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Found 53 results

  1. After discussion with @KospY, who is the author of the original idea, we agreed that I should take ownership over the mod to continue maintaining and developing it. Today, KAS is completely different from what KospY have made in 2015, but his idea is still here - we connect vessels in space! The forum thread for the initial version of KAS can be found here. >>> Support me at Patreon if you like the mod! Kerbal Attachment System (KAS) This mod is another extension to the EVA duty of the kerbonauts. Now they can link different vessels together. Why linking? Well, how about transferring resources without docking? Or maybe two vessels need to stay together while not docked. Even more, this mod has active parts that can work as winches! A great variety of links is supported: Rigid. It's basically a simple strut, but kerbals can set it up or remove being EVA. Bring some of these things on your Mun base and reinforce the structure! Rigid unlocked. It's still the same strut, but the joints are unlocked. It allows the vessels to move, while not getting too close or too far to/from each other. Active rigid. Do you need to tow a vessel? If yes, then you need a tow bar. Only in KAS you can find advanced models of tow bars that can assist steering. Greater towing speed means more fun! Flexible. It's an elastic cable that can stretch at some extent while still forcing the vessel to stay together. Active flexible. It's still a cable, but now its distance can be changed either via an EVA kerbal, or via a remote control GUI. Basically, it's an electric winch. Resource transfer. Zero structure force in exchange to an ability to have some free length. Link the vessels up to the maximum distance and move the resources via a convenient GUI (a way more convenient than the stock one!). Almost any type allows remotely docking the vessels. Once docked, the vessels become a single base where the stock game functionality can work. Demo media VIDEO: Active tow bar usage (TB-60 part). VIDEO: Winch demonstration (W-1 part). VIDEO: Refueling a vessel (RTS-1 part). VIDEO: Big movie of making Minmus station using the older version of KAS. IMAGES: KAS showroom. * The videos above were created using the pre-release versions of KAS. Real appearance can differ. Languages supported Русский Italiano Español 简体中文 Português Français If you are a native speaker of any other language, please, consider adding your translation. Simply ping me in PM if you're willing to do so, and I'll do my best to help you. And don't be shy if your speaking English is not very well, what is required is your native language skill - we're trying to be funny in KAS part descriptions, it can be challenging to make a proper translation. And if you think you don't need extra help, try reading this link - it may save you a lot of efforts while translating KAS. Support You can support this and the other of my mods on Patreon. This is where I post my ideas, prototypes and the features development progress. Other useful mods for EVA If you want doing EVA comfortably, you really should consider adding these mods as well: Kerbal Inventory System (KIS). Now you can build and upgrade vessels in EVA! Easy Vessel Switch (EVS). No more guessing how to switch to "that vessel" - simply point and click! Surface Mounted Lights. Too dark for EVA on the other side of the moon? Problem solved with these ambient lights! How to install Recommended: Install and run CKAN. Search for "Kerbal Attachment System" or just "KAS", then install the mod. Occasionally run CKAN client to update KAS (and other mods) to the latest version. If you follow this path, then all the KAS dependencies will be updated automatically. It may save you a lot of time during the update. Manual: Download the ZIP archive: From CurseForge. From Spacedock. From GitHub. If you have an older version of the mod in your game, you must delete all the old files first! Do not just copy over, this will likely result in compatibility issues. Unzip the release archive into the game's GameData folder. Note, that names of the folders must be exactly like in the archive or the mod won't work. The release archive contains the minimum versions of the required dependencies: ModuleManager and CommunityCatgeoryKit. If your game has better versions, do not overwrite! Verify the installation: the mod's LICENSE.md file must be located at <game root>/GameData/KAS/LICENSE.md. >>> Important notes to KAS v1.0+ Starting from KAS v1.0 a completely new branch of the mod is released. The changes are conceptual, so parts from it are not compatible with v0.6.4. If your game has any part with suffix "LEGACY", then you must read this Wiki. If you have issues with the legacy parts migration, you're still welcome to post on the forum in case of someone had an experience to share. However, keep in mind that those parts are completely unsupported! Authors @IgorZ KAS 1.0 concept, coding, and maintaining. Models and textures: @winn75, @Shatten, @Enceos, @IgorZ. @KospY Original idea of the mod. Sources are available on GitHub. License: Public Domain (yes, you're completely unrestricted).
  2. Introduction Interplanetary Colonization represents one of the largest technological and logistical challenges on the horizon for manned spaceflight. USI's Modular Kolonization System (MKS) provides a huge array of new gameplay systems and supporting parts to support the experience of designing, building, and maintaining interplanetary colonies in Kerbal Space Progam. For over three years, MKS has been the definitive Colonization mod for KSP, with continued refinement of the parts and core systems (including the resource system now integrated in the stock game) based on extensive community feedback and continued development and design. MKS is not a parts pack. It is a gameplay mod that adds a massive amount of end-game content for KSP, and can serve as the perfect capstone for your career save. It can be soul crushingly hard, and as unforgiving as gravity. But it can also be an incredibly rewarding gameplay experience, bringing back that sense of wonder and accomplishment that many of us remember from our first Mun landing. If you want a parts pack where your idea of a colony is landing a single ship and call it a day, this is probably not the mod for you. If you want something that transforms your gameplay, and gives you unapologetically difficult goals where you have to juggle planning, logistics, and the harsh constraints imposed by space, then you will likely get as much enjoyment playing MKS as I have received building and designing it. Features MKS adds a rich array of new features to support the challenge of building interplanetary colonies, including: A huge assortment of parts suitable for surface and orbital bases and stations, drawing inspiration from real-world parts and concepts from Bigelow, NASA, and others. A clear progression of parts, from simple outposts and mobile bases to larger manufacturing complexes and permanent colonies. Extended ISRU operations with more resources and more complex harvesting, refining, manufacturing chains, and new mechanics. Discoverable resource lodes for more interactive resource harvesting and exploitation Customizable and field-configurable converters and harvesters to allow post-launch customization of your colony. Tools for handling large bases, such as ground tethering and automated resource transfers for disconnected bases Tools for building out your base In-Situ with harvested resources, whether it's by expanding and kitting out modules, or through in-situ construction via the bundled Ground Construction mod by @allista Parts and tools for contructing bases including weldable ports, magnetic couplers, and heavy construction equipment via the bundled Konstruction mod. Parts for mobile bases via the bundled Karibou Expedition Rover Expanded Kerbal traits and effects in support of Kolonization Comprehensive and seamless integration with USI Life Support, including life support, habitation, and homesickness. Kolony rewards, providing ever increasing efficiencies as well as tangible bonuses in career mode, as your Kerbals gain experience colonizing other planets and moons. The ability to support permanent colonies as well as ark-ships as your Kerbals expand their knowledge and become more experienced with off-world colonies. Part disassembly and recycling Wireless power transmission and Geothermal wells Equipment wear and tear along with manual and automated maintenance tools And much more! FAQ I hear MKS is really complicated - is that true? MKS has significant depth and breadth, but provided you don't try to do everything at once, you will find the learning curve can be pretty reasonable. Start with life support, and don't get fixated on trying to build everything at once. The patterns learned with a small base quickly scale for larger ones. What about documentation? Thanks to @dboi88, MKS enjoys full KSPedia documentation. There's also an excellent community maintained wiki available here. MKS Documentation even has its own development thread here. I can't seem to fit a 100% self sufficient base in a single launch - what am I doing wrong? Building a self sufficient colony is hard. Like... REALLY hard. It's going to take a lot of launches and a lot of work. The idea of MKS is that it is not about plunking down a base and being done. Rather, it's the journey to get to that point that is the fun bit. So yeah... you are going to need a few more rockets. I can't find a place to create my base that has all of the resources! Good. Now you get to enjoy some of the challenges that result from resource constraints. Do you ship things in? Do you set up multiple bases? Or use low-efficiency harvesting to get trace materials and salvage the rest from scrapped components? I feel overwhelmed... I try to make a base, and it seems I just need so many different parts! Start small. Start with just a habitation module or two and ship in supplies. Then add some agroponics and ship in fertilizer. Once you get those down pat, you are ready for more complex systems. I am still lost - where can I get help? Ask in this thread. A lot of the folks here have been using MKS in their games for years, and are a pretty friendly lot. This looks amazing, and I didn't have any plans for my weekend anyway - where do I get this stuff? Great question! Links are below Download Links Use any of the links below to download this mod, or pick it up via CKAN. Source Code and Change Log Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Configuration files and code are licensed under the GPL v3 license (see attached). Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely This mod redistributes Firespitter, which is covered under its own license. This mod redistributes ModuleManager, which is covered under its own license. This mod redistributes Ground Construction, which is covered under its own license. NOTICE: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin.
  3. KIS introduces new gameplay mechanics by adding a brand new inventory system and EVA usables items as tools. You want to build a rover on Duna from scratch? Or you've forgot to attach a solar panel to the planetary station? With KIS it's not a problem! >>> Support me at Patreon if you like the mod! Kerbal Inventory System (KIS) The mod offers container parts of various size to deliver spare parts to the orbit or at the construction site. Tiny containers for light-weight rockets. Big containers for serious projects. Mk3 containers for really big constructions ideas! Kerbals now have own backpack to hold small items, and some of them can be equipped on the model. AR goggles? Fancy hat? Or, maybe, a completely new helmet?! It's all possible now! With special tools (provided by the mod) kerbals now can modifying teh existing vessels by adding or removing parts. It's even possible to build a whole new vessel from scratch! * Goggles, hats and helmets are provided by the third-party mods. E.g. "Kerbal Props". Demo media MANUAL: KIS for DUMMIES. VIDEO: Debugging abilities for mod creators. VIDEO: Full support for part variants and TweakScale. Languages supported Русский Italiano Español 简体中文 Português Français Support You can support this and the other of my mods on Patreon. This is where I post my ideas, prototypes and the features development progress. Other useful mods for EVA If you want doing EVA comfortably, you really should consider adding these mods as well: Kerbal Attachment System (KAS). Need to link two vessels? Just send out your kerbals EVA! Don't forget to update their inventories, though. Easy Vessel Switch (EVS). No more guessing how to switch to "that vessel" - simply point and click! Surface Mounted Lights. Too dark for EVA on the other side of the moon? Problem solved with these ambient lights! How to install Recommended: Install and run CKAN. Search for "Kerbal Inventory System" or just "KIS", then install the mod. Occasionally run CKAN client to update KIS (and other mods) to the latest version. If you follow this path, then all the KIS dependencies will be updated automatically. It may save you a lot of time during the update. Manual: Download the ZIP archive: From CurseForge. From Spacedock. From GitHub. If you have an older version of the mod in your game, you must delete all the old files first! Do not just copy over, this will likely result in compatibility issues. Unzip the release archive into the game's GameData folder. Note, that names of the folders must be exactly like in the archive or the mod won't work. The release archive contains the minimum versions of the required dependencies: ModuleManager and CommunityCatgeoryKit. If your game has better versions, do not overwrite! Verify the installation: the mod's LICENSE.md file must be located at <game root>/GameData/KIS/LICENSE.md. If you don't want seeing the fun parts in your game, you can remove them: Find file remove_fun_part_patch.txt in the mod's folder. Rename it into remove_fun_part_patch.cfg. Move it one level up in the directory structure (into the GameData folder). Now the fun parts won't show up even if you update the mod. This mod was originally created by @KospY. I took responsibility on it when we agreed with the original author that I can drive it forward. And I am! The original forum thread can be found here.
  4. If you are running a successful space agency, you will be flying to Kerbin-Orbit a lot. The Kerbal Space Transport System (or KSTS) will allow you to record launches of your transport rockets and planes to be used in automated missions later. It will allow you to transfer resources, crew-members and even deploy brand new ships directly into orbit. And because the cost of launching your payload is only as high as the cost of the mission you've previously recorded, you will benefit greatly of building reusable space planes without the hassle of landing them by hand every time. You can for example record the launch of a space-plane and deploy a payload with a mass of 2.5t at an altitude of 286km before returning back home: Afterwards you will be able to pick this recorded mission-profile and launch new vessels with a mass <=2.5t into an orbit with an apoapsis below 286km for only the cost of the fuel used by your space plane: The new ship can be deployed at any orbit of your choosing that is within range of your mission-profile or right next to an existing reference-vessel, making your life in low-kerbin orbit much easier: Features: Record transport- and deployment-missions for rockets and planes. Deploy new ships directly to Kerbin-Orbit (must have less or equal the mass of the payload from your reference mission). Transport resources to vessels in Kerbin-Orbit (provided they are in range and have compatible docking-ports). Use multiple transport missions to construct new ships at space stations in Kerbin-Orbit. Transfer kerbals to and from vessels in Kerbin-Orbit. Compatible with KRnD (newly launched ships will always use the latest part-upgrades). Compatible with CLLS (modifications on vessels and crews are communicated via game-events). In-Game help which explains how to get started and how it works. Third Party Support: StageRecovery: With this mod installed the total cost of your recorded flights is reduced by the value of successfully recovered boosters. Known Incompatibilities (this mod skips the usual launch phase, any mod which depends on this might not work correctly): ModularFuelTanks (tank-configuration does not work) USI Life Support (some timers connected to the launch-time don't work) You can download the latest version of this mod from GitHub: 1.11 (for KSP 1.4.2): https://github.com/mmoench/KSTS/archive/1.11.zip 1.9 (for KSP 1.3.x): https://github.com/mmoench/KSTS/archive/1.9.zip 1.7 (for KSP 1.2.1): https://github.com/mmoench/KSTS/archive/1.7.zip
  5. This mod introduces astronauts' health management to KSP. You have to consider health implications when building vessels, planning and executing missions. It covers various factors affecting health including living space, microgravity, radiation, diseases, accidents and more. It is highly customizable and works well alongside most popular mods. Download latest release Wiki Source Features Every kerbal has Health Points (HP). Maximum HP increases with kerbals' level. A newbie has 100 HP while a 5-level kerbal has 150. Kerbals' HP change, including in the background and in timewarp, based on a range of factors such as living space, presence of crewmates, gravity, and specific ship parts. E.g., a level 1 kerbal will typically survive 9 days in a 1-man pod before becoming exhausted and turning into a Tourist. Kerbals need time to recuperate at the KSC between flights to restore full health. If a kerbal's health goes under 20%, he/she is exhausted and becomes a Tourist. They will go back to work when health grows back to 25%. If a kerbal's health falls to 0, he/she dies! Kerbals experience radiation, both cosmic and artificial, which permanently affects their maximum health. You can protect from radiation by using shielding and choosing safer mission profiles. Planets and moons can reduce radiation with their magnetic fields, atmospheres and occlusion, to various degrees. Kerbals may fall sick, have health accidents, panic attacks and other contingencies When kerbals level up, they can acquire quirks that affect their health reactions, to the better or to the worse. Health Monitor lets you check on all your kerbals in KSC and in flight. Health Report in Editor helps design comfy and healthy craft. A configurable low health alert will warn you when you are about to lose a kerbal. Compatibility patches support a range of parts mods (see below). All of these settings are easily changed or disabled in-game and with ModuleManager patches. Health Factors The following factors may affect kerbal's health: Assigned (kerbal is on a mission): -0.5 HP/day Confinement (scaled effect): -3 <Crew> x <Living Space> / HP/day (Living Space is provided by most crewed parts, depending on their size, capacity, function etc.) Loneliness (only 1 kerbal in the vessel): -1 HP/day Microgravity (in free fall or under 0.1 g, e.g. Minmus): -1 HP/day EVA: -10 HP/day Connected (having a working CommNet connection to home): +0.5 HP/day Home (on Kerbin below 18 km altitude): +2 HP/day KSC (kerbal is recuperating at KSC, i.e. available): +4 HP/day These values, like most others in the mod, are adjustable in Difficulty Settings. I recommend playing on Hard settings. They also depend on quirks of a particular kerbal. You can check current values for a specific crew member in Health Monitor. Certain parts (Hitchhiker, crew cabins, and the Cupola + many provided by mods) can additionally reduce the effect of a health factor (Confinement in this case) allowing for much longer and healthier flights. It often requires EC though. Hab rings in some mods can help overcome Microgravity issues for long-term stations and interplanetary missions. All these features can be changed using ModuleManager patches. Health Recuperation Certain parts (such as the Cupola) provide Recuperation bonuses. If a kerbal receives, say, a 1% recuperation bonus, he/she will recover 1% of their lacking health (i.e. of the difference between their current HP and the maximum HP) every day. This change works in parallel with the normal health factors above. Example: A 5-star kerbal (maximum HP = 150) currently has 70 Health Points and is in a vessel that gives him 2% recuperation. The vessel has 10 units of living space and he has connection and he has a crewmate. Therefore he recovers (150 - 70) x 2% = 1.6 HP per day and loses also (0.5 + 3 x 2 / 10 + 1 - 0.5) = 1.6 HP per day. It means that the marginal change balances out the "normal" change and his health will stay around 70 HP (47%) until the situation changes. As you see, this mechanics may allow some kerbals to stay relatively healthy indefinitely. It may look cheaty, but the point is that: (1) there should be a way to design long-term missions without spamming crew space, (2) it requires a lot of heavy parts and therefore still difficult, (3) the balanced health level is usually far from 100% and may fall lower if circumstances change (e.g., new crew arrives and fills the station), (4) these bonuses require a lot of EC, (5) radiation still keeps mounting (see below). Recuperation is not stacked and has crew cap. It means that one Cupola provides 1% Recup for 2 kerbals, 2 Cupolas give 1% for 4 kerbals (not 2%!), etc. If you have more kerbals than the crew cap, Recuperation will be split among them evenly (e.g. 4 kerbals with 1 Cupola will get 0.5% Recup). Decay is the opposite to Recuperation: for every percentage point of Decay, your kerbal will lose 1% of their remaining health per day. Fortunately, it is very rare. Radiation All kerbals on missions are affected by radiation, which slowly but permanently reduces their maximum HP. Radiation is measured in banana equivalent doses (when you eat a banana, you get approximately 1e-7 Sv of radiation). 1e7 (10,000,000) bananas reduce max HP by 10%; 1e8 (100,000,000) bananas kill a kerbal. The amount of Radiation a kerbal receives depends on many factors. Most importantly, it is determined by their location. Many planets and some moons have magnetic fields that stop some radiation; atmospheres are also very effective in shielding it (see wiki for more). Being close to a celestial body helps screen some rays too. E.g., radiation level at Kerbin's sea level is 1,000 times lower than in interplanetary space just outside Kerbin's SOI. Cosmic radiation is also greater closer to the Sun. To check environment before sending astronauts, you can use magnetometers and Geiger counters provided by supported mods or embedded in advanced stock probe cores. Being on EVA takes away all the protection your ship provides and dramatically increases radiation level. Artificial radiation is created by certain parts like atomic engines and nuclear reactors. You can protect kerbals from radiation (both cosmic and artificial) by adding shielding to the vessel. It is provided by some parts, like structural panels, heat shields and mk3 cargo bays. These parts and most crew pods can be improved by adding Radiation Shielding to them in the Editor. You can never eliminate all radiation, but you can reduce it to non-dangerous levels. You can cure radiation by decontaminating a kerbal, but it is hard. To start decontamination, the kerbal has to be at KSC at full health and with no health conditions. You also need fully upgraded R&D Facility and Astronaut Complex. Every decontamination costs 100,000 funds (in Career mode) and 1,000 science points (in Career and Science mods). It cures 100,000 banana doses per Kerbin day and stops if you send the kerbal on a mission. The kerbal undergoing decontamination temporarily loses 75% of their health and will need to rest afterwards. As always, each value can be adjusted in-game. Quirks Whenever a kerbal levels up, there is a 25% chance that he or she will acquire a health quirk (unless he/she already has two). Discovering an anomaly can also grant a free quirk. These can be positive or negative and usually affect kerbals' vulnerability to various health factors and dangers. Chances of getting some quirks depend on courage and stupidity of a particular kerbal. The full list can be found in the Kerbal Health Wiki. Random Events Kerbals' organisms, like ours own, are not always predictable. Sometimes, not very often, you may see unexpected events that can impact your whole mission. Kerbals acquire (or lose) certain conditions as a result of these events. Having parts with a Sick Bay (such as the stock Science Lab) helps alleviate the symptoms. Sickness: A kerbal can become sick and start losing health quickly. His/her crewmates may catch the disease too, including during the incubation period. This condition usually heals itself after some time, but it can also lead to a pneumonia, a really dangerous condition. Having Scientists or Medics aboard helps. Injuries: A kerbal can immediately lose some health in an accident. Stupid kerbals are naturally predisposed to this condition. It may cause sepsis, which is mortally dangerous. Bring your kerbal home immediately or pray Kraken it will heal on its own. Food poisoning: Kerbals are known for their love of snacks and they don't always wash their hands. Food poisoning may not be as bad as some other conditions on its own, but if dehydration develops, they will become unable to do any work at all and effectively turn into space Tourists until it passes. Panic attacks: Though not posing danger to health per se, panic prevents kerbals from doing any useful work. At least it doesn't last long and courageous kerbals are less prone to it. Conditions can be disabled or their chances and effects changed in game settings. You can also easily add, modify or remove conditions (see wiki for details). Requirements Module Manager Supported Mods Kerbal Health should work well alongside most other mods and will try to adapt to them with smart MM patches. Some have better, native support though: B9 Aerospace Blizzy's Toolbar Bluedog Design Bureau Crew R&R Deadly Reentry Continued DeepFreeze Continued Deep Space Exploration Vehicles FASA Feline Utility Rovers JNSQ Kerbal Atomics KPBS KSP-AVC KSP Interstellar Extended Malemute Near Future Technologies Outer Planets Mod RLA Reborn Sin Phi Heavy Industries Spacetux Recycled Parts (Atomic Age, FTmN, FTmN-New, RSCapsuledyne) SpaceY Heavy Lifters SSTU Stockalike Station Parts Expansion Redux Surface Experiment Pack Tantares Tokamak Insustries Refurbished Parts USI Freight Transportation Technologies USI Kolonization Systems (MKS/OKS) + Karibou USI-LS Making History expansion is fully supported too but not required. If you would like to include special support for your (or your favorite) mod, let me know. Conflicts & Incompatibilities Any mod, which can temporarily make kerbals Tourists, can conflict with Kerbal Health if both mods change kerbals' status and then turn it back. In some situations it may mean that your kerbals will remain Tourists indefinitely or become active too soon. Kerbal Health tries to fix some of these situations, but cannot prevent all of them. It is recommended to disable habitation mechanics of USI-LS' (and other mods') as these largely have the same goal as Kerbal Health. RemoteTech's connection state is not supported for the purpose of the Connected Factor status. This issue will be resolved once RemoteTech 2.0 is released. Meanwhile, you may disable both Connected and Assigned factors to keep balance. Compatibility with Kerbalism hasn't been tested. This mod changes much of game's internal mechanics, so it can be incompatible. Feedback & Bug Reports I love feedback! Tell me what you think about the mod, what ideas, suggestions or complaints you have. If you have a bug report, please provide an output log while in Debug Mode (use in-game settings to enable) or at least give exact instructions how to reproduce it. License: MIT Changelog
  6. Have you ever said "I don't want to live on this planet anymore"? Now you can! We at Kerman & Kerman Orbit and SurfaceStructures are proud to present you the all new product line for Kerbals who want nothing more than to live on another planet! We at Kerman & Kerman finally got out of the testing phase and now consider our parts to be usable. This mod adds several new parts that are designed to be used in a planetery base for the Kerbals.This includes Habitats, Greenhouse, Laboratory, a Cupola derivative, Command-Center and others. It is designed to fit with the other stock parts and feel as "Kerbal" as possible. Important update Note: To be compatible to KAS 1.0 the flexible corridor now consists of two separate parts. The active part is called "K&K Flexible Corridor" it can now be connected by a Kerbal to any "K&K Docking-Port" or "K&K Corridor Docking-Port". It is not possible anymore to connect two "K&K Flexible Corridor" parts with each other like it used to be before. Galleries Supported Mods You need the lastest version of ModuleManager to use the supported mods! Life Support: TAC Life Support, USI-LS, Snacks! Continued, Kerbalism, DeepFreeze (Continued), Ioncross, ECLSS, IFI-Life Support Gameplay: (SETI) Community-Tech-Tree, Kerbal Inventory System (KIS), Kerbal Attachment System (KAS), RemoteTech, KabinKraziness, Raster-Prop-Monitor, Connected-Living-Spaces, KeepFit, SCANsat, Surface Experiment Pack JSI Advanced Transparent Pods, Extraplanetary Launchpads, OSE Workshop, Near Future Electrical Propulsion: Modular Fueltanks, Realfuels, Stockalike Realfuel @ibanix, @DStaal, @dboi88, @Merkov and @tsaven are working on a patch to support UKS. You can find the thread here: KPBS/MKS Integration Pack Download Version 1.6.9 is for KSP 1.7.X, Version 1.6.10 for KSP 1.8.X Please remove the folder of older versions of this Mod before installing! TAC-LS Spreadsheet Additional Downloads: Sample Craft, Templates to tinker with, Deprecated parts The source code is available on GitHub Languages Español by @Rafael acevedo and @fitiales Русский by @Dr. Jet 中国语文 by @vosskftw and @q654517651 Deutsch by @DasSkelett and @Nils277 Italiano by @Simog Portugues do Brasil by @VaPaL, @MaximumThrust @Daniel Prates and MarcosEduardo2007 Français by don-vip Looking for help: If anyone is interested to translate KPBS into Japanese or finish Brazilian Portuguese, please let me know! You can find all the texts that need translation here: KPBS Texts. Support and bug reports If you encounter a bug with Kerbal Planetary Base Systems, please follow these instructions to report it. Most important: I need the LOG FILE. Otherwise i won't be able to help! License The art assets are licensed under: CC-BY-NCThe plugin code is licensed under: Apache License 2.0 This mod redistributes the Community Category Kit and Community Resource Pack from @RoverDude and contains parts for Deepfreeze that are made by @JPLRepo and @MerlinsMaster. They are licensed under:
  7. ** New ** Vessel to vessel crew transfers! Ship Manifest is a tool to manage your ship's "things". I originally started with Crew Manifest as a basis for this work. My great thanks go out to vXSovereignXv for creating Crew Manifest, and Sarbian for contributions to and continuing maintenance of Crew Manifest. I've now re-imagined it into Ship Manifest, Crew transfers are now only a small part of what SM can do. Ship Manifest moves crew, Science and Resources around from part to part within your ship or station. It also manages docked vessel refueling, hatches, deployable Solar Panels, antennas and lights. Kinda like your Ship's bridge... Ship Manifest has a LOT of flexibility and a lot of Options. So much is available that is NOT seen in a default installation (Realism mode set ON by default) that you may be missing a lot of what SM has to offer. Please go to the Settings Window to see what options are available, and play with them. You will be surprised at the number of features that exist in this tool. I believe in choice, so you can configure SM to be pretty much exactly what you want. You want a "realistic" experience? Check. You want to be a god and chafe at realism mode restrictions? Check. I also invite suggestions for things you would like to see. Current Version: 5.2.1.0, 17 Mar, 2018 -- Download: SpaceDock | CurseForge | GitHub (all releases). Also supports CKAN and KSP-AVC for your convenience in updating. NOTE: This version of SM is NOT backwards compatible. It will not work on KSP version 1.3.1. License: CC BY-NC-SA 4.0. Original license on Crew Manifest was do as you want. I felt the original and contributing authors deserve due attribution, since this is a derivative work. Source code (and all releases): http://github.com/PapaJoesSoup/ShipManifest Ship Manifest WIKI: http://github.com/PapaJoesSoup/ShipManifest/wiki No Mod Dependencies!: Ship Manifest is mod independent. You don't need any other mods to use Ship Manifest. However, if you install the mods below, Ship Manifest provides specific support for their features. Toolbar, by blizzy78. This mod is the "original" and a great alternative to the stock toolbar. Connected Living Spaces (CLS) by codepoet. This mod provides the player with graphical information on livable spaces in a ship. It shows you where you could go internally on your ship. Module Manager. This mod allows you to extend the configurations on your parts. Used by CLS. RemoteTech. This mod overhauls the unmanned space program and makes antennas much more important. Very powerful mod. DeepFreeze. This mod provides part(s) for cryogenic freezing of kerbals for long duration flights. JPLRepo has taken over maintenance of this mod. USI Kolonization System (MKS/OKS) Inflatable Modules. Very cool mod for compacting your trips and station builds. KSP-AVC. This mod checks your installed mod versions against the mod's latest version. Let's you know when you need to update. CKAN. The Comprehensive Kerbal Archive Network (CKAN) Package Manager (CKAN) is a multi-platform app that manages nearly all your mods from one clean executable. Performs installs, updates, and uninstalls of your mods automatically. NOTE TO CKAN USERS: don't expect support for installs via CKAN. if the CKAN install fails, contact the CKAN folks, NOT me. What's New: Version 5.2.1.0 - Release 17 Mar 2018 - KSP 1.4.1 Edition - New: Recompiled for KSP 1.4.x compatibility. - Fixed: Bug in Selected Target Mouseover. CLS Target Crew Part was incorrect color. Git Issue #53 - Fixed: Updated icon graphics to restore quality after Unity update in KSP. Increased image sizes to 128 x 128 px (Git Issue #52) - Fixed: Sometimes the Manifest window will not appear. Git Issue #49 - Fixed: gain/loss of resource(s) in transfers. (thanks to Arivald Ha'gel for the PR #48!) - Fixed: RT antennas not appearing in the control window. PR #48 - Fixed: Kopernicus Solar panel detection problem (Git Issue #47) PR #48 - Fixed: Correct version file data to agree with release version. Git Issue #46 Installation: 1. Remove the ShipManifest folder from your GameData folder before installing any new version.. 2. Overwrite your GameData folder with the contents of the archive. Ship Manifest is KSP-AVC aware and is CKAN indexed Support: If you expect me to provide support for issues with this mod, I will expect that you have read and will follow these instructions. Change History: This work was originally based in large part on Crew manifest 0.5.6.0 by xxSovereignxx as modified by Sarbian to work with 0.22. It has since been completely reworked and massively expanded. Videos: - Kottabos did a fine review here: (Feb 28th, 2014). It was very educational for me . I've long since fixed the bugs and added much more... Screenshots: Donations: I wrote and support SM (and other mods) as it is an opportunity to give back to the community I love in some small way. But, some folks have asked me how they could donate. It completely blew my mind. So, I've added a donation button. It is Completely voluntary, absolutely amazing, and I very much appreciate the gesture!
  8. Zee's "Probes Before Crew" CTT Overhaul KSP Version 1.8.1 - November 12 2019 Do you want to request a support patch for your favorite mod? Would you like to have a say in which mods receive patches first? Vote & Request Here See Current Poll Results Here Hello everyone! I would like to present a CTT overhaul I have been working on since the release of 1.6. I call it Probes Before Crew, and it does what it says on the box; it places remote technologies far ahead of crewed alternatives on the tech tree while also placing greater significance and reward on crewed actions and achievements as a result. The intent of this mod is to make your career campaign balanced, intuitive, and challenging by ensuring all the mods that you are using interact with one another in a coherent way on the tech tree. If you would like to have a look through my notes and read a more verbose explanation of my changes and the reasoning behind a lot of my choices, I will place them in a spoiler below. = = = = = The Highlights: Generally speaking, all tech categories were stretched out a bit to enjoy all the new leg-room the CTT gives us. Probe Cores come first, and now possess their own form of crew report, the 'Telemetry Report'. Cockpits don't show up until T4, and Command Modules must wait until T5. A purpose-built, completely optional Contract Pack by Zee that overhauls the economy of the game and aims to make it more challenging. Antenna, Electrical, Science, Utilities, Thermals, ISRU, etc; they have all been re-positioned [and in some cases mildly tweaked] with careful consideration of one another. Science Overhauled and Re-balanced; Experiments are less tedious, more spread out across the tech tree branches, and place higher significance/reward on the experiments that REQUIRE a Kerbal be present. Celestial Body Science Multipliers have been re-scaled so that your career no longer feels finished by the time you reach Duna. PLEASE NOTE: Science rewards have been reduced overall. I recommend you do not set the Science slider below 70%, and that's under the assumption you are at least using DMagic Orbital Science (If not, consider moving the slider higher). This chart is not an exhaustive list of all the vanilla parts I've moved, it just highlights the big players and gives you a general idea of their new relationship to each other. This chart serves as the guideline/reference point for mod support patches as I add them. = = = = = Supported Mods (so far) "Supported" Mod means I have gone through every part, science definition, and entry/VAB cost for that mod and placed everything in a way as to be consistent with all other supported mods. This means a unified, intuitive, and logical experience as you progress through the tech tree with all your favorite mods. This is a work in progress and there are a ton of mods I want to support so the list will grow over time. As of right now, Probes Before Crew covers: Vanilla Parts. Making History Expansion. Breaking Ground Expansion. = = = Core Chart with BG added. Pairs well with Strategia. B9 Aerospace Core Pack. = = = = = Core Chart with B9 added. DMagic Orbital Science. = = = = = = Core Chart with DMagic added. Kerbal Attachment System (KAS).= Core Chart with KAS added. Kerbal Inventory System (KIS). = = Core Chart with KIS added. Kerbal Operating System (kOS).= = Core Chart with kOS added. Kerbalism = = = = = = = = = = = = = Core Chart with Kerbalism added. = = = (Kerbalism Users be sure to read the v2.7 Changelog Notes below) Near Future. (All 7 Packs) = = = = = Core Chart with NF added. MkIV Spaceplane System. = = = = Core Chart with Mk4 added. Missing History = = = = = = = = = = Core Chart with MH added. Planetary Base Systems. = = = = = Core Chart with PBS added. Probe Control Room. = = = = = = = Core Chart with PCR added. RealChute. = = = = = = = = = = = = = Core Chart with RC added. RemoteTech. = = = = = = = = = = = Core Chart with RT added. RLA Stockalike Reborn. = = = = = = Core Chart with RLA added. SCANsat. = = = = = = = = = = = = = Core Chart with SCANsat added. StationPartsExpansionRedux. = = Core Chart with SPER added. TAC Life Support. = = = = = = = = = Core Chart with TACLS added. Universal Storage 2. = = = = = = = = Core Chart with US2 added. USI - Life Support. = = = = = = = = = Core Chart with USILS added. If you use mods not listed its completely fine, they just might unlock at odd times relative to the rest of PBC until I add support. If there are mods listed that you don't use, no worries! This mod ignores making changes to mods you don't have, and none of them are required. If there is a mod you would like to see supported by PBC, click here to make your request and vote on priority of release. The next support patch as decided by PBC voters is: USI - MKS. Development in progress. = = = = = Original Built-For-PBC Contract Pack If you choose to use my contract pack, quick facts you should know: All you need to do to "enable it" is install Contract Configurator by Nightingale. That's it! Another mod by Nightingale, Strategia pairs very well with this contract pack. Highly recommended. This contract pack is purpose built for this techtree, so I'm not releasing it as a separate mod and I offer no support if you try to use it without PBC. The vanilla tutorial and exploration contracts are disabled when running PBC Contracts. Mini-milestones will provide smaller rewards. They will no longer shower us with easy money in the early game! Any vessel you land on a given body that meets all pre-reqs will be a valid candidate vessel to complete the "Return Home" parameter; leaving you to do so at your own pace with any valid vessel you want. PLEASE NOTE: Just like the notice above about Science, I recommend you keep your funds slider at least at 80% if using PBC Contracts. The economy has been overhauled and made much more challenging. You will feel the difference between 100% > 90% > 80%. = = = = = Download / Installation Most Recent Release Post - v2.8 1. You must be using KSP Version 1.6+. KSP Versions prior to 1.6.0 are not compatible. 2. ModuleManager is a dependency that must be installed first. 3. CommunityTechTree is a dependency that must be installed first. 4. If you wish to enable my Contract Pack, Contract Configurator must be installed. This step is optional. 5. Download the latest version of PBC here. 6. If you are updating a previous install, completely delete any folders from your previous PBC install from the GameData folder. 7. Copy all folders contained within the new .zip archive into your GameData folder. If you're here to update your PBC install and you've enjoyed the mod so far, consider hitting this post with a like. = = = = = Donations: If you're feeling generous, you can donate here. = = = = = Recommended Settings Difficulty will always be subjective and you are always free to play how you want. But as a guideline, these are the settings I personally use when I want a challenging Career using my mod: = = = = = For those who love the details: = = = = = Changelog: = = = = = License:
  9. >>> Support me at Patreon if you like the mod! Easy Vessel Switch (EVS) The stock game doesn't care much about the camera stabilization when you switch between the vessels. You can walk in EVA, enter a pod, and end up with a camera looking in the sky. Or you may want to take a closer look at some part of your big station, but the camera focus is bound to the station's center of mass, and the part of the interest is far away form it. This mod can help you solving these troubles! With EVS: ...the camera will stop jumping around randomly. There are two modes of stabilization that allow preserving the view in the scene (switch with F7)... ...you're able to focus the view on any part of any vessel with a simple mouse click (with O hold, it's configurable)... ...a new active vessel can be selected by simply holding ALT (configurable) and clicking on the vessel you like... ...the basic info of a vessel can be quickly seen by simply hovering over it (with ALT hold)... And this mod speaks 4 major languages in case of some of your kerbals are picky in this sense. Demo media VIDEO: Mod overview + tutorial VIDEO: The part focus feature Languages supported Русский Italiano Español 简体中文 Français Support You can support this and the other of my mods on Patreon. This is where I post my ideas, prototypes and the features development progress. Other useful mods for EVA If you want doing EVA comfortably, you really should consider adding these mods as well: Kerbal Inventory System (KIS). Now you can build and upgrade vessels in EVA! Kerbal Attachment System (KAS). Need to link two vessels? Just send out your kerbals EVA! Don't forget to update their inventories, though. Surface Mounted Lights. Too dark for EVA on the other side of the moon? Problem solved with these ambient lights! How to install Recommended: Install and run CKAN. Search for "Easy Vessel Switch" or just "EVS", then install the mod. Occasionally run CKAN client to update EVS (and other mods) to the latest version. If you follow this path, then all the EVS dependencies will be updated automatically. It may save you a lot of time during the update. Manual: Download the ZIP archive: From CurseForge. From Spacedock. From GitHub. Unzip release archive into the game's GameData folder. Verify the installation: the mod's README.md file must be located at <game root>/GameData/EasyVesselSwitch/README.md. Note, that all the names must be exactly like in the archive or it won't work. Sources are available on GitHub. License: Public Domain.
  10. I always thought that science-points lose a lot of their value in the endgame once you have unlocked the entire tech-tree, which is why I made this mod. With Kerbal R&D you can spend science points to improve the stats of the parts you have already unlocked in a career game. At first the investment will be rather small, but the cost goes up exponentially so you will always have a good reason to bring back every last bit of science from your missions. More images: http://imgur.com/a/2J020 License: CC-BY-NC-SA 4.0 At the moment you can improve the following stats: Dry mass of all parts (reduced mass of a part when empty) Atmospheric and vacuum ISP of Engines (improving their fuel efficiency) Fuel flow of Engines and RCS-Thrusters (increasing their maximum thrust) Torque of reaction wheels Charge rate of solar panels Crash tolerance of landing legs Battery capacity Efficiency of Generators (eg RTGs) Efficiency of Resource Converters Safe deployment-speed of Parachutes Maximum internal- and skin-temperature of all parts Fuel pressure (capacity of fuel tanks) The upgrades are tracked separately for each part and vessel, which means any research you do doesn't affect your ships and stations already in orbit. The cost of each upgrade and the improvement it will bring can be tweaked for each part via simple configuration files. You can download the latest version of this mod from GitHub 1.15 (for KSP 1.4.2): https://github.com/mmoench/KRnD/archive/1.15.zip 1.14 (for KSP 1.3.0): https://github.com/mmoench/KRnD/archive/1.14.zip 1.13 (for KSP 1.2.2): https://github.com/mmoench/KRnD/archive/1.13.zip This mod requires the mod Module Manager to work. Please note that this mod is not 100% compatible with other mods which modify parts at runtime (eg TweakScale or InterstellarFuelSwitch).
  11. The work was originally started by russnash37 who gave a permission to take over and extend his project Supported KSP version: 1.2.2, 1.3.0 License: GNU GPLv3 (included) Source code: on GitHub I've tried to make focus on realism as much as I was able to research the subject so the default settings assume that all kerbals including tourists are trained astronauts wearing G-suits. Pilots are more trained than others, of course. The following G-effects are simulated: Blackouts/redouts Loss of color vision a.k.a "greyout" Tunnel vision as G rises Kerbals grunt while they perform AGSM (anti-G straining maneuver) and take a heavy breath after Blood beating in kerbal's ears on redout (wear headphones with good bass and you'll feel it) G-LOC (G-induced loss of consciousness) Kerbal deaths of a sustained over-G G forces have different severity in four directions: upward, downward, backward, forward, so you may find that a kerbal launched in a rocket stands more G than a kerbal piloting a plane upside down on a circular trajectory. Kerbal's specialization also affects how much he can stand. You can use this mod together with KeepFit by timmers_uk. In this case kerbals' fitness will affect their ability to withstand over G effects (supported by G-Effects v0.2.3+ and KeepFit v0.8.3.3+). Download from SpaceDock (for KSP 1.3.0) Download from SpaceDock (for KSP 1.2.2) If you don't have a joystick it is recommended to use with Analog Control Continued mod for the best aircraft experience Installation: Save the old G-Effects.cfg file if you have changed it. Delete previous version of the mod. Place contents of the zip into your KSP/GameData folder. You'll have to enter the config params you have saved manually into the new version's configuration file because it has several important changes. Stock integration: Stock g-meters and notifications correspond to the mod's state. If you don't need them you may disable "Kerbal G limits" in the game's settings, the main mod's behaviour won't be affected. Kerbal experience and other stock g stats are still ignored. Configuration: Configuration of the mod is done via G-Effects.cfg file. Look through it to have an exhaustive description of its parameters. The major parameters of those you can fine tune are: A common kerbal's ability to resist G effects Restrict video and audio effects to IVA mode only Severity of effects of G forces applied from different directions How much specialization help a kerbal to resist an over-G Disable G-deaths and more The sounds are still a little WIP so you always have an option to disable them via config file if you find'em too annoying. Anyway, after trying the mod please respond to the poll in this thread for I knew which way to move further. Would also appreciate any comments or suggestions. Known issues and limitations: G-forces caused by a ship's rotation don't affect because they are not likely to be severe enough to induce any significant effects. Effects are calculated for the active vessel's crew only. You can switch to another vessel and back and have effects applied as if they have just started. Planned features:
  12. So I just found this video...it’s all of the KSP2 pre-alpha gameplay footage we have at the moment. What do you think? - I like the look of the Kerbals and their little animations. -The art style is interesting - it’s somewhere between the old style and the new revamp style. Since this is pre-alpha, it may change, but it’s interesting to see. -The explosions are much cooler than KSP1’s. -I was hoping to see realistic expanding plumes a la RealPlume, but that doesn’t seem to be the case. Of course, it’s pre-alpha so it could change, but if it doesn’t we can count on the modding community to fix it. Overall though, there’s a lot of information that could be gleaned from this!
  13. I think kerbal space program 2 looks stunning. I like the idea of interstellar travel and colonization, but I am worried that we can't keep the freedom ksp 1 had. I would suggest some mandatory things to stay, like the nav ball and all the keyboard controls. Then I would suggest a Gameplay mechanic so we ca place Colonies ANYWHERE. First : launch a factory to the place you want to colonize maybe a beautiful hill or something like that. Second build construction rovers. Third plan your colony, like the way you build bases in subnautica. You can place without you materials but it will only be a hologram. Fourth collect resources, get them to the factory and the let it construct the colony. I would suggest that the modules are built instantly, leaving no room for any time delays that could add micro transactions. I only want to buy the base game and the maybe 2 or 3 dlc's but NO MICROTRANSACTIONS It would really hurt the game. But other than that I am SO EXCITED pls keep up you work!
  14. Hi all, I'm playing KSP EE on PS4, and I'm enjoying it most of the time. However, there is one issue with RCS that really bothers me. When I activate it and use L1+R1 (or L1+R2), instead of pushing the craft only "forward" (or "backward"), it also generates a radial thrust that makes the craft rotate. The craft stabilizes itself right away when I release the buttons, but I'm wasting a lot of monopropellant because of this. Does anyone experience this issue, too? Is it a bug or does it have to do with the craft configuration? Thanks for your help.
  15. Hey Guys, I recently started a game in Career Mode and starting out has been fairly easy but I've run into a contract that I cannot seem to complete. It's a contract where you have to ferry a tourist to their destinations and back. I keep thinking that I need to launch to a particular altitude but each attempt achieves nothing in the way of completion. I haven't unlocked multi crew pods yet so I've had to stack two pods to carry the pilot and tourist. Any ideas how to fulfill this contract? Thanks Wallace
  16. Hey Guys, It occurred to me as I was running the Go For Orbit tutorial that there isn't much about KSP that isn't entertaining and that includes the loading screen. When you think of game loading screens, the word "entertaining" doesn't often enter the picture but in this case, some of the terms are downright hilarious in my opinion. Granted, I've had to ponder some of the things being mentioned but overall, I've chuckled at most of it. Wallace
  17. I currently have a whole bunch of mods installed and have recently updated to 1.7.0 and my parachutes no longer work. When I deploy my chutes and set the full deploy altitude to max it seems fine at first. But when fully deployed they act like they’re not even there. The parachutes do nothing and I end up hitting the ground at ~160 m/s. Ps I don’t have realchutes installed. Any ideas?
  18. Ionic propulsion is useful for making precise movements in space, and can be used to travel to other worlds through techniques that involve periapsis (I do not remember the name of these techniques very well). Ionic propulsion has a very high isp, but a low thrust (just like in real life). In general, the average life of a deposit of xenon is much higher than that of any other fuel for space exploration. However, there comes ionic propulsion becomes useless in many goals. It's just very slow, and the game does not allow you to speed up time (over x4) while the ship is propelling itself. Nor is it possible to program complex and automated orbital motions that would be very useful for ion propulsion drives. This mean that ionic propulsion is finally used for very few things due to its slowness and need the constant attention of the player. KSP should implement warp under acceleration (in space and over x4 speed) and programmed automated orbital movements, at least when using ionic engines.
  19. "SeaQuest KSP" :: Powered by Wild Blue Industries It's time to build that fishing gear. The ocean is becoming even more playable! Carrying the legacy of my "The Spice" mod, this one seeks to attempt to fill a very well known void in KSP and to open another door to (mostly) untapped gameplay opportunities. SeaQuest gives the player more to do with Kerbin's ocean, and adds value to (large) planet mods or large installs thereof. SeaQuest KSP builds upon the Wild Blue Tools core mod made and owned by @Angel-125. Currently, no new parts (specifically, no new part models) are on the roadmap for this mod. Pathfinder is recommended for installation in order to get the most out of SeaQuest. The "Lasso" scoop devices in Pathfinder will be the example fish catching devices. MOLE (Mark One Laboratory Extensions) is additionally recommended for the science aspect and the complete experience. This mod fits right into the subtitle of Pathfinder: "Space Camping & Geoscience," and is not meant to be a full mod on its own, but rather, to only be an expansion. What is a camping trip without catching a few fish and frying them? Unlike "The Spice" (to those who know of and have tried it), mining, traveling and colonization aspects will not be chained down by a single habitable mystery planet and its OP handwavium engine stuff hoping to be found, but will be open to any and every planet mod with worlds capable of hosting life. Fishes will not spawn and be visible and jump around, no. They are merely resources and may occur in any undisclosed number of oceans on varying compatible planets assuming the player has many planets with oceans installed. Gameplay dimensions: Fishing. With RNG! Powered by the WBI OmniConverter module, fishing will actually require a splashed vessel to sit and wait for a solid haul of the chosen category of fish. There will be chances to catch a bonus, catch less, or even none at all. TBA various classes of fish will be select-able and mine-able. Each class may require its own amount or size of time interval between catches. Some classes of fish can or will be common to multiple worlds. Others can be rare and exclusive. Economy Every sort of fish has its price, weight, and amount per tank volume. By default, the tank templates will include a hefty ratio of Water or Classic Stock GrayWater for them to live in, but the water must be added separately when configured in OmniStorage (when available)... There is no penalty to not providing water for the fish but for roleplay's sake and "realism" would you keep fish in a dry, empty tank and expect them to live? Floating and seaside bases become just a little more practical and their harvests can be sold for funds for your career. Some classes of fish will be convertible to life support resources but the conversion process will involve varying fractions of waste output (convenient for buffing Fertilizer production or meeting other edge cases that need waste resources). Science A small host of LDEF-alike experiments focused on fish will be included. Some with very high demands. Most will have clones per unique compatible world for fresh science gathering per unique compatible world. Planned Compatibility Stockalike Station Parts Expansion Redux by @Nertea. (see 3.75m Aquaculture module) Snacks! and Classic Stock by Angel-125 Stock planets (of course) and Outer Planets Mod. Other planet packs are TBD. Supply and Demand by @Eskandare.
  20. Wouldn't it be great if you could set a second or third stage to have an automatic MECO or SECO so you could land a first stage booster?
  21. The Gold Standard! Version 1.5.2 (2017/06/18) (Now with full SCANsat and Galileo's Planet Pack Compatibility!) This mod adds the pursuit of gold and an extremely rare resource called Unobtainium to the game! Gold Ore now appears on planets/moons Gold Ore can be mined and smelted into Pure Gold with the Smelter Return either Gold/Gold Ore back to Kerbin for profit Gold is heavier than Gold Ore, which is heavier than Ore Full integration with Vanilla drills and scanners Vanilla Drills and Surface Scanner available slightly earlier in the tech tree Only 8 parts (Under 10Mb download), low memory usage. Get over that mid-career fund grind in a fun and challenging way! What is Unobtainium? Unobtainium is an extremely valuable resource that generally spawns on high-G and extremely distant worlds. You can mine Unobtainium using the vanilla drills without needing a converter in-situ. Drills mining Unobtainium operate much more efficiently with both a scientist and engineer aboard. Unobtainium is a little more dense than gold, so ensure to bring adequate Dv! Finally a monetary reason to land on Eeloo, Eve, Moho/Icarus, or any of the other seldom visited worlds! This mod is not meant to be an easy cash cow; rather, a difficult alternative to contract spam. There is no gold on kerbin, and be careful when choosing a mining site as only deposits of >2% (mini drill) or >1.5% (large drill) will yield gold ore. The gold ore can be returned for an okish profit, but be aware that gold ore is basically 9/10s ore. So there are obvious benefits to smelting in-situ. The Smelter needs power, cooling, and an engineer to function at its full capacity. Pure Gold is, by design and irl, HEAVY! Feel free to post any working ship/base designs! Note on returning with your space booty: Land near or on the space center to avoid diminished returns. Supported mods: - Scansat - Galileo's Planet Pack Downloads Version 1.5.2 for KSP V3: SpaceDock Available on CKAN! *ModuleManager included and required Planned Features Will be adding one more resource beyond Kerbin's influence Community Tech Tree integration Further Weight/Cost Balancing (need feedback) Change Log Update 1.5.2 •Packaged the latest version of MM to bring the mod upto 1.3 Update 1.5.1 •Complete Compatibility with SCANsat and Galileo's Planet Pack •Changed the way resources spawn on planets (more small concentrated veins, less large low concentrated blobs). Update 1.5 •Improved Weight/Balance/Distribution of resources. It should now be a little easier to make money, and more worth it to make a trip out farther. •Fixed the Unobtainium texture •Cleaned up files •Improved compatibility with Scansat and Galileo's Planet Pack (Thanks go to Jadeofmaar for helping me here) Update 1.4.2 • Fixed stupid typo ftw. Update 1.4.1 • Fixed a value that was preventing unobtainium from spawning in large enough quantities to be mined. Update 1.4 • Finally got of my butt and updated the mod to 1.2.2 • Added Unobtainium • Added support for GPP and Scansat Update 1.3 • Updated to for KSP 1.2 • Fixed a potential problem with unlimited output for both gold smeltery and stock miniISRUVersion 1 Update 1.2 - Updated some part descriptions - Slightly reduced concentrations of gold on Minmus - Made orbital scanner unlock earlier (The satellite targeting gui is disabled until survey scan) - Adjusted Smeltery Output to prevent a very minor exploit Version 1.1 - Cleaned up textures - Fixed radial attachment points - Added Mission Flags Version 1.0 - Release License The Gold Standard is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. This license does not apply to the bundled plugin ModuleManager. This is my first mod so if you have any tips or suggestions don't hesitate to leave a comment below.
  22. Introduction "Kerbal Mods Overhaul" (KMO) is nothing more than a set of patches initially made to cope with the personal desire to simplify/modify a number of very popular mods, MKS in primis, in order to bring a slightly different gameplay experience to KSP. KMO has initially been made exclusively for myself, however, since the number of patches has greatly increased over the time, I have eventually decided to make a public release of this mods overhaul for anyone that may be interested in such a reconfiguration work. Disclaimer This mod is NOT an updated version of MKS-LITE, it should rather be seen as a new gameplay experience for standard MKS (and related mods) with fewer resources, a simplified production-chain, changed part functionalities and full support for ExtraplanetaryLaunchpads resources, production chain, Survey Stations and Workshops. Thus, this mod is NOT a tutorial mod for MKS beginners (that was the main purpose of MKS-Lite). If you just want to play an easier version of MKS in order to get your hands dirty and get to understand some basic mechanics, RoverDude has already implemented an optional patch that allows you to disable the requirement for machinery and get a gameplay experience closer to the one provided by MKS-Lite. In addition to that, this mod does not include any part, asset, config file or anything else from any other mod. Kerbal Mods Overhaul (KMO) is currently WIP. Patches and Changes I would like to make this mod as much configurable as possible, thus, I will try to add any suggestion/request into a patch, either optional or not. Please, ask for patches for supported mods only (see below). You may also ask me to create a patch for stock parts, however, the changes have to be related in some ways to the mods reconfigured by KMO. This is a non-exhaustive list of the main patches and changes applied by KMO (v0.4): You can opt-in or out some patches in order to get a personalized gameplay experience in accordance with your personal taste (PatchManager required). See the individual .cfg files if you want to know more about the part specific overhaul. Example of a fully self-sufficient planetary base below in Spoiler. You can see how the colonization parts have been reconfigured and appreciate the new gameplay design, which allows you to create smaller and easier-to-run bases. Supported Mods Below you can find core and optional mods supported by KMO. Core mods are the ones for which my reconfiguration work has initially been made for and so they have the biggest amount of patches available. Optional mods nicely complete the gameplay experience (you should NOT install them ONLY if you have some serious RAM/hardware issues). Core mods: Modular Kolonization System (MKS) made by RoverDude USI Life Support (USI-LS) made by RoverDude ExtraplanetaryLaunchpads (EL) made by skykooler and taniwha PatchManager made by linuxgurugamer (you need it in order to enable/disable optional patches) Optional mods: OSE Workshop (KIS Addon) made by ObiVanDamme and Aelfhe1m* KeridianDynamics Vessel Assembly made by EleusisLaArwall *If you install this mod, also consider installing Kerbal Attachment System (KAS) and Kerbal Inventory System (KIS), both made by KospY, winn75 and IgorZ. Notice: Always Remember to install all dependencies for the mods you use! Installation You can either: Download KMO from Spacedock and then copy and paste the content of GameData into your KSP GameData folder. OR, Download it directly from CKAN! Notice: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Notice 2: The latest version of KMO (v0.4.1) works only in KSP 1.4+ and with EL 6.0+ installed. Changelog Licensing Kerbal Mods Overhaul (KMO) by 534443 is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
  23. >>> Support me at Patreon if you like the mod! Starting from Beta9 it's OK to use the new parts in the carrier games. Any new version of the Beta build is guaranteed to be compatible with your save games. You're encouraged to use as many parts from the mod as you can. And your feedback is very welcome! The old parts (KAS 0.6.*) will be eventually deprecated. Once the 1.0 version is out, the legacy parts will be in the package for 3 months, but then they will be completely removed. You'll be able to manually install them from CurseForge from the older archives, but any issues will be refused. The only right approach is using the new parts. If you choose to use the old parts, it's your responsibility to make them working. KAS 1.0 is a direct descendant of KAS 0.6.0, but it's not just another version of it. New KAS inherits the main idea of connecting two vessels into one, but does it in a different way. All code has been re-written from scratch, new parts designs were invented, new models developed, and physics has been significantly re-factored. Here are main points in KAS 1.0: All connections between the vessels are physical. They have mass and volume, and they interact with the world's physics. New parts are engineering wise correct. I.e. they look and work as they would behave in a real world (at the extent the game allows it). New KAS should be easy to use by third-parties. Ideally, it should be a no-brainer to create own KAS-like part or interact with KAS from the other mods. KAS API is being developed, and the docs will be published soon (here is the very first preliminary version). Full feature parity with the old KAS is not expected but the goal is to cover all aspects of joining vessels together. Since it's a beta for now avoid using these parts in your main game. While parts design is pretty stable the exact properties may change (e.g. break force or minimum length). Current plan of development TJ-1. Rigid joint part that makes a durable fixed connection to another vessel. DONE. TJ-2. Rigid joint part that makes a durable connection that keeps some flexibility at the connection points. DONE. Extra: TB-60. Rigid joint that designed specifically for towing vessels. DONE. HJ-1. Rigid joint built of two hydraulic cylinders that allow changing length of the link after the connection is done. DEPRECATED. JS-1. Socket to connect with rigid links. DONE. RTS-1.Part that allows connecting vessels at greater distances with a flexible pipe. It doesn't provide any structural strength. Used for transferring resources. DONE. PCB-1. It's a portable cable brace. Basically, it's just a durable rope between two parts: you cannot stretch it but in all other directions the parts can move. DONE. W-1. Light winch. It's a replica of old IW-50 on the new code base. DONE. W-2. Heavy duty winch. It's a replica of old RW-50 on the new code base. DONE. Hooks, harpoons, and magnets are in design stage for now. POSTPONED to the release. Installation Download this binary form Github. Delete old KAS-1.0 folder from GameData folder if any. Unzip folder KAS-1.0 from the archive into GameData folder. KAS 1.0 is totally independent from the old KAS and doesn't conflict with it. You may use both. Some more videos and images Version ZERO (the first prototype): https://www.youtube.com/watch?time_continue=1&v=oNy8LlHSBGo Movie clip demonstrating vessels towing with TB-60 prototype: https://www.youtube.com/watch?v=8u6OJdUlF3M Towing two vessels with the final version of TB-60 (0.7.2 Beta): https://www.youtube.com/watch?v=DpCzKV_13jk Towing multiple rovers with TB-60 and TJ-2: https://www.youtube.com/watch?v=Vyp8b_TgGzk Wire rope part (PCB-1) demo: http://i.imgur.com/usqOO4s.jpg Demo of the initial version of the winch (W-1 part): https://youtu.be/z01Vt18Krms RTS-1 part: https://youtu.be/1LpVFIxZrDE Known issues For issues being worked on see Github pages. Here are some low priority issues that are noticed but not to be fixed for now: In interactive mode link collider is disabled which may result in physics triggering if there was a collision prior to the mode start. TJ-1 and TJ-2 models looks too similar. License New KAS code was created by @IgorZ. The code is released under Public Domain license. Note, that old KAS code is still under restricted license. New KAS models and textures were created by @Shatten and @Enceos. They are released under Public Domain license. Old KAS models and textures (that are still used) were created by @winn75 and are released under Public Domain license for KAS 1.0. See license file for more info. Sources live in the main KAS Github repostory.
  24. I'm finding as I am gaining more hours and experience playing Kerbal Space Program, that I am starting to impose rules, or at least methods of play on myself. For example, I don't like using additional reaction wheels in most aircraft (and I usually turn off stability-except for long distance cruising). I feel like my planes should at least be able to fly with as little aid as possible. That is not an absolute (I break that rule for some of my really weird ones), but it is an ideal. I know some people only play in stock. Others may eschew certain mods or only use mods like Realism Overhaul or FAR that make things harder. So, what is your limit? Are their certain parts you won't use or certain building methods you stay away from? Do you not allow yourself to revert flights? What line (if any) do you draw for yourself and why?
  25. With the work I've been doing on Ship Manifest, and the recent breakthrough in renaming and changing the professions of our beloved kerbals, along with the recent mods that actively manage kerbal professions via other means, I decided to breakout the Roster portion of Ship Manifest and expand it into a new Plugin. Since Ship Manifest essentially deals with Flight operations on a vessel, the Roster Feature always felt like an "afterthought". It was part of the original Crew Manifest, which I used as a basis for Ship Manifest over a year ago, but now with the way Ship Manifest has evolved, it makes more and more sense to separate and expand on this feature. I've already got a working shell running with the base functionality of the Roster in Ship Manifest as my starting point. However, this plugin will not end up looking like a rehash of that. My thoughts are as follows: This initial post will be updated as more info and a definition is added. Alpha (0.2.5.1) on SpaceDock | GitHub. Installation: 1. Remove the RosterManager folder from your GameData folder (if it exists) before installing any new version.. 2. Overwrite your GameData folder with the contents of the archive. Roster manager is KSP-AVC aware, and will be CKAN indexed soon License: CC BY-NC-SA 4.0. Contributors: Papa_Joe, JPLRepo. Source code : http://github.com/PapaJoesSoup/RosterManager WIKI: http://github.com/PapaJoesSoup/RosterManager/wiki Version 0.2.5.1 17 Mar 2018 - Recompiled for KSP 1.4.1 - Fixed: ApplicationLauncher textures no longer render correctly. Increased image size to 128 x 128 to support Unity 2017 compression. - Fixed bug with creating Tourist profession kerbals. Caused endless loop. Version 0.2.5.0 12 Jun 2017 - Changes to re-compile for KSP 1.3 - Added localiztion based on KSP 1.3 localization. English included to start. Assistance welcome for other lanaguages. - Code style cleanup. standardized strings using string interpolation. - Added some more tool tips where needed. Cleaned up Tooltip display code. - Regorganized settings window to support tabbed sections. - Rebuilt List management to improve performance, and revised filtering and sorting. - Revised Rosterlist headers to display active sort field & sort direction. Version 0.2.4.0 30 Oct 2016 (pre-release, github only) - Changes to re-compile for KSP 1.2 Version 0.2.3.0 28 Jul 2016 - Changes to re-compile for KSP 1.1.3 - Added Items to Medical Tab: Kerbal Type, and Roster Status. added validation and warnings to ensure user knows the impact of changing these settings. - Refactored tooltips to improve readability. - Fix bug with Tourist Kerbal Types. Tourist Kerbal Type is now supported. Version 0.2.2.0 21 Apr 2016 - Update mod to work under KSP 1.1. No other changes at this time. Version 0.2.1.0 15 Mar 2016 - Fix issue with Loading/Saving causing errors at space centre. - Fix issue when Kerbals are sacked. - Changed DeepFreeze Integration to use new DeepFreeze wrapper API (no more hard dependency on specific versions). - Added Notes function. There is now one Notes area for each kerbal (2k characters max) to record whatever notes you wish, accessed by selecting a kerbal in RM and selecting the Records tab. Version 0.2.0.0a 06 Dec 2015 - Compatible with new KSP 1.0.5 Kerbal Traits/naming process. - Up to date with DeepFreeze Mod integration. - Fixed Filter tab at top of GUI, and added Frozen filter (if DeepFreeze is installed) - Added Salaries option to Settings, also in settings you can set salaries to be paid monthly or yearly. - Salaries are set via Training - Experience Tab in the GUI. Default value is 10000 funds. - Salaries are deducted monthly or yearly, but if you do not have enough funds then the kerbals who aren't paid will go into a contract dispute mode. - Contract Disputes occur when kerbals are not paid their salary. Each pay period the kerbals who aren't paid will ask for a payrise (which goes up each time they aren't paid). All un-paid salary will accrue each time they are not paid. The user can accept the payrise and the kerbal will continue to work for you. However, this will only occur for 3 pay periods. At the end of the third occurrence of them not being paid the kerbal will go on strike (Become a tourist). Until such time as they are paid all owed money. - A Contracts Window is available to see all kerbals that currently are in contract dispute and allow you to accept payrise, decline (they go on strike). Or if you have funds available you can re-pay them all owed monies and they will go back to work for you. - Each month or year (salary period) funds are checked and if there are enough contract disputes are automatically resolved. - Added KerbalLifeSpanInfo including Age and lifespan processing setting for each kerbal. - If this setting is on all kerbals in the game will age over time and eventually die from old age. - If the Repawn kerbal option is on in the main game settings then they will respawn when the die (but as a new freshman again). - If you also have DeepFreeze Mod intalled then freezing a kerbal will stop the aging process whilst they are frozen. - Each Kerbals age is shown in the Attributes Tab for each kerbal and the main roster list. But the age cannot be changed. - Refactored code, cleaned up code style, standardized variables and usage. If you use DeepFreeze, you will need the latest version above to work with Roster Manager. Version 0.1.0.0 20 Jun 2015 - Initial alpha release - Roster interface based on Roster window from Ship Manifest, but greatly enhanced (sorting, more detail) - In flight controls removed. These will stay in Ship Manifest. Roster Manager will not be visible in Flight scene. - Kerbal manager Tab buttons for various areas to manage. - Support for DeepFreeze cryo canisters. Frozen kerbals are displayed with assigned vessel. - Attributes Tab, contains kerbal editing found in SM. However, all kerbals can be edited. - Training Tab contains ability to edit kerbal skill and experience - History tab contains kerbal's flight history. - KSP-AVC aware and CKAN listed. Roster Manager - Roster list - From the Roster list, you can select the kerbal to manage - Attributes - This section allows you to change the kerbal's attributes (like in Ship manifest, but more control and no limit on which vessel. Will be affected by realism... - Records (career file) - This is where all management functions will reside. In the personnel file we can manage: o Salaries - Kerbals don’t work for free, so some cost for each kerbal should exist. We will pay a salary to each kerbal on the roster, on a Biweekly/ Monthly/ yearly basis, (configurable). Salaries can be adjusted for realism and playablility. o Stats Editing - Editing stats. You can change the Primary profession, name, and other properties of your kerbal. o Notes - A simple editor that allows you to add notes to your kerbal * Training- Training is a means to increase your kerbal's experience through training. Training can consist of time spent away from flight learning specific tasks, or via Simulations such as in HoloDeck mod. - Cross Training (multi Profession) It will be possible to maintain multiple professions. Through training and flights, you can increase a specific profession by selecting that profession for a given flight. o Experience - Experience is gained thru flights. With RM, experience can also be gained thru training on specific tasks and thru Simulator training using HoloDeck. Training will increase the experience level of your Kerbals in the profession for which the training occurs. o Flight / Simulation Log - Flight history and Simulation history will be stored in your Kerbal's personnel file -Vessel flown -Dates of filght -Results -Accomplishments o Crew Performance - Crews that stay together fly better together. It will be possible to improve the performance of a given crew through training and Simulations performed together. Kerbals with more time together will perform better on a given flight. o Accomplishments/Achievements - using Other addons, accomplishments can be gathered and added to your Kerbal's personnel file. o Medals - Medals for significant achievements can be earned. o Medical / Psych - Your Kerbal's abilities can be impacted by their medical condition and sanity. While no insane kerbals are possible (yet), (no suicides, sorry), their mental state will impact their skills. Things like time in space alone, traumatic events like crash landings and such can affect their abilities for certain periods of time. Kerbal Type and Status are now here. Since medical typically approves kerbal for flight status... It made sense to include it here... ther are restrictions to flight status, so if you pick unusual settings, the Medical Team will warn you against these rash choices.... - Recruitment/Termination - It will be possible to hire/fire Kerbals. Fired Kerbals will be removed from the game permanently (Will impact the game save). - Scheduling - It will be possible to schedule kerbal crews and crew rotations, vacations, have impacts to crew due to illness, and medical issues. - Settings o Reputation/Currency o Realism o Scheduling o Recruitment / Termination - Persistence - This Mod will change the game save. This allows the management of many parts of the kerbal's experience, profession, and accomplishments. I'll be placing this in a PDF on the GITHUB site I will be creating to make it easier to read.. The Idea behind this mod is to extend the Kerbal experience, provide some control, and provide an ecosystem around them. I intend to leverage the available mods around this theme, and attempt to maintain compatibility as much as possible. At the moment I'm looking at leveraging and compatibility with CrewQueue, HoloDeck, KerbalStats and other mods. Suggestions and comments are welcomed.Your thoughts/suggestions are welcome. If you can think of a better Name for the Mod, I'm certainly up for discussion on that as well... Thanks!