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  1. Trailer by @DevNovalight on Twitter Like what I do? Want to directly support development? Consider donating via Patreon or Paypal! Set up recurring donations through Patreon ...Or make a one time donation via PayPal DOWNLOADS Spacedock | Github MANUAL | DEVELOPMENT | BUG REPORTS Made by @CobaltWolf, @Jso, @Zorg and @Invaderchaos Massive support from B9PS and SAF provided by @blowfish (Un)official wiki maintained by @Friznit Dependencies (included in download, check for latest versions!): B9 Part Switch - Used for fuel switching and for some mesh / texture switching. Community Resource Pack - Primarily used for hydrogen resource. DMagic Science Animate - Used for advanced experiment functionality. NOT THE SAME AS DMAGIC ORBITAL SCIENCE!!! Module Manager - Used for internal patching and adjustments. Simple Adjustable Fairings - used for the new "hard" fairings included from BDB v1.7.0 onwards Changelog: FAQ What is this mod? BDB adds parts. Lots of parts. Nearly 1000 parts, including launchers, spacecraft, and probes, all in a stockalike style. The focus lies primarily on the US space program up through the Apollo program, though some modern parts exist. They are not perfect replicas, but rather take inspiration directly from existing designs. Care has been taken to research and include pieces for projects that were proposed but never happened, to increase the possibilities available to the player. Parts are made in a lego frame of mind, and screenshots of your unique franken creations are always appreciated! The mod is not recommended for new players, as the mod adds a good deal of clutter to the VAB lists. The mod also adds new standard sizes (such a 0.9375m, 1.5m and 1.875m diameter) of parts in order to more accurately scale to KSP. Now, 1000 parts sounds like it would kill your PC. While the mod certainly is large, the memory overhead is likely lower than you would expect. Care has been taken to ensure the mod is efficient, with methods such as enforcing a strict texel density (a technique I have only used since mid-2017, so the older assets might not be as efficient) and texture atlasing to cram several parts onto each texture sheet. For those familiar with KSP mods, BDB can be considered a stockalike equivalent of FASA, and a US counterpart to Tantares' soviet rockets. The parts are really overpowered! I managed to take a Mercury Hermes to Mercury Moho. The parts in BDB are balanced and scaled against the stock parts. Unfortunately, due to KSP's tiny solar system, that means that the rockets you build will be more powerful than their real world counterparts. For realistic balance, use something like a 2.5x to 3.2x rescale. Scaling can be accomplished via Sigma Dimensions, and scale preset configs are available through Rescale! You could also try the incredibly awesome JNSQ, which comes natively sized at 2.7x scale and works perfectly with BDB! Well, what do I get? Currently, the mod includes nearly 400 parts! A (non-exhaustive!) list is below: I would like to see X, Y, and Z in game! Awesome! I love having people interested in the mod's development. First, check the roadmap to make sure I haven't already planned on making it. If it's on there, it will get done - eventually. Some day. Hopefully. If not, feel free to ask on the thread. Preferably with pictures, or something. Fair warning - I don't have much of an interest in modern rockets, so don't expect to see things like a Falcon 9 or some such in this mod. I also don't plan on covering anything Soviet - Tantares already does a fine job of representing those in a stockalike style. Right now I'm also sort of swamped, with content planned for upwards of the next year! However, if you have something relevant to what I'm currently working on (ie you can't have X rocket without Y part for it) please speak up - I like to be complete! I don't want to download all this, can you split up the mod? I wish it was that easy! At this point, splitting up the mod would be a good deal of work, as well as additional overhead to maintain. Additionally, despite the frequency this gets asked, nobody seems to agree on how the mod should be split up! However, the mod is easily prunable. Deleting folders inside Gamedata/Bluedog_DB/Parts/ will delete that part family without breaking other parts of the mod. For finer pruning, mods like Janitor's Closet can be used to remove parts from within the game. There's something wrong with the CKAN configs for BDB! Myself and the other authors do not maintain the CKAN configs for this mod. @linuxgurugamer has graciously volunteered (I think) to look into any issues pertaining to this mod on CKAN. The Apollo Launch Escape System wobbles. Right click on the LES and autostrut it to the heaviest part. If you don't have a button for autostruts, go into settings and turn on "advanced tweakables". The BDB science experiments don't work. Make sure you have DMagicScienceAnimate installed. All the dependencies are included in the download, so make sure you put everything in the GameData folder you downloaded into your KSP's GameData. The Saturn and Centaur engines don't work. Make sure you have CommunityResourcePack installed. All the dependencies are included in the download, so make sure you put everything in the GameData folder you downloaded into your KSP's GameData. I don't have the LDC/Atlas V/other cool parts people are showing off in the thread. Those parts are still in development. If you want them, download the latest dev version. Warning! These are unstable, unfinished, unbalanced, and will probably break your saves! What parts go to which rocket? They all have weird names, and I'm so confused. The parts all have kerbalized names, like the planets in KSP. There's a list of the real names, and how to build real rockets, in the Wiki/Manual. In addition, there's an optional real names config in the `BD_Extras (No Warranty)` folder, though it might not cover all the latest parts. Type tags into part list search box to narrow down the list to related parts. Useful tags * Mercury, Hermes, Redstone, Etoh * Gemini, Leo (Gemini gets you junk, use Leo) * Apollo, Kane * Skylab * Atlas, Bossart, Muo * Titan, Prometheus * Saturn, Sarnus * S1, S1C, S1E, S2, S4, S4B, S4C (Saturn V is very easy to build using stage tags S4B, S2, S1C) * many more Mercury-Redstone/Hermes-Etoh can't reach space! Your TWR is too low. Empty the upper checkered tank - which, in real life, was actually structural with some avionics. Or add more boosters. Your choice. Mercury Redstone Flight Plan: 1. Liftoff (maintain 100% throttle throughout flight). 2. Pitch over eastward about 0.75 degrees per second. 3. Stop pitchover at 45 degrees pitch (10,000 - 15,000 meters height). 4. Hold attitude to burnout. 5. Jettison tower. 6. Separate spacecraft from Redstone. 7. Turn retrograde. 8. Do stuff. 9. Apogee (hopefully 100+ km). 10. Fire retro motor (optional), jettison retro motor, fall back down (not optional). 11. Deploy parachute at 3000 meters. 12. Ticker tape parade (assuming step 11 went well). Compatibility: Credits: Licensing: #RealThrustHasCurves
  2. All Rights Reserved Tantares (For Kerbal SpaceProgram 1.12.X) Description Tantares is four mods! All of them standalone, and with minimal dependencies: Tantares: Soviet crewed spacecraft, space station, and LEO spacecraft *Requires B9PartSwitch TantaresLV: Soviet launch vehicles and upper stages *Requires B9PartSwitch TantaresSP: Soviet interplanetary probes *Requires B9PartSwitch TantaresSAF: Soviet Aerodynamic Fairings *Requires Simple Adjustable Fairings, B9PartSwitch The parts are made with the "LEGO" frame of mind - they fit together to make certain craft, but are flexible and generic enough to be used in many creative ways, just like vanilla KSP parts. If you're using TantaresSP, I highly recommend using one of my other mods, Neptune Camera, which adds camera functionality to probes. Screenshots TantaresLV Screenshots Tantares Screenshots TantaresSP Screenshots TantaresSAF Download Links You need B9 Part Switch for all Tantares mods. B9 Part Switch You can get Tantares on both GitHub, Spacedock, and CKAN. Craft files are included in Tantares and TantaresSP. Tantares - SpaceDock Tantares - GitHub (Earth Orbit Spacecraft) TantaresLV - Spacedock TantaresLV - GitHub (Launch Vehicles and Upper Stages) TantaresSP - Spacedock TantaresSP - GitHub (Interplanetary Space Probes) TantaresSAF - GitHub (Simple Adjustable Fairings) Updating? Keep in mind that parts are sometimes deprecated (removed) when moving to newer versions of the mod. Though they will still load on existing crafts for at least one version after they are deprecated, they will not appear in the VAB and will not have textures. Frequently Asked Questions What's the situation with IVAs? Crewed capsules will get IVAs, unfortunately I just don't have the time to do IVAs for the large station parts. What's the balancing like? Parts are balanced against vanilla KSP parts to not be intentionally uselesss, this means the launch vehicles with accurate to RL proportions might seem pretty powerful, a Soyuz putting 14 tons into LKO, etc. Really the best solution for this is to use a 2.5x~ system rescale, JNSQ, or just enjoy the big payloads. I only want one thing, not the whole mod, can I prune it? Yes, when placed inside the GameData folder, open the Tantares (or other mod) folder, and within the parts subfolder, delete the spacecraft you don't want parts for. For example, if you don't want a Soyuz, delete the folder SOYUZ from Tantares/parts. Compatibility Tantares, TantaresLV, and TantaresSP have minimal dependences, but have patches to kOS compatibility. The parts in Tantares are balanced against the stock game parts. This might leave rockets feeling a bit overpowered in the vanilla KSP system. Playing in a rescaled solar system 2 to 3 times larger will make them feel much more true to real life. TantaresSAF requires Simple Adjustable Fairings. If you're using TantaresSP, one of my other mods, Neptune Camera, will add extra functionality to the camera parts. Recolours and Extras Special thanks to everyone who has contributed and helped out with this! Friznit's Tantares Wiki (Additional Craft Files) Well's IVA patch. Credits and Thanks Thanks to everyone who has helped! Special thanks for: @Zorg - Waterfall Development @benjee10 Sokol Flight Suit SSVP Docking Port Male SSVP Docking Port Female Texturing and design assistance. @Well IVA Props Internal IVA design. Feedback and assistance. @Zarbon44 - 7K Soyuz texture, and beautiful screenshots! Thanks to the below for some great screenshots in usage: @EM23
  3. Image by v1.0.0-beta-3 (29 September 2021) Stockalike Kistler K-1 for KSP This mod adds the Kistler K-1 reusable launch vehicle to KSP. It is balanced like other stockalike mods such as BDB and Tantares, for a ~2.5x solar system. In the future I hope to add more NewSpace and similar unflown concepts! DOWNLOADS Spacedock Github DEVELOPMENT BUG REPORTS WIKI ROADMAP Dependencies (included in download, check for latest versions!): ModuleManager (4.1.4) B9PartSwitch (2.17.0) Community Resource Pack (1.4.2) DeployableEngines (1.3.0) Simple Adjustable Fairings (1.12.0) This mod also requires the Breaking Ground DLC. Installation: Merge the GameData folder in the release .ZIP with the GameData folder in your KSP installation. All of the dependencies come included with the mod. The "Asbury" folder, as well all dependencies, should appear alongside the "Squad" folder. Recommended Mods: The following mods are strongly recommended for an enhanced gameplay experience: CryoTanks (1.6.0) - This provides a set of patches provide fuel-switching features for the most basic LF/O tanks as well as orbital fuel tanks specially designed to contain cryogenic fuels Waterfall (0.6.3) - A cool way to create and drive engine effects more effectively. If you want cool engine plumes, get this mod. Frequently Asked Questions How are the parts balanced? Parts are balanced against stock KSP parts, which means the launch vehicles might seem overpowered. The parts are best suited for a 2.5x~ system rescale or JNSQ. Will you add feature/part xxx? I certainly accept pull requests. Please target all such things to the dev branch though! Or, you can make a constructive suggestion on the forum thread. Please check the roadmap above before asking. Licensing:
  4. I present to you my first parts mod, Bumblebee! A (re)stockalike mod based on NASA's Dragonfly drone, designed to explore Titan-like worlds! Includes a black colour scheme too: album: https://imgur.com/a/lFNv9dI Build Guide: https://github.com/Rodg88/BumbleBee/wiki/Build-Guide Video review from Kottabos: Features include: * Small electric propellers that use @Angel-125's KerbalActuators to give them spinning blades, mirroring, prop blur, and a hover mode. * An antenna that tracks the homeworld (in one axis at least) * A large science payload, including compatibility for some Bluedog Design Bureau and Coatl Probes Plus experiments if those mods are installed. * Compatibility for Near Future Electrical, the probe core will include a large capacitor if installed, to increase flight range. * A parachute/drogue combo with "fancy custom normals", that plug into the 2.5m aerodynamic back shell (which is designed to fit the Restock heat shield), or can be surface attached as a drogue/main set Download: https://spacedock.info/mod/2428/Bumblebee https://github.com/Rodg88/BumbleBee/releases Also on CKAN V0.6 Updated deps and tested in KSP 1.12.2 Fixed prop sound on high power mode Fixed colliders on decoupler causing sticky aeroshell deployment Merge PR for Interstellar Extended support (thanks Shimomeitakatote) V0.5 Added variants to the decoupler with 0.625m and 1.25m bottom diameter rings, instead of just the specialized Bumblebee decoupler. Updated Indicator Lights patch to take advantage of new features in v1.7 (commnet connection indicator). V0.4 Added gold and silver foil textures to the Core, Antenna, RTG, and science Sensor. Updated all lenses to have a new reflective texture. Added carbon texture variant to prop parts. V0.3 New dual rotor part for light probes in light atmospheres, based on the NASA Mars Helicopter. Also a long variant of the single truss for the Duna rotor. Added Surface Sample experiment to the landing skid part (requires the Bumblebee Probe core on the same craft to work) Minor fixes to other parts. V0.2: Updated Prop parts. They now activate on Duna, but won't do you much good. Also enabled surface attachment on the single prop, and added ground FX. Also a low power mode for precision flight on low gravity moons. Added glowing LEDs, with compatibility for NFE (blue LED's brightness = capaciter charge) and Indicator Lights (Top Green LED goes yellow/red on low/critical charge). Added Hullcam Patch Download includes B9 Part Switch, Kerbal Actuators, CommunityResourcePack, and DMagicScienceAnimate, which are the hard dependencies, as well as CommunityCategoryKit which is optional (parts all appear in the Rover category). License: CC BY-NC-SA 4.0 https://creativecommons.org/licenses/by-nc-sa/4.0/ Bundles the following mods, which are covered by their own respective licenses: ModuleManager by Sarbian and Blowfish https://github.com/sarbian/ModuleManager B9 Part Switch by Blowfish https://github.com/blowfishpro/B9PartSwitch/releases Kerbal Actuators by Angel-125 https://github.com/Angel-125/KerbalActuators/releases CommunityResourcePack by Bob Palmer https://github.com/BobPalmer/CommunityResourcePack CommunityCategoryKit by Bob Palmer https://github.com/BobPalmer/CommunityCategoryKit DMagicModuleScienceAnimateGeneric by DMagic https://github.com/DMagic1/DMModuleScienceAnimateGeneric
  5. Dodo Labs is a small parts pack that provides stockalike parts to create the Electron rocket by Rocket Lab in the scale of 0.9375m. Changelog: Any of the configs are distributed under CC-NC-SA-4.0 License. All Textures/models are distributed under All Rights Reserved License.
  6. Picture by @Vals_Aerospace Stockalike Angara and Post-Soviet spacecraft for KSP v1.1.0 (26 May 2021) This mod adds the Angara launch vehicle and it associated upper stages to the game. It will eventually include more rockets developed in the Post-Soviet era. It is meant to mesh well with Tantares, Bluedog Design Bureau, and other stockalike mods. Gallery DOWNLOADS Spacedock Github DEVELOPMENT BUG REPORTS WIKI ROADMAP Made by @EStreetRockets Support from B9PS and SAF provided by @blowfish (Un)official wiki maintained by @Friznit Special thanks to @PickledTripod, @CobaltWolf, @Beale, and @DylanSemrau, as well as many others who aided development. I am open to suggestions. Please feel free to (respectfully) let me know about stuff you think would make a good addition to the mod. Make sure check the roadmap before you ask. As of now, the scope of this mod is Russian spacecraft in the Post-Soviet era. Dependencies (included in download, check for latest versions!): B9 Part Switch (2.17.0) Community Resource Pack (1.4.2) Module Manager (4.1.4) Simple Adjustable Fairings (1.12.0) DeployableEngines (1.3.0) Installation: Merge the GameData folder in the release .ZIP with the GameData folder in your KSP installation. All of the dependencies come included with the mod. The "Eisenhower-Astronautics" folder, as well all dependencies, should appear alongside the "Squad" folder. Recommended Mods: Eisenhower Astronautics comes with support for the following mods: WaterfallFX - This provides a set of patches provide fuel-switching features for the most basic LF/O tanks as well as orbital fuel tanks specially designed to contain cryogenic fuels CryoTanks - A cool way to create and drive engine effects more effectively. If you want cool engine plumes, get this mod. I recommend you use all of them for a complete experience. Frequently Asked Questions How are the parts balanced? Parts are balanced against stock KSP parts, which means the launch vehicles might seem overpowered. The parts are best suited for a 2.5x~ system rescale or JNSQ. Will you add feature/part xxx? I certainly accept pull requests. Please target all such things to the dev branch though! Or, you can make a constructive suggestion on the forum thread. Please check the roadmap above before asking. Licensing:
  7. Xingniao Aerospace What is it? Xingniao* Aerospace is a mod intended to introduce parts for the Chinese space program, primarily focusing on launch vehicles, crewed spacecraft, and their space station program, ranging from the earliest satellite launchers of the 1970s to present. Stylistically, it's intended to be a blend of a stockalike and Tantares (which has been a huge inspiration/help with this project in general, go check it out) with a nice "lego-able" design that can be mixed and matched. These parts are being balanced against a 2.5x Kerbol system, so they may be overpowered in a stock-size game! *pronounced "shing-niao" What'll it have? Currently, my plans are to include parts to build: -CZ1/1D -CZ-2, its variants, and the upper stages to convert it to a CZ-3/4 -Shenzhou -Tiangong/Tianzhou -Tianhe and associated laboratory modules What're your standards of accuracy? I'm trying to have these parts capture the feel/essence of the original rockets, while still retaining a stylized quality to help it fit in better with stock parts and those from other mods. Additionally, a somewhat simplified representation of some of these may be somewhat necessary for the sake of unwrapping and texturing in any reasonable amount of time. Another important note on this is that, as someone in the US, there's a degree of difficulty in accessing image references and technical specifications for missile/rocket systems developed in 1970s China. As such, there's a good possibility that artistic liberties will be taken with some parts to fill the gaps in concrete knowledge. That said, if you do have suggestions for improvements and photo references to accompany them, I'd be glad to look into implementing them! Do these parts even exist yet, and what do they look like? Many of them do! Some of them have been put in-game in some fashion or another, and others are still-untextured blender models that're in the process of being worked on, but here are some samples of what I've got! ETA on release? No idea! Progress depends heavily on a lot of factors, like things going on in my outside life, mental health, school, etc. I've been working on this project for about a year or so now and I'm excited to finally be getting to a point where I have something worth sharing on the forums! Let me know what you think of this, if you have any questions/comments, etc.! I'd love to hear! I'll also be posting occasional updates here before moving to a release thread at some point, so feel free to stay tuned!
  8. 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
  9. About: RealFuels-Stock is a set of configs for the Real Fuels Mod intended for Stock or up to 3.2x scaled Systems. It provides real propellant types (all with their pros and cons), limited ignitions and ullage simulation to all engines. It was originally created by Raptor831, but he was last seen more than a year ago, so i decided to adopt RealFuels-Stock and update it to the newest version (Old Thread) Download: GitHub SpaceDock CKAN - Search for "RealFuels-Stock" Dependencies: RealFuels (Forum Thread, GitHub) (CPR, SolverEngines, ModuleManager included in Download) NOTE: You can ignore the "not supported" message, when launching your game. (Optional) RealPlume (Forum Thread, GitHub) NOTE: Do not install RealPlume-Stock, all configs are already included into RealFuels-Stock If you're playing with RealPlume install SmokeScreen (Forum Thread) Supported Mods: ReStock ReStock Plus Bluedog-Design-Bureau (by @Bellabong) Near Future Launch Vehicles Near Future Spacecraft Tantares TantaresLV Cryogenic Engines SDHI Shuttle Orbiter Construction Kit reDIRECT Kerbal Atomics (by @TotallyNotHuman ) Kerbal Reusability Expansion Mk-33 Parts Pack Provenance Aerospace KK's SpaceX Pack and more... a list of all mods supported can be found on the Wiki Others: Tundra Exploration (WIP) Changelog: v5.1.0. New: * Bluedog Design Bureau (@Bellabong) * KerbalAtomics (@TotallyNotHuman) Updated: Squad: * Fix Vector (KS-25 Plume) * New auto-generating RCS configs for unconfigured Parts * Move RCS Pass to :FOR[RealFuels_StockEngines] * PR: RCS Rebalance (@TotallyNotHuman) * PR: Make LV-1(R) and O-10 pressure fed (@TotallyNotHuman) Restock Plus: * PR: Various Config fixes (Fuel Mixture inconsistencies, new Fuel Configs, Rebalancing) (@TotallyNotHuman) * PR: RCS Configs (@TotallyNotHuman) Tantares/TantaresLV: * PR: Fix Andromeda Engine typo (@Bellabong) NearFutureSpacecraft: * PR: Various fixes (Thrust & Mass Balancing) (@TotallyNotHuman) NearFutureLaunchVehicles: * PR: RCS LFO Configs (@TotallyNotHuman) * PR: Fix Hydrolox Config on RD-701/704 (@TotallyNotHuman) Huge thank you to both @Bellabong & @TotallyNotHuman ------ v5.0.1. Misc * PR: Fix unbalanced brackets (@7ranceaddic7) ------ v5.0.0. New: * Include Parts from 1.10 Update Updated: * Fix too low mass on MK1-3 Pod * Rebalancing Misc * Fix Near Future Launch Vehicles B9PartSwitch Tanks Warnings * Basemass/Drymass now dependent on volume * Added Xenon Tank Conversion ------ v4.2.0. New: * KK SpaceX Pack * Mk33 Pack * Provenance Aerospace Updated: * NearFutureSpacecraft: Integrated Fuel Tanks for OE-25 Engine * Squad: Add new KS-25 Engine Config Variant Misc: * Deleted No-RealPlume-Installed Patch (As suspected there were some issues with it) ------ v4.1.0. New: *Kerbal Reusability Expansion *RealFuels Engine (Coxswain Engine) Updated: Squad * More Ignitions for KR-2L Rhino Engine (2-12) ReStock Plus * More Ignitions for KR10-A Corgi Engine (12) ` Misc: *Add KSP Min & Max Version to .version file *Reduce ElectricCharge Utilization/Density to be inline with Stock Batteries ------ v4.0.0. New Supported Mods: *NearFutureLaunchVehicles *ReStock *ReStockPlus *ShuttleOrbiterConstructionKit *reDIRECT *Tantares *TantaresLV Updated Configs: Squad * Plumes Configs * Fuel Configs * PR: Allow 2 ignitions for RE-I2 (@cartersm) SquadExpansion * Plumes Configs * Fuel Configs CryogenicEngines * Fuel Configs (Update to CryoEngines v1.0.0+) NearFutureSpacecraft * Plumes Configs * Fuel Configs Misc: *Adopted by @ValiZockt *New File Structure *Add Configured Parts Tag *"Resolve" no plumes without RealPlume *PR: Resolve some MM Issues (@blowfishpro) Known Issues Due to replacing the ModuleEngines to ModuleEnginesRF in every RealFuels-Stock Config, the "Stock" Plume thats normaly in that Module get's deleted. Thus RealPlume is highly recommended. When playing with Kerbalism: Engines won't fail despite Part Failures turned on. Kerbalism has no integration in the Reliability Module for the ModuleEnginesRF used by Real Fuels. If you find any issues please report them in this Thread or open a issue on Github. Huge Thank you to: @Raptor831 - for originally creating RealFuels-Stock @ialdabaoth,@NathanKell & @Starwaster - for creating/maintaining Real Fuels @Zorg- for giving me permission to use some of his plumes, maintaining RealPlume & helping me with Plumes @woeller - for playtesting & general feedback This work is licensed under CreativeCommons Attribution-ShareAlike 4.0 International License
  10. What is this ? SCA brings you the complete experience of working in the brazilian space program. Build the Launch Vehicles, send satellites, explore others worlds and much more. What are you bringing ? VLS Satellite Launcher Family* (VLS-1 , Alfa, Beta, Gama, Delta and Epsilon) VLM Microsatellite Launcher VS40 Suborbital Rocket VS43 Suborbital Rocket VS50 Suborbital Rocket ASTER Spacecraft 14-X Spaceplane SARA Satellite New Probe Cores New Antennas New Science Experiments *The VLS will be divide in the revisioned program and the original program What i have done ? VLS-1 Roadmap: https://trello.com/b/EJk1tBCo/southern-cross-aerospace DOWNLOAD: https://1drv.ms/u/s!AnWFoPxAAX8ph11dkpV6HVfApGVS Pictures: https://imgur.com/a/LQ3QNQM This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  11. Hello all! I have another new mod for you. A couple weeks ago, the incredibly handsome @AlbertKermin asked me if I was interested in making a mini-mod. Inspired by the OSIRIS-Rex mission, he wanted a small sample return capsule that could be loaded with experiments and safely return. The mod contains two parts, a command/parachute and heatshield/cargobay. It is currently 2AM, so I don't want to write more, but I wanted to post this in time for the weekend! Compatibility: RemoteTech configs are included. Known Issues: There is no data storage in the command module. It will be added soon. Future Plans: lol. Accept compatibility patches, keep it working with future KSP updates. Credits: @AlbertKermin - Configs, compatibility, balance @CobaltWolf - Models, textures, Unity @Deimos Rast - Compatibility configs License: This work is presented under a Simplified BSD license. Art assets used in Mini Sample Return Capsule were made by Matthew (CobaltWolf) Mlodzienski and are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. All source files for the mod, including uncompiled textures and models, are available upon request.
  12. Provenance Aerospace v1.0 The launchpad can be found in Tundra Space Center and is not available in Provenance Provenance Aerospace adds stockalike New Glenn parts to the game. Currently, the landing legs for the first stage are not present in the mod. This will change in a later release, however you'll have to use stock legs for now. Join the Discord to follow any progress Dependencies: B9PartSwitch by Blowfish (included in download) CommunityResourcePack by Roverdude (included in download) SimpleAdjustableFairings by Blowfish (included in download) Download: Github Development Branch Roadmap Images: Special thanks to @Superpenguin160 for the amazing BE-4 engine! This mod is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  13. A splinter faction of the renowned Tantares Space Technologies company, started in the backyard of an ambitious defector, this foundling space agency is slowly growing to become a competitor with the big boys. Q & A: Q: What is "Notantares Space Industries?" A: "Notantares Space Industries" is a mod intended to expand upon the extremely diverse and popular mod Tantares (Much like CONTARES does), including spacecraft and/or rockets that are not included in the main mod (eg: The "Big Soyuz," etc.), as well as various other additions. It is designed to be completely independant from Tantares, so that those who aren't using it can still use the Notantares Space Industries series of mods. Notantares is designed to be released in a series of "mini-packs," much like SXT used to have its own mini-packs, so that those who only want a specific selection of parts can just download those parts. However, it is, most importantly, not Tantares! Q: Can you add X, Y, and Z into the game? A: Thanks for the suggestion! I'll try to expand the mod to include these, but there are priorities. Q: Can you add IVAs? A: I will try to give IVAs to command pods, but for any large station parts, they'll have to wait. Mods: Big Soyuz "Big Khleb." Please Note: The above picture is outdated; The Big Soyuz mod now includes way more rocket parts, and with updated normal maps. DESCRIPTION: "Big Khleb" is an advanced crew transportation spacecraft capable of holding up to 6 kerbonauts, and is unlockable in the mid-to-late tech tree. It is designed to be able to support its crew for long-duration missions to space stations or to assist in lunar expeditions. It shall be designed with its own set of 0.9375m ungendered docking ports, so that those who do not use Tantares can still use the "Big Khleb." Whatever your needs, the "Big Khleb" can fulfil them! It currently includes 3 fully-functional IVAs, a selection of modular command pods, fuel tanks, and engines, and functioning docking ports with integrated parachutes! DEPENDENCIES: Modulemanager by @sarbian (Included). LICENSE: GNU General Public License v3.0. CREDIT: Special thanks to @Beale and @passinglurker for allowing me to modify one of their texture sheets. A big thanks to @Nertea, for helping me solve numerous problems with my IVA. ---------- Notantares Station Parts. Watch The Trailer. Please Note: This video is outdated and does not contain the full selection of parts the mod currently has. DESCRIPTION: Notantares Station Parts is a parts mod that will include an extensive array of both inflatable and rigid space station parts, designed to be used for orbital bases and spacecraft. The included parts will range from Bigelow-style inflatable habitats, centrifuges, and ISS-style crew modules. It is designed as an expansion to the Big Soyuz and NotantaresLV mini-packs. It currently includes a 1.25m large inflatable habitat (3.75m when inflated, can hold 8 crew, functions as a science lab!), a 1.25m inflatable centrifuge (9m when inflated, functions as crew storage only!), a 1.25m medium-sized inflatable habitat (3.75m when inflated, can hold 6 crew, functions as a science lab!), and a 1.25m small-sized inflatable habitat (3.75m when inflated, can hold 4 crew, functions as crew storage only!). DEPENDENCIES: Modulemanager by @sarbian, the DSEV Utils plugin found in DSEV by @Angel-125 (Included). LICENSE: GNU General Public License v3.0. CREDIT: Special thanks to @Angel-125 for allowing me to use his DSEV Utils plugin. A big thanks to a host of other modders for helping me with numerous animation problems. ---------- Notantares LV. Watch The Trailer. Please Note: This video is outdated and contains an older version of the Notangara launch vehicle. DESCRIPTION: NotantaresLV is a mod that includes an extensive collection of parts designed to be used in the construction of both fictional and real-world launch vehicles, most notably Angara and the UR-700 Soviet moon rocket. It currently includes a full suite of 1.75m, 2.5m, and 3.75m fuel tanks with integrated texture-switching, an RD-191 engine for the Angara URM-1 boosters, an RD-0124 engine for the Angara URM-2 upper stage, 1.875m and 2.5m aerodynamic nosecones, 1.875m and 2.5m decouplers, and a 2.5m fairing! DEPENDENCIES: Modulemanager by @sarbian (Included). LICENSE: GNU General Public License v3.0. ---------- DarkSideTechnology Continued. Watch Kottabos' Review. Please Note: This review is outdated and does not showcase the full selection of parts the mod currently has. DESCRIPTION: A set of parts to help you in the construction of large interplanetary spacecraft. Includes MM patches for CTT, USI-LS and Snacks! It currently includes a 2.5m foldable centrifuge, 2.5m and 3.75m hubs for building stations, and inline 3.75m solar panels. DEPENDENCIES: Modulemanager by @sarbian (Included). LICENSE: GNU General Public License v3.0. CREDIT: Special thanks to @Badsector for allowing me to take over and maintain DarkSideTechnology. ---------- Porkalike Gemini-style "Mk1-A" Command Pod. A 1.25m, 2-man, Porkalike, Gemini-alike command pod, whose textures are modified and transplanted from the Mk1 pod from the Porkjet rocketry overhaul, in order to look good next to Porkjet parts. Has built-in ComfortableLanding (By @Icecovery) compatibility, for those who are using that mod, and a placeholder IVA until I can scrape up the time to make one myself! It currently includes just one part: The Mk1-A command pod. DEPENDENCIES: Modulemanager by @sarbian, (Included). LICENSE: GNU General Public License v3.0.
  14. This parts pack is intended to provide a more standardized and cohesive alternative to the stock parts while still maintaining a compatible appearance. In essence, a stockalike launcher pack. View an album here until image insertion is fixed Download v_1.0.6 (on Spacedock) Current Features: Complete set of fuel tanks ranging from .625m to 5m (includes 1.875m). Complete set of fuel tank adapters. complete set of Soyuz style streamlined fuel tanks. Complete set of RCS thruster blocks, nearly every conceivable configuration. Interstage adapters and stack splitters with fairings. Low memory use: all 36 fuel tanks share just two textures! Planned Features: Development has been suspended indefinitely Engines, so many engines. Monopropellant tanks and engines. Aero engines. Standardized crew pods. Landing legs. Utility parts. Suggestions are welcome! Known Problems: Terrible textures. Now 20% less terrible! Now 50% more outdated! Interstage adapter nodes don't play nice with certain parts. Cause unknown, enabling part clipping helps in some cases. Removed pending bugfixes. Licensing: This modification is released under the Creative Commons Attribution-NonCommercial-Share-Alike 4.0 International license (CC BY-NC-SA 4.0), the full text of which can be found here. Integration: Interstellar fuel switch integration is planned, tanks and engines will be compatible with CRP LqdHydrogen westamastaflash has created a RealFuels patch, find it here!
  15. Vostok Continued When @Beale revamped his Tantares mod, he unfortunately abandoned the Vostok parts. Abandoned and homeless, I took them in, updated the textures, and gave them a home. This mod adds a set of parts designed to re-create the Vostok spacecraft and Blok-E upper stage in a stockalike style. Thanks to: @Beale for making the original parts, and giving me access to his source files and giving me tips. @CobaltWolf for helping me with the textures and getting the parts ingame. @Daelkyr for helping with the aerodynamics and parachute code. Plenty of other people for giving me feedback, encouragement, and help. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. first
  16. Melantu Atmospheric Harvesting v1.0 Tired of lugging around heavy mining equipment for your Interplanetary ISRU? Looking for a compact ISRU for your Single-Stage-To-Laythe Planes? Have no fear, for now you can create fuel from the air around you! Melantu Atmospheric Harvesting (MAH) is a small mod to complement the Stock ISRU with atmospheric harvesting and converting. Specifically, it is designed to turn Carbon Dioxide in the atmospheres of Duna, Eve, and Laythe (and Kerbin, though I'm not sure why you would need it) into Liquid Fuel and Oxidizer. This mod is inspired by Mars Direct (its chemistry), The Martian (its power requirements), and the MOXIE experiment on the Mars 2020 rover (its form factor). It is a repurposed Atmospheric Fluid Spectro-Variometer, that can turn a small liquid hydrogen supply into a large amount of Liquid Fuel and Oxidizer using less power than the PB-NUK RTG. Sounds too good to be true? Well it takes a really long time, and only works in atmospheres. It Takes about 33 hours to fill up an FL-T100, 88.5 Kerbin Days to fill up a Rockomax 16, and 354 Kerbin Days to fill up a Big Orange Tank. In addition to the Basic LFO, there are more specialized ISRU Modes including Methalox, Water, and Oxygen, designed to play well with mods like Life Support and Rational Resources. (note: at this point, RealFuels is not supported) Dependencies This mod would not be possible without other mods doing the Heavy Lifting. Specifically this Mod Requires Community Resource Pack by Roverdude (included in Download) ModuleManager by sarbian and Ialdabaoth (included in Download) Recommended Mod CryoTanks by Nertea (separate download) (the best way to get Liquid Hydrogen Tanks, required for the sample craft) Future Plans 1.1: Proper Agency implementation, Contracts to bring back samples of CO2 1.2: Larger/Faster/More Expensive Parts with integrated tanks (aka I have to learn how to model and texture) 1.?.?: RealFuels support (I look at those cfg files and my brain just breaks) Licensing My cfg files are licensed under the MIT License Bundled Mods are licensed under their own licenses Download Primary: SpaceDock Secondary: GitHub A look at the included sample craft, a Duna Ascent Vehicle, as well as the basic MOXIE stats The Sample DAV on Duna at night, slowly processing CO2 and LH2 into LFO More images of the Sample DAV and an Example Mission: https://imgur.com/a/ff7WDuG
  17. Our researchers were digging in the Kerbal History of Space Flight and they tumbled over some long forgotten parts. Thanks to the work of our researchers and engineers here are the old parts from KSP. Download: SpaceDock Curseforge (3.7 available) Github Kerbal Historical Institute 3.7 is here!!! NEWS: - Updated the mod site after a long pause from KSP. It is still mostly working in 1.4 - Kerbal Historical Institute 3.7 is released. - Kerbal Historical Institute 3.6 is released. - Kerbal Historical Institute 3.5 is released. - Kerbal Historical Institute 3.4 is released. - Kerbal Historical Institute 3.3 is released. - Kerbal Historical Institute 3.2 is released. - Kerbal Historical Institute 3.1 is released. - Kerbal Historical Institute 3.0 is released - play with old KSP parts in 1.0. - Kerbal Historical Institute is teaming up with SparkyFox of [THREAD=97074]In With the New and the Old[/THREAD] to incorporate all the old spaceplane parts and aircraft. (That's right, we're incorporating a mod. Where do you think we got that idea from?) - Also new in this update is the Inline Reaction Wheel (from before it was miniaturised), the original Tri-Coupler, the old Rockomax Fuel Tanks, and a three-Kerbal version of the old Mk1 Pod. - Thanks to TheMoonRover we got permission from SQUAD to officially distribute the old Spaceplane parts. - Thanks SQUAD!!! - I hereby announce that the [THREAD=74507]Kerbal Minds Corperation (KMC)[/THREAD] is now sponsoring the mod and that they will help contribute/assist the Kerbal Historical Institute where ever possible. Changelog: 3.7 seanth got the animations working on the landing leg. So it is working now again finally!!! Updated the PartCategories.cfg to include the "newest" parts Added interior views to inline cockpits Made sure Quest mk1-crew3 uses the generic interior 3 space Adjusted attachment nodes on Quest mk1 parts so they don't hover Big thank you to seanth who helped very much. 3.5 Parts added which were lost with KSP 1.4. * TR-2V Stack Decoupler * TR-18A Stack Decoupler * Rockomax brand decoupler * TR-38-D * TR-2C Stack Separator * TR-18D Stack Separator * TR-XL Stack Separator * ROUND-8 Toroidal Fuel Tank * Rockomax X200-8 Fuel Tank (grey) * Rockomax X200-16 Fuel Tank (grey) * Rockomax X200-32 Fuel Tank (grey) * Rockomax Jumbo-64 Fuel Tank (grey) * Mk 1-2 Pod Old Landing Leg still not working properly. Need help for that!!! 3.3 Changes in file structure for CKAN. 3.2 - A couple of engines had their thrust curves changed. - Mk1 Fuselage fuel capacity increased. - A couple of other minor tweaks and fixes. - Added the Mk1 Inline Cockpit from v1.0.0 to v1.0.2 - A secret feature in career mode. 3.1 - Converted .png and .mbm format textures into the .dds format. (Better load times) - Worked for all the part textures bar the oldest tri-coupler. - Fixed a couple of errors in part configs which were flagged up in the debug log. - Put both avionics nose cones in the same folder to avoid duplicated models and textures. 3.0 Added a IWNO and KHI Readme. Updatet parts and ships to work in 1.0. Parts added in Kerbal Historical Institute 3.0: - Mk1 Inline Cockpit, corresponds to Mk1 Inline Cockpit, v0.15.0 to v0.90.0 - Sensor Array Computing Nose Cone, corresponds to CH-J3 Fly-By-Wire Avionics Hub, v0.15.0 to v0.90.0 - 1x6SolarPanels, corresponds to 1x6 Photovoltaic Panels Retractable, v0.24.2 to v0.90.0 - 2x3SolarPanels, corresponds to 2x3 Photovoltaic Panels Retractable, v0.24.2 to v0.90.0 - Advanced Canard, corresponds to Advanced Canard, v0.15.0 to v0.90.0 - Circular Intake, corresponds to Circular Intake, v0.15.0 to v0.90.0 - Engine Nacelle, corresponds to Engine Nacelle, v0.15.0 to v0.90.0 - Radial Engine Body, corresponds to Engine Pre-Cooler, v0.15.0 to v0.90.0 - Ram Air Intake, corresponds to Ram Air Intake, v0.15.0 to v0.90.0 - Standard Canard, corresponds to Standard Canard, v0.15.0 to v0.90.0 - Standard NC, corresponds to Small Nose Cone, v0.15.0 to v0.90.0 - Swept Wings, corresponds to Swept Wings, v0.15.0 to v0.90.0 - Tail Connector, corresponds to Tail Connector A, v0.15.0 to v0.90.0 - Tail Fin, corresponds to Tail Fin, v0.15.0 to v0.90.0 - NCS Adapter, corresponds to NCS Adapter, v0.16.0 to v0.90.0 and maybe some more I frogot. Parts added in Kerbal Historical Institute 0.21: - the Inline Reaction Wheel (from before it was miniaturised) - the original Tri-Coupler - the old Rockomax Fuel Tanks - the three-Kerbal version of the old Mk1 Pod - All old spaceplane parts from the [THREAD=97074]IWNO[/THREAD] Mod Partlist: Here is a list of all included parts, together with the versions in which they were present in the stock game, and the name of the equivalent part in the current version of the game: KSP v. 1.0 The custom part filter organises the parts into the following categories. They have the same names and icons the stock game used from v0.7.3 to v0.17.1 Propulsion > CF-A110 Fuel Tank, corresponds to the FL-T200 Fuel Tank, v0.14.0 to v0.17.1 > CF-A130 Fuel Tank, corresponds to the FL-T400 Fuel Tank, v0.13.0 to v0.17.1 > CF-A132 Fuel Tank, corresponds to the FL-T400 Fuel Tank, v0.7.3 to v0.12.0 > CF-A216 Fuel Tank, corresponds to the Rockomax X200-16 Fuel Tank, v0.16.0 to v0.17.1 > CF-A232 Fuel Tank, corresponds to the Rockomax X200-32 Fuel Tank, v0.16.0 to v0.17.1 > CF-R250 RCS Fuel Tank, corresponds to the FL-R25 RCS Fuel Tank v0.11.0 to v0.17.1 > LT-200 Liquid Fuel Engine, corresponds to the LV-T45 Liquid Fuel Engine, v0.12.0 to v0.17.1 > LT-215 Liquid Fuel Engine, corresponds to the LV-T30 Liquid Fuel Engine, v0.7.3 to v0.17.1 > LT-909 Liquid Fuel Engine, corresponds to the LV-909 Liquid Fuel Engine, v0.14.0 to v0.17.1 > SB-1 Solid Fuel Booster, corresponds to the RT-10 Solid Fuel Booster, v0.8.0 to v0.17.1 > SB-B&W Solid Fuel Booster, corresponds to the RT-10 Solid Fuel Booster, v0.7.3 only > Mk1 Fuselage - Jet Fuel, corresponds to the Mk1 Liquid Fuel Fuselage, v0.15.0 to v0.24.2 > Mk2 to Size 1 adapter, corresponds to the Mk2 to 1.25m Adapter, v0.15.0 to v0.24.2 > Mk2 Fuselage - Jet Fuel, corresponds to Mk2 Liquid Fuel Fuselage, v0.15.0 to v0.24.2 > Mk3 to Mk2 Adapter, from v0.15.0 to v0.25.0 > Mk3 Fuselage - Jet Fuel, from v0.15.0 to v0.25.0 Command & Control > Anti-Spin Module, corresponds to the Small Inline Reaction Wheel, v0.7.3 to v0.17.1 > F.F.M. Module, corresponds to the Advanced Inline Stabilizer, v0.11.0 to v0.17.1 > RV-25 RCS Thruster Block, corresponds to the RV-105 RCS Thruster Block, v0.11.0 to v0.17.1 > Quest Mk1 Probe Core/Command Pod/Original Three, corresponds to the Command Pod Mk1, v0.7.3 to v0.15.2 > Mk1 Cockpit, corresponds to Mk1 Cockpit, v0.15.0 to v0.24.2 > Mk3 Cockpit, from v0.15.0 to v0.25.0 > Mk1 Inline Cockpit, corresponds to Mk1 Inline Cockpit, v0.15.0 to v0.90.0 > Sensor Array Computing Nose Cone, corresponds to CH-J3 Fly-By-Wire Avionics Hub, v0.15.0 to v0.90.0 > Inline Reaction Wheel, corresponds to the Small Inline Reaction Wheel, v0.18.0 to v0.24.2 Electrical > 1x6SolarPanels, corresponds to 1x6 Photovoltaic Panels Retractable, v0.24.2 to v0.90.0 > 2x3SolarPanels, corresponds to 2x3 Photovoltaic Panels Retractable, v0.24.2 to v0.90.0 Structural & Aerodynamic > ALT-F4 Winglet, corresponds to the AV-T1 Winglet, v0.7.3 to v0.20.2 > Sepratron 16B Stack Decoupler, corresponds to the TR-18A Stack Decoupler, v0.7.3 to v0.17.1 > Sepratron 800 Radial Decoupler, corresponds to the TT-38K Radial Decoupler, v0.7.3 to v0.17.1 > Standard Control Surface, corresponds to the Elevon 1, v0.15.0 to v0.24.2 > Small Control Surface, corresponds to the Elevon 4, v0.15.0 to v0.24.2 > Delta Wing, corresponds to Delta Wing, v0.15.0 to v0.24.2 > Structural Wing, corresponds to the Structural Wing Type A, v0.15.0 to v0.24.2 > Structural Fuselage, corresponds to the Mk1 Structural Fuselage, v0.15.0 to v0.24.2 > Wing Connector, corresponds to Wing Connector Type A, v0.15.0 to v0.24.2 > Advanced Canard, corresponds to Advanced Canard, v0.15.0 to v0.90.0 > Circular Intake, corresponds to Circular Intake, v0.15.0 to v0.90.0 > Engine Nacelle, corresponds to Engine Nacelle, v0.15.0 to v0.90.0 > Radial Engine Body, corresponds to Engine Pre-Cooler, v0.15.0 to v0.90.0 > Ram Air Intake, corresponds to Ram Air Intake, v0.15.0 to v0.90.0 > Standard Canard, corresponds to Standard Canard, v0.15.0 to v0.90.0 > Standard NC, corresponds to Small Nose Cone, v0.15.0 to v0.90.0 > Swept Wings, corresponds to Swept Wings, v0.15.0 to v0.90.0 > Tail Connector, corresponds to Tail Connector A, v0.15.0 to v0.90.0 > Tail Fin, corresponds to Tail Fin, v0.15.0 to v0.90.0 > NCS Adapter, corresponds to NCS Adapter, v0.16.0 to v0.90.0 Utility & Scientific > TC-470 Stack Tri-Coupler, corresponds to the TVR-1180C Mk1 Stack Tri-Coupler, v0.7.3 to v0.8.4 > TC-740 Stack Tri-Coupler, corresponds to the TVR-1180C Mk1 Stack Tri-Coupler, v0.8.5 to v0.17.1 > CF-L1 Landing Struts, corresponds to the LT-1 Landing Struts, v0.16.0 to v0.21.1 > Satellite Dish 88, corresponds to the Communotron 88-88, v0.18.0 to v0.21.1 Shiplist: Here is a list of all included ships, along with the game version they were last present in. In terms of structure, they are exact replicas of the originals. Ships listed as reconstrctions were never in the stock game. SPH - Spaceplane Hangar > Aeris 3A (Original), last in v0.24.2 (First Contract) > Aeris 4A (Original), last in v0.24.2 (First Contract) > Albatross 3 (Original), last in v0.24.2 (First Contract) > Ravenspear Mk1 (Original), last in v0.24.2 (First Contract) > Ravenspear Mk3 (Original), last in v0.24.2 (First Contract) > Ravenspear Mk4 (Original), last in v0.24.2 (First Contract) VAB - Vehicle Assembly Building > Kerbal 1A (Demo), only in v0.18.3 (Demo) > Kerbal 1A (Original), a reconstruction of the Kerbal 1A with old parts. > Kerbal 5 (Demo), only in v0.18.3 (Demo) > Kerbal 5 (Original), a reconstruction of the Kerbal 5 with old parts. > Kerbal X (Original), last in v0.17.1 Known issues: 1: The command pod has been made unmanned as there were never any internals made. The parts are edited slightly (name, description, and modules). I did this not only to make them work in the new game, but also so they don't overwrite the newer parts and are a bit different. (You can change all that in the part file). A message from Fiddlestyx: Another thank you goes to the newest member of the Kerbal Historical Institute TheMoonRover who principally contributed in the last update. All credit goes to Squad for the original parts. Part fix by Fiddlestyx, TechTree inclusion & Nodefix by Blspblackdeath, Fuel tank fixed by Nli2work, part fix &TechTree inclusion TheMoonRover, part fix &TechTree inclusion SparkyFox, Landing Leg fix & several fixes senath. Almost every very part of the new update in this rocket: If you like show us your creations with the "new" old KSP parts down below. License: This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
  18. Melantu Atmospheric Harvesting v1.0 Tired of lugging around heavy mining equipment for your Interplanetary ISRU? Looking for a compact ISRU for your Single-Stage-To-Laythe Planes? Have no fear, for now you can create fuel from the air around you! Melantu Atmospheric Harvesting (MAH) is a small mod to complement the Stock ISRU with atmospheric harvesting and converting. Specifically, it is designed to turn Carbon Dioxide in the atmospheres of Duna, Eve, and Laythe (and Kerbin, though I'm not sure why you would need it) into Liquid Fuel and Oxidizer. This mod is inspired by Mars Direct (its chemistry), The Martian (its power requirements), and the MOXIE experiment on the Mars 2020 rover (its form factor). It is a repurposed Atmospheric Fluid Spectro-Variometer, that can turn a small liquid hydrogen supply into a large amount of Liquid Fuel and Oxidizer using less power than the PB-NUK RTG. Sounds too good to be true? Well it takes a really long time, and only works in atmospheres. It Takes about 33 hours to fill up an FL-T100, 88.5 Kerbin Days to fill up a Rockomax 16, and 354 Kerbin Days to fill up a Big Orange Tank. In addition to the Basic LFO, there are more specialized ISRU Modes including Methalox, Water, and Oxygen, designed to play well with mods like Life Support and Rational Resources. (note: at this point, RealFuels is not supported) Dependencies This mod would not be possible without other mods doing the Heavy Lifting. Specifically this Mod Requires Community Resource Pack by Roverdude (included in Download) ModuleManager by sarbian and Ialdabaoth (included in Download) Recommended Mod CryoTanks by Nertea (separate download) (the best way to get Liquid Hydrogen Tanks, required for the sample craft) Future Plans 1.1: Proper Agency implementation, Contracts to bring back samples of CO2 1.2: Larger/Faster/More Expensive Parts with integrated tanks (aka I have to learn how to model and texture) 1.?.?: RealFuels support (I look at those cfg files and my brain just breaks) Licensing My cfg files are licensed under the MIT License Bundled Mods are licensed under their own licenses Download: GitHub A look at the included sample craft, a Duna Ascent Vehicle, as well as the basic MOXIE stats The Sample DAV on Duna at night, slowly processing CO2 and LH2 into LFO More images of the Sample DAV and an Example Mission: https://imgur.com/a/ff7WDuG
  19. While messing around thinking of payloads suitable for a Nexus, I started working on a giant 70 foot (half scale) re-entry pod. That thing rapidly became a monster. A single part that's a small town with tanks and labs, and observation decks and it needed cargo space, etc etc. So, eventually my brain suggested the following ideas to me, way later than required to maintain sanity. If instead of making one giant preconfigured pod, I made a series of pod floors, that are interchangeable, then the whole thing becomes reconfigurable. Also, it solves a bunch of problems with large craft the moment there's even one floor. (assuming I'm not completely loony, I'll be starting at the smallest size) So, seeing as the 2.5m to 3.75m pod module is now mostly functional, I'm releasing this into the wild. At this first release, there's four parts. There's a crew quarters part, with a fairly early WIP interior. There's a science lab with a link to that same sketchy interior. This will change later as I furnish the interiors. There's a fairly early WIP fuel tank in two flavours, monoPropellant and dual fuel. Nothing has real fuel or realism overhaul configs yet. Please note: The fuel tanks are by no means complete. But, I'm calling the crewed pod variants "textured". BUT, it's my first attempt at a stock look. So if people have suggestions (apart from the dark-light contrast on the panel dirtiness being too strong, which I know about and am looking at fixing) please let me know. The top and bottom hatchy type image is outright stolen from Squad's large pod. Shamelessly. The rest is me messing about in layers in GIMP, mostly getting stuff on the right layers (but not always, which is why that shading is tricky to fix). Don't forget to look under the flag. :-) Anyway, pics or it didn't happen. (part album here http://imgur.com/a/c2GKt ) Download from SpaceDock http://kerbalspaceprogram.eu/mod/1017/ModularPods [ edit - I thought I'd already put this here, but I haven't.... derp ] Here's the plan, as of writing, of which parts I will be doing. I do stumble on extra things, like the combined heat shield and engine, as I go, so the plan is unlikely to survive exactly as it is to the end. I may also give up before getting to Mk16 parts, but I definitely want to get to at least a size 8 base, maybe more if I rescale my Nexus to 64% instead of 50%. Sizes Size 2 to Size 3 from 2.5m to 3.75m Size 3 to Size 4 from 3.75m to 5m Size 4 to Size 5 from 5m to 6.25m Size 5 to Size 6 from 6.25m to 7.5m Size 6 to Size 7 from 7.5m to 8.75m Size 7 to Size 8 from 8.75m to 10m Size 8 to Size 9 from 10m to 11.25m Size 9 to Size 10 from 11.25m to 12.5m Size 10 to Size 11 from 12.5m to 13.75m Size 11 to Size 12 from 13.75m to 15m Size 12 to Size 13 from 15m to 16.25m Size 13 to Size 14 from 16.25m to 17.5m Size 14 to Size 15 from 17.5m to 18.75m Size 15 to Size 16 from 18.75m to 20m Parts planned for each of the sizes above Service Module A combined fuel tank, battery pack, RCS, antenna unit (Done for Sz2-3) MonoPropellantTank A fuel tank for monopropellant (Done for Sz2-3) BiPropellantTank A fuel tank for liquid fuel and oxidizer (Done for Sz2-3 and Sz3-4) Crew Quarters and Control A control pod with some extra seating (Done for Sz2-3) ScienceLab A science lab with experiments and a science bay (Done for Sz2-3) Cargo Stores things behind doors (Done for Sz2-3) HeatShield Protects things from re-entry heat Battery - might not do this. If I do, I might modify the plan to just do a short cylindrical battery like the stock inline batteries for each size beyond stock - Reactor A reactor for electrical power XenonTank A fuel tank for Xenon gas OreTank A tank for storing crushed ore SimpleAdapter Hollow structural component for bridging part sizes ShieldAeroSpike Aerospike style engine using a heat shield as it's truncated spike (Done for Sz2-3 and Sz3-4)
  20. Over my time playing Kerbal Space Program and participating in the community, I've repeatedly either felt a need for a part that seems like it should be available in the stock game or caught wind of recurring requests for one part or another to be added, so I finally sat down and listed them all out. They're not in any particular order but are sorted into categories for parts I think are most important to add, parts that maybe aren't so essential but that I at least would find nice, and additions specific to the DLC packages. Many of these parts are already provided via one mod or another, but to obtain all of them would require downloading many different mods, creating issues with compatibility, game balance, and having tons of extra parts that change the game beyond the scope of filling in gaps in the stock parts. Having extra new parts isn't something I'm saying is bad - it's just not the goal here. What I'd like to discuss in this thread includes others nominating parts that the game really seems like it was supposed to have, but more importantly whether I should try to assemble a pack out of existing mod parts (and navigate redistribution permissions) or recreate those that exist (and create afresh the few that don't) and who else is interested in helping, largely as I'm vaguely okay but not that good at 3D modeling or texturing (evidence: my old Jump Drive mod) - certainly not up to par with those who made the game's newer part models. I essentially see this as a collaborative community project, though if it turns out I'm the only one who wants these or can't find useful common ground, I accept the risk of having to try to do it all myself or give up on the whole thing. If the curators of mods that contain these parts are interested, feel free to nominate your own parts for inclusion in this hypothetical pack. This is not a vanity opportunity and in all likelihood parts that don't closely match the stock look, scale, and functionality won't be included as-is, if at all, but if you do have a good fit, perhaps we can combine our work into a holistic one-stop package. Important: Optional: DLC-specific:
  21. So, question 1/2 . Any good mods out there for 3.75m pods? I know about Near Future Spacecraft, Taurus MPCV and HOYO CSM and that's about it. Preferably I'm looking for something Orion or Starliner-syle. -Also, stockalike, please. And question 2/2 . How could I change all the tanks in Interstellar Fuel Switch to use stock and CRP resources instead of the KSPIE resources?
  22. Download on SpaceDock, Github or Curseforge. Available on CKAN. DuoPods (part duex) (2xP) formerly DuoPods This is the new thread. There is no original thread. zer0Kerbal adopts for curation the mod known as DuoPods. created by @duopods A stockalike parts mod that supplies up to three two occupant command pods with minimal performance impact Author DuoPods [2xP] adopted for curation by zer0Kerbal Originally created by duopods Description So you got that first rescue contract but where to put your passenger? If you like to play stock, but need a 2 person command pod Duopods is for you. It consists of three 2 kerbal command pods: - mk2a is an extruded version of the MK1-2 bringing it to 1.25m. Use included Windows batch file to copy MK1-2 pod files. - mk2b is a larger version of the mk1 pod that measures 1.825 meters. - mk2c is a restored version of StarVisions' legacy pod. Rebalanced and reworked cfg. - mk2b-heatsheld is a 1.875m heat shield. Cabin Sticky Notes: NOTE: IVA's included are only placeholders. There are no plans to improve them unless someone submits new ones via PR on github. use the included windows batch file to copy depreciated (and therefore unavailable) mk1-2 textures/models Installation Directions Use CKAN (best way) — or — Before installation please delete Duopods folder in KSP/Gamedata/. Then copy .zip content into your GameData folder. Finally, run Windows_CopyTextures.bat (located in GameData/Duopods/) to copy depreciated mk1-2 Changelog Summary See ChangeLog for full details of mod changes Requires Kerbal Space Program Module Manager Supports Kerbal Change Log Replaces Duopods from left to right: mk1 (Squad) — mk2a — mk2b — mk2c — mk1-3 Legal Mumbo Jumbo Source: GitHub License: GPLv2 All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses Original License: MIT [Source] v1.0.2.0 original: 17 Jul 2018 zed'K | updated: 02 Mar 2020 zed'K
  23. Today is my dads birthday and we went out
  24. Parts to fill stock niches, including 0.625m LFO engines and tanks, a full suite of monopropellant engines ranging from 2.5m to sub-0.625m, brand new 0.625m SRBs, 0.625m high efficiency engines using LiquidFuel, Monopropellant or Xenon, a number of new probe cores with varied specialisations and shapes, more ways to produce electricity, a range of RCS blocks both large and small, and structural parts to glue it all together with. [snip] Changelog Thanks A big thankyou to @ArcFurnace, @blowfish, @BobCat, @Borklund, @CardBoardBoxProcessor, @Devo, @EndlessWaves, @Initar, @Kerbas_ad_astra, @MaverickSawyer, @NecroBones, @Overlocker, @passinglurker, @PDCWolf, @Plur303, @Porkjet, @Streetwind, @Tiberion and @TicTacToe! for forum posts, general assistance, testing and balance suggestions. Without you all this pack wouldn't be as good as it is. Previous Versions If you want access to any older versions for whatever reason, some older versions are available below. If you're looking for any other version, leave me a note and I'll hook you up. License This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
  25. Still THE pack of select vanilla-inspired parts for your aircrafting needs! UNDER NEW MANAGEMENT For further info please visit the thread linked below Kerbal Aircraft Expansion V2.7.2 The continuation of the Kerbal Aircraft Expansion created by @keptin Currently under management by SpannerMonkey and the SM TestGroup Special thanks go in this update to @DoctorDavinci for overhauling all the textures . @inigma for testing and advice. and the guys on the overwhelmed test team. Thanks muchly all Previous version listed for KSP 1.2.2 has known issues in KSP 1.3.1 and although functional will produce log errors that may lead to diminished game quality. Use at own risk. Last released Version of KAX KAX on CurseForge Installation Extract the KAX folder, Firespitter folder, and ModuleManager.dll into your KSP Gamedata folder. Be sure to properly extract the Firespitter/Resources folder or you will have FScoolant errors on loading the electric prop. If you already have Firespitter and/or Module Manager, use the latest versions of their .dll plugins. 2M cockpit - 2M Fuselage (jet fuel) - 2M Structural Fuselage (empty) - -2M Tail Boom New textures -Copyright Overview- KAX models, textures, and sounds are created by Keptin, who retains all copyrights. Snjo retains all rights for the Firespitter plugin. You may: Modify KAX in anyway for your personal use Use KAX models, textures, and assets to create derivative works Distribute sufficiently modified versions of KAX parts or newly created derivative parts Distribute video, screenshots or other media portraying unmodified or modified versions of KAX All other rights are reserved Specifically, you may not: Distribute unmodified versions of KAX, in part or whole, without permission Use KAX for any commercial purpose This KSP Mod incorporates category creation code from a part of USITools called PartCatalog.cs and is used under the GPLv3 License. (GPLv3) Thanks to @keptin for agreeing to allow my team to assume management and updating of KAX. ps hope you don't mind me borrowing KAX graphic Its is our intention to preserve the stock a like compatibility and versatility of these parts, and any subsequent parts will be designed with that in mind. We would hope that any new part will blend seamlessly with the current parts and add to rather than detract from the mods functionality
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