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Found 225 results

  1. Full Image Gallery 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. Thanks to @DiscoSlelge for the wonderful vectors. Old Tantares Old TantaresLV Recolours Translations @TK-313 Russian, Благодарю! @Daniel Prates Portuguese, Obrigado! @DiscoSlelge French, Merci! @fitiales Spanish, ¡Gracias! FAQ Q. Where are the 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. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  2. 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. 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 1.6.3 for KSP 1.4.X Please remove the folder of older versions of this Mod before installing! WARNING: 1. Update 1.5.10 got major rebalance of the support for USI-LS please check your bases for the kerbals safety!! TAC-LS Spreadsheet Additional Downloads: Sample Craft, Templates to tinker with, Deprecated parts The source code is available on GitHub Languages Español by @Rafael acevedo and @fitiales Русский by @Dr. Jet 中国语文 by @vosskftw and @q654517651 Deutsch by @DasSkelett and @Nils277 Italiano by @Simog Looking for help: If anyone is interested to translate KPBS into Japanese and French, please let me know! You can find all the texts that need translation here: KPBS Texts. Support and bug reports If you encounter a bug with Kerbal Planetary Base Systems, please follow these instructions to report it. Most important: I need the LOG FILE. Otherwise i won't be able to help! License The art assets are licensed under: CC-BY-NCThe plugin code is licensed under: Apache License 2.0 This mod redistributes the Community Category Kit and Community Resource Pack from @RoverDude and contains parts for Deepfreeze that are made by @JPLRepo and @MerlinsMaster. They are licensed under:
  3. File structure has changed, delete old version if updating from 1.2.1 Attribution-NonCommercial-NoDerivatives 4.0 International Mk3 Shuttle Pack (aka Shuttle Lifting Body) is required to use this add-on. Shared textures are engines>CA_STME and shuttleStack>CAet Attribution-NonCommercial-NoDerivatives 4.0 International - If you like what I do and would like to donate it would be appreciated If you would like to see a mod supported by Cormorant Aeronology, write an @part patch and message me with the patch and a link to the mod so I can check it out. Like these fine people did Realism Overhaul Patch (KSP v1.2.2) by @DrLicor (Github Link) 2.5x Scale dV Patch by Me and @TheRedTom on Github (Works with Quarter RSS by @pap1723) Real Plume Configs by @VenomousRequiem included USI-LS patch by @FellipeC included TAC-LS patch by @Spike88 on Github Cool Rockets effects by @damonvv on Github Stock Fuel Values by @PickledTripod on Github (Adjusts the ET and boosters to match Stock fuel volumes. Best used in 2x-3x systems) Shuttle Payload Technologies by @MrMeeb Ultimate Shuttle IVA by @G'th (RPM/MAS/ASET) Kermantech MK3 IVA by @luizopiloto (ASET based IVA) 6 seat Mid-deck IVA by @Daelkyr CxAerospace by @cxg2827 Persistent Rotation by @MarkusA380 Atmosphere Autopilot by @Boris-Barboris Gravity Turn by @Overengineer1 and @AndyMt (Set your roll to 180 at launch) Changelog This mod redistributes Firespitter Core by snjo and Roverdude - Forum Thread Module Manager by ialdabaoth and sarbian - Forum Thread Attribution-NonCommercial-NoDerivatives 4.0 International Parts derived from stock assets are free to be used in any way: CAdelta, CAstrake, CArudder, CA_Elevon1, CA_Elevon2 ----------------
  4. 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
  5. 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!
  6. Kerbal Remote Manipulator Systems Version 1.0.0 for KSP 1.3.1 Version: 1.0.0 KSP-Version: 1.3.1 Download: Spacedock License: CC BY-NC-SA 4.0 Dependencies: Infernal Robotics (not included, please download from Github) Optional: currently none Recommended: Cormorant Aeronology Kerbal Remote Manipulator Systems, or KRMS for short, is a mod that adds parts for stockalike and modular robotic arms to Kerbal Space Program. As of now there is only one arm there, namely the Canadarm under the name of "Shuttle RMS", but more parts are planed to follow for historic, present and future RMS. Intstallation Downlaod KRMS Download Infernal Robotics Copy the folder "MagicSmokeIndustries" from Infernal Robotics in to the Gamedata folder Repeat with KRMS Done List of all the Parts: Pictures of all Parts: Some cinematic screenshots:
  7. 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
  8. 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 Interested in supporting the development? Just click any of the two if you want to! 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 20: Old Files: Old Part Selection Images: -- Collection of Aircraft Photos: https://imgur.com/a/ySFgL Old Album: http://imgur.com/a/6kDLM -- Release 20 Videos: Extra: Demonstration of the Tilt-Rotor function, assisted VTOL landing and New Diagonal Gear 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: Is Tweakscale/RPM/BDArmory/AJE compatibility possible or can you add it? Yes it's possible, but I'm not too keen in doing that over what I want to do with the mod itself. There are user patches here in the OP, below the downloads. The blades aren't moving/the blurs are visible/some parts look weird. How do I fix this? Very likely caused by a broken firespitter.dll, generally, the Plugins folder is necessary, but the resources folder is very important as well. My VTOL/Helicopter pitches up/is uncontrollable despite the CoT being right above the CoM! What am I doing wrong? Too much power from the engines cause it to pitch up, this is avoidable by throttling down, lower your thrust limited or adjust the RPM lower for helicopter rotors. My engines are stopping at a certain speed/sometimes the engine says that it can't combust in Kerbin's atmoshphere. How do I fix this issue/Is this intended? This is caused by going too fast for the propeller. Mostly happens for early engines in career mode. Still possible for others but those have higher speed limits. Have you tried KSPWheel or this or that plugin? There's no giving up on firespitter right now and I'm going to stick to one dependency for ease of updating. I don't want all the parts/I only want certain parts of the mod. I know, it's not a question, but there's a part deleter's guide in the zip itself, you can check it out and see which parts you want and it says there where it is. 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!
  9. thank you @Pkmniako This mod was originally created by @tygoo7 (here) and will be continued by me. Tundra Exploration will continue to focus on stock-alike SpaceX and various other space related parts in KSP. Expect many more parts to be added in the future. If you have any suggestions, please leave a comment Beta versions on GitHub Current parts Rodan command pod, heatshield, and trunk. It also has a nice IVA included. (Dragon V2) Staub control block, fuel tank, and OCS. (LADEE) Ghidorah 9 fuel tanks, second stage engine, first stage engine, legs, grid fins, and decoupler (Falcon 9) Ghidorah Heavy parts (nose cone, decoupler) Gigan pod, heatshield, shroud, trunk, solar panel, solar shroud. (Cargo Dragon) Gojira command pod with fuel tank, engine shroud and engines (SpaceX's BFS) Gojira BFT-9000 Fuel Tank, engines and probe core (SpaceX's BFR) Revamp Ghidorah 9 textures (includes a brand new version as well as a landed/reused one) (Needs B9 Part Switch) Mothra Launcher (Falcon 1) (Satellite parts removed, moved to Tundra Technologies) <---- Coming soon! No IVA on Gojira, but coming in future update Planned features Roadmap Known issues Landing Gojira might be hard. A guide is being made to teach you how to use Gojira. Caution using Gojira for stations, it can wobble and break it. Use "Autostruts" on Gojira for a temporary fix! Cargo Gojira's textures are weird (I haven't redone the model yet) Required Mods Kerbal Reusability Expansion (F9 and BFR legs and gridfins) B9 Part Switch Near Future Solar (Full version for BFS solar panels) Recommended Mods RealPlume Stock Configs Flight Manager for Reusable Stages (For landing your BFR/F9 first stage) Omega482's Stockalike SpaceX style landing pad (For your Ghidorah and Gojira landing needs) Basic DeltaV - Basic Orbit by DMagic (For better understanding of how much fuel you have to land all your crafts safely back) by @macktruck6666 A very special thanks to @Beale, @CobaltWolf and @Nertea for the help and advise they give me to make something awesome. @Rock3tman_ for helping balancing the BFR parts as well as testing! And @DiscoSlelge for creating those awesome patches! Changelog: Any of the configs are distributed under CC-NC-SA-4.0 License. All Textures/models are distributed under All Rights Reserved License. Near Future Solar plugin licensed by Nertea. ModuleDockingNodeStageable plugin licensed by Sarbian. B9 Part Switch plugin is licensed by blowfish. This mod includes version checking using Mini-AVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. CKAN is NOT supported by me, any problems with it is not on me. Follow me on Reddit! /u/damonvv
  10. MALFUNC INDUSTRIES An SM Industries group KSP mod -------------------------------------------------------------------------------------------- Download from GitHub Download from SpaceDock This version and subsequent versions will be maintained as is. Although improvements and refinements will be made when required, it is not my intention to add extra parts. There being plenty of mod choices already available. For similar time period weapons see SM Armory or SMI Missiles and launchers or for WW2 turrets and parts see Naval Artillery System (NAS) Or the many other weapon mods available TO INSTALL Extract the folder MalFunc Industries from the Zip archive and place the complete folder in KSP/GameData Do not separate or divide the folders. Do not install into either KSP/GameData/Squad or KSP/GameData/BDArmory When reporting a problem please make it clear which version of KSP you are running , which version of BDA , and which version of MalFunc Industries. In the case of suspected bugs a copy of your KSP.Log will be required MALFUNC INDUSTRIES Reborn by permission @Themorris Current Version V0.99.98.1 - KSP 1.4.3 Fix for RAM Launcher Turret MK49 attach rules Suitable for BDA 1,2,1 Onwards Changes from previous Versions Custom Category in editor makes parts easy to find , thanks to @DoctorDavinci All changes required to meet newest BDA spec. weapon module cfg changes Bullet type and definition Radar parts updated to latest BDA spec Rebuilt Otom 76 to correct issues and re scaled to correct size Remade Mk29 Turret to correct issues Remade Rim163's to match turret changes and retuned to Retuned All missiles to behave correctly, enhanced tuning by @TheKurgan IMPORTANT INFO DO NOT MERGE WITH ANY PREVIOUSLY INSTALLED VERSION OF M.F.I. CLEAN INSTALL ONLY . FOLLOW THE INSTALLATION INSTRUCTIONS Parts License Source Original development thread Special thanks to @[email protected]@DoctorDavinci and the rest of the team for providing assistance, making my life a lot easier and the motivation to get it done
  11. Large Boat Parts Pack KSP 1.4.x V3.9.3 BB2 and BDA damage overhaul IMPORTANT Please read post below before downloading or installing ALWAYS USE LBP IN CONJUNCTION WITH KJR (KERBAL JOINT REINFORCEMENT) STRUTS AND AUTOSTRUT ARE TOTALLY INEFFECTIVE ON OBJECTS OF THIS SIZE LBP now shares a unified EN_US dictionary with all other SM mods , this dictionary comes in the form of a folder called SM_Industries, this is not an optional install, this folder must also be installed, before reporting part name and description autoloc errors check you have installed everything required ALL required parts are included in the update download This mod gives you a vast assortment of pre made parts you can use to build ships. Mods like VesselMover and WASD Editor camera or Hangar extender are recommended as your ships can get very big. LBP has a new home, nothing else has changed, the management is the same the ships are the same. A new thread was needed in order to be able to update the first post, in order to notify of updates etc. I would also very much like to see some contenders for a featured ships gallery, ships considered should be well built and balanced in construction not just a gun fest please. Ships Gallery very pic heavy Attribution-ShareAlike 4.0 International Companion mods Thanks as always to @gomker @V8jester @XOC2008 and occasionally @colmo for testing bug hunting and sanity preservation
  12. 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 1.3.1. 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 Also available on CKAN Changelog Latest Version Release 6.5.0 Release for KSP 1.4.2 Fix Tetragon Projects agency not having a title Fix incorrect bulkhead profiles Switch landing gear from FStextureSwitch2 to ModuleB9PartSwitch Shielding now costs and masses a bit more but gives better heat tolerance Fix HL Cockpit RCS transforms facing the wrong way Fix Mk5 cockpit having an invalid collider Fix not being able to exit Mk2b cockpit Fix face normal issues on Mk2b intake cockpit Smoothing adjustments on HL, Mk5, Mk2b, Mk2b intake cockpits Fix 6m HL Fuselage giving warnings about transforms that don't exist Disable props that no longer exist so they don't spam the log 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.
  13. 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. 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!).
  14. Grounded Modular Vehicles Makes it possible to make cars, trucks, vans as how you want them with modular parts. NOW WITH STOCK PART VARIANT SWITCH! Feedbacks would be helpful. Download at: Spacedock · Curseforge Interested in supporting the development? Just click any of the two if you want to! PATREON This is an early release and there are more plans in the future! Features: Integrated with career, vehicles at the start of the tree No plug-in dependency (Will always be up to date!) Articulating Hitch for trailers Science! Based on KSP's vehicles itself. Changelog: Installation: Remove old folder if there's an old installation. Copy the GameData folder into your root folder. License:
  15. KSP 1.4.2 Stockalike Station Parts Expansion Redux [1.0.4] Last Updated April 10, 2018 A complete and total rebuild of my old Stockalike Station Parts Expansion project. Everything has been redone, and nothing is left of the old mod! Check out some key features: Small Station Parts: A full set of 1.25m station parts, with habitats, control rooms, connecting tubes, hubs and much more. Medium Station Parts: Expanding the 2.5m set that stock provides, you'll find greenhouses, structural components, specialized connectors, orbital stowage bays... Large Station Parts: Yup, large station parts! A full set in the 3.75m size class, from habs to labs to... well, lots more! Reworks: I've taken the time to rework the three stock station components (Cupola, MPL and Hitchiker) to match the new parts. They look the same but new! Inflatable Habitats: A nice set of inflatable habitats for maximum crew space. They range from teeny to huge. Centrifuges: All size categories have at least one centrifuge habitat. They range from small and cramped to massive and spacious (one of the largest parts I've ever made). Cargo Containers: I really felt like making some multi-purpose cargo containers. These modules will adapt to what mods you have installed, and provide storage for resources from MKS, TAC-LS, USI-LS, EPL and probably a few more that I forgot. Self-Levelling Base Frames: To help align your bases on slightly bumpy terrain, use these base plates, which feature individually adjustable legs with a self-level function Extensible Crew Connections: Much like the Klaw, but better! Varying lengths and impressive looks! Comprehensive Mod Support: With the help of many forumgoers, this mod contains support for tons of mods, specifically those related to life support and colonization. IVAs: It almost killed me but everything has fully featured IVAs. Full integration with all my other mods. Community Tech Tree support. What more could you ask for? Actually, don't answer. Full Screenshot Gallery Frequently Asked Questions Q: CKAN Support Questions? A: Talk to CKAN folks, CKAN is not supported. Q: What does this mean for Stockalike Station Parts? A: It is now obsolete and deprecated - no further work will be done. It can be installed alongside with no problems Q: Kerbals for rescue contracts spawn in pods without airlocks! Unacceptable! A: Download @Shadowmage's Rescue Pod Validator. Q: How do I abbreviate the mod's name? I'm CONFUSED! A: SSPXr. Q: Can I remove the IVAs? A: Yes, without any problems Licensing All code and cfgs are distributed under a CC-NC-SA-4.0 License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All bundled mods are distributed under their own licenses. Download Mirrors Primary (SpaceDock) Secondary (CurseForge) Tertiary (Dropbox) Issue Tracking and Source Special Thanks A big hand to @JadeOfMaar, @Dragon01 ,@Stone Blue, @Pulsar, @Fraz86 and probably more people that I forgot! See the readme! They were hugely helpful in debugging, writing patches, IVA prop placing and so much more during development. If you appreciate this project, please consider contributing to my caffeine addiction! I really appreciate it, and also helps justify this time sink to my wife , which results directly in more models.
  16. 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, Kepler, New Horizons, Juno, And more! IMGUR ALBUM Beta v0.16 Download: To prevent issues, please remove any previous versions of the mod before updating If you have any issues please check this FAQ Also available soon (probably) on: Requires: Firespitter, DMagic ScienceAnimate (both included) Mod configs included: Remote Tech by @rakol Tweakscale by @Jso SCANsat by @akron Rovers and Landers Pack: Bundled with ProbesPlus are a set of Lander parts inspired by Lunokhod, Viking, Beagle, Rosetta/Philae, And the many mars rovers. This may eventually become a stand-alone pack, but for now will be included with the main mod. Rover parts may take a while due to my disdain for wheel physics. Here is the WIP Parts list: Sample Crafts v0.2: (Two Barquetta Communication Satellites, Barquetta-Odyssey, Deep Space 1, Landvermesser, Mariner, Quetzal, Tatsujin, Tatsujin-Express, Torekka, Vorona, Vorona-SAR) 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
  17. Procedural Parts, Tidal Stream Branch. Download Latest Release for Procedural Parts Starwaster has not recompiled Procedural Parts for Kerbal Space Program 1.3.1 so it is marked as incompatible in CKAN. There was a pull request for this on Github but it has not been merged. So I decided to fork it and make the necessary changes. Full description in the original thread. The release for 1.3.1 is on CKAN so people can install it easily instead of having to do it manually. The release for 1.4.1 should be indexed soon. Test the beta release and leave feedback. Licence Remains as CC-BY-SA 3.0 Unported.
  18. Download via the USI Catalog Page Introducing Freight Transportation Technologies! A series of modular parts for all of your hauling, mining, and exploration needs! Phase 1 introduces the 'Honeybadger' freighter - a 3.75m form factor craft ideal for mining operations or light hauling/tug duties. Usual deal, this is a pre-release, so there are still some minor texturing adjustments being made, as well as proper tech tree integration. And a video for those that have not yet seen it! 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 from GitHub: https://github.com/BobPalmer/FTT/releases This package redistributes FireSpitter This package redistribures Module Manager Changelog: 0.3.0 - 2014.12.16 [LIST] KSP 0.90 compatibility [*]Converted over to Regolith for all generators [*]Updated Honeybadger reactor - now larger and with radiators [*]Added Metal, Chemical, Polymer, and RocketParts Kontainers [*]Converted nukes to be LH2 only, and tweaked ISP/cost to be comparable to stock nukes [*]Adjusted LH2 volume in spherical tanks [*]Tweaked down the large toroidal SAS, made both StarLifter SAS modules scale linearly with stock [*]Tweaked the reactors - especially price - to be inline with NFT [*]CTT Integration [*]The Honeybadger parts are under Gigantic Rocketry [*]The StarLifter parts are under Colossal Rocketry [*]Nuclear engines are under High-Efficiency Nuclear Propulsion [*]Nuclear reactors are under Large-Scale Nuclear Power [*]All ducted fan engines are under Experimental Aircraft Engines [/LIST] 0.2.4 - 2014.11.01 [LIST] [*]Adjusted directory structure to help with package management [*]Converted TGA->PNG [*]Full CRP [*]ORSX/USI Tools Refresh [*]Adjusted cost for several modules [*]Added new 5x5 adapter (one 5m -> 4x5m) [*]New toroidal 5m SAS [*]Tweaked ISP of the nuclear engines [/LIST] 0.2.3 - 2014.10.17 [LIST] [*]Replaced TGA with PNG [*]Updated tech level of some HoneyBadger parts [*]Updated HoneyBadger descriptions [*]Introduced all parts for the StarLifter - a 0.25m freighter [*]Structural parts [*]5m Command Pod [*]2.5m and 3.75m nuclear engines [*]5m reactor [*]5m SAS [*]5m Karborundum and LiquidHydrogen tanks [*]10m LiquidHydrogen tank [*]Cargo racks and adapters [*]Larger Kontainers [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]Removed LqdHelium from reactor [*]ORSX/CRP/USI DLL refresh [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Removed RCS reference from the inline fan, fixed intake issue [*]USI/ORSX/CRP refreshes [*]Added new radial outrigger - no more weird fuel issues. The dual outrigger is now considered legacy [*]DRE support [*]ATM support [*]Ducted fan tweaks - note that the radial fans changed position so this will affect ships in flight! [*]Hover mode and an attachment node for the radial ducted fans! [*]Added FireSpitter version file [*]Fixed transform location issue with ducted fan engines [*]Switched to latest CRP/ORSX [*]Latest USI DLLs [/LIST] 0.1.3 - 2014.09.02 [LIST] [*]Multi-colored honeybadgers thanks to HostageTaker who gave us a bunch of new textures. You can color your ship in yellow, gray, orange, or brown. Note some bits have more than one coloration choice, and some are for contents only. [*]Engine tweaks - power requirements are up, props now spin in the right direction [*]Two new ducted fan engines - a radial one with similar characteristics as the inline one we already have, and it's new smaller cousin (smaller than FTT's, larger than Exp Pack's). These all have RCS capabilities, but these are not exactly nimble ships [*]Kontainers - Kerbal-style cargo containers for hauling around raw goods. They fit snugly inside of the bay of a Honeybadger, and are perfect for use with a KAS and IR crane [*]Added CRP integration for resources (config only not maps) [*]Updated to latest USI tool DLLs [/LIST] 0.1.2 - 2014.09.02 [LIST] [*]KSP-AVC integration [*]No longer dependent on Karbonite [*]Updated the propfan - better thrust, huge power consumption increase, slight gimbal, slight mass increase [*]CLS integration [*]Tech tree update [*]Updated engine cowling nodes to not include duplicates. Should not break stuff, but hilarity may ensue. [/LIST]
  19. NOTE: KSP 1.4 (either full release or latest pre-release, or 1.4.X) is required for SpaceY 1.17 or later. SpaceY Heavy-Lifter Parts Pack Required Dependencies: ModuleManager Cooperates with other mods: TweakScale FAR / NEAR AVC (Add-on Version Checker) Engine Ignitor Community Tech Tree HotRockets! DefaultActionGroups (To enable automatic toggling of SAS light on radial reaction wheels) as of version 1.10 IndicatorLights Part of the NecroBones suite of mods, that work nicely together: Modular Rocket Systems (stock-alike parts pack, NASA-like alternatives, and filling the gaps) SpaceY Heavy Lifters Parts Pack (stock-balanced large rocket parts, 5m parts, large SRBs) Color Coded Canisters (replacement models/textures for stock fuel tanks: prettier, cleaner, and diameter color-coding for the tank end-caps) Fuel Tanks Plus (collection of large stock-like tanks with Color Coded Canister style) ColorFuel Lines (color-selctable fuel lines) Lithobrake Exploration Technologies (lander parts, large chutes/legs/ladders/etc) Do you want more parts!? If you do, you can also install SpaceY Expanded with even more parts, and 7.5m diameter! Contains several unusual or unique features, including some "firsts": Engines with multiple sized fairings, or with conical fairings. Engine clusters with mode-switching for activating/deactivating nozzle groups. Rocket-assisted radial decouplers. Stack size adapters with multiple target diameters (adaptive shrouds). Docking ports with guide-lights. Fuel tanks with automatic shrouds. Thrust plates and adapters with fairings. "Petal" cargo bay. Author: NecroBones Special Thanks: NBZ, for lots of input, ideas, part names, and art feedback. Akira_R & 4nxs, for their HotRockets configuration work to add variation between vacuum/atmo effects. And many others for bug reports and feedback! --------------------------------------------------------------------------------------------------------------- SpaceY Lifters is a parts pack that is intended to extend the stock line-up of parts for lifting heavy payloads to orbit, by providing a similar update to the NASA/ARM pack from 0.23.5, in the next size up. It provides a range of 5m fuel tanks and engines, a fueled 3.75m nose-cone, both "stack" and "radial" decouplers, a fueled size adapter, large docking ports, adaptive size adapters, upper-stage thrust plates with shrouds, and a range of powerful SRBs. The name is a play on "SpaceX" in the real world, but also has the amusing double connotations of being "spacey", and also "Space, why?" -- Because it's there! All of the models and textures were made 100% from scratch, using Blender, Photoshop, and Unity. Design Goals: Maintain a "pretty", but still mostly stock-alike appearance. While KW goes a long way toward realism, we want to have a smaller pack that blends nicely with stock, and other stock-alike packs. While extending the stock game, try to maintain a gameplay balance with stock. Stay memory efficient. Similar parts attempt to share the same textures (currently ALL fuel tanks use just one texture). And do so while adding: Another layer of large rocketry, beyond the 3.75m ARM/NASA update that was added in KSP 0.23.5. Specifically, 5m parts. Large SRB options with high thrust and shorter burn times than the NASA/ARM SRB. Large rocketry utilities-- Big radial decouplers with thrusters built in, larger sepratron, big docking ports, etc. Possible future plans? Bigger engine/tank parts? (7.5m for instance) More SRB types? LFBs? (Liquid Fuel Boosters) More decoupler types? More multi-way adapter pieces? --------------------------------------------------------------------------------------------------------------- Image Gallery: (Note that the stats, appearances, and descriptions of the parts shown below are subject to change, or may be out of date) --------------------------------------------------------------------------------------------------------------- Parts Inventory: (as of version 0.17, 2015-06-18) Do you want more parts!? If you do, you can also install SpaceY Expanded with even more parts, and 7.5m diameter! --------------------------------------------------------------------------------------------------------------- Installation Instructions: 1. If upgrading from a previous copy, it's recommended to delete the old "SpaceY-Lifters" folder first. 2. Backup your "saves" folder! While not required for installing mods, it's a good idea anyway. If any parts you have already used (including stock parts) fail to load, you'll have ships getting deleted! 3. Download and open the ZIP file. 4. Copy the "SpaceY-Lifters" folder into your "GameData" folder. 5. If upgrading, check your designs in the VAB/SPH. If attachment nodes have changed, you may need to reposition parts. Troubleshooting: Problem: Fuel tanks or SRBs flash different colors, with glitchy "z-fighting": Usually it boils down to one of a few different things. Now that I've seen probably most of them, I can give you a good list: 1. Everything is installed correctly, but ModuleManager's cache hasn't noticed the changes yet. Fix: This is a great one to try first. Delete the file called "ModuleManager.ConfigCache" in GameData. ModuleManager recreates it on the next KSP start. 2. ModuleManager isn't installed. Fix: Install it. 3. This mod is installed incorrectly, or you've deleted the color-change ModuleManager configs. Fix: Reinstall the mod correctly, and in its entirety. The MM config files include rules for what to do when color-changing isn't available, so please don't delete those. 4. Firespitter and/or InterstellarFuelSwitch are installed, but not functioning. Fix: The most likely cause is that the version of FS or IFS doesn't work with your version of KSP (for instance, you upgraded to KSP 1.1, and the mod is meant for 1.0.5 or earlier), or your copy is only partially installed. Delete it, and install the latest version of it. 5. ModuleManager thinks color-changing is available via Firespitter or InterstellarFuelSwitch, but neither is installed. Fix: This is a little trickier to pinpoint. Either another mod has bad rules in it (for instance using "FOR[Firespitter]" instead of "NEEDS[Firespitter]") and is therefore tricking ModuleManager, or one of these two mods is only partially installed. That could happen if you removed them via CKAN but the directories still exist, which ModuleManager will see as having them installed. To fix, either make sure both of those mods are completely uninstalled, or install one (or both) of them. Only the DLL from one of them is needed, you don't need the entire mod. But it needs to be running if ModuleManager thinks its there. 6. It's possible that another mod may be confused that changes how VAB/SPH tweakables or engine shrouds work. This is an odd case, but not impossible. When you don't have Firespitter or InterstellarFuelSwitch installed, the alternate paint jobs are disabled by turning them into "engine shrouds" that correspond to an attachment node that is a kilometer outside the VAB. If another mod interferes with this, such as defaulting all shrouds to "on" even when detached, then you might also see z-fighting. Sadly, the solution might be to simply not use the mods together. Problem: Textures are missing and you're seeing a lot magenta (purple/pink): 1. Files may be missing, or not where the mod is expecting to find them. Fix: Make sure you've installed the mod correctly, in its entirety, and in the right location. Don't rename folders. You can try completely deleting the mod and reinstalling (which is the best way to update the mod anyway). Also make sure the mod's dependencies are installed (SpaceY Expanded requires SpaceY Lifters, for instance). 2. ActiveTextureManagement is goofing it up. Fix: Either remove ATM, or try deleting ATM's cache. ATM frequently has cache issues that cause problems for texture reassignment across folder boundaries. ATM doesn't help as much as it used to, now that stock KSP and most mods use DDS texture format. We've included configs to try to stop ATM from processing this mod's folder, but that may not be working either. Problem: Engine exhaust plumes are missing: Cause: ModuleManager thinks that HotRockets is installed, but it actually isn't. Fix 1: Install HotRockets so that it's a non-issue. Fix 2: Go into the SpaceY folder(s) and delete "SpaceY_HotRockets.cfg". This will keep it from trying to use the HotRockets plumes. Fix 3: Figure out which other mod is causing the confusion, and remove it. We still don't know which mods are causing this, but it's probably due to someone using a "FOR" statement in their MM config instead of "NEEDS". --------------------------------------------------------------------------------------------------------------- Download From: SpaceDock -or- Curse.com download page -or- ksp.necrobones.com --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Change History: 1.17.1 (2018-04-02) - KSP 1.4 update. - Corrected a copy/paste mistake in color-changing config. 1.17 (2018-04-02) - KSP 1.4 update. - Reworked color-changing to use KSP 1.4's mesh switcher. - Flag decals disabled for now, since the stock mesh switcher doesn't play nicely with them. - Disabled auto-caps on tanks, due to KSP bugs over several versions. - Changed ModularFuelTanks config to use consolidated wildcard patch. - Added some wildcards to TweakScale config. 1.16 (2017-01-30) - SRB Update. - Corrected smoke emitter location on the 3.75m SRB, 21m length. - Added a 30m long 3.75m SRB. - Added a 29m long 2.5m SRB. 1.15.1 (2017-01-03) - Compatibility Update. - Added "NEEDS" conditionals for ConnectedLivingSpace and EngineIgnitor patches, to clean up log spam. - EngineIgnitor patches moved to their own file in the patches folder. - Added "NEEDS" conditionals for Engineering Tech Tree compatibility. 1.15 (2016-10-21) - Update. - Added new RCS sounds/effects. - Added a linear RCS thruster. - Updated OMS engines to use new RCS sounds and effects. - Added two adapters that can be used with the Rose/Rosette adapter center slots. - Updated custom part category with recent additions from here and SpaceY Expanded. - Added some missing search tags on thrust plates / adapters. 1.14 (2016-10-12) - More KSP 1.2 Compatibility & Fixes. - Landing legs should now work in the Landing Gear action group automatically again. - 5m Fairing base null reference exception corrected, and is available again. - Names adjusted on some thrust plates / adapters. - Version changed to 1.14 to make it more clear this is a significant 1.2 update. 1.13.2 (2016-10-10) - Basic KSP 1.2 Compatibility. - Added KSP 1.2 and KerbNet modules to probe cores. - Landing leg suspension disabled until a 1.2 solution can be found. - Using ModuleAnimateGeneric for the time being, so legs can still be used. - Will need an Action Group, or the Default Action Groups mod, for best results. - Categories adjusted for several parts, corresponding to 1.2 changes. 1.13.1 (2016-08-01) - Tweaks. - Icon-only shroud added to fairing base, for easy identification in menu. - 5m conical bay added to custom parts tab. - Added MM "NEEDS" conditionals to RemoteTech modules in probe cores, and moved to separate patch file. - Deadly Reentry patch file renamed to sort properly in the folder. - Added a compatibility exclusion for HPTechTree. 1.13 (2016-06-08) - Update. - Adapters and Thrust Plates marked as passable for Connected Living Space so that they can be used for station construction, and docking ports, etc. - Added 5m/3.75m conical payload bay. - Adjusted the "hide if empty" rules for the tech nodes. 1.12.9 (2016-05-31) - Hotfix. - Massive Rocketry/Structure tech nodes are now set to be hidden if empty. - Fixed a harmless mistake in the MM patches, as part of its self cleanup. 1.12.8 (2016-05-31) - Tweaks. - Adjusted some nickname tags on engines. - Minor tech tree and config changes in MM patches. Partly for better compatibility with Real Scale Boosters. - Non-CTT tech nodes are now added, even if CommunityTechTree is installed. - Gigantic Rocketry node internally renamed to match CTT. May have to re-unlock if you don't use CTT. 1.12.7 (2016-05-18) - Tweaks. - Added configs for docking ports to use IndicatorLights, if installed. - Reworked docking alignment lights to be slightly prettier when turned off, or dim, etc. 1.12.6 (2016-05-12) - Tweaks. - Restricted liquid fuel engines, fairings, and decouplers to non-surface part testing contracts, to match SRBs. - Changed underlying texture for Docking port alignment lights, for compatibility with IndicatorLights. - Converted small lighting textures for docking ports to DDS format. 1.12.5 (2016-05-08) - Tweaks. - Refined the primary launch clamp's internal layout, to use as a template for later projects. - Added basic thrust curves for SRBs. Flat profile, however thrust tapers off during last 5% of remaining propellant. 1.12.4 (2016-05-01) - Tweaks. - Corrected AVC version number. DOH! 1.12.3 (2016-05-01) - Tweaks. - Updated Probe cores and reaction wheels to use IndicatorLights if available. - Probe cores now also have a toggle option for light-up labels that correspond to the indicator lights. - Corrected a missing texture placeholder for the 3.75m stack separator. 1.12.2 (2016-04-25) - Tweaks. - More search keywords on engines. - Added colliders setting for procedural fairing base. - Updated heat shield's staging settings to match stock changes in 1.1. - Fixed the "always transparent" problem in the VAB for the service/cargo bays. - Tech Tree nodes are no longer hidden if empty. - Corrected some copy/paste mistakes with SmokeScreen rescaling settings for the small SRB particle emitters. 1.12.1 (2016-04-17) - Tweaks. - Tweaked leg settings. - Moved a leg collider to allow for more accurate aerodynamic occlusion. 1.12 (2016-04-10) - Tweaks. - Added 1.25m-0.625m interstage thrust plate to the TweakScale config, and default VAB custom tab. - Drastically reduced career prices for fuel tanks, to bring them into line with stock again. - Increased career prices for engines, to bring them into line with stock again. - Added a 2.5m thrust plate, with 1x 1.25m and 8x 0.625m nodes (half scale version of the 5m model). - Adjusted leg deployment animation to reduce the "foot teleportation" problem. - Increased damper ratio on the leg suspension. 1.11.5 (2016-04-05) - Tweaks. - Moved conical payload bay to Specialized Construction tech node. - Added a 1.25m-0.625m interstage thrust plate. - Softened leg suspension spring. 1.11.4 (2016-03-31) - KSP 1.1 Hotfix - Landing leg suspension works again. Suspension is very stiff to help prevent heavy vehicles from bobbing endlessly. 1.11.3 (2016-03-29) - KSP 1.1 Hotfix - Landing legs updated to not be 100% deadly. Suspension still doesn't work, legs are rigid for now. - Added menu search tags. 1.11.2 (2016-03-18) - HotFix. - Removed duplicate "MODCAT" entry for the SpaceY Expanded custom menu tab. 1.11.1 (2016-03-11) - Tweaks. - Added/enhanced custom category tab for FilterExtensions (will also include SpaceY Expanded, if installed). 1.11 (2016-02-28) - Tweaks. - Adjusted the MM rule for DefaultActionGroups to tweak the descriptions in the radial reaction wheels. - Added 5m color-changing to the R7 engine cluster. - Corrected the missing blue texture from the 3.75m tall 5m tank. 1.10 (2016-02-19) - The unintentionally quick update. - SRB 10R (radial) gimbal range reduced to 2 degrees (from 4). - Base (dry) cost of most SRBs (other than 3.75m models) increased slightly to align more with stock. - Moved ModuleManager patches to a "Patches" folder. - Added support for DefaultActionGroups mod, to automatically enable the SAS light on the radial reaction wheels. - Added color switching for 5m decoupler and separator, to match 5m tanks. 1.9 (2016-02-18) - Paint! - Added additional striped paint scheme to 5m tanks. - Switched the Color-Changing config to turn off alternate paint schemes via a slightly simpler method. 1.8.2 (2016-01-14) - Tweaks. - Consolidating tech tree for better mod compatibility: - Added SpaceY Expanded's tech tree nodes. - Added a hidden Colossal Rocketry node for future use (and for other mods if they want). - Removed TweakScale "adapter_3_1" definition since it's redundant with default TS configs now. 1.8.1 (2016-01-02) - Fixes. - Included ModuleManager version updated with its 2.6.16 bugfix update. - Added a "needs" condition for TweakScale patches. - Fixed the FilterExtensions category icon path. 1.8 (2015-12-31) - Texture updates. - Moved the "SpaceY Expanded" 7.5m tank texture into this pack. - Repainted default appearance for 5m tanks to use it. - Enables color-switching for 5m tanks even without "SpaceY Expanded". - 3.75m fueled short nose cone repainted with it too, removed grey stripes. - Reduced size of original 5m tank texture, removing redundant black/white areas. - Repainted 5m R7 engine to match, for compatibility. - Removed a fairing texture that was no longer in use. 1.7 (2015-12-22) - More separator goodness. - Added "SpaceY_ATM.cfg" with settings to attempt to disable or dissuade ActiveTextureManagement for this mod. - Can optionally be deleted to return to ATM defaults. - ATM known to occasionally have caching issues with remapped/shared textures in my mods. - SpaceY is already very memory efficient and uses DDS, so ATM doesn't help much for this case. - May need to delete ATM's cache if using ATM and some textures still aren't appearing. - Updated 5m stack decoupler: - Ejection charge reduced by half (to 400, down from 800). - Added built-in "sepratron" solid propellant separator motors. - Research cost increased slightly. - Added slanted variants of the sepratron nose cones. - Reduced maximum temperature for docking ports. Should burn up more easily now. ;) - Added a default custom part tab for VAB/SPH. 1.6.1 (2015-12-11) - Fix for nose cones. - SRB sepratron nose cones rotated 90 degrees, so that they play nice with mirror symmetry mode. 1.6 (2015-12-11) - SRB Overhaul. - Added additional paint schemes to the 1.875m/2.5m/3.75m SRBs, - Optional, requires Firespitter or InterstellarFuelSwitch core (DLL). - Added sepratron nose-cones for SRBs. - Fixed a typo with the engine heat animation for the K1 engines. - Corrected a typo with Agency mentality. - Replaced "placeholder" textures. Smaller, and more obvious when texture reassignment has failed. 1.5 (2015-11-11) - KSP 1.0.5 update. - Kiwi engine adjusted: slightly improved ISP, decreased mass, increased thrust. - Fuel crossfeed toggle added to decouplers. - Launch clamps updated with new contract constraints. - Ejectatrons updated to use new contract constraints, and exhaust damage reducer, and other thermal settings. - Updated heat shield to current stock ablator settings and contract constraints. Slightly increased ablator quantity. - Updated conical/petal bay to use current cargo bay thermal stats and allow door deployment limit. - Adjusted inner attachment node on conical/petal bay to be offset inward like new stock settings on cargo bays. - Updated all engines/SRBs to use FXModuleAnimateThrottle for heat animation. - Updated all engines/SRBs engines to use new standard thermal settings, and new career contract constraints. - "Automatic Switching" button hidden for cluster engines, since it did nothing. - Adjusted fuel tank texture settings to reduce log warnings when SpaceY Expanded is not installed. - Fairings, decouplers/separators, and more updated to use new stock-alike thermal settings and contract constraints. - Launch Clamps updated with new contract constraints. 1.4 (2015-11-05) - More colors, balance. - Added three new colors to 5m tanks (when color switching is available): Red, Blue, and Grey. - Diameters added to 5m fuel tank names, for easy identification in VAB menu. - Rebalanced the weight ratios of all SRBs, to correspond to KSP 1.0.X balance: - Increased dry mass (did not alter propellant amounts, ISPs, thrust values, etc). - Wet/Dry mass ratio is on sliding scale. Larger & more advanced SRBs have better mass ratios. - Removed stripes from procedural fairings (will affect SpaceY Expanded as well). - Slightly improved the texture rendering for the 5m fueled nose cone in the VAB menus. 1.3.1 (2015-10-18) - Bug fix. - Fixed the ModuleManager conditionals to detect when the prerequisite mods are missing for fuel tank appearance switching. 1.3 (2015-10-16) - Engine and fuel tank Update. - HotRockets adjustments: - Corrected some of the internal ID assignments (M/K engines). - Made corrections to particle scaling for all LFO engines. - Switched M,R series engines to use yellow flame instead of blue (RP1/kerosene inspired). Blue will be moved to the Penguins. - LFO engines will now animate their heat glow based on throttle (like "Better Emissives" patch) instead of temperature. - I've been debating this one for a while. We'll try this out and see how it goes. - It's contained in patch called "SpaceY_HeatAnimation.cfg". Delete it or rename the "cfg" part to disable. - Patch will also apply to SpaceY-Expanded engines. - New default custom flame/particle effects for all LFO (K,M,R series) engines. - New engine bell art assets for the M,R series of LFO engines. - Color switching added to 5m LFO tanks. To be enabled, requires Firespitter or InterstellarFuelSwitch, and SpaceY Expanded. 1.2 (2015-10-08) - Tweaks. - Added LC2 launch clamps to TweakScale config. - Removed erroneous flagDecal module from LC2 launch clamps. - Added bottom stack node and shroud to the R1 single Ratite engine. - Added surface attachment to K1,M1,R1 engines. - Note: May cause some occasional goofiness with saved crafts in the VAB/SPH saved with the old versions. Best to remove, re-attach, and re-save. - With InterstellarFuelSwitch or Firespitter, stack attachment bases can be toggled on K1,M1,R1 engines. - Improved labeling on shrouds for K1,M1,R1 engines. 1.1 (2015-09-30) - Update. - Increased connection breaking strength on many parts. - Added second set of launch clamps, with long retraction range to reach around boosters. 1.0.4 (2015-09-23) - Tweaks. - Fixed a double entry in the TweakScale config. - Corrected an issue with some parts not showing up in CTT's tech tree. 1.0.3 (2015-09-02) - Tweaks. - Increased joint breaking strength on 3.75m and 5m thrust plates. - More file preparation to support the "SpaceY Expanded" dependency. - Added spotlights to the docking ports. - R1 ratite engine moved up to Very Heavy Rocketry tech node. 1.0.2 (2015-08-26) - Tweaks. - Custom sounds disabled by default, until better ones can be located. - To re-enable, rename "SpaceY_CustomSounds.txt" back to "SpaceY_CustomSounds.cfg" (note the ".cfg" suffix). - Added new "Massive Structure" tech node (when not using Community Tech Tree). - Moved all 5m structural/interstage adapters, docking port, and stack decouplers to this new node. - Moved all 5m structural/interstage adapters, docking port, and stack decouplers to "Experimental Rocketry" in CTT. - Cleaned up some of the Community Tech Tree configuration (organizing). - Added the longest 3.75m SRB to the Gigantic Rocketry node in CTT, where it should have been. - Added the longest 3.75m SRB to the Massive Rocketry node in non-CTT tech tree, where it should have been. 1.0.1 (2015-08-21) - Tweaks. - Converted the 3.75m SRB textures to DDS format. - Added missing manufacturer setting for 10R radial SRB. - A few minor tweaks in preparation for the 7.5m spin-off pack (since this pack will be a dependency). - Moved "README" and "CHANGELOG" to the mod's directory. - Corrected a problem with multi-mode engine gimbal. - R5 engine moved down to "Experimental Rocketry" node in Community Tech Tree. 1.0 (2015-08-05) - New things. - Changed version numbering to 1.x to indicate we're no longer in rapid growth. - Added a longer 5m (15m long) fuel tank. - Added a set of 3.75m SRBs, stackable wih shrouds. (functional as lower/middle stages) - Reworked the models/textures for the 2.5m SRBs. 0.17.6 (2015-07-26) - Tweaks. - Reduced heat production in all liquid fuel engines to be more stock-alike. - Slightly reduced heat production on 1.875m and 2.5m SRBs. - Slightly altered names on M-series and R-series engines for clarity. 0.17.5 (2015-07-05) - Tweaks. - Added ConductionFactor/convectionflux settings for petal bay. - Adjusted OMS/RCS blocks' RCS thrust vectors to remove 5-degree offset (and thus minimize cosine losses). - Moved custom engine sounds to separate "SpaceY_CustomSounds.cfg" ModuleManager file, for easy removal. 0.17.4 (2015-06-27) - M1 update, continued/hotfix - Addressed a problem with new straight fairing in M1 Moa engine: - Removed middle attachment node that was added. - Replaced the 3.75m->5m cone fairing with the 2.5m straight fairing. (doubtful many people use that one anyway). - KNOWN ISSUE: If you used the new fairing in 0.17.3 (during the 12 hours or so it was available), the fairing will be invisible on ships already constructed. - requires KSP 1.0.4 to not be save-breaking 0.17.3 (2015-06-26) - M1 update. - Added a middle-length, 2.5m "straight" cylindrical fairing to the M1 Moa engine. (requires KSP 1.0.4 to not be save-breaking) 0.17.2 (2015-06-22) - KSP 1.0.3 balance update. - Updated thermal and ablator properties of heat shield, and removed transparency. - Updated thermal settings on many parts, for stock balance, including nose cones, fairings, SRBs, Engines, etc. - Fairing mass & thermal values updated. - SRB ISPs rebalanced, to be equal to some of the better performing stock SRBs. - Adjusted SRB propellant capacities and costs. 0.17.1 (2015-06-21) - SRB hotfix - Corrected a problem with colliders on the new 21m long 1.875m SRB (should no longer fall through the pad). 0.17 (2015-06-18) - Thermal help, plus SRBs. - Increased "thermal mass" multiplier and heat conductivity for thrust plates. - Increased "thermal mass" multiplier for structural/conical size adapters. - Increased heat tolerance for thrust plates and size adapters. - Shortened SRB names to "SRB" instead of "Solid Rocket Booster" to save space in the UI. - Added a new (21m) long 1.875m SRB. - Added a new (9m) long 0.625m SRB. 0.16.1 (2015-06-09) - Hotfix - Fixed R7 engine description. - Converted R7 supplemental texture to DDS format. 0.16 (2015-06-09) - New engine, etc. - Deleted an unused texture. - Moved the large launch clamps later in the tech tree. - Restored the R5 engine to 11,000 thrust (10% increase over the previous few versions). - Added new R7 engine cluster with integrated fuel. - Adjusted sound for R5 (and new R7) engines. 0.15 (2015-06-04) - Tweaks & fixes - Updated Deadly Reentry config with more current data. - Added support for Modular Fuel Systems (Modular Fuel Tanks). - Small tweaks to conical payload bay; shielding should theoretically work better now. - Closed a small gap in the colliders on the conical payload bay. - Added VAB/SPH transparency to conical payload bay. 0.14.1 (2015-05-28) - Balance tweaks - Increased cost, torque, and battery capacity in both probe cores. - Improved ISP for most engines at extreme atmospheric pressures (Eve). - Changed flag/agency images back to PNG format so they'll work again. 0.14 (2015-05-20) - Hot fix, finalizing as 0.14. - New RCS block set to be physicsless. 0.13.2 (2015-05-20) - Fixes & Engine rebalancing against stock. - Corrected the 3.75m fueled nose cone to appear in the size-3 bulkhead profile. - Corrected the manufacturer setting on the 0.625m SRBs. - LFO Engine balance pass. Note that a lowered Vacuum ISP results in improved sea-level thrust: - K1 engine: Lowered vacuum ISP. - M1 engine: Increased mass slightly, and lowered vacuum ISP. - M5 engine: Increased mass, and lowered vacuum ISP. - M9 engine: Lowered vacuum ISP. - R1 engine: Increased mass slightly, raised sea-level ISP, and lowered vacuum ISP. - R9 engine: Raised sea-level ISP, and lowered vacuum ISP. - Added a 5-way RCS block (without integrated engine). - Fixed a minor texture issue with the smaller "Dibamous" RCS/OMS engine block. - Slightly increased RCS thrust on the smaller "Dibamous" RCS/OMS engine block. 0.13.1 (2015-05-14) - SRB adjustments, etc - Corrected several TweakScale settings to allow scaling of various engines, plus fairings and heat shield. - Small amount of gimbal added to 2.5m SRBs. - Added an intermediate sized radial SRB. 0.13 (2015-05-09) - More heatshield goodness. - Fixed a typo in the Community Tech Tree config. - Corrected the bulkhead profile for the new mini radial SRB so it's not listed as a size-0 stack part. - New texture for the procedural fairing panels. - Adjusted the procedural fairing panels to begin at upper edge of base. - Added large (5m) heat shield. 0.12.3 (2015-05-08) - 1.0.2 adjustments - Tweaked the conical cargo bay's drag cube. - Fixed a configuration typo for the 3.75m to 2.5m thrust plate. - Reversed the attachment node priority order for extremely thin parts (docking ports, probe cores, thrust plates), so that they attach more easily. - Updated "Community Tech Tree" support for compatibility with CTT's new design. - Improved performance of monopropellant engines in atmospheric pressures > 1. - Corrected the career-contract settings for the launch clamps so that they match stock. - Added NASA engine sounds to SRBs and engine clusters. - Added a pair of small scale (0.625m) SRBs. 0.12.2 (2015-05-01) - 1.0.1 adjustments - Improved gimbal on liquid-fuel engines. - Adjusted heat generation on all engines to correspond to KSP 1.0.1 changes. - Adjusted all engine thrust numbers to correspond to KSP 1.0.1 changes. - Added "drag box" settings for conical cargo bay. - Converted textures to DDS format. 0.12.1 (2015-04-30) - More 1.0 adjustments - Fixed the 5m engines to no longer cause continuous smoke on the pad. - Tweaked the max-temps on the engines and fuel tanks. Now only 5-10% more heat tolerant than stock. - Adjusted heat generation/dissipation values on SRBs to match stock KD25k SRB. - Lowered ISPs of the liquid-fuel engines, due to stock rebalance. - Tweaked some of the thrust numbers for the liquid-fuel engines. - Tweaked ISP range of the monopropellant OMS/RCS engines to match stock. 0.12 (2015-04-29) - More tweaks, KSP 1.0 updates - Slight correction to 1.875m SRBs exhaust positioning. - KSP 1.0 compatibility pass (fixes to attachment nodes, heat scales, tech tree assignments, thrust/ISP scaling, etc) - KSP 1.0 balance pass, and additional settings. - Reassigned tech-tree locations. - Removed static fairings. - Added 1.0-like procedural 5m fairing. 0.11 (2015-02-18) - Beta, minor imrpovements - Corrected several mistakes in the Community Tech Tree patch. - Updated the HotRockets config to have different vacuum/atmo effects. - Added some gimbal to the 1.875m SRBs (inspired by the Space Shuttle SRB gimbal). - Slightly updated the texture on the 1.875m SRBs, plus other minor fixes. 0.10 (2015-02-06) - Aerodynamic and Structural Edition - Added "command station" settings to the probe cores for Remote Tech. - Added 5m and 3.75m inline fairings with optional size adapters + associated nose cones. - Added 5m and 3.75m Stack Separators. - Added taller 5m and 3.75m fueled nose cones, in the style of the fairing nose cones. - Added Deadly-ReEntry settings for the existing and new nose cones. - Significantly increased torque/breaking strength of nearly all SpaceY parts. 0.9.1 (2015-01-21) - The "rapid unplanned disassembly" mitigation edition. - Discovered that a lot of the torque/breaking strength numbers were set at 3.75m values: - Increased torque/breaking strength of all radial reaction wheels. - Increased torque/breaking strength of conical size-adapters. - Increased torque/breaking strength of all fuel tanks (which were set slightly lower than the 3.75m Kerbodyne tanks). - Increased torque/breaking strength of all decouplers. - Increased torque/breaking strength of all engines & SRBs, except the Kiwi/K1. - Tweaked torque/breaking strength of docking ports. - Tweaked torque/breaking strength of petal payload bay. 0.9 (2015-01-16) - Beta - Added a stack attachment node to "Dibamous" RCS/OMS pod. - Experimentally tweaked some strength settings on the docking ports. Let me know if this helps. - Adjusted colors on inside ring of large probe cores, to differentiate them in the VAB menu. - Several adjustments to the rigid landing-leg stack ring: - Adjusted size, positioning, rotation, and number of the legs. - Considerably improved strength / breaking force. - Switched to the actual landing-leg module to call the animation, so it responds to landing gear hotkey. - Added "SpaceX" style individual landing legs. - Added "Super Dibamous" combined RCS/OMS pod (larger variant of "Dibamous"). - All "thrust plate" parts have had their names adjusted, and color-coding added. - Added support for Connected Living Space, for the probe cores and docking ports. 0.8 (2015-01-09) - Beta - Added RemoteTech support for probe cores. - Added Engine Ignitor support for launch clamps. - Added auto-shroud to tops of cylindrical fuel tanks. - Altered fuel tank paint scheme to be a little more glossy, and less "satin". 0.7 (2014-12-27) - Beta - Removed the "ASAS" from the Radial Reaction Wheel texture, and slightly enhanced the gloss. - Added multi-mode operation to M5 and R5 engines, allowing for center engine cut-off, like Saturn-V. - Added 3.75m and 5m advanced probe cores ("Stack Guidance Systems") - Added 5m landing-leg "ring". Warning: Must land lightly, probably 3m/s or slower. Fragility is a known issue. 0.6.1 (2014-12-23) - Beta - Actually applied the thrust increase for the K1 Kiwi engine that belonged in the last update. - Corrected a few typos in part titles and descriptions. 0.6 (2014-12-23) - Beta - Removed SAS from Reaction Wheel parts, since it no longer works without being on a command pod/core. - Updated the naming convention for all engines, SRBs, tanks, and size adapters to be clearer and more consistent. - Added mode-switching for the M9 engine. Alternate mode engages only center engine, for landing. - Corrected K1 "Kiwi" engine's manufacturer so that it shows up in the SpaceY tab. - Increased thrust slightly on K1 "Kiwi" engine. - Increased thrust of R-series "Ratite" engines by 10%. - Increased thrust of M-series "Moa" engines by 33%. - Increased gimbal range of all M-series engines to 3 degrees. - Added RCS/OMS "Dibamus" monopropellant engine and maneuvering unit. - Slightly slowed the spool-up rate for all engines, to reduce sudden dissassembly syndrome with Z and X keys 0.5.1 (2014-12-16) - Beta Release, 0.90 tweaks - Added an even larger SRB, a 2.5m x 23m monstrosity. - Fixed manufacturer icon in VAB/SPH manufacturer-sort. - Reduced dry-mass of fuel tanks, to be more competitive with the new Mk3 LFO tanks. 0.5 (2014-12-15) - Beta Release - No changes strictly necessary for 0.90: - Engine/FuelTank split is automatic, but we went ahead and updated to explicitly categorize anyway. - Leaving SAS basic capability on the reaction wheel parts for now. - New naming scheme for engines, as a parody of SpaceX's naming. Flightless birds instead of raptors. - D1 engine renamed K1 "Kiwi" - F1/F5/F5 "Falcon" engines renamed M1/M5/M9 "Moa" engines. - R1/R5 "Raptor" engines renamed R1/R5 "Ratite" engines. - Added Heavy-Duty Launch Clamp - Added TweakScale support for the M1 engine that was missing. - Added missing TweakScale "adapter 3-1" scale (which was fine if you also had Modular Rocket Systems installed) - Added HotRockets support - Repainted the ejection arrows on the radial decouplers to be blue. - Made several changes to the K1 engine: - Moved earlier in tech tree, to Heavy Rocketry, alongside Skipper instead of Mainsail. - Repainted turbopumps to be blue - Added a cylindrical shroud, and stacking capability. - Improved ISP (mostly at the vacuum end). - Corrected the attachment node to be 1.25m size (instead of the default of 0.625m). - Changed several stats of the 1-way thrust plates (shrouded size adapters): - Moved the 3.75m->2.5m and 2.5m->1.25m units earlier in the tech tree. - Reduced mass of the 3.75m->2.5m and 5m->3.75m units. - Slightly reduced costs of all three. - Added a fourth size: a shorter duplicate for the 2.5m->1.25m for use with smaller engines. - Adjusted naming convention of parts and model-numbers to be more consistent, across the entire parts list. 0.4 (2014-12-10) - Beta updates - Increased gimbal range of all engines, slightly. - Decreased dry mass of all fuel tanks slightly (dry/fueled mass ratio is now between stock 3.75m and 2.5m tanks). - Added "D1" 1.25m booster engine. - Added upper-stage (with fairing) single-engine thrust-plates: - 5m to 3.75 adapter - 3.75m to 2.5 adapter - 2.5m to 1.25 adapter - Added non-fueled size adapters with multiple target sizes each, with a shared texture (from the 5m to 3.75m adapter): - 5m to 3.75m/2.5m/1.25m adapter - 3.75m to 2.5m/1.25m adapter - Added 3.75m to 2.5m conical "petal" payload bay, with functioning doors 0.3 (2014-12-03) - Beta updates - Repainted 5m decoupler to match fuel tank stripes, and have blue triangles. - Repainted 5m to 4x 2.5m adapter, to match fuel tank stripes. - Repainted 5m to 3.75m fueled adapter tank, to match the other stripes (sensing a theme?) - Added external fuel pipes on 5m to 3.75m fueled adapter tank. - Rotated engine bell pattern on F5 cluster engine, to match the R5 orientation. - Raised center engine bell on F5 cluster, so that all five are mounted at the same height. - Added 3.75m and 5m docking ports. (5m port is in "nanolathing" 1000-point tech-tree node) - Added "thrust plates" with optional stacking as upper stage clusters with shrouds (with a shared texture): - Note: These are in the "nanolathing" 1000-point tech-tree node. - Added 3.75m to 5x 1.25m adapter - Added 3.75m to 7x 1.25m adapter - Added 5m to 8x 1.25 + 1x 2.5m adapter - Added 5m to 2x 2.5m adapter 0.2.1 (2014-11-25) - Quick Fix - Fixed logo path for SpaceY agency config (for career mode) - Changed "F1" engine to have conical size-adapting fairings instead of cylindrical. 0.2 (2014-11-25) - Beta update - Added "Community Tech Tree" support. If CTT is installed: - Moves tall 2.5m SRB to "Gigantic Rocketry" - Moves R5 (SaturnV-like) engine to "Gigantic Rocketry" - Changed sort-order in VAB/SPH menus for SRBs and short tank, so short versions are first. - (requires delete before reinstall of mod, or else you'll get double entries) - Added "Ejectatron", equivalent to 10x Sepratron. - Added intermediate height fuel tank. - Added 5m & 3.75m external-ring ASAS reaction wheel systems. - Added "R1" engine (single from the "R5" SaturnV-like cluster). - More thrust than Mainsail, and a little lighter, but much less efficient, costs more, and doesn't stack. - Added "F1" engine (single from the "F5"/"F9" engines clusters). - Less efficient and pricier, but more powerful and lighter than the Skipper. Accepts stacking in 2.5m and 3.75m. - Slightly improved "R5" engine cluster's efficiency. - Reduced the price and research costs of all liquid fuel engines. - Repainted fuel tanks, conical size adapters, and engines to be less "busy", and more SaturnV-like. - Slightly increased the "gloss" on tanks, so that the paint has more of a satin finish. - Updated TweakScale settings and moved them to a file called "SpaceY-TweakScale.cfg" for easy deletion/modification. 0.1 (2014-11-17) - Initial Beta test version. ---------------------------------------------------------------------------------------------------------------
  20. SpannerMonkey(smce)

    [1.4.3] SM Marine, 1.4.3v 0.9.9.2 BDA 121

    SM Industries Presents v0.9.9.2 SM Marine KSP 1.4.3 BDA 121 Only Use SM Industries v1.03 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
  21. BattleTech/Mechwarrior DropShip Parts Packs [WIP] Authors: @wenth Download Link (Current Version: A.01 "HYPER ALPHA RELEASE") Helpers: (people that helped my dumb kerbal butt figure this all out) -Damon (for helping me get the dam parts to show up at all) -Krakatoa (for helping me with smoke and flame FXs) -JadeOfMar (for generally always sticking his nose in and letting me know when im not even asking the right question) Mod Developers/Makers/Maintainers: (pepole whos assets we have used or used to make the game work) -Boots (Developer/Maintainer of the ESLD Jump Beacons Revived mod originally made by TMarkos) for allowing us to use his mod for a dependency in our Jumpships pack and answering any questions we had about dependency/part creation involved there in. Mod Integration/Dependency/Optional Dependency: -ESLD Jump Beacons Revived (approved) -TweakScale (pending permission) Work/Progress/Status Tree Phase One: Basic Thrusters, Manatee Parts and Art Standardization Phase Two: Bigger Bolder Rounder! Phase Three: UTILITY! Phase Four: To Boldly Go!/Jumpships add-on pack Phase Five: Polish a turd Bonus Phase: Plus Ultra! Planed Packs Core/Core Supplements Addons Opening: I have always loved the BattleTech universe and the Mechwarrior series that goes along with it combine that with my love of KSP and my predisposition to building massive drop ships for package delivery and habit of making giant payloads that can only really be dropped via skycrane It feels natural for me to try and bring the massive scale of battletech drop ships to KSP with a parts pack! With that in mind how ever this is my first parts pack and true attempt at modding AND my first time using these (3ds max student) modeling programs with only a background in 3D printing and CADD its slow going and any help is welcome! And no we will be focusing on more then just clan wolf they just happen to be my favoret/first clan. LOW POLY! This mod takes its style and inspiration from the entire world of mechwarrior/battletech but its model are more in the style of mechwarrior 2 (my first mechwarrior game and indoctrination into clan wolf) Parts Inspirations/goals: Our first Parts goal is to make a Spheroid drop ship (BUT WAIT SPHERES ARE HARD!) True but we are going to cheat here and make the Manatee first! Spheroid in classification only its more like a fancy fuel tank in design! At this point in time we have no goals to make actual mechs (sorry) our fallowing goals should we succeed in creating the Manatee is to move on to the Leopard Areodyne drop ship Parts/Ship Logic: Our first ship will be split into 3 or 4 sections for simplicity sake -Base (holding the thrusters and flat or snap points for legs to be designed at a later date) -The Hanger (taking up the bulk of the center section) -Fuel tanks (taking up the remainder of the center and forming most of the top -The Bridge (capping off the ship and holding the pilots/crew) Parts NOT included I have no intention to add guns or lasers or any thing like that sadly. HOW EVER! I do plan on leaving snap points for them so you may use any of the existing weapons mods or make your own should you feel up to the task! Help is welcome as this is our first attempt at a mod any one wanting to help cfg or model or test is welcome to do so! Impossible Fantasy (ya......not going to happen I dont even know what its called yet, but let me dream)
  22. Version 1.8.1 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 InterstellarFuelSwitch 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, Interstellar Fuel Switch Core and Community Resource Pack. Both are included with Mk2Expansion in the download. Because M2X uses resources from CRP, KSP will not load if it is missing from your Kerbal Space Program/GameData directory. Why don't the nuclear engines in this pack work? You're using Near Future Electrical, and the latest NFE update has changed something in its plugin code, causing the M2X NFE MM patch to no longer work. This will be officially fixed with the next update of M2X; until then, use the following compatibility patch (either save this as a .cfg named Mk2X_NFE_Functionality and overwrite the existing file in Mk2Expansion/Patches, or open up the existing patch and overwrite the contents with the code below): How do I use the Hyperblast Scramjet? You can find a tutorial on how to use the scramjet here: For KSPI and users, or if you want RF engine configs, there is a compatibility pack courtesy of ABZB: Link Changelog: Licensing The contents of this mod are distributed a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License http://creativecommons.org/licenses/by-nc-sa/4.0/legalcode' This mod uses the Community Resource Pack, Interstellar Fuel Switch, 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.
  23. Figure I would get this particular topic rolling With lots of modders using custom categories, we're starting to bump into each other. Is there interest in establishing, similar to CTT and CRP, a Community Category Kit (CCK)? If so... What categories are you currently using? How are you placing your parts in those categories? (Paging @Angel-125 and @Nils277 since those are two off the top of my head where we may have conflicts). Discuss [Heads up - will move this to a proper release thread, but here's the current Github link for interested parties :)] https://github.com/BobPalmer/CommunityCategoryKit/releases
  24. Omicron - walkable and usable interiors, hatch doors, docking ports, seats, all for your Kerbals Delight! Join the next era in space flying car playmobil like! Update: 1.4.3 compatibility: Until i update the Omicron completely, here is the link of the file module mirror fixed (the one that crashes in 1.3). The original was on plugins subfolder of Omicron, named "ObjectTools.dll". Deletes this, and then put the one in the link below on same place. I just changed the file name. Now it is "ModuleMirror.dll" https://www.dropbox.com/s/92vw3aolsx1i4zc/ModuleMirror.dll.zip?dl=0 *ingame*ingame*ingame*ingame *render Hello, Everyone. So, this is my idea, from child, I dream to fly one of these. A flying car. The name is OMICRON! Is a flying space car with a foot on reality and other in near future. The engine is in the same principle of a Saber engine, but Vtol too, and will accept stock rocket engines in the back. all parts are modular and you can build on your own. But i put some example crafts with the download. My attempt is to have the EVA and the IVA all together, i mean, the Kerbals will be visible inside the craft, and all windows/doors will be openable, more likely the stock seat, but inside the craft. The configurations you'll be able to do it, reach VTOL, SSTO. I'm not creating new engines to put on back, only the Vtol SSTO ones that show in the pics, on the side of the craft. I hope all can joy this creation and use it in your voyages. Cheers commanders. List of things i still need to do (for full release): Solar Panel; Back docking port; Airbags & Floaters; IVA; Functional cockpit panel; Ejection system for seats and windows; Wings; Fine tuning parts (crash tolerance, temperatures, etc); Download links: https://kerbal.curseforge.com/projects/omicron-space-flying-car (primary) https://dl.orangedox.com/kMYba6mjZcUikGQNaD (secondary) Installation Notes: Change Logs: Dev Thread: Dev Thread (Portuguese): http://forum.kerbalspaceprogram.com/index.php?/topic/93843-dev-omicron-carro-voador-espacial-criação-das-partes/ Omicron by Climberfx is licensed under a Attribution 4.0 International
  25. The Maritime Pack v0.1.10 Release Date: 05/27/17 Downloads to date: Download counts, usage chart, donations and the donors list is updated once every 24 hours. This chart shows the number of times a copy of KSP was started up with Maritime Pack installed over the past 30 days. Pictures! Ok, so it seems someone has disabled imgur album imbeds and left large gaping holes in the forums. You can view all of my KSP images here Other Links: Some player cretated ships on KerbalX ____________________________________________________________________________________________ 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. ____________________________________________________________________________________________ Thanks to @Beale and his modding tutorial He's responsible for this. ____________________________________________________________________________________________ Known Issues Required Plugins: Firespitter Plugin - made by Snjo (included) All rights to the included plugin are held by the original creator, for license information, please refer to the provided link.