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Found 12 results

  1. So, I've always wanted a black version of mk1 and mk2 parts to build planes with, because SR-71. And after seeing @stali79's "night" texture work in OPT Legacy, and @Avera9eJoe's Spaceplane Corrections, I've been inspired to make it a reality. So I present my first mod: Back In Black! Adds switchable black textures to stock mk1 and mk2 plane parts (command, fuel, structural, and utility), regular, airliner, and shuttle wings, all areo parts excluding heatshields, fairings and the size2 nosecone, the "Wheesley", "Whiplash", "Panther", "Juno" and "Goliath" engines, landing gear, and the retractable ladders. All parts with texture switching can be found by searching for "stealth" in the part search bar. Please note, this update has depreciated the extra 'black edition' Mk2Expansion parts, instead the base parts have regular texture switching. If you didn't use the "BIB_M2X_replacement.cfg" in v0.2, craft saved with black Mk2Expansion parts will break now. Download from SpaceDock For mod support, download the Back In Black Mods texture pack Requires Module Manager and IFS (Included) Changelog: v0.4 - Added compatibility for Orbit Portal Technology - Merged M2X texture switches into one switch per part (except nosecones, for if you want grey heat tiles) - Added stock RCS, radial chutes, claw, inline docking port, and shielded docking port - Updated Ven's Stock Revamp compat (added ladder bays, RCS, radial chutes, inline docking port, and shielded docking port) - Added some flags designed for black backgrounds - Split mod textures into separate download - Updated included IFS, special thanks to FreeThinker for adding multiple texture switching! - Added optional patch to increase heat radiation of black parts - Changed license to be able to release edited OPT textures v0.3 - Added compatibility for Quiz Tech Aero Continued - Added texture switching to the Mk2 Expansion parts, instead of just replacing the textures - Depreciated the duplicated M2X parts in favor of the texture switching patch - Changed from FS to IFS, in preparation for an upcoming feature - Updated the black-default optional patch, now 1/123rd the size - Bundled MM and IFS v0.2.1 - Fix Elevons v0.2 - Consolidated patch files (delete old BackInBlack folder before installation) - Added black option to SABRE and Vernor engines - Fixed Panther engine switching - Added compatibility for SuicidalInsanity's Mk2 Expansion. Option of new parts with the black textures, or just replacing the white textures with black with no switching. - Added compatibility for Ven's Stock Revamp - Added optional patch to set the default texture for stock/Ven's parts to the black one. - Set firespitter module ID to 88 to avoid conflicts with other stock texture switching mods v0.1 - Initial release License: CC BY-NC-SA 4.0 Known issues: To Do/Future plans: Stock fairings? Mk3 parts, and then maybe Mk3 Expansion too Possibly making stealth versions of other mod parts?!!? Depending on permissions. (AirlineCusine, AirplanePlus, SXT, KAX?)
  2. Everyone's favorite life support in everyone's favorite shapes. View Album This is my first real parts pack, built on the very basics: modified tanks. What it does is provide a set of Mk2 and Mk3 fuselage parts that behave like stem cells. They are useless and merely structural by default but once a life support mod is found they become functional for and thematically tied to that mod. They intend to reduce part count (cargo bays stuffed with little tanks), enlarge capacity and functionality on built craft, and even enable shareable crew-sustaining spaceplanes between LS modded games. I'm unable to use Unity or Blender so I must make do with only custom textures for giving visual distinction to the parts. Manipulating modules I can do fairly well. The custom crew cabin should hold only 2 and it lights up in more places than just the windows. Support is up for: Snacks!, TAC, USI and Kerbalism. Featured Parts: Mk2 2x Long tanks for food/waste/supplemental resources 3x Short tanks for food/waste 3x Inline converters (for USI, one becomes a greenhouse) 2x Rec Centre (2-seat cabins) with hab FX (one of which also has KIS space) Mk3 1x Medium tank 1xShort tank 2x tiny (from the MonoPropellant) tank. One for non-switching consumables and one for waste. 1x Rec Centre (8 seats) with HAB FX and KIS space 3x Inline converters (One of which is always a greenhouse) Known Issues: None yet. Please give feedback. Changelog: This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. You may derive and modify the textures and add parts based on them as you like. If you publish your works for others' use do provide attribution within your download file and download page.
  3. Version 1.7.5 This is a parts pack intended to flesh out the stock mk2 parts lineup by providing new engines, air intakes, and fuselage segments and cockpits in the mk2 formfactor, to give players more options when building spaceplanes and more. All textures are stock textures where possible, using MODEL nodes, so RAM footprint should be minimal. -Command 2 kerbal Inverted cockpit with IVA 1 kerbal Multi-purpose high visibility cockpit with IVA 2 kerbal Mk2-1.25 cockpit with IVA 3 kerbal Mk2 spaceplane cockpit with IVA 1 Kerbal Bubble canopy with IVA -Control Aerodynamic Configurable Monopropellant RCS block Aerodynamic Configurable LF/O OMS block 5-Way heavy duty Mk2 conformal RCS block Roll control RCS chine block Prograde/retrograde RCS chine cap Stability Control RCS and SAS module Monopropellant OMS pod -Air Intakes 1.25m to Mk2 inline air intake Ramscoop intake Mk2 shock cone intake Mk2 precooler Mk2 subsonic circular intake -Engines 'Vector' Thrust Vector Turbojet 'Afterburn' TurboRamJet E.S.T.O.C. Dual-cycle Engine M.A.T.T.O.C.K. Dual-cycle Engine 'Pegasus' Inline VTOL engine 'Siddeley' VTOL engine 'JumpJet' radial VTOL engine 'Wedge' Linear Aerospike 'Pluto' Nuclear Engine 'Rontgen' Atomic Thermal Jet 'Mule' Thrust reverser turbofan 'Spirit' Xenon/Electric Engine 'J.Edgar' heavy VTOL engine "Mongrel" rocket VTOL Engine 'Wirligig' Turboprop Engine 'Boost-O-Tron' Air-Augmented SRB 'Mallet' Air-Augmented SRB 'Sledgehammer' Air-Augmented Ramrocket 'Banshee' VTOL Lift Fan 'Hyperblast' Scramjet -Aerodynamic Chines in three flavors Mk1 scale chine pieces - short, long, and end cap segments for 1.25m parts Mk2 scale chine pieces - short, long, and end cap segments for Mk2 fuselages Mk2 scale chine wing root pieces - chine adapter, short, and long segments -Fuselage and structural Shrouded 1.25m Engine/Docking Mount 2-State 1.25m Aerospace mount Mk2 Tailboom Hypersonic Mk2 nosecone with integrated RCS Nosecap with integrated RCS Spadetail Mk2 to wing adapter Mk2 inverter fuselage Mk2-0.625 tricoupler Mk2-1.25 tricoupler Mk2 short bicoupler Mk2-size2 short adapter T, X, and L hubs Mk2 Structural Tube Mk2 Structural Adapter Short Mk2 Structural Adapter Long Mk2 decoupler Mk2 Service Tank Mk2 Science Lab Mk2 airlock endcap Mk2 Radial Attach Mount Mk2 Long Crew Cabin -Utility Shielded Mk2 docking port Low-Profile Aligned Docking Port Mk2 Service Compartment Mk2 Nuclear Reactor Mk2 radial shrouded solar panel Mk2 nose cargo bay Shrouded Thermal Control System DOWNLOAD -Primary: SpaceDock -Secondary: Github Mk2 Expansion uses as dependencies, and is bundled with, Module Manager, CommunityResourcePack, and InterstellarFuelSwitch This mod is also CKAN indexed Kottabos review: (From Version 1.0) Image gallery: Compatibility This mod comes with Module Manager compatibility/interoperability patches for a number of mods. Connected Living Space Kerbal Atomics RasterPropMonitor ASET IVA props Tweakscale USI Life Support Deadly ReEntry ExtraPlanetary launchpads Ferram Aerospace Research Modular Fuel Tanks Near Future Electrical Community Tech Tree Modular Fuel Tanks Modular Kolony Systems WindowShine For KSPI and users, or if you want RF engine configs, there is a compatibility pack courtesy of ABZB: Link Changelog: Licensing The contents of this mod are distributed a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License' This mod uses the Community Resource Pack, Interstellar Fuel Switch, and Module manager as dependencies Suggestions and feedback welcome. Not seeing a part you want? Have suggestions or ideas for new parts to add? Make sure to post them in the Dev thread.
  4. My original plan was to create a cargo SSTO that could carry 4 large Mk2 bays worth of cargo, land at Mün, and return to Kerbin. This turned out to be a much bigger challenge than I though it would be! As the plane got bigger, it needed more engines, more fuel, then it couldn't land anymore, so needed more engines, more fuel, etc. So I tried going simpler with only 2 large Mk2 bays. Still took quite a bit of trial and error, but I finally did it. As a craft, it's a delicate balance of size, mass, fuel, cargo, and power. 76 tons, 3.5k - 4k ∆v after reaching LKO. How did I do?
  5. Hello all! Im new here on the forums, but I have been playing KSP on and of since the first releases. I'm not particulary good at the game but I enjoy it! Nice to meet you all! I'm enjoying building space planes allot lately, and I try to come up with some cool designs. After playing around and combining parts I came up with an idea for mk2A parts (or something). I realy like the MK2, but would also like to go bigger, but dont like the MK3 shapes too much. So i took out the wacom and made some concept sketches of a larger MK2-like plane. Here's what I came up with for now: I'm happy with the cockpit so far. I think this could go somewhere but I need some help! I'm a professional 3d animator, modeler, texturer, but it would be nice to have some tech realism suggestions while making it look as stock-alike as much as possible. Also I'm new to modding KSP, so I have no clue yet on how to make all parts work. Perhaps Someone (more expirienced) on this forum would like to give me a hand and join me making these awesome plane parts!
  6. So, in my career I have been searching for low cost ways to get crew/cargo into orbit. I do have a functional Falcon 9 replica (no barge), but that still costs money. So, in short I need an Mk2 or Mk1 SpacePlane that can SSTO and dock. However, I do not have the Whiplash, RAPIER, Goliath, Vector, or Aerospike engines. Any tips/designs? Thank in advance!
  7. Please delete the AoATech folder prior to updating New and improved! The MK2 Cockpit expansion has been revamped! Version 1.3.1 is up! See below for changelog. Download on SpaceDock [FOR KSP 1.0.5 ONLY] Download on CurseForge [FOR KSP 1.0.5 ONLY] Grab your pre-release HERE Dependencies - ASET Props ASET Avionics Rasterprop Monitor Mod Compatibility: FAR: I've tested almost exclusively with FAR, I've had no issues as of yet. Please report any issues. BDArmory: Drones have built in AI capabilities. Changelog: Changelog: 1.0: Initial Release 1.1: Revamped textures; redesigned "Cobra" cockpit model; added new 2 seat cockpit "KU-47"; converted textures to DDS; Revamped internals. 1.2: Added new drone cockpit; Replaced "Falken" model with "Falken Intake"; Did some retexturing; Some config polishing; Added MM for FAR and BDArmory; Added craft files. 1.2.1: Added Modified FAR_Config with updated mass values. Thanks to AccidentalDissasembly for the pointers! 1.2.5: Added Parts: - Added 0.625m nosecone; Designed to fit the MK2 Cobra Cockpit - Added new control surface Modified Parts: - Numerous changes to MK2 Cobra Cockpit - Temporarily removed MK2 Cobra normal map Made some small changes to MM configs. 1.3: Added Part: -Added Falken: Spaceplane edition. -1.0.5 update 1.3.1: Added Parts: - Revamped KU47 cockpit. See the "legacy" folder for the old part of you still prefer the older model. - Added new MK1 cockpit modeled off of the F-18 Hornet. - Added F22-ish engine with 2D vectoring capabilities. NOTE: This part requires KM_GIMBAL (Bundled with mod) - Some config changes, nothing too spectacular. - Changed names on some parts, so if your old craft files don't work then, thats why. To Do/Planned List: To Do/Planned List: - Revamp existing internals: Transition to ASET props and remove B9 dependency. - Create internals for MK1 cockpit - Emissive animations for MK22-Vector engine - Consolidate IVA textures for memory savings - Config balancing - Maybe add some new parts. - Upload updated pictures. - I'm open to more suggestions. License:
  8. Anyone aware of a mk2-compliant rover cockpit? Trying to make a rover around a mk2 passenger cabin, and piecing one together from flaps and external seats is a little wonky. Heres a doodle of what I'm talking about: Or something like that.
  9. So I've been building a massive mothership that mostly runs on Xenon gas and the design includes a mk2 ring. I was wondering if anyone has made a mod that adds a mk2 Xenon tank? Even if someone just had the model files without the cfg, that would be fine. I could edit one of the existing tanks but it wouldn't be the same. Thanks for any help, Benji13
  10. It's been bugging me for awhile that, while larger, the Mk2 short liquid fuel fuselage has the same amount of fuel than the Mk1 one. Shouldn't it have a little bit more than that? If it doesn't, there's really no big advantage in using it instead of a Mk1.
  11. so, anybody who uses KSPI knows the pain of waste heat, and nuclear engine users know all about the melting; and don't forget about those high performance scram-jets that get redder than the atmospheric burn around your ship. There are a few good radiator packs out there, but i find they're not very... effective. I'm attempting to make a system that uses electricity (or MW at a higher level), radiators, and air vents, to do high performance cooling for engines, reactors, etc. obviously getting rid of waste heat as well. working on implementing the following parts: - An Engine precooler that also converts physical heat (from a directly attached engine) into waste heat. useful for atmospheric nozzles/turbojets. (1.25, 2.5, mk2. requires electricity.) - A Heat Pump that sucks up heat and waste heat, and redirects it to radiators. (it cools the attached parts significantly, and subtracts a constant amount of waste heat while running. heat will be converted to waste heat. (1.25, 2.5, 3.75) requires MW or eqiv charge)(requires radiators attached to part to run) - A powered vent (basically an engine with no thrust) that cools the attached part and subtracts waste heat depending on the temperature and amount of air added. ideally connected to a precooler and air intake. (0.625(rear), 1.25(rear and inline), mk2(inline). would have two models for 1.25/mk2; one requiring electric charge, one with waaay more power that requires MW (it might have an KSPI arc-jet RCS that only works with atmosphere.). both would count as radiators. these are the missing parts for making reliable heavy SSTO's, or anything with a powerful hot engine. I'm totally imagining these parts just using the stock squad models (and the mk2's expansions precooler) Right now this is no more than jumbled text in a cfg file using stock fuel tanks for parts... Btw, I put this under development because i very well intend to do this myself one i figure out how. any and all help/direction appreciated.
  12. I present to you my newest mod, an SR-71 cockpit that fits MK2 and has an IVA! ATM the IVA still doesen't have props but i'l fix that as soon as I can! In my opinion the model is still a bit rough both inside and outside so expect improvements and TOTAL remodelling in the future! Enjoy! Kerbalstuff DOWNLOAD