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Found 250 results

  1. Beta versions on GitHub Including New Horizons, Rosetta + Philae, LADEE and soon many more! Join me on Discord! (Special Gojira Guide HERE) (More pics) Planned features Roadmap Known issues IVA's on dragon and Gojira are still missing. Coming in 1.4 (I found a mod called "MAS IVAs" and that basically screwed up my planning for my IVAs... sorry!) 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) Advanced Textures (For the strongback) Recommended Mods Smokescreen 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 @Nessus_ 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
  2. Introducing Konstruction! Konstruction adds new parts and game mechanics to KSP centered around base and orbital construction! Features: Weldable, configurable construction ports, with auto-rotation and configurable parameters on the fly. Once connected, these can be removed, resulting in a permanent joint between the parent parts of the two ports. Design your assembly in the VAB, cut it up and add construction ports, reassemble in-situ. Great for large bases and stations, or building larger vessels in orbit! Konstruction also includes an array of parts that can be used to create forklifts, cranes, magnetic couplers, stabilizers, etc. - ideal for building vehicles to help with in-situ assembly. If Module Manager is installed (not included till an official 1.2 version drops), the claw will have a magnetic grappler added to it automatically. Lastly, Konstruction includes the absolutely adorable Akita Rover. Small enough to fit in a Karibou cargo bay, great as a little runabout for your base. And now the important bits! Download Links Use any of the links below to download this mod, or pick it up via CKAN. Source Code and Change Log Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Configuration files and code are licensed under the GPL v3 license (see attached). 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
  3. 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!).
  4. Procedural Parts, Tidal Stream Branch. Download Latest Releases for Procedural Parts Starwaster has not recompiled Procedural Parts for Kerbal Space Program 1.3.1 so it is marked as incompatible in CKAN. There was a pull request for this on Github but it has not been merged. So I decided to fork it and make the necessary changes. Full description in the original thread. It supports 1.3.1, 1.4, and 1.5, and the releases are on CKAN so people can install it easily instead of having to do it manually. Licence Remains as CC-BY-SA 3.0 Unported.
  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 1.6.8 for KSP 1.4.X to 1.6.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 Brazilian Portuguese by @VaPaL, @MaximumThrust @Daniel Prates and MarcosEduardo2007 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. KSP 1.6.1 Stockalike Station Parts Expansion Redux [1.1.0] Last Updated January 17, 2019 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 the MIT 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 (GitHub) 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.
  7. 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 -- APU in Action: 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!
  8. 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!
  9. Download via the USI Catalog Page This modpack is a repackaging of the PackRat Rover as well as new parts geared towards planetary exploration. Contents: The Pack-Rat Rover. A modular heavy-duty Rover for all of your planetary exploration needs. Easy to assemble Durable Balanced No twiddly surface attachment - everything snaps in place Integrated RTG and batteries Integrated headlights Glow-in-the-dark tape, for when you forget to turn the lights on... Handles like a dream - Munar speeds up to 20m/s Includes experiment storage lockers Includes a new science component (a data camera) Six customizable equipment slots (demo includes four science crates, a seat, and a data camera] Includes a Rover Delivery System - a cage framework with plenty of surface attachment space, and nodes for both the Rover and stack attachment in a 2.5m form factor (though a 3.75 fits the entire wheelbase of the Rover cleanly) Oh... And it can be completely assembled in the field using KAS... If you are assembling this as a sub-assembly in the VAB, start with the roll cage (it has a spare attachment node on top) If you are assembling this via KAS, start with the Front (and surface attach it to a pylon or something so your Rover does not fly away on minmus or something) The Advanced Extravehicular Suit (AES) What started out as a hardened EVA pod soon transformed into an assortment of small parts to extend it's functionality. Parts included: The AES Commad Pod - Tiny, with full glass IVA Micro SAS Micro RCS thrusters and mini tanks Micro decoupler (so handy!) Electric ducted fan motor (atmo only) - Nifty in that it ties to both the RCS and Engine systems FireSpitter and ModuleRCSFx are both required and included. Requires the Community Resource Pack (resources only, no ORS maps) as well as various USI DLLs (all included). 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 Additional Modules: This package redistributes FireSpitter This package redistribures Module Manager Download on GitHub: https://github.com/BobPalmer/ExplorationPack/releases Changelog: 0.2.5 - 2014.11.01 [LIST] [*]Reorganized folder structure to better support package managers [*]Included complete CRP [*]Replaced TGAs with PNGs [*]Increased maintenance pod range to 5m [*]Thanks to FrancoisH, fixed several broken welded parts [*]Thanks to Deadpan110 for surface attachable packrat wheels [*]Merged in the Safety Light, and made it KAS-attachable [*]Updated FireSpitter DLL [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]DRE/ATM support for the HERP command pod and jumpseat [*]Fixed typo in Jumpseat name/description [*]Minor update to HERP IVA [*]Added in HERP lights [*]New maintenance pod and various crates for resource transfer [*]Bundled KERT for EVA Transfer support [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Synced ORSX/CRP changes [*]Added the HERP command bubble and Jumpseat pods! [*]FAR/NEAR support [*]Engine tweaks for the ducted fan engines [*]DRE support [*]ATM support [*]Better packrat wheels! [*]FireSpitter Hover Mode! [*]Corrected model for ducted fan (transform issues) [*]Switched to latest USI DLLs [*]Switched to ORSX and new CRP [*]The PackRat has been adjusted again - be careful, old ones may have bees. [*]Updated RDS cage (3.75m) with matching fairings [*]Ducted fans have attachment nodes and should play symmetry better [/LIST] 0.1.3 - 2014.09.12 Bundled ORS 0.1.2 - 2014.09.12 [LIST] [*]Small update to the duct fan model - beware this may cause your ships to look weird as some transforms changed. [*]Slight boost to RCS power, texture size reduction, some model updates. [*]CRP Integration [*]USI Tools Refresh [*]Internals tweaks [*]Fixed bug where IVA caused a transparent pod [/LIST]
  10. 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 Remote Craft Crewed 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.
  11. About This is the new thread for B9 Aerospace. The old thread is available here This pack adds a vast selection of new parts, introducing new spaceplane components such as new engines, cockpits, wings and fuselage systems, new structural components for orbital installations and colonies, and so on B9 was originally developed by @bac9, @Taverius, and @K3-Chris, now maintained by @blowfish and @Flashblade with help from many others Requirements The latest version is compatible with KSP 1.5.x. The bundled dependencies are for KSP 1.5.1 and may not work on other versions. All other KSP versions should be considered incompatible. If you are on an earlier version of KSP, however, you may be able to find a compatible version of B9 here B9 depends on several other mods to make it work. They are included in the download, and listed below in the "Dependencies" section. Installation Instructions You can install with CKAN and have the dependencies installed automatically. If you are doing a manual install, open the zip you downloaded, find the GameData folder and copy all of its contents into your existing GameData folder in KSP. If you already have any of the bundled mods, check which one is the latest version. Note that the core and HX packs come with the same version of some dependencies. B9 will not work unless installed correctly. If you're having issues, please verify that you have installed it correctly. Download Three packs are available for download: B9 Aerospace Core Pack - All of the main spaceplane parts B9 Aerospace Legacy Pack - Older Mk1 and Mk2 parts, modular wings. Requires the core pack and all of its dependencies B9 Aerospace HX Pack - Large blocky futuristic parts. Does not require the core pack, comes with its own dependencies Download mirror: S3 Also available on CKAN Changelog Latest Version Release 6.5.2 Release for KSP 1.4.2+ Fix RCS effects being backward and too big Update CryoTanks patch to be consistent with current CryoTanks Previous Versions FAQ Q: The mod crashes the game for some reason, what can I do? Make sure that everything is installed correctly, your dependencies are up-to-date, and you are on the correct version of KSP. If you can't find the issue read this helpful topic and post the issue in this thread. Be sure to include your logs! If you are quite certain that you have found a bug, you can create the issue on our Github page. Try to provide as much detail as possible - logs, example craft, reproduction steps. Also be sure that the issue is reproducable with only B9 installed. Posts along the lines of "Its not working" or "Everything is broken" won't really help us much. Q: I don't understand a thing in those IVA displays, there are too many buttons and screens Here is a very helpful manual. Q: Why aren't you respecting stock balance? Mods should reference stock for the configs of the new parts, otherwise balance of modded game would be all over the place! While we try to respect stock balance as much as possible, there are a number of inconsistencies in the balance of stock parts that make it impossible to keep balance against every stock part. If something seem very far off of what it should be, feel free to ask in this thread. Q: I can't find those huge blocky parts from the opening image in my part catalog. Why are those missing? They were recently separated into another download as they mostly don't share dependencies with the main part of the mod and as many people prefer not to use them. Q: I can't find the modular wing pieces that are depicted on many screenshots of this mod. Why are those missing? They were removed and will no longer be developed. They are available as an optional download in the Bitbucket repository linked on top of this post, but we do not recommend using them. A far better option is using procedural wings, since you'll have just one part with just one material and just one texture covering any possible wing shape then. Good for performance, good for design freedom, good for looks. Grab the procedural wings here. Q: Why aren't procedural wings integrated into the main B9 package? Because they have entirely separate dependencies and are maintained by different folks. Merging them will only needlessly complicate updates. Pictures New Mk1/Mk2 Parts HX Parts Old Screenshots Dependencies Core Pack B9AnimationModules plugin by blowfish B9PartSwitch plugin by blowfish Firespitter plugin by Snjo and RoverDude ModuleManager plugin by ialdabaoth and sarbian RasterPropMonitor by Mihara and MOARdV SmokeScreen plugin by Sarbian Legacy Pack Depends on the core pack and all of its dependencies (not included in the legacy pack download) HX Pack B9AnimationModules plugin by blowfish B9PartSwitch plugin by blowfish ModuleManager plugin by ialdabaoth and sarbian SmokeScreen plugin by Sarbian Credits Old core team: bac9 - 3D modeling, texturing, editor tools Taverius - balance, 3D modeling, craft design, maintenance K3|Chris - 3D modeling, texturing, IVA New updates: blowfish - plugin code, maintenance, balance, coordination of new updates flashblade - various contributions V8jester and M4ck - stack node adjustments danfarnsy and JaredTheDragon - RPM fixes joshwoo70 - RT compatibility sparkybear - Part tags taniwha - Fix for planet-illuminating lights Contributors: Nazari - HotRockets Engine FX: forums jadebenn, Hyomoto, Helldiver - RPM MFD configuration. alexustas - RPM MFD configuration FPSlacker - HR exhaust pressure compensation Special thanks: DYJ C7 r4m0n Sarbian NathanKell egg snjo ferram4 Mu mrBlaQ License This work is shared under CC BY-NC-SA 3.0 license. Dependencies may come under their own licenses. Please check dependency documentation for details.
  12. Download from Curse or Download from SpaceDock Tired of throwing away your rocket every time you launch? Look no further! This collection of parts will help you build reusable rockets, SpaceX-style. Includes: Falcon 9 Landing Legs in three different sizes. Firespitter required for black variant. New Glenn Landing Legs in two different sizes. ITS Landing Legs in two different sizes. New Shepard Landing Legs in two different sizes. Grid Fins for control and additional drag on descent. Deployable Wings to fly back stages. SuperDraco Engines to land your capsules and provide in-flight abort capability Fuel Tank with ladder extension Heat Shield with integrated shroud, decoupler and deployable landing gear Docking Port compatible with stock docking ports Recommended mods: Flight Manager for Reusable Stages Trajectories Compatible with: TweakScale RealPlume Ferram Aerospace Research Installation: Move the "KerbalReusabilityExpansion" folder to KerbalSpaceProgram/GameData/ and you're good to go. With CKAN CLI: ckan.exe install SpaceXLegs How to: Build a reusable first stage Special thanks to: @nli2work for making the legs work initially for 1.1. The setup has since been redone but it would have been much harder without that help. @DerpyFirework for contributing the plug-in for the grid fins. It's in the public domain and can be found here. Good luck landing stages!
  13. 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 1.6.0.9 for KSP 1.4.x and higher Universal Storage 1.3.1.9 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.
  14. 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
  15. SEP v2.7.1 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!
  16. 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!).
  17. Starlord Kerman

    Flat-Bottom Shuttle Systems

    Flat-Bottom Shuttle Systems is a modular parts pack which allows you to build flat-bottom space planes! These parts have a triangular cross-section of 2.5m and, due to the flat bottom, provide some lift. Please note, the RasterPropMonitor mod is required for the IVAs and will have to be downloaded separately. Comments and feedback are appreciated. Updated: 1/29/2019 Download from: SpaceDock Required: RasterPropMonitor Parts List: Sample Images: Cross-section Specifications: Please note this mod is still a work in progress. Next Update:
  18. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx NOTE TO ALL USERS OF SM MARINE There are issues in KSP 1.6.x with certain parts containing multiple animations . These issues display as broken information in the PAW (right click menu) and the animations being inoperative . The fix is fairly simple but time consuming to do and will be dealt with in a small update shortly. This and the broken IR aside all parts appear to be working well and fully functional in 1.6.x xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx SM Industries Presents v0.9.9.3 SM Marine KSP 1.4.X BDA 1.2.X OnlyUse SM Industries Included SM Marine NEEDS the SM_Industries plugin and localisation dictionary in order to function correctly It is important to have the version that matches the release, mismatched versions will result In Autloc text being displayed and parts may not appear SM_Industries for a latest releases can be found at the link below https://github.com/SpannerMonkey/SMIndustries/releases What is SM Marine? primarily its is a selection of parts and equipment to make your ships look more like ships, including better looking bridges with limited IVA, working radars, propeller drive systems, masts and antennas, I even found the time to add a few one part hulls As you may know I've been developing weapon mods forever and even as long ago as 0.16 I had working boats and submarines. upon my return I noticed a proliferation of boat mods and thought cool I like boats and ships a lot, i tried them and non of them fitted what I wanted, they were either too big, too complex or just not Spanner. So i started making a small selection of parts to make them more to my taste, along the way i dipped into my many years of experience in the marine industry and way too many hours spent on sea trials and made some hulls, that according to those who have tested them are some of the best behaved hulls in the game, naturally I'm biased. None of the parts are huge but they are all tweakscale prepared, so should you desire they can be huge . Typhoon and main cmd center IVA And its not all military Changelog Notes on functionality All radar units included in this mod require BD Armory in order to function. ALL drive units require a recent copy of the Firespitter DLL to be installed, without firespitter there will be no engine sounds. Would very much like a standalone version of the engine sounds functionality Propeller effects are provided by stock modules as is engine reversing. Extending Radar and small Radome the unit is telescopic and also includes a targeting camera, The fwd or neutral position is marked on the shell by use of a yellow line There are 3 types of anchor included all types work as anchors when attached to a KAS winch mount, in addition anchor 4 will activate the AirAnchor functionality of the HL airships airpark modules ( working on a standalone version for this mod) All structural parts will and should sink, please let me know if you find something floaty that should not be. Drive Units and rudders have 0 buoyancy. Each hull carries a small amount of ballast space, each Bridge unit has a pump for filling and emptying the ballast space. The drive units power scales with size so it is possible to overpower all the hulls should an overly large drive size be chosen, for best results keep scales in parity. The Rudder. do not be tempted to add several rudders in order to quicken steering, due to lift in certain circumstances now providing speed it is possible with multiple rudders to induce uncontrollable handling characteristics. The hulls steer at an acceptable rate for the size and mass All of the hulls has RCS thrusters acting as fine position and maneuvering thrusters, these are powered from ballast stored in the onboard tanks, To activate RCS you will need to pump some ballast into the tanks then activate RCS as normal, no ballast = no thrust All drives are intended to run on Intake Air and liquid fuel, the included intake mast will provide enough air for fairly large scales of engine, this part is also scale able For ease and simplicity of use the bridge units carry small generators for LF IA and EC And as a bonus all parts work well with other ship mods especially the Large Boat Parts pack that i am now maintaining while Laythe is otherwise occupied The new small hulls are not currently balanced for HullBreach, they are a lot more delicate than the LBP parts and balancing is a time consuming process, As soon as the balancing is properly achieved the cfg's wil be added to HullBreach. The larger hulls are almost there and will sink with cfg's included in HullBreach The Tug can attach to any other vessel using the included grab parts, styled as a push bar and truck tire these function exactly the same way as the stock Klaw. To use mount the chosen type on your craft, once launched, select arm, this will raise the visible contact pads. To attach to another vessel approach should be around 1m/s any slower and it will not trigger, any faster and you may bounce off before the module can grab the other vessel. To release select release from the gui. Most ships in LBP can be moved by two tugs 1 at the stern of the vessel to be moved and one attached via the Truck Tire klaw to the side of the vessel to be moved just forward of midpoint. this forward tug provides steerage Craft Files Basic Builds Special thanks go to @gomker @XOC2008 @V8jester without whom the mod would not be as neat as it is , and thanks to all the others who've presented ideas, random thoughts which have become a reality Download from SpaceDock other downloads available shortly GitHub Requires SM_Industries Dictionary assembled and created by @gomker SM_Industries EN US Localisation Dictionary Now available stand alone airpark works with the NEW ship main anchor Mods that are considered essential in order to fully use every item in this mod and Other Ship and Boat related useful mods and addons see below ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Hi all A Note concerning issues. There is now a git repository for SMM in order to access and provide a hard record of any issues that occur, as the mod list grows the more i find I'm forgetting and things that should be dealt with are slipping between the cracks. Therefore it makes sense to do something properly for a change . You can find the issues reporting page at this link https://github.com/SpannerMonkey/SM-Marine/issues NOTICE SM Marine is published under license type All Rights Reserved please do not relist or distribute this mod in any form, via any medium or service without my express permission. Hi all yes the button is new, i don't ever expect anyone to bother, you are certainly not obliged in any way, I was asked by several people this week, if there was a donation button in order to show their appreciation, the wife saw the requests, and after a some discussion i have given in and added a donation facility
  19. Version 1.8.3.5 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 director What's going on with the Editor bulkhead filter tab? Bug in KSP 1.6/1.6.1 for parts that don't have bulkhead profiles defined. The latest (1.8.3.5) version of M2X fixes this. If you don't want to download a whole new update for a couple fixed parts, this MM patch will do the same. 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.
  20. 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
  21. Stockalike Service Module and accessories inspired by NASA’s Orion MPCV, and designed specifically for use with the stock Mk1-3 Command Pod. Download (V4.0.1 / 25 December 2018) CurseForge GitHub (Issue Tracker / Wiki) Dependencies AnimatedDecouplers ModuleManager RealChute Parachute Systems Supported Third-Party Addons Connected Living Spaces API Deadly Reentry MechJeb PEBKAC Industries: Launch Escape System RemoteTech TAC Life Support USI Life Support How To Install 1. Ensure that you have all of the aforementioned dependencies installed 2. Remove any previous version of the SDHI SMS add-on 3. Download from one of the sources above 4. Extract the .ZIP archive and copy the GameData folder provided into your KSP root directory The parts should then be located under the SDHI/Service Module System folder Usage - This parts pack is specifically designed for use with the stock Mk1-3 Command Pod - For assembly and configuration instructions, refer to the how-to guide on the wiki - A Launch Abort System is included in this pack, which has better performance than the LES from the stock game; it also comes with a built-in Solid Fuel-powered RCS thruster to allow mid-abort course corrections Uninstallation Instructions Remove the SDHI folder and all its contents from the GameData folder. If you have other SDHI part packs you wish to keep, just remove the Service Module System subfolder. Need Help? Please read the FAQ at the bottom of this post first, as it addresses common issues and their solutions/explanations. If your issue isn't covered by the FAQ, post your bug reports and support requests in this thread, providing as much information as possible (error logs, screenshots etc.). Optionally, you may also submit a ticket on GitHub. Licence This parts pack is licenced under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0), which in layman's terms means: - You are permitted to use, copy, redistribute my work as-is - You may remix your own derivatives (new models, alternative textures), and release them under your own name - You must credit Robin "sumghai" Chang (author, Sum Dum Heavy Industries Service Module System) when publishing your derivatives in the download and forum posts Further Information - Development thread (Behind-the-scenes, preview of upcoming features) Release Notes 4.0.1 - 25 December 2018 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.6.x - Tweaked textures to better match stock parts 4.0.0 - 27 October 2018 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Features: - All parts, models and textures rebuilt from the ground up for KSP 1.5.x - New Launch Abort System uses dual-mode Solid Fuel rocket engines - Jettison motors fire during default staging to pull Boost Protective Cover away from Mk1-3 Command Pod - Abort motors can be activated by changing engine modes using Abort Action Group - Localization support added - en-us included by default Changes / Fixes: - Several parts renamed to be more accurate to real-life Orion/SLS spacecraft - Updated Boost Protective Cover hatch cover and umbilical slot locations to be compatible with new stock Mk1-3 Command Pod - Removed jettison rocket engines from Boost Protective Cover, as Launch Abort System has now dedicated jettison motors - Parachute-equipped Clamp-O-Tron docking port now uses its own partial Clamp-O-Tron model and texture - Removed parachute-equipped IACBM docking port - This is due to the indeterminate status of FusTek Station Parts mod - The IACBM docking ring's dimensions also do not aesthetically fit the parts overhaul - Service Module now split into two parts - The Crew Module Adapter (formerly the Avionics Ring), a decoupler compatible with the SDHI 2.5m Heat Shield - The Service Module, a propulsion trunk with an integrated and uprated LF/LOX variant of O-10 "Puff" rocket engine - Building the a CSM stack no longer requires the LV-909 - Removed batteries and fuel cell from Crew Module Adapter - Crew Module Adapter is too small to realistically accomodate these features - Service Module still includes batteries and fuel cells - Removed support for a number of outdated third-party add-ons 3.2.4 - 18 June 2017 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.3 - Updated various MM patches to use FOR instead of FINAL - Added MM patch to hide parachute-equipped IACBM docking port from VAB/SPH editor parts list if FusTek Station Parts is not installed - Existing vessels that use the part are not affected - FusTek Station Parts development builds also now include a special MM patch with a FOR keyword to automatically re-enable the SDHI IACBM - (Pseudo-)Compatibility Patch for Ven's Stock Parts Revamp - If Ven's Stock Parts Revamp is installed, the parachute-equipped SDHI Clamp-o-Tron docking port will revert to using the stock Clamp-o-Tron model rather than the revamped model - Removed Ship Manifest plugin from list of Supported Third-Party Addons - Ship Manifest is still compatible with SDHI SMS, but is not neccessary for Connected Living Spaces-restricted crew transfers Bugs/Known Issues - PEBKAC support does not make use of LES pitch control motor RCS thrusters to actively point pod retrograde during abort - Kurld is working on adding this feature to the plugin in a future update 3.2.3 - 18 December 2016 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.2.2 - Fixed USI Life Support MM patch to use NEEDS instead of FOR - Added PEBKAC Industries: Launch Escape System compatibility - This automates Launch Escape System (LES) and Pod Boost Protective Cover deployment/jettison - Boost Protective Cover will automatically jettison when pod is pointed retrograde - Changed LES engines to use ModuleEnginesFX in order for compatibility with PEBKAC support - Added custom exhaust plume and smoke effects to LES main engines Bugs/Known Issues - PEBKAC support does not make use of LES pitch control motor RCS thrusters to actively point pod retrograde during abort - Kurld is working on adding this feature to the plugin in a future update 3.2.2 - 22 November 2016 --------------------------- Changes / Fixes: - Tweaked heat shield aerodynamics parameters so that pod stays retrograde during atmospheric reentry - Moved heat shield to Thermal category and Advanced Landing tech tree node - This brings it in line with the stock heat shields - Added USI Life Support compatibility - Eight days' worth of Supplies and Mulch storage for the standard crew of three Kerbals - Storage is applied directly to stock Mk1-2 Pod 3.2.1 - 20 November 2016 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.2.1 - Service Module and Avionics Ring tweaks - Increased reaction wheel torque from 5 to 15 kN/m - Set SAS to standalone operation, allowing crafts with inexperienced crew to have full SAS capaibility - Mk1-2 Pod Aeroshroud colliders are now manifold (closed) meshes - Launch Escape System (LES) pitch control motor RCS thrusters now have custom flame and sound effects 3.2 - 8 July 2016 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.1.3 - All models have been re-scaled to actual size in-game - Side fairings have been overhauled - They now split into thirds rather than halves, and include built-in solid rocket jettison motors to help push the panels away cleanly after separation - The parachute-equipped IACBM docking port has been updated to match the new design from FusTek Station Parts - The ports will now enforce docking orientation angles at 90 degree increments - Updated support for tg626's Kerbal Optical Alignment System (KOAS) mod, previously known as the Docking Target mod - This adds an inline docking camera and target to the parachute-equipped SDHI Clamp-o-Tron docking port 3.1.1 - 23 April 2016 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.1 - Added support for DennyTX's OLDD docking camera plugin to both parachute-equipped docking ports - All parts now have search tags - Improved heat shield texture and normal map - The fairingless LV-909 "Terrier" Liquid Fuel Engine has now been deprecated - This is because the stock LV-909 now includes the ability to hide the engine shroud - Existing crafts will not break, but users are encouraged to switch over to using the stock engine for new crafts - The fuel cell in the Service Module and Avionics Ring can now be toggled using Action Groups - The Launch Escape System (LES) has been reassigned to the more sensible Advanced Landing tech tree ndoe - This is a Level 6 node, which puts it on par with the other SDHI SMS parts - Tweaked the ModuleAnimateGeneric parameters used to prevent the Mk 1-2 Pod Umbilical Port from being toggleable outside VAB/SPH editor scene - KSP 1.1 fixed some typos in the parameters used in KSP 1.0.5 3.1 - 13 February 2016 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.0.5 - A dedicated Launch Escape System (LES) is now included in the parts pack - The LES runs on Solid Fuel, and is capable of lifting a Mk 1-2 Pod, heat shield and Pod Boost Protective Cover up to 2.0 km in altitude, making pad aborts viable compared to the stock LES - The LES also includes built-in RCS thrusters that are powered by its own independent Solid Fuel reserve, allowing mid-abort course corrections - Added support for tg626's Docking Target mod, which adds a cosmetic docking alignment target mesh to all Clamp-O-Tron docking ports - Dropped support for HotRockets! plugin - The plugin is currently not compatible/updated for KSP 1.0.5 - The fairingless LV-909 engine will now only have stock engine FX - Dropped support for Klockheed Martian Special Parts plugin - The plugin is no longer being maintained - The Heat Shield's flotation collar no longer works - Mk1-2 Pod Aeroshroud jettison motor thrustTransforms relocated to the sides of the shroud - The thrustTransforms were previously located under the skirt of the shroud itself, which would overheat nearby parts such as the Service Module and Heat Shield - Shroud texture modified to include jettison motor nozzles and warning label decals - Mk 1-2 Pod Umbilical Port no longer toggleable outside VAB/SPH editor scene - This long-standing bug was fixed with the introduction of scene-specific animation toggling in KSP 1.0.5 (courtesy of SQUAD developer NathanKell) - Rebalanced part costs to be in line with stock parts (courtesy Kerbas-ad-astra) - Avionics Ring now has higher entry/per part cost, lower mass and adjusted CoM offset - Service Module now has higher entry/per part cost, lower mass and adjusted CoM offset - Service Module Adapter now has lower entry/per part cost, lower mass and lower breaking force/torque - SDHI Heat Shield characteristics updated for KSP 1.0.5's thermal model - Side fairings and Mk1-2 Pod Aeroshroud colliders reworked using convex rather than concave meshes - Side fairings now decouple from the Service Module itself rather than the Service Module Adapter - The Service Module and Avionics Ring now have built-in support for MechJeb and RemoteTech - The Service Module and Avionics Ring decoupler will wait until the umbilical has fully extended before releasing the Mk1-2 Pod Bugs/Known Issues - Part testing contracts are generated in Career Mode - This not intended behaviour, since the SDHI SMS is intended to be tested as a complete assembled stack rather than in piecemeal - A future update might include a proper contract for testing the SDHI SMS 3.0.1 - 10 July 2015 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.0.4 - Heat shield is now compatible with 1.0.4's updated thermal system - Deadly Reentry support has also been updated accordingly, and the corresponding patch is now compatible with DRE 7.2.x - Fallback patch for stock parachute behaviour has been updated - Deployment altitude increased to 1000m - Minimum air pressure required to open reduced to 0.04 kPa - Both values are comparable to stock parachute part performance - Note: RealChute is still the recommended default Bugs/Known Issues - Mk 1-2 Pod Umbilical Port is now also toggleable outside of the VAB/SPH editor scenes - This is due to a limitation with the current stock KSP ModuleAnimateGeneric behaviour, but is not game-breaking. - Part testing contracts are generated in Career Mode - This not intended behaviour, since the SDHI SMS is intended to be tested as a complete assembled stack rather than in piecemeal - A future update might include a proper contract for testing the SDHI SMS 3.0 - 11 June 2015 --------------------------- WARNING: This is a potentially craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Changes / Fixes: - Compatibility Patch for KSP 1.0.x - The Service Module's fuel cell now uses the new stock ModuleResourceConverter system, and has the same performance as its stock standalone counterpart - Stack attachment node directions have been updated to conform with 1.0.x stricter definitions - The Node Resizer plugin is no longer required when attaching the Heat Shield to the pod, Service Module or Avionics Ring - All textures have been converted to DDS format for faster loading and reduced memory usage - A bright patch on the Pod Boost Protective Cover has been fixed - The Heat Shield is now compatible with the new stock reentry system - Ablative darkening is not used in SDHI SMS, and has been disabled - Deadly Reentry is still supported, and the corresponding patch is now compatible with DRE 7.x - The fairingless LV-909 engine has been updated to have similar performance to its stock counterpart - The Service Module colliders have now been fixed, so that surface-attached parts like solar panels and RCS thrusters should no longer float out from the lower propulsion trunk segment - The Service Module Adapter textures have been reworked to be visually consistent with the Service Module upper ring itself - The Pod Boost Protective Cover and Service Module Fairings are now fully compatible with the new stock aerodynamics system - This requires the latest version of the AnimatedDecouplers plugin, which provides special versions of the standard decoupler/jettison PartModules in order for the stock ModuleCargoBay to know when to update its drag occlusion behaviour - Removed Ferram Aerospace Research MM patch for Pod Boost Protect Cover - The latest versions of FAR now intrinsically and automatically handle drag occlusion for hollow parts, making such patches redundant - Fixed HotRockets! MM patch for the fairingless LV-909 engine Bugs/Known Issues - Mk 1-2 Pod Umbilical Port is now also toggleable outside of the VAB/SPH editor scenes - This is due to a limitation with the current stock KSP ModuleAnimateGeneric behaviour, but is not game-breaking. - Part testing contracts are generated in Career Mode - This not intended behaviour, since the SDHI SMS is intended to be tested as a complete assembled stack rather than in piecemeal - A future update might include a proper contract for testing the SDHI SMS 2.4 27 December 2014 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 0.90.0 - Added Editor Part List Filter By Manufacturer Icon for SDHI - Heat shield floatation collar powered by Klockheed Martian Special Parts now considered an optional feature instead of a depedency Bugs/Known Issues - In the VAB/SPH editor scenes, When surface-attaching solar panels and other small parts to the ribbed propulsion trunk segment of the Service Module, the parts will sometimes appear to be suspended a fair distance away from the surface - The problem generally occurs when angle snap is enabled, possibly due to editor scene changes in KSP 0.90.0 - No known fix - Part testing contracts are generated in Career Mode - This not intended behaviour, since the SDHI SMS is intended to be tested as a complete assembled stack rather than in piecemeal - A future update might include a proper contract for testing the SDHI SMS 2.3 10 October 2014 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 0.25.x - Updated references and scaling factors in stock parts used by SDHI (such as the Fairingless LV-909 and Clamp-O-Tron Docking Port - Parachute version) - Replaced FSanimateGeneric with new stock KSP ModuleAnimateGeneric - IACBM fins, Boost Protect Cover hatch and Mk 1-2 Pod Umbilical Port remain toggleable in the VAB/SPH editor scenes - Firespitter plugin is no longer required, and has been dropped from the list of dependencies - Added fallback patch for stock parachute behaviour if RealChute is absent - Note: RealChute is still the recommended default - Stock parachute behaviour only deploys main chutes, and should only be used in an emergency as it may cause sudden or craft-damaging deacceleration upon deployment Bugs/Known Issues - Mk 1-2 Pod Umbilical Port is now also toggleable outside of the VAB/SPH editor scenes - This is due to a limitation with the current stock KSP ModuleAnimateGeneric behaviour, but is not game-breaking. 2.2.1 30 August 2014 --------------------------- Changes / Fixes: - Updated TAC Life Support patch for compatibility with new v0.10 version 2.2 29 August 2014 --------------------------- Changes / Fixes: - Added Node Resizer support - This dynamically changes the stack nodes of the Avionics Ring and Heat Shield to size 0 while in the VAB/SPH editor scenes, allowing for easier attachment (and thus fixing the "bouncing" attachment node bug) - When entering the flight scene, this automatically switches the node size back to 2 to ensure a strong structural connection as usual - New meshes, graphics and better details for the FusTek Karmony hatch on the IACBM parachute-equipped docking port - This is for compatibility / visual consistency with future versions of FusTek Station Parts 2.1.1 21 August 2014 --------------------------- Changes / Fixes: - Fixed TAC Life Support patch so that it only applies if TAC LS is actually installed. 2.1 7 August 2014 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 0.24.2 - Native TAC Life Support compatibility - Increased Mk1-2 Pod Food and Waste storage capacities - Added Water, Oxygen, WasteWater and CarbonDioxide storage to Service Module - Added Carbon Extractors and Water Filters to both Service Module and Avionics Ring - A combined Command Pod / Service Module would thus contain up to eight Kerbin days' worth of provisions for its three crew - Fixed HotRockets! patch dependency checking - If HotRockets! is not installed, LV-909 Liquid Fuel Engine (Fairingless) will revert gracefully to stock effects - RealChutes 1.2.4 compatibility fix - SDHI TextureLibrary and ProceduralChute removed from parachute-equipped docking ports as they are no longer required - Fixed missing drogue canopy texture - WARNING: This is a craft and save-breaking change; it is recommended you abort / recover existing SDHI craft before installing this update 2.0 27 July 2014 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 0.24.x - Native integration for Connected Living Space (CLS) API - Parachute-equipped docking ports will allow crew passage if Ship Manifest is installed - Native Deadly Reentry Continued support - Heat shield will protect command pod during atmospheric reentry - All other parts should burn up reliably when deorbited - Native HotRockets! particle effects support for LV-909 Liquid Fuel Engine (Fairingless) - Consolidated Service Module and Avionics Ring textures / subdirectories - Native FAR support for Boost Protective Cover - NOTE: When first installing FAR and/or SDHI, you must delete CustomFARPartClassification.cfg from your GameData\FerramAerospaceResearch\ folder in order for FAR to properly rebuild its part classification definitions to include the SDHI parts) - Reduced docking port spotlight range and intensities, as they are not intended for general illumination - Fixed Service Module rescaling bug that occurs on scene reload - RealChutes 1.2.2.2 compatibility fix - WARNING: This is a craft and save-breaking change; it is recommended you abort / recover existing SDHI craft before installing this update Features: - New Command Pod-Service Module Umbilical interface on Service Module and Avionics Ring - Stock Mk1-2 Command Pod now has option to show / hide SDHI Umbilical port - Umbilical will animate when decoupler is triggered - Requires Starwaster's AnimatedDecouplers plugin - Boost Protective Cover now has toggleable crew access hatch, compatible with FASA launch towers - Opening the hatch allows Kerbals on EVA to board the command pod, while closed hatches prevent Kerbals from getting out - Boost Protective Cover can now be adorned with mission flag / logo - Self-inflating floatation collar built into Heat Shield - Triggers automatically on splashdown to keep the pod afloat while awaiting recovery - Requires dtobi's Klockheed Martian Special Parts plugins 1.9 5 April 2014 --------------------------- Changes / Fixes - Compatibility Patch for KSP 0.23.5 - Fixed IACBM 1.25m - Parachute version docking light colors 1.8 20 March 2014 --------------------------- Changes / Fixes - Reduced drag on Service Module, so that when it decouples from the Mk1-2 Command Pod just before re-entry it is less likely to bump back into it - Set Boost Protective Cover decoupler force to 0, as the ejection force is made redundant by the cover's own solid rocket motors 1.7 13 January 2014 --------------------------- Changes / Fixes - Dropped FusTek_Sumghai.DLL in favour of external dependency on Snjo's Firespitter plugin - You will need to download and install the latest version of Firespitter yourself - This change now allows the IACBM guidance fins to be tweakable within the VAB/SPH 1.6 24 December 2013 --------------------------- Changes / Fixes - Added new 0.23 EFFECTS{} for parachute sounds (stupid_chris) - Tweaked main parachute deployment altitude slightly; the mains will now deploy almost immediately after drogues are cut, instead of after a (decidedly terrifying) period of free-fall. 1.5 8 December 2013 --------------------------- Changes / Fixes: - Compatibility upgrade to take advantage of new features in RealChute v0.3 - Parachute drag is now dependent on effective canopy area rather than stock drag - Command Pod assembly will now hang under parachute anchor realistically without the need for the CoMOffset hack, and as such the latter has been removed 1.4 24 November 2013 --------------------------- Changes / Fixes: - Parachute-equipped docking ports now use stupid_chris's RealChute Parachute Systems plugin - Drogues will now auto-cut properly before automatically deploying the main chutes - Docking port lights can now be toggled normally during parachute deployment - This is not included in the pack, so you will need to download it separately - Updated drogue parachute textures to distinguish them from the main parachutes 1.3 8 November 2013 --------------------------- Features: - New Part - SDHI 2.5m Avionics Ring - Avionics Ring is essentially the upper decoupler portion of the full Service Module, with a bonus battery, reaction wheel and toggleable integrated fuel-to-electricity converter - This is particularly useful for people who want to build their own Service Module, but also use the SDHI Heat Shield and Boost Protective Cover 1.2 25 October 2013 --------------------------- Changes: - VAB/SPH: Moved SDHI 2.5m Service Module Adapter and SDHI 2.5m Service Module Fairing to Aero tab - R&D: Moved SDHI 2.5m Service Module Adapter to "Supersonic Flight" node - If you have unlocked this part previously in Career Mode, you will need to edit your persistence file to temporarily remove the adapter from the list of unlocked parts, and then re-unlock after restarting the game - Modified SDHI Mk1-2 Pod Boost Protective Cover collider to allow the Mk1-2 Pod underneath to be selected - Hover your mouse pointer over the "Cut To Rescue" graphic on the cover and right-click 1.1 17 October 2013 --------------------------- Changes: - Compatibility Patch for KSP 0.22+ - All parts have now been assigned to the appropriate nodes in the Research & Development Tech Tree - Parts are in the same Tier Level as the Mk1-2 Command Pod (i.e. Tier 5) - "Specialized Construction" unlocks: - SDHI 2.5m Heat Shield - SDHI 2.5m Service Module Adapter - Clamp-O-Tron Docking Port - Parachute version - IACBM 1.25m - Parachute version - "Supersonic Flight" unlocks: - SDHI Mk1-2 Pod Boost Protective Cover - SDHI 2.5m Service Module Fairing - "Heavier Rocketry" unlocks: - SDHI 2.5m Service Module - LV-909 Liquid Fuel Engine (Fairingless) 1.0 12 October 2013 --------------------------- Features: - Initial release - New parts - SDHI Mk1-2 Pod Boost Protective Cover - Clamp-O-Tron Docking Port - Parachute version - IACBM 1.25m - Parachute version - SDHI 2.5m Heat Shield - SDHI 2.5m Service Module - LV-909 Liquid Fuel Engine (Fairingless) - SDHI 2.5m Service Module Fairing - SDHI 2.5m Service Module Adapter - Boost Protective Cover is ogive-shaped to fit stock Mk1-2 Pod and any surface-attached accessories underneath - Staging activates both the shroud decoupler and jettison solid rocket motors - If shroud jettison is to be triggered via action groups, both the decoupler and the solid motors must be manually mapped to the same action key - Docking Ports come with short-range illumination lamps and integrated drogue/main parachute system - Clamp-O-Tron variant is compatible with stock standard-sized docking ports - IACBM variant is compatible with the FusTek Station Parts Expansion add-on - Service Module comes with: - Non-staged CM-SM decoupler to prevent accidental Pod/Service Module seperation during flight (action groups or right-click context menu used instead) - Toggleable integrated fuel-to-electricity converter for use Bugs/Known Issues - Drogue parachutes do not auto-cut until mains are fully deployed - This is due to the use of *two* ModuleParachutes, which is technically "hacky" by KSP standards - Unlike BobCat's Orion spacecraft, however, the parachute-equipped docking ports will use the greater of the two drag configurations, guaranteeing a safe landing - Warranty void if parachutes are deployed on a planetary body other than Kerbin - Docking Port Lights become untoggleable after parachute deployment - This is because of the way KSP handles animations; the game can only save the state of one animation at a time, and the docking ports need several animations to handle the various parachute deployment stages and the lights. Frequently Asked Questions (FAQ) Acknowledgements - @stupid_chris: RealChute Parachute Systems plugin - @Starwaster: AnimatedDecoupler plugin, stock aero fixes, heatshield rebalancing - @Kerbas_ad_astra , @StevieC and @NathanKell: various tweaks and fixes
  22. Hi, I've started work on a collection of parts that are remakes of the really, really old parts that existed from around 0.7-0.13 or something, as well as recreating some of their functionality. More images of the current parts made. Current parts and features done: Current Release GitHub page with source and plans Things I need help with: Next part on my hit-list: Old stack decoupler (I love the look of these things, despite their tall stature. I plan on having a 1/2-1/4th height variant that looks like the recently depreciated 1m stack decoupler, as well as a stack separator version) Feedback on the current models and textures I've made would be great. I'm trying to teach myself texture making because I've felt I've relied on procedural textures as a crutch for too long, so anything I could do in that dept. would be greatly appreciated. (Also terribly sorry this post is ugly, I haven't used this forum interface before, or really made a release page in general.)
  23. 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
  24. Mk3 Expansion pack This is a parts pack intended to flesh out the stock mk3 parts lineup with new engines, cockpits, fuselage parts and more, to give players more options when building spaceplanes. parts almost exclusively use MODEL nodes and stock textures, so RAM footprint should be almost non-existent. -Command Mk3 Cupola Mk3 Hypersonic cockpit Mk3 Drone Core Mk3 Inline Cockpit -Propulsion C.L.E.A.V.E.R. Mk3 dual-mode engine 'Cyclone' Concentric Toroidial Aerospike 'Fulcrum' gimballed Linear Aerospike 'Firestorm' Air-Augmented Rocket 'Buffalo' 2.5m Thrust-Reverser equipped Turbofan 'Hurricane' 2.5m prop engine 'Nyx' Ion Engine 'Wellington' Mk3 basic jet 'Wyvern' TurboRamjet 'Coxswain' Orbital Maneuvering System 'Hades' Nuclear rocket 'Sievert' Nuclear Jet Taurus Solid Booster Minotaur Solid Booster 'Atlas' Mk3 SRB -FuelTank Mk3-1.25m adapter Mk3-mk2 tricoupler Mk3-1.25m tricoupler Mk3-1.25m quadcoupler Mk3-Inverted Mk2 Mk3 Service Tank Mk3 Hypersonic nosecone Mk3 rounded nose cap OMS shoulder tank -Control Chine Cap w/ RCS Chine Segment RCS Fuselage Extension RCS cap Fuselage Extension RCS segment Heavy RCS thruster Mk3 SAS -Structural Mk3 Decoupler Mk3 T-Hub Mk3 X-Hub Mk3 L-Hub Mk3 Structural Tube Radial Fuselage Extension/saddle tanks, 5 variants(endcap, 2m, 4m, intake, 1.25m adapter) Radial Fuselage Extension crew cabin Truncated Fuselage Extension for Mk3 cargo bays Mk3 Endcap Mk3 Radial Mount -Aero: Chines in three flavors; short, long, endcap Big-S class wing boards - square, rectangular, and triangular Mk3 circular intake Mk3 Shock cone Mk3 Precooler Big-S Airbrakes -Utility Mk3 Service Bay Mk3 Inline docking port Mk3 shielded docking port Mk3 Aligned Docking port Mk3 Nuclear Reactor Mk3 Nose Cargo ramp Mk3-Mk2 Adapter Cargo Ramp Mk3 flat Cargo hatch Download from Spacedock or GitHub Changelog: Licensing The contents of this mod are distributed a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License http://creativecommons.org/licenses/...legalcode' This mod uses the B9 Part Switch plugin Feel free to post comments/critiques/feedback, and if any of you have ideas for parts that you simply have to have to flesh out your mk2/mk3 experience, speak up! Ideas for new parts are welcome.
  25. 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]