Jump to content

Search the Community

Showing results for tags 'KSP2 Mod'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 9 results

  1. Kuriosity Science Kurious events that inspire our kerbals to complete some science! Kuriosity Science on SpaceDock Also available on CKAN! https://github.com/Cadestronaut/KuriosityScience Balance and other feedback most welcome! Features Generate completed science experiments from your kerbals whilst they're in flight Each kerbal in flight is running a Kuriosity Experiment whenever possible These experiments take a variable amount of time, depending on the specific experiment and how 'rich' (i.e. the science point multiplier) the particular location of the kerbal is Each experiment has it's own conditions, and is typically not specific to a biome/location/situation - so most can only be completed once per kerbal Different parts can support (or prioritize the running of) different experiments, and can also impact the rate at which experiments run - for example kerbals in a lab run experiments faster than those in a command pod Ability to customize the rate at which experiments run, and the amount of science returned Design goals Aiming to give some more reasons to keep kerbals in space for prolonged periods, in a variety of different situations and craft Ideally intended to work in conjunction with a life-support mod (for example the excellent **KLSS**) Increasing the options for gathering early-game science, whilst not being OP in a more mature game Extendable via **Patch Manager** patches to define new experiments and attach them to parts Planned Features UI to review experiments that each kerbal is running or has completed Updated localization Changelog: About modding KSP2 This has been my first experience modding a game, having been a fan of KSP & KSP2 since the early days. I had read a lot about some of the perceived challenges and barriers to modding KSP2 that some of the KSP community had expressed, and was curious to see for myself. Although the modding scene here is small, it's been able to (within ~15 hours) guide me to the point of creating the first version of this mod, by solely using the SpaceWarp wiki, Patch Manager wiki, lurking in the KSP2 Modding Society Discord, and looking through some of the excellent examples of mods that have already been created. I'd like to call out a few of the modders whose work here has inspired and taught me, even if they don't know it... Cheese3660, Falki, Leonardfactory, Munix, Schlosrat, Safarte ...and many others Licence: MIT
  2. Orbital Survey Scan celestial bodies from orbit --------------------------------------------- Spacedock: https://spacedock.info/mod/3519/Orbital Survey Source: https://github.com/Falki-git/OrbitalSurvey Authors: Falki FEATURES Scan surfaces of all celestial bodies and generate 2D maps. Available maps are: Visual and Region Display an overlay of the acquired map in 3D space (Flight view) or in Map3d (Map view) Display vessel positions, names and geographic coordinates in the mapping UI Create waypoints that will show in Map UI, Flight view and Map3d view Zoom, pan and track active vessel in the mapping UI Experiments trigger in Exploration mode when mapping milestones are achieved at 25%, 50%, 75% and 100% of the scanned surface (GIF not updated to current UI) REVIEW HOW DOES IT WORK? Antenna parts gain an ability to start scanning Each antenna part in the game with a maximum range of >1 Gm gains an orbital survey module Each antenna part can do either Visual or Region mapping. See the descriptions in R&D and OAB to see which mode it has Initiate the scans by parking your vessel in orbit and enable scanning (right-click the antenna part and toggle scanning) Open the Orbital Survey map and watch as your vessel collects scanning data by orbiting the body Toggle the Planetary overlay to see your scans overlayed on the body in real time (GIF not updated to current UI - each antenna has a fixed mode that cannot be changed) Each scanning mode – Visual and Region – has an ideal altitude at which the scanning area is optimal. Being at lower or higher altitudes applies a progressive penalty for the scanning area. Below the minimal and above the maximal altitude scanning is no longer possible. Ideal, Minimum and Maximum Altitudes depend on the Body Category the vessel is orbiting. E.g. Minmus -> Small, Mun -> Medium -> Kerbin -> Large Experiments trigger in Exploration mode When mapping milestones are achieved at 25%, 50%, 75% and 100% of the scanned surface, experiments will complete and their Research reports will show up in the Research Inventory Research reports are generated on all vessels that participated in the creation of that report When experiments are complete, a notification will pop up to notify you about the event. If you're not controlling a vessel that participated in that mapping, switch to it so that you can transmit the report and collect that juicy Science Create Waypoints by right-clicking on the Map UI Delete already created Waypoints by right-clicking on their marker icon and selecting Remove For best results park your vessel in a polar orbit, as close as possible to 90° inclination as that orbit covers the entirety of the orbiting body Be careful not to lock yourself into a resonant orbit. If you notice your map isn't being revealed, that your vessel keeps orbiting over the same patches of land it already scanned, you're likely in a resonant orbit. Tweak your apoapsis and periapsis a bit to leave orbit resonance. You don't have to be exactly at the Ideal altitude. NOTES Kerbol (the star) cannot be scanned "Always show Map view overlay" setting can be found in Settings -> Mods -> Orbital Survey. If toggled, Map view overlay will always be applied to every body in game. This effectively makes all bodies "hidden" in Map view until you scan them. 2.5x Kerbolar System is supported INSTALLATION Automatic It's highly recommended to use CKAN to download Orbital Survey (and any other mod really) as it will take care of mod placement and installing dependencies Grab the latest version of ckan.exe from here: https://github.com/KSP-CKAN/CKAN/releases Open CKAN and point to the location of your KSP2_x64.exe (commonly located in C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2) Select Orbital Survey from the list and click on Apply changes Manual Install BepInEx + SpaceWarp + UITK for KSP2 + Patch Manager + Premonition For SpaceWarp (see Dependency chapter) Grab Orbital Survey .zip file from SpaceDock Extract the contents of the .zip into your KSP2 installation folder (commonly located in C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2) Mod folder will be placed in ..\Kerbal Space Program 2\BepInEx\plugins\ DEPENDENCY Space Warp + BepInEx - v1.9.2 or later UITK for KSP2 - v2.4.2 or later Patch Manager - v0.9.0 or later Premonition For SpaceWarp - v0.2.0 or later ATTRIBUTION Icon by flaticon.com - Satellite icons created by mattbadal - Flaticon -- NOTE Some Regions are quite rare on certain bodies so they could be considered spoilers. You've been warned! Toggle off the setting for the legend if you want a fully spoiler free playthrough CHANGE LOG
  3. Kerbal Life-Support System (KLSS) Because your Kerbals need Snacks. Download: SpaceDock | GitHub Please report any other bug you encounter here, with reproduction steps if possible. Known issues: Life-support recyclers stop working properly at very high time-warp (>100 000x) Installation: It is highly recommended to use CKAN (Download Here) to install Kerbal Life-Support System! Dependencies: Community Resources Patch Manager SpaceWarp + BepInEx Features: Kerbals consume Food, Water & Oxygen, producing Waste, Waste Water & Carbon Dioxide All crewed parts come with a Water & Oxygen recycler (works at 75% efficiency i.e. can cover the needs of 3/4 of the total crew capacity) Life-support resources storage parts: S and M size inline parts, XS and M radial parts (Parts Gallery) M sized Greenhouse: produces enough food for 2 Kerbals when unfertilized and 4 when fertilized with Fertilizer made in a Composter Life-support planning & monitoring UI Planned Features: More storage parts (Larger inline & radial parts, ...) More greenhouses (Cupola, L size, truck rover form-factor, ...) More recyclers (Air filters, water electrolysis, ...) Changelog: Links: Source Code Parts Gallery License: MIT
  4. MICRO ENGINEER Displays useful information about your vessel in flight and in VAB. See your orbital and surface parameters, deltaV, TWR and many other things. --------------------------------------------- Spacedock: https://spacedock.info/mod/3282/Micro Engineer Source: https://github.com/Falki-git/MicroEngineer Authors: Falki, Micrologist DESCRIPTION A (heavily) KER inspired mod to give you some additional information on your missions. Flight: You can enable and disable individual sections and pop them out into their own window or create your own window containing only the information you want to see. VAB: See stage info for your vessel - TWR, deltaV, burn time REVIEW INSTALLATION Automatic It's highly recommended to use CKAN to download Micro Engineer (and any other mod really) as it will take care of mod placement and installing dependencies Grab the latest version of ckan.exe from here: https://github.com/KSP-CKAN/CKAN/releases Open CKAN and point to the location of your KSP2_x64.exe (commonly located in C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2) Select Micro Engineer from the list and click on Apply changes Manual Install BepInEx + SpaceWarp + UITK for KSP2 (see Dependency chapter) Grab Micro Engineer's .zip file from SpaceDock Extract the contents of the .zip into your KSP2 installation folder (commonly located in C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2) Mod folder will be placed in ..\Kerbal Space Program 2\BepInEx\plugins\ USAGE While in flight or VAB, open the mod window by clicking its entry in the APP BAR. Or press CTRL + E to toggle mod windows Flight Pop out windows and drag them where you want Minimize the main window to hide irrelevant data Popped out windows will snap to each other when being near Open Edit windows by clicking on the gear icon Edit windows: add or remove any entry from any window any way you like reorder entries inside the window create new custom windows/huds with information you want rename any window, rename any entry change number of decimal digits for each entry lock a window to prevent accidental dragging Double-clicking an entry that displays a speed will change to an alternate unit: km/h VAB: See deltav, TWR, sea level deltav, sea level TWR and burn time for each stage Set a different celestial body for each stage to see what TWR and deltav you'll get on that body See Torque that your vessel is generating. NOTE: CoT & CoM indicators must be turned on for torque to display properly! DEPENDENCY Space Warp + BepInEx - v1.7.0 or later UITK for KSP 2 - 2.4.1 or later CHANGE LOG Full change log: https://spacedock.info/mod/3282/Micro Engineer#changelog
  5. This is supposed to be a scripting system (like kOS) to control kontrol everything. Obviously this quiet the task, so right now I'm looking for some very brave Kerbonauts to give an initial spin (i.e. see if it works anywhere else but on my machine) Links SpaceDock: https://spacedock.info/mod/3316/Kontrol System 2 Releases:https://github.com/untoldwind/KontrolSystem2/releases Documentation: https://kontrolsystem2.readthedocs.io/ Reddit: http://www.reddit.com/r/kontrolsystem2 Source: https://github.com/untoldwind/KontrolSystem2 Features At the moment the mod is just shipped with 3 demo scripts: hello_world - the obvious one circularize - creates a maneuvering node to circularize the orbit intercept - creates a maneuvering node to intercept the target (only work in the same SOI for now) exec_node - executes the next navigation node (very basic) ... but whole idea is that you create your own. Missing features Lots of documentation - again, the obvious one A lot of bindings are missing to actually write an autopilot, I was focusing on the orbital math so far Installation Requires SpaceWarp 1.3.0 (or later), which in turn also requires UitkForKsp2 Unpack where game executable is located Licence MIT
  6. You can now fly your rockets, planes and Kerbals with a custom-built controller once more! Hit your maneuvers on point with an easy-to-use throttle lever, set the SAS direction with a clearly labeled button instead of fiddling with the mouse to click a tiny button on screen, and enjoy diving under bridges in your plane with precise analog controls. Kerbal Simpit This mod enables KSP 2 to connect to an Arduino (using the companion Arduino lib) to exchange data between KSP and Arduino over a serial connection. This allows for the creation of custom controllers. This is the KSP2 version of the Simpit mod, based on Simpit Revamped for KSP1. You can find more infos about Simpit's functionality and some example controllers there: The KSP2 mod is compatible with existing KSP1 Simpit controllers! If you already have a controller, it mostly "just works" in KSP2. For some features minor adjustments might be necessary, e.g. flipping the translational axes (the new Arduino-library version can detect whether the controller is connected to KSP1 or KSP2). Most features work out of the box. Download: The mod is available on CKAN . This is the easiest and safest option. If you insist on installing it (and its dependencies!) manually, go to the Simpit GitHub: https://github.com/Simpit-team/KerbalSimpit-KSP2 This project is licensed under the Simplified BSD License. Dependencies: Space Warp + BepInEx UITK for KSP2 For your custom controller you can use the Simpit Arduino library: https://github.com/Simpit-team/KerbalSimpitRevamped-Arduino Online documentation Have fun with your controller in KSP2, and keep adding "moar buttons"!
  7. Docking Alignment Display Adds a new instrument providing necessary information to dock with precision! Download: SpaceDock | GitHub Installation: It is highly recommended to use CKAN (Download Here) to install Docking Alignment Display! Dependencies: SpaceWarp UITK for KSP 2 Manual Installation: Download the latest release of UITK for KSP 2 Drag the contents of UitkForKsp2's .zip file into your KSP2 directory, commonly located at "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2" Download the latest release of SpaceWarp Drag the contents of Space Warp's .zip file into your KSP2 directory, commonly located at "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2" Download the latest release of Docking Alignment Display Drag the contents of the mod's .zip file into your KSP2 directory, commonly located at "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2" Usage: Planned features: Basic docking informations: tangent offset, misalignment, basic metrics Relative rotation indicator Relative velocity indicator Setting to toggle between linear and log scale for the offset indicator Docking Mode indicator Simple selector for nearby docking ports to target Changelog: Links: Source code License: MIT
  8. Kerbal Life Hacks v1.2.1 for KSP2 v0.2.1 Download: GitHub or SpaceDock Source code: KSP2Community/KerbalLifeHacks on GitHub License: MIT A counterpart to Community Fixes, this community mod is home to various quality of life improvements and balancing changes, or life hacks, which don't fit into the scope of Community Fixes. Compatibility Tested with Kerbal Space Program 2 v0.2.1.0.30833 Requires SpaceWarp 1.7.0+ Features Currently, this mod includes the following life hacks: UI tweaks Main menu Skip Orientation by tgrkzus - New campaigns default to skipping the orientation. Disabled by default, see the Configuration section for details. Flight view IVA Portraits Toggler by @WiS3 - Adds a button to the app bar to toggle the Kerbal portraits panel. Map Warp To Orbital Points by @munix - Adds buttons to warp to apoapsis, periapsis and SOI change. Orbital Line Colors by @munix - Colors the various orbital lines of the current vessel to make them easier to distinguish. VAB VAB Mission Tracker by @munix - Adds the Mission Tracker button to the VAB app tray. Gameplay Disable Contrails by @munix - Disables contrails and wingtip vortices. Disabled by default, see the Configuration section below for details. Better Experiments by dmarcuse - Automatically resumes paused experiments when re-entering the correct region and ignores animation state. Installation Recommended: Use CKAN to download and install Kerbal Life Hacks. Manual: Download and extract UITK for KSP 2 into your game folder (this is a dependency of SpaceWarp). Download and extract SpaceWarp into your game folder. Download and extract this mod into the game folder. If done correctly, you should have the following folder structure: <KSP Folder>/BepInEx/plugins/KerbalLifeHacks. Configuration All life hacks can be toggled on or off in Main menu -> Settings -> Mods -> Kerbal Life Hacks. The changes will take effect after the game is restarted. Life hacks are enabled by default unless otherwise noted. Bug reports You can report bugs or request features on the Issues page on GitHub. Changelog For a comprehensive changelog, visit the Releases page on GitHub. Contributing If you'd like to contribute to this project, please take a look at our wiki.
  9. Hue Utility for Mimicking Authentic Natural Skin (H.U.M.A.N.S.) Customize your kerbal human attributes any way you like. --------------------------------------------- Spacedock: https://spacedock.info/mod/3477/H.U.M.A.N.S. Source: https://github.com/Falki-git/HUMANS Authors: Falki FEATURES Customize individual kerbal attributes Change: first and last name, skin color, hair style, hair color, suit color and nationality Pick between various shades of human or kerbal skin colors Pick a culture and nationality At the start of the campaign pick one of the cultural presets: American, European, Chinese, Russian or Kerbalkind Each culture preset carries a chance (weight) that a certain nationality and skin type will be assigned to the kerbal. Around 50 nationalities are present currently. After the nationality is assigned kerbals are given random first and last names from the pool of names for that nationality Each culture gives a default suit color to all kerbals Define your own cultures, nationalities, skin colors... Every parameter that H.U.M.A.N.S. is using is loaded from .json files that can be found in ..Kerbal Space Program 2\BepInEx\plugins\Humans\data\ You can edit those json files to define your own cultures, nationality weights, suit colors or any other parameter Maybe you want to create your own kerbal fantasy culture? Or tweak nationality weights to increase the chance for your own nation? Or add first and last names that you feel are missing? NOTE: github PRs are very much welcome to add new nationalities and first and last names Other If Custom Flags mod is installed, this mod adds 4 new flags: USA, EU, Chinese, Russian INSTALLATION Automatic It's highly recommended to use CKAN to download H.U.M.A.N.S. (and any other mod really) as it will take care of mod placement and installing dependencies Grab the latest version of ckan.exe from here: https://github.com/KSP-CKAN/CKAN/releases Open CKAN and point to the location of your KSP2_x64.exe (commonly located in C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2) Select Humans from the list and click on Apply changes Manual Install BepInEx + SpaceWarp + UITK for KSP2 (see Dependency chapter) Grab H.U.M.A.N.S. .zip file from SpaceDock Extract the contents of the .zip into your KSP2 installation folder (commonly located in C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2) Mod folder will be placed in ..\Kerbal Space Program 2\BepInEx\plugins\ USAGE While in KSC open the mod window by clicking its entry in the APP BAR Note: due to KSC mod buttons being broken currently, the only way to open the GUI is with a keybind CTRL + H DEPENDENCY Space Warp + BepInEx - v1.5.0 or later UITK for KSP 2 - 1.4.0 or later ATTRIBUTION Nationality per culture weights and first and last names for nationalities are largely inspired from the wonderful KSP1 mod KerbalRenamer - https://github.com/KSP-RO/KerbalRenamer (licence) Skin colors from https://huebliss.com/skin-color-code/, https://www.schemecolor.com/beautiful-touch.php, https://www.schemecolor.com/ebony-skin.php, https://www.schemecolor.com/normal-and-tan-skin-colors.php, https://www.schemecolor.com/asian-skin.php, https://www.schemecolor.com/black-guy-skin-colors.php Nationality flags from https://www.countryflags.com/ Biographies by ChatGPT https://chat.openai.com/
×
×
  • Create New...