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  1. Hephaistos V1.1 Hephaistos adds the ULA Vulcan rocket to KSP This mod is a stand-alone expansion to Bluedog Design Bureau, so this mod can be used without BDB ALBUM CONFIGURATIONS Features: S.M.A.R.T. Reuse Centaur V ACES Included in the Download: .craft files of all Vulcan configurations Simple Adjustable Fairings (Blowfish) Community Resource Pack (Roverdude) B9 Part Switch (Blowfish) Recommended mods: Realplume (Zorg) Bluedog Design Bureau (Cobaltwolf) Downloads: SpaceDock Curse CKAN (Some dependencies are only for KSP 1.9, here is a tutorial on how to make the mod visible) Here is a guide by @Friznit for more information on Vulcan Thanks: @CobaltWolf For BDB and his patience of learning me how to texture @Drakenex For the two additional textures and all the config and balancing work This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  2. Parallax Parallax is a custom terrain shader for Kerbal Space Program that combines tessellation and displacement mapping to create realistic planetary surfaces. Watch the trailer here: Features Parallax completely replaces the terrain shader used in the normal game in favour of more and better features, including: Tessellation Self-shadowing Accurate lighting Accurate normal mapping Support for multiple lights Reflections Specular highlights Metallic materials Influence mapping Improvements The shader that Squad uses for Kerbal Space Program is extremely limited. You can only assign 2 textures that work unless you opt to use an extremely complicated 'Atlas' shader that was introduced in 1.9. We will pretend that the Atlas shader doesn't exist because it's only used on Kerbin and it is extremely unoptimized. Parallax improves upon the stock shader in a number of ways, for example: Normal mapped lighting is accurate and faces the right way on a surface at any angle Tessellation allows surfaces to have much more complexity, allowing for the creation of lifelike planet surfaces Texture blending is a much smoother transition and varies based on the distance from the camera You can have a much greater amount of control over the planet - You have a low, mid, high and steep texture to use Complete control over how much colour of a texture to apply to the surface VS how much colour of the surface to retain (using an influence map). This prevents your grass from changing colour on brown terrain, but lets you change the sand colour as it varies with the planet's surface colour. Reflections are more accurate No silly lines between texture levels, unlike the Stock shader Availabity Parallax will first be released for my planet pack 'Beyond Home' during its beta stage so that I can spend time working on fixing any bugs and working on improvements / optimizations before the mod is used elsewhere. After the beta stage, Parallax will be available for any planet configuration. As for system requirements, these are for 1080p: Minimum: CPU: Parallax does not have much of a CPU impact, you'll be fine GPU: NVIDIA GTX 1050 Ti (or AMD equivalent) RAM: 6GB Recommended: CPU: Parallax does not have much of a CPU impact, you'll be fine GPU: NVIDIA GTX 1060 6GB (or AMD equivalent) RAM: 8GB You can follow Parallax's development here: FAQ Right now, there are a few frequently asked questions. I hope I can answer some of them here: What is the performance impact? You can expect to run Parallax fairly well on a GTX 1060 6GB. Is this for stock? As of the time Parallax is released, the mod will support any planet pack (stock planets included) but currently, only Beyond Home has configs. Parallax will not work on anything else (yet!). I developed Parallax alongside my planet mod, 'Beyond Home'. Currently, only Beyond Home supports Parallax. There will hopefully be a config for the stock planets in the future, but I have no interest in the stock planets myself. Why are lots of lights laggy? For some reason, KSP uses Unity's "Forward Rendering" path instead of the "Deferred Rendering" path. This means that for every pixel light in the scene, the tessellation is re-calculated. With lots of lights, this can add up very quickly. Until KSP moves to the Deferred rendering path, there is nothing I can do about this. Do I need a NASA Supercomputer? No Does this work with EVE and Scatterer? Yes. Parallax was developed alongside Scatterer, so I recommend for the best results you use them both together. Can I change the settings? There is a config within the Parallax folder. This controls the quality and amount of tessellation. You can turn it off, too. Will you release documentation for modders? Yes, documentation is in the works and will be updated frequently on the github wiki. Download You can download Parallax for KSP 1.10.x here. Please note, as of release, the only configs that support this mod are those provided by 'Beyond Home', so be sure to install that here: Parallax: Donations Parallax took me months to develop. Not only that, but I had to learn an entirely new programming language (Unity CG) and familiarize myself with Unity - neither of which are simple! It's been an incredibly fun (and sometimes frustrating!) journey developing this mod, so I would like to thank those of you who have been supporting the mod since its beginning and those of you who choose to support me going forward. Should you donate, you will be helping me through my university studies! Donations are by no means asked for, but are greatly appreciated. Thank you for downloading the mod or if you're a long time supporter, thank you for sticking with it throughout its development Support Once the mod releases, if think you have encountered a bug you will only get support if you submit screenshots or your KSP log file. Without evidence or logs, I will not help you. Licensing Parallax is licensed under Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0). This means that you are free to share, copy and redistribute the material in any medium or format under the following conditions: Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. NonCommercial — You may not use the material for commercial purposes. NoDerivatives — If you remix, transform, or build upon the material, you may not distribute the modified material. From:
  3. As the title says, what is something you have always wanted to do in KSP but have not yet done? For me? That is land a crew on Eve and return them back to Kerbin. I have been playing KSP since a day or two after KSP 0.21 was released onto Steam and have only landed one or two probes onto Eve. I want to land a crew there but for what ever reason, I just have not done so. I tried recently and met with confusing failure. Had a lander that was built with 4x symmetry and an inflatable heatshield that was able to fully cover the lander. Got into the atmosphere and for a while it all went well, then suddenly and quite inexplicably the craft decided that it wanted to point the command module into the onrushing atmosphere to rather predictable results. After multiple reloads of my quick save I gave up. One day me and that purple marble will have a picnic with Jeb and Bill and Bob on the surface. One day SO, how about you? 222409232020
  4. for KSP 1.8.0 - 1.10.1 (v1.0.0) About: Smart Docking Aid adds two new SAS modes to level 3 probe cores and level 3 pilots. Most KSP-players know the issue with aligning two docking ports correctly while docking two ships or station parts together. Smart Docking Aid's new mode aligns the player controlled ship's docking port to the target docking port. So you only have to translate your ship in front of the target docking port and move forward until it docks. There is no more weird camara movement necessary to see if you will dock properly or ram your target out of orbit. Smart Docking Aid introduces two new SAS modes: Parallel- & Parallel+. Both modes can help you align parallel to a desired target (i.e. orient towards the normal direction of the targeted part/docking port) Download: Github SpaceDock CKAN Requires Module Manager Changelog: v1.0.0. Initial Release * Implements new SAS functionality - Parallel - - Parallel + Source Code Source Code can be found on Github (Source Code) Known Issues No Issues are known by now, if you find any please report them to this thread or open a GitHub issue. Special Thanks As usual thanks to @woeller for creating Icons, testing & feedback. @Jacky_Rabbit, iron_thomas, Multyino for feedback & testing. This work is licensed under the Attribution-NonCommercial-ShareAlike 4.0 International license
  5. KSP | Back to Basics | 01 | Check Your Staging After over 5 Years away from Kerbin, watch as we work through career mode in Kerbal Space Program. Their have been a lot of changes to the game over the years, watch as with a little understanding and less skill we try to get out of the atmosphere, reach orbit and travel to new moons and planets. On the way their will be mistakes, so please comment and give your advice as we go. Enjoy the classic KSP clips at the start.... its amazing what you dig up when your looking through old computers
  6. So there was a question about winglets in the "questions that don't deserve their own thread" thread. Winglets are part of a larger class of "wingtip devices". As to why wingtip devices exist, well, it's complicated. The first thing to understand is the concept of 2D aerodynamics versus 3D aerodynamics. An infinitely long wing is 2D aerodynamics. It has no losses due to the wing ending in a wingtip. But real wings aren't infinitely long. They end. That's where 3D aerodynamics comes in. 3D aero is complicated. The center of the wing makes more lift than the edges of the wing, but if there is a fuselage in the middle that tends to mess up the very center of the wing. The tips have to reduce their lift ultimately to zero, because they are the end of the wing! This is known as "lift distribution", and it's important for efficiency. The overall wingspan compared to wing area is known as aspect ratio (span^2/area). This non-dimensional number basically describes how long and skinny (sailplane) or short and fat (delta wing) a wing is. The ultimate in small aspect ratios is a lifting body. All else being equal (which it isn't), a higher aspect ratio has better efficiency. Putting a wingtip device on the end of a wing (winglet, swept wingtip, split winglet, etc.) improves the effective aspect ratio. However, what's the ideal angle for a winglet? 0 degrees from horizontal. In other words, increasing aspect ratio is always better than a winglet of the same length. Note also that nature understands wingtip devices: So, if increasing aspect ratio is always better than a winglet, why do we have winglets? Well, there are limits to aspect ratio. Wings have to end somewhere. And the wider the wingspan, the more "bending root moment", so the structure has to be stronger and heavier. Eventually it doesn't pay anymore to extend the wing even further. And once a design has been made, changing it is hard. Adding a winglet is not exactly "easy", but it's easier than changing a whole wing. Also, take the 737. It has obvious *huge* winglets for its size. Why? Well, really this becomes obvious if you know that airports have different categories for gates. One category (the one that 737s have always fit into) is for airplanes with wingspans less than 36 meters. The 737MAX wingspan is 35.8 meters. So if they want to fit into the same gates 737s have always used, they can't make the wingspan any bigger. But they can add winglets. So.... Some airplanes, like those designed for aircraft carriers or the new 777X, have folding wingtips. This is so they get the benefits of that lovely extra wingspan when flying, but can still fit into smaller spaces on the ground. However, that adds weight, cost, complexity, failure modes, etc. Finally, there are marketing issues. Many people think winglets look spiffy. And they are a great place to paint the airline logo where it can be seen by the passengers from the inside. Branding, branding, branding. ------------ This thread created with the hope of discussing many questions about airplane design, not just winglets.
  7. HumanStuff NOW 337MB from 1.4GB (see change log, namely @ v1.3.1) A (Slightly More) Realistic Spacesuits, Heads & Staff. For KSP v1.7.3 & UP (should work KSP v1.5+, see note) NEEDS (as a "Dependency") TextureReplacer Intended & Suggested For The Realism Overhaul, RealSolarSystem, & RP-1 Realistic Progression One Mod Families, Will work with just TextureReplacer Note: Suit files should work: KSP 1.5+, Heads: KSP 0.23.5+ (location depending on TR version). Works with current KSP version supported by TR Reason >> KSP v1.5 "Changes: [.] New suits, EVA and IVA [.]." I will support directly KSP v1.7.3 & up in main release Note #1: KSP v1.4.5 (Making History available oddly under "beta's" on STEAM) , Released 26th July, 2018 is the last version that will run on a 32bit OS. HumanStuff HAS BEEN TESTED TO WORK with following "minimal requirement": HumanStuff Wiki Everyone Should Read (they are short and have pretty pics) 01. FREE Tools, Programs & Info Links Compilation 02. Basics: "Alpha" & Non DDS Image Formats Best Uses 03. Basics: DDS Image Formats Best Uses 11. Making DXT Textures, NVIDIA's tool, in Photoshop, Stand alone version is similar * * This has good DETAILED info BUT details using the Nvidia "photoshop tool" (they have free stand alone also) step by step, #3 above uses the much easier better method that allows "measure twice cut once methodology" CKAN: SUPPORTED & LIVE, SOURCE: GITHUB, MIRROR: SPACEDOCK(Current: v1.3.1) This work is licensed under a Creative Commons Attribution 4.0 International License. (Retroactively applied to all releases!) ADDON DEV THREAD is here: Version Change Log: ______________________________________________________________________________________ A Kerbal Space Program mod to add more realistic visuals for: Recreations of "Human" face/hair features (All are 1024x1024 16M .dds files) Recreations of real life equipment, flags, patches & logo's (All IRL flags/mission & other patches & any "logo's/symbols" I use are public use and allow "open" use/redistribution) Recreations flight suits, IVA, EIVA, IVA space suites. (All are 4096x4096 16M .dds files), "standard/base" suit's only currently, not vintage or futuristic I will be adding "mostly" American/NASA & Russian/CCCP recreations, "mostly" chronologically in order. Starting with "Pre-existing" & "In service" 1951 equip, Thats RP-1's (Realistic Progression One) Career Start date, moving towards "current" equipment, over time. European Space Agency (ESA) equipment & China National Space Administration (CNSA) equipment are planned inclusions. Once I reach the 1983 and 2003 eras, respectfully Plus "KSC Staff & Ground Crew" with attempts to skin tone diversify. Maybe Add Famous Faces To These Plus to add additional "EASE", "LOW EFFORT" & "SPEED" to making GREAT LOOKING TR VISUALS, on suits/heads, YOURSELF! With the the Do it Yourself "Easy Head & Suit Builder/Layered Components Workshop (or LCW) For use with TextureReplacer, perhaps files will work with other texture replacement mods, But thats still untested. FOUND HERE NOW: _____________________________________________________________________________________ INSTALL NOTE: DO NOT UNZIP/EXTRACT IN KSP FOLDER! Extract and copy the "gamedata" folder to your KSP install directory (example: "C:\Program Files (x86)\my games\Kerbal Space Program") The "BigPack" is a massive library of optional GalaxyTex & EnvMaps; texture "components" for heads & suits; plus various other additional CKAN users can find extras in ckan download folder or at the "SpaceDock" and/or "GitHub" links _____________________________________________________________________________________ Major News, See Add-On Dev Thread For All "WIP" Updates: Created "colorMap & NRM's" for alot, GalaxyTex upto 16K & EvnMaps upto 2K, head and head asset upto 4K Created some original "component layers" Do It Yourself textures for: ALL HAVE TEXT LABELED GUIDE! Kerbal head (male & female, plus NRM's), Visors (plus NRM's) and Parachute canopies (no NRM yet): 512x512 to 4096x4096 Suits: 1024x1024 to 8196x8196 Got EYES! (only 256x256 & 512x512 currently) Got artists Jetpack NRM's & Cargopack NRM's (BUT only 1024x1024 or 1K), to test Updates to master have swelled mod in size over 3x (about 3Gb now) Small issue with "albino" Gene, but only in Mission Control scene, and same issue with ground crew scientists & "signal lights people". THOUGHTS PEOPLE? I NEED EXAMPLES OF "NRM's" (OR PROVIDE ONES YOU MADE) FOR THE PARACHUTE PACKS, EVA JETPACKS, & CARGO BACKPACKS I"D BE GRATEFUL. I FOUND ALL STAFF SUIT, HEAD, ARM/HANDS AND EVEN BACKDROP TEXTURE NAMES/LOCATIONS!! I CAN MAKE MY OWN & THEY "should" WORK!! Currently a WORK IN PROGRESS! I aim for constant improvement. These are "standard" suit, not vintage (.V) or futuristic (.F), so as many people can enjoy them as possible & because neither looks very "realistic" compared to the standard suit. > This is my 1st mod, and 1st GitHub project, if I did something wrong please tell me. Read note below for credit where credit is due < ______________________________________________________________________________________ Gallaries (WIP) OUTRAGEOUSLY LONG GALLERY AND RUN ON "BLAH-BLAH" BY ME, WILL EDIT TO CLEAN-UP! (BIG Spoiler used to hind my craziness) ______________________________________________________________________________________ Create "component/part" template files to "build" custom Suits with from the library! - Many more features to come, have a CCCP/NASA era look alike? Ask, submit and I'll add it. Included Heads in Default Folder for TextureReplacer (also a copy of each in skins folder) Next: - Fix "Gene Kermin" files (If you know how or have suggestions, PLEASE message me!) Included Head/Face/Hair, in skins folder for Texture Replacer - Identical male hair & facial hair options, plus "old hair" for all skin tones currently present. - For females faces: 3 faces and hair style options for each skin tone present, attempt 1 "old hair" for each - Have each "head/face" have "old" counterpart - Create "component/part" template files to "build" custom Faces with Including Historic Craft & FACES in Historic folder of HumanStuff - Plus more! ____________________________________________________________ For use with TextureReplacer, perhaps files will work with other texture replacement mods, But thats still untested. SOURCE/DOWNLOAD: GitHub (Current v1.3.1) HAVE AN ISSUE OR IDEA OR REALLY COMPLEX POST? IT GOES HERE: Real Humans by Clifton Marien is licensed under a Creative Commons Attribution 4.0 International License. ^- This is HumanStuff's "Great Grand Daddy" legacy: Original thread/files lost to the monsters that lurk at the edges of the web Credits - Had to spoiler due to length, PLEASE FORGIVE: Anyone may reuse, edit or redistribute these files, as per terms of very forgiving "CC 4 by SA" licence (& its "art" I dont sell or make issues of "ownership" on) .I only want to be credited, as I did for others. ______________________________________________________________________________________ PLEASE MAKE MORE STUFF, ASK AND SUBMIT IT & I'LL TO ADD IT THE TOO MOD CKAN: SUPPORTED & LIVE, SOURCE: GITHUB, MIRROR: SPACEDOCK This work is licensed under a Creative Commons Attribution 4.0 International License.
  8. DOWNLOAD SPACEDOCK INSTALLATION 1.Remove the older versions of this mod. 2.Put all contents of "GameData" into your "KSP/GameData"folder. 3.Install KerbalJointReinforcement (Depends) by Rudolf Meier 4.Install DistantObjectEnhancement (Optional) by Rubber Ducky FAQ Q:Why are my Starlink satellites tossing around like noodles? A:This problem cannot be solved for the time being.And,install "KerbalJointReinforcement" can Solve the problem. Q:How to fit the original game size? A:Please delete "patches/StarLinkSatellite_KSPsize_Patch.cfg.RemoveMeToKSPSize" File suffix of ".RemoveMeToKSPSize" Q:How to return the real size? A:Please Add"patches/StarLinkSatellite_KSPsize_Patch.cfg" File suffix of ".RemoveMeToKSPSize", or delete this fils. Waiting for more questions... LICENSE StarLink Satellite Pack by Akino is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. MEDIA CHANGELOG CREDITS @Mecripp Thank him for a series of help for this mod. FUTURE PLANS Remake the Starlink model to make it more like real Starlink satellite. Make the ride-sharing adaptors.The demo version is expected to be available next week.