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Found 155 results

  1. 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!
  2. 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.
  3. Rocket Sound Enhancement I've had gripes on how engines in the game sounded both stock and modded. its either too low and uninteresting or too deafening loud and noticeable looping effect. The goal of this mod is to fix that. Sound Effects are 100% Synthesized, utilizing layering to make the sound effect more dynamic using a custom plugin. Rocket's volume attenuation is more realistic by using a low-pass filter mimicking the sound of rockets in real life at different distances (further you are , the more bass you hear). Most engine types have unique sounds qualities using different types of running sounds plus layering sound effects. Cryogenic Engines sound deeper compared to Kerolox based engines which sound more dirtier for example. Download : https://github.com/ensou04/RocketSoundEnhancement/releases License: CC BY-NC-SA 4.0 | Source: https://github.com/ensou04/RocketSoundEnhancement Requirements Module Manager Realplume Smokescreen Recommended: Audio Muffler Redux Future Goals/Plans Moar sound effects. ShipEffects integration Create Custom Per-Engine configs making Realplume Dependency an option. Showcase: Change log: v0.4.0 Engine Oomf Update - added one shot samples to most lower stage engines. v0.3.0 - Ammonialox, Cryogenic-UpperLower patches - Thump! Featured on most plumes - Redone lowpass curves - Volume are now based on Engine Thrust - New SRB Crackle sound layer for Solid-Lower - Reverted Engage, Disengage and Flameout sounds to stock. v0.2.0 Plugin Update - Engines now uses a custom Audio handler via RSEAudio plugin - Fixed patch errors: Hydrogen-NTR and Hydrogen-NTR-HightTemp were referencing an incorrect plume config - Engines now have a realistic lowpass-based volume rolloff attenuation - Rebalanced and improved sound assets v0.1.1 - Fix Small Engine Volumes - Hypergolic-OMS White and Red - Kerolox-Vernier - Removed sound_lqd_tiny pre-v0.1.0 - Hydrogen-NTR - Hydrogen-NTR-HighTemp - Hydrolox-Lower - Hydrolox-Upper - Hypergolic-Lower - Hypergolic-OMS-Red - Hypergolic-OMS-White - Hypergolic-Upper - Kerolox-Lower - Kerolox-Lower-F1 - Kerolox-Upper - Kerolox-Vernier - Solid-Lower - Solid-Sepmotor - Solid-Upper - Solid-Vacuum
  4. This is something I made for placing RCS thrusters in the right positions in the first try without having to go back and forth between the VAB and the hacked gravity launchpad. Features: Display thrust and torque forces caused by RCS or engines. ΔV readout for monopropellant RCS. Dry center of mass marker (DCoM). "Average" center of mass marker (ACoM). Center of drag marker (CoD) for assisting in parachute placement. Ability to resize editor's overlay markers. Display total mass of resources. Supports: blizzy78's toolbar KSP Add-on Version Checker Once enabled you should see RCS Build Aid's window, select the translation mode or press any of the translation flight control keys ("hnijkl" keys) and then you should see something like this: Cyan arrows represents thruster forces, the green arrow represents the translation motion (or thrust). The red arrow represents the torque force in your vessel, if you have a red arrow then your ship will rotate when trying to translate in docking mode. So all you have to do is place your RCS thrusters in a way that eliminates this force. The red circular arrow is an indication of how fast the vessel will rotate. The red CoM marker is the dry center of mass (DCoM) which represents the center of mass of your vessel when it doesn't have any fuel (in the picture, without liquid fuel, oxidizer or mono-propellant, but is configurable). Video explaining how to use RCSBA (version 0.5) by Geneborg This plugin only works with parts using stock modules such as ModuleRCS and ModuleEngines, mods that use custom modules will not be detected. Known issues: delta v readout will only show for monopropellant RCS, doesn't work for the new Vernor RCS. Parachute mode only works with stock aerodynamics and parachutes, will not work with mods such as FerramAerospaceResearch and RealChute. Download GitHub repository - Documentation - Changelog Licensed under LGPLv3. This program is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program. If not, see <http://www.gnu.org/licenses/>.
  5. 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/BobPalmer/USI-LS/releases
  6. As from 2018-0606 and under @jandcando agreement, I'm the New Management(TM) for Impossible Innovations. From now on, it's all my fault. In a Hurry: Releases: on GitHub on SpaceDock on CurseForge Old thread: on Forum. Project Yes, it works with KSP 1.10.0 (with Making History and Breaking Ground) Current Release: 0.8.9.0 Install Instructions. Announce. Source: on GitHub ChangeLog: here. TODO list Introduction: Impossible Innovations is a parts pack for KSP that adds some late-game parts based on fusion. Eternal Working In Progress. Here's the rundown: The Add'On adds several engine types that run off of deuterium. There is also a powerful RCS system driven by tritium. The reaction wheels also use tritium. Other all-around useful parts are added like the dead weight, different strut varieties, better parachutes, etc. Part Information: A little bit of useful info on how Impossible Innovations alters the tech tree: Impossible Innovations uses ModuleManager to place additional nodes to the tech tree. So if other Add'Ons do likewise, the possibility exists that there may be overlapping nodes, but no functionality would be lost. There is some basic integration with the Community Tech Tree, so don't worry about compatibility issues there. Some Pictures: Here. Known Issues: Working on it. Please be patient, I'm pretty sure I'll be able to break something soon. Credits: Contributions From: JandCandO (for creating this Add'On at first place!) Dungchunker (For creating the amazing blue models you see) Baconator900 (For previous efforts as one-man testing team) Lando (For creating Part Generator) And future new features/bugs/mishaps from yours truly. Legal Stuff:
  7. Strategia - A Brand New Strategy System! Description Strategia is a revamp to Kerbal Space Program's strategy system. All the stock strategies are removed, and replaced with new and unique strategies. The first set of strategies are special mission strategies. These strategies will give you advance cash and bonuses to certain milestones for completing a high level objective as part of your space program. They are dynamic, so they will work with mods that change the stock solar system by adding or changing celestial bodies. Be warned though - if you cancel one of these strategies without completing the objective, you will face a heavy penalty! Crewed Missions Once we've proven we can get a Kerbal to orbit and back, we need to continue to break new barriers. We have a choice of nearby bodies that we can get to. We choose to go to <insert celestial body here>, not because it is easy, but because it is hard. Uncrewed Missions The costs of sending a Kerbal to another planet are astronomical compared to those of sending a probe that we can leave behind. Why don't we send some probes to our neighbouring planets to gather science autonomously for us? The remaining strategies are the standard strategies - these give a bonus while active, and can be active for as long as you like. Astronaut Training Program Our standard training procedure is to treat newly hired astronauts as a disposable commodity to greatly reduce the cost of unscheduled disassemblies. Still, some argue that training our astronauts before putting them on top of a top of a ton of explosives will result in a lower mission failure rate. The cost of setting up the program will be high, nevermind the cost of actually training the astronauts. What do you say, do we want the right stuff, or the almost-good-enough stuff? Massive Scale Launches We've found some investors who are willing to sponsor us if we're able to launch colossal structures into space in a single launch. We'll have to employ some truly Whackjobian construction techniques to get these things into orbit. Contract Slot Machine These agencies seem to think they're doing us a favour offering by us these ridiculous contracts. Why should we be penalized for being choosy? By closing our books to the public, agencies will have no idea what we're willing to accept. There might be a little chaos in the contracts we see under this model, but if we're only choosing the best ones, then who cares?!? To Boldly Go If we want to get the most research possible done out there, we need to explore as many new biomes as we can. Government grants from exploration programs will ultimately help us fund further exploration and research. Probe Frenzy If we want to do some research, then probes are the way to go. What we save on sending Kerbals out there can be spent on a vast fleet of autonomous probes. Local Science There are so many research opportunities right in our back yard. We should focus on local research to bootstrap our space program. That way when we do make it further out there, we'll be sending the best technology we can. Stagnated Research There are several conservative groups on Kerbin that think we've gone too far, too fast. We're not about to shut down the space program, but maybe slowing down our development of new technology to appease these groups will get us some goodwill and ensure that they don't burn down KSC? Free Ice Cream We've come up with a crazy idea - giving out free ice cream at the space center. The public will absolutely love us. If we push the program far enough, we'll get better rewards for rescuing Kerbals (they'll get ice cream when they land!) and maybe even be able to get a discount on hiring new astronauts. FREE. ICE. CREAM. Media Circus To make a reputable space program, we need to ramp up the media involvement. Cameras everywhere, coverage 6 hours a day, 426 days a years. Of course, this could easily backfire if we have any... accidents. Pilot Focus Clearly the most important role among our astronauts is that of the pilot. Without a skilled pilot, nobody is going to space today (or any other day). Shall we build our space program around our brave pilots? Engineer Focus Where would we be without our engineers? They make sure everything is in order to get the other astronauts up and down safely. Shall we build our space program around the skilled engineer? Scientist Focus The scientist is the key role that we need to focus on. A skilled scientist knows exactly which sample to send back to maximize our science gain (we can only fit so many Mun rocks in those capsules). Shall we build our space program around our brilliant scientists? Download CKAN: In CKAN, select and download the mod "Strategia". GitHub: For the direct download option, please ensure you have all the dependencies before raising a support request: Contract Configurator is a required dependency and can be downloaded from its release thread. Custom Barn Kit is a required dependency and can be downloaded from its release thread. ModuleManager is a required dependency and can be downloaded from its release thread. Strategia can be downloaded from GitHub. Source The full source is available on GitHub. Change Log Special Thanks sarbian - For mods like ModuleManager and Custom Barn Kit that make my life a lot easier. smjjames - For the ridiculous amount of bugs he found during the beta phase. License Strategia is licensed under the MIT license. 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!
  8. 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!).
  9. Deadly Reentry 7.8.0, for KSP 1.8.1 - The Maat Edition What Deadly Reentry does! (especially with KSP's new handling of thermodynamics) Deadly Reentry balances part thermal properties (max temp values of skin and internal as well as various conduction properties: skin-skin, skin-internal, emission, etc) If parts get too hot then they may catch fire. (or begin to melt; depends on if they are logically flammable or not). This begins to happen at 85% of its max temp. Some parts have had their max temp increased to compensate. Basically, think of the 85% mark as being a soft failure point leading to hard failure. As of DRE 7.6.0, this is implemented on a per area skin damage system (X+-, Y+-, Z+-). As the exterior is damaged, the interior becomes more exposed to direct reentry or supersonic heating. (the interior usally has less resistance against heating) Parts and Kerbals that experience excessive G forces for excessive periods of time may fail/die. Download latest version! (official release) If you find this mod helpful and want to throw some money away, feel free to click the donate button below! ialdabaoth (who is awesome) created Deadly Reentry 2, based on r4m0n's Deadly Reentry; this is a continuation. This continues NathanKell's work on Deadly Reentry continued, and he might contribute more at times. License remains CC-BY-SA as modified by ialdabaoth. Also included: Module Manager (by sarbian, swamp_ig, and ialdabaoth). See Module Manager thread for details and license and source: http://forum.kerbalspaceprogram.com/threads/55219 Module Manager is required for DREC to work. INSTALL INSTRUCTIONS: If you currently have Deadly Reentry installed, go to KSP/GameData/DeadlyReentry and delete everything (files and folders). Also delete any old versions of ModuleManager (modulemanager.dll for example) in your KSP/GameData folder. Extract this archive to your KSP/GameData folder * ModularFlightIntegrator is not currently required or used by Deadly Reentry as of about DRE 7.2.2. USAGE INSTRUCTIONS: Be careful how you reenter. Make sure your craft has a heatshield (the Mk1 pod has a built-in heatshield, as do stock spaceplanes; the Mk1-2 needs a heat shield from the Structural tab). For a low Kerbin orbit reentry, try for a periapsis of about 10-20km over Kerbin. do not deploy your parachute until speed has dropped below ~350m/s. (typically you should be at a safe velocity by the time you reach an altitude of 7km) Note: Deadly Reentry no longer interferes with chutes. Both stock chutes and Real Chutes have adopted their own implementations of punishing deployments at unsafe speeds. The above warning still applies except you don't get to blame Deadly Reentry about it. Compatible shield/reentry packs! Deadly Reentry Frequently Asked Questions. Changelog: Old Legacy Changelogs! DRE menu icon created by lajoswinkler Download (latest official) Source on Github
  10. Ever had a Kerbal stranded in orbit in a deflated USI inflatable module, or other crewed part without a hatch? This is your solution. This is a simple micro-addon that does one thing; restricts the pods that may be selected to spawn kerbals in for orbital rescue contracts. Any new contracts that are generated will have the part that they use validated against a list of approved parts and replaced with a random approved part if it is not on the list. This will not effect any contracts that you have already accepted, or any contracts that are already 'available'; as such you will need to complete or decline any existing rescue contracts after you first install the mod. The pods that are 'valid' are configurable via a simple config file, the default configuration file only includes stock command pods. Other 'valid' pods can be added by end-users through module manager (recommended) or manual edits (not recommended). See the included .cfg file for details / node names / etc. Downloads: https://github.com/shadowmage45/KSPRescuePodFix/releases Simply drop the KSPRescuePodFix folder from the .zip into your KSPs GameData folder and you should be good to go. Requirements: ModuleManager for KSP 1.6 (latest version you can find) (not included) Issues/Problems/Bug Reports: Please report all issues/bugs/feature-requests on the github issue tracker, located at: ( https://github.com/shadowmage45/KSPRescuePodFix/issues ) Legal: Source is licensed under GPL v3 ( http://www.gnu.org/licenses/gpl-3.0.en.html ), and is available on github: ( https://github.com/shadowmage45/KSPRescuePodFix ). Much of the source is based on the concept presented by @xEvilReeperx, which can be found at ( link ).
  11. 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)
  12. 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. 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). 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.
  13. VesselMover Continued Pick up, move, rotate, place, or drop landed vessels quickly and easily. NOTE: Since BahamutoD is now busy with real life and has graciously made it known that we can continue support in his stead, I'm reviving the mod in this thread and will continue its support.  The original VesselMover thread is here: Download Locations: https://github.com/jrodrigv/VesselMover/releases Installation: Extract the folder called "VesselMover" to KSP's GameData folder. For installation convenience, VesselMover is now CKAN listed, and supports KSP-AVC. Usage: Use the toolbar menu buttons to pick up, place, or drop a vessel. It must be landed or splashed down in order to pick it up. Use Tab key to change Movement Mode. This changes the base altitude and movement speeds For long distances, it works well to use "Ludicrous speed" in map mode! New!* Use the Throttle Up and Down (Shift and Control by default) to raise and lower the Altitude New!* Use Throttle Cuttoff (X by default) to Reset the Movement Mode Altitude if changes have been made. Use pitch/yaw (WASD by default) to move around. Use roll (Q/E by default) to roll, and translation buttons (IJKL by default) to rotate pitch and yaw. Use translate fwd/back (H or N by default) to auto rotate planes and rockets respectively to level/upright. Click spawn vessel to open the craft browser. Select a craft, then select a place to spawn it. It will spawn in vessel-move mode so you can reposition it or rotate it before placing it down or dropping it (free fall baby!). License: MIT Source code: https://github.com/jrodrigv/VesselMover
  14. Kerbal Flight Indicators Note: @DaMichel has given me his permission to maintain this mod in his absence. I have forked the Repository and will continue support going forward, or until he returns to continue support. I have cloned his page to note the change in mod support. I'm not renaming the mod to make it easier to keep track of it. What is Kerbal Flight Indicators? It draws a couple of markers directly in your field of view. It shows Horizon Attitude Velocity Vertical direction You can turn it on/off with the toolbar button. Download Release Page on GitHub (Source code on Github) Installation: Extract the contents of the zip file into the GameData directory. Note: I have added support for KSP-AVC version file now included. Configuration: Is done by editing settings.cfg in GameData\KerbalFlightIndicators\Plugins\PluginData\KerbalFlightIndicators. To change colors, you'll see lines like "horizonColor = 0,0.5,0,0.8". The numbers represent Red, Green, Blue and Alpha components, going from 0 to 1. Alpha means opaqueness, where 0 is completely transparent. New values should take effect on the next flight scene. To let indicators appear on top of the IVA cockpit again, change drawInFrontOfCockpit = False to drawInFrontOfCockpit = True. Mod Recommendations If you want to see more information, have a look at SteamGauges and RasterPropMonitors (IVA) and NavHud Renewed. Mouse Aim Flight Supports Blizzys Toolbar. The KSP app toolbar is supported since KFI R11. Picz My Imgur account is almost full of images so i'm probably going to delete the previous sequence. Have this instead. Changelog on GitHub Known Issues * This release has the potential to cause strange issues with other mods, like HUD elements or use custom cameras. Please report odd issues. Acknowledgements Current mod maintainer: Papa_Joe I've only continued maintenance on this mod. All credit is due to the original mod author. Original mod author: @DaMichel Original Mod Post: https://forum.kerbalspaceprogram.com/index.php?/topic/72595-13-kerbal-flight-indicators-release-15-2017-08-14/ @DaMichel originally acknowledged the following: * I used some code from SteamGauges http://forum.kerbalspaceprogram.com/threads/40730-0-23-SteamGauges-V1-5-Analog-Radar-Altimeter-and-More! by Trueborn. Thanks for putting it under a not too restrictive license. * Thanks to Blizzy for his Toolbar. * I would also like to thank Pizzaoverhead (KerbTrack) and Navyfish (DockingPortAlignment) for their plugins from which i learned how to do things. License http://creativecommons.org/licenses/by-nc-sa/3.0/
  15. 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: August 1st 2020 -Recompiled for KSP 1.10.1 -Added DragCube handling for different sizes and when the cap is blown off -Parachutes smoothly move towards the drag vector rather than instantly -Parachutes now look for both horizontal and vertical velocities before cutting -Fixed issue where parachutes would sometimes break due to aero forces underwater -Compatibility back to KSP 1.8 has been enabled -Legacy MM patches removed March 18th 2020 v1.4.7.6 -Recompiled for KSP 1.9 October 16th 2019 v1.4.7.5 -Recompiled for KSP 1.8 April 13th 2019 v1.4.7.4 -Recompiled for KSP 1.7 January 27th 2019 v1.4.7.3 -Fix for advanced inventory cross sectional bug. (Adds missing bulkheadProfiles field) December 21st 2018 v1.4.7.2 -Recompiled for KSP 1.6 October 16th 2018 v1.4.7.1 -Recompiled for 1.5 October 15th 2018 v1.4.7 -Fixed localization issue with KSP 1.4.5 (Parachute category and chute parts not showing up in VAB) August 25th 2018 v1.4.6.1 -Recompiled for KSP 1.4.5 March 20th 2018 v1.4.6 -Recompiled for KSP 1.4.1 -Has been tested to run on KSP 1.4.0 with no issues detected. November 30th 2017 v1.4.5 -Compatibility for KSP 1.3.1 -Fixed issue with editor window -Implemented increments for in flight window sliders -Solution-wise code cleanup/optimizations June 1st 2017 v1.4.4 -RealChute 1.3 compatibility update -Recompiled and fixed missing parameters -Updated to CompatibilityChecker 6 -Fixed custom filters not showing in the editor -Fixed settings button appearing in flight March 25th, 2017 v1.4.3 -FAR compatibility update. Addresses changes to FARAeroUtil.GetCurrentDensity() -Bring RC chutes in line with stock contract changes. (hopefully prevent impossible chute contracts from being generated by the contract system) October 14th, 2016 v 1.4.2. -Use part.addForceAtPosition instead of calling rigidbody functions (1.2 specific compatibility changes) -Updated versioning in RealChute.version and assembly property files -Fixed mispelled field name in compatibility checker (_version) -Fixed toolbar button showing up in Flight. (broke in 1.2) April 30th 2016 v1.4.1.1 -Recompiled for KSP 1.1.2 to prevent nasty PopupDialog exceptions April 29th 2016 v1.4.1 -Fixed bug related to reloading the database through ModuleManager -Added an OnActive override, potentially fixing a few contract oddities -Removed deprecated MM configs April 19th 2016 v1.4 -Removed IPartSizeModifier support (no longer needed) -Added search tags to parts -Compiled for the latest version of KSP 1.1 April 16th 2016 v1.4x4 *Prerelease* -New NyanMode™ -Fixed plugin loading problems from IPartMassModifier and IPartCostModifier -Added IPartSizeModifier support -Refactored and cleaned the codebase through ReSharper April 2nd 2016 v1.4x3 *Prerelease* -No longer purveys the Nyan. Leaving that to Sarbian. -Issue in the editor with part mass modifying is fixed in the game and the subsequent hack has been removed -Fixed PopupDialog anchor issues April 1st 2016 v1.4x2 *Prerelease* -Fixed some slight GUI issues -Fixed redundancy in editor part mass update (correction, awaits new KSP build) -Added a new custom parachute deployment sound -Slightly modified parachute canopies textures -Created an 1.0.5 port of all the newer changes (backward ports FTW) March 29th 2016 v1.4x1 *Prerelease* -Updated to Unity 5 -Updated KSP references -Fixed issues with part mass editing -Temporarily removed Win64 lock (testing stability) -Built on Win x64 February 4th 2016 v1.3.2.7 -Fixed an issue with parachutes not having a staging icon when on the same part as one disabling the icon December 2nd 2015 (second take) v1.3.2.6 -Reuploaded with the correct binaries, not the RealChute 2 ones, won't crash anymore. Sorry. December 2nd 2015 v1.3.2.5 -Fixed a bug with early reentry giving chutes an exagerated amount of heat (thanks to Starwaster!) November 10th 2015 v1.3.2.4 -Updated chute heat/aero failures to new changes -Added indicator for chute deployment safety through the staging icon's background -Now using MM 2.6.13 -Compiled to KSP v1.0.5 May 2nd 2014 v1.3.2.3 -Updated flags to DDS files, thanks to sumghai again -Slight bugfix to parachute heating, they now heat, much, much, MUCH faster, as they should. -Fixed a bug with minimum deployment pressure being in kPa, allowing deployment way too early May 1st 2015 v1.3.2.2 -Parachutes can now burn up during reentry shock heating, each material has it's own characteristics -Added a MM node for the new stock radial drogue -Updated all parachute max temperature values -sumghai converted all the part textures to DDS for faster loading April 28th 2015 v1.3.2.1 *Hotfix* -Fixed the breeding problem with the AppLauncher button -Fixed the ConfigNode persistence issues with ModuleManager -Fixed the DragCubes weight problem of the stock Module -Bundled ModuleManager v2.6.1 April 27th 2015 v1.3.2 *KSP 1.0 compatibility update* -Updated aerodynamics reference to correctly get new atmospheric values. -Fixed a few GUI issues all around April 2nd 2015 v1.3.1 -Removed all this tasty bacon. Wasn't the best parachute. -Improved enum parsing/tostring, will serve in the future April 1st 2015 v1.3.3.7 -Optimized toastiness -The amount of snacks has increased by 401%! -Now with brand new flavour! -MOAR March 12th 2015 v1.3 -Massive optimization of every line of code in RealChute. Literally. Everything. -Massive optimizations of all the GUIs and of the editor window. -Presets no longer save the target body, so you can easily apply any preset to any body -FAR compatibility fixed, previous versions would not correctly use the fetched values -You can now select if only engineers can repack parachutes in career mode -You can also select the minimum level required for engineers to repair parachutes in career mode (0 to 5) -Complying with the last two changes, fixed the bug with engineer levels and repacking in career mode -Stock parachutes have been removed from the Utility tab and now only appear in the Parachutes tab -Did I say massive optimization? December 27th 2014 v1.2.6.3 *Hotfix* -Reverted the editor GUI changes which caused CoM bugs in flight -Fixed a bug where stock chutes would not apply parachute model changes correctly -Only lvl 1+ engineers can repack chutes anymore December 26th 2014 v1.2.6.2 -Fixed compatibility issue with FAR -Added a right click menu to modify the size of the parachute case if the action groups are not available yet -Added a setting which automatically adjusts the size of the canopy while changing case size through right click menu -New editor RealChute icon by sumghai! -RealChute logo updated to be clearer in the filter by manufacturer tab -Moved parachute specific GUI to it's own object -Fixed a bug where the combo chute would have two main sized chutes -Updated to ModuleManager 2.5.6 -RealChute parts are now only visible in the "Parachutes" category -Fixed a bug where RealChute contracts would not display the RealChute/Wenkel logos correctly December 17th 2014 v1.2.6.1 -KSP 0.90 compatibility update -Added a parachutes filtering tab in the "filter by function" category -Changed the default RealChute icon in the "filter by module" section to the RealChute icon -Added a parachute count field in the general part stats section -Changed the RealChute default module name in the module info section -Made so that RealChute parts will be invisible if the mod is incompatible with the current KSP version November 16th 2014 v1.2.6 -Fixed the bugs related to stock chutes -Fixed the bug related to parachutes not deploying on first staging action -Fixed the bug where you could no longer repack if a loading sequence took place ater deployment -Fixed the numerous bugs with quicksaving/quickloading when parachutes are deployed -Made part GUI display logic more fluid -Small optimizations to the editor GUI October 9th 2014 v1.2.5.3 -Probably fixed the bug when loading crafts October 8th 2014 (take two) v1.2.5.2 -Win64bit detecting changed to prevent it to be disabled -Fixed typo in the SovietPack MM config -Fixed potential bug with the AppLauncher button -Corrected the Agents.cfg file to have the correct URLs to the logos and prevent dumb stock bug October 8th 2014 v1.2.5.1 -Updated to new license October 7th 2014 v1.2.5 -Fixed the bug where parachutes would disappear during quicksave/quickload process -Fixed repack bug after reloading a craft with expanded chutes -The SpaceCenter icon is now added to the stock Applauncher -RealChute is now part of Wenkel Corporation -Wenkel Corporation and RealChute flags -Wenkel Corporation and RealChute are new agencies -Entry cost reviewed for all chutes -Added an option to target a specific landing altitude -Now using a new timer device which follows game time -Said timer sets parachute deployment correctly through time. -Upgraded to CompatibilityChecker v4, RealChute is disabled on Windows 64bit installs -ModuleTestSubject added to parachutes -Now uses ModuleManager 2.5.0 -Moved the editor GUI to a separate object. August 6th 2014 v1.2.4 -Updated correctly all ModuleManager files -Added ModuleManager support to Tantares and the KP0110 pod -Now uses ModuleManager 2.2.1 -Optimized FAR code to not fetch the method each frame -Optimized the rescaling code once more, radially attached parts should behave better -All .png files crushed in size without quality loss thanks to dak180 -SpaceCenter icon will no longer be shown over the Astronaut Complex, RnD Building, or Mission Control views -CompatibilityChecker now checks for KSP 0.24.1 or higher for procedural part cost -All ModuleManager files are now package with the rest of the mod, only the needed nodes are loaded July 27th 2014 v1.2.3 -Implemented procedural cost for all RealChute parts based on canopy diameter and case size -Refactored a lot of GUI labels to render more efficiently -Fixed the nasty bug where parts with only a RealChuteModule would not animate -Fixed bug where minPressure would not persist through scenes -Tweaked case masses to make more sense, they were quite heavy in the past July 22nd 2014 (take two) v1.2.2.2 *Hotfix* -Hopefully last fix to the symmetry bug July 22nd 2014 v1.2.2.1 *Hotfix* -Fixed a bug with symmetry parts (once more) -Fixed a bug where you could not repack chutes which did not all deploy. July 21th 2014 v1.2.2 -Fixed a bug where stock chutes with RealChute configuration would break upon reload -Added a way to remove the Action Groups GUI from the ProceduralChute if needed July 20th 2014 v1.2.1 -Fixed bug where the stack chute would never work at all -Fixed bug where crafts with symmetry parts would have a CoM offset bug and not function properly upon reload if the stats had not been applied to counterparts -Fixed stock parts MM configs to work properly with this update -SpaceCenter RealChute icon can now be hid by pressing 'h' July 18th 2014 v1.2 WARNING: ALL VESSELS AND CRAFT FILES WILL BREAK WITH THIS UPDATE. YOU HAVE BEEN WARNED. -v0.24 compatibility, built to work on Windows x64 -Completely changed the way multiple chutes on a part are handled¸ -Very large part of the code refactored, once again -Options from the RealChute_Settings.cfg file are now available to be tweaked from the SpaceCenter, icon gracefully offered by sumghai -Parachutes are now contained into PARACHUTE{} nodes inside PART configs -The plugin can now handle an indefinite amount of parachutes on a single part -Various small bugfixes -Now uses ModuleManager v2.2.0 April 27th 2014 (take two) v1.1.0.1 *Hotfix* -Fixed a problem with parts having no size node April 27th 2014 v1.1 -Extensive code refactoring in both PartModules to clean up a little (no, a lot really) -Augmented FAR support: when FAR is installed, RealChute will now fetch it's density values -New size nodes allow changing the attach nodes size when cycling through the different selections -Presets are now a thing: You can create them, apply them, delete them, but not eat them -A wide selection of presets are included by default to mimick all the past chutes and allow for quick parachute modification -Stock chutes will now use the RealChute canopies, and will have procedural size according to their diameter -Better support for the settings file -Cleaned the editor GUI a little -Now uses ModuleManager v2.0.3 April 18th 2014 v1.0.5 -Fixed the bug with secondary chutes not deploying -Maximum deployment height/pressure now depend on target planet -Added automatic deployment on ground contact with intend of usage for drag chutes -Added possibility to compute parachute diameter from empty ship mass -Applying stats to symmetry parts will now copy over all the fields. -Added descriptions to materials -Size cycling swapped to be more intuitive -April fools prank can be reenabled through the RealChute_Settings.cfg April 1st 2014 (third try) v1.0.4.1 *Hotfix* -Refixed target speed range for drogue chutes April 1st 2014 (serious edition) v1.0.4 -Removed the Arpil Fool's prank -Bumped drogue target speed to 5000m/s -Fixed potential division by zero bug -New part descriptions, graciously offered by Duxwing April 1st 2014 v1.0.3.37 -Fixed the tiny chutes appearing in the editor -Fixed the last bugs with parachute texture/canopy model not updating correctly -Fixed symmetry counterparts not having the right deployed/predeployed diameter -Added procedural diameter to canopies other than RealChute parts -Fixed pressure/altitude deployment not switching on secondary chutes -Fixed secondary canopy texture selector not displaying the one said in the module config on first initiation -Parachute type can now be declared into the module node (main, drogue, drag) -Removed all legacy parts from the tech tree to avoid confusion -Moved the cone simple chute to the start TechNode -KSP v0.23.5 (ARM) compatibility March 7th 2014 v1.0.3 -Fixed the very small bug where the popup announcing the application worked would not resize after a warning -Added a display of the current RealChute version on both the editor window and the info window -Did some very minor code wise improvements around March 5th 2014 v1.0.2 -Fixed material of the second parachute not updating with his window but with the winodw of the main material -Similarly to the above, fixed the window of the seconda material showing stats about the main material -Fixed texture of the second parachute not updating whatsoever -Fixed symmetry counterparts not ever keeping their size -Fixed a bug where the "mustGoDown" clause would actually never update for the parachute -Various tweaks to GUI display (mainly the decimals shown by materials drag coefficient) March 3rd 2014 v1.0.1.1 *Hotfix* -Fixed size not remaining in flight properly -Fixed symmetry counterparts not having the right predpeloyed diameter -Sorted some problems with the correct updating of part GUI March 2nd 2014 (take 2) v1.0.1 *Hotfix* -Fixed a bug where some fields in the editor window would not update -Fixed a bug where everything using MM would flat out not work -Fixed staging activating even from other vessels March 2nd 2014 v1.0 Editor: -New editor window which allows tweakaing of parachutes far more easily than stock tweakables -Said window is accessible in the VAB/SPH through the action group editor panel, by selecting a RealChute part -Texture, canopy models, and part size can be edited with this window, and only four parts are now necessary -Old parts are still included to preserve compatibility but are not visible in the editor -Added a field to prevent parachutes to be tweakable if necessary -When a texture library is defined, the parachutes will automatically resize to the right diameter Flight: -New info window in flight allows seeing the stats of the current parachute -Predeployment altitude/pressures and deployment altitudes can now be generally tweaked from this window in flight -When parachutes fail to deploy, their icon will blink red and a message whill show indicating a short reason why -Parachutes do no need to be moved in a new stage to allow redeployment through staging -For those who do not like the deployment logic, behaviour can be changed to arm on staging automatically by changing the value in RealChute_Settings.cfg -Fixed a bug where when coming quickloading or coming back to a flight prevented from repacking correctly Drag calculator (.exe) -Repassed the code and added the ability to select the drag coefficient by material Misc: -Heavy code repass to fix and optimize multiple things -The plugin now uses CompatibilityChecker by Majiir to verify if the KSP version is compatible with the plugin January 9th 2014 v0.3.3.2 *Hotfix* -Fixed the stack main chutes animation problem January 8th 2014 v0.3.3.1 *Hotfix* -Fixed a bug where single parachutes would still not arm propoerly -Fixed stack main chute configs to have the right canopies so they actually work -Fixed a problem with staging reset bugging the staging list -Changed the default drag values of parts to 0.32 to actually match the real stock values -Changed altitude detection to a faster, safer system -Hopefully, the change above to altitude detection fixes parachutes deploying too early January 7th 2014 v0.3.3 -Fixed a bug where dual chutes would not arm -Changed default predeployment altitudes to 30km for drogues and 25km for mains -Changed predeployment on drags to 100m and full deployment to 50m -Switched triple canopies to single canopies on the stack 1.25m main chutes -Fixed forced orientation so that it actually follows vessel orientation -Fixed forced orientation remaining even if only one parachute is deployed. -Small tweaks to attachement notes on stack chutes (thanks to eggrobin) -Fixed caps being inverted on stack chutes (thanks to eggrobin again for making me notice) -Changed behaviour or repacked chutes, if not in the last stage, they might not need to be moved to e reactivated. -Moved the random deployment timer to OnStart() for future MechJeb implementation -Various tweaks to the tweakables UI controllers -Fixed a bug where dual chutes with the same material would show "empty" as a second material -Fixed a bug where full deployment shortly after deployment would result in the animations skipping -Fixed an annoying and unreliable bug where parachutes would make your craft spin out of control by making the force applied to the part once more December 18th 2013 (take two) v0.3.2.1 *Hotfix* -Fixed the bug where dual parachutes would take mass forever -Fixed a bug with combo chutes having ridiculous starting weight -Finally fixed the bug with the FASA and Bargain Rocket parachutes, they will now animate properly (big thanks to sirkut) -All the ModuleManager files are now included with the main download, remove those you don't want. December 18th 2013 v0.3.2 KSP 0.23 compatibility update! -Added combo chutes which contain both a drogue and a main for soft landings in one part -Added the ability to define a second material for the second parachute -Added the ability to force the parachutes partially in one direction, thus eliminating clipping chutes on dual parts! -The force is now applied on the whole vessel, so no more weird hangings if the part origin is weird -Tweakables! Nearly every value that can be changed in the editor can now be. This is only until I set the editor window up on my side. -Fixed a bug with parachutes facing downwards on reentry -Added a random deployment delay for parachutes! They will now take between 0 and 1 second to deploy. This is chose randomly for every parachute -Every parachute now has random "movement noise" different from every other parachutes currently active -Said random noise will now appear to be much smoother than before -Usage of the new EFFECTS node has permited to get rid of FXGroups and to remove all those nasty .wav files all around! Decemer 7th 2013 v0.3.1 *Hotfix* -Fixed a bug with the mustGoDown/timer clauses -Fixed a bug with dual chutes not cutting properly -Fixed yet another bug with predeployment of main chutes always having the same drag -Added an "reverseOrientation" clause in case a modeller builds the parachute transform the wrong way -Parachutes no create drag from the very area where they originate from. This means a chute on the side will hang realistically without a CoM offset -Rescaled all the parachutes to have the real size in game. If you find this too big, tell me on the forum and I'll revise them (note, this is not procedural yet, if you change the part yourself, you need to change the scale) -Fixed a bug with the calculator when calculating the diameter of multiple chutes -Added a sound on repack, thanks to ymir9 once again December 4th 2013 v0.3 -Completely removed stock drag dependancy. The parachutes now calculate drag according to real drag equations -Given the above, the drag parachutes generate is irrelevant of the mass of the part and now depends of the diameter of the parachute -Parachutes are now made of different materials, defined in cfg files -Parachute canopies now weight something which depends on which material they are made of and what is it's area density -Optimization of the code by about 300 lines as the module is pretty much complete -New parts with the pack, thanks to sumghai! You can now select between many different parachutes for the job you want to accomplish -It is now possible to arm a parachute to deploy as soon as it can through action group or part GUI -Minimal deployment can now be defined by altitude or pressure -Added FXGroups to parachute cut and repack, and providing a cut sound with the parachutes, offered by ymir9! -A small program made to help calculating parachute diameters is also included with the download! November 24th 2013 v0.2.1 *Hotfix* -Fixed a bug where single parachutes don't show the right icon colours -Fixed the weird glitchiness of the parachute's orientation in some occasions -Fixed parachutes not working if not on the current active vessel November 23rd 2013 v0.2 -Added a compatibility mode for a second parachute on the same part! Can only be used if the parachute has a a second set of parachute transform/animation -Reworked deployment code from the ground up to allow the above feature November 16th 2013 v0.1b -Fixed the issue where deploying the parachute below the full deployment height would play the second animations faster -Added sounds on both predeployment and deployment -Added a deployment timer that will show a countdown on the flight screen -Added a clause that the ship must go downards to deploy and that will show status on the flight screen -Fixed a few remaining deployment bugs -Changed the behaviour of the part GUI to only show when the action is available November 13th 2013 v0.1.1a -Hotfix of a few deployment bugs that could cause weird unresponsive parachutes -Added a "cutAlt" feature to automatically cut a parachute below a certain altitude. November 12th 2013 v0.1a -Initial release Components: --RealChuteModule-- //General caseMass: mass of the case of the parachute (what you would normally put at "mass = xx" (put it there too though)) timer: time before deployment after the part has been activated in seconds mustGoDown: whether or not the craft has to be going downwards to deploy (true/false) cutSpeed: speed at which the parachute will automatically cut when on the ground in m/s spareChutes: amount of times a parachute can be repacked (set to -1 if you want to repack it as much as you want) reverseOrientation: check this to true if the transform was built backwards, else don't put this in at all //Main parachute PARACHUTE { material: what material the parachute is made out (must be initiated in a MATERIAL{} node) preDeployedDiameter: diameter of the parachute when predeployed deployedDiameter: diameter of the parachute when deployed minIsPressure: whether the value in "minDeployment" is pressure or altitude (true/false) minDeployment: minimum altitude or at which the parachute predeploy (if minIsPressure = false) minPressure: minimum pressure at which the parachute will predeploy (if minIsPressure = true) deploymentAlt: altitude at which the parachute will fully deploy cutAlt: altitude at which the parachute will automatically cut (set this to -1 if you don't want an autocut at a certain altitude) preDeploymentSpeed: time required to predeploy the parachute in seconds (affects how fast it decelerates) deploymentSpeed: time required to deploy the parachute in seconds (affects how fast it decelerates) preDeploymentAnimation: name of the predeployment animation (from the model) deploymentAnimation: name of the deployment animation (from the model) parachuteName: name of the canopy of the parachute (from the model) capName: name of the protective cap of the parachute (from the model) forcedOrientation: angle to angle the cute at from the center of the part (greater than 0, lower than 90) } //Add as many PARACHUTE{} nodes as you want parachutes on the part --ProceduralChute-- textureLibrary: name of the texture library to get textures and models from type: type of parachute this is refered as in the texture library currentCase: current parachute case texture (from the texture library) currentCanopies: current canopy texture for the main chute (from the texture library) currentTypes: current type of the main chute (Main, Drogue, Drag), defaulted to Main isTweakable: if the Action Groups GUI appears //Size nodes SIZE { size: rescaling vector for the part (x, y, z) caseMass: case mass for this size sizeID: generic ID for this size. Can be whatever you want, but know that presets will use this to find the right size. topNode: position of the top node at this size topNodeSize: size of the top AttachNode at this size bottomNode: position of the bottom node at this size bottomNodeSize sixe of the bottom AttachNode at this size } //Add as many as you want sizes for your part --Texture library-- TEXTURE_LIBRARY { name: name of the library CASE_TEXTURE { name: name of this case texture types: types of parachute this texture can apply to (separate each by a comma) textureURL: string url of the texture from the GameData folder } CANOPY_TEXTURE { name: name of this canopy texture textureURL: string url of the texture from the GameData folder } CANOPY_MODEL { name: name of this canopy model diameter: diameter of a single canopy at (1, 1, 1) count: number of visible canopies on this model maxDiam: max deployed diameter possible for this model CHUTE { modelURL: string url of the model from the GameData folder transformName: name of the parachute transform preDepAnim: name of the predeployment animation depAnim: name of the deployment animation } //Add as many of those as you want this type of chute to have, models must have different transform names } } --Material node-- MATERIAL { name: name of the material (string name you put in the PartModule) description: short description of the material areaDensity: density of the material in t/m² dragCoefficient: drag coefficient of this material (recommended to not go below 0.5 and above 2) maxTemp: maximum temperature of the material (will autocut past this temperature) specificHeat: the specific heat of this temperature, in J/kg*K emissivity: the emissivity constant of this material (usually between 0.5 and 1.5) } --Effects node-- EFFECTS { rcpredeploy //name of the predeployment effect { AUDIO { channel = Ship clip = sound_parachute_deploy volume = 1 } } rcdeploy //name of the deployment effect { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut //name of the cut effect { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack //name of the repack effect { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } 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.
  16. This plugin allows for parts to have hollow insets that dont clip into other parts, ideal for engine nozzles, landing gear, air intakes, solar panel bays, and more. It is a standalone version of the depth mask module included in the Restock dll, along with the addition of depth masks to several stock parts Downloads Source Code Usage Add a depth mask mesh to your part model. It should cover up the hollow area you want to prevent clipping in, without sticking out. Mark the depth mask object with the Icon_Hidden tag to prevent it from showing in the VAB part picker Add a new ModuleDepthMask to your part config Add the name of your mask object in the maskTransform property (Optional) Add the name of the object you want to restrict the mask effect to in the bodyTransform property An example config: MODULE { name = ModuleDepthMask maskTransform = mask bodyTransform = interior //Optional } Creating the depth mask model The depth mask will prevent any other parts from rendering behind it. Because of that, it should not be used on any kind of bay where other parts will be placed, or on any part you can look completely through. It also shouldn’t "bubble" out above the hole you want to cover, otherwise it would be possible to see through it from the side. Also double check your normal direction, since the depth shader only works one way. Screenshots mask meshes and configs for stock parts are included in Restock Licensing This plugin is licensed Creative Commons Sharealike Attribution. This means that you can redistribute it and its source code however you like under the same license as long as you include attribution and indicate the changes you made, if any. Redistribution You are free to redistribute this plugin in your mods, or embed the code in your own plugins (with a different module name for compatability of course.) To prevent duplicates of the plugin, please add the dll to the root gamedata directory. In general, treat this mod the same as Modulemanager for redistribution
  17. Think you Chubby Hampster for continuing WindowShine! Logo courtesy of @Teflon_Mike Gif with GemFX and KSPRC v2 courtesy of @cobbman11 Video (-v2) Pictures: Album on imgur, Gif in VAB Downloads: WindowShine is dependent on TextureReplacerReplaced managed by @HaArLiNsH (TextureReplacer maintained by @RangeMachine for 1.2x) and ModuleManager maintained by @sarbian. Make sure to install them both first. KSP 1.3+ WindowShineTR-v16 TextureReplacerReplaced latest ModuleManager latest KSP 1.2- WindowShineTR-v12.4 TextureReplacer v2.5.4 ModuleManager 2.7.6 Mod Support packs (for KSP 1.3+) Thank you @miromed! Dropbox folder Mod support pack installation: Check the Dropbox folder and make sure your mod is supported Install your mod Install WindowShine Install the mod support pack How to add reflections to your own mods License: Link Shameless plug: If you've enjoyed this mod you might also like the other stuff in my signature! - I hope you enjoy.
  18. Simplifies vessel design by adding a visual "laser" grid and an automatic alignment tool to SPH and VAB License: GPLv3 Source code: GitHub Description Citation: "You should make your drawings with a ruler and a pencil, not with your leg and a marker pen." -- A maths teacher Have you ever been annoyed by ending up with misaligned engines or clubfooted landing gear after spending half-an-hour trying just to guess where to rotate to get them right? This mod adds a grid to SPH and VAB and "laser" guides for an active part to let you clearly see where the things are wrong and align them in one click. Download from SpaceDock Here's a video on why do you need it and how to use it Installation Extract contents of the released archive into your KSP/GameData folder. Usage While in SPH or VAB press the button to enable the grid. Once there's a root part you'll see the grid with origin bound to the part. If you try to add or edit another one you'll see the red "laser" guides representing all the three axes for it and all of its symmetry counterparts. Now you have all the planes and axes visualized and it's the matter of several clicks to align the things. The guides have distinct colors for each direction. You can easily remember them in the following way: Red for Rechts (Right) Violet for Vorwarts (Forward) Pink for Up (almost the same as the thrust vector) Once you have rotated a part to approximately face the desired side, use the following hotkeys for autoalign the desired part's axis to be parallel to the closest grid line (regardless of direction): Period ( [.] ) - toggles the grid on and off L - aligns the part by a guide at the mouse pointer to the closest grid line J - aligns the part's up (pink guide) to the closest grid line N - aligns the part's forward (violet guide) to the closest grid line M - aligns the part's right (red guide) to the closest grid line G - select a part under mouse pointer as the grid's origin K - toggles guides for symmetry (deKlutter). May be useful when working with many radially symmetrical parts creating a bunch of guides which makes them complex to use. This button let's you see the ones for the original part only. When using the separate keys for alignment (J, N, M), if you are in the part's editing mode (rotation or offset) it is sufficient to just press a key. Otherwise you'll need to move the mouse pointer over the desired part and then press. You can change the keys by editing HangarGrid.cfg in the mod's folder. Valid values are listed inside the file. Know issues Autoalignment of a part desynchronizes it's rotation and position to the current rotation gizmo. So if you press an alignment key while in rotation mode, it is recommended to re-enable the mode by pressing "1" - "3", for example. Otherwise once you touch the gizmo again the part jumps to the gizmo's present position and rotation. Planned features * A GUI for grid customization that let's you change the look and declutter the view abit.
  19. Tired of asteroids hitting Kerbin every other month? Bored with your 10th identical playthrough of an asteroid redirect mission? Want bigger Δv challenges? Custom Asteroids is a rework of the stock asteroid system. Just install the mod, load up a save game, and any newly spawned asteroids will appear in locations around the solar system, including an asteroid belt, a more varied near-Kerbin asteroid population, and cometary orbits (ice and tails not supported at present, sorry). No in-game configuration necessary once the included asteroid packs are installed, although nearly everything can be configured. Latest versions KSP 1.4-1.9: 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 five classes: Stony, Metallic, Carbonaceous, Icy-Organic, and Comet. Different classes have different resource content (need 3rd-party mods to take advantage) and different science flavor text. Supports update monitoring through KSP-AVC and CKAN. Known Issues There is currently no way to determine the asteroid class from the tracking station or during approach, though it will be displayed in the right-click menu once you're attached. Does not interact with Kopernicus -- if you install CA and Kopernicus, you'll have two completely independent asteroid systems. Does not interact with Sentinel telescope; Sentinel-spawned asteroids will follow stock rules. Credits Custom Asteroids started with some proof-of-concept code by xEvilReeperx for placing asteroids in specific orbits. I am eternally grateful for their help, as otherwise this mod would not exist. Many thanks to Thomas P. for improving the original method. Custom Asteroids was inspired by Trueborn's Custom Biomes and rbray89's Visual Enhancements, and follows a similar "customize everything" philosophy. While Custom Biomes is now defunct, I still recommend Visual Enhancements.
  20. I am trying to download TAC Life Support through the Twitch desktop app. Downloads fine, but whenever I launch the game 2 tabs come up saying "TAC was installed to the wrong directory", and "Missing Modular Manager". Any help here?
  21. As of Kopernicus version 0.3, it has included an API for plugin authors to use to extend the Kopernicus config format. This mod uses that API to allow planet pack authors to enhance their planets with effects like comet tails, procedurally animated gas giants, and more. This plugin requires Kopernicus v0.3 or higher to work, and will not load without it. It should be noted that this plugin is intended to be used by planet pack authors to enhance there planets, and it does nothing by itself. Without further ado, here are the effects you can create with this: Animated Gas Giants: This video explains it nicely: Basically, it's a new shader which procedurally renders moving gas clouds and storms using turbulence noise. The video is a little bit outdated, as all the bugs pointed out have been fixed. The configuration of these things is actually really easy, and there's even an option in the configuration to generate the required color ramp from the existing gas giant texture. Comet Tails These comets are certainly much better than crummy, particle based comets stock Kopernicus provides, and (IMO) look much better than the Alternis Kerbol comets. Like the gas giants, it's a shader which procedurally renders the comet tail using turbulence noise. The animation also responds to time warp. The tail will fade and change it's intensity based on distance from the sun. Right now, it's not completely configurable, but it will be in the next update. Glowing Oceans This effect was originally from my mod New Kerbol, (link) which is, unfortunately, currently outdated. It uses two new shaders to make it emissive: one for the PQS, and one for the ScaledSpace. I've adapted it to Kopernicus, and it is fully configurable. Heat Refraction Unfortunately, I don't have any gifs or images of this effect right now, but it doesn't really deserve it because it's really crummy. The example configs include a heat refraction config for Kerbin. It's supposed to make planets look like they're very hot by adding a heat refraction shader effect to the camera. The example configs (ZZZ_KopE_Examples.zip) should help any planet pack authors who want to use this get started, but this is not by any means complete so expect changes to the config format in the future. Source: https://github.com/HappyFaceIndustries/KopernicusExpansion Download: https://github.com/HappyFaceIndustries/KopernicusExpansion/releases/latest Advanced height noise PQSMod Per-planet music Atmospheric particles, like snow, wind, etc. Life Trees I want to add more effects in the future, and I'm open to suggestions.
  22. I was away from KSP for a while, but since I've been back, I've come to find that one can no longer target the COM of a piece of debris once latched on to it with the AGU. I seem to remember being able to do this back in the day, just as I can today with asteroids. This seems so backwards, as it's the engineered object whose COM should be able to be known, while an asteroid's should be less certain. I've considered options like a "pull design" tug that could perhaps work, but I'd still need to know roughly where the COM is at the time of attachment, so that's not my ideal. Also, I just feel like I should be able to know the COM of an engineered object (even if the engineers were kerbals). I'm open to other ideas and suggestions, but at this point I'm wondering what would be involved in writing a plugin that revives this capability. I imagine the devs had a reason for removing it, so maybe there is some big barrier to success here, but it seems like it might be worth a try... I've written up contract packs and waypoint collections in the past, and have a bit of "backend" experience, so something (seemingly) simple like this seems like it would be within my capacities. I'm just not too sure where to begin. Any help would be appreciated!
  23. This mod is a Module Manager config which add Tweakscale support to every modded part that doesn't have Tweakscale configs yet. Requires: Tweakscale and Module Manager: Downloads: : Supported Spacedock Github Suggestions and Feedback are appreciated. Enjoy!!! Changelog License: MIT Credit goes to :@Lisias too for giving me some inspiration and help!! This would not be possible without him!! Thanks a lot Lisias!! Note: All Tweak works fine with the new Breaking Ground DLC (Robotics).
  24. S.A.V.E automatic backup system current version: 1.10.0-3173 Have you experienced some kind of major bug in a plugin? Did your save game got corrupt or have you lost all your ribbons in FinalFrontier, because of a single stupid mistake the developer (who is me unfortunately) has made? No? Well, you are lucky then. If you have experienced this, S.A.V.E may come to rescue. This plugin will handle automatic backups of your save games for you to prevent loss of data. As most other software, this software comes with no warranty of any kind. If you use it, you do it at your own risk. All releases until 0.9.11-319 will not backup your ship templates! And a word of warning: I have tested this on Windows only. I do not know, if S.A.V.E works correctly on a MAC or on Linux. Important! Please read! This plugin will store the backups at the location on the file system that is set by the user! It may write on any location on the file system if the user changes the default location. Please keep this in mind, if you are setting S.A.V.E to a different backup location. The default location for backups is: <KSP-HOME>/backup. There is a subfolder for each save game. Each backup is stored in a folder YYYYMMDD-HHMISS. Folders containing a .nobackup file are not included in any backup. So if you do not want to backup a game or a subfolder of a game, just create a file of that name there. Download: Spacedock license: LGPLv3 Features: Completely automatic; it will create a backup after a save Backups can be stored anywhere in the file system ("a king who must say 'I'm the king' is no real king" -a backup on the same hard disk is no real backup) Configurable backup interval Configurable minimal number of successful backups Configurable maximal number of backups Configurable time in days to keep backups Backup of all games at once Restore functionality Automatic backup before a restore is done. Compressed backups Cloning a game from a backup Screenshot: Hints: Setting "days to keep backups" to 0 will keep backups forever (as long other constraints are not violated). Setting "max number backups" to 0 will keep an unlimited amount of backups (as long other constraints are not violated). Setting both "days to keep backups" and "max number backups" to 0 will never delete any backup (not even failed ones). The value of "min number of backups" determines the number of successful backups that have to be kept in any case.