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  1. As from 2018-1016 and under @pellinor agreement, I'm the New Management for TweakScale. From now on, it's all officially my fault! In a Hurry: Help Wanted! See this post. Current Release: 2.4.7.3 for KSP >= 1.3 (2023-0716) It works from KSP 1.3.0 to KSP 1.12.3! Seriously! How to check Compatibility on CurseForge. IMPORTANT Users of KSP 1.4.3, 1.4.4 and 1.4.5 need to install KSP Recall. Users of KSP 1.5.x need to install KSP Recall also. Users of KSP 1.6.x need to install KSP Recall too. Users of KSP 1.7.x need to install KSP Recall too. Users of KSP 1.8.x need to install KSP Recall also. Users of KSP 1.9.x need to install KSP Recall also. Users of KSP 1.10.x need to install KSP Recall too. Users of KSP 1.11.x need to install KSP Recall too. Users of KSP 1.12.x need to install KSP Recall. Am I detecting a pattern here? read this post before updating! Announce for 2.4.6.0 2.4.6.1 Announce for 2.4.6.2 Announce for 2.4.6.3 Announce for 2.4.6.4 Announce for 2.4.6.5 2.4.6.6 to 2.4.6.8 weren't announced. 2.4.6.9 was ditched. Announce for 2.4.6.10 Announce for 2.4.6.11 Announce for 2.4.6.12 Announce for 2.4.6.13 2.4.6.14 was ditched Announce for 2.4.6.15 Announce for 2.4.6.16 Announce for 2.4.6.17 Announce for 2.4.6.18 2.4.6.18r2 Announce for 2.4.6.19. Announce for 2.4.6.20. 2.4.6.21 wasn't announced Announce for 2.4.6.22. Announce for 2.4.6.23. 2.4.6.24 was ditched. Announce for 2.4.6.25. Announce for 2.4.7.1. Announce for 2.4.7.2. Downloads on GitHub (and KSP-AVC users). on CurseForge. on SpaceDock. TweakScale Companion Program Third Party support is being implemented into Companions, and all legacy patches are going End Of Life on TweakScale 2.4.4. Most of them are unusable anyway Check the TweakScale Companion Program's Thread for more information. New Companions are being released on a regular basis. Or get the ÜberPaket from: CurseForge SpaceDock Github Relevant Notes Kraken Food (unholy interactions between Add'Ons) is detected on startup, and a proper (and scary) Warning is shown when appropriated. Pay attention to that message, and reach me here for help! Overrules and HotFixes can be issued to workaround the problems if needed. See this post. A PhD thesis about the current problems can be found on this post. An article about how new patches will be handled is here. For users of Infernal Robotics: The Classic Infernal Robotics has a showstopper bug. See this post for details. TweakScale strongly advise using Infernal Robotics/Next where these issues were solved. Description: TweakScale lets you change the size of a part. Not just that, but it will figure out how much fuel is in the resized part. And if it's an engine, it will become more powerful by scaling it bigger, or weaker by scaling it smaller. (Pictures are eternal work in progress! ) Credits: Contributions From: Goodspeed and Biotronic. [original release thread] Pellinor [previous release thread] And future new features/bugs/mishaps from yours truly. Support: I need help in order to proper help you. Open the spoiler for instructions about how to get support: Scale Safe!
  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. ROCKET SOUND ENHANCEMENT An Audio Framework Plugin and Sound Overhaul/Replacement for Kerbal Space Program. DOWNLOADS Rocket Sound Enhancement Plugin (Required) : GitHub Rocket Sound Enhancement Default (Config Pack) : GitHub Dependencies : ModuleManager Source and Issue Tracking (GitHub) : Plugin | Rocket Sound Enhancement Default License Rocket Sound Enhancement Plugin is licensed under GNU General Public License v3.0 Rocket Sound Enhancement Default is licensed under CC BY-NC-SA 4.0 Plugin Features Rocket Sound Enhancement (RSE) is an Audio Plugin Framework Mod for Kerbal Space Program that offers modders advanced sound effects features not available in the base game. It features a robust Layering System for use of multiple sounds just like in other games (eg: FMod). Master Audio Limiter/Compressor Sound Mastering that controls the overall loudness of the game with Adjustable Amount for different dynamics with the "Auto-Limiter" feature or you can tweak your own settings. Audio Muffler - Normal Mixer based Audio Muffler with Dedicated channels for Exterior Sounds, Focused Vessel and Interior while ignoring UI sounds like Music. Audio Muffler - AirSim & AirSim Lite An Audio Muffler that works on top of the regular muffler that takes into account the Mach Angle, Velocity and Distance of a Vessel with Sonic Booms Effects (provided by a Config Pack via ShipEffects). Parts with RSE Modules will simulate realistic sound attenuation over distance, comb-filtering, and distortion. Game Events like distant explosions will now sound muffled just like in real life. AirSim Lite is a version of AirSim that does similar effects without using sound filters. More Features and Details on Github: https://github.com/ensou04/RocketSoundEnhancement/blob/master/README.md Rocket Sound Enhancement Default This is the Default Configuration and Sound Pack for Rocket Sound Enhancement. Features Engine Sound Replacements Jet Engine Sound Replacements RCS Sound Replacements RotorEngines Sound Effects Propeller Sound Effects Wheel Tire and Motor Sound Effects Decoupler Sound Replacements Collision Sound Effects Atmospheric Sound Effects (Featuring Sonic Booms if AirSim is enabled) Physics Based Hull Sound Effects (rattling, creaking in IVA) Supported Mods ReStock / ReStockPlus Kerbal Atomics Cryogenic Engines Near Future Launch Vehicles Waterfall ReStock Stock Waterfall Effects RealPlume Resources Rocket Sound Enhancement Default Modding Guide Preset Configurator Known Issues Sound glitches and stuttering might occur in large part ships and more so when AirSim is enabled or when loading in-between scenes. Stock sounds might be un-muffled for a single frame or two. Replacing AUDIO with RSE_AUDIO in Part's EFFECTS node via its config fixes this issue. Media Sharing videos of your launches with this mod is mandatory. jk please share Settings Overview by @Vandest
  4. (KAX, FireSpitter, TweakScale - for 1.4.1 to 1.7.0 Kerbal Aircraft Expansion /L - Under Lisias Management, forever THE pack of selected vanilla-inspired parts for your aircrafting needs! In a Hurry Release 2.8.1.0 [2021-0824] Announce. Download SpaceDock GitHub Issue Tracker Documentation Yes, it works with KSP 1.12.5 YES, it works with KSP 1.7.3 (with Making History and Breaking Ground) YES, it works with KSP 1.3.1 too!!! Project's README Install Instructions Change Log Known Issues TODO list Description An Add'On for Kerbal Space Program Originally created by Keptin, then maintained by SpannerMonkey and the SM Industries team, and now under Lisias' Management, KAX is a pack of select vanilla-inspired parts for your aircrafting needs! Included Parts: Turboprop Radial Engine Radial Engine Long Cowl Electric Propeller Helicopter Main Rotor Helicopter Tail Rotor Heavy Landing Gear Jump Jet Engine 2M Aircraft Cockpit 2M Fuselage (jet fuel) 2M Structural Fuselage (empty) 2M Tail Boom This Add'On Requires Firespitter and Module Manager to enable all the features. Project Directives This Management (Lisias) had agreed to oblige himself to the following directives for this project: KAX will remain KAX it will not be rolled into another Add'On it can be expanded expansions must be in keeping with the tone of the Add'On it must be vaguely (as much as possible) stockalike. This project aims to preserve the stock a like compatibility and versatility of these parts, and any subsequent parts will be designed with that in mind. The goal is that any new part will blend seamlessly with the current parts and add to rather than detract from the Add'Ons functionality. Acknowledgements Powered by Firespitter, special thanks to Snjo for his plugin. Additional Models by @SpannerMonkey(smce). Stockalike textures by Doctor Davinci. Greetings to @TheKurgan for his helpful work on the SMCS's add'ons (including this one). See LICENSE for the formal legalese. Please note the copyrights and trademarks in NOTICE. References SpannerMonkey(smce) -- Previous Maintainer Forum GitHub Keptin -- Original Author Forum Curse Forge
  5. Stock Alarm Clock Disabler This is a small plugin that disables the stock alarm clock, perfect for those who prefer to use the popular mod Kerbal Alarm Clock. I created this because I was getting tired of accidentally creating an alarm due to the buttons overlapping on the maneuvers nodes. With this installed, it should no longer be an issue! Dependencies: HarmonyKSP Download: or Source code: GitHub License: GNU General Public License v3.0
  6. Connected Living Space (CLS) (maintenance resumed by Papa_Joe) Version 2.0.2.0 - Released 2022-02-12 Compatible with KSP 1.12.x [ ] Note: I've returned from my hiatus, and am now resuming support of CLS. @micha has agreed to return maintenance responsibilities to me. More to come! NOTICE to CLS USERS: Codepoet's real life is preventing him from supporting CLS. He has asked and I have volunteered to support CLS going forward. Codepoet is NOT gone, but has no time. Therefore, I'm cloning his OP and creating a new thread to continue the support and maintenance of CLS. Source code and download locations will remain the same, only the Forum thread will change (vBulliten limitation). Translations: Connected Living Space is actively looking for more translations! If you can help, that would be great There is some good information to help in this thread. If you're looking to translate, please post in this thread so that nobody else picks up the same language! Done: [Русский] [Español] [Deutsch] [中文] [Italiano] Remaining: [日本語] [Português] [Français] GitHub: Please see the features/localisation branch for translation work. Effort: ~37 lines / 150 words ABOUT Connected Living Space identifies areas within a vessel that can be crewed by Kerbals and through which Kerbals can pass internally to reach other parts that can be crewed. It is provided to make the concept of connected living spaces easily available to other mod developers and so to provide a single consistent understanding of which parts connect to each other, bringing together both multiple features via plugins and multiple part pack via configurations. CLS itself has a simple GUI to show the player which parts are connected to which. It also has an optional feature that conforms the stock crew transfer system to CLS's view of internal connectivity. CLS now supports KSP-AVC, an addon version checker. If you have KSP-AVC installed, it will detect when CLS needs to be updated. CLS also is listed in CKAN for your automatic installation convenience. You can access the source code here. If you spot a bug please let me know. Ideally bugs should be raised in Github. More helpful than raising a bug report is to raise a bug report with lots of information about how to reproduce the problem, and with logs files, save files, craft files etc. Even more helpful is to write a fix by forking the code in Github, and then generating a pull request License: ConnectedLivingSpace is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License CLS API WIKI - of interest to modders using CLS in their own mods. There is also some early documentation in the development thread. While CLS is primarily an API, it will operate in standalone mode, and does offer a few features. Check out Acessing CLS and CLS Features in the Wiki for details. Acknowledgements: @codepoet, for the original ConnectedLivingSpace. Thanks for a great idea and your support. @micha, for taking up maintenance of CLS and supporting Ship Manifest for the last few years. Links to his threads are here: ConnectedLivingSpace, ShipManifest @JPLRepo, for many nights of helping me better understand KSP and reflection. @Kerbas_ad_astra, for contributions to config files @cakepie, for contributions to enable Airlock Plus compatibility and bug fixes @Booots, for contributions to enable Recoupler compatibility. @linuxgurugamer, for helping keep the mod going in my absences! and many others. I will continue to add as I go back and review my change logs. This section was long overdue. Change Log: Mods using the CLS API Here is a list of mods that have been released that make use of ConnectedLivingSpace. If you would like to add your mod to this list, send me a PM. KerbalHotSeat Ship Manifest Kerbal Crew Transfer Wetworks crew tanks KeepFit Recoupler (thanks to @Booots!) AirLock Plus (thanks to @cakepie!) Mods that provide CLS configuration themselves. This list is by no means complete. If you would like to add your mod to this list, send me a PM. Sum Dum Heavy Industries USI Modular Kolonization System GingerCorp Station Hubs Lack Luster Labs. (separate link from the forum thread) Fustek Kip Engineering: Low profile structural hub set MRS Space Station Parts Expansion Near Future Spacecraft Civilian Population Mods that CLS provides config files for: Here is a list of mods that CLS provides configuration files for. If you would like to add your mod to this list, send me a PM. FASA Novapunch B9 Home Grown Rockets KSOS LSSC ASET Stack-able inlight lights Kosmos KW Rocketry Porkjet's Habitat Pack 2 different stock configurations. and loads more (I loose count!) Mods that the community has provided config files for: Taurus HCV. Contributed by: ModZero Roadmap Provide configuration for every part pack anyone has ever heard of. improvements to the GUI (added in v12.5.0) hooks that can be used by mods such as Porkjet or wetworkshops to change the passability / habitability of parts in flight.
  7. Better Screen Messages This is a small plugin that allows you to move the screen message boxes. This is quite useful if you're having the problem of the messages being obscured by other UI elements, or if you're playing at ultrawide resolutions and don't want to break your neck trying to read the text. You can also change the font size used. Keep in mind that both the position and size are dependent on UI scale value as well! The position and font size is configurable via settings.cfg file. Before/After preview: Download: or Source code: GitHub License: GNU General Public License v3.0
  8. NOTE: DO NOT CONFUSE WITH THE DISCONTINUED L00nTools MOD! L00nToolbox! Mods using L00nToolbox: What does it do? L00nToolbox simply adds various custom PartModules used in my Mods. Current added modules: Why so little modules? I'm pretty new to making plugins so expect new modules addition to be slower. What does it add to the game? Err... nothing. But you can use ModuleManager to add these modules to any part you want. Can I use this as a dependency in my Mod? Go ahead! The Vessel Anchor seems familiar... The Vessel Anchor was inspired by the GroundTether in USI mods. That is why the functionality is quite similar. Where can I download it? Check the Github! DOWNLOAD
  9. AtmosphereAutopilot plugin 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. AoA-Hold. Maintain desired pitch AoA. Videos: Quick overview by KerbalItalia dude (in Italian of course, but that doesn't really matter): https://youtu.be/k3rLK4uuJg8 F-35 post-stall piloting with FAR (no commentary): https://www.youtube.com/watch?v=Gi-zXRDfyAs Download links: SpaceDock or Github As usual, put .zip contents in gamedata. License: GNU GPL v3. The KSPUpgradeScriptFix.dll and its source can be found on this post (link for convenience) (alternative: https://github.com/net-lisias-ksph/KSPUpgradeScriptFix). Dependencies and compatibility: You'll need ModuleManager. 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 >My control surface settings are not respected - Make sure you reconfigure your crafts (set pitch, roll, yaw again) after mod installation, if you're using stock aero. You will not have to do that again, unless you delete the mod. >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. >How to make the plane follows surface-level pitch, instead of orbital, while using fly-by-wire? -Put navball in surface mode. >AFBW mod is not cooperating with the standard fly-by-wire. -Activate "AA compatibility" in AFBW's GUI. 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 - https://github.com/Boris-Barboris/AtmosphereAutopilot/blob/master/README.md. 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. KOS integration: 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. Hotel26 - multiple UI-related additions.
  10. P L A N E T S H I N E ----------------- Download Latest version: GitHub: 0.2.6.6 for KSP 1.12.x Source Code: https://github.com/PapaJoesSoup/ksp-planetshine ---------------- 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. Further, @prestja was kind enough to keep this mod alive during my absense. After discussions with him, I will be resuming support, and accepting any help he wants to throw my way. prestja's support thread: 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: http://imgur.com/a/4MODI Before / After Screenshots by CaptRobau: http://imgur.com/a/Nekay 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
  11. As from 2021-0930 and under @TheDarkBadger agreement, I'm the New Management forDOE. From now on, it's all officially my fault! (again) In a Hurry: Current Release: 2.1.1.14 for KSP >= 1.3.1 (2023-0718) Works from KSP 1.3.1 to 1.12.5. really! IMPORTANT read this post before updating! Announce for 2.1.0.0. (2.1.1.1 to 2.1.1.4 were experimental releases) Announce for 2.1.1.5. Announce for 2.1.1.6. Announce for 2.1.1.7. Announce for 2.1.1.8. Announce for 2.1.1.9. Announce for 2.1.1.10 (Experimental). Announce for 2.1.1.11. Announce for 2.1.1.11r2. Announce for 2.1.1.12. Announce for 2.1.1.13. Downloads on GitHub (and KSP-AVC users). on CurseForge . on SpaceDock . Description: Distant Object Enhancement /L is a visual enhancement mod that makes objects realistically visible over large distances. BASIC FEATURES Flare effects for planets and nearby satellites, properly calculated by size, distances, phase angle, etc. Flare effects are colored for each planet, which makes for easy identification. On-rails vessels up to 750km away are visually rendered (no intensive physics calculations necessary) Background stars dim when looking at the bright surface of a nearby planet, just like in real life! If you have blizzy78's Toolbar plugin, a settings window is available with several options to improve performance or tweak visuals. Full compatibility with custom planet mods -- with flare color definitions included for Real Solar System, PlanetFactory, and Alternis Kerbol. It is the follow up from TheDarkBadger's Distant Object Enhancement Continued, that by itself is the follow up of MOARdV's Distant Object Enhancement bis, which is the follow up of Rubber Ducky's Distant Object Enhancement. Support: I need help in order to proper help you. Open the spoiler for instructions about how to get support:
  12. 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! https://github.com/UmbraSpaceIndustries/USI-LS/releases
  13. KSP Recall is a bag of tricks and stunts to overcome KSP blunders, screw ups and borks - trying hard to do not introduce new blunders, screw ups and borks in the process... In a Hurry Announce Latest Release GitHub . CurseForge . Spacedock. Soon™. Issue Tracker Documentation Project's README Official Distribution Sites: Source and Binaries on GitHub. Double Licensed as: SKL1.0 GPLv2 You are free to choose the license that better suits you. Description It aims to need minimal coupling (if any)with existent code, as well to be selectively injected on the broken parts in order to prevent unholy interactions with third-party modules that decide to fix things their own way. The following fixes are available once installed (and applied only when needed!): Parked crafts (even without wheels) drifting the Heading randomly on KSP >= 1.8 Crafts with wheels also drifts, but due a different problem - still to be tackled down. This was discussed here. Resources being reset to prefab when a part has his Resources changed by an Add'On (as TweakScale) (i.e., by Alt+Click a part, or by using symmetry) on KSP 1.9.x . KSP 1.9.x resets resources to prefab while cloning parts This solution aims to be reusable to any Add'On that have the same problem with a simple two liner. Some Add'Ons that supports TweakScale by using Scale_Redist.dll are also fixed by collateral effect. Losing Resources' amount settings when cloning parts (Alt+Click) on KSP 1.9.x As described here. Editor mangling Surface Attached Parts' position when loading crafts on 1.4.3 <= KSP <= 1.9,1 This was (properly this time) discussed here. And here. I.C.A. (Instantaneous Craft Annihilation) on KSP 1.11.0 when launching or switching back to vessels with some older parts, when the vessel is over a static with collider (does not happens when the craft is directly over the PQS ground) Seamless fix for Add'Ons that implements IPastCostModifier running on KSP 1.11.x Darth Pointer's Pay to Play FreeThinker's Interstellar Fuel Switch allista's Cargo Accelerators All Angel 125 Add'Ons that uses WildBlueTools Nathan Kell's Modular Fuel System (and Real Fuels) IgorZ's Kerbal Inventory System KOS Kerbalism And many, many others - perhaps Squad's own modules (who knows?) More to come as a Needed to Code basis. Known Issues Stackable parts may not be correctly refunded when stored on a Inventory Part Installation This release has no hard dependencies anymore. You need to have Module Manager 4.0.2 or newer installed. How to use This is not intended to be "used" by end-users. It provides services to Add'On authors and fixes automatically some problems. Currently, the following services are available: Automatically restores Resources changed by Fuel Switches. Crafts at rest changes drifts the Heading by their own Fixing Costs refunds when Recovering Crafts on KSP 1.11.x Issue #1 KSP 1.9.x resets resources to prefab while cloning parts Support I need help in order to proper help you. Open the spoiler for instructions about how to get support: WARNING This Add'On is being used with success by most users, but yet... please make backups - just in case. Bug reports are encouraged, feel free to to it here or in the Issue Tracker. Ideally both. And, finally, KSP-Recall WORKS FINE WITH Module Manager. Anyone telling you you need an alternative fork of MM is telling you nonsense.
  14. Hello there! I'm working at KSP mod that allows a player to upgrade parts. How to increase engine thrust by 15% or set a new value? Same with electricity generator. At the same time, also reduce fuel flow by 10% or set a new value. Here's an example: Basic engine Improved engine Thrust (kN) 200 230 Fuel flow (u/s) 16 14.4 EC generation (u/s) 10 12 Hope this information will be enough. Thanks in advance for your reply!
  15. Shadow Space Technologies Unlimited - Labs Division This is the public discussion thread for ongoing development of SSTU parts and plugin code. Downloads: The latest versions may be found at: http://www.curse.com/ksp-mods/kerbal/241283-sstu-shadow-space-technologies-unlimited And are also available on Github: https://github.com/shadowmage45/SSTULabs/releases (Github will always be more up-to-date than curse, as they are auto-published there; I have to manually update Curse; so please check the GitHub link if you are looking for the latest versions) Please keep in mind that these are all testing releases. Things may break between releases. There will be bugs. Many things are unfinished and/or unoptimized. The test versions are for ironing out bugs in new features and for testing out prototype parts before they are finished; as such they will always have bugs, often severe, and there will often be unfinished parts (no textures, missing features, etc). Please only use these versions if you wish to contribute to testing and are comfortable with the state of the releases. Wiki (WIP): https://github.com/shadowmage45/SSTULabs/wiki Contribution: IVA Modeling: SSTU could greatly use someone with interest and experience in modeling IVAs. If you think you are that person, please contact Shadowmage through PM to work out the details. Testing: If you would like to contribute to pre-release testing (and get to try things out in their pre-release state), please follow the link above; the most recent test version will be at the top. Please submit issue reports for any problems you encounter via the GitHub issues tracker: https://github.com/shadowmage45/SSTULabs/issues (If you do not report the issue there, it will not be resolved; issues posted in the thread or through PMs will be forgotten about and likely never fixed; so please, do the organized thing and use the bug-tracker). Configs/Patches: I welcome pull requests and contributions for adding patches for mod compatibility, adding new part configs, or fixing issues in existing part configs. Documentation: One very major part of the mod that could greatly benefit from public contributions is the Wiki: https://github.com/shadowmage45/SSTULabs/wiki While this is the 'dev version' wiki, I will be using it to form the basis of the public release wiki; so any/all information and details that can be filled in now will be transferred over to the public release repository and wiki when it is created. Feedback, suggestions, comments, etc: Please feel free to post feedback, suggestions, questions, etc regarding development releases and/or any posted previews. Even if you are not on the testing team, I still value your feedback and suggestions. Please use the issue tracker for any 'official' feature requests; it may be found at: https://github.com/shadowmage45/SSTULabs/issues Bug Reports: Please submit issue reports for any problems you encounter via the GitHub issues tracker: https://github.com/shadowmage45/SSTULabs/issues. No other method for submitting bugs will be supported; posts on the forum or through PM will be forgotten about before I can ever get to them. Opening up a ticket ensures that your report does not get lost in the forum or forgotten about. No ticket = no fix. Enough with the disclaimers, and onto the parts! The Parts: The goal of SSTU is to provide low-part count, CPU-efficient parts for common uses. To this end many of the parts are designed with additional integrated functionality beyond the base functions, for instance integrating RCS ports and engine(s) into a fully fledged service module. I have tried to maintain a stock-compatible appearance, though as I am not an artist or modeler (at least not by training/profession), how well this has worked out is subject to opinion. Master list of parts; current, planned, the whole lot: https://github.com/shadowmage45/SSTULabs/wiki/Parts---Master-List Ship Core: Engines A set of engines in many varieties, including pre-built engine clusters. Many more engines, mounting options, and cluster designs will be added over time. Ship Core: Series A A set of parts modeled after the Soyuz CSM stack. Includes Orbital Module, Descent Module, Service Module, and LAS. Ship Core: Series B A set of parts modeled after the Apollo CSM stack. Includes two command modules (one with integrated heatshield and parachutes), launch abort system, and Apollo-inspired service module. Ship Core: Series C A series of parts heavily inspired by and based on current NASA - SLS project. Includes representations of SLS upper stack initial configuration, and lifter parts designed in the vein of the lower/core portions. The upper stack is designed to allow for a low-part-count manned orbiter setup, while the lower-stack parts are intended for super-heavy-lift capabilities. Command module and upper-stack are 3.75m, while the lower-stack lifter parts are 5m. Ship Core: General A line of generic / utility parts. Fairings, RCS, Science experiments, and procedural decouplers of various types. Includes a full line of configurable/dynamic fuel tank parts in standard cylinder, sphere, R-7 booster (integrated decoupler), and upper-stage (integrated rcs) form factors. Includes a full set of truss based cargo bay modules. Also includes a full line of interstage fairings and petal adapters, and standard payload fairings. (Many parts not shown in album) Lander Core A series of parts specially crafted to enable low-part-count non-atmospheric lander designs for use in the stock Kerbol system. Station Core A line parts for low-part-count station use. Includes inflatable Bigelow-inspired inflatable modules, inflatable centrifuge modules, ISS inspired habitat and lab modules, and a line of TKS/DOS inspired single-part station cores (integrated solar, engines, rcs, docking ports, sas). Also includes a full line of stand-alone solar panels and a 'welding' docking port. (Album not yet available) Craft Files None currently available, will possibly start becoming available when the mod has reached a stable state (not for the foreseeable future). Additional Addon Compatibility and Integration RealPlume -- Optional but highly recommended. SSTU includes a set of patches for RealPlume for all engines as well as most other engine-enabled parts. More will be added over time. Stock effects are also included, but options and configuration for those are much more limited. If you want pretty-looking exhaust effects, get RealPlume. MechJeb -- If MechJeb2 is installed, Command Pods (and some service modules) include a built-in MJ module. The tech-unlocks for these are based on the default MJ tech-settings. Kerbal Joint Reinforcement -- As of KSP 1.2+, KRJ is no longer necessary, as the stock Auto-Struts can eliminate most of the wobbles. Might still have utility on extremely large craft designs, but should no longer be nearly-mandatory. USI-LS -- Patches for most parts are included, and will be enabled when the requisite mods are installed. These patches add a few days worth of life-support to each of the pods and some of the service modules. (WIP, needs updating) TAC-LS -- Some patches are included. Not up to date, and not all parts are patched. ConnectedLivingSpace - A simple CLS patch is included to add CLS passability to all SSTU crewed parts. FAR - Unsupported. You are on your own if you choose to use FAR. Any problems involving FAR needs to be brought up in the FAR thread. RO/RSS - Unsupported. Take any support requests regarding RO to the RO threads. KR&D - Known to be incompatible. Some config edits can be made to allow them to work in the same install, but KR&D cannot adjust stats on most SSTU parts. Introductory video by MrMeeb Known Issues IVAs - Many are incomplete. WIP. They'll be finished 'eventually'. Textures - Many unfinished textures. Please see the Github issues tracker for a complete list of known issues: https://github.com/shadowmage45/SSTULabs/issues Future Timeline / Future Plans Please see the Github Milestones and Issues Tracker to see future/current development plans. Milestones (long-term plans): https://github.com/shadowmage45/SSTULabs/milestones Issues Tracker (current in-dev stuff): https://github.com/shadowmage45/SSTULabs/issues Legal: Source: All source code and compiled plugin binaries for this addon are distributed under the GNU General Public License (GPL) 3.0, except where noted below, where that code is distributed under its own license. The text of this license may be found at: https://github.com/shadowmage45/SSTULabs/blob/master/LICENSE-SOURCE.txt EXCEPTIONS: None at this time Source code for plugins is included in all releases packs (source may also be found for the most current version at: https://github.com/shadowmage45/SSTULabs/tree/master/Source). Models/Art/Configs All Assets and Artwork in this addon are licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License, except those areas noted below, which are distributed under their own licenses. The text of this license may be found at https://github.com/shadowmage45/SSTULabs/blob/master/LICENSE-ASSETS.txt EXCEPTIONS: None at this time ModuleManager Module Manager is distributed under its own license (CC-SA). Source code and licensing details may be found at: https://github.com/sarbian/ModuleManager Community Resource Pack Community Resource Pack is distributed under its own license (CC-BY-NC-SA). Source code and licensing details may be found at: https://github.com/BobPalmer/CommunityResourcePack Mini-AVC This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin KSPWheel KSPWheel is a dependency for the SC-E (shuttle) landing gear, and is distributed under its own license (GPL 3.0+ https://github.com/shadowmage45/KSPWheel/blob/master/License-GPL3.txt). It may be found at: https://github.com/shadowmage45/KSPWheel TexturesUnlimited Textures Unlimited is distributed under its own license (GPL3). Source code and licensing details may be found at: https://github.com/shadowmage45/TexturesUnlimited Forum Page: https://forum.kerbalspaceprogram.com/index.php?/topic/167450-18x-textures-unlimited-pbr-shader-texture-set-and-model-loading-api/ 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!).
  16. 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 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, thermal glow, and underwater fog functions: TU/Metallic - Unity Standard Metallic shader implementation, with full mapping compatibility with Unity Standard shader inputs. TU/Specular - Unity Standard Specular shader implementation, with full mapping compatibility with Unity Standard shader inputs. TU/Transparent - Unity Standard Metallic shader implementation with transparency support, with full mapping compatibility with Unity Standard shader inputs. TU/Legacy - Legacy Specular shader implementation that supports input of KSP mapped textures (e.g. specular in the diffuse-alpha channel). All TU/XXX shaders support recoloring, subsurface scattering, and have functional versions of icon-shaders. 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 (either the included shaders, or their own custom shaders) Mods needing BlendShape/ShapeKey animated models PBR stock-conversion mods Downloads: The latest releases will always be available from: https://github.com/shadowmage45/TexturesUnlimited/releases Dependencies: Requires Module Manager (not yet included) 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 (https://github.com/shadowmage45/TexturesUnlimited/blob/master/LICENSE). Source for the plugin and shaders are provided online at: (https://github.com/shadowmage45/TexturesUnlimited) 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: https://github.com/shadowmage45/TexturesUnlimited/issues All issue tickets must be accompanied by a KSP.log file Known Issues Uses the stock reflection system for reflection probes; so any issues present there will also manifest with TU reflective shaders. No EVE or Scatterer in reflections Issues with improperly authored SQUAD DXT5 normal maps (investigating solutions) Any other issues listed on the issues tracker: https://github.com/shadowmage45/TexturesUnlimited/issues Future Plans Documentation on shaders properties and texture setup Documentation on configs for shader and texture replacement and texture switch module More comprehensive texture-replacement methods for technical textures and materials; skyboxes, ksc buildings? 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. @Manwith Noname for his work on the TexturesUnlimited Recoloring Depot, and patience while working on tracking down issues with normal maps.
  17. RealChute is a complete rework of the stock parachute module to fix a few of its inconveniences and get more realistic results out of parachutes! Issues that do not follow the bug reporting format will be ignored. NO LOGS, NO SUPPORT. Download - GitHub Special thanks to @Starwaster for the KSP 1.4 compatibility update! ModuleManager patch files included in the download. Issues that do not follow the bug reporting format will be ignored. NO LOGS, NO SUPPORT. NOTICE: I'm no longer developing this version, no new features are going in, only compatibility updates will be pushed out. I'm also not officially supporting this mod anymore, but plenty of people can help you, and I may pop in once in a while. My focus is on RealChute 2, which is coming Soon™ Features: Gradual deployment: Chutes gradually deploy, increasing realism and decreasing deployment shock. New Deployment Conditions: Chutes deploy in conditions ranging from Eve's crushing clouds to Duna's silken veil. Parachutes deploy either according to atmospheric density or altitude and will not deploy when not intended to; e.g. in space or on the pad. Autocuts can be set for a certain altitude per chute to cut some chutes while other deploy! Parachutes on Ground: Parachutes will not autocut upon nearly stopping mid-air or touching the ground, enabling drag chutes for planes! Parachutes Return to Staging: Parachutes can be restaged again and again without restrictions! Drag Chute: Drag chutes deploy at low altitude to slow landing airplanes. Full Customization: Parachutes' values can be edited, and modders can add the plugin to their packs. Combo Chute: Deploys a drogue and next a main chute. Custom parts: sumghai gave this pack its own parts! Vessel Hangs from Chute: Even nose chutes! Editor window: Edit parachutes from the editor for any shape, size, or characteristics! Presets: Quickly edit parachutes by saving configurations into presets and loading them quickly later! Thanks to Duxwing for rewriting this part Video by 7499275 showcasing the mod Changelog Documentation And now finally, if you want to donate a little something to support for all the coffee and the nights I spent on this, you are very welcome, and it would make my day my year. FAQ (if you ask a question that is here, I'm not answering you.): Q: How/Where do I edit and customize parachutes? A: In the action groups panel. Click on the said panel like you wanted to edit action groups, then click on the parachute you want to edit. A window with all the editing options will appear. for this specific parachute. Don't forget to press apply before leaving. Q: This panel is too complicated, isn't there a simpler way to do this? A: If you don't want to use the editor panel, you really don't have to. There is a preset system that allows you to select the parachute's type (main, droge, drag, or combo), it's size (0.625m - 2.5m for cones/stacks, small - large for radials), and apply it to your current chute. You don't even have to complicate your life. Q: When I'm pressing apply, it's telling me that the craft is too heavy for the parachute. What do I do? A: Make sure the the only parts attached to the craft when you press apply are the parts that you want to land. Detach your launcher or any other fluff before pressing apply. The parachute is calculated with the weight of all the parts currently attached to the craft. You can also toggle dry/wet mass in the editor to help, but it defaults at dry. Q: What is this "parachutes used" field in the editor window? A: This is the amount of parachutes deployed at the same time to land your parachute. This option will spread the load of your craft throughout all the parachutes used, effectively lowering the size of each. Be careful: a triple canopy is only a visual effect, it's only one chute. Stach chutes, on the other side, are two chutes (one comes out on each side). This is why this field does not say parts; a part can have multiple chutes on it (like the stacks and the combos). This is why a cone chute with a triple canopy would put one in parachutes used, and a stack chute would put two. Four radial chutes in symmetry would use four. Basically, you just put in the amount of individual active chutes at the same time, regardless of what the canopies look like. Q: Why can't I access the parachute editor when starting career? When does it come available? A: The parachute editor comes with the action groups panel. As long as the most basic action groups are unavailable, the panel is unavailable. In a normal stock game, the basic action groups become available with the first VAB and SPH upgrades. Q: I used to be able to resize parachutes with the right click menu, but those options aren't there anymore. What happened to them? A: The right click resizing menu is a helping too with the previous questions. While the action groups menu is unavailable, you can resize parachutes with the right click menu. When they are, resizing now happens in the action groups menu. This only happens in career mode, so in science and sandbox, you would always go to the action groups window. Q: Why does the Engineer's Report say there are no chutes on the craft when I clearly put some? A: The Engineer's Report looks for stock chutes. I haven't implemented a check for RealChute yet. Be patient. Q: Does this work on Windows 64bit builds of KSP? A: As of KSP 1.1, yes. However, this is absolutely not something that is sure never to change. If the Winx64 builds of the game return to being unstable, buggy messes, you bet that the lock will absolutely return, and I reserve the right to bring it back at any moment I see fit, and at my discretion, and mine only. But, with the current look of things, I do not anticipate the need to do this in any foreseeable future. You have, however, been warned. Q: Do the parachutes hold on at 4x physical time warp? A: Depending on how fast you are coming down and which chute you are using, yes. Most often they will hold on just fine, but I really can't guarantee they will. However be careful, the chutes fully deployed added to high physical timewarp values can lead to bad stuff, you've been warned. Q: Is this FAR compatible? A: FAR has it's own built-in implementation of RealChute, added by me, providing basic RealChute-esque behaviour, minus all the fluff. If you want the in game editor and all the additional features RealChute provides, install this, it'll override the version built into far. Q: Can you make a ModuleManager file for *insert mod here*? A: I currently don't have much time to work on configs for mods, but if you make one and are 100% sure it works, send it to me, I'll see about including it. Q: I'm trying to add a secondary parachute to a part but it's not working! A: It's not working because you can't add a secondary parachute to any part. It needs a second parachute transform, a second set of parachute animations, etc. A modeller needs to make a part that has two parachute to allow it. Q: What is your favourite pie flavour? A: I love cherry and blueberry pie tbh. Special thanks to UbioZur, r4m0n, Sarbian, Cilph, sirkut, taniwha, NathanKell, ferram4, toadicus and the rest of #kspmodders for helping this mod happen The cut and repack sounds were graciously given by ymir9, big thanks to him! Very special thanks to @sumghai for those awesome parts, as well as the logos, icons, and flags!! GitHub repository (source) License: You are free to copy, fork, and modify RealChute as you see fit. However, redistribution is only permitted for unmodified versions of RealChute, and under attribution clause. If you want to distribute a modified version of RealChute, be it code, textures, configs, or any other asset and piece of work, you must get my explicit permission on the matter through a private channel, and must also distribute it through the attribution clause, and must make it clear to anyone using your modification of my work that they must report any problem related to this usage to you, and not to me. This clause expires if I happen to be inactive (no connection) for a period of 90 days on the official KSP forums. In that case, the license reverts back to CC-BY-NC-SA 4.0 INTL.
  18. Final Frontier kerbal individual merits current version: 1.10.0-3485 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 1.5.0-3380 KSP 1.5.1 1.5.1-3415 KSP 1.6.0 Squeezing of science points in hall of fame history (reduces data stored in save file) 1.5.3-3465 KSP 1.6.1 If a flight is reverted to EDITOR all ribbons are reverted too 1.8.0-3475 KSP 1.8.1 1.8.1-3479 Minor fix: sorting/statistics for ribbon count in hall of fame fixed 1.10.0-3485 KSP 1.10.0 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: http://opensource.org/licenses/BSD-2-Clause Source is included in the zip archive. Final Frontier uses the toolbar created by blizzy78, see http://forum.kerbalspaceprogram.com/threads/60863-0-23-0-Toolbar-1-4-3-Common-API-for-draggable-resizable-buttons-toolbar. 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)
  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/comet 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 suitable cometary orbits. No in-game configuration necessary once the included asteroid packs are installed, although nearly everything can be configured. Latest versions KSP 1.10-1.12: Version 1.9.0 (SpaceDock) (Curse) (Github) KSP 1.4-1.9: Version 1.8.0 (SpaceDock) (Curse) (Github) 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, 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 Custom Asteroids version of Outer Planets Mod asteroids by @Eridan (also available from CKAN) Trans-Neidonian objects for Outer Planets Mod (also available from CKAN) 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 four classes: Stony, Metallic, Carbonaceous, and Icy-Organic. Different classes have different resource content (need 3rd-party mods to take advantage) and different science flavor text. Partial integration with the stock comet system, using Custom Asteroids to handle comet properties and detection but supporting the stock configuration system for comet orbit classes and science experiments. Supports update monitoring through KSP-AVC and CKAN. 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. If you install CA and Kopernicus, you can potentially have two independent asteroid systems running simultaneously. Kopernicus now offers a UseKopernicusAsteroidSystem flag that lets you use only Custom Asteroids for asteroids. Does not interact with Sentinel telescope; Sentinel-spawned asteroids and comets 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. Kerbal Flight Data Displays essential information for piloting space planes, so you don't have to keep "immersion breaking" GUI panels open. It shows mach number, dynamic pressure, temperature warning, orbital data, and maybe some other goodies. It is not supposed to compete against other mods which show comprehensive information such as KerbalEngineer. Instead it should just show enough so that you don't feel like flying blind. Download Release Page on GitHub (Source code on Github) Installation: Extract the zip file content into the GameData directory. Notes: You can turn it on/off with the toolbar button (not shown on pic). With FAR you get a stall warning, too. If you find this interesting check out SteamGauges which is related but didn't cut it for me. How to change font sizes: Open GameData\KerbalFlightData\Plugins\PluginData\KerbalFlightData\settings.cfg in your favorite text editor and change the numbers. Changelog on github Acknowledgement Thanks for the SteamGauge source by Trueborn for a nice reference for how to get to various data (especially the reflection stuff was new to me). the API documentation project at https://github.com/Anatid/XML-Documentation-for-the-KSP-API by Anatid and contributors. Blizzy's Toolbar. Is supported, and was pretty much required for pre R20 releases. making planes fly Ferram4. License GNU General Public License Version 3, see <http://www.gnu.org/licenses/> Previous Versions Versions for 0.9 can be obtained from GitHub. KerbalFlightDataR4.zip for KSP 0.23.5
  21. Ship Manifest Current Version: 6.0.8.0, 28 Apr 2023 -- Download: SpaceDock | CurseForge | GitHub (all releases). Also supports CKAN and KSP-AVC for your convenience in updating. NOTE: This version of SM is KSP version 1.11.0+ Ship Manifest is a tool to manage your ship's "things". I originally started with Crew Manifest as a basis for this work. My great thanks go out to vXSovereignXv for creating Crew Manifest, and Sarbian for contributions to and continuing maintenance of Crew Manifest. I've now re-imagined it into Ship Manifest, Crew transfers are now only a small part of what SM can do. Ship Manifest moves crew, Science and Resources around from part to part within your ship or station. It also manages docked vessel refueling, hatches, deployable Solar Panels, antennas and lights. Kinda like your Ship's bridge... Ship Manifest has a LOT of flexibility and a lot of Options. So much is available that is NOT seen in a default installation (Realism mode set ON by default) that you may be missing a lot of what SM has to offer. Please go to the Settings Window to see what options are available, and play with them. You will be surprised at the number of features that exist in this tool. I believe in choice, so you can configure SM to be pretty much exactly what you want. You want a "realistic" experience? Check. You want to be a god and chafe at realism mode restrictions? Check. I also invite suggestions for things you would like to see. License: CC BY-NC-SA 4.0. Original license on Crew Manifest was do as you want. I felt the original and contributing authors deserve due attribution, since this is a derivative work. Source code (and all releases): http://github.com/PapaJoesSoup/ShipManifest Ship Manifest WIKI: http://github.com/PapaJoesSoup/ShipManifest/wiki No Mod Dependencies!: Ship Manifest is mod independent. You don't need any other mods to use Ship Manifest. However, if you install the mods below, Ship Manifest provides specific support for their features. Toolbar, by blizzy78. This mod is the "original" and a great alternative to the stock toolbar. Connected Living Spaces (CLS) by codepoet. This mod provides the player with graphical information on livable spaces in a ship. It shows you where you could go internally on your ship. Module Manager. This mod allows you to extend the configurations on your parts. Used by CLS. RemoteTech. This mod overhauls the unmanned space program and makes antennas much more important. Very powerful mod. DeepFreeze. This mod provides part(s) for cryogenic freezing of kerbals for long duration flights. JPLRepo has taken over maintenance of this mod. USI Kolonization System (MKS/OKS) Inflatable Modules. Very cool mod for compacting your trips and station builds. 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. Acknoledgements: Special thanks to @micha for his support the past few years. For continuity, a link to his thread is here: Ship Manifest What's New: Version 6.0.8.0 - Release 28 Apr 2023 - KSP 1.12.5 -------------------------------------------------- - New: Added horizontal window resizing to all windows. SM will remember these settings between saves. - Fixed: Correct window scaling issue where other mods were affected by SM when changing the KSP Scale. This was caused by GUI.skin issues as SM was altering the built in skins. SM now uses a custom skin constructed dynamically from the selected built-in scales, so only SM windows are affected. Issue: Forum post https://forum.kerbalspaceprogram.com/index.php?/topic/56643-112x-ship-manifest-crew-science-resources-v-6070-25-apr-23/&do=findComment&comment=4277051 - Changed: adjusted window heights for the Unity skin and the KSP skin. This makes window resizing more reliable. Version 6.0.7.0 - Release 25 Apr 2023 - KSP 1.12.5 -------------------------------------------------- - Fixed: Correct error in Manifest window with the vessel name. Was using a nonlocalized name. Now properly localized. - Fixed: Rate Modifier field in Science window was displaying incorrect value. Now properly displays the value. - Fixed: Correct resource display error when RealXfers setting is changed and Saved in Realism settings. Issue: https://github.com/PapaJoesSoup/ShipManifest/issues/63 - Fixed: Memory leak on SM destruction. One handler was not being removed. Issue: https://github.com/PapaJoesSoup/ShipManifest/issues/64 - New: Refactored mod to support KSP UI scaling. You folks with the 4k monitors should be able to see the text now. - New: Localized Screen messages in Crew transfers. Note: Many localizations are machine translations. Any help in improving them is appreciated. - New: Added a Settings button to the Roster window when in the Space Center. This button appears if you disable the Settings icon on the toolbar. This setting is in the Config Tab. - Changed: Refactored remaining windows and tabs to clean up display code. Moved a lot of redundant code into GUI utility methods. - Changed: Refactored all windows to cache all localization strings and object size values. Object size values only recalculate if the screen resolution is changed. Hopefully this helps a bit with performance. Installation: 1. Remove the ShipManifest folder from your GameData folder before installing any new version.. 2. Overwrite your GameData folder with the contents of the archive. Ship Manifest is KSP-AVC aware and is CKAN indexed 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. Change History: This work was originally based in large part on Crew manifest 0.5.6.0 by xxSovereignxx as modified by Sarbian to work with 0.22. It has since been completely reworked and massively expanded. Videos: - Kottabos did a fine review here: (Feb 28th, 2014). It was very educational for me . I've long since fixed the bugs and added much more... Screenshots: Donations: I wrote and support SM (and other mods) as it is an opportunity to give back to the community I love in some small way. But, some folks have asked me how they could donate. It completely blew my mind. So, I've added a donation button. It is Completely voluntary, absolutely amazing, and I very much appreciate the gesture!
  22. What it does 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 closest-approach, it shows a countdown indicator to tell you when to start your burn. When the ship's orbital period is close to geosynchronous, shows a time-delta-from-geosynchronous display, to make it easy to set up synchronous orbit. When the ship has a target and its orbital period is close to the target's, shows a time-delta-from-target-synchronous display, to make it easy to synchronize orbits. SRBs display their burn time. It's shown on the part tooltip in the vehicle editor, as well as on the part's right-click menu in the editor and in flight. 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. What this means for target rendezvous: If you can set up a rendezvous that will take you within 10 km of the target, you'll see an estimated time-until-closest-approach, and an estimated burn time to match velocity with the target. What this means for setting up communications networks: It's really easy to set up synchronous satellites (either geosynchronous, or synchronous with each other). Download from SpaceDock License: CC-BY-NC-ND 4.0 Source code Notes The "countdown" indicator For 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 burn, 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. The synchrony tracker If you're in orbit, and you're reasonably close to being in synchronous orbit around the current celestial body, the mod will display a "geosynchrony tracker" that shows how close you are to perfect geosync. The tracker displays a time delta (positive or negative) showing how far off your current orbital period is from perfect geosynchrony. It shows hours/minutes/seconds until you get within 10 seconds, then switches to milliseconds display. (The transition point is configurable, see below.) If you're in orbit and you have a target, then you get a "target synchrony" indicator, that works the same as the geosynchrony one, but shows time delta relative to target rather than relative to the celestial body's rotation period. This makes it easy to put satellites in synchronous orbit. If the value is negative, thrust ; if positive, thrust . Goal is to get as close to zero as possible, for synchronous orbit. All of the following conditions must be met for this indicator to be displayed: No other tracker is currently active. You're in a stable orbit (e.g. not suborbital or escaping). The period of your current orbit is within 5% of the current celestial body's rotation period (this is configurable, see below). Your ship has been "idle" (defined as, no throttle and no control inputs) for less than 10 seconds (this is configurable, see below). In addition, this tracker also supports an override key that allows manually forcing it to display, even if the above conditions aren't met, as long as no other tracker is active. By default, the override key is the right Ctrl key (this can be changed via config). Also, by default, the override is only active while you're actually holding the key down; however, there's a config setting that lets you make it "sticky" (i.e. press once to turn on, press a second time to turn off). When the override key is active and you're not currently in a stable orbit, it will just say gsync ~. If the override key is active and geosynchronous orbit is actually impossible for the current celestial body (because the needed altitude would be outside the SoI), then it will say gsync X. (These are only shown when the override is active, since if it isn't, in this case the tracker's not shown at all.) See the "How to configure" section below for a list of these configuration settings. The SRB burn-time indicator SRBs display their burn time, in the following places: On the tooltip in the parts pane in the editor On the part's right-click menu (in the editor) On the part's right-click menu (in flight) (Note that the burn time calculation takes thrust limiter into account.) 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. How to configure After the first time you run KSP with the mod installed, there will be a configuration file located at under this location in your KSP folder, which you can edit to adjust settings: GameData/BetterBurnTime/PluginData/BetterBurnTime/config.xml Specific settings listed in spoiler. A historical note The original impetus for this mod was actually something that no longer is part of the mod! Before KSP 1.5, the stock burn-time indicator for maneuver nodes was... suboptimal. It had a variety of shortcomings that made it less useful than it could have been. BetterBurnTime was originally created to address those shortcomings and make the navball's burn-time indicator "just work better". That was the original purpose; that was originally the only thing that the mod did. Over time, I added some additional handy functions-- the landing, rendezvous, and atmosphere-transition information. Then, KSP 1.5 drastically improved the stock navball, and basically did all the improvements that BetterBurnTime was originally created to do. Yay! So that's stock now, which means I removed that functionality from BetterBurnTime after KSP 1.5. However, the additional functions are still convenient, and still not in stock, so those remain-- and are now what BetterBurnTime is about, since its original purpose (maneuver nodes) has become moot. If you're running a pre-1.5 version of KSP and want better navball functionality, you can run BetterBurnTime 1.6.1 and get the enhanced maneuver-node functionality. 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.
  23. Hello there! I'm writing a C# plugin to make player pay salary to kerbals. I'm new to plugin development, so, I don't know most of things that devs can use. Well, how to get a list of all kerbals and then get their roles (Pilot, Engineer, Scientist, Tourist) and XP levels? Thanks in advance for your reply
  24. Foundations (FND) An addon for Kerbal Space Program which allows establishing a connection between parts and the ground. Prevents ground constructions from float/sliding away By zer0Kerbal, originally by @Sparkle adopted with express permission and brought to you by KerbSimpleCo See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes: See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. CKAN is a great mod for those that can't use zip tools. If you are having issues please let the CKAN people know and refer to the CKAN thread. My support of CKAN extends as far as me checking the checkbox in Spacedock when I upload. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 Either 3 Module Manager Module Manager /L Supports On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Tags parts, physics, plugin, config red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @Sparkle for creating this glorious parts addon! @4x4cheesecake for the picking up where @Sparkle left off see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS: How to support this and other great mods by zer0Kerbal and it is true. Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
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