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Found 14 results

  1. Looking for translators! SimpleLogistics is a Polyglot! It now speaks twelve languages. (English, Spanish, French, Italian, German, Chinese, Japanese, Korean, Russian, Swedish, Norwegian, an Brazilian Portuguese) Additions and corrections solicited and welcome! NEW DEPENDENCIES (2.0.3.1+) ToolbarController & ClickThroughBlocker Download on SpaceDock, Github or Curseforge. Available on CKAN. SimpleLogistics (Restocked)* This is the new thread. Original thread here. zer0Kerbal adopts for curation the mod known as SimpleLogistics created by @RealGecko for KSP 1.8.x (.NET 4.8 Unity 2019) Simple resource sharing among landed vessels (range ~2.5km) from the original thread: Lately my Munar base turned into a mess of eight different vessels connected together with KAS winches. FPS reduced dramatically, managing became nearly impossible. I turned my gaze on to USI MKS and it's Logistics feature, but MKS adds too much stuff I don't really need. So after hacking a little I discovered that all logistics is done by USI Tools mod and MKS is not really required to do the job. Instead of reinventing the wheel I created a set of patches to bring logistics to stock parts. But I was completely unhappy with the fact that I cannot transfer Rocket Parts from my RP printing lab to nearby RP freight. So I decided to create my won logistics system with Blackjack and .... whatever... How it works: Vessel must be landed (sounds familiar ) Each command capsule (and probe core of course) now has Logistics Module on board (switched off by default) As soon as module is enabled ship becomes a part of logistics network where each vessel share same resource pool Resources spread evenly across all resource capacitors over network with priority to less capacitive ones. That means that resource will be drained from bigger ones first, while preserving resources in smaller ones. Resources spread in physical range from active vessel (~2400 meters) Ships with no command module (debris) always become part of network WARNING!!! This does not work in background, only on active vessel and nearby ones. Vessel that is not the part of network may still request resources from pool Compatible with Community Resource Pack, so every resource is shareable as soon it is transferable Requirements: Module Manager ToolbarController ClickThroughBlocker Pure stock example: Build a simple power production ship, may be automated. For this example I'll use Fuel Cells: Oops I WANT IT! Spacedock as usual Don't forget about Module Manager Thank you: @linuxgurugamer for the toolbar/clickthroughblocker updates (and other things)! @tinygrox for the localization implementation and the ZN-CH localization! @fitiales for the Spanish (es-es.cfg) localization! @malanok1 for the German(de-de.cg) and Russian (ru.cfg) localization! @Lisias for the Brazilian-Portuguese (br-pt.cfg) localization! @translate.google.com for French, Italian, Japanese, Korean, Swedish, and Norwegian localization (corrections solicited and welcome!) Source: Current: zer0Kerbal (GitHub) Original: RealGecko: (GitHub) License: Software Only License (This only covers the code): GPLv3 Non-Software (All other/General) License: CC 4.0 BY-NC-SA * (Restocked) - used to reference post/pre zer0Kerbal adoption/curation/updates/changes
  2. Download on SpaceDock, Github or Curseforge. Available on CKAN. Not So SimpleConstruction (NSSC) This is the new thread. Original thread here. zer0Kerbal adopts for curation the mod known as Not So SimpleConstruction. created by @RealGecko, then updated by @Mrcarrot Adds Mallet, Survey Stake, Recycler to the game and turns Cupola into EPL Survey Station. For SimpleConstruction. Recently @Mrcarrot agreed to allow me to adopt for curation this great Not So SimpleConstruction mod. With my pleasure I accept the torch from @Mrcarrot's hands, so that this glorious mod won't be lost in time. Description Extraplanetary Launchpads is great mod, but too complicated to [RealGecko's] liking. On the other hand Simple Construction is pretty good. It turned [RealGecko's] Mun and Minmus research and refuel bases to fully functional rocket building facilities, but due to [SimpleConstruction's] design it's missing the EPL recycler and survey stake (must have for surface building). So [RealGecko] decided to create a middle ground between the two. Meet the Not So Simple Construction. Adds Mallet, Survey Stake, and Recycler to the game and turns the Cupola into EPL Survey Station. Installation Directions (assumes basic KSP mod installation knowledge): Extract to your KSP folder. Install related ModuleManager patches. Changelog Summary See ChangeLog for full details of mod changes Requires Kerbal Space Program v1.8.1, may work on earlier versions Dependencies Module Manager Simple Construction KIS Suggests: CKAN Not included in download, you'll need to install 'em separately. How to: EVA: Grab survey stake and mallet. EVA: Hammer survey stake into the ground. Right click cupola module and click "Show UI". Build your rocket. Have fun!!! Warning!!! If you encounter problems with K&K Planetary Cupola not showing "Finalize Build" button, then just quick save and quick load. Legal Stuff: Disclaimers: This mod contains @taniwha's Models and textures from his Extraplanetary Launchpads. This mod contains models from Extraplanetary Launchpads. All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses. Source: GitHub License: GPLv3: http://www.gnu.org/licenses/gpl.txt. Old Source: GitHub repo Old License: License GPL v3 Special thanks to @RealGecko for creating this cool mod.
  3. Download on SpaceDock, Github or Curseforge. Available on CKAN. SimpleConstruction This is the new thread. Original thread here. zer0Kerbal adopts for curation the mod known as SimpleConstruction. created by @MatterBeam, then updated by @RealGecko and @Ericwi This mod aims to provide simple rocket building capability to stock parts. Recently @MatterBeam and @RealGecko agreed to allow me to adopt for curation his great SimpleConstruction mod. With my pleasure I accept the torch from @Ericwi's hands, so that this glorious mod won't be lost in time. How to ROCK! Description After testing out Extraplanetary Launchpads and Roverdude's MK/OKS, [MatterBeam] had the idea of creating a simple, user friendly mod that would allow you to build rockets without taking a 200MB hit to RAM or having to juggle multitudes of resource pathways. If you know how to set up a drill, ISRU and a fuel tank for an Ore to Fuel conversion, then you should know how to build rockets. Features No extra parts No RAM usage Added functionality for the Mobile Processing Lab in the late game Simple, configurable and adds levels of depth to the gameplay without a learning curve Installation Directions (assumes basic KSP mod installation knowledge): Extract to your KSP folder. Install related ModuleManager patches. Changelog Summary See ChangeLog for full details of mod changes Requires Kerbal Space Program v1.8.1, may work on earlier versions Dependencies Module Manager Conflicts Extraplanetary Launchpads MKS (maybe) Recomends Community Resource Pack Supports Kerbal Change Log Kethane/KethanePlus Suggests Hot Beverages Irradiated Mining Expansion KGEx (coming soon) B9StockPatches Disclaimers: This mod contains @taniwha's Launchpad.dll and textures from his Extraplanetary Launchpads. All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses. License: Source: GitHub Previous License: CC BY-NC-SA 4.0 (Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License) Special thanks to:@Ericwi @RealGecko @maculator, @taniwha, @Eleusis La Arwall, @Badsector, @cy-one for their contributions. @MatterBeam for creating this cool mod.
  4. Description MonoMap is a simple KSP mod that disabled 3D sound whilst in the map view. In other words, you get the same sound in both ears, instead of just one. Also the volume changes slightly, just a side effect. Installation The mod will most likely work with any version of KSP after 1.4.4 (don't quote me no that though). Install like any other mod; download file and drag contents to the GameData folder. Download here. (Source code can also be found on GitHub) Credit Thanks to forum user Morog for original idea License Standard MIT license. See GitHub page or download mod for details.
  5. Hello! Could somebody please explain what Delta-V is, but simply? Currently I think it is how much total thrust my craft can produce with the fuel it has. Now, I do not want a paragraph of mathematical and scientific stuff, I would just like a simple explanation.
  6. 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 AlphaOverhaul.zip file; both 1.2.2 and 1.3.x versions are included. The other mods must be installed separately. 1. Download and install AlphaMensaeOverhaul: https://github.com/AlphaMensae/Simple-Overhaul-Project/files/1595546/AlphaOverhaul.zip 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: https://github.com/Kopernicus/Kopernicus/releases 4. Download and install Sigma Dimensions: https://github.com/Sigma88/Sigma-Dimensions/releases 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: http://creativecommons.org/licenses/by-nc-sa/4.0/ 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
  7. 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
  8. 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.
  9. 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
  10. 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)
  11. 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.
  12. 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.
  13. 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!
  14. 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.