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Found 7 results

  1. KSP Making History

    Hello everyone, Over the past months, we’ve undertaken a huge endeavor to bring Kerbal Space Program towards its next leap forward. KSP is by now a mature game with tons of content and an immense modding community, which has devised all kinds of tools and creative additions to the game, so making something new and exciting for our players was a challenge that we faced head-on. We wanted to do something that could enrich the Kerbal experience, offer value to players, bring exciting new content and allow more creativity - all while bringing countless more hours of enjoyment. And with the 1.2.2 release we had a game in an optimal state to tackle an idea that has been in discussion for a while. We are thrilled and proud to announce Kerbal Space Program: Making History Expansion. This content filled expansion to the base game will include Mission Builder and History Pack. Mission Builder is an exciting new feature that puts the process of creating and editing missions in your hands. We wanted to give you the tools to get the sense of being part of a space program’s Mission Design Division by tailoring your own missions and narratives in a friendly and intuitive interface. Once created, you will be able to easily share your missions with the wider community. But that is not all, Kerbal Space Program: Making History Expansion will include loads of additional content to enjoy. This includes History Pack, which are pre-made missions for you to play immediately. You will have the opportunity to re-live historical missions from humankind’s own space history, all with that unique Kerbal Space Program twist! The pack will include a new set of parts and a new astronaut suit for your brave heroes. Imagine walking in the boots of the astronauts who witnessed the majesty of outer space for the first time or landed on other celestial bodies as the first of their kind. Keeping up with Kerbal Space Program tradition, Kerbal Space Program: Making History Expansion will be highly customizable and moddable. Key Features: Simple interface: Using an intuitive drag and drop node interface, you can easily create new and exciting new missions for yourself or others to enjoy. Creators can also add constraints such as time, fuel and parts limits; as well as unexpected mission events. Recreating history: Included in Kerbal Space Program: Making History Expansion is the History Pack. Players will be able to experience the trials and tribulations of the early days of Space Exploration on missions inspired by real life historical events. New parts: Aside from mission creations tools, Kerbal Space Program: Making History Expansion will have additional parts such as new fuel tanks, adapters, decouplers, fairings and command pods… inspired by both American and Soviet space programs! Kerbal Personal Parachute: Your astronauts will now be safer in case of imminent disasters with all new personal parachutes. So next time Jeb is in trouble and all systems are failing, you can simply eject him and activate his parachute. Then, you just have to hope, there’s an atmosphere to slow him down... Challenge other players: A new addition to Kerbal Space Program: Making History Expansion will be the concept of scoring. At the end of a mission you will get a numerical score to compare with your friends and the community. Kerbal Space Program: Making History Expansion is still in development and will be released as a paid expansion. Pricing and availability details will be announced at a later date. It seems as though our announcement two weeks ago was met with some disappointment, but we were just holding onto the good stuff. We can’t wait to see what the community is going to be able to create with this new creative tool within Kerbal Space Program, now more than ever with an enriched and diverse community of people from all around the world, who can now enjoy KSP in their own language! Keep tuned to KSP Weekly to learn about the ongoing development and upcoming details. Happy launchings! -The KSP Development Team
  2. A pack of select vanilla-inspired parts for your aircrafting needs! Powered by Firespitter, special thanks to Snjo for his plugin and continued support! Download: KAX v2.6.4 for KSP 1.2.2 Curse Download Mirror Image Album: http://imgur.com/a/hXkEA Included Parts: -Turboprop -Radial Engine -Electric Propeller -Helicopter Main Rotor -Helicopter Tail Rotor -Heavy Landing Gear -Jump Jet Engine -2M Aircraft Cockpit -2M Fuselage (jet fuel) -2M Structural Fuselage (empty) -2M Tail Boom 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. Changelog: v2.6.1 -Reduced volume SFX of Main Rotor & Tail Rotor -Added stagepriorityflow to Main Rotor for proper fuel flow v2.6 -Complete rebuild of Main Rotor to improve animation -Overhaul on animation for Main Rotor and Tail Rotor -Added KAX Choppah example craft v2.5.4 -Fixed Tail Rotor animation -Tail Rotor now produces 15 thrust to compensate for broken Firespitter rotor control MODULE. Maximum thrust can still be adjusted in-game; set to 0 for aesthetic use. -Improved Main Helicopter Rotor torque control v2.5.3 -Compatibility patch for KSP 1.0.5 v2.5.2 -Heli Rotor now has torque -Minor fixes for Rotor and Tail Rotor -Updated Firespitter.dll v2.5.1 -Balance work on Turbo, Radial, and Sport engines -Engines will now draw fuel evenly from all tanks -Updated packaged Firespitter.dll to 7.0.5613.30088 -Moved Radial and Sport engines to Aviation tech tree -Reduced price on Radial and Sport engines v2.5 -Added A7 Aerosport 2-bladed prop -Fixed sound pitch for all engines -Added KAX Horizon and KAX Bungalow example craft -Textures converted to .dds v2.4.2 -Reduced heat output of all engines -Increased thrust of electric prop -Increased electrical efficiency of electric prop -Decreased volume of electric prop, turboprop, and radial engine -Added KAX Predator and KAX ESpirit example craft -Updated KAX Sparrow example craft -Updated packaged Firespitter.dll to 7.0.5609.6768 v2.4.1 -Updated packaged Firespitter.dll to v7.0.5603.17274 -Tweaked thrust output for Turboprop & Radial prop (note: this is a temp fix) -Redesigned KAX Sparrow example craft v2.4 -Updated packaged Firespitter.dll to v7.0.5598.23279 -Updated packaged module manager to v2.6.3 -Cleaned out old example craft -Added new KAX Sparrow flying wing example -Fixed attachment issue -Increased Kuey Main Rotor thrust from 65 to 105 -Reduced volume of Turbo Prop and Radial Prop -Updated thrust curves for Turbo Prop and Radial Prop (note: might be out of balance for 1.0.2) v2.3.4 -Updated Firespitter.dll with RadarManFromTheMoon's rotor thrust switching fix -Kuey Tail Rotor now properly switches thrust with user input -Fixed KAX Agents .cfg v2.3.3 -Fixed prop hub freeze issue -Increased electricProp thrust from 6 to 7 v2.3.2 -Module Manager support added for FAR -Added VentureStar AMP Example Craft v2.3.1 -Compatibility patch for KSP 0.90.0 -Updated Firespitter.dll to v7.0.5463.30802 -Fixed incompatibilities with FAR/NEAR mod v2.3 -Compatibility patch for KSP 0.25.0 -Updated Firespitter.dll to v7.0.5398.27328 -Updated example crafts -Fixed Kuey Tail Rotor animation v2.2.2 0.24 HOTFIX, Note: Not all features have been reimplemented -Updated Firespitter.dll to v7.0.5313.17967 -Fixed Kuey Main Rotor -Adjusted thrust on Kuey Main Rotor to account for changes in Firespitter aero model v2.2.1 -Removed props blur disk cast shadows -Added blade colliders to turboProp and radialProp -Performance changes to turboProp and radialProp: radial now has better takeoff performance, turbo now has better high altitude cruise performance -Reduced mass of heavy gear -Reduced mass of 2M structural fuselage -Reduced tailRotor volume -Fixed radialProp thrustTransform to align with prop -Rescaled radialProp, turboProp, jumpJet, kueyRotor, and tailRotor to rescaleFactor 1.0 v2.2 -Added NS90 Tail Rotor (found in the Control parts section) -Added blade colliders to Main Rotor and Tail Rotor; they will now impact with objects and parts they touch while spinning -Reduced unnecessarily large texture size on Kuey Main Rotor -Updated XH-7 LIFTR with new tail rotor v2.1.1 -Increased performance of Kuey Main Rotor to improve lifting power [using KAS] -Replaced XH-5 Hopper with XH-7 LIFTR v2.1 -Added KH-1 Kuey Main Rotor -Added XH-5 Hopper helicopter in example crafts folder -Changed jumpjet part name to KAXjumpjet (save breaking) -Updated packaged Firespitter.dll to 6.3.5239.37254 -Added ReadMe file with credits v2.0 -Added Radial Engine -Added KAX P-25 "Pee Wee" to crafts examples folder -Turboprop thrust reduced by 10%, but will now perform better at higher altitudes -Turboprop tech unlock moved to Advanced Aerodynamics v1.9.1 -Fixed FX offsets on Jump Jet -Reduced thrust on Jump Jet v1.9 -Added Jump Jet Engine -Fixed KAX Kerbardier Dash-8 .craft in example crafts folder. It will now load properly. v1.8.1 -Added hatch and generic cockpit interior to Horizon cockpit; Kerbals will now enter and exit properly. Note: Hatch located on left back side near circular window. v1.8 -Added Heavy Structural Fuselage -Added Heavy Fuselage (2M jet fuel) -Added KAX Kerbalheed TriStar .craft in example crafts folder v1.7 -Added Heavy Tail Boom -Removed FSanimateThrottle from electric prop to fix null errors v1.6 -Added C2-B Horizon cockpit v1.5.3 -Fixed Turboprop shutdown sound v1.5.2 -Fixed Heavy gear right click menu -Increased heavy gear brake strength v1.5.1 -Updated to latest Firespitter.dll (included) -Further reduced heavy gear wobble; craft should no longer flip or steer off the runway v1.5 -Adjusted heavy gear physics to reduce wobble -Heavy gear now attaches in the correct direction in the editors (NOTE: You will have to rotate the existing heavy gear on your crafts 180 degrees) -Added turboprop shutdown sounds -Added updated Firespitter.dll with sound fixes (thanks Snjo!) -Added intake to turboprop v1.4 -Turboprop and Electric prop part names renamed in config to prevent conflicts with other mods (NOTE: SAVE/CRAFT BREAKING) -Turboprop thrust reduced and curve values changed for balance -Turboprop fuel efficiency increased v1.3 -Complete Unity rebuild of GS-580 Heavy Gear Assembly to fix animation timing and parenting -Minor tweaks to other parts v1.2 -GS-580 Heavy Gear Assembly added v1.1 -e50 Electric Propeller Engine added V1.1 -PT100 Turboprop made lighter -Fixed prop rotation -Polished animation transition -Added KAX Kerbardier Dash-8 .craft in example crafts folder v1.0 -PT100 Turboprop /r/kerbalspaceprogram release known issues: -Heli Tail Rotor doesn't produce thrust (dependent on Firespitter.dll) -Heli Main Rotor hover feature inoperable (dependent on Firespitter.dll) -Add ladder to cockpit so Kerbals can exit and enter properly License: -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 For help on how to make aircraft in KSP, see my guide: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures
  3. This pack is an optional add-on for the SSTU mod (here) that adds SSTU functionality to some third party mods, a M-1 engine (modified J-2 model) and a Skylab station core (these last two only needs SSTU). This only includes config files, no other assets are included yet. The mod packs modified by this pack are optional, the only dependency is SSTU itself. Here's a list of what's included from each mod listed: SSTU: Skylab-alike Station core, second Apollo SM variant with swap-able solar panels and M-1, F-1A, HG-3 and J-2S engines BDB: Saturn, Atlas, Centaur, Redstone, Juno, Jupiter and Titan fuel tanks, engine mounts and interstage adapters, clustering for Saturn and Centaur engines, and a 5 seat Apollo CM variant using the included internal. CxAerospace: Station endcap for tanks and stations. Bobcat Ind. Soviet Engines: Clustering for NK33, NK43, RD0120, RD0146, RD171, RD180 and RD191. SDHI Service Module: Service Module for SSTU Apollo and Orion. KOSMOS: TKS Station core (rescaled VA not yet included) and TKS/Salyut 4/6 and 7 Solar Panels for SSTU DOS-based modules (includes Tantares). Tantares: TKS, Salyut and Mir Station cores. Stock: Clustering for all stacking Engines. (broken, will be brought back) Dependencies: SSTU Module Manager (comes with SSTU) None are included with this pack and must be downloaded separately. Recommended/Supported: Stock Bobcat Ind. Soviet Engines Bluedog Design Bureau SDHI Service Module CxAerospace KOSMOS Tantares SpaceDock Download GitHub Repo GitHub Release Example albums: http://imgur.com/a/xt4ja http://imgur.com/a/FXPCs (station not included) http://imgur.com/a/4xbs7 (station not included) Changelog: Special Thanks to: @Shadowmage - For making SSTU and helping me out while doing this pack (and for being patient while I bugged him about a ton of stuff and not telling me to go do a certain thing myself) @CobaltWolf @VenomousRequiem and @Jso - For making BDB @Beale - For making Tantares and helping me out with matching colors for the Tantares-alike repaint @cxg2827 - For making CxAerospace @CardBoardBoxProcessor - For making KOSMOS @sumghai - For making SDHI @BobCat - For his Engines @Pak and @CobaltWolf - For helping me out on making the Orion repaint and sharing some of their assets. Q&A: Q: Do I really need SSTU to use this? A: I guess the name of the pack has something to do with that mod... but that's just a wild guess of course. Q: Now seriously, why do I need SSTU? A: To have access to the engines, tanks, one-part station cores and solar panels, and the most important of all, the plugin. Q: Do I need the other mods? A: No, they are optional, but you'll get more stuff if you do add them. Q: In one of your albums the Skylab has Raidernick's parasol panel, is it included? A: The panel itself, no, a node in certain top options to attach it, yes. I added said node just in case people wanted to use his parasol panel, but that is completely optional. Q: If I make a really cool endcap/station, can you include it? A: Sure, just send me the .craft file and the mods included. But be sure to not include anything with any module (animation, lab, solar panels, etc...) as an endcap option as these are not supported. Modules in a station core is ok. Q: Why isn't the Tantares VA decoupler an option? A: Because SSTU doesn't support modules in a specific endcap and have it switchable, hence why KOSMOS has a separate part with the VA adapter, there's no option with extra solar panels like Spektr, and BDB's interstages doesn't have the solid rockets working. Q: Speaking of BDB, why the BDB tanks have decouplers? A: Because otherwise the interstage adapters would be mostly useless. Q: And why didn't you include a decoupler module to the original SSTU tanks? A: To not mess with the original SSTU tanks. There is a work-around if you want to use BDB interstages in SSTU tanks, just place a procedural decoupler on top of the BDB interstage. Q: Can the interstage be split in two, like the real Saturn S-IC/S-II decoupler? A: Only if you use a separate part to decouple from both interstage ends, if you use them as an endcap option it won't work. Q: Why does the BDB mounts have only one node and some two? A: Because that's how the clustered engines work, they only use one node. As for the second node, that is present only on upper stage mounts, they have been added to attach interstages. Q: Yeah, but the BDB engines aren't compatible with them this way. A: They will be added in a future update, for now use SSTU engines or those included here. Q: I remember you had a SM with NearFutureSolar Circular panel and I can't see it, where is it? A: I had to remove it due to a sun-tracking bug in some of the NearFuture panels, the circular one included, once I manage to fix them they will be added back. Q: Why didn't you add Tantares solar panels? A: I tried, but for some reason they always made the parts using them invisible, so I was forced to remove them. Q: Did you copy this OP from your Nova Thread? A: I have no idea what you're talking about. *runs away*
  4. You paid what $20, 5 freaking years ago for a game with hundreds of hours of game-play and now EXPECT EVERYTHING AFTER THAT TO BE FREE??? Your like the old lady at the fast food restaurant that pays a $1 for a cheese burger and expects Gordon Ramsey to cook if specifically for them. This game has given Way, Way,Way,Way,Way,Way,Way,Way,Way, more back to its fans than any game I can think of in recent history. Yet you still find it absurd that after 5 years of free stuff they want you to finally pay for extra content! As a professional developer it hurts my soul to here some of these comments about Squad. Your more than happy to spend 40$ in add-on for some click-bait cell phone game, but when actually quality comes along you huff your chest and tilt your nose up at it like some self imposed uber game critic. This, this is why only crud games make money anymore. Why every game has to be free with paid add-ons, because its the only way you will give up $0.99 for 327 hours of gameplay. By the way, you would still complain about spending the $0.99 for 327 hours of gameplay cause anything less would be robbery. Even though you spent twice that much for a soda last week you didn't even finish.... It takes hundreds of man hours to create just one hour of gameplay. Game devs have to eat and pay our bills just like you. Don't like the game, then don't buy the expansion. But if you do like it you better sure as heck cough up that $15 for the DLC and not say a freaking word about how your not getting your moneys worth. Would you want someone at your job to suggest that you should come to there house and bake another pizza for them for free cause they ate the first one too fast?
  5. 3.75m Expansion

    In the 3.75m category, we have: various fuel tanks, 2 engines, a few adapters, and..... Nothing else. It seems strange to me that with these fuel tanks and engines, there isn't anything to go with that. If I'm building a big 3.75m lifter, having a 2.5m probe core with a 3.75m fairing base looks stupid in my opinion. Why don't we have a 3.75m probe core? It seems to me like a very obvious addition that Squad somehow missed. To go along with that, why not a 3.75m crew capsule? It just seems to me that Squad missed out some really "obvious" additions. I understand that these parts were meant to replicate the SLS with its "the bottom part is wider than the top part" approach, but the 3.75m parts can be used in so many more ways than just that. So what do you think? Yes or no?
  6. I believe that KSP needs more moons than they have currently. It gets boring after a little while, and I already have OPM installed. I believe a potatoroid moon for Duna, a volcanic moon for Jool, and maybe a small ice and dust moon for Dres. That's just my opinion, though.
  7. I have managed to log 153 hours into this game. I am already setting up a mining operation, and besides the odd contract that required me to have engineers on a space station, I have only ever used them for mining efficiency. They do have a few useful skills, such as repacking parachutes, wheels, and landing legs; but I basically use them as filler. They need more utility, so here are a few abilities I wished they had: -The ability to repair the surface mounted solar panels. (Kerbals have a way of trampling them.) -The ability to manipulate the parts on a dead probe, like enabling a battery or toggling a solar panel. -The ability to make adjustments to parts that normally can only made in the editor, such as closing single use panels, or adjusting action groups, or changing the thrust of SRBs before they are fired. These three abilities could possibly fill the three empty levels and greatly increase the utility of engineers, however, It will have to be carefully balanced to prevent them from getting overpowered... Tell me what you think.