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  1. Sorry everybody, but this project is lost (My computer's harddrive broke, and I didn't store this on cloud ) Hello everybody. GGKSPMC here. Have you ever been annoyed by CurseForge, or just can't find the right place to upload all of your mods? Well, I am developing a AWESOME alternative to all of those modding websites. This modding website is going to be called GameModHub. Here is a GIF of GameModHub: or at http://i.imgur.com/EsFg5w6.gifv [fileSize is 2mb, so sometimes the browser will say 404 . You guys may be worried that GameModHub will end up like kerbalspaceprogram.com. Well, I will have high paying advertisements and premium accounts kind of like reddit or Curse, except that I will not go overboard on the ads because everyone hates ads! The maximum mod file size will be 500MB without a premium account, and 1gb with a premium account. I hope everyone is excited for GameModHub, because I AM! Please do not comment on things like hosting and bandwith because I have already dealt with all of that :D. Below is my development checklist BOLD: Not worked on yet, most will be worked on when the website is online [IM USING MAMP] Italic: Being worked on, beta feature Strikethrough: Finished Underlined: Never gonna happen until the website gets 2000000 users. HTML CSS JAVASCRIPT Most images Server side code PHP AJAX Uploading mods Virus detecting (Will need moderators to test the mods for viruses) ADS (not a bloody ton of ads. just one ad per page, what other way will I get close to enough money to run a modding website?) Usernames Premium Comments Forums Blogs Wikis Server list Please suggest more features for this website! Please also do not troll anyone on this post, and please be motivational! UPDATE LOGS: ALPHA 1: Nice design/style ALL CSS/HTML worked on Currently Working On: Html/Css [because I need to make it even better] MORE RESPONSIVE JAVASCRIPT!!! Reducing file size SOON I WILL BE DONE WITH BLODDY PHP GameModHub Badges for badgers [PLEASE PUT INTO YOUR FORUM SIGNATURES!!! THANKS!]: User:
  2. Hi, i want to make a ksp mod to simulate the proverse yaw effect caused by the bell-shaped lift distribution formulated by Prandlt. As a layman, i have no idea how to program and create a mod that do that. I am trying to learn a litle bit of the C# language but i think it will take a long time, so, maybe i can get some help. The mod would be very simple, just having a UI that allow you to switch from the elliptcall spanload to bell spanload, and vice-versa. This bell lift distribution create an effect the as you aply aileron to generate more lift on one wing you also generates more trust, thus yawing in the same direction of the turn. For understanding more of this you can search for the prandlt-D project that is made by NASA. I want to reproduce this effect on KSP to make better flying wings projects, i hope you can help me with this project! Here is a link for the NASA's Prandlt-d project: https://www.nasa.gov/centers/armstrong/news/FactSheets/FS-106-AFRC.html
  3. I am not a very creative person and I really want to make a mod for KSP. If you guys have any concepts plz tell me and I'm gonna probably make a mod out of it.
  4. Hello there I have created a new mod called Space Frontier Technologies. I am really new to modeling and modding in general but I will accept criticism. I also need help with modeling and understanding the configs how to put in tags and layers so if you want to help me do that please dm on discord @MEGA SLIME#9647 or reply to this thread. Please tell me any way on how to improve this mod and tell me of any bugs. I will be looking at tutorial for texturing too. The textures are horrible(I know) I will update them in the future and will try to do better textures but i am learning so they still might me bad. Even if you download my mod but don't use it at all that would help me a lot!Now you are probably wondering "Why is this mod so different?" Well I will be updating this mod as much as I can and will add community ideas if it gets enough attention. I will also adding SpaceX like parts (its not the main feature though). There will be a lot of engine, fuel tanks, ect. in the future when this mod has gotten pretty far I will make a solar system that will be equal to this mod so you can get to planets with this mod. I will be posting more updates in the roadmap below and Will be doing status updates below too. But If you want to help that will be great! Again I will try my best to keep this mod unique. Check this mod out anything helps like replying or downloading thanks! But once i add a lot of parts to this mod I will discontinue it and open it up as a new mod. So everything is fresh. Once I do that i will work on the planet mod that will work well with SFT STATUS UPDATE: 0.1.1 update is out!!! Check out the space dock and github link! Roadmap DOWNLOAD: GITHUB SPACEDOCK Curse Forge Realplume for the newest engine: Pictures: ^The A Pod , Goowee Tank. N-1 engine Changelog: license: MIT
  5. Why can't I find Kopernicus on Curseforge?
  6. So basically i would really like to see the Kerbin mapping being changed to the Strangereal map of Ace Combat. I'm a long time Ace combat fan but i cannot figure out myself how to make the map (terrible at coding and modding). I provide the flat map i could recreate using photoshop here. If anyone could make this a real thing i would be really happy (and much Ace Combat fans too). so far my request, hope someone could help me out with this
  7. I have looked everywhere and all the videos are like from 5 years ago. I know that you need a 3 modeling engine which is blender (for me) and unity. Can maybe an experienced Modder or anyone please tell me how to get started?
  8. I'm moving an installation and I must have forgotten to install a mod. The game is complaining that the following parts are missing: "WBIConvertibleStorage" Anyone know which mod it's a part of?
  9. I cant seem to make my engine gimbal, here is the code and I have gimbalTransform1 and gimbalTransform2 in unity as gameobjects under the main gameobject https://drive.google.com/file/d/1usJhwl4Oqh3YhMvfqJlxrkZjKTXiGpL-/view?usp=sharing I am using rsb RD-180 as a base
  10. Hello, Universal Storage 2 currently has localization files for Spanish, German, Portuguese and Italian thanks to the help of some amazing volunteers. But there are some additional languages that KSP supports that would be great to get into the mod. I've played with various methods to make translating the mod as easy as possible and I think I've found the best approach with google drive. https://drive.google.com/drive/folders/1UFJLkAK1H04U1CSOjrpiI0RfuzbjPj3b?usp=sharing The translation files are on a shared drive folder which anyone can edit. If you would like to help us translate the mod into other languages you can do so by opening the appropriate file and making the changes. All the files are in place for the languages KSP supports, although some of them are just copies of the en-us file and have yet to be translated. The Change log sheet can be used to add any comments and will help me manage the sheet (it'll also give me a list of names to add to the credits) Thank you in advance for any help you can give to make Universal Storage II a global mod.
  11. As the title says I'am new to ksp and I want to use mods. does anyone now good mods. I also want a mod that autopilots or automaticali does the nodes for me. thank you for your help.
  12. I'm creating a mod that requires a gui or some type of hud menu. Kinda like the gui of extraplanetary launchpads, or any other mod. I have found a gui tutorial on the ksp wiki Here That tells little to absolutely nothing in terms of anything. Could someone please tell me something, or update the wiki page to say something. That would be amazing.
  13. Hi all. I was just wondering if there is any mod which is compatible for KSP 1.9.1 which gives Jool a surface. Thanks.
  14. [1.2.0] KSP KeepFit 0.11.9.8 - A Kerbal In-mission Fitness Degradation and Gee Loading Addon TLDR; A plugin to track kerbal fitness levels and impact their G-tolerance as a result of spending years bunged up in tiny capsules. Summary of Features - All Kerbals have a fitness level - Each capsule has a defined 'activity level' defining the comfort, room, and built-in fitness capabilities for crew in flight. - All Kerbals are now subscribed to a regime of calistheni caliths ... workouts whilst not on missions to recover their fitness levels. - All Kerbals fitness levels go up or down based on their opportunities for exercise (not just active vessel). - In-flight display of Kerbals fitness levels and Gee loading - Kerbals in active vessel are affected by their current Gee loading - Separate tracking of short and longer term Gee loading (1 and 5 seconds, and 1 and 5 minute aggregates), with lower tolerances for longer term Gee overload - Fitness levels impact Gee tolerance - Visible warning if crew experience dangerous Gee loading - Excessive Gee May cause Untimely Death of crew! - Per save configuration settings - Enable or disable KeepFit without removing addon - Crew fitness levels, settings, and Gee data saved in main game persistence file - revert friendly! - 'WimpMode' to turn Fatal Gee into G-Loss of Consciousness (currently notification only). - Truly Ugly full roster view in Tracking Station and VAB/SPH - Uncounted undetected bugs! - Special extra bonus for using Habitat Pack, as Porkworks Centrifuge part is currently the only part configured by default to bestow EXERCISE on crew on missions How to add the KeepFit part module to your parts Whilst KeepFit makes a wild stab in the dark at choosing a reasonable fitness level to apply to crewed parts, you probably want to add your own configs for your favourite parts if you feel they shouldn't be assumed to be 'cramped' (by default all crewed parts are cramped, as per the Mercury quote 'You didn't so much get into it as wear it' (though dammit I can't find the original quote now). Using modulemanager scripts, you add the module which allows the activity level to be defined for a part, which then goes to affect how quickly your crew's fitness degrades. See below for an example. All you have to do is create a .cfg file, and replace the named parts in the example with the part name (from the part.cfg file, not its name in the parts list in the editor), and choose an activity level for strActivityLevel from the available :- CRAMPED COMFY NEUTRAL EXERCISING // slightly better @PART[mk2LanderCabin] { MODULE { name = KeepFitPartModule strActivityLevel = COMFY } } // even more palatable @PART[cupola] { MODULE { name = KeepFitPartModule strActivityLevel = NEUTRAL } } Download from :- - SpaceDock - GitHub Release Source and Legal Notices Source code on GitHub This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License This mod includes version checking using MiniAVC . If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin . Changes : 0.11.9.8 - Merged fixes for assembly loading/parsing, and additional configs from Kerbas-ad-astra - many thanks. 0.11.8.7 - Rebuilt for KSP 1.2.0 - Many additional part configs courtesy of Kerbas-ad-astra. Many thanks. 0.10.8.6 - Reworked config window for more sane value editing, and to allow editing of baseline Gee tolerance levels. 0.10.7.5 - Rebuilt for KSP 1.1.3 - Didn't fix gender issue on Gee message 0.10.6.4 - Rebuilt for KSP 1.1.2 - Release build 0.10.5.4 - Rebuilt for KSP 1.1 release. - Fixed issue with old windows remaining after switching scene (may also have held onto other resources as a result!) - Debug build - extra logspam for debugging/error reporting uses. 0.10.4.3 - Rebuilt and fixed up for KSP 1.1 prerelease. - Added configs for CrewTubes 1.25m airlock and 2.5m airlock stock parts (I can't even remember!) - contributed with thanks by Fraz! 0.9.4.3 - Added configs for HGR, AIES, CX parts, kindly contributed by @Fraz86, @EvilMurk, @Kerbas-ad-astra 0.8.4.3 - Fixed (again) dupe of OKS_Habring in config - Fixed window spam issue where multiple instances of windows would appear when clicking a button for a window which is already open. 0.8.3.3 - Interopability between KeepFit and GeeEffects mod, courtesy of SerTheGreat, many thanks - Merged in blk2007 addition of missing KeepFit config for the Akademy. - Rebuilt against KSP 1.0.5 0.7.3.3 - Rebuilt on 1.0.4 and updated compatibility in version info 0.7.3.2 - Removed applauncher detector code (for testing purposes, shouldn't have been released) 0.7.3.1 - Recompiled for KSP 1.0.3 0.7.2.1 - Fixed bug causing CLS not to be properly detected, and exceptions thrown when using CLS support. 0.7.1.1 - Added optional support for ConnectedLivingSpace - if CLS is installed, config can be set so that Kerbals are assumed to have access to the 'best' location for ActivityLevel in the space that is accessible to them according to CLS. - Switched applauncher icon to DDS. - Added activity level description to VAB/SPH parts browser 0.6.1.1 - Added extra toggle to config - useBestPartOnVessel - if set to true KeepFit assumes Kerbals can go to the best location on the vessel to keepfit. - Fixed persistence bug which was resulting in vessels losing their components activity levels 0.5.1.1 - Added excellent configs for 1.0 stock additions, NearFuture and Stockalike Station Parts contributed by @FRaz86. - Shortened the partmodule context menu label. - Included profession in crew roster ui.[/LIST] 0.4.3.1 - Fixed Gee effects kerbal killer being enabled even when KeepFit has not been enabled for the game save! (I killed Jeb in *my own* career game!) 0.4.2.1 - 1.0.2 Compatibility rebuild, no other changes. 0.4.1.1 - 1.0.0 Compatibility rebuild 0.3.0.1 - 0.90.0 Compatibility, added minimum landed gee (default 0.05g) for landed state to imply 'exercising' - other changes see github 0.2.0.6 - MainWindow is no longer an exclusive appLauncher button, so it can be moved around and kept etc, and also hiding mainWindow via the appLauncher no longer hides all the child windows 0.2.0.5 - Reworked UI to be almost nice, and confirmed major functionality working 0.2.0.4 - Fixed lack of fitness updates whilst in spacecenter scene, changed spacecenter button behavior to show fitness roster window, de spammed the logging on the debug build somewhat, and tidied up the applaunch icon. 0.2.0.3 - Added support for ksp-avc/mini-avc, and switched to a compatible versioning scheme 0.2-alpha - Updated to use ksp 0.25 for build, removed module manager from package, switched to using app launcher, otherwise just as broken as previously. 1.0.43 - Removed some unnecessary debug log-spam, and enabled plugin during tracking station + space center scenes, as well as flight, as time passing in these scenes has become 'real' in 0.23.5 1.0.43 - Many cycles of pain later, appveyor is partially working again, though dumping packages always into the same destination 1.0.33rc1 - Interim manual build due to build host plosion - removed debug infinite fuel bobbins, modulemanager dll, and toolbar from distribution zip 1.0.28 - Moved modulemanager dll to the correct place in the installation bundle 1.0.27 - Scrubbed up the roster window (VAB/SPH/Tracking Station) to use the same style as the in-flight display, made crew displays a togglable dropdown for space, and added an all vessels display to in-flight, plus fixed a save bug 1.0.26 - Fixed bug resulting in parts not picking up their specified activityLevel correctly 1.0.25 - Removed egregious 'helloworld' window from KeepFitPartModule in-flight UI 1.0.17 - 1.0.24 - Battled the beast that is AppVeyor ([URL]https://ci.appveyor.com[/URL]) to get automated build + package generation 1.0.11 - 1.0.16 - KeepFitPartModule now contains definition of activityLevel on attached part, vessel takes 'best' activity level among component parts - Landed vessels now take activityLevel to EXERCISING - In-flight UI inspired by/copied from (ish) Alternate Resource Panel. Now displays Gee loading breakdown + fitness of active vessel crew - Fixed it, broke it, fixed it (repeat x99)
  15. This mod seeks to expand the science lab system. It currently adds a smaller, one-kerbal lab, and a 4-in-1 science package. Currently uses stock meshes since I suck at 3d art . Works for KSP 1.8.1 and up See Github for downloads. Github: https://github.com/toshnika/LabsPlus/blob/master
  16. Hi , So , I play KSP for a bit of time now , and I want to try some mods . The problem is ... I don't know were to start ! What do we have to do to install mods , how to play to lots of mods at a time , and finally , which mods shall-I choose ? I have no idea which mods exist and which mods are the best . If you know the answer for one or more of my problems , can you answer me , please ?
  17. I have tried many cinematic and camera mods but nothing worked back in 1.7 and now I'm again finding these types of mods but no one works(I have 1.9 virsion) please help! Or do anyone have any camera mod which still works on 1.9 please tell
  18. I was finding any mods which can give me flight profile in graphical form like altitude vs time graph, acceleration vs time graphic etc. Like dude in this video https://youtu.be/nSDXLiynSDXLiydwCY I just died finding this thing but looks like it doesn't exist
  19. Is there a mod/way to make solar panles less effective? It's just that is sometimes feels like cheating because you don't really need panels that much.
  20. Every time I start ksp, the loading gets stuck at : "janitor's closet/Textures/..." After a while the game just doesn't respond and I have to close it. If I keep doing this a while, finally the game decides to launch. Anyone knows how to fix this?
  21. I love the mod, but I ran into some problems with it and I need help fixing it (can go into configs if needed) Problem 1: The shading effects make the game too dark Problem 2: When I come close to anything, it blurs and I don't want it to. Could you please give me some advice on fixing it? @The White Guardian could you help please?
  22. Shhhh... You can procure it here... Have you wanted a base for landing huge planes? Are you running your own Kerbal Security Program? ...or do you just want to feel like a James Bond villain? Well, this series of bases are for you! Included in this release is 'The Block' a Top Secret base hidden on an unpopulated forgotten island somewhere in the southern hemisphere. The base's real name is unknown and if you ask anyone there what its name is they'll just stare at you blankly. Also included is 'Kilo-Sierra-Papa' Airbase. Here someone locked up an artifact in one of the hangers. No one is allowed in, or is allowed to know what is stored in there. No one but Jeb... This has been a little project in the making for over a year. I put it on the back burner until 1.1 was released. This release includes: 'The Block' 'Kilo-Sierra-Papa' 2 Types of Hangers (Click the Far Right Stripe to Open/Close the Doors) 2 Types of Control Towers Light Tower Radar Station Fuel Tanks Helipads also... very Top Secret extras. Coming Soon: Bulwark Air Station, KHAARP Dependencies: Kerbal Konstructs you can get it here. Issues: Lift and Hanger door animations are a little broken due to changes in new animation code (KSP vs Kerbal Konstructs) hopefully there will be a solution soon. FIXED! Cameras get stuck on the top of the hangers if you zoom out too far, this is a trait dealing with statics in KSP. I made the hangers large enough to allow some room for the camera. Change Log: 1.0.11: Hot fix for the radar animation. 1.0.1: Fixed the lift and hanger door animations. Added fuel tanks, Kilo-Sierra-Papa Airbase, and a few more extras. 1.0: Initial release Credit: Special thank you goes to AlphaAsh for his help, support, his work on Kerbal Konstructs, and the shiney 'Top Secret' banner on the Kerbal Konstructs page. A thank you to Lack for letting me use his models as long as I gave him credit. Although, this was about a year ago, I hope he remembers. Wind sock and palm trees are by Lack, approach lights are based off of his original model. License: This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  23. Is there a mod that turns off artificial lighting in command pods? I always felt like some IVAs had very bright lighting, and to be honest it kind off feels off. So I was wondering if you have heared of such a mod that will make my experience more 'atmospheric'?
  24. I have tried installing B9 procedural wings on my ksp 1.8.1, but it keeps stopping at "verifying expansion: breaking grounds. I have had b9 aerospace before b9 procedural wings, and it worked fine. now, with b9 procedural wings uninstalled, it isnt working, and i am getting the same error. has anyone encountered this/know a solution to this? seeing as most of the crafts from kerbalx that I like have this mod, it would be great if it worked.
  25. Hello everyone. I've been a big fan of the RealChute mod for a long time, and I consider it one of the absolutely essential mods to have on any of my KSP installs. One thing has always bothered me slightly, however, and that is that, specially when paired with DeadlyReentry, even the Kevlar drogue parachutes with very light loading will instantly fail above a certain altitude (above 10-15km~) on reentry, but the idea, and even technology, of "parachutes" rated for reentry does exist, as do flexible(~) materials stronger and/or more heat-resistant than Kevlar. For example: Silica can be processed and woven into fabrics rated for 1800°F (980°C), for example. Carbon fiber being woven into fabrics is already a thing too. And apparently carbon tensile strength actually peaks at 1500-2000 °C with 5,650 MPa/820,000 psi, and carbon fibers heated in the range of 2500-3000 °C exhibit a modulus of elasticity of 531 GPa, or 77,000,000 psi (!!!). (for comparison, Kevlar fibers only have 3,620 MPa, 525,380 psi) Oh yea, and last but not least, chutes could be made of multiple layers and/of composite materials. So yea, in my humble opinion, Kevlar might still come with an anchor tattoo, but it should very much NOT be the strongest material available! Our dreams of conquering and settling the whole of the Kerbol system and beyond should not be limited by a lackluster set of parachute materials! HOWEVER! I am not a material engineer. I'm not anywhere close to any scientific fields. In fact I even suck at math. So! Community! I need your help(s) to research and understand this stuff so I can implement these RealChute Material Extensions! (pah-dum-tss) Ways you can help me help you get some of that juicy juicy material booty: Research: Find viable parachute materials! As close as possible to the fabric of that material that can be found or somewhat reliably assumed/extrapolated/calculated with some accuracy, find: areaDensity dragCoefficient areaCost maxTemp specificHeat emissivity Speaking of that, I have no idea what the 'specificHeat' and 'emissivity' parameters are in the existing materials. Explanations welcome! (And again, sorry, outside of the everyday basics, I'm not a thermodynamics-savvy guy) What is thermodynamics? And will it scream if I poke it with a stick? What is material science (specially this tensile strength stuff that seems really important for parachutes)? And will it end the kuniverse through a big rip? Testing: For whatever materials that are currently included in the mod as fully implemented or WIP, play around and if you find issues of any kind, tell me! For suggestions of balance or realism, it's important that you justify the reasons for the suggestion, either with good arguments or with verifiable data. Preferably verifiable data. Materials implemented thus far: Fully implemented: None. WIP: Carbon Fabric. areaDensity: Unknown - Currently approximated to 0.000072 by guesswork (same as RC's Kevlar). dragCoefficient: Unknown - Currently approximated to 1.25 by guesswork (same as RC's Kevlar). areaCost: Unknown - Currently approximated to 0.16 by guesswork (2 times the cost of RC's Kevlar). maxTemp: Semi-unknown - Currently approximated to 2273.15 K (2,000 C) based on temperatures from the wiki page on Carbon Fibers. specificHeat: 795.492 - Based on specifications of commercial products. emissivity: Unknown - Currently approximated to 0.5 by guesswork (rounded number close to the same as RC's Kevlar). Silica Fabric. areaDensity: Unknown - Currently approximated to 0.000072 by guesswork (same as RC's Kevlar). dragCoefficient: Unknown - Currently approximated to 1.25 by guesswork (same as RC's Kevlar). areaCost: Unknown - Currently approximated to 0.12 by guesswork (1.5 times the cost of RC's Kevlar). maxTemp: Semi-unknown - Currently approximated to 1273.15 K (1,000 C) based on specifications of commercial products; specially heat-resistant curtains/blankets for welding. specificHeat: Semi-unknown - Currently approximated to 1420 based on guesswork (same as RC's Kevlar) emissivity: Unknown - Currently approximated to 0.5 by guesswork (rounded number close to the same as RC's Kevlar) Download: SpaceDock NOTICE: I've changed the mod folder name (and the mod name in general) as of today (Version 0.1.2). This was done to remove the 'AlmightyR_' prefix from the name, since apparently that is not supported by ModuleManager and would need the underscore to be replaced by a '?' for user/sub-mod patches. As well as to improve grouping with the parent mod in searches and lists and stuff like that. If you have installed versions previous to 0.1.2, DELETE THE OLD MOD FOLDER ("AlmightyR_MaterialExtensionsForRealChute") before installing this version. License: CC BY-NC-SA 4.0 Summary: You are free to: Share — copy and redistribute the material in any medium or format Adapt — remix, transform, and build upon the material Under the following terms: 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. ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original. No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.
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