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Found 148 results

  1. Shadow Space Technologies Unlimited - Labs Division This is the public discussion thread for ongoing development of SSTU parts and plugin code. Downloads: The latest test versions may be found at: http://www.curse.com/ksp-mods/kerbal/241283-sstu-shadow-space-technologies-unlimited And are also available on Github: https://github.com/shadowmage45/SSTULabs/releases (Github will always be more up-to-date than curse, as they are auto-published there; I have to manually update Curse; so please check the GitHub link if you are looking for the latest versions) Please keep in mind that these are all testing releases. Things may break between releases. There will be bugs. Many things are unfinished and/or unoptimized. The test versions are for ironing out bugs in new features and for testing out prototype parts before they are finished; as such they will always have bugs, often severe, and there will often be unfinished parts (no textures, missing features, etc). Please only use these versions if you wish to contribute to testing and are comfortable with the state of the releases. Additional Parts / configs (by @JoseEduardo) Wiki (WIP): https://github.com/shadowmage45/SSTULabs/wiki Contribution: IVA Modeling: SSTU could greatly use someone with interest and experience in modeling IVAs. If you think you are that person, please contact Shadowmage through PM to work out the details. Testing: If you would like to contribute to pre-release testing (and get to try things out in their pre-release state), please follow the link above; the most recent test version will be at the top. Please submit issue reports for any problems you encounter via the GitHub issues tracker: https://github.com/shadowmage45/SSTULabs/issues (If you do not report the issue there, it will not be resolved; issues posted in the thread or through PMs will be forgotten about and likely never fixed; so please, do the organized thing and use the bug-tracker). Configs/Patches: I welcome pull requests and contributions for adding patches for mod compatibility, adding new part configs, or fixing issues in existing part configs. Documentation: One very major part of the mod that could greatly benefit from public contributions is the Wiki: https://github.com/shadowmage45/SSTULabs/wiki While this is the 'dev version' wiki, I will be using it to form the basis of the public release wiki; so any/all information and details that can be filled in now will be transferred over to the public release repository and wiki when it is created. Feedback, suggestions, comments, etc: Please feel free to post feedback, suggestions, questions, etc regarding development releases and/or any posted previews. Even if you are not on the testing team, I still value your feedback and suggestions. Please use the issue tracker for any 'official' feature requests; it may be found at: https://github.com/shadowmage45/SSTULabs/issues Bug Reports: Please submit issue reports for any problems you encounter via the GitHub issues tracker: https://github.com/shadowmage45/SSTULabs/issues. No other method for submitting bugs will be supported; posts on the forum or through PM will be forgotten about before I can ever get to them. Opening up a ticket ensures that your report does not get lost in the forum or forgotten about. No ticket = no fix. Enough with the disclaimers, and onto the parts! The Parts: The goal of SSTU is to provide low-part count, CPU-efficient parts for common uses. To this end many of the parts are designed with additional integrated functionality beyond the base functions, for instance integrating RCS ports and engine(s) into a fully fledged service module. I have tried to maintain a stock-compatible appearance, though as I am not an artist or modeler (at least not by training/profession), how well this has worked out is subject to opinion. Master list of parts; current, planned, the whole lot: https://github.com/shadowmage45/SSTULabs/wiki/Parts---Master-List Ship Core: Engines A set of engines in many varieties, including pre-built engine clusters. Many more engines, mounting options, and cluster designs will be added over time. Ship Core: Series A A set of parts modeled after the Soyuz CSM stack. Includes Orbital Module, Descent Module, Service Module, and LAS. Ship Core: Series B A set of parts modeled after the Apollo CSM stack. Includes two command modules (one with integrated heatshield and parachutes), launch abort system, and Apollo-inspired service module. Ship Core: Series C A series of parts heavily inspired by and based on current NASA - SLS project. Includes representations of SLS upper stack initial configuration, and lifter parts designed in the vein of the lower/core portions. The upper stack is designed to allow for a low-part-count manned orbiter setup, while the lower-stack parts are intended for super-heavy-lift capabilities. Command module and upper-stack are 3.75m, while the lower-stack lifter parts are 5m. Ship Core: General A line of generic / utility parts. Fairings, RCS, Science experiments, and procedural decouplers of various types. Includes a full line of configurable/dynamic fuel tank parts in standard cylinder, sphere, R-7 booster (integrated decoupler), and upper-stage (integrated rcs) form factors. Includes a full set of truss based cargo bay modules. Also includes a full line of interstage fairings and petal adapters, and standard payload fairings. (Many parts not shown in album) Lander Core A series of parts specially crafted to enable low-part-count non-atmospheric lander designs for use in the stock Kerbol system. Station Core A line parts for low-part-count station use. Includes inflatable Bigelow-inspired inflatable modules, inflatable centrifuge modules, ISS inspired habitat and lab modules, and a line of TKS/DOS inspired single-part station cores (integrated solar, engines, rcs, docking ports, sas). Also includes a full line of stand-alone solar panels and a 'welding' docking port. (Album not yet available) Craft Files None currently available, will possibly start becoming available when the mod has reached a stable state (not for the foreseeable future). Additional Addon Compatibility and Integration RealPlume -- Optional but highly recommended. SSTU includes a set of patches for RealPlume for all engines as well as most other engine-enabled parts. More will be added over time. Stock effects are also included, but options and configuration for those are much more limited. If you want pretty-looking exhaust effects, get RealPlume. MechJeb -- If MechJeb2 is installed, Command Pods (and some service modules) include a built-in MJ module. The tech-unlocks for these are based on the default MJ tech-settings. Kerbal Joint Reinforcement -- As of KSP 1.2+, KRJ is no longer necessary, as the stock Auto-Struts can eliminate most of the wobbles. Might still have utility on extremely large craft designs, but should no longer be nearly-mandatory. USI-LS -- Patches for most parts are included, and will be enabled when the requisite mods are installed. These patches add a few days worth of life-support to each of the pods and some of the service modules. (WIP, needs updating) TAC-LS -- Some patches are included. Not up to date, and not all parts are patched. ConnectedLivingSpace - A simple CLS patch is included to add CLS passability to all SSTU crewed parts. FAR - Unsupported. You are on your own if you choose to use FAR. Any problems involving FAR needs to be brought up in the FAR thread. RO/RSS - Unsupported. Take any support requests regarding RO to the RO threads. KR&D - Known to be incompatible. Some config edits can be made to allow them to work in the same install, but KR&D cannot adjust stats on most SSTU parts. Introductory video by MrMeeb Known Issues IVAs - Many are incomplete. WIP. They'll be finished 'eventually'. Textures - Many unfinished textures. Please see the Github issues tracker for a complete list of known issues: https://github.com/shadowmage45/SSTULabs/issues Future Timeline / Future Plans Please see the Github Milestones and Issues Tracker to see future/current development plans. Milestones (long-term plans): https://github.com/shadowmage45/SSTULabs/milestones Issues Tracker (current in-dev stuff): https://github.com/shadowmage45/SSTULabs/issues Legal: Source: All source code and compiled plugin binaries for this addon are distributed under the GNU General Public License (GPL) 3.0, except where noted below, where that code is distributed under its own license. The text of this license may be found at: https://github.com/shadowmage45/SSTULabs/blob/master/LICENSE-SOURCE.txt EXCEPTIONS: None at this time Source code for plugins is included in all releases packs (source may also be found for the most current version at: https://github.com/shadowmage45/SSTULabs/tree/master/Source). Models/Art/Configs All Assets and Artwork in this addon are licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License, except those areas noted below, which are distributed under their own licenses. The text of this license may be found at https://github.com/shadowmage45/SSTULabs/blob/master/LICENSE-ASSETS.txt EXCEPTIONS: None at this time ModuleManager Module Manager is distributed under its own license (CC-SA). Source code and licensing details may be found at: https://github.com/sarbian/ModuleManager Community Resource Pack Community Resource Pack is distributed under its own license (CC-BY-NC-SA). Source code and licensing details may be found at: https://github.com/BobPalmer/CommunityResourcePack Mini-AVC This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin KSPWheel KSPWheel is a dependency for the SC-E (shuttle) landing gear, and is distributed under its own license (GPL 3.0+ https://github.com/shadowmage45/KSPWheel/blob/master/License-GPL3.txt). It may be found at: https://github.com/shadowmage45/KSPWheel The Team: Development: Shadowmage - Modeling, animation, texturing, plugin code, concept development, and most configs (balance). And a special thanks go out to all others who are making this add-on possible: JoseEduardo - Co-Conspirator, Testing and feedback, RO and RF Integration, Craft files, additional texture sets blowfish - Testing, feedback, and concept development MrMeeb - Intro video, testing and feedback. StratoChief - RO and RF Integration VenomousRequiem - Concept development and feedback. MeCripp - Testing and feedback _Augustus_ - Testing and feedback drtedastro - Testing and feedback riocrokite - Testing and feedback, concept development for part reduction falken - Testing and feedback martinezfg11 - LC-POD IVAs Jimbodiah - Craft repository and testing -if I missed you on this list, sorry! (feel free to send me a PM if you think you deserve a mention in the credits) Donations: I work on this mod during my spare time, and use vast amounts of caffeine in the process. If you would like to help contribute to my coffee fund, please see the link below. This is purely optional, but can help keep me motivated and energized ( = more work getting done!).
  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 Reflection Probe Manager - updates the reflection probes in a fashion that works in KSP, with quality and performance configuration available Reflective textures are fully supported through the PBR shaders Texture Replacement system - replace the textures on any .mu model, in a mesh-by-mesh fashion; complex material arrangements fully supported TextureSwitch module - includes a simple texture-switch module that can be added to parts through MM patches to facilitate in-game user-driven texture switching User-driven 'recoloring' system for parts. Define the pattern on the part through a mask texture, and let the user specify the color scheme. Legacy and PBR versions available. Requires special texture and shader setup. Asset-Bundle Model loading system -- supports loading of BlendShape/ShapKey models compiled as AssetBundles (and/or any other model). Supports loading of models using non-KSP shaders. List of included shaders; all are compatible with KSPs part-highlighting and thermal glow functions: SSTU/PBR/Metallic -- Unity 5 Standard-Metallic workflow, diff/met/nrm/ao/glow SSTU/PBR/MetallicTransparent - Same as above, but with transparency/opacity support. SSTU/PBR/StockMetallicSpecular -- uses stock Diff-spec(a) texture, with user-provided MET maps. Aimed at converting stock parts to PBR rendering. SSTU/PBR/Masked -- PBR-Metallic based 'recolorable' texture system SSTU/PBR/Solar - Subsurface-Scattering based back-lit solar panel shader. Uses a GLOW/thickness map to determine backlight effect, along with several tunable shader parameters. SSTU/Masked -- Legacy Diff/Spec based 'recolorable' texture system SSTU/SolarShader -- Legacy Diff/Spec solar-panel shader. Includes a GLOW map for a view-direction dependent back-lit effect. Scatterer / EVE / SVE fully supported. Any/all of these functions are optional. Use only the features that you want or need. Potential uses Mods wanting to use PBR textures and rendering for their parts Mods needing custom shaders for their parts Mods needing BlendShape/ShapeKey animated models PBR stock-conversion mods Downloads: The latest releases will always be available from: 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 DX9 Has cube-map blurring problems with PBR shaders, results in sharp lines in reflections even on non-reflective surfaces -- use OpenGL This is a Unity Engine problem, and not one that can be solved or worked around by plugin code. Unity does not expose the hardware based convolution functions that would be needed (and it may be those functions that have issues with DX9). DX9 Has incorrect faces in cube-maps, resulting in very poor reflections. Kerbals and other vessels are not visible in reflections. Momentary lack of reflections upon scene load. Scatterer not present in reflections. 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 Shader variant integration -- use keywords to drive shader features. Don't sample/process features that aren't needed (more optimal rendering). More comprehensive texture-replacement methods; skyboxes, kerbal suits, ksc buildings? Possible inclusion of post-processing support, at least bloom Investigation of HDR rendering support in KSP Credits / Contributors @Lilleman for his original work on using PBR shaders in KSP. While I didn't use any of his code directly, I did learn a few things from it. @HaArLiNsH for his updated/maintained TextureReplaceReplaced, which provided valuable insight into the rendering setup used by KSP @shaw for his work on TextureReplacer (legacy), and @rbray89 for his original work on the reflection code. @blackrack for including workarounds in Scatterer that allow for integration with TexturesUnlimited (by using the TR reflection camera naming scheme). @Electrocutor for his work on the Stock conversion patches, and for helping track down issues with the code/configs/shaders.
  3. Have you taken a new survey contract and then been frustrated when you had to keep flipping between map and flight mode to find your waypoints? Did you crash your vessel? NEVER AGAIN. Waypoint Manager does the following: Renders waypoints in flight mode. Gives a GUI listing of all waypoints and allows you to activate navigation from that GUI. Allows the creation of custom waypoints. If you want to see it in action, check it out in @maxrsp's KSP Easy Mods series: Custom Waypoints @Miles Teg has provided some custom waypoint files! To use them, copy the to GameData/WaypointManager/CustomWaypoints.cfg (I'll have to add a proper file dialog in a future version) and hit the "Import Custom Waypoints" button. Included are files for the various KSC biomes and for marking off the runway and helipads. Download Waypoint Manager can be downloaded from GitHub. Source The full source is available on GitHub. Documentation No documentation, just install and enjoy the waypoints. Change Log License Waypoint Manager is licensed under the MIT license. Like what you see? Consider donating to the beer fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  4. This mod does what it says on the tin... it introduces a budget system to Career Mode KSP. Unlike some other budget mods, which just add money on top of what you already have, this one will cap your "maximum budget" based on your repuation. I'll explain what I mean further below. Features Monthly Budgets: Every 30 days (configurable) a monthly budget will be allocated to you, primarily based on your reputation (although it takes into account a couple of other factors). If your current funds are less than the budget allocation, your funds will be adjusted to match the new budget. (So, if you say have 100k funds on hand, but the mod was going to allocate you 500k, your funds will be topped up to 500k. If you held 600k, your costs would be deducted, but no budget would be awarded this month. Contracts will (usually) not have a cash payout/advance. Instead, whatever you would have gotten will be converted into reputation instead (at a conversion rate of 1 rep for every 10,000 funds) when you complete the contract. So you get it in the next budget cycle. The exception to this is tourism contracts, because I think it's weird that tourists wouldn't pay cash. Kerbal Deaths are punished. When a kerbal dies, a hefty reputation penalty is applied. The Kerbal government takes the lives of it's astronauts very seriously... so your funding will be slashed if you have many deaths. (reputation is reduced by a quarter, so a high rep program has more to fear from this than a low rep program). Massive thanks to JPLRepo for this bit, as he basically wrote it for me. Costs Running a space program is expensive, kerbals need to be paid etc. When calculating your budget, costs for wages and any active vessels will be deducted before the budget is awarded. If no budget is awarded, the costs will be deducted from your available funds. Configurable - Most aspects of the mod are configurable. You'll be given the chance to set your options when you first run it, if you need to change them later, the settings are available from the toolbar button. There's a bunch of options in there, way too many to list here. Big Project Funding - So you want to buy the level 3 R&D upgrade? Perhaps you have a massive vessel you want to launch, but your budget is just not high enough? You can "divert" up to 50% of your budget every month to a holding account, ready to withdraw when you need the money. Science Funding - Want to go to Mun but just don't have the right parts yet? You can divert some/all of your budget to Science Points (be warned, this is REALLY expensive, the money you spend gets wiped from your budget completely. You need to be out there doing stuff to build your reputation back up to sustain it). Licensing Licensed under the MIT License Icon made by Freepik from Flaticon.com Download Not mandatory, but I've balanced the default values assuming that Kerbal Construction Time is installed - so would recommend that mod. https://github.com/severedsolo/MonthlyBudgets/releases Source https://github.com/severedsolo/MonthlyBudgets
  5. 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: Other Test Videos: 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
  6. 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
  7. Original Thread (A new thread for one of my previous mods, for two reasons. First, I'm splitting the parts and the plugin itself into two separate items in CKAN. Secondly, it has been so long that I forgot the password to my original account, and I think I used a temporary email to register it.) ODFC is a plugin to simulate fuel cells in KSP, and do a better job of it than stock's use of a resource converter. The main difference is it only generates electricity when it's really needed (batteries almost empty), and otherwise lets electricity of a craft float up and down, as it might in a solar powered vehicle when the sun is eclipsed by another celestial body. It also allows fuel cells to generate byproducts, aimed at supporting life support mods like TACLS. It also includes a wealth of documentation in order to ease use of the plugin by anyone potentially interested in creating parts that use the plugin, as well as the source code. For some example parts that demonstrate the plugin, see Okram Industries Fuel Cells (thread, SpaceDock). Please keep discussion here related to the plugin. Download on SpaceDock here or DropBox here. Also available on CKAN. Change Log: v1.1 - Release split into two pieces; plugin is now distributed separately from the OI parts, to ease CKAN support - Updated to support KSP v1.1 (KSP 1.0 was not and will not be supported) - UI will now hide certain elements if they are not used (mode switching and fuel used is hidden for those with only a single mode; Byproducts is hidden unless there are at least 2 modes, at least one of which has a byproduct) - Info screen will now report units in an easier to read and interpret manner (e.g. 0.36/h instead of 0.0001/s) - Fixed a bug where floats were truncated to integers when reading the MaxEC value - Changed code to use public KSP/Unity functions where applicable - Very small code optimizations and organization v1.0 - Initial release (for KSP v0.90) License: CC-BY-NC-SA-4.0
  8. 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!
  9. 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.
  10. This is a continuation of the idea of the well-known Audio Muffler mod by NovaSilisko Its purpose is to make game sounds feel more realistic by muffling them as the air around your vessel gets less dense. here will be a video demonstrating the mod's features later License: CC BY-NC-SA Source code: on GitHub Supported KSP version: 1.5.x Download from SpaceDock A serious redux of the original version was made to be able to implement some new features as Cabin sounds are not muffled when you are inside it Music is not muffled anymore In atmosphere sounds feel different if they happen outside your vessel from the ones inside While on IVA in space you can hear your own engines and can't hear anything outside your vessel If you get bored by totally silent space, you may edit the mod's config file (Audio Muffler Redux/PluginData/AudioMuffler Redux/muffler.cfg) and set the "minimalCutoff" to 300. Doing so you'll get the original mod's behaviour when sounds in space were not muffled to none but to "nothing more than a deep bass rumble" instead. More settings: helmetOutsideIVA - hear helmet and cabin sounds (e.g. Chatterer, alarms etc.) in flight when not on IVA helmetOutsideEVA - hear helmet sounds when on EVA and not in 1st person view helmetForUnmanned - enables you, as a remote operator, to hear beeps and alarms of an unmanned vessel even from outside view helmetInMapView - hear helmet sounds in Map view vesselInMapView - hear muffled sounds from distant parts of your vessel in Map view outsideInMapView - hear muffled outside sounds in Map view (actually, doesn't make much significant difference) For first person view on EVA you can use the Through the Eyes of a Kerbal mod
  11. 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 Download links: SpaceDock or Github As usual, put .zip contents in gamedata. License: GNU GPL v3. 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. 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.
  12. Ever want to use bi- or tri-couplers but want to recombine the stacks before the next stage? Ever wish you could make circular stations in the VAB without having to spam struts to keep the open end closed? Here's the answer you've been looking for! ReCoupler works around the Vessel tree by identifying attach nodes that would have been connected but can't without a part having multiple parents or creating a circular structure. Once those nodes are identified, it hides them in the editor so that you don't accidentally connect anything else to that node. Then, in flight, it creates a structural link identical to the ones that normally hold parts together. But wait! There's more! When decoupling (or explosions) happens, it detects if one of the virtual connections would continue holding the vessel together and magically makes that the real connection point as if no funny business had been happening! Check out the rest of the album! And some new building styles you can use with ReCoupler: Interested? Get it from SpaceDock or GitHub now! Known bugs: Not a bug, necessarily, but it only works for stack attach nodes. Future plans: Make a decoupler that connects to 2-, 3-, or 4-engine clusters and makes their fairings work with it. Thanks Making History!
  13. Because UbioZur has kindly allowed to update his work, Alewx and girka2k have taken care to update and maintain this great mod. From the UbioZur's original thread: ----IMPORTANT---- These are the basic requirements that are necessary for any support of the issues that are happening. -What KSP Version is used -What Welding Version is used -Which Mods are installed -Preweldment craftfile -KSP.Log If you do not provide this information, do not expect great help. ----IMPORTANT---- Please read carefully "Known limitations" and "Known Issues" sections before using this mod. The program is still under heavy development, so you may encounter problems when using it, and the result of it's work may not satisfy you. In this case, do not hesitate to report it here. This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Download version 2.5.3 for KSP 1.4.2 Download version 2.5.2 for KSP 1.3.1 Download version 2.5.0 for KSP 1.2.2 Download version 2.3.3 for KSP 1.1.2 Download Config and Icons for very useful Filter Extensions mod. Examples for welding (even including single animated parts): Latest changes: 2018-04-06 - Version 2.5.3 - Continued Recompiled for KSP 1.4.2 2017-07-09 - Version 2.5.2 - Continued Recompiled for KSP 1.3.1 2017-07-09 - Version 2.5.1 - Continued Recompiled for KSP 1.3.0 Fixed empty WeldedMeshSwitch slots 2016-11-15 - Version 2.5.0 - Continued New Feature: Internal merging Welding parts with internals will now create new internals for this weldment Improved mass calculation precision 2016-11-15 - Version 2.4.4 - Continued Fixed NPE with certain parts Full history of changes: Installation As usual, extract the GameData folder from archive into the main folder where your game is installed - for example: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program WARNING! Don't delete GameData\UbioWeldingLtd\Parts folder or you will lose all your weldments! Usage Create the set of part you would like to weld inside the VAB or SPH Press button in stock Launcher Follow the instructions. Weldments will be saved in the GameData\UbioWeldingLtd\Parts folder Reload game and then you will have your weldment available on the part list. (You can try to save time by enabling the "Database autoreload" option in settings, but it should be borne in mind that this mode is incompatible with many mods and can cause problems.) Known limitations / supported and unsupported mods If you weld together multiple RCS, you will not be able to use the weldment for rotation - the game doesn't allow it. Don't include in your weldment more than one Leg/Light/Solar panel/Science experiment - it is game limitation. The main restriction is not to weld together two identical parts from this list. So for instance, you should not weld two legs together. One leg and one illuminator on the same weldment does not present a problem. Also it is better not to combine together several Docking ports in one weldment. If you weld Engine with integrated Alternator, your weldment always will have Electricity amount equal to 0 even if you have welded a battery to it (Bug/Feature of the game). Multiple Engine with Fairing are not supported by the game. Generally, I suggest not include the engine(s) in your weldment. Crew Hatch: Game allow them only near the CoM of the weldment or hatch will be unusable. Game won't allow several hatches. Winglet/wings/control surfaces/parachutes: they can/must work incorrectly after welding. Wheels are cuasing problems with craft spawns. Other limitations will be described Soon(â„¢) Incompatible mods: You can have all these mods installed, and will have no problems. But welding the parts from them will lead to unusable weldment. Procedural parts Infernal Robotics Compatible mods: Tweakscale Hullcam VDS (only one camera per weldment) Remote tech (don't add more than one antenna to your weldment) Feel free to share in this thread what mods works and don't work for everyone to know. Known Issues welded engines are causing a major trouble, already when they are welded and also as a new part. Other stuff Sources The latest version for 0.25 The latest version for 0.24.2 Legal stuff Code and artworks are licensed under the Attribution-NonCommercial-ShareAlike 3.0 (CC BY-NC-SA 3.0) creative commons license. See http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode for full details. This work based on malkuth's update for UbioZur's original code. All rights to original source code belong to UbioZur. The rights to malkuth's code update belongs to malkuth The rights to subsequent code changes and artworks belongs to Alewx and girka2k Thank you UbioZur for kind permission to continue your work! <--- If you suddenly decided to press star to raise reputation, do not forget that support of this mod is our joint work with Alewx and Girka2k so please raise his reputation too!
  14. Deadly Reentry 7.7.1, for KSP 1.5.1 - The Ariel 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! Download (latest official) Source on Github
  15. This mod is a Module Manager config which allows you to tweak the size of every stock part and moded part. Requires: Module Manager and Tweakscale Download: CKAN: Supported Spacedock 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).
  16. Connected Living Space (CLS) NOTICE to CLS USERS: Codepoet's real life is preventing him from supporting CLS. He has asked and I have volunteered to support CLS going forward. Codepoet is NOT gone, but has no time. Therefore, I'm cloning his OP and creating a new thread to continue the support and maintenance of CLS. Source code and download locations will remain the same, only the Forum thread will change (vBulliten limitation). The link to the original CLS thread is here. The link to the original development thread is here. The Forum mods have locked the original thread, so post your needs in this thread going forward. Current Version, 1.2.6.2, For KSP 1.4.3. Can be downloaded from SpaceDock || GitHub NOTE: Version 1.2.6.2 is backwards compatible to KSP version 1.3.1. (Thanks to @cakepie for the PR) You will also need ModuleManager to load the config files for CLS to work. CLS now supports KSP-AVC, an addon version checker. If you have KSP-AVC inistalled, it will detect when CLS needs to be updated. CLS also is listed in CKAN for your automatic installation convenience. You can access the source code here. If you spot a bug please let me know. Ideally bugs should be raised in Github. More helpful than raising a bug report is to raise a bug report with lots of information about how to reproduce the problem, and with logs files, save files, craft files etc. Even more helpful is to write a fix by forking the code in Github, and then generating a pull request Introduction This mod identifies areas within a vessel that can be crewed by Kerbals and through which kerbals can pass internally to reach other parts that can be crewed. It is provided to make the concept of connected living spaces easily available to other mod developers and so to provide a single consistent understanding of which pars connect to each other, bringing together both multiple features via plugins and multiple part pack via configurations. CLS itself has a simple GUI to show the player which parts are connected to which. It also has an optional feature that conforms the stock crew transfer system to CLS's view of internal connectivity. License: ConnectedLivingSpace is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License CLS API WIKI - of interest to modders using CLS in their own mods. There is also some early documentation in the development thread. While CLS is primarily an API, it will operate in standalone mode, and does offer a few features. Check out Acessing CLS and CLS Features in the Wiki for details.Updates Acknowledgements: @codepoet, for the original ConnectedLivingSpace. Thanks for a great idea and your support. @JPLRepo, for many nights of helping me better understand KSP and reflection. @Kerbas_ad_astra, for contributions to config files @cakepie, for contributions to enable Airlock Plus compatibility and bug fixes @Booots, for contributions to enable Recoupler compatibility. @linuxgurugamer, for helping keep the mod going in my absence! and many others. I will continue to add as I go back and review my change logs. This section was long overdue. Change Log: ---------- release v1.2.6.2 release date: 13 Jun 2018 - recompiled for 1.4.3 - incorporate PR #102 Add Italian translation. Thanks to CRL42! - incorporate PRs #101 from cake-pie make CLS 1.3.1 compatible. Thanks cakepie! - Updated KSP-AVC version file to reflect backwards compatibility to KSP 1.3.1 - fixed Git issue #99 inflatable airlock deploy/retract does not update clsvessel state. Incorporate PR #100 from cake-pie. - incorporate PR #98 from cake-pie correct updating cls state on crew movements Thanks cake-pie! - fixed Git issue #96 localization of certain languages due to string order. - Added surface attached is passable to structural tubes (Making History). - Recoupler issue hatch status not changing when opening/closing hatches after recouple release v1.2.6.1 release date: 09 Apr 2018 - Made solution structural changes to ensure improved multi developer support and distribution. Reorganized / cleaned up solution folders - Added missing configs configs to CLSStockFreedomAddon.txt per PR97 by wookieegoldberg, Thanks wookie! this updates some renamed parts, and adds some Making history parts. release v1.2.6.0 release date: 09 Apr 2018 - Added configs for new Mk1-3 pod to base CLSStock.cfg - Added configs for Making History Expansion - Added configs to CLSStockFreedomAddon.txt per PR97 by wookieegoldberg, Thanks wookie! this updates some renamed parts, and adds some Making history parts. release v1.2.5.8 release date: 17 Mar 2018 - New: Recompiled for KSP 1.4.1 - Fixed: CLS ApplicationLauncher Button is blurry in KSP 1.4 update. Updated textures to 128x128 px. Git issue #95. - Added back in Recoupler support. Previous PR#83 accidently removed it. Merged PR#94. Git issue #83. release v1.2.5.7 release date: 30 Jan 2018 - Changed: Color for "No" response in information displays changed from Maroon to OrangeRed to improve readability (contrast) - Fixed: Blizzy's Toolbar wrapper needs updating. Git Issue #77 - Fixed: Vessel data is not updated when creating/modifying/deleting a vessel in the Vessel Editor. Git Issue #85 - Fixed: Passable strings reversed. Git Issue #92. (thanks to @yalov!) - Fixed: Hatch status reporting error in tweakable. Git Issue #93. release v1.2.5.6 release date: 29 Jan 2018 - Correct errors in config files for Mod version, and KSP version supported. release v1.2.5.5 release date: 03 Jan 2018 * New: PR from linuxgurugamer for an Updated CLSB9.cfg: Thanks to @Mine_Turtle: linuxgurugamer has added CDP docking port(supposed to be used with s2 parts) to the list and made s2 crew parts passable, when surface attached. Reason: there is no inline s2 docking adapter, nor it is possible to attach stock docking ports to s2 modules and have crew transfers with CLS. release v1.2.5.4 release date: 28 Oct 2017 (beta by linuxgurugamer) * New: Merged PR from @tyehle: Make kibble storage passable. Fixes #87 * New: Merged PR from @yalov: Localizations * New: Merged PR from @cake-pie: Refactor * New: Merged PR from @kerbas-ad-astra: Some new part configs release v 1.2.5.3 release date: 1 Jun 2017 * New: Added Spanish translation. (Thanks to Deltathiago98!) release v 1.2.5.2 release date: 31 May 2017 * New: Added compatibility with Airlock Plus. (thanks to cakepie!) release v 1.2.5.1 release date: 29 May 2017 * New: Added support for Recoupler. Modders can now request to merge spaces on reconnect of parts. -------Note to Modders: This changes the CLSInterface.dll, so if you use this and want the new features please include the latest CLSInterface.dll with your mod. * Misc: Cleaned up text rendering to consistently use C# string interpolation. release v 1.2.5.0 * New: Refactored to support KSP 1.3 * New: Implemented Localization system. Now it is possible to translate CLS into other languages. English included to start. * New: Revised Crew and part display window for spaces. now takes less real estate, and is more intuitive. * New: Revised Space selection buttons to make it easier to tell which space is selected. Now buttons toggle to allow deselection of a space. release v 1.2.4.2 * New: Added a custom event to notify mods that the CLS vessel data has been refreshed. * New: Added a some configs per GitHub issue and PR 79 Thanks Kerbas-ad-Astra! release v 1.2.4.1 * Fixed: Some parts were not merging spaces event when hatches were opened. Github Issue #75. Forum Post: http://forum.kerbalspaceprogram.com/index.php?/topic/109972-122-connected-living-space-v1240-30-dec-2016-customize-your-cls-parts/&do=findComment&comment=2906269 * Fixed: CLSDefaultPart.cfg was included in distribution. There should only be a CLSDefaultPart.cfg.txt file. Removed. Github Issue #78. release v 1.2.4.0 * New: Refactored to support KSP 1.2.2. * New: Completely refactored method used to Add hatches to vessels. Now utilizes a module manager config, eliminating prefab manipulation in game. * New: Code refactored to improve performance and garbage collection. * Fixed: Some parts containing ModuleDockingNode without a referenceNodeName would be rendered impassable in some nodes. * Fixed: NRE generated during Vessel load. The addition of a female kerbal broke the CLS Module attachment code when a vessel is loaded at Flight. (This was a old undetected bug, that may explain some parts not showing as passble) * Fixed: Spammed Index out of range error during space changes while CLS Window is opened. release v 1.2.3.0 * New: Added support for intercepting Parts selection list during stock Transfer target part selection. A part not in the same space will be unselectable and is highlighted orange like full parts. * New: Added support for overriding the "Allow unrestricted Crew Transfers"in CLSInterfaces.dll setting via other Mods to prevent "competition" between mods when handling stock crew transfers. * New: Updated config for Docking Port Jr. Squad now says that a kerbal can squeeze thru. * New: Refactored code to improve performance, recuce garbage collection, & use Explicit typing. * Fixed: CLS windows now properly close when changing scenes. * Fixed: In the Editor, part highlighting does not work correctly when adding new crewable parts. release v 1.2.2.1 * Fixed: Stock Crew Transfer fails for "not in same space" even when the 2 parts are in the same space. release v 1.2.2.0 * New: Refactored Stock Crew Transfer Handler to use new KSP 1.1.3 events to pre-empt the transfer if disallowd by CLS. release v 1.2.1.5 * Fixed: Finally squashed NullRef exceptions when RemoteTech is installed. * New: Added Distribution folder to project for ease in locating binaries from Git. * New: Added folder check for PluginData to ensure proper config file creation when Mod is installed. release v 1.2.1.4 * Fixed: NullRef exceptions when RemoteTech is installed. * New: Moved configuration file from GameData root folder to GameData\ConnectedLivingSpace\Plugins\PluginData folder to comply with KSP folder standards for mods. release v 1.2.1.3 * New: Changed behavior of CLSClient.cs (API wrapper class) to prevent additional assembly scans when called. Ref Git Issue #72. * New: Added new configs for Taurus HCV. Git Issue #71 * New: Added config changes for KOSMOS SSPP Git Issue #69 * New: Refactoring for KSP 1.1.2 (WIP) release v 1.2.1.2 * Fixed: When a Stock Crew transfer is overridden, the override message is not properly displayed. * Fixed: When a Stock Crew transfer is overridden, the original move message is not properly removed. :release v 1.2.1.1 * Fixed: Null reference errors. * Fixed: Window would not open release v 1.2.1.0 * New: Updated mod for KSP 1.1.2 compatability. prerelease v 1.2.0.9 New: Updated mod for KSP 1.1 compatability. New: Corrected Stock Screen Messages so that they are properly removed when CLS overrides a Stock Crew Transfer. Fixed: CLS would not display a window when the stock Icon was clicked. Fixed: CLS should now only display 1 icon in Editor or flight. Removed redundant icon call in Start, now that stock buttons now behave as intended.Version 1.2.0.2 - 21 mar 2016 New: Added Changes to configurations based on conversations in forums and a Pull Requests by Technologicat, khr15714n & Kerbas-ad-astra. Fixed: Correct build deploy automation to project (missing icons for blizzy). Fixed: CLS tweakables incorrectly visible when custom passability is disabled. Version 1.2.0.1 Corrects an implementation bug. in 1.2.0.0 release, the wrong dll was distributed.. Build and deploy process is now automated. Version 1.2.0.0 makes CLS KSP 1.0.5 ready, and adds a new feature to the VAB/SPH Customizable Part configs for CLS. This feature is off by default. Refer to the CLS Wiki for more details on this handy new feature. Version 1.1.3.1 Fixes a KSP 1.0.2 toolbar issue when Blizzy Toolbar is not insatlled, a display issue with options when no vessel is loaded, and a change to the Freedom Alt Stock MM config. Version 1.1.3.0 Fixes a KSP 1.0.2 toolbar issue, a vessel loading bug, and adds support for Blizzy's toolbar. CLS now supports KSP-AVC if you have it installed. Version 1.1.2.0 Fixes a bug. Version 1.1.1.0 makes changes to the way hatches and highlighting work to make is easy to co-operate in these areas with other mods. Version 1.1.0.0 makes CLS work with KSP 0.90 Version 1.0.11.0 fixes a bug with the stock crew transfer integration Version 1.0.10.0 fixes a bug and integrates with the stock crew transfer system Version 1.0.9.0 is to support KSP0.25 and adds more config for various mods. Version 1.0.8.0 is to support KSP0.24.2 and uses the new stock toolbar. A bug in the VAB/SPS descriptions is fixed too. Version 1.0.7.0 fixes a bug in the editor when the root part is deleted, and adds config for FASA Version 1.0.6.0 fixes some problems with the hatches closing themselves across saves, and also allows hatches to be opened for attached rather than docked docking ports. Version 1.0.5.0 provides a scheme for mods using CLS to "loose bind" to it, which means that they can more easily work without CLS. However if you upgrade to 1.0.5.0 you should update other mods such as Ship manifest that use (or do not use!) it. Version 1.0.4.1 fixes bugs, allows for shielded docking ports and is the result of a major rework of the code. Hatches in docking ports have been re-written. There is also config for many more mods, and more options for the configs. Version 1.0.3.0 fixes a few bugs and adds more configs Version 1.0.1.0 is now available. this version adds closable hatches in docking ports, as well as improvements to the GUI, and configuration for more part packs. Here is a deep space transport vessel docked at an LKO transfer station with 3 crew shuttles also attached. Mods using the CLS API Here is a list of mods that have been released that make use of ConnectedLivingSpace. If you would like to add your mod to this list, send me a PM. KerbalHotSeat Ship Manifest Kerbal Crew Transfer Wetworks crew tanks KeepFit Recoupler (thanks to @Booots!) AirLock Plus (thanks to @cakepie!) Mods that provide CLS configuration themselves. This list is by no means complete. If you would like to add your mod to this list, send me a PM. Sum Dum Heavy Industries USI Modular Kolonization System GingerCorp Station Hubs Lack Luster Labs. (separate link from the forum thread) Fustek Kip Engineering: Low profile structural hub set MRS Space Station Parts Expansion Near Future Spacecraft Civilian Population Mods that CLS provides config files for: Here is a list of mods that CLS provides configuration files for. If you would like to add your mod to this list, send me a PM. FASA Novapunch B9 Home Grown Rockets KSOS LSSC ASET Stack-able inlight lights Kosmos KW Rocketry Porkjet's Habitat Pack 2 different stock configurations. and loads more (I loose count!) Mods that the community has provided config files for: Taurus HCV. Contributed by: ModZero Roadmap Provide configuration for every part pack anyone has ever heard of. improvements to the GUI (added in v12.5.0) hooks that can be used by mods such as Porkjet or wetworkshops to change the passability / habitability of parts in flight.
  17. 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 1.7.3 (with Making History and Breaking Ground) Current Release: 0.8.8.6 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:
  18. 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!
  19. VesselMover Continued v1.7.3 Pick up, move, rotate, place, or drop landed vessels quickly and easily. NOTE: Since BahamutoD is now busy with real life and has graciously made it known that we can continue support in his stead, I'm reviving the mod in this thread and will continue its support. The original VesselMover thread is here: BahamutoD's Original VesselMover Thread Download Locations: Download from GitHub | Download from SpaceDock Installation: Extract the folder called "VesselMover" to KSP's GameData folder. For installation convenience, VesselMover is now CKAN listed, and supports KSP-AVC. KSP-AVC. This mod checks your installed mod versions against the mod's latest version. Let's you know when you need to update. CKAN. The Comprehensive Kerbal Archive Network (CKAN) Package Manager (CKAN) is a multi-platform app that manages nearly all your mods from one clean executable. Performs installs, updates, and uninstalls of your mods automatically. NOTE TO CKAN USERS: don't expect support for installs via CKAN. if the CKAN install fails, contact the CKAN folks, NOT me. Usage: Use the toolbar menu buttons to pick up, place, or drop a vessel. It must be landed or splashed down in order to pick it up. Use Tab key to change Movement Mode. This changes the base altitude and movement speeds For long distances, it works well to use "Ludicrous speed" in map mode! New!* Use the Throttle Up and Down (Shift and Control by default) to raise and lower the Altitude New!* Use Throttle Cuttoff (X by default) to Reset the Movement Mode Altitude if changes have been made. Use pitch/yaw (WASD by default) to move around. Use roll (Q/E by default) to roll, and translation buttons (IJKL by default) to rotate pitch and yaw. Use translate fwd/back (H or N by default) to auto rotate planes and rockets respectively to level/upright. Click spawn vessel to open the craft browser. Select a craft, then select a place to spawn it. It will spawn in vessel-move mode so you can reposition it or rotate it before placing it down or dropping it (free fall baby!). Support: If you expect me to provide support for issues with this mod, I will expect that you have read and will follow these instructions. Video Demonstration: Change Log: License: MIT Source: https://github.com/PapaJoesSoup/VesselMover
  20. Ever felt KSP needs more explosions? Me neither really, but space debris is a problem in real life, and now it can be a problem in your game too! When/if you start leaving debris in orbit, your craft may encounter a "micrometeroid", which will explode a random part of your ship, unless the game considers it to be shielded from the airstream. Debris only counts (and therefore explosions can happen) if: 1) It's Periapsis is above the atmosphere height (or 5000m for airless bodies) 2) Your vessel is outside the atmosphere (or 5000m for airless bodies), and below the Apoapsis of the debris. More debris = more chance of an explosion (the exact amount this is affected can be changed in the difficulty settings) I know, no pics no clicks, so here's some screenshots from some earlier versions with pretty explosions: License: MIT Download it here
  21. 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.
  22. 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/
  23. I've always been a fan of @Overengineer1's GravityTurn (see original thread). Unfortunately it wasn't updated for a while, so I thought to take care of that myself . Also thanks @sarbian for all the useful MechJeb code of which parts were/are incorparated into this plugin. So this is what it does: Launch a craft into a low orbit with a few customizable settings. Performing a Gravity Turn is arguably the most efficient launch procedure. The plugin will take care of the entire ascent for you by maintaining a strict hold to prograde (as much as possible) and varying the throttle to keep the desired ascent curvature. The circularization burn will be up to you, but it's normally less than 50 m/s. The "First Guess" button tries to find the best settings for a particular rocket. After the trajectory reaches the destination height and the vehicle leaves the atmosphere, you can revert back to launch and use the "Improve Guess" button to get a better set of parameters. Do this multiple times and you will get a very efficient launch. Download the mod here Source on GitHub License: GPL V3 V1.7.7: recompiled for KSP 1.4. ATTENTION: not compatible with 1.3.1 or earlier any more! Feature requests are welcome, but of course subject to spare time restrictions and personal taste... Disclaimers: This mod does not work well with Realism Overhaul because of the way GT uses engine throttling. For scaled up solar systems the calculated launch parameters (and iterations) might not be suitable, so don't expect it to work unless you know how to "guestimate" the parameters yourself. Next on the plan: Reworking UI Adding KSPedia support (maybe) Storing an loading a set of default launch parameters.
  24. Nano Gauges tiny ana1og gauges for kerbalnauts current version: 1.8.7-3451 There are already some plugins that add gauges out there. SteamGauges by Trueborn for example or an older version from Bucky: Bucky-s-Instruments. Well, Bucky's Instruments are no longer updated and the Steam Gauges are nice, but way to large for my personal taste. So I decided to add an alternative: NanoGauges. They look similar but a bit smaller than those by Bucky and his gauges have inspired me to create my own ones. Readable but less space consuming gauges was the design goal for this mod. If you think the gauges are to small, try SteamGauges instead. Download: Spacedock Spacedock direct link for KSP 1.1.3 Mirror: Curse Installation: Extract the archive into the KSP home folder. Do not change the path! There has to be a folder Nereid/NanoGauges in your GameData folder! Of course you can disable any gauge and change the positions, too. Thanks to lunuxgurugamer the Trimindicators are working again: Kottabos Space Program has done a review of Nano Gauges. His video is far better than mine and explains the usage of NanoGauges: Gauges: There are 56+ different gauges (plus 6 gauges if TAC life support is installed; another 2 if Kethane is installed, 2 gauges for Deadly Reentry) available at the moment: R ALT: Radar Altimeter V SPD: Vertical Speed Indicator H SPD: Horizontal Speed Indicator MASS: Mass of the current ship in tons G: Accelerometer (Gee-Force) ORBIT: Excentricity of an established orbit FUEL: Remaining liquid-fuel in percent FLOW: Liquid-fuel flow CHARGE: Remaining electric charge in percent AMP: Current drain on the electric charge MONO:Remaining monopropellant in percent Ox:Remaining oxidizer in percent ApA: Apoapsis PeA: Periapsis Xe: Remaining Xenon AIR IN: Air intake R AIR IN: Air intake in percent ATM: Atmospheric density SPD: Speed THRUST: Thrust TWR: Thrust-Weight-Ratio AOA: Angle of Attack (fixed in 0.4.8) INCL: Orbit inclination D TGT: Distance to target dISP/s: Change in ISP per second (only running engines) (new in 0.4.5) ISP/E: average ISP per running engine TEMP: Temperatur (needs a thermometer sensor of course; averages over all thermometer sensors onboard) O2: Oxygen (TAC life support or Kerbalism required) CO2: CO2 (TAC life support or Kerbalism required) H2O: Water (TAC life support required) W H2O: Wastewater (TAC life support required) FOOD: Food (TAC life support or Kerbalism required) WASTE: Waste (TAC life support required) EVA MP: Remaining EVA monopropellant (new in 0.3.1) O SPD: orbital speed (new in 0.4.2) MAX G: Maximal sustained gee force (with reset button, new in 0.4.2) SRB: Remaining solid fuel (new in 0.4.2) KETHAN: Remaining Kethane (Kethane Pack required, new in 0.4.2) K AIR IN: Kethane air intage (Kethane Pack required, new in 0.4.2) GRAV: Gravimeter (needs a gravimetric sensor of course; averages over all gravimetric sensors onboard) VAI: Vertical Attitude Indicator VVI: Vertical Velocity Indicator Vt: Terminal velocity deviation (not very useful in KSP 1.1.x/1.2, because of the way drag is handled) V TGT: Velocity to target Camera: current camera mode (new in 0.5.2) MACH: current mach number Q: dynamic pressure SHIELD: remaining ablative shield HEAT - heatshield temperature IMPACT: time until impact (or land) ALT: Altimeter ACCEL: Acceleration in m/s^2 H ACCEL: Horizontal acceleration in m/s^2 V ACCEL: Vertical acceleration in m/s^2 extTemp: External temperature in °C atmTemp: Atmospheric temperature in °C ORE: Used ore storeage capacity DRILL: Drill temperature ABLATOR. Remaining ablator resource on all (!) heat shields BIOME: Biome under vessel (text gauge) Coordinates (latitude): Latitude coordinates of the vessel (text gauge) Coordinates (longitude): Longitude coordinates of the vessel (text gauge) PR.REQ: Propellant Requirement gauge (in percent) Indicator gauge for Brakes, Airbrakes, Flaps, Afterbruner,... KARBNT: Karbonite in percent of the total capacity PRESSURE: Barometer (needs a barometric sensor of course; averages over all barometric sensors onboard) SEISMIC: Seismometer gauge (needs a seismic sensor of course; averages over all seismic sensors onboard) CRAP: Crap (Kerbalism required) IAS: Indicated Airspeed Vessel name Camera view direction VOR/ILS (heading of vessel, bearing of airfield/waypoint, ILS) ILS/DME (vertical attitude of vessel, distance to runway (DME), ILS) Throttle (throttle setting and relative thrust of all engines) MINI-DSKY (5 display modes) Digital Apoapsis Digital Periapsis All gauges positions are locked by default. This can be disabled in the config window and then all gauges are fully dragable and you can place them where you want. Hint: save the gauge positions in the config window or quit KSPO in the main menu, or the positions are not saved! By using the Automatic Layout in the config window, NanoGauges tries to rearrange the visible gauges in a grid. Just drag the gauge near a position were you want it to reside, and all gauges are added to the right. If you want more than one line of gauges, just move some below each other. The leftmost gauge will start a line. Hotkeys (changed in 1.2.5): RIGHT-CTRL: disable gauges / drag as group RIGHT-CTRL-KP/: hide/unhide gauges (Keypad) RIGHT-CTRL-KP*: Autolayout (Keypad) RIGHT-CTRL-BCKSPC: reset all gauge positions and their enabled/disabled states to their defaults KPENTER: hide/unhide gauges (Keypad) RIGHT-CTRL-KP1: select STANDARD gauge set (Keypad) RIGHT-CTRL-KP2: select LAUNCH gauge set (Keypad) RIGHT-CTRL-KP3: select LAND gauge set (Keypad) RIGHT-CTRL-KP4: select DOCKING gauge set (Keypad) RIGHT-CTRL-KP5: select ORBIT gauge set (Keypad) RIGHT-CTRL-KP6: select FLIGHT gauge set (Keypad) RIGHT-CTRL-KP7: select S1 gauge set (Keypad) RIGHT-CTRL-KP8: select S2 gauge set (Keypad) RIGHT-CTRL-KP9: select S3 gauge set (Keypad) RIGHT-CTRL-KP0: enable all gauges (Keypad) PGUP: select previous gauge set PGDOWN: select next gauge set WIN-MENU: select navigation point / ILS RIGHT-CTRL-TAB: opens a special gauge for alignment of gauges over several gauge set; this gauge has the same position in all gauge sets. If you want the same positions of gauges in all sets use this one as a reference All hotkeys can be changed in the config window. Profiles: In 1.2.x there is a new feature calles Profiles to automatically switch to a gauge set depending on the vessel situation or a special hotkey. To open the Profile configuration window click on the button "Profiles" in the configuration window. Enable the profiles (topmost checkbox) and change the gaugesets as you like. There are 12 Profiles Launch: Change the gaugeset whenever the vessel situation changes to launch Flight: Change the gaugeset whenever the vessel situation changes to flight Orbit: Change the gaugeset whenever the vessel situation changes to orbit Escape: Change the gaugeset whenever the vessel situation changes to escaping Flight to Suborbital: Change the gaugeset whenever the vessel situation changes from flight to suborbital Orbit to Suborbital: Change the gaugeset whenever the vessel situation changes from orbit to suborbital Other to Suborbital: Change the gaugeset whenever the vessel situation changes from any other situation than flight or orbit to suborbital Landed: Change the gaugeset whenever the vessel situation changes to landed Docked: Change the gaugeset whenever the vessel situation changes to docked Docking (UI): Change the gaugeset whenever the vessel is in orbit and the docking UI mode is selected (DEL key) EVA: Change the gaugeset whenever a kerbal starts an EVA Hotkey: Change the gaugeset whenever a key is pressed The profiles are disabled by default. You will have to enable them to use this feature. MINI-DSKY: The Mini-DSKY can display flight data in five different modes: Orbital Mode Velocity Mode ILS/Runway-Mode ILS/Glide-Mode TRIM-Mode The mode can be changed by clicking on one of the five buttons in the lower part of the DSKY gauge. Notes: NanoGauges stores its configuration in the file <KSP-home-folder>/GameData/NanoGauges.dat. There are no other writes on the filesystem. License: http://creativecommons.org/licenses/by-sa/3.0/ Changelog: Bugs: The terminal velocity gauge isn't working right. But there is not much I can do about this at the moment. Credits: NanoGauges are inspired by Bucky's Instruments. No part of the source code from Bucky's Instruments were used for NanoGauges but some of the included art. Bucky's Instruments were released under the license http://creativecommons.org/licenses/by-sa/3.0/. Thanks to Bucky for using this license. NanoGauges 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. The stock toolbar can be used as an alternative. The trim indicators are based on an idea by dazoe but were completely redone.