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Found 54 results

  1. Hello everyone, I played for a long time now, and one of my favorite mod I use is Procedural Part. The problem is, when you use it once, you never want to play without, mainly because of the procedural tanks which offer so much design possibilities. I really wish this mod was integrated to the squad part, or something similar, and at least the tanks. Like this, every game update will support this functionality. But this was so obvious for me that it was necessary for improving the game experience that I wondered if there is not an technical or philosophical reason why they haven't done this already.. I hope this is not the case and this is planned. Best regards
  2. SpaceX Pack Falcon 1 (Merlin 1Ci, Kestrel) Falcon 9 1.0 "Block 1" (Merli 1C, Merlin 1CV, Dragon Cargo Demonstrator as used on Falcon 9 Launch 1) Falcon 9 1.1 (Merlin 1D, Merlin 1DV, landing legs, Gridfins) Falcon 9 Full Thrust "Block 3 & 4" (Uprated Merlin 1D and 1DV, gridfins, landing legs same as on 1.1) Falcon Heavy Different textures: Normal & Worn textures for Falcon 9 first stage Payload Fairing Textures (White, ABS-3A/Eutelsat 115 West B, America, AsiaSat 6/Thaicom 7, CASSIOPE, DSCOVR, Orbcomm OG2, SES 8, Thaicom 6, Tuerkenaelem 52E/MonacoSat 1, Jason 3, JCSAT 14, IridiumNEXT, Echostar 23, NROL(-76), Inmarsat(-5-F4), BulgariaSat-1, Intelsat35e, FormoSat-5) Also includes a "stockalike" version of the Block 1 Fully Reusable Falcon 9 as seen in this animation from SpaceX * Note: The texture for the Formosat-5 payload fairing was found here and I simply copied that onto my fairing template. All credit for that texture goes to the original creator of the image found on the linked website. Hope I won't get sued for that lol. Thanks to reddit user u/soldato_fantasma for linking it Requires Firespitter Recommended Launch Towers Pack Supports KSP 1.3 Download Spacedock Realism Overhaul configs for Falcon 9 "Full Thrust" are made by user @ReventonHawx and can be downloaded here Real Plume Configs are provided by @Hysterrics and can be found here Atlas Pack Includes: Atlas V Rocket 400 & 500 series (3 Payload fairings for each version) Centaur with RL-10 Payload interfaces (C13, C15, C22, C25, C29, A937S, B1194) http://imgur.com/a/3qlH3 Requires Old School Fairings , BD Animation Module Recommended Editor Extensions KSP Version 1.1.3 Version 2.0 (Released September 9 2016) Download SpaceDock Realism Overhaul configs are included in the RO mod Real Plume config provided by @Hysterrics , downloadable here License All rights reserved
  3. Kerbal Science Innovation Creat 30/06/2017 This is a science mod which use the science of today and the science of the future, for the moment it is in Progress.(create by a french ) Version : 1.7.1 Change log : Download From Space dock Curse forge CKAN Author : @Ourshinigami Scorpius Space is enjoy to show you those part ! Scorpius Space Science Laboratory AtomicFountain (Caesium 133) Imgur : Atomic fountain(Caesium 133) Description : An atomic fountain is a cloud of atoms that is tossed upwards by lasers in the Earth's gravitational field. If it were visible, it would resemble the water in a fountain. While weightless in the toss, the atoms are measured to set the frequency of an atomic clock. Dark matter collector Imgur : Dark Matter Collector Description : This is a dark matter collector. Dark matter sensor Imgur : Dark matter sensor Description : Dark matter has never been directly observed; however its existence would explain a number of otherwise puzzling astronomical observations. The name refers to the fact that it does not emit or interact with electromagnetic radiation, such as light, and is thus invisible to the entire electromagnetic spectrum. Although dark matter has not been directly observed, its existence and properties are inferred from its gravitational effects such as the motions of visible matter, gravitational lensing, its influence on the universe's large-scale structure, on galaxies, and its effects on the cosmic microwave background. Gravity waves sensor Imgur : Gravity waves sensor Description : This part detect the change of the gravity of a planet with the modulation of the gravity waves. Can only fonction in a polar orbit at 90% of the sphere of influence (Ex : for kerbin you need to be at 90% of her sphere of influence; 76 000 Km) and can fonction only around a planete and the sun (kerbol) Polaris-Ray X imgur : Polaris-Ray X description : X-ray fluorescence spectrometry is a chemical analysis technique using a physical property of matter, X-ray fluorescence. When material is bombarded with x-rays, the material re-emits energy under Forms, inter alia, X-rays; This is X-ray fluorescence or X-ray secondary emission. The spectrum of the X-rays emitted by the material is characteristic of the composition of the sample, by analyzing this spectrum, one can deduce the elementary composition, Ie the mass concentrations of elements. Scorpius Space Fuel Tank Reasearch Selene Fuel Tank (Morpheus Project) Description : A Morpheus project fuel tank. Selene is the Greek goddess of the moon. Who better than the goddess of the mun to fuel your dreams. The rising of the mun brightens and beautifies the night so what is better than moonlight to bring light to your dreams. Scorpius Space Payload Reasearch Morpheus (Morpheus Project) Description : A Morpheus project payload. Morpheus is the Greek god of dreams and this payload wil hold your dreams. PRIME SPACE MANUFACTURING is enjoy to show you those part ! Author : @PR1ME MicroverseBattery Description : A battery containing a miniature universe with intelligent life that can produce massive amounts of energy. "It's just slavery with extra steps." Requires concentrated dark matter to keep the microverse stable. Dark matter contaiment module Description : A specialized container to store dark matter at extremely high densities. Morpheus project is in work : 14 new parts are in work (3D model are in works) Yeah I know, there is lot of new part but this only for a science part who need to new fuel tank, new dockin port, new fairings, new engin. (2 parts are create, the fuel tank "Selene Fuel tank" and the payload "Morpheus") (PAUSE) New 3D Model for Dark matter collector is in work (3Dmodel create, just need of help so as to create the animation) New texture and 3D model is in work for selene fuel tank (3Dmodel ok, just need to finish the texture) EOS project is in work (just in wait of the plugin) A new part ceate by @PR1ME is in work (in wait of the cfg file) Language : [English] translate by @Ourshinigami and @Aelfhe1m and @PR1ME [Spanish] translate by @fitiales Contract Pack Version : 1.1 Change log: Downlowd of the contract pack : Space Dock Curse Forge CKAN Requires : Author : @Ourshinigami @Aelfhe1m Language : [English] translate by @Ourshinigami and @Aelfhe1m [Spanish] translate by @fitiales Thanks to @Aelfhe1m for the plugin of the gravity waves sensor. @TheRagingIrishman , @artwhaley, @steedcrugeon for their help in my start. @fitiales for the translation in spanish If you want help me, let me a personal message, the help is welcome Licence: Licence Creative Commons Attribution - Pas d’Utilisation Commerciale - Pas de Modification 3.0 France. Licence for the flag of the Kerbal Science Innovation Contract Pack:Flag icon made by Freepik from www.flaticon.com Licence : MIT for contract pack configurator and for texture replacer.
  4. There is now a release as a developmental preview, which is guaranteed buggy. As Kerwis is no more interested on working on the Chinese Pack, we KerbFilm Studios will continue to maintain it. Well duh, I know by our name, we're "supposed" to make videos and stuff blah blah blah, just ignore that part and move on. ===== Congratulations to the Chinese on successful maiden flight of CZ-7 on June 25!! ===== This thread will be updated (or not) as soon as possible when new progresses are made. This pack is currently intended for RSLV (Real-Scale Launch Vehicles), and THERE ARE NO PLANS FOR STOCK SUPPORTS in the upcoming version (and very likely a couple more after) yet. After we finish up with the RSLV configs, we can then consider making a Kerbin-compatible version of these. If you have a feature request, feel free to post it under this thread, we will weight each option and choose some to add to the planned features list. There's already a CZ-9 mod (The Martian Rockets), you can find it [HERE]. It only supports stock instead of RSS and RO. Its author, MajorLeagueRocketScience, kindly allowed us to write RSLV configs for it, and we'll start working on that once CZ-1, -2F, -3B, -5 and Shenzhou are stable. For now, balances for Career Mode are by far not finished. It will be still useable (somewhat) in Career Mode, but do so at your own risk. Unless it's a good bug, supports will not be provided before a version with official career support has been released. Here are some pics. Images provided by mark7 As this is WIP for now, the formal release date is unconfirmed as far as this thread. It will possibly be around December this year. It's just ComingSoon™ – MAIN FEATURES – Chinese rockets and spacecraft CZ-1 CZ-2F CZ-3B CZ-5 CZ-6 CZ-7 CZ-9 Shengzhou Spacecraft New manned spacecraft (No official name yet) FAR compatible fairings based on PF – WIP FEATURES – CZ-1 rocket (Mostly done) CZ-2F rocket (Models are mostly done, cfg fixes WIP) CZ-3B rocket (Mostly done) CZ-5 rocket (Remodeling & Revamp done, texturing WIP) CZ-6 rocket (Models done, texturing WIP) CZ-7 rocket (Models done, texturing WIP. Est completion by 07-20) CZ-9 rocket (Half way through modeling, engines are not done yet) Shenzhou Spacecraft (WIP, now a somewhat working prototype) New Spacecraft (Models done, texturing WIP) CZ-7 Models New Chinese manned space craft pics (name still not determined yet, we'll call it Next Generation Crew Vehicle, or NGCV, for now) The NGCV can hold up to 6 astronauts, and is capable of reentering at the speed of 11.2 km/s. Somewhat comparable to Orion. – PLANNED FEATURES – Stock balances and support Career balances – DOWNLOADS – >>>>>THIS IS A PRE-RELEASE, AND EXPECT IT TO BE BUGGY<<<<< Secondary: GitHub Tertiary: Dropbox No source codes of this mod are available as this is essentially a part-only mod by itself. Links to source codes of the plugins we've used can be found on their dev/release thread, see "Dependencies" section for more info and links. Legacy downloads can be found at SpaceDock changelog page and GitHub releases page. – DEPENDENCIES – Module Manager* (NOT INCLUDED) Community Resource Pack (Included) XT Landertron (Plugin included) Procedural Fairings (Will be one in the future, but not done by now) * If you don't want RF and RP patches, then you don't have to have it. – NOT DEPENDENT BUT HIGHLY RECOMMENDED – RSS or 10x Kerbol System (unless you like single-stage-to-Jool rockets) Ferram Aerospace Research (unless you like the soupy atmosphere in RSS) Kerbal Joint Reinforcement (unless you like noodle-like rockets) Kerbal Crew Manifest (Shenzhou's orbital module's hatch doesn't work, this provides a temporary workaround for crew transfering) Real Fuels (Will be supported in future versions, integration WIP) RealChute (Provides some help for Shenzhou's chute problems, and it is a good mod afterall) RealPlume (If you can run RSS at a reasonable FPS, I guess some pretty FX won't hurt anybody) – EXTRAS – There are none as far as of this thread. Sorry. RP FX is on its way of being integrated. – COMPATIBILITY – It is designed to work in v1.0.5 so far. As it is a mostly part-only mod, it should more or less work with 1.1.x. It is likely to work just fine in v1.0.0, v1.0.1, v1.0.2, v1.0.3 and v1.0.4, but if you are using such installations, just don't expect too much support. This pack is on the Comprehensive Kerbal Archive Network, or CKAN. It's done via KerbalStuff (which means I'm not quite sure what exactly happened to it). It also works in the Community Windows x64 Workaround. You will receive support on x64 builds as long as we can manage it. SUPPORTED MODS: (Not a complete list) No conflict with other mods are known. – INSTALLATION – 1. Hit a download button somewhere 2. Unzip and extract content 3. Throw the stuff into \KSP Root Folder\GameData\ folder the same way you do to other mods 4. Make sure all dependencies are there (they're included), maybe a couple ones in the recommended section 5. ...? 6. PROFIT!!!!! You are encouraged to manually delete the past versions of it before installation, despite that your OS will ask to replace them anyway. Especially during the developmental and pre-release phase, any left-overs can cause really bad stuff to happen. I don't even want to imagine those. – RECOMMENDED HARDWARE SETUP – Minimal: Intel Core i7 5600U (2C4T, BF 2.60GHz, Turbo Boost 3.2GHz – 3.1GHz) Intel HD Graphics 5500 (24EU at 300MHz – 950MHz, 1GB Shared) 6GB DDR3L-1333 5400RPM SATA3 HDD Recommended: Intel Core i7 3632QM (4C8T, BF 2.20GHz, Turbo Boost 3.2GHz – 3.0GHz) NVIDIA GT 750M (384EU at 967MHz, ≥1GB GDDR5 Dedicated) 8GB DDR3-1600 SATA Express/PCIe NVMe SSD – KNOWN ISSUES – - Shenzhou's parachute only has the upper half visible, but does function normally (somewhat) - Shenzhou command pod will slide sideway during parachuted descent like [THIS], it will be better under RealChute - CZ-3 RP FX is buggy and needs some more work, thus it is disabled by default - Shenzhou orbital module's crew hatch is un-clickable (no menu popping up), see MMG's devnote for more. This bug is now currently beyond our ability to repair, due to that it's something wrong with Unity or KSP itself. UPDATE: it works fine in 1.0.5, but still buggy in 1.0.4. Not sure why. – FREQUENTLY ASKED QUESTIONS – Q: Will this pack cause my computer to blow up? A: Not this pack itself, but RSS and RO. See the recommended hardware section for more. Dual core CPUs with strong single core performance should be enough, as Unity 4 isn't multithreaded and Unity 5 will do fine under 4 threads with HyperThreading. Although disliked by many modders, the Community Windows x64 Workaround is highly recommended if you have more than 8GB of RAM. Remember to use the Windows x64 Unfixer with this. Q: Do you support installations with the Community Windows x64 Workaround? A: Yes. We. Do. As long as it's within our abilities, we will provide as much support as we do to the x86-32 stock builds. Q: (some sort of bugs, instabilities and whatnot) happened! What the %$#@& is wrong with this! A: Please refer back to the known issue section. This mod is still in heavy development phase, and as I've said above, use at your own risk. Nearly all pre-released stuff are buggy, and do expect that when using it. We're working hard to debug, though there are some beyond our ability or it takes longer to fix. Please, do backup your install before using this mod. Q: Will you add (this and that) A: Probably not. But feel free to comment if you find something you want and it's not in the WIP Features list. We may add it to that if it's good. – CONTRIBUTORS – mark7 (Project lead, some cfg editing and realism integration) 01010101lzy (Modeling, texturing, some cfg balancing) fantzz (cfg editing advisory, cfg debugging. I didn't find his profile page) Ladeng (Modding advisory, general support, member of Kerwis. I didn't find his profile page) AkanoLoki (Modeling, some texturing) MMG (Modeling, texturing, cfg editing, testings, aerodynamics) Wavechaser (cfg editing, MM patching, public relations and support) – SPECIAL THANKS – Dragon01 (Modding advisory) MajorLeagueRocketScience (Who allowed us to use his CZ-9 models and textures) MeCripp (Helped us to do PF fairings) 54znzn (Provided us models and textures of Tiangong) – CHANGELOG – v0.2.0.19X Not released - added ModuleSurfaceFX to all engines - replaced spaces in CZ-5 parts' names by underscores v0.2.0.18Y Dev Preview, Hotfix - fixed heavily misplaced and not-placed items in all directories - reorganizations of the pack - adjust Shenzhou's rescaleFactors to match the size of realworld Shenzhou spacecraft - added CZ-1 stock patch, now CZ-1 & CZ-3B can be used in stock installations v0.2.0.17Y Dev Preview - remodeled and retextured YF-100 engine, and it's now surface-attachable - YF-100 is now one-engine only, 2x YF-100 Cluster removed - overhauled CZ-1 - reorganized Readme.txt v0.1.6.16X Not released - added RealPlume support for CZ-1 - overhauled RF patches for CZ-1 v0.1.5.15X Not released - Shenzhou Orbital Module's hatch bug looks like it's fixed by KSP v1.0.5 - added Real Fuels supports for CZ-1 - added back all other Real Fuel patches v0.1.5.14X Experimental Release for KSP v1.0.5.1024 - changed "YF-23C1 Float Engine" to "YF-23C1 Vernier Engine" - general reorganizations v0.1.5.13X Experimental Release for KSP v1.0.5.1024 - general reorganizations - removed all patches for stabilities in v1.0.5.1024, use legacy versions if you want them v0.1.5.11X Not released - added License.txt - added version.txt - fixed the wrong name of the zip file and the folder v0.1.5.10Y Dev preview, Hotfix - addded ":NEEDS[RealFuels]" to all RF patches - reorganized \GameData\KFStudios\ folder v0.1.5.09Y Dev preview, Hotfix - updated Landertron.dll, now supports Real Fuels - updated Changelog and Known Issues in Readme.txt, so that it's aligned with this thread - fixed multiple grammar errors in Readme.txt, and it's also localized to English-US v0.1.5.08Y Dev preview - added RCS thrusters on the orbital module v0.1.5.07X Not Released - reworked Shenzhou orbital module - switched from BobCat's LandingEngine to XanderTek's XT Landertron, thus fixing the breaking engine issue - general debugging v0.1.5.06Y Dev preview, Hotfix - updated Shenzhou orbital module heat tolerance - fixed Shenzhou service module decoupler bug (hopefully) v0.1.5.01Y Initial release as a dev preview - general debugging v0.1.4.05X Not released - added RealPlumes configs to CZ-3B and CZ-5 - added Real Fuels configs to CZ-5 - fixed nodes on CZ-1, CZ-3B and CZ-5 - added Shenzhou spacecraft (though a prototype) v0.1.3.00X Not released - finished cfg fixes for CZ-3B and CZ-5 v0.1.0.00X Not released - Taken over from Kerwis Our versioning scheme: License: CC BY-NC-SA 4.0 International XT Landertron is released and redistributed under GNU GPLv3 license. We didn't find the license for Community Resource Pack Other legal stuff: This mod is provided "as is", and we are not responsible in any way for any damages caused by using of this mod. If you don't feel like it, you can totally not download this mod and pretend you've never been here. By downloading and using this mod, you have agreed to that you are fully responsible for any damages caused by it. This mod could potentially break your system if KSP glitches out really really wildly, although it is not supposed to happen and it has never happened according to our knowledge. You can and you are encouraged to backup your current KSP installation in case of any damages to the saves and current mods you have ever occurs. I mean, backing up your KSP is a good idea anyway as Kraken can come any time. Warranties of any kind are not provided. Powered by Microsoft Windows 10 and Windows 8.1
  5. [1.2.1] Prakasa Aeroworks

    V0.6.0 (The Long and Lazy Summer Update) Welcome to the Prakasa Aeroworks development thread, which is now actually for development. Release thread over here. Stick around to post suggestions/see work in progress images. Image Album: http://imgur.com/a/lrUdq (Can't get it to embed for some reason) License: This work is Licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  6. Is it possible to move parts on same vessel during flight ? I'm not talking about Infernal Robotics style of joints, just plain radial and stack attachment nodes. I know that KAS and USI Konstruction Docking Port can alter vessels in flight, what i'm asking is can the existing nodes be moved around in flight, as they are in editor ? What type of part-to-part connection is used ? Do radial and stack nodes use different modules (built into KSP itself) ?
  7. Hello there, I am trying to build a Stratolaunch vehicle similar to the one in the Matt Lowne's video below. I noticed that he's clipping some parts, specially the wings, in order to make it look better. My problem is that when I try to do the same, parts collide with each other during take off and the ship breaks apart. I tried using struts to tie some of the parts together but it doesnt help much, also, I didn's see any struts in the craft on the video. I would like to know if there is something I should be doing to avoid that problem. Thanks!
  8. Already Released! Download Pre Release on Release Thread: *ingame*ingame*ingame*ingame*ingame*ingame *render Hello, Everyone. So, this is my idea, from child, I dream to fly one of these. A flying car. The name is OMICRON! Will be a flying space car with a foot on reality and other in near future. The engine will be in the same principle of Saber Vtol, and will accept stock rocket engines in the back, totally customizable. My attempt is to have the EVA and the IVA all together, i mean, the Kerbals will be visible inside the craft, and all windows/doors will be openable, more likely the stock seat, but inside the craft. The configurations you'll be able to do it, reach VTOL, SSTO. I'm not creating new engines to put on back, only the Vtol SSTO ones that show in the pics, on the side of the craft. Will update the new model pics when they starting get ready, it may be a little different from this ones from the old one. Evolved. List of things i still need to do (for full release): Solar Panel; Ramp to the cargo bay; Back docking port; Airbags & Floaters; IVA; Functional cockpit panel; Ejection system for seats and windows; Wings; Fine tuning parts (crash tolerance, temperatures, etc); My intention, as it is a hobby, is to do with pleasure, no pressure, and happy. Cheers commanders. Omicron by Climberfx is licensed under a Attribution 4.0 International p.s.: Here is the link to the original thread on Forum, but in Portuguese. You still can see the pictures, is more than self explanatory. WIP OMICRON Carro Espacial Criação das Partes
  9. Making a small parts mod and for whatever reason KSP keeps looking for the IVA Model sub-directory that is not referenced in the IVA Cfg anywhere Cfg - Logs -
  10. Set of parts for help in long cruise ship building, Includes 2.5m foldable centrifuge, 2.5m and 3.75m hubs and inline 3.75m solar panels. Inside MM patch for CTT, USI-LS and Snacks Suggestions for balance or criticism for the model are welcome Thanks to @landeTLS for explanation on how import the object in Unity DOWNLOAD SpaceDock GitHub TACLS Support Alternative cfg by @Deimos Rast CLS support by @panarchist TweakScale Patch by @nebuchadnezzar LICENSE CC BY-NC-SA 3.0 Changelog
  11. Reroot part in flight

    Hi everybody. Does anybody know of a mod that enables the player to change the root part in flight? I've run into a problem where USI Konstruction cannot merge two sections, because the construction port have become root part when I decoupled my vessel. I know I can send up a new section (rather expensive!) and that is what I've done so far. But changing the root part in flight would be far nicer solution.
  12. I'm trying to get the ModuleResourceHarvester working for atmospheric CO2, but it doesn't show up on the part menu. Here's the cfg: PART { name = CO2Compressor module = Part author = Chirality mesh = compressor.mu scale = 1 rescaleFactor = 2.1 node_attach = 0.03, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = precisionEngineering entryCost = 6400 cost = 20 category = Utility subcategory = 0 title = Surface Mount CO2 Compressor manufacturer = Chirality Technologies description = Filters CO2 out of the atmosphere and compresses it. Fuels CO2 thrusters! attachRules = 0,1,0,0,0 mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = srf MODULE { name = ModuleResourceHarvester HarvestorType = 2 Efficiency = 0.15 ResourceName = CarbonDioxide ConverterName = CO2 Filtration StartActionName = Start Filtering CO2 StopActionName = StopFilteringCO2 AutoShutdown = true UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10 } } MODULE { name = ModuleResourceConverter ConverterName = CO2 Compressor StartActionName = Start Compressor StopActionName = Stop Compressor AutoShutdown = true GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 1.0 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 20 } OUTPUT_RESOURCE { ResourceName = LqdCO2 Ratio = 0.1 DumpExcess = true FlowMode = ALL_VESSEL } } } The converter function works (or at least, it shows up). Any ideas?
  13. Creat 30/06/2017 This is a science mod which use the science of today and the science of the future, for the moment it is in Progress. The download is a Beta. Actually their only one part which is Horloge Cezium 133 (Atomic Clock). Their a possible bug with the texture and I work on a other texture. In would like know if for you, there is the bug or not Download From : https://spacedock.info/mod/1425/Kerbal Science Innovation Licence: Licence Creative Commons Attribution - Pas d’Utilisation Commerciale - Pas de Modification 3.0 France.
  14. Science Part

    Hello everyone, so I love KSP and I decided to create my own science mod, and I have the texture, and the 3d modelling but I have one probleme, this is the C code, I saw the code of Dmagic or the code of other science mod but, like I am a begniner in mod in KSP,I don't understand the C code of their parts. today, I would like what my part can have a point of science (just that) and be able to see my new part. If someone can help me in the C code or explaine me, it will be very sympathetic. thank you.
  15. Mission Patch Manager for KSP 1.1.3 by udk_lethal_d0se Introduction Over the past few months, I've seen a lot of talk about mission patches; and the way players have got around this is to make their own custom flag and use that as their patch. However, what if you wanted to use your space programs flag, and a mission patch? Well, this mod is the answer to that question. This mod adds a new PartModule similar to that of Squad's FlagDecal; the PatchDecal. It works in a similar way to the FlagDecal module with a few extras: It allows you select through multiple images (within the VAB/SPH) in its Asset folder and use one as a mission patch, cool eh? Instructions You can either use the supplied Spraykan part to add patches to you craft, or you can add the PatchDecal module to your custom part, providing it has been designed with an area for a patch (like the flag) to be used. Contents - Default.png (within the Patches folder). - MissionPatchManager.dll - Spraykan part. Screenshot(s) Spraykan part, visibility in the editor and outside of the editor. PatchModule applied to one of my own parts, with a seperate Quad (on the right) designated for mission patches. Instructions If you're a part developer and/or have a part you want to use mission patches on (providing you have the relevant Quad available), all you need to add to your selected part's configuration is the following. MODULE { name = PatchDecal textureQuadName = Patch } If you have any patches you want to use, place them in the Patches folder; images should be the same size as flags (256 x 160) and in PNG format. The database of patches is only indexed once, on startup (at the Main Menu). Downloads - Spacedock - Addon is also listed on CKAN. Note: Plugin source included in download. Changes and Updates 12th October 2016 - v1.2.1 - Updated for version 1.2, no changes necessary. 15th September 2016 - v1.2.0 - Reverted directory structure to original. - Added new part, the Spraykan, to allow users to apply patches without needing their own customized part. 12th September 2016 - v1.1.0: Changed the location of the plugin and the Patches directory to make usage more appealing. - Patches directory now exists under the Squad folder: /GameData/Squad/Patches/ - Plugin now exists under the GameData folder: /GameData/MissionPatchManager.dll This change will require that you remove all traces of the previous version before installing this one. Please make backups of your custom patches beforehand. 12th September 2016 - v1.0.0: - Initial release. LicensingThis work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
  16. Horizontal lander pods

    Alright, I know I'm not the only one making landers like this: I love building landers using the 1.25m crew tank horizontally. However, it's really hard! It's difficult to attach propulsion systems without blocking the doors, and even moreso for the windows. There are no hatches either. Reentry is a huge pain. Am I the only one who wishes there was a better part for this? Some kind of horizontal lander part with more attachment nodes and a better hatch system? Maybe one that holds 3 kerbals? Does anyone already make one? If so, who? If not, would someone? Please?
  17. Mk 1 Cargo Bay Updated A small set of inline open-ended cargo bays, up-to-date for Kerbal Space Program 1.x. Parts There are two parts, in the size 0 (0.625 m) and 1 (1.25 m) form factors. Download and install GitHub CurseForge From there, just unzip the "Mk1CargoBay" folder into your GameData directory. Be sure to delete the old Mk1CargoBay if it's still around -- otherwise, the old PNG texture might stick around and cause trouble. Known and anticipated issues None at this time. Please let me know if you find any! Version history and changelog 2015 12 12 (1.1): "Initial" release. Fixes include: DDS texture Fixed scaling to avoid stock MODEL/rescaleFactor bug Drag cubes ModuleCargoBay for shielding contents Size 0 (0.625m) bay added 02016 10 29 (1.2): Tag-team Tags added. Updated to use new "Payload" category -- so this and later releases are no longer compatible with KSP 1.0.x or 1.1.x. .version file added. 02017 06 10 (1.3): Export Licensing Updated to support KSP 1.3's localization system. Roadmap Nothing in particular -- just keeping it up-to-date. Credits Thanks to Talisar for the models (caretaker releases by taniwha over here and on GitHub), Roxette for the initial release, jlcarneiro for suggesting the Mk0 bay, and Master39 for the revised texture (I went back to the original interior rather than the gold/orange stuff, but the outside color looks much better). License (This release of) Mk 1 Cargo Bay is copyright 2015 Kerbas_ad_astra. Part configuration files, Module Manager patches, models, and textures are released under the CC-BY-SA 3.0 license (or any later version).
  18. For some reason after i updated KSP to 1.3 all parts and kerbal jobs were relabeled as #autoLOC_50010. Even on new saves before the update. I do not have any mods. May someone please help?
  19. I'm looking for some information on how to use the part upgrade feature. Mechjeb for example does it but I guess this is a feature of himself. But I red that it is possible in ksp now and I'd really like to know how. Okay to get propper help I should propper describe what I want to do: - I want to use the stock survey scanner and add scansat ability to it. To do so I don't want to just copy it and spread the copies over the techtree but I want to add upgrades to it to be unlocked. So basically move the "original" scanner to the place of the radar sensor of scansat, delete its module for resource scanning and then have it upgraded further down the tree with said module and the other two scansat provides. It's all nice and good and when I just make copies it works but ... errr ... there is this cool feature of partupgrades and I'd love to use it. cheers
  20. Idiot Lights r0.0.1 Released 6/30/16 Downloads to date: Donations will be credited toward the Maritime Pack, my other mod. Donations to Date: List of Donors. THANK YOU! Ok, let's think about this for just a moment. Kerbals have exactly two stats: courage and stupidity. Now, when your crew's performance is based on their level of ignorance and lack of self-preservation, can you really afford to overload them with information? Introducing the first piece of Gednuk from Fengist's Shipyard and Gedunk Shoppe: Idiot Lights. We've made this so simple that even the most incapable Kerbal can't get it wrong. Simply stick this little gem anywhere on your vessel and watch the pretty lights flicker. Green = good. Yellow = ummmm mebbe good Red = we're gonna crash. Now, for the human translation: Idiot Lights are the solution to keeping track of your fuel status without having to watch a bunch of numbers. Let's face it, flying a rocket isn't easy. And sometimes, you can get just too much information. One quick look at Idiot Lights and you know your fuel status. Green = You have more than 50% of a resource. Yellow = You have between 25% and 50% of a resource Red = You have less than 25% of a resource. Resources monitored: Battery Liquid Fuel Oxidizer Monopropellant Features: Lights only go on when a resource is present! That's some serious technology! Surface mounts to just about anything. It is scalable but you'll need to do that in the .cfg for now till I get it tested with Tweakscale. It's original size is 10 time larger than what you see. In the .cfg the line:[ rescaleFactor = 0.1 ] sets that size. Change that until you have the size you want. The reason for this resizing was to get the text beside the lights to look decent. Known Issues Ok, so I got the surface connection pointed the wrong way... but you can turn it around till I get that fixed.
  21. In my mod GTI MultiMode Intakes, I am allowing switching between different intake modes. When doing this, I'm also changing the resources associated with the intake, like intakeair or intakeatm. However, so far, I've relied on "part.Resources.Clear();". This removes all resources in the part, and then I can add the new resource I want back in. However, this have one mayor drawback, it removes all resources, and not just the ones I want it to, namely the ones I target. So in my latest try, I used the below methods to target only relevant resources. However, I cannot seem to get them to work. public bool Remove(PartResource res); public bool Remove(string resName); public bool Remove(int resID); I tried as follows (i merged the three overload methods directly into the example below, I do NOT run them at the same time, I comment out when testing). Debug messages says that I do indeed run the "Remove()" method where expected and on the expected resource. The remove methods return true!!! But my engine continues to consume IntakeAir even when switched away, so that the resource should have been removed. When I use "Clear()" the engine flameout immediately as it should. And listing all resources in the part after all show that the resource was not removed. bool preserveResource; PartResource partResourceDef; //Evaluated all resources in part for (int i = 0; i < currentPart.Resources.Count; i++) { preserveResource = true; GTIDebug.Log("Check for resource removal: " + currentPart.Resources[i].resourceName, iDebugLevel.DebugInfo); //compare all resources to the target resources for (int j = 0; j < modes.Count; j++) { //If it is a target resource, mark it for replacement if (modes[j].resourceName == currentPart.Resources[i].resourceName) { //Remove resources managed by this mod preserveResource = false; break; } } //Remove resource if it is marked for replacement if (!preserveResource) { GTIDebug.Log("Removing Resource: " + currentPart.Resources[i].resourceName, iDebugLevel.DebugInfo); //try 1 currentPart.Resources.Remove(currentPart.Resources[i].resourceName) //try 2 currentPart.Resources.Remove(PartResourceLibrary.Instance.GetDefinition(currentPart.Resources[i].resourceName).id) //try 3 partResourceDef = currentPart.Resources.Get(currentPart.Resources[i].resourceName); currentPart.Resources.Remove(partResourceDef) } } So my questions are, does Remove() work at all? if yes, then can anybody point me toward what could be wrong in my code?
  22. Hi all, I am hoping desperately that someone might be able to help. Whilst editing parts I know that the QWEASD keys all rotate on various axes and the use of Shift refines that from 90 degrees to 5 degrees by default, but not anymore, not for me. For some reason my new angles appear to be approximately 30 degrees and less than 1 degree with the use of the Shift key. I cannot tell you when this first occurred because I was re-using previously saved designs I had created a while ago and only recently had to create a couple of new ones. Does anyone have any solutions, such as editing a config file to change the angles of rotation, or maybe someone has had the same problem and has since fixed it? The rotation wheels still work as they should, but the key bindings have the above fault.
  23. Stock Part Fixes For a long time I wasn't happy with attributes of some parts that nearly prohibite us to use them. So I compiled some inconsitencies and created some Module Manager scripts to change the data. Here is the "Suggestion topic" This is not really a mod, but a script which will need Module Manager, which you can find here Download the mod (ZIP) This zip contains 3 files Consistency fixes : it'll fix many mass and few temperatures inconsitencies. It also add 50RCS to the inline docking port and extend the interaction range of Goo experiment and Lab Jr. Science changes : increase mass of many experiments, size Atmo scan and narowband to match goo canister size and mass. Only small experiments keeps their physicless atribute. ISRU are also more heavy. Delete this file if you don't like it Dubious changes : Basic fin has be buffed to a real fin and Airbrake is now more resistant. Those 2 modifications may change the game play, so delete this file if you don't like that. Feed back is very much appreciated. Further more, I would like to change some data on drag for some parts, but I don't know how to do it. Science rescale (atmo sensor and narrowband scanner) Inconsistency fixes details Science changes details Dubious changes details
  24. KSPPartRemover v1.0

    KSPPartRemover v1.0 Removes parts from Kerbal Space Program crafts So I needed to remove about 750+ ladders from my orbital space station in order to perform my docking maneuvers with more than 5FPS After Whack-A-Kerbal-ing for over an hour and lots of backup-restore, I decided a dedicated application could do the job more efficiently. Links: Brief documentation and source-code: https://github.com/ChrisDeadman/KSPPartRemover Latest release: https://github.com/ChrisDeadman/KSPPartRemover/releases/download/v1.0/KSPPartRemover.v1.0.zip Example usage: Enjoy LICENSE: The MIT License (MIT) Copyright (c) 2016 ChrisDeadman Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  25. I made an add-on like this in the very early days of KSP for personal use, so I thought I may as well update it for 1.2 and release it to anyone else who might want it. This is a pack of parachutes based on the designs of model rocket parachutes over the years - predominately from the Estes company. Parachutes are functionally identical to the stock mk1 parachute aside from also being radially attachable. -Estes Red (10") parachute -Estes Orange (12") parachute -Estes Purple (18") parachute -Estes 'Retro' parachute -Quest Yellow+Red parachute Image Gallery: Changelog: v1.1 (1/23/17) -added Quest Yellow+Red parachute. -parachutes are now radially attachable v1.0 -initial release Pick it up here: https://spacedock.info/mod/1033/Estes Parachute Pack Source: https://github.com/narhiril/Estes-Model-Rocket-Parachutes (also available on CKAN) Licensed under