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KSP 1.12.5 Restock [1.5.0] Last Updated August 28, 2024 Release Album It's no secret that some of KSP's artwork is not great. Placeholder art made by a number of amateur artists throughout the game's development has resulted in a scattered mess of styles and qualities which is most evident in the part artwork. Recently Squad seems to be attempting to do something to attempt to address it, but they're taking the art in a direction we stylistically disagree with and does not solve the inconsistency issues that plague the game. Because of this number of community members have come together to try to create a project that revamps KSP's art. This project has the following goals: Create a unity of design and style for all parts: In order to minimize work we'll be targeting the revised aircraft parts, which are the largest consistent block of parts. Preserve the general aesthetic of KSP: We will do our best to keep the stylings of the more iconic parts while updating quality and fidelity. Create consistency in detail level: no more 4k textures for tiny parts! Minimize performance impact: use atlasing and efficient texturing to limit the need for any kind of better hardware than base KSP. Do not affect gameplay or part balance Features About 250 revamped parts (so far!) focusing on the ones that are used most in construction New part variants where they made sense Boattail, compact and regular variants for engines Orange insulated 3.75m tanks! Gold foil-wrapped probe cores New engine effects for all engines Check out the part replacement list for it is LARGE. Asset Blacklisting Restock uses a novel method to stop KSP from loading stock assets - a blacklist file. This reduces the memory footprint of installing this mod by unloading models and textures that are not required. However, this method may break mods that depend on the stock assets. There is an easy way around this as we provide a method to whitelist files. Check the entry on the Restock Wiki for more information about this. Known Issues Please check the issues list for more information on known issues. Some mods are currently not compatible, here's the ones we know about and some fixes. RemoteTech: Some parts will need to be whitelisted, no ETA Frequently Asked Questions Q: Will this break my existing stock craft if I add/remove it? A: It will not. Q: Did you change aerodynamics/colliders/drag cubes? A: We minimized the impact as much as possible. Let us know if you have a concern. Q: I don't like what you did with XXXX. How do I get rid of it? A: We wrote a whole page about it. Q: Something broke! My mod that uses the stock assets isn't loading! A: Look at the Asset Blacklisting section above Q: Will you redo the IVAs? A: Nope. Q: Will you redo more parts? A: Yes. Q: I found a bug, what do I do? A: Stay calm. Ask here if anyone else sees it. If not, post on our Issues board with screenshots/logs/reproduction steps. Q: I see you added some more variants? Can you add more? Every part in purple? A: Nope. Dependencies (Required and Bundled) Module Manager Licensing All configs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All plugin code is distributed under the LGPL All bundled mods are distributed under their own licenses. DOWNLOAD MIRRORS Primary (SpaceDock) Tertiary (Github) Issue Tracking and Source KSP 1.12.5 Restock+ [1.5.0] Last Updated August 28, 2024 We believe that there are a number of places where KSP is missing key parts - for example, the 3.75m, 1.875m and 0.625m size classes are a little sparse. Restock+ aims to create parts that fill these niche, and is a carefully curated, fully optional project (that requires Restock to be installed of course). Release Album Here's the list of new parts. Some of these parts overlap in purpose if the Making History expansion is installed and will not show up if this is the case. Frequently Asked Questions Q: How did you choose what parts to add? A: Typically these parts are missing from size classes. 3.75m and 1.875m parts for example lack basic conveniences such as orbital engines, drone cores and batteries. Q: Will you add xxxx? A: Probably not. Q: What's going on with the Making History-like parts A: If you own Making History, the Restock+ parts that overlap with the MH parts (fuel tanks, etc), will not be added. Instead, those parts will have their art replaced. Q: I found a bug, what do I do? A: Stay calm. Ask here if anyone else sees it. If not, post on our Issues board with screenshots/logs/reproduction steps. Dependencies (Required) Module Manager Restock Licensing All configs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All plugin code is distributed under the LGPL All bundled mods are distributed under their own licenses. DOWNLOAD MIRRORS Primary (SpaceDock) Tertiary (Github) Issue Tracking and Source Awesome People Contributors Artists Plugin Code Lead Testers @Nertea @cineboxandrew @Beale @Kavaeric @Well @riocrokite @passinglurker @blowfish @DMagic @Tyko @Poodmund Support Us If appreciate the blood, sweat and tears that has been put into this project, please support us with a donation! It will be used to buy coffee/beer/assuage significant others and we really appreciate it.
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Tantares Kerbal Space Program (1.12.5) Tantares is four separate mods: Tantares: Soviet crewed spacecraft, space station, and LEO spacecraft *Requires B9PartSwitch Supports System Heat for Nuclear reactors. Supports Resurfaced for PBR textures. TantaresLV: Soviet launch vehicles and upper stages *Requires B9PartSwitch *Requires Waterfall TantaresSP: Soviet interplanetary probes *Requires B9PartSwitch TantaresSAF: Soviet Aerodynamic Fairings *Requires Simple Adjustable Fairings *Requires B9PartSwitch The parts are made with the "LEGO" frame of mind - they fit together to make a certain historical craft, but are flexible and generic enough to be used in many creative ways, just like vanilla KSP parts. If you're using TantaresSP, I highly recommend using one of my other mods, Neptune Camera, which adds camera functionality to probes. Download Links You need B9 Part Switch for all Tantares mods. B9 Part Switch Tantares - GitHub TantaresLV - GitHub TantaresSP - GitHub TantaresSAF - GitHub Also available through CKAN. I also have a Patreon if you want to support the development! www.patreon.com/tantares Screenshots of TantaresLV Kosmos 2I Kosmos 3M Soyuz Zenit Tsyklon Proton Energia M Energia Energia-Buran N1 Briz Blok-D Fregat Screenshots of Tantares Polyus Meteor Progress T Progress 7K Pirs / Poisk Rassvet / Mir Docking Module Vostok Voskhod Soyuz 7K-T Soyuz LOK Soyuz VI Soyuz T Soyuz T Soyuz T Soyuz ASTP LK Lander LK-700 TKS VA Big VA LK-1 MEK Mav Mir Core Module Salyut and Almaz Salyut 7 Salyut 6 MEK Mir Sokol flight suit (Provided by Benjee10) Orlan EVA suit. Screenshots of TantaresSP Sputnik Luna 2 Luna 3 Venera 1 Venera 9 Venera 9 Lander Fobos 2 Lunokhod 2 Luna 16 Screenshots of TantaresSAF Progress Mir Modules / Polyus Zenit Proton (DM-A/B) Recolours and Extras Special thanks to everyone who has contributed and helped out with this! Friznit's Tantares Wiki (Additional Craft Files) Credits and Thanks Special thanks to: @Zorg @benjee10 @Well @Zarbon44
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Including Iridium Next, New Horizons, Haven-1 and soon many more! (Check roadmap for what is coming) Join me on Discord! (DEV talk only) Tundra Exploration pics: Tundra Technologies pics: Planned features Roadmap Known issues "No tank type named 'RR_CryoMLOX' exists" means you have RR but not CRP, or you have RR, CRP, and WBI classic stock, and the WBI feature isn't working right. Make sure you have RR 1.16! Required Mods Kerbal Reusability Expansion (For the F9 legs and grid fins) B9 Part Switch (For part switching) Module manager (For all your module manager needs) Recommended Mods FreeIVA (So you can fly around inside Rodan and Gaira-1 parts! Modular Launch Pads (For those awesome towers) Waterfall (For those amazing plumes) Smokescreen (Realplume NOT required!) Flight Manager for Reusable Stages (For landing your F9 first stage) Omega482's Stockalike Structures NTR (For your Ghidorah landing needs) Basic DeltaV - Basic Orbit by DMagic (For better understanding of how much fuel you have to land all your crafts safely back) Tundra's Space Center (To launch from LC-40!) Near Future Solar (For the Solar Panel plugin if you want full 180 degree tracking) Not supported Mods Atmospheric autopilot FAR (Version 7.0 looks to perform a lot better) Beta versions on GitHub A very special thanks to @Beale, @CobaltWolf and @Nertea for the help and advise they gave me to make something awesome. And @DiscoSlelge for creating those awesome patches! And a massive thanks to @ValiZockt, @Rock3tman_, @Nessus_, @JadeOfMaar, @Starwaster, @neistridlar, @SofieBrink and @Infinite Monkeys for the help they gave me making this mod perfect! Changelog: Any of the configs are distributed under CC-NC-SA-4.0 License. All Textures/models/plugins are distributed under All Right Reserved License. SootyShaderLoader is based on the custom shader importer by shadowmage and modyfied by DMagic with custom modules and settings.
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KSP 1.12.x Stockalike Station Parts Expansion Redux [2.0.11] Last Updated August 14, 2024 A complete and total rebuild of my old Stockalike Station Parts Expansion project. Everything has been redone, and nothing is left of the old mod! Check out some key features: Small Station Parts: A full set of 1.25m station parts, with habitats, control rooms, connecting tubes, hubs and much more. Medium Station Parts: Expanding the 2.5m set that stock provides, you'll find greenhouses, structural components, specialized connectors, orbital stowage bays... Large Station Parts: Yup, large station parts! A full set in the 3.75m size class, from habs to labs to... well, lots more! Reworks: I've taken the time to rework the three stock station components (Cupola, MPL and Hitchiker) to match the new parts. They look the same but new! Inflatable Habitats: A nice set of inflatable habitats for maximum crew space. They range from teeny to huge. Centrifuges: All size categories have at least one centrifuge habitat. They range from small and cramped to massive and spacious (one of the largest parts I've ever made). Cargo Containers: I really felt like making some multi-purpose cargo containers. These modules will adapt to what mods you have installed, and provide storage for resources from MKS, TAC-LS, USI-LS, EPL and probably a few more that I forgot. Self-Levelling Base Frames: To help align your bases on slightly bumpy terrain, use these base plates, which feature individually adjustable legs with a self-level function Extensible Crew Connections: Much like the Klaw, but better! Varying lengths and impressive looks! Comprehensive Mod Support: With the help of many forumgoers, this mod contains support for tons of mods, specifically those related to life support and colonization. IVAs: It almost killed me but everything has fully featured IVAs. Full integration with all my other mods. Community Tech Tree support. What more could you ask for? Actually, don't answer. Full Screenshot Gallery Frequently Asked Questions Q: What does this mean for Stockalike Station Parts? A: It is now obsolete and deprecated - no further work will be done. It can be installed alongside with no problems Q: Kerbals for rescue contracts spawn in pods without airlocks! Unacceptable! A: Download @Shadowmage's Rescue Pod Validator. Q: How do I abbreviate the mod's name? I'm CONFUSED! A: SSPXr. Q: This mod is enormous! How do I deal with the RAM usage? A: Don't install the IVAs. They are bundled in the Extras folder for a reason. Q: Why are all the IVA spaces black in IVA view? A: . The IVA spaces are not installed by default. Install them if you want this. see next answer for how. Q: How do I install the IVAs? A: . CKAN: select the package and install it, it counts as a separate mod. Otherwise, place the folder from Extras into your KSP Gamedata. Licensing All code and cfgs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All bundled mods are distributed under their own licenses. Download Mirrors Primary (SpaceDock) Secondary (CurseForge) Tertiary (GitHub) Issue Tracking and Source Special Thanks A big hand to @JadeOfMaar, @Dragon01 ,@Stone Blue, @Pulsar, @Fraz86 and probably more people that I forgot! See the readme! They were hugely helpful in debugging, writing patches, IVA prop placing and so much more during development. If you appreciate this project, please consider contributing to my caffeine addiction! I really appreciate it, and also helps justify this time sink to my wife , which results directly in more models.
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The Sterling age has begun. Lots more to come. LICENSE :: Art is All Rights Reserved :: Configs are ShareAlike CC-BY-SA DOWNLOAD :: GitHub GALLERY :: GitHub wiki Issues to watch for: Part stats and models may change due to current pre-release state. dV calculators do not ignore massless resources other than ElectricCharge so it will be a pain to get the dV for engines that ask for ThermalPower (while in ship editors, maybe not so in flight). Support should be good for: Indicator Lights Simple Repaint (only the whites of parts will be recolored) Waterfall Dependencies: B9 Part Switch Community Resource Pack
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Starship Expansion Project Starship Expansion Project (SEP) is a mod being developed by me, Kari, and our amazing team. Our project aims to bring our intepretation of the Starship vehicle by SpaceX into Kerbal Space Program. While a lot of the design choices are based on the actual vehicle sitting on Boca Chica, creative freedom is used to expand our mod even further. Special thanks to @damonvv for allowing us to adapt tundra's plugin to ourselves, @SofieBrinkfor her hard work adapting the code and overall improvement of the mod, @IsaQuestfor the raptor model and textures, @Janus92 for the amazing IVA models, @EritoKaiofor indirectly helping me improve myself over the last few years and everyone on our discord server for their immense support to our mod, I could not have done without you Screenshots Dependencies Module Manager Waterfall (0.8.1 or higher) B9 Part Switch Extremely Important but not required mods Textures Unlimited (for shiny parts!) Tundra Exploration (For more engine modes on SH) KJR Next or KJR Continued (Avoid wobbly joints) Starship Launch Expansion Recommended Mods Flight Manager for Reusable Stages Community Resource Pack Trajectories Modular Launch Pads HullCameraVDS & NeptuneCamera (custom cameras on ship and booster) IVA Dependencies Near Future Props Reviva Free IVA Raster Prop Monitor ASET Props Download SEP is officially found at Spacedock, GitHub and CKAN. Any other form of download is not official and should not be trusted FAQ 1. Where is *? R: If you have not found a feature you like, please check our roadmap to see if it's not already planned, otherwise feel free to ask nicely and we'll happily look into it 2. Why there's only 2 engine modes on the booster? R: When we where authorized to use part of Tundra's plugin, we agreed to leave the engine switch on Tundra's mod, as it was made mainly for falcon, if you want an extra mode, install Tundra and it will be on your game 3. What are those names? R: I renamed the parts to match The Expanse (my favorite show) names, if you're not familiar or want to have real names, there is an option for it on the extras folder when you download it 4. WHERE IS THE FROST I SAW IN THE PICTURES? R: It's currently in development and will be integrated into SEP, right now it's a separate mod that adds a part that attaches to a node on the ship and booster, you can find it on our discord server under the #sep-addons channel on a pinned comment along with other mods made by our community Licensing Configs are distributed under CC-NC-SA-4.0 License. Nertea's HabUtils.dll is distributed under MIT license. All Textures/models and our plugin StarshipExpansionProject.dll are distributed under All Right Reserved License.
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Airplane Plus Powerful stockalike parts for aircraft enthusiasts. Feedbacks would be helpful. And if you have time, please take the Poll: Click here to vote on what part do you want to be added Download at: Spacedock · Curseforge Github Want to support me? You can on either of these: PATREON User Patches: Tweakscale Compatibility RPM Compatibility AJE Compatibility F-16 Cockpit RPM Remotetech Config Community Tech Tree Sound Issue Workaround is under "Issues" Below If you want assist in hovering, I recommend this mod I'm using Craft Files (Click Image): Release 22-24: Release 20: Old Files: Extra Images: Old Part Selection Images: -- Collection of Aircraft Photos: https://imgur.com/a/ySFgL Old Album: http://imgur.com/a/6kDLM -- APU in Action: Huey in Action: Machbuster Video: Extra: Demonstration of the Tilt-Rotor function, assisted VTOL landing and New Diagonal Gear Other videos: Latest Changelog: Installation: Remove old folder if there's an old installation. Copy the GameData folder into your root folder. -Included in the pack are AirplanePlus and Firespitter folders. It also packs ModuleManager* *I do not own these mods, I merely packed them in for Airplane Plus to be functional and avoid linking downloads for dependencies. Big thanks to their Authors. FAQ: License: *I only take credit on my parts. Firespitter and Modulemanager which are included in the pack are made by different authors with their own licenses. Most performance configs powered by @Tanner Rawlings Shout out and big thanks to @acc for doing a test run back then. @kiwinanday helped a lot on producing important info in reconfiguring performance, thanks a lot!
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An ISS parts mod for Kerbal Space Program 2 This mod is in pre-release. It does not have all the ISS components yet. This mod seeks to provide ISS and space modeling enthusiasts with all of the station's components (eventually) so that they can recreate its construction in the historical sequence of assembly, or simply utilize them to construct the space station of their dreams. Gallery Zarya Zarya, the original 'grandma' of the ISS, started out as the powerhouse, the brains, and the muscle of the station. But now, after years of hard work, she's basically the space version of an attic, filled with random stuff from the early days of space exploration. Unity Unity is the first U.S.-built component of the ISS, linking the laboratory's Russian Orbital Segment and US Orbital Segment. Unity was launched on 4 December 1998, aboard Space Shuttle Endeavour on STS-88. Zvezda Zvezda provides essential life support systems and offers a cozy home for two lucky kerbonauts. But don't be fooled by its laid-back exterior - Zvezda can be remotely controlled, so if it ever decides to start slacking off, the KSC can give it a virtual kick in the pants. Destiny The Destiny module is the primary operating facility for US research payloads aboard the ISS. This is where science gets a little... spacey. Canadarm2 (SSRMS)* The robotic arm moves equipment and supplies around the station, supports kerbonauts working in space, and services instruments and other payloads attached to the ISS. Though capable of delicate repairs and heavy lifting, it still can't figure out how to unclog the station's toilet. * Since KSP2 does not have robotics, this part is just for looks. Quest Quest is the primary airlock for the ISS. It was designed to host spacewalks with both US and Russian space suits. The airlock was launched on STS-104 on July 14, 2001. Z1 Truss The Z1 truss is the ISS's master of orientation, the king of control. It’s like the captain of a ship, always making sure everyone is headed in the right direction. With its gyroscopes and plasma pals, it's got the station spinning and twirling like a top, ensuring it's always facing the sun just right. P6 Truss The P6 truss was the second truss segment to be added (after the Z1 truss) because it contains a large Solar Array Wing (SAW) that generated essential electricity for the station. It was delivered by Space Shuttle Endeavour during STS-97. It was the last human spaceflight of the 20th century. S0 Truss The S0 truss forms the central backbone of the Space Station. It was attached on the top of the Destiny Module during STS-110 in April 2002. S0 is used to route power to the pressurized station modules and conduct heat away from the modules to the S1 and P1 Trusses. Solar Array Wing The ISS Solar Array Wings are so powerful, they could probably light up the entire galaxy if they weren't busy powering the International Space Station to keep the lights on and the coffee brewing. APAS-95 docking port APAS-95 is an androgynous docking system used on the American and Russian modules on the ISS and to allow the Space Shuttle to dock. CBM docking port It's the ISS's secret weapon for connecting habitable modules in the US Orbital Segment. It's like the ultimate "stick-it-to-the-man" (or, in this case, the space station) solution. PMA-1 PMA-1 is basically the space equivalent of a USB adapter, but instead of letting you connect your phone to a laptop, it lets spacecraft connect to the station. Think of it as the ultimate 'space plug-in' for cosmic commuters. Launched with the Unity module in 1998 aboard STS-88. PMA-2/3 This adapter is used on the ISS to convert a CBM interface to an APAS-95 docking port. PMA-2 was launched with the Unity module in 1998 aboard STS-88. It was outfitted special hardware to allow the shuttles to stay docked longer. PMA-3 was launched in 2000 aboard STS-92. Zvezda Solar Panel Meet the solar panel that's seen more sunrises than a rooster. This retractable array is more interested in reminiscing about the glory days than tracking the sun. It's like a retired kerbonaut who's content to bask in the sunlight, occasionally muttering something about 'good old Comrade Sol'. External Active Thermal Control System* The ISS's a busy place, and what happens when all that activity heats things up? The station's radiators come in, space's biggest heat dump! They collect heat and reject it by use of pumped liquid state ammonia in closed-loop circuits to cool the station. * You need to install Meltdown to add heat management to the game and make it a functionnal radiator. Module-to-Truss Structure Attach System The MTSAS is a crucial, permanent component on the ISS that connects the S0 truss segment to the Destiny lab. This structure must withstand dynamic loads, pressure, and thermal cycles throughout the station's lifespan. ISS Technical Docking Port This is a hooking part to weld together two elements where kerbonauts are not intended to pass through, and thus where traditional docking ports should not be used. This component does not exist in the real ISS and have been added for gameplay. Not compatible with other docking ports. Small ISS Technical Docking Port This docking port is intended to join together small elements of the ISS, such as the Canadarm to the surface of a module. Assembly For those daring enough to recreate the ISS's assembly in its historical sequence, this is the suggested procedure. In the absence of Canadarm, the use of tugs is necessary. Element Launcher* Date Recommended parts Zarya Proton-K 1998-11-20 Zarya, APAS-95 x3, Zvezda Solar Panel** x2, RV-105 RCS x4 (stock) Unity / PMA-1 / PMA-2 Space Shuttle (STS-88) 1998-12-04 Unity, PMA-1, PMA-2/3, CMB x8, APAS-95 x2 Zvezda Proton-K 2000-07-12 Zvezda, APAS-95 x4, Zvezda Solar Panel x2, Place-Anywhere RCS x8 (stock) Z1 Truss Space Shuttle (STS-92) 2000-10-11 Z1 Truss, CBM x2, ITDP x2 PMA-3 Space Shuttle (STS-92) 2000-10-11 PMA-2/3, CMB, APAS-95 P6 Truss Space Shuttle (STS-97) 2000-11-30 P6 Truss, EATCS x3, SAW x2, IDTP (x2 if you have to tug it) Destiny/ESP-1 Space Shuttle (STS-98) 2001-02-07 Destiny, CBM x2, ITDP (for MTSAS), SITDP (for SSRMS) Canadarm2 (SSRMS) Space Shuttle (STS-100) 2001-04-19 Destiny, SITDP x2 Quest Space Shuttle (STS-104) 2001-07-12 Destiny, CBM x2 S0 Truss/MBS Space Shuttle (STS-110) 2001-04-08 S0 Truss, ITDP x3, MTSAS * launchers not included ** Zarya do not have its own solar panel yet Pictures (shuttle not included) Disclaimer This mod features a semi-realistic modeling of the ISS as some liberties were taken with reality in order to allow the parts to integrate properly with the game with reasonable performance. For example the CBM, used to connect habitable elements in the US Orbital Segment of the ISS, is a non-androgynous system in reality but has been made androgynous in the game for simplicity. This mod's author did his best to make every space shuttle assembly mission possible by allowing the elements to be stored in the stock mk3 cargo bay. Some elements may however still prove difficult to fit in, such as the P6 truss segment (you will need to tuck the radiators in). Known Issues RCS not included. Most parts are not paintable. Solar Panel are not self-tracking. Solar Panels deployment in the VAB are too slow. Zarya does not have its own solar panel yet (you can use Zvezda's). No reentry effects. Kerbals located inside Zvezda do not show on the interior view windows. Quest is not a functional airlock. Installation Open the game folder by right-clicking on the game in your Steam library, selecting "Manage," and then clicking "Browse local files." Install the Space Warp + BepinEx plugin (available on CKAN). Install the Patch Manager plugin (available on CKAN). Download the latest version of The ISS Construction Kit, either on GitHub or on Spacedock. Open the zip file and drag the included BepInEx folder into the game folder (merge folders when asked). Dependencies Space Warp + BepInEx Patch Manager Links Spacedock: https://spacedock.info/mod/3709/The%20ISS%20Construction%20Kit GitHub : https://github.com/pasalvetti/iss Contact: KSP 2 Modding Society Credits For some parts of the ISS : NASA (https://github.com/nasa/NASA-3D-Resources), Zer0Frost (https://github.com/Zer0Frost/3D-ISS-for-blender) Adaptation & mod by Polo
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Attribution-NonCommercial-NoDerivatives 4.0 International Mk3 Shuttle Pack (aka Shuttle Lifting Body) is required to use this add-on. Shared textures are engines>CA_STME and shuttleStack>CAet Attribution-NonCommercial-NoDerivatives 4.0 International If you would like to see a mod supported by Cormorant Aeronology, write an @part patch and message me with the patch and a link to the mod so I can check it out. Like these fine people did Realism Overhaul Patch by @DrLicor (Github Link) 2.5x Scale dV Patch by Me and @TheRedTom on Github (Works with Quarter RSS by @pap1723) Real Plume Configs by @VenomousRequiem included USI-LS patch by @FellipeC included TAC-LS patch by @Spike88 on Github Cool Rockets effects by @damonvv on Github Stock Fuel Values by @PickledTripod on Github (Adjusts the ET and boosters to match Stock fuel volumes. Best used in 2x-3x systems) Persistent Rotation Upgraded by @MarkusA380 and @linuxgurugamer Atmosphere Autopilot by @Boris-Barboris Changelog This mod redistributes Firespitter Core by snjo and Roverdude - Forum Thread Module Manager by ialdabaoth and sarbian - Forum Thread Attribution-NonCommercial-NoDerivatives 4.0 International Parts derived from stock assets are free to be used in any way: CAdelta, CAstrake, CArudder, CA_Elevon1, CA_Elevon2 ----------------
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Universal Storage is a modular parts mod, allowing you to build custom service modules. It is highly integrated with the most popular life support mods, DMagic Orbital Science, and Kerbal Inventory System. Part library and more information available at kingtiger.co.uk/uvsii Universal Storage II (UvSii) is the follow up to KSP’s original wedge based parts mod, Service modules are build from a central core, around which you can place various resource and processor wedges. Customization fairings complete the service module, providing aerodynamic shielding with access via payload doors. Most parts are resizable allowing increased storage capacity while keeping part counts low. New features Separate fairing parts provide full comparability with the stock aerodynamics system. Parts feature multiple height variants allowing greater capacity without bloating part count. Fairings feature multiple paint variants, allowing you to match the look of your craft. Full KSPedia articles including animated gifs. Localization support including KSPedia. Support You can post bugs and feature requests on our bitbucket issue tracker: https://bitbucket.org/uvs2/universalstorage2 Or post in this thread and we'll do our best to help you (using bitbucket makes it easier for us to help and is preferred). Download from OneDrive Use the onedrive download to access: Previous versions Beta releases Source code Balance spreadsheets and other information Download at Space Dock You can download the mod at SpaceDock. There is a separate version for KSP 1.3.1 so make sure you download the correct file. Use the changelog button on SpaceDock to view each version. Features Three step build process Service modules are built from three basic parts. The core provides the structure with space to attach payload wedges and the fairing provides aerodynamic shielding. For more information on the build process check KSPedia in game. Multiple configurations Most parts have multiple height options, allowing increased resource storage without bloating part count. Cost, mass and capacity all scale linearly so every configuration is balanced. Larger cores and fairings have multiple configurations. The cores feature a central fuel tank or a crew transfer tunnel (for use with Connected Living Space). Selected fairings can be configured as a payload bay for use without a core or wedges. Fairings can be configured to match the look of your craft, with either Porkjet, Gemini, Apollo or Saturn paint schemes. Designed to work with 3rd party mods Built from the ground up to provide resource storage for popular life support mods. The game will automatically detect which mods you have installed (via module manager) and load payload wedges to match. In addition, Universal Storage is closely linked with DMagic Orbital science to provide a large selection of wedge format science experiments when both are installed. Wedges are Kerbal Inventory System (KIS) compatible, allowing Kerbals on EVA to swap out wedges as part of a resupply mission. Compatible mods Connected Living Space DMagic Orbital Science Not currently working, Orbital Science will be updated to be compatible soon. Kerbalism Kerbal Inventory System Kerbal Operating System Snacks TAC Life Support USI Life Support KSPedia Full KSPedia support provides in-game information on the parts, their features and how to build craft. The mod includes support for animated gifs in KSPedia pages (see source code for detailed information). Career mode support The mod is fully compatible with career mode, with parts balanced against their non-wedge equivalents ensuring there are no ‘cheat’ parts. Part unlocking follows a logical progression with the majority of parts available at tier five and six. The Universal Storage Team Daishi – Nox Industrial 3D models Textures Animations A highly proficient 3D modeller and animator, Daishi has created the parts for Universal Storage and other mods on KSP. If you would like to support Daishi’s modelling work you can donate via the paypal link below. DMagic – DMagic Orbital Science Code KSPedia With 18 mods currently on SpaceDock, Dmagic is one of the games most prolific modders. Probably best know for Orbital Science, he is also the current maintainer of SCANsat and author of many other ‘quality of life improvement’ mods. Paul Kingtiger – New Horizons Original concept Research and part balancing Website Paul has created a number of minor balance mods for KSP but Universal Storage was his first large scale mod. When not playing around with KSP Paul plays Paradox grand strategy games and World of warships, as well as messing around with physical computing and restoring old electronics. Note: Paul is not actively involved in Universal Storage development at this time. Translation credits Thanks to the work of these amazing volunteers, we are able to offer full localization support for Universal Storage. Italian: CRL42 German: StarStreak2109 Spanish: @Janderklander - Sergi Ruiz Brazilian Portuguese: Kastruss Source Code You can download the source (zip file) using the link below. Universal Storage Source Code FAQ Nothing works like it should! Make sure you have the correct version of the mod to match your KSP install. KSP 1.3.1 and KSP 1.4 (and later) versions have different requirements. You can find and download the correct version of the mod using the links above. If you have made a mistake, Delete the Module Manager file and the Universal Storage II folder in your GameData folder and try again. Check KSPedia! Answers to the most common questions are in game via KSPedia. There is a problem with X science experiment! Universal Storage II does now contains basic science parts, which are augmented by DMagic Orbital Science, a separate mod. If you have a problem with a science part make sure you include the name so we know who to ask for help. DMagic is one the Universal Storage team so he checks this thread, alternatively you can check the Orbital Science thread for support. How do I install the mod? Download the file and unzip it. Then copy the GameData folder to your Kerbal Space Program folder, merging / overwriting any files when asked. Can I have Universal Storage and Universal Storage 2 installed together? Yes, the two mods are entirely separate and will work side by side. The parts list in the VAB will be a little cluttered, and I recommend completing any missions using the old mod, recovering the craft, then removing Universal Storage (simply delete the folder from your GameData file). You can then continue just using Universal Storage 2. How can I find the parts. The cores and fairings are found in the Payload category. Fuel tanks and Batteries are found under Fuel Tanks and Electrics. Most other parts are under Utility. However the easiest way to find the parts is to type Universal in the search box. How do I remove the mod? Simply delete the Universal Storage 2 folder in GameData. Note that any craft using parts from the mod will break, so make sure you have recovered and craft using Universal Storage II parts before removing the mod. How do I upgrade the mod? Simply download the new version and install as above, overwriting any existing files. How did you balance the parts? The original Universal Storage parts were balanced against real world craft and technology. This made for realistic parts, but many were badly balanced against other parts in game. For Universal Storage II we decided to balance parts against the stock parts in game or the various life support mods. This ensures that costs, mass and capacity are balanced against the rest of the game, so there's are no 'cheat' parts. LICENSE Models, textures and animations The models, texture and animations, including the .mu files are copyright of Simon Hinton who reserves all rights. New Zealand Copyright Act 1994 You may download and used these files and modify them for personal use. You may not publish or share these files or derivatives of these files. You may not reverse engineer these files. You may externally reference these files using the model command in KSP. For permission to use the model and texture assets in a way other than the above message Simon via the KSP forums. You may share screen shots, videos and streams featuring Universal Storage (credits back to here are appreciated) All other files and images Code including .DLL and .CFG files are released under the MIT license Copyright 2018 DMagic, Paul Kingtiger and Simon Hinton Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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Kerbetrotter Ltd. is happy to announce its newest creation from the Feline Utility Rover series: The Lynx Rover. A medium sized versatile rover that is capable to operate independently in the harshest environments. It is mainly designed to operate on other planets, but also in the outback of Kerbin. Depending on your configuration it can be used for crew transport, mobile research including a laboratory or as a transport for various resources. You can also use bellowed joints to be more flexible in difficult terrain or use hover engines to pass water. It now also includes a small propeller for when the rover is swimming. Features Joints and Hitches Hover Engines IVAs in all crewed parts Custom Wheels Fits in MK3 Cargo Bay Configurable Containers Galleries Download Please remove the folder of older versions of this Mod before installing! The source code is available on GitHub Instructions For instructions on how to use the hitches and joints, please take a look at the KSPedia entry of Feline Utility Rovers The Hitches and Joints are locked by default when you first launch your vessel. You have to click "Unlock" in the right-click menu to unlock them. The Hover Engines can be controlled with the controls for the Wheels to accelerate and steer. Lateral movement and height changes can be made with the controls for RCS. Please also visit the KSPedia for more information. Translations Español by @bice Русский by @Tirathangil and @Sebra 中国语文 by @ssd21345, @vosskftw and @Levin845 Português (do Brasil) by @FellipeC Deutsch by @DasSkelett and @Nils277 Italiano by @Simog Français by @Mortimer Kerman Looking for help: If anyone is interested to translate FUR into Japanese please let me know! You can find all the texts that need translation here: Localizable Texts. Supported Mods (most mods need ModuleManager to work properly) Life Support: TAC-LS, USI-LS, Snacks!, Kerbalism, IFI Life Support Gameplay: KIS, KeepFit, RemoteTech, Connected Living Space, Pathfinder, Realfuels, Indicator Lights, Community Tech Tree Visual: JSI Advanced Transparend Pods, Raster Prop Monitor, ASET Props, Textures Unlimited Supports resources from: OSE Workshop, Extraplanetary Launchpads, MKS, Deepfreeze, Near Future Propulsion, Near Future Electrical Support and bug reports If you encounter a bug with Feline Utility Rovers, please follow these instructions to report it.Most important: I need the KSP.log FILE. Otherwise i won't be able to help! License The art assets are licensed under: CC-BY-NC The plugin code is licensed under: Apache License 2.0 Thanks @sirkut and @Ziw for Infernal Robotics, which was used as reference/learning source for the functionality of the hitch. Also thanks to @Snjo for the Firespitter mod. The Fuel-Switch is based on the one from Firespitter. Last but not least thanks to @Rafael acevedo for testing and suggestions during the development.
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Taerobee Space Technologies (TBEE) This mod adds some early rocket engines, such as Aerobee and X-4 (V-2 sounding rocket) to Kerbal Space Program. By zer0Kerbal and originally by @Beale adopted with express permission and brought to you by KerbSimpleCo Features Adds 24 stockalike parts Taerobee - 13 size00 parts, including LFO engine Solid Fuel booster two adapters (size0 --> size00) Nosecone, control, animated science pod, and more Bumper - 7 size0 parts with three styles of engines, (V1) X-1 - 4 size1 parts, including a pod with simple IVA RealPlume (haven't verified) Stock Waterfall Effects See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Youtube review by Kottabos Gaming Cabin notes There will be no additional parts and no more major versions (1.4.0.0) after this one. Any minor releases will be for additional patches and improvements I have not personally tested the patches Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 Supports GPO (Goo Pumps & Oils') Speed Pump (GPO) Either 3 Module Manager Module Manager /L On Demand Fuel Cells (ODFC) Real Plume (untested) Stock Waterfall Effects (experimental) Requires: Stock Waterfall Effects Waterfall Core Suggests GPO (Goo Pumps & Oils') Speed Pump (GPO) Either 5 Module Manager Module Manager /L On Demand Fuel Cells (ODFC) red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @Beale - for creating this cool mod including art assets. @CobaltWolf - models. @Lisias - for organization and intial prep see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) Some Eye Candy How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
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DOWNLOADs Spacedocks | Github Feature: Dependencies: B9PartSwitch Recommended Mods: Atmospheric Autopilot makes flying the aircraft easier. SPOCK 2.0 not yet. Future: -IVA -Dual body variant -SPOCK 2.0
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Made with permission from @Daishi, one of the creators of the Universal Storage 2 mod and aimed at compatibility with @Angel-125's Wild Blue Industries suite of mods and adding value to undersea exploration and microsat design. Notable features include: Racks have height variants (1, 2 or 4 rows). The 2.5m and Buffalo 2 racks contain WBI science processors. Integrated probe body wedges which include solar panel, battery, RCS and are cargo bays or inventory parts. Experiment wedges are designed to require time and resources when started and only work when submerged. One or more experiments are concerned with ocean life and won't function on planets that are not whitelisted. As they may require several in-game days, submarine vessels have more reason to wait and hang around. Milli-kit boxes fit the cargo bay wedges or will precisely fill the solar inventory wedges. The boxes' features can be installed into the host part (primarily the solar inventory wedge) via the WIP Rackmount mod. High-volume (relatively, without the nerf of stock balancing) battery wedges can hold generous amounts of ElectricCharge. Known Issues Some wedge experiments are intended to have defined negative (undersea) altitude ranges. This feature does not appear to function. The affected experiments are the Bathymetry series and Goo Evolution series. Indicator Lights integration might not work properly on the Milli-kit experiments. Indicator Lights integration does not work on the experiment wedges. They do not use stock modules. Dependencies B9 Part Switch Wild Blue Tools Wild Blue Core Recommends RackMount (WIP, not on CKAN) Buffalo 2 Indicator Lights Supports/Suggests FreeIVA and Connected Living Spaces (the racks that have hatches are crew passable) LICENSE :: CC-BY-NC-ND DOWNLOAD :: GitHub :: SpaceDock
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Fox Defense Contracts is both in itself a mod and an Expansion of BDArmory Plus. The main goal is to add in much more tank turrets for both the KSP war communities and the creative community. (It is not a contract mod!) - Think of it like contractors E.G: Lockheed Martain, GeneralDynamics Etc. I would love to hear suggestions about what to add in and what to change. Requires: BDArmory Plus V1.6.11 or later. Download Here: SpaceDock Link (2.2) Github Releases Link (2.2) - In case spacedock fails Installation: Delete any existing FoxDefenseContracts and FDC_Armor folders. Then drag and drop the new one into the GameData folder. This is to decrease any incompatibility issues or any parts not found issues! Changelogs: Update 2.2 Legacy Hardware Updates - Bullet Def Changes once again (Fixed Shaped Charges) - new bump map and specular map for the Armor, you can change this within the MM Patch of FDC Armor. just comment out the one you don't want with // - More Turret changes again (Reload, Turret Speed, etc) - added even more turrets (39 total) - America (M22 Locust, M8 HMC, Heavy Tank M6, T18 Boarhound, M26 Pershing) - Germany (Panther A, Brummbär, Hummel, Wespe, PZ.III F/J (with short 50mm), PZ. IV E/F1 (with short 75mm), Sturer Emil, Waffenträger, Flakpanzer 1, Kugelblitz) - Russia (KV-1 (L-11), ZIS-30, T-34 (1940), T-34-57, ZSU-37) - Britain (Skink, Churchill III, Churchill VII, Churchill AVRE Petard) - Japan (So-Ki, Ta-Se, Chi-Ha LG, Chi-Ha Short Gun, Chi-He) - Italy (P40, 90/53 M41M, Turan I, Turan III, Zrinyi II) - France (Char 2C) - Small MGs (M2 Browning, M1919 Browning, DShK, MG34) -- There's 4 variants of the MGs (Super small, Small, Normal, and Long) Update 2.1 Add Duct Tape - Updated to work with BDAc Plus - Added Bombs (100, 250, 500, 1000, 2000, 5000 - Lbs) - Bullet Def Changes - More Turret changes (Deviation, Reload, Turret Speed, etc - Fixed Luft40c tilt angle to 0 degree instead of -9.2 degree Update 2.0 Military Expansion - Added 38 new turrets - America (M109A6, M163) - Britain (Challenger 2, Chieftain Mk10, Comet-1, Conqueror MK2, Crusader AA MK2, Falcon, Marksmen, Rooikat ZA-35) - China (PGZ09, PTZ89, WMA301, ZLT11, ZSD63, ZTZ99_Stage_III) - France (AMX13-105, AMX13-FM, Amx-30 DCA, AMX-40, E.B.R, Leclerc) - Italy (Ariete, M14/41, Centauro 120, L3/33 CC, AB 41, 47/32 L40, M42 Contraereo, R3 T20, OTOMATIC) - Japan (Type 10, Type 90, Type 16, Type 74 (E), Type 87 RCV,Type 87 AA) - Sweeden (Bkan 1C) - E.R.A is back and functional - Bullet Def changes (Plus if you're using the older version of BDAC Runway such as Version: v1.4.6.2 then you'll have that versions Bullet Definitions as well in the github page) - Redone Ammo Box Texture - Added MMPatch for BDAc Armor parts to use FDC armor textures. - Added AGM-119 Penguin Missle (+ 1 hidden fun missle) - Lots of balance changes to turret rotation speed, fire rate and other misc stuff - Removed Sounds (Ready to fire, reloading sounds) Update 1.4 Sweden's Uprising - Added 9 new turrets (Elden40, Luft42, Luft9040c, Pvkv43, Spjfm43, Strids42Delat, Strids74, Strids101, Stridsvagn122B) - Ammo box fixes with missing ammo - Check the Github page for x256 textures for reduction - Quality of life changes. Such as Placing bullet definitions in respective nations. - Bullet def changes. Update 1.2 Germans Strike Back - Updated to new verions of BDAc Runway Project 1.4 and Above - Less configs, Less turrets in menu. - WARNING turrets name have changed so most will not load with old names. Open .craft files and edit the turret names to match new names. - 7 new tank turrets (DickerMax, Wirbelwind, SdKfz5cm, Ru251, Panzer2C, Leopard2A5, Leopard1) - Redesign Flak88 - Removed Pak 36/40 - Bullet def changes - LEGACY Ammobox Removed Update 1.1 American Frontier - New sounds - New Ammo - 7 new tank turrets (HSTV-LT, M4 Sherman, M42 Duster, M103, T34, M4A3 Sherman 105, M24 Chaffee) - Fixed up Bullet defs for a few tanks - LEGACY Ammobox for fdc is still in until next release. *Official 1.0 Release* - Modern turrets added (M1A2 Abrams, T-64, BMP3, Bradly) - Reduced amount of CFG files, and reduced their sizes - All turrets have descriptions - Ammo Boxes have been changed -- Legacy Ammo box is still there and will be removed in next update! Version 0.9.0: General Update, The last WIP update - More Armor pieces for FDC_Armor, 1x1 half pipe, quarter pipe, 45 degree pipe, 2x1, 0.5, 1.5, variants as well - Added Landmines (beta test, works relatively well.) - Refined folder structure - Added in AA Variants, 76mm 50mm 40mm and 37mm (Bullet cfg and resources has been added. Version 0.8.0: Graphics update 2, The Electric Boogaloo - Mainly went from PNG to DDS (Massive loading and Memory Reduction) - Added in The KV-1 Turret as well as M36 Jackson Slugger Turret (With respective Resource and Bullets CFG Changes) - FDC Armor has some new panels 2x3, 2x4, 2x5, 3x4, 3x5, 4x5, 5x5, 1x5, 1Hx5, Slope1x5, Slope5x5 0.7.5 The Radio and Lights Update - Some turrets features lights that do shine and track with the turrets movement - Turrets that have an antenna or module that sticks out like one has a feature to receive radar Data - License changes. Version 0.7.0: Graphics update - Graphics changes for most turrets (Added bumpmapping) - Added in the Sturm Tiger 380MM canon with BulletCFG and Resources updated - FDC Armor got some changes to textures, native texture switching. (6 Textures to choose from) Version 0.6.0: Artillery update - Fixed some sounds - Added in 5 new guns (SU-5, SU-14, M41HMC, Sexton, StermPanzer II ) - Updated bulletscfg - Updated Bullet resources Version 0.5.5: Tank Destroyer Pack - Added in new guns (FCM36Pak, FT_AC, Marder38T, PanzerJager I, StugIII, T3HMC, T56GMC, Tortoise, UC2Pdr, ValentineAT) - Fixed Batchat25T - Removed E.R.A part until a fix is made - Changed a few numbers and variables, so just re-add the turret onto your tank for the changes Version 0.5: An Epic Update - Added 26 New Turrets to the mod - Scaling changes again - weight and Ammo changes - Tank turrets added (7tp, amx50B, AmxElcBis, Arl44, Batchat25T, Chi-nu, Chi-Ri, Cromwell, Is-2, M10 Wolverine, M18 Hellcat, MBT-70, O-I, Panther, PantherII, Panzer III ausf J, PanzerIV, Panzer 38T, RenaultFT 13.2mm, ST vz. 39T, Su100Y, T92HMC, T-95, Tiger I, Type-97) - added a universal Ammo box for FDC - New armor panels Version 0.3.4: Compatibility Update - Updated for BDAc 1.1 and 1.2 Version 0.3.2: Soviet Pack - Added 6 New Turrets from Mother Russia - Full Scaling changes across all turrets - Tank Turrets Added (BT-7, T-34-85, T-44-122, T-54, T-10/IS-8, KV-2) Version 0.2.3: Semi-Scale Fix (Plus more) - Added 1 new sound - Added The FV4005 Stage II Turret (Death in yo face) - Made some scaling changes to some turrets, expect more in the next update! - Added an ERA Moduel. Currently it doesn't have much use except for props. Expect a new BDAc update to make this module functional. Version: 0.2.0: Bullet variety Update! - Added M60A3 105MM Turret, and 120MM turret (Stat changes) - Added Bullet Definitions and Penetration values for all tank turrets - There are now new bullet types for the older turrets resulting adding tons of turrets for variety. AP, APDS, APC, APCBC, HE, HESH, HEAT, HEATFS, APFSDS, etc Version: 0.1.1: - Changed T57 Shell weight, Shell velocity, and minor turret speed changes to Real life values. - Changed T26E4 Shell weight, Shell velocity, and minor turret speed changes to Real life values. Version: 0.1.0: Added: Lots of Sounds Crusader Flak88 IS1 JadgPanther JadgTiger(128MM) M3Stuart Maus Pak36 Pak40 ShermanFirefly ShermanJumbo T26E4 T57 TigerII TOGII* More to come! Videos Featuring my Mod!: Lights: These are mainly the turrets that have the lighting system. Special credit to Kerbin Nerd123 for a lot of the values for tanks turrets such as bullets and turret rotation speed! License:
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Resurfaced Resurfaced is a set of shaders that can be used by modders to relatively easily apply PBR shaders to existing and new parts. This allows modders to create realistically metallic surfaces, and gives them more control over exactly how parts look in different environments. This requires the latest version of Shabby, to load and apply the new materials onto the targeted parts. The shaders have been designed to work relatively well for existing KSP art assets, which are typically quite dark. This means practically modders need only add an extra metal map to their part textures, and define a few config values, rather than completely remaking a part for PBR. Huge thanks to @Al2Me6, @Rodger, @Zorg for helping to develop this and giving feedback. This wouldn't be possible without @Al2Me6's work on Shabby. Downloads Simply download Resurfaced, and the latest version of Shabby, and place them in your GameData folder after unzipping. Any compatible mods should then be able to load the new shaders. PLEASE NOTE, we are in the process of converting Bluedog Design Bureau and Tantares to use these shaders, but the current released versions will not take advantage of this. To see the new shaders in action, you will need to grab the "bleeding edge" version of each mod from GitHub directly. https://github.com/Tantares/Resurfaced/releases https://github.com/KSPModdingLibs/Shabby/releases Though not technically required, it's strongly, strongly recommended that you use this with @blackrack's deferred rendering for best results. https://github.com/LGhassen/Deferred/releases For modders, I have a guide on converting your parts here: https://github.com/Tantares/Resurfaced/wiki/Resurfaced Image Gallery For Modders You can find a guide on converting parts to PBR on the Resurfaced GitHub Wiki: https://github.com/Tantares/Resurfaced/wiki/Resurfaced
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Chemical Technologies Chemical Technologies is a collection of mods which overhaul and expand the stock resource system to enrich the experience of heavily modded KSP. The component mods are designed to be played together, but you can pick and choose any subset to play with, like Nertea's Near Future Technologies. The goal is to provide many ways to acquire and process resources into other resources which are useful not only in the the domain of these mods, but many other popular mods too, connecting everything into one cohesive web. There are many resources and resource chains similar to what you might find in RealFuels and MKS, but the Chemical Technologies suite aims to be less complex and more modular rather than centralised and all-encompassing The individual mods are listed below, with the feature progress marked like so: [concepting]: I have a pretty good idea of what this will look like, but haven't started making anything. [development]: I've started making something, maybe even nearly finished it. [ready]: First-pass "done", ready for pre-release. [pre-release]: Available in a v0.x pre-release. [release]: Available in a v1.x release. Chemical Propulsion 0.5.1 [pre-release] Download Requires: ModuleManager, B9PartSwitch, Chemical Core, FuelMixer Replaces stock propellants with a small handful of real chemicals, with engines matched to their real-life inspirations where applicable. I'm mostly targeting rocket engines provided by Nertea's mods at the moment, but suggestions for other mods are welcome. You can think of it as a Nertea-like soft alternative to RealFuels. Chemical Propulsion uses a plugin called FuelMixer which provides a simple framework for maintaining consistent propellant mixtures across fuel tanks, engines and RCS thrusters. This plugin was developed specifically for this mod, but is designed in a generic way and may find uses elsewhere: FuelMixer The changes present in Chemical Propulsion are as follows: Monopropellant engines and tanks have a choice of two propellants: HTP which is cheap and available at the beginning of career mode, and Hydrazine which is unlocked later and more expensive but yields a significantly higher specific impulse. [pre-release] LiquidFuel/Oxidizer engines are categorised into one of six types, some of which similarly have a pair of "basic" and "advanced" bipropellants with fixed mixture ratios: [pre-release] Keroxide: 1 Kerosene / 3 HTP Ammonilox: 7 LqdAmmonia / 9 LqdOxygen 7 LqdAmmonia / 9 LqdFluorine Hypergolic: 7 Hydrazine / 9 NTO 3 Hydrazine / 5 N2F4 5 Pentaborane / 11 NTO 1 Pentaborane / 3 N2F4 Kerolox: 3 Kerosene / 5 LqdOxygen 3 Kerosene / 5 LqdFluorine Methalox: 7 LqdMethane / 9 LqdOxygen (a more fuel-rich, more realistic figure than CryoEngines/CryoTanks native 3 LqdMethane / 1 Oxidizer) 7 LqdMethane / 9 LqdFluorine 7 Diborane / 9 LqdOxygen 7 Diborane / 9 LqdFluorine Hydrolox: 3 LqdHydrogen / 1 LqdOxygen (roughly equivalent in mass to CryoEngines/CryoTanks native 15 LqdHydrogen / 1 Oxidizer) 3 LqdHydrogen / 1 LqdFluorine Near Future Launch Vehicles' KR-701 'Cougar' and KR-74 'Lynx' are bimodal hydrolox engines with an additional kerosene-augmented mode, based on their real-world analogues the RD-701 and RD-704: [pre-release] 1 Kerosene / 4 LqdHydrogen / 3 LqdOxygen (equivalent to 1 part kerolox + 2 parts hydrolox) LiquidFuel jet engines use Kerosene and have an advanced Pentaborane option, with the rocket mode of multimodal engines running on Kerosene/Pentaborane and LqdOxygen/LqdFluorine. [pre-release] Nuclear engines are changed to use LqdHydrogen and have additional LqdMethane and LqdAmmonia modes for higher thrust, lower isp. [pre-release] All the fiddly little bits like ISRU, fuel cells and RCS (both monopropellant and bipropellant) are all brought in line accordingly. [pre-release] Various stock and modded engines have their performance adjusted to bring them in line with the new propellants. Note that the values listed below correspond to the stats of the engines using the "typical" propellant combinations; Kerosene/HTP, Hydrazine/NTO, Kerosene/LqdOxygen, LqdMethane/LqdOxygen and LqdHydrogen/LqdOxygen. [pre-release] As well as these changes, a couple of extra plugins are planned for enhancing the experience of chemical rocketry: Hazards: Hazardous propellants create regions of environmental danger when: Leaking from CryoTanks [concepting] Fired in rockets [concepting] Released by more explosive means [concepting] Hazard regions can be cleaned up for a cost at the KSC [concepting] Hazard regions decay at a rate determined by the local atmosphere [concepting] Ignition (might be a fork of Engine Ignitor): Non-hypergolic engines require an ignition source, chosen in the VAB: Single-use pyrotechnic [development] Refillable starter fluid (TEATEB or similar) [concepting] Reusable spark plug [concepting] Stock [pre-release] The tech tree starts with small hypergolic engines and progresses to kerolox and hydrolox. There are not too many of the latter types, so Cryogenic Engines, Restock+ and Near Future Launch Vehicles are especially recommended. Making history [pre-release] The Wolfhound doesn't need such weirdly high Isp when you have methalox and hydrolox to play with. Labradoodle [pre-release] The Poodle and the Labrador are made much more distinct by their different propellant types. Missing History [pre-release] These two engines also appear in Restock+, though with slightly different stats, but I've just left them as is. Restock+ [pre-release] Most of these are cheeky Making History knockoffs (which are obviously higher quality) with equivalent stats, so aren't present if you have the DLC installed. Near Future Launch Vehicles [pre-release] Very handy kerolox engines of all sizes, including some fancy multimode bipropellant/tripropellant engines based on the RD-701 and RD-704. Cryogenic Engines and CryoEngines Extensions [pre-release] Existing liquid hydrogen and liquid methane methane engines are automatically converted to use LqdHydrogen/LqdOxygen and LqdMethane/LqdOxygen respectively. Chemical Storage 0.3.0 [pre-release] Download Requires: ModuleManager, B9PartSwitch, Chemical Core, Cryogenic Tanks Highly configurable tanks which store single chemicals, useful for chemical factories, rocket stages and giant spacecraft. Three types of tank: Basic [pre-release]: stores stable, non-cryogenic resources. Lightweight cryogenic [pre-release]: Mass-optimised, balanced to be equivalent to CryoTanks. Heavy-duty cryogenic [pre-release]: Much heavier with way less boiloff, for storing chemicals on surfaces or orbit long-term. Five diameters: 2.5m [pre-release] 3.75m [pre-release] 5m [pre-release] 7.5m [development] 10m [development] Spherical tanks at double those diameters [development] Several Length options [pre-release] Several structural options: Trusses [pre-release] Legs [pre-release] Horizontal mounts [pre-release] Radial mounts [development] Several surface options (each tank type has its own set) [pre-release] Chemical Harvesting [development] A resource harvesting overhaul. A plugin to change the way surface mining works which should encourage building mining colonies vs. small mining probes. [concepting] Several parts for harvesting from oceans and atmospheres. [concepting] Both stock Drill-O-Matics and all seven drills in Stockalike Mining Extension come in three varieties which each acquire a different category of resource: basic minerals, ices and metals. Basic mineral drills are the stock drills which can mine Ore, as well as the other generic mineral substances Rock and Hydrates. [ready] Ice-specialised drills can directly mine Water, LqdAmmonia, LqdCO2, LqdMethane, and Organics, and perhaps others in future. [ready] Metal-specialised drills can directly mine Spodumene, MetallicOre, Uraninite, RareMetals, and ExoticMinerals, and perhaps others in future. [ready] Chemical Conversion [development] Provides suites of new ISRU parts with semi-realistic chemical conversion processes for many resources in the Community Resource Pack, replacing the uninspiring universality of turning Ore into everything else. Carbonate decomposition Rock → LqdCO2 Hydrate decomposition Hydrates → Water Ore reduction Ore → LqdOxygen Water electrolysis Water → LqdHydrogen + LqdOxygen Ammonia electrolysis LqdAmmonia → LqdNitrogen + LqdHydrogen Electrochemical reduction of CO2 LqdCO2 → LqdCO + LqdOxygen Haber process LqdNitrogen + LqdHydrogen → LqdAmmonia NTO synthesis LqdAmmonia + LqdOxygen → NTO + Water Hydrazine synthesis LqdAmmonia + LqdOxygen → Hydrazine + Water Sabatier process LqdCO2 + LqdHydrogen → LqdMethane + Water Reverse water-gas shift reaction LqdCO2 + LqdHydrogen → LqdCO + Water Bosch reaction LqdCO + LqdHydrogen → Carbon + Water Fischer-Tropsch process LqdCO + LqdHydrogen → Kerosene [low yield] + Water Polymer synthesis Organics → Polymers Kerosene synthesis Organics → Kerosene [high yield] The above process are provided by the following parts: Convert-O-Tron 125: Carbonate decomposition; Hydrate decomposition Convert-O-Tron 250: Carbonate decomposition; Hydrate decomposition; Ore reduction Electr-O-Tron 125 [development]: Water electrolysis; Ammonia electrolysis Electr-O-Tron 250 [development]: Water electrolysis; Ammonia electrolysis; Electrochemical reduction of CO2 React-O-Tron 125-N [development]: Haber process React-O-Tron 250-N [development]: Haber process; NTO synthesis; Hydrazine synthesis React-O-Tron 125-C [development]: Sabatier process; Reverse water-gas shift reaction React-O-Tron 250-C [development]: Sabatier process; Reverse water-gas shift reaction; Bosch reaction; Fischer-Tropsch process Mobile Processing Lab MPL-LG-2: Polymer synthesis Organics Factory (3.75m, name TBD) [concepting]: Polymer synthesis; Kerosene synthesis If Chemical Propulsion is not present, Kerosene and Hydrazine are changed to LiquidFuel and MonoPropellant, and Oxidizer can be configured to replace either LqdOxygen or NTO. Chemical Metallurgy [development] Ore sorters and smelters. Spodumene sorting Ore → Spodumene [low yield] Metallic ore sorting Ore → MetallicOre [low yield] Rare metal sorting Ore → RareMetals [very low yield] Exotic mineral sorting Ore → ExoticMinerals [very low yield] Lithium roasting Spodumene → Lithium Carbon reduction MetallicOre + Carbon → Metals CO-injected reduction MetallicOre + LqdCO → Metals + LqdCO2 Hydrogen plasma reduction MetallicOre + LqdHydrogen → Metals + Water The above process are provided by the following parts: Small Ore Sorter (1.25m, name TBD) [concepting]: Spodumene sorting; Metallic ore sorting Large Ore Sorter (2.5m, name TBD) [concepting]: Spodumene sorting; Metallic ore sorting; Rare metal sorting; Exotic mineral sorting Convert-O-Tron 125: Lithium roasting Convert-O-Tron 250: Lithium roasting Smelt-O-Tron 250 [development]: Lithium roasting; Carbon-fired reduction Smelt-O-Tron 375 [concepting]: Lithium roasting; Carbon-fired reduction; CO-injected reduction Plasma Arc Furnace (5m, name TBD) [concepting]: Hydrogen plasma reduction
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude posted a topic in KSP1 Mod Releases
I expect a lot of us will be starting new career saves after the release of 0.90. So in anticipation of that day, and because the idea of grinding science on the launchpad makes me sad, I give you Sounding Rockets! This mod adds a series of very simple 0.35m parts to the start node, including: Two SRB engines. One with high thrust, one with high efficiency. Neither have decouplers, but will instead automatically jettison when out of fuel (this is especially handy for the upper stage below your payload). A nosecone containing a basic parachute, gyro system, and control module. Note: These run off of StoredCharge not ElectricCharge, and by design cannot be recharged. You will have enough juice for a short mission, but don't expect to get to the Mun with it. Four new science experiments to serve as payloads for your sounding rocket. Note, that trying to stack more than one will likely exceed the parachute's capacity. Enjoy! Go forth and find bees, feedback rocks. Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Pick it up on GitHub! https://github.com/UmbraSpaceIndustries/SoundingRockets/releases -
Have you ever said "I don't want to live on this planet anymore"? Now you can! We at Kerman & Kerman Orbit and SurfaceStructures are proud to present you the all new product line for Kerbals who want nothing more than to live on another planet! We at Kerman & Kerman finally got out of the testing phase and now consider our parts to be usable. This mod adds several new parts that are designed to be used in a planetery base for the Kerbals.This includes Habitats, Greenhouse, Laboratory, a Cupola derivative, Command-Center and others. It is designed to fit with the other stock parts and feel as "Kerbal" as possible. Galleries Supported Mods You need the lastest version of ModuleManager to use the supported mods! Life Support: TAC Life Support, USI-LS, Snacks! Continued, Kerbalism, DeepFreeze (Continued), Ioncross, ECLSS, IFI-Life Support Gameplay: (SETI) Community-Tech-Tree, Kerbal Inventory System (KIS), Kerbal Attachment System (KAS), RemoteTech, KabinKraziness, Raster-Prop-Monitor, Connected-Living-Spaces, KeepFit, SCANsat, Surface Experiment Pack JSI Advanced Transparent Pods, Extraplanetary Launchpads, OSE Workshop, Near Future Electrical Propulsion: Modular Fueltanks, Realfuels, Stockalike Realfuel @ibanix, @DStaal, @dboi88, @Merkov and @tsaven are working on a patch to support UKS. You can find the thread here: KPBS/MKS Integration Pack (outdated by now) Download Please remove the folder of older versions of this Mod before installing! TAC-LS Spreadsheet Additional Downloads: Sample Craft, Templates to tinker with, Deprecated parts The source code is available on GitHub Languages Español by @Rafael acevedo and @fitiales Русский by @Dr. Jet 中国语文 by @vosskftw and @q654517651 Deutsch by @DasSkelett and @Nils277 Italiano by @Simog Portugues do Brasil by @VaPaL, @MaximumThrust @Daniel Prates and MarcosEduardo2007 Français by don-vip Looking for help: If anyone is interested to translate KPBS into Japanese or finish Brazilian Portuguese, please let me know! You can find all the texts that need translation here: KPBS Texts. Support and bug reports If you encounter a bug with Kerbal Planetary Base Systems, please follow these instructions to report it. Most important: I need the LOG FILE. Otherwise i won't be able to help! License The art assets are licensed under: CC-BY-NCThe plugin code is licensed under: Apache License 2.0 This mod redistributes the Community Category Kit and Community Resource Pack from @RoverDude and contains parts for Deepfreeze that are made by @JPLRepo and @MerlinsMaster. They are licensed under:
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Animated warp effect: Inroducing a new, stand-alone Alcubierre drive for KSP! What does it do? The Alcubierre drive works by moving space around your ship, not through accelleration. In KSP we do this by changing your vessels position based on the engine throttle controls for the warp engine. Speeds of up to 16 times the speed of light are possible. How does it work? Use massive amounts of electric charge to create Exotic Matter. Point at your target. Use Exotic Matter and Xenon Gas (the latter is for the maneuver thrusters) to go straight to the target. Note that since your velocity does not change, only your location, you will have to compensate for any orbital speed differences. This can be excessive (15K+ DV) or, with proper planning, next to zero. To be clear. This is NOT just a fast, efficient engine. There is no acceleration (other than a tiny amount from the maneuver thrusters). It works through translating the ship's position (simulating how a real Alcubierre drive might work). What's the catch? How is this not OP? You will still need either very careful navigation or excessive DV changes to achieve orbit. Also, because of the destructive nature of the warp bubble, parts outside of it (both on your own ship and others) will be destroyed. Warp bubble collapses are also destructive, and maneuvering at excessive warp speeds can be very dangerous (everything from losing control through parts of your ship slipping outside of the bubble and exploding). What other mods do I need? None. Really. The only dependency is Regolith which is needed for it's converter (used to make Exotic Matter from EC). What other parts do I need to support this? Stock only. Really. Near Future Technologies reactors, or reactors from the USI mods will make some things easier, but you can get away with a completely stock warp ship with just the addition of this part. Can this support [mod X]? If you want integration with other mods, tell your favorite modders to ping me. I am very open to collaboration LICENSE: Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Download Here: https://github.com/UmbraSpaceIndustries/WarpDrive/releases
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Modular Rocket Systems (MRS) A stock-alike parts pack that fills in a variety of gaps in the stock lineup of rocketry parts. By zer0Kerbal, originally by NecroBones adopted with express permission and brought to you by KerbSimpleCo Preamble by NecroBones See more YouTube Review by TinyPirate Review by Skyehawk Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Supports Add-on Version Checker (AVC) Community Tech Tree (ctt) Connected Living Space (cls) Engine Ignitor (ign) HotRockets! (hot) Ferram Aerospace Research (far) RemoteTech (RT) TweakScale (twk) Either 3 Module Manager /L Module Manager Suggests Adjustable Mod Panel (KAMP) Biomatic (BIO) Docking Port Descriptions (DPD) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) MoarKerbals (MOAR) OhScrap! (OHS) On Demand Fuel Cells (ODFC) OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) Precise Maneuver (PM) Pteron (MSRV) ScrapYard (SYD) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Solar Science (SOL) Stock Inline Lights (SIL) The collection of Fuel Tanks Plus Ltd (FTPL) large stock-like tanks with Color Coded Canister style: Fuel Tanks Plus (FTP) Fuel Tanks Plus Xtra Kerbal (FTPXK) Fuel Tanks Plus IS (FTPIS) NecroBones suite of mods that play nicely together Lithobrake Exploration Technologies (LET) lander parts, large chutes/legs/ladders/etc SpaceY Corporation (SYC) SpaceY Lifters (SYL) stock-balanced large rocket parts, 5m parts, large SRBs SpaceY Expanded (SYE) The Burger Mod (BURG) Joolian Discovery (JOOL) The Elephant Engine (ELEP) Modular Rocket Systems (MRS) stock-alike parts pack, NASA-like alternatives, and filling the gaps Module Rocket Systems LITE version (MSRL) Color Coded Canisters (CCC) beautification replacement models/textures for stock tanks, with color-coded end caps, and auto-closing shrouds ColorFuel Lines (CFL) color-selectable fuel lines SeaDragon (SEA) by Kerbal Hacks by [Enceos][enceos] Drop Tank Wrapper (DROP) Simple Mission Flags (SMF) by Axial Aerospace Dreamer (DREAM) LanderTek (LTK) Simple Cargo Solutions (CARGO) WhimChaser (WHIM) Tags parts, config, flags, agency, textures, variants, control, graphics, sound, resources, science, tech-tree, career, crewed, uncrewed red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
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This is a probe expansion pack inspired by real missions from the mid-1960s to now. Including probe cores, engines, solar panels, and new science parts! Parts are inspired by (Including some replicas of) Voyager, Pioneer 10, Venera, Cassini, Mariner, Kepler, New Horizons, Juno, And more! Current working on the Viking Mars lander. IMGUR ALBUM To prevent issues, please remove any previous versions of the mod before updating CURRENT Branch - Github Repo Please be sure to download the latest BETA branch repo for best compatibility. See changelog for a list of recent changes Need Support? Please read the FAQ Requires: Firespitter or B9, DMagic ScienceAnimate and ModuleManager Older Beta v0.16.1 Download: Mod configs included: Remote Tech by @rakol Tweakscale by @Jso SCANsat by @akron Sample Crafts v0.3 for BETA v0.16.1: (Two Barquetta Communication Satellites, Barquetta-Odyssey, Deep Space 1, Landvermesser, Mariner, Quetzal, Tatsujin, Tatsujin-Express, Torekka, Vorona, Vorona-SAR, Meridiani-Draco, Explorer Telescope) Nerva HT Engine 1.0 Released! Link to release thread or download below: Spacedock Dropbox Real Plume config by @VenomousRequiem. Module Manager required for RealPlume configs. License: CC-BY-NC-SA 4.0 Please let me know if you release anything based on my work. I'd love to check it out! Want to support the mod? Check out below, and thank you! Paypal
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Version 1.9 This is a parts pack intended to flesh out the stock mk2 parts lineup by providing new engines, air intakes, and fuselage segments and cockpits in the mk2 formfactor, to give players more options when building spaceplanes and more. All textures are stock textures where possible, using MODEL nodes, so RAM footprint should be minimal. -Command 2 kerbal Inverted cockpit with IVA 1 kerbal Multi-purpose high visibility cockpit with IVA 2 kerbal Mk2-1.25 cockpit with IVA 3 kerbal Mk2 spaceplane cockpit with IVA 1 Kerbal Bubble canopy with IVA -Control Aerodynamic Configurable Monopropellant RCS block Aerodynamic Configurable LF/O OMS block 5-Way heavy duty Mk2 conformal RCS block Roll control RCS chine block Prograde/retrograde RCS chine cap Stability Control RCS and SAS module Monopropellant OMS pod -Air Intakes 1.25m to Mk2 inline air intake Ramscoop intake Mk2 shock cone intake Mk2 precooler Mk2 subsonic circular intake -Engines 'Vector' Thrust Vector Turbojet 'Afterburn' TurboRamJet E.S.T.O.C. Dual-cycle Engine M.A.T.T.O.C.K. Dual-cycle Engine 'Pegasus' Inline VTOL engine 'Siddeley' VTOL engine 'JumpJet' radial VTOL engine 'Wedge' Linear Aerospike 'Pluto' Nuclear Engine 'Rontgen' Atomic Thermal Jet 'Mule' Thrust reverser turbofan 'Spirit' Xenon/Electric Engine 'J.Edgar' heavy VTOL engine "Mongrel" rocket VTOL Engine 'Wirligig' Turboprop Engine 'Boost-O-Tron' Air-Augmented SRB 'Mallet' Air-Augmented SRB 'Sledgehammer' Air-Augmented Ramrocket 'Banshee' VTOL Lift Fan 'Hyperblast' Scramjet 'Corgi' Rocket Engine 'Trident' Rocket Engine -Aerodynamic Chines in three flavors Mk1 scale chine pieces - short, long, and end cap segments for 1.25m parts Mk2 scale chine pieces - short, long, and end cap segments for Mk2 fuselages Mk2 scale chine wing root pieces - chine adapter, short, and long segments -Fuselage and structural Shrouded 1.25m Engine/Docking Mount 2-State 1.25m Aerospace mount Mk2 Tailboom Hypersonic Mk2 nosecone with integrated RCS Nosecap with integrated RCS Spadetail Mk2 to wing adapter Mk2 inverter fuselage Mk2-0.625 tricoupler Mk2-1.25 tricoupler Mk2 short bicoupler Mk2 - Mk2 Bicoupler Mk2-size2 short adapter T, X, and L hubs Mk2 Structural Tube Mk2 Structural Adapter Short Mk2 Structural Adapter Long Mk2 decoupler Mk2 Service Tank Mk2 Science Lab Mk2 airlock Endcap Mk2 Radial Attach Mount Mk2 Long Crew Cabin -Utility Shielded Mk2 docking port Low-Profile Aligned Docking Port Mk2 Service Compartment Mk2 Nuclear Reactor Mk2 Battery bank Mk2 radial shrouded solar panel Mk2 nose cargo bay Shrouded Thermal Control System Shrouded Mk2 Landing Leg Mk2 Cargo Container DOWNLOAD -Primary: SpaceDock -Secondary: Github Mk2 Expansion uses as dependencies, and is bundled with, Module Manager, CommunityResourcePack, and B9 PartSwitch This mod is also CKAN indexed Kottabos review: (From Version 1.0) Compatibility This mod comes with Module Manager compatibility/interoperability patches for a number of mods. Connected Living Space Kerbal Atomics RasterPropMonitor ASET IVA props Tweakscale USI Life Support Deadly ReEntry ExtraPlanetary launchpads Ferram Aerospace Research Modular Fuel Tanks Near Future Electrical Community Tech Tree Modular Fuel Tanks Modular Kolony Systems RealPlume-Stock WindowShine System Heat F.A.Q. Why won't the game load? KSP crashes when trying to load M2 Expansion parts? Make sure you install the required dependencies, B9 PartSwitch and Community Resource Pack. Both are included with Mk2Expansion in the download. Because M2X uses resources from CRP, KSP will not load if it is missing from your Kerbal Space Program/GameData director How can I configure the Mk2 lab to seat 4 kerbals? install the Extras/Mk2Expansion/patches/4Seatlab MM patch. How do I get the banshee Fans to use Electric Charge or LF/Air? install one of the alternate fuel configs in Extras/Mk2Expansion/Patches/ - either M2X_AirBreathingBanshee (will no longer work on Eve/Duna/Jool) or M2X_ElectricBanshee. How do I use the Hyperblast Scramjet? You can find a tutorial on how to use the scramjet here: For KSPI and users, or if you want RF engine configs, there is a compatibility pack courtesy of ABZB: Link Changelog: Licensing The contents of this mod are distributed a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License http://creativecommons.org/licenses/by-nc-sa/4.0/legalcode' This mod uses the Community Resource Pack, IB9 PartSwitch, and Module manager as dependencies Suggestions and feedback welcome. Not seeing a part you want? Have suggestions or ideas for new parts to add? Make sure to post them in the Dev thread.
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Mass Effect Drive Mod for KSP Last update 06/05/2024 This mod adds the Mass Effect Drive from the game series of the same name. The Mass Effect drive is able to warp it's vessel's mass by a percentage using Element Zero, a ressource that can only be found on the far reaches of Eeloo. Mass Effect drives need three things to function : Element Zero, Electric Charge and Flux Capacitors. -Element Zero is costly and difficult to obtain, but on isn't consumed by the drive. Element Zero serves as catalyst for the operation of the drive, determining the Electric Charge to Warped Mass ratio. To simplify, the more Element Zero, the better. When The Mass Effect Drive(s) is running, it'll generate 'Flux' that can only be Discharged around a planet's magnetic field. It must therefore be stored in high-capacity Capacitors. The Mass Effect Drives automatically Discharge the vessel's Flux Capacitors when in low-orbit of a planet, the length of this process is determined by how close you are to said planet, and the number of drives on your vessel. To prevent accidently tearing the fabric of spacetime, the drive will automatically shut itself off when the vessel is altered. The mod currently adds 4 parts : -Provisional Mass Effect Drive : Main part of the mod, found in Utility tab -Provisional Element Zero Tank : Stores Eezo, found in Fuel Tanks tab -S-5TOR Provisional Flux Charge Capacitor : Stores Flux Charge, found in Electrical tab. -Drill-O-Matic Junior Eezo Excavator : Drill that mines Eezo, found in Utility tab -Drill-O-Matic Eezo Excavator : Drill that mines Eezo, found in Utility tab Download Link Dependencies : -Harmony Want to help ? This mod currently uses placeholder parts to implement it's functionality, due to me not being able to make anything remotely good in blender. if you know how to make parts and want to help, feel free to contact me on discord ! (lucaspec72 id 331059604072955904) if you found bugs, or have suggestions, you can report them here : https://github.com/Lucaspec72/Mass-Effect-Drive-Mod-KSP/issues KNOWN ISSUES : -DeltaV displays completely bug out when warping more mass than the vessel's dry mass. (mass reduction to counter mass of ressources technically makes the dry mass negative, bugging out the displays. Physics themselves seem unafected.) Possible fixes : Add onboard DeltaV display, or add more harmony patches to fix functions that bug out with negative mass. CHANGELOG : Alpha 3.5 hotfix : -Fixed a typo in the Mass Effect Drive Partmodule that mentionned static charge to Flux. -Fixed a crash when starting drive at 0% mass warping and no Eezo in the drives, which caused a division by 0 resulting in a NaN. -Fixed Provisional Eezo Tank being free. Alpha 3.4 hotfix : -Fixed Restock patch for Eezo Tank and Flux Capacitor. Alpha 3.3 hotfix : -Added a Eezo storage tank. Why i didn't think to add one until now is beyond me. Alpha 3.2 hotfix : -Flux now vents on unloaded vessels. Alpha 3.1 hotfix : -Optimised the Postfix Patch. -Made the code running onfixedupdate only run on loaded vessels to avoid possible bugs. Alpha 3 : -Changed Harmony Prefix patch to Postfix thanks to @UltraJohn. Alpha 2.2 hotfix : -Fixed a few typos Alpha 2.1 hotfix : -Added Restock Compability Alpha 2 : -Renamed Static Charge to Flux -Fixed issues with Flux Discharging not working -Changed Time.fixedDeltaTime to TimeWarp.fixedDeltaTime to fix timewarp not properly setting ressources -Made every fixedUpdate code of the vesselModule only run when Highlogic is set to LoadedSceneIsFlight to avoid error spam in console -Boosted the max multiplier for Flux venting to 100 Alpha 1.1 hotfix : -Fixed Error with drive cost that caused it to be negative when empty. -Gets placeholder models directly from the squad folder instead of having copies in the mod folder to be EULA compliant Alpha 1 : -First Release Licence : CC BY-NC-SA 3.0
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Stockalike Mining Extension SME adds a number of mining and ISRU-related parts in a variety of form factors. Currently a Work-In-Progress Current Part List: -Mining 0.625m stack mount Drill 1.25m stack mount Drill 1.25m Inline mount Drill 1.25m aircraft Inline mount Drill 2.5m stack mount Drill 3.75m stack mount Drill Mk2 inline Drill 1.25m Stack Oceanic Extractor 1.25m inline Oceanic Extractor 2.5m Oceanic extractor 1.25m Atmospheric Condenser 2.5m Atmospheric Condenser -Processing 3.75m ISRU converter Mk2 ISRU converter Mk3 ISRU converter 0.625m ISRU converter -Storage Mk2 Ore Tank Mk3 Ore Tank 0.625m Ore Tank 3.75m Ore Tank -Power 0.625m Fuellcell generator 1.25m Fuelcell Generator Mk2 Fuelcell Generator 2.5m Fuelcell generator -Utility 1.25m Superheavy-Duty landing Legs Deployable Rover Wheels 0.625m Klaw Radial Klaw Anchorable Docking Port Asteroid Crew Can -Propulsion 1.25m Mass Driver 2.5m Mass Driver 0.625m Mass Driver RCS Download from SpaceDock or GitHub Kottabos Review (Version 0.8) Changelog: Licensing The contents of this mod are distributed a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. http://creativecommons.org/licenses/by-nc-sa/4.0/legalcode' This mod uses Module Manager. Currently a Work in Progress; feedback and suggestions welcome.