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Found 13 results

  1. WHEN UPGRADING TO KERBALISM 3.0, DELETE YOUR PREVIOUS KERBALISM FOLDER! IF YOU USE CKAN, UNINSTALL AND RE-INSTALL! ALSO, I USUALLY IGNORE THE FORUMS, EXCEPT FOR SHORTLY AFTER A MAJOR UPDATE. IF YOU NEED ME, I'M ON THE DISCORD. Version: 3.0.2 (KSP 1.4.x, KSP 1.5.x, KSP 1.6.x)Downloads: spacedock, github releases, or ckan. Development/Nightly downloads(probably unstable): github, travis buildsSource: githubDocumentation: github wikiLicense: UnlicenseRequires: KSP 1.4.x or above , MM 3.0.6+ (or 4.0.2+), CommunityResourcePack Official Discord INTRODUCTION Go beyond the routine of orbital mechanics and experience the full set of engineering challenges that space has to offer. This mod extend KSP by simulating the crew, the components, the resources and the environment in a more complex way. All mechanics can be configured to some degree, or even disabled if you don't like some of them. A big part of the mod is fully data-driven, so that you can create your own customized gameplay with only a text editor and a minimal amount of espresso. Or simply use the set of rules already included, or the ones shared by other users. What follow is a summary description of the capabilities of the mod, and for a more detailed documentation the user is invited to read the wiki. ARCHITECTURE Contrary to popular belief, the observable universe is not a sphere of 3km radius centered around the active vessel. All mechanics are simulated for loaded and unloaded vessels alike, without exception. Acceptable performance was obtained by a mix of smart approximations and common sense. The computational complexity is by and large independent from the number of vessels. RESOURCES This isn't your classic post-facto resource simulation. Consumption and production work for all vessels, all the time, and is coherent irregardless of warp speed or storage capacity. Complex chains of transformations just work. Enjoy designing missions without the luxury of stopping the flow of time. No suspension of disbelief required. ENVIRONMENT The environment of space is modeled in a simple yet effective way. Temperature is calculated using the direct solar flux, the indirect solar flux bouncing off from celestial bodies, and the radiative infrared cooling of their surfaces. The simulation of the latter is especially interesting, and contrary to popular models it is able to reproduce satisfactory results for both atmospheric and atmosphere-less worlds. Radiation is implemented using an overlapping hierarchy of 3d zones, modelled and rendered using signed distance fields. These are used to simulate inner and outer belts, magnetosphere and even the heliopause. Solar weather is represented by Coronal Mass Ejection events, that happen sporadically, increase radiation and cause communication blackouts. HABITAT The habitat of vessels is modeled in terms of internal volume, external surface, and a set of dedicated pseudo-resources. These elements are then used to calculate such things as: living space per-capita, the pressure and co2 level of the internal atmosphere, and radiation shielding. Individual habitats can be enabled or disabled, in the editor and in flight, to reconfigure the internal space and everything associated with it during the mission. Inflatable habitats are driven directly by the part pressure. BIOLOGICAL NEEDS Your crew need a constant intake of Food, Water and Oxygen. Failure to provide for these needs will result in unceremonious death. Configurable supply containers are provided. PSYCHOLOGICAL NEEDS The era of tin can interplanetary travel is over. Your crew need some living space, however minimal. Failure to provide enough living space will result in unforeseen events in the vessel, the kind that happen when operators lose concentration. While not fatal directly, they often lead to fatal consequences later on. Some basic comforts can be provided to delay the inevitable mental breakdown. Nothing fancy, just things like windows to look out, antennas to call back home, or gravity rings to generate artificial gravity. Finally, recent research point out that living in a pressurized environment is vastly superior to living in a suit. So bring some Nitrogen to compensate for leaks and keep the internal atmosphere at an acceptable pressure. ENVIRONMENT HAZARDS Your crew evolved in particular conditions of temperature, and at a very low level of radiation. You should reproduce these conditions whenever your crew go, no matter the external temperature or radiation at that point. Or else death ensue. The vessel habitat can be climatized at the expense of ElectricCharge. Environment radiation can be shielded by applying material layers to the hull, with obvious longevity-mass trade-off. ECLSS A set of ECLSS components is available for installation in any pod. The scrubber for example, that must be used to keep the level of CO2 in the internal atmosphere below a threshold. Or the pressure control system, that can be used to maintain a comfortable atmospheric pressure inside the vessel. In general, if you ever heard of some kind of apparatus used by space agencies to keep the crew alive, you will find it in this mod. GREENHOUSE No life-support-like mod would be complete without a greenhouse of some kind. The one included in this mod has a relatively complete set of input resources and by-products, in addition to some more unique characteristics like a lamp that adapt consumption to natural lighting, emergency harvesting, pressure requirements and radiation tolerance. ISRU The stock ISRU converters can host a set of reality-inspired chemical processes. The emerging chains provide a flexible and at the same time challenging system to keep your crew alive. The stock ISRU harvesters functionality has been replaced with an equivalent one that is easier to plan against, as it is now vital for long-term manned missions. The means to harvest from atmospheres is also present, given the importance of atmospheric resources in this regard. A planetary resource distribution that mimic the real solar system complete the package. RELIABILITY Components don't last forever in the real world. This is modeled by a simple system that can trigger failures on arbitrary modules. Manufacturing quality can be chosen in the editor, per-component, and improve the MTBF but also require extra cost and mass. The crew can inspect and repair malfunctioned components. Redundancy become a key aspect of the design phase. SIGNAL An alternative to the stock CommNet system is provided. There's is a difference between low-gain and high-gain antennas: the former used for short-range inter-vessel communications, the latter always implicitly pointing at a DSN ground station. Transmission rates are realistic, and scale with distance to the point that it may take a long time to transmit data from the outer solar system. Data transmission happen transparently in loaded and unloaded vessels, as usual. The resulting communication system is simple, yet it also results in more realistic vessel and mission designs. Tiny hypnotic science-blue spheres travel the link lines to represent data transmission. SCIENCE Data is collected and stored in the vessel solid state drives, instead of the stock science containers. Moving data around the vessel doesn't require extra vehicular activities. Some data can be transmitted back directly, while other data need to be analyzed in a lab first. Analyzing take a long time, happen transparently to loaded and unloaded vessels alike, and can't be cheated to create science out of thin air. An interesting method is used to bridge existing stock and third-party experiments to the new science system, that work for most experiments without requiring ad-hoc support. AUTOMATION Components can be automated using a minimalist scripting system, with a graphical editor. Scripts are triggered manually or by environmental conditions. You can create a script to turn on all the lights as soon as the Sun is not visible anymore, or retract all solar panels as soon as you enter an atmosphere. USER INTERFACE The UI provided by this mod took more than 5 minutes to write. A planner UI is available in the editor, to help the user design around all the new mechanics introduced. The planner analysis include resource estimates, habitat informations, redundancy analysis, connectivity simulation, multi-environment radiation details and more. To monitor the status of vessels, the monitor UI is also provided. This look like a simple list of vessels at first, but just click on it to discover an ingenuous little organizer that allow to watch vessel telemetry, control components, create scripts, manage your science data including transmission and analysis, and configure the alerts per-vessel. MODULES EMULATION Most stock modules and some third-party ones are emulated for what concerns the mechanics introduced by the mod. The level of support depend on the specific module, and may include: simulation of resource consumption and production in unloaded vessels, fixing of timewarp issues in loaded vessels, the ability to disable the module after malfunctions, and the means to start and stop the module in an automation script. SUPPORTED MODS Most mods work together with this one, others don't. Such is life. For a non-exaustive list of supported mods have a look inside the Support folder. Some of the interactions deserve a special mention: SCANsat: - sensors consume EC in background and their cost is evalued by the planner EC - sensors are shut down and restarted in background depending on EC availability DeepFreeze: - all rules are suspended for hibernated Kerbals - the vessel info window show frozen Kerbals with a different color NearFuture: - curved solar panels, reactors, fission generators and RTGs produce EC in background and are considered by the planner PlanetaryBaseSystem: - the coverters will work in background and are considered by the planner OrbitalScience: - experiments data size has been tweaked for background data transmission OPM/RSS/SSRSS/QRSS/NewHorizons/GSPO: - custom radiation definitions for these planet packs are provided CONTRIBUTIONS This project wouldn't have been possible without the contributions of an awesome community of people, too many to mention individually. Thanks guys. And special thanks to the artists that provided all the part: mehka: gravity ring Nazari1382: geiger counter, small supply container tygoo7: medium and big supply containers, radial pressurized container zzz: greenhouse, active shield And most importantly... ShotgunNinja: Making the original mod! FAQs I may have found a bug Try to reproduce it consistently, then provide me with a savegame that demonstrate the issue. Include log files, screenshots, and reproduction steps. Post the report here, or raise an issue on github. I want to add support for this to my parts Add the appropriate modules to your parts. Check the wiki on github for the module specifications. I want to interact with this mod in code Have a look at System/API.cs source code on github. Raise an issue to request more functions. Does this work with [x] mod? The only mods with known incompatibilities are Ven's Stock Revamp (it's for 1.2, stop using it), KerboKatz Frame Limiter, and Modular Kolonization Systems (guess why) SCREENSHOTS DONATE Don't donate to me, donate to a charity or non-profit organization instead. EFF, ACLU, ASAN, ASPCA, or really anything here: https://www.charitywatch.org/top-rated-charities 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.
  2. The year is 9302. The Mun has been impacted by a huge asteroid and Kerbin is flooded. Begin on an evolved Kerbin. Its continents have moved, its mountains and topography vary drastically. Set many millenia after the Kerbals first took to space, the general culture of former 'Kerbin' has changed drastically. Because of this change, the planet is significantly different - it's known as Gaia and all interplanetary voyages are strictly forbidden by the global government - You must convince them to fly once more. The entire planetary system has overcome a drastic change. A near miss with another star has caused many planets and moons to be captured by Kerbol. Your adventure awaits; take to the stars once more and prove that the eagerly awaiting space-faring Kerbals still have a future. This mod adds more planets and moons to land on whilst keeping the stock feel to the game. I have revisited the entire Kerbin system and added a bit more variation to the different planets and moons, making you feel the joy of exploring them once again. DOWNLOAD FOR KSP 1.4.3 If you feel as if you enjoy the mod thoroughly, feel free, but not inclined to, leave a small donation in return. Thanks DISCORD: https://discord.gg/XmVp23s Installation Instructions: Gameslinx's Planet Overhaul is a planet mod for Kerbal Space Program. This mod is licenced under CC-BY-NC-ND 4.0. Proceed with the following install instructions: Download Kopernicus - https://github.com/Kopernicus/Kopernicus/releases/ Download CTTP - https://github.com/Galileo88/Community-Terrain-Texture-Pack/releases/ Download EVE - https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases/ Download Scatterer - https://github.com/LGhassen/Scatterer/releases/ Download SigmaReplacements https://github.com/Sigma88/Sigma-Replacements/releases/ Download INSTANTIATOR - https://spacedock.info/mod/1624/INSTANTIATOR/ You MUST remove "ExampleConfig.cfg" from the Instantiator folder or it will not work Download GPO - https://github.com/Gameslinx/Gameslinx-Planet-Overhaul/releases Install ALL of those mods correctly - this should be as simple as dragging the correct folder to GameData unless stated otherwise. After that, launch the game in 64 bit. The above photograpah is not ingame imagery
  3. Development Thread for Ramesses System Overhaul (RSO) What is RSO? As the name suggests, the mod will replace all of the planets and add a bit more. RSO will be situated around a K-type star which is orbited by 14 planets (3 minor), with an early L-type orbited by 5 planets. All of which are listed below The Planets Ra System Seker System Pics Click for Imgur album Keep in mind that this mod is still a work in progress and will not be uploaded until I feel like it's ready for release.
  4. Ah, the Skipper! What a nice looking engine... But does it need an overhaul? or should we leave it alone? that is up to you to decide. I vow to have it be unchanged, and that other parts should base their design on this, but that is my opinion. Do you have any thoughts?
  5. Introduction "Kerbal Mods Overhaul" (KMO) is nothing more than a set of patches initially made to cope with the personal desire to simplify/modify a number of very popular mods, MKS in primis, in order to bring a slightly different gameplay experience to KSP. KMO has initially been made exclusively for myself, however, since the number of patches has greatly increased over the time, I have eventually decided to make a public release of this mods overhaul for anyone that may be interested in such a reconfiguration work. Disclaimer This mod is NOT an updated version of MKS-LITE, it should rather be seen as a new gameplay experience for standard MKS (and related mods) with fewer resources, a simplified production-chain, changed part functionalities and full support for ExtraplanetaryLaunchpads resources, production chain, Survey Stations and Workshops. Thus, this mod is NOT a tutorial mod for MKS beginners (that was the main purpose of MKS-Lite). If you just want to play an easier version of MKS in order to get your hands dirty and get to understand some basic mechanics, RoverDude has already implemented an optional patch that allows you to disable the requirement for machinery and get a gameplay experience closer to the one provided by MKS-Lite. In addition to that, this mod does not include any part, asset, config file or anything else from any other mod. Kerbal Mods Overhaul (KMO) is currently WIP. Patches and Changes I would like to make this mod as much configurable as possible, thus, I will try to add any suggestion/request into a patch, either optional or not. Please, ask for patches for supported mods only (see below). You may also ask me to create a patch for stock parts, however, the changes have to be related in some ways to the mods reconfigured by KMO. This is a non-exhaustive list of the main patches and changes applied by KMO (v0.4): You can opt-in or out some patches in order to get a personalized gameplay experience in accordance with your personal taste (PatchManager required). See the individual .cfg files if you want to know more about the part specific overhaul. Example of a fully self-sufficient planetary base below in Spoiler. You can see how the colonization parts have been reconfigured and appreciate the new gameplay design, which allows you to create smaller and easier-to-run bases. Supported Mods Below you can find core and optional mods supported by KMO. Core mods are the ones for which my reconfiguration work has initially been made for and so they have the biggest amount of patches available. Optional mods nicely complete the gameplay experience (you should NOT install them ONLY if you have some serious RAM/hardware issues). Core mods: Modular Kolonization System (MKS) made by RoverDude USI Life Support (USI-LS) made by RoverDude ExtraplanetaryLaunchpads (EL) made by skykooler and taniwha PatchManager made by linuxgurugamer (you need it in order to enable/disable optional patches) Optional mods: OSE Workshop (KIS Addon) made by ObiVanDamme and Aelfhe1m* KeridianDynamics Vessel Assembly made by EleusisLaArwall *If you install this mod, also consider installing Kerbal Attachment System (KAS) and Kerbal Inventory System (KIS), both made by KospY, winn75 and IgorZ. Notice: Always Remember to install all dependencies for the mods you use! Installation You can either: Download KMO from Spacedock and then copy and paste the content of GameData into your KSP GameData folder. OR, Download it directly from CKAN! Notice: 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. Notice 2: The latest version of KMO (v0.4.1) works only in KSP 1.4+ and with EL 6.0+ installed. Changelog Licensing Kerbal Mods Overhaul (KMO) by 534443 is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
  6. Good morning everyone. I'm a longtime player and fan of Kerbal Space Program (even if I've been far more active in the Discord than this forum), and have long admired the work that Squad has done to make this wonderful game, and been astonished by the powerful and incredible efforts of modders to make this game truly beautiful. There are mods that do just about everything, from airplanes, to mecha, to other star systems. There's one thing that feels left out of all this. One thing that should be important, but feels perpetually neglected. The planet Kerbin. I feel like this is a mistake. Kerbin is the Earth-equivalent of the Kerbol system. I feel that it should be the very first place of exploration, as the Kerbal species makes its first baby-steps towards the Mun. Right now, though, there just isn't much to explore that isn't a stone's throw from the Kerbal Space Center. I'd like to fix that. This mod project has the following goals: One: More and more regional Kerbin biomes. This should encourage exploration far from the KSC, flying to other continents and the far side of Kerbin. Why fly far away if there isn't science to be done out there? A grasslands biome is the same in every part of Kerbin, but can it be said that the African savannah, the Midwestern prairie, and the Kazakh steppe are truly all the same? Is a tropical rainforest in Thailand the same as in Brazil, or the Congo? Of course not. Two: Cities and city microbiomes scattered across Kerbin. Right now, Kerbin, the only planet on which life is known to exist, feels fairly dead. The Kerbal Space Center, the island airfield, and a few launch pads scattered across the planet are the only signs of intelligent life-- or, well, whatever Kerbals are. I'd like to see more in the way of wild flora, habitation, and obstacles that reward precision in landing as well as in launching. Three: More interesting landmarks to discover and visit, with associated microbiomes like the KSC has. Easter eggs scattered across the planet, with science rewards for finding them. Maybe with a somewhat randomized exact location so that some searching and aerial recon is required, to make aircraft even more useful. Kerbin feels boring-- and I don't think it should! Four: Underwater biomes and science below Kerbin's oceans and other planets with water in the Kerbol system. Wouldn't it be an interesting project to launch a submarine to explore the depths of Laythe to do science at the bottom of its oceans? Wouldn't it be exciting to discover and do science in a barrier reef, or a mid-ocean rift, or a deep ocean trench? Five: An optional, slightly reworked tech tree that locks rocketry behind science requirements in Science and Career mode, and makes allowances for early aviation, to further encourage exploration of Kerbin before venturing to the Mun. Six: Compatibility with Sandbox, Science Mode, Career Mode, and other mods, especially ScanSAT, submarine part mods, and Firespitter. If you've read all of this so far, thank you. I really appreciate your interest. I can't do this alone; while I brim with enthusiasm, I lack the know-how to make a mod on my own. If anyone is available to be a mentor, a tutor, please contact me; I would be in your absolute debt for any teaching you could provide.
  7. Right, so I can't get any engine plumes in my modded KSP 1.2 install which I have kept for realism overhaul with real solar system. So basically, there's no engine smoke/exhaust or plume and that's pretty much it. I hope someone can guide me on what I need to make them work. I first had RealPlume put in my Gamedata folder and then I tried putting the realplume configs in the Realism Overhaul folder into the Gamedata folder itself with no luck. Also I do have smokescreen installed and I have also tried keeping the RealPlume_stockconfig something folder in Gamedata as well. I would really appreciate if someone could tell me exactly which folders I need and where for this to work as I'm really confused. Feel free to ask me for any ingame screenshots or my Gamedata directory if you need to. EDIT: its version 1.1.3, not 1.2
  8. Hi Guys,I decided to make a new wishlist as a master thread that has my own complete wishlist of new parts and some new features. I know a lot of these have probably been requested by many other players, but I thought it would be a good idea to showcase them all in one place. Feel free to add your own ideas below. Barely any of these are major things that definitely need to be added, I'm simply thinking everything I myself can think of that I'd personally like.Most, if not all of these can be solved with mods. However, I think some of these would be a very nice to have added the base game. Problem though, having all these parts may have an impact on the design simplicity of KSP, like I said most of the items on this list are by no means crucially important things to add and this will end up probably adding absolutely tonnes of not hundreds of parts (unless they be made procedural or tweakable). I know some of these are badly explained, I will try and make these more concise. Now do I start with the biggest one first and get it out of the way or do I leave it till the end... Oh well, better prepare thy selves this is gonna be huge, prepare for death by words (I do apologise): [all measurements are in metres] Structural parts overhaul, this one is quite extensive. I'll start with the I-Beams - currently they have quite an awkward size in terms of length - for me it's be great if they were redesigned keeping the 0.2x0.2 cross-section but having lengths of say 1, 2 and even 0.5m maybe even 1.25, 2.5 and 3.75m even procedural. It would be great if these had a tweakable so that they can be changed from an I-Beam, to say a hollow cylindrical tube or a tube with a square cross-section, it would also be great if their material could be changed from the metal (presumably steel/titanium) to the material found with aero parts (these should change their density and thus bouyancy, the metal should naturally sink whereas the aero material (presumably a composite material) should be excessively buoyant and should probably have lower impact and thermal tolerances. For structural panels I'd like to keep the existing ones but again, maybe add the tweakable material for them, besides that for me a 0.5x1 and a 0.5x0.5 would be good. The other thing I'd like to add are different shapes and configurations of structural panels, again these could be made procedural and have tweakables. The shapes I'd like to see are triangles (both right-angled and equilateral), hexagons, octagons and circles, conveniently sized to match structural panels and the radial size form factors. Back onto the tweakables for structural panels, I think it would be nice if there were windowed versions, either versions that are just plain windows or have windows embedded in them. All for the sake of allowing over-engineering of crafts to make them look more perfect. Better tweakables for changing the amount of fuel/authority limiters etc - I'd like to be able to double click the number by the slider and input a value in just to save the frustration of precisely moving the slider (which is still good for larger increments), sometimes it can be frustrating when it won't go to 0 and you have to go hunting in craft config files. Also, when I remove fuel in the editor I'd like this to be able physically change the maximum amount of fuel the vehicle can take, so when I fly it the fuel bar doesn't start partially empty - it should redefine the maximum fuel a vehicle can take (obviously make this an option, so players can start with reduced fuel loads and then top up to max as well as doing what I just described). A new set of aero engines, specifically electric propellers, I propose versions like the ducted fans seen on the Avatar helicopters, ducted fans like on most modern airships and ones styled like commonplace EDFs in RC models. These should have versions that are radially and attached via nodes where applicable and come to suite all current form factors, they should also have tweakables to define blade types (either like a conventional propeller, scimitar blades, or more gas turbine blade like), number of blades from 2 and onwards (similar to the fairings) and to have the duct or not. There should be an inline version as well with a rotor with blades lining it's circumference. The blades on most versions should be reversible allowing for reverse thrust, These should be adequate for both conventional and VTOL aircraft as well as watercraft. More wing parts, mainly for 0.625m parts with smaller wings and smaller control surfaces (I'm a big fan of gliding probes, but I can also see them being used for... other purposes). A 0.625m SRB that can be attached radially and inline (basically scaled down RT-5 or RT-10). Node-attached inline version of sepratron 1 with identical performance Omni-directional lights in 3 sizes A retractable version of the Pegasus 1 Functional pre-cooler (acts like a radiator - if it doesn't already) Rangefinder and camera/telescope science parts, for finding above ground level altitudes. Range should go from say 0-10km maybe more for slightly larger versions or whatever is more suitable. Stabilising landing legs, so that for example if you land on a hill, the legs will automatically extend/retract telescopically so that the thing they're supporting remains level - useful for the foundations of structures and bases. Tank steering options for wheels and if possible tracked wheels A permanent docking connector, should be as strong as connecting parts normally in the editor, isn't able to be decoupled, useful for orbital construction, should be shaped like the current 2.5m docking port but with smaller sizes (could be a tweakable option on current parts). Square solar panels and radiators, as well as flat radiators, new solar panels that conform to structural panels (don't replace existing, they're good for mounting around the current cylindrical tanks etc). 1.25m and 2.5m cargo bays and taller service bays. Horizontal and Vertical versions of the hitchhiker storage container and mobile processing unit (at the moment, they're aligned vertically with circular floors) I propose another version that's aligned horizontally, the external model won't change, but the IVA will - just because at the moment having them vertically orientated means they're at a different orientation to the command pods except the lander-cans Another Kerbal seat that doesn't have control functionality plus the ability to add Kerbals into seats from the editor. Another RCS system that uses compressed air from jet engines/APUs instead of mono-propellant Reworked cockpit IVAs (I'm looking at the non-functional MFDs here). Stock bearing parts (they are possible with current stock parts but it would be good if we could get a part as stock). These really don't need to be motorised because we already have good possibilities for actuation, though I imagine a motorised version is desirable for robotic arms - like everything here this is open for discussion Stock actuators and hinges (like in infernal robotics) with selectable ranges of motion, speed of motion and torque (as well as a realism option for you if you want high torque -> moves at lower speed or something). More suitable aircraft antennae or maybe a tweakable option for radomes A ballast tank with a super precise slider or the possibility of inputting values - this should contain a very dense and totally inert resource - isn't used up by anything (unlike ore) and have a super precise slider or alternatively be able to enter a value from the editor like I discussed earlier. More ladder sizes (or tweakable Kelus-LV) Covered 0.625 and 2.5m docking port Graphical improvement to T-1 "Dart" Toroidal aerospike, at the moment it seems too truncated, the cone (spike) should be extended to be made more spikey Graphical improvement to the S3 KS-25x4 "Mammoth" to match the S3 KS-25 "Vector" the Mammoth is just 4 of the latter engine mounted together, however the former has nozzles that are of poorer quality than that of the Vector and burns with an orange flame instead of the blue flame. Wet/Dry modes to JX-4 "Whiplash" Turbo Ramjet A more powerful 0.625m jet engine to complement the J-20 "Juno" jet engine with wet/dry modes (should either be a scaled down JX-4 or J-404) Graphical improvements to some parts that aren't maybe as good as the standard set by some other parts More airbrake variants (could just be control surfaces which a very large range of motion (60-70 degrees) in one direction only) The addition of the old style fighter jet like Mk.1 cockpit alongside the new Learjet like Mk.1 cockpit - I miss it dearly and would love to have both instead of just the 1 A linear toroidal aerospike in multiple form factors More air intakes for 0.625m parts, eg the shock-cone intake, the inline adjustable ramp intake and the radial adjustable ramp intake (kinda goes with the wing/control surfaces parts for 0.625m form factor) Circular 0.625m and 3.75m probe cores (scaled RC-001S and RC-L01 RGUs Have the grappling hook be able to grapple onto planetary surfaces not just parts and asteroids - will allow it to be used as anchors Optional life support system and applicable resource tanks for said life support Supersonic shock cone and boom effects Define exact part to autostrut to, but keeping the current attach to root part, heaviest part etc Tweakable option for J-90 "Goliath" to remove its structural hardpoint (unless it's already possible) A new structural hardpoint of different sizes to complement the current airliner style ones (they should be more like the older style ones but suitably modernised and in different sizes). Inflatable toroidal heat shields Inflatable airbags for buoyancy and cushioning landings. Fix mirroring issues on structural panels and I-beams at certain orientations Landing gear that retracts outward laterally (sideways) Animated cockpits and hatches Updated lights for runways and towers Flashing variants for lights with defined period and flash mode, as well as rotating beacon lights. Features have been discussed to death including: Multiplayer Atmospheric effects Multiple solar systems
 Give yourself a great big pat on the back if you made it through that! Cheers! Ollie
  9. RELEASE THREAD BELOW: have you ever wanted a 6.4k scale config mod Like RO? ALSO WORKS WITH GGP 6.4 SCALE AND ANY OTHER MOD WITH A 6.4 SCALE KERBIN SIZED BODY well here it is in good form released now! INFO: this is like RO but for KScale64 (a.k.a 6.4k) it currently contains all liquid engines and LF-T fuel tanks with the jumbo All rights Reserved If you want your mod featured in this just ask and ill get on it ASAP and add you to the 6.4k/KScale64 PM discussion i must stress this is alpha alpha release Requires MM (not included because im silly) DOWNLOAD: https://github.com/Kerbinorbiter/64k-overhaul/releases ISSUES? https://github.com/Kerbinorbiter/64k-overhaul/issues Once again All Rights Reserved (AKA DO NOT COPY) Special mentions: @kerbinorbiter for creating this mod @Paul Kingtiger for creating KScale64 and 6.4k i'm also going to TRY and get a CKAN going for it CURRENTLY SUPPORTED MODS: CONFIGURATION FILES IN PROGRESS: MODS THAT I THINK SHOULD BE OVERHAULED: i will get back to you ASAP as soon as i get the notification (unless in off line)
  10. I heard on the 24-hour KSP twitch stream that there was a download for overhauled 1.25 m. parts in the devs. Anyone have a location? Or a link? Or anything???
  11. I was just wondering which style of KSP gameplay the community prefers: stock or realistic . Personal, I like playing in Realism Overhaul because of the challenge. But with stock, you can go crazy and create truly kerbal machines. What is you all's choice and why? Edit: Sorry guys for any misunderstanding, I forgot the Overhaul part of the title I'll be making an edit to the title. Edit: Just realized that I can't edit the title. I really should stop speed typing Edit: I just wanted to say that I'm not trying to see which style is superior to the other, but to see the pros and cons of each style.
  12. Hi, So I installed Realism overhaul and all the prerequisites using CKan. Everything installed fine, no crashes or problems. Once I had started, I noticed the first set of solid boosters, couldn't lift the command pod despite having enough thrust. They always "stuck" to the launch pad, including the 2nd upgraded launch pad and would only take off after using 1/3 of the "fuel". Also, the contracts to "haul thing" in to space, doesn't work, I completed "haul the 30X" solid booster to 40km and got nothing despite all green ticks ... :EDIT: Twealscale doesn't seem to work either, I cannot adjust any "tweakscale" parts, only the procedural parts. I was looking forward to playing at a real-scale with decent "missions" but this just doesn't seem possible... there is no progression, no "science" missions, and nowhere near as fun as "stock" despite the amount of part available.
  13. My game continuously crashes after updated the game(and the mods of course) to 1.0.5. I had no problem in 1.0.4 but after I updated the RO mod (before 1.0.5) some parts of game disappeared like Aerobee Engine.I can send modlist. Crash Reports