing on surface of Mun): All we can detect is the experiment bouncing! This isn’t an earthquake! Surface Sample (Not blasted by rocket exhaust)(Minmus): It looks edible. Just like mint ice cream. Surface Sample (Being blasted by rocket exhaust)(Minmus): It is a little black. It was burnt by the exhaust. I definitely would not eat it. These are three examples I have listed (above if you did not notice). I really hope the developers of Kerbal Space Program 2add this little feature in. I personally think it makes the game more interesting and it a sense that the player can feel like what the player is doing. A little connection (I really don’t know, I’m not a doctor who monitors behavior of people). I really hope they add this feature in KSP2 but if they don’t that’s fine. - Dr. Kerbal
  19. The KSC is broke! Nobody knows how accounting made such an avoidable mistake, but somehow, spending has gone out of control and the Kerbals are in deep financial trouble. With investors pulling out, manufacturers cutting supply, and the constant pressure of continuous scientific advancement, the KSC will need a grand mission and an affordable price. The challenge- Launch a crewed mission to at least LKO, or another celestial body, in science or career mode, and gather science for as low of a price as you can. The rules- No alt+f12, HyperEdit, MechJeb autopilot (though MechJeb for information is okay), no part mods or physic-altering mods. You may not mine and process ore for fuel, and then recover that fuel for extra profit. Any fuel mined must be used. Visual and informative mods are always welcome. You are allowed to Start a new science/career save, and give yourself Max-Facility or Max-Progression or Max-Tech Tree, so you have access to all parts and unrestricted building limits. All science must be recovered. Scoring- The equation for scoring is P=(V-R)/S, where V= the price in the VAB or SPH, R=the recovered price, S= the science gathered, and P=your score, in funds per science. For example, if my rocket costs 80,000 funds in the VAB and I recover 20,000 funds and 100 science, I do P=(80,000-20,000)/100, and get P=600 funds per science, or a score of 600. Video/Pics of important parts of your mission is a requirement. You must also include a shot or picture of your craft in the VAB, and of your recovered science and funds upon landing and craft recovery. My run with a scientific version of my SSTO “Burnley” got me: (76799 - 73655) / 177 = 17.76 funds per science. Leaderboard: 1- @camacju= 0.04 funds / science 2- @DRAG0Nmon= 17.76 funds / science
  20. 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
  21. Disclaimer: I'm asking something that may be beyond my current understanding But let's boldly go ... Is there any sort of guideline or requirement or standard for a part that will contain ModuleScienceContainer? Asked in another way ... if I was dreaming of a part mod that would have that module in it, are there physics-types of constraints on the part design that I should keep in mind?
  22. PLEASE READ THIS POST FOR INFORMATION ON THE FUTURE OF THE MOD SEP v2.7.1 This is a continuation of the mod originally created by @AlbertKermin, and now co-authored by him, myself, and @DMagic. I'm merely starting a new thread so that I (as a more active user) can maintain the thread as needed. SEP now runs on a custom science plugin, allowing much more complex science over time. (See the next post for more images!) Changelog: Mod Support: This mod has custom science definitions for CaptRobau's wonderful Outer Planets Mod. This mod has custom science definitions for KillAshley's New Horizons Pack. @Nils277 has made a Central Station wedge for use with his Kerbal Planetary Base Systems mod. Run a SEP off your ground base! RemoteTech compatible (requires Module Manager) AntennaRange compatible (requires Module Manager) Dependencies: KospY + IgorZ's wonderful Kerbal Inventory System/Kerbal Attachment System. Credits: AlbertKermin, for creating the original MSEP mod, helping create the original SEP mod, and contributing sciencedefs for the current iteration. CobaltWolf, for creating the new models and parts used in the mod. DMagic for creating the new plugin on which the science system runs. KospY, for the Kerbal Attachment System mod without which my mod could not exist. Vaga, who created the RemoteTech compatibility patch. Kerbas_ad_astra, who created the AntennaRange patch. Beale, whose solar panel texture we used (with permission). Enceos, for his amazing help with converting the original mod to use KIS. JefferyCor, for advice on repairing one of this mod's more troublesome bugs. Dunrana for helping write the Science definitions, testing, and generally getting me back to work on the mod. Shameless plug: Need a lander to carry your SEP down to the surface? Like a fine wine, SEP pairs excellently with Bluedog Design Bureau - which includes a stockalike version of the LEM lander! License: This work is presented under a Simplified BSD license. Art assets used in Surface Experiment Pack were made by Matthew (CobaltWolf) Mlodzienski and are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. All credit for the wonderful new textures/models/artwork goes to CobaltWolf, who retains the copyright to his work. All source files for the mod, including uncompiled textures and models, are available upon request. We back boys!
  23. The Sword of Jebediah can support 139 Kerbals in living habitats and science modules. This can be upgraded if you attach more to docking ports for drop ships, rovers etc. Has back docking port for docking boosters or habitat modules to use as a space station. Has around a 2800+ m/s depending on ore/lq/ox on hand 1,440 kN Thrust with working gravity ring. Refuel capable. Would recommend smaller landers or even ore runners to supply for fuel. Action Groups (AG) AG0: Turn on Gravity Ring AG9: Lock Gravity Ring AG8: Turn on Converter and open doors AG7: Toggle Docking Port Doors AG6: Toggle Drill AG5:Toggle Surface Harvester Gear: Toggle MK2 Ring Cargo Shields STEAM: https://steamcommunity.com/sharedfiles/filedetails/?id=2245297985 KERBALX: https://kerbalx.com/InterstellarKev/Sword-of-Jebediah
  24. Well, I'm currently trying to get more science in Kerbin. Lately I discovered that you can get "flying" situation under the KSC's mini-biomes (e.g. Kerbin's Launchpad, Kerbin's FlagPole, etc.). This was done by an accident: Moving toward the FlagPole at high speeds but low enough to not break any parts. And collecting science while doing so. However, any subsequent attempt to get to the "flying" situation (i.e. just don't touch the ground) would result me in taking the biome under it (i.e. Kerbin's Shores). I'm a Science hardcore, I'll go any lengths to extract science from a planet to the last bit. So please tell me if it's possible to get "flying" situation in the mini-biomes.
  25. Starting a science mode series! My discord server: https://discord.gg/4d7PSyG
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