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Found 41 results

  1. Turn your Kerbal society into a Type 1 Civilization by adding civilian exploration! Your agency, as research goes on, gains the ability to have civilians take part on your exploration. Once build, your ships, orbital or ground station will welcome civilian that will pay a rent to your agency, breed, grow their kids, get aged and die. You will also be able to train and recruit civilian to become regular kerbonauts. As this mod is still under development, all the functionnalities are not available yet. CKAN : install CivilianPopulation (Civilian Population 2.1.2) Download : Github : Credits This mod is a fork from "Newbier Newb's Revamp of Civilian Population" mod. It exists thanks to the collective work of : @trafalgar that can be found here. @michaelhester07 that can be found here. @rabidninjawombat that can be found here. @GGumby that can be found here. Licenced under CC BY-NC 4.0. This mod requires Community Resource Pack. Any kind of help is more than welcome, pick a `TODO` above, do it, and I will be glad to accept your pull request. If you need help to understand how to build the mod, just ask ! Pictures Electrical parts - Netherdyne Reactor Unit DX-110 - Netherdyne Reactor Unit MX-99 Convert Enriched Uranium into Depleted Uranium, Xenon Gas and Electricity ! TODO : - Rebalance cost. - Rebalance conversion speed. - Big reactor animation won't stop. - Turn the lights off when the reactors are off. [WRN 00:08:25.564] [ShipConstruct for CivPopReactor]: part cost (15000.0) is less than the cost of its resources (432500.0) [WRN 00:08:25.598] [ShipConstruct for SmallCivPopReactor]: part cost (8000.0) is less than the cost of its resources (173000.0) Science parts - Netherdyne University. A command and research module. TODO : - Fix EVA problems when there is not ladder. - Implements training module that will allow to turn civilian into regular kerbonauts. Utility parts : Apartments - Civilian Large House mk2 - Civilian Small Apartment Complex - Civilian Large Apartment Complex - Civilian Contractor Dock Mk1 - Civilian Small House Living quarters for civilians. TODO : - Cannot go back in Small House. - Add ladder to Small House. [LOG 08:21:59.524] Load(Model): CivilianPopulation/Models/Utility/surfaceAttachHouseSmall [ERR 08:21:59.599] Triggers on concave MeshColliders are not supported [ERR 08:21:59.600] Triggers on concave MeshColliders are not supported Utility parts : Farms - Hydroponic Garden Biosphere - Small Hydroponic Garden Biosphere - Netherdyne Farm Biodome Mk2 - Small Hydroponic Garden Module Use plants to grow food, purify water and air. TODO : - Remove biodome top attach point. - Animation on "Small Hydroponic Garden Module" does not work. Utility parts : Tanks - Small Fertilizer Tank - Small Waste Water Tank - Small Sustenance Tank TODO : - Calibrate those to a capacity of 1 day / kerbal. Utility parts : Drill - Netherdyne XL-9000 Mega Laser Drill - Netherdyne Laser Drill Laser drilling for surface exploitation. Ground parts - Cruiser Landing Gear - Cruiser Landing Gear Mk2 TODO ; - Fix legs deployments @see @see KerbalPlanetaryBaseSystems - GameData/PlanetaryBaseInc/BaseSystem/Parts/Wheels/LandingLeg.cfg Structural Parts - truss18x18NoCore - truss6x18 - truss6x6Core - truss6x6CoreL - truss6x6CoreT - truss6x6CoreX - truss6x6NoCore - bioSphereBaseNoWalls All seems ok. - bioSphereWindows - bioSphereWindowsLarge - bioSphereWindowsWide TODO : Cannot go inside, should improve attach points. - bioDomeBase - bioDomeBaseLarge - bioSphereBase - bioSphereBaseWallRing - parkbioDomeBase - parkbioDomeBaseRock - parkbioDomeBaseMetal TODO : Attachment point in the air, cannot go "into" the structure. Agency TODO : Add Netherdyne as an agency. @see KerbalPlanetaryBaseSystems - GameData/PlanetaryBaseInc/BaseSystem/Agencies @see KerbalPlanetaryBaseSystems - Sources/PlanetarySurfaceStructures/SurfaceStructuresCategoryFilter.cs Configuration for third party addons ------------------------------------ TODO : Kerbalism - Configure farms. Civilian behaviour DONE : Rent of civilian : 200 funds per civilian per day (6 hours). Civilian contractor growth : Every 85 days on Kerbin orbit, 170 around Mun or Minmus, never elsewhere, a civilian will be created on an activated Civilian Dock. Civilian recruitment process : The button recruit of the university will turn civilian living in this university into regular kerbals with a random choosen profession. Civilian breeding growth : If allowed (From a Habitat part or the contractors dock), Kerbals will breed. Females give birth after 320 (3/4 of a Kerbin Year) days of pregnancy. Males can breed from 15yo females from 15yo to 45yo. Civilian aging and death : Once a Kerbal reach 75yo, there (age-75)% chance per year that he dies from his old age any day during this year.
  2. Terras Ignotas "Sail past the stars and wonder" [Placeholder Logo] Terras Ignotas is a mod that adds 2 small star systems to explore, though more will be added and existing ones will be grown. It may not look the best, but improvements are constantly being made! Credits: Hadron, Ayse, Ionis, Gobek, most of Pumilio and Maezenis - @NickRoss120 Pumilio and Maezenis tweaks, Jac, Jil, Hil, Epochon - @DeltaDizzy Patches that need to work - @Mrcarrot Ideas and testing - @RedPandaz Troubleshooting Please provide us (in a zip file) with your KSP.log, output_log.txt, ModuleManager.ConfigCache, and the Logs/Kopernicus folder. You also need to tell us the version of KSP, Kopernicus, ModuleManager, and Terras Ignotas you are using. Kopernicus IS REQUIRED. <--- Github Download! SOURCE License is MIT Come check out our discord server for quicker support!
  3. In order to make science less unrealistic and more challenging, I present to you the Science Elaboration System (original discussion thread here). This mod aims to make the road from experiment to parts more challenging, adding gameplay, without making things too grindy. A chart comparing the current science system to the Science Elaboration System (C)(TM)(SCIENCE!) Overview Planned features (subject to change): Multiple science types (at least one for every major category like aero, engines, science, structural, etc) Technology nodes and building upgrades need one or more of these science types to unlock (cost tweakable in settings) Science can be made by processing data in science labs (processing is slow and can be sped up by using high-tech labs or multiple cheaper labs) Produced science has to be transmitted or transported to the R&D lab (much like the current system but with more shiny buttons to press) Data is gained by science instruments, science multipliers are now data multipliers Lab efficiency: higher-tier labs need less data per science and work faster, but require far more power Lab bonus efficiency: research lab location (atmospheric planet or not, orbiting or not, etc) affects science production, relevant science types will get a production bonus or penalty Fast labs and large setups require serious power supplies (more than a single solar panel), perhaps detect mods like Near Future Electrical/Solar and Interstellar and adjust requirements Entry-level research lab with absolutely horrible Support for science mods if feasible, include default configuration file Lots of options to disable or tweak parts you don't like Things I'd like your opinion on and may or may not be included (you can consider these more like statements rather than planned features, please react!): Data decays over time unless stored in a powered lab Data is a resource and can not be transmitted, but it can be moved in the way traditional science can (this requires you to bring a mobile research lab or a return rocket and will probably make things a lot harder, but maybe too hard. Maybe a inefficient autonomous lab is an idea?) Higher tier science types require lower tier science types as an ingredient Whatever feasible features you can come up with! Meta-research: faster and more efficient research for unlocked science labs Metadata: gain bonus data (unlock with research) NYFAQTWPBAFIIDNITN (Not Yet Frequently Asked Questions That Would Probably Be Asked Frequently If I Did Not Include This NYFAQTWPBAFIIDNITN) Q: Why is this pre-WIP? A: This is the first major mod I'm making, and I need to figure out the Unity and KSP API, learn C# (I'm already familiar with C and have recompiled mods in the past), and likely reverse engineer other projects before I can start making my own stuff. As I am a physics university student, I barely have spare time, so this will take a while. Please do not expect (rapid) development (or at least not before July). I am also still thinking about what I would like this mod to become and how that fits with your expectations. I came up with the term pre-WIP to describe the current state of this project accurately. Q: Why do you want me to give you opinions? A: I value your input! You might see things from different perspectives and allow this mod to become better than the Science Elaboration System mod in the parallel universe where I didn't want your opinions! Q: Where will you be pushing code 'n stuff to? A: GitHub or GitLab, probably. I'll put a link up when there is actual work in progress instead of this weird pre-WIP status nobody uses. Q: Roadmap? A: I may make one when this gets to the WIP phase. Q: NOOOO DONT IMPLUMENT DIS STUPID FEETURE!!!(one)(eleven) A: ...that's not a question. I can't please everyone but I will try to add configuration settings so you can play the way you like. Downloads Heh, you can put a reminder on your calendar for next year or something.
  4. A really nice stockalike set of parts specialized for building ground bases anywhere in the Kerbol system. (PLANNED) CONTENTS: A spacious habitation module for your stranded kerbal pioneers ✔ A large ground laboratory for analising samples in loco ✔ A variety of tubes for keeping your base united ✔ Solar panels, because you can't do science in the dark and batteries aren't eternal ✔ A nice command module with a view of the stars above [insert planet here] Ground legs for protecting your base from rough landings PRE-RELEASE WHEN? When I finish the command module/observatory. SUPPORT ME ON PATREON
  5. A mod that aims to recreate and add the Darwin system from the book "The Expedition" by Wayne Douglas Barlowe. So far i have only the star (Which will be a binary in the future, like in the book) and a place holder Darwin IV orbiting it. To-do list: 1) Make a better Darwin 4. 2) Add two moons of Darwin 4. 3) Add the gas giants. 4) Replace the star with a Binary. Dev-Team: @Pkmniako - As Map Master. Special thanks to: Wayne Barlowe for creating such an amazing book. @Fdkhio for the Logo. Discord Server of the KSP Sub-Reddit for support.
  6. So this is a continuation of my Rald mod. I was going to call it IPM/ the Inner Planets Mod, but that might be too deceptive as its in no way affiliated with OPM, nor is it all that similar. The star of the mod is Rald: A planet/moon based on Mars, but obviously covered with water and a thicker atmosphere, as Mars may have been ~3 billion years ago... and covered with life. My current preferred location is where stock Duna is, but other configs are offered, as I think people particularly liked having it at Keosynchronous orbit. Supplied configs are as follows: I've additionally provided a config to move and transform Kerbin into Rald (the Rald-Duna version), and of course replace it with a clone of stock kerbin named "Bin" as demonstrated by GregoxMun: "Rald Space Program" note: The RSP config in the earlier link has some major issues. Use this one instead in combination with the Alien Space Program Mod. You still need to add the rald folder (which contains height/color/biome maps). The "default" config for Rald needs to be removed if the Rald Space Program config is used. In addition to Rald, I've added 3 new bodies, all derived from real world height maps as well (a lot of credit to the RSS mod and their sources is due here). Eki- Uses RSS Heightmap/etc for Callisto. This low gravity airless body is placed at Kerbin L4 as a "trainer" for interplanetary missions. Its always in pretty much the same position relative to Kerbin, so there is no need to wait for transfer windows when going to/from here Pact - Uses RSS data as well (Mercury, IIRC), but then modified, and procedural noise added on top. A Pallas analogue. More boring than Dres, mostly there to help portray the asteroid belt. Vot - Uses real data from Vesta. A vesta analogue. More boring than Dres, mostly there to portray the asteroid belt. With a Ceres, Vesta, and Pallas analogue in game, there are analogues for nearly half of the real asteroid belt (as ~46% of the real asteroid belt's mass is composed of just Ceres/Vesta/Pallas) Additionally, I made additional tweaks to stock bodies, some for gameplay, some to make them closer analgoues, some for a combination of reasons. A lot of the changes I made have a 3x rescale by SigmaDimensions in mind, but should also work well at stock sizes. Kerbin system Dres - reduced in size and gravity to be a better Ceres analogue. This also makes it easier to visit when playing in a scaled up system (when dV demands are higher). Its now the largest of 3 on rails asteroids, and no longer would qualify for full planet status (its a dwarf planet) Jool system Moho - Surface G increased to be the same as Mercury's Eve - Surface G decreased, atmospheric thickness increased Sun - Radius reduced, surface G increased (mass unchanged) I just updated KSP and mods yesterday and the Rald-Duna version was working in my 3x system (SigmaDimensions). I just moved these files into 1 folder today, compressed, and uploaded... haven't tested, maybe I screwed something up. Hopefully people can figure out where to put which files. Scatterer Supported Config file for resources of the Community Resource pack that are relevant for life support (CO2, Water, Oxygen) Vestigial config file for SigmaDimensions if you want to play at 3x like I do. Don't add files from the "alternates" folder to your game data folder.. but rather use those to replace the corresponding files if you want to change the location of Rald/Play Rald Space Program
  7. It might have been a year ago that I first saw someones custom controller for KSP on the internet. I thought: "man, I would really like to be able to build one of those, but I am lacking some serious skills". After tinkering with Arduino's for a few months and learning how to solder from YouTube videos, I thought: "hey, maybe I can create a Kerbal Controller!" Now that it is almost completed, I would like to share my build process with you all, including parts used, design drawings and Arduino code. I hope it will make it easier for some other KSP fans to get into building one. [UPDATE]: Instructable here: [UPDATE]: I have uploaded all files to my github page here: [UPDATE]: It is done! This is the finished product: But first, back to how it all started. My first test was to use a slide potentiometer to control the throttle. I did this using an Arduino UNO with UnoJoy. It took some trial and error to get it to run on my mac. I ended up not using UnoJoy in my final build. I'll explain later. Step two was to think about the number and type of buttons and switches I would like to use. I created a prototype layout in Sketchup. I ordered a bunch of parts. And a soldering iron. Trying the layout in real life. First buttons installed. Testing out the LCD display. With the LCD display, I started using KSPSerialIO (props to @zitronen and @stibbons and any other people that worked on this plugin!). The hardest part of getting this to work, is variable type conversions. The plugin defines that the apoapsis in this example is a float. SO you have to do this trick to convert the value to a string or array of chars that can be sent to the display. This is the code I used for the test. //Apoapsis char bufferAP[17]; String strApo = "AP: "; if (VData.AP < 10000 && VData.AP > -10000) { strApo += String(VData.AP,0); strApo += "m "; } else if ((VData.AP >= 10000 && VData.AP < 10000000) || (VData.AP <= -10000 && VData.AP > -10000000)) { strApo += String((VData.AP / 1000),0); strApo += "km "; } else if ((VData.AP >= 10000000 && VData.AP < 10000000000) || (VData.AP <= -10000000 && VData.AP > -10000000000)) { strApo += String((VData.AP / 1000000),0); strApo += "Mm "; } else { strApo += String((VData.AP / 1000000000),0); strApo += "Gm "; } strApo.toCharArray(bufferAP,17); writeLCD(bufferAP); This is the shoebox prototype with all the parts I tested with installed. And here is the mess of wires inside. I didn't want to have to desolder everything when moving to the final faceplate, so I used a breadboard for temporary connections. Enough info for today. In the next part, I'll show how I moved from the shoebox to a lasercut MDF faceplate and changed out those big arcade buttons for something way nicer! Stay tuned.
  8. This is the WIP progress thread for my first ever mission, Subnautika, based off of and inspired by the sci-fi survival game Subnautica. Built in stock KSP, no mods required. The Kaurora was just beginning its 6-month long exploration mission to document the newly discovered ocean moon of Laythe. Built around orbit of Kerbin, the Kaurora began its journey to the green gas giant Jool and arrived about 3 months later. The crew consisted of 4 kerbals: Valentina, Bill, Bob, and Ryley. When the Kaurora finally braked into low Laythe orbit, however, it was hit by an unidentified energy pulse. All contact was lost. The Kaurora's 2 lifepods deployed. Ryley was alone in Lifepod 5 while the other three bundled into Lifepod 4. While descending through the atmosphere, Ryley was hit on the head with a stray panel and knocked out. Hit pod safely deployed parachutes and flotation devices and landed by the shoreline of one of Laythe's scarce islands. And this is where the mission begins. Ryley must investigate the strange circumstances of the Kaurora's destruction while plumbing the deeper and darker secrets of this isolated and (so it seems) lifeless moon. The mission is still in its early stages of development, and I'll post an alpha version as soon as I get the story working (fiddling with some recreations of Subnautica's buildings).
  9. Hey guys! i pressent to you the A MILLON LIGHT-YEARS FROM HOME MISSION PACK It has been a while since i made my first misión called Encounters in the void(small patch coming today).But now i think is time to go BIG-er. This mission pack will let you live some of the events from my novel wich i suggets that before playing this missions you read it. So... for now it isnt much of a pack since theres only 2 misión But in time this will be a mission You will need to install the following mods to use this mission pack:(note that this list will get larger) Heres the first misión: Mission 1:A corius discovery:Difficulty: Normal (WIP)Mission 2:Kerbin Interstellar phasegate resuply:DIfficulty:Hard Mission 3:Flight training:dificulty:easy I HOPE YOU ENJOYED THE FIRST MISSION AND MORE WILL COME IN THE FUTURE.... BEFORE YOU GO IF YOU HAVE ANY IDEAS ON HOW TO IMPROVE THE MISSION OR IDEAS FOR MORE MISSIONS COMMENT BELOW!!!! ROADMAP: CREDITS: KerbalX user:Rocket_man1234: For the aircraft you are going to be using at misión 3
  10. Have you ever wanted a Ballistic missile (or orbit-capable budget rocket:D ) that is low-cost and can get 70kg to LKO or LEO(WIP)? "edit :a minor mistake:D" 1.1 m wide and 13 m tall. I am definitely doing something I am planning to make a replica and a kerbal version of the Vector block 0.1 Rocket! This is the progress on the Kerbal version so far! SO WHAT DO YOU THINK? SHALL I CONTINUE ? (that is how the replica will look like) (and for the realplume i will use alcholox) (and planning to do RSS configs if no one wants)
  11. Hi it is me cratercracker! I will start of a letter, that you must read before writing any evil comments: This is not supposed to be political, or offensive to the people of the countries whos fiction flag i have drawn, if you find those a disgrace to the actual flags, i am deeply sorry,please stay off politics and discuss only the art. These are made for your playthough, if you are trying to have your own alt-universe or something else. Russia Canada America (one star because "America is a song, that must be sung together" or just because because) China (i am sorry for this, if this offends you) France (hey, originality, where did you go?!) Germany (i am sorry for this one too) Italy (no, this one went pretty not bad) Japan (i am so sorry!) Very very WIP Great Britain (it will soon be done, but i am currently very sorry) ESA (cuz why not) Give me your opinions and other flags you have! And again SORRY.
  12. ShipJuice: Civilian Dock This project is a mod for Kerbal Space Program that gives the player a method of getting resources into orbit without having to launch the resources themselves. This mod should support any resource mods that you may want to use. Features: Civilian Docking Port: a part that intakes resources at the cost of credits when it is active in a Kerbin orbit. Adjustable Difficulty: you can adjust the period at which resources are transported (in days), the amount of resources transported, and the cost overhead percent to ship the resources to your station. Planned Features: A ground 'export' part that can be placed on celestial bodies other than Kerbin limitations on what can be shipped from bodies other than Kerbin based on available resources (possibly in another mod) limitations on what can be shipped from bodies other than Kerbin based on outpost happiness (or something) A custom model for the civilian dock so you don't get it confused with a normal dock! Installation: Just chuck the ShipJuice folder into KerbalSpaceProgram/GameData Mods that should go well with this one: Extraplanetary Launchpads: Ship parts up to your orbital construction facility without having to launch/mine/recycle/refine them! Kerbal Construction Time: The time it takes to build ships means more when your budget is slowly being drained getting resources into orbit. Source code: Releases: Latest: (v0.1.1) License: GPLv3
  13. The goal of this is just to make parts that I have wanted that just may be useful to someone else. Parts: 4 Variants of a 50 caliber long recoil machine gun. Why: I like how long recoil guns look when they fire with the very visible mechanisms moving I like low part count parts that combine multiple things together for quick assembly. The four variants are wing mounted, wing mounted with a magazine, surface mounted (shrouded) with and without a magazine. This is not based on any real machine gun but the barrel and mechanisms are, I think, within reason as I tried to follow typical specs/barrel sizing while modeling. The magazines also hold what I measured to be a to scale amount of ammunition. For sound these use the base BDArmory sounds. This needs BDArmory to work 2 Variants of aesthetically different gun pods. Why: I like low part count parts that combine multiple things together for quick assembly. These may eventually become turrets These very roughly follow realistic sizes (The barrels at least). They come with ammunition. (If you can guess, I made these before the previous ones.). This needs BDArmory to work 3 Variants of BDArmory Combination Command Boxes. Why: To combine 3/4 frequently needed parts into one To have to closest thing to a laser I can make These have AI flight modules, Weapon Management modules, Flight Command modules, Solar panels, Batteries Lights (lasers?!), Very Small Reaction Wheels Radios and Small RTGs. Its recommended to use 360 degrees of view for now. This needs BDArmory to work 1 Small Single Shaft 1 mode thrust direction changing turbojet fin (Based loosely on the TJ100(Tweakscalable)) Why: I like low part count parts that combine multiple things together for quick assembly. Ive wanted a small drone sized jet engine that does not need anything but itself to produce thrust/steering. (Intake, directional thrust, fin, small fuel tank, engine included). These are pretty small, so theyre great fun early stages, but youll want tweakscale to play around. 1 Electric Ducted fan ((Tweakscalable)). Why: I like electric ducted fans, and wanted one I could tweak to feel more realistic and like the look of. Both this and the mono prop engine use KAX sound assets. 1 Atmosphere breathing mono propellant powered 0.625/half size piston engine (Tweakscalable). Why: For low flying flying rovers on planets with atmospheres but no oxygen like eve based on concept from nasa in the 70s Single Piece Landing gear. (scalable) Why: I like low part count parts that combine multiple things together for quick assembly. Thanks to Shadowmage for answering probably too many questions about this. It uses KSPWheel as well as Kerbal Foundry sound assets. One Part y axis balanced dual wheel landing gear. Why: To have a small steerable landing gear piece that has functional wheel colliders for each wheel, meaning a vehicle can be balanced on just 2 of them. Outside of BDArmory parts, parts are on the techtree. I decided to post this here, in addon releases, as Il probably never really "finish" it as basically Il just keep adding parts I want and I think ive basically hit all the major points I wanted to hit when starting. I think Il just let the other thread die, or post more in depth info there. Blog like "development" update thread with issues, planned changes and smaller updates I dont think warrant a number change. (Quotations because its such a small mod relatively in the sea of kerbin). Link to SpaceDock Download Dependencies, recommended and included mods: Included Included Not Included. Latest Downloads available from the official Github Releases page. Recommended License: Feedback is appreciated. Ive never done this before and am clueless. If anything is off, and you know how to make it better, Im open to advice. Also thanks to Shadowmage and Spannermonkey for their assistance with KSPwheel and BDArmory Continued respectively. They've both been extremely helpful with questions, examples and advice. Also thanks to all others who have been helpful here and there.
  14. Infinate Horizons, Volume I Beginnings Table of Contents: Chapter One: The System
  15. hello, welcome to my KSP overhaul development thread, my second mod designed for KSP this mod aims to add: more fun buttons to press within the IVA... more fun resources to play around with! and a better career system? to do list: Resource utilisation... IVA modded IVA Licence: All rights reserved DOWNLOAD! KSP overhaul dependances: Module Manager update - (15/12/17) Figured out science defs, thanks @DeltaDizzy! Screenshots to come on monday so are new experiments, new parts (maybe) IVAs (more than likely), certainly bugfixed expect releases on monday!
  16. Feel free to Join the KSP Planet Mods official Discord! Features: Live support Screenshots Voice Chat Fun System(ic) Body Colection Now looking for volunteer to translate into Russian. If you would like it in another language that English, French or Russian, please tell me, or volunteer. No volunteering anyone other than yourself. A Small Planet Pack. It only contains Iontopia, a minmus like object orbiting Kerbin at 35 Mm. It is very rich in a strange new substance called Zenon, which can be relatively easily refined into Gaseous Xenon, provided your ISRU software is up-to-date. It is VERY flat, which combined with the Zenon Reserves, makes it a Great target for Ion-related activities.(Hence the name) You must download Kopernicus and it's dependencies for this to work. It can be found here: If you are using KSP 1.2.2, use Kopernicus 1.2.2-9, instead of 1.3.0-4. Special Thanks: @Gameslinx for texture help and biome map assistance. @Galileo for the final piece of the texture puzzle. @SamBelanger for French Translation. Download: If you want to contribute to development, just help with the checklist below:
  17. Finally released --> in this post I find it frustrating that I can not de-board tourists form my holiday trip shuttle, let them be recovered, refuel and restock the shuttle, board new tourists and fly again. Several threads suggest similar things: So I've made a tiny mod that temporarily promotes tourists to crew members and imposes several restrictions on when they can go EVA. Like level 0 tourists can do it only when landed on Kerbin and craft does not move, level 1 can do munwalks and so on. After they are recovered, they become tourists again. The restrictions are configured in settings.xml GameData/KourageousTourists/Kourage.cfg file. Tourists can not perform any experiments, but probably should be denied from other things like boarding a control seat. I'd like to discuss the most reasonable set of restrictions. Source code on GitHub: Update - tourists now can take selfies. Update - first pre-release with one working contract: Kourageous Tourists 0.1 Added one more contract and rebuilt for both KSP 1.2 and 1.3 Get it here --> Kourageous Tourists 0.2 Release Candidate 0.3 Another type of contract added. Some tourists want to visit anomalies and take photos. To the moment, limited to Kerbin and Mun. (This time compiled for 1.3 only) KourageousTourists-0.3 Changelog:
  18. Hi to all kerbonauts i'm Diias, So let me tell you my idea, in a simplified version : I wanna reshape (not in a bad way) the way you start with your aircraft in the ground, I wanna add this items to my first iteration of this mod when it realeses which I have no date, 1. New small to mid size engine, I'm aiming for like a A320 to B737 engine 2. Add an APU system 3. Add 1 new type of material which is pressurized air So it would be like: So you would do your aircraft or plane, and to start the engines you need pressurized air.... and to make that pressurized air you need to start the APU (It's worst than it sounds) but to start the APU you need Electric charge which I will tweak during the development to be balanced. "Obviously the APU can only start one engine ( You could only start 2 engines at the same time if you putted 2 APU's but that is kinda obvious)" But here it's where it gets tricky, I know little about 3d modeling and I just have my girlfriend helping me doing it but she only had like a crash course of blender, so if anyone wants to help or in this case volunteer for this project send me a private message, and for everyone else I will try to update every once in a awhile the development of this mod thanks to all who red this post stay kerby 1st Update: 2nd Update This is how it looks in unity now with some really fast textures but almost finished: and
  19. Hello everyone! Today, I decided to give back to the community, in the form of a new mod! This mod will feature Therma, a new planet. It's basically a modified Kerbin, yes, but it's just a start. In the future, I might turn this into a planet pack, when I actually get some experience. Therma: Is a new planet. Is slightly warmer than Kerbin, but still comfortable. Has liquid water oceans. Has a breathable atmosphere, containing oxygen. Is basically a modified Kerbin. Has lower gravity than Kerbin, low enough for jetpacks to work effectively. The atmosphere is slightly smaller, but denser too. Is not a mix of Duna, Laythe, and Kerbin. Is between Duna and Kerbin. Has rings (in the future) Will have multiple moons, soon™. Is Eve's worse nightmare. Is also the name of this mod. Doesn't exist yet. Since the community seems to be very supportive of mods, I decided to go here. I am only starting to develop Therma, any new updates will go here. I don't have much experience in making mods (this is my first real one!), so, I need your help! Tips and tricks here will also be appreciated. UPDATE 1: Concept art:
  20. Yea, long title but pretty explanatory. This is a concept folding wing airplane based off of WWII US fighter planes, the Corsair and the Hellcat and this plane is able to fold it's wings vertically so it is able to be stored compact. This is a prototype and concept so the design of the hinge and it's efficiency deploying and folding them individually is sub-par. Also the visual appeal of the hinges are horrible so if anyone can design a hinge and a plane better than this please feel free to show. 128 parts, stock, SPH: Actiongroup 1: decouple wings to fold up.
  21. Noticing the Huge lack of 4 kerbal pods and 3.75m command pods in the game I decided to start work on a mod. Its called the onion mpcv because it was 1am when I started this and that was the best thing i could think of that sounded kinda like Orion don't judge me. This is Orion: Ultimate goal is to make all the parts for the orion mpcv, possibly the SLS and eventually more 3.75m command pods and cool stuff. So far I've been able to get the command module into the game. Here's the OnionCM next to the 1.25 and 2.5 pods for comparison. Going for stock-alike when it comes to textures though those windows are really pretty bad i'll have to work on my texturing. Holds 4 kerbs so you can bring Val along Top is made to fit your standard docking port and stock heat shield fits pretty snug. I'm considering integrating parachutes into the pod similarly to the way the actual Orion pod functions. I've also managed to create a LES shroud for the command pod which manages to fit the docking port on top and I have confirmed that the stock LES can lift the onion far from disaster if needed. I'm currently lost as to how to make my models appear smooth other than increasing tri count which is obviously not the way to do things, If anyone can point me in the right direction It would be very much appreciated. (the command pod looks smooth because its somewhere in the range of 3000 tris and has a dark texture. I hope to bring that number down to the 2000 range if possible so I have more wiggle room to actually recess the windows like on the real pod.) Last thing that's worth showing off at the moment is this un-textured model for a 3.75m nuclear engine. (I've seen many mods that include 2.5m variants but not 3.75m) I have many other models that I've whipped up but ill show those off once they have textures and are a bit more interesting to look at. Any advice is welcome, since this is my first attempt at developing a mod.
  22. I've been working on/continuing Civilian Population Revamp, based on @michaelhester07, @rabidninjawombat, and @GGumby's collective work (found here, here, and here, respectively). I'm excited that it's gotten to a state where I think it can be shared (but still not released officially). Key Differences between mine and the above: Civilians are now full-fledged Kerbals, instead of being abstracted as resources There are now two methods of growth Linear growth by Civilians being ferried to your base -> A new arrival will arrive roughly every 85 days within Kerbin/Mun/Minmus SoI (contractor docks) Logistic growth by Civilians spawning within the craft -> Based on the number of Civilians present; first positive then negative exponential growth (apartment complexes) Civilian Growth is tracked by a new resource called "Civilian Growth Rate". It can be found on the upper-right hand corner of the screen with the other resources. It can be taken as a percent complete (0-1.00) until another Civilian arrives. Most of the time, it should read 0.00 because Kerbals take a long time to arrive. The mod is now life-support agnostic (due to Civilians now being Kerbals). Tac and USI Life Support are both supported in Module Manager config files Planned Future Work: Parts: Finish implementing the old Civilian Population parts that are missing Sort the assets into the appropriate folders for ease of use Plugin: Implement a method to transfer Kerbals using the GUI (without having to search the whole craft for them) Implement @jamespicone's Background Processing because it can take a while to grow a Civilian Note: Right now, this is still WIP and I am sure bugs will have to be squashed. Also, for simplicity, you can recruit Kerbals from the docking port. I will remove that before release. Known Issues/Workarounds: All modules with crew do not have internal spaces for the crews (and thus no portraits). If you need to EVA, use the GUI or right-click menu. For transfers, it's only the right-click menu at the moment. But for all parts, the first couple of seats should have an IVA. I highly suggest using Ship Manifest which has the above functionality. When a Civilian is added to the crew, the portrait does not automatically appear, even with a part with an internal space. Still trying to find the root-cause of that. Restart the vessel (go to another one and come back) and this should be resolved. Working on this after I get unfocused vessels working Civilians only spawn/come to your bases when they are the active vessel. Currently working on it. If anyone has any suggestions on how to improve it, feedback is more than welcome! This mod redistributes Community Resource Pack and Module Manager. Download (Version 0.0.5): SpaceDock: [ Population Revamp ] GitHub: [ ] License: [ CC-BY-SA 4.0 ]
  23. In response to this challenge, I am designing a spacecraft with one engine but infinite range; without ISRU. Hence: The Hold My Beer... mk1 Mk2 Images!