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Found 3 results

  1. HUDReplacer HUDReplacer is a framework that allows you to replace the HUD/UI textures at runtime, without the hassle of modifying any stock files or assets. The mod is currently a Work in Progress, so bugs may occur. It does not come with any custom textures out of the box, though an example config can be found on the github page for those who want to create their own. This is intended as a dependency and a tool for modders to more easily create and share texture packs. Example images: Requirements: Module Manager HarmonyKSP Download: or Texture packs: Send me a PM or leave a comment if you want your own texture pack featured above!
  2. Hey everyone! Over the past few weeks I've been putting together a website for uploading/saving/sharing your KSP 2 builds and I've finally got it to a place where I feel comfortable sharing it. It's currently still in beta so I'm hoping some of you lovely people can try uploading some of your builds and see what you think (hopefully not quite as buggy as the game currently is...) It's completely free to use and you can check it out here at ksp builds , although it's going to look a little barren currently as it's only been me testing it out so far. There are a few features I'll be adding such as te ability to create folders to organize your own builds, the ability to have your builds be public or private, and a way to quickshare your build without having to signup (like if you wanted to quickly send your craft to a friend). And as of right now the 'search bar' doesn't search the database yet, just the builds you're currently looking at, but that is being worked on as well so that you can search by name/tag/creator/etc If you have any feedback/suggestions I'd love to hear them! If this isn't right right forum to post this in mods just let me know. Fly safe!
  3. After driving around Minmus, Mun, and Kerbin, I decided I'd like to do the rest in one mission. I planned to use a modified version of my Mk IV Kerbin rover; this is a bit of an act of faith in the Kerbal Foundries group since presently the tracks don't work, but since no rover wheels work very well at the moment I can start work on the rest of the mission and trust that there will be working wheels or tracks later. The Mk IV was a solid and capable craft... as it should be, weighing in at, er, 55 tonnes. This poses certain challenges if a Mk IV is to be landed on and lifted off every world in the Kerbol system. An alternative would be to dispatch a number of robot craft with Mk IVs, one to every world, and have the main mission land and take off in a smaller lander, but I rejected that in favour of the idea of using Kerman Dyson's entirely sensible Project Orion. The mission, then, is to consist of four parts. A rover: we have a solid and reliable design in the Mk IV that should need only minor modifications to go anywhere. An unpowered main life support stage with spacious accommodation for a dozen kerbals during the long interplanetary transfer stages. This will (using some combination of TACLS, USI parts, etc) be equipped with hydroponics facilities to extend life support as long as possible without simply loading up with thirty years of food. I haven't yet looked into this in detail, but I understand we should be able to harvest water, oxygen, and soil from at least some of the worlds we visit. A set of conventionally powered missions to send Scansat satellites to every world in the system - equipped to do altimetry scans and also scan for Karbonite and other resources. A lander and propulsion stage propelled by Project Orion. This will provide modest accomodation for six kerbals during planetary takeoff and landing - three of them will then set off in the rover, so the other three shouldn't be too cramped during the interval. It'll dock to the life support stage for transfers between worlds. It'll also be equipped with drills and storage tanks for whatever ISRU options turn out to be feasible. The lander sounded like the hard bit, so I started there. My initial plan was for a spaceplane, to ease takeoff and landing on worlds with atmospheres. This wasn't an obviously terrible idea and after a bit of tweaking ended up with the _Behemoth_: The nose is a useful shielded docking bay - Mk3 on the outside, Clamp-o-Tron Sr on the inside. That puts a large docking port directly on the centreline of the ship so the Orion drive can push the life support stage. The twin cockpits on either side of that are a high-visibility model from the Mk2 Stockalike Extension, ideal for landing in atmospheric flight because of their excellent downward view. In theory, anyway - one downside that was becoming apparent in tests on Kerbin is that the Behemoth's colossal stall speed means landing it is mostly a matter of finding a flattish bit, cutting the drive, and praying. The all-around landing gear does at least mean it's not too fussy about the shape of the landing or takeoff terrain; the centre of mass is more to the rear than one might think because of the enormous mass of the Orion drive and nuclear propellant magazines, so takeoff rotation is easier than one might think. One downside to the docking port is that the shielding flaps open to the side, obscuring forward visibility during docking. (Being Mk3, it can't just be rotated ninety degrees). Docking would have to be done from the bridge on top of the main cargo bay. The next piece on the nose is a Mk3 cargo bay concealing two large aerospike engines. Of course, on airless worlds the Behemoth would have to land by tailsitting, then fall over onto its landing gear. The aerospikes serve on higher-gravity worlds to keep that fall down to an acceptable speed. The Behemoth can take off from low-g airless worlds by using the aerospikes to elevate its nose; on high-g airless worlds it can use a sophisticated technique called "driving off the top of a hill really quickly". Simulation work has shown this is viable even on Tylo. The engine pods at the rear mount four dual-mode BROADSWORD engines for fine orbital adjustments or a little extra shove during takeoff. Their gimbals also are better at fine control than the Orion drive (where necessarily the direction of the impetus is fixed for each nuclear detonation). The craft has huge monopropellant reserves fore and aft (and it guzzles the stuff like it's going out of fashion) which also allow for fine mass adjustments, and plenty of LF/LFO storage. The main cargo bay is a Lack Luster Labs part; it drops its entire base with four hydraulic pistons. A rover could then pick its way around the landing gear and park on the base, being secured with KAS pipes and struts. The vessel would also carry a small rover with ISRU drills. One thing I've not done before was to mount a very large (tweakscaled up) service bay behind the main cargo bay with a one-to-many thrust plate inside it. All sorts of auxiliary equipment in small diameters can then be mounted on it; the Behemoth prototype has Karbonite distillers to make LFO and monoprop, a Karbelectric generator, life support supplies, Universal Storage hydrogen/oxygen fuel cells and extra supplies for them. Tanks for whatever ISRU is feasible would also be provided in this area. So, what's wrong with it? It steers like a cow, but that doesn't matter too much; a spaceplane that goes from the equator to an equatorial orbit and back doesn't really need to go around corners. Landing and takeoff are a bit alarming, but eminently survivable. What's wrong with it is re-entry. The colossal mass means it slows down very slowly on re-entry giving plenty of time for parts to overheat (but the square-cube law means it does not have a proportionately huge skin to overheat). On Kerbin this can be worked around by stopping dead at the edge of atmo, belly-flopping to nose down, and pulling out of the resulting nose-dive (DRE is keeping me honest in terms of Gs sustained). On Eve, however, not a chance; you can't arrange to stop dead lower in the atmosphere because the thing is then going backwards and even if you deal with all the control surfaces working the wrong way around it's not aerodynamically stable going tail-forwards, and if you stop it at the edge of atmo with enough leeway to get nose-first, you're already going too fast by the time there's enough air to start pulling up. Furthermore, FAR rightly punishes you for these kinds of shenanigans. It does fly but only with MechJeb twiddling the controls like mad at low speeds. Back to the drawing board I went...
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