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Hey guys! i pressent to you the A MILLON LIGHT-YEARS FROM HOME MISSION PACK It has been a while since i made my first misión called Encounters in the void(small patch coming today).But now i think is time to go BIG-er. This mission pack will let you live some of the events from my novel wich i suggets that before playing this missions you read it. So... for now it isnt much of a pack since theres only 2 misión But in time this will be a mission You will need to install the following mods to use this mission pack:(note that this list will get larger) Heres the first misión: Mission 1:A corius discovery:Difficulty: Normal (WIP)Mission 2:Kerbin Interstellar phasegate resuply:DIfficulty:Hard Mission 3:Flight training:dificulty:easy I HOPE YOU ENJOYED THE FIRST MISSION AND MORE WILL COME IN THE FUTURE.... BEFORE YOU GO IF YOU HAVE ANY IDEAS ON HOW TO IMPROVE THE MISSION OR IDEAS FOR MORE MISSIONS COMMENT BELOW!!!! ROADMAP: CREDITS: KerbalX user:Rocket_man1234: For the aircraft you are going to be using at misión 3
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Have you ever wanted a Ballistic missile (or orbit-capable budget rocket:D ) that is low-cost and can get 70kg to LKO or LEO(WIP)? "edit :a minor mistake:D" 1.1 m wide and 13 m tall. I am definitely doing something I am planning to make a replica and a kerbal version of the Vector block 0.1 Rocket! This is the progress on the Kerbal version so far! SO WHAT DO YOU THINK? SHALL I CONTINUE ? (that is how the replica will look like) (and for the realplume i will use alcholox) (and planning to do RSS configs if no one wants)
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Hi it is me cratercracker! I will start of a letter, that you must read before writing any evil comments: This is not supposed to be political, or offensive to the people of the countries whos fiction flag i have drawn, if you find those a disgrace to the actual flags, i am deeply sorry,please stay off politics and discuss only the art. These are made for your playthough, if you are trying to have your own alt-universe or something else. Russia Canada America (one star because "America is a song, that must be sung together" or just because because) China (i am sorry for this, if this offends you) France (hey, originality, where did you go?!) Germany (i am sorry for this one too) Italy (no, this one went pretty not bad) Japan (i am so sorry!) Very very WIP Great Britain (it will soon be done, but i am currently very sorry) ESA (cuz why not) Give me your opinions and other flags you have! And again SORRY.
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ShipJuice: Civilian Dock This project is a mod for Kerbal Space Program that gives the player a method of getting resources into orbit without having to launch the resources themselves. This mod should support any resource mods that you may want to use. Features: Civilian Docking Port: a part that intakes resources at the cost of credits when it is active in a Kerbin orbit. Adjustable Difficulty: you can adjust the period at which resources are transported (in days), the amount of resources transported, and the cost overhead percent to ship the resources to your station. Planned Features: A ground 'export' part that can be placed on celestial bodies other than Kerbin limitations on what can be shipped from bodies other than Kerbin based on available resources (possibly in another mod) limitations on what can be shipped from bodies other than Kerbin based on outpost happiness (or something) A custom model for the civilian dock so you don't get it confused with a normal dock! Installation: Just chuck the ShipJuice folder into KerbalSpaceProgram/GameData Mods that should go well with this one: Extraplanetary Launchpads: Ship parts up to your orbital construction facility without having to launch/mine/recycle/refine them! Kerbal Construction Time: The time it takes to build ships means more when your budget is slowly being drained getting resources into orbit. Source code: https://github.com/LTSteve/ShipJuiceCivilianDock Releases: https://github.com/LTSteve/ShipJuiceCivilianDock/releases Latest: (v0.1.1) https://github.com/LTSteve/ShipJuiceCivilianDock/releases/latest License: GPLv3
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The goal of this is just to make parts that I have wanted that just may be useful to someone else. Parts: 4 Variants of a 50 caliber long recoil machine gun. Why: I like how long recoil guns look when they fire with the very visible mechanisms moving I like low part count parts that combine multiple things together for quick assembly. The four variants are wing mounted, wing mounted with a magazine, surface mounted (shrouded) with and without a magazine. This is not based on any real machine gun but the barrel and mechanisms are, I think, within reason as I tried to follow typical specs/barrel sizing while modeling. The magazines also hold what I measured to be a to scale amount of ammunition. For sound these use the base BDArmory sounds. This needs BDArmory to work 2 Variants of aesthetically different gun pods. Why: I like low part count parts that combine multiple things together for quick assembly. These may eventually become turrets These very roughly follow realistic sizes (The barrels at least). They come with ammunition. (If you can guess, I made these before the previous ones.). This needs BDArmory to work 3 Variants of BDArmory Combination Command Boxes. Why: To combine 3/4 frequently needed parts into one To have to closest thing to a laser I can make These have AI flight modules, Weapon Management modules, Flight Command modules, Solar panels, Batteries Lights (lasers?!), Very Small Reaction Wheels Radios and Small RTGs. Its recommended to use 360 degrees of view for now. This needs BDArmory to work 1 Small Single Shaft 1 mode thrust direction changing turbojet fin (Based loosely on the TJ100(Tweakscalable)) Why: I like low part count parts that combine multiple things together for quick assembly. Ive wanted a small drone sized jet engine that does not need anything but itself to produce thrust/steering. (Intake, directional thrust, fin, small fuel tank, engine included). These are pretty small, so theyre great fun early stages, but youll want tweakscale to play around. 1 Electric Ducted fan ((Tweakscalable)). Why: I like electric ducted fans, and wanted one I could tweak to feel more realistic and like the look of. Both this and the mono prop engine use KAX sound assets. 1 Atmosphere breathing mono propellant powered 0.625/half size piston engine (Tweakscalable). Why: For low flying flying rovers on planets with atmospheres but no oxygen like eve based on concept from nasa in the 70s Single Piece Landing gear. (scalable) Why: I like low part count parts that combine multiple things together for quick assembly. Thanks to Shadowmage for answering probably too many questions about this. It uses KSPWheel as well as Kerbal Foundry sound assets. One Part y axis balanced dual wheel landing gear. Why: To have a small steerable landing gear piece that has functional wheel colliders for each wheel, meaning a vehicle can be balanced on just 2 of them. Outside of BDArmory parts, parts are on the techtree. I decided to post this here, in addon releases, as Il probably never really "finish" it as basically Il just keep adding parts I want and I think ive basically hit all the major points I wanted to hit when starting. I think Il just let the other thread die, or post more in depth info there. Blog like "development" update thread with issues, planned changes and smaller updates I dont think warrant a number change. (Quotations because its such a small mod relatively in the sea of kerbin). Link to SpaceDock Download Dependencies, recommended and included mods: Included Included Not Included. Latest Downloads available from the official Github Releases page. Recommended License: Feedback is appreciated. Ive never done this before and am clueless. If anything is off, and you know how to make it better, Im open to advice. Also thanks to Shadowmage and Spannermonkey for their assistance with KSPwheel and BDArmory Continued respectively. They've both been extremely helpful with questions, examples and advice. Also thanks to all others who have been helpful here and there.
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Infinate Horizons, Volume I Beginnings Table of Contents: Chapter One: The System
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hello, welcome to my KSP overhaul development thread, my second mod designed for KSP this mod aims to add: more fun buttons to press within the IVA... more fun resources to play around with! and a better career system? https://discord.gg/juenMcX to do list: Resource utilisation... IVA modded IVA Licence: All rights reserved DOWNLOAD! https://spacedock.info/mod/1611/Kerbins KSP overhaul dependances: Module Manager update - (15/12/17) Figured out science defs, thanks @DeltaDizzy! Screenshots to come on monday so are new experiments, new parts (maybe) IVAs (more than likely), certainly bugfixed expect releases on monday!
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This mod is currently an idea, a couple of WIP configs, and 1 WIP corona texture. It doesn't even have a name yet, but I'm asking @SamBelanger to make a texture for the home planet. I will likely have the rest of the textures procedurally generated, but right now, it's not much. Hopefully, this will have a giant red star for the sun, massive enough to become a supernova. Your homeworld will be mostly desert, with green only in the coldest places on it. The Homeworld's name: Kirothoum. @SamBelanger has come through, and has given me a texture that works.
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Feel free to Join the KSP Planet Mods official Discord! Features: Live support Screenshots Voice Chat Fun System(ic) Body Colection Now looking for volunteer to translate into Russian. If you would like it in another language that English, French or Russian, please tell me, or volunteer. No volunteering anyone other than yourself. A Small Planet Pack. It only contains Iontopia, a minmus like object orbiting Kerbin at 35 Mm. It is very rich in a strange new substance called Zenon, which can be relatively easily refined into Gaseous Xenon, provided your ISRU software is up-to-date. It is VERY flat, which combined with the Zenon Reserves, makes it a Great target for Ion-related activities.(Hence the name) You must download Kopernicus and it's dependencies for this to work. It can be found here: If you are using KSP 1.2.2, use Kopernicus 1.2.2-9, instead of 1.3.0-4. Special Thanks: @Gameslinx for texture help and biome map assistance. @Galileo for the final piece of the texture puzzle. @SamBelanger for French Translation. Download: If you want to contribute to development, just help with the checklist below: https://github.com/DeltaDizzy/DeltaDizzysPlanets_n_Moons/issues/
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Finally released --> in this post I find it frustrating that I can not de-board tourists form my holiday trip shuttle, let them be recovered, refuel and restock the shuttle, board new tourists and fly again. Several threads suggest similar things: So I've made a tiny mod that temporarily promotes tourists to crew members and imposes several restrictions on when they can go EVA. Like level 0 tourists can do it only when landed on Kerbin and craft does not move, level 1 can do munwalks and so on. After they are recovered, they become tourists again. The restrictions are configured in settings.xml GameData/KourageousTourists/Kourage.cfg file. Tourists can not perform any experiments, but probably should be denied from other things like boarding a control seat. I'd like to discuss the most reasonable set of restrictions. Source code on GitHub: https://github.com/whale2/KourageousTourists Update - tourists now can take selfies. http://imgur.com/vGLy6Qc http://imgur.com/MVxiLqM Update - first pre-release with one working contract: Kourageous Tourists 0.1 Added one more contract and rebuilt for both KSP 1.2 and 1.3 Get it here --> Kourageous Tourists 0.2 Release Candidate 0.3 Another type of contract added. Some tourists want to visit anomalies and take photos. To the moment, limited to Kerbin and Mun. (This time compiled for 1.3 only) KourageousTourists-0.3 Changelog:
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Hi to all kerbonauts i'm Diias, So let me tell you my idea, in a simplified version : I wanna reshape (not in a bad way) the way you start with your aircraft in the ground, I wanna add this items to my first iteration of this mod when it realeses which I have no date, 1. New small to mid size engine, I'm aiming for like a A320 to B737 engine 2. Add an APU system 3. Add 1 new type of material which is pressurized air So it would be like: So you would do your aircraft or plane, and to start the engines you need pressurized air.... and to make that pressurized air you need to start the APU (It's worst than it sounds) but to start the APU you need Electric charge which I will tweak during the development to be balanced. "Obviously the APU can only start one engine ( You could only start 2 engines at the same time if you putted 2 APU's but that is kinda obvious)" But here it's where it gets tricky, I know little about 3d modeling and I just have my girlfriend helping me doing it but she only had like a crash course of blender, so if anyone wants to help or in this case volunteer for this project send me a private message, and for everyone else I will try to update every once in a awhile the development of this mod thanks to all who red this post stay kerby 1st Update: https://imgur.com/Iu8IVTe 2nd Update https://imgur.com/UQ7n52k This is how it looks in unity now with some really fast textures but almost finished: https://imgur.com/TRrlnB5 and https://imgur.com/bQM2LS9
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Hello everyone! Today, I decided to give back to the community, in the form of a new mod! This mod will feature Therma, a new planet. It's basically a modified Kerbin, yes, but it's just a start. In the future, I might turn this into a planet pack, when I actually get some experience. Therma: Is a new planet. Is slightly warmer than Kerbin, but still comfortable. Has liquid water oceans. Has a breathable atmosphere, containing oxygen. Is basically a modified Kerbin. Has lower gravity than Kerbin, low enough for jetpacks to work effectively. The atmosphere is slightly smaller, but denser too. Is not a mix of Duna, Laythe, and Kerbin. Is between Duna and Kerbin. Has rings (in the future) Will have multiple moons, soon™. Is Eve's worse nightmare. Is also the name of this mod. Doesn't exist yet. Since the community seems to be very supportive of mods, I decided to go here. I am only starting to develop Therma, any new updates will go here. I don't have much experience in making mods (this is my first real one!), so, I need your help! Tips and tricks here will also be appreciated. UPDATE 1: Concept art:
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The Internet Problem I looked at the weekly challenge and said, "This will be easy!". I was wrong. At first, I took what I like to call the direct approach. I decided to modify a Stratolauncher to carry the groundstation. I quickly dismissed this idea due to aerodynamics. I then thought to build a cargo plane. Then I realized the Stearwing A300 existed. I used it instead. Whenever I tried to eject it out the back, the antenna struck the tail and exploded, since a part of the tail sticks down into the cargo bay. I moved it into the BOMB BAY. It fell back into the cargo bay upon deployment. With its parachutes, it descended safely into the ocean with no damage from a height of 3km. Then I realized it had to land within 200m. *sigh* I downloaded Bon Voyage. Will it work now? Can I drive it into Position? Find out next time! Oh yeah, I have to make a truck!
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Yea, long title but pretty explanatory. This is a concept folding wing airplane based off of WWII US fighter planes, the Corsair and the Hellcat and this plane is able to fold it's wings vertically so it is able to be stored compact. This is a prototype and concept so the design of the hinge and it's efficiency deploying and folding them individually is sub-par. Also the visual appeal of the hinges are horrible so if anyone can design a hinge and a plane better than this please feel free to show. 128 parts, stock, SPH: https://kerbalx.com/xoknight/Rotary-Wing-Prototype-Folding-Wing-Concept-Plane Actiongroup 1: decouple wings to fold up.
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I've been working on/continuing Civilian Population Revamp, based on @michaelhester07, @rabidninjawombat, and @GGumby's collective work (found here, here, and here, respectively). I'm excited that it's gotten to a state where I think it can be shared (but still not released officially). Key Differences between mine and the above: Civilians are now full-fledged Kerbals, instead of being abstracted as resources There are now two methods of growth Linear growth by Civilians being ferried to your base -> A new arrival will arrive roughly every 85 days within Kerbin/Mun/Minmus SoI (contractor docks) Logistic growth by Civilians spawning within the craft -> Based on the number of Civilians present; first positive then negative exponential growth (apartment complexes) Civilian Growth is tracked by a new resource called "Civilian Growth Rate". It can be found on the upper-right hand corner of the screen with the other resources. It can be taken as a percent complete (0-1.00) until another Civilian arrives. Most of the time, it should read 0.00 because Kerbals take a long time to arrive. The mod is now life-support agnostic (due to Civilians now being Kerbals). Tac and USI Life Support are both supported in Module Manager config files Planned Future Work: Parts: Finish implementing the old Civilian Population parts that are missing Sort the assets into the appropriate folders for ease of use Plugin: Implement a method to transfer Kerbals using the GUI (without having to search the whole craft for them) Implement @jamespicone's Background Processing because it can take a while to grow a Civilian Note: Right now, this is still WIP and I am sure bugs will have to be squashed. Also, for simplicity, you can recruit Kerbals from the docking port. I will remove that before release. Known Issues/Workarounds: All modules with crew do not have internal spaces for the crews (and thus no portraits). If you need to EVA, use the GUI or right-click menu. For transfers, it's only the right-click menu at the moment. But for all parts, the first couple of seats should have an IVA. I highly suggest using Ship Manifest which has the above functionality. When a Civilian is added to the crew, the portrait does not automatically appear, even with a part with an internal space. Still trying to find the root-cause of that. Restart the vessel (go to another one and come back) and this should be resolved. Working on this after I get unfocused vessels working Civilians only spawn/come to your bases when they are the active vessel. Currently working on it. If anyone has any suggestions on how to improve it, feedback is more than welcome! This mod redistributes Community Resource Pack and Module Manager. Download (Version 0.0.5): SpaceDock: [ http://spacedock.info/mod/844/Civilian Population Revamp ] GitHub: [ https://github.com/maanderson22/CivilianPopulationRevamp ] License: [ CC-BY-SA 4.0 ]
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I will introduce the Black Hole Tanks Mod. (As soon as i have a picture of its modal i will upload it) The Black hole tanks mod allows one to use the Two tanks (One LFO and the other Ore) to hold large volumes of material (such as Ore and LFO) in a Smaller package than would normally be required. Make by Daquan Kerman the two tanks Dry mass is 20 tons (in order to discourage intrepid SSTO Users from adding 15 Mamoths to it) but holds an amazing 12000 LF and 14666.67 Oxidizer. the Ore tanks wet mass has yet to be determined. The tanks do retain their full wet mass, as in order to also discourage its use as a main stage fuel tank for it is meant for Satellites and ground stations Im trying to build some support and would happily accept anyone willing to help me test the tanks. I am also accepting anyones help in modeling, New ideas, or even just Balancing. All suggestions for parts would be happily accepted. https://github.com/Darknesshas1/DK-BHTanks Benjamin Kermen (My cocreator), Linuxgurugamer (Helping us with the .dll) and I are working together on this mod. It is my first so i have no clue what i'm doing, and am happy for all of the help they're providing
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As superb as KSP is in its stock state, I sometimes feel the need for more of a challenge, so I put forward the mod: Vaguely Realistic With this mod I hope to add some challenges to how we play KSP in the stock universe, by applying some of the limitations that our real-life engineers and pilots face, for example: Huge reaction wheel nerf Command Modules will have their reaction wheels removed. This means an RCS system is just about essential for control, unless Jeb fancies using his jetpack Probes cores will retain their reaction wheels, in varying strengths, but their power will be massively reduced. They'll be fine for getting your craft orientated a few minutes before a burn, but for quicker movement, e.g. for a lander, you'll want to bring RCS Engine ignition limits - DONE! Some engines will have a limit on the maximum number of ignitions First stage engines (e.g. Mainsail) will have a single ignition Service module engines (e.g. LV-909) will have many, but limited, ignitions e.g. 50 (this figure was taken from the rated restarts of the Apollo Service Module engine) Monopropellant and what would be hypergolic engines (e.g. LV-1R) will have unlimited ignitions, as they don't actually need igniters! Currently supports: Stock/Squad Engines Ven's Stock Revamp Engines Solid rocket booster thrust curves SRBs will have a thrust curve so thrust tails off as propellant is depleted Any feedback is greatly appreciated, this will be my first major mod (outside of ModuleManager-only patches). Check back soon for updates! I've broken out my Engine Ignition functionality in to a separate mod. Its thread is here:
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I've decided to start making mods for KSP. Having great interest in Chinese launch vehicles "Long March" series I've decided to start from there. Note since I'm literally learning from scratch so help and suggestion (even criticism) are welcome! Starting with the YF-77 Engine, China's first cryogenic rocket engine developed for booster applications. As you can see, no detail on the model, I've yet to make textures and I'm also having a bit of an issue with UV mapping However I'm seriously enjoying the fun it gives me. Since I have exams imminent, the development will slow down until the end of May. Again, please feel free to criticize my work
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Hello everyone! This is an upcoming addon that I plan to release ~April 2017! You lucky lads and lasses might get it earlier if I can work hard enough. Right now, we only have space engine alpha screenshots. I'm looking for Devs to help me (For free, it's voluntarily, as all coding is) as I am stuck. I can do stars at the current moment. Gas Giant Hedsa. Orbits star Kernius. Largest moon of Hedsa, named Flairion. Smallest moon of Hedsa, dubbed Encharged, as it contains a huge amount of Thorium. It was formed from a Mars / Duna sized rock that hit the planet that was primarily made from Thorium, Plutonium and Urainium, so as it decayed over thousands of years, it heated the planet so it was warm, resulting in a mini star. This is the remains of this. A mini gas planet, which was knocked off from Hedsa and clumped together, resulting this gas ball that looks like it is moving. Unnamed moon 1 That all so far! Hope you enjoy!
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I found this old space station in 46 degree inclinated orbit around kerbin. First thought i had is to build SkyLab replica, but then i had a great idea! Idea is for you to design modules for me to send them to new station.But i will have strict requirements about mass and funds. It has only 1 docking port. So i request, you to make a concept of habitat module that weights no higher than 25 tons, after you designed it, send a screenshot/photo of concept.Then after i day i will pick the best and the most interesting concept and launch it into space.(failures and delays might happen,so don't be random in designing a craft.) I know you might think "DESIGN YOUR MODULES YOURSELF" but i already did that and i want some people who can't go to space to make their dreams become true.Or even who can,try designing something special. I will report about success/failure of a mission !
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[WIP] Science Hard Drives v.0.2-alpha KSP 1.1 completely broke this (and I also thought of better ways of doing things), so I'm having to rewrite it almost from scratch. Please be patient as I work on this. I've been going through some difficult times in my personal life and am spending all the little time I have working on this mod. THIS VERSION IS INCOMPLETE AND STILL IN DEVELOPMENT, AS IS NOT INTENDED TO BE USED IN AN ACTIVE GAME!!! THE CURRENT PRE-RELEASES ARE ONLY TO SEE HOW THIS IS COMING ALONG!!! This mod revisits my older ScienceContainers mod for KSP and adds functionality that I originally wanted to add to them. ScienceData is now stored in hard drives that have a limited capacity, require ElectricCharge and time to transfer ScienceData to them. Along with the new PartModule, the mod includes a manager KSPAddon that simplifies the transfer of ScienceData. In its current form, this adds a single science part that has a limited capacity of 500 Mits just for testing purposes for now. Always delete the entire folder for this mod when you go to update! (When updates start coming in that is) Usage: When a vessel that contains a Science Hard Drive becomes the active vessel, the Hard Drive Manager window opens up and allows Science Data to be transferred from a part that contains a module using the IScienceContainer interface (including other Science Hard Drives). Change Log: v0.1-alpha: Initial preview release. v0.2-alpha This alpha release has my GUI re-write. Once again, it's not 100% complete, but this update does incorporate most of what I wanted in the GUI. There are some place holder GUI elements in it (blank spot that will later be filled with drive/experiment/general setting depending on what is selected, and the dialog menus used for selecting a drive) that will be later replaced. Features/Updates Required For v1.0 Release: Rewrite of all GUI elements to use Unity5's new UI. Actually show how much lab data a ScienceData is worth. Colour-code buttons or add icons to buttons based on if the item is a ScienceHardDrive, ScienceData, or IScienceContainer Fix padding on some buttons A transfer queue manager so you can better see the progress of data being transferred (along with being able to cancel transfers) A better way of selecting which drive to transfer data to General/Experiment/Drive setting (will fill the currently blank area that is there when no ScienceData is selected) Replace science containers with hard drives in command modules (capsule, probe cores, science labs, etc.) A few extra hard drive parts so that a command modules aren't the only things with hard drives. Increase max capacity of hard drives based on tech tree progression AppLauncher compatibility Better optimization of code and caching of variables Persistent settings Other Planned Features/Updates After v1.0: Part highlighting Naming of Parts with IScienceContainer modules (for use with priority managers) Auto transfer of collected ScienceData based on hard drive priorities with manager page to do so Auto running of science experiments Ability to prioritize which experiments are auto ran first and under special conditions with manager page to do so Blizzy78's Toolbar compatibility DMagic's Orbital Science compatibility (if needed, may work with no issues right off the bat) Other Science Experiment pack (as other people or I need them) compatibility Auto transmit science data with a 100% transmit value (or above a user specified threshold) as it is transferred to a hard drive Auto dump science data worth 0 science (or below a user specified threshold) as it is transferred to a hard drive Auto reset of experiments with science data worth 0 science (or below a user threshold) More parts SpaceDock & CKAN KSP-AVC ... Probably more I've forgotten about at this moment Give me ideas! Github: https://github.com/SirDargon/ScienceHardDrives Download Current Version: KSP 1.0.5 Science Hard Drives v0.2-alpha Download Past Versions: KSP 1.0.5 Science Hard Drives v0.1-alpha Installation: (Updating from older version) Recover any vessels that are using any of these parts Delete the SirDargon folder in GameData Merge GameData from the download with GameData in your Kerbal Space Program Directory Update any saved vessel in the VAB or SPH that used these parts (New user) Merge GameData from the download with GameData in your Kerbal Space Program Directory License: Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
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Greetings! I am KspNerd, and this mod promises to [eventually] add the Cloud 1 rocket, which will be manufactured by Cloud Aerospace, a company founded by forum user tristonwilson12. I will start by adding flags with the Cloud Aerospace logo, graciously provided by triston himself. I expect to have the first iteration of the mod up by the weekend. I have models and textures for the rocket. (also provided by Triston) However, I have no clue how to add them into the game. If you can help, or know someone who can, please PM me. Thanks! Ad Stellas! (To The Stars, the Cloud Aerospace motto.) -KspNerd
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SM CHUTE Eva Parachutes for Kerbals NEEDS Kerbal Inventory System UPDATE v0.2.3 RealChute Compatible NOT FAR compatible Adds two styles of EVA parachute, a traditional circular canopy and a more modern wing style canopy Notes these [parachutes are fitted using the magic that is the KIS plugin. as such there are some differences between the function of these parachutes and those fitted to craft and or supplied by other mods. The parachute has to be manually fitted at present, selected from your Kerbals KIS inventory and equipped using the button. The parachutes currently attach to the jet pack position MOST IMPORTANT The parachutes will not auto deploy, (I've no idea why ) So in use you must deploy the chute yourself, once triggered it will go through the semi and fully deployed states just like a normal chute Notes on FAR and RealChute and why these are not compatible As some of you have have taken the time to delve into KSP modding EVA is a tricky thing to play with, KIS does it very well but still has it's limitations. I'm going to have to relate this awkwardly to KIS as it's the only plugin currently that allows manipulation of EVA equipment and functions. While testing and working on BD FPS we'd already come across some issues, if only half the things we dreamed up were possible, but we did try, ah well ne'er mind. Anyway, back to the real issue, why these chutes will not work in FAR when every other mod chute does? Well i tried everything imaginable, every test, every tweak, anything however vague i could think of, and on the way learned some interesting stuff, and then it dawned that I'd missed a 1 vitally important test, that test being, DO these damnable things work if attached to a craft and not a kerbal? With a good deal of ambivalence I have to say that they do! and very well at that. After all I've tried and messed up in process this leaves me only able to draw one conclusion, that being that while these chutes will server very well as probe chutes they will never in their current form be suitable for use by Kerbals Known issues. Parachutes do not self deploy to initial state Parachute boxes can be tricky to select, I have fitted them with a large collider, but the issue remains. I believe it is related to how KIS activates colliders . Happy floating Get it from SpaceDock Or should SpaceDock be suffering a gremlin attack It'sHere I placed this mod here but I really don't know how I could develop it more, it's so simple, and so easy to diy, I don't know why it wasn't done before, forgive me if it was of course. Anyway I'll leave it here for now and see how it goes. HOW TO USE YOUR EVA PARACHUTE FOR BEST RESULTS Hi all yes the button is new, i don't ever expect anyone to bother, you are certainly not obliged in any way, I was asked by several people this week, if there was a donation button in order to show their appreciation, the wife saw the requests, and after a some discussion i have given in and added a donation facility and of course as always it's an ARR license