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  1. ColdWarAerospace Full Album: Depedencies: Required: · BDAnimationModules · Firespitter (only plugin and sounds are necessary, you can delete rest from Firespitter folder) · ModuleManager BDAnimationModules and Firespitter are used by many parts with cool animations, ModuleManager is necessary for all things to work. Recommended: · TweakScale (this old version should work without issues) · B9 Aerospace ProceduralWings Many parts are created with TweakScale in mind. It's not cheating, some parts are even underpowered when upscaled. Get B9 Aerospace ProceduralWings for cool wings. How to find ColdWarAerospace parts in hangar? Just write "cwa" or "coldwar" in search box above parts menu! Also you can search by: Origin: West East Resistance Cold war era (late 1940s -1960; 1960s -1980; 1980s - mid 1990s): Early Mid Late If you want to search for parts from West, late cold war just write in search box: "west late" *For awesome building turn on "advanced tweakables" in KSP options. Download: For more informations, READ "INFO.PDF" inside mod folder!!! Licensing: ColdWarAerospace contains models, textures, code which are released under separate licenses: - UAZ-452 model and textures: by Sergey Egelsky (, released under Attribution 4.0 International (CC BY 4.0), Rest of "ColdWarAerospace" content that is not released under separate licenses is released under Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) *I only take credit on my parts/content. Author: L0ck0n Plans for the future: Im quite busy, so dont expect frequent updates, but in the future im planning to upload all these crafts to KerbalX and add more cool parts! Versions: 0.1 Initial release- still WiP, some parts need more work, and changes in configs.
  2. Duna Incubator's Habitat The very first release is available on SpaceDock ! My first release of a KSP mod. More information, content and details will arrive with time. Right now, it is more a preview with a new habitat design (and its legs). Dependencies Compatibility License Known issues FAQ
  3. IMPORTANT This mod is now officially unsupported, I will keep the download up though. For an up to date version go to this thread: Vulcan rocket Vulcan This is the next generation rocket from ULA Includes: Tanks for Centaur and ACES Main tank BE-4 first stage engine RL-10 second stage engine Inflatable heatshield Parafoil Fairings Interstages Pictures: Recommended: If you want to launch the B330 orbital Moon base install this awesome mod from @bcink: Issues: Do not make the lower engine fairing the first part of the craft, I don't know why but the BE-4 won't be able to gimbal. If only smokescreen is installed so no realplume the engines will give particles even when they are off. Download: Note: This mod uses B9PartSwitch by @blowfish and is included in the download If you have a black tank it's probably a mod conflict with TR(R) or uninstall TR(R) or delete the texture switch part in the config of the tank. SpaceDock Curse License: Vulcan: All Rights Reserved B9PartSwitch: GNU Lesser General Public License Version 3.0 feedback is welcome and do not forget to report bugs.
  4. Delta Pack Adds the Delta II, III and IV rockets into the game, featuring highly detailed models & textures. (No, this is NOT the official ULA mod pack! I do not have any affiliation with them, I've released my work on my own since otherwise you would never get your hands on this.) Overview of the parts included: RS-27A, RS-68A, RL10-B2, AJ-10-118K, LR-101 GEM-40, GEM-46, GEM-60,GEM-63, GEM-63XL, Star 48B SRM's 4m DCSS (2 colour shemes), 5m DCSS, Common Booster Core, Thor Tank, Delta K, Extra Extended Long Thor Tank various Payload Fairings A wide range of different payload adapters based Note: These launch vehicles are scaled down to fit the Kerbal universe, Delta II has a diameter of 1.5m, Delta III of 2.5m and Delta IV of 3m. A seperate manual is also included in the .zip file. Real Solar System / Realism Overhaul configs are made by @raidernick and are included in the upcoming RO patch. More pictures: DOWNLOAD v.1.0 FROM SPACEDOCK All rights reserved - Kartoffelkuchen Logos used are owned by United Launch Alliance Important note: I do not want to make any profit off of my work, so I always appreciate some nice comments if you like it! Enjoy! Great review by KottabosGames SpaceX Pack Due to its size and popularity, the SpaceX Pack has been split into its own thread. You can find it 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) 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
  5. This is the Development Thread. Bugs report here too. Already Released! Download Pre Release on Release Thread: 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): Extra functions on cockpit panel; Plate with 6 rockets and included legs; Ejection system for seats and windows; Parachutes; Wings; Rocket command pod with big windows; My intention, as it is a hobby, is to do with pleasure, no pressure. 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
  6. V0.8.0 (Southern Cross Plays Softly in the Distance) 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: (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.
  7. Download on SpaceDock, Github or Curseforge. Available on CKAN. Not So SimpleConstruction (NSSC) This is the new thread. Original thread here. zer0Kerbal adopts for curation the mod known as Not So SimpleConstruction. created by @RealGecko, then updated by @Mrcarrot Adds Mallet, Survey Stake, Recycler to the game and turns the stock PPD-12 Cupola into a EPL Survey Station. Requires SimpleConstruction! and Kerbal Inventory System. Recently @Mrcarrot agreed to allow me to adopt for curation this great Not So SimpleConstruction! mod. With my pleasure I accept the torch from @Mrcarrot's hands, so that this glorious mod won't be lost in time. Description Extraplanetary Launchpads is great mod, but too complicated to [@RealGecko's] liking. On the other hand SimpleConstruction! is pretty good. It turned [@RealGecko's] Mun and Minmus research and refuel bases to fully functional rocket building facilities, but due to [SimpleConstruction!'s] design it's missing the EPL recycler and survey stake (must have for surface building). So [@RealGecko] decided to create a middle ground between the two. Meet the Not So SimpleConstruction! mod. Adds Mallet, Survey Stake, and Recycler to the game and turns the stock PPD-12 Cupola into an EPL Survey Station. Installation Directions: ...Use CKAN... Changelog Summary See ChangeLog for full details of mod changes Requires Kerbal Space Program v1.8.1, may work on earlier versions Dependencies Module Manager SimpleConstruction! Kerbal Inventory System [KIS] Suggests: CKAN Not included in download, you'll need to install 'em separately. How to: EVA: Grab survey stake and mallet. EVA: Hammer survey stake into the ground. (Using KIS - the 'H' key) Right click cupola module and click "Show UI". Build your rocket. Have fun!!! Warning!!! If you encounter problems with K&K Planetary Cupola not showing "Finalize Build" button, then just quick save and quick load. Legal Stuff: Disclaimers: This mod contains @taniwha's Models and textures from his Extraplanetary Launchpads. This mod contains models from Extraplanetary Launchpads. All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses. Source: GitHub License: GPLv3: Old Source: GitHub repo Old License: License GPL v3 Special thanks to @RealGecko for creating this cool mod.
  8. PRE-RELEASE Beta Testers & Translators Wanted specific question - does it work with 1.7.3? Download on SpaceDock, Github or Curseforge. Available on CKAN. Biomatic This is the new thread. Original thread here. A utility to allow easier science gathering in orbit, by automatically de-warping when entering a biome which hasn't been listed. . Simple biome identification, notification, tracking, and warp stopping. adopted for curation by @zer0Kerbal — originally by @Biff Space The Biomatic sensor identifies the biome that the ship is in / above, and shows the information in a small text window. Optionally the ship's situation (high / low space, high / low flight, landed, splashed) can be shown as well. Biomes where science has been done can be added to a list, which is used together with a kill warp option to de-warp the ship when entering an un-listed biome. The list of biomes can be per-vessel, or global. It is integrated with the stock toolbar by default, but can be configured to use blizzy's. (Change 'stock' to 'blizzy' in the config file). The Biomatic Part The Biomatic part is found under the science tab. In career or science mode, it is found in the 'Space Exploration' node of the tech tree - this must be researched before Biomatic will work, either as a part or as a Module Manager add-on to command pods. Module Manager Patch(es) adds Biomatic to any command module or probe core [OPTIONAL] makes Start the techRequired for the Biomatic part Dependencies Kerbal Space Program Module Manager Recommends [NEW] ToolbarController [NEW] ClickThroughBlocker Suggests Toolbar (Blizzy's) On Demand Fuel Cells (ODFC) Field Training Facility (FTF) Field Training Lab (FTL) Docking Port Descriptions More Hitchhikers PicoPort Shielded Transparent Command Pods Repressurized Nuke Refueled Vanguard ProbiTronics CTN Stork Delivery System (SDS) SimpleLogistics SimpleConstruction Not So Simple Construction B9 Stock Switches (BSS) HotBeverages! Installation The Biomatic folder needs to be unzipped and put in your KSP\GameData folder: Feedback Any comments and suggestions for improvements are welcome, as are reports of bugs / problems - please let me know what you think. Licence Biomatic, its associated files and the source code are all released under the GPLv3 license, text here: Original: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Thank you to @tinygrox for pushing the localization code! v1.3.2.0 original: 11 Aug 2018 0K updated: 02 Feb 2020 zed'K Source: GitHub License:
  9. I made a Model and a Texture for a Part for KSP. But I have the Problem that something went wrong and I don't know what. In Unity the model looks as it should: But the Problem is in KSP it looks like this: Please can somebody help me to fix this Texture Glitch because I have no clue what's went wrong there.
  10. Hi, I am attempting to make my first mod. I tried to export my fueltang from in unity and it exports my model but not the texture as seen in the following screenshot. The error as shown on the buttom left reads: TypeLoadException: Failure has occures while loading a type. I am copletely new to modding KSP and working with unity. Can anyone help please?
  11. I was wondering if the number of vertices used in a part model is directly proportional to the size of its' mu file. What would be a decent vertex count/ face count for a complex ksp part? I mean, how much is too much? I noticed the mu file for the stock ruggedized wheel is pretty large compared to a wheel part i made with about 500 faces.
  12. A dev article from1.4 (Whats in a Vessel Name? ( By TriggerAu)) explains how to set showVesselNaming in the part.cfg so that it shows during flight. Great. I love this. One caveat, it doesn't seem to allow one to change the Priority Level during flight. I want to be able to easily change the VESSEL_NAMING_PRIORTY_LEVEL of a craft during flight. Is there a way? How? Can something be added to the part.cfg to enable it to be done? Or is this a something requiring a mod to do? Would be nice if stock allowed it in flight, seems like a bug. Add this to the part.cfg to allow showVesselNaming = True From settings.cfg SHOW_VESSEL_NAMING_IN_FLIGHT = False VESSEL_NAMING_PRIORTY_LEVEL_MAX = 20 VESSEL_NAMING_PRIORTY_LEVEL_DEFAULT = 10 Under the root part (and seemingly only for those parts that are manually set in the VAB) is VESSELNAMING { name = vesselName type = type (new type also from BreakingGround = DeployedScienceController and DeployedSciencePart) priority = priority (default = 10; max = 20) } also - it seems that if a vessel doesn't have at least one part with this set in the VAB, that these are not written to the vessel in the save; so if a vessel with this set docks with a vessel that doesn't - there might be some alterations... checking
  13. Let me just preface by thanking the modding community for all the fun I've had these last 6 years playing KSP. One thing I've wanted since the time of Lazor systems and 50/50 odds of instaKraken on symmetrical craft is one (or few) - piece wing roots. These would contain fuel (less shocking in modern fuelled wing days) and have attachment points for engines or maybe even small payload bays. By matching the part(s) to stock wings it would help both with wing extensions for larger craft and would be more efficient in stock and FAR than the draggy/heavy DIY alternative. Given the recent pivot to early/pioneering designs in space, why not parts that reflect the state of the art in aircraft during the same period? On top of that, with environmental concerns putting blended wings back in vogue, I'm sure with seamless transitions between fuselage and wings some pretty futuristic craft could be created. Exemplars/Inspiration: Engine mount wing root Inline payload wing root FAT - 455? Comet (1st ever commercial jet) HP.80 Victor (tanker variant of strategic bomber) FAT - 455? Halifax (WWII bomber) Big - S Delta? Avro Vulcan (nuclear bomber) Modular wing size? B-2 Spirit (modern stealth aircraft) Modular Wing size (Inlet only)? F9F-8 Cougar (early jet fighter) Sea Vixen (1st gen supersonic carrier fighter) Just for fun, some decidedly less historical blended/loaded wing designs
  14. 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).
  15. Hello, dear colleagues. I am thinking about making an addon with fuel lines like these: Ideally, is should procedurally route its path on and around the craft when the player is choosing the endpoint placement. But I'm totally new to KSP modding, fairly new to Unity, somewhat familiar with C#, and (thankfully) more or less experienced with a couple other languages. It seems like there are enough comprehensive intros to KSP modding around the Internets, so I'm going to start lurking asap, but at now I'd like to know if this kind of procedurality during part placement is possible at all. And, of course, it'd be helpful to know if you consider the idea interesting. Thank you.
  16. 1.4.5 Aset´s Deployable Light Globe(KIS EVA Part) more Pictures: Changelog: BUGS & Known issues: *Option Plug(Docked) it does not work first time and spams 1error,just press Y to grab the connector of the winch and do it again! OR USE Plug(Undocked) but the will not charge batteries need more time to investigate THIS BUG *When switch back to vessel it deploys again(so no backgroundprocessing)not serious *some wired happen when undock winch cable - it still loads need more time to investigate THIS BUG 0.2Known issues: *texture on port isnt right(issue from partvariants) *no KERBALIZM support right now (RTG Version) *untestet with new version of KAS 1.0BETA 68452rc Supported Mods: *KAS 0.6.4 *KIS *Crew Lights DOWNLOAD: Originalthread so all Credits go to @alexustas for his fabulouse WORK ps :his channel is astonishing
  17. Disclaimer: English isn't my native language, I do my best. Clay Parts; no it's not about clay but its malleability. My idea is a completely revamp part system where your parts adapt to the shape, size, fonctionnality and visual you want. Less parts (even with a lot of mods), just highly configurable ones and configurations. ClayAddons will be a serie of standalone mod that interact with each other alot. This post is about discussing and defining the theoretical rules between each part and functionality. Ex: relation between size and thrust of an engine. As ClayAddons will contain alot of stuff we will go step by step. First one engine! How engine are handle by the mod (ClayEngine). Engines includes everything that allow movement, motion or implied motion ex electric generator. In fact the mod include no engine, but engine module or component (you can have multiple engine module in one part and module on a part can interact with module on other parts). Ex1: the propeller is a module, piston engine is another one. Ex2: combustion chamber is a module, tuyere (nozzle) is another one. Each module have a whole range of option ex: size, number of piston(piston engine), number of blades(propeller). Each module can have one or multiple virtual and physical nodes. Module node are port for linking modules with each other like electric plug. Nodes can be connected when module are placed inline or with various cable: electric cable, fuel line, shaft, cable(rope or metal cable), track(for wheel), chain, belt, pipes(yes pipes for air, water and ??????. So air intake need to be connected to engine using pipes.) Virtual nodes are for internal use only. Physical nodes will lead to the outside of the part of his module if not linked to anything else ex: exhaust, air intake. For physic ease all those internal logic will be simplified at vessel load. I need your help to define module their nodes and options. +Mass etc let focus even more---> Propeller engine + Piston engine Propeller component: core (nose cone): size, mass, drag, internals blades: number, size, drag, design, thrust ressource: torque, rotation, air, thrust, data Piston engine component: piston: number, size, configuration, mass, power ressource: electricity, gas(oxygen), gas(CO2), liquid fuel, torque, rotation, heat, data Gearbox: type(planetary, ....), mass, size ressource: torque, rotation Shaft: mass, size ressource: torque, rotation Those four element interact by torque and rotation For later
  18. 1.8.9 last big chunk (closed) This mod has been divided into several small submods at the request of many readers and users. Click here to continue: What you get with Contares? All objects are created as accurately as possible on a 50% scale. 50% scale means 1/2 of the size, 1/4 of the thrust, 1/8 of the weight. Further adjustments are due to the physical properties of the Kerbal universe. Reference diameters are 0.3125m, 0.625m, 0.9375m, 1.25m, 1.5m, 1.875m, 2.2m (ESA Parts only), 2.5m, 3.75m and 5.0m. Inquiries regarding diameters are superfluous by the effort of simple head calculations or a calculator. Fuel tanks designed for use with Contares LH2/LOX engines contain significantly less fuel. Fuel tanks which do not contain an entry for LH2/LOX in the description as well as all stock tanks should be set to 30% Liquid Fuel/Oxidizer when combined with Contares LH2/LOX engines. Regarding the arrangement of parts in the techtree there is certainly still much to steer. This work i am glad to leave to ambitious users because i personally have no interest in career or scientific mode. LAUNCHERS PODS, AUTOMATED VEHICLES and SPACESTATION PARTS SPACEPLANES OTHERS ... many more Downloads last complete mod download alternate mod download illustrated construction book Recommended mods: - Installation of SSTULabs (only to use the excellent Solar Panels but the complete mod is very nice) - Installation of DMagic Module Science Animate (Allows the creation of animated scientific experiments; temporary not used) Required mods: - Installation of RealPlume (contained engines use this engine effects mod only) - Installation of Tweakscale (change size of parts;reduces unnecessary duplication of standard parts) - Installation of RetractableLiftingSurface (Module which allows you to have a folding wing or other retractable lifting surface; used on Paraglider and Baikal-Booster Wings and Dream Crusher Wings) - Installation of Firespitter (Plugins only; allows Texture switching, Prop-Animations and more; used on UNION parts; more to come) - Installation of USI-Tools (Plugin used for floaters and inflatable [air]bags) - Installation of TACLS (TAC Life support) - Installation of Procedural Fairings (Build procedural fairings and interstages with nice optic) - Installation of KIS and KAS (Many Capsules, Spaceplanes and Storage-Modules use KIS) Supported mods: - RemoteTech - ScanSat How CONTARES should develop: - Creation of more helpful parts Specials: This mod is made for Kerbals on a Kerbal world, not to recreate anything from the human reality in perfection. Thanks to: @fwdixon (RemoteTech MM patch), @Beale (initial advice), @CobaltWolf (suggestions for textures), @Well (support on Dassault Hermes and Ariane), @Cheesecake (for some TechTree and RemoteTech support), @Rissa (Patch for 'Connected Living Space') Use your imagination! Contares Rules: Rule 1: Do not ask of others something you would not do yourself. Rule 2: The desire for mod compatibility must include the readiness to act for this desire. Rule 3: If there are more complex issues to discuss, ask me via PM in my native language German. Licence:
  19. Kerbal Science Innovation Creat 30/06/2017 This is a science mod which use the science of today and the science of the future Version : 1.8.1 Change log : Download From : 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. 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. 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. Language : [English] translate by @Ourshinigami and @Aelfhe1m and @PR1ME [Spanish] translate by @fitiales and @Ourshinigami [Français] Translate by @Ourshinigami Télécharger la viersion Français ici puis suivez les instruction dans le "lisez moi" 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. (deleted now) @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 Source of the plugin for GWS : here 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 Licence : MIT for contract pack configurator and for texture replacer.
  20. 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: Latest release: 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.
  21. The T-37 structural tubes top node size is the smallest possible (0.625m) on all length variants making rockets that use it just break apart. This is not like any of the other new structural tubes that have the correct and same top and bottom node size keeping rockets strong.
  22. Hi, I think the RE-12 'Skiff' Liquid Fuel Engine needs some tweaking. With the collection of new parts from the 'Making History Expansion', it seems obvious that most of these parts are there to make replicating historical rockets easily, namely the Saturn 5. This is easily one of my favorites so I wasted no time in building my own replica, which I have done many times throughout playing KSP. This part seems a good pick to simulate the J2 engines featured on the second and third stage of the rocket (at least aesthetically), but in KSP their function is just not right and don't fit with the parts associated with them. I have tried many different ways and either my second / third stages have lackluster TWR or burn for too long which ends up with a weird looking Saturn 5 in order to compensate. If this part was not intended at all for this then this is purely academic and disregard, but otherwise if this could be addressed in some way that would be great. I think an increase in thrust and a decrease in ISP values will solve this issue.
  23. Hi, The 'Kerbadyne Engine Cluster Adapter Tank' part has a bug where if you have 'Rigid Attachment' on, it will break off your rocket on launch regardless of how much support you give it through struts. For those who might be having trouble, just turn off 'Rigid Attachment' for the time being. I have found it to be fine without any support.
  24. 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
  25. I was recently looking at the R7 line of rockets and the inter stage connectors gave me an idea. What if there was an structural truss that you could place an engine inside of, so you can have landing legs mounted at about the same level as the engine (Size of the truss would be to the "flat" engines of each size, being the LV909, teh Poodle, and that one .625 m one that nobody uses. (JK) But seriously, this could be very useful in landers that have an area between the tanks and engine that for whatever reason you can't mount engines on.