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Found 448 results

  1. 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.
  2. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. 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. From version 21.0 Tantares is "complete" and will not receive any further updates to content. Urgent or significant bugs will be fixed however. There is no need to create a "Tantares continued" unless you plan to add further content. 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 LK & LK-700 Lander TKS & FGB DOS Upper Stages Briz-M, Briz-KM, Blok-D and Fregat. Misc Image Gallery Wonderful images provided by @DiscoSlelge, @Zorg and @Deltac. Downloads 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. You can also empty the fuel tanks by 1/2 to approximate true to life performance. 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 further development is planned.
  3. 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
  4. Download on SpaceDock or Github or Curseforge. Also available on CKAN. SimpleConstruction! (SC!) This mod aims to provide simple craft building capability in flight mode to stock parts. Author adopted for curation by @zer0Kerbal from @EricWi from @RealGecko Originally created by MatterBeam Description After testing out Extraplanetary Launchpads and Roverdude's MK/OKS, @MatterBeam had the idea of creating a simple, user friendly mod that would allow you to build rockets without taking a 200MB hit to RAM or having to juggle multitudes of resource pathways. If you know how to set up a drill, ISRU and a fuel tank for an Ore to Fuel conversion, then you should know how to build rockets. Features No extra parts No RAM usage Added functionality for the Mobile Processing Lab in the late game Simple, configurable and adds levels of depth to the gameplay without a learning curve Kottabo Talks SimpleConstruction! Simple Step-By-Step: Full Changelog: See ChangeLog for full details of mod changes Known Issues: See Known Issuues for any known issues Installation Directions: Use Dependencies Kerbal Space Program may work on other versions (YMMV) Module Manager 1 Recomends KerbalStats B9 Stock Patches B9PartSwitcher or Interstellar Fuel Switch Core Not So SimpleConstructon! Suggests (mods that benefit SimpleConstruction!) Community Resource Pack TweakScale Toolbar Mining Expansion Community Resource Pack Kerbal Inventory System Kerbal Attachment System Infernal Robotics - Next Alternative Resource Panel(ARP) Olympic's ARP Icons (ARPI) Suggests (other fun mods by zed'K): B9 Stock Patches (B9S) KGEx On Demand Fuel Cells (ODFC) Field Training Lab (FTL) Field Training Facility (FTF) Docking Port Descriptions(DPD) PicoPort Shielded (PPS) Transparent Command Pods Repressurized)(TCP) Biomatic Oh Scrap!: ScrapYard: DaMichel's AeroRadial DaMichel's CargoBays DaMichel's Fuselage DaMichel's Spherical Tanks Stork Delivery System (SDS) SimpleLogistics! Supports B9 Stock Patches Kerbal Change Log Kethane/KethanePlus Extraplanetary Launchpads - No More Production Conflicts ExtraPlanatary Launchpads Possible Conflicts MKS maybe? red box below is a link to forum post on how to get support Special Thanks: @RealGecko, @Ericwi, @maculator, @taniwha, @Eleusis La Arwall, @Badsector, @cy-one for their contributions. @MatterBeam for creating this cool mod. License aka Legal Mumbo Jumbo License: Source: GitHub Disclaimers: This mod contains @taniwha 's Launchpad.dll and textures from his Extraplanetary Launchpads. *** All bundled mods are distributed under their own licenses*** *** All art assets (textures, models, animations) are distributed under their own licenses*** Original Author: @MatterBeam Maintainer(s): @RealGecko - @EricWI Thread Download Source: GitHub License: 2 v4.0.2.4 original: 11 Aug 2018 zed'K | updated: 2020 Mar 27 zed'K Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date “Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date”↩ changed to MIT before my time. “changed to MIT before my time.”
  5. 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) DELETE OLD/EXISTING installations before installing new. zer0Kerbal adopts for curation the mod known as On Demand Fuel Cells (ODFC) Field Training Lab (FTL): Field Training Facility (FTF) : Continuation of Training Lab and Field Training Facility. Originally by @Efour, now continued by zer0Kerbal with support from the community. This mod provides a training system for 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.
  6. 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
  7. AoA Technologies Development Thread Changelog: v.1.4.1 - Fixed JSIVariableAnimator error - Added crew reports where missing - Tested in 1.4.5, should work in 1.5.1 Known bugs: Cobra MKII, Combat Dragon II and Super Tucano cockpits are missing hatches. 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 on cKan/Spacedock) Firespitter & ModuleManager Plugins (These are bundled in a lot of mods, check if you already have their latest versions in your GameData folder) All requirements are included on the GitHub release Credits to @nli2work for props used. Licensed under CC-BY. Thanks to @linuxgurugamer and @gomker for helping me with latest release's bugfixing DOWNLOADS Also available via cKan >FOR 1.2.X (Discontinued) CLICK HERE< Get old KU34 texture here. Delete the old folder and replace. Source I and martinezfg11 are open to suggestions Album Hope you enjoy it. => @martinezfg11 Is still working on the mod. Licensed under CC-BY-NC-SA 4.0 Parts: (coming soon)
  8. [1.2.0] KSP KeepFit 0.11.9.8 - A Kerbal In-mission Fitness Degradation and Gee Loading Addon TLDR; A plugin to track kerbal fitness levels and impact their G-tolerance as a result of spending years bunged up in tiny capsules. Summary of Features - All Kerbals have a fitness level - Each capsule has a defined 'activity level' defining the comfort, room, and built-in fitness capabilities for crew in flight. - All Kerbals are now subscribed to a regime of calistheni caliths ... workouts whilst not on missions to recover their fitness levels. - All Kerbals fitness levels go up or down based on their opportunities for exercise (not just active vessel). - In-flight display of Kerbals fitness levels and Gee loading - Kerbals in active vessel are affected by their current Gee loading - Separate tracking of short and longer term Gee loading (1 and 5 seconds, and 1 and 5 minute aggregates), with lower tolerances for longer term Gee overload - Fitness levels impact Gee tolerance - Visible warning if crew experience dangerous Gee loading - Excessive Gee May cause Untimely Death of crew! - Per save configuration settings - Enable or disable KeepFit without removing addon - Crew fitness levels, settings, and Gee data saved in main game persistence file - revert friendly! - 'WimpMode' to turn Fatal Gee into G-Loss of Consciousness (currently notification only). - Truly Ugly full roster view in Tracking Station and VAB/SPH - Uncounted undetected bugs! - Special extra bonus for using Habitat Pack, as Porkworks Centrifuge part is currently the only part configured by default to bestow EXERCISE on crew on missions How to add the KeepFit part module to your parts Whilst KeepFit makes a wild stab in the dark at choosing a reasonable fitness level to apply to crewed parts, you probably want to add your own configs for your favourite parts if you feel they shouldn't be assumed to be 'cramped' (by default all crewed parts are cramped, as per the Mercury quote 'You didn't so much get into it as wear it' (though dammit I can't find the original quote now). Using modulemanager scripts, you add the module which allows the activity level to be defined for a part, which then goes to affect how quickly your crew's fitness degrades. See below for an example. All you have to do is create a .cfg file, and replace the named parts in the example with the part name (from the part.cfg file, not its name in the parts list in the editor), and choose an activity level for strActivityLevel from the available :- CRAMPED COMFY NEUTRAL EXERCISING // slightly better @PART[mk2LanderCabin] { MODULE { name = KeepFitPartModule strActivityLevel = COMFY } } // even more palatable @PART[cupola] { MODULE { name = KeepFitPartModule strActivityLevel = NEUTRAL } } Download from :- - SpaceDock - GitHub Release Source and Legal Notices Source code on GitHub This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License This mod includes version checking using MiniAVC . If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin . Changes : 0.11.9.8 - Merged fixes for assembly loading/parsing, and additional configs from Kerbas-ad-astra - many thanks. 0.11.8.7 - Rebuilt for KSP 1.2.0 - Many additional part configs courtesy of Kerbas-ad-astra. Many thanks. 0.10.8.6 - Reworked config window for more sane value editing, and to allow editing of baseline Gee tolerance levels. 0.10.7.5 - Rebuilt for KSP 1.1.3 - Didn't fix gender issue on Gee message 0.10.6.4 - Rebuilt for KSP 1.1.2 - Release build 0.10.5.4 - Rebuilt for KSP 1.1 release. - Fixed issue with old windows remaining after switching scene (may also have held onto other resources as a result!) - Debug build - extra logspam for debugging/error reporting uses. 0.10.4.3 - Rebuilt and fixed up for KSP 1.1 prerelease. - Added configs for CrewTubes 1.25m airlock and 2.5m airlock stock parts (I can't even remember!) - contributed with thanks by Fraz! 0.9.4.3 - Added configs for HGR, AIES, CX parts, kindly contributed by @Fraz86, @EvilMurk, @Kerbas-ad-astra 0.8.4.3 - Fixed (again) dupe of OKS_Habring in config - Fixed window spam issue where multiple instances of windows would appear when clicking a button for a window which is already open. 0.8.3.3 - Interopability between KeepFit and GeeEffects mod, courtesy of SerTheGreat, many thanks - Merged in blk2007 addition of missing KeepFit config for the Akademy. - Rebuilt against KSP 1.0.5 0.7.3.3 - Rebuilt on 1.0.4 and updated compatibility in version info 0.7.3.2 - Removed applauncher detector code (for testing purposes, shouldn't have been released) 0.7.3.1 - Recompiled for KSP 1.0.3 0.7.2.1 - Fixed bug causing CLS not to be properly detected, and exceptions thrown when using CLS support. 0.7.1.1 - Added optional support for ConnectedLivingSpace - if CLS is installed, config can be set so that Kerbals are assumed to have access to the 'best' location for ActivityLevel in the space that is accessible to them according to CLS. - Switched applauncher icon to DDS. - Added activity level description to VAB/SPH parts browser 0.6.1.1 - Added extra toggle to config - useBestPartOnVessel - if set to true KeepFit assumes Kerbals can go to the best location on the vessel to keepfit. - Fixed persistence bug which was resulting in vessels losing their components activity levels 0.5.1.1 - Added excellent configs for 1.0 stock additions, NearFuture and Stockalike Station Parts contributed by @FRaz86. - Shortened the partmodule context menu label. - Included profession in crew roster ui.[/LIST] 0.4.3.1 - Fixed Gee effects kerbal killer being enabled even when KeepFit has not been enabled for the game save! (I killed Jeb in *my own* career game!) 0.4.2.1 - 1.0.2 Compatibility rebuild, no other changes. 0.4.1.1 - 1.0.0 Compatibility rebuild 0.3.0.1 - 0.90.0 Compatibility, added minimum landed gee (default 0.05g) for landed state to imply 'exercising' - other changes see github 0.2.0.6 - MainWindow is no longer an exclusive appLauncher button, so it can be moved around and kept etc, and also hiding mainWindow via the appLauncher no longer hides all the child windows 0.2.0.5 - Reworked UI to be almost nice, and confirmed major functionality working 0.2.0.4 - Fixed lack of fitness updates whilst in spacecenter scene, changed spacecenter button behavior to show fitness roster window, de spammed the logging on the debug build somewhat, and tidied up the applaunch icon. 0.2.0.3 - Added support for ksp-avc/mini-avc, and switched to a compatible versioning scheme 0.2-alpha - Updated to use ksp 0.25 for build, removed module manager from package, switched to using app launcher, otherwise just as broken as previously. 1.0.43 - Removed some unnecessary debug log-spam, and enabled plugin during tracking station + space center scenes, as well as flight, as time passing in these scenes has become 'real' in 0.23.5 1.0.43 - Many cycles of pain later, appveyor is partially working again, though dumping packages always into the same destination 1.0.33rc1 - Interim manual build due to build host plosion - removed debug infinite fuel bobbins, modulemanager dll, and toolbar from distribution zip 1.0.28 - Moved modulemanager dll to the correct place in the installation bundle 1.0.27 - Scrubbed up the roster window (VAB/SPH/Tracking Station) to use the same style as the in-flight display, made crew displays a togglable dropdown for space, and added an all vessels display to in-flight, plus fixed a save bug 1.0.26 - Fixed bug resulting in parts not picking up their specified activityLevel correctly 1.0.25 - Removed egregious 'helloworld' window from KeepFitPartModule in-flight UI 1.0.17 - 1.0.24 - Battled the beast that is AppVeyor ([URL]https://ci.appveyor.com[/URL]) to get automated build + package generation 1.0.11 - 1.0.16 - KeepFitPartModule now contains definition of activityLevel on attached part, vessel takes 'best' activity level among component parts - Landed vessels now take activityLevel to EXERCISING - In-flight UI inspired by/copied from (ish) Alternate Resource Panel. Now displays Gee loading breakdown + fitness of active vessel crew - Fixed it, broke it, fixed it (repeat x99)
  9. This mod seeks to expand the science lab system. It currently adds a smaller, one-kerbal lab, and a 4-in-1 science package. Currently uses stock meshes since I suck at 3d art . Works for KSP 1.8.1 and up See Github for downloads. Github: https://github.com/toshnika/LabsPlus/blob/master
  10. Hi , So , I play KSP for a bit of time now , and I want to try some mods . The problem is ... I don't know were to start ! What do we have to do to install mods , how to play to lots of mods at a time , and finally , which mods shall-I choose ? I have no idea which mods exist and which mods are the best . If you know the answer for one or more of my problems , can you answer me , please ?
  11. Dear Mod Makers, if you want to find a translator for your mod quickly - please just leave a message in English in >this< thread with instructions and feedback. Thanks! KSP unterstützt ab der Version 1.4.0 nun auch offiziell Deutsch.Viele Modder versuchen jetzt auch, ihre Mods in die vier neuen Sprachen und damit auch Deutsch zu übersetzen, um die Mods einem möglichst breitem Publikum zugänglich zu machen. Dafür brauchen sie Eure Hilfe! Dieser Thread soll dazu dienen, die Übersetzung zu koordinieren und den Moddern bei ihrem Unterfangen zu helfen. Internationaler Thread mit Hilfreichen Informationen, Programmen und einer Zusammenfassung: Wie Du helfen kannst: Über die Mods informieren, die eine Übersetzung brauchen Entweder in diesem Thread unter "Mods ohne Übersetzung" Oder im oben verlinkten Thread im Abschnitt: Localization supported; translations needed, wenn dort German auftaucht Hinweis: Es kann sein, dass eine Mod bereits ins Deutsche übersetzt wurde, es aber noch nicht hier oder im internationalen Thread bekannt ist, daher solltest Du am Besten auch die offizielle Seite der Mod überprüfen. Den Entwickler der Mod finden und kontaktieren. Entweder über den Link auf dieser Seite,... über den "offiziellen" Thread der Mod, oder... über die Suche des Forums Den Entwicker entweder im Thread der Mod oder, falls dieser nicht vorhanden ist, per PM darüber informieren, dass Du die Mod übersetzen willst. Das vermeidet, dass Arbeit umsonst gemacht wird weil zwei Leute an der selben Übersetzung arbeiten und nichts voneinander wissen. In diesem Thread darüber informieren, dass die Übersetzung in Arbeit ist Übersetzen! Im internationalen Thread posten, dass die Mod übersetzt wurde. Wenn Du hier als Übersetzer erwähnt werden willst, auch in diesem Thread über die fertiggestellte Übersetzung berichten, Profit! Mods ohne Übersetzung: Astrogator Auto Actions - 17 Zeilen; ~26 Wörter Connected Living Space Contracts Window + (Plus zwei dazugehörige Mods Eins; Zwei) - 66 Zeilen; 190 Wörter Critical Temperature Gauge - 20 Zeilen; ~54 Wörter Easy Vessel Switch Explodium Breathing Engines Filter Extensions - 24 Zeilen Galileo's Planet Pack - 613 Zeilen JSI Advanced Transparent Pods Kerbal Inventory System Kerbal Sports KSP Interstellar Extended Near Future Solar - ~1400 Wörter, 120 Zeilen PicoPort Precise Maneuver Editor Real Agencies Collection Science Relay - 13 Zeilen; 71 Wörter Ship Manifest Stage Color Plugin Stockalike Station Parts Expansion - ~1000 Wörter, 84 Zeilen Suit Refill - 12 Zeilen Surface Experiment Pack - 1398 Zeilen; 17549 Wörter Surface Mounted Stock-Alike Lights For Self-Illumination Tarsier Space Tech Tantares Launch Vehicles Tantares Spacecraft Mods in Bearbeitung ... Bereits übersetze Mods: Action Group Manager Continued @Three_Pounds Airlock Plus @Nils277 Antenna Helper @woeller Cryo Engines @Three_Pounds (falscher Tag: de statt de-de) - Pull Request erstellt Cryo Tanks @Three_Pounds(Pull-Request noch nicht übernommen) CommNet Visualization (falscher Tag, Texte noch auf Englisch) - Pull Request erstellt Community Resource Pack @Three_Pounds Community Tech Tree @Three_Pounds (Pull-Request noch nicht übernommen) DeepFreeze @Nils277 Dr Jet's Chop Shop @Nils277 Feline Utility Rovers @Nils277 Heat Control @Three_Pounds(Pull-Request noch nicht übernommen) Kerbal Atomics @Three_Pounds(Pull-Request noch nicht übernommen) Kerbal Planetary Base System @Nils277 Near Future Construction @Three_Pounds(Pull-Request noch nicht übernommen) Near Future Electrical @Three_Pounds (Pull-Request noch nicht übernommen) Near Future Launch Vehicles @Three_Pounds(Pull-Request noch nicht übernommen) Near Future Propulsion @Three_Pounds(Pull-Request noch nicht übernommen) Near Future Spacecraft @Three_Pounds(Pull-Request noch nicht übernommen) Near Future Solar @Three_Pounds(Pull-Request noch nicht übernommen) Patch Manager @Three_Pounds Rover Science Continued @Three_Pounds SCANsat @h0yer (falscher Tag: de statt de-de) - Pull Request erstellt Speed Unit Annex Toolbar Ps. ich versuche mindestens einmal in der Woche, diesen Thread mit dem internationalen Thread abzugleichen und aktuell zu halten. Pps. wenn Du eine der oben genannten Mods übersetzt hast, aber noch nicht als Übersetzter genannt wirst, einfach hier melden.
  12. I have tried many cinematic and camera mods but nothing worked back in 1.7 and now I'm again finding these types of mods but no one works(I have 1.9 virsion) please help! Or do anyone have any camera mod which still works on 1.9 please tell
  13. 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.
  14. I was finding any mods which can give me flight profile in graphical form like altitude vs time graph, acceleration vs time graphic etc. Like dude in this video https://youtu.be/nSDXLiynSDXLiydwCY I just died finding this thing but looks like it doesn't exist
  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. Download on SpaceDock, Github or Curseforge. Available on CKAN. Not So SimpleConstruction (NSSC) This is the new thread. Original thread here. zer0Kerbal adopts for curation the mod known as Not So SimpleConstruction. created by @RealGecko, then updated by @Mrcarrot Adds Mallet, Survey Stake, Recycler to the game and turns Cupola into EPL Survey Station. For SimpleConstruction. Recently @Mrcarrot agreed to allow me to adopt for curation this great Not So SimpleConstruction mod. With my pleasure I accept the torch from @Mrcarrot's hands, so that this glorious mod won't be lost in time. Description Extraplanetary Launchpads is great mod, but too complicated to [RealGecko's] liking. On the other hand Simple Construction is pretty good. It turned [RealGecko's] Mun and Minmus research and refuel bases to fully functional rocket building facilities, but due to [SimpleConstruction's] design it's missing the EPL recycler and survey stake (must have for surface building). So [RealGecko] decided to create a middle ground between the two. Meet the Not So Simple Construction. Adds Mallet, Survey Stake, and Recycler to the game and turns the Cupola into EPL Survey Station. Installation Directions (assumes basic KSP mod installation knowledge): Extract to your KSP folder. Install related ModuleManager patches. Changelog Summary See ChangeLog for full details of mod changes Requires Kerbal Space Program v1.8.1, may work on earlier versions Dependencies Module Manager Simple Construction KIS Suggests: CKAN Not included in download, you'll need to install 'em separately. How to: EVA: Grab survey stake and mallet. EVA: Hammer survey stake into the ground. Right click cupola module and click "Show UI". Build your rocket. Have fun!!! Warning!!! If you encounter problems with K&K Planetary Cupola not showing "Finalize Build" button, then just quick save and quick load. Legal Stuff: Disclaimers: This mod contains @taniwha's Models and textures from his Extraplanetary Launchpads. This mod contains models from Extraplanetary Launchpads. All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses. Source: GitHub License: GPLv3: http://www.gnu.org/licenses/gpl.txt. Old Source: GitHub repo Old License: License GPL v3 Special thanks to @RealGecko for creating this cool mod.
  17. Is there a mod/way to make solar panles less effective? It's just that is sometimes feels like cheating because you don't really need panels that much.
  18. Every time I start ksp, the loading gets stuck at : "janitor's closet/Textures/..." After a while the game just doesn't respond and I have to close it. If I keep doing this a while, finally the game decides to launch. Anyone knows how to fix this?
  19. I love the mod, but I ran into some problems with it and I need help fixing it (can go into configs if needed) Problem 1: The shading effects make the game too dark Problem 2: When I come close to anything, it blurs and I don't want it to. Could you please give me some advice on fixing it? @The White Guardian could you help please?
  20. 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.
  21. Is there a mod that turns off artificial lighting in command pods? I always felt like some IVAs had very bright lighting, and to be honest it kind off feels off. So I was wondering if you have heared of such a mod that will make my experience more 'atmospheric'?
  22. I have tried installing B9 procedural wings on my ksp 1.8.1, but it keeps stopping at "verifying expansion: breaking grounds. I have had b9 aerospace before b9 procedural wings, and it worked fine. now, with b9 procedural wings uninstalled, it isnt working, and i am getting the same error. has anyone encountered this/know a solution to this? seeing as most of the crafts from kerbalx that I like have this mod, it would be great if it worked.
  23. 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.
  24. A simple reconfig of engines and other parts from other mods to use less intake air, generate more thrust, improve efficiency, generate less heat, and be a lot stealthier. (Links coming soon)
  25. The development thread for the continuation of the beloved Aviation Cockpits Original Thread by @Mallikas: From The Original Thread: Adds 9 new cockpits - Eurofighter Typhoon - Interceptor Inline Cockpit - Training Jet Cockpit - F8F Bearcat cockpit - Fw 190 Cockpit Twin-seated cockpits: - Su-30 - Mirage 2000 - S39 Cockpit - F-104 Cockpit Pics: http://imgur.com/a/Cd6vl Pics of prop plane cockpits: http://imgur.com/a/dRhzv Rasterpropmonitor is recommended for working dials and huds: Download: Pre-Release Released! No part changes from the original yet... https://github.com/Geoplex-Official/AviationCockpitsContinued/releases/ Optional Addons: Still working on getting the latest versions, will be updated sometime after release. Planned Features: Full BDA support, will be released as a extras folder. Criticism Welcome.