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Found 6 results

  1. Hello everyone, Is Squad going to add more stock parts? I know they have added some in the past, the making history expansion will be coming out and the recent release of 1.3.1 patch but I was hoping they can add more modern parts into the game. Does anyone know? Also, what do you all think they should add?
  2. Real Control Surfaces Almost all controls in KSP run on mana. You don't need hydraulic, pneumatic or electrical power to operate elevons, landing gear, steering, brakes, cargo bay doors etc. Not only that, all flight controls are immune to compressibility effects, something that has killed many pilots during WW2, before powered assist became available. So I've built this ugly duckling to address this issue. Yes you can laugh at its appearance but it flies well, although like all airplanes it has a few quirks. The only thing that might interest you is what's behind the skin. Short answer: lots of parts. Slightly longer answer: linkages, rods and lots of ball joints. Long answer: elevators and ailerons are combined in the control stick in front of the pilot seat, the rudder is operated through the pedals, just like real life. Since we don't have a giant to sit in that chair, both have their own power supply, reaction wheels and probe cores. The reaction wheel of the main structure is disabled; its probe core controls flaps, landing gear and throttle. This is pure flying. Is it practical? No. A bit of a hassle really. You need to change focus often, especially during take-off and landing. That's why I made the plane very easy to fly. Here are some pictures of what's inside. First the control column and rudder assembly seen from the front. And the control column seen from behind the pilot seat. Is it perfect? No. This was my first attempt. I'm actually surprised I was able to pull it off. Due to space constraints the geometry isn't perfect, this means there is some coupling between pitch and roll. But the plane is very forgiving so it doesn't matter. The elevators are the strongest but only with positive pitch, The rudder is next but in practice you won't be using it. The ailerons are quite weak, especially at higher speeds. Yanking the pitch control helps the ailerons a bit. Is it beautiful? Hell no. But it's stock and that's what counts :-) Instructions: It's best to steer the plane a bit off the runway, to prevent collisions with the tower. You don't really have the time to apply rudder. Stage, only once for now. Now look at the control column. Right click on the docking port and stick the window to the screen. Do the same with the docking port on the rudder column. And also pin the window of the MK2 probe core (the cockpit dashboard). Now change focus to the right until you see a change in one of the window. Choose "Control from here". Do the same with the other windows. You have to change focus 7 times to select the control column and you don't need to go further. Go back to the main craft (the MK2 probe core). Start the engines and throttle up. Don't use the flaps, they're for landing only. It will take off by itself at around 30 m/s. Retract gear and switch back to the control column. You're now in control. Do not fly with SAS! Only with trim. Do not use the wrong control input for the wrong column. Don't use yaw when you only have pitch and roll, it might break the linkages. Same with the rudder pedals, only use yaw. Due to the construction, the control column has a tendency to yaw a bit. Ignore it, it will correct itself. Flaps are operated with action group 1, afterburner with action group 2. No, this plane is not supersonic. Pilot fatigue: Both columns use reaction wheels stacked into each other. Both use RTG's for power. You might notice the aircraft suddenly becoming less responsive. This means you've drained the battery. Control will return to normal if you don't touch it for a few seconds. I call it pilot fatigue. If you don't like it, go to the cheats and enable Infinite Electricity. Have fun! Craft file: http://kerbalx.com/crafts/34781
  3. Factorizing values... Calculating trajectories... Treating kessler syndrome... Results: A lot of numbers. What I found out with a (hacked) K.E.R. was that engines in the stock game are about 200 to 300% less efficient than they should be. Thus meaning, your mün rocket should have enough delta-V to get you at least to Eeloo. So I made a fix. Release in 2 weeks. LOADING...
  4. This topic is to develop guidelines for optimizing a space station. I would like to limit it to stock parts, since mods can easily change the rules that will apply. So what makes your space station work well? Some guidelines I like to follow: 1) Keep the part count as low as possible. This has more to do with performance than gameplay. This is just to avoid performance lag as you dock new parts/ships. Keep this in mind as you add parts such as strut connectors, batteries fuel tanks, ladders & solar panels. They all add up. As rule of thumb go for the largest part you can manage. For example, one Z-4K battery bank has the same capacity/mass as 10 Z-400 batteries but in a single part. 2) Keep the heavy stuff in the middle. You have no doubt by now noticed that if you have a large station and dock something massive at far end it will flex so much that the station becomes difficult to control. The farther you get from the center of mass the more the wobble will be magnified. So if you have a central hub with six nodes it is better to dock six modules to the hub than to stack them on top of each other to form a lengthy chain. 3) Keep it balanced Same idea. If you have something heavy on one side and something light on the opposite side, it makes the station difficult to control. 4) Keep one source of torque in the middle. If you have more than one source of torque (remember, most command parts will have built-in torque), they can fight each other and create wobble. The farther it is from the middle, the more wobble it will create. Remember that you can disable torque if you have more than one source. 5) Don't overbuild. While big stations are impressive, make sure you're building to its purpose. So if you're building an orbital lab, do you need a Convert-o-tron? 6) Pay attention to tolerance You want to have sturdy parts in the middle or an accident could cause the whole station to come apart. For example, an adapter may have a tolerance of 6, while a girder adapter will do the same job but has a tolerance of 80 (and it's cheaper too).
  5. Real Aircraft & Inspiration This concept was inspired by a combination of NASA and Air Force test programs from the late 1960's and early 1970's, specifically the X-24B project, which was arguably one of the most successful lifting body aircraft of the era. It was far more maneuverable then previous X craft and had sufficient performance to change runways before landing at Dryden. The X-24's concept would lead to the direct development of the ISS X-34 project (which was cancelled) and later the US Air Force X-37 spacecraft. MSP T-5B "Top Flight" Development of the T-5 spaceplane began with initial concept of a runway launched aircraft which would "skip" over the atmosphere in sub-orbital hops, without the use of a carrier aircraft, or the use of a large rocket launch platform. Once the air frame design was finalized, a number of aircraft were produced under the T-5B designation. These aircraft were not optimized for space flight, but did reproduce the general handling characteristics of the space plane. The aircraft were powered by the J-404 "Panther" Jet engine, and featured simple airbreaks. Some engineers and test pilots questioned the "nose up" additude of the aircraft while sitting on the runway, but this feature proved to be advantageous to the aircraft's handling characteristics. MSP T-5G "Top Flight" After several developmental models and wind tunnel tests as well as Test Pilot feedback from the T-5B and T-5C programs, Matagorda Space Program rolled out the rocket takeoff assisted T-5G model, which was powered by the CR-7 Rapier Engine, and boosted into the air by the RT-10 "Hammer" solid rocket booster. This novel approach allowed the T-5G to quickly gain lift and speed as it cleared the runway, saving the aircrafts external tanks and internal fuel for ascent, and powered landings. After leaving the atmosphere, the CR-7 engine will switch to LOS, and the external fuel tanks can be jettisoned to gain additional speed for a sub-orbital flight. Upon re-entry, the T-5G would rely on a series of six air breaks to slow the craft sufficiently to keep it from burning up as it decelerated to less than 500mps. At this point, the CR-7 engine can be re-started and the aircraft flown to a safe landing. If there is enough interest, I'll gladly produce the flight profiles, ship files, and a bit more information about them. They were made using KSP's stock files... so they are easy to reproduce.
  6. Revamping in 1.2 Avera9e's Visual Ultimatum 49 non-part mods to enhance stock visual sound and veteran career gameplay. ARE YOU A STOCK PART PURIST? VETERAN TIRED OF SCIENCE GRIND?? VISUAL ENHANCEMENT FANATIC?!? Then we are agreed. Hello everyone, I hope you like my header... as it states, this is a compilation of the greatest visual/stock part enhancing mods out there including Stock Bug Fix modules, CollisionFX, KCT, a new sunflare, custom textures, matching toolbar icons, and a list of mods specifically for use in video editing. This is the exact setup that I use for my videos and cinematics in KSP (minus personally edited textures which I cannot legally distribute) with exception to mods marked with this star "★". Mods marked with a star I don't personally use. Under each heading all mods are listed top to bottom in a non-specific order". I hope you enjoy it as much I have. CKAN file + Install list - by linuxgurugamer, slightly outdated? Note that to run this setup you will need to use -force-openGl mode. It saves ~1.5 gigs of ram with this setup. See here for instructions on how to add this to a shortcut. All copyrights go to the respective owner of each mod! Current count: 76 total mods Core (7) ModuleManager .............http://forum.kerbalspaceprogram.com/index.php?/topic/50533-105-module-manager-2613-november-9th-with-more-sha-and-less-bug-upgrade/ Controls and applies part modules to parts, allows for mod compatibility. TextureReplacer ............http://forum.kerbalspaceprogram.com/index.php?/topic/96851-105-texturereplacer-2411-17112015/ Replaces stock textures with your own custom textures, has a reflection plugin. Avg's Cloudpack, KSPRC, Endraxial planet conversions, WindowShine, and Teflon's skybox run on this mod. Firespitter plugin ...........http://snjo.github.io/ Includes a multitude of awesome little and big plugins. - SPPCC runs off of it's FStextureSwitch2 plugin. Install if you want SPPCC. ★ EVE [7-4] ......................http://forum.kerbalspaceprogram.com/index.php?/topic/51142-1051-05-3-nov-10-2015-environmentalvisualenhancements/ - [yes it still works] Allows for cloud and new atmospheric effects. Avg's Cloudpack and KSPRC run off on this mod. SmokeScreen ................http://forum.kerbalspaceprogram.com/index.php?/topic/64987-10-smokescreen-269-extended-fx-plugin-august-17th/ Allows for custom engine effects. Realplume/Realplume stock run off of this mod. Contracts Configurator ...http://forum.kerbalspaceprogram.com/index.php?/topic/91625-105-contract-configurator-v183-2015-11-24/ Adds the ability to have custom contract packs. Only install if you plan on using custom contract packs. MagiCore .....................https://github.com/magico13/MagiCore/releases Merges the coding strings for Sensible Screenshot and Dated Quicksaves. Only install if using both of those mods. Visual (19) KSPRC .......................................http://forum.kerbalspaceprogram.com/threads/76972-0-90-KSPRC-Renaissance-Compilation-artworks-remake-V-0-2-(18-04-15) - [OUTATED - See instructions in description on how to install it to 1.0.4] A compilation of assets and part textures all made by Proot. Beautiful. Updating it to KSP v1.0.4 is slightly more complicated than usual though. See here for a 6 step guide on how to do so. SPPCC .......................................http://forum.kerbalspaceprogram.com/index.php?/topic/106489-105-sppcc-v012-spaceplane-color-corrections-fstextureswitch-integration-30-sep-15/ Runs off of the Firespitter plugin. Matches NASA tank stripes, allows you to swap textures between the different "standards" of wing and part trim (AKA mk2gray, mk3gray, black, original). Endraxial planet conversions .......http://forum.kerbalspaceprogram.com/index.php?/topic/96851-105-texturereplacer-2411-17112015/&page=20#comment-1919270 - [Extract to TextureReplacer/Default] Beautiful new planet textures originally maintained by Enraxial. He has passed on it's upkeep to me in his leave. Teflon's Skybox ..........................http://www.twitch.tv/teflon_mike - [under Teflon's KSP Modlist - Place inside KSP_Data folder in main directory] Original copyrights go to NASA/Goddard Space Flight Center Scientific Visualization Studio - Teflon_mike. Converted star map from The Tycho Catalog Skymap - Version 2.0 PlanetShine ...............................http://forum.kerbalspaceprogram.com/index.php?/topic/87012-105-planetshine-0242-november-28th/ - [New icon] Adds light tinting to spacecraft depending on what body you're orbiting. E.g. Blue tint on ground-facing side of spacecraft when orbiting kerbin, orange when orbiting Duna, Green for Jool, etc... WindowShine ............................http://forum.kerbalspaceprogram.com/index.php?/topic/110080-105-windowshine-v10-reflective-windows-and-solar-panels-mod-support-111115/ - [Memory saver installation, KSPRC compatibility if using KSPRC] Plugin coded by Shaw, textures and other stuff by me. - Adds reflections to stock part windows, solar panels, and mainsail bell. RealPlume ................................https://github.com/KSP-RO/RealPlume/releases Runs alongside SmokeScreen to add new and realistic engine plumes. RealPlume-Stock Configs.............https://github.com/KSP-RO/RealPlume-StockConfigs/releases Stock configs for RealPlume. RasterProp Monitor ....................http://forum.kerbalspaceprogram.com/index.php?/topic/105821-105-rasterpropmonitor-still-putting-the-a-in-iva-v0240-10-november-2015/ Adds fully controllable control panels/computer screens to IVA. Controllable via clicking buttons. Can display orbital information, resources, maneuver node information, SAS/gear control, and more. Collision effects .........................http://forum.kerbalspaceprogram.com/index.php?/topic/91537-10x-collision-fx-v32-2015-11-04-now-with-biome-coloured-dust/ Adds sparks and sound effects to collisions between parts or ground. Engine Lighting .........................http://forum.kerbalspaceprogram.com/index.php?/topic/109845-105-engine-lighting-141-the-nothing-new-update-24-nov/ Adds a light source to firing engines. Destruction Effects ...................http://forum.kerbalspaceprogram.com/index.php?/topic/99088-10xdestruction-effects-flames-and-smoke-on-joint-breaks/ Momentarily adds smoke trails/flame to were parts have broken off/exploded. Stock Clamshell fairings ............http://forum.kerbalspaceprogram.com/threads/124031-1-0-4-Stock-Clamshell-Fairings-(June-1) Stock Clamchell fairing option! - Makes fairing segments on top of each other decouple as one piece. BatteryIndicator .......................http://kerbal.curseforge.com/projects/batteryindicator Changes the green light on the Z-100 Rechargeable Battery Pack to yellow, red, or off depending on it's battery level. ★ Skytonemapper .......................http://forum.kerbalspaceprogram.com/index.php?/topic/124737-104-skytonemapper-improves-the-stock-sky-updated-08112015-v01/ Note that this isn't Scatterer! It's a variant which blurs the built-stock sky to create less a less sudden shift from white to sky tone. It utilizes unused stock code to do so and effects every planet. Distant Object Enhancement ......http://forum.kerbalspaceprogram.com/index.php?/topic/89214-105-distant-object-enhancement-bis-v164-21-november-2015/ Adds flare effects to far off planets, renders craft up to 750km away (W/ out physics, just image), dims background stars/skybox when looking towards the sun. CoolRockets .............................http://forum.kerbalspaceprogram.com/index.php?/topic/61925-10x-coolrockets-cryo-and-launch-particle-fx-may-24/ Adds cryogenic engine and fuel tank ice effects during/before launch. Sensible Screenshot .............................http://forum.kerbalspaceprogram.com/index.php?/topic/97033-10x-magico13s-modlets-field-experience-sensible-screenshot-etc/ Adds a new renaming system for screenshots, naming them with date and time. ★ Automated Screenshots .............................http://forum.kerbalspaceprogram.com/index.php?/topic/116979-release-automated-screenshots-060-105-compatible/ Plugin to automatically take screenshots if you'd like to take a few pictures, for the archives. Sound (6) Chatterer ...................http://forum.kerbalspaceprogram.com/index.php?/topic/83290-105-chatterer-v097-keep-talking-11-nov-2015/ - [New icon] Adds crew member/capcom chatter, random beeps, SSTV signals on science reports, wind, ship, and breathing AAE. RCS sounds ................http://forum.kerbalspaceprogram.com/index.php?/topic/48534-10x-rcs-sound-and-light-effects-2015-09-22/ Adds noise and a light source to RCS nozzles. WaterSounds .............http://forum.kerbalspaceprogram.com/index.php?/topic/110001-105-water-sounds-v11-2015-11-17/ Adds water trickle when craft is in water. ShipEffects .................http://forum.kerbalspaceprogram.com/index.php?/topic/119125-104-shipeffects-sound-mod-dynamic-sound-effects-maintenance-v103-10122015/ [Outdated?] "Adds rattles, vibrations, and stress sounds to your ship depending on how much thrust, gravitational and atmospheric forces your ship is enduring." ★ Soundtrack Editor .......http://forum.kerbalspaceprogram.com/index.php?/topic/59682-10x-soundtrack-editor-30-beta-available/ Lets you replace the stock music with custom playlists. Currently in WIP to allow for GameEvent specific playlists E.g. Playlist for reentry, touchdown, entering certain SOI, etc... Rover Wheel Sounds ...http://forum.kerbalspaceprogram.com/index.php?/topic/50431-10x-rover-wheel-sounds-v13-2015-11-10/ Adds sound effects to rover wheels. Gameplay (20) QuickGoTo ....................................http://forum.kerbalspaceprogram.com/index.php?/topic/85834-1045-malahs-quick-mods-updated-quickgoto-and-quickrevert-20151124/ Adds a toolbar icon and drop down menu to quickly enter any scene of your choice. Stock Bug Fix Modules + Stock Plus ...................http://forum.kerbalspaceprogram.com/index.php?/topic/87737-ksp-v105-stock-bug-fix-modules-release-v105a2-14-nov-15/ Fixes for many stock bugs such as Kerbals turning into debris in external seats and random flying launch clamps. Also, enable stock plus HighlighterOff and parachute spread fix as well as any other stock plus modules you think you need. Dated QuickSaves .................................http://forum.kerbalspaceprogram.com/index.php?/topic/97033-10x-magico13s-modlets-field-experience-sensible-screenshot-etc/ Adds a date to your quicksaves to make them easier to distinguish. Trajectories .................................http://forum.kerbalspaceprogram.com/index.php?/topic/94368-104-trajectories-v143-2015-06-20-atmospheric-predictions/ - [New icon] [Cheatscale: 6] Atmospheric reentry and landing prediction lines. EVA Follower ...............................http://forum.kerbalspaceprogram.com/index.php?/topic/84476-025-eva-follower-v103-05-nov-2014/&page=4#comment-1908640 - [saves under "GameData/MSD"] Outdated but upkept mod that allows you to make kerbals follow each other or patrol a path. Click the link "Ok, fixed". Menu Stabilizer .............................http://forum.kerbalspaceprogram.com/index.php?/topic/107660-102-menu-stabilizer/ Makes any in game right-click menu freeze in the position on screen where it was opened, allowing for easier access to it when it's pertaining part is moving. Final Frontier ...............................http://forum.kerbalspaceprogram.com/index.php?/topic/61065-105-final-frontier-kerbal-individual-merits-089-1414/ Adds ribbons and merits to individual Kerbals for significant things they've done. MapShowNavBall ..........................http://forum.kerbalspaceprogram.com/index.php?/topic/72920-0235-mapshownavball-show-navball-by-default/ [Outdated?] Makes the NavBall appear on default in map view. ★ Navball docking alignment indicator ...http://forum.kerbalspaceprogram.com/index.php?/topic/49756-102-navball-docking-alignment-indicator-v7/ "When targeting a docking port, your navball gets an additional red marker that shows the orientation and roll of your target." ★ AutoBalancingLandingLeg ..............http://forum.kerbalspaceprogram.com/index.php?/topic/104505-10x-kerbokatz-smallutilities-v125-18092015-now-with-autobalancinglandingleg/ Makes stock landing legs change height to keep craft pointing as vertical as possible. Great for landing on slopes. ★ ModifiedExplosionPotential .............http://forum.kerbalspaceprogram.com/index.php?/topic/104505-10x-kerbokatz-smallutilities-v125-18092015-now-with-autobalancinglandingleg/ Makes full tanks explode bigger and better than empty tanks. PhysicalTimeRatioViewer ..............http://forum.kerbalspaceprogram.com/index.php?/topic/104505-10x-kerbokatz-smallutilities-v125-18092015-now-with-autobalancinglandingleg/ Adds a percentage bar to show the ration between RL time and in-game time. TotalTime ...................................http://forum.kerbalspaceprogram.com/index.php?/topic/121366-totaltime-a-mod-to-keep-track-of-all-the-time-you-spend-in-the-game/ Adds a window to track your total gameplay and individual session time. Handy if you don't run on Steam (like myself). EVAFuel .....................................http://forum.kerbalspaceprogram.com/index.php?/topic/85149-0242-evafuel-001/ [Outdated?] Makes going EVA actually use up fuel. PersistentRotation ......................http://forum.kerbalspaceprogram.com/index.php?/topic/102277-10x-persistentrotation-100/ Makes craft rotation persist through time warp. ★ PersistentThrust [WIP] ...............http://forum.kerbalspaceprogram.com/index.php?/topic/120404-wip105-persistentthrust-v104-alpha/ WIP plugin that lets engines run during time warp. Great for extended ion burns. ★ BULB ...............http://forum.kerbalspaceprogram.com/index.php?/topic/81105-090-v11-bright-utilitarian-luminescent-beacon-bulb-8102014/ [Outdated?] Bright Utilitarian Luminescent Beacon. Let's you change light color sliders while in flight. ★ ToggleFuelCells ...............https://kerbalstuff.com/mod/1046/ToggleFuelCells Lets you create action groups to toggle fuel cells. Improved Chase Camera ...............http://forum.kerbalspaceprogram.com/index.php?/topic/72457-10-improved-chase-camera-v151-5415/ Improves the stock follow/chase cam in various ways. NavUtilities ...............http://forum.kerbalspaceprogram.com/index.php?/topic/77062-102-navutilities-ft-hsi-amp-instrument-landing-system-v051-rc-1-june-2015/ Adds additional props to Rasterprop Monitor as well as an optional GUI if RPM isn't installed. Editor (7) WasdEditorCameraContinued ...http://forum.kerbalspaceprogram.com/threads/134823 Continuation of a tool that lets you fly around in editor with WASD. Adds GUI for configuration. NoOffsetLimits ...........http://forum.kerbalspaceprogram.com/threads/121034-1-0-2-May12-NoOffsetLimits-Removes-limits-for-part-offset-in-editor Removes offset limitation on parts in the editor. EditorTime ...........https://kerbalstuff.com/mod/1091/EditorTime Game time runs while in the editor. ★ AutoAsparagus ..........http://forum.kerbalspaceprogram.com/threads/61238-1-0-4-AutoAsparagus-v1-0 Automatically builds Asparagus and Onion fuel line techniques, as well as provide the option to stage decoupling, fairings, and separatrons. ★ EditorExtensions ........http://forum.kerbalspaceprogram.com/threads/38768-1-0-3-Editor-Extensions-v2-12-23-June Adds a multitude of part alignment, symmetry, and angle snap options to add to stock tools. ★ EditorcamExtension ...http://forum.kerbalspaceprogram.com/threads/116034-1-0-X-KerboKatz-SmallUtilities-V1-2-5-18-09-2015-Now-with-AutoBalancingLandingLeg!#EditorCamExtension Let's you switch between VAB and SPH camera modes and modify rotation, movement, and zoom speed. LightsOut .................................https://kerbalstuff.com/mod/678/LightsOut Macro to toggle between daytime and nighttime in the VAB/SPC as well as turn all craft lights on/off. Career (11) Kerbal Construction Time ....https://kerbalstuff.com/mod/125/Kerbal_Construction_Time - [New icon] "Unrapid Planned Assembly" - Removes the instantaneous craft build in KSP and replaces it with a build agenda. The more you build a specific part the cheaper and faster you can build it (same goes for whole craft). Also has a simulation mode which lets you test craft at an already visited SOI for a use set time limit and price. Also adds an optional upgrade feature. Stage Recovery ..................https://kerbalstuff.com/mod/97/StageRecovery - [New icon] Works alongside KCT to recover funds, kerbals, and science from dropped stages if they have proficient enough parachutes. Configurable recovery percentage depending on if a kerbal is aboard or similar No More Science Grinding ...https://kerbalstuff.com/mod/924/No%20More%20Science%20Grinding Makes science reports give you max science per report, rather than a decreasing percentage. Custom Barn Kit .....................http://forum.kerbalspaceprogram.com/index.php?/topic/109027-105-custom-barn-kit-113-november-16th-no-instruction-leaflet-edition/ "A small plugin to change a bunch of parameters related to career, science, the buildings upgrade cost and when various features are unlocked." ScienceAlert .......................https://kerbalstuff.com/mod/424/ScienceAlert Gives a sound effect and flashy icon effect when you can perform a new science report. Tree Toppler .......................https://kerbalstuff.com/mod/739/Tree%20Toppler "For those of you who want to play career mode but don't want to deal with the grind that is the Science system, Tree Toppler lets you unlock the tech tree without spending science." It had a number of presets based around this. Crowd Sourced Science .......https://github.com/DuoDex/CrowdSourcedScience/releases All new science report text. 99% guarantee to never see the same report again! Guarantee applies to .90 biomes. ★ Custom Asteroids ...............http://forum.kerbalspaceprogram.com/threads/80483-0-25-Custom-Asteroids-1-1-0 - [sources say this mod only works in career] Adds all new and custom asteroid spawning behaviors. FillSpotsWithTourists ..........http://forum.kerbalspaceprogram.com/threads/116034-1-0-X-KerboKatz-SmallUtilities-V1-2-5-18-09-2015-Now-with-AutoBalancingLandingLeg!#FillSpotsWithTourists Adds a button to tell you current status with tourist contracts, and the option to auto fill open spots with tourists. Portrait Stats .....................https://kerbalstuff.com/mod/899 Adds number of stars and class type to the Bottom right corner IVA tabs. Field Experience .....................https://kerbalstuff.com/mod/505/Field%20Experience Makes kerbals increase experience while on missions, rather than after they've been recovered. Contract (7) Waypoint manager ........https://kerbalstuff.com/mod/585 Makes contract waypoints visible while in flight. CoherentContracts ........https://kerbalstuff.com/mod/333/Coherent%20Contracts/ Turns the stock contract explanation gibberish into easy to read sentences. Advanced Progression ...http://forum.kerbalspaceprogram.com/threads/113119-Contract-Pack-Advanced-Progression-4-5-6-13-15-for-KSP-1-02 Adds more detailed and more progression based contracts to career. Anomaly Surveyor .........https://github.com/jrossignol/ContractPack-AnomalySurveyor/releases/tag/1.4.2 Contract pack that adds a few anomalies and gives you science for visiting the various anomalies currently in stock. ★ InitialContracts .............https://kerbalstuff.com/mod/577/InitialContracts Replaces and reworks the first three starting contracts. ★ Bases and Stations .....http://forum.kerbalspaceprogram.com/index.php?/topic/102390-105-contract-pack-bases-and-stations-31-19122015-formerly-kerbin-space-station/ Contract pack to build and run the KSS (Kerbal Space Station). Unmanned Contracts .....http://forum.kerbalspaceprogram.com/threads/113400-Spacetux-Contract-Pack-Unmanned-Contracts-Rover-Contracts-Grand-Tours-and-Sprite-Missions ★ Contract pack for various unmanned missions. Video Tools (6) KerbCam ...............................http://forum.kerbalspaceprogram.com/threads/24757-0-23-5-KerbCam-v0-13-%28camera-pathing-tool-for-videos%29 - [yes it still works] Powerful camera tool for cinematics. ★ Camera Tools [WIP] ......................http://forum.kerbalspaceprogram.com/threads/94171-1-0-Camera-Tools-v1-3-(compatibility-fixes)-May-16 A much more recent and also powerful camera mod which adds a wide range of tools letting you follow craft, initial velocity, zoom, and much more. Hyperedit ...............................http://www.kerbaltek.com/hyperedit - [Cheatscale: 10] "HyperEdit is the ultimate cheat plugin for KSP. Teleport your ship, refill your tanks, change any orbit, move the planets around, and edit things like speed, gravity, atmospheric pressure, time, and more." Time Control ..........................http://forum.kerbalspaceprogram.com/index.php?/topic/62946-025-time-control-92314-v132/&page=11#comment-2232863 - [New icon] Let's you speed up physical timewarp to 10x, warp speed independently of SOI locks, and pause or slow down time up to 1/64x speed. Also lets you choose to conserve physics render speed from KSP settings or calculate it at full force even at the slowest time. - Amazing tool for decreasing lag in gigantic craft. Free IVA [WIP] ......................http://forum.kerbalspaceprogram.com/threads/131439-WIP-Free-IVA-(formerly-Enhanced-IVA)-Download-available! - [WIP!!! Unstable atm] Heavy WIP mod that connects IVAs and lets you fly around between them. Worth a peek. Kerbal Animation Suite [WIP] ...http://forum.kerbalspaceprogram.com/threads/130663-1-0-4-Kerbal-Animation-Suite-Development-Thread Very powerful tool which lets you mess with the kerbal model and it's skeletal structure to create custom animations. Last (1) Avg's Icons ... Avg's Icons (Dropbox) Mod by myself which replaces a number of mods toolbar icons to give them a more stock appearance or match them with other mod's icons. Image example. Well, that's all I have for now. See you around! - Avera9eJoe