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Found 375 results

  1. This is a stockalike parts mod that allows you to create Soviet rockets and spacecraft. The parts are made with the "Lego" frame of mind. They all go together to make a certain craft, but are flexible enough to be used in any other design. Rockets Umanned Craft Manned Craft Misc Image Gallery Downloads Thanks to @DiscoSlelge for the wonderful vectors, he has given more than I could imagine! Old Tantares Old TantaresLV Recolours Translations @TK-313 Russian, Благодарю! @Daniel Prates Portuguese, Obrigado! @DiscoSlelge French, Merci! @fitiales Spanish, ¡Gracias! FAQ Q. Why are some parts missing IVAs? A. A great deal of time and effort required that I sadly do not have. Manned capsules will aim to have IVAs, but larger station parts will have to make-do with placeholders. Q. Why does the Soyuz seat only two? A. It was the case for a long time, but it now seats three! Q. Why are the rockets overpowered? My Soyuz can put 15 tons into low orbit? A. They are balanced against stock parts, as to not be intentionally useless. See here for a better experience courtesy of @pap1723. Q. I only want a certain craft, how do I do that? A. The download GameData folder is split by craft, simply delete what you don't want. Q. Do you have a roadmap? A. No, but if you think something would be a benefit please say! This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  2. EnvironmentalVisualEnhancements - Clouds and City Lights EnvironmentalVisualEnhancements (a.k.a. EVE) is a mod for KSP that adds clouds and city lights. It is highly configurable and a number of other mods provide improved clouds not just for the stock planets, but for other planets provided by other mods. The mod works on KSP 1.3 and KSP 1.4, and older versions are also available. This thread is a continuation of @rbray89's original EVE thread, so that we can continue updates and discussions. Installation The mod is distributed as two ZIP files, one small one which contains the plugin and shaders, and one large one which contains a sample configuration. If you are installing another mod which supplies EVE configurations, such as SVE, you should not install the sample configs. If you use CKAN, select EnvironmentalVisualEnhancements and then choose a config (if only one is available, that one will auto-select). If you are installing manually, download the latest ZIP files from https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases and unpack them into your KSP directory. The zip files include the "GameData" directory and so this should merge with the same-named directory in your KSP installation, such that after installing, your KSP's GameData directory will contain the "Squad" directory shipped with the game, the "EnvironmentalVisualEnhancements" directory which you just installed, and, if you installed the sample configs, a BoulderCo directory. Configs for other mods are generally shipped in their own directories. It is strongly recommended that you use the 64-bit version of KSP when using EVE, especially with advanced configurations. Note that you will not necessarily see any clouds on Kerbin in the main menu. Load a game to check if you've successfully installed the mod. If you wish to install for KSP versions prior to KSP 1.2, see the original thread, but note that there is little support for old versions. Compatibility with other Mods EVE is compatible with most mods, but in particular it is tested to inter-operate well with these visual mods: Scatterer - makes atmospheres realistically "haze". PlanetShine - makes the glow from planets/moons produce ambient light. Stock Visual Terrain - make the terrain detail of the stock planets much better quality. There are also a number of excellent mods that provide advanced configurations beyond the sample ones shipped alongside EVE: Stock Visual Enhancements (SVE) - high quality visuals, recommended for higher-end systems. Para-Sci High-Performance Atmosphere Pack - sleek but still beautiful visuals, even less CPU/GPU demanding than the basic configuration. Be sure to remove the sample configs (the "GameData/BoulderCo/" directory) if you manually install a mod that provides all its own configurations. If installing via CKAN, you will be prompted with what needs removing. If using the Real Solar System mod, you will need different configurations, such as: Real Solar System Visual Enhancements If using the Outer Planets Mods, you will probably want to add EVE for those too, such as: Pood's Outer Planets Mod Visual Overhaul Performance EVE runs fine on mid-range systems. See the alternative configurations above for different performance characteristics. The most expensive effect is currently the volumetric clouds. You can turn these off in the in-game configuration dialog, or by editing the configs with a text editor. Obviously the more cloud layers, the more costly are the effects. By default, only cloud layers within 10km of the camera can produce volumetric clouds. Note that while some outdated information online recommends using the -force-d3d11 option, this is not needed with 64-bit KSP (which you should definitely be using if using EVE), and has been reported to possibly cause memory leaks. Configuration The sample configuration includes a single layer of clouds and city lights for Kerbin and cloud layers for other stock planets/moons as appropriate. You can modify the configuration in-game by pressing Alt-0 (zero), though be warned that this is an advanced feature. If you save broken configs you will need to re-install your chosen configs. There is no undo. Documentation for the config files is currently pending, but note that since EVE-1.2-1, the _MinLight option has been changed. It should be set to 0 (the default) unless you want clouds to glow on the night side (eg. auroras). Also note the relatively new "UVNoise" setting, which allows adding noise to the texture look-ups, either for large animated cloud effects (see Jool), or to mask pixelization in fine detail (see Kerbin). Pretty Pictures and Videos For now, see the original thread for slightly outdated pictures and videos. If you have ones you wish to display here, provided they are short and contain no revenue-generation, just ask. Contributing If you have code changes you would like to contribute to the core plugin or shaders, please submit a Pull Request on the GitHub project: https://github.com/WazWaz/EnvironmentalVisualEnhancements If you have major config changes you would like to contribute, these are probably best supplied to users as an independent mod, in the same way as others listed above like SVE.
  3. Made an Airbus A330 based cockpit with stock-alike textures, any interest? Or suggestions for more cockpits / parts? It does not have an IVA yet, though I'd like to give it a try, haven't tried doing one before.
  4. Zosma Procyon

    Nuclear Jet and Orion mod?

    Are there any up to date mods that introduce either ambient air breathing nuclear jet engines, the kind of things that could be used on Eve, and/or a mod that introduces nuclear pulse propulsion parts in the style of the original Project Orion, not the dinky little capsule. And I prefer mods with as few dependencies and new parts as possible, and no new resources.
  5. ここは日本語対応を希望するMOD開発者と、その作業が出来る日本語スピーカーを結び付ける為のスレッドです。 様々なMODが多言語化の協力を必要としています。お互いに協力し合ってKSPのプレイの幅を広げていきましょう。 ※直訳ではなく、KSPの世界観を活かした日本語対応を目指しましょう。 MOD多言語対応のメインスレッド: 上のリンク先の 「Localization supported; translations needed - Links point to the primary assets in need of translating:」 にリストされたMODのうち「Japanese」と書いてあるMODが日本語対応を必要としています。 ローカリゼーションが必要な行数と単語数も記載されています。 作業手順: MODまたはMODの開発者の要望を確認します。 MODの開発スレッドに書き込んだり、もしくは開発者にDM(PM)して、日本語対応の作業を申し入れます。 このスレッドに、MODの名前と作業開始の報告をして下さい。その内容を私が下の例のように書き込みます。 メインスレッドのリンク先にあるGitHubもしくはテキストファイルから作業を開始します。GitHubでは他の人が作業中かもしれませんので、最新のフォークをチェックしてください。 作業が終わったらMODの開発者に連絡して、このスレッドに報告してください。下の作業状況を更新します。 日本語対応待ちのMOD: ※最新ではない可能性があります。 ※作業用GitHubはメインスレッドを参照してください。 SCANsat - 221 Lines; 3630 Words - Needs Japanese Surface Experiment Pack - 1398 Lines; 17549 Words - Needs Spanish, Chinese, Japanese, Russian Astrogator - Needs Japanese Precise Maneuver Editor - Needs Spanish, Chinese, Japanese, Russian Feline Utility Rovers - 1968 Words - Needs Chinese, Japanese Tarsier Space Tech - Needs Spanish, Chinese, Japanese, Russian Deep Freeze - Needs Spanish, Chinese, Japanese, Russian JSI Advanced Transparent Pods - Needs Spanish, Chinese, Japanese, Russian Explodium Breathing Engines - Needs Spanish, Chinese, Japanese, Russian Ship Manifest - Needs Spanish, Chinese, Japanese, Russian Contracts Window + (Plus two associated mods One; Two) - 66 Lines; 190 Words - Needs Spanish, Chinese, Japanese, Russian Science Relay - 13 Lines; 71 Words - Needs Japanese Connected Living Space - Needs Spanish, Chinese, Japanese, Russian Kerbal Planetary Base Systems - 5916 Words - Needs Chinese, Japanese Critical Temperature Gauge - 20 Lines; ~54 Words - Needs Chinese, Japanese PicoPort - Needs Russian, Chinese, Japanese Action Group Manager Continued - Needs Chinese, Japanese, Russian Galileo's Planet Pack - 613 Lines - Needs Spanish, Chinese, Japanese, Russian Community Tech Tree - approx 1300 words, 153 lines: needs Chinese, Japanese, Russian Near Future Propulsion - approx 2500 words, 238 lines: needs Chinese, Japanese, Russian Near Future Electrical - approx 2800 words, 170 lines: needs Chinese, Japanese, Russian Near Future Construction - approx 2200 words, 160 lines: needs Chinese, Japanese, Russian Near Future Solar - approx 1400 words, 120 lines: needs Chinese, Japanese, Russian Near Future Spacecraft - approx 1200 words, 144 lines: needs Chinese, Japanese Stockalike Station Parts Expansion - approx 1000 words, 84 lines: needs Chinese, Japanese, Russian Cryo Engines - approx 250 words, 25 lines: needs Chinese, Japanese, Russian Cryo Tanks - approx 800 words, 90 lines: needs Chinese, Japanese, Russian Kerbal Atomics - approx 900 words, 40 lines: needs Spanish, Chinese, Japanese, Russian Heat Control - approx 700 words, 59 lines: needs Spanish, Chinese, Japanese, Russian Airlock Plus - 8 Lines; ~25-30 Words - Needs non-stock languages Auto Actions - 17 Lines; ~26 Words - Needs non-stock languages 日本語対応作業中のMOD: e.g) 例 )KSP:EBOSHI SCANsat: EBOSHI 日本語対応済みのMOD: e.g) 例 )KSP:EBOSHI Airlock Plus: EBOSHI Naval Artillery:System: EBOSHI Auto Actions: cakepie 今は基本的な情報しか書いていませんが、順次情報を増やしたいと思います。
  6. (Project files, names, and everything else have all been given to @TrooperTK_0421) Click For Screenshots! Remember to rate FAIRLY! Now Available On CKAN!(not anymore!) CurseForge Link Click This For My Discord Channel for An Easy Way To Post Bugs or Ideas! SpaceDock Link To K.G.R. Completed Star Systems With Planet Names: -Abbadon System --Aphrodite --Icy --Nix --Violetta -Erevate System --Eden --Helios --Sehera -Gargantua System --Edmund's Planet --Mann's Planet --Millers Planet -Nim System --Nothing Yet! -Oblok System --Aelion --Phoenix --Sunflower -Opete System --Hypat --Krush --Krush-B --Poseidon -Osiris System --Ida --Isus --Rocko --Volco -Polaris System --Cite --Hoth --Pandora --Ryla ---------------------- Thanks To: GotBread for updating from 1.0.5 to 1.1.3 _Augustus_ for creating StarSystems config Samio for creating Possible Planet Additions Thomas P. for creating kopernicus Retrograde for creating the amazing logo! Included mods: Kopernicus Module Manager ----------------------
  7. Download Here EVE is bundled, but be sure to check EVE page for updates as i will not be updating this mod often. Pics: (some may be outdated, will get updated as i get good screenies) Features: *Minimalistic design and lack of scatterer requirement (feel free to run it alongside this mod if you like to, just isnt required for this to look good) allows this to run on potato computers. *All planets but Gilly and Bop have atmospheric scatter or glow effects rendered via EVE cloud layers. Colors are generally highly saturated to give a more sci-fi universe feel compared to the more white and washed out realistic style used in most other mods. *Kerbin, Duna, Eve, and Laythe have light volumetric clouds. They are a good balance between thickness and performance, should not cause any real lag. *Most airless bodies have fog/dust effects. Color choice is fairly varied, with some planets having highly colorful fog while others use a more greyish color. Duna has dust storms and Eeloo has blizzards. Particle density is kept to an absolute minimum to keep performance up. While i cannot speak for everyone, my mid range laptop is capable of handling this mod as well as 2 1000 part warships in low orbit around any planet. *Lite edition has no clouds and does not come with the respective textures (use this if you want more performance or prefer to not have clouds like stock scatterer would). Changelog: V-1.4 *Optimized to work alongside stock scatterer (download and install this separately, not packaged with this mod), *Redone or tweaked textures for Kerbin, Duna, Eve, and Laythe. Some new textures, some altered previous textures. *Added uvnoise feature to all major cloud maps to help eliminate jagged edge problems. Not a perfect solution, but it allows lower resolution detail textures and still keeps the cloud layers looking decent. *Few alterations to colors, particle density, ect. *Rain fx added to Laythe. *Mod now broken up into 3 separate files, the base mod (required dependancy), with optional cloud and dust addons. All come in a single zip file, but you can easily pick what features you want. V-1.3 *Huge overhaul of Kerbin, Duna, and Laythe. Completely redone textures (cloud maps, detail textures, particle textures). Detail textures are vastly improved with 2 of em being 4096x4096 to allow a good variety of cloud styles within a single layer without creating obvious tiling issues. *Brand new particle sprites for all planets with a bit more focus on overall quality. *More varied particle maps which makes each planet have a different thickness and level of particle coverage, no more reusing the same detail textures for half the planets. *Many other alterations too minor to bother mentioning, try it out to find out. V-1.2 *New custom cloud maps in 4096x2048 (8192x4096 for Kerbin), unique to every planet. Styles vary from purely sci-fi to semi-realistic depending on the planet for variety's sake. *Three new higher resolution detail textures which are both high res and do not give tiling issues when viewed from far away. Currently textures are for cumulus, cirrus, and a sci-fi one. *Seven new particle textures. Three are for clouds, all of which are wispy in nature and optimized to look good with very low particle density. Four are for the surface effects which vary from some particulates floating around to full blown dust storms. *Few minor color adjustments to improve looks with the new cloud textures. V-1.1 *Improved detail textures. *Minor changes to atmosphere and glow colors. V-1.0 *Initial release. Support: Due to a lack of time in my life i am not offering support of any kind officially. I may or may not update this mod when/if i get time on vacations or whatnot, but i currently have a full time job, family to take care of, and what little downtime i have available i cannot really spend on videogame modding. It was a pleasure working on this mod (and a few others), but for now im officially on hiatus, and as such ive modified the licensing to allow anyone to do anything with the mod or resources solong as it remains freely available for everyone to enjoy (that means no using any of my work to make money without my explicit permission). If you are having trouble installing, please post on the thread, and someone with technical knowledge on the forum should be able to help you. You may use all art assets and parts of this mod as you please, credit is appreciated but its not like im gonna chase anyone down if they dont. You are free to redistribute identical and modified copies of this mod. Also, absolutely no commercial use without explicit permission period, im not making any money on this free mod and neither will anyone else. And liscense for EVE itself which is packaged alongside mod:
  8. This mod adds flames and smoke to certain parts' joint break event. At the moment, these parts include: -anything with "wing" in the name -anything with "fuselage" in the name -anything with fuel or oxidizer as resources. -engines. Download from GitHub Source License: CC0 Author: @BahamutoD Contributors: @jrodriguez @SpannerMonkey(smce) Video by Space Scumbag:
  9. NOTE: PLEASE REPORT ALL BUGS IN THIS THREAD; HIGHLY APPRECIATED; MOD IS FULLY COMPATIBLE WITH 1.2.2, NO UPDATE NEEDED. Disclaimer: 70% of the modeling work and texturing and config writing was done by Nazari1382. All I did was change/add some parts and configs. Any possible additions in the future would still follow Nazari1382's style and use his textures. I'm personally using this mod everyday for various purposes and goals. It provides a very good part collection for extraordinary contraptions, sci-fi 60's style space stations, and ground bases. One can even use for underwater bases on Eve or Laythe or even Kerbin! All in all, it is a perfect part selection for most crazy purposes. Changes to the original part-pack: removed Aurora thruster added 1x1 glass panel removed mk1 orbital enclosure added 4x4 panel added a lot of glass domes added better tri-panel fixed mod directory added flags proper balancing techtree integration glass tube now has fuel crossfeed capabilities replaced glass tube with fresh model compatibility with KSP 1.3.1 TweakScale integration Change log from 1.8 (and 1.9): fully compatible with KSP 1.3.1 new dome model 4 total dome sizes (10m, 3.75m, 2.5m, 1.25m) Download: SpaceDock CurseForge Screenshots: Imgur (old, will update with 2.0 release) License: Creative Commons (CC) 3.0 Original partpack: http://forum.kerbalspaceprogram.com/threads/26641-Glass-Box-Enclosure-and-Glass-panels-mod
  10. Blackline

    [1.4.x] Real Battery v1.4.1

    Hello everyone, i don't like squads idea of batteries. The parts in the game called "batteries" actually behave like capacitors: unlimited re-/charge rates, and low EC storage capacity. My idea of a new mod: increase the available EC-storage per mass, and to keep the balance: a) limit the "fuel" flow rate (if that is possible) or b) convert EC to another type of "fuel" and thus enable some sort of re-/charge rate. I present: Real Battery Imgur album: http://imgur.com/gallery/mb01Z With this mod you get a realistic battery behavior: Charge and discharge rates are limited (dependent on battery tech ie. Lead_Acid or Li_Ion...) and is displayed in the right click menu Charge rate degrades, if the battery comes close to full charge or becomes too hot/cold (see wiki for detailed behaviour); Heat behaviour is customizeable in the cfg file EC range of operation is configurable in RealBattery_mm.cfg file; What this means: Discharge RealBattery until EC is at xx% level, and recharge until EC reaches yy% level. defaults are 10% and 90%. Much higher EC per mass ratio than stock "batteries" Stock batteries are currently cloned and enhanced with the new behavior RealBattery uses Stored Charge (1SC = 3600EC) Fits perfectly in the realism suite of RO, RSS or RP-0. Compatible with Ven's stock revamp mod altering battery models Support for @Nertea's DynamicBatteryStorage DOWNLOAD https://github.com/blackliner/RealBattery/releases and CKAN SOURCE https://github.com/blackliner/RealBattery WIKI https://github.com/blackliner/RealBattery/wiki Required Addons: Community resource pack (not provided) http://forum.kerbalspaceprogram.com/index.php?/topic/83007-12-community-resource-pack-060-new-resources/ Module Manager (not provided) http://forum.kerbalspaceprogram.com/index.php?/topic/50533-12-module-manager-273-november-4th-better-late-than-never/ Todo: Balancing (done some with v1.1.5) Single use batteries (currently lead acid) DONE with v1.1.4 a nice model(currently using stock battery models) charging behavior dependend on soc DONE with v1.1.0 different classes of battery DONE: Li ION with 1.1.2 1.2 upgrade system (lead acid -> li ion -> future...) stock heat system (fast initial discharge, slowdown when getting too hot/cold) DONE with v1.1.1 load balancing algorithm DONE with v1.1.3 License: MIT
  11. kOS Scriptable Autopilot System v1.1.5.2 for KSP 1.4.1 (This is a continuation of the old thread about the kOS mod: ( 1.2.2 kOS scriptable autopilot system ).) [TODO - need to add some nice pictures here tomorrow once I finish going through the release checklist.] kOS (Kerbal Operating System) is an autopilot you script yourself. kOS is to programming, what Kerbal Space Program itself is to rocket science. You don’t have to know what you’re doing to get started, but you may find yourself learning a lot by accident as you play with it. And if you already know a lot about programming, it will still be able to hold your interest. kOS is meant to scale with the skill level of the user. You can start off doing very small simple things with it, and get more and more into using its features as you go. Example: print "Launching". lock steering to heading(90,80). lock throttle to 1. stage. wait until altitude > 5000. lock steering to heading(90,60). wait until altitude > 15000. lock steering to heading(90,45). wait until altitude > 25000. lock steering to heading(90,30). until apoapsis > 80000 { print "apoapsis is " + round(apoapsis,0). wait 0. } lock throttle to 0. // ..etc... What it does kOS introduces a few new parts that each contain a simulated computer capable of running programs written in its own scripting langauge called kerboscript. The computer has powerful smarts built in to the hardware that allow it to do complex spacecraft operations in one command, thus making it possible to make complex programs with only a few lines of script text. The intent of kOS is to be a fully in-game item that lives inside the Kerbal’s universe. The program isn’t running on your own gaming computer, but rather it’s being run in a virtual machine that is simulated in the underlying Unity engine. History kOS was originally begun as a mod by a single author, Kevin Laity aka Nivekk. Although the project has undergone massive changes since then and now has a very different underlying archetecture and is under active development by a different set of people, none of that would have been possible without his original vision and work. Changelog Source Downloading: From Curse From SpaceDock Direct from the GitHub Project
  12. Latest Release Spacedock Source Original mod by: @tgruetzm Continuation by: Angel-125 Snacks was originally published by tgruetzm in August of 2014. It offered a novel and lightweight solution to life support for those that didn't want the complexity of more sophisticated mods like TAC Life Support. Two years later, the game has advanced and while the original author appears to have moved on, it was time to give Snacks an update. Snacks Continued retains the simplicity of the original mod while adding new options. You can configure things like snacks consumed per meal, meals per day, enable/disable recycling, recycling efficiency, and various penalties for hungry kerbals including reputation loss, fines, and partial loss of vehicle control. You can even enable/disable random snacking if desired. Just like with the stock CommNet, the penalties won't brick your mission- or your save. And if you're new to Snacks Continued, please consult the KSPedia. KSPedia images License Source code: The MIT License (MIT) Snack Tin artwork by SQUAD/Porkjet: CC-BY-NC 3.0 Portions of this codebase are CC-BY-NC 3.0 and derived from Taranis Elsu's Window class. Module Manager by Sarbian Installation Delete any previous instances in GameData/Snacks Copy the files in the zip folder over to GameData/Snacks
  13. Beta release now available! Download from CurseForge NOTE: Default light settings in KSP only allow for 8 lights due to the added resource loads lights can cause. To increase the number of lights available, go to Settings/Graphics/Pixel Light Count and adjust it according to your system's abilities. ____________________________________________________________________________________________ Compatible with @Li0n's Crew Light License is: a modified Creative Commons Attribution-NonCommercial 4.0 International Public License and view-able on Curse. ____________________________________________________________________________________________ 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. ____________________________________________________________________________________________ Source Idiot Lights! Read about them in this post Slime Lights Non-Idiot Lights And this is a stock aircraft on the runway with several of the lights attached to give a size comparison. So this all came about because I wanted some lights for a truck. After spending days trying to tie into ModuleLight I finally threw my hands up in disgust and wrote my own partmodule. Features: Works with multiple light sources on a single part using animations. GameObjects (lenses) so designated in the config can have their material color changed to match the light color. This happens real-time in the hangar. As you change the light color, the lens color changes. The color changer takes either _Color or _Emissive colors. GameObject (lenses) off colors - The plan is eventually to animate the lens colors to match the light color animation so that they fade in and out. I'm not there yet. Until such time, the lenses turn off and on during blink and remain on otherwise. The off color can be added in the .cfg file. Blinking lights - Most of these lights can be set to blink. On and Off times have a range of 0.1 sec to 10 sec. These are set via sliders in the hangar. Each light's blink time and blink state is set independently and is persistent Preset colors - Some of the lights on other mods I've seen have this cool blue shade rather than the stock yellow. With this plugin, you get 15 (at the moment) preset colors and the ability to add your own by adding to a dat file in the plugin directory. Preset format is: Color name,RGB.Red,RBG.Blue,RGB.Green I.E. Candle,255,147,41 Current color presets include: Candle 40W Tungsten 100W Tungsten Halogen Carbon Arc Warm Fluorescent Standard Fluorescent Cool White Fluorescent Full Spectrum Fluorescent Grow Light Fluorescent Black Light Fluorescent Mercury Vapor Sodium Vapor Metal Halide High Pressure Sodium Want more colors? Here's a website I found that has lots of them with their r,g,b values. Just add your favorites to the presets.dat in the Plugin folder. Future plans (hopes) Animating lens colors via code to match light colors. GUI menu to make that searchlight rotate and tilt. (done) Create a disco party truck (done) ProTip: To quickly locate these parts, search for Kerbal Electric in the hangar parts list.
  14. Our researchers were digging in the Kerbal History of Space Flight and they tumbled over some long forgotten parts. Thanks to the work of our researchers and engineers here are the old parts from KSP. Download: SpaceDock Curseforge (3.7 available) Github Kerbal Historical Institute 3.7 is here!!! NEWS: - Updated the mod site after a long pause from KSP. It is still mostly working in 1.4 - Kerbal Historical Institute 3.7 is released. - Kerbal Historical Institute 3.6 is released. - Kerbal Historical Institute 3.5 is released. - Kerbal Historical Institute 3.4 is released. - Kerbal Historical Institute 3.3 is released. - Kerbal Historical Institute 3.2 is released. - Kerbal Historical Institute 3.1 is released. - Kerbal Historical Institute 3.0 is released - play with old KSP parts in 1.0. - Kerbal Historical Institute is teaming up with SparkyFox of [THREAD=97074]In With the New and the Old[/THREAD] to incorporate all the old spaceplane parts and aircraft. (That's right, we're incorporating a mod. Where do you think we got that idea from?) - Also new in this update is the Inline Reaction Wheel (from before it was miniaturised), the original Tri-Coupler, the old Rockomax Fuel Tanks, and a three-Kerbal version of the old Mk1 Pod. - Thanks to TheMoonRover we got permission from SQUAD to officially distribute the old Spaceplane parts. - Thanks SQUAD!!! - I hereby announce that the [THREAD=74507]Kerbal Minds Corperation (KMC)[/THREAD] is now sponsoring the mod and that they will help contribute/assist the Kerbal Historical Institute where ever possible. Changelog: 3.7 seanth got the animations working on the landing leg. So it is working now again finally!!! Updated the PartCategories.cfg to include the "newest" parts Added interior views to inline cockpits Made sure Quest mk1-crew3 uses the generic interior 3 space Adjusted attachment nodes on Quest mk1 parts so they don't hover Big thank you to seanth who helped very much. 3.5 Parts added which were lost with KSP 1.4. * TR-2V Stack Decoupler * TR-18A Stack Decoupler * Rockomax brand decoupler * TR-38-D * TR-2C Stack Separator * TR-18D Stack Separator * TR-XL Stack Separator * ROUND-8 Toroidal Fuel Tank * Rockomax X200-8 Fuel Tank (grey) * Rockomax X200-16 Fuel Tank (grey) * Rockomax X200-32 Fuel Tank (grey) * Rockomax Jumbo-64 Fuel Tank (grey) * Mk 1-2 Pod Old Landing Leg still not working properly. Need help for that!!! 3.3 Changes in file structure for CKAN. 3.2 - A couple of engines had their thrust curves changed. - Mk1 Fuselage fuel capacity increased. - A couple of other minor tweaks and fixes. - Added the Mk1 Inline Cockpit from v1.0.0 to v1.0.2 - A secret feature in career mode. 3.1 - Converted .png and .mbm format textures into the .dds format. (Better load times) - Worked for all the part textures bar the oldest tri-coupler. - Fixed a couple of errors in part configs which were flagged up in the debug log. - Put both avionics nose cones in the same folder to avoid duplicated models and textures. 3.0 Added a IWNO and KHI Readme. Updatet parts and ships to work in 1.0. Parts added in Kerbal Historical Institute 3.0: - Mk1 Inline Cockpit, corresponds to Mk1 Inline Cockpit, v0.15.0 to v0.90.0 - Sensor Array Computing Nose Cone, corresponds to CH-J3 Fly-By-Wire Avionics Hub, v0.15.0 to v0.90.0 - 1x6SolarPanels, corresponds to 1x6 Photovoltaic Panels Retractable, v0.24.2 to v0.90.0 - 2x3SolarPanels, corresponds to 2x3 Photovoltaic Panels Retractable, v0.24.2 to v0.90.0 - Advanced Canard, corresponds to Advanced Canard, v0.15.0 to v0.90.0 - Circular Intake, corresponds to Circular Intake, v0.15.0 to v0.90.0 - Engine Nacelle, corresponds to Engine Nacelle, v0.15.0 to v0.90.0 - Radial Engine Body, corresponds to Engine Pre-Cooler, v0.15.0 to v0.90.0 - Ram Air Intake, corresponds to Ram Air Intake, v0.15.0 to v0.90.0 - Standard Canard, corresponds to Standard Canard, v0.15.0 to v0.90.0 - Standard NC, corresponds to Small Nose Cone, v0.15.0 to v0.90.0 - Swept Wings, corresponds to Swept Wings, v0.15.0 to v0.90.0 - Tail Connector, corresponds to Tail Connector A, v0.15.0 to v0.90.0 - Tail Fin, corresponds to Tail Fin, v0.15.0 to v0.90.0 - NCS Adapter, corresponds to NCS Adapter, v0.16.0 to v0.90.0 and maybe some more I frogot. Parts added in Kerbal Historical Institute 0.21: - the Inline Reaction Wheel (from before it was miniaturised) - the original Tri-Coupler - the old Rockomax Fuel Tanks - the three-Kerbal version of the old Mk1 Pod - All old spaceplane parts from the [THREAD=97074]IWNO[/THREAD] Mod Partlist: Here is a list of all included parts, together with the versions in which they were present in the stock game, and the name of the equivalent part in the current version of the game: KSP v. 1.0 The custom part filter organises the parts into the following categories. They have the same names and icons the stock game used from v0.7.3 to v0.17.1 Propulsion > CF-A110 Fuel Tank, corresponds to the FL-T200 Fuel Tank, v0.14.0 to v0.17.1 > CF-A130 Fuel Tank, corresponds to the FL-T400 Fuel Tank, v0.13.0 to v0.17.1 > CF-A132 Fuel Tank, corresponds to the FL-T400 Fuel Tank, v0.7.3 to v0.12.0 > CF-A216 Fuel Tank, corresponds to the Rockomax X200-16 Fuel Tank, v0.16.0 to v0.17.1 > CF-A232 Fuel Tank, corresponds to the Rockomax X200-32 Fuel Tank, v0.16.0 to v0.17.1 > CF-R250 RCS Fuel Tank, corresponds to the FL-R25 RCS Fuel Tank v0.11.0 to v0.17.1 > LT-200 Liquid Fuel Engine, corresponds to the LV-T45 Liquid Fuel Engine, v0.12.0 to v0.17.1 > LT-215 Liquid Fuel Engine, corresponds to the LV-T30 Liquid Fuel Engine, v0.7.3 to v0.17.1 > LT-909 Liquid Fuel Engine, corresponds to the LV-909 Liquid Fuel Engine, v0.14.0 to v0.17.1 > SB-1 Solid Fuel Booster, corresponds to the RT-10 Solid Fuel Booster, v0.8.0 to v0.17.1 > SB-B&W Solid Fuel Booster, corresponds to the RT-10 Solid Fuel Booster, v0.7.3 only > Mk1 Fuselage - Jet Fuel, corresponds to the Mk1 Liquid Fuel Fuselage, v0.15.0 to v0.24.2 > Mk2 to Size 1 adapter, corresponds to the Mk2 to 1.25m Adapter, v0.15.0 to v0.24.2 > Mk2 Fuselage - Jet Fuel, corresponds to Mk2 Liquid Fuel Fuselage, v0.15.0 to v0.24.2 > Mk3 to Mk2 Adapter, from v0.15.0 to v0.25.0 > Mk3 Fuselage - Jet Fuel, from v0.15.0 to v0.25.0 Command & Control > Anti-Spin Module, corresponds to the Small Inline Reaction Wheel, v0.7.3 to v0.17.1 > F.F.M. Module, corresponds to the Advanced Inline Stabilizer, v0.11.0 to v0.17.1 > RV-25 RCS Thruster Block, corresponds to the RV-105 RCS Thruster Block, v0.11.0 to v0.17.1 > Quest Mk1 Probe Core/Command Pod/Original Three, corresponds to the Command Pod Mk1, v0.7.3 to v0.15.2 > Mk1 Cockpit, corresponds to Mk1 Cockpit, v0.15.0 to v0.24.2 > Mk3 Cockpit, from v0.15.0 to v0.25.0 > Mk1 Inline Cockpit, corresponds to Mk1 Inline Cockpit, v0.15.0 to v0.90.0 > Sensor Array Computing Nose Cone, corresponds to CH-J3 Fly-By-Wire Avionics Hub, v0.15.0 to v0.90.0 > Inline Reaction Wheel, corresponds to the Small Inline Reaction Wheel, v0.18.0 to v0.24.2 Electrical > 1x6SolarPanels, corresponds to 1x6 Photovoltaic Panels Retractable, v0.24.2 to v0.90.0 > 2x3SolarPanels, corresponds to 2x3 Photovoltaic Panels Retractable, v0.24.2 to v0.90.0 Structural & Aerodynamic > ALT-F4 Winglet, corresponds to the AV-T1 Winglet, v0.7.3 to v0.20.2 > Sepratron 16B Stack Decoupler, corresponds to the TR-18A Stack Decoupler, v0.7.3 to v0.17.1 > Sepratron 800 Radial Decoupler, corresponds to the TT-38K Radial Decoupler, v0.7.3 to v0.17.1 > Standard Control Surface, corresponds to the Elevon 1, v0.15.0 to v0.24.2 > Small Control Surface, corresponds to the Elevon 4, v0.15.0 to v0.24.2 > Delta Wing, corresponds to Delta Wing, v0.15.0 to v0.24.2 > Structural Wing, corresponds to the Structural Wing Type A, v0.15.0 to v0.24.2 > Structural Fuselage, corresponds to the Mk1 Structural Fuselage, v0.15.0 to v0.24.2 > Wing Connector, corresponds to Wing Connector Type A, v0.15.0 to v0.24.2 > Advanced Canard, corresponds to Advanced Canard, v0.15.0 to v0.90.0 > Circular Intake, corresponds to Circular Intake, v0.15.0 to v0.90.0 > Engine Nacelle, corresponds to Engine Nacelle, v0.15.0 to v0.90.0 > Radial Engine Body, corresponds to Engine Pre-Cooler, v0.15.0 to v0.90.0 > Ram Air Intake, corresponds to Ram Air Intake, v0.15.0 to v0.90.0 > Standard Canard, corresponds to Standard Canard, v0.15.0 to v0.90.0 > Standard NC, corresponds to Small Nose Cone, v0.15.0 to v0.90.0 > Swept Wings, corresponds to Swept Wings, v0.15.0 to v0.90.0 > Tail Connector, corresponds to Tail Connector A, v0.15.0 to v0.90.0 > Tail Fin, corresponds to Tail Fin, v0.15.0 to v0.90.0 > NCS Adapter, corresponds to NCS Adapter, v0.16.0 to v0.90.0 Utility & Scientific > TC-470 Stack Tri-Coupler, corresponds to the TVR-1180C Mk1 Stack Tri-Coupler, v0.7.3 to v0.8.4 > TC-740 Stack Tri-Coupler, corresponds to the TVR-1180C Mk1 Stack Tri-Coupler, v0.8.5 to v0.17.1 > CF-L1 Landing Struts, corresponds to the LT-1 Landing Struts, v0.16.0 to v0.21.1 > Satellite Dish 88, corresponds to the Communotron 88-88, v0.18.0 to v0.21.1 Shiplist: Here is a list of all included ships, along with the game version they were last present in. In terms of structure, they are exact replicas of the originals. Ships listed as reconstrctions were never in the stock game. SPH - Spaceplane Hangar > Aeris 3A (Original), last in v0.24.2 (First Contract) > Aeris 4A (Original), last in v0.24.2 (First Contract) > Albatross 3 (Original), last in v0.24.2 (First Contract) > Ravenspear Mk1 (Original), last in v0.24.2 (First Contract) > Ravenspear Mk3 (Original), last in v0.24.2 (First Contract) > Ravenspear Mk4 (Original), last in v0.24.2 (First Contract) VAB - Vehicle Assembly Building > Kerbal 1A (Demo), only in v0.18.3 (Demo) > Kerbal 1A (Original), a reconstruction of the Kerbal 1A with old parts. > Kerbal 5 (Demo), only in v0.18.3 (Demo) > Kerbal 5 (Original), a reconstruction of the Kerbal 5 with old parts. > Kerbal X (Original), last in v0.17.1 Known issues: 1: The command pod has been made unmanned as there were never any internals made. The parts are edited slightly (name, description, and modules). I did this not only to make them work in the new game, but also so they don't overwrite the newer parts and are a bit different. (You can change all that in the part file). A message from Fiddlestyx: Another thank you goes to the newest member of the Kerbal Historical Institute TheMoonRover who principally contributed in the last update. All credit goes to Squad for the original parts. Part fix by Fiddlestyx, TechTree inclusion & Nodefix by Blspblackdeath, Fuel tank fixed by Nli2work, part fix &TechTree inclusion TheMoonRover, part fix &TechTree inclusion SparkyFox, Landing Leg fix & several fixes senath. Almost every very part of the new update in this rocket: If you like show us your creations with the "new" old KSP parts down below. License: This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
  15. Got a problem with flacon heavy script, its saying "Cannot find sensor for ACC", and sending to this lines of script: SET vertAcc TO sProj(SHIP:SENSORS:ACC, UP:VECTOR). SET dragAcc TO g + vertAcc. //vertical acceleration due to drag. Same as g at terminal velocity What is ACC, and how to fix this error ? KSP version 1.5.1 (macOS), and latest kos. P. S. Its not my script I just download it so don't be very mad for my stupidness.
  16. nathan.k436

    Problem with texture replacer

    Hello, I have a problem, I've installed texture replacer for ksp 1.5.1 and I don't have reflections. I would like to have the same reflections as texture replacer replaced for ksp 1.3.1. Can you help me ?
  17. About: I wanted to create a skybox for another eye-candy oriented game: I had fun creating one with Space Engine, so I decided to make a few more. This is the result. Installation instructions on SpaceDock. NGC 3115 Central Black Hole Album with more images You very rarely see black holes in skyboxes. I decided to give this massive one a shot. This is a real place in the universe: In this skybox, you orbit a star near the Central Black Hole of the galaxy NGC 3115. You can visit it in Space Engine by pressing F3 and searching for the 'Spindle Central Black Hole'. SpaceDock Download Between the Stars This one emphasizes the vast amount of space between the galaxies (Milky Way + Magellanic Clouds). This is a real place in the universe: In this skybox, you orbit a lonely star which ended up in the vast emptiness of space near the Milky Way galaxy. You can visit this place in Space Engine SpaceDock Download SN 1006 Nebula (3 Versions!) Comparision Pics: As colourful isn't everyone's taste, I included the unedited file and a darker one. This is a real place in the universe: In this skybox, you orbit a star in the SN 1006 nebula (the remnants of a supernova inside the Milky Way galaxy). You can visit this place in Space Engine by pressing F3 and searching for SN 1006. SpaceDock Download Large Magellanic Cloud - New! More pictures: This is a nebula inside the Large Magellanic Cloud. (A nebula inside a big nebula, and you can even see the Milky Way from up here!) This is a real place in the universe: In this skybox, you orbit a star in a nebula inside the Large Magellanic Cloud. You can visit this place in Space Engine Also, this one's a bit rushed. Tell me if something's wrong and needs to be changed. SpaceDock Download More Skyboxes Coming Soon I need to find more good scenery; I'm waiting for Space Engine to update to version 0.9.9.0: They are experimenting with volumetric-based nebulas (SO MUCH IMPROVEMENT ) and you can even edit and create your own nebulas!!! In the meantime, I also found out about Spacescape. Now I just need to learn how to use it. You can donate me to buy me coffee so I work faster. (But I unfortunately still have to wait for Space Engine to update) License All Rights Reserved.
  18. AoA Technologies Development Thread Changelog: v.1.4 "Alpha Strike" - Configuring, testing, etc. - NEW COCKPIT! Su-57 cockpit, internals still pending. - Heavy bugfixing (Including engine starting by itself). v.1.3.9.1 - Minor bugfixing before major update at christmas - 1.2 support discontinued. Version still availaible - 1.3.1 supported - Curse discontinued v. 1.3.9 "Low Pass" - Updated for 1.3 - New fin texture - New internals - Some new textures - New engine FX v. 1.3.8 "Mach 1" - Everything works v. 1.3.8 pre - Bugfixing - New interior for Tucano cockpit - New Bronco cockpit - New FlyPit - Messing with props - New agency logo, more intuitive v. 1.3.7 "Afterburning" - New Afterburning engine FX - Fixed Falken RCS bug - MiniAVC compatibility - Changed Tech Required for some stuff - Full compatibility with 1.2.2 v.1.3.6 "Sonic" - Minor bugfixes (Internal transmitter, BD Armory compatibility, and other misc stuff) - Custom ScienceDefs : Electronic report to replace crew report on drones - New AoA Technologies Agency - Hawk cockpit FLIR ball working. - Fixed not showing & textures bugs Requirements - RasterPropMonitor - Aset Props & Avionics (Included Spacedock) - Firespitter Plugin - ModuleManager Plugin All requirements are included on the GitHub release Credits to @nli2work for props used. Licensed under CC-BY. Thanks to @linuxgurugamer and @gomker for helping me with latest release's bugfixing DOWNLOADS Also available via cKan >FOR 1.2.X (Discontinued) CLICK HERE< Get old KU34 texture here. Delete the old folder and replace. Source I and martinezfg11 are open to suggestions Album Hope you enjoy it. => @martinezfg11 Is still working on the mod. Licensed under CC-BY-NC-SA 4.0 Parts: (coming soon)
  19. Dear Mod Makers, if you want to find a translator for your mod quickly - please just leave a message in English in >this< thread with instructions and feedback way. Thanks! KSP tiene ahora oficialmente compatibilidad con la localización de varios idiomas, por lo que nuestros modders están tratando de convertir sus trabajos en una versión multi-idioma. Este tema está diseñado para ayudar a la comunidad modder a completar más rápidamente la localización correspondiente, con el fin de permitir un mayor círculo cultural de jugadores que puedan obtener la versión nativa de cada país. Si desea participar en la traducción oficial de mods - ¡entonces esta es tu oportunidad! Enlace a la Página Principal Multi-Idioma Cómo ayudarles: PASOS. 1 - Información sobre solicitudes: 1.1 - Vaya al tema global en este enlace. 1.2 - Encuentre sección de eventos "Localization supported; translations needed", donde exista "Needs .... Spanish". 1.3 - O en la misma sección, fijarse que, aunque aparezca "Needs .... Spanish", puede que ya se esté tratando como indica este post en el segundo punto en ROJO. 1.4 - Puede comprobar si esto es correcto en la misma aplicación del modder. (en la parte superior derecha de la página de GitHub, haz clic en el icono del número situado junto al botón de la horquilla/fork para ver quién ha copiado el reporte de GitHub). Si alguien más ya está trabajando en una traducción siempre puede proporcionar ayuda con la edición y las correcciones, o dividir el trabajo para mods más grandes. 2 - Contactar con el propietario: 2.1 - Haga clic en el enlace que encuentre, o 2.2 - Ir al tema de desarrollo del mod (development), y dejar un mensaje allí, o 2.3 - (Si lo anterior no está disponible), por favor, póngase en contacto con el desarrollador a través de mensajes personales. 3 - ¡Traducir! 4 - Informar: 4.1 - En el tema global, que la traducción ha terminado. 4.2 - En este tema, ¡para que se le marque como intérprete merecido! Mods buscando traductores en ESPAÑOL HideEmptyTechTreeNodes - 30 Líneas aprox - Necesita español Kerbal Field Weapon Pack - 800 Líneas aprox - Necesita español Kerbal Impact - 94 Líneas aprox - Necesita español KSP Progess Parser - 7 Líneas aprox - Necesita español Mark IV Spaceplane System - 115 Líneas aprox - Necesita español Mk2 Expansion - 330 Líneas aprox - Necesita español Mk3 Expansion - 242 Líneas aprox - Necesita español NovaPunch Rebalanced Beta - 549 Líneas aprox - Necesita español ScienceLabInfo - 35 Líneas aprox - Necesita español SXT Continued - 1390 Líneas aprox - Necesita español The SSR Microsat Probe Parts - 135 Líneas aprox - Necesita español Universal Storage II - 400 Líneas aprox - Necesita español XTLandertron - 40 Líneas aprox - Necesita español Mods en proyecto Community Real Agency Pack por @fitiales Mods traducidos en ESPAÑOL (aún no lanzados por su autor - disponibles en GitHub temporalmente) Surface Experiment Pack por @fitiales (se pueden obtener los 5 archivos en este LINK y copiandolo a un archivo .cfg hasta su salida) Near Future Aeronautics por @Janderklander (se puede obtener pinchando en este LINK y copiandolo a un archivo .cfg hasta su salida) Interstellar Fuel Switch - por @Janderklander (se puede obtener pinchando en estos links (1 y 2) y copiandolo a un archivo .cfg hasta su salida) StationScience por @fitiales (se puede obtener pinchando en este LINK y copiandolo a un archivo .cfg hasta su salida) Galileo's Planet Pack por @Janderklander (se puede obtener pinchando en este LINK y copiandolo a un archivo .cfg hasta su salida) Action Groups ReExtended por @Janderklander (se puede obtener pinchando en este LINK y copiandolo a un archivo .cfg hasta su salida) Cormorant-Aeronology por @Janderklander (se puede obtener pinchando en este LINK y copiandolo a un archivo .cfg hasta su salida) Mods ya traducidos en ESPAÑOL Airlock Plus por @GonDragon Antenna helper por @fitiales Astrogator por @Deltathiago98 Auto Actions por @fitiales Action Group Manager Renewed por @fitiales AllYAll por @fitiales AviationLights por @fitiales B9PartSwitch por @fitiales BDArmory Weapons Extension por @Next_Star_Industries BDArmory Continued - por @fitiales Critical Temperature Gauge por @fitiales Cryo Tanks por @fitiales Community Tech Tree por @fitiales Cryo Engines por @fitiales Connected Living Space por @Deltathiago98 Community Resource Pack por @fitiales Contracts Window + por @fitiales CommNetVisualisation por @fitiales Deep Freeze por @fitiales Dr. Jet´s Chop Shop por @fitiales DockRotate por @fitiales Explodium Breathing Engines por @fitiales Easy Vessel Switch por @fitiales Feline Utility Rovers por @bice Fenrir Launcher Pack por @fitiales Heat Control por @fitiales Interstellar Hybrid Rocketry por @Janderklander JSI Advanced Transparent Pods por @fitiales Kerbal Science Innovation por @fitiales K.I.S. por @fitiales Kerbal Planetary Base System por @fitiales KSPDev Localization Tool por @fitiales K.A.S. por @fitiales KSP Interstellar Extended por @fitiales Kerbal Atomics por @fitiales KerbalSports por @fitiales Koose (escape pod) por @fitiales Luna Multiplayer (LMP)-Beta por @Dagger Naval Artillery System por @fitiales Near Future Propulsion por @fitiales Near Future Electrical por @fitiales Near Future Construction por @fitiales Near Future Solar por @fitiales Near Future Spacecraft por @fitiales Near Future Launch Vehicles por @fitiales Nehemia Engineering Orbital Science por @fitiales PicoPort por @fitiales Precise Maneuver Editor por @Deltathiago98 PatchManager por @swjr-swis Precise Node Continued por @fitiales REKT Escape Pod Mod por @fitiales ResearchBodies por @fitiales RLA Reborn por @fitiales RoverScience Continued por @fitiales SCANsat - dev version por @Deltathiago98 Science Relay por @Deltathiago98 Ship Manifest por @fitiales SmartTank por @fitiales Speed Unit Annex por @fitiales StageColorPlugin por @fitiales Stockalike Station Parts Expansion (obsoleto. solo hasta 1.3.1) por @fitiales Stockalike Station Parts Redux por @Janderklander SuitRefuelPlugin por @fitiales Surface Mounted Stock-Alike Lights por @fitiales Tarsier Space Tech por @fitiales TAC Life Support por @fitiales Toolbar Continued por @fitiales Talisar Parts por @fitiales Tantares/LV por @fitiales Tokamak Industries Refurbished Parts por @fitiales Vostok Continued por @fitiales Warp Plugin por @fitiales
  20. THIS IS NOT ANOTHER VERSION OF CUSTOM ASTEROIDS. IT IS COPYRIGHTED AND I DON'T KNOW HOW TO CODE LIKE THAT. Hey all, this is my first mod. It's a planet pack that I have been working on for the past few days. I created it because I noticed the lack in mods that provide smaller celestial bodies in the Kerbol System. It adds a few small rocks similar to Gilly, Bop and Minmus (A few smaller!). It will attempt to provide you the gamer with greater challenge. Sorry of the lack of info, I did this in a rush. REQUIRED MODS: Kopernicus Module Manager SUGGESTED MODS: Outer Planets Mod Trans-Keptunian (Look at the final post, it is a version that works with 1.3.0+) What ever mods help you transverse the Kerbol System Pics: Plans: Another asteroid for Eve Moho asteroid Comets Rogue comets and asteroids for extremely experience players Trojans Trans-Neptunian objects (like TK, but different) Capabilities with OPM + TK and maybe KSS and GPP. This is unlikely, as I plan to make more planet packs. Make some Dres-like bodies, not weirdly shaped. Download © CC-ND-SA-DC
  21. With kind permission of @blizzy78 , and continuing on from his excellent work, I've taken on this plugin which is otherwise essentially the same as before This is a minimalist plugin that allows to adjust the ambient lighting on the fly. This should come in handy when you can't see your docking ports because you forgot to bring lights. It should also be useful to Youtubers and streamers that want to brighten things up a bit for their viewers. This plugin optionally supports Toolbar Plugin version >=1.7.0 (no longer bundled with the download - don't forget to grab it separately if you want it) How to Use You have two settings you can toggle between. To adjust the ambient lighting in the current setting, click on the toolbar button to open the slider. Then drag the knob of the slider around. Click the toolbar button again to hide the slider. To reset the ambient lighting in the current setting to KSP default levels, right-click the toolbar button. To switch to the second setting, click the toolbar button using the middle mouse button. Each time you click using the middle mouse button, you toggle between those two settings. Both settings are persisted between scene changes and KSP restarts. Download Ambient Light Adjustment Plugin :- Github KerbalStuff Spacedock Source code on GitHub: https://github.com/timmersuk/ksp_ambient_light 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. Change Log 2.6.3.8 - Rebuilt for KSP 1.3.0 2.6.2.7 - Applied fix for toolbar wrapper assembly parsing 2.6.1.6 - Rebuilt for KSP 1.2.0 2.5.8.5 - Rebuilt for KSP 1.1.3 2.5.7.4 - Rebuilt for KSP 1.1.2 2.5.6.4 - Rebuilt for KSP 1.1 2.5.6.3 - Added tooltips to Reset and Toggle buttons. Added Null pointer check around RemoveModApplication when destroying button. Updated assemblyinfo version. 2.5.6.2 - Changed default position when using stock toolbar. Save slider position to settings.dat. 2.5.5.2 - Added buttons for toggling between setting A and B, and for resetting current setting to default ambient level. Fixed proliferation of spurious applicationlauncher buttons after changing scenes. 2.5.4.2 - Rebuilt for KSP 1.1.0 prerelease Added support for stock applauncher 1.5.4.2 - Rebuilt for KSP 1.0.5 1.4.4.2 - Rebuilt for KSP 1.0.4 [*]1.4.4.1 - Rebuilt for KSP 1.0.3 1.4.3.1 - Rebuilt for KSP 1.0.2 1.4.2.1 - Added toolbar button on spacecenter scene. 1.4.1.1 - Rebuilt for KSP 1.0.0 1.3.1.1 - Fixed incorrect mod name in AVC version file. 1.3.0.1 - Switched to timmersuk fork - Updated for 0.90.0 - Switched to KSP-AVC/mini-avc for versioning - no longer retrieves current version from blizzy.de 1.2.0, 2014-08-21 - The plugin now also works in the tracking station. - The slider will now auto-hide automatically after a few seconds of inactivity. - The toolbar button is now only accessible in the relevant game scenes rather than all game scenes. 1.1.3, 2014-07-27 - The plugin now does an automatic update check, and also gets KSP versions from the update check server. In case the currently running KSP version is one of those versions, the plugin will not complain about being incompatible with this KSP version. This saves both players' and the plugin author's time. - Updated for KSP 0.24.2 and Toolbar Plugin 1.7.6 (included.) 1.1.2, 2014-07-18 - Updated for KSP 0.24.1 and Toolbar Plugin 1.7.5 (included.) 1.1.1, 2014-07-18 - Updated for KSP 0.24.0 and Toolbar Plugin 1.7.4 (included.) 1.1.0, 2014-03-06 - Added the ability to toggle between the current and the previous setting by clicking the toolbar button using the middle mouse button. - Both settings are now persisted between scene changes and KSP restarts. 1.0.0, 2014-03-05 - Initial public release. The Ambient Light Adjustment plugin is licensed under the GNU GPL v3.
  22. As from 2018-0606 and under @jandcando agreement, I'm the New Management(TM) for Impossible Innovations. From now on, it's all my fault. In a Hurry: Source: on GitHub Releases: on GitHub on SpaceDock on CurseForge Old thread: on Forum. Current Release: 0.8.8.2 (beta) ChangeLog: here. TODO list Next Release: 0.8.9.x (God knows when! ) Introduction: Impossible Innovations is a parts pack for KSP that adds some late-game parts based on fusion. Eternal Working In Progress. Here's the rundown: The mod adds several engine types that run off of deuterium. There is also a powerful RCS system driven by tritium. The reaction wheels also use tritium. Other all-around useful parts are added like the dead weight, different strut varieties, better parachutes, etc. Part Information: A little bit of useful info on how Impossible Innovations alters the tech tree: Impossible Innovations uses ModuleManager to place additional nodes to the tech tree. So if other mods do likewise, the possibility exists that there may be overlapping nodes, but no functionality would be lost. There is some basic integration with the Community Tech Tree, so don't worry about compatibility issues there. Some Pictures: Here. Known Issues: Working on it. Please be patient, I'm pretty sure I'll be able to break something soon. Credits: Contributions From: JandCandO (for creating this mod at first place!) Dungchunker (For creating the amazing blue models you see) Baconator900 (For previous efforts as one-man testing team) Lando (For creating Part Generator) And future new features/bugs/mishaps from yours truly. Legal Stuff:
  23. The Cuttlefish Empire

    [1.3.1] Imperial Planet Pack v0.6 [Alpha]

    IMPERIAL PLANET PACK Hundreds of thousands of years after the star Azure passed by Kerbol and deposited a wealth of new planets in the system...such as Olu'um, Quarta, and Scorch...a second star passed by: Helios. It was dragged along by Azure, and passed by the severely altered Kerbol system and changed the already shaken and unstable planets a lot - it effectively "stole" all of the Kerbol planets, rendering their orbits skewed and the planets very different. The Voluxian Empire, from around Olu'um, meanwhile, was going out and colonising all the planets they could: after they got the technology to escape Olu'um, they felt an insatiable drive to spread their kind around the solar system, planting colonies on any planet they could, regardless of whether or not it was feasible. One day, however, they discovered another civilisation in the solar system: on Gaia. They quickly subjugated the population and made the Gaians do the Imperial bidding... APOLLO Apollo, formerly known as Moho, was once a nicer place: brown and airless, rather than with reddish orange colouration and fiery air: with oceans of lava to top it all off. After it captured a small planet that was orbiting Helios, the initial stages of its rings were formed from the debris created from the tidal forces of the two bodies. However, Apollo's new proximity to the sun rendered any moons unstable in their orbits: as such, it crashed into the planet, heating it further and creating the remainder of the ring. Now, the only remnant of this moon is a small chunk of lava orbiting Apollo in an inclined, eccentric orbit... Meanwhile, the Empire was colonising Apollo. Although it was very hot and hostile to life, they nevertheless tried: the components for an atmosphere and oceans were shipped there at great expense to initialise the terraforming process. They managed to get an atmosphere to retain its mass...though it was of such a high pressure that only Voluxians could go outside, not their Gaian servants. After an atmosphere was established and a dense ozone layer were implemented, water was added into the mix. Small oceans formed, but most of it went into the atmosphere. When the small moon crashed into the planet, it vaporised the oceans and a lot of the material on the planet, creating the dense cloud layer currently present and reducing the entire surface to slag for a while. It eventually cooled down enough so that land could form; however, lava still covers a large amount of the surface today. All traces of the colonists were melted with the surface.... THANATOS Thanatos was once known as Eve...until the Voluxians came with their names and made it Thanatos for all intents and purposes; it is significantly different from how it used to be, though: rather than a scalding hot, toxic planet with very high gravity, it is now a hot, high-pressure planet with very high gravity. The introduction of a species of bacterium specialised at breaking down the toxins found in Thanatos's atmosphere converted it into a planet well-suited for colonisation, at least relatively speaking; considering that planets like Apollo existed, it was a mean feat to be considered viable. The conversion increased the liquid component of its oceans and reduced the gaseous, accounting for its lowered atmospheric thickness and increased sea level. The differences in terrain were due to geological activity from the tidal influence of its recently captured moon of Theristis - this airless, bluish grey body is a beautiful sight to see in the crimson sunsets of Thanatos. Theristis was a minor planet in the Helios system, and the large sphere of influence of Thanatos resulted in it being captured. Unlike Apollo's captured moon of Leto, this did not lead to any disastrous consequences for the fledgling ecosystem on the planet below. TERRA Terra. Once known as Gaia, it has undergone drastic changes since the Voluxians first came and turned it into a planet of factories and mines in order to fuel their ever-voracious machine of expansion and colonisation. The ice caps have partially melted, oceans have flooded some of the terrain, vegetation has rebounded since the Empire - the majority of the planet is covered in lush forests of green, save those areas particularly devastated by the fires of industry: the massive, hot deserts encompassing the remaining land. Its moons have not changed much over the years: Luna has undergone some tidal shifting from the passing of Helios, making it somewhat different in terms of look, but fundamentally it is little different from Gol, other than of course the cooling of its crater. Selene's "goo" oceans that it had while it was called Gullis have also mixed back with the rest of the moon, rendering it more alike Minmus than Gullis, but more bluish. (note: I may make Luna [SEKRIT REDACTED NEFARIOUS PLANS FOR LUNA], but for now, it is simply the Mun but slightly different) Now that the Empire has crumbled and all their technology decaying in old fortresses, the Terrans are free to explore the solar system once more... ARES Formerly Duna, and now Ares, this body was one of the successful colonisation attempts of the Empire: unlike Thanatos, however, life on this planet flourished - the red inland of Duna is still present, however, due to the fact that the soil more distant from its oceans is less rich in nutrients; however, life will eventually spread there. Terrans, during the Imperial era, were not allowed there. It was a purely Voluxian world, the centre of their bureaucracy outside of Olu'um. As such, the legends of beautiful, strange forests under a red sky are prevalent in Terran culture from a lack of any ability to actually see the surface. For the first time in recent history, Terrans now have the ability to get to Ares and its beautiful moon Stratos. KYVERNITIS The original name of Kyvernitis has been lost, but it still retains the characteristic green colour it had in times of old; its moons, however, have changed drastically due to the influence of the terraformers of the Empire. Erimos, known once as Laythe, was crashed into by Bop; Bop disintegrated and Erimos lost its water - the only reason it still has an atmosphere is the Empire. Insula, however, was more successful. By melting the ice in the surface and adding an atmosphere, a cold, archipelago world with a band of life around the equator was created...and then Nova: the pride and joy of the Empire. A desert and forest world, temperate, perfect for life, it was used as a vacation resort for the most wealthy of Voluxians; the government was already established on Volux, Terra, and Ares, so they saw no need to set up on Nova...but it truly is a perfect homeworld for life: hence its name, the Voluxian word for "New". This planet pack is meant to be a continuation of the GPO planet pack by Gameslinx (link down below this) and all of his amazing planets, along with the stock ones. THIS IS A DEVELOPMENT THREAD, AND UNTIL I HAVE SOMETHING TO SHOW FOR EACH STOCK PLANET, I WILL NOT CONSIDER THIS A MOD IN A RELEASE WORTHY STATE, AND EVEN THEN PROBABLY NOT. The order of releases is roughly established: Pre-Alpha is all the stock planets established; Alpha is all the GPO planets established; Beta is all of the stock planets well made; and Release is all GPO planets well made. As of right now, it is in an alpha stage. Enjoy! Screenshots: GPO: Credits: @Gameslinx for inspiring me to make planets, providing advice and help, and just being an overall great influence on how this pack came about; @GregroxMun for yelling at me when I did dumb things with the mod; @Galileo for providing the skybox textures; ThomasP for creating the Kopernicus plugin, without which this mod would not be possible; rbray89 for making EnvironmentalVisualEnhancements, which allows the awesome clouds on Apollo to be a thing; blackrack for making Scatterer, which just makes everything work so much more well; and @JadeOfMaar for recommending things to do, and how to do them better. Thanks all of you TIMELINE: 09/04/17 - 11/14/17: Stock Replacement Making 11/15/17 - [tbd]: GPO Replacement Making Discord for people telling me what to do and how to do it better than I could on my own (also Gameslinx's discord is this one so thats cool): Screenshots: Album a/CbI6Q will appear when post is submitted IMPORTANT: READ THE README IN THE MOD FOLDER!!!
  24. A splinter faction of the renowned Tantares Space Technologies company, started in the backyard of an ambitious defector, this foundling space agency is slowly growing to become a competitor with the big boys. Q & A: Q: What is "Notantares Space Industries?" A: "Notantares Space Industries" is a mod intended to expand upon the extremely diverse and popular mod Tantares (Much like CONTARES does), including spacecraft and/or rockets that are not included in the main mod (eg: The "Big Soyuz," etc.), as well as various other additions. It is designed to be completely independant from Tantares, so that those who aren't using it can still use the Notantares Space Industries series of mods. Notantares is designed to be released in a series of "mini-packs," much like SXT used to have its own mini-packs, so that those who only want a specific selection of parts can just download those parts. However, it is, most importantly, not Tantares! Q: Can you add X, Y, and Z into the game? A: Thanks for the suggestion! I'll try to expand the mod to include these, but there are priorities. Q: Can you add IVAs? A: I will try to give IVAs to command pods, but for any large station parts, they'll have to wait. Mods: Big Soyuz "Big Khleb." Please Note: The above picture is outdated; The Big Soyuz mod now includes way more rocket parts, and with updated normal maps. DESCRIPTION: "Big Khleb" is an advanced crew transportation spacecraft capable of holding up to 6 kerbonauts, and is unlockable in the mid-to-late tech tree. It is designed to be able to support its crew for long-duration missions to space stations or to assist in lunar expeditions. It shall be designed with its own set of 0.9375m ungendered docking ports, so that those who do not use Tantares can still use the "Big Khleb." Whatever your needs, the "Big Khleb" can fulfil them! It currently includes 3 fully-functional IVAs, a selection of modular command pods, fuel tanks, and engines, and functioning docking ports with integrated parachutes! DEPENDENCIES: Modulemanager by @sarbian (Included). LICENSE: GNU General Public License v3.0. CREDIT: Special thanks to @Beale and @passinglurker for allowing me to modify one of their texture sheets. A big thanks to @Nertea, for helping me solve numerous problems with my IVA. ---------- Notantares Station Parts. Watch The Trailer. Please Note: This video is outdated and does not contain the full selection of parts the mod currently has. DESCRIPTION: Notantares Station Parts is a parts mod that will include an extensive array of both inflatable and rigid space station parts, designed to be used for orbital bases and spacecraft. The included parts will range from Bigelow-style inflatable habitats, centrifuges, and ISS-style crew modules. It is designed as an expansion to the Big Soyuz and NotantaresLV mini-packs. It currently includes a 1.25m large inflatable habitat (3.75m when inflated, can hold 8 crew, functions as a science lab!), a 1.25m inflatable centrifuge (9m when inflated, functions as crew storage only!), a 1.25m medium-sized inflatable habitat (3.75m when inflated, can hold 6 crew, functions as a science lab!), and a 1.25m small-sized inflatable habitat (3.75m when inflated, can hold 4 crew, functions as crew storage only!). DEPENDENCIES: Modulemanager by @sarbian, the DSEV Utils plugin found in DSEV by @Angel-125 (Included). LICENSE: GNU General Public License v3.0. CREDIT: Special thanks to @Angel-125 for allowing me to use his DSEV Utils plugin. A big thanks to a host of other modders for helping me with numerous animation problems. ---------- Notantares LV. Watch The Trailer. Please Note: This video is outdated and contains an older version of the Notangara launch vehicle. DESCRIPTION: NotantaresLV is a mod that includes an extensive collection of parts designed to be used in the construction of both fictional and real-world launch vehicles, most notably Angara and the UR-700 Soviet moon rocket. It currently includes a full suite of 1.75m, 2.5m, and 3.75m fuel tanks with integrated texture-switching, an RD-191 engine for the Angara URM-1 boosters, an RD-0124 engine for the Angara URM-2 upper stage, 1.875m and 2.5m aerodynamic nosecones, 1.875m and 2.5m decouplers, and a 2.5m fairing! DEPENDENCIES: Modulemanager by @sarbian (Included). LICENSE: GNU General Public License v3.0. ---------- DarkSideTechnology Continued. Watch Kottabos' Review. Please Note: This review is outdated and does not showcase the full selection of parts the mod currently has. DESCRIPTION: A set of parts to help you in the construction of large interplanetary spacecraft. Includes MM patches for CTT, USI-LS and Snacks! It currently includes a 2.5m foldable centrifuge, 2.5m and 3.75m hubs for building stations, and inline 3.75m solar panels. DEPENDENCIES: Modulemanager by @sarbian (Included). LICENSE: GNU General Public License v3.0. CREDIT: Special thanks to @Badsector for allowing me to take over and maintain DarkSideTechnology. ---------- Porkalike Gemini-style "Mk1-A" Command Pod. A 1.25m, 2-man, Porkalike, Gemini-alike command pod, whose textures are modified and transplanted from the Mk1 pod from the Porkjet rocketry overhaul, in order to look good next to Porkjet parts. Has built-in ComfortableLanding (By @Icecovery) compatibility, for those who are using that mod, and a placeholder IVA until I can scrape up the time to make one myself! It currently includes just one part: The Mk1-A command pod. DEPENDENCIES: Modulemanager by @sarbian, (Included). LICENSE: GNU General Public License v3.0.
  25. Nuclear Aircraft Engines Download Thermonuclear Turbines (for KSP 1.1.2) on SpaceDock! A new hot way to get into orbit! This is a small engine mod that adds nuclear turbine aircraft engines based off of this concept, Aircraft Nuclear Propulsion, Project Pluto and the similar Soviet program Tupolev Tu-95LAL, also with a little influence from the Choujikuu Yousai Macross anime series and sequels to give two of the engines space capability. The concept behind the engine is that thermal energy is transferred through a heat exchanger into the "can" (combustion section of a turbine) instead of using combustion to rapidly heat up gasses to turn the turbine and provide thrust. Features for ver 1.1.0 (KSP 1.3.1) Update: COMING SOON! MOAR! Engines: 4x Nerv, 2x Nerv, Fusion Plasma Impulse, M.A.S.A.M.U.N.E., Back Draft, Fire Storm, and Fire Whirl. Two radial mount VTOL engines, Nuclear Vacuum and M.A.S.A.M.U.N.E. style. Bussard style Fuel Scoops, Size 1 and Size 2 varients. Radial space plane fuel scoops, Bussard and atmospheric. More fuel tanks to support the engines. Four Fuel-O-Tron converters, Size 1, 2, & 3, and Mk 2. Example Crafts Custom Sounds Custom FX Current Issues: A few minor bugs I'm working on fixing, otherwise the engines work as it says on the tin. CHANGE LOG 1.0.12: 1.1.2 Compatible, Updated Module Manager Dependency 1.0.11: 1.1 release, updated packaged *.dll plugins (Module Manager, FireSpitter, Smoke Screen). Minor changes to the Example Craft. 1.0.1P: Fixed location of FX folder, Fixed some issues with Example Craft. 1.0.0P: Release for 1.1 pre. Additional Credit: nli2work: for his awesome propeller meshes. Nazari1382: Hot Rockets (And the tutorial to make my own.) Snjo: for FireSpitter (*.dll Packaged with Thermal Nuclear) sarbian: for Module Manager, & Smoke Screen (*.dll Packaged with Thermal Nuclear) RoverDude: for Community Resource Pack (Packaged with Thermal Nuclear) This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.