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Found 214 results

  1. When I go to select a category in RO, it works fine. But when I do it again, it stays on the category I selected before.
  2. Kraft 1.3.1

    The following add-on is now available from Google Drive via this link: Kraft.1.3.1.2 Kraft is another very hokey tool from Hotel26. It must be run in a command terminal (Windows, Linux or Mac) See the README for full details. Briefly, you run Kraft in a command terminal as so: java -jar <path>/GameData/Kraft/Kraft.1.3.1.1.jar It produces a short-hand blueprint of your selected craft file, e.g.: must be located as ./GameData/Kraft/Kraft.1.3.1.1.jar Enter abbrev for craft: lady Reading /home/kmk/env/games/KSP/1.3.1.1891/Ships/VAB/Ladybug.craft 1 0 probeCoreOcto2_4294668150 2 1 solarPanels5_4294752592 3 1 batteryBankMini_4294660876 4 3 sasModule_4294653348 5 4 fuelTank4-2_4294607858 6 5 SurfaceScanner_4294627598 7 5 smallRadialEngine_4294599778 8 5 smallRadialEngine_4294538614 9 5 SurfAntenna_4294705612 10 5 seatExternalCmd_4294534850 (You can see the beautiful simplicity and elegance of this fine craft. You'd have to build it and fly it to discover how much fun it is, though!) Kraft is useful for guiding major refactoring efforts (some times, you just have to rebuild your machine over from scratch!), but, when run with the --diffs command-line option to suppress the part node/parent IDs, it is also useful to check what revisions have been made to a version of a craft. (Two Kraft reports, one for each version, can then be diffed.) It also diagnosed a problem for me in a craft file in which the Reroot tool had embedded a cycle in the part tree causing KSP to refuse to load *any* of my craft in the same directory! A future version of Kraft may conceivably report more useful information such as Action Group assignments, fuel loads, etc. I, Hotel26, am open to suggestions for enhancements. NB: Kraft reads your craft files but modifies nothing. Nor does it "phone home" with your brilliant craft designs (that wouldn't be ethical). Ideas/suggestions/requests/bugs/gripes here to this topic or to Hotel26 via PM... LICENSE: free, free, free. Enjoy. That is all.
  3. If one simple part could be added to stock KSP to dramatically improve gameplay, it would be stock balloon tanks. Characteristics: Spherical 10:1 propellant to structure ratio Two varieties (LO and LF); no bipropellant tanks Ideally procedural/scalable; if not, then four sizes (tiny, small, large, and extra large) Only a single attachment node Low impact tolerance (~3 m/s), low heat tolerance (~1000K) Same skin as the ROUND-8 for the LO variety; zero-saturation grey skin for the LF variety Stock currently lacks any options for LO-only tanks, even though it does have options for LF-only tanks. Adding an option to have a tank with only LO makes a lot of sense. Plus, for any stages designed to operate completely outside of the atmosphere, having balloon tanks with a better propellant fraction than the rest of the stock tanks would mean a wider range of lander designs and transfer stages. However, the low impact tolerance and large cross-sectional area of these tanks would necessitate their inclusion in a fairing for ascents from Kerbin. You could also build more real-life-analogue stages and landers, since numerous real-world vehicles use spherical tanks.
  4. KSP 1.3.1 Stockalike Station Parts Expansion Redux [1.0.0] Last Updated January 28, 2018 A complete and total rebuild of my old Stockalike Station Parts Expansion project. Everything has been redone, and nothing is left of the old mod! Check out some key features: Small Station Parts: A full set of 1.25m station parts, with habitats, control rooms, connecting tubes, hubs and much more. Medium Station Parts: Expanding the 2.5m set that stock provides, you'll find greenhouses, structural components, specialized connectors, orbital stowage bays... Large Station Parts: Yup, large station parts! A full set in the 3.75m size class, from habs to labs to... well, lots more! Reworks: I've taken the time to rework the three stock station components (Cupola, MPL and Hitchiker) to match the new parts. They look the same but new! Inflatable Habitats: A nice set of inflatable habitats for maximum crew space. They range from teeny to huge. Centrifuges: All size categories have at least one centrifuge habitat. They range from small and cramped to massive and spacious (one of the largest parts I've ever made). Cargo Containers: I really felt like making some multi-purpose cargo containers. These modules will adapt to what mods you have installed, and provide storage for resources from MKS, TAC-LS, USI-LS, EPL and probably a few more that I forgot. Self-Levelling Base Frames: To help align your bases on slightly bumpy terrain, use these base plates, which feature individually adjustable legs with a self-level function Extensible Crew Connections: Much like the Klaw, but better! Varying lengths and impressive looks! Comprehensive Mod Support: With the help of many forumgoers, this mod contains support for tons of mods, specifically those related to life support and colonization. IVAs: It almost killed me but everything has fully featured IVAs. Full integration with all my other mods. Community Tech Tree support. What more could you ask for? Actually, don't answer. Full Screenshot Gallery Frequently Asked Questions Q: CKAN Support Questions? A: Talk to CKAN folks, CKAN is not supported. Q: What does this mean for Stockalike Station Parts? A: It is now obsolete and deprecated - no further work will be done. It can be installed alongside with no problems Q: How do I abbreviate the mod's name? I'm CONFUSED! A: SSPXr. Q: Can I remove the IVAs? A: Yes, without any problems Licensing All code and cfgs are distributed under a CC-NC-SA-4.0 License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All bundled mods are distributed under their own licenses. Download Mirrors Primary (SpaceDock) Tertiary (Dropbox) Issue Tracking and Source Special Thanks A big hand to @JadeOfMaar, @Dragon01 ,@Stone Blue, @Pulsar, @Fraz86 and probably more people that I forgot! See the readme! They were hugely helpful in debugging, writing patches, IVA prop placing and so much more during development. If you appreciate this project, please consider contributing to my caffeine addiction! I really appreciate it, and also helps justify this time sink to my wife , which results directly in more models.
  5. With the new UI on Xbox Enhanced, I started a new career. Flew some contracts to get funds and science. Used the science to unlock Basic Rocketry tree. My career settings are to require Buying Into parts. Went to buy Swivel Engine with Tree researched (says it is researched). I click Right Stick to go to Parts in Basic Rocketry. I highlight Swivel Engine with 72K funds (engine cost 3.5K)....I get no UI on how to buy the Swivel Engine or any other part in any tree I've researched. What am I doing wrong? Again, new Xbox UI. Thanks.
  6. I've started a career mode with custom settings with one of them being to have to pay an entry cost to unlock a new part once it has been researched. I have researched new parts and I have the required funds to unlock them but I can't seem to unlock them. I assume it's X on the PS4 but it does nothing as if I haven't researched them. It's really annoying as these are the difficulty settings I want to use but I cannot progress any further. I've tried restarting a new career and it keeps happening. Does anyone know if this is a bug or if I'm missing something really obvious?
  7. Procedural Parts, Tidal Stream Branch. Download Latest Release for Procedural Parts Starwaster has not recompiled Procedural Parts for Kerbal Space Program 1.3.1 so it is marked as incompatible in CKAN. There was a pull request for this on Github but it has not been merged. So I decided to fork it and make the necessary changes. Full description in the original thread. There are really no new features and this will probably exist just until he makes the release for 1.3.1 but he prefers me not to use his thread. I will try getting this on CKAN so people can install it easily instead of having to do it manually. Licence Remains as CC-BY-SA 3.0 Unported. This pull request breaks dragging on the sliders, only the arrows work. This makes it really hard to make small adjustments. While fixing a bug, it also introduces a regression. This is why I cannot include it in my branch. I uploaded a compiled version of the pull request for 1.3.1 on Github if you want to test by yourself or if you find the tradeoff acceptabe.
  8. RSL - Real Stock Launchers Looks to add into your game some Realisticly based but stockalike launchers To do list: Add an LV-T10 Engine to the Kerbus K Based on the RL-10 and Atlas V Add an alternate Kerbus K upper stage (like ACUS or whatever it is called) Add Kelta 2 Upper stage engine (Delta 2) Add a Kelta 01000 (Delta 1) Add some other launchers and bits and pieces Thats all for now!
  9. The goal of this is just to make parts that I have wanted that just may be useful to someone else. Parts: 4 Variants of a 50 caliber long recoil machine gun. Why: I like how long recoil guns look when they fire with the very visible mechanisms moving I like low part count parts that combine multiple things together for quick assembly. The four variants are wing mounted, wing mounted with a magazine, surface mounted (shrouded) with and without a magazine. This is not based on any real machine gun but the barrel and mechanisms are, I think, within reason as I tried to follow typical specs/barrel sizing while modeling. The magazines also hold what I measured to be a to scale amount of ammunition. For sound these use the base BDArmory sounds. This needs BDArmory to work 2 Variants of aesthetically different gun pods. Why: I like low part count parts that combine multiple things together for quick assembly. These may eventually become turrets These very roughly follow realistic sizes (The barrels at least). They come with ammunition. (If you can guess, I made these before the previous ones.). This needs BDArmory to work 3 Variants of BDArmory Combination Command Boxes. Why: To combine 3/4 frequently needed parts into one To have to closest thing to a laser I can make These have AI flight modules, Weapon Management modules, Flight Command modules, Solar panels, Batteries Lights (lasers?!), Very Small Reaction Wheels Radios and Small RTGs. Its recommended to use 360 degrees of view for now. This needs BDArmory to work 1 Small Single Shaft 1 mode thrust direction changing turbojet fin (Based loosely on the TJ100(Tweakscalable)) Why: I like low part count parts that combine multiple things together for quick assembly. Ive wanted a small drone sized jet engine that does not need anything but itself to produce thrust/steering. (Intake, directional thrust, fin, small fuel tank, engine included). These are pretty small, so theyre great fun early stages, but youll want tweakscale to play around. 1 Electric Ducted fan ((Tweakscalable)). Why: I like electric ducted fans, and wanted one I could tweak to feel more realistic and like the look of. Both this and the mono prop engine use KAX sound assets. 1 Atmosphere breathing mono propellant powered 0.625/half size piston engine (Tweakscalable). Why: For low flying flying rovers on planets with atmospheres but no oxygen like eve based on concept from nasa in the 70s Single Piece Landing gear. (scalable) Why: I like low part count parts that combine multiple things together for quick assembly. Thanks to Shadowmage for answering probably too many questions about this. It uses KSPWheel as well as Kerbal Foundry sound assets. One Part y axis balanced dual wheel landing gear. Why: To have a small steerable landing gear piece that has functional wheel colliders for each wheel, meaning a vehicle can be balanced on just 2 of them. Outside of BDArmory parts, parts are on the techtree. I decided to post this here, in addon releases, as Il probably never really "finish" it as basically Il just keep adding parts I want and I think ive basically hit all the major points I wanted to hit when starting. I think Il just let the other thread die, or post more in depth info there. Blog like "development" update thread with issues, planned changes and smaller updates I dont think warrant a number change. (Quotations because its such a small mod relatively in the sea of kerbin). Link to SpaceDock Download Dependencies, recommended and included mods: Included Included Not Included. Latest Downloads available from the official Github Releases page. Recommended License: Feedback is appreciated. Ive never done this before and am clueless. If anything is off, and you know how to make it better, Im open to advice. Also thanks to Shadowmage and Spannermonkey for their assistance with KSPwheel and BDArmory Continued respectively. They've both been extremely helpful with questions, examples and advice. Also thanks to all others who have been helpful here and there.
  10. In normal KSP, whenever somebody makes a save file with vessels that require a mod in it, they go *poof*. What if a small placeholder part, the size of the not-rocketmax cubic node thingy acted as a placeholder part instead being unable to load the vessels in the editor of in the world. This would greatly save annoyance in cases where you load up someone else's ship on your stock save but you don't have KOS/Mechjeb/Burn Together so you can't load in ships thanks to that one tiny modded part.
  11. Okay, so I wanted to build a little funding before starting bigger ventures and I was in the mood to head someplace close to home, so I picked up a contract to rescue a Kerbal and their part from the Munar surface.* It looks like the part in question is a two meter by two meter object, so I am trying to think of the best way to get this thing secure and returned to Kerbin. There will obviously be some Advanced Grabbing Unit shenanigans involved, but how exactly I will perform this recover is tumbling around in my mind. I want to crowdsource some potential solutions to this contract. What ideas have you experimented with and found functional for contracts of this nature? * Yes, I know contracts of this kind are not necessarily the most reward-efficient thing to do, but I thought it would be fun and give me some good practice for a future Mun base project I have in mind.
  12. Kerbal Service Module (KSM)

    hello welcome to my 3rd mod and second of the two weeks, this is a parts mod to separate my first and second MM mods my third will be a parts mod, the first part aims to add an assortment of service modules into the game and a few supply craft. first screenshot of service modules first supply craft as always let me know what you guys think!
  13. Hello, and this will be the dev thread for my upcoming mod, Kerbobulus Space Industries, which strives to recreate near future spacecraft (not to be confused with @Nertea's wonderful NFT mods), such as the CST-100, and Orion (not the nuclear one, the one NASA is currently developing) in a porkalike style. Currently, I am working on the CST-100, and am about 3/4 of the way through with the service portion. Still, you should expect more coming in the near future. Without further ado, here is the current progress! Downloads: Kerbobulus Space Industries - Miscellaneous Parts Division: Spacedock Legacy dev pics
  14. Hello everyone! Today, we'll be making a new mod! And this time, I actually will make this mod, instead of immediately abandoning when I finish. This mod will feature SpaceX Grasshopper parts and in the future, other SpaceX parts. No non-SpaceX related parts here, unless people really want it. Huge credits to @SamBelanger for helping me make this mod (in the future): Download: Coming soon.
  15. New Pulsejet Engines?

    Will there ever be an update or new version of this famous mod? I fell in love with this but I cant seem to find anything like it anywhere. Im wondering if there are any others like this or if someone has considered updating this beauty.
  16. BattleTech/Mechwarrior DropShip Parts Packs [WIP] Authors: @wenth Helpers: (people that helped my dumb kerbal butt figure this all out) -Damon (for helping me get the dam parts to show up at all) -Krakatoa (for helping me with smoke and flame FXs) -JadeOfMar (for generally always sticking his nose in and letting me know when im not even asking the right question) Mod Developers/Makers/Maintainers: (pepole whos assets we have used or used to make the game work) -Boots (Developer/Maintainer of the ESLD Jump Beacons Revived mod originally made by TMarkos) for allowing us to use his mod for a dependency in our Jumpships pack and answering any questions we had about dependency/part creation involved there in. Mod Integration/Dependency/Optional Dependency: -ESLD Jump Beacons Revived (approved) -TweakScale (pending permission) Work/Progress/Status Tree Phase One: Basic Thrusters, Manatee Parts and Art Standardization Phase Two: Bigger Bolder Rounder! Phase Three: UTILITY! Phase Four: To Boldly Go!/Jumpships add-on pack Phase Five: Polish a turd Bonus Phase: Plus Ultra! Planed Packs Core/Core Supplements Addons Opening: I have always loved the BattleTech universe and the Mechwarrior series that goes along with it combine that with my love of KSP and my predisposition to building massive drop ships for package delivery and habit of making giant payloads that can only really be dropped via skycrane It feels natural for me to try and bring the massive scale of battletech drop ships to KSP with a parts pack! With that in mind how ever this is my first parts pack and true attempt at modding AND my first time using these (3ds max student) modeling programs with only a background in 3D printing and CADD its slow going and any help is welcome! And no we will be focusing on more then just clan wolf they just happen to be my favoret/first clan. LOW POLY! This mod takes its style and inspiration from the entire world of mechwarrior/battletech but its model are more in the style of mechwarrior 2 (my first mechwarrior game and indoctrination into clan wolf) Parts Inspirations/goals: Our first Parts goal is to make a Spheroid drop ship (BUT WAIT SPHERES ARE HARD!) True but we are going to cheat here and make the Manatee first! Spheroid in classification only its more like a fancy fuel tank in design! At this point in time we have no goals to make actual mechs (sorry) our fallowing goals should we succeed in creating the Manatee is to move on to the Leopard Areodyne drop ship Parts/Ship Logic: Our first ship will be split into 3 or 4 sections for simplicity sake -Base (holding the thrusters and flat or snap points for legs to be designed at a later date) -The Hanger (taking up the bulk of the center section) -Fuel tanks (taking up the remainder of the center and forming most of the top -The Bridge (capping off the ship and holding the pilots/crew) Parts NOT included I have no intention to add guns or lasers or any thing like that sadly. HOW EVER! I do plan on leaving snap points for them so you may use any of the existing weapons mods or make your own should you feel up to the task! Help is welcome as this is our first attempt at a mod any one wanting to help cfg or model or test is welcome to do so! Impossible Fantasy (ya......not going to happen I dont even know what its called yet, but let me dream)
  17. This mod was originally created by @tygoo7 (here) and will be continued by me. Tundra Exploration will continue to focus on stock-alike SpaceX and various other space related parts in KSP. Expect many more parts to be added in the future. If you have any suggestions, please leave a comment Current parts Rodan command pod, heatshield, and trunk. It also has a nice IVA included. (Dragon V2) Staub control block, fuel tank, and OCS. (LADEE) Ghidorah 9 fuel tanks, second stage engine, first stage engine, legs, grid fins, and decoupler (Falcon 9) Gigan pod, heatshield, shroud, trunk, solar panel, solar shroud. (Cargo Dragon) Igel probe (Hedgehog probe) Paneer probe (New Horizons) Moguera probe (Rosetta) Pill probe (Philae) Gojira command pod with fuel tank, engine shroud and engines (SpaceX's BFS) Gojira BFT-9000 Fuel Tank, engines and probe core (SpaceX's BFR) Revamp Ghidorah 9 textures (includes a brand new version as well as a landed/reused one) (Needs B9 Part Switch) Mothra Launcher (Falcon 1) No IVA on Gojira, but coming in future update Planned features Roadmap Known issues Landing Gojira might be hard. A guide is being made to teach you how to use Gojira. Caution using Gojira for stations, it can wobble and break it. Use "Autostruts" on Gojira for a temporary fix! Some mismatch with the fuel tanks on Mothra. Cargo Gojira's textures are weird (I haven't redone the model yet) Required Mods Kerbal Reusability Expansion (F9 and BFR legs and gridfins) B9 Part Switch (Texture switch comes in V2.1.0, get that!) Near Future Solar (Full version for BFS solar panels) Recommended Mods RealPlume Stock Configs Flight Manager for Reusable Stages (For landing your BFR/F9 first stage) Omega482's Stockalike SpaceX style landing pad (For your Ghidorah and Gojira landing needs) Basic DeltaV - Basic Orbit by DMagic (For better understanding of how much fuel you have to land all your crafts safely back) by @theaveragepxtseryu A very special thanks to @Beale, @CobaltWolf and @Nertea for the help and advise they give me to make something awesome. @Rock3tman_ for helping balancing the BFR parts as well as testing! And @DiscoSlelge for creating those awesome patches! Changelog: Any Code or configs are distributed under CC-NC-SA-4.0 License. All Textures/models are distributed under All Rights Reserved License. This mod includes version checking using Mini-AVC. 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.
  18. Propeller Driven RCS

    I am currently working on my first mod. I'm making a deep submergance vehicle (inspired by the Alvin) which has 7 thrusters which are used to maneuver. Since they are used similarly to RCS ports in KSP, I thought it would make sense to have them operate as such. But I'm wondering, should I animate the rotation of the blades in Blender just as you would for a jet engine? And then trigger the animation when the thrusters are used. Similar to how the RCS ports produce the thrust plume effect when they are being used.
  19. Part Swapping

    So I've been working on a pretty basic f-22 lookalike, but I used a large fuel tank in the center of the fuselage at first, now I want to simply switch it out for the cargo bay of the exact same dimensions (mk2 liquid fuel fuselage -> mk2 cargo bay crg-08). Is there any way to do that using the save files? any help would be appreciated, if you need craft files I can post them later. thanks in advance
  20. Once I recieved a tourism contract that required to build a space hotel capable of holding up to 50 kerbals... 50 KAAAARL! I started to try various superb station parts pack, but was not satisfied by any of them, as none contained parts that were capable of holding at least 25 kerbals in one part. And also none looked like "hotel" (of course, these are space station parts ). The only mod that looked close to what I wanted was "struggling to survive" Civilian Population. And eventhough Civilian Population is cool I personally wanted to have it's parts with stock only functionality. That's how I created Orbital Structures. Contains Apartments, Administration Deck, Science Deck, Biosphere Gardens and some structural Elements. Things to note: Assets Taken from original CivilianPopulation Fixed texture references in every model files Some textures were missing just duplicated from existing ones Parts Structural parts taken from latest CivilianPopulation Configs Following parts have internals commented out ApartmentsSmall.cfg ApartmentsLarge.cfg ApartmentsMedium.cfg TODO convert all textures to dds modify mu files to use dds MM patches Taken from latest CivilianPopulation All credits go to: A collective work of... @Pamynx that can be found here. @trafalgar that can be found here. @michaelhester07 that can be found here. @rabidninjawombat that can be found here. @GGumby that can be found here. License: CC BY-NC 4.0 Download:
  21. Still THE pack of select vanilla-inspired parts for your aircrafting needs! Kerbal Aircraft Expansion KSP 131 BETA 2 The continuation of the Kerbal Aircraft Expansion created by @keptin Currently under management by SpannerMonkey and the SM TestGroup Special thanks go in this update to @DoctorDavinci for overhauling all the textures . @inigma for testing and advice. and the guys on the overwhelmed test team. Thanks muchly all Previous version listed for KSP 1.2.2 has known issues in KSP 1.3.1 and although functional will produce log errors that may lead to diminished game quality. Use at own risk. Last released Version of KAX KAX on CurseForge Installation Extract the KAX folder, Firespitter folder, and ModuleManager.dll into your KSP Gamedata folder. Be sure to properly extract the Firespitter/Resources folder or you will have FScoolant errors on loading the electric prop. If you already have Firespitter and/or Module Manager, use the latest versions of their .dll plugins. 2M cockpit - 2M Fuselage (jet fuel) - 2M Structural Fuselage (empty) - -2M Tail Boom New textures -Copyright Overview- KAX models, textures, and sounds are created by Keptin, who retains all copyrights. Snjo retains all rights for the Firespitter plugin. You may: Modify KAX in anyway for your personal use Use KAX models, textures, and assets to create derivative works Distribute sufficiently modified versions of KAX parts or newly created derivative parts Distribute video, screenshots or other media portraying unmodified or modified versions of KAX All other rights are reserved Specifically, you may not: Distribute unmodified versions of KAX, in part or whole, without permission Use KAX for any commercial purpose This KSP Mod incorporates category creation code from a part of USITools called PartCatalog.cs and is used under the GPLv3 License. (GPLv3) Thanks to @keptin for agreeing to allow my team to assume management and updating of KAX. ps hope you don't mind me borrowing KAX graphic Its is our intention to preserve the stock a like compatibility and versatility of these parts, and any subsequent parts will be designed with that in mind. We would hope that any new part will blend seamlessly with the current parts and add to rather than detract from the mods functionality
  22. The procedural wings and fuel tanks mod was definitely the most practical mod I have used. This game could benefit greatly from adding procedural parts for engines, wings, and fuel tanks, and maybe more. I have a few ideas for the base parts and their adjustable parameters Wing Base width Tip width Sweep angle Thickness Control surface (same parameters as wing) Nose cone Length Base diameter Stack adapter Top diameter Bottom diameter Split ratio Length Parachute Area Turbofan engine Thrust Vectoring range Thrust reverser presence Turbojet engine Thrust Vectoring range Thrust reverser presence Ramjet engine Thrust Vectoring range Scramjet engine Thrust Vectoring range Bell Rocket engine Thrust Bell length Gimbal range Aerospike rocket engine Thrust Nuclear rocket engine Thrust Bell length Gimbal range Ion Engine Thrust Hybrid engine (RAPIER) Thrust Bell length Fuel tank Fuel type Shape preset Sphere Diameter Cylinder/cone Top diameter Bottom diameter Curvature (Example: hour glass) Heat shield Diameter Ablator thickness Reaction wheel module Diameter Max torque Battery Type (radial/inline) Energy storage Diameter RCS Thruster Thrust All of these adjustable parameters should accurately affect the rest of the derived parameters of the parts. Example: increasing bell length would add mass, but lower the optimum ambient pressure for a rocket engine. This is a lot to ask for, but I am in support of a non-free dlc for this game. Most of the great mods out there are dead and this game still has much potential.
  23. The LCA project (Full name Lateral cargo arrangement). V1.2 1. Added five-segment SSRB 2. Added details of "Energia", based on the eponymous rocket, with these details you can reproduce in KSP a number of rockets associated with this space system. V1.2.1 1. Removed Kuran details (except for the nose), and RS25 is now just a cfg file, the model has a name in the game "" S3 RS-25m Liquid Fuel Engine "". 2. Added ET payload container. Energia save blocks tutorial in "GIF" files. Recommended add-ons: 1. Kerbal Joint Reinforcement 2. Cormorant Aeronology WARNING!!! SSME is taken from Squad, but it gives more balance on this do not use the original KS25 !!! Questions and requests are welcome. DOWNLOAD: https://spacedock.info/mod/1540/LCA project I recommend installing already ready ships, so it will be easier to deal with add-on.
  24. As my introductory foray into 3D modelling after following the tutorial on the Modelling and Textures subforum, I decided to make a pack based on volcanic propulsion. I present to you the finished textured model of the first attempt, the Magma Chamber fuel tank. The current plan is to add at least an engine and a command pod of some sort. At this point, I haven't processed the part through Unity, through I think I have set up the collider correctly in Wings3D. Any advice on where to go from here, even as far as the shape of the collider I should use or anything else would be greatly appreciated! I'd like to add glowing emissives to the lower areas of the mesh, as though the inside were glowing, and will have similar effects on the engine. Thank you to @JadeOfMaar for his great suggestions and being interested in what I'm doing, and to @blowfish for helping me get sorted with FX transforms! LINK FOR DOWNLOAD: [MAJOR WIP, BE CAUTIOUS] Krakatoa's Eruptive Propulsion on GitHub GPU GNL-3.0 License
  25. Station Parts. (Ver 1.2) Parts pack for building orbital space stations. This mod is meant to be used with TAC Life Support. If you have TAC Life Support installed the part "Station Waste Container Module" will only store waste products. Without TAC Life Support the part is renamed to "Station Alternate Propellants Storage" and will contain Liquid Fuel, Oxidizer and Monopropellant. Features 2 different habitation modules, a science lab, probe core, a cupola, a fuel and resurces storage module, a waste container module, an airlock, an access tunnel, a PMA extender, solar panels, an exposed facility for experiments, a berthing mechanism for connecting parts together in orbit, a radial attachment point, a surface mount light, and different structural trusses for the solar panels and radiators. "Station Science Lab", "Station Living Quarters module A", "Station Living Quarters module type RB" and "Station Cupola" parts feature functional interiors. There is no docking port part included. Recommended is the HOYO Docking Port from the HOYO CSM. Fits like a glove on the PMA and all the modules. Use the Jules Kerman ATV mod for your station servicing. This mod comes bundled with dependencies. Module Manager, TexturesUnlimited (For Reflections and solar panels), RasterPropMonitor (For functional interior), Alexustas' ASET Props 1.5 & ASET Avionics 2.1. INSTALLATION Be careful, this mod comes bundled with the latest version of ASET Props (1.5) & ASET Avionics (2.1). Delete these mods if you have older versions before installing this mod. Unzip and merge with your GameData folder. The folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD https://spacedock.info/mod/1537/Station Parts. LonesomeRobots Aerospace .craft files for all LRAERO ships can be found here . These are saved from KSP 1.3.1. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TexturesUnlimited created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.5 & ASET Avionics 2.1 created by Alexustas. Redistributed as per license. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Station Parts. (Ver 1.1) Parts pack for building orbital space stations. This mod is meant to be used with TAC Life Support. If you have TAC Life Support installed the part "Station Waste Container Module" will only store waste products. Without TAC Life Support the part is renamed to "Station Alternate Propellants Storage" and will contain Liquid Fuel, Oxidizer and Monopropellant. Features 2 different habitation modules, a science lab, probe core, a cupola, a fuel and resurces storage module, a waste container module, an airlock, an access tunnel, a PMA extender, solar panels, an exposed facility for experiments, a berthing mechanism for connecting parts together in orbit, a radial attachment point, a surface mount light, and different structural trusses for the solar panels and radiators. "Station Science Lab", "Station Living Quarters module A", "Station Living Quarters module type RB" and "Station Cupola" parts feature functional interiors. There is no docking port part included. Recommended is the HOYO Docking Port from the HOYO CSM. Fits like a glove on the PMA and all the modules. Use the Jules Kerman ATV mod for your station servicing. This mod comes bundled with dependencies. Module Manager, TextureReplacer (For Reflections), RasterPropMonitor (For functional interior), Alexustas' ASET Props 1.4 & ASET Avionics 2.0. INSTALLATION Unzip and merge with your GameData folder. The folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD https://spacedock.info/mod/1537/Station Parts. LonesomeRobots Aerospace .craft files for all LRAERO ships can be found here . These are saved from KSP 1.3.1. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.4 & ASET Avionics 2.0 created by Alexustas. Redistributed as per license. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Station Parts. (Ver 1.0) Parts pack for building orbital space stations. This mod is meant to be used with TAC Life Support. If you have TAC Life Support installed the part "Station Waste Container Module" will only store waste products. Without TAC Life Support the part is renamed to "Station Alternate Propellants Storage" and will contain Liquid Fuel, Oxidizer and Monopropellant. Features 2 different habitation modules, a science lab, probe core, a cupola, a fuel and resurces storage module, a waste container module, an airlock, an access tunnel, a PMA extender, solar panels, an exposed facility for experiments, a berthing mechanism for connecting parts together in orbit, a radial attachment point, a surface mount light, and different structural trusses for the solar panels and radiators. "Station Science Lab", "Station Living Quarters module A", "Station Living Quarters module type RB" and "Station Cupola" parts feature functional interiors. There is no docking port part included. Recommended is the HOYO Docking Port from the HOYO CSM. Fits like a glove on the PMA and all the modules. Use the Jules Kerman ATV mod for your station servicing. This mod comes bundled with dependencies. Module Manager, TextureReplacer (For Reflections), RasterPropMonitor (For functional interior), Alexustas' ASET Props 1.4 & ASET Avionics 2.0. INSTALLATION Unzip and merge with your GameData folder. The folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD https://spacedock.info/mod/1537/Station Parts. LonesomeRobots Aerospace .craft files for all LRAERO ships can be found here . These are saved from KSP 1.3.0. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.4 & ASET Avionics 2.0 created by Alexustas. Redistributed as per license. SCREENSHOTS. Just two possible designs. These are included in the LRAERO .craft files.