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Found 244 results

  1. This is a probe expansion pack inspired by real missions from the mid-1960s to now. Including probe cores, engines, solar panels, and new science parts! Parts are inspired by (Including some replicas of) Voyager, Pioneer 10, Venera, Cassini, Mariner, Kepler, New Horizons, Juno, And more! More rover and lander parts coming in future update, including Mars rovers, Viking, Lunokhod, and others. IMGUR ALBUM Beta v0.16.1 Download: To prevent issues, please remove any previous versions of the mod before updating Please read the FAQ Also available soon (probably) on: Requires: Firespitter, DMagic ScienceAnimate (both included) and ModuleManager (Not included) Mod configs included: Remote Tech by @rakol Tweakscale by @Jso SCANsat by @akron Sample Crafts v0.3: (Two Barquetta Communication Satellites, Barquetta-Odyssey, Deep Space 1, Landvermesser, Mariner, Quetzal, Tatsujin, Tatsujin-Express, Torekka, Vorona, Vorona-SAR, Meridiani-Draco, Explorer Telescope) Nerva HT Engine 1.0 Released! Link to release thread or download below: Spacedock Dropbox Real Plume config by @VenomousRequiem. Module Manager required for RealPlume configs. License: CC-BY-NC-SA 4.0 Please let me know if you release anything based on my work. I'd love to check it out! Want to support the mod? Check out below, and thank you! Paypal
  2. Shadow Space Technologies Unlimited - Labs Division This is the public discussion thread for ongoing development of SSTU parts and plugin code. Downloads: The latest test versions may be found at: http://www.curse.com/ksp-mods/kerbal/241283-sstu-shadow-space-technologies-unlimited And are also available on Github: https://github.com/shadowmage45/SSTULabs/releases (Github will always be more up-to-date than curse, as they are auto-published there; I have to manually update Curse; so please check the GitHub link if you are looking for the latest versions) Please keep in mind that these are all testing releases. Things may break between releases. There will be bugs. Many things are unfinished and/or unoptimized. The test versions are for ironing out bugs in new features and for testing out prototype parts before they are finished; as such they will always have bugs, often severe, and there will often be unfinished parts (no textures, missing features, etc). Please only use these versions if you wish to contribute to testing and are comfortable with the state of the releases. Additional Parts / configs (by @JoseEduardo) Wiki (WIP): https://github.com/shadowmage45/SSTULabs/wiki Contribution: IVA Modeling: SSTU could greatly use someone with interest and experience in modeling IVAs. If you think you are that person, please contact Shadowmage through PM to work out the details. Testing: If you would like to contribute to pre-release testing (and get to try things out in their pre-release state), please follow the link above; the most recent test version will be at the top. Please submit issue reports for any problems you encounter via the GitHub issues tracker: https://github.com/shadowmage45/SSTULabs/issues (If you do not report the issue there, it will not be resolved; issues posted in the thread or through PMs will be forgotten about and likely never fixed; so please, do the organized thing and use the bug-tracker). Configs/Patches: I welcome pull requests and contributions for adding patches for mod compatibility, adding new part configs, or fixing issues in existing part configs. Documentation: One very major part of the mod that could greatly benefit from public contributions is the Wiki: https://github.com/shadowmage45/SSTULabs/wiki While this is the 'dev version' wiki, I will be using it to form the basis of the public release wiki; so any/all information and details that can be filled in now will be transferred over to the public release repository and wiki when it is created. Feedback, suggestions, comments, etc: Please feel free to post feedback, suggestions, questions, etc regarding development releases and/or any posted previews. Even if you are not on the testing team, I still value your feedback and suggestions. Please use the issue tracker for any 'official' feature requests; it may be found at: https://github.com/shadowmage45/SSTULabs/issues Bug Reports: Please submit issue reports for any problems you encounter via the GitHub issues tracker: https://github.com/shadowmage45/SSTULabs/issues. No other method for submitting bugs will be supported; posts on the forum or through PM will be forgotten about before I can ever get to them. Opening up a ticket ensures that your report does not get lost in the forum or forgotten about. No ticket = no fix. Enough with the disclaimers, and onto the parts! The Parts: The goal of SSTU is to provide low-part count, CPU-efficient parts for common uses. To this end many of the parts are designed with additional integrated functionality beyond the base functions, for instance integrating RCS ports and engine(s) into a fully fledged service module. I have tried to maintain a stock-compatible appearance, though as I am not an artist or modeler (at least not by training/profession), how well this has worked out is subject to opinion. Master list of parts; current, planned, the whole lot: https://github.com/shadowmage45/SSTULabs/wiki/Parts---Master-List Ship Core: Engines A set of engines in many varieties, including pre-built engine clusters. Many more engines, mounting options, and cluster designs will be added over time. Ship Core: Series A A set of parts modeled after the Soyuz CSM stack. Includes Orbital Module, Descent Module, Service Module, and LAS. Ship Core: Series B A set of parts modeled after the Apollo CSM stack. Includes two command modules (one with integrated heatshield and parachutes), launch abort system, and Apollo-inspired service module. Ship Core: Series C A series of parts heavily inspired by and based on current NASA - SLS project. Includes representations of SLS upper stack initial configuration, and lifter parts designed in the vein of the lower/core portions. The upper stack is designed to allow for a low-part-count manned orbiter setup, while the lower-stack parts are intended for super-heavy-lift capabilities. Command module and upper-stack are 3.75m, while the lower-stack lifter parts are 5m. Ship Core: General A line of generic / utility parts. Fairings, RCS, Science experiments, and procedural decouplers of various types. Includes a full line of configurable/dynamic fuel tank parts in standard cylinder, sphere, R-7 booster (integrated decoupler), and upper-stage (integrated rcs) form factors. Includes a full set of truss based cargo bay modules. Also includes a full line of interstage fairings and petal adapters, and standard payload fairings. (Many parts not shown in album) Lander Core A series of parts specially crafted to enable low-part-count non-atmospheric lander designs for use in the stock Kerbol system. Station Core A line parts for low-part-count station use. Includes inflatable Bigelow-inspired inflatable modules, inflatable centrifuge modules, ISS inspired habitat and lab modules, and a line of TKS/DOS inspired single-part station cores (integrated solar, engines, rcs, docking ports, sas). Also includes a full line of stand-alone solar panels and a 'welding' docking port. (Album not yet available) Craft Files None currently available, will possibly start becoming available when the mod has reached a stable state (not for the foreseeable future). Additional Addon Compatibility and Integration RealPlume -- Optional but highly recommended. SSTU includes a set of patches for RealPlume for all engines as well as most other engine-enabled parts. More will be added over time. Stock effects are also included, but options and configuration for those are much more limited. If you want pretty-looking exhaust effects, get RealPlume. MechJeb -- If MechJeb2 is installed, Command Pods (and some service modules) include a built-in MJ module. The tech-unlocks for these are based on the default MJ tech-settings. Kerbal Joint Reinforcement -- As of KSP 1.2+, KRJ is no longer necessary, as the stock Auto-Struts can eliminate most of the wobbles. Might still have utility on extremely large craft designs, but should no longer be nearly-mandatory. USI-LS -- Patches for most parts are included, and will be enabled when the requisite mods are installed. These patches add a few days worth of life-support to each of the pods and some of the service modules. (WIP, needs updating) TAC-LS -- Some patches are included. Not up to date, and not all parts are patched. ConnectedLivingSpace - A simple CLS patch is included to add CLS passability to all SSTU crewed parts. FAR - Unsupported. You are on your own if you choose to use FAR. Any problems involving FAR needs to be brought up in the FAR thread. RO/RSS - Unsupported. Take any support requests regarding RO to the RO threads. KR&D - Known to be incompatible. Some config edits can be made to allow them to work in the same install, but KR&D cannot adjust stats on most SSTU parts. Introductory video by MrMeeb Known Issues IVAs - Many are incomplete. WIP. They'll be finished 'eventually'. Textures - Many unfinished textures. Please see the Github issues tracker for a complete list of known issues: https://github.com/shadowmage45/SSTULabs/issues Future Timeline / Future Plans Please see the Github Milestones and Issues Tracker to see future/current development plans. Milestones (long-term plans): https://github.com/shadowmage45/SSTULabs/milestones Issues Tracker (current in-dev stuff): https://github.com/shadowmage45/SSTULabs/issues Legal: Source: All source code and compiled plugin binaries for this addon are distributed under the GNU General Public License (GPL) 3.0, except where noted below, where that code is distributed under its own license. The text of this license may be found at: https://github.com/shadowmage45/SSTULabs/blob/master/LICENSE-SOURCE.txt EXCEPTIONS: None at this time Source code for plugins is included in all releases packs (source may also be found for the most current version at: https://github.com/shadowmage45/SSTULabs/tree/master/Source). Models/Art/Configs All Assets and Artwork in this addon are licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License, except those areas noted below, which are distributed under their own licenses. The text of this license may be found at https://github.com/shadowmage45/SSTULabs/blob/master/LICENSE-ASSETS.txt EXCEPTIONS: None at this time ModuleManager Module Manager is distributed under its own license (CC-SA). Source code and licensing details may be found at: https://github.com/sarbian/ModuleManager Community Resource Pack Community Resource Pack is distributed under its own license (CC-BY-NC-SA). Source code and licensing details may be found at: https://github.com/BobPalmer/CommunityResourcePack Mini-AVC This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin KSPWheel KSPWheel is a dependency for the SC-E (shuttle) landing gear, and is distributed under its own license (GPL 3.0+ https://github.com/shadowmage45/KSPWheel/blob/master/License-GPL3.txt). It may be found at: https://github.com/shadowmage45/KSPWheel The Team: Development: Shadowmage - Modeling, animation, texturing, plugin code, concept development, and most configs (balance). And a special thanks go out to all others who are making this add-on possible: JoseEduardo - Co-Conspirator, Testing and feedback, RO and RF Integration, Craft files, additional texture sets blowfish - Testing, feedback, and concept development MrMeeb - Intro video, testing and feedback. StratoChief - RO and RF Integration VenomousRequiem - Concept development and feedback. MeCripp - Testing and feedback _Augustus_ - Testing and feedback drtedastro - Testing and feedback riocrokite - Testing and feedback, concept development for part reduction falken - Testing and feedback martinezfg11 - LC-POD IVAs Jimbodiah - Craft repository and testing -if I missed you on this list, sorry! (feel free to send me a PM if you think you deserve a mention in the credits) Donations: I work on this mod during my spare time, and use vast amounts of caffeine in the process. If you would like to help contribute to my coffee fund, please see the link below. This is purely optional, but can help keep me motivated and energized ( = more work getting done!).
  3. Download via the USI Catalog Page LOTS OF STUFF CHANGED WITH 1.0 - DELETE YOUR OLD STUFF FIRST! Introducing Karbonite Plus (K+) - New resources and parts for Karbonite K+ adds new resource and gameplay elements as well as supporting parts to Karbonite. K+ requires Karbonite (not included) to use. Enhancements and Changes included in K+ New resource: Karborundum. Valuable and incredibly fuel efficient, but also very hard to get. It can be harvested on the surfaces of Eeloo and Eve, or by a solar collector within approximately 2000 meters of the sun's surface. Hats off to nli2work for his awesome rover-sized models, and for TMarkos for being awesome and collaborative! New parts: Tiny radial Karbonite/Karborundum drill. 0.625m form factor, can be node or surface attached. Also KAS-portable! Deployable Karborundum scanner (NOTE: Karborundum is only detectable on the surface, or at altitudes lower than approximately 500m over the terrain - so bring your Rovers and nape of the earth (NOE) flyers). New fuel tank - the Karry Kan - great for small quantities of Karbonite or LFO. Comes in two sizes - a surface-mountable single Kan, and a double-Kan (great for the Packrat Rover). Rover-sized generator, for powering your Karborundum operations on the fly. KASable, surface and stack attachable. New radial tanks to store Karborundum in three sizes - a Jumbo radial tank, an inline tank cluster, as well as a 0.625m mini tank. The mini tank is KAS-enabled. A Karborundum sample tank. Luxuriantly expensive, but saves you the trip to eeloo. Made for testing purposes. Warning: Will self-decouple and explode when empty! Hilarity may ensue. A new particle collector with slightly better range (at the cost of efficiency and energy use), allowing it to skim the sun's surface picking up stray Karborundum particles. The Karborundum Fusion Drive (in two sizes - 1.25m and 2.5m) Expensive, incredibly efficient, but require significant EC to operate, and runs on Karborundum. A small but adorable 0.625m Karbonite engine. This one has the added benefit of taking some of the vented exhaust and converting it into monopropellant for later use. Dev Note: The Karborundum engines are absolutely OP compared to stock engines (we're in KSPI territory with these), This is to balance the absurd difficulty in getting fuel for them. Tech tree wise, Karborundum-specific parts will be under Nuclear Propulsion. Karbonite bits will be under Fuel Systems. Demo of the Fusion Drive Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Download on GitHub: https://github.com/BobPalmer/KarbonitePlus/releases Change Log: 0.3.0 - 2014.12.16 [LIST] [*]KSP 0.90 Compatability [*]Moved 0.625m Karbonite engine and Karbonite SRBs to the core Karbonite mod. [*]Moved the Karry Kans, mini drill and mini-generator to the core Karbonite mod. [*]Added MM config to add Karborundum back to mini drill for K+ [*]Swapped all generators and converters to Regolith [*]Removed the Liquid Hydrogen requirement from the torch drive, increased ISP, reduced thrust (so they are more... you know... torch drive like). [*]Added in CTT support. [*]All K+ harvesting parts are under Resource Exploitation. [*]Fusion drives are under Fusion Rockets. [*]Torch Drives are under Exotic Reactions. [/LIST] 0.2.3 - 2014.11.01 [LIST] [*]Moved K+ DLL and version file to better support package management [*]Replaced all PNGs with TGAs [*]Adjusted KAS containers to better manage state [*]Fixed name and attachment issues with RAT boosters [*]Fixed missing model part from inline Karborundum tank [*]Added two new torch drives in 3.75 and 5m form factors. Because Hohmann transfers are for sissies. [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]Added ability to shut off Karbonite SRBs [*]Corrected issue with node spacing for fusion drives [*]Updated ORSX/USI DLLs [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Updated USI Tools [*]Fixed bug where Karborundum could be seen from orbit (boo!) [*]Karborundum tank description now includes max capacity [*]Added four Karbonite based SRBs in 0.625 and 1.25m form factors. NOTE: While these are very powerful, they also become unstable as speed increases - beware! [*]Fixed issue with the radial drill not extracting [*]DRE Support [*]MFT support for Karborundum [*]Tweaks to the 0.625m engine [*]Switched from ORS -> ORSX [*]Fixed animation on fusion drive [/LIST] 0.1.2 - 2014.09.12 [LIST] [*]Maintenance release - version file, new DLLs with version checking, and a dummy DLL for folks to use with MM to determine if K+ is present (KarbPlus.dll) [*]Updated to latest USI components [/LIST] 0.1.1 - 2014.09.07 [LIST] [*]Added bottom nodes and fairings to all engines [*]Fixed cost issue with Karborundum tanks [/LIST]
  4. I expect a lot of us will be starting new career saves after the release of 0.90. So in anticipation of that day, and because the idea of grinding science on the launchpad makes me sad, I give you Sounding Rockets! This mod adds a series of very simple 0.35m parts to the start node, including: Two SRB engines. One with high thrust, one with high efficiency. Neither have decouplers, but will instead automatically jettison when out of fuel (this is especially handy for the upper stage below your payload). A nosecone containing a basic parachute, gyro system, and control module. Note: These run off of StoredCharge not ElectricCharge, and by design cannot be recharged. You will have enough juice for a short mission, but don't expect to get to the Mun with it. Four new science experiments to serve as payloads for your sounding rocket. Note, that trying to stack more than one will likely exceed the parachute's capacity. Enjoy! Go forth and find bees, feedback rocks. Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Pick it up on GitHub! https://github.com/BobPalmer/SoundingRockets/releases
  5. Have you ever said "I don't want to live on this planet anymore"? Now you can! We at Kerman & Kerman Orbit and SurfaceStructures are proud to present you the all new product line for Kerbals who want nothing more than to live on another planet! We at Kerman & Kerman finally got out of the testing phase and now consider our parts to be usable. This mod adds several new parts that are designed to be used in a planetery base for the Kerbals.This includes Habitats, Greenhouse, Laboratory, a Cupola derivative, Command-Center and others. It is designed to fit with the other stock parts and feel as "Kerbal" as possible. Important update Note: To be compatible to KAS 1.0 the flexible corridor now consists of two separate parts. The active part is called "K&K Flexible Corridor" it can now be connected by a Kerbal to any "K&K Docking-Port" or "K&K Corridor Docking-Port". It is not possible anymore to connect two "K&K Flexible Corridor" parts with each other like it used to be before. Galleries Supported Mods You need the lastest version of ModuleManager to use the supported mods! Life Support: TAC Life Support, USI-LS, Snacks! Continued, Kerbalism, DeepFreeze (Continued), Ioncross, ECLSS, IFI-Life Support Gameplay: (SETI) Community-Tech-Tree, Kerbal Inventory System (KIS), Kerbal Attachment System (KAS), RemoteTech, KabinKraziness, Raster-Prop-Monitor, Connected-Living-Spaces, KeepFit, SCANsat, Surface Experiment Pack JSI Advanced Transparent Pods, Extraplanetary Launchpads, OSE Workshop, Near Future Electrical Propulsion: Modular Fueltanks, Realfuels, Stockalike Realfuel @ibanix, @DStaal, @dboi88, @Merkov and @tsaven are working on a patch to support UKS. You can find the thread here: KPBS/MKS Integration Pack Download version 1.5.9 for KSP 1.3.1 and version 1.6.6 for KSP 1.4.X and KSP 1.5.X Please remove the folder of older versions of this Mod before installing! TAC-LS Spreadsheet Additional Downloads: Sample Craft, Templates to tinker with, Deprecated parts The source code is available on GitHub Languages Español by @Rafael acevedo and @fitiales Русский by @Dr. Jet 中国语文 by @vosskftw and @q654517651 Deutsch by @DasSkelett and @Nils277 Italiano by @Simog Looking for help: If anyone is interested to translate KPBS into Japanese and French, please let me know! You can find all the texts that need translation here: KPBS Texts. Support and bug reports If you encounter a bug with Kerbal Planetary Base Systems, please follow these instructions to report it. Most important: I need the LOG FILE. Otherwise i won't be able to help! License The art assets are licensed under: CC-BY-NCThe plugin code is licensed under: Apache License 2.0 This mod redistributes the Community Category Kit and Community Resource Pack from @RoverDude and contains parts for Deepfreeze that are made by @JPLRepo and @MerlinsMaster. They are licensed under:
  6. Beta versions on GitHub Including New Horizons, Rosetta + Philae, LADEE and soon many more! (Special Gojira Guide HERE) (More pics) Planned features Roadmap Known issues IVA's on dragon and Gojira are still missing. Coming in 1.3 not far from release 1.2 (currently in the making) AFT part create a lot of lift during landing. Fix is coming Required Mods Kerbal Reusability Expansion (For the F9 legs and grid fins) B9 Part Switch (For part switching) Near Future Solar (For the Solar Panel plugin) Kerbal Actuators (For multiple engine modes on F9) Animated Decouplers (For FH sideboosters decoupler) RetractableLiftingSurface (For actuating fins on BFR) Module manager (For all your module manager needs) Recommended Mods RealPlume Stock Configs Flight Manager for Reusable Stages (For landing your BFR/F9 first stage) Omega482's Stockalike Structures NTR (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) Tundra's Space Center (To launch from LC-40!) Video by @marcushouse A very special thanks to @Beale, @CobaltWolf and @Nertea for the help and advise they give me to make something awesome. And @DiscoSlelge for creating those awesome patches! And a massive thanks to @Rock3tman_, @Nessus_, @JadeOfMaar, @Starwaster and @Infinite Monkeys for the help of balancing some of the rockets for a better gameplay! Changelog: Any of the configs are distributed under CC-NC-SA-4.0 License. All Textures/models are distributed under CC BY_NC-ND. Near Future Solar plugin licensed by Nertea. ModuleDockingNodeStageable plugin licensed by Sarbian. B9 Part Switch plugin is licensed by blowfish. KerbalActuators plugin is licensed by Angel-125 CKAN is NOT supported by me, any problems with it is not on me. (kinda) Follow me on Reddit! /u/damonvv
  7. Version 1.8.2 This is a parts pack intended to flesh out the stock mk2 parts lineup by providing new engines, air intakes, and fuselage segments and cockpits in the mk2 formfactor, to give players more options when building spaceplanes and more. All textures are stock textures where possible, using MODEL nodes, so RAM footprint should be minimal. 2 kerbal Inverted cockpit with IVA 1 kerbal Multi-purpose high visibility cockpit with IVA 2 kerbal Mk2-1.25 cockpit with IVA 3 kerbal Mk2 spaceplane cockpit with IVA 1 Kerbal Bubble canopy with IVA -Control Aerodynamic Configurable Monopropellant RCS block Aerodynamic Configurable LF/O OMS block 5-Way heavy duty Mk2 conformal RCS block Roll control RCS chine block Prograde/retrograde RCS chine cap Stability Control RCS and SAS module Monopropellant OMS pod -Air Intakes 1.25m to Mk2 inline air intake Ramscoop intake Mk2 shock cone intake Mk2 precooler Mk2 subsonic circular intake -Engines 'Vector' Thrust Vector Turbojet 'Afterburn' TurboRamJet E.S.T.O.C. Dual-cycle Engine M.A.T.T.O.C.K. Dual-cycle Engine 'Pegasus' Inline VTOL engine 'Siddeley' VTOL engine 'JumpJet' radial VTOL engine 'Wedge' Linear Aerospike 'Pluto' Nuclear Engine 'Rontgen' Atomic Thermal Jet 'Mule' Thrust reverser turbofan 'Spirit' Xenon/Electric Engine 'J.Edgar' heavy VTOL engine "Mongrel" rocket VTOL Engine 'Wirligig' Turboprop Engine 'Boost-O-Tron' Air-Augmented SRB 'Mallet' Air-Augmented SRB 'Sledgehammer' Air-Augmented Ramrocket 'Banshee' VTOL Lift Fan 'Hyperblast' Scramjet -Aerodynamic Chines in three flavors Mk1 scale chine pieces - short, long, and end cap segments for 1.25m parts Mk2 scale chine pieces - short, long, and end cap segments for Mk2 fuselages Mk2 scale chine wing root pieces - chine adapter, short, and long segments -Fuselage and structural Shrouded 1.25m Engine/Docking Mount 2-State 1.25m Aerospace mount Mk2 Tailboom Hypersonic Mk2 nosecone with integrated RCS Nosecap with integrated RCS Spadetail Mk2 to wing adapter Mk2 inverter fuselage Mk2-0.625 tricoupler Mk2-1.25 tricoupler Mk2 short bicoupler Mk2-size2 short adapter T, X, and L hubs Mk2 Structural Tube Mk2 Structural Adapter Short Mk2 Structural Adapter Long Mk2 decoupler Mk2 Service Tank Mk2 Science Lab Mk2 airlock endcap Mk2 Radial Attach Mount Mk2 Long Crew Cabin -Utility Shielded Mk2 docking port Low-Profile Aligned Docking Port Mk2 Service Compartment Mk2 Nuclear Reactor Mk2 radial shrouded solar panel Mk2 nose cargo bay Shrouded Thermal Control System DOWNLOAD -Primary: SpaceDock -Secondary: Github Mk2 Expansion uses as dependencies, and is bundled with, Module Manager, CommunityResourcePack, and B9 PartSwitch This mod is also CKAN indexed Kottabos review: (From Version 1.0) Compatibility This mod comes with Module Manager compatibility/interoperability patches for a number of mods. Connected Living Space Kerbal Atomics RasterPropMonitor ASET IVA props Tweakscale USI Life Support Deadly ReEntry ExtraPlanetary launchpads Ferram Aerospace Research Modular Fuel Tanks Near Future Electrical Community Tech Tree Modular Fuel Tanks Modular Kolony Systems RealPlume-Stock WindowShine F.A.Q. Why won't the game load? KSP crashes when trying to load M2 Expansion parts? Make sure you install the required dependencies, B9 PartSwitch and Community Resource Pack. Both are included with Mk2Expansion in the download. Because M2X uses resources from CRP, KSP will not load if it is missing from your Kerbal Space Program/GameData directory. Why don't the nuclear engines in this pack work? You're using Near Future Electrical, and the latest NFE update has changed something in its plugin code, causing the M2X NFE MM patch to no longer work. This will be officially fixed with the next update of M2X; until then, use the following compatibility patch (either save this as a .cfg named Mk2X_NFE_Functionality and overwrite the existing file in Mk2Expansion/Patches, or open up the existing patch and overwrite the contents with the code below): How do I use the Hyperblast Scramjet? You can find a tutorial on how to use the scramjet here: For KSPI and users, or if you want RF engine configs, there is a compatibility pack courtesy of ABZB: Link Changelog: Licensing The contents of this mod are distributed a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License http://creativecommons.org/licenses/by-nc-sa/4.0/legalcode' This mod uses the Community Resource Pack, IB9 PartSwitch, and Module manager as dependencies Suggestions and feedback welcome. Not seeing a part you want? Have suggestions or ideas for new parts to add? Make sure to post them in the Dev thread.
  8. SEP v2.6 This is a continuation of the mod originally created by @AlbertKermin, and now co-authored by him, myself, and @DMagic. I'm merely starting a new thread so that I (as a more active user) can maintain the thread as needed. SEP now runs on a custom science plugin, allowing much more complex science over time. (See the next post for more images!) Changelog: Mod Support: This mod has custom science definitions for CaptRobau's wonderful Outer Planets Mod. This mod has custom science definitions for KillAshley's New Horizons Pack. @Nils277 has made a Central Station wedge for use with his Kerbal Planetary Base Systems mod. Run a SEP off your ground base! RemoteTech compatible (requires Module Manager) AntennaRange compatible (requires Module Manager) Dependencies: KospY + IgorZ's wonderful Kerbal Inventory System/Kerbal Attachment System. Credits: AlbertKermin, for creating the original MSEP mod, helping create the original SEP mod, and contributing sciencedefs for the current iteration. CobaltWolf, for creating the new models and parts used in the mod. DMagic for creating the new plugin on which the science system runs. KospY, for the Kerbal Attachment System mod without which my mod could not exist. Vaga, who created the RemoteTech compatibility patch. Kerbas_ad_astra, who created the AntennaRange patch. Beale, whose solar panel texture we used (with permission). Enceos, for his amazing help with converting the original mod to use KIS. JefferyCor, for advice on repairing one of this mod's more troublesome bugs. Dunrana for helping write the Science definitions, testing, and generally getting me back to work on the mod. Shameless plug: Need a lander to carry your SEP down to the surface? Like a fine wine, SEP pairs excellently with Bluedog Design Bureau - which includes a stockalike version of the LEM lander! License: This work is presented under a Simplified BSD license. Art assets used in Surface Experiment Pack were made by Matthew (CobaltWolf) Mlodzienski and are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. All credit for the wonderful new textures/models/artwork goes to CobaltWolf, who retains the copyright to his work. All source files for the mod, including uncompiled textures and models, are available upon request. We back boys!
  9. This is a stockalike parts mod that allows you to create Soviet rockets and spacecraft. The parts are made with the "Lego" frame of mind. They all go together to make a certain craft, but are flexible enough to be used in any other design. Rockets Umanned Craft Manned Craft Misc Image Gallery Downloads Thanks to @DiscoSlelge for the wonderful vectors, he has given more than I could imagine! Old Tantares Old TantaresLV Recolours Translations @TK-313 Russian, Благодарю! @Daniel Prates Portuguese, Obrigado! @DiscoSlelge French, Merci! @fitiales Spanish, ¡Gracias! FAQ Q. Why are some parts missing IVAs? A. A great deal of time and effort required that I sadly do not have. Manned capsules will aim to have IVAs, but larger station parts will have to make-do with placeholders. Q. Why does the Soyuz seat only two? A. It was the case for a long time, but it now seats three! Q. Why are the rockets overpowered? My Soyuz can put 15 tons into low orbit? A. They are balanced against stock parts, as to not be intentionally useless. See here for a better experience courtesy of @pap1723. Q. I only want a certain craft, how do I do that? A. The download GameData folder is split by craft, simply delete what you don't want. Q. Do you have a roadmap? A. No, but if you think something would be a benefit please say! This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  10. Airplane Plus Powerful stockalike parts for aircraft enthusiasts. Feedbacks would be helpful. And if you have time, please take the Poll: Click here to vote on what part do you want to be added Download at: Spacedock · Curseforge Want to support me? You can on either of these: PATREON User Patches: Tweakscale Compatibility RPM Compatibility AJE Compatibility F-16 Cockpit RPM Remotetech Config Community Tech Tree Sound Issue Workaround is under "Issues" Below If you want assist in hovering, I recommend this mod I'm using Craft Files (Click Image): Release 22-24: Release 20: Old Files: Extra Images: Old Part Selection Images: -- Collection of Aircraft Photos: https://imgur.com/a/ySFgL Old Album: http://imgur.com/a/6kDLM -- Huey in Action: Machbuster Video: Extra: Demonstration of the Tilt-Rotor function, assisted VTOL landing and New Diagonal Gear Other videos: Latest Changelog: Installation: Remove old folder if there's an old installation. Copy the GameData folder into your root folder. -Included in the pack are AirplanePlus and Firespitter folders. It also packs ModuleManager* *I do not own these mods, I merely packed them in for Airplane Plus to be functional and avoid linking downloads for dependencies. Big thanks to their Authors. FAQ: License: *I only take credit on my parts. Firespitter and Modulemanager which are included in the pack are made by different authors with their own licenses. Most performance configs powered by @Tanner Rawlings Shout out and big thanks to @acc for doing a test run back then. @kiwinanday helped a lot on producing important info in reconfiguring performance, thanks a lot!
  11. Animated warp effect: Inroducing a new, stand-alone Alcubierre drive for KSP! What does it do? The Alcubierre drive works by moving space around your ship, not through accelleration. In KSP we do this by changing your vessels position based on the engine throttle controls for the warp engine. Speeds of up to 16 times the speed of light are possible. How does it work? Use massive amounts of electric charge to create Exotic Matter. Point at your target. Use Exotic Matter and Xenon Gas (the latter is for the maneuver thrusters) to go straight to the target. Note that since your velocity does not change, only your location, you will have to compensate for any orbital speed differences. This can be excessive (15K+ DV) or, with proper planning, next to zero. To be clear. This is NOT just a fast, efficient engine. There is no acceleration (other than a tiny amount from the maneuver thrusters). It works through translating the ship's position (simulating how a real Alcubierre drive might work). What's the catch? How is this not OP? You will still need either very careful navigation or excessive DV changes to achieve orbit. Also, because of the destructive nature of the warp bubble, parts outside of it (both on your own ship and others) will be destroyed. Warp bubble collapses are also destructive, and maneuvering at excessive warp speeds can be very dangerous (everything from losing control through parts of your ship slipping outside of the bubble and exploding). What other mods do I need? None. Really. The only dependency is Regolith which is needed for it's converter (used to make Exotic Matter from EC). What other parts do I need to support this? Stock only. Really. Near Future Technologies reactors, or reactors from the USI mods will make some things easier, but you can get away with a completely stock warp ship with just the addition of this part. Can this support [mod X]? If you want integration with other mods, tell your favorite modders to ping me. I am very open to collaboration LICENSE: Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely DOWNLOAD HERE Source can be found here
  12. Grounded Modular Vehicles Makes it possible to make cars, trucks, vans as how you want them with modular parts. NOW WITH STOCK PART VARIANT SWITCH! Feedbacks would be helpful. Download at: Spacedock · Curseforge Interested in supporting the development? Just click any of the two if you want to! PATREON CRAFT FILES Features: Integrated with career, vehicles at the start of the tree No plug-in dependency (Will always be up to date!) Articulating Hitch for trailers Science! Based on KSP's vehicles itself. Changelog: Installation: Remove old folder if there's an old installation. Copy the GameData folder into your root folder. License:
  13. [a part mod inspired by Luna, Venera, Insight, Sojourner, Curiosity, plus some convenience stuff] Introduction Hi there, space-traveler! Don't just stand there; come in, look around, try out our classic hot-pants - the originals, the best, famous around the solar system! And, welcome to... Aah, more interested in rocket parts, aye? Well, no matter, we got that too. As of now, our line-up consists of just two manufacturers of very essential cosmos equipment. Martin & The Probes The up-town start-up company Martin & The Probes was funded by the income gained from the chart-topping hipster band with the same name. They focus on neat stuff for your everyday probe needs. RB-1 Spherical Probe Container (1.25m non-atmospheric lander) This product has been called the flag ship of M&TP, at least by their commercial department! This very handy spherical container protects your important scientific equipment, that someone is paying for you to bring to some place despite every scientific opportunity there having been exhausted already! Crash tolerant, comes with internal batteries and is like totally round - you'd be crazy not to buy it! RB-2 Reentry sphere (1.875m atmospheric lander) Land your probes in style with this heat resistant thingamabob! Made from the finest plastic composites on the planet. Well, on a planet. RB-4 Space Container (3.75m space or lander fairing) This positively large deployable fairing is a great fit whenever you need to send way too much sensitive equipment to space. Comes with an extra bottle of spray paint! Thermal Fairing (3.75m top cover for heat shield) Land in style on distant planets using the latest in cone-based technology! AID-X1 (0.625m decoupler) Ever wanted to put a non-stackable item on both the top and bottom of your probe? Fret no more - the Advanced Interstage Decoupler is here you help you! AID-X2 (1.5m decoupler) The larger version of the interstage decoupler lets you stack even bigger non-stackable things together! Astro Composites International Here at ACI we believe space is 20% science and 80% fashion! We focus on structural rigid components for your spectacular rocketry moments! Lightweight Hex Platform (2.5m inner diameter - probe lander platform) Sometimes, building probes vertically doesn't really cut it - spruce things up with this amazing probe platform, which comes with integrated holes! Hex Struct (1.25m - structural building block) No-one is really sure what this is intended for, so we usually just store our designer wellies in it. The top can be removed, but only by our senior engineers. Review Download Download from CKAN (RocketEmporium) or grab it from here. Dependencies Some parts (the robotic ones) are fully dependent on AnimatedAttachment to do anything useful. Many more will benefit greatly from it being installed. It will allow you to attach solar panels on the probe containers, for example. Known issues * The view from the cameras doesn't contain all effects, like atmosphere. Compatibility No known issues with any 1.4.x version. Has not been tested with earlier versions. Change log License Published under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License. Credits Thanks to @Atubara for the awesome artwork in the top =) Visit https://www.reddit.com/r/kerbalculture/ for more great fan-art!
  14. 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.
  15. I personally really want a stock centrifuge habitat to be implemented into the newer ksp versions. I would like to see your ideas though too. @UomoCapra please consider doing this
  16. The mod would consist of 2 parts: they will be Environmental Exposure Laboratories (E.E.Ls ). There will be a space and surface version of that part. Space E.E.L : Would be a deployable 2.5m wide module. when deployed, it would still be able to fit inside a 3.75 container. The main idea would be able to conduct 3 experiments (one on a plant, the other on an animal, the other on a fungus) by exposing them to the environment around them. Unlike any other experiments though, It would have a capacity of 2 kerbals, (0 when undeployed) and would have to have at least one scientist to conduct. The experiment would also take 1 kerbal day to conduct. It would have on-board electric charge and an openable container to store stuff (much like a service module.) However, it will refuse to inflate when on land due to "low structural integrity to be deployed in a gravitational sphere of influence" Land E.E.L : Would have almost the same features as the Space E.E.L, but it would only be able to be deployed on land due to "parts requiring gravity to operate" and would also have a different texture. Finally, it will have deployable little legs at the bottom. Both E.E.Ls would have separate logs for every accessible biome and would be designed by "Core Industries Research & Exploration Laboratory" or C.I.R.E.L This is so far only an early concept, and I personally lack the programming skill to execute it myself, so suggestions are fully welcome!!!
  17. KerbalFoundries - Continued Re-inventing the wheel. Literally. This is the main release and development thread for the continuation of KerbalFoundries, originally created by Lo-Fi and Gaalidas, continued under new development with explicit permissions from the original authors and under the terms of the original licensing. This mod adds a variety of new parts to KSP that include wheels, tracks, and anti-gravity repulsors. For a list of features available to the wheels and tracks in this mod, please see the KSPWheels documentation ( https://github.com/shadowmage45/KSPWheel/wiki ). Currently included are four wheel models, eight track models, three repulsor models, a single skid/ski, a single screw-drive, and three adjustable aircraft landing gear. Tweakscale is not needed or supported for the wheel or track parts (though you should be able to have it installed without problem, the wheels will not use TS for scaling). Scaling of the parts is accomplished through the KSPWheel plugin's native scaling support, and includes configurable scale powers for all scaled variables (rpm, load handling, motor power output) (in the in-game difficulty menu). Many options are available and configurable through the stock in-game difficulty options menu. Look for KSPWheel and all of the options will be under that tab, including scaling powers and damage model adjustments. Downloads: Releases available on Github ( https://github.com/shadowmage45/KerbalFoundries2/releases ) Issues / bug-reporting: Report all issues through GitHub ( https://github.com/shadowmage45/KerbalFoundries2/issues ). Include log files, a description of the problem, and screenshots if they will help explain the problem(s). Mod Dependencies: KSPWheel (included) ModuleManager (included) Documentation: Please see the KSPWheel wiki for information regarding the features, functions, and configuration of the PartModules ( https://github.com/shadowmage45/KSPWheel/wiki ). Images, screenshots, examples: <Deleted by forum updates, will return someday> Change log: * Full logs -- https://github.com/shadowmage45/KerbalFoundries2/releases Known Issues: * Balance on parts is a bit arbitrary - can be changed based on feedback (especially the scaled balance) * Scaling support is WIP - scaling powers are not finalized (motor, mass, speed, load, etc) * Any other issues that exist with KSPWheel (see the KSPWheel repository/issues list) Future Plans: * More cleanup on configs and lots of balance work. * Additional landing leg variants. Including a few more 'lander' styled. * Additional landing gear variants. Single-wheeled straight gear, multi-wheeled side-deploy gear, large cargo-airliner styled multi-wheel deployable gear. * Texture set options, and PBR textures (Textures Unlimited) - PBR likely as an optional addon pack, texture-set options included in regular releases. * Add a selection of helicopter style rotors. (custom KF plugin support, modeling, configs) * Add a selection of airplane style propellers (custom KF plugin support, modeling, configs) * Add a selection of VTOL / airship / hovercraft style ducted fans. (custom KF plugin support, modeling, configs) * Add alternate and optional 'ICE' engine handling -- uses lfo/ox/intake air, with torque curves and gearing more suitable to an ICE engine. (KSPWheels) Legal and Licensing: KerbalFoundries - Continued models and art assets from the original Kerbal Foundries are licensed, released, and distributed under CC-BY-NC-SA licensing as per the original license of KerbalFoundries. Adjustable Landing Gear models and textures - originally by BahamutoD, modified and distributed under CC-BY-SA licensing as per the original license of Adjustable Landing Gear. This mod uses the KSPWheel API for wheel-collider physics and PartModules, and redistributes it under the terms of its own license (GPL 3.0+). Source code and license details may be found at: ( https://github.com/shadowmage45/KSPWheel ). This mod includes and redistributes ModuleManager under the terms of its own license. Development Team: @Shadowmage - KSPWheels coding, KF configs, model (re)rigging for legacy KF and ALG parts. @TiktaalikDreaming - Models and textures for new parts. Credits and Acknowledgements: @lo-fi - for the creation and development of the KerbalFoundries mod and branding, for helping figure out some of the physics used in KSPWheel, and for his continued support. @Gaalidas - for his contribution to the development of the original KerbalFoundries and adaptation of the DustFX code and dust-camera setup. @LitaAlto - for the spiffy new high-res KF logos @BahamutoD - for the Adjustable Landing Gear assets and concept. @damerell - for sanity checking on physics and math in KSPWheels development. @blowfish - for helping figure out implementation details and tracking down bugs in the code. - Many others on the KSPWheel thread who helped figure out some of the physics and implementation details for wheel features. Donations: I work on modding during my highly-contended for spare time. If you would like to help contribute to my motivational caffeine fund, please see the button below. This is purely optional (and highly appreciated), but can help keep me motivated and energized ( = more work getting done!).
  18. Paul Kingtiger

    Universal Storage II

    Universal Storage is a modular parts mod, allowing you to build custom service modules. It is highly integrated with the most popular life support mods, DMagic Orbital Science, and Kerbal Inventory System. Universal Storage II (UvSii) is the follow up to KSP’s original wedge based parts mod, Service modules are build from a central core, around which you can place various resource and processor wedges. Customization fairings complete the service module, providing aerodynamic shielding with access via payload doors. Most parts are resizable allowing increased storage capacity while keeping part counts low. New features Separate fairing parts provide full comparability with the stock aerodynamics system. Parts feature multiple height variants allowing greater capacity without bloating part count. Fairings feature multiple paint variants, allowing you to match the look of your craft. Full KSPedia articles including animated gifs. Localization support including KSPedia. Support Post in this thread and we'll do our best to help you. Website Features a full parts catalog and other information. Download at Space Dock Ensure you download the right version of your KSP install Direct download link Universal Storage 1.5.1.7 for KSP 1.4.x and higher Universal Storage 1.3.1.7 for KSP 1.3.1 Features Three step build process Service modules are built from three basic parts. The core provides the structure with space to attach payload wedges and the fairing provides aerodynamic shielding. For more information on the build process check KSPedia in game. Multiple configurations Most parts have multiple height options, allowing increased resource storage without bloating part count. Cost, mass and capacity all scale linearly so every configuration is balanced. Larger cores and fairings have multiple configurations. The cores feature a central fuel tank or a crew transfer tunnel (for use with Connected Living Space). Selected fairings can be configured as a payload bay for use without a core or wedges. Fairings can be configured to match the look of your craft, with either Porkjet, Gemini, Apollo or Saturn paint schemes. Designed to work with 3rd party mods Built from the ground up to provide resource storage for popular life support mods. The game will automatically detect which mods you have installed (via module manager) and load payload wedges to match. In addition, Universal Storage is closely linked with DMagic Orbital science to provide a large selection of wedge format science experiments when both are installed. Wedges are Kerbal Inventory System (KIS) compatible, allowing Kerbals on EVA to swap out wedges as part of a resupply mission. Compatible mods Connected Living Space DMagic Orbital Science Not currently working, Orbital Science will be updated to be compatible soon. Kerbalism Kerbal Inventory System Kerbal Operating System Snacks TAC Life Support USI Life Support KSPedia Full KSPedia support provides in-game information on the parts, their features and how to build craft. The mod includes support for animated gifs in KSPedia pages (see source code for detailed information). Career mode support The mod is fully compatible with career mode, with parts balanced against their non-wedge equivalents ensuring there are no ‘cheat’ parts. Part unlocking follows a logical progression with the majority of parts available at tier five and six. The Universal Storage Team Daishi – Nox Industrial 3D models Textures Animations A highly proficient 3D modeller and animator, Daishi has created the parts for Universal Storage and other mods on KSP. If you would like to support Daishi’s modelling work you can donate via the paypal link below. DMagic – DMagic Orbital Science Code KSPedia With 18 mods currently on SpaceDock, Dmagic is one of the games most prolific modders. Probably best know for Orbital Science, he is also the current maintainer of SCANsat and author of many other ‘quality of life improvement’ mods. Paul Kingtiger – New Horizons Original concept Research and part balancing Website Paul has created a number of minor balance mods for KSP but Universal Storage was his first large scale mod. When not playing around with KSP Paul plays Paradox grand strategy games and World of warships, as well as messing around with physical computing and restoring old electronics. Translation credits Thanks to the work of these amazing volunteers, we are able to offer full localization support for Universal Storage. Italian: CRL42 German: StarStreak2109 Source Code You can download the source (zip file) using the link below. Universal Storage Source Code FAQ Nothing works like it should! Make sure you have the correct version of the mod to match your KSP install. KSP 1.3.1 and KSP 1.4 (and later) versions have different requirements. You can find and download the correct version of the mod using the links above. If you have made a mistake, Delete the Module Manager file and the Universal Storage II folder in your GameData folder and try again. Check KSPedia Answers to the most common questions are in game via KSPedia. There is a problem with X science experiment! Although it contains lots of wedge parts, DMagic Orbital Science is a separate mod. Universal Storage 2 does not contain any science parts, so if that's what you're having trouble with check the Orbital Science thread for support. How do I install the mod? Download the file and unzip it. Then copy the GameData folder to your Kerbal Space Program folder, merging / overwriting any files when asked. Can I have Universal Storage and Universal Storage 2 installed together? Yes, the two mods are entirely separate and will work side by side. The parts list in the VAB will be a little cluttered, and I recommend completing any missions using the old mod, recovering the craft, then removing Universal Storage (simply delete the folder from your GameData file). You can then continue just using Universal Storage 2. How can I find the parts. The cores and fairings are found in the Payload category. Fuel tanks and Batteries are found under Fuel Tanks and Electrics. Most other parts are under Utility. However the easiest way to find the parts is to type Universal in the search box. How do I remove the mod? Simply delete the Universal Storage 2 folder in GameData. Note that any craft using parts from the mod will break, so make sure you have recovered and craft using Universal Storage II parts before removing the mod. How do I upgrade the mod? Simply download the new version and install as above, overwriting any existing files. How did you balance the parts? The original Universal Storage parts were balanced against real world craft and technology. This made for realistic parts, but many were badly balanced against other parts in game. For Universal Storage II we decided to balance parts against the stock parts in game or the various life support mods. This ensures that costs, mass and capacity are balanced against the rest of the game, so there's are no 'cheat' parts. LICENSE Models, textures and animations The models, texture and animations, including the .mu files are copyright of Simon Hinton who reserves all rights. New Zealand Copyright Act 1994 You may download and used these files and modify them for personal use. You may not publish or share these files or derivatives of these files. You may not reverse engineer these files. You may externally reference these files using the model command in KSP. For permission to use the model and texture assets in a way other than the above message Simon via the KSP forums. You may share screen shots, videos and streams featuring Universal Storage (credits back to here are appreciated) All other files and images Code including .DLL and .CFG files are released under the MIT license Copyright 2018 DMagic, Paul Kingtiger and Simon Hinton 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.
  19. File structure has changed, delete old version if updating from 1.2.1 Attribution-NonCommercial-NoDerivatives 4.0 International Mk3 Shuttle Pack (aka Shuttle Lifting Body) is required to use this add-on. Shared textures are engines>CA_STME and shuttleStack>CAet Attribution-NonCommercial-NoDerivatives 4.0 International - If you like what I do and would like to donate it would be appreciated If you would like to see a mod supported by Cormorant Aeronology, write an @part patch and message me with the patch and a link to the mod so I can check it out. Like these fine people did Realism Overhaul Patch by @DrLicor (Github Link) 2.5x Scale dV Patch by Me and @TheRedTom on Github (Works with Quarter RSS by @pap1723) Real Plume Configs by @VenomousRequiem included USI-LS patch by @FellipeC included TAC-LS patch by @Spike88 on Github Cool Rockets effects by @damonvv on Github Stock Fuel Values by @PickledTripod on Github (Adjusts the ET and boosters to match Stock fuel volumes. Best used in 2x-3x systems) Shuttle Payload Technologies by @MrMeeb Ultimate Shuttle IVA by @G'th (RPM/MAS/ASET) Kermantech MK3 IVA by @luizopiloto (ASET based IVA) 6 seat Mid-deck IVA by @Daelkyr CxAerospace by @cxg2827 Persistent Rotation by @MarkusA380 Atmosphere Autopilot by @Boris-Barboris Gravity Turn by @Overengineer1 and @AndyMt (Set your roll to 180 at launch) Changelog This mod redistributes Firespitter Core by snjo and Roverdude - Forum Thread Module Manager by ialdabaoth and sarbian - Forum Thread Attribution-NonCommercial-NoDerivatives 4.0 International Parts derived from stock assets are free to be used in any way: CAdelta, CAstrake, CArudder, CA_Elevon1, CA_Elevon2 ----------------
  20. Stockalike Mining Extension SME adds a number of mining and ISRU-related parts in a variety of form factors. Currently a Work-In-Progress Current Part List: -Mining 0.625m stack mount Drill 1.25m stack mount Drill 1.25m Inline mount Drill 1.25m aircraft Inline mount Drill 2.5m stack mount Drill 3.75m stack mount Drill Mk2 inline Drill 1.25m Stack Oceanic Extractor 1.25m inline Oceanic Extractor 2.5m Oceanic extractor 1.25m Atmospheric Condenser 2.5m Atmospheric Condenser -Processing 3.75m ISRU converter Mk2 ISRU converter Mk3 ISRU converter 0.625m ISRU converter -Storage -Mk2 Ore Tank Mk3 Ore Tank 0.625m Ore Tank 3.75m Ore Tank -Power 0.625m Fuellcell generator 1.25m Fuelcell Generator Mk2 Fuelcell Generator 2.5m Fuelcell generator -Utility 1.25m Superheavy-Duty landing Leg 0.625m Klaw -Propulsion 1.25m Mass Driver 2.5m Mass Driver 0.625m Mass Driver RCS Download from SpaceDock or GitHub Kottabos Review (Version 0.8) Changelog: Licensing The contents of this mod are distributed a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. http://creativecommons.org/licenses/by-nc-sa/4.0/legalcode' This mod uses Module Manager. Currently a Work in Progress; feedback and suggestions welcome.
  21. Procedural Parts, Starwaster Branch. Download Latest Release for Procedural Parts Features The features include Everything accessible by tweaking A broad range of shapes including cylinders, truncated cones, filleted cylinders, bezier cones. New part shapes are easy to develop and plug in, so cuboid / pill shaped / whatever else you want shaped will be able to be created. Most stuff configurable in the config file, including resources and fill ratios, tech levels, available shapes Diverse support for career mode - tank shapes, dimensions, and contents all limited by researched tech All supplied parts are carefully designed to be as 'stock alike' as possible in their tech level requirements - You can't create a monster tank before you've discovered basic rocketry for example. Other mod support - tanks for RealFuels, Kethane, Extraplanetary Launchpads, and TAC. Heat shields for Deadly Reentry. (thanks to OtherBarry) Plays nicely with Ferram Aerospace Research Multiple textures available for part surfaces. These are fully compatible with StretchySRB textures. A Module - TankContentSwitcher that can be applied to existing tanks (with say module manager) and allow their contents to be tweaked. Tweak any tank in the VAB into a Liquid fuel only or oxidizer tank. Parts available Tanks Different parts supplied for different 'groups' of fuels (Liquid fuels, SRBs, Monoprop, Xenon). The multiple part approach is to allow for tech limiting of sizes and volumes. SRBs Tweakable thrust (or burn time for real fuels). Tweak between a choice of two bells that are designed for surface or vacuum, with varying ISPs. Decoupler Tweakable diameters (with tech defined limits), ejection impulse, and can be in either decoupler or separator mode (again tech dependent). Structural Part Good for fuselage, adapters, whatever. Half as light as the equivalent tank. Batteries It's a bit rough and ready, but it works well enough. Nose Cone Specialized structural part for nose cones. The shape is limited to a smooth cone with a bounded ratio of diameter to length. Heat Shield Built to the same specs as Deadly Reentry. Will shield any sized object from heat. (requires deadly reentry) Installation Just extract the zip into your KSP folder and you should be away. Some of the integration with other mods requires the latest version of ModuleManager, which is included in the zip. Known Issues Sometimes if the procedural part is the lowest part on the rocket, it may explode on the launch pad. Easily worked around with a launch clamp. This is fixable but will take more effort than its worth. Custom Textures and Texture Packs Procedural Parts is compatible with all texture packs for StretchySRBs. It's easy to roll your own texture packs too. Here's some texture packs that other people have compiled: Ferram4's Saturn and Nova Textures. Installation instructions in zip. Download MainSailor's Procedural Textures Forum Thread for MainSailor's Procedural Textures blackheart612 Full thread! Enceos' Procedural Textures Full Thread Integration with Real Fuels and Modular Fuel Tanks Integration with Real Fuels and Modular Fuels Tanks is complete. Ensure you have Real Fuels version 6.1 or newer, and Modular Fuel Tanks 5.0.1 or newer. For MFT, the existing tank types are turned into the corresponding MFT type. For RealFuels, there's an SRB which can be switched between low altitude and high altitude versions, plus a tank which can be switched between the various RF tank types. Integration with other mods Procedural Parts has built-in support for MFT, RealFuels, Kethane, Extraplanetary Launchpads, and TAC. There's also a procedural heat-shield for stock / Deadly Reentry All part's drag models will automatically update if using Ferram Aerospace Research. The tank types will automatically appear if the mods are installed. They should be 'fair' compared to their unmodded versions. How to cheat in career mode have lower tech restrictions The current tech restrictions have been tailored to closely mimic stock, with a bit of room to alter the original specs. Note that this will not be changed with the out of the box config. If you'd like more generous limits, you can create a MM patch (ie: cut and paste this into a file called mycheats.cfg in your GameData dir) and tweak to your liking: @PART[proceduralTank*] { @MODULE[ProceduralPart] { @TECHLIMIT,* { // Increase the max length for all tech levels by 3* @lengthMax *= 3 // Corresponding volume increase @volumeMax *= 3 // Increase the max diameter by double @diameterMax *= 2 // Since volume goes up on diameter^2, need to use increase^2 @volumeMax *= 4 } } } Future plans (sorry, right now Starwaster has his hands busy just doing maintenance and updates) Cuboid parts, with customizable side lengths Extruded parts, such as hexagonal and octagonal pieces Add optional mounting pod for surface mounts to pod tank. Procedural command module, possibly with rescaling / tweakable IVA. Features That Are Not Planned Shapes with 'holes' in them and concave shapes - including toroids. Procedural wings, procedural fairings - there's good mods for these already. Procedural engines - May happen one day, but not a priority. Acknowledgements ProceduralParts has an extended family tree StretchyTanks is the original module by the great @AncientGammoner StretchySRBs was created and updated by NathanKell and e-dog. ProceduralParts is a near complete re-write by @swamp_ig. ProceduralParts was then maintained by @NathanKell ProceduralParts is now owned and maintained by RadarManFromTheMoon Then it was maintained by @OtherBarry and RadarManFromTheMoon Now it's being maintained by some @Starwaster person. Also featuring Extensive work on config and mod integration by OtherBarry Models by Tiberion Further textures by Chestburster and Dante80. Config code by jsimmonds Licence Remains as CC-BY-SA 3.0 Unported.
  22. NOTE: SpaceY Expanded 1.4 requires KSP 1.4! NOTE: Requires ModuleManager and SpaceY Heavy Lifters as dependencies! SpaceY Expanded Optional Parts Add-On for SpaceY-Lifters SpaceY Expanded is an optional expansion to the SpaceY Heavy Lifters, adding 7.5m parts and other accessories that go beyond the original intent of the original main pack. NOTE: Requires ModuleManager and SpaceY Heavy Lifters as dependencies! Cooperates with other mods: TweakScale FAR / NEAR AVC (Add-on Version Checker) Engine Ignitor Community Tech Tree HotRockets! CryoEgines Connected Living Space ModuleManager (for mild customization of the tech tree) Part of the NecroBones suite of mods, that work nicely together: Modular Rocket Systems (stock-alike parts pack, NASA-like alternatives, and filling the gaps) SpaceY Heavy Lifters Parts Pack (stock-balanced large rocket parts, 5m parts, large SRBs) Color Coded Canisters (replacement models/textures for stock fuel tanks: prettier, cleaner, and diameter color-coding for the tank end-caps) Fuel Tanks Plus (collection of large stock-like tanks with Color Coded Canister style) ColorFuel Lines (color-selctable fuel lines) Lithobrake Exploration Technologies (lander parts, large chutes/legs/ladders/etc) --------------------------------------------------------------------------------------------------------------- Image Gallery: (Note that the stats, appearances, and descriptions of the parts shown below are subject to change, or may be out of date) --------------------------------------------------------------------------------------------------------------- Future updates: All sorts of things are possible, so who knows? Some ideas for additional parts: 3.75m, 5m, and 7.5m cargo/service bays More RCS, OMS options, both for monoprop and LFO Additional launch clamp designs Who knows? --------------------------------------------------------------------------------------------------------------- Installation Instructions: 1. If upgrading from a previous copy, it's recommended to delete the old "SpaceY-Expanded" folder first. 2. Backup your "saves" folder! While not required for installing mods, it's a good idea anyway. If any parts you have already used (including stock parts) fail to load, you'll have ships getting deleted! 3. Download and open the ZIP file. 4. Copy the "SpaceY-Expanded" folder into your "GameData" folder. 5. Make sure you have up-to-date copies of Module Manager, and SpaceY-Lifters installed. 6. If upgrading, check your designs in the VAB/SPH. If attachment nodes have changed, you may need to reposition parts. --------------------------------------------------------------------------------------------------------------- Troubleshooting: Problem: Fuel tanks or SRBs flash different colors, with glitchy "z-fighting": Usually it boils down to one of a few different things. Now that I've seen probably most of them, I can give you a good list: 1. Everything is installed correctly, but ModuleManager's cache hasn't noticed the changes yet. Fix: This is a great one to try first. Delete the file called "ModuleManager.ConfigCache" in GameData. ModuleManager recreates it on the next KSP start. 2. ModuleManager isn't installed. Fix: Install it. 3. This mod is installed incorrectly, or you've deleted the color-change ModuleManager configs. Fix: Reinstall the mod correctly, and in its entirety. The MM config files include rules for what to do when color-changing isn't available, so please don't delete those. 4. Firespitter and/or InterstellarFuelSwitch are installed, but not functioning. Fix: The most likely cause is that the version of FS or IFS doesn't work with your version of KSP (for instance, you upgraded to KSP 1.1, and the mod is meant for 1.0.5 or earlier), or your copy is only partially installed. Delete it, and install the latest version of it. 5. ModuleManager thinks color-changing is available via Firespitter or InterstellarFuelSwitch, but neither is installed. Fix: This is a little trickier to pinpoint. Either another mod has bad rules in it (for instance using "FOR[Firespitter]" instead of "NEEDS[Firespitter]") and is therefore tricking ModuleManager, or one of these two mods is only partially installed. That could happen if you removed them via CKAN but the directories still exist, which ModuleManager will see as having them installed. To fix, either make sure both of those mods are completely uninstalled, or install one (or both) of them. Only the DLL from one of them is needed, you don't need the entire mod. But it needs to be running if ModuleManager thinks its there. 6. It's possible that another mod may be confused that changes how VAB/SPH tweakables or engine shrouds work. This is an odd case, but not impossible. When you don't have Firespitter or InterstellarFuelSwitch installed, the alternate paint jobs are disabled by turning them into "engine shrouds" that correspond to an attachment node that is a kilometer outside the VAB. If another mod interferes with this, such as defaulting all shrouds to "on" even when detached, then you might also see z-fighting. Sadly, the solution might be to simply not use the mods together. Problem: Textures are missing and you're seeing a lot magenta (purple/pink): 1. Files may be missing, or not where the mod is expecting to find them. Fix: Make sure you've installed the mod correctly, in its entirety, and in the right location. Don't rename folders. You can try completely deleting the mod and reinstalling (which is the best way to update the mod anyway). Also make sure the mod's dependencies are installed (SpaceY Expanded requires SpaceY Lifters, for instance). 2. ActiveTextureManagement is goofing it up. Fix: Either remove ATM, or try deleting ATM's cache. ATM frequently has cache issues that cause problems for texture reassignment across folder boundaries. ATM doesn't help as much as it used to, now that stock KSP and most mods use DDS texture format. We've included configs to try to stop ATM from processing this mod's folder, but that may not be working either. Problem: Engine exhaust plumes are missing: Cause: ModuleManager thinks that HotRockets is installed, but it actually isn't. Fix 1: Install HotRockets so that it's a non-issue. Fix 2: Go into the SpaceY folder(s) and delete "SpaceY_HotRockets.cfg". This will keep it from trying to use the HotRockets plumes. Fix 3: Figure out which other mod is causing the confusion, and remove it. We still don't know which mods are causing this, but it's probably due to someone using a "FOR" statement in their MM config instead of "NEEDS". --------------------------------------------------------------------------------------------------------------- Download From: SpaceDock -or- curse.com -or- ksp.necrobones.com (NOTE: Don't forget to install both ModuleManager and SpaceY-Lifters when using SpaceY-Expanded) --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Revision History: 1.4 (2018-04-02) - KSP 1.4 update. - Reworked color-changing to use KSP 1.4's mesh switcher. - Flag decals disabled for now, since the stock mesh switcher doesn't play nicely with them. - Disabled auto-caps on tanks, due to KSP bugs over several versions. - Added some missing definitions for Modular Fuel Tanks. - Changed ModularFuelTanks config to use consolidated wildcard patch. 1.3 (2016-10-18) - Update. - Moved service bays to Payload tab. - Added a pair of 10m-3.75m engine adapters. - Added 10m stack separator. - Added two new lengths of 10m fuel tanks. - Added "SaturnV" paint scheme to 10m tanks to match new engine adapters. - Removed some unnecessary duplicate geometry from 10m fuel tanks. 1.2 (2016-10-12) - Update & KSP 1.2 compatibility. - Added KSP 1.2 and KerbNet modules to probe cores. - Corrected a mesh alignment issue on the E1 Emu engine. - Added 10m parts, including some large thrust plates for SpaceX BFT/MCT/ITS styled lifters. - Categories adjusted for several parts, corresponding to 1.2 changes. 1.1.11 (2016-08-01) - Tweaks. - Icon-only shroud added to fairing base, for easy identification in menu. - Removed RemoteTech modules from probe core (now handled by patch in SpaceY-Lifters). - Added a compatibility exclusion for HPTechTree. 1.1.10 (2016-07-12) - Tweaks. - Restricted liquid fuel engines, fairings, and decouplers to non-surface part testing contracts, to match SRBs. - Adjusted some nickname tags on engines. 1.1.9 (2016-05-01) - Tweaks. - Updated Probe core to use IndicatorLights if available. - Probe cores now also have a toggle option for light-up labels that correspond to the indicator lights. - Converted many texture placeholders to DDS format (not that this gains much of anything). 1.1.8 (2016-04-25) - Tweaks. - More search keywords on engines. - Added collider setting for procedural fairing base. - Updated heat shield's staging settings to match stock changes in 1.1. - Fixed the "always transparent" problem in the VAB for the service/cargo bays. 1.1.7 (2016-04-17) - Career fixes. - Drastically reduced career prices for fuel tanks, to bring them into line with stock again. - Adjusted career prices of E1,E2,E4,R9 engines, to bring them into line with stock again. - Increased prices on Penguin (P-series) engines. 1.1.6 (2016-3-31) - KSP 1.1 Update. - Moved ModuleManager patches to "Patches" folder. - Added tags for part searches. - Updated ModuleManager inclusion. 1.1.5 (2016-01-29) - Tweaks. - Updated the CryoEngines config to be consistent with its new propellant ratio. 1.1.4 (2016-01-14) - Tweaks. - Removed the tech tree nodes, since they've been moved to SpaceY Lifters (requires SpaceY Lifters 1.8.2+). 1.1.3 (2016-01-11) - Fixes. - CryoEngines fix: The Penguin engines should no longer display their default plume effects even when not running. 1.1.2 (2016-01-02) - Fixes. - CryoEngines fix: The Penguin engines should no longer run more than one engine mode at once. 1.1.1 (2016-01-02) - Fixes. - Included ModuleManager version updated with its 2.6.16 bugfix update. - Added a "needs" condition for TweakScale patches. 1.1 (2015-12-31) - Texture Compatibility. - Removed 7.5m fuel tank texture, since it was moved to SpaceY Lifters. - Repointed all necessary texture assignments to the new location. - Adjusted UV-mapping of 5m texture as needed to corrospond to changes in Lifters. - Changed "ModularFuelTanks" config to also apply if RealFuels is installed. 1.0 (2015-12-17) - Stable. - Let's call this the 1.0 release. Things have been pretty stable lately. - Added "SpaceY_ATM.cfg" with settings to attempt to disable or dissuade ActiveTextureManagement for this mod. - Can optionally be deleted to return to ATM defaults. - ATM known to occasionally have caching issues with remapped/shared textures in my mods. - SpaceY is already very memory efficient and uses DDS, so ATM doesn't help much for this case. - May need to delete ATM's cache if using ATM and some textures still aren't appearing. - Updated 7.5m stack decoupler: - Ejection charge reduced by half (to 500, down from 1000). - Added built-in "sepratron" solid propellant separator motors. - Research cost increased slightly. - Replaced "placeholder" textures. Smaller, and more obvious when texture reassignment has failed. - Corrected a texture assignment problem on the 7.5m E2 engine. 0.9 (2015-11-11) - KSP 1.0.5 update. - Corrected the display-name of the "Gigantic Structure" tech node, instead of displaying it as a second "Massive Structure" node. - Diameters added to 7.5m fuel tank names, for easy identification in VAB menu. - Updated heat shield to current stock ablator settings and contract constraints. Slightly increased ablator quantity. - Updated all engines to use FXModuleAnimateThrottle for heat animation. - Engines, fairings, decouplers/separators updated to use new stock-alike thermal settings and contract constraints. - Lightened the color and "grain" of the white texture on fuel tanks (will also affect 5m tanks). 0.8 (2015-10-16) - Beta, engine updates. - Adjusted R9 engine HotRockets config to correspond to SpaceY Lifters' fixes (as of Lifters v1.3). - R9 engine now uses custom default engine effects from SpaceY Lifters (requires Lifters v1.3+). - R9 engine now uses new engine bell art assets from SpaceY Lifters 1.3+. - New default custom particle effects for LFO engines (E,P series). 0.7 (2015-10-09) - Beta. - Corrected the cross-section profile on several parts (mainly Emu engines and decoupler/separators). - Fuel tanks now have multiple paint schemes, selectable if InterstellarFuelSwitch or Firespitter are installed. - Known issue: Will have nasty z-fighting with all paint schemes at once, if something tricks ModuleManager about Interstelar/Firespitter installed state. Might have to delete ModuleManager config cache. 0.6.1 (2015-10-02) - Tweaks. - Moved some engine mod-support to their own MM config files: - CryoEngines - EngineIgnitor - Adjusted the Penguin engines' CryoEngines-triggered ISPs upward for both fuel modes. - Added 7.5m stack separator. 0.6 (2015-10-01) - Beta. - Adjusted P-series (Penguin) engines back to 400 ISP by default. - Added MM config for Penguin engines to detect CryoEngines and make the following tweaks: - Reduces Liquid-Fuel ISP to 360. - Adds mode switching, with alternate Liquid-Hydrogen mode, with slightly better ISP but slightly worse thrust. - Added a minuscule gimbal range to Penguin engines (previously they were non-vectoring). - Significantly increased connection breaking strength on most parts (including all 7.5m parts). 0.5.1 (2015-09-23) - Beta. - Adjusted P-series (Penguins) vacuum ISP to 390. Work in progress. - Fixed a problem with the 7.5m tanks (and 5m tanks) working properly with Modular Fuel Tanks. 0.5 (2015-09-23) - Beta. - Fixed an issue with some parts not being able to show up in CTT's tech tree. Requires SpaceY-Lifters v1.0.4 to be effective. - Corrected the names of the README and this CHANGELOG to reflect that it's the Expanded version of the mod. - Reduced P-series (Penguins) vacuum ISP to 380 (down from 400). 0.4 (2015-09-11) - Alpha/Beta. - Added 7.5m service bay. - Corrected the 3.75m and 5m service bays to have "No Attach" flag for door colliders. - Reduced the size of the flag decal on the 5m service bay. 0.3 (2015-09-10) - Alpha/Beta. - Added service bays: 3.75m, 5m - Fixed a typo in the TweakScale config. 0.2 (2015-09-04) - Alpha/Beta - Increased the 1-atmosphere ISP of the Penguin (vacuum) engines to 250, up from 100. - Changed the E1 engine's thrust vector location to aid in clipping engines. - Added fueled 7.5m nose cone. - 7.5m to 5m adapter tank more than doubled in capacity, cost, etc (was underpowered for its size) - Also added it to the Modular Fuel Tanks config. - Added an additional shorter 7.5m to 5m adapter tank with checkered paint scheme. - Added non-fueled 7.5m to 5m adapter. - Added an upper-stage capable 7.5m "Dual-Emu" engine. 0.1 (2015-09-02) - Initial Alpha test version. - Requires ModuleManager and SpaceY-Lifters as dependencies.
  23. KSP 1.5.1 Stockalike Station Parts Expansion Redux [1.0.11] Last Updated November 22, 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: Kerbals for rescue contracts spawn in pods without airlocks! Unacceptable! A: Download @Shadowmage's Rescue Pod Validator. Q: How do I abbreviate the mod's name? I'm CONFUSED! A: SSPXr. Q: This mod is enormous! How do I deal with the RAM usage? A: 2/3 of the size is the IVAs. If you can live without them, delete the Internals folder. 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) Secondary (CurseForge) 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.
  24. NOTE: KSP 1.4 (either full release or latest pre-release, or 1.4.X) is required for SpaceY 1.17 or later. SpaceY Heavy-Lifter Parts Pack Required Dependencies: ModuleManager Cooperates with other mods: TweakScale FAR / NEAR AVC (Add-on Version Checker) Engine Ignitor Community Tech Tree HotRockets! DefaultActionGroups (To enable automatic toggling of SAS light on radial reaction wheels) as of version 1.10 IndicatorLights Part of the NecroBones suite of mods, that work nicely together: Modular Rocket Systems (stock-alike parts pack, NASA-like alternatives, and filling the gaps) SpaceY Heavy Lifters Parts Pack (stock-balanced large rocket parts, 5m parts, large SRBs) Color Coded Canisters (replacement models/textures for stock fuel tanks: prettier, cleaner, and diameter color-coding for the tank end-caps) Fuel Tanks Plus (collection of large stock-like tanks with Color Coded Canister style) ColorFuel Lines (color-selctable fuel lines) Lithobrake Exploration Technologies (lander parts, large chutes/legs/ladders/etc) Do you want more parts!? If you do, you can also install SpaceY Expanded with even more parts, and 7.5m diameter! Contains several unusual or unique features, including some "firsts": Engines with multiple sized fairings, or with conical fairings. Engine clusters with mode-switching for activating/deactivating nozzle groups. Rocket-assisted radial decouplers. Stack size adapters with multiple target diameters (adaptive shrouds). Docking ports with guide-lights. Fuel tanks with automatic shrouds. Thrust plates and adapters with fairings. "Petal" cargo bay. Author: NecroBones Special Thanks: NBZ, for lots of input, ideas, part names, and art feedback. Akira_R & 4nxs, for their HotRockets configuration work to add variation between vacuum/atmo effects. And many others for bug reports and feedback! --------------------------------------------------------------------------------------------------------------- SpaceY Lifters is a parts pack that is intended to extend the stock line-up of parts for lifting heavy payloads to orbit, by providing a similar update to the NASA/ARM pack from 0.23.5, in the next size up. It provides a range of 5m fuel tanks and engines, a fueled 3.75m nose-cone, both "stack" and "radial" decouplers, a fueled size adapter, large docking ports, adaptive size adapters, upper-stage thrust plates with shrouds, and a range of powerful SRBs. The name is a play on "SpaceX" in the real world, but also has the amusing double connotations of being "spacey", and also "Space, why?" -- Because it's there! All of the models and textures were made 100% from scratch, using Blender, Photoshop, and Unity. Design Goals: Maintain a "pretty", but still mostly stock-alike appearance. While KW goes a long way toward realism, we want to have a smaller pack that blends nicely with stock, and other stock-alike packs. While extending the stock game, try to maintain a gameplay balance with stock. Stay memory efficient. Similar parts attempt to share the same textures (currently ALL fuel tanks use just one texture). And do so while adding: Another layer of large rocketry, beyond the 3.75m ARM/NASA update that was added in KSP 0.23.5. Specifically, 5m parts. Large SRB options with high thrust and shorter burn times than the NASA/ARM SRB. Large rocketry utilities-- Big radial decouplers with thrusters built in, larger sepratron, big docking ports, etc. Possible future plans? Bigger engine/tank parts? (7.5m for instance) More SRB types? LFBs? (Liquid Fuel Boosters) More decoupler types? More multi-way adapter pieces? --------------------------------------------------------------------------------------------------------------- Image Gallery: (Note that the stats, appearances, and descriptions of the parts shown below are subject to change, or may be out of date) --------------------------------------------------------------------------------------------------------------- Parts Inventory: (as of version 0.17, 2015-06-18) Do you want more parts!? If you do, you can also install SpaceY Expanded with even more parts, and 7.5m diameter! --------------------------------------------------------------------------------------------------------------- Installation Instructions: 1. If upgrading from a previous copy, it's recommended to delete the old "SpaceY-Lifters" folder first. 2. Backup your "saves" folder! While not required for installing mods, it's a good idea anyway. If any parts you have already used (including stock parts) fail to load, you'll have ships getting deleted! 3. Download and open the ZIP file. 4. Copy the "SpaceY-Lifters" folder into your "GameData" folder. 5. If upgrading, check your designs in the VAB/SPH. If attachment nodes have changed, you may need to reposition parts. Troubleshooting: Problem: Fuel tanks or SRBs flash different colors, with glitchy "z-fighting": Usually it boils down to one of a few different things. Now that I've seen probably most of them, I can give you a good list: 1. Everything is installed correctly, but ModuleManager's cache hasn't noticed the changes yet. Fix: This is a great one to try first. Delete the file called "ModuleManager.ConfigCache" in GameData. ModuleManager recreates it on the next KSP start. 2. ModuleManager isn't installed. Fix: Install it. 3. This mod is installed incorrectly, or you've deleted the color-change ModuleManager configs. Fix: Reinstall the mod correctly, and in its entirety. The MM config files include rules for what to do when color-changing isn't available, so please don't delete those. 4. Firespitter and/or InterstellarFuelSwitch are installed, but not functioning. Fix: The most likely cause is that the version of FS or IFS doesn't work with your version of KSP (for instance, you upgraded to KSP 1.1, and the mod is meant for 1.0.5 or earlier), or your copy is only partially installed. Delete it, and install the latest version of it. 5. ModuleManager thinks color-changing is available via Firespitter or InterstellarFuelSwitch, but neither is installed. Fix: This is a little trickier to pinpoint. Either another mod has bad rules in it (for instance using "FOR[Firespitter]" instead of "NEEDS[Firespitter]") and is therefore tricking ModuleManager, or one of these two mods is only partially installed. That could happen if you removed them via CKAN but the directories still exist, which ModuleManager will see as having them installed. To fix, either make sure both of those mods are completely uninstalled, or install one (or both) of them. Only the DLL from one of them is needed, you don't need the entire mod. But it needs to be running if ModuleManager thinks its there. 6. It's possible that another mod may be confused that changes how VAB/SPH tweakables or engine shrouds work. This is an odd case, but not impossible. When you don't have Firespitter or InterstellarFuelSwitch installed, the alternate paint jobs are disabled by turning them into "engine shrouds" that correspond to an attachment node that is a kilometer outside the VAB. If another mod interferes with this, such as defaulting all shrouds to "on" even when detached, then you might also see z-fighting. Sadly, the solution might be to simply not use the mods together. Problem: Textures are missing and you're seeing a lot magenta (purple/pink): 1. Files may be missing, or not where the mod is expecting to find them. Fix: Make sure you've installed the mod correctly, in its entirety, and in the right location. Don't rename folders. You can try completely deleting the mod and reinstalling (which is the best way to update the mod anyway). Also make sure the mod's dependencies are installed (SpaceY Expanded requires SpaceY Lifters, for instance). 2. ActiveTextureManagement is goofing it up. Fix: Either remove ATM, or try deleting ATM's cache. ATM frequently has cache issues that cause problems for texture reassignment across folder boundaries. ATM doesn't help as much as it used to, now that stock KSP and most mods use DDS texture format. We've included configs to try to stop ATM from processing this mod's folder, but that may not be working either. Problem: Engine exhaust plumes are missing: Cause: ModuleManager thinks that HotRockets is installed, but it actually isn't. Fix 1: Install HotRockets so that it's a non-issue. Fix 2: Go into the SpaceY folder(s) and delete "SpaceY_HotRockets.cfg". This will keep it from trying to use the HotRockets plumes. Fix 3: Figure out which other mod is causing the confusion, and remove it. We still don't know which mods are causing this, but it's probably due to someone using a "FOR" statement in their MM config instead of "NEEDS". --------------------------------------------------------------------------------------------------------------- Download From: SpaceDock -or- Curse.com download page -or- ksp.necrobones.com --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Change History: 1.17.1 (2018-04-02) - KSP 1.4 update. - Corrected a copy/paste mistake in color-changing config. 1.17 (2018-04-02) - KSP 1.4 update. - Reworked color-changing to use KSP 1.4's mesh switcher. - Flag decals disabled for now, since the stock mesh switcher doesn't play nicely with them. - Disabled auto-caps on tanks, due to KSP bugs over several versions. - Changed ModularFuelTanks config to use consolidated wildcard patch. - Added some wildcards to TweakScale config. 1.16 (2017-01-30) - SRB Update. - Corrected smoke emitter location on the 3.75m SRB, 21m length. - Added a 30m long 3.75m SRB. - Added a 29m long 2.5m SRB. 1.15.1 (2017-01-03) - Compatibility Update. - Added "NEEDS" conditionals for ConnectedLivingSpace and EngineIgnitor patches, to clean up log spam. - EngineIgnitor patches moved to their own file in the patches folder. - Added "NEEDS" conditionals for Engineering Tech Tree compatibility. 1.15 (2016-10-21) - Update. - Added new RCS sounds/effects. - Added a linear RCS thruster. - Updated OMS engines to use new RCS sounds and effects. - Added two adapters that can be used with the Rose/Rosette adapter center slots. - Updated custom part category with recent additions from here and SpaceY Expanded. - Added some missing search tags on thrust plates / adapters. 1.14 (2016-10-12) - More KSP 1.2 Compatibility & Fixes. - Landing legs should now work in the Landing Gear action group automatically again. - 5m Fairing base null reference exception corrected, and is available again. - Names adjusted on some thrust plates / adapters. - Version changed to 1.14 to make it more clear this is a significant 1.2 update. 1.13.2 (2016-10-10) - Basic KSP 1.2 Compatibility. - Added KSP 1.2 and KerbNet modules to probe cores. - Landing leg suspension disabled until a 1.2 solution can be found. - Using ModuleAnimateGeneric for the time being, so legs can still be used. - Will need an Action Group, or the Default Action Groups mod, for best results. - Categories adjusted for several parts, corresponding to 1.2 changes. 1.13.1 (2016-08-01) - Tweaks. - Icon-only shroud added to fairing base, for easy identification in menu. - 5m conical bay added to custom parts tab. - Added MM "NEEDS" conditionals to RemoteTech modules in probe cores, and moved to separate patch file. - Deadly Reentry patch file renamed to sort properly in the folder. - Added a compatibility exclusion for HPTechTree. 1.13 (2016-06-08) - Update. - Adapters and Thrust Plates marked as passable for Connected Living Space so that they can be used for station construction, and docking ports, etc. - Added 5m/3.75m conical payload bay. - Adjusted the "hide if empty" rules for the tech nodes. 1.12.9 (2016-05-31) - Hotfix. - Massive Rocketry/Structure tech nodes are now set to be hidden if empty. - Fixed a harmless mistake in the MM patches, as part of its self cleanup. 1.12.8 (2016-05-31) - Tweaks. - Adjusted some nickname tags on engines. - Minor tech tree and config changes in MM patches. Partly for better compatibility with Real Scale Boosters. - Non-CTT tech nodes are now added, even if CommunityTechTree is installed. - Gigantic Rocketry node internally renamed to match CTT. May have to re-unlock if you don't use CTT. 1.12.7 (2016-05-18) - Tweaks. - Added configs for docking ports to use IndicatorLights, if installed. - Reworked docking alignment lights to be slightly prettier when turned off, or dim, etc. 1.12.6 (2016-05-12) - Tweaks. - Restricted liquid fuel engines, fairings, and decouplers to non-surface part testing contracts, to match SRBs. - Changed underlying texture for Docking port alignment lights, for compatibility with IndicatorLights. - Converted small lighting textures for docking ports to DDS format. 1.12.5 (2016-05-08) - Tweaks. - Refined the primary launch clamp's internal layout, to use as a template for later projects. - Added basic thrust curves for SRBs. Flat profile, however thrust tapers off during last 5% of remaining propellant. 1.12.4 (2016-05-01) - Tweaks. - Corrected AVC version number. DOH! 1.12.3 (2016-05-01) - Tweaks. - Updated Probe cores and reaction wheels to use IndicatorLights if available. - Probe cores now also have a toggle option for light-up labels that correspond to the indicator lights. - Corrected a missing texture placeholder for the 3.75m stack separator. 1.12.2 (2016-04-25) - Tweaks. - More search keywords on engines. - Added colliders setting for procedural fairing base. - Updated heat shield's staging settings to match stock changes in 1.1. - Fixed the "always transparent" problem in the VAB for the service/cargo bays. - Tech Tree nodes are no longer hidden if empty. - Corrected some copy/paste mistakes with SmokeScreen rescaling settings for the small SRB particle emitters. 1.12.1 (2016-04-17) - Tweaks. - Tweaked leg settings. - Moved a leg collider to allow for more accurate aerodynamic occlusion. 1.12 (2016-04-10) - Tweaks. - Added 1.25m-0.625m interstage thrust plate to the TweakScale config, and default VAB custom tab. - Drastically reduced career prices for fuel tanks, to bring them into line with stock again. - Increased career prices for engines, to bring them into line with stock again. - Added a 2.5m thrust plate, with 1x 1.25m and 8x 0.625m nodes (half scale version of the 5m model). - Adjusted leg deployment animation to reduce the "foot teleportation" problem. - Increased damper ratio on the leg suspension. 1.11.5 (2016-04-05) - Tweaks. - Moved conical payload bay to Specialized Construction tech node. - Added a 1.25m-0.625m interstage thrust plate. - Softened leg suspension spring. 1.11.4 (2016-03-31) - KSP 1.1 Hotfix - Landing leg suspension works again. Suspension is very stiff to help prevent heavy vehicles from bobbing endlessly. 1.11.3 (2016-03-29) - KSP 1.1 Hotfix - Landing legs updated to not be 100% deadly. Suspension still doesn't work, legs are rigid for now. - Added menu search tags. 1.11.2 (2016-03-18) - HotFix. - Removed duplicate "MODCAT" entry for the SpaceY Expanded custom menu tab. 1.11.1 (2016-03-11) - Tweaks. - Added/enhanced custom category tab for FilterExtensions (will also include SpaceY Expanded, if installed). 1.11 (2016-02-28) - Tweaks. - Adjusted the MM rule for DefaultActionGroups to tweak the descriptions in the radial reaction wheels. - Added 5m color-changing to the R7 engine cluster. - Corrected the missing blue texture from the 3.75m tall 5m tank. 1.10 (2016-02-19) - The unintentionally quick update. - SRB 10R (radial) gimbal range reduced to 2 degrees (from 4). - Base (dry) cost of most SRBs (other than 3.75m models) increased slightly to align more with stock. - Moved ModuleManager patches to a "Patches" folder. - Added support for DefaultActionGroups mod, to automatically enable the SAS light on the radial reaction wheels. - Added color switching for 5m decoupler and separator, to match 5m tanks. 1.9 (2016-02-18) - Paint! - Added additional striped paint scheme to 5m tanks. - Switched the Color-Changing config to turn off alternate paint schemes via a slightly simpler method. 1.8.2 (2016-01-14) - Tweaks. - Consolidating tech tree for better mod compatibility: - Added SpaceY Expanded's tech tree nodes. - Added a hidden Colossal Rocketry node for future use (and for other mods if they want). - Removed TweakScale "adapter_3_1" definition since it's redundant with default TS configs now. 1.8.1 (2016-01-02) - Fixes. - Included ModuleManager version updated with its 2.6.16 bugfix update. - Added a "needs" condition for TweakScale patches. - Fixed the FilterExtensions category icon path. 1.8 (2015-12-31) - Texture updates. - Moved the "SpaceY Expanded" 7.5m tank texture into this pack. - Repainted default appearance for 5m tanks to use it. - Enables color-switching for 5m tanks even without "SpaceY Expanded". - 3.75m fueled short nose cone repainted with it too, removed grey stripes. - Reduced size of original 5m tank texture, removing redundant black/white areas. - Repainted 5m R7 engine to match, for compatibility. - Removed a fairing texture that was no longer in use. 1.7 (2015-12-22) - More separator goodness. - Added "SpaceY_ATM.cfg" with settings to attempt to disable or dissuade ActiveTextureManagement for this mod. - Can optionally be deleted to return to ATM defaults. - ATM known to occasionally have caching issues with remapped/shared textures in my mods. - SpaceY is already very memory efficient and uses DDS, so ATM doesn't help much for this case. - May need to delete ATM's cache if using ATM and some textures still aren't appearing. - Updated 5m stack decoupler: - Ejection charge reduced by half (to 400, down from 800). - Added built-in "sepratron" solid propellant separator motors. - Research cost increased slightly. - Added slanted variants of the sepratron nose cones. - Reduced maximum temperature for docking ports. Should burn up more easily now. ;) - Added a default custom part tab for VAB/SPH. 1.6.1 (2015-12-11) - Fix for nose cones. - SRB sepratron nose cones rotated 90 degrees, so that they play nice with mirror symmetry mode. 1.6 (2015-12-11) - SRB Overhaul. - Added additional paint schemes to the 1.875m/2.5m/3.75m SRBs, - Optional, requires Firespitter or InterstellarFuelSwitch core (DLL). - Added sepratron nose-cones for SRBs. - Fixed a typo with the engine heat animation for the K1 engines. - Corrected a typo with Agency mentality. - Replaced "placeholder" textures. Smaller, and more obvious when texture reassignment has failed. 1.5 (2015-11-11) - KSP 1.0.5 update. - Kiwi engine adjusted: slightly improved ISP, decreased mass, increased thrust. - Fuel crossfeed toggle added to decouplers. - Launch clamps updated with new contract constraints. - Ejectatrons updated to use new contract constraints, and exhaust damage reducer, and other thermal settings. - Updated heat shield to current stock ablator settings and contract constraints. Slightly increased ablator quantity. - Updated conical/petal bay to use current cargo bay thermal stats and allow door deployment limit. - Adjusted inner attachment node on conical/petal bay to be offset inward like new stock settings on cargo bays. - Updated all engines/SRBs to use FXModuleAnimateThrottle for heat animation. - Updated all engines/SRBs engines to use new standard thermal settings, and new career contract constraints. - "Automatic Switching" button hidden for cluster engines, since it did nothing. - Adjusted fuel tank texture settings to reduce log warnings when SpaceY Expanded is not installed. - Fairings, decouplers/separators, and more updated to use new stock-alike thermal settings and contract constraints. - Launch Clamps updated with new contract constraints. 1.4 (2015-11-05) - More colors, balance. - Added three new colors to 5m tanks (when color switching is available): Red, Blue, and Grey. - Diameters added to 5m fuel tank names, for easy identification in VAB menu. - Rebalanced the weight ratios of all SRBs, to correspond to KSP 1.0.X balance: - Increased dry mass (did not alter propellant amounts, ISPs, thrust values, etc). - Wet/Dry mass ratio is on sliding scale. Larger & more advanced SRBs have better mass ratios. - Removed stripes from procedural fairings (will affect SpaceY Expanded as well). - Slightly improved the texture rendering for the 5m fueled nose cone in the VAB menus. 1.3.1 (2015-10-18) - Bug fix. - Fixed the ModuleManager conditionals to detect when the prerequisite mods are missing for fuel tank appearance switching. 1.3 (2015-10-16) - Engine and fuel tank Update. - HotRockets adjustments: - Corrected some of the internal ID assignments (M/K engines). - Made corrections to particle scaling for all LFO engines. - Switched M,R series engines to use yellow flame instead of blue (RP1/kerosene inspired). Blue will be moved to the Penguins. - LFO engines will now animate their heat glow based on throttle (like "Better Emissives" patch) instead of temperature. - I've been debating this one for a while. We'll try this out and see how it goes. - It's contained in patch called "SpaceY_HeatAnimation.cfg". Delete it or rename the "cfg" part to disable. - Patch will also apply to SpaceY-Expanded engines. - New default custom flame/particle effects for all LFO (K,M,R series) engines. - New engine bell art assets for the M,R series of LFO engines. - Color switching added to 5m LFO tanks. To be enabled, requires Firespitter or InterstellarFuelSwitch, and SpaceY Expanded. 1.2 (2015-10-08) - Tweaks. - Added LC2 launch clamps to TweakScale config. - Removed erroneous flagDecal module from LC2 launch clamps. - Added bottom stack node and shroud to the R1 single Ratite engine. - Added surface attachment to K1,M1,R1 engines. - Note: May cause some occasional goofiness with saved crafts in the VAB/SPH saved with the old versions. Best to remove, re-attach, and re-save. - With InterstellarFuelSwitch or Firespitter, stack attachment bases can be toggled on K1,M1,R1 engines. - Improved labeling on shrouds for K1,M1,R1 engines. 1.1 (2015-09-30) - Update. - Increased connection breaking strength on many parts. - Added second set of launch clamps, with long retraction range to reach around boosters. 1.0.4 (2015-09-23) - Tweaks. - Fixed a double entry in the TweakScale config. - Corrected an issue with some parts not showing up in CTT's tech tree. 1.0.3 (2015-09-02) - Tweaks. - Increased joint breaking strength on 3.75m and 5m thrust plates. - More file preparation to support the "SpaceY Expanded" dependency. - Added spotlights to the docking ports. - R1 ratite engine moved up to Very Heavy Rocketry tech node. 1.0.2 (2015-08-26) - Tweaks. - Custom sounds disabled by default, until better ones can be located. - To re-enable, rename "SpaceY_CustomSounds.txt" back to "SpaceY_CustomSounds.cfg" (note the ".cfg" suffix). - Added new "Massive Structure" tech node (when not using Community Tech Tree). - Moved all 5m structural/interstage adapters, docking port, and stack decouplers to this new node. - Moved all 5m structural/interstage adapters, docking port, and stack decouplers to "Experimental Rocketry" in CTT. - Cleaned up some of the Community Tech Tree configuration (organizing). - Added the longest 3.75m SRB to the Gigantic Rocketry node in CTT, where it should have been. - Added the longest 3.75m SRB to the Massive Rocketry node in non-CTT tech tree, where it should have been. 1.0.1 (2015-08-21) - Tweaks. - Converted the 3.75m SRB textures to DDS format. - Added missing manufacturer setting for 10R radial SRB. - A few minor tweaks in preparation for the 7.5m spin-off pack (since this pack will be a dependency). - Moved "README" and "CHANGELOG" to the mod's directory. - Corrected a problem with multi-mode engine gimbal. - R5 engine moved down to "Experimental Rocketry" node in Community Tech Tree. 1.0 (2015-08-05) - New things. - Changed version numbering to 1.x to indicate we're no longer in rapid growth. - Added a longer 5m (15m long) fuel tank. - Added a set of 3.75m SRBs, stackable wih shrouds. (functional as lower/middle stages) - Reworked the models/textures for the 2.5m SRBs. 0.17.6 (2015-07-26) - Tweaks. - Reduced heat production in all liquid fuel engines to be more stock-alike. - Slightly reduced heat production on 1.875m and 2.5m SRBs. - Slightly altered names on M-series and R-series engines for clarity. 0.17.5 (2015-07-05) - Tweaks. - Added ConductionFactor/convectionflux settings for petal bay. - Adjusted OMS/RCS blocks' RCS thrust vectors to remove 5-degree offset (and thus minimize cosine losses). - Moved custom engine sounds to separate "SpaceY_CustomSounds.cfg" ModuleManager file, for easy removal. 0.17.4 (2015-06-27) - M1 update, continued/hotfix - Addressed a problem with new straight fairing in M1 Moa engine: - Removed middle attachment node that was added. - Replaced the 3.75m->5m cone fairing with the 2.5m straight fairing. (doubtful many people use that one anyway). - KNOWN ISSUE: If you used the new fairing in 0.17.3 (during the 12 hours or so it was available), the fairing will be invisible on ships already constructed. - requires KSP 1.0.4 to not be save-breaking 0.17.3 (2015-06-26) - M1 update. - Added a middle-length, 2.5m "straight" cylindrical fairing to the M1 Moa engine. (requires KSP 1.0.4 to not be save-breaking) 0.17.2 (2015-06-22) - KSP 1.0.3 balance update. - Updated thermal and ablator properties of heat shield, and removed transparency. - Updated thermal settings on many parts, for stock balance, including nose cones, fairings, SRBs, Engines, etc. - Fairing mass & thermal values updated. - SRB ISPs rebalanced, to be equal to some of the better performing stock SRBs. - Adjusted SRB propellant capacities and costs. 0.17.1 (2015-06-21) - SRB hotfix - Corrected a problem with colliders on the new 21m long 1.875m SRB (should no longer fall through the pad). 0.17 (2015-06-18) - Thermal help, plus SRBs. - Increased "thermal mass" multiplier and heat conductivity for thrust plates. - Increased "thermal mass" multiplier for structural/conical size adapters. - Increased heat tolerance for thrust plates and size adapters. - Shortened SRB names to "SRB" instead of "Solid Rocket Booster" to save space in the UI. - Added a new (21m) long 1.875m SRB. - Added a new (9m) long 0.625m SRB. 0.16.1 (2015-06-09) - Hotfix - Fixed R7 engine description. - Converted R7 supplemental texture to DDS format. 0.16 (2015-06-09) - New engine, etc. - Deleted an unused texture. - Moved the large launch clamps later in the tech tree. - Restored the R5 engine to 11,000 thrust (10% increase over the previous few versions). - Added new R7 engine cluster with integrated fuel. - Adjusted sound for R5 (and new R7) engines. 0.15 (2015-06-04) - Tweaks & fixes - Updated Deadly Reentry config with more current data. - Added support for Modular Fuel Systems (Modular Fuel Tanks). - Small tweaks to conical payload bay; shielding should theoretically work better now. - Closed a small gap in the colliders on the conical payload bay. - Added VAB/SPH transparency to conical payload bay. 0.14.1 (2015-05-28) - Balance tweaks - Increased cost, torque, and battery capacity in both probe cores. - Improved ISP for most engines at extreme atmospheric pressures (Eve). - Changed flag/agency images back to PNG format so they'll work again. 0.14 (2015-05-20) - Hot fix, finalizing as 0.14. - New RCS block set to be physicsless. 0.13.2 (2015-05-20) - Fixes & Engine rebalancing against stock. - Corrected the 3.75m fueled nose cone to appear in the size-3 bulkhead profile. - Corrected the manufacturer setting on the 0.625m SRBs. - LFO Engine balance pass. Note that a lowered Vacuum ISP results in improved sea-level thrust: - K1 engine: Lowered vacuum ISP. - M1 engine: Increased mass slightly, and lowered vacuum ISP. - M5 engine: Increased mass, and lowered vacuum ISP. - M9 engine: Lowered vacuum ISP. - R1 engine: Increased mass slightly, raised sea-level ISP, and lowered vacuum ISP. - R9 engine: Raised sea-level ISP, and lowered vacuum ISP. - Added a 5-way RCS block (without integrated engine). - Fixed a minor texture issue with the smaller "Dibamous" RCS/OMS engine block. - Slightly increased RCS thrust on the smaller "Dibamous" RCS/OMS engine block. 0.13.1 (2015-05-14) - SRB adjustments, etc - Corrected several TweakScale settings to allow scaling of various engines, plus fairings and heat shield. - Small amount of gimbal added to 2.5m SRBs. - Added an intermediate sized radial SRB. 0.13 (2015-05-09) - More heatshield goodness. - Fixed a typo in the Community Tech Tree config. - Corrected the bulkhead profile for the new mini radial SRB so it's not listed as a size-0 stack part. - New texture for the procedural fairing panels. - Adjusted the procedural fairing panels to begin at upper edge of base. - Added large (5m) heat shield. 0.12.3 (2015-05-08) - 1.0.2 adjustments - Tweaked the conical cargo bay's drag cube. - Fixed a configuration typo for the 3.75m to 2.5m thrust plate. - Reversed the attachment node priority order for extremely thin parts (docking ports, probe cores, thrust plates), so that they attach more easily. - Updated "Community Tech Tree" support for compatibility with CTT's new design. - Improved performance of monopropellant engines in atmospheric pressures > 1. - Corrected the career-contract settings for the launch clamps so that they match stock. - Added NASA engine sounds to SRBs and engine clusters. - Added a pair of small scale (0.625m) SRBs. 0.12.2 (2015-05-01) - 1.0.1 adjustments - Improved gimbal on liquid-fuel engines. - Adjusted heat generation on all engines to correspond to KSP 1.0.1 changes. - Adjusted all engine thrust numbers to correspond to KSP 1.0.1 changes. - Added "drag box" settings for conical cargo bay. - Converted textures to DDS format. 0.12.1 (2015-04-30) - More 1.0 adjustments - Fixed the 5m engines to no longer cause continuous smoke on the pad. - Tweaked the max-temps on the engines and fuel tanks. Now only 5-10% more heat tolerant than stock. - Adjusted heat generation/dissipation values on SRBs to match stock KD25k SRB. - Lowered ISPs of the liquid-fuel engines, due to stock rebalance. - Tweaked some of the thrust numbers for the liquid-fuel engines. - Tweaked ISP range of the monopropellant OMS/RCS engines to match stock. 0.12 (2015-04-29) - More tweaks, KSP 1.0 updates - Slight correction to 1.875m SRBs exhaust positioning. - KSP 1.0 compatibility pass (fixes to attachment nodes, heat scales, tech tree assignments, thrust/ISP scaling, etc) - KSP 1.0 balance pass, and additional settings. - Reassigned tech-tree locations. - Removed static fairings. - Added 1.0-like procedural 5m fairing. 0.11 (2015-02-18) - Beta, minor imrpovements - Corrected several mistakes in the Community Tech Tree patch. - Updated the HotRockets config to have different vacuum/atmo effects. - Added some gimbal to the 1.875m SRBs (inspired by the Space Shuttle SRB gimbal). - Slightly updated the texture on the 1.875m SRBs, plus other minor fixes. 0.10 (2015-02-06) - Aerodynamic and Structural Edition - Added "command station" settings to the probe cores for Remote Tech. - Added 5m and 3.75m inline fairings with optional size adapters + associated nose cones. - Added 5m and 3.75m Stack Separators. - Added taller 5m and 3.75m fueled nose cones, in the style of the fairing nose cones. - Added Deadly-ReEntry settings for the existing and new nose cones. - Significantly increased torque/breaking strength of nearly all SpaceY parts. 0.9.1 (2015-01-21) - The "rapid unplanned disassembly" mitigation edition. - Discovered that a lot of the torque/breaking strength numbers were set at 3.75m values: - Increased torque/breaking strength of all radial reaction wheels. - Increased torque/breaking strength of conical size-adapters. - Increased torque/breaking strength of all fuel tanks (which were set slightly lower than the 3.75m Kerbodyne tanks). - Increased torque/breaking strength of all decouplers. - Increased torque/breaking strength of all engines & SRBs, except the Kiwi/K1. - Tweaked torque/breaking strength of docking ports. - Tweaked torque/breaking strength of petal payload bay. 0.9 (2015-01-16) - Beta - Added a stack attachment node to "Dibamous" RCS/OMS pod. - Experimentally tweaked some strength settings on the docking ports. Let me know if this helps. - Adjusted colors on inside ring of large probe cores, to differentiate them in the VAB menu. - Several adjustments to the rigid landing-leg stack ring: - Adjusted size, positioning, rotation, and number of the legs. - Considerably improved strength / breaking force. - Switched to the actual landing-leg module to call the animation, so it responds to landing gear hotkey. - Added "SpaceX" style individual landing legs. - Added "Super Dibamous" combined RCS/OMS pod (larger variant of "Dibamous"). - All "thrust plate" parts have had their names adjusted, and color-coding added. - Added support for Connected Living Space, for the probe cores and docking ports. 0.8 (2015-01-09) - Beta - Added RemoteTech support for probe cores. - Added Engine Ignitor support for launch clamps. - Added auto-shroud to tops of cylindrical fuel tanks. - Altered fuel tank paint scheme to be a little more glossy, and less "satin". 0.7 (2014-12-27) - Beta - Removed the "ASAS" from the Radial Reaction Wheel texture, and slightly enhanced the gloss. - Added multi-mode operation to M5 and R5 engines, allowing for center engine cut-off, like Saturn-V. - Added 3.75m and 5m advanced probe cores ("Stack Guidance Systems") - Added 5m landing-leg "ring". Warning: Must land lightly, probably 3m/s or slower. Fragility is a known issue. 0.6.1 (2014-12-23) - Beta - Actually applied the thrust increase for the K1 Kiwi engine that belonged in the last update. - Corrected a few typos in part titles and descriptions. 0.6 (2014-12-23) - Beta - Removed SAS from Reaction Wheel parts, since it no longer works without being on a command pod/core. - Updated the naming convention for all engines, SRBs, tanks, and size adapters to be clearer and more consistent. - Added mode-switching for the M9 engine. Alternate mode engages only center engine, for landing. - Corrected K1 "Kiwi" engine's manufacturer so that it shows up in the SpaceY tab. - Increased thrust slightly on K1 "Kiwi" engine. - Increased thrust of R-series "Ratite" engines by 10%. - Increased thrust of M-series "Moa" engines by 33%. - Increased gimbal range of all M-series engines to 3 degrees. - Added RCS/OMS "Dibamus" monopropellant engine and maneuvering unit. - Slightly slowed the spool-up rate for all engines, to reduce sudden dissassembly syndrome with Z and X keys 0.5.1 (2014-12-16) - Beta Release, 0.90 tweaks - Added an even larger SRB, a 2.5m x 23m monstrosity. - Fixed manufacturer icon in VAB/SPH manufacturer-sort. - Reduced dry-mass of fuel tanks, to be more competitive with the new Mk3 LFO tanks. 0.5 (2014-12-15) - Beta Release - No changes strictly necessary for 0.90: - Engine/FuelTank split is automatic, but we went ahead and updated to explicitly categorize anyway. - Leaving SAS basic capability on the reaction wheel parts for now. - New naming scheme for engines, as a parody of SpaceX's naming. Flightless birds instead of raptors. - D1 engine renamed K1 "Kiwi" - F1/F5/F5 "Falcon" engines renamed M1/M5/M9 "Moa" engines. - R1/R5 "Raptor" engines renamed R1/R5 "Ratite" engines. - Added Heavy-Duty Launch Clamp - Added TweakScale support for the M1 engine that was missing. - Added missing TweakScale "adapter 3-1" scale (which was fine if you also had Modular Rocket Systems installed) - Added HotRockets support - Repainted the ejection arrows on the radial decouplers to be blue. - Made several changes to the K1 engine: - Moved earlier in tech tree, to Heavy Rocketry, alongside Skipper instead of Mainsail. - Repainted turbopumps to be blue - Added a cylindrical shroud, and stacking capability. - Improved ISP (mostly at the vacuum end). - Corrected the attachment node to be 1.25m size (instead of the default of 0.625m). - Changed several stats of the 1-way thrust plates (shrouded size adapters): - Moved the 3.75m->2.5m and 2.5m->1.25m units earlier in the tech tree. - Reduced mass of the 3.75m->2.5m and 5m->3.75m units. - Slightly reduced costs of all three. - Added a fourth size: a shorter duplicate for the 2.5m->1.25m for use with smaller engines. - Adjusted naming convention of parts and model-numbers to be more consistent, across the entire parts list. 0.4 (2014-12-10) - Beta updates - Increased gimbal range of all engines, slightly. - Decreased dry mass of all fuel tanks slightly (dry/fueled mass ratio is now between stock 3.75m and 2.5m tanks). - Added "D1" 1.25m booster engine. - Added upper-stage (with fairing) single-engine thrust-plates: - 5m to 3.75 adapter - 3.75m to 2.5 adapter - 2.5m to 1.25 adapter - Added non-fueled size adapters with multiple target sizes each, with a shared texture (from the 5m to 3.75m adapter): - 5m to 3.75m/2.5m/1.25m adapter - 3.75m to 2.5m/1.25m adapter - Added 3.75m to 2.5m conical "petal" payload bay, with functioning doors 0.3 (2014-12-03) - Beta updates - Repainted 5m decoupler to match fuel tank stripes, and have blue triangles. - Repainted 5m to 4x 2.5m adapter, to match fuel tank stripes. - Repainted 5m to 3.75m fueled adapter tank, to match the other stripes (sensing a theme?) - Added external fuel pipes on 5m to 3.75m fueled adapter tank. - Rotated engine bell pattern on F5 cluster engine, to match the R5 orientation. - Raised center engine bell on F5 cluster, so that all five are mounted at the same height. - Added 3.75m and 5m docking ports. (5m port is in "nanolathing" 1000-point tech-tree node) - Added "thrust plates" with optional stacking as upper stage clusters with shrouds (with a shared texture): - Note: These are in the "nanolathing" 1000-point tech-tree node. - Added 3.75m to 5x 1.25m adapter - Added 3.75m to 7x 1.25m adapter - Added 5m to 8x 1.25 + 1x 2.5m adapter - Added 5m to 2x 2.5m adapter 0.2.1 (2014-11-25) - Quick Fix - Fixed logo path for SpaceY agency config (for career mode) - Changed "F1" engine to have conical size-adapting fairings instead of cylindrical. 0.2 (2014-11-25) - Beta update - Added "Community Tech Tree" support. If CTT is installed: - Moves tall 2.5m SRB to "Gigantic Rocketry" - Moves R5 (SaturnV-like) engine to "Gigantic Rocketry" - Changed sort-order in VAB/SPH menus for SRBs and short tank, so short versions are first. - (requires delete before reinstall of mod, or else you'll get double entries) - Added "Ejectatron", equivalent to 10x Sepratron. - Added intermediate height fuel tank. - Added 5m & 3.75m external-ring ASAS reaction wheel systems. - Added "R1" engine (single from the "R5" SaturnV-like cluster). - More thrust than Mainsail, and a little lighter, but much less efficient, costs more, and doesn't stack. - Added "F1" engine (single from the "F5"/"F9" engines clusters). - Less efficient and pricier, but more powerful and lighter than the Skipper. Accepts stacking in 2.5m and 3.75m. - Slightly improved "R5" engine cluster's efficiency. - Reduced the price and research costs of all liquid fuel engines. - Repainted fuel tanks, conical size adapters, and engines to be less "busy", and more SaturnV-like. - Slightly increased the "gloss" on tanks, so that the paint has more of a satin finish. - Updated TweakScale settings and moved them to a file called "SpaceY-TweakScale.cfg" for easy deletion/modification. 0.1 (2014-11-17) - Initial Beta test version. ---------------------------------------------------------------------------------------------------------------
  25. Because UbioZur has kindly allowed to update his work, Alewx and girka2k have taken care to update and maintain this great mod. From the UbioZur's original thread: ----IMPORTANT---- These are the basic requirements that are necessary for any support of the issues that are happening. -What KSP Version is used -What Welding Version is used -Which Mods are installed -Preweldment craftfile -KSP.Log If you do not provide this information, do not expect great help. ----IMPORTANT---- Please read carefully "Known limitations" and "Known Issues" sections before using this mod. The program is still under heavy development, so you may encounter problems when using it, and the result of it's work may not satisfy you. In this case, do not hesitate to report it here. This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Download version 2.5.3 for KSP 1.4.2 Download version 2.5.2 for KSP 1.3.1 Download version 2.5.0 for KSP 1.2.2 Download version 2.3.3 for KSP 1.1.2 Download Config and Icons for very useful Filter Extensions mod. Examples for welding (even including single animated parts): Latest changes: 2018-04-06 - Version 2.5.3 - Continued Recompiled for KSP 1.4.2 2017-07-09 - Version 2.5.2 - Continued Recompiled for KSP 1.3.1 2017-07-09 - Version 2.5.1 - Continued Recompiled for KSP 1.3.0 Fixed empty WeldedMeshSwitch slots 2016-11-15 - Version 2.5.0 - Continued New Feature: Internal merging Welding parts with internals will now create new internals for this weldment Improved mass calculation precision 2016-11-15 - Version 2.4.4 - Continued Fixed NPE with certain parts Full history of changes: Installation As usual, extract the GameData folder from archive into the main folder where your game is installed - for example: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program WARNING! Don't delete GameData\UbioWeldingLtd\Parts folder or you will lose all your weldments! Usage Create the set of part you would like to weld inside the VAB or SPH Press button in stock Launcher Follow the instructions. Weldments will be saved in the GameData\UbioWeldingLtd\Parts folder Reload game and then you will have your weldment available on the part list. (You can try to save time by enabling the "Database autoreload" option in settings, but it should be borne in mind that this mode is incompatible with many mods and can cause problems.) Known limitations / supported and unsupported mods If you weld together multiple RCS, you will not be able to use the weldment for rotation - the game doesn't allow it. Don't include in your weldment more than one Leg/Light/Solar panel/Science experiment - it is game limitation. The main restriction is not to weld together two identical parts from this list. So for instance, you should not weld two legs together. One leg and one illuminator on the same weldment does not present a problem. Also it is better not to combine together several Docking ports in one weldment. If you weld Engine with integrated Alternator, your weldment always will have Electricity amount equal to 0 even if you have welded a battery to it (Bug/Feature of the game). Multiple Engine with Fairing are not supported by the game. Generally, I suggest not include the engine(s) in your weldment. Crew Hatch: Game allow them only near the CoM of the weldment or hatch will be unusable. Game won't allow several hatches. Winglet/wings/control surfaces/parachutes: they can/must work incorrectly after welding. Wheels are cuasing problems with craft spawns. Other limitations will be described Soon(â„¢) Incompatible mods: You can have all these mods installed, and will have no problems. But welding the parts from them will lead to unusable weldment. Procedural parts Infernal Robotics Compatible mods: Tweakscale Hullcam VDS (only one camera per weldment) Remote tech (don't add more than one antenna to your weldment) Feel free to share in this thread what mods works and don't work for everyone to know. Known Issues welded engines are causing a major trouble, already when they are welded and also as a new part. Other stuff Sources The latest version for 0.25 The latest version for 0.24.2 Legal stuff Code and artworks are licensed under the Attribution-NonCommercial-ShareAlike 3.0 (CC BY-NC-SA 3.0) creative commons license. See http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode for full details. This work based on malkuth's update for UbioZur's original code. All rights to original source code belong to UbioZur. The rights to malkuth's code update belongs to malkuth The rights to subsequent code changes and artworks belongs to Alewx and girka2k Thank you UbioZur for kind permission to continue your work! <--- If you suddenly decided to press star to raise reputation, do not forget that support of this mod is our joint work with Alewx and Girka2k so please raise his reputation too!