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  1. Originally created by Starstrider42: https://github.com/Starstrider42/TestFlight-Configs The mod was never updated again since 2020. So, I've decided to adopt the config pack to revive, update, modify and expand it. This will be known under the new name "TestFlight-Stock" although you can still call it "TestFlight-Configs Revived" if you like. What is TestFlight? TestFlight is an add-on originally made for the RSS/RO/RP-1 massive mod-suite that gives engines failure rates and modes, just like OhScrap and Kerbalism, and records reliability and ignition chance seperately. However, it also includes two unique features of it's own: Rated burn time and throttle curve. The former refers to the ability of an engine to perform reliably for a certain amount of time: After it passed that threshold, the failure chance increases significantly. Some engines also have TESTED burn time, which provides another certain amount of time where you can keep burning the engine after the rated burn time safely, and culmulative burn time, which means that the engines' rated burn time will be reset again after being shut down for a while. Throttle curve is an entirely new feature of TestFlight that provides unique throttle response rate for some liquid fuel engines. Just like OhScrap, an engine will become more reliable the more you fly and test it out. An engine can acquire at most 10000 "du" points through launches/flights that can help increase the reliability of the part. I thought TestFlight already have it's own config pack, why use this? TestFlight Config Stock, the official non-RO pack for TestFlight, is no ModuleManager config add-on. It's actually a set of JSON files written in order to lazily attach configs to the stockalike parts, and does not make full use of TestFlight's true potential. With TestFlight-Stock, failure rates are much more balanced and individualized: They will depend on the complexity, propellant type and tech level of the engines, whether being written in the part description itself (whether the part is stated to be explode-y or not is also taken in mind) or from the actual real-life designs of those engines. It also allows tech transfers, which is when an engine shares some of it's "du" with another identical/similar part. Parts can only share technology to those in the same manufacturer, propellant types, design/engineering principles and part families. For more information, visit the GitHub repository down below. What's different between Starstrider's original mods and your's fork? Visit the GitHub page for more info. For a short summary, I have decided to retreat TestFlight support for heat shields, add even more mod supports, balance starting and ending failure rates, fixing the MM blocks originally written by Starstrider to be compatitable with TestFlight 2.0, and more. NOTE: This is a BETA release, do not expect things to work flawlessly. Suggestions are always welcome. If you see a bug that shouldn't be there, feel free to open an issue on Github. DOWNLOAD: Github: https://github.com/Starcatcher2009/TestFlight-Stock/releases/tag/v0.3.0-beta SpaceDock: https://spacedock.info/mod/3077/TestFlight-Stock (TestFlight-Configs-Revived Now available on CKAN! SOURCE: https://github.com/Starcatcher2009/TestFlight-Stock LICENSES: MIT + GNU General Public License v3.0 Supported mods: Near Future Launch Vehicles/Propulsion/Spacecraft USI Exploration/Survival Pack, Sounding Rockets Extraplanetary Launchpads Kerbal Atomics Taerobee ...More to come! CONFLICTS: OhScrap/ScrapYard TestFlight Config Stock (the official one) 0.3.0 Changelog: Updated configs to work with TestFlight 2.0 and beyond Added support for Taerobee, USI Sounding Rockets, Near Future Launch Vehicles and Making History DLC Removed support for heat shields Future plans Add support for moar mods Further balancing TestFlight for career gameplay Add throttle curves
  2. KERBAL HARD + UNCUT | Episode 001 | 100% Stock
  3. I recently tried to go interstellar in stock and I was able to get my trajectory to outside the Kerbol system but is there a border which you can't cross as the craft is instantly destroyed? Has anyone else done this before? Thanks, -Andrew theAstronaut
  4. S t o c k W a t e r f a l l E f f e c t s This mod contains a set of template and engine configuration files, that give amazing waterfall effects to the stock engines. Downloads: Primary: https://github.com/KnightofStJohn/StockWaterfallEffects/releases Dependencies: You will of course need to install the Waterfall mod for this to work: https://github.com/post-kerbin-mining-corporation/Waterfall/releases Make sure you install the latest version of Waterfall when updating Stock Waterfall Effects Module Manager 4.1.4 is already included with waterfall. As of version 0.6.0, you will also need B9PartSwitch: https://github.com/blowfishpro/B9PartSwitch/releases Known Issues & Workarounds: Issue: Some engines might lag your game if you use too many of them. Workaround: Waterfall has some options available in the WaterfallSettings.cfg file: Set the "EnableLights" and "EnableDistortion" options to "false". New 0.6.0 plume selection Feature: My goal with this mod is to give the stock engines a realistic looking exhaust plume. This means that I try to give the engines that are inspired by real life engines, the correct type of plume. For example the Vector is based on the Space Shuttle Main Engine, the RS25, and therefore has a very similar looking hydrolox plume in this mod: However, some engines in the stock game were designed to look like certain real-life engines, but do not have similar stats in the game. I have to strike a balance between realism in engine performance, or realism in real-life inspiration.I chose to focus on giving the engines the correct plumes according to their performance. This is a list of the configured engines and the type of plume they have in this mod: • Vector & Mammoth: Lower stage hydrolox / Lower stage methalox • Poodle & Terrier: Upper stage methalox the reasoning here is that the Wolfhound and Cheetah are also both vacuum engines, but with even better ISP. Therefore they will be hydrolox engines, while the terrier and poodle will be methalox. • Rapier: Lower stage methalox & Methane-air • Rhino & Skiff: Mid-range hydrolox • Nerv: Upper stage nuclear hydrogen • Reliant, Swivel, Skipper, Mainsail, Twin Boar, Kodiak & Mastodon: Lower stage kerolox These kerolox plumes were originally designed by @Zorg for the Bluedog Design Bureau, and altered by me. Some more than others. • Spark & Cub: kerolox sustainer. • Cheetah & Wolfhound: Upper stage hydrolox Although the models for these engines are based on real hypergolic engines, I still made these two hydrolox engines because they have exceptionally high Isp. • Bobcat, Thud, Twitch & Spider: Lower stage Hydrazine 50 (hypergolic). This plume was originally designed by @Zorg for the Bluedog Design Bureau, and altered by me. • Puff & Ant: Upper stage Hydrazine 50 (hypergolic). • Dart: hydrolox aerospike. • Dawn: Xenon Hall-effect ion plume. • Goliath, Juno, Wheesley: Kerosene turbofan. • Panther: Kerosene turbofan & generic kerosene afterburner. • Whiplash: Blackbird J58 type kerosene afterburner. Eye Candy: Licensing: • All content is distributed under a CC-BY-SA-NC-4 License And if you happen to have some free time to fill, go check out my youtube channel : https://www.youtube.com/channel/UCoJWYYRrzVDmap8uzhHsj_A
  5. While KSP simulates atmospheres with variable depths and densities it lacks dynamic weather limiting its utility as tool for exploring concepts in atmospheric science. Kerbal Weather Project was developed to remedy this. In KWP, weather and climate data from a state-of-the-art global circulation model was incorporated into KSP gameplay. This was accomplished through a global hourly climatology, enabling players to experience diurnal and spatial variations in atmospheric conditions. In addition, point weather data is provided for Kerbin launch sites, giving players the option of experiencing dynamic weather conditions that change from day to day. KWP features a text-based GUI showing remotely sensed weather data (in space) and in situ weather data (in the atmosphere). Compatibility KWP works with stock KSP and should work with the vast majority of KSP mods. KWP has been tested, without major issues, in a KSP 1.10 playthrough with 220 other popular KSP mods. That said, KWP may conflict with mods like real heat that modify the stock game's aerodynamic or thermodynamic system. KWP can still be used with these mods as KWP's override of the stock thermodynamic system can be disabled in the settings menu. KWP is compatible with the aerodynamics overhaul: Ferram Aerospace Research (FAR). Note that since FAR overrides KSP's thermodynamic system, pressure and temperature data from KWP will not affect flight dynamics when FAR is installed. Note that FAR may not be compatible with the latest version of KSP. Background Kerbin weather and climate analyses were produced using the Model for Prediction Across Scales (MPAS; Skamarock et al., 2012) a state-of-the-art atmospheric general circulation model developed by the National Center for Atmospheric Research (NCAR). MPAS was run for six-years (1st year: spin-up) at a resolution of 2 x 2 decimal degrees. Fortunately, Kerbin’s atmosphere has the same chemical composition as Earth’s. In MPAS, terrain and biome data from KSP were used to classify land use, vegetation type, green fraction, and other geographical datasets. In addition to land surface modifications, several changes to MPAS were made to enable more realistic simulations of Kerbin's atmosphere. These changes are listed below: Axial obliquity was set to zero. Orbital eccentricity was set to zero. The solar constant was set to 1360 W/m2 The day length was set to six hours (21600 s) The Coriolis parameter was multiplied by four. An hourly global climatology of Kerbin was developed by averaging the results of the five-year MPAS simulation, by the hour. Results from this simulation were incorporated into the game via KWP. Required Mods Toolbar Controller Click Through Blocker ModularFlightIntegrator Recommended Mods Kerbinside Remastered - adds launch sites compatible with KWP. Note that the lite version of KWP does not include weather data at Kerbinside launch sites. KerBalloons - Launch weather balloons! Atmospheric Autopilot - makes flying during windy conditions a little easier. Downloads and Installation Instructions Full Version (84 MB): High resolution climatology, 5-years of weather data at stock and Kerbinside launch sites. GitHub: https://github.com/cmac994/KerbalWeatherProject/tree/master Spacedock: https://spacedock.info/mod/2607/Kerbal Weather Project Lite Version (13 MB): Low resolution climatology, 1-year of weather data at stock launch sites. GitHub: https://github.com/cmac994/KerbalWeatherProject/tree/lite Spacedock: https://spacedock.info/mod/2611/Kerbal Weather Project - Lite See the links above for information on how to install KWP. Alternatively, you can just use CKAN. KWP Animations Weather Animations Simulated Infrared (IR) Satellite Imagery for Kerbin (Each Frame = 1 day) Light colors = high clouds or cold surface; Dark colors = low clouds or warm surface Precipitable Water (PW) on Kerbin (Each Frame = 1 day) Note vortices of high PW in tropics... those are tropical cyclones (hurricanes)! Upper level winds on Kerbin (Each Frame = 1 day) Surface Temperature on Kerbin (Each Frame = 1 day) Climatological Animations Average Temperature by Height Average Wind Speed by Height If the above charts are bit challenging to decipher check out the chart interpretation page on the mod webpage. KWP Gameplay A crewed weather balloon being carried away from the launchpad by northeasterly trade winds. An uncrewed glider flies into a strong headwind and ends up traveling retrograde! A polar orbiting satellite passes over the KSC providing remote sensing weather data along its track SRB Recovery with and without wind. Additional Information For more screenshots, animations, and information about KWP check out the official mod webpage. The science behind KWP, as well as its potential as an educational tool, will be presented at the 101st Annual Meeting of the American Meteorological Society (AMS) in January 2021. A link to the AMS poster presentation is provided here. In addition to weather and climate analysis, the mod webpage provides several demonstrations detailing the effects of KWP on atmospheric flight and reentry. A series of short-stories are also included to highlight how KWP can be used for both shenanigans and serious science! What KWP Does: Adds climate and weather data to the stock game Climate data varies geographically, vertically, and diurnally. Point weather data varies with height and time and is valid only for a fixed location. Modifies air pressure, density, and temperature on Kerbin affecting the aerodynamics and thermodynamics of flight. The scale height of the KWP atmosphere is higher (8.5 km) than in the stock atmosphere (5.6 km). Consequently, air pressure and density will decrease more slowly with height when playing with KWP enabled. This makes re-entry and SSTOs a little more challenging. As noted above, if you'd prefer KWP not affect KSP aerodynamic and thermodynamics this can be selected in the KWP settings menu. Provides a text-based GUI for visualizing ambient weather, vehicle velocity, ground track, vehicle relative winds, and aerodynamic variables (e.g. mach number, shock temperature, etc.) What KWP Does NOT Do: At present, KWP does not add any parts or new visual effects to the game. KWP provides a framework for understanding what the weather on a planet with Kerbin's geography and orbital characteristics might look like. The results of the MPAS simulations (detailed on the mod webpage) could provide inspiration for fellow modders to create more realistic cloud cover and visual effects for Kerbin. KWP does not include orographic circulations or other small-scale circulations (e.g. thunderstorm cells). This is a limitation of the coarse resolution MPAS simulations from which KWP was derived. In KWP vertical wind speeds are typically very small (< 1 m/s) so unfortunately, aspiring glider pilots will not be able to stay aloft indefinitely by riding the wind. Future Work KWP provides a framework for implementing weather in the stock game. A rudimentary weather and climate API has been included with KWP. With this foundation laid it is my hope that real-world science missions, like the Global Precipitation Measurement Mission (GPM) and the Geostationary Operational Environment Satellite (GOES-R), could one day be emulated in KSP or KSP2. Mods such as SCANSat and Orbital Survey Plus may be one way to realize this concept in KSP, by facilitating the mapping and visualization of climate data for science. Other possibilities include real-time charting or logging of weather balloon sounding data, similar to what is performed twice daily here on Earth. These pursuits could serve as educational tools for teaching basic concepts in atmospheric science. Acknowledgements KSP Developer Squad and KSP creator Felipe Falanghe. KSP modding community - specifically forum users @linuxgurugamer, @JoePatrick1, @Fengist, @DaMichel, @NathanKell, and @DMagic. These mod developers, by publishing their code publicly, provided a valuable teaching tool which facilitated many of the advancements implemented in KWP. Without their prior work, incorporating weather data into KSP would have been exceedingly difficult. License: MIT
  6. On Demand Fuel Cells (ODFC) By zer0Kerbal, originally by @`Orum adopted with express permission and brought to you by KerbSimpleCo Preamble by Orum The plugin requires a set of Module Manager patches to function, as it does not do anything unless integrated into a part. There are two different sets of patches available on CKAN or SpaceDock. One set that copies the fuel cells from Stock, Universal Storage 2, Jatwaa Demolitions Co, and Solid Fuel Cells (soon more) and replaces the stock modules with ODFC with three modes (four if Community Resource Pack is installed correctly) of operation. Also adds a 0.5 EC/s multimode fuel cell to all stock command pods (easily disabled since in separate patch) Another set that modifies the same set of parts instead of copying them. Features adjustable fuel cell use - much more than just On/Off operation multiple fuel modes (serial usage - one mode at a time) variable activation threshold configurable to produce byproducts (so O+H2 = EC + H2O) very small memory footprint Brown and Black out protection assistance PAW (Part Action Window / Right Click Menu) grouping with auto collapse, click the down arrow to drop the ODFC control panel down (KSP 1.7.1). Two new features from the game settings: Stall: fuel cell stops working if vessel total electric charge falls to close to zero (0f) and will not start until there is more electric charge. Fuel cells require EC to work. autoSwitch: automatically switched fuel mode looking for fuel if the current mode becomes fuel deprived. more features coming soon See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 Either 3 Module Manager Module Manager /L Parts designed to use, or patches to modify existing parts This addon does nothing by itself. Supports GPO (Goo Pumps & Oils') Speed Pump (GPO) AllYAll - supports by removing Either BackgroundProcessing (exclusive to BackgroundResources) (see known issues list) Background Resources (exclusive to BackgroundProcessing) (see known issues list) Community Resource Pack Suggests (These mods have Fuel Cells) Hot Beverages Irradiated - Fuel Cells (HBI/FC) Bluedog Design Bureau Stockalike Mining Extension (SMX) Univeral Storage II Universl Storage RLA Reborn Solid Fuel Cells Jatwaa Demolitions Co Does not work with parts from (because they use own generation MODULES) Kethane USI @Angel-125's mods (Buffalo, Pathfinder, et al) CONFLICTS [ODFC-Refueled-CopyPatches][ODFC-C] [ODFC-Refueled-ModifyPatches][ODFC-M] REPLACES ODFC ODFC - On Demand Fuel Cells by Orum >-- ORIGINAL (outdated)--< [ODFC-Refueled][ODFC-R] Tags plugin, config, flags, agency, control, convenience, sound, resources red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @`Orumfor creating this glorious addon! @4x4cheesecake for helping with the initial adoption see Attribution.md for more comprehensive list Known Issue Tracker [NEW][BUG 1.1.2.1a] AmpYear doesn't seem to recognize ODFC [BUG 1.1.2.0a] TweakScale will not scale module ODFC [BUG 1.1.2.0b] Kerbalism doesn't recognize ODFC, ODFC still functions correctly [BUG 0.0.1.9a] B9 doesn't work on ODFC enabled parts [BUG 0.0.1.9b] next fuel mode should not be visible when only one mode [BUG 0.0.1.6a] BackgroundProcessing or Background Resources mods don't see ODFC, so ODFC doesn't work when doesn't have focus. Should not have both BackgroundProcessing and BackgroundResources installed. any mod that requires to use onLoad() instead of onStart() to update a part Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  7. CRAFT DOWNLOAD KERBAL X: https://kerbalx.com/InterstellarKev/The-Eurydice-Interstellar-Super-Yacht STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=2860955302 The Eurydice Kraken Powered Interstellar Super Yacht This luxury vessel from The Collective Industries features an elegant design that is both aerodynamic for in-atmosphere travel as well as highly maneuverable Interstellar Travel. Taking queues of history's greatest ships this craft will serve you well on the high seas as well as in the void of space. Dual Kraken Drives for forwarding propulsion and Anti Gravity VTOL Hover and lift modes. In-game Status - NO MODS - Fully Stock but does need DLC to use. Custom .png flags are needed for Decals and Tinted Windows. *find links below* Main Throttle - 50% Slow Decent 75% - Hover Mode 100% - Anti Gravity Lift Mode Action Groups - AG1 - Forward Propulsion AG2 - Elevator Lift AG3 - Toggle Landing Gear AG4 - Toggle Landing Lights Flight Instructions Turn on Infinite energy and Fuel for RCS In case of Kraken attacks make sure to reload and actively save when on long gameplay. When leaving a Planetary Body - Use radial out Keep vertical accent until you reach around 34,000 meters the nav ball will flip once this happens it will attempt to turn to match the radial out. Switch over to Normal Mode after this continue to rise until your flight path is past LKO from here continue to circularize until you are clear with an orbit. Flag Instructions Download Zip File Unzip all files in the Eurydice to your Flags Folder if using Steam - (SteamLibrary\steamapps\common\Kerbal Space Program\GameData\Squad\Flags) FLAG DOWNLOADS Google Drive Link https://drive.google.com/file/d/1_D03RknOwB850HTcsvfWUC9FIkSRyBIk/view?usp=sharing Dropbox https://www.dropbox.com/s/5xlikdzjhp2u6u0/Eurydice.zip?dl=0
  8. The idea is simple. A wacky change to the Kerbol system. Brought to you by the head developer of Wabi Sabi Planet Pack. The whole system is changed. Download link will be given when ready. Also if the name sounds weird, It was just a bunch of gibberish made up in 5 seconds. Don't worry about it. Recommended Mods Credits @Mangu he makes it playable lol
  9. Lightest Craft to Orbit Quick Challenge ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ What is the lightest craft you can build that is capable of reaching orbit? ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Rules: A Periapsis above 70k constitutes as capable of orbit. No Debug Cheating, though Part Clipping is aloud. No Kraken Drives or similar methods of propulsion. No Lithobraking unless a part of the intended design. Submissions must be comprehensive. I ask that if you open the resources tab for the screenshots, And/Or the vessel information if you have KER installed, I also require (from now on), a screenshot of the Flight log (f3) at the end of a mission. All mods Used must be declared If you don't give your craft a good name I will Mods: No Game-Balance altering mods or addons; Part mods, Re-balance mods, Resize mods, Enviroment altering mods Auto piloting mods are banned as they limit the skill required to reach orbit. Some mods are aloud; If they solve some of the limitations of the UI (take command, IFS, TAC, etc.) Information readouts like Kerbal Engineer and some of MechJeb are fine Visual mods are aloud too of course. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Your Crafts weight at launch is your score. Launch clamps, disposable pods and Kerbals do not count. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Category #1: Unmanned No Kerbal on board Scoreboard: 1. @foamyesque with the UltraLightning V2 weighing in at .645t 2. @Teilnehmer with the Malchik weighing in at .77t 3. @Jetski with the Gnome D-915 weighing in at .912t 4. @nickifr with the L.C.T.O. #06 weighing in at 1.26t 5. @cantab with the PLANSat 2 weighing in at exactly 2t ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Category #2: Manned Get a Single Kerbal to orbit with at least a .5 units of EVA propellant left. (for rendezvousing) Note that Kerbals on EVA have around ~550 Δv with max propellant. Scoreboard: 1. ME with the KerChucker Mk2-2 weighing in at 1.906t [email protected] with the Strander Mk.1 weighing in at 2.327t 3. 4. 5. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Category #3: Unmanned and Recoverable No Kerbal on board, must recover at least the orbiters probe. Scoreboard: 1. @EliteGuy3 with the Plankton 2/39/4 wighing in at 2.333t 2. @KSPNewbie with the SpeedySat Mk4 weighing in at 2.557t 3. @swjr-swis with the MinilOrb1e-UnR weighing in at 3.055t 4. 5. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Category #4: Manned and Recoverable At least 1 Kerbal on board, must recover at least them and their pods. Scoreboard: 1. @Aetharan with the Lawndart MK3 weighing in at 2.085t 2. @Nefrums with the Unoriginal Name weighing in at 2.264t 3. @EliteGuy3 with the Plankton 29 weighing in at 2.355t 4. @foamyesque with the MicroLaunch Orbiter 1 weighing in at 2.457t 5. @Martian Emigrant with the weighing in at 2.705t 6. ME with the Pram 5 weighing in at 2.821t 7. @swjr-swis with the MinilOrb1e weighing in at 3.708t 8. @Crocket with the Beanstalk weighing in at 6.215t 9. @herbal space program with the U-Light MKPO mk1 weighing in at 6.261t ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Category #5: Kerbal Orbital Rescue Unit Recover a Kerbal from an orbit with a periapsis of at least 70K Scoreboard: 1. 2. 3. 4. 5. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This thread is mostly a small test for a different challenge I'm planning on launching Soon™ There is likely a terminal weight to these, but I don't think they'll be a problem so long as the crafts are piloted by non-robots, hence the autopilot ban. I also couldn't help but notice that there is only a single 3 year old thread for the smallest craft to orbit, Shame on you all.
  10. Adjustable Mod Panel (KAMP) Pick which add-on buttons to show or hide on the stock toolbar. This plugin allows you to pick which buttons on the stock toolbar you want to see. You can show/hide mod stock toolbar buttons on different screens separately. It requires no additional support from the add-ons themselves, and should work with whichever add-ons it encounters. By @zer0Kerbal and originally by @Morse Adopted with explicit permission and brought to you by KerbSimpleCo Preamble by Morse This mod allows you to pick which buttons on the mod panel you want to see. You can disable mods on different screens(game scenes) separately. It requires no additional support from the mods themselves, and should work with whichever mods it encounters. That being said, I should issue an additional warning: Using this mod is easy: Install the mod Choose which mod buttons in which screens you want to see (KSC, Editors, Flight, Map View, and Tracking Station) That's it! Localization How to support this and other great mods by zer0Kerbal Cabin Notes Janitor's Closet can be installed alongside Adjustable Mod Panel (AMP) - only use ONE or the other to manage buttons. TUFX seems particularily resistant to KAMPing. Reports have shown it doesn't like it's button hidden. See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Installation Directions Use CurseForge/OverWolf App (currently does not install dependencies) 1 or 2 Dependencies Kerbal Space Program 3 *red box below is a link to forum post on how to get support* Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks Morse for creating this mod see Attribution.md for comprehensive list Legal Mumbo Jumbo (License provenance) Current (1) - zer0Kerbal Forum: Thread - Source: GitHub License: Disclaimer(s) All bundled mods are distributed under their own licenses All art assets (textures, models, animations, sounds) are distributed under their own licenses Original (0) - Author: Morse Forum: Thread - Download: GitHub - Source: GitHub License: issues here - projects here — The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!
  11. Shielded PicoPorts (SPP) Adds shielded PicoPorts to Kerbal Space Program. Requires PicoPorts part addon. An original parts addon zer0Kerbal and brought to you by KerbSimpleCo Parts Shielded PicoPort Basic Shielded PicoPort Female Shielded PicoPort Male Shielded PicoPort Plus See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Help Wanted Localization See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See [Known Issues][MOD:known] GitHub Pages : See Pages Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 PicoPort Suggests Either 3 Module Manager Module Manager /L ***NEW*** Inflatable PicoPorts (IPP) Docking Port Descriptions (DPD) GPO (Goo Pumps & Oils') Speed Pump (GPO) On Demand Fuel Cells (ODFC) Supports TweakScale ReStock Connected Living Space Tags parts, config red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks see Attribution.md for more Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  12. I'm annoyed by the lack of aircraft, especially airliner parts and many mods are discontinued or don't have the parts I want. So I will make my own! (Click on the images for full-size) Boeing 737, 727 and 787 View inside the 737 cockpit Taking a look at the 737-800 engine Parts Boeing 737 (Max) inspired Cockpit with detailed IVA Boeing 737-800 Engine Boeing 787 Dreamliner Cockpit with detailed IVA Note that I will probably not add complete airliners, this is supposed to improve your creations with custom-built, specific parts, which drastically improve the visuals of your aircraft! I will add parts as I desire, and do not have any specific roadmap in mind. I'm open to suggestions though. Download coming soon!
  13. Greetings for whoever saw this page.for mod creators: would a little mod that add the feature"whenever you click the cargo bay opening button,the degree of opening will correspond with the level ground where ever you are" be great? this is an request, if anyone interesting with this please let me know,I will support you every way I can.
  14. Out-of universe notes will be in cursive As you know, in 1.12 fireworks were added to KSP. What you might not know is that you can overclock fireworks using a KAL controller. These overpowered fireworks can be used for propulsion, if you're careful enough. FROM THE DECLASSIFIED DOCUMENTS OF THE KERBAL AEROSPACE FORCE: THE ORION DRIVE Ever since kerbals created explosives, they've wondered: can I fly with it? The question had been answered a long time ago by solid-fuel motors, but some kept thinking if there was more to it. That day, they proved there was. The Orion test vehicle was sitting on the launchpad, waiting for further commands. Daredevil pilot Jebediah Kerman was sitting inside. Even Jeb, the famous Kerbal With No Fear, was pondering the absurdity of this idea. A couple tons of explosives were going to be shot out of a hole at supersonic speeds, an Jeb was going to ride the shockwave. Suddenly, he heard a command from Ground Control. CAPTAIN KERMAN, PREPARE FOR LIFTOFF IN 3, 2, 1... And like that, Project Orion was born. Not with a whimper, but with a bang. Jeb felt the vehicle accelerate rapidly. He struggled with his breath, and his ears were ringing. COMMANDER KERMAN, WE HAVE LIFTOFF, I REPEAT, WE HAVE... BANG! and another one and another one Getting used to this is gonna be hard, Jeb thought. 28 more explosions followed. WE HAVE REACHED 100 m/s, Mission Control stated. Beginning descent, Jeb replied. Commander Kerman parachuted to safety. While his vehicle was being recovered, his brother Gene, head of Kerbal Aerospace Forces, called him to his office. Great job, Jeb, he said. We've officially started the Orion Program, and the investors are impressed. We're going to need you again soon, Jeb. Do you want to continue? Oh boy, more explosions? Jeb replied with excitement. Count me in! I need a vacation, though, my back hurts from all the gees now. I knew you would be interested. We'll call you. Jeb, the Orion Rider. Has a nice ring to it, don't you think? Gene finished. Okay, I'm tired, I'll publish the next part later today or tomorrow, I hope. I have all the pictures ready. Did you like this? Any criticism, questions or recommendations? Please reply! Here are some bonus photos. They'll come with every episode. They are not canon, consider them bloopers. NEXT UP ON THUNDERSTRUCK: WHO PUT ORION ON A PLANE?
  15. Naval Battle League Test your naval prowess in this extravaganza of Battleships, Bombs, and Booms. Rules Rules are mandatory in order to play and be counted on the league table 1- Battles are conducted by exchanging save or persistence files over sharing sites. 2- Each player takes it in turns to engage one target with one ship. Any number of ships may be moved in said turn. 3- Ships engage in order of tonnage, lightest to heaviest. Once all ships are used the cycle repeats. 4- The team with the last ship wins. Ties can be declared with both team's approval. 5- Screenshots or videos documenting all moves are needed to complete a turn. 6- Any mods which affect craft or persistence files are forbidden. 7- No quick-loading except in cases of game bugs. 8- All moves must be done manually, without the aid of autopilots. Previous Iterations Guidelines Guidelines are opt out additions to the rules to create as fair and free from exploits a stage as possible. 1- A ship is officially considered dead when the main body of the ship is incapable of fulfilling two of three goals unaided from other ships or on-board weapons... +Sustaining power +Moving +Firing weapons. 2- Weapons can only be fired from the original ship core and must be used within the the same turn that they are fired. 3- Players are not allowed to control enemy craft. 4- Players are not allowed to intentionally edit the orbit of enemy craft via weapons fire or any other method. 5- Any number of ships may be moved in a turn but only one may attack. 6- Ramming is disallowed. 7- Stealing is allowed under the pretense that the parent ship is dead and the items are disconnected from it. 8- Weapons must be fired between 5000 and 15 meters. 9- Surface to orbit weapons may be fired once per turn if applicable,and are exempt from Guideline 8. 10- A team may forfeit a turn at any point. Carriers Additional Guidelines to ensure carriers remain balanced in combat. 1- The total mass of carriers includes fighters and any other items being carried. 2- Carrier fighters have a mass limit of 15 tons, anything heavier will be included as a seperate ship. 3- Carriers will take their turn at the beginning of a cycle. 4- Fighters may be released from any distance but the fighters must still abide to Guideline 8. 5- Carriers may not use heavy armor on a majority of their area. 6- All fighters must return to the carrier by the end of the turn. 7- Carriers can not use their own offensive weapons. Settings -Body -Guideline exclusions -Maximum number of craft -Maximum total combined mass (These are recommended to be negotiated) Scoreboard MiffedStarfish: 3(5) Spartwo: 1(1) Alphasus: 0(3) Skriptkitt3h: 0(2) Quasarrgames: 0(2) DarkOwl57: -1(1) Sdj64: -1(1) Servo: -1(1) Shadowgoat: -1(2) Username: Score(number of battles) -1 from total for a loss +1 for a win 0 for a tie. Numbers increase according to the amount of players... -1/1 -1/0/1 -2/-1/1/2 -2/-1/0/1/2 ...and so on. Please @, quote, or PM me having completed a battle for updates to scoring Discord There was a demand. https://discord.gg/rqqe3u4T79
  16. This mod is meant to work in conjunction with real chatter which still works with 1.12.3, and is meant for RSS or you can use it for stock as well Lines will include Custom starship chatter and coms checks (voiced lines) Custom spaceX marbase eva, chatter and coms checks (voiced lines) Lunar eva and coms checks (voiced lines) Various chatter and coms checks (voiced lines) for moons of planets orbital chatter and coms checks (voiced lines) A whole bunch of new beeps, including the spacex com check beeps on the dragon real space x coms checks (non custom) Real nasa chatter and coms checks (non custom) Staticy sounding mars base chatter and coms checks (voiced lines) non staticy mars base chatter and coms checks (voiced lines) orbit chatter and coms checks (voiced lines) space station generic chatter and coms checks (voiced lines) and more!!!! Heres an example of a mars Eva that ive recorded for mars not exactly perfect (far from it) but i will be going over that as I polish the first release up. https://drive.google.com/file/d/1fzYmpLgX1h_dTpG9LOhPozJ7cSBKeRHa/view?usp=sharing also another one, spaceX com check https://drive.google.com/file/d/1Tj-EhRgnog-1aEjZRaqPlkCix48ItezU/view?usp=sharing I am the only one voicing them so far, I have recorded and edited 100+ lines so far, there a various methods of voice acting such as doing different accents, southern, midwestern, etc and I have changed the pitches of the voices along with adding static, communications breakups, etc to make them all diverse and less generic sounding. Future lines and plans will include chatter and coms checks (voiced lines) for all stock planets an moons 500+ lines More voice actors besides me (people that I know) which are in progrees with collaberating with me on onther mods. My release date is planned for less than 2 months away, around the end of june.
  17. Before, there was the KAC - the first mod I ever used, and for many years the only one. In the recent KSP update, a version of it has been added to the stock game. What are your experiences with that stock alarm clock, guys? How would you compare it to the KAC mod? Which one (if any) are you using now?
  18. Like, it's not even close. I set an alarm for Kerbin->Eve transfer window, the time came and I set up my maneuver nodes and this is what I got. Is this a bug?
  19. The Caveman Challenge involves playing without upgrading any facitilies. With these restrictions, maybe the most difficult task is to land a kerbal on Eve, plant a flag and safely return the kerbal home to Kerbin. But I take the challenge and will give you updates about my progress. You can find the original caveman challenge here: Rules I set for myself: No facility upgrades No mods No DLCs No cheats after starting the challenge Assembling on ground and in orbit via docking and EVA construction mode is allowed Normal difficulty settings Starting with level 0 Kerbals Crafts should be visually connected (offset wheels connected only by struts are OK) Save and reload is allowed All Kerbals must survive and be brought back home Using external launch window calculator is allowed Deviation from the rules of the original caveman challenge: All twenty technology nodes reachable in the caveman challenge already unlocked via cheat menu Sufficient money cheated via cheat menu Challenges with this Eve return mission: Best engines for Eve not available No maneuver nodes No patched conics 30 parts and 18 tons limit on launchpad Kerbals cannot exit command modules unless on Kerbin Kerbal must be on a ladder or on its own until landed on Eve Kerbal can enter a command module though Probes core can only hold position Limited information about orbit Only height of apoapsis and periapsis No information about inclination or time to apoapsis/periapsis Eve is out of reach of CommNet Unmanned craft can only switch on/off SAS or enable/disable engines at full thrust Transfering fuel is not possible: Fuel tanks must be launched full on fuel to orbit No ISRU possible
  20. Welcome to the Official Release thread for Before Kerbin. Before Kerbin is based on the Stock solar system, but 2 billion years ago in the past. This mod will replace your solar system, I advise beginning a new save. Overview: This mod aims to add a completely new adventure as you begin on Eve (which has Kerbin's properties for ease) and explore and uncover the secrets of the old stock planets. There is lore for you to uncover on the detailed planetary surfaces. This mod adds highly detailed, 4k planets, each come with their own EVE and Scatterer configurations. Every single planet and moon has been adjusted and changed, meaning yes - you can visit "Dres"! All planets have been tested and I have made sure both rockets and spaceplanes can function on them all. System Requirements: 5GB of RAM KSP 64 bit Donations are never asked for, but always appreciated! Help buy me a pizza if you enjoy the mod FAQ: Will this planet mod add any new stars? No. This is the Kerbol system 2 billion years ago. Adding a new star means you will need modded parts to get there, which I generally disagree with. It also means separating planets and sentencing them to "will not be visited". I want to make sure all planets are easily reachable but also require a challenge once there. Is this planet mod compatible with present day mods like OPM? Yep! Even the visual mods will work together, meaning you can install nearly any planet mod except those that also replace the home planet. How much RAM do I need for this mod? 5GB at maximum texture quality. This mod follows the CC-BY-NC-ND licence. Thank you for downloading!
  21. The aim of this challenge is simple, create a naval aircraft capable of full carrier operations. Rules; 1. Hard part limit of 70. 2. Maximum stall speed of 65m/s. 3. Take up a stowed foot print of less than 14m long by 8m wide. Inspiration Further Guidance; DLC's are allowed and encouraged VTOL, STOL, SSTO, Helicopter. If it's Naval oriented I want it No Part Mods Optional Contracts Fixed Wing Rotary Wing SSTO's Formatting a Contract Aircraft (Contract No.) (Aircraft type) (Author/s) (Craft Name) (Description) (Pictures - make sure they are spoilered) (Craft DL - preferably KerbalX) Obviously you don't have to create a naval aircraft exactly to these specifications, nor are you obligated to. Work in progress pictures are highly encouraged and I look forward to seeing what you are going to create.
  22. AN-TCV-04 Albion Fleet Carrier The AN-TCV-04 is the fourth iteration of a standardized CATOBAR carrier capable of supporting 4 aircraft across all feasible mission profiles from long range surveys, to SSTO operations. The Mark 4 carriers have been constructed using strictly attachment nodes and the offset tool to construct both decks, creating a far more time warp resilient frame. The dimensions are the following; 115 metres long from bow to stern, a beam of 21 metres and a full height of 24 metres (including propellers). https://kerbalx.com/chadgaskerman/AN-TCV-04-Albion This is the first of hopefully many naval craft I hope to release in the coming months, including different factions with different design styles and philosophies including separate aircraft models for each faction. This carrier belongs to the AN faction (,I'm yet to give it an actual name,) that mimics the US Navy as well as RN, based on the Russian/Soviet Navy and CN, based on the Royal Navy.
  23. Introduction This is my attempt to blog a my science mode gameplay with Kerbal Space Program. The game is STOCK with both DLC'S and mods Kerbal Engeneer Redux and Mechjeb 2 for extra help. Chapter 1: The Begin Zarjia 1, Kerbol 1st, Y1 The first mission carried Jebediah in a 14 km-high trip on the " Zarja ", a simple rocket made of a capsule and under that a Flea SRB who pushed Jeb high up in the sky, returning back with a 26 science loot.
  24. Download on Curseforge or Github or SpaceDock. Also available on CKAN. KGEx Brings you: Universal Storage Stock Resource Fuel Cell (QBUS) Module Manager Script for converting the Universal Storage Fuel Cell to use Liquid Fuel and Oxidizer instead of other resources. Available on CKAN as UniversalStorageStockResourceFuelCell. Supports Fuel Cells in Universal Storage. (CKAN: UniversalStorage) Adopted by @zer0Kerbal, originally by @QuickBASIC Cabin notes WIP - work in progress Am open to adding more features, great project for someone! I have not personally tested the patches Have a request? Glad to have them, kindly submit through GitHub. How to support this and many other mods by @zer0Kerbal Discussions See Discussions or [KSP Forums][MOD:threads] for discussions and news on this mod 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) Module Manager Universal Storage Recommends Kerbal Change Log Suggests SimpleConstructon! (SCON!) SimpleLogistics! (SLOG!) Not So SimpleConstructon! (NSSC) Keridian Dynamics Vessel Assembly (KDVA) The Gold Standard! (GOLD) Stork Delivery System (SDS) Komplexity (KPLX) KaboOom! (BOOM) another way to not go to space today Solar Science (SOLS) Stock Inline Lights (SIL) Mini Sample Return Capsule (MSRC) Pteron (MSRV) Solar Science (SOLS) Jack-O-Lantern (JACK) MoarKerbals(MOAR) On Demand Fuel Cells (ODFC)) Field Training Facility (FTF) Field Training Lab (FTL) Docking Port Descriptions(DPD) PicoPort Shielded (PPS) Transparent Command Pods) (TCP) More Hitchhikers) (MHH) Biomatic (BIO) B9 Stock Switches (B9S Oh Scrap!: ScrapYard: DaMichel's AeroRadial (DAR) DaMichel's CargoBays (DCB) DaMichel's Fuselage (DMF) DaMichel's Spherical Tanks (DST) Simple Cargo Solutions (SCS) KerGuise Experimental Engineering (KGEx) Kerbal Changelog Community Resource Pack TweakScale Supports Kerbal Change Log Conflicts none known Replaces none Tags config, resources *red box below is a link to forum post on how to get support* Credits Legal Mumbo Jumbo (License) Current Forum: Thread Source: GitHub License: Original Thread Download Source: GitHub License: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v1.0.0.0 original: 11 Aug 2018 0K updated: 06 Sep 2021 zed'K
  25. Full Scale, Full Stock, Full Function On April 21, 1981, STS Columbia launched for the first time. Just as Yuri Gagarin’s first flight exactly 20 years earlier, Columbia opened up a new era of space flight. The Shuttle provided an unparalleled capability to service satellites in orbit, providing a flexible base of operations for seven astronauts for two weeks in low earth orbit. It is not too much of an exaggeration to say that without the shuttle we wouldn’t have Hubble, the ISS, and many, many scientific advancements. About the replica This craft began about five months ago, as I realized that I was rapidly approaching 100 craft uploads on KerbalX. I wanted something BIG to mark the milestone. This craft went through two major revisions, and countless minor revisions. Of note, this craft wouldn’t be where it is without the help of @HB Stratos who took my poorly made cargo bay and made it work 100% of the time. Additionally, this craft deserved a proper craft video. I'm really proud of it, give it a watch: Flight Manual Launch Orbital and Payload Operations Reentry and Landing Download Link https://kerbalx.com/servo/11-STS Enjoy! This is a difficult craft to fly, but I promise you, it's well worth it.
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