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  1. Welcome to the 2nd ever parts mod! What does this mod do? Ever needed everything important for a rocket/space station in one part? Have you maybe also needed a Mass Simulator, or just something to hold down your rovers or spacecraft on low-gravity moons? Look no further than Utility Uplift! This is a combination of my pre-existing Utility Weights & Service Bays mods, but now merged! This mod adds 3 different sizes of service bays, all of which contain a probe core, batteries, monopropellant AND fuel, allowing for easy and compact spacecraft for newer players, or players looking for an efficient part that provides everything a rocket or space station needs! It also adds 4 different sized Utility Weights, which currently display as using "Solid Fuel", however that is a placeholder until we figure out how to make that text customizable. Dependencies - Space Warp + BepInEx via SpaceDock: https://spacedock.info/mod/3277/Space Warp + BepInEx Installation 1. Open the game folder by right-clicking on KSP2 in your Steam library, select "Manage," and then click "Browse local files" or open your custom game location. 2. Install Space Warp + BepInEx or CKAN via their respective sites/links. 2. Download Utilty Uplift, unzip it in the `BepInEx/plugins` filepath or Click the "Installed" checkmark on CKAN. Download Spacedock: https://spacedock.info/mod/3351/Utility Uplift#info Avaliable on CKAN v1.3.2.0 and above License Utility Uplift is distributed under the CC BY-SA 4.0 license. Read about the license here before redistributing: https://creativecommons.org/licenses/by-sa/4.0/
  2. Have you ever thought of launching rockets the wrong way? Retrograde Launch Systems gets you covered! They provide several rockets for you to launch westwards. This is my first mod, don't expect great textures or models for now. Download (SpaceDock): https://spacedock.info/mod/3545/Retrograde Launch Systems License: CC-BY-NC-SA (CFG), All Rights Reserved (Textures and Models)
  3. Is there like a sound pack for the BDA sounds, like the Missile launch, RWR lock, that kind of thing? Or do I have to do it myself? If so, how?
  4. I launch my game and B9 says it has a fatal error and its not meant for my version but its for 1.9.1. I looked on google and it seems like its been a problem in the past. Anyone know a fix?
  5. EnvironmentalVisualEnhancements - Clouds and City Lights EnvironmentalVisualEnhancements (a.k.a. EVE) is a mod for KSP that adds clouds and city lights. It is highly configurable and a number of other mods provide improved clouds not just for the stock planets, but for other planets provided by other mods. Go HERE for E.V.E. for later versions of KSP The mod works on KSP 1.8, and older versions are also available. This thread was a continuation of @rbray89's original EVE thread, please discuss on the REDUX version above. Installation The mod is distributed as two ZIP files, one small one which contains the plugin and shaders, and one large one which contains a sample configuration. If you are installing another mod which supplies EVE configurations, such as SVE, you should not install the sample configs. If you use CKAN, select EnvironmentalVisualEnhancements and then choose a config (if only one is available, that one will auto-select). If you are installing manually, download the latest ZIP files from https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases and unpack them into your KSP directory. The zip files include the "GameData" directory and so this should merge with the same-named directory in your KSP installation, such that after installing, your KSP's GameData directory will contain the "Squad" directory shipped with the game, the "EnvironmentalVisualEnhancements" directory which you just installed, and, if you installed the sample configs, a BoulderCo directory. Configs for other mods are generally shipped in their own directories. It is strongly recommended that you use the 64-bit version of KSP when using EVE, especially with advanced configurations. Note that you will not necessarily see any clouds on Kerbin in the main menu, and they may flicker. Load a game to check if you've successfully installed the mod. If you wish to install for KSP versions prior to KSP 1.2, see the original thread, but note that there is little support for old versions. Compatibility with other Mods EVE is compatible with most mods, but in particular it is tested to inter-operate well with these visual mods: Scatterer - makes atmospheres realistically "haze". PlanetShine - makes the glow from planets/moons produce ambient light. Stock Visual Terrain - make the terrain detail of the stock planets much better quality. There are also a number of excellent mods that provide advanced configurations beyond the sample ones shipped alongside EVE: Stock Visual Enhancements (SVE) - high quality visuals, recommended for higher-end systems. Para-Sci High-Performance Atmosphere Pack - sleek but still beautiful visuals, even less CPU/GPU demanding than the basic configuration. Be sure to remove the sample configs (the "GameData/BoulderCo/" directory) if you manually install a mod that provides all its own configurations. If installing via CKAN, you will be prompted with what needs removing. If using the Real Solar System mod, you will need different configurations, such as: Real Solar System Visual Enhancements If using the Outer Planets Mods, you will probably want to add EVE for those too, such as: Pood's Outer Planets Mod Visual Overhaul Performance EVE runs fine on mid-range systems. See the alternative configurations above for different performance characteristics. The most expensive effect is currently the volumetric clouds. You can turn these off in the in-game configuration dialog, or by editing the configs with a text editor. Obviously the more cloud layers, the more costly are the effects. By default, only cloud layers within 10km of the camera can produce volumetric clouds. Note that while some outdated information online recommends using the -force-d3d11 option, this is not needed with 64-bit KSP (which you should definitely be using if using EVE), and has been reported to possibly cause memory leaks. Configuration The sample configuration includes a single layer of clouds and city lights for Kerbin and cloud layers for other stock planets/moons as appropriate. You can modify the configuration in-game by pressing Alt-0 (zero), though be warned that this is an advanced feature. If you save broken configs you will need to re-install your chosen configs. There is no undo. Documentation for the config files is currently pending, but note that since EVE-1.2-1, the _MinLight option has been changed. It should be set to 0 (the default) unless you want clouds to glow on the night side (eg. auroras). Also note the relatively new "UVNoise" setting, which allows adding noise to the texture look-ups, either for large animated cloud effects (see Jool), or to mask pixelization in fine detail (see Kerbin). Pretty Pictures and Videos For now, see the original thread for slightly outdated pictures and videos. If you have ones you wish to display here, provided they are short and contain no revenue-generation, just ask. Contributing If you have code changes you would like to contribute to the core plugin or shaders, please submit a Pull Request on the GitHub project: https://github.com/WazWaz/EnvironmentalVisualEnhancements If you have major config changes you would like to contribute, these are probably best supplied to users as an independent mod, in the same way as others listed above like SVE. If you can find a nice way to make use of the BumpMap config, let me know! If you'd like to donate, be aware that I'm only maintaining the great work of @rbray89, but you can donate from the CurseForge EVE page.
  6. I have tried using the most recent update to BD armory and it's dependencies, in both the most recent KSP version and the version that it was updated for. I have deleted and redownloaded from each relevant github, taking each folder out of their gamedata folders and putting them in KSP's gamedata folder (I did not put the BD armory gamedata folder into the KSP gamedata folder, just the BD armory folder). I have tried many fixes suggested online, but nothing seems to work. Could I have some help with this please? I can send screenshots if it helps fix the issue.
  7. I've recently gotten interested in expanding the KSC with new buildings and a runway mod. KSC Extended can add this but is currently bugged for me, as it makes the textures of the buildings added pink. Could anyone recommend mods that add more buildings and runway stuff? Thanks. (KSC Extended issue. A friend told me that KSC Extended is broken, but I'm seeing reports of it working perfectly. Can anyone tell me what I'm doing wrong? Thanks.)
  8. [Devblog 1] [Devblog 2] [Devblog 3] [Devblog 4] [Devblog 5] **[0.1.4.3]:** ## Fancy Fuel Tanks v0.1.4.3 Patch Notes ### Updates and Additions [DISABLED VFX] [VFX will return soon.tm] ### Enhancements and Optimizations **Texture Overhaul**: - Overhauled textures for SR813, CV411 and CV401. **Performance Improvement**: - Optimizing performance through more efficient update processes **Module Refactoring**: - Extensively refactored every class to better align with modern software design principles and to simplify the codebase. **Dynamic Module Identification**: - Overhauled the module to incorporate utilizing 3D Shader to handle the VFX. This takes the work off CPU and places it entirely on the GPU ### Bug Fixes - Resolved an issue where CV401 texture was not rendering properly -Reworked 4 textures (2 Medium Hydrogen Tanks, CV401, and CV421) - Disabled VFX ## Next Steps - Fully integrate Volumetric Vapor with Dynamic Environmental calculations - Continue to refine performance and enhance the visual appearance of VFX, aiming for seamless integration and realistic effects. If you encounter any issues or have suggestions, please feel free to contribute or open an issue on [GitHub](https://github.com/cvusmo/FFT). 0.1.4.3 is available now on CKAN and github! Devnotes: I've never made 3D Textures before so I'm learning all of this as I'm modding. 3D textures are pretty complex for their shaders. Unfortunately there's not a guide on how to make 3D textures. I've looked and if anyone has any resources they know of that could help, that would be appreciated! For now, I wanted to update the quality of life. 0.1.4.4 is going to focus on texture overhauls and adding a few more tanks. Once I have a fully functional, stable, and not-performance heavy VFX, I will let you all know. I will still update about it! The devblog #5 will be out Friday on Youtube! [Soon.tm] - VFX Overhaul - Update OAB pictures [WIP] - Clean up textures [WIP] - Improve VFX quality [WIP] - Improve Texture quality on Hydrogen Tanks (medium) [WIP] - Improve performance of VFX [WIP] Devblog #4 Below is a list of everything I've been working on for Fancy Fuel Tanks v0.1.4.1. It's been a lot of work and I'm really enjoying learning how to optimize and improve performance. Fancy Fancy Fuel Tanks v0.1.4.1 Pre-Patch Notes Here's the flight telemetry I've gathered from testing. I'll be using this data to fine tune the Dynamic Environmental VFX!
  9. SSOUPP Photo by @AmateurAstronaut1969 Overall Description SSOUPP is a mod that adds space station parts based off of the NASA Supermodule concept and some other concepts that will come soon Downloads Github SpaceDock Dependencies B9 Partswitch Module Manager Recommended mods Shuttle Orbiter Construction kit Waterfall Habtech Current Version To my knowledge this mod works on 1.11 and possibly 1.10, but I've only tested it on 1.12. Though if anyone has issues or can confirm it works on any other version please let me know Special thanks to @CobaltWolf, @benjee10, @EStreetRockets for helping a ton on this mod. Supermodule would probably look horrible without their help in this @AmateurAstronaut1969, @Talverd, @Jay The Amazing Toaster, @Vals_Aerospace, @Pioneer_Steve, and @pTrevTrevs for all Giving good feedback in both this mod any other modding endeavor I've done. Photo by andres (he doesn't have an account) Photo by @raptor-m
  10. I released a small mod that adds parts to recreate SpaceX's Starhopper. Links {snip} Installation Extract the contents of the .zip into your KSP2 installation folder. Mod folder will be placed in ..\Kerbal Space Program 2\BepInEx\plugins\ Usage The mod comes with two new parts : the SH-01 "Fuel pot" fuel tank, the LT-SH "Diprotodon" landing leg. Radially attach three LT-SH to the main body SH-01 in the designed spots. Better struts those legs as they may wobble... No central core nor engine included. Dependency SpaceWarp 1.4.3 Author Original mesh by NickHenning3d (slightly modified) Mod by Polo
  11. kOS Scriptable Autopilot System v1.4.0.0 for KSP 1.12.x (This is a continuation of the old thread about the kOS mod: ( 1.2.2 kOS scriptable autopilot system ).) kOS (Kerbal Operating System) is an autopilot you script yourself. kOS is to programming, what Kerbal Space Program itself is to rocket science. You don’t have to know what you’re doing to get started, but you may find yourself learning a lot by accident as you play with it. And if you already know a lot about programming, it will still be able to hold your interest. kOS is meant to scale with the skill level of the user. You can start off doing very small simple things with it, and get more and more into using its features as you go. Example: print "Launching". lock steering to heading(90,80). lock throttle to 1. stage. wait until altitude > 5000. lock steering to heading(90,60). wait until altitude > 15000. lock steering to heading(90,45). wait until altitude > 25000. lock steering to heading(90,30). until apoapsis > 80000 { print "apoapsis is " + round(apoapsis,0). wait 0. } lock throttle to 0. // ..etc... What it does kOS introduces a few new parts that each contain a simulated computer capable of running programs written in its own scripting langauge called kerboscript. The computer has powerful smarts built in to the hardware that allow it to do complex spacecraft operations in one command, thus making it possible to make complex programs with only a few lines of script text. The intent of kOS is to be a fully in-game item that lives inside the Kerbal’s universe. The program isn’t running on your own gaming computer, but rather it’s being run in a virtual machine that is simulated in the underlying Unity engine. History kOS was originally begun as a mod by a single author, Kevin Laity aka Nivekk. Although the project has undergone massive changes since then and now has a very different underlying archetecture and is under active development by a different set of people, none of that would have been possible without his original vision and work. Changelog Source Downloading: From Curse From SpaceDock Direct from the GitHub Project
  12. SSALAD Downloads Github More soon I promise Made by @Lil_Bread402 (currently) Dependencies B9 part switch Community Resource Pack Module Manager Simple Adjustable Fairings Bluedog Design Bureau Cryo Tanks Recommended mods Shuttle Orbiter Construction Kit ORANGES Waterfall SSALAD is a ksp modding adding concepts from the SPS program. The Solar power satellite (SPS) program was a NASA program designed to create Satellites to power the Earth from solar power in Geostationary orbit. Currently this mod is aimed at creating the launch vehicles and crew vehicles envisioned within the concept. Currently the launch vehicles such as the Propane booster and JSC HLLV are available right now. Some more Pics Right now the mod is in active development so there may be issues with certain parts. if so any issues will be looked at.
  13. Hi, how do you equip a suit to my kerbal? I saw the icon in the space center toolbar and tried to put a suit on and I typed something in the textbox and pressed "dump" but nothing happened/ How do I use this? Thanks.Hi, how do you equip a suit to my kerbal? I saw the icon in the space center toolbar and tried to put a suit on and I typed something in the textbox and pressed "dump" but nothing happened/ How do I use this? Thanks.Hi, how do you equip a suit to my kerbal? I saw the icon in the space center toolbar and tried to put a suit on and I typed something in the textbox and pressed "dump" but nothing happened/ How do I use this? Thanks.
  14. SORRY [0.4] - Added Sound, MK2 VTOL Engine & RCS Blocks Also added a new vacuum engine, reworked the plumes, fixed the dragcubes & the gridfins YOU'LL NEED LFO 0.2.0 or newer If you're having troubles installing the mod, try CKAN! Current Parts Gridfins! - from S to L they provide control on atmospheric flights! great to steer loooooooooooooong rockets! (Brakes to activate them) Nosecones with rcs ports(Tank/RCS) - they come in XS to XL, equiped with a big fuel tank and a smaller Monopropellant tank to use along side with its 4 RCS ports. Steer your rockets in space! Kheap-02 & Reiptor-12(Engines/Methalox) - Lifter engines meant to stick together and cause bigger explosions! High Thrust Low ISP perfect for lifter stages meant to come back safely! BLNKT(Structural) - cover your engines from the cold space! A set from M to XL of procedural engine covers, Any configuration you'd like!!! BUH-4(Engines/Methalox) - A High thrust engine based on BE-4! Reiptor-12 Vac & Kheap-0(Vacuum Engines/Methalox) - A very efficient engine for all your vaccum needs, doesnt work that well on atmosphere tho HexaBIGFly(Tanks/Methalox & Gridfin) - Teran inspired, set of gridfins and tanks with slots to make your crafts look sleek M-34 "Pursina" (MK2 VTOL Engine) - Vertical takeoff? AND LANDING? ON MK2? M-Puss "RcSass" (MK2 RCS Block) - It also includes a bit of fuel to make your plane extra heavy RC-5 (Heavy RCS Block) - 12.5/25kn thrust (ASL/Vac) for all your spacey needs =============================================================================== Links Github - Latest Release - Source Code Spacedock Spaceplane: Recovered SORRY: for the explosions... =============================================================================== Dependencies BepInEx (comes in SpaceWarp) SpaceWarp [1.1.1] LFO ------------------------------------------------------------------------------------------------------------------------------------- Recommended LOABE Changelog Credits: Descriptions and part names: Dreamliner & Shorki License
  15. So, I've recently been looking for mods that added more content to the KSC, and I downloaded KSC Extended, but for some reason the textures for the grass around the mod's structures turned purple. I then tried KSC Kampus and it worked fine but the runway textures turned purple too. Is this a bug or am I doing something wrong?
  16. Kerbal Interplanetary Probes Presents: KIPSAT DSN Antennas Description This is a work-in-progress mod for Kerbal Space Program (KSP) that aims to add large Deep Space Network (DSN) satellite dishes to enhance long-range communication capabilities. Features - Provides three DSN satellite dishes of increasing size, designed to match the default KSP DSN network antenna power settings. - It is designed to work with the extra ground stations to OFF, otherwise there is no real point :). - Requires a significant budget and attention to launchpad upgrades, introducing a new level of challenge to the game. About - This is my first attempt at creating a mod, so bear with me as I learn the ropes. - The models and textures are a work in progress and may not meet professional standards yet, but they provide the basic functionality needed for the mod to work. Companion Add-ons - It is highly recommended, if not necessary, to have the HyperEdit mod installed to teleport the dishes to their locations. - These dished are massive, so you might want to consider getting the Hangar Extended mod. - I also play with Kerbal Construction Time, effectively halting your rocket production for "months" while you undergo these DSN antenna construction projects. Installation 1. Download the mod ZIP file from the GitHub releases page. 2. Unzip the downloaded file. 3. Place the mod folder in the GameData directory of your Kerbal Space Program installation. Known Issues - None for now Contributing - Any wishes to contribute/help are welcome Wishlist While this mod is a work in progress, there are several features I'd like to implement in the future to enhance the overall experience: 1. Improved Textures and Models: I aim to refine the visual aspects of the satellite dishes, starting with high-quality textures and eventually exploring new 3D models to further enhance their appearance. 2. Contract Pack for Added Value: I'm considering the development of a contract pack that integrates with the mod, providing players with additional missions and objectives centered around the DSN satellite dishes. 3. Integration with Other Mods: I plan to explore compatibility with popular mods like RemoteTech/OPM, enabling a seamless experience for players who wish to incorporate advanced communication systems into their gameplay. 4. Interior Models: While not currently implemented, I aspire to eventually introduce interior models for the satellite dishes, adding an extra layer of immersion for players who enjoy detailed spacecraft interiors. 5. Kerbal Control Requirements: In the future, I aim to introduce a system where Kerbals must be present to provide manual controls, similar to the functionality offered by the RemoteTech mod. Please note that these features are part of a wishlist and may be subject to development feasibility and future updates. License This project is licensed under the MIT License. See the LICENSE file for details. --- Final Note: This project is a work in progress and may be subject to significant updates and changes. I also don't know all the technical details (yet). I made this mod for myself, thought that other could find it cool too. Thanks for understanding :).
  17. So, I know that the Hanger Extender mod will extend the area where you can put parts for large builds. I wanted to try this, so I installed WASD Camera Editor and Hangar Extender. They work but, I can't get out of the hangar like shown on the cover for the mod on Spacedock. Is there a button of function that comes with the mod, or is going out of the hangar going to need another mod? Thanks.
  18. [KSP 1.8.1-1.11.X] (V0.4.1) Interstellar Technologies [Antimatter Catalyzed Fusion Engine Powered Interstellar Spacecraft - Kepler] An Interstellar Propulsion System mod, made by Kepler- At long last, after months of hard work practicing modeling, and after finally unlocking the secrets to textures, The mod is finally released. This parts pack will be used to expand from the mod Kerbal Space Program Interstellar Extended. Those parts are extremely imbalanced with going around the stock system. The engines are made off the base of the KSPI-E engines' statistics, [DEPENDENCIES] All of the required mods for Interstellar Technologies to function properly is now in the main mod folder. Note that the KSPI-E folder is stripped of some of it's parts, due to complaints of complexity of KSPI-E. [RECOMMENDATIONS] Those are recommendations to download to play with the mod. They are NOT required. - Far Future Technologies - TUFX - MEV Heavy Industries - Galaxies Unbound - A Stellar Odyssey - Interstellar Extended (The whole pack in order to get all the parts) - Near Future Mods by Nertea - Singularity (For Galaxies Unbound) The parts pack will be updated quickly, releases will be *quick*. I will be available in the KSPI-E discord server and the Galaxies Unbound discord server, please @ Kepler (No spacing) to make suggestions for future changes. Special thanks to @Cyne for helping me with learning to texture models. [Some of the Parts include...] - Daedalus Inertial Confinement Fusion Drive (v.0.1.0) - Antimatter Catalyzed Fusion Drive (v.0.1.0) - Kugelblitz Drive (Black hole drive) (v.0.1.0) - Laser Core Antimatter Drive (v0.1.0) - Multi Mode Interstellar Afterburning fusion drive (v0.1.1) - Multi Mode SSTO Fusion Engine (v0.1.6) - TRIGA Core Static/Pulsed Trimodal Nuclear Thermal Rocket (0.1.7) - "Coaxial" SSTO Fusion Engine (0.1.7) And so much more as the mod updates! [SCREENSHOTS] [DOWNLOAD] Primary (SpaceDock): https://spacedock.info/mod/2674/Interstellar Technologies - A KSPI-E Expansion For Additional Bugfixes and all (Probably mostly for science mode and that) please contact me through Discord through the KSPI-E or the GU discord server. The mod uses the CC BY-NC-SA License.
  19. Big pack of flags Thats it Give ideas please Gallery: Imgur Download: SpaceDock
  20. As from 2018-0606 and under @jandcando agreement, I'm the New Management(TM) for Impossible Innovations. From now on, it's all my fault. In a Hurry: Releases: on GitHub on SpaceDock on CurseForge Old thread: on Forum. Project Yes, it works with KSP 1.10.0 (with Making History and Breaking Ground) Current Release: 0.8.10.0 Install Instructions. Announce. Source: on GitHub ChangeLog: here. TODO list Introduction: Impossible Innovations is a parts pack for KSP that adds some late-game parts based on fusion. Eternal Working In Progress. Here's the rundown: The Add'On adds several engine types that run off of deuterium. There is also a powerful RCS system driven by tritium. The reaction wheels also use tritium. Other all-around useful parts are added like the dead weight, different strut varieties, better parachutes, etc. Part Information: A little bit of useful info on how Impossible Innovations alters the tech tree: Impossible Innovations uses ModuleManager to place additional nodes to the tech tree. So if other Add'Ons do likewise, the possibility exists that there may be overlapping nodes, but no functionality would be lost. There is some basic integration with the Community Tech Tree, so don't worry about compatibility issues there. Some Pictures: Here. Known Issues: Working on it. Please be patient, I'm pretty sure I'll be able to break something soon. Credits: Contributions From: JandCandO (for creating this Add'On at first place!) Dungchunker (For creating the amazing blue models you see) Baconator900 (For previous efforts as one-man testing team) Lando (For creating Part Generator) And future new features/bugs/mishaps from yours truly. Legal Stuff:
  21. Does anyone know of a mod that requires the player to stockpile certain resources, outside of career mode? For example: Rather than being able to fill a KSPIe antimatter tank with an arbitrary amount of antimatter, the player first has to collect that much antimatter, then recover it on Kerbin. Alternatively, a mod that lets you prohibit certain resources from being added in the VAB/SPH, so the player has to bring that vehicle to a space station/base that has some of that resource to fill up the tanks.
  22. “Within the darkest depths of the sea, we rise to the challenge of leaving our prison of a world.” Alienation promises to become what is possibly the first planet pack out there to take place on a hycean planet. The homeworld, Thalass, is a water world 10x the size of kerbin with 1.5x the gravity, making it a huge challenge to navigate and an even greater challenge to escape. This planet pack is currently early into development. Follow for updates. BETA DOWNLOAD: Alienation - V0.0.1 REQUIRES: Kopernicus, EVE, Scatterer, NiakoUtils [Click]
  23. I've searched, didn't find the answer to this. Pretty sure it's one of those "oh you're missing this basic critical element" problems. Running the 0.90.0 Beta Demo. I know how to edit the cfg files for existing parts, but I'm trying to duplicate the LV-T30 engine so that I can make a separate vacuum-optimized upper-stage version. However, even though I know I can successfully modify existing parts, including the standard LV-T30, I can't seem to get duplicated versions to show up in the VAB when I actually go to build it. So far I've tried duplicating and renaming the cfg file, duplicating and renaming the entire LV-T30 directory in GameData/Parts/Engines, and making the associated changes in the PartsDatabase.cfg file, but nothing I do produces an additional engine in the VAB. Is there something obvious I'm missing?
  24. Hello all cosmonauts! This is my first post in the community, I hope to post this in the right place. I'm a graphic designer, and I've worked on some mods for other games. But KSP is my passion and I would like to collaborate with the community. I decided to do some tests for an improved interface in the graphic aspect, without intervening in the size, functions or positions of the elements, just perform in reskin of the interface. (especially for QHD and 4k) Seeking to unify unnecessary colors to decrease unnecessary visual complexity, and also make those long trips to Elo more comfortable. The idea is to use flatter textures, with greater contrast when necessary and greater clarity in the shapes. This is a very easy redesign job to apply to the game if the configuration and texture files can be easily modified. With KSP I am a little confused on how to start the work so I decided to ask the community for help to form a team and work on the aspects that I do not know about the game. I have always worked alone, without sharing many of the mods I made, but I think that should change, and the KSP community is one of the best to start learning and sharing experiences.
  25. This mod adds flames and smoke to certain parts' joint break event. At the moment, these parts include: -anything with "wing" in the name -anything with "fuselage" in the name -anything with fuel or oxidizer as resources. -engines. Download from GitHub Source License: CC0 Author: @BahamutoD Contributors: @jrodriguez @SpannerMonkey(smce) Video by Space Scumbag:
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