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  1. Antenna-Helper Looking for Italian translator. Send me a PM if interested. Ever wonder what all the antennas you put on your craft, because they look so cool, actually do ? How far can you go with them ? How many science you'll be able to send back when you get there ? It's easy ! Just multiply the power of your strongest antenna with the result of the division of the sum of all your antenna's power by the power of the strongest antenna raised by their average weighted combinability exponent. This will give you the antenna power of your spacecraft, now calculate the root square of this number multiplied by the DSN power, it will give you your maximum range. So simple. OR You could use Antenna Helper to do all that, and more, for you. Ok, but what does it do ? It will show you the antenna capability of your active vessel in flight, in the editor and of all vessels in the tracking station. In flight ? Click the Antenna Helper icon on the toolbar : And you should see something close to that : The top line, in bold, show the signal strength of the whole CommNet path between your vessel and the DSN. Each button beneath it is a link in this path. Clicking on the Potential Relays button will expand the window to show all the in-flight relays : You can click on every link to display some info about both vessel (or DSN) and about the link it-self : Now take a look at : The Map-View A big circle has appeared ! Centered on the vessel or DSN your directly connected to (the first link of the main window), it helps visualize the range and signal decay of your active connection. While your ship is in the green circle its signal strength will be clamped between 100 and 75%, in the yellow circle between 75 and 50%, in the orange circle between 50 and 25%, in the red circle between 25 and 0%. And if you're outside the red circle you don't have any connection. With this new window (show it-self only in the map-view) : You can choose between different sources to show your potential range and signal strength : You mentioned the editor ? Yep. That's nice to see "on live" where you can go with your space probe but it's even better to know before launch how far you can travel. In the VAB (or SPH) click the Antenna Helper icon on the app launcher : It brings this window : Lots of info here, let's go through them from top to bottom : Selected type : which antennas are taking into account to compute the vessel antenna power. Direct (by default) will use all antennas, Relay will use only the antenna with relay capability. Current target : the range of your ship's antenna is determined by the antenna power of its target, which can be the DSN or a relay. By default the selected target is the DSN. You can change the target by clicking on Pick A Target. (more about it below) Status : a quick explanation about which antenna on your craft will actually be used in flight. Power : the antenna power of your vessel. Max Range : the maximum distance between your vessel and the target after which you'll lose the connection. Depend on the power of your vessel and the power of the target. Max Distance At 100% : the distance between your vessel and the target after which your signal strength will start to decay. Color bar : it works with the Max Distance At 100% and the Max Range distance. The number aligned with the black bars separating the colors indicate the distance at which the signal decay. Example from the pic above : between 2 050 205 945m and 51 662 800 363m, your signal strength will vary from 100% to 75%. So the target is important ? Of course, one antenna on its own don't do anything. It must be connected to another antenna, can't compute maximum range or signal strength with only one antenna. Two type of target : the DSN (Deep Space Network) : it's the (very) big antenna on Kerbin. It has three levels with different power, you upgrade from one to another by upgrading the Tracking Station. relay(s) : those are vessels you build yourself, two condition need to be meet : having at least one antenna with relay capability and setting the vessel type to "Relay". You can simulate all those connection directly from the editor : Click the Pick A Target button : From here you can select a different DSN level, your current level is in bold and is selected by default. For simulating against in-flight relay hit the In-Flight Ships button : In this window you should see one button per flying vessel with its name and its antenna relay power, important distinction, when your connection is going through a relay only the relay antenna of this relay will be used. Sound obvious but... So if your building a relay make sure your selected type, in the main window, is set to RELAY. Speaking of building relays, you may want to simulate the antenna range of a relay before you launch it. To do so you need to add your ship/relay to the Antenna Helper Editor Ship List. Just open your vessel in the editor and click on Add Ship to the Target List in the main window. After which you can click on Editor Ships in the Pick A Target window : It works the same way as the in-flight relay list, the number between parenthesis is still the antenna relay power. But what all those numbers really mean ? They are, mostly, just distance. At a solar system scale. So big distance, like space-travel distance (we're playing a space program game, are we not ?). Anyway, to help figuring out what does numbers represent you'll find this window, by clicking on Signal Strength / Distance in the main window : In it you'll see what signal strength to expect for a distance equal to the minimum and maximum distance between the home body (Kerbin), its moon(s) and all the others planet on the solar system. Keep in mind that those distance are approximate, specially for celestial body with an highly inclined orbit. You can check the distance used by hovering your mouse on the celestial body name. In the same window you can check the signal strength to expect at any given distance, write it in the input box at the bottom of the window and click the Math ! button. Still don't get a clear representation of what those space-travel distance mean ? Save your ship in the Antenna Helper Editor Ship List, click the Add Ship to the Target List button in the main window. Quit the editor and open up the Tracking Station. Tracking Station ? Yummy ! Yes it's good. Fire Antenna Helper : From there if you select a vessel in the Tracking Station list you'll see its range circles just like in flight. You can check the range for the active connection, the DSN connection and for all relay in flight by selecting it in the GUI. To check the range of a vessel saved in the Editor click the Editor Ship List button. Now you can see the range and the signal strength of your future vessel for the different connection type. The number between parenthesis is the total antenna power of your vessel, as opposed to the Ship List in the Editor that show the relay power. Sounds awesome but I don't want/need X feature ? In the Advanced Settings menu you'll find a tab for Antenna Helper. Here you can disable the mod per scene, choose to use Blizzy/LinuxGuruGamer toolbar instead of stock, and, set the refreshing speed for the flight UI, in case it slow your game. About the mod DOWNLOADS for KSP 1.4.3 : Get it with CKAN, thanks to @linuxgurugamer SpaceDock GitHub DEPENDENCY : Toolbar Controller Previous KSP version : Last release for KSP 1.4.2 Last release for KSP 1.4.0 Last release for KSP 1.3.1 It is localized in Japanese, Simplified Chinese, Russian, Spanish, German and French. It should be compatible with every mods, except RemoteTech and Kerbalism. If you find any bugs please report it, either on GitHub or on this thread. Know issues and maybe future plans Dev thread (closed), for posterity Sources are on GitHub License is MIT Credits The idea for an in-game calculator is from this thread by @Tyko. Thanks to @Poodmund for his google doc's calculator, and for the help he provide to this mod, and to the KSP wiki; Thanks to @Skalou for his help with the math Thanks to @wile1411 for his bugs reports and suggestions. Thanks to the translators : Japanese version : @EBOSHI, @COLOT and @anarog_1 Simplified Chinese : @CN_Warren Spanish : @fitiales Russian : @AlexALX German : @woeller Antenna Helper icon/logo made by myself with assets from FlatIcon by Freepik.
  2. Contract Configurator - A config-file based solution for creating new contracts! How it Works Contract Configurator exposes various hooks into KSP's contract system through a standard config file syntax. This means that modders using Contract Configurator can create new contracts without writing any code. The config file format has 5 basic sections: Contract Summary - This contains all the summary text, expiry/deadline dates, and reward information. Parameters - These are mappings to the stock ContractParameter classes which specify what the player has to do to complete the contract. Requirements - This is what is required before the contract will show up. Most of the ProgressTracking information is supported, along with a few other things. Behaviours - These are behaviours that are applied at the contract level. A behaviour can create additional objects related to the contract (such as spawning Kerbals), be used to store persistent data or any number of other things. Data nodes - These define new data for use within the contract using Contract Configurator's powerful expression language. And if the provided parameters and requirements aren't enough, Contract Configurator is extensible. New parameters and requirements can be added in as little as a dozen lines of code. Download Contract Configurator can be downloaded from GitHub. Source The full source and test configuration is available on GitHub. Documentation The user guide is hosted on the GitHub wiki. Change Log Version Checking 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. Recommended Mods The following is a list of mods that enhance some of the things Contract Configurator does: Waypoint Manager - this will help with any contract using the stock waypoint system by drawing the waypoints in the flight view. Makes hitting targets more accurately much easier! License Contract Configurator is licensed under the MIT License. RemoteTech integration (CC_RemoteTech.dll) is licensed under GNU GPL v2.0. Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  3. 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: And are also available on Github: (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): 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: (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: 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: Bug Reports: Please submit issue reports for any problems you encounter via the GitHub issues tracker: 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: 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: Future Timeline / Future Plans Please see the Github Milestones and Issues Tracker to see future/current development plans. Milestones (long-term plans): Issues Tracker (current in-dev stuff): 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: 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: 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 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: 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: 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+ It may be found at: 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!).
  4. Textures Unlimited The Textures Unlimited addon brings the Unity 5 Standard shader functions to KSP along with a suite of utilities for loading shader and model asset bundles, and a host of shader and texture-related functions to support them. It does not add any new part or textures by itself, but is intended to be used and distributed by other mods who do not wish to develop their own plugin code or shaders. Features: Asset-Bundle Shader pack loading system Reflection Probe Manager - updates the reflection probes in a fashion that works in KSP, with quality and performance configuration available Reflective textures are fully supported through the PBR shaders Texture Replacement system - replace the textures on any .mu model, in a mesh-by-mesh fashion; complex material arrangements fully supported TextureSwitch module - includes a simple texture-switch module that can be added to parts through MM patches to facilitate in-game user-driven texture switching User-driven 'recoloring' system for parts. Define the pattern on the part through a mask texture, and let the user specify the color scheme. Legacy and PBR versions available. Requires special texture and shader setup. Asset-Bundle Model loading system -- supports loading of BlendShape/ShapKey models compiled as AssetBundles (and/or any other model). Supports loading of models using non-KSP shaders. List of included shaders; all are compatible with KSPs part-highlighting and thermal glow functions: SSTU/PBR/Metallic -- Unity 5 Standard-Metallic workflow, diff/met/nrm/ao/glow SSTU/PBR/MetallicTransparent - Same as above, but with transparency/opacity support. SSTU/PBR/StockMetallicSpecular -- uses stock Diff-spec(a) texture, with user-provided MET maps. Aimed at converting stock parts to PBR rendering. SSTU/PBR/Masked -- PBR-Metallic based 'recolorable' texture system SSTU/PBR/Solar - Subsurface-Scattering based back-lit solar panel shader. Uses a GLOW/thickness map to determine backlight effect, along with several tunable shader parameters. SSTU/Masked -- Legacy Diff/Spec based 'recolorable' texture system SSTU/SolarShader -- Legacy Diff/Spec solar-panel shader. Includes a GLOW map for a view-direction dependent back-lit effect. Scatterer / EVE / SVE fully supported. Any/all of these functions are optional. Use only the features that you want or need. Potential uses Mods wanting to use PBR textures and rendering for their parts Mods needing custom shaders for their parts Mods needing BlendShape/ShapeKey animated models PBR stock-conversion mods Downloads: The latest releases will always be available from: Dependencies: Requires Module Manager (not yet included) Requirements: TexturesUnlimited currently requires the use of the OpenGL-Core graphics API. This may be activated by using the '-force-glcore' command line option to launch KSP. Other graphics APIs will 'work' (DX9/DX11), but will have rendering errors. User-created Configs and Texture Packs: (PM me to be added to the list, not required for use): Used in the following mods: (PM me to be added to the list, not required for use): Legal/Licensing Licensed under GPL 3.0 or later ( Source for the plugin and shaders are provided online at: ( You are free to use and distribute this mod as long as the terms of the license are followed. Generally speaking this should place no restrictions if an unmodified copy is bundled in full and included in third party mod's releases. Modified copies are subject to further restrictions as are detailed in the license. Examples Examples of some of the capabilities of the shaders (all examples using parts from SSTU) PBR - Reflective and semi-reflective (reflections can range from mirror-sharp to dull based on texture setup) Masked/Recoloring (PBR and legacy versions, require special texture setups) Back-lit Solar Panel Shader + PBR shaders (+EVE + Scatterer) (solar panels still using legacy backlit shader) Reflection of surroundings; colored ambient light handling Technical Support All requests for support must be done through the GitHub issues page: All issue tickets must be accompanied by a KSP.log file Known Issues DX9 Has cube-map blurring problems with PBR shaders, results in sharp lines in reflections even on non-reflective surfaces -- use OpenGL This is a Unity Engine problem, and not one that can be solved or worked around easily. DX9/DX11 Has incorrect faces in cube-maps, resulting in very poor reflections. Kerbals and other vessels are not visible in reflections. Momentary lack of reflections upon scene load. Any other issues listed on the issues tracker: Future Plans Documentation on shaders properties and texture setup Documentation on configs for shader and texture replacement and texture switch module Unity 5 Standard - Specular workflow support (more shader variants) More specific shader variants - only include NRM/GLOW/AO slots if needed - or - somehow support the SHADER_KEYWORD feature to switch variants at runtime depending on features used Support vessel reflections More comprehensive texture-replacement methods; skyboxes, kerbal suits, ksc buildings? Support EVA visor reflections/etc Possible inclusion of post-processing support, at least bloom Investigation of HDR rendering support in KSP Credits / Contributors @Lilleman for his original work on using PBR shaders in KSP. While I didn't use any of his code directly, I did learn a few things from it. @HaArLiNsH for his updated/maintained TextureReplaceReplaced, which provided valuable insight into the rendering setup used by KSP @shaw for his work on TextureReplacer (legacy), and @rbray89 for his original work on the reflection code. @blackrack for including workarounds in Scatterer that allow for integration with TexturesUnlimited (by using the TR reflection camera naming scheme). @Electrocutor for his work on the Stock conversion patches, and for helping track down issues with the code/configs/shaders.
  5. What it does It tweaks the "estimated burn time" display on the navball so that it will be reliable and accurate. It takes into account increasing acceleration as fuel mass is burned. When the ship is in vacuum and on a collision course with the ground, it will automatically show time-to-impact, and the estimated burn time to kill your velocity at ground level. When the ship is in orbit and has an upcoming rendezvous with a target ship, it will automatically show time-to-closest-approach, and the estimated burn time to match velocity to the target. When the ship is on a course to enter or exit atmosphere in the next few minutes, shows time until the transition. For maneuver nodes and closest-approach, it shows a countdown indicator to tell you when to start your burn. What this means for maneuver nodes: You will see a burn time that's accurate to the second. You will never see "N/A" unless your vessel actually can't run at all (e.g. is out of fuel or has no active engines). Shows a warning if the maneuver would require more fuel than you have (see Notes, below) What this means for landing on vacuum worlds: No more messing around with ground-level maneuver nodes to figure out when to start your retro-burn. Download from SpaceDock License: CC-BY-NC-ND 4.0 Source code Why? The "estimated burn time" indicator provided by stock KSP is very rudimentary. It just keeps track of the maximum acceleration observed for the current ship in the current flight session, and then assumes that. This has several drawbacks: You just see "N/A" until the first time you do acceleration in the flight session. It doesn't take into account the fact that your acceleration will get better as you burn fuel It doesn't deal with engines running out of fuel, being deactivated, etc. It happily tells you an estimate even if you don't have the fuel to do the burn. You have to do mental math all the time to split the burn across the maneuver node. This mod addresses all the above problems. Summary below, see the README for full technical details. Notes The "countdown" indicator For maneuver nodes and closest-approach, the mod displays a "countdown" indicator. This is a little row of green dots, immediately below the estimated burn time. This row of dots counts down until it's time to start your burn: when the last dot disappears, start the burn. The display is logarithmic. The last three (biggest, leftmost) dots are in seconds: 3, 2, 1, go. After the first three dots, it's 5 seconds, 10 seconds, 15 seconds, then it doubles for each dot after that. Note: No countdown indicator is currently shown for the "time to impact" indicator; this is because "when should I start?" is more complex, depending on a lot of factors including your descent angle, TWR, etc. This feature may eventually be added, but until then, you're on your own. If you don't like this indicator, you can do any of the following (see mod page on SpaceDock for details): Customize its appearance Make it numeric rather than graphic (e.g. "Start burn in 43s" or "Burn-43s" or however you like) Turn it off completely The "insufficient fuel" warning Normally, the mod displays estimated burn time like this (48 seconds in this example): Est. Burn: 48s If the mod decides that you don't have enough dV to do the specified maneuver, it will display the time like this instead: Est. Burn: (~48s) Note that it won't do this if you have the "infinite fuel" cheat turned on (since then you always have enough dV!) The time-to-impact indicator Under the right circumstances, the mod will display a "time until impact" indicator (instead of "time until maneuver"), along with an estimated burn time which is how long your engine would need to kill your velocity at ground level. All of the following conditions must be met for this indicator to be displayed: The impact tracker isn't disabled via settings (see "Settings", below) The planet/moon whose SoI you're in has no atmosphere. (Someday I may release an update to enable the impact indicator when it's in atmosphere, but not right now. It gets ugly and would significantly complicate the calculations.) You're on a trajectory that intersects the surface. You're falling by at least 2 m/s. The time of impact is no more than 120 seconds away (though you can tweak this with settings, see below). Note that the time-to-impact is based on the assumption that you don't do a retro-burn and just coast to your doom. So if you're figuring out "when do I start my retro-burn to land," you'll generally want to wait a little bit after the point at which time-to-impact equals estimated burn time. The time-to-closest-approach indicator Under the right circumstances, the mod will display a "time until closest approach" indicator (instead of "time until maneuver"), along with an estimated burn time to match velocity with the target. All of the following conditions must be met for this indicator to be displayed: The approach tracker isn't disabled via settings (see "Settings", below) You don't have a maneuver node set The impact tracker (see above) isn't displaying time-to-impact You have a target, which is a vessel (e.g. not a planet) Neither you nor your target is landed You have an upcoming approach within 10 km distance The closest approach is no more than 15 minutes from now You're not within 200 meters of the target and going under 10 m/s, or within 400 meters and going under 1 m/s To slow your craft to a halt when it's close to the target, you should start your burn when the time-until-closest-approach is about half of the estimated burn time shown. The time-to-atmosphere indicator If you're imminently about to enter or exit atmosphere, it shows time remaining. The atmosphere tracker only shows time until transition (there's no burn time or countdown dots). Note that for time-until-exit, it assumes a ballistic trajectory and makes no attempt whatsoever to account for drag. There are config options for this feature in config.xml. If you don't like the default behavior, you can adjust how far ahead of time it displays the warning, or turn the feature off completely if you prefer. Caveats A few things to know about how the mod works. Summary presented here; please see the README for full details. It doesn't know about staging. It assumes that all fuel will be consumed by your current stage. Therefore, the burn time estimate and dV warning indicator may be inaccurate if you're going to be staging in the middle of the burn. (After you stage, though, it will immediately update itself.) It doesn't know about fuel flow. It assumes that all your fuel will be available to all your engines throughout the burn. Therefore, if any of your engines are going to run dry before others during the burn, the time estimate will be optimistic. (After the engines run dry, though, it will immediately update itself.) It ignores electrical supply, so make sure your ion engine has enough power. Time to impact is very simplistic. It looks at the elevation directly under the ship, and at your current vertical speed. It corrects for the acceleration of gravity, but nothing else. This means that if you're flying over rough terrain, the time-to-impact indicator will be irregular (it will suddenly get shorter when you're flying over an ascending slope, or longer when you're flying over a descending slope). If you're hurtling horizontally and about to smack into the side of a mountain range looming up in front of you, the mod has no clue. Be warned. The time-to-impact estimate takes into account your current velocity and the acceleration of gravity, and that's it. It deliberately does not take into account the acceleration of your engines, if you're firing them. It's an estimate of "how long would I take to smash into the ground if I turned off all my engines." So when you're retro-burning to land, the actual time to reach the ground will be longer than the displayed estimate, depending on things such as your TWR, throttle setting, angle of approach, etc. So if you want to time your burn so that you reach zero velocity right when you get to ground level, you'll need to wait a little bit past the point where the estimated time to impact equals the estimated burn time. Also, be aware that this mod will tell you a shorter burn time than stock KSP would, since it takes into account your ship's increasing acceleration as it burns fuel. That's good (more accurate!)... but keep it in mind when judging safety margins (i.e. when to start your engine) when landing. If it tells you that you need 20 seconds to brake to a halt, you really need 20 seconds. Don't say I didn't warn you. Acknowledgments Thanks to @FullMetalMachinist for the excellent suggestion of using a row of dots to show the countdown-to-start-burn. Ask and ye shall receive! Thanks also to @Gen. Jack D. Ripper for usability suggestions on the countdown timer's appearance.
  6. Are you tired of your Kerbals complaining about having nothing to do during long flights? Do you want to give them more buttons to push, and maybe some displays so they can keep track of what's going on? Then look no farther. RasterPropMonitor is a plugin and toolkit originally by Mihara that provides functional props within your IVA. It was originally designed for the displays of the ALCOR capsule, but it evolved to add more features and widgets, dragging the Kerbal Space Program into the 21st Century. RPM includes some overrides for stock capsules (and a few mod capsules) to show off what can be done, but there's far more in the plugin than these examples can show. DOWNLOAD: From GitHub. IVAs require Module Manager, which is not bundled with this mod. CKAN USERS: I do not support installing by CKAN. If you have questions regarding this mod being on CKAN, or missing from CKAN, you can talk to the people on the CKAN thread. If you installed this mod using CKAN, and you are having problems with it, you must uninstall this mod through CKAN and install it manually to make sure it is not a CKAN installer issue. If you have not taken that minimal step, I will not provide additional support. I am not involved with CKAN - installation issues need to be taken up with them. HOW TO GET HELP: Did you use CKAN? Look at the previous entry. Otherwise, read the first few entries in the FAQ on GitHub. DOCUMENTATION: Want to tweak an IVA to your liking? Documentation is on GitHub. RELEASE NOTES: On GitHub. FREQUENTLY ASKED QUESTIONS: Also on GitHub. SOURCE CODE: Also on GitHub (notice a theme? ). LICENSE: GNU GPLv3. Props courtesy of alexustas and other contributors, and available under the terms of CC 3.0 BY-NC-SA. Portions of this package are derived from stock textures by Squad and are distributed according to Squad policy of permitting to distribute stock assets with mods if required. TinyPirate's 2-minute-mod review: Add-ons for RasterPropMonitor: Plugins that integrate with RasterPropMonitor, enhancing the IVA experience. Astrogator, for planning transfers between worlds. Docking Port Alignment Indicator, to make IVA docking much, much easier. NavUtilities, providing ILS and HSI in the cockpit. SCANsat, for map views on the MFDs. VesselView, for graphical representations of your craft. Plugins RasterPropMonitor can interact with, enhancing the IVA experience even more. Ferram Aerospace Research: for FAR-computed variables, as well as controlling flaps and spoilers from IVA. MechJeb: for all sorts of auto-pilot features and flight information. RealChute: RPM can arm, disarm, deploy, and cut RealChute parachutes (as well as deploying and cutting stock 'chutes). RasterPropMonitor contains example props based on stock internal props. If you want to create a really good looking IVA, you should consider grabbing Alexustas' ASET Props. It implements more of RPM's features than any other mod I've seen. Even better, ASET Avionics provides props for space planes (or any other IVA wanting some aviation-styled props). Projects using RasterPropMonitor: Aerokerbin Industries Modified IVAs by MasseFlieger. The ALCOR capsule and ERS rover by alexustas. CST-100 7-seat crew vehicle by xxhansonmaxx Falcon Drone cockpit Home Grown Rockets KSA IVA Upgrade Mk3 Pod IVA Replacement by Apex Don't see a current IVA project on this list? Let me know. I may have missed it, or I may not have imported it from the original RPM thread. Speaking of which... Mihara had more to say about RPM on the original thread (and I'll edit this post some time down the road to include more of the links and info he had).
  7. Final Frontier kerbal individual merits current version: 1.4.2-3375 Sometimes it's hard to choose a kerbal for a mission because they are all the same... well, they differ in courage and stupidity but they have no history, no personal merits they have achieved. Do you remember who was the first kerbal in space? No? Ok, who was the first kerbal on Mun? Still no idea? The Final Frontier plugin will handle this for you. Each kerbal will get ribbons for extraordinary merits. And the number of missions flown (i.e. vessel recovered), total mission time and total EVA time is recorded, too. Download: Spacedock Spacedock direct link for KSP 1.1.3 Mirror: Curse For modders: Version 0.8.12 and later includes an api to reward ribbons from an external plugin. You will find an adapter class and an example here: FinalFrontierAdapter Planet Packs (for use in 0.6.0 or later): PFCE: Download Kerbol Expanded: Download (WIP, last update 02.01.2015) Ribbon Packs (for use in 0.9.1 or later): RANKS and MILITARY RANKS FOR KERBALS (Base ID 1000) by Araym Expedition/Rank Ribbon Packs (Base ID 8000) bySmarterThanMe Armed Forces Ranks (Base ID 3000) by Shadriss If you want to create your own ribbon pack feel free to do so. But you should use IDs other than in the ribbon packs above. Just set the BASE in the config file to some other number and keep in mind that every ribbon must get an unique ID. (Screenshot of my development copy and not from a real game) To open the Final Frontier Hall of Fame window just click on the button labeled "FF" in the toolbar or press LEFTALT-F (hardcoded at the moment, so it's not assignable to another key). If you are using the stock toolbar you will find some kind of award icon. To browse all available ribbons just press the "Ribbons" button on the right of the hall of fame. Currently the following ribbons are awarded to kerbals: Orbit around a celestial body (including Kerbin) Landing on a celestial body (including Kerbin – kerbals do reward even simple tasks, because most of the time they fail...) EVA in around a celestial body without a stable orbit (including Kerbin) EVA in an orbit around a celestial body (including Kerbin) EVA on a celestial body (including Kerbin – let's hope they will survive...) Docking around a celestial body (including Kerbin) Collision in a vessel Dangerous EVA while not on ground and not in a stable orbit Get into a Kerbin orbit in less than 200, 150 or 120 seconds Accumulated mission time of at least 5, 20, 50, 100, 500, 2000 or 5000 days (20, 80, 200, 400, 2000 or 20000 kerbin days) A return from single mission that lasted for at least 20, 50, 125, 500 oe 2000 days (80, 200, 500, 2000, or 8000 kerbin days) At least 5, 20 or 50 missions flown (i.e. vessel recovered) Done a splashdown landing First kerbal in space A ribbon for entering the sphere of influence of a celestial body (new in 0.2.2) Planting flags on celestial bodies Launching with solid fuel boosters of 10%, 20%, or 30% ship mass Achieved gee-force of 3, 4, 5, 6,..., 17 or 18 g Entering the deep athmosphere of Jool Orbiting the Sun at half or less the distance of Moho Moving a vehicle (hopefully a rover) on the surface of a celestial body Crew member of a heavy vehicle of at least 250, 500, 750, 1000, 1500, 2000 or 4000 tons Launching a heavy vehicle of at least 250, 500, 750, 1000, 1500, 2000 or 4000 (!) tons Landing a heavy vehicle of at least 250, 500, 750, 1000, 1500, 2000 or 4000 (puh!) tons Ribbons for 1h, 2h, 6h, 12h, 24h, 48h, 96h and 192h in EVA Ribbons for flying a vessel at Mach 3, 4, 5, 6, 8, 10, 15 below 20,000m in Kerbin atmosphere (0.4.1 and later) Ribbons for EVA Endurance, i.e. a single EVA of at least 20, 30, 40, 50, 60, 90, 120, 180, 240 or 300 minutes. Ribbons for entering atmosphere of Eve, Duna, Jool,... A Ribbon for entering the sphere of influence of all celestial bodies (Grant Tour ribbon) A Ribbon for entering the sphere of influence of all moons of Jool (Jool Tour ribbon) Ribbons for completing contracts Ribbons achieving research (while in a mission) Ribbons for first completed mission as an engineer, pilot or scientist Ribbons for altitude, distance, speed and depth records A Ribbon for entering deep space beyond Eeloo (or whatever outermost planet may exist) Ribbons for landing in polar regions Ribbons for landing at high elevations on kerbin Ribbons for landing with less than 5% or 1% liquid fuel More than 500 ribbons in total! If a kerbal is the first one rewarded with a celestial ribbon, he will get the "First kerbal" ribbon of that kind (for example "First kerbal in orbit around Kerbin "). Some ribbons replace some others when earned. For example: The ribbon for EVA in an orbit around a celestial body replaces the ribbon for EVA around the same body without a stable orbit. The ribbon for 20 missions flown replaces the ribbon for 5 missions, etc. A tooltip gives a short description for each awarded ribbon. The ribbon graphics are inspired by the ribbons created by Unistrut (view this thread). But unfortunately I still do not have his permission to include his ribbon graphics into Final Frontier so I have created my own set of ribbons. They are using the same color and sometimes similar graphics (so they will look similar). If Unistrut will give his permission to use his ribbons, I will include them in a modified form with better graphics than mine. Some of the custom ribbons are created by SmarterThanMe and nothke and are used with their permission. Update: I finally got the permission to use the ribbons from Unistrut. But why is it called "Final Frontier"? Well, I'm quite surprised that nobody is asking, but I will try to explain it anyway. I was thinking about this plugin since the personal achievement mod by blizzy78. I liked the idea in general but in a sandbox game achievements for the player doesn't mean to much to me (but this is a personal opinion of course). Unfortunately I'm a Java/C++ programmer and C# is quite new for me, so time and missing skills/experience delayed the implementation until the first days of 2014. Then I decided to give it a try and created a small C# project for testing/learning the basics. The first decision to made was the name of the project. I do not exactly remember how I get the idea for the name, but I searched a bit in Youtube, Google and well, perhaps there was a replay of Star Trek in TV. I really don't know how I got the name, but I created a project "Final Frontier" and so it begun. And I don't like to change the name of a project afterwards without a specific reason. Installation: Important! Please read if you have trouble with Final Frontier. Just unzip the archive into the KSP folder. Don't move the FinalFrontier folder, it should be nested in the folder GameData/Nereid. If you are already using the toolbar you don't have to extract the toolbar folder. Do not change the installation path! Final Frontier must reside under GameData/Nereid Compatibility: Final Frontier should be compatible with most mods. There is one important exclusion from this rule: Mods that are changing names of celestial bodies or add new celestial bodies will cause trouble. All releases from 0.6.0 and later can handle the altering of celestial bodies. There is still one exclusion: All celestial bodies must have unique names. To get ribbons for new celestial bodies, you must install a planet pack (see above). Changelog: 0.7.15-1047: Fix for missing button in blizzys toolbar 0.8.1-1282: Fix for lost ribbons bug 0.8.2-1285: minor bugs fixed 0.8.6-1370: fix for Contract Configurator compatibiliy 0.8.8-1410: Update for KSP 1.0.5 0.8.9-1414: new custom ribbons from SmarterThanMe 0.8.13-1728: 7 new ribbons (includung deep space ribbon) support for external plugins that may award ribbons minor fixes 0.9.1-1749 support for user defined custom ribbons 0.9.3-1792 fix for not properly removed kerbals in hall of fame that were spawned by CC+ new ribbons: Lost And Found (untestet), Significant Contract, Exceptional Contract, Passenger Transport removed some uneccessary log spamming added optional logging of ribbons/achievements (to analyze incorrectly awarded ribbons; see last checkbox in config window) 0.9.4-1798 fix for Lost And Found ribbon and Passenger Transport ribbons (NREs in log) 0.9.5-1819 Minor fixes (if you do not enable the logging of ribbon awards you should be fine) Lost And Found ribbon disabled Reasearch ribbons tuned down a bit 0.9.6-1826 Fix for mission summary window 0.9.8-1882First North Polar Lander ribbon North Polar Lander ribbon First South Polar Lander ribbon South Polar Lander ribbon 5% Fuel Landing ribbon (only liquid fuel ist taken into account!) 1% Fuel Landing ribbon (only liquid fuel ist taken into account!) 1500m Mountain Lander ribbon 2000m Mountain Lander ribbon 2500m Mountain Lander ribbon 3000m Mountain Lander ribbon 3500m Mountain Lander ribbon 4000m Mountain Lander ribbon 1.0.2-2131 Update for KSP 1.1.0 1.0.3-2181 Update for KSP 1.1.2 Minor fixes (e.g. windows stay open in main menu) 1.0.4-2216 New First-Kerbal-In-Space and First-EVA-In-Space ribbons graphics by SmarfterThanMe Configurable hotkey 1.0.5-2223 correct URL for KSP-AVC no other changes 1.0.6-2301 Fix for Closer Solar Orbit ribbon and OPM 1.0.7-2319 Hotkey fixed (hopefully) 1.0.8-2443 no more 0%/5% Fuel Landing ribbons if a vessel is landing with deployed (or cut) parachutes logging of some keypresses to analyze the still not solved hotkey issue 1.0.9-2459 timestamps in log now in kerbin time, if enabled in KSP settings fix for FinalFrontierAdapter (kerbal type applicant now eligible for ribbon awards) hall of fame is now refreshed, if an applicant joins the crew roster 1.0.10-2467 Fix for hotkey issue (maybe) minor fix to prevent NRE 1.0.12-2505 Build for KSP 1.1.3 RSS compatibility 1.0.13-2539 Mountain Lander Ribbon for 4000m now superseedes 3500m fixed a typo in the description of the polar landing ribbons 1.2.1-2650 Build for KSP 1.2 1.2.3-2675 fix for the incorrect data in the mission summary window "show summary window" checkbox in config 1.2.4-2772 mission summary window only shown if crew recovered 1.2.5-2906 Fix for conflict with Contract Configurator 1.2.7-3080 KSP 1.2.2 (no significant changes) 1.3.1-3103 KSP 1.3.0 (no significant changes) 1.3.2-3155 no more science records for no science points earned low gravity landing ribbons 1.3.3-3172 KSP 1.3.1 logbook pages 1.3.5-3175 Rover ribbon no longer supersedes EVA ground ribbon 1.3.6-3189 Option to permanently disable ribbons in the Ribbon-Browser without tampering with the ribbon png files 1.4.0-3325 KSP 1.4.0 1.4.1-3335 KSP 1.4.1 1.4.2-3375 KSP 1.4.2 Fix for blurred ribbons in low quality settings The plugin is currently in some kind of alpha beta gamma stage. It works or at least I think it will work. But bugs may occur and don't try this plugin in a current game without a backup. And it its my first project in C#, so don't expect to much from the code . Kerbals are identified by their names. So don't add kerbals with the same name or Final Frontier will get confused. The plugin takes use of System.IO to store its data in the corresponding persistent.sfs of a game and its settings in GameData/FinalFrontier.dat. Release 0.8.x will do a scan for old save games in the saves folder and converts them upon permission by the user. There are no other write operations anywhere on the system. License: Source is included in the zip archive. Final Frontier uses the toolbar created by blizzy78, see If you don't like the toolbar or just want to use the stock toolbar for Final Frontier disable the use of blizzys toolbar in the configuration dialog of Final Frontier. Bugs: Ike and dres ribbons are the same. (fixed in 0.4.20) Decoupling in orbit, leaving orbit and immediatly returning into orbit give Fast Orbit Ribbon (fixed in 0.5.4) A splashdown landing in water give Mach 10 Ribbon (fixed in 0.5.4) Typo" Grant Tour" instead of "Grand Tour" (fixed in 0.5.4) SOI ribbons (and maybe others too) are not awarded when in time acceleration (fixed in 0.5.6) Gee force ribbons don't work as intended if crew is changed in flight (still suspicious) Closer solar orbit ribbons don't work (fixed in 0.6.0) quickload may cause loss of ribbons (fixed in 0.6.3) Ribbons may get lost, after installing new mods (fixed in 0.8.1-1282) Kerbals may get cloned (fixed in 0.8.3-1361) mission summary incorrect in some cases (fixed in 0.9.6-1826)
  8. Deadly Reentry 7.5.0, for KSP 1.2.2 - The Melificent Edition What Deadly Reentry does! (especially with KSP's new handling of thermodynamics) Deadly Reentry balances part thermal properties (max temp values of skin and internal as well as various conduction properties: skin-skin, skin-internal, emission, etc) If parts get too hot then they may catch fire. (or begin to melt; depends on if they are logically flammable or not). This begins to happen at 85% of its max temp. Some parts have had their max temp increased to compensate. Basically, think of the 85% mark as being a soft failure point leading to hard failure. As of DRE 7.6.0, this is implemented on a per area skin damage system (X+-, Y+-, Z+-). As the exterior is damaged, the interior becomes more exposed to direct reentry or supersonic heating. (the interior usally has less resistance against heating) Parts and Kerbals that experience excessive G forces for excessive periods of time may fail/die. Download latest version! (official release) If you find this mod helpful and want to throw some money away, feel free to click the donate button below! ialdabaoth (who is awesome) created Deadly Reentry 2, based on r4m0n's Deadly Reentry; this is a continuation. This continues NathanKell's work on Deadly Reentry continued, and he might contribute more at times. License remains CC-BY-SA as modified by ialdabaoth. Also included: Module Manager (by sarbian, swamp_ig, and ialdabaoth). See Module Manager thread for details and license and source: Module Manager is required for DREC to work. INSTALL INSTRUCTIONS: If you currently have Deadly Reentry installed, go to KSP/GameData/DeadlyReentry and delete everything (files and folders). Also delete any old versions of ModuleManager (modulemanager.dll for example) in your KSP/GameData folder. Extract this archive to your KSP/GameData folder * ModularFlightIntegrator is not currently required or used by Deadly Reentry as of about DRE 7.2.2. USAGE INSTRUCTIONS: Be careful how you reenter. Make sure your craft has a heatshield (the Mk1 pod has a built-in heatshield, as do stock spaceplanes; the Mk1-2 needs a heat shield from the Structural tab). For a low Kerbin orbit reentry, try for a periapsis of about 10-20km over Kerbin. do not deploy your parachute until speed has dropped below ~350m/s. (typically you should be at a safe velocity by the time you reach an altitude of 7km) Note: Deadly Reentry no longer interferes with chutes. Both stock chutes and Real Chutes have adopted their own implementations of punishing deployments at unsafe speeds. The above warning still applies except you don't get to blame Deadly Reentry about it. Compatible shield/reentry packs! Deadly Reentry Frequently Asked Questions. Changelog: Old Legacy Changelogs! Download (latest official) Source on Github
  9. So I have been considering over the past month or two the creation of a life support system tailored to fit in with the USI mods, and also bring together some the bits I like about other mods already on the market, and add a few of my own tweaks, etc. This is pretty much my interpretation of how, if I were to go buy Kerbal in a store, I would expect a stock-ish life support system to work. I've been playing with it and minus a few refinements am very happy with the result. With that, I am pleased to introduce USI Life Support. Basic overview stuff. Mechanics wise, it's pretty simple. Kerbals require supplies. Kerbals also require EC. these are both on the same timer, so I just check supplies for the status window. When Kerbals are done consuming supplies, leftovers, scraps, and 'anything else' is either tossed overboard, or (if storage is available) tossed into a 'mulcher'. The resulting organic slurry is called 'mulch' and can be used to feed greenhouses, etc. at the player's discretion (or in the case of MKS, converted into Organics at varying levels of efficiency). 15 days out, the visuals go yellow (sorry, no auto-warp-slowdown-thingie, use KAC). When supplies run out, things go into the red. If you leave them unsupplied for 15 days... well, they just say 'screw it', get grouchy, and quit. They are still in the pod. they still take up a seat. But they can't fly, can't EVA, and essentially do the Kerbal equivelant of spinning around in their office chairs, refusing to work, until resupplied. This is a design consideration in that all of us, at least once, has just flat out done goofed, and lost a whole colony of Kerbals via glich or other sadness. Yes, death/despawn will be an option. Not the default one tho. Mechanics wise, they are transformed into tourists, as they are essentially on a self-imposed vacation Once resupplied, they are happy as clams and will return to work. While on EVA, they will not quit. But if they are brought back aboard a ship and have been starved (and can't find a hot meal waiting) they will promptly go in strike, and begin their self imposed vacation immediately. Orange suited Kerbals (Jeb, Bill, Bob, and Val) are immune to the ill effects of life support. They will still consume supplies if given, but do not leave the job, because they are just that awesome. This always gives a player (especially a new one) an 'out' to test out a manned mission before actually committing your other kerbals, etc. to a horrible fate of snack deprivation. Yes, it's a bit more 'Kerbal' than TAC-LS, but also a lot more predictable and with harder consequences than 'Snacks'. It does, however, feel 'right' (at least to me) from a design standpoint. Parts wise: Three inline storage compartments. No extra recyclers needed. No resourced added to pods (the 15 day window covers all of the Kerbin SOI so no point). No random contracts. MKS/OKS Changes MKS wise, closed loop just got a lot harder/more interesting (depending on your point of view). The old C3 (now renamed to the Pioneer Module) will have a basic mulcher and greenhouse and can do recycling at 50% efficiency for up to four Kerbals. Kerbitats operate at 75% efficiency. Mk-IV modules (once released) will operate at 90% efficiency off-world, 100% efficiency on the surface (pulling in of local material is inferred, no extra drills required). Supplies come from organics. Organics come either from mulched supply waste, or from a combo of water/substrate. So surface bases are easier to get to self sufficiency - if they are on water/substrate deposits. Orbital will always be a pain - so you will need to fly up fresh organics or keep large stores. And since organics creation is not tied to the life support loop, building large surface farms is also pretty easy now. Dealing with hungry Kerbals So you can do some very interesting things. Run a command pod to dock reviving supplies/snacks to a starved out colony ship. Use one of your orange-suits to lead a mission and conserve supplies. Note that Kerbals are pretty damn aggressive about getting their snacks - the only way to lock them out of the biscuit tin is to click that little feed button by the resource on a part (same way we reserve some battery power for a probe). Note that a Kerbal about to starve (i.e. no supplies for 15 days) will in fact happily break open said biscuit tin. witty screen message included Design side note: So 'Mulch'. Waste was used, and too generic. And I wanted something that showed that the stuff was kinda useful, not edible, and felt more 'kerbal' (and less like poo!) if that makes sense. The idea of Kerbals tossing all of the spare bits and scraps into a contraption and getting out a semi-useful generic organic slurry had a certain appeal, hence the abstracted mulchers and mulch resource. The resource itself is just 'supplies' and has the visual representation of a translucent, semi-rounded green cube. What are they? Well... leave that to the imagination. But the labeling will read 'N.O.M.S. - (Nutritional Organic Meal Substitute)' on the tins 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: Get it at the GitHub Repo!
  10. Updated for KSP 1.3.1 Once upon a time there was LAZOR mod from famous Romfarer, which included a useful docking camera, that displays the videostream a small window in the main flight scene. However, it has not been updated for a long time, and refused to work in recent versions of the game (or I could not start it). Nevertheless, I like it output style of information and I was bored without this service. That in turn has led me to attempt to revive the aforementioned docking camera. And YES, i know about Docking Port Alignment Indicator, HullCamVDS, cameras for RasterPropMonitor etc. But i do not know about any working cameras in window. New shaders example: So, what we have here. Docking-camera itself, which can be integrated to any part (MM patch enclosed for the docking port modules). It looks ahead by the vertical axis of the vessel's and displays a minimum of necessary info for the docking maneuver - namely, range, speed, angle, alignment and when the correct trajectory occured - time prior to docking with the mark that such trajectory will lead our vessel to dock without additional actions (small lamp will become green and will show time to docking). camera window has three size presets. It also has three viewing modes: color, Black and white and infrared. Powered zoom function. Also, there is a button to remove flight data from the screen. Furthermore, effect of television interference can be added. The range of the camera,parameters of night vision (RSMA) and presence of noise - can be configured through CFG. Camera requires a target to operate. In addition the ugly external camera enclosed. It can show videostream only and also has three modes of vision and is able to rotate on two axes. For cameras, installed under the belly of the aircraft (which gets inverted upside down) there is the mode of rotation of the image. In the CFG of the partcamera some meshes could be configured for use with other camera model. All cameras have a title with its number, and also can work a few pieces at a time. Docking camera reporting its target on its window title. There is an experiment on part camera - a try to reproduce a surveilance (spy) activity. You need to be at a distance less than 1000 m near any targetable thingie, catch it on camera's screen and targeted. press "⦿" button. A ray will be shoot. If all requirements have met and there are no obstacle on ray's path - you'll should get experiment results, if something wrong - you just spend one bullet. Experiments is limited by bullets (4 yellow balls around cam, dissapearing one by one each time). I thought it will be interesting if contracts. Camera has 3 presets of shaders (noisy TV 1960th style, TV 1980th style and standart (color, b/w and nightvision). available via button, appearing when blizzy toolbar is installed. Also, by toolbar button you could find info about nearby cameras installed on other vessels in transmission range. If camera has been activated on some vessel, but you drive other one - a new window from distant camera will appear when distance from first one will become less than 2500 (or 10k (customizable)). If you want you can use "look at me" mode by activating it on distant camera. "Targetcam" and "follow me" modes on your active vessel (set camera position using scrollers). The cameras can transmit the videostream to nearby vessels, but only at a distance of up to 2 500 meters. You can change this unload range via toolbar button. Configuring examples History Download from Spacedock DONATE Source installation: remove previous version and just extract an archive into Gamedata. requirements: ModuleManager recommends: Blizzy Toolbar
  11. AtmosphereAutopilot plugin stagnation thread I'm a flight man. After getting bored from mundane KSP launch routine I found myself enjoying my old hobby - atmospheric flight. And then the struggle was born - lack of control. SSTO's were annoying, keeping them on ascent was hard. Flying anything but overdamped dart was exhausting even with joystick. I felt like i'm in 1940-s, and it was not the feeling i wanted to get from a game I love so much. One year ago, in November of 2014, I started working on this plugin to solve those problems for me. I needed three things in my life: generic fly-by-wire, cruise control and automatic lander. It makes me sad, but after one year, I only managed to implement the first autopilot (cruise control is also implemented). Considering my free time shortage as a student, I decided to still release this mod here, for one may find it's functionality useful for him, or for another to see the potential in this mod and help it with his advice or coding\engineering skills. Autopilots list: Standard Fly-By-Wire. Control signal abstraction autopilot, SAS replacement. Here is a short flight footage of statically unstable plane I took: VIDEO. You can see roll-yaw induced isolation, AoA and G moderation, as well as general behaviour of the autopilot. Mouse Director. Plane tries to fly towards camera direction. Use middle mouse button hold + mouse turn to look above the craft and have a convenient camera angle. Precise control (CAPS LOCK) prevents from roll-over while accelerating down, as well as restrains acceleration in general. VIDEO. Cruise Flight. Maintain course, altitude, speed, fly towards a waypoint, picked on Kerbin in map view by click. More details in documentation. Videos: Quick overview by KerbalItalia dude (in Italian of course, but that doesn't really matter): Download links: Curse or SpaceDock or Github As usual, put .zip contents in gamedata. License: GNU GPL v3. Dependencies and compatibility: FAR is supported. No wind mods are supported, as well as any mods, wich are changing control surface, rcs and engine gimbaling behaviour. I recommend using Kerbal Joint Reinforcement by ferram4. If you're using "Stock Bug Fix Modules", turn off ModuleControlSurfacePlus and ModuleGimbalPlus modules in it's manager. FAQ: >FAR? - yes >Wobbling on my plane. - yes. In 99% of cases I'll know what's the problem, it's just that to fix it would be impossible under my time budget. Warm it up by pitching\rolling, tweak some stuff, it may help. Ask me, if desperate. Documentation: I tried my best at providing documentation of the code itself and writing a readme you can find in the archive, or in Git repo - Please, make sure you've examined it before asking any questions. I'm not very good at support, but i will try. FPS impact: Computational complexity of plugin (when active) - O(n), where n - number of parts. You will feel it on 100+ part crafts, and you will feel a heavy GUI, wich is full of numbers (Unity is slow with rendering strings, or maybe I'm just a bad coder), needed for debugging. Fortunately, most of the time, you don't need any GUI at all. Hotkeys: Default ones: "P" - "Master switch" you can use to toggle AA. "Shift"+"P" - toggle Autopilot Module manager GUI. "O" - default hotkey for moderation switch, when Fly-By-Wire is active. Can be changed in Global_settings.cfg in Fly-By-Wire section. Acknowledgments: Sarbian - for support of ModuleManager and consultation on numerical precision issues, and other cheesy KSP stuff. Kobymaru - he kindly helped with initial criticizm and debugging of plugin in August-September. Ferram4 - for providing a license application example to copy from, I'm new to this stuff. Morse - neo-GUI design and implementation. Donate
  12. Ever had a Kerbal stranded in orbit in a deflated USI inflatable module, or other crewed part without a hatch? This is your solution. This is a simple micro-addon that does one thing; restricts the pods that may be selected to spawn kerbals in for orbital rescue contracts. Any new contracts that are generated will have the part that they use validated against a list of approved parts and replaced with a random approved part if it is not on the list. This will not effect any contracts that you have already accepted, or any contracts that are already 'available'; as such you will need to complete or decline any existing rescue contracts after you first install the mod. The pods that are 'valid' are configurable via a simple config file, the default configuration file only includes stock command pods. Other 'valid' pods can be added by end-users through module manager (recommended) or manual edits (not recommended). See the included .cfg file for details / node names / etc. Downloads: Simply drop the KSPRescuePodFix folder from the .zip into your KSPs GameData folder and you should be good to go. Requirements: ModuleManager for KSP 1.2 (latest version you can find) Issues/Problems/Bug Reports: Please report all issues/bugs/feature-requests on the github issue tracker, located at: ( ) Legal: Source is licensed under GPL v3 ( ), and is available on github: ( ). Much of the source is based on the concept presented by @xEvilReeperx, which can be found at ( link ).
  13. Ages ago i saw a mod, allowing to see trajectory's prediction in flight scene. But it has been lost. Now - it back. Just displays trajectory predictions. Partless, ON/OFF and nothing more. (adds itself with the help of MM-patch to each unit with ModuleCommand). This mod is designed to help with a more accurate landing. If activated in the flight scene, it will draw the trajectory and predict the point of contact. short review full review from Kottabos Download from Spacedock DONATE Source installation: remove previous version and just extract an archive into Gamedata. requirements: ModuleManager
  14. This is a continuation of the idea of the well-known Audio Muffler mod by NovaSilisko Its purpose is to make game sounds feel more realistic by muffling them as the air around your vessel gets less dense. here will be a video demonstrating the mod's features later License: CC BY-NC-SA Source code: on GitHub Supported KSP version: 1.4.3 Download from SpaceDock A serious redux of the original version was made to be able to implement some new features as Cabin sounds are not muffled when you are inside it Music is not muffled anymore In atmosphere sounds feel different if they happen outside your vessel from the ones inside While on IVA in space you can hear your own engines and can't hear anything outside your vessel If you get bored by totally silent space, you may edit the mod's config file (Audio Muffler Redux/PluginData/AudioMuffler Redux/muffler.cfg) and set the "minimalCutoff" to 300. Doing so you'll get the original mod's behaviour when sounds in space were not muffled to none but to "nothing more than a deep bass rumble" instead. More settings: helmetOutsideIVA - hear helmet and cabin sounds (e.g. Chatterer, alarms etc.) in flight when not on IVA helmetOutsideEVA - hear helmet sounds when on EVA and not in 1st person view helmetForUnmanned - enables you, as a remote operator, to hear beeps and alarms of an unmanned vessel even from outside view helmetInMapView - hear helmet sounds in Map view vesselInMapView - hear muffled sounds from distant parts of your vessel in Map view outsideInMapView - hear muffled outside sounds in Map view (actually, doesn't make much significant difference) For first person view on EVA you can use the Through the Eyes of a Kerbal mod
  15. This is the new thread about Kerbulator. Here is the old thread, where the plugin was called Kalculator. Turned out that name was already taken. One of the big joys of Kerbal Space Program is that game progress is not based on experience points, or character level, but based on your own knowledge about orbital mechanics. Maybe this is why I don't like using MechJeb much, its free progress in the game. Inspired by Scott Manley's videos about 'orbital mechanics on paper', I spend an afternoon thoroughly enjoying myself deriving various formulae. Oh, how much fun the creators of MechJeb must have had with it themselves. So I created a mod that lets you put your own formulae in KSP and named it Kalculator Kerbulator. It is a small plugin that allows you to program mathematical equations, run them to see the output and create maneuver nodes. Of course, your calculations need various inputs (like the mass of the body you're currently orbiting, the value of the gravitational constant, etc.) and for this, Kerbulator aims to strike a balance between providing enough useful variables to be productive, and not supply too much information and rob you of the joy of calculating things for yourself. The current guideline is that Kerbulator gives you access to all the various numbers that appear in the vanilla KSP GUI. So, what are you waiting for? Download the plugin or get the source code Read the manual And start learning interesting math Author: Marijn van Vliet License: GPL v3 Feature highlights: Create manoeuvre nodes and alarms (if KAC is installed) based on your calculations Open windows that continuously evaluate your functions and present the result Unicode aware, so you can use math symbols for operators and greek letters for variables Contains a numeric solver to approximate answers that cannot be calculated analytically Edit functions in any editor you want. Returning to the KSP window will reload all functions. Current verion: 0.43 Changelog --------- 0.43 Recompile for KSP 1.3 0.42 Recompile for KSP 1.2 0.41 Bugfixes. Globals Added Inf and ∞ globals to denote infinity Fixed some globals that were in radians instead of degrees (e.g. θ) GUI features Fix function name validation in GUI Fix column indicator in error messages Fix missing expression error message Fix behavior when running a repeating function that contains an error Fix a bug where the output of the previously run function was shown Fix delta-V in normal direction when placing maneuver node 0.4 Some welcome additions to the language. Language features Add boolean operators: < > <= ≤ >= ≥ == != ≠ ¬ ! ∧ and ∨ or Add support for piecewise functions (a.k.a. if-statements) Add support for specifying pre- and postfixes for output variables GUI features Add support for showing pre- and postfixes for output variables An error message is shown when the user tries to save a function with an invalid name 0.36 Add support for KSP version 1.1.3 GUI features Remember window positions 0.35 Add support for KSP 1.1.2 Language features Added global `Sun` 0.34.5 Recompiled against KSP 1.0.5 0.34 More globals. Thanks to Emanuele Bardelli. Language features Fixed `{Body}.AtmosHeight` global Fixed `{Body}.AtmosPress` global Added `Craft.Rel.AN` global Added `Craft.Rel.DN` global Added `Craft.Rel.Inc` global 0.33 Small maintenance update. Thanks to Emanuele Bardelli. GUI features Fixed support for blizzy78 toolbar Language features Added build-in function `atan2` Added build-in function `atan2_rad` !! Breaking backwards compatability Kerbulator used to store its files (.math) outside the main Kerbulator folder, which is a violation of the guidelines laid out by Squad. Function files now go in the `PluginData/Kerbulator` folder. 0.32 Kerbal Alarm Clock integration GUI features Maneuver node button hides when not in flight Added button to add alarm Language features Added ability to add alarm when KAC is installed 0.31 KSP 1.0 Compatibility GUI features Added support for the stock application toolbar Kerbulator now available in all scenes, not just in flight Globals *.AtmosHeight and *.AtmosPress currently disabled as KSP 1.0 changed things 0.3 JIT Compiling baby! GUI features Added GUI for calling functions that require inputs Added ability to run functions continuously and pin the output to the HUD Windows can be resized Language features Functions are now JIT-compiled and run at native .NET speed. Added Nelder-Mead solver for numeric approximation Added build-in function `mag` Added build-in function `cosh` Added build-in function `sinh` Added build-in function `tanh` Geometric build-in functions now work in degrees by default *_rad function added that work in radians Build-in function `dot` can now also perform matrix multiplication Globals Craft.Inter1.TrueAnomaly is now in degrees instead of radians Craft.Inter1.θ is now in degrees instead of radians Craft.Inter2.TrueAnomaly is now in degrees instead of radians Craft.Inter2.θ is now in degrees instead of radians !! Breaking backwards compatability Geometric build-in functions now work in degrees instead of radians. Use the *_rad functions to get the versions that work in radians. 0.23 Bugfix. Thanks to Bas Cornelissen to patiently work it out with me. Language features: Properly deal with `\t` and `\r` 0.22 Better errors and more globals. Globals ([URL=""]description of all globals[/URL]): Added {body}.Inc Added {body}.LAN Added {body}.Ω Added {body}.SOI.ÃŽâ€t Added Navball.Heading Added Navball.Pitch Added Navball.Roll Added Navball.OrbitalVelocity Added Navball.SurfaceVelocity Added Navball.VerticalVelocity Renamed Craft.Inter1.sep to Craft.Inter1.Sep Renamed Craft.Inter2.sep to Craft.Inter2.Sep GUI features: Better error messages. Hunt down the bugs in your code with more ease. 0.21 Bugfixes. Thanks to Teseracto for finding them. GUI features: Fixed losing changes on window switch Closing main window no longer breaks toolbar button Language features: Operator precedence fixed. (Added some unit tests for these cases) 0.2 Renamed the entire project Kerbulator, since [URL=""]Kalculator[/URL] is already an excellent mod by agises. Globals: Fixed µ globals GUI features: Added support for blizzy78 toolbar Icons for some buttons 0.11 Fixed bug where sometimes the run button did not work. 0.1 Initial version. Language features: Functions Expressions Lists List unpacking Globals: All celestial bodies Current orbit Orbit of target Target intercept information GUI features: Function list Description of input and outputs Very basic support for error reporting Editor with keyboard Re-scan function on window focus Add maneuver nodes
  16. This mod does what it says on the tin... it introduces a budget system to Career Mode KSP. Unlike some other budget mods, which just add money on top of what you already have, this one will cap your "maximum budget" based on your repuation. I'll explain what I mean further below. Features Monthly Budgets: Every 30 days (configurable) a monthly budget will be allocated to you, primarily based on your reputation (although it takes into account a couple of other factors). If your current funds are less than the budget allocation, your funds will be adjusted to match the new budget. (So, if you say have 100k funds on hand, but the mod was going to allocate you 500k, your funds will be topped up to 500k. If you held 600k, your costs would be deducted, but no budget would be awarded this month. Contracts will (usually) not have a cash payout/advance. Instead, whatever you would have gotten will be converted into reputation instead (at a conversion rate of 1 rep for every 10,000 funds) when you complete the contract. So you get it in the next budget cycle. The exception to this is tourism contracts, because I think it's weird that tourists wouldn't pay cash. Kerbal Deaths are punished. When a kerbal dies, a hefty reputation penalty is applied. The Kerbal government takes the lives of it's astronauts very seriously... so your funding will be slashed if you have many deaths. (reputation is reduced by a quarter, so a high rep program has more to fear from this than a low rep program). Massive thanks to JPLRepo for this bit, as he basically wrote it for me. Costs Running a space program is expensive, kerbals need to be paid etc. When calculating your budget, costs for wages and any active vessels will be deducted before the budget is awarded. If no budget is awarded, the costs will be deducted from your available funds. Configurable - Most aspects of the mod are configurable. You'll be given the chance to set your options when you first run it, if you need to change them later, the settings are available from the toolbar button. There's a bunch of options in there, way too many to list here. Big Project Funding - So you want to buy the level 3 R&D upgrade? Perhaps you have a massive vessel you want to launch, but your budget is just not high enough? You can "divert" up to 50% of your budget every month to a holding account, ready to withdraw when you need the money. Science Funding - Want to go to Mun but just don't have the right parts yet? You can divert some/all of your budget to Science Points (be warned, this is REALLY expensive, the money you spend gets wiped from your budget completely. You need to be out there doing stuff to build your reputation back up to sustain it). Licensing Licensed under the MIT License Icon made by Freepik from Download Not mandatory, but I've balanced the default values assuming that Kerbal Construction Time is installed - so would recommend that mod. Source
  17. DiRT - Drop-in Replacement Textures Latest Release: v1.4.3.0 (for KSP v1.4.3) Source code available on Github: The Whats What Is This? DiRT is a fork of Shaw's TextureReplacer, updated for newer versions of Kerbal Space Program. The intent of this fork is to remove features and simplify the plugin. It allows zero-configuration texture replacement by dropping your correctly-named replacement textures into the "GameData/DiRT/Textures/" folder. What Does It Do? Replaces in-game textures and normal maps with like-named textures in GameData folders as configured. Optionally exports a list of the game's replaceable textures and normal maps to a text file in the plugin's GameData folder. What Does It Not Do? Absolutely anything else. Specifically, this plugin does not perform Active Texture Management, does not compress textures, does not convert PNG files to RGB, does not generate MipMaps, and does not allow suits and heads to be mapped to specific kerbals. It also will not pop popcorn for you. If you need any of those features (except popcorn), please consider using "Texture Replacer Replaced", "Texture Replacer", or one of TR's other forks. Additionally, this plugin does not replace NavBall textures (or if it does so they may or may not be replaced correctly). For NavBall textures, please consider using "Navball Texture Changer". I strongly suggest the use of DDS/DXT1 or DDS/DXT5 texture files with pre-generated MipMaps (where appropriate). The Whys Why Did I Do This? Because I needed it. Because others might find a use for it. Why Should You Use This? You only want to replace a couple textures, such as the skybox or the normal map used by the --redacted--. You're running KSP in a memory or resource constrained environment and want to replace textures without extra overhead. You want a list of textures and normal maps in use by KSP. This plugin is provided in the hope that it will be useful. I've been using it on my increasingly-antique MacBookPro to replace the SkyBox and Jool's cloud textures. With per-part texture switching now present in the base game and the suit switching mechanic coming in the expansion, I suspect others might also find a use for such a feature-limited plugin. Why Should You Not Use This? You want to replace NavBall textures. You want to map faces or suits to specific kerbals. You like menus and nice UIs. You don't need it. You don't like it. The Wheres Where Can You Download This From? The most recent release, as well as all previous releases not deleted for causing corruption to the basic fabric of reality will always be available on GitHub. If for some reason GitHub disappears into the void, it was (likely) not my fault and I will provide an alternate download location. Where Do You Put It? There is a GameData folder in the zip file. Inside of that GameData folder there is a DiRT folder. Once you have downloaded the zip file, copy that DiRT folder into the GameData folder of your KSP installation. Do not copy the GameData folder into the GameData folder, as that will achieve nothing. Do not copy your KSP installation's GameData folder into the zip file's DiRT folder, because why would you even want to do that? Where Can You Get The Source Code? Same place as the plugin: GitHub. The source is also available in a raw form (minus the Visual Studio bits) in the plugin's download zip. Where Do You Find the Names of Replaceable Textures? Change the value of the "exportTextureNames" field in the "GameData/DiRT/config.cfg" file to "True". The next time you start the game DiRT will write a file named "ExportedTextureList.txt" into the very same "GameData/DiRT/" folder. Determining which texture and normal map does what will require a bit of creative reasoning, but many of them are obviously named. (Warning: There are things which some might consider to be spoilers in the texture and normal map names. Read at your own risk.) Where Can You Get Textures? Anywhere. There are many textures available on this forum and across the endless intertubes that are appropriate for KSP. If you find one you like, rename it to use the name of the texture you want to replace and drop it in the "GameData/DiRT/Textures/" folder. (If you give me a few days to finish them, I'll have my suit textures available for download. I need to finish cleaning some things up first.) Where Can You Put Texture Packs? Anywhere in GameData, provided you have the correct config files. This plugin will load textures from any config file which includes a "DiRT_Config" root node and a "TextureFolder" entry inside that node. If for some bizarre reason you want to distribute a texture pack for this plugin, just drop one such config file into your pack's folder, set the "TextureFolder" to the GameData-relative path where your texture files live, and DiRT will handle the rest. See the "config.cfg" file provided with the plugin for an example. If you've created a texture pack using a DiRT config file, leave a note and I'll add a link to it here. The Other Stuff Planned Features There are none. (Sorta. Maybe.) While this plugin is intended to serve as a building block for a future project (hence the "phase 1" subtext), the basic premise of dirt-simple drop-in texture replacement is not expected to change. Phase 2 will be discussed at a future date. Technical Support If it's broke I'll try to fix it. If it's not broke I'll still try to fix it. If you find something weird or wrong or kraken-inspired please mention it. Raise issues here, in a private message, or on GitHub. Use your best judgment. I may or may not need logs depending on the issue. This plugin is provided as-is and with absolutely no warranty, even in cases where I might want otherwise, but especially in jurisdictions where I may be required to provide some strange or inhumane warranty. It is not responsible for feeding your cat, correcting the ills caused by Daylight Savings Time, or cleaning up after the questionable garbage collection in Unity. Known Issues I'm a C/C++ programmer and C# is D♭. I've probably missed something obvious. A Request For Tests I have tested this plugin on the following Squad/KSP-store-bought English-language versions of KSP: Windows 64-bit (in Windows 10): 1.4.0-1.4.3/MH MacOS 64-bit (in MacOS Sierra 10.12.6): 1.4.0-1.4.2/MH This plugin is untested on all other platforms and versions (specifically Linux, as none of my Linux boxes are capable of running KSP), and has not been tested against any Steam installs (which should be fundamentally identical; I'm not worried about Steam). If you happen to use this plugin on one of these other platforms, please send me a note regarding issues or lack thereof. Thanks! License and Credit This plugin preserves TextureReplacer's original MIT license, provided below. The majority of the work I did for this plugin involved liberal usage of the Delete key, excluding my rework of the code used to log texture and normal map names. The bulk of the remaining code was originally written by @shaw. I do not think any of @rbray89's code remains in this plugin, but he deserves a mention anyway.
  18. P L A N E T S H I N E ----------------- Download Latest version: GitHub: for KSP 1.4.x GitHub: for KSP 1.3.1 Source Code: ----------------- NOTE: @Valerian has not been active for awhile and has given me his blessing to adopt this fine mod and keep it alive for the community in his absence. I've cloned his OP and updated it to reflect changes in support. All credit for this mod belongs to the original author, and licensing will continue to be Apache 2.0. Should he return, I will gladly relinquish the mod and provide any assistance needed by Valerian to resume support. Why PlanetShine? After trying some mods to improve visuals and get something more realistic looking, Valerian transformed KSP into something really good looking, and he was really happy with the result, but felt that something was still missing. When in low orbit of a planet, the side of his ship which was facing the planet was completely dark, which was not realistic! It should have been illuminated a bit by the planet's own reflective light! Valerian decided to fix that with this mod, by making planets and moons to reflect their own (colored) light to your vessel. This phenomenon is called in real life albedo or planetshine : What does this mod actually do? (Summary) When you are close to a planet or moon, its bright side reflects (colored) light to your vessel. More realistic ambient light in vacuum, very dark by default, can be customized. More realistic ambient light on the ground and atmosphere of planets/moons, tinted by the surface color. Very lightweight: almost no RAM used, and your FPS should not change. Additional features Settings menu to customize many parameters, as well as several quality/performance settings. Support for the Toolbar mod. Planet and moons light configuration supports Module Manager and loading across GameData folder, and can be easily customized by players or other mods. Conflicts with the mod "Ambient Light Adjustment" because it has exactly the same feature: custom ambient light settings with a slider. When close to the sun, the sunlight becomes dramatically intense. Screenshots You can see the subtle red light over Duna, green over Jool, and blue over Kerbin: Before / After Screenshots by CaptRobau: Recommended mods for the best experience Environmental Visual Enhancements for clouds and city lights. A good galaxy skybox (using Texture Replacer): Oinker's Skybox Teflon's Skybox Chatterer for adding ambient sounds that really improve the immersion. An atmospheric sky enhancing mod: SkyTonemapper (Stable) makes the sky look better by smoothing it (removes the banding effect) Scatterer (Experimental - many bugs) makes the sky and atmosphere looking really great and much more realistic, sunsets become amazing. Engine lighting for adding realistic lighting to engines thrust. Surface Lights to illuminate the ship when it gets really dark. Additional information I would appreciate feedback on this mod a lot! Valerian spent a lot of time trying to make this reflected light to behave as consistent as possible, and thinks it's pretty well tuned by now. Planet and moons colors are all editable in "CelestialBodies.cfg", and you can change a few other settings in "Settings.cfg", such as the vacuum light level (quite low by default), and the reflection light intensity. Compatible with all game versions from 0.25 to 1.0, and probably older versions as well. This mod supports version checking using the KSP-AVC Plugin. to take advantage of this feature download the plugin. Changelog Known issues Conflicts with other mods that change ambient light, such as Ambient Light Adjustment and AmbientLightShifter Not tested much on x64, might cause issues Might have minor issues with Kopernicus, which optionally provides custom atmospheric and vacuum ambient lights. Planned features Automatic detection of planet colors and atmosphere, no more need for CelestialBodies.cfg (working on it right now) Actual planetshine (reflected lights between two planet/moon) Different reflected light color depending on the biome (land/sea/poles) Sunset/sunrise lights More performance tweaks, such as reducing the number of light depending on the situation, or using a diffuse wrapping shader Choice between presets for ambient light (realistic or stock) and other settings Better (future) compatibility with other mods Credits First and foremost to the original Mod Author @Valerian for creating this great mod. Original Mod Forum Thread: Valerian copied the planets/moons color list from the Distant Object Enhancement mod Thanks to TheSexiestofClowns on Reddit for his screenshot that is used at the beginning A lot of thanks to the people who helped Valerian over IRC, such as Thomas, Rbray89, and a few others Copyright 2014, Valerian Gaudeau, Apache license 2.0 Mod maintenance now supported by @Papa_Joe
  19. Tired of asteroids hitting Kerbin every other month? Bored with your 10th identical playthrough of an asteroid redirect mission? Want bigger Δv challenges? Custom Asteroids is a rework of the stock asteroid system. Just install the mod, load up a save game, and any newly spawned asteroids will appear in locations around the solar system, including an asteroid belt, a more varied near-Kerbin asteroid population, and cometary orbits (ice and tails not supported at present, sorry). No in-game configuration necessary once the included asteroid packs are installed, although nearly everything can be configured. Latest versions KSP 1.3: Version 1.5.0 (SpaceDock) (Curse) (Github) KSP 1.2*: Version 1.4.1 (SpaceDock) (Curse) (Github) KSP 1.1.2-1.1.3*: Version 1.3.1 (SpaceDock) (Curse) (Github) *No longer supported. Custom Asteroids is available under the MIT license. Source code hosted by Github. Please report bugs on the issue tracker, and include the mod version, the KSP version, whether it's 32- or 64-bit, and your operating system. Public documentation, including both user's guide and public mod API. User's guide also included in the download in .md (plain-text) format. Optional Asteroid Packs I am happy to take config file submissions to go with popular solar system mods. Easy-to-reach belts around KSP 64k planets by @Sandworm Features (Optional) new spawn system that lets asteroids appear gradually over time, instead of any time there are no untracked asteroids. For players who prefer the stock spawner, set Spawner = Stock in the options file. Modular config files let you pick and choose asteroid packs, or write your own. Asteroids may appear in any number of groups, including planet intercept trajectories. All orbital elements and spawn rates are customizable. Asteroids may even be placed around planets or moons. Asteroids come in five classes: Stony, Metallic, Carbonaceous, Icy-Organic, and Comet. Different classes have different resource content (need 3rd-party mods to take advantage) and different science flavor text. Supports update monitoring through KSP-AVC and CKAN. Planned Features Distinct models/textures for each asteroid class. Control of asteroid size per group. An asteroid discovery API for 3rd party modders (e.g., telescope mods). Known Issues There is currently no way to determine the asteroid class from the tracking station or during approach, though it will be displayed in the right-click menu once you're attached. Does not interact with Kopernicus -- if you install CA and Kopernicus, you'll have two completely independent asteroid systems. Does not interact with Sentinel telescope; Sentinel-spawned asteroids will follow stock rules. Credits Custom Asteroids started with some proof-of-concept code by xEvilReeperx for placing asteroids in specific orbits. I am eternally grateful for their help, as otherwise this mod would not exist. Many thanks to Thomas P. for improving the original method. Custom Asteroids was inspired by Trueborn's Custom Biomes and rbray89's Visual Enhancements, and follows a similar "customize everything" philosophy. While Custom Biomes is now defunct, I still recommend Visual Enhancements.
  20. VesselMover Continued v1.7.3 Pick up, move, rotate, place, or drop landed vessels quickly and easily. NOTE: Since BahamutoD is now busy with real life and has graciously made it known that we can continue support in his stead, I'm reviving the mod in this thread and will continue its support. The original VesselMover thread is here: BahamutoD's Original VesselMover Thread Download Locations: Download from GitHub | Download from SpaceDock Installation: Extract the folder called "VesselMover" to KSP's GameData folder. For installation convenience, VesselMover is now CKAN listed, and supports KSP-AVC. KSP-AVC. This mod checks your installed mod versions against the mod's latest version. Let's you know when you need to update. CKAN. The Comprehensive Kerbal Archive Network (CKAN) Package Manager (CKAN) is a multi-platform app that manages nearly all your mods from one clean executable. Performs installs, updates, and uninstalls of your mods automatically. NOTE TO CKAN USERS: don't expect support for installs via CKAN. if the CKAN install fails, contact the CKAN folks, NOT me. Usage: Use the toolbar menu buttons to pick up, place, or drop a vessel. It must be landed or splashed down in order to pick it up. Use Tab key to change Movement Mode. This changes the base altitude and movement speeds For long distances, it works well to use "Ludicrous speed" in map mode! New!* Use the Throttle Up and Down (Shift and Control by default) to raise and lower the Altitude New!* Use Throttle Cuttoff (X by default) to Reset the Movement Mode Altitude if changes have been made. Use pitch/yaw (WASD by default) to move around. Use roll (Q/E by default) to roll, and translation buttons (IJKL by default) to rotate pitch and yaw. Use translate fwd/back (H or N by default) to auto rotate planes and rockets respectively to level/upright. Click spawn vessel to open the craft browser. Select a craft, then select a place to spawn it. It will spawn in vessel-move mode so you can reposition it or rotate it before placing it down or dropping it (free fall baby!). Support: If you expect me to provide support for issues with this mod, I will expect that you have read and will follow these instructions. Video Demonstration: Change Log: License: MIT Source:
  21. Hi fellow kerbonauts After years of downloading and enjoying mod from the great KSP community it's time I do something myself, so here it is : Crew Light The goal of this mod is to automatize, as much as possible, the lights of your vessels (and of kerbal's helmet). Every part that currently hold crew gets its lights turning on Lights react to the sunshine And to depth GIF incoming... When approaching a distant vessel its lights will blink, sending you a welcoming message in Morse code Kerbal on EVA can toggle lights Lights can have a motion detector set up Youtube review by @Kottabos : How does it works ? Vessel's lights are divided into 3 groups : Lights of crew-able part : They will remain off until a kerbal gets on-board Lights NOT in the light action group : (and kerbal's helmet light) They'll go on when the sun's fall, off when it rises Other Lights : They will work as usual, toggling by the light action group This mod rely on the light action group to determine which light belongs to which group, in stock KSP you can change action group only in the editor, so no lights on all crafts already launched will react to the sun rising/falling. To change action group in flight you will need the mod Action Groups Extended, by @Diazo. And an enhanced support of the mod Aviation Lights by @BigNose, maintained by @MOARdV : By default its navigation and strobe light will get turned on at night using the custom blinking light provided by AviationLights, flash, double flash, interval. This is configurable, per light, in the setting file. The beacon light will stay off until you push the throttle, acting as a real warning light And it now support Kerbal Electric (a set of tweak-able and very cool lights) : How to modify how it works ? There is a file Settings.cfg in Kerbal Space Program/GameData/CrewLight/PluginData/ with some variables to tweak, names and comment should be explicit enough. Most useful one are : morse_code : change the morse message sent by distant vessel, here you can find a Morse alphabet distance : set the distance at which the Morse message begins only_light_not_in_AG : if False every light will toggle according to sunlight always_on_in_space : if True kerbal who disembark will always turn their lights on while on orbit use_staggered_light lights which respond to the sun light will be turn on in a staggered way What is needed ? ModuleManager is the only dependency, all credits go to @ialdabaoth and @sarbian Know issues : Lights on kerbal's helmet don't turn on/off as the sun rises/falls. Lights will be turned on if the kerbal disembark in the dark but status of the sunlight won't be checked after that. The range sphere of the Motion Detector is offset from the light position only for the stock light, for others the sphere center is at the light position. What to do if it doesn't work ? Report it to Github or on this thread. This is my first mod for KSP and one of my first working C# code, I've tested it on every situation I could think of but it may have bugs left. And a big thank you to @Diazo, @Nereid, @Crzyrndm, @RealGecko, @Skalou for helping me, and to every modders out there who wrote good code for learning Download on SpaceDock Download on Github Last 1.4.2 version Last 1.4.1 version Last 1.4.0 version Last 1.3.1 version Last 1.3 version Last 1.2.2 version Source on Github License is MIT Dev thread, now closed
  22. Mods on this thread wont be update, you need to go on forks Thanks to @linuxgurugamer & @DoctorDavinci to keep these mods up to date with KSP : Malah's Quick mods are very small plugins which add a small feature You can download all of my mods on SpaceDock, on GitHub or some on KerbalCurseForge. This modlet is compatible with KSP-AVC, Toolbar and the stock localisation (localize in English and French). All my mods can be installed with CKAN. Released: [1.3.0] QuickBrake [v1.23 - 2017.05.31]: Brake your vessel at launch [1.3.0] QuickSearch [v3.20 - 2017.05.31]: Enhanced the editor part search and add a part search on the tech tree [1.3.0] QuickStart [v2.14 - 2017.05.31]: Start your last savegame after the loading [1.3.0] QuickGoTo [v1.33 - 2017.05.31]: Go to an other scene from anywhere [1.3.0] QuickRevert [v3.13 - 2017.05.31]: Revert keeper [1.3.0] QuickContracts [v1.23 - 2017.05.31]: Keyboard's shortcuts for Mission Control [1.3.0] QuickSAS [v1.13 - 2017.05.31]: Moar keyboard shortcuts for the SAS [1.3.0] QuickHide [v3.23 - 2017.05.31]: Hide the stock toolbar and the stages [1.3.0] QuickExit [v2.13 - 2017.05.31]: Exit everywhere [1.3.0] QuickMute [v1.30 - 2017.05.31]: Mute all sounds [1.3.0] QuickIVA [v1.23 - 2017.05.31]: Go to IVA at the loading or the launch of a vessel [1.3.0] QuickFineControl [v1.06 - 2017.05.31]: Toggle the precision control at the load of a vessel [1.3.0] QuickCursorHider [v1.06 - 2017.05.31]: Hide the cursor when you push on F2 in flight [1.3.0] ZeroMiniAVC [v1.05 - 2017.05.26]: Delete/Prune/Disable all MiniAVC Dead mods: [1.0.5 & 1.1.0-pre] QuickScroll [v2.00 - 2016.04.01]: Scrolling for the parts lists [1.0.5] QuickEngineer [v0.10 - 2016.03.28]: stockalike calculation of Delta V & TWR Known bug If you like these tiny mods you can consider a little donation... QuickSAS What is it? QuickSAS is a small plugin which adds keyboard shortcuts for the SAS Download: SpaceDock GitHub More Informations: QuickSearch What is it? QuickSearch is a small plugin which adds an extension to the part search function on the editor, it also adds a part search on the tech tree. Download: SpaceDock GitHub More Informations: QuickGoTo What is it? QuickGoTo is a small plugin which adds the possibility to go to an other scene from anywhere (VAB, SPH, Tracking Station ...). Download: SpaceDock GitHub More Informations: QuickRevert What is it? QuickRevert is a small plugin which adds the possibility to keep the revert function. Download: SpaceDock GitHub More Informations: QuickExit What is it? QuickExit is a plugin which adds the possibility to exit KSP at any time. Download: SpaceDock GitHub More Informations: QuickHide What is it? QuickHide is a plugin which adds the possibility to hide the stock toolbar, the mods of the stock toolbar and the stages. Download: SpaceDock GitHub More Informations: QuickIVA What is it? QuickIVA is a small plugin which adds a switch to the IVA at the loading or the launch of a vessel. I suggest you to use the awesome mod RasterPropMonitor which makes the IVA usable. QuickIVA support the mod Probe Control Room. Download: SpaceDock GitHub More Informations: QuickBrake What is it? QuickBrake is a small plugin which adds the possibility to brake your vessel at launch. Download: SpaceDock GitHub More Informations: QuickStart What is it? QuickStart is a small plugin which adds the possibility go to the last game saved after the loading of KSP. Download: SpaceDock GitHub More Informations: QuickContracts What is it? QuickContracts is a plugin which adds the possibility to have keyboard's shortcuts on the mission control. Download: SpaceDock GitHub More Informations: QuickMute What is it? QuickMute is a plugin which adds the possibility to mute all the KSP sounds. Download: SpaceDock GitHub More Informations: QuickCursorHider What is it? QuickCursorHider is a plugin which hide the cursor when you push on F2. Download: SpaceDock GitHub More Informations: QuickFineControl What is it? QuickFineControl is a plugin which adds the possibility to toggle the precision control at the load of a vessel. Download: SpaceDock GitHub More Informations: QuickScroll What is it? QuickScroll is a small plugin which adds the possibility to scroll the parts pages, the categories and the filters on the editor with the mouse wheel and with keyboard shortcuts. Download: SpaceDock GitHub More Informations:
  23. @Supergamervictor has made updates for newer versions. Please download from the link below. Previous versions SOURCE Original mod: B9 Aerospace Procedural Parts by @bac9 and @Crzyrndm WIP / planned features: Include or exclude edges in width/angle calculating Solar panel integration (from here, will see if I could do it) Your ideas! Known Issues If you meet one, please post it HERE Licensed under MIT, the same as the original mod. Changelog:
  24. Nano Gauges tiny ana1og gauges for kerbalnauts current version: 1.8.2-3354 There are already some plugins that add gauges out there. SteamGauges by Trueborn for example or an older version from Bucky: Bucky-s-Instruments. Well, Bucky's Instruments are no longer updated and the Steam Gauges are nice, but way to large for my personal taste. So I decided to add an alternative: NanoGauges. They look similar but a bit smaller than those by Bucky and his gauges have inspired me to create my own ones. Readable but less space consuming gauges was the design goal for this mod. If you think the gauges are to small, try SteamGauges instead. Download: Spacedock Spacedock direct link for KSP 1.1.3 Mirror: Curse Installation: Extract the archive into the KSP home folder. Do not change the path! There has to be a folder Nereid/NanoGauges in your GameData folder! Of course you can disable any gauge and change the positions, too. New in 0.5.15: Trim Indicators (not working currently) Kottabos Space Program has done a review of Nano Gauges. His video is far better than mine and explains the usage of NanoGauges: Gauges: There are 56+ different gauges (plus 6 gauges if TAC life support is installed; another 2 if Kethane is installed, 2 gauges for Deadly Reentry) available at the moment: R ALT: Radar Altimeter V SPD: Vertical Speed Indicator H SPD: Horizontal Speed Indicator MASS: Mass of the current ship in tons G: Accelerometer (Gee-Force) ORBIT: Excentricity of an established orbit FUEL: Remaining liquid-fuel in percent FLOW: Liquid-fuel flow CHARGE: Remaining electric charge in percent AMP: Current drain on the electric charge MONO:Remaining monopropellant in percent Ox:Remaining oxidizer in percent ApA: Apoapsis PeA: Periapsis Xe: Remaining Xenon AIR IN: Air intake R AIR IN: Air intake in percent ATM: Atmospheric density SPD: Speed THRUST: Thrust TWR: Thrust-Weight-Ratio AOA: Angle of Attack (fixed in 0.4.8) INCL: Orbit inclination D TGT: Distance to target dISP/s: Change in ISP per second (only running engines) (new in 0.4.5) ISP/E: average ISP per running engine TEMP: Temperatur (needs a thermometer sensor of course; averages over all thermometer sensors onboard) O2: Oxygen (TAC life support or Kerbalism required) CO2: CO2 (TAC life support or Kerbalism required) H2O: Water (TAC life support required) W H2O: Wastewater (TAC life support required) FOOD: Food (TAC life support or Kerbalism required) WASTE: Waste (TAC life support required) EVA MP: Remaining EVA monopropellant (new in 0.3.1) O SPD: orbital speed (new in 0.4.2) MAX G: Maximal sustained gee force (with reset button, new in 0.4.2) SRB: Remaining solid fuel (new in 0.4.2) KETHAN: Remaining Kethane (Kethane Pack required, new in 0.4.2) K AIR IN: Kethane air intage (Kethane Pack required, new in 0.4.2) GRAV: Gravimeter (needs a gravimetric sensor of course; averages over all gravimetric sensors onboard) VAI: Vertical Attitude Indicator VVI: Vertical Velocity Indicator Vt: Terminal velocity deviation (not very useful in KSP 1.1.x/1.2, because of the way drag is handled) V TGT: Velocity to target Camera: current camera mode (new in 0.5.2) MACH: current mach number Q: dynamic pressure SHIELD: remaining ablative shield HEAT - heatshield temperature IMPACT: time until impact (or land) ALT: Altimeter ACCEL: Acceleration in m/s^2 H ACCEL: Horizontal acceleration in m/s^2 V ACCEL: Vertical acceleration in m/s^2 extTemp: External temperature in °C atmTemp: Atmospheric temperature in °C ORE: Used ore storeage capacity DRILL: Drill temperature ABLATOR. Remaining ablator resource on all (!) heat shields BIOME: Biome under vessel (text gauge) Coordinates (latitude): Latitude coordinates of the vessel (text gauge) Coordinates (longitude): Longitude coordinates of the vessel (text gauge) PR.REQ: Propellant Requirement gauge (in percent) Indicator gauge for Brakes, Airbrakes, Flaps, Afterbruner,... KARBNT: Karbonite in percent of the total capacity PRESSURE: Barometer (needs a barometric sensor of course; averages over all barometric sensors onboard) SEISMIC: Seismometer gauge (needs a seismic sensor of course; averages over all seismic sensors onboard) CRAP: Crap (Kerbalism required) IAS: Indicated Airspeed Vessel name Camera view direction VOR/ILS (heading of vessel, bearing of airfield/waypoint, ILS) ILS/DME (vertical attitude of vessel, distance to runway (DME), ILS) Throttle (throttle setting and relative thrust of all engines) MINI-DSKY (5 display modes) Digital Apoapsis Digital Periapsis All gauges positions are locked by default. This can be disabled in the config window and then all gauges are fully dragable and you can place them where you want. Hint: save the gauge positions in the config window or quit KSPO in the main menu, or the positions are not saved! By using the Automatic Layout in the config window, NanoGauges tries to rearrange the visible gauges in a grid. Just drag the gauge near a position were you want it to reside, and all gauges are added to the right. If you want more than one line of gauges, just move some below each other. The leftmost gauge will start a line. Hotkeys (changed in 1.2.5): RIGHT-CTRL: disable gauges / drag as group RIGHT-CTRL-KP/: hide/unhide gauges (Keypad) RIGHT-CTRL-KP*: Autolayout (Keypad) RIGHT-CTRL-BCKSPC: reset all gauge positions and their enabled/disabled states to their defaults KPENTER: hide/unhide gauges (Keypad) RIGHT-CTRL-KP1: select STANDARD gauge set (Keypad) RIGHT-CTRL-KP2: select LAUNCH gauge set (Keypad) RIGHT-CTRL-KP3: select LAND gauge set (Keypad) RIGHT-CTRL-KP4: select DOCKING gauge set (Keypad) RIGHT-CTRL-KP5: select ORBIT gauge set (Keypad) RIGHT-CTRL-KP6: select FLIGHT gauge set (Keypad) RIGHT-CTRL-KP7: select S1 gauge set (Keypad) RIGHT-CTRL-KP8: select S2 gauge set (Keypad) RIGHT-CTRL-KP9: select S3 gauge set (Keypad) RIGHT-CTRL-KP0: enable all gauges (Keypad) PGUP: select previous gauge set PGDOWN: select next gauge set WIN-MENU: select navigation point / ILS RIGHT-CTRL-TAB: opens a special gauge for alignment of gauges over several gauge set; this gauge has the same position in all gauge sets. If you want the same positions of gauges in all sets use this one as a reference All hotkeys can be changed in the config window. Profiles: In 1.2.x there is a new feature calles Profiles to automatically switch to a gauge set depending on the vessel situation or a special hotkey. To open the Profile configuration window click on the button "Profiles" in the configuration window. Enable the profiles (topmost checkbox) and change the gaugesets as you like. There are 12 Profiles Launch: Change the gaugeset whenever the vessel situation changes to launch Flight: Change the gaugeset whenever the vessel situation changes to flight Orbit: Change the gaugeset whenever the vessel situation changes to orbit Escape: Change the gaugeset whenever the vessel situation changes to escaping Flight to Suborbital: Change the gaugeset whenever the vessel situation changes from flight to suborbital Orbit to Suborbital: Change the gaugeset whenever the vessel situation changes from orbit to suborbital Other to Suborbital: Change the gaugeset whenever the vessel situation changes from any other situation than flight or orbit to suborbital Landed: Change the gaugeset whenever the vessel situation changes to landed Docked: Change the gaugeset whenever the vessel situation changes to docked Docking (UI): Change the gaugeset whenever the vessel is in orbit and the docking UI mode is selected (DEL key) EVA: Change the gaugeset whenever a kerbal starts an EVA Hotkey: Change the gaugeset whenever a key is pressed The profiles are disabled by default. You will have to enable them to use this feature. MINI-DSKY: The Mini-DSKY can display flight data in five different modes: Orbital Mode Velocity Mode ILS/Runway-Mode ILS/Glide-Mode TRIM-Mode The mode can be changed by clicking on one of the five buttons in the lower part of the DSKY gauge. Notes: NanoGauges stores its configuration in the file <KSP-home-folder>/GameData/NanoGauges.dat. There are no other writes on the filesystem. License: Changelog: Bugs: The terminal velocity gauge isn't working right. But there is not much I can do about this at the moment. Credits: NanoGauges are inspired by Bucky's Instruments. No part of the source code from Bucky's Instruments were used for NanoGauges but some of the included art. Bucky's Instruments were released under the license Thanks to Bucky for using this license. NanoGauges uses the toolbar created by blizzy78, see The stock toolbar can be used as an alternative. The trim indicators are based on an idea by dazoe but were completely redone.
  25. Ever felt KSP needs more explosions? Me neither really, but space debris is a problem in real life, and now it can be a problem in your game too! When/if you start leaving debris in orbit, your craft may encounter a "micrometeroid", which will explode a random part of your ship, unless the game considers it to be shielded from the airstream. Debris only counts (and therefore explosions can happen) if: 1) It's Periapsis is above the atmosphere height (or 5000m for airless bodies) 2) Your vessel is outside the atmosphere (or 5000m for airless bodies), and below the Apoapsis of the debris. More debris = more chance of an explosion (the exact amount this is affected can be changed in the difficulty settings) I know, no pics no clicks, so here's some screenshots from some earlier versions with pretty explosions: License: MIT Download it here Usually at this point I would say "hey feel free to donate but don't expect it to directly go towards my modding" - but my modding PC has completely died, which means any donations received will go directly towards replacing it at this point in time.