blspblackdeath

[1.4.3] Kerbal Historical Institute presents Original KSP Parts 3.7 [04.05.18]

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You should add the old LY-10 Landing gear in the next version of this mod!

Image result for KSP Old landing gear

(By the way thank you so much for this mod,

it still makes me nostalgic every time I load the game.)

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22 minutes ago, SamBelanger said:

1.3 PLZ :)

 

On 6/23/2017 at 7:17 AM, KerbolExplorer said:

im here to say that this mod will work perfectly on 1.3

 

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Both of the original post's download links don't work.  The Kerbalstuff site is long gone and the Curse link is broken.

Here is a working link to the Kerbal Historical Institution mod on Curse.  Has KHI v3.4, its last version, for KSP 1.0.5.  Just downloaded it today.

https://kerbal.curseforge.com/projects/kerbal-historical-institute-presents-original-ksp?gameCategorySlug=ksp-mods&projectID=225324

Edited by Jacke

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you can get the original parts jut by getting the old version...somehow :( (I don't know how) and snatch the original squad folder and rename it to old parts then smack them into your ksp 1.3 or whatever veision:D

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On 9/21/2017 at 7:56 PM, Abpilot said:

you can get the original parts jut by getting the old version...somehow :( (I don't know how) and snatch the original squad folder and rename it to old parts then smack them into your ksp 1.3 or whatever veision:D

No, config changes (at least between the free versions and now) prevent you from just loading up, say, the original SB-1 from 0.7.3 in 1.3.1.

Examples:

Old SB-1 config:

Spoiler

// Kerbal Space Program - Part Config
// RT-10 Solid Fuel Booster
// 

// --- general parameters ---
name = solidBooster
module = SolidRocket
author = Il Carnefice

// --- asset parameters ---
mesh = solidBooster.DAE
scale = 0.1
texture = solidBoosterTexture.png
specPower = 0.1
rimFalloff = 3
alphaCutoff = 0

// --- node definitions ---
node_stack_bottom = 0.0, -12.5127, 0.0, 0.0, 1.0, 0.0, 1
node_stack_top = 0.0, 10.2547, 0.0, 0.0, 1.0, 0.0, 1
node_attach = 0.0, 0.0, -4.96166, 0.0, 0.0, 1.0, 1

// --- FX definitions ---

fx_exhaustFlame_yellow = 0.0, -11.2673, 0.0, 0.0, 1.0, 0.0, active
fx_exhaustLight_yellow = 0.0, -11.2673, 0.0, 0.0, 0.0, 1.0, active
fx_smokeTrail_medium = 0.0, -11.2673, 0.0, 0.0, 1.0, 0.0, active

// --- Sound FX definition ---

sound_vent_medium = activate
sound_rocket_hard = active
sound_vent_soft = deactivate

// --- editor parameters ---
cost = 450
category = 0
subcategory = 0
title = RT-10 Solid Fuel Booster
//manufacturer = Jebediah Kerman's Junkyard and Spaceship Parts Co.
description = While considered by some to be little more than "a trash bin full o' boom", The RT-10 is used in many space programs, whenever the need to save cash is greater than the need to keep astronauts alive. Use with caution, though. Once lit, solid fuel motors cannot be put out until the fuel runs out.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,1,1,0

// --- standard part parameters ---
mass = 1.8
dragModelType = default
maximum_drag = 0.3
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 3600

// --- generic engine parameters ---

maxThrust = 130
minThrust = 130	
heatProduction = 550
fuelConsumption = 2
internalFuel = 100

// --- liquid engine parameters ---

// thrustVectoringCapable = True
// gymbalRange = 10


 

 

Current RT-10 Config:

Spoiler

PART
{
	name = solidBooster
	module = Part
	author = NovaSilisko
	mesh = model.mu
	scale = 0.1
	node_stack_bottom = 0.0, -12.5127, 0.0, 0.0, -1.0, 0.0, 1
	node_stack_top = 0.0, 10.2547, 0.0, 0.0, 1.0, 0.0, 1
	node_attach = 0.0, 0.0, -5, 0.0, 0.0, 1.0, 1
	fx_exhaustFlame_yellow = 0.0, -11.2673, 0.0, 0.0, 1.0, 0.0, running
	fx_exhaustSparks_yellow = 0.0, -11.2673, 0.0, 0.0, 1.0, 0.0, running
	fx_smokeTrail_medium = 0.0, -11.2673, 0.0, 0.0, 1.0, 0.0, running
	sound_vent_medium = engage
	sound_rocket_hard = running
	sound_vent_soft = disengage
	sound_explosion_low = flameout
	TechRequired = basicRocketry
	entryCost = 1200
	cost = 400
	category = Engine
	subcategory = 0
	title = #autoLOC_500484 //#autoLOC_500484 = RT-10 "Hammer" Solid Fuel Booster
	description = #autoLOC_500485 //#autoLOC_500485 = Packing a powerful punch for its size, The RT-10 is widely used in many space programs, whenever the need to save cash is greater than the need to keep astronauts alive.
	attachRules = 1,1,1,1,0
	mass = 0.75
	heatConductivity = 0.06 // 1/2 default
	skinInternalConductionMult = 4.0
	emissiveConstant = 0.5 // yes, it's white. But let's claim it's an emissive white...
	dragModelType = default
	maximum_drag = 0.3
	minimum_drag = 0.2
	angularDrag = 2
	crashTolerance = 7
	maxTemp = 2000 // = 3600
	stagingIcon = SOLID_BOOSTER
	bulkheadProfiles = size1, srf
	tags = #autoLOC_500486 //#autoLOC_500486 = (hammer moar (more motor rocket srb
	MODULE
	{
		name = ModuleEngines
		thrustVectorTransformName = thrustTransform
		throttleLocked = True
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 227
		heatProduction = 550
		useEngineResponseTime = True
		engineAccelerationSpeed = 10.0
		allowShutdown = False
		fxOffset = 0, 0, 0.12
		
		// Possible EngineType values:
		// Generic, SolidBooster, LiquidFuel, Piston, Turbine, ScramJet, Electric, Nuclear, MonoProp
		EngineType = SolidBooster
		exhaustDamageDistanceOffset = 0.6
		
		PROPELLANT
		{
			name = SolidFuel
			ratio = 1.0
			DrawGauge = True
		}
		atmosphereCurve
		{
			key = 0 195
			key = 1 170
			key = 7 0.001
		}
	}
	MODULE
	{
		name = FXModuleAnimateThrottle
		animationName = heatAnimation
		responseSpeed = 0.002
		dependOnEngineState = True
		dependOnThrottle = True
	}
	RESOURCE
	{
		name = SolidFuel
		amount = 375
		maxAmount = 375
	}
	MODULE
	{
		name = ModuleTestSubject
		useStaging = True
		useEvent = True
		situationMask = 60
		CONSTRAINT
		{
			// disable all but home
			type = SITUATION
			value = 0
			body = _NotHome
			prestige = Trivial
		}
		CONSTRAINT
		{
			// disable all but home
			type = SITUATION
			value = 0
			body = _NotHome
			prestige = Significant
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ALWAYS
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = BODYANDSITUATION
			prestige = Significant
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ONCEPERPART
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 4000
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 8000
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 2000
			prestige = Significant
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 4000
			prestige = Significant
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 1000
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 2000
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDE
			test = GT
			value = 0 // this just registers altitude as something to care about
			situationMask = 8
		}
		CONSTRAINT
		{
			type = ALTITUDE
			test = LT
			value = 300000
			situationMask = 16
			body = _NotSun
		}
		CONSTRAINT
		{
			type = ALTITUDE
			test = LT
			value = 600000
			situationMask = 32
			body = _NotSun
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 0
			situationMask = 8
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 600
			situationMask = 8
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 0
			situationMask = 8
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 900
			situationMask = 8
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 300
			situationMask = 8
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 1200
			situationMask = 8
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 200
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 100
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 100
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 50
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 50
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 20
			prestige = Exceptional
		}
	}
	MODULE
	{
		name = ModuleSurfaceFX
		thrustProviderModuleIndex = 0
		fxMax = 0.75
		maxDistance = 50
		falloff = 1.8
		thrustTransformName = thrustTransform
	}
}

 

 

Edited by Mrcarrot

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1 hour ago, Mrcarrot said:

No, config changes (at least between the free versions and now) prevent you from just loading up, say, the original SB-1 from 0.7.3 in 1.3.1.

Examples:

Old SB-1 config:

  Hide contents


// Kerbal Space Program - Part Config
// RT-10 Solid Fuel Booster
// 

// --- general parameters ---
name = solidBooster
module = SolidRocket
author = Il Carnefice

// --- asset parameters ---
mesh = solidBooster.DAE
scale = 0.1
texture = solidBoosterTexture.png
specPower = 0.1
rimFalloff = 3
alphaCutoff = 0

// --- node definitions ---
node_stack_bottom = 0.0, -12.5127, 0.0, 0.0, 1.0, 0.0, 1
node_stack_top = 0.0, 10.2547, 0.0, 0.0, 1.0, 0.0, 1
node_attach = 0.0, 0.0, -4.96166, 0.0, 0.0, 1.0, 1

// --- FX definitions ---

fx_exhaustFlame_yellow = 0.0, -11.2673, 0.0, 0.0, 1.0, 0.0, active
fx_exhaustLight_yellow = 0.0, -11.2673, 0.0, 0.0, 0.0, 1.0, active
fx_smokeTrail_medium = 0.0, -11.2673, 0.0, 0.0, 1.0, 0.0, active

// --- Sound FX definition ---

sound_vent_medium = activate
sound_rocket_hard = active
sound_vent_soft = deactivate

// --- editor parameters ---
cost = 450
category = 0
subcategory = 0
title = RT-10 Solid Fuel Booster
//manufacturer = Jebediah Kerman's Junkyard and Spaceship Parts Co.
description = While considered by some to be little more than "a trash bin full o' boom", The RT-10 is used in many space programs, whenever the need to save cash is greater than the need to keep astronauts alive. Use with caution, though. Once lit, solid fuel motors cannot be put out until the fuel runs out.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,1,1,0

// --- standard part parameters ---
mass = 1.8
dragModelType = default
maximum_drag = 0.3
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 3600

// --- generic engine parameters ---

maxThrust = 130
minThrust = 130	
heatProduction = 550
fuelConsumption = 2
internalFuel = 100

// --- liquid engine parameters ---

// thrustVectoringCapable = True
// gymbalRange = 10


 

 

Current RT-10 Config:

  Hide contents


PART
{
	name = solidBooster
	module = Part
	author = NovaSilisko
	mesh = model.mu
	scale = 0.1
	node_stack_bottom = 0.0, -12.5127, 0.0, 0.0, -1.0, 0.0, 1
	node_stack_top = 0.0, 10.2547, 0.0, 0.0, 1.0, 0.0, 1
	node_attach = 0.0, 0.0, -5, 0.0, 0.0, 1.0, 1
	fx_exhaustFlame_yellow = 0.0, -11.2673, 0.0, 0.0, 1.0, 0.0, running
	fx_exhaustSparks_yellow = 0.0, -11.2673, 0.0, 0.0, 1.0, 0.0, running
	fx_smokeTrail_medium = 0.0, -11.2673, 0.0, 0.0, 1.0, 0.0, running
	sound_vent_medium = engage
	sound_rocket_hard = running
	sound_vent_soft = disengage
	sound_explosion_low = flameout
	TechRequired = basicRocketry
	entryCost = 1200
	cost = 400
	category = Engine
	subcategory = 0
	title = #autoLOC_500484 //#autoLOC_500484 = RT-10 "Hammer" Solid Fuel Booster
	description = #autoLOC_500485 //#autoLOC_500485 = Packing a powerful punch for its size, The RT-10 is widely used in many space programs, whenever the need to save cash is greater than the need to keep astronauts alive.
	attachRules = 1,1,1,1,0
	mass = 0.75
	heatConductivity = 0.06 // 1/2 default
	skinInternalConductionMult = 4.0
	emissiveConstant = 0.5 // yes, it's white. But let's claim it's an emissive white...
	dragModelType = default
	maximum_drag = 0.3
	minimum_drag = 0.2
	angularDrag = 2
	crashTolerance = 7
	maxTemp = 2000 // = 3600
	stagingIcon = SOLID_BOOSTER
	bulkheadProfiles = size1, srf
	tags = #autoLOC_500486 //#autoLOC_500486 = (hammer moar (more motor rocket srb
	MODULE
	{
		name = ModuleEngines
		thrustVectorTransformName = thrustTransform
		throttleLocked = True
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 227
		heatProduction = 550
		useEngineResponseTime = True
		engineAccelerationSpeed = 10.0
		allowShutdown = False
		fxOffset = 0, 0, 0.12
		
		// Possible EngineType values:
		// Generic, SolidBooster, LiquidFuel, Piston, Turbine, ScramJet, Electric, Nuclear, MonoProp
		EngineType = SolidBooster
		exhaustDamageDistanceOffset = 0.6
		
		PROPELLANT
		{
			name = SolidFuel
			ratio = 1.0
			DrawGauge = True
		}
		atmosphereCurve
		{
			key = 0 195
			key = 1 170
			key = 7 0.001
		}
	}
	MODULE
	{
		name = FXModuleAnimateThrottle
		animationName = heatAnimation
		responseSpeed = 0.002
		dependOnEngineState = True
		dependOnThrottle = True
	}
	RESOURCE
	{
		name = SolidFuel
		amount = 375
		maxAmount = 375
	}
	MODULE
	{
		name = ModuleTestSubject
		useStaging = True
		useEvent = True
		situationMask = 60
		CONSTRAINT
		{
			// disable all but home
			type = SITUATION
			value = 0
			body = _NotHome
			prestige = Trivial
		}
		CONSTRAINT
		{
			// disable all but home
			type = SITUATION
			value = 0
			body = _NotHome
			prestige = Significant
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ALWAYS
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = BODYANDSITUATION
			prestige = Significant
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ONCEPERPART
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 4000
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 8000
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 2000
			prestige = Significant
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 4000
			prestige = Significant
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 1000
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 2000
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDE
			test = GT
			value = 0 // this just registers altitude as something to care about
			situationMask = 8
		}
		CONSTRAINT
		{
			type = ALTITUDE
			test = LT
			value = 300000
			situationMask = 16
			body = _NotSun
		}
		CONSTRAINT
		{
			type = ALTITUDE
			test = LT
			value = 600000
			situationMask = 32
			body = _NotSun
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 0
			situationMask = 8
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 600
			situationMask = 8
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 0
			situationMask = 8
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 900
			situationMask = 8
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEED
			test = GT
			value = 300
			situationMask = 8
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 1200
			situationMask = 8
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 200
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 100
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 100
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 50
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 50
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 20
			prestige = Exceptional
		}
	}
	MODULE
	{
		name = ModuleSurfaceFX
		thrustProviderModuleIndex = 0
		fxMax = 0.75
		maxDistance = 50
		falloff = 1.8
		thrustTransformName = thrustTransform
	}
}

 

 

OHH Jeez thx I completely forgot!:D

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After a long pause from KSP I came back. I updated the mod site. And after testing the mod reinitialized the download link for 1.3.1.

I might update the mod again if there is still someone interested in it.

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19 minutes ago, blspblackdeath said:

After a long pause from KSP I came back. I updated the mod site. And after testing the mod reinitialized the download link for 1.3.1.

I might update the mod again if there is still someone interested in it.

Very interested. Once, not too long ago, I downloaded the 0.25 version from Curse because it said it was not compatible with the (then current) KSP 1.2.2. It was pretty cool.

On 9/21/2017 at 7:56 PM, Abpilot said:

getting the old version...somehow :( (I don't know how)

https://forum.kerbalspaceprogram.com/index.php?/topic/131906-the-earliest-versions-of-kerbal-space-program/

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New Update released!

Kerbal Historical Institute 3.5

Parts added which were lost with KSP 1.4.

* TR-2V Stack Decoupler 
* TR-18A Stack Decoupler 
* Rockomax brand decoupler 
* TR-38-D 
* TR-2C Stack Separator 
* TR-18D Stack Separator 
* TR-XL Stack Separator 
* ROUND-8 Toroidal Fuel Tank 
* Rockomax X200-8 Fuel Tank (grey)
* Rockomax X200-16 Fuel Tank (grey)
* Rockomax X200-32 Fuel Tank (grey)
* Rockomax Jumbo-64 Fuel Tank (grey)
* Mk 1-2 Pod 

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On 3/9/2018 at 3:03 PM, blspblackdeath said:

Parts added which were lost with KSP 1.4.  ....

Thank you! for doing that.  The old KSP had a particular aesthetic, which was that the kerbals cobbled together their rockets out of junk they found laying around.  And it made KSP a lot funnier.  The new look is a bit too slick and professional looking for my taste.  I think the 1.4 update kinda misses the point of the old look.

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@blspblackdeathhave you considered putting things up on github? I'd be happy to contribute fixes to the older parts to make them work ok with 1.4.1

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On 3/31/2018 at 10:05 PM, seanth said:

@blspblackdeathhave you considered putting things up on github? I'd be happy to contribute fixes to the older parts to make them work ok with 1.4.1

I tried it but the mod seems too big to be uploaded there. I did it. I would be happy with a little help because I am quite busy with my doctoral thesis. https://github.com/BLSPBlackDeath/Kerbal-Historical-Institute

The parts making me headaches are the Landing Leg and the Landing Gear.

If you are interested to help give me a PM.

Edited by blspblackdeath

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14 hours ago, blspblackdeath said:

The parts making me headaches are the Landing Leg and the Landing Gear.

I haven't seen the Landing Gear part. Where should I be looking?

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big request but maybe there should be a kopernicus addon that creates the old kerbol system...or (like me) have old nostalgic versions backed up. 

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7 hours ago, Abpilot said:

big request but maybe there should be a kopernicus addon that creates the old kerbol system...or (like me) have old nostalgic versions backed up. 

Dude, old KSP parts and old KSP whole-fricking-system are two very different things.  Especially making a dependence on Kopernicus that the parts don't need.  Just doing the parts is mind-boggling, but the system is more, almost the equivalent of @Galileo's Planet Pack.  If it's worth doing, it's worth doing right, which would be in a separate mod.

Edited by Jacke

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8 hours ago, Jacke said:

Dude, old KSP parts and old KSP whole-fricking-system are two very different things.  Especially making a dependence on Kopernicus that the parts don't need.  Just doing the parts is mind-boggling, but the system is more, almost the equivalent of @Galileo's Planet Pack.  If it's worth doing, it's worth doing right, which would be in a separate mod.

fair enough.

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@blspblackdeath Is there any chance I could get you to re-organize this mod to use a more standardized directory structure that does not contain any spaces?

Currently, you have 'Kerbal Historical Institute' and 'IWNO' kind of mashed in the middle that causes issues with ModuleManager patches. I am working on making a patch as to allow all the old models/textures as PartVariants to the current ones.

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