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Found 9 results

  1. Tired of the stock silliness, but Realism Overhaul is just too much? Wish there was something in-between that kept some of the stock style but didn't require 50+ mods and 15,000+ Module Manager patches? If you feel that way, then this mod is for you. This is my project to remake the rocket and spacecraft side of KSP to use real-life rockets, spacecraft and probes from the past, present and future, along with elements of realism, but without all the massive complexity, mod requirements and high patch count of Realism Overhaul (which is awesome, but can be simply TOO much). This is not a mere parts add-on, it will eventually be a revamp of most of the stock game (well, except for the plane parts, which won't be affected too much). Among the major changes that are involved : > The rocket and space parts will be drastically replaced, altered or deleted, replacing the lego-style system with specific parts for each rocket and spacecraft type. Many will be modelled by me, but some existing stock and mod models will be used as well. They will not be 100% exact replicas, but generally simplified and close enough for the purposes of this project. > All rockets and spacecraft will be at (generally) 64% scale of the real ones. This means no standardized tank diameters and such, each will be at the proper 64% scale size. For example, the Soyuz parts are not 1.875m, but 1.72m for most; the Saturn V and Apollo CSM will be 6.4m, 4.23m and 2.5m (which already is 64% scale of the 3.9m Apollo). > Engines and fuel tanks/stages will use different fuel types, depending on what it used in reality. No one fuel type for everything. There will even be a separate fuel type for the jet engines, as well as for automotive engines. Ozidizer-Fuel ratios will also be different for various engine families and for different fuel types. > Reaction wheels will be removed from manned and unmanned spacecraft, as well as aircraft cockpits, and the standalone ones reduced in strength and restricted the late career/tech tree phase...if not removed entirely. RCS is what most spacecaft use or have used, and what will have to be used for attitude control and translation in this Simple Overhaul. The exceptions will be for certain kinds of space stations that used/use them in reality. > Launch pads and towers in simplified form will be included for some of the rockets, to make them seem even more real. > Surface attachment will be disabled for many parts, and the ones that normally are surface-attached will either be node-attached (e.g. solar panels), integrated into another part (like science instruments/experiments), or eliminated entirely. > The tech tree will be changed completely, replacing the typical generic-style tech nodes with ones for specific rockets, spacecraft and probes. > New custom resource and science definitions, and stock ones modified. > The stock solar system has been altered to one based on the real one (but not exactly), but still using the existing planet and moon assets. Kerbin now has a 24-hour rotation period, and alternate launch sites have been added, with the stock KSC site removed. * Change Log * > 0.01 Initial dev partial release. Soyuz-KG rocket and Soyuz-KMA spacecraft parts, along with a small sampling of the changes to the stock game. *** INSTALLATION INSTRUCTIONS *** *** IMPORTANT NOTE **** Do NOT use an existing save or craft file with the AlphaMensae Simple Overhaul. When completed, the full version WILL break saves and existing craft in various ways from minor (and possibly funny) to total carnage (not very funny). The initial release is mainly about the Soyuz, but there are some changes to existing stock stuff already implemented that could make for rude surprises. The AlphaMensae Simple Overhaul requires the use of some other mods in order to work. One of them, KSC Switcher, is included in the file; both 1.2.2 and 1.3.x versions are included. The other mods must be installed separately. 1. Download and install AlphaMensaeOverhaul: Copy the AlphaOverhaul folder from the .zip into your KSP Gamedata folder. NOTE: If you want to use SSRSS, GPP or some other total-conversion planet pack, do not copy over the AlphaOverhaul/SolarSystem folder; use the planet pack's configs instead. 2. Select which version of KSC Switcher you want to use, either the 1.2.2 or 1.3.x one, and copy the folder to your Gamedata folder. 3. Download and install Kopernicus: 4. Download and install Sigma Dimensions: 5. Other required mods that must be downloaded and installed: Module Manager (if not included elsewhere, absolutely needed above all else) Kerbal Joint Reinforcement (the Simple Overhaul is developed with KJR installed, no guarantee that it will work with the stock autostrutting) Modular Rocket Systems (for certain part models, may be eliminated in future versions) Space-Y Lifters (for certain part models) Discontinued Parts (strictly for the pre-1.0.5 Mk1 Cockpit) Community Tech Tree (for now, CTT needs to be installed) Take Command Continued (for the early career phase) MechJeb (the Mechjeb module is incorporated into certain spacecraft) While technically not a requirement, the use of Kerbal Engineer Redux is strongly recommended. This mod is being shared under the CC-BY-NC-SA license: Notes: The intial scale for the solar system is stock scale; later on I will develop configs for other scales, and eventually a conversion for real-scale/10x. All the rockets in this mod are being designed to launch from the 24-hour day Kerbin that is part of the included solar system changes, as well as from non-equatorial launch sites. The delta-V needed to reach orbit from the stock-scale Kerbin is already ratther low that I feel getting a rotational boost is not needed. In addition, certain rockets (like the Soyuz and other Soviet/Russian ones) also are designed to launch from a specific launch site latitide. Hence, they will have more delta-V needed if launched from the stock Kerbin or some faster-rotating home planet like the SSRSS Earth or GPP Gael. The rockets are also designed for a single burn to orbit, without any of the usual stock coasting. This is done by keeping your time to apoapsis less than a minute, and when you reach your desired orbit altitude, pitch over so the time to apo starts decreasing, ideally reaching zero when your periapsis is at the desired altitude. The stock launch clamps and the pads/towers I make will have the generator in the "off" position, and must be manually switched on. This allows you to switch to internal power at a point in a countdown. My links: Twitch Youtube
  2. Hello everyone! I would like to introduce my first simple and fun mission about Kerbin community. Briefing: So, our martketers decided to start flights for tourists. We developed an uniq cheap rocket with solid fuel that can be returned back by parachutes. But there is one "but"! The first tourist is Kerbin President Mr. Vondelf Kerman! We need to show us for everyone as the best space company (I know there is only one space company on Kerbin). Oh... that stupid marketers... Download Here
  3. DeltaDizzy

    A Simple Guide to Licensing

    How to License, Simply Have you ever wanted to release something her on the forums, but all those license guides are just too complicated? Here are a few common licenses and what they mean. Most of this actually comes from tl;dr legal. MIT: The MIT license allows you to use the licensed thing(software) to earn money. You can also change it, give out copies of the software, license the modified version under a more restrictive license, and use the software privately. You cannot blame the author of the software if something bad happens because of the software. You must include the license in all copies you give out or sell(distribute), and you must provide a copyright notice in all copies you distribute. GPLv3: The GPLv3 license allows you to use the software to earn money, make changes to it, distribute it, place a warranty on it, and place patent claims on it. You cannot license modifications under a more restrictive license or hold the author of the software liable for anything bad that happens. You must include the original program(if modified), state any changes made, provide a link to the source of the original, include the license, include a copyright notice, and include Install Instructions for the software. More licenses will come soon, although Creative Commons licenses will not be covered becuase the Creative Commons website provides simple explanations for their licenses.
  4. I feel like this could be done with a simple patch but I really don't know how to use MM. Is there anybody who can enlight me about this ? Thanks in advance
  5. Let's do a quick and simple one. Stock. No parts mods, Mecjeb, visuals, etc are allowed. No autopilots. Highest altitude reached with jets wins. You can use as many air breathing engines and any other stock parts as you want. You may not use rapiers in closed cycle. No need to land intact. No need to have kerbals onboard. Edit: No cheats allowed. The point is to get the probe core (or Kerbal) to go as high as you can. Leaderboard with fair and square jet propulsion: 1. Sivonen 239,439m 2. sevenperforce 238,289m 3. Havocado 232,712m 4. Allen 224,618m Leaderboard with thinking outside of the box; unfair but legit trickery might be involved: 1. Sivonen 248,413m (went high with jets and boosted the probe core even higher with decouplers)
  6. wrench-in-the-works

    Mass Driver Launched Cruise Missile

    I decided to make this on a whim, a cruise missile launched by a rocket powered mass driver. For those of you who need to knock out an enemy base on the far side of the planet without the use of an ICBM or whatever, this is your best option. (Full album here) (The album also has more information in it) Craft File: Dropbox Autodownload Mods Used: *Near Future Electrical *Near Future Propulsion *B9 Aerospace *Community Resource Pack *ModuleManager *OPT Spaceplanes Note: Not all of these mods are all in use on any one ship (most of the time), these just happen to be the ones that I use. Lastly, this is just one of my many creations that I hope to spread to the community. I don't know how often I'll update, it'll probably be random, since I want to get these out as soon as possible, but after that I'll need to actually make some stuff.
  7. Benji13

    Simple Life Support

    Hey guys. I've been looking at some life support mods and I was wondering if there where any with only Oxygen with 1 or 2 tanks and some sort of way to produce it for stations. I don't want too many parts. If there is a mod that has more than that (like food, waste, CO2) that I could modify, that would be fine. Thanks in advance.
  8. So, I've been working on a creation that's going to end up with lots of hidden parts that are doing a lot of physical interaction with each other. It would be useful to have a mod that simply highlights a part with varying intensity based on how much stress it's under, with a very light highlight meaning it's getting pushed just a little bit, and a very dark highlight meaning it's about to break off/explode. This would also be useful for things like landers and probes inside fairings, to make sure they're secured tightly and to be able to know when they are starting to wobble more easily. If there is a mod or in-game function that already exists and does this, please let me know. Otherwise, I'd appreciate if someone would make this! Thanks!
  9. The concept is pretty simple- life support would be in the form of habitation modules that require only electricity. An example of balance would be: 1 day without power (in any module, command pod, lander can, or habitat) equals Kerbal death (or MIA, or USI-LS tourist mode), 1 week without a adequately powered habitat module would equal the same fate. The habitat modules act as long term life support and living space for Kerbals, if you want to get into the imaginary details one could say that the units break down Kerbal Krap, hair, and skin cells into their base atoms and reassemble them into tasty hot chicken wings and sauerkraut pierogis. The overall benefit is that it would simply add an element of LS along with the idea of a proper living space for our intrepid Kerbonauts. An example of possible units: 1.25m- single and double habitats (inline and/or radial attachable) 2.5m- 3 and 4 kerbal habitats (hitch-hiker can can be used for the 4 kerbal unit) Bonus 3.75m- 6 kerbal habitat So 3, maybe 4 new units + the coding end. I have a bit of Blender experience (but am a bit rusty, it's been a few years), and if anyone with some modding chops thinks this is a cool idea and wants to give it a shot I can chip in with modelling and texturing, but I'll need some initial guidance on the technical requirements (poly counts/mesh standards, UV layouts, etc.) at first.