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Found 3 results

  1. Download on Curseforge or Github or SpaceDock. Available on CKAN as MoarKerbals. Kerbthulhu Kinetics Program's MoarKerbals (MOAR) Populate your colony in space! A simple add on that adds the ability to use resources to create and train new kerbal(s) for Kerbal Space Program. Author @zer0Kerbal\zer0Kerbal, originally created by @strideknight\strideknight brought to you by KGEx Description Preamble by @strideknight This mod installs a KloneKabin, KuddleShack, and Academy that you can use to replicate and train new Civilian (kerbals) wherever you feel like. Kloning, Kuddling, and Teaching require a fair amount of electricity, and other resources. You can also change the requirements via Module Manager patches. There is a small chance for a freakish accident to occur, both positive and negative results can occur. This is experimental technology after all. Note: a failed kloning process has a very LOW chance to kill every kerbal inside the KloningKabin. The deceased may or may not respawn back at the KSC depending upon your game and difficulty settings. You can adjust or even disable accidents with Module Manager Patches. In either case, you can just quicksave before operating. Features No extra parts No RAM usage Uses Module Manager to add functionality to stock parts Simple, configurable and adds levels of depth to the gameplay without a learning curve Includes an upgrade to the stock Science Lab from two to six seats (including the IVA) Community Trait Icon configs are included. MoarKerbals adds functionality to the following parts: Kloning Science Lab mk1 Crew Cabin mk3 Crew Cabin mk2 Lander Can Kuddling Hitchhiker's mk2 Crew Cabin Academy Cupola mk1 Lander Can Science Lab Cabin notes It requires a large amount of electricity to operate, and @strideknight always played with Roverdude's MKS and TAC's Life Support, so it automatically integrates with them to require Biomass or other materials. Also, [strideknight] included configs for the Community Tech Tree. Both require ModuleManager to integrate. MoarKerbals was inspired by @strideknight's desire to have a small colony of kerbals living in zeppelins around Jool who populate the planet, evolve their own society, and then to go to war with the "grounders" back on Kerbin. This was @strideknight's first mod and it runs fine, so let me know if you find any bugs. All constructive feedback/suggestions are also welcome. Enjoy! Known issue If you use a third party mod to transfer kerbals, like ShipManifest, the PAW/RMB might have ghost listings until a the vessel is reloaded. Localization work in progress How to support this and other great mods by @zer0Kerbal See More Discussions and news on this mod: See Discussions or [KSP Forums][MOD:forum] Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues Installation Directions Use 1 Dependencies Kerbal Space Program 2 Module Manager 3 Recommends MoarKerbals Parts! (MOARP) Beautiful parts meant for MoarKerbals! Suggests Mods that benefit MoarKerbals (MOAR) SimpleLogistics! (SLOG!) SimpleConstructon! (SCON!) Field Training Facility (FTF) Field Training Lab (FTL) KaboOom! (BOOM) another way to not go to space today On Demand Fuel Cells (ODFC)) Biomatic (BIO) KerbalStats SIMPLEX Colonies Other fun mods by zed'K Solar Science (SOLS) Not So SimpleConstructon! (NSSC) Foundations (FND) - beta Helps prevent ground constructions from floating away Stork Delivery System (SDS) Komplexity (KPLX) Pteron (MSRV) Jack-O'Lantern (JACK) Halloween! (HLWN) Mini Sample Return Capsule (MSRC)) Docking Port Descriptions(DPD) PicoPort Shielded (PPS) Transparent Command Pods) (TCP) More Hitchhikers) (MHH) B9 Stock Patches (B9S) ScrapYard Oh Scrap! DaMichel's AeroRadial (DAR) DaMichel's Fuselage (DMF) DaMichel's Spherical Tanks (DST) DaMichel's CargoBays (DCB) Simple Cargo Solutions (SCS) KerGuise Experimental Engineering (KGEx) The Gold Standard (GOLD) Keridian Dynamics Vessel Assembly (KDVA) Olympic's ARP Icons (ARPI) Stack Inline Lights (SIL) Stack Inline Lights - Patches (SILP) Supports SimpleLife! (SLIFE!) TweakScale Community Resource Pack Kerbal Changelog SIMPLEX Colonies USI-LS MKS not yet Snacks! not yet Conflicts none Replaces none Tags parts, config, career, uncrewed, crewed *red box below is a link to forum post on how to get support* Credits and Special Thanks @linuxgurugamer - code assistance @strideknight- this add on Legal Mumbo Jumbo (License provenance) Current (1) - @zer0Kerbalzer0Kerbal Original (0) - Author: @strideknight Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date View full albums: here here v1.3.0.0 original: 01 Jul 2018 zed'K | updated: 16 Nov 2021 zed'K Footnotes this isn't a mod. ;P ↩ may work on other versions (YMMV) ↩ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! ↩
  2. Hi everyone, I have the OPT Spaceplane mode. Whenever I design a spaceplane or any cargo plane with a cargo ramp, it spawns like 500 feet above the runway and starts falling. If I replace the cargo ramp module with a normal tail, the craft spawns correctly on the runway. Anybody seen that and knows a fix? Regards, Chris
  3. A new asteroid spawns, with the perfect orbital parameters to flyby Kerbin, maybe even touch the atmosphere or hit Kerbin itself! The end of Kerbalkind approaches, while the player on the other hand is trying to build a ridiculous tree swing on one of the Mun arches... I am looking for a mod which will add a contract for every asteroid that is on a near pass trajectory with Kerbin. These contracts get completed once the Asteroids trajectory is no longer a threat. It should be simple: - Default: If you don't want to do it, then just don't take these contracts. If you do take them, you get the usual penalty for canceling them etc. - Hard: These contracts are forced upon you, there is no backing out. Long term time-warping will be a real problem this way, but to each his own. Maybe you HAVE to leave a kerbal behind on each asteroid, their name changing to Bruce Willis for a moment
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