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Showing results for tags 'part mod'.
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Mat's Aerospace Allotment - Kerbalised Soyuz Mod v0.9 ARTICHOKE SPACECRAFT AND LAUNCH VEHICLE v0.9 (Stock-a-like / Kerbalised Soyuz mod) By DairyLee Hello Everyone! So in my spare time, I have been making a Kerbalised Soyuz mod. It started as just a small scale thing to mess about in unity and ended up being a complete (ish) Soyuz spacecraft and launch vehicle. It's far from finished, especially when it comes to behind the scenes config stuff, but I wanted to let people try it So what does this mod feature? Well we've got 11 or so parts to build a Soyuz or Progress Spacecraft as well as 13 parts to build a launch vehicle (this includes some adaptors to make the parts fit better with stock bits!) The actual art style should keep most of it looking pretty stock-a-like and for usability it's not a faithful recreation of any part of the real life vehicle. In terms of size it's bigger than Tantares and small than the HGR parts, the upper stage is 1.875m and the rest has bee scaled around that. The command capsule and orbital module both have internal views and I have tried to animate all the bits and bobs around the spacecraft, so the comms antenna, solar panels, docking port and service module engine cover all move, open and close. There's also craft files for the manned and unmanned spacecraft. Also, the two adaptors aren't in the above images because I forgot... To Dos Still lots of work needed. I need to sort the science/R&D side of things and balance the configs a bit. The cost of parts needs work. Want to add some more parts for this too. Improve localisation is on the list of to do's. More engine variants. Have the 1ST-R tank with a flat variant bottom for standard KSP parts to fit. Improve general usability with vanilla KSP. Work on detail/greebling. Requirements Needs BDAnimationsModule (BahaSP) - Available HERE - (Not Included in my mod's download) DOWNLOAD CurseForge Spacedock License This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. ----------------------------- The work I do is solely for my own enjoyment and knowing others get to share the fun by downloading my work is reward enough but if anyone ever wants to say "thanks" by paying for a coffee to keep me going they can click: donate
Researching the KSP API, I found that the status property of an Antenna is not settable, which is a bugger when I want the ability to set it to be broken for a mod idea. Are there any other ways to set an antenna to the stock status of "broken"? Or is the only option to write a new Module (like DangIt) for all antennas that allow it to be broken "on purpose"? For the battery values - is there a way to set an unloaded ship entire EC value to 0? Ie I'm wanting the vessel to have zero EC upon in loading into physics range / becoming active vessel? Or would resource catch-up mechanics likely override the 0 value I set at an prior point in time went unloaded?
I am going to be making a series of new rocket motors which are inefficient or in times, border line insane to use. These will be rockets powered by pure black powder, sugar, poo, alcohol, carbon and so on. These will be in solid, liquid or monopropellant styles. Each of these (as insane as they may be), have some basis on real propellants. I will even in the future make aircraft parts using these fuels. So enjoy the stinky strange fun of these outlandishly insane rockets! Note, until I can have someone make me proper models, I will be using ones made be Squad. The models are their design and not mine (Imagine I added more legal babel explaining I am not stealing their work). Status: In the works Parts: *PLANNED* Solids: Black Powder Gun Powder Model Rocket Motor Sugar Poo Iocane Powder Rubbish Liquid: Alcohol Hair Spray Propane Methane Monopropellant: Carbon I will list any progress I make here. I expect a .1 release by Monday. Bugs: Works with: (plan to add support for other mods such as RealFuels) Last Updated 2/25/16