Search the Community

Showing results for tags 'mod'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


Location


Interests

Found 435 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. With KSP2, I am winding down development of this. But, there are a few final goodies being added. Rockets Kosmos 2I, Kosmos 3M, Soyuz, Zenit, Proton, Energia M, Energia, N1 Remote Craft Polyus, Meteor, Progress (Modern), Progress (Original) and Fobos Crewed Craft Vostok, Soyuz, LOK, LK, TKS, Almaz, Salyut, Mir and LK-700 Upper Stages Briz-M, Briz-KM, Blok-D and Fregat. Misc Image Gallery Wonderful images provided by @DiscoSlelge, @Zorg and @Deltac. Downloads Thanks to @DiscoSlelge for the wonderful vectors, he has given more than I could imagine! Old Tantares Old TantaresLV Recolours and Extras Accurate Escape Fairings with Grid-fins 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. I recommend a 2.5x rescale for a true to life experience. 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. kOS Scriptable Autopilot System v1.2.0.0 for KSP 1.8.1 (This is a continuation of the old thread about the kOS mod: ( 1.2.2 kOS scriptable autopilot system ).) 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
  3. 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. This new version rebuilds the original code base in order to: Configure all sorts of options including snacks consumed per day, snacks per meal, and recycling rates. Days are calculated based on the homeworld's solar day, not the default 6/24 hours per day. Rescaled homeworld planets are supported! Provides a penalty system that won't brick your game. Run multithreaded simulations on your vessels to estimate how long your Snacks will last- ElectricCharge production & consumption are included! Maintain the lightweight feel while offering lots of customization. Want more challenge? Check out the addons in the LifeSupportResources folder: Air - Kerbals need Fresh Air to breathe in addition to Snacks to eat. They’ll faint and die without it! Your vessels are automatically equipped with a supply of Fresh Air, and you can make more from Oxidizer via the stock ISRU parts, or recycle Stale Air using the stock Hitchhiker. Stress - Cramped quarters can stress out kerbals and they’ll refuse to work! They aren’t tourists, they’ll just stop using their skills to help your mission. Other events cause Stress as well. Reduce Stress by hanging out in the stock Hitchhiker- but kerbals won’t have their skills available while they rest. Or make your own life support resource to track using the above config files as examples! If you're new to Snacks, 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
  4. Today is my dads birthday and we went out
  5. So How Do You Make A Mod? I Know You Need Unity And A IDE So I Have Unity And Visual Studio 2019 Installed
  6. Hi everybody! A newbie here! just got the game today and been a big fan since it got out an now i am anxious to start this adventure! I am a very methodical player and love space things and i was thrilled to start a gameplay for myself but i wanted a challenge, so i thought of something that i could try in sandbox and then try in career mode but i need a mod for this. i'll leave here my idea of challenge if any of you like to try it and share with me their experience! so my challenge is called "Project HOPE" where, unfortunatly, my dear kerbins are at risk, resources in Kerbin are ending and they need to find a new planet to call home... so they decide to explore their solar system in search of this planet, once they reach it they need to explore it and make it "habitable" (ex. create a full functional and self-sustentable base). Pretty much sums it up! but to do this i need a mod that hides all the planets and moons besides Minmus and mun (if it exists of course) so i can "find them" on my own. also, because i never played i dont if there is such planet or moon similar to kerbin, if not i need one to include it in the solar system! please if u can help me i would be very thankfull. I'm also open to sugestions on how to make this experience even better! i saw a lot of gameplays online and have some knowledge of the game but not much, already have kerbal engineer redux and no dlc's. i also am familiar with that fan made chart with all the delta v's and think that's now on the game itself as a wiki. thank you so much fellow kerbins!
  7. 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 1.8, 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, and they may flicker. 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. If you can find a nice way to make use of the BumpMap config, let me know! If you'd like to donate, be aware that I'm only maintaining the great work of @rbray89, but you can donate from the CurseForge EVE page.
  8. So I want to install Araym's Stock-alike Advanced Suits along with Texture Replacer, but I don’t know where to put the texture pack. I’m not very dextrous with KSP modding. Any help is very much appreciated!
  9. Flat-Bottom Shuttle Systems is a modular parts pack which allows you to build flat-bottom space planes! These parts have a triangular cross-section of 2.5m and, due to the flat bottom, provide some lift. Please note, the RasterPropMonitor mod is required for the IVAs and will have to be downloaded separately. Comments and feedback are appreciated. Updated: 3/17/2019 The latest update includes surface-attachable wings, added adapters for Mk2, Mk2.5 and Mk3, and new engine mounting plates. Now uses B9 Part Switch. Download from: SpaceDock Required: RasterPropMonitor Parts List: Sample Images: Cross-section Specifications: Please note this mod is still a work in progress. Next Update:
  10. Hello everyone. I've been a big fan of the RealChute mod for a long time, and I consider it one of the absolutely essential mods to have on any of my KSP installs. One thing has always bothered me slightly, however, and that is that, specially when paired with DeadlyReentry, even the Kevlar drogue parachutes with very light loading will instantly fail above a certain altitude (above 10-15km~) on reentry, but the idea, and even technology, of "parachutes" rated for reentry does exist, as do flexible(~) materials stronger and/or more heat-resistant than Kevlar. For example: Silica can be processed and woven into fabrics rated for 1800°F (980°C), for example. Carbon fiber being woven into fabrics is already a thing too. And apparently carbon tensile strength actually peaks at 1500-2000 °C with 5,650 MPa/820,000 psi, and carbon fibers heated in the range of 2500-3000 °C exhibit a modulus of elasticity of 531 GPa, or 77,000,000 psi (!!!). (for comparison, Kevlar fibers only have 3,620 MPa, 525,380 psi) Oh yea, and last but not least, chutes could be made of multiple layers and/of composite materials. So yea, in my humble opinion, Kevlar might still come with an anchor tattoo, but it should very much NOT be the strongest material available! Our dreams of conquering and settling the whole of the Kerbol system and beyond should not be limited by a lackluster set of parachute materials! HOWEVER! I am not a material engineer. I'm not anywhere close to any scientific fields. In fact I even suck at math. So! Community! I need your help(s) to research and understand this stuff so I can implement these RealChute Material Extensions! (pah-dum-tss) Ways you can help me help you get some of that juicy juicy material booty: Research: Find viable parachute materials! As close as possible to the fabric of that material that can be found or somewhat reliably assumed/extrapolated/calculated with some accuracy, find: areaDensity dragCoefficient areaCost maxTemp specificHeat emissivity Speaking of that, I have no idea what the 'specificHeat' and 'emissivity' parameters are in the existing materials. Explanations welcome! (And again, sorry, outside of the everyday basics, I'm not a thermodynamics-savvy guy) What is thermodynamics? And will it scream if I poke it with a stick? What is material science (specially this tensile strength stuff that seems really important for parachutes)? And will it end the kuniverse through a big rip? Testing: For whatever materials that are currently included in the mod as fully implemented or WIP, play around and if you find issues of any kind, tell me! For suggestions of balance or realism, it's important that you justify the reasons for the suggestion, either with good arguments or with verifiable data. Preferably verifiable data. Materials implemented thus far: Fully implemented: None. WIP: Carbon Fabric. areaDensity: Unknown - Currently approximated to 0.000072 by guesswork (same as RC's Kevlar). dragCoefficient: Unknown - Currently approximated to 1.25 by guesswork (same as RC's Kevlar). areaCost: Unknown - Currently approximated to 0.16 by guesswork (2 times the cost of RC's Kevlar). maxTemp: Semi-unknown - Currently approximated to 2273.15 K (2,000 C) based on temperatures from the wiki page on Carbon Fibers. specificHeat: 795.492 - Based on specifications of commercial products. emissivity: Unknown - Currently approximated to 0.5 by guesswork (rounded number close to the same as RC's Kevlar). Silica Fabric. areaDensity: Unknown - Currently approximated to 0.000072 by guesswork (same as RC's Kevlar). dragCoefficient: Unknown - Currently approximated to 1.25 by guesswork (same as RC's Kevlar). areaCost: Unknown - Currently approximated to 0.12 by guesswork (1.5 times the cost of RC's Kevlar). maxTemp: Semi-unknown - Currently approximated to 1273.15 K (1,000 C) based on specifications of commercial products; specially heat-resistant curtains/blankets for welding. specificHeat: Semi-unknown - Currently approximated to 1420 based on guesswork (same as RC's Kevlar) emissivity: Unknown - Currently approximated to 0.5 by guesswork (rounded number close to the same as RC's Kevlar) Download: SpaceDock NOTICE: I've changed the mod folder name (and the mod name in general) as of today (Version 0.1.2). This was done to remove the 'AlmightyR_' prefix from the name, since apparently that is not supported by ModuleManager and would need the underscore to be replaced by a '?' for user/sub-mod patches. As well as to improve grouping with the parent mod in searches and lists and stuff like that. If you have installed versions previous to 0.1.2, DELETE THE OLD MOD FOLDER ("AlmightyR_MaterialExtensionsForRealChute") before installing this version. License: CC BY-NC-SA 4.0 Summary: You are free to: Share — copy and redistribute the material in any medium or format Adapt — remix, transform, and build upon the material Under the following terms: Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. NonCommercial — You may not use the material for commercial purposes. ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original. No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.
  11. My North kerbin weaponry mods nuclear bombs have stopped working. It is only the bombs as nuclear rounds and rockets still work. I have tried deleting .dll's, re installing BD armory/NKW and installing different versions of each, as well as verifying KSP's cache, I would love to know if anyone can help with the bombs, as its really pitiful to see a tsar bomba hit the ground and spit out a tiny explosion that does nothing.
  12. A forum user, @Murdabenne requested that I share how to do an adoption of a mod. So, last week I showed an adoption while on Twitch Stream, and have finished writing up the steps here. The video is available at the end of the OP. These instructions and the files are available on Github: https://github.com/linuxgurugamer/KSP-Build-Scripts/releases/tag/0.0.1 They are all licensed using the GPLv3 This process has evolved over time; the first mods I adopted didn't use these, and each one was a customized setup. As time went on I developed this process, with the following goals in mind: Consistency Repeatability Ease of setup Easy to follow While not perfect, they do the job for me. Occasionally I run into a mod which has an odd layout or setup, which can usually be dealt with by rearranging folders, or some other minor changes. This discussion will not be going into any issues about coding or bug fixing,etc. These scripts are based on the following directory layout: modmaindir |-> GameData |-> ModDir |-> Plugins |-> Sourcedir The GameData should contain all files needed for a release Abbreviations used VS - Visual Studio IDE - Integrated Development Environment Overview and Dependencies These scripts are based on the following directory layout: modmaindir |-> GameData |-> ModDir |-> Plugins |-> Sourcedir The GameData should contain all files needed for a release Overview and Dependencies Dependencies These instructions are based on using Microsoft Visual Studio 2017 Community version, available here: https://www.visualstudio.com/free-developer-offers/ The 7Zip packaging program is required for the final packaging, available here: http://www.7-zip.org/ The JQ program is required to parse the JSON version file, available here: https://stedolan.github.io/jq/download/ Overview Part of the process involves adding a file, AssemblyVersion.tt, to the codebase. This file is called a "Text Template", and is used to create the AssemblyVersion value which is then stored in the final DLL There are two batch files, deploy.bat and buildRelease.bat. The "deploy.bat" used to copy the DLL to the GameData directory, and then to copy the complete release to a test install. The "buildRelease.bat" is used to create the final zip file for release While the packaging program can be changed to an alternative (with appropriate changes to the "buildRelease.bat" file, the JQ program is required and not replacable. The assumption is also made that the mod is downloaded and ready to be worked on. Instructions 1. Create the GameData folder if it doesn't exist If it doesn't exist, then copy the latest release of the mod into the GameData folder 2. Find the .version file (if it exists) and copy it to the top level directory. If it doesn't have a .version file, create one in the top level directory 3. You can either copy the AssemblyVersion.tt to the main mod folder, or create a new TextTemplate in the project (using MS Studio) and do a copy/paste operation. If you copy it over, you will need to add the file to the project in the IDE 4. Edit the AssemblyVersion.tt file, update the following line: string versionfile = @"CompletePathTo.version"; Replace the "CompletePathTo.version" with the path to the .version file. 5. Remove or comment out the following line from the file AssemblyInfo.cs (usually located in the "Properties" folder inside your C# project): [assembly: AssemblyVersion("1.0.0.0")] 6. If there are any Pre-build steps in VS, copy them to a save place and delete them. 7. If there are an Post-build steps in VS, copy them as well 8. Add the following to the Pre-build event command line. This line is based on using Visual Studio 2017, installed on the X drive: set textTemplatingPath="%ProgramFiles(x86)%\Microsoft Visual Studio\2017\Community\Common7\IDE\texttransform.exe" %textTemplatingPath% "$(ProjectDir)AssemblyVersion.tt" 0. Copy the two files, deploy.bat and buildRelease.bat to the main mod folder 10. You need to update the deploy.bat and the buildRelease.bat with the following values: H to point to your test KSP install: set H=R:\KSP_1.3.1_dev GAMEDIR to the name of the mod folder: set GAMEDIR=xxxxx GAMEDATA to point to the GameData folder: GAMEDATA="GameData" VERSIONFILE to the name of the .version file: VERSIONFILE=%GAMEDIR%.version In most cases, the VERSIONFILE is built from the GAMEDIR, but some mods use a different name 11. For the buildRelease.bat, you have to update the following as well: If existing, LICENSE to the license file: set LICENSE=License.txt If existing, README to the Readme file: README=ReadMe.md Set RELEASEDIR to where you want the zip file: RELEASEDIR=d:\Users\jbb\release 12. If you want to use a different program than 7z, change it in the next line. If you do, you will have to change the options to the zip program at the end of the file: set ZIP="c:\Program Files\7-zip\7z.exe" 13. In the IDE, right-click on the Solution in the Solution Explorer, and select "Add -> New Solution Folder", give the folder a name SolutionItems 14. Right-click on the SolutionItems folder, and select Add -> Existing item..., add the two files just copied and the .version file 15. Add the following to the Post-build event command line, replace the "xxxxx" with the complete path to the top level directory of the mod: start /D xxxxx /WAIT deploy.bat $(TargetDir) $(TargetFileName) if $(ConfigurationName) == Release ( start /D xxxxx /WAIT buildRelease.bat $(TargetDir) $(TargetFileName) ) 16. Make sure the .version file has the correct values. 17. Now, set the Visual Studio configuration to Debug, and do a test compile. 18. If all is correct, it will compile the code, copy the DLL to the destination folder, and then copy the complete release to your test KSP installation 19. Finally, change the VS config to "Release" and rebuild the mod. This time it will add the step to pack up the entire release and leave it in the RELEASEDIR I did an online stream when I used most of this to adopt a small mod, you can watch it here:
  13. 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 with focus on performance and full scatterer compatibility (not required to run mod, best to not use it when performance is an issue). *All planets but Gilly and Bop (geometric limitation) 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 like SVE. *Kerbin, Duna, Eve, Jool and Laythe have cloud layers. All volumetric layers (Kerbin, Laythe, Eve, ect) are kept minimalistic in thickness and useage to maximize performance while still creating as good an effect as possible. *Some 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. Moho has something akin to burning air. Particle density is kept to a 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. Changelog: V-1.5 *File structure redone to make it easier for people to choose which effects they want or do not want without having to go the extra step and remove or edit configs. Currently split into: atmospheres: kerbin, eve, lathe, jool, duna, consider disabling if you use scatterer for a very minor frame boost clouds: renders clouds on planets that use atmospheres effect glow: similar effect to atmospheres but applies to non atmospheric planets dust: renders all the 3d particles near the ground, very cinematic but eats much more frames then the other effects so if your GPU starts crying try disabling this 1st *Overhaul of every glow layer. Edges of almost all planets have a distinctive and noticeable glow effect. Considerably improves contrast, light side actually looks like its reflecting light, dark side is truly dark. I did my absolute best to minimize artefacting present from stock EVE bugs, but a few rare cases still exist... *Many tweaks to particles to both improve visuals and cut down on needless lag (some effects like laythe rain is only visible right next to the camera, as its very hard to notice it far away in the 1st place given how light it is). Altered axis of many particle fields to make them move in different directions and not always east. *Improved laythe rain fx, now only visible at very short ranges, smaller particle size, slightly increased particle density to compensate (performance net increase). Also changed laythe clouds a bit *Added fire effect to moho, high velocity clouds occasionally zip past craft on the surface. Tried not to overdo the effect so the particles are rather thin and spaced out, will look into improving this for later versions. Also, removed moho's aura effect as it adds performance cost and is barely even noticeable during normal gameplay (you only really see it in very very high orbit around moho). For those that really liked it use glow.bak instead of glow.cfg. 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:
  14. So. I'm looking for a mod that I once saw on a (probably very old) kottabos mod review. It was a mod that added some very old-style rocket parts for early game. There's very little I remember about it apart from that the mod used a resource called Kethanol, as a kind of early alcohol-based rocket fuel. This mod may be long gone, but if anyone knows what it is, I'd greatly appreciate any pointers. Thanks for your time!
  15. This post is under construction: FTL Download on SpaceDock, Github or Curseforge.. Also available on CKAN. FTF Download on SpaceDock, Github or Curseforge.. Also available on CKAN. Field Training Lab (FTL) Field Training Facility (FTF) 1.0.3.4 - DELETE OLD/EXISTING installations before installing new. zer0Kerbal adopts for curation the mod known as On Demand Fuel Cells (ODFC) Field Training Lab (FTL): source Field Training Facility (FTF) : source Continuation of Training Lab and Field Training Facility. Originally by @Efour, now continued by zer0Kerbal with support from the community. This mod provides Training system to your kerbalnauts. The New Look: If you want to train your kerbal immediately, you can use this mod. [1.7.1+] Training Laboratory Spacedock - CKAN (Dependency : Module Manager ) This mod provides Training method with consuming Science points. Paying 20 sci, your kerbal can get 1 exp. Since leveling up method is very limited, you have to pay science point once enough to advance level. If your Training Lab is in orbit, Payment will be reduced to half. If your Lab is on other planet, Payment will be reduced to 1/4. You can tweak values with editing .cfg. If you want, you can add this module to other crewed part. It can support up to 8 kerbalnauts. Leveling up 'Immediately' is not realistic? Do you think training needs to consume time? This mod will be answer for you. [1.7.1+] Field Training Facility Spacedock - CKAN (Dependency : Module Manager ) This mod is similar with Training Laboratory, But one thing is different. It consumes Time and Electric Charge. If you want level 5 kerbalnaut from level 0, You need to train your kerbal 1 year. Becoming level 1 will only need to wait 13 days, But as you know, high level needs more training. But, If you place your facility into orbit, It will be 4 times faster. If you place it on other planet, 6 times faster. You can tweak params with .cfg. Not so complex. It consumes 4 EC/sec per kerbal. If you train 2 kerbals, It will drain 8 EC/sec. You will need powerful energy sources. Now then, someone like me will want to use both. Then, just install both of them. Result is shown below. Payment of science point(TL) will be reduced with training experiences(FTF). For example - Just using TL, Level 4 -> Level 5 consumes 640p of Science point. But Level 4(50% with FTF) -> Level 5 consumes just 320p of science point. If 90% with FTF? Just pay 64p of science point or wait some more days. you can get level 5 kerbalnaut. More training means less sci point needed, linearly. These two mod can co-work, It's because I created this thread. If you want one thing, you can install just one mod. If you want co-work of them, you can install both. --- Review by --- Find original thread here.
  16. I had an idea for a mod that would give you a TARDIS that could actually teleport, complete with blue flashing and fading away. I know there's a TARDIS mod already out there, but it just accelerates really fast. Is there a way one could make a teleportation feature based on the hyperedit plugin? To clarify, teleportation in the game would work like this: The TARDIS' teleporter would be controlled with a UI similar to Hyperedit. After picking the coordinates, be it an orbit or on the surface, and hitting the teleport button, the TARDIS would do its trademark fade from the first location until it becomes invisible, then the camera switches to the target location and the TARDIS fades in. I'm not a coder, though. Just an idea I'd love to see.
  17. Hi Kerbonauts, I'm looking for some guidance regarding a part I'd like to make to complement the creation of rovers using robotics for suspension and propulsion. I love the fact that you can use the new rotor part as a wheel motor and implement creative suspension methods with the hydraulic piston in conjunction with same vessel interaction etc. Although there are no suitable structurally strong parts to attach to the rotors to act as a wheel. From my current understanding, the wheels in ksp have a special 'form' using unity and aren't a typical structural piece per say. The problem is friction. Fashioning a custom wheel using structural parts always ends up slippery. Is there a way to edit a parts cfg to increase its friction toward surfaces in ksp? Much like the grip pads. I'm basically wanting to make a cylindrical grip pad for a wheel. Is there a possibility of creating a wheel without the spring, dampen and steering properties? Basically a brick with a motor. Thanks folks. P.s - radially attaching multiple grip pads onto a round part sounds viable but doesn't work.
  18. original on curseforge Updated for 1.7.x and 1.8.x PorkJet lives! SpaceDock GitHub (Source) Jack-O'-Lantern Jack-O'Lantern themed probe cores in three sizes. Inherently TweakScaled with all the ModCons! Now with Pumpkin Chucking built in!
  19. Here's my latest release of Stockalike Realism Overhaul. Added an electric jet powered by EC. Fixed aluminium wings texture. (Aluminium wings are a lighter alternative to stock wings but are more fragile) Hope you enjoy it! Download: https://spacedock.info/mod/2239/Stockalike Realism Overhaul
  20. 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:
  21. So I'm trying to create mod of sorts. Well not a mod per say but it's a custom part and it has a lot of functionality. In a nutshell I am trying to create Space-X's Starship. I have created the model etc but I am stumped on the config for it and how to create the functionality I want. I want to have soundFX on a door animation, I want to have deployable landing legs from inside the spaceship(3D Model created), I want to have the wings on the side move for turning etc. And I want to add custom engines and SFX and VFX in general. This is the first time I have created a mod and I can't seem to find any more in depth documentation online so if anyone knows about the internals and how it works then please help me out. I have moderate experience with blender and C#.
  22. TL;DR Is it possible to create a part that has all the functionality I need it to have like and also have deployable landing legs? Long Version I am trying to create Space-X's Starship and I want to have the Starship(the top piece) have deployable landing gear built in to it. I want them to have exactly the same functionality as normal landing legs but I do not want to add as secondary pieces outside. I can build them in the model and create animations in blender for them but other than that I have no idea how to procceed in order to create my idea. Please give me any tips you have and ideas. Any feedback is welcome.
  23. Drakenex Deluxe Counterfeits presents: Tantares and BDB - Now in Colors! Downloads: Tantares: Spacedock BDB: Spacedock A comprehensive skin pack to recreate some historic spacecraft from the Soviet/Russian and American space programs So far this pack contains: Tantares: Soyuz in many colors and combinations (includes both 2 and 3 crew variants) TKS in it's realistic military green and Vintage Salyut parts in realistic colors Progress spacecraft in modern black, green and vintage The Shenzhou spacecraft, resized and painted.* The N1 moon rocket, in all it's green, gray and white + vintage green glory The Soyuz 7K ** Proton in Real White Polyus in Test White Almaz in many real life configurations Meteor Satellite in Gray and Green LK lunar lander in green BDB: Gemini in Blue and Green military variants plus FASA inspired Rescue Gemini Apollo CM is accurate Skylab Sun shading white paint and Fictional USAF Blue Many more coming soon, feel free to make requests! -- V 1.6.1 of KSP required -- Latest version of Tantares required -- Latest version of BDB required -- Latest version of Firespitter required (for parachutes only, while Squad fixes that bug) -- Migrating to B9 Part Switch soon Changelog: V 1.0.1: Updated incorrect engine textures Added RCS matching with colors V 1.1.0: New Soyuz MS rocket with fueled and un-fueled textures V 1.1.1: Fix for Soyuz Rocket central engine texture swap V 1.2.0: Updated to new VA/Alnair/TKS revamp, now in Vintage green Added Vintage Green to all FGB parts Soyuz Spacecraft now in Vintage Green (Including RCS) ASTP variant for legacy engine Rasvet/Mir adapter now in gray N1 Rocket now in L3 and Vintage Green colors Soyuz Rocket now in Light Gray and Vintage Green/Frozen Gray Various textures fixes here and there *** Last KSP compatible 1.3.1 Update *** V 1.3.0: Updated to the stock texture switch module - Firespitter core is no longer a dependency Soyuz now in Rust color! Updated all Mir and FGB parts, some re-done and some new All new Shenzhou textures Stock themes supported Many more changes and new stuff V 1.3.2: Parachutes temporarily ported back to FS texture switch because of a game bug who render them dragless if they use stock Texture switch. Energia launcher now in Soviet White. Zenith also in Soviet White and Vintage Green (1st Stage only + engines) Some small textures fixes V 1.4.0: Zenit now available in ETS Vulkan and Soyuz 5/Feniks flavors Vostok now in vintage green Progress updated to latest revamp LK lander now in Soviet vintage green LK-1 now in vintage green FS is still required for parachutes Many other texture and config fixes V 1.4.1 Fixed LK-1 drogue chute FS texture switch Changed LK lander fuel tank color to gray, because it looks better. V 1.5.0 Almaz / Salyut now in colors! Fixed a lot of stuff. V 1.6.0 Proton in Real White Polyus in Test White Pirs/Poisk in White/Black and MS Black Meteor in Gray and Vintage Green TKS/FGB in Tantares Cream and Vintage Green Many Many fixes including Energia White and Almaz Greebles * Requires CST-100 ** Requires Contares Amazing shots by @Zorg N1 re-colors @Deltac Soyuz, Progress, Soyuz Rocket, Shenzhou, N1, Salyut, Zenit, Energia, LK, LK-1, Almaz, TKS and all the rest re-colors by @Drakenex All works and modification permitted by the great and talented @Beale and @CobaltWolf This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  24. I am currently creating a part and it has many functionalities. One of it is a cargo door. Is there any way I can add a sound effect to the door opening animation. How would I go about doing this? Any help and feedback is appreciated.
  25. Are there any mods where I could set up a mission which would be repeated on a regular basis? Such as having a space station around Duna with craft that automatically go down to the moons and mine for fuel so the space station always has fuel? I'm more specifically thinking about this so is there another way of doing this so I dont have to be constantly doing the same mission over and over again?