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Found 270 results

  1. Tantares Space Technologies 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. Thanks to @DiscoSlelge for the wonderful vectors. Old Tantares Old TantaresLV 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? A. They are balanced against stock parts, as to not be intentionally useless. See here for a better experience courtesy of @pap1723. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  2. How to make mods?

    Hello, guys/ Modemaker's I have a question: How to make mods? Easy is it? What's programm you use?
  3. 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.
  4. 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 1.2.2, 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 while we await his return (at which point we can return to that thread). 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 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: 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 want to contribute financially, please see the original thread for a link to the original author's donation page. The original author has done by far the largest effort in bringing this mod to you and the KSP community.
  5. 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'd love to expand the mod, but, for now, I'd like to focus on finishing the "Big Soyuz" parts. 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. Mini-packs: Big Soyuz "Big Khleb." 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! STATUS: 1.2.*, 1.3 Compatible. CURRENTLY INCLUDES: Fully-functional IVAs! BK-D0P-1 Docking Port [PARACHUTE]. BK-D0P-2 Docking Port. BK-50Y-Z "Big Khleb" Command Pod. BK-H34-T Heatshield. BK-105-0B Stack Decoupler. BK-S3R-M "Kneel Before Beale" Service Module. DOWNLOAD: Grab it on Github! DEPENDENCIES: Modulemanager by @sarbian (Included). FUTURE PLANS: Adding the decoupler, heat shield, parachutes, docking ports, solar panels, IVAs, and a different version of the SM to replicate the "Zarya" spacecraft (In that order). 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. ---------- BDB-Compatible Gemini Paraglider 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! STATUS: 1.2.*, 1.3 compatible. CURRENTLY INCLUDES: YL-HG-MW Gemini Paraglider. DOWNLOAD: Grab it on Github. DEPENDENCIES: Modulemanager by @sarbian, RetractableLiftingSurface by @linuxgurugamer (Included). FUTURE PLANS: Adding landing gear, probably after the first build of the "Big Khleb" is released. 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 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. STATUS: 1.2.*, 1.3 compatible. CURRENTLY INCLUDES: Mk1-A Command Pod DOWNLOAD: Grab it on Github. DEPENDENCIES: Modulemanager by @sarbian, ComfortableLanding by @Icecovery (Included). FUTURE PLANS: Adding a full Service Module and docking port. LICENSE: GNU General Public License v3.0. ---------- LV-T33 "Cormorant" Cryogenic Engine. DESCRIPTION: This little, 1.25 metre, cryogenic upper stage engine was the first part I ever made, and, though it looks ugly as hell and like a pre-0.18 engine part, I'm proud of it, so I've decided to put the download up here for everyone to use! STATUS: 1.2.*, 1.3 Compatible. STATS: Mass: 0.35t. Max thrust (ASL): 53.951 Kn. Max thrust (Vac): 79.0 Kn. ISP: 280 (ASL), 410 (Vac). Gimbal range: 1.25°. Lqd Hydrogen: 48.612/sec. Oxidizer: 3.241/sec. CURRENTLY INCLUDES: LV-T33 "Cormorant" Cryogenic Engine. DOWNLOAD: Grab it on Github. DEPENDENCIES: Community Resource Pack by @RoverDude, Modulemanager by @sarbian (Included). FUTURE PLANS: I have no plans for this; It is my first mod part, and I have no intention of expanding upon it. LICENSE: GNU General Public License v3.0.
  6. This mod adds flames and smoke to certain parts' joint break event. At the moment, these parts include: -anything with "wing" in the name -anything with "fuselage" in the name -anything with fuel or oxidizer as resources. -engines. Download from GitHub Source License: CC0 Author: @BahamutoD Contributors: @jrodriguez @SpannerMonkey(smce) Video by Space Scumbag:
  7. kOS Scriptable Autopilot System v1.1.3.2 for KSP 1.3.1 (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
  8. Is there a mod for a rocket to be placed directly on orbit?
  9. I have been messing with the Engine config files in my copy of KSP 1.2.2 with Real Solar System, Realism Overhaul, and Realistic Progression Zero mods installed, mostly to create fictional engines or engines that do not exist in currently available mods. However, I have not been able to add gimballing to an engine that previously had none. For example, I attempted to add gimbal to the RS-88 engine for an orbital launch vehicle using that to power its first stage and an AJ10 to power its second stage, but even after ~8 attempts at adding and modifying the ModuleGimbal, it still didn't work. What am I doing wrong? Here's the RS-88 code at the final attempt: RS88_Config.cfg - Google Drive
  10. [1.3.0] Launch Numbering 0.4.0

    Launch Numbering is a very simple mod - with one job to do. Every time you launch a vehicle, the mod examines the name. If it's seen that name launch before, it appends a number on the end. So, if you launch the same vehicle 4 times, they should all be uniquely named. Downloadable from Spacedock Source on github MIT Licensed In game settings, you'll find options on whether we use Arabic or Roman numerals, and whether we show Bloc numbers (wherein we try to identify "variants" of the vessel, in terms of its structure, and show it as a different Bloc). Now that this is doing what I wanted, I'm open to suggestions for anything that others would like to be able to configure with it.
  11. [1.2.0] KSP KeepFit - 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 : - Merged fixes for assembly loading/parsing, and additional configs from Kerbas-ad-astra - many thanks. - Rebuilt for KSP 1.2.0 - Many additional part configs courtesy of Kerbas-ad-astra. Many thanks. - Reworked config window for more sane value editing, and to allow editing of baseline Gee tolerance levels. - Rebuilt for KSP 1.1.3 - Didn't fix gender issue on Gee message - Rebuilt for KSP 1.1.2 - Release build - 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. - 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! - Added configs for HGR, AIES, CX parts, kindly contributed by @Fraz86, @EvilMurk, @Kerbas-ad-astra - 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. - 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 - Rebuilt on 1.0.4 and updated compatibility in version info - Removed applauncher detector code (for testing purposes, shouldn't have been released) - Recompiled for KSP 1.0.3 - Fixed bug causing CLS not to be properly detected, and exceptions thrown when using CLS support. - 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 - 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 - 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] - 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!) - 1.0.2 Compatibility rebuild, no other changes. - 1.0.0 Compatibility rebuild - 0.90.0 Compatibility, added minimum landed gee (default 0.05g) for landed state to imply 'exercising' - other changes see github - 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 - Reworked UI to be almost nice, and confirmed major functionality working - 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. - 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][/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)
  12. 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.
  13. Mod Adoption Tutorial

    A forum user, @Murdabenne requested that I share how to do an adoption of a mod. So, last week I showed an adoption while on Twitch Stream, and have finished writing up the steps here. The video is available at the end of the OP. These instructions and the files are available on Github: They are all licensed using the GPLv3 This process has evolved over time; the first mods I adopted didn't use these, and each one was a customized setup. As time went on I developed this process, with the following goals in mind: Consistency Repeatability Ease of setup Easy to follow While not perfect, they do the job for me. Occasionally I run into a mod which has an odd layout or setup, which can usually be dealt with by rearranging folders, or some other minor changes. This discussion will not be going into any issues about coding or bug fixing,etc. These scripts are based on the following directory layout: modmaindir |-> GameData |-> ModDir |-> Plugins |-> Sourcedir The GameData should contain all files needed for a release Abbreviations used VS - Visual Studio IDE - Integrated Development Environment Overview and Dependencies These scripts are based on the following directory layout: modmaindir |-> GameData |-> ModDir |-> Plugins |-> Sourcedir The GameData should contain all files needed for a release Overview and Dependencies Dependencies These instructions are based on using Microsoft Visual Studio 2017 Community version, available here: The 7Zip packaging program is required for the final packaging, available here: The JQ program is required to parse the JSON version file, available here: Overview Part of the process involves adding a file,, to the codebase. This file is called a "Text Template", and is used to create the AssemblyVersion value which is then stored in the final DLL There are two batch files, deploy.bat and buildRelease.bat. The "deploy.bat" used to copy the DLL to the GameData directory, and then to copy the complete release to a test install. The "buildRelease.bat" is used to create the final zip file for release While the packaging program can be changed to an alternative (with appropriate changes to the "buildRelease.bat" file, the JQ program is required and not replacable. The assumption is also made that the mod is downloaded and ready to be worked on. Instructions 1. Create the GameData folder if it doesn't exist If it doesn't exist, then copy the latest release of the mod into the GameData folder 2. Find the .version file (if it exists) and copy it to the top level directory. If it doesn't have a .version file, create one in the top level directory 3. You can either copy the to the main mod folder, or create a new TextTemplate in the project (using MS Studio) and do a copy/paste operation. If you copy it over, you will need to add the file to the project in the IDE 4. Edit the file, update the following line: string versionfile = @"CompletePathTo.version"; Replace the "CompletePathTo.version" with the path to the .version file. 5. Remove or comment out the following line from the file AssemblyInfo.cs (usually located in the "Properties" folder inside your C# project): [assembly: AssemblyVersion("")] 6. If there are any Pre-build steps in VS, copy them to a save place and delete them. 7. If there are an Post-build steps in VS, copy them as well 8. Add the following to the Pre-build event command line. This line is based on using Visual Studio 2017, installed on the X drive: set textTemplatingPath="%ProgramFiles(x86)%\Microsoft Visual Studio\2017\Community\Common7\IDE\texttransform.exe" %textTemplatingPath% "$(ProjectDir)" 0. Copy the two files, deploy.bat and buildRelease.bat to the main mod folder 10. You need to update the deploy.bat and the buildRelease.bat with the following values: H to point to your test KSP install: set H=R:\KSP_1.3.1_dev GAMEDIR to the name of the mod folder: set GAMEDIR=xxxxx GAMEDATA to point to the GameData folder: GAMEDATA="GameData" VERSIONFILE to the name of the .version file: VERSIONFILE=%GAMEDIR%.version In most cases, the VERSIONFILE is built from the GAMEDIR, but some mods use a different name 11. For the buildRelease.bat, you have to update the following as well: If existing, LICENSE to the license file: set LICENSE=License.txt If existing, README to the Readme file: Set RELEASEDIR to where you want the zip file: RELEASEDIR=d:\Users\jbb\release 12. If you want to use a different program than 7z, change it in the next line. If you do, you will have to change the options to the zip program at the end of the file: set ZIP="c:\Program Files\7-zip\7z.exe" 13. In the IDE, right-click on the Solution in the Solution Explorer, and select "Add -> New Solution Folder", give the folder a name SolutionItems 14. Right-click on the SolutionItems folder, and select Add -> Existing item..., add the two files just copied and the .version file 15. Add the following to the Post-build event command line, replace the "xxxxx" with the complete path to the top level directory of the mod: start /D xxxxx /WAIT deploy.bat $(TargetDir) $(TargetFileName) if $(ConfigurationName) == Release ( start /D xxxxx /WAIT buildRelease.bat $(TargetDir) $(TargetFileName) ) 16. Make sure the .version file has the correct values. 17. Now, set the Visual Studio configuration to Debug, and do a test compile. 18. If all is correct, it will compile the code, copy the DLL to the destination folder, and then copy the complete release to your test KSP installation 19. Finally, change the VS config to "Release" and rebuild the mod. This time it will add the step to pack up the entire release and leave it in the RELEASEDIR I did an online stream when I used most of this to adopt a small mod, you can watch it here:
  14. Hey I am looking mods that add fuel tanks that aren't the traditional cylinders we're used to seeing. Basically, I am tired of my spacecraft all turning into the same amalgamation of cylindrical pieces. When I look at real probes and whatnot I see craft that take on a variety of different shapes. I'm fine with my launch rockets all being cylindrical, that's what I expect, I just don't like that my spacecraft look like my launch rockets. I got a taste of it with Near Future Construction and the truss pieces that can carry fuel and other stuff, but its only one type of truss.
  15. [1.3.0] Imperial Planet Pack v0.3 [prealpha]

    IMPERIAL PLANET PACK Hundreds of thousands of years after the star Azure passed by Kerbol and deposited a wealth of new planets in the system...such as Olu'um, Quarta, and Scorch...a second star passed by: Helios. It was dragged along by Azure, and passed by the severely altered Kerbol system and changed the already shaken and unstable planets a lot - it effectively "stole" all of the Kerbol planets, rendering their orbits skewed and the planets very different. The Voluxian Empire, from around Olu'um, meanwhile, was going out and colonising all the planets they could: after they got the technology to escape Olu'um, they felt an insatiable drive to spread their kind around the solar system, planting colonies on any planet they could, regardless of whether or not it was feasible. One day, however, they discovered another civilisation in the solar system: on Gaia. They quickly subjugated the population and made the Gaians do the Imperial bidding... APOLLO Apollo, formerly known as Moho, was once a nicer place: brown and airless, rather than with reddish orange colouration and fiery air: with oceans of lava to top it all off. After it captured a small planet that was orbiting Helios, the initial stages of its rings were formed from the debris created from the tidal forces of the two bodies. However, Apollo's new proximity to the sun rendered any moons unstable in their orbits: as such, it crashed into the planet, heating it further and creating the remainder of the ring. Now, the only remnant of this moon is a small chunk of lava orbiting Apollo in an inclined, eccentric orbit... Meanwhile, the Empire was colonising Apollo. Although it was very hot and hostile to life, they nevertheless tried: the components for an atmosphere and oceans were shipped there at great expense to initialise the terraforming process. They managed to get an atmosphere to retain its mass...though it was of such a high pressure that only Voluxians could go outside, not their Gaian servants. After an atmosphere was established and a dense ozone layer were implemented, water was added into the mix. Small oceans formed, but most of it went into the atmosphere. When the small moon crashed into the planet, it vaporised the oceans and a lot of the material on the planet, creating the dense cloud layer currently present and reducing the entire surface to slag for a while. It eventually cooled down enough so that land could form; however, lava still covers a large amount of the surface today. All traces of the colonists were melted with the surface.... THANATOS Thanatos was once known as Eve...until the Voluxians came with their names and made it Thanatos for all intents and purposes; it is significantly different from how it used to be, though: rather than a scalding hot, toxic planet with very high gravity, it is now a hot, high-pressure planet with very high gravity. The introduction of a species of bacterium specialised at breaking down the toxins found in Thanatos's atmosphere converted it into a planet well-suited for colonisation, at least relatively speaking; considering that planets like Apollo existed, it was a mean feat to be considered viable. The conversion increased the liquid component of its oceans and reduced the gaseous, accounting for its lowered atmospheric thickness and increased sea level. The differences in terrain were due to geological activity from the tidal influence of its recently captured moon of Theristis - this airless, bluish grey body is a beautiful sight to see in the crimson sunsets of Thanatos. Theristis was a minor planet in the Helios system, and the large sphere of influence of Thanatos resulted in it being captured. Unlike Apollo's captured moon of Leto, this did not lead to any disastrous consequences for the fledgling ecosystem on the planet below. TERRA Terra. Once known as Gaia, it has undergone drastic changes since the Voluxians first came and turned it into a planet of factories and mines in order to fuel their ever-voracious machine of expansion and colonisation. The ice caps have partially melted, oceans have flooded some of the terrain, vegetation has rebounded since the Empire - the majority of the planet is covered in lush forests of green, save those areas particularly devastated by the fires of industry: the massive, hot deserts encompassing the remaining land. Its moons have not changed much over the years: Luna has undergone some tidal shifting from the passing of Helios, making it somewhat different in terms of look, but fundamentally it is little different from Gol, other than of course the cooling of its crater. Selene's "goo" oceans that it had while it was called Gullis have also mixed back with the rest of the moon, rendering it more alike Minmus than Gullis, but more bluish. (note: I may make Luna somewhat habitable in later releases, but for now, it is simply the Mun but slightly different) Now that the Empire has crumbled and all their technology decaying in old fortresses, the Terrans are free to explore the solar system once more... ARES Formerly Duna, and now Ares, this body was one of the successful colonisation attempts of the Empire: unlike Thanatos, however, life on this planet flourished - the red inland of Duna is still present, however, due to the fact that the soil more distant from its oceans is less rich in nutrients; however, life will eventually spread there. Terrans, during the Imperial era, were not allowed there. It was a purely Voluxian world, the centre of their bureaucracy outside of Olu'um. As such, the legends of beautiful, strange forests under a red sky are prevalent in Terran culture from a lack of any ability to actually see the surface. For the first time in recent history, Terrans now have the ability to get to Ares and its beautiful moon Stratos. This planet pack is meant to be a continuation of the GPO planet pack by Gameslinx (link down below this) and all of his amazing planets, along with the stock ones. Currently, though, Apollo is the only existing planet, so there is very little here. THIS IS A DEVELOPMENT THREAD, AND UNTIL I HAVE SOMETHING TO SHOW FOR EACH STOCK PLANET, I WILL NOT CONSIDER THIS A MOD IN A RELEASE WORTHY STATE, AND EVEN THEN PROBABLY NOT. The order of releases is roughly established: Pre-Alpha is all the stock planets established; Alpha is all the GPO planets established; Beta is all of the stock planets well made; and Release is all GPO planets well made. As of right now, it is in a pre-alpha stage. Enjoy! Screenshots: GPO: Credits: @Gameslinx for inspiring me to make planets, providing advice and help, and just being an overall great influence on how this pack came about; @GregroxMun for yelling at me when I did dumb things with the mod; @ModerndayLink for providing the EVE configs used on Apollo; ThomasP for creating the Kopernicus plugin, without which this mod would not be possible; rbray89 for making EnvironmentalVisualEnhancements, which allows the awesome clouds on Apollo to be a thing; blackrack for making Scatterer, which just makes everything work so much more well; and @JadeOfMaar for recommending things to do, and how to do them better. Thanks all of you Discord for people telling me what to do and how to do it better than I could on my own (also Gameslinx's discord is this one so thats cool): V0.3 RELEASE: Planet Pack
  16. With kind permission of @blizzy78 , and continuing on from his excellent work, I've taken on this plugin which is otherwise essentially the same as before This is a minimalist plugin that allows to adjust the ambient lighting on the fly. This should come in handy when you can't see your docking ports because you forgot to bring lights. It should also be useful to Youtubers and streamers that want to brighten things up a bit for their viewers. This plugin optionally supports Toolbar Plugin version >=1.7.0 (no longer bundled with the download - don't forget to grab it separately if you want it) How to Use You have two settings you can toggle between. To adjust the ambient lighting in the current setting, click on the toolbar button to open the slider. Then drag the knob of the slider around. Click the toolbar button again to hide the slider. To reset the ambient lighting in the current setting to KSP default levels, right-click the toolbar button. To switch to the second setting, click the toolbar button using the middle mouse button. Each time you click using the middle mouse button, you toggle between those two settings. Both settings are persisted between scene changes and KSP restarts. Download Ambient Light Adjustment Plugin :- Github KerbalStuff Spacedock Source code on GitHub: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Change Log - Rebuilt for KSP 1.3.0 - Applied fix for toolbar wrapper assembly parsing - Rebuilt for KSP 1.2.0 - Rebuilt for KSP 1.1.3 - Rebuilt for KSP 1.1.2 - Rebuilt for KSP 1.1 - Added tooltips to Reset and Toggle buttons. Added Null pointer check around RemoveModApplication when destroying button. Updated assemblyinfo version. - Changed default position when using stock toolbar. Save slider position to settings.dat. - Added buttons for toggling between setting A and B, and for resetting current setting to default ambient level. Fixed proliferation of spurious applicationlauncher buttons after changing scenes. - Rebuilt for KSP 1.1.0 prerelease Added support for stock applauncher - Rebuilt for KSP 1.0.5 - Rebuilt for KSP 1.0.4 [*] - Rebuilt for KSP 1.0.3 - Rebuilt for KSP 1.0.2 - Added toolbar button on spacecenter scene. - Rebuilt for KSP 1.0.0 - Fixed incorrect mod name in AVC version file. - Switched to timmersuk fork - Updated for 0.90.0 - Switched to KSP-AVC/mini-avc for versioning - no longer retrieves current version from 1.2.0, 2014-08-21 - The plugin now also works in the tracking station. - The slider will now auto-hide automatically after a few seconds of inactivity. - The toolbar button is now only accessible in the relevant game scenes rather than all game scenes. 1.1.3, 2014-07-27 - The plugin now does an automatic update check, and also gets KSP versions from the update check server. In case the currently running KSP version is one of those versions, the plugin will not complain about being incompatible with this KSP version. This saves both players' and the plugin author's time. - Updated for KSP 0.24.2 and Toolbar Plugin 1.7.6 (included.) 1.1.2, 2014-07-18 - Updated for KSP 0.24.1 and Toolbar Plugin 1.7.5 (included.) 1.1.1, 2014-07-18 - Updated for KSP 0.24.0 and Toolbar Plugin 1.7.4 (included.) 1.1.0, 2014-03-06 - Added the ability to toggle between the current and the previous setting by clicking the toolbar button using the middle mouse button. - Both settings are now persisted between scene changes and KSP restarts. 1.0.0, 2014-03-05 - Initial public release. The Ambient Light Adjustment plugin is licensed under the GNU GPL v3.
  17. URL: FAQ What we are working on now: We decided to split Spacedocks Frontend and backend. VITAS is working on the frontend (including UI rewrite) Darklight is working on the backend. VITAS is working on an improved cdn setup
  18. KSP Fusion Tech v1.1

    This is the 1.1 Release of my Fusion Tech mod, which now includes three types of fusion drives, reactors, a retractable 10m heat shield, a high-power RCS block, and balanced some numbers. --NOTICE: NEW VERSION WITH PRETTY MODELS N STUFF WILL PROBABLY LAUNCH BY THE WEEKEND-- Changelog: Reduced thrust of both 3.75m Drives to 50,000 KN. Reduced thrust of both 0.625m to 10,000 KN. Removed gimballing on all drives - ship will flail erratically at high throttle due to the game trying to compensate for thrusts it wasn't really designed for by gimballing the drive. Added Infinity Heat Shield. Added "Spike" Kerman Drive designed for landing. Added Kerman RCS Drive for high-power maneuvering (WARNING - NOT TESTED WITH DOCKING) Enjoy! PARTS INCLUDED 0.625m Kerman I-Drive (100,000 ISP, 10,000kn) 1.25m Kerman Drive (100,000 ISP, 25,000kn) 1.25 Spike Kerman Drive (Varied ISP, 2000kn) 2.50m Kerman Drive (100,000 ISP, 50,000kn) 3.75m Kerman Drive (100,000 ISP, 50,000kn) 0.625m Basic I-Drive (500 ISP, 10,000kn) 1.25m Basic Drive (1,000 ISP, 25,000kn) 2.50m Basic Drive (1,500 ISP, 50,000kn) 3.75m Basic Drive (1,500 ISP, 50,000kn) Fusion Reactors (0.625m, 1.25m, 2.5m) Reusable 10m Inflatable "Infinity Shield" Heat Shield High thrust & efficiency 4-way RCS block ALL PARTS USE REGULAR LIQUID FUEL - NO SPECIAL TANKS NEEDED Kerman Drives are high thrust and VERY high efficiency. (Basically for flying in a straight line really, REALLY fast) Basic Drives have the same thrust as there same-sized counterpart, but they are very inefficient. (Good for missions with lots of actual orbit maneuvers) Fusion Reactors make lots of power with a little bit of LiquidFuel. All rights reserved. DOWNLOAD
  19. Kerman Drive Technologies [1.3]

  20. 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
  21. [1.3.x] Real Battery v1.3.2

    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: 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 and CKAN SOURCE WIKI Required Addons: Community resource pack (not provided) Module Manager (not provided) 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
  22. After 1 year of stopped development... Welcome to the Development thread of Other_Worlds Reboot. Other_Worlds was a star and planet pack that started out 2 years ago as my first ever ksp mod. This time, with the knowledge that I've aquired through out the years, I'm going to redo this pack! Most of the stuff here is WIP, but I'll be posting images about the redone planets and other information. I'll sometimes be streaming on twitch in the process of creating the planets. Status: Heightmaps Status: 11/11 Colormaps Status: 12/12 Configuration Files Status: 11/13 Recheck of the Configuration Files: 0/13 Clouds Pack Status: 1/5 Scatterer Configuration Status: 2/7 Easter Eggs? 0/3 Asteroid Configuration Status: 0/6 Final Touches: ??/?? Overall Progress: 37/70 (52.86%) LATEST NEWS: > Added the rest of the planets. Phase 1 finished. > First Configuration of Vassa has been finished. > First Configuration of Troni has been finished. > Prima are Secunda, the last bodies to be retextured, have been done. > Niko has been redone maintaining the old style. WIP Images: Original Other_Worlds Forum Threads: Original Forum Thread [1.3] Revamped Clouds Thread [1.3, contains mod] Helping Pals: themaster402 - Cloud pack
  23. Download Here (1.3 is most recent update) EVE is bundled, but be sure to check EVE page for updates as i dont expect to update this more often then every few weeks. And for those of you that want to run this with OPM, check out the following (you may need to use V1.2 with that since 1.3 has massive changes and im not aware this pack was updated for 1.3): Banner will be updated in time, i have more pressing things to do right now (like add a few features i really really want to get in this mod). Pics: 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-1.3 *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. Planned: *Lava eruptions on hold until i can figure out how to mod EVE source code to actually support glowing volumetric particles (you can only make the 2d cloud layer glow sofar using "Minlight" but there is no such thing *Asteroid belt (no collisions sadly) around Dres and or bop. *Something for gilly (ideas are welcome, cant think of anything id like to do there right now). *Requests are welcome (although i may have to say no if it cant be physically done or will end up being a performance concern). Support: For suggestions and issues please post in this thread. I play tested this for 2 days, but there is always the possibility i missed something (or could change something for the better). Also, for all EVE related bugs or questions please go to the EVE thread and do not post here. I repeat, i will not be troubleshooting EVE itself on this thread, just stuff related to my effects pack. Please ask me before using parts of this mod in your work (PM me on forum or post on the thread), same if you wish to use any of my art assets. You are free to redistribute identical copies of this mod provided they are unmodified and contain all original files. 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:
  24. I can not find this part in the technological tree. Saved ships they already own, can not be thrown (even in the sandbox). How will I recover science from my probes? Note: Sorry for spelling errors, I'm translating on google.
  25. Hi to all kerbonauts i'm Diias, So let me tell you my idea, in a simplified version : I wanna reshape (not in a bad way) the way you start with your aircraft in the ground, I wanna add this items to my first iteration of this mod when it realeses which I have no date, 1. New small to mid size engine, I'm aiming for like a A320 to B737 engine 2. Add an APU system 3. Add 1 new type of material which is pressurized air So it would be like: So you would do your aircraft or plane, and to start the engines you need pressurized air.... and to make that pressurized air you need to start the APU (It's worst than it sounds) but to start the APU you need Electric charge which I will tweak during the development to be balanced. "Obviously the APU can only start one engine ( You could only start 2 engines at the same time if you putted 2 APU's but that is kinda obvious)" But here it's where it gets tricky, I know little about 3d modeling and I just have my girlfriend helping me doing it but she only had like a crash course of blender, so if anyone wants to help or in this case volunteer for this project send me a private message, and for everyone else I will try to update every once in a awhile the development of this mod thanks to all who red this post stay kerby 1st Update: 2nd Update This is how it looks in unity now with some really fast textures but almost finished: and