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Found 359 results

  1. Hello, i had once installed a mod, which changed the planets in its orbits and moons, to get a stock version of the real Solar System. For example: Kerbin just had one Moon, the stock Mün, but the inclination and the distance were changed, to match the real worlds moon. I saw that there is a mod called SSRSS, but it uses the textures of RSS, while the mod im searching for used stock textures. Another thing i can remember, is that the KSC was moved, so that it wasn't alligned with the equator any more. Does someone know this mod, and if yes: is it updated for 1.4.4?
  2. Full Image Gallery 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. Downloads Thanks to @DiscoSlelge for the wonderful vectors. Old Tantares Old TantaresLV Recolours Translations @TK-313 Russian, Благодарю! @Daniel Prates Portuguese, Obrigado! @DiscoSlelge French, Merci! @fitiales Spanish, ¡Gracias! FAQ Q. Where are the 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. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  3. It's a busy day at the Space Center as the new T.R.A.P Engines arrive from General Universal and Kerbal-Tech. These engines were predicted to have a much better performance at a higher altitude than previous engines. Jeb's test flight was scheduled for the next day. This gave the engineers only half a day to mount the three new engines on three identical planes. The next day Jeb goes on his test flight, testing the "Mouse T.R.A.P" engine. Jeb reports that the engine is performing as expected at high altitude. Jeb tests the other two engines successfully. This is a mod which adds three new engines: The Mouse T.R.A.P, the Bear T.R.A.P, and the Rhino T.R.A.P. The engines all have the same model, that of the stock Rapier engine. The way they work is by having better performance at low altitude, at the cost of using more Intake Air, and better performance at higher altitudes by using more liquid fuel, but less Intake Air. These modes automatically switch, but you can also manually switch the modes. The engine switching works pretty much like the Rapier engine. I made the actual changes to the .cfg files, creating this mod, but the idea was all my friend @Lucast0909's. He's given me permission to publish this mod, and he says that I don't need to credit him, but as we all know, the idea is half of the mod. My idea for version 1.1.0 of this mod was to use the variant switching introduced in KSP 1.4 to enable you to have more than one model for the engine. The idea is that you can have the model of the Rapier, or say the Panther, even the Swivel, picking the look that works best for your plane. However, I found out that that is not possible. I will try to learn to model, to give these engines better textures. I think these engines are tech tree and cost balanced, but please let me know. Please give me any feedback you have. If anybody has a better name for the mod, please tell me. License: Unlicense Download: Spacedock
  4. Delli's Tantrums & Drakenex Deluxe Counterfeits presents: Tantares - Now in Colors! Spacedock DROPBOX Featuring: BDB Now in Colors Preview!! Dropbox Following @Beale great overhaul of his work, together @Deltacand @Drakenex decided to share efforts and bring you Tantares in full color! So far this pack contains: 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 ** Many more coming soon, feel free to make requests! -- V 1.4.3 of KSP required -- Latest version of Tantares required -- Latest version of Firespitter required (for parachutes only, while Squad fixes that bug) 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 * Requires CST-100 ** Requires Contares Progress, Salyut, N1 re-colors @Deltac Soyuz, Progress, Soyuz Rocket, Shenzhou, N1, Salyut and TKS re-colors by @Drakenex All works and modification permitted by the great and talented @Beale This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  5. 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
  6. Hi all I am working on a little mod, called "KKL - Kerbal Kustomz Ltd". It currently consists of a little GUI for actions I require a lot. So I know C# to a degree I actually can do something in Unity/KSP. Now what is far more intense is my "IPTS - Interplanetary Transport System" which shall be a balanced set of a few modular pieces to reduce part count and fit into stock look but a bit cleaner at certain places. Currently I have dependencies to Near Future Construction, Color Coded Cans and whatnot, using just very few pieces welded together with Ubzio's Welder Mod. As I dont have the time to do everything on my own to the degree I am satisfied with, I am looking for someone who could model those meshes and fit them some clean textures. I have spent hours preparing the crafts ... not yet flown them to planets yet because I am astethically - let's say - demanding. Here a few screenshots of the IPTS parts so far: https://imgur.com/a/WHwH3ej
  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 1.3 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. 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.
  8. Need More Rotors? Apart from Firespitter and KAX, I felt there wasn't enough rotarywing parts. This mod is my attempt to answer that. Introducing K.R.X. (Kerbal Rotor Expansion). DOWNLOAD From SpaceDock! Videos: Included in this release: Heron: coaxial rotor Sparrow: 3 blade rotor (left and right rotating versions) Osprey: 3 blade tilt-rotor style (left and right rotating versions) Seagull: 6 blade super heavy rotor Tail Rotors: 3 Blade, 6 Blade, and Fenestron Issues: Some tuning and balancing is still needed. Co-axial rotor (Heron) has a problem with one of the rotor switch/prop-blur, a limitation of firespitter. I'm working on a fix. Recommended Mods: Throttle Controlled Avionics: For single rotor use 'unbalanced thrust' on the main rotor and 'manual' on the tail rotor. For intermeshing, tandom, or quad, etc. configurations, use 'thrust'. Change Log: Version 0.31.1 Minor Update -Fixed Crash Tolerance on Fenestron tail rotor -Fixed Spelling Error on Osprey rotors -Increased torque compansation in Osprey rotors Version 0.31: -Added Fenestron tail rotor -Corrected the direction of the Osprey rotors -Increased the thrust of the Osprey rotors Version 0.30: Added 2 new tail rotors: -TR7 tail rotor to compliment the Sparrow main rotor. -TR24 tail rotor to compliment the Sea Gull main rotor. Added specially rigged gimbals to main rotors to emulate cyclic. Remodeled the Osprey rotors. Version 0.25: Initial release. Additional Credit: Snjo and RoverDude: for FireSpitter (*.dll Packaged with K.R.X.) Keptin: The sounds were made by Keptin (tweaked by me) and for much of the inspiration of this mod. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  9. 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." (1.4.2) 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. (1.4.2) 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. (1.4.2) 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. (1.4.2) 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. ---------- BDB-Compatible Gemini Paraglider. (1.4.2) DESCRIPTION: This early-to-mid tech tree wonder is designed to be used with the Bluedog Design Bureau Gemini, but it has a degree of modularity that allows it to be used by any capsule. It can be deployed instead of a parachute, and allows a capsule to glide to down to a landing in a dried-up lake bed or a runway, like an aircraft! Includes 1 part: A deployable Gemini-style paraglider wing. DEPENDENCIES: Modulemanager by @sarbian (Included), RetractableLiftingSurface by @linuxgurugamer (NOT INCLUDED). LICENSE: GNU General Public License v3.0. CREDIT: Special thanks to @CobaltWolf for allowing me to use/modify one of his texture sheets. A special thanks to a host of modders who helped me to perfect the paraglider's aero, including but not limited to: @Pak, @steedcrugeon, @TheRagingIrishman, and @Angel-125. ATTACHMENT INSTRUCTIONS (IMPORTANT!) ---------- Porkalike Gemini-style "Mk1-A" Command Pod. (1.4.2) 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.
  10. 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.
  11. 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
  12. Download Here (1.4 is most recent update) 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:
  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 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. 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
  15. This tiny mod empowers your every day tourists for much more kourageous adventures. With a little bit of training they finally can disembark the space (and other types of) craft. For their efforts not to be left forgotten, they can picture themselves in the most distant places imaginable. And last, but not least - they're willing to pay some good money for their entertainment. Sample of picture of group of tourists visiting a Mün base. Note those happy faces. Some more screenshots: Now, some technical details. This mod temporarily promotes tourists to crew members in order to allow them go EVA. However, actual EVA ability is restricted based on current tourist experience level and vessel situation. These restrictions are configurable with defaults as follows: Level EVA allowed when Jetpack 0 Landed on Kerbin; not moving No 1 Landed or Splashed on Kerbin, Landed on Mün or Minmus; surface speed below 1 m/s No 2 Landed or Splashed anywhere; surface speed below 3 m/s No 3 Landed or Splashed anywhere or being on stable orbit; no speed restrictions No 4 Landed or Splashed anywhere or being on stable orbit; no speed restrictions Yes Level 5 tourists, if they survived to this, can do basically everything. Tourists gain experience just like regular crew, so for training them to level one, just take them to orbital spaceflight around Kerbin and recover. Level 2 could be obtained by Mün/Minmus landings and this is enough for every possible contract destination. You can also train them onsite using facilities that provide Level up crew function, albeit it does not seem safe enough. Jetpack fuel is drained if tourist level does not allow using it. Tourists still can not perform things like taking surface samples, collect experiment data or pilot ships, however they can carry stuff if KIS is installed and can take photos of themselves. All kerbals in the scene will notice that and express some emotions depending on their courage and stupidity levels. The photo could be found in standard screenshot directory and looks like Glerina Kerman-Mun-17-03-01-12:06:18.png, i.e. file name contains the name of the kerbal taking photo, planetary body and time when it was taken. This mod also adds three new types of contracts that depend on tourists ability to de-board the vessel. Walking on the surface of celestial body Taking picture of tourist group when they walk on the surface of celestial body Taking picture of tourist group when they stay nearby some point of interest (currently anomalies on Kerbin and Mün; exact location is not given, only some hints; make use of your scanners) Needless to say that all contracts require safe recovery of all involved tourists. Mod Compatibility This mod was tested and found compatible with following EVA-related mods: EVA Fuel Continued EVA Enhancements Continued EVA Follower With latest version of EVA Fuel, the jetpack fuel that was drained from vessel's tanks, is returned back, in previous versions it would be lost. Kudos to @linuxgurugamer for adding a patch for this. EVA Follower is rather old mod, but is very handy and was rebuilt for 1.3, look it up in the end of the forum thread. Tourists can also add some charm and style to their selfies by opting to Araym's Stock-alike Advanced Suits Issues Contract rewards are bit skewed, please suggest some improvements. Please report if you find any other issue. Bugs could be fixed faster if you provide your log file when debug is turned on - see GameData/KourageousTourists/Kourage.cfg Development thread (if of any interest) can be found here Changelog Future improvements I'd like to have real selfie-stick KIS prop, but lack modelling skills to make it. If you feel like you could do it, please contact me. Also, contract suggestions (or any other suggestions) are welcome. Side effect With ability to board and de-board vessels, you can really seize re-usability. See inside: Source code on GitHub License (MIT) Download Releases on GitHub, on CurseForge, on SpaceDock Latest release is 0.4.1 Happy planetary vacations!
  16. Shhhh... You can procure it here... Have you wanted a base for landing huge planes? Are you running your own Kerbal Security Program? ...or do you just want to feel like a James Bond villain? Well, this series of bases are for you! Included in this release is 'The Block' a Top Secret base hidden on an unpopulated forgotten island somewhere in the southern hemisphere. The base's real name is unknown and if you ask anyone there what its name is they'll just stare at you blankly. Also included is 'Kilo-Sierra-Papa' Airbase. Here someone locked up an artifact in one of the hangers. No one is allowed in, or is allowed to know what is stored in there. No one but Jeb... This has been a little project in the making for over a year. I put it on the back burner until 1.1 was released. This release includes: 'The Block' 'Kilo-Sierra-Papa' 2 Types of Hangers (Click the Far Right Stripe to Open/Close the Doors) 2 Types of Control Towers Light Tower Radar Station Fuel Tanks Helipads also... very Top Secret extras. Coming Soon: Bulwark Air Station, KHAARP Dependencies: Kerbal Konstructs you can get it here. Issues: Lift and Hanger door animations are a little broken due to changes in new animation code (KSP vs Kerbal Konstructs) hopefully there will be a solution soon. FIXED! Cameras get stuck on the top of the hangers if you zoom out too far, this is a trait dealing with statics in KSP. I made the hangers large enough to allow some room for the camera. Change Log: 1.0.11: Hot fix for the radar animation. 1.0.1: Fixed the lift and hanger door animations. Added fuel tanks, Kilo-Sierra-Papa Airbase, and a few more extras. 1.0: Initial release Credit: Special thank you goes to AlphaAsh for his help, support, his work on Kerbal Konstructs, and the shiney 'Top Secret' banner on the Kerbal Konstructs page. A thank you to Lack for letting me use his models as long as I gave him credit. Although, this was about a year ago, I hope he remembers. Wind sock and palm trees are by Lack, approach lights are based off of his original model. License: This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  17. 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: https://github.com/WolfairCorp/AoA-Technologies/ I and martinezfg11 are open to suggestions Hope you enjoy it. => @martinezfg11 Is still working on the mod. Licensed under CC-BY-NC-SA 4.0 Click on part for 3d preview Parts : Kerbin Hawk I Experimental cockpit. Originally designed for long range surveilance and science collection. Inspired from the Hawk drone, it is a non-crewed intelligent module with BDArmory capabilities. Kerbin Hawk II F.L.I.R. This variant of the MK2 "Kerbin Hawk" Drone is sold with a FLIR ball taped on it. Inspired from the Hawk drone, it is a non-crewed intelligent module with BDArmory capabilities. Cobra MK II + SAS Nosecone New and improved Cobra Cockpit, now with air intakes, two tandem seats and a SAS nose. Krafale Cockpit We promise we didn't steal this from another company... Falken I Advanced drone module with BDArmory capabilities. Looks cool. Falken II RCS Falken I variant, developed for vacuum, with RCS thrusters. KU-34 "Kolibri" Cockpit K/A-18 Super Kornet Cockpit Super Tucano Cockpit 2 Surface controls including K-35/B winglet FlyBit cockpit K-C Bronco cockpit
  18. 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: also on GitHub Old thread: on Forum. Current Release: Pre-Release 0.8.7.8 (Unofficial) ChangeLog: here. Next Release: 0.8.8.x (in the next few days) 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:
  19. 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
  20. 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.
  21. EdAY

    Un-Stockable

    It's been quite a time since I did my first post (which I guess is much of a clickbait as I never found time to upload stuff, Sorry for those who got click-baited). I guess this would classify as my first real post then! So I spend a lot of time looking for fun mods. Much of my craft files contain mods, and I hope you enjoy my crafts . This is the Jet-F6. And also check out my kerbalX stuff (including this!)
  22. Oh hi there. This is the development forum for my pack I'm making, the Challenge Planet Pack. It includes so far: Nulleff: a super-tylo with no atmosphere and 2.6 gees of gravity. It also orbit 30% farther than Eeloo on a inclined and eccentric orbit. Good luck. Pebbles: a space pebble 3 km wide wide, with surface gravity 50% lower than gilly. Orbits Nulleff in a Polar Orbit, close in. Fun.... Hel: a molten world skimming above the sun with a lot of atmosphere. We're not sure why it's there or how it's atmosphere is staying. The size of dres. Ira: a Small, Young brown dwarf that is very hot. You will not reach the surface. either you will be crushed, melted, or krakened into oblivion. Inclined orbit, so much harder than jool. I might make Nullef it's Moon, and Pebbles another moon of it. Credits: @NickRoss120 Naming Nulleff and Pebbles their Appropriate Names. The Creators of Kopernicus for the Planet-Making Software! STAY tunned! Official Release Page:
  23. TheUltimateKerbonaut

    [1.4.4] MonoMap

    Description MonoMap is a simple KSP mod that disabled 3D sound whilst in the map view. Installation Install like any other mod; download file and drag contents to the GameData folder. Download here. (Source code can also be found on GitHub) Credit Thanks to forum user Morog for original idea License Standard MIT license. See GitHub page or download mod for details.
  24. Klapaucius

    Pimp your Stearwing

    The stock Stearwing A300. The first plane I successfully landed, so I have a soft spot for it. But let's be honest, it is not the most exciting aircraft out there. So, in the spirit of innovation, here is the challenge: Take the stock Stearwing and customize it. Make it faster, slicker, sillier, spaceworthy, submersible...The finished product does not need to be an aircraft. Rules: 1. You may change and/or remove engines and landing gear if you wish. 2. You must not remove any other parts, however, you can move parts around, and add as many additional parts as you like. 3. No restrictions on Mods (though please indicate what you have used). Of course, all stock creativity is greatly appreciated and wins kudos. 4. Anything not explicitly forbidden by the above rules is not only allowed, but encouraged. 5. Please include photos and/or video and brag unashamedly about why your modification is simply the best, fastest, coolest, weirdest. I've got to learn Adobe Illustrator for work (last used it years ago and have forgotten everything), so I will use that as an excuse to make some badges. Categories TBD based on what people come up with, though probably one in each category for stock and modded. The example below is just a basic three-minute alteration. I'm working on something better and much farther outside the box. But you get the idea... Or this, which I created on the fly when the Mission Builder came out. Again, this is still pretty basic. You can tell by the engine placement that quality control was pretty lax on the assembly line that day. or this awesome video I found:
  25. When I attempt to load ksp the loading screen gets stuck on the JsmesWebb/BaseStructure/jameswebb file from the James Webb For Kerbal mod indefinitely. I have removed this specific file once and it loaded fine, so it is a problem with this specific file any ideas how to fix this?