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Found 6 results

  1. Shadow Space Technologies Unlimited - Labs Division This is the public discussion thread for ongoing development of SSTU parts and plugin code. Downloads: The latest versions may be found at: http://www.curse.com/ksp-mods/kerbal/241283-sstu-shadow-space-technologies-unlimited And are also available on Github: https://github.com/shadowmage45/SSTULabs/releases (Github will always be more up-to-date than curse, as they are auto-published there; I have to manually update Curse; so please check the GitHub link if you are looking for the latest versions) Please keep in mind that these are all testing releases. Things may break between releases. There will be bugs. Many things are unfinished and/or unoptimized. The test versions are for ironing out bugs in new features and for testing out prototype parts before they are finished; as such they will always have bugs, often severe, and there will often be unfinished parts (no textures, missing features, etc). Please only use these versions if you wish to contribute to testing and are comfortable with the state of the releases. Wiki (WIP): https://github.com/shadowmage45/SSTULabs/wiki Contribution: IVA Modeling: SSTU could greatly use someone with interest and experience in modeling IVAs. If you think you are that person, please contact Shadowmage through PM to work out the details. Testing: If you would like to contribute to pre-release testing (and get to try things out in their pre-release state), please follow the link above; the most recent test version will be at the top. Please submit issue reports for any problems you encounter via the GitHub issues tracker: https://github.com/shadowmage45/SSTULabs/issues (If you do not report the issue there, it will not be resolved; issues posted in the thread or through PMs will be forgotten about and likely never fixed; so please, do the organized thing and use the bug-tracker). Configs/Patches: I welcome pull requests and contributions for adding patches for mod compatibility, adding new part configs, or fixing issues in existing part configs. Documentation: One very major part of the mod that could greatly benefit from public contributions is the Wiki: https://github.com/shadowmage45/SSTULabs/wiki While this is the 'dev version' wiki, I will be using it to form the basis of the public release wiki; so any/all information and details that can be filled in now will be transferred over to the public release repository and wiki when it is created. Feedback, suggestions, comments, etc: Please feel free to post feedback, suggestions, questions, etc regarding development releases and/or any posted previews. Even if you are not on the testing team, I still value your feedback and suggestions. Please use the issue tracker for any 'official' feature requests; it may be found at: https://github.com/shadowmage45/SSTULabs/issues Bug Reports: Please submit issue reports for any problems you encounter via the GitHub issues tracker: https://github.com/shadowmage45/SSTULabs/issues. No other method for submitting bugs will be supported; posts on the forum or through PM will be forgotten about before I can ever get to them. Opening up a ticket ensures that your report does not get lost in the forum or forgotten about. No ticket = no fix. Enough with the disclaimers, and onto the parts! The Parts: The goal of SSTU is to provide low-part count, CPU-efficient parts for common uses. To this end many of the parts are designed with additional integrated functionality beyond the base functions, for instance integrating RCS ports and engine(s) into a fully fledged service module. I have tried to maintain a stock-compatible appearance, though as I am not an artist or modeler (at least not by training/profession), how well this has worked out is subject to opinion. Master list of parts; current, planned, the whole lot: https://github.com/shadowmage45/SSTULabs/wiki/Parts---Master-List Ship Core: Engines A set of engines in many varieties, including pre-built engine clusters. Many more engines, mounting options, and cluster designs will be added over time. Ship Core: Series A A set of parts modeled after the Soyuz CSM stack. Includes Orbital Module, Descent Module, Service Module, and LAS. Ship Core: Series B A set of parts modeled after the Apollo CSM stack. Includes two command modules (one with integrated heatshield and parachutes), launch abort system, and Apollo-inspired service module. Ship Core: Series C A series of parts heavily inspired by and based on current NASA - SLS project. Includes representations of SLS upper stack initial configuration, and lifter parts designed in the vein of the lower/core portions. The upper stack is designed to allow for a low-part-count manned orbiter setup, while the lower-stack parts are intended for super-heavy-lift capabilities. Command module and upper-stack are 3.75m, while the lower-stack lifter parts are 5m. Ship Core: General A line of generic / utility parts. Fairings, RCS, Science experiments, and procedural decouplers of various types. Includes a full line of configurable/dynamic fuel tank parts in standard cylinder, sphere, R-7 booster (integrated decoupler), and upper-stage (integrated rcs) form factors. Includes a full set of truss based cargo bay modules. Also includes a full line of interstage fairings and petal adapters, and standard payload fairings. (Many parts not shown in album) Lander Core A series of parts specially crafted to enable low-part-count non-atmospheric lander designs for use in the stock Kerbol system. Station Core A line parts for low-part-count station use. Includes inflatable Bigelow-inspired inflatable modules, inflatable centrifuge modules, ISS inspired habitat and lab modules, and a line of TKS/DOS inspired single-part station cores (integrated solar, engines, rcs, docking ports, sas). Also includes a full line of stand-alone solar panels and a 'welding' docking port. (Album not yet available) Craft Files None currently available, will possibly start becoming available when the mod has reached a stable state (not for the foreseeable future). Additional Addon Compatibility and Integration RealPlume -- Optional but highly recommended. SSTU includes a set of patches for RealPlume for all engines as well as most other engine-enabled parts. More will be added over time. Stock effects are also included, but options and configuration for those are much more limited. If you want pretty-looking exhaust effects, get RealPlume. MechJeb -- If MechJeb2 is installed, Command Pods (and some service modules) include a built-in MJ module. The tech-unlocks for these are based on the default MJ tech-settings. Kerbal Joint Reinforcement -- As of KSP 1.2+, KRJ is no longer necessary, as the stock Auto-Struts can eliminate most of the wobbles. Might still have utility on extremely large craft designs, but should no longer be nearly-mandatory. USI-LS -- Patches for most parts are included, and will be enabled when the requisite mods are installed. These patches add a few days worth of life-support to each of the pods and some of the service modules. (WIP, needs updating) TAC-LS -- Some patches are included. Not up to date, and not all parts are patched. ConnectedLivingSpace - A simple CLS patch is included to add CLS passability to all SSTU crewed parts. FAR - Unsupported. You are on your own if you choose to use FAR. Any problems involving FAR needs to be brought up in the FAR thread. RO/RSS - Unsupported. Take any support requests regarding RO to the RO threads. KR&D - Known to be incompatible. Some config edits can be made to allow them to work in the same install, but KR&D cannot adjust stats on most SSTU parts. Introductory video by MrMeeb Known Issues IVAs - Many are incomplete. WIP. They'll be finished 'eventually'. Textures - Many unfinished textures. Please see the Github issues tracker for a complete list of known issues: https://github.com/shadowmage45/SSTULabs/issues Future Timeline / Future Plans Please see the Github Milestones and Issues Tracker to see future/current development plans. Milestones (long-term plans): https://github.com/shadowmage45/SSTULabs/milestones Issues Tracker (current in-dev stuff): https://github.com/shadowmage45/SSTULabs/issues Legal: Source: All source code and compiled plugin binaries for this addon are distributed under the GNU General Public License (GPL) 3.0, except where noted below, where that code is distributed under its own license. The text of this license may be found at: https://github.com/shadowmage45/SSTULabs/blob/master/LICENSE-SOURCE.txt EXCEPTIONS: None at this time Source code for plugins is included in all releases packs (source may also be found for the most current version at: https://github.com/shadowmage45/SSTULabs/tree/master/Source). Models/Art/Configs All Assets and Artwork in this addon are licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License, except those areas noted below, which are distributed under their own licenses. The text of this license may be found at https://github.com/shadowmage45/SSTULabs/blob/master/LICENSE-ASSETS.txt EXCEPTIONS: None at this time ModuleManager Module Manager is distributed under its own license (CC-SA). Source code and licensing details may be found at: https://github.com/sarbian/ModuleManager Community Resource Pack Community Resource Pack is distributed under its own license (CC-BY-NC-SA). Source code and licensing details may be found at: https://github.com/BobPalmer/CommunityResourcePack Mini-AVC This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin KSPWheel KSPWheel is a dependency for the SC-E (shuttle) landing gear, and is distributed under its own license (GPL 3.0+ https://github.com/shadowmage45/KSPWheel/blob/master/License-GPL3.txt). It may be found at: https://github.com/shadowmage45/KSPWheel TexturesUnlimited Textures Unlimited is distributed under its own license (GPL3). Source code and licensing details may be found at: https://github.com/shadowmage45/TexturesUnlimited Forum Page: https://forum.kerbalspaceprogram.com/index.php?/topic/167450-18x-textures-unlimited-pbr-shader-texture-set-and-model-loading-api/ The Team: Development: Shadowmage - Modeling, animation, texturing, plugin code, concept development, and most configs (balance). And a special thanks go out to all others who are making this add-on possible: JoseEduardo - Co-Conspirator, Testing and feedback, RO and RF Integration, Craft files, additional texture sets blowfish - Testing, feedback, and concept development MrMeeb - Intro video, testing and feedback. StratoChief - RO and RF Integration VenomousRequiem - Concept development and feedback. MeCripp - Testing and feedback _Augustus_ - Testing and feedback drtedastro - Testing and feedback riocrokite - Testing and feedback, concept development for part reduction falken - Testing and feedback martinezfg11 - LC-POD IVAs Jimbodiah - Craft repository and testing -if I missed you on this list, sorry! (feel free to send me a PM if you think you deserve a mention in the credits) Donations: I work on this mod during my spare time, and use vast amounts of caffeine in the process. If you would like to help contribute to my coffee fund, please see the link below. This is purely optional, but can help keep me motivated and energized ( = more work getting done!).
  2. For my contract pack Parts Unlimited (Soon to be renamed ZYX PartsULTD, but that's another story) I require better descriptions for parts. "A vaguely wing shaped board" is great and all when you can see the part, but trying to decide which wing to unlock when you don't have a picture available can make it quite a chore, especially when the wings you have to choose from are named "Wing Connector Type A" and "Wing Connector Type B". Actually, I take that back. It's NEVER fine for that to happen So I took it upon myself, and for myself, to go through and describe all the parts one by one, to give them more descriptive descriptions. For example, the 3 wings that are "wing shaped boards" will now be described as: Type A: A stubby 4x2 wing segment, 4 meters in chord and 2 in span. Type B: A long 2x4 wing segment, 2 meters in chord and 4 in span. Type C: A 2x2 wing segment. Placing 2 of these is like using one Type-A or Type-B wing segment. Similarly, other wing segments are also more descriptively described. I also made similar changes to nose cones, intakes, elevons and the like, and then realized that wow, this was a lot of work. No wonder nobody at Squad has bothered to undertake it yet. So here is the config as it stands. It's got (what I am fairly sure is) a full list of parts but those I've not described are blank. I post it here for 2 reasons: It's useful as it is, even though it's not that complete. For me wings were the absolute worst offender and this basically fixes that. Maybe someone wants to help, and I'd love it if they did. Either making my descriptions better or adding their own. I don't know if this is the best way to present the file, but as it's a single file I'm just putting the config up on GitHub and letting people download it. I'd be interested in opinions on splitting the file into multiple configs vs one big one, mod support (I likely won't do it but I'm willing to support it if it doesn't get too hairy), and of course any pull requests with extra descriptions (after I vet them of course) are welcome. Download here: https://github.com/5thHorseman/DescriptiveDescriptions/blob/master/DescriptiveDescriptions.cfg Or visit the github page here: https://github.com/5thHorseman/DescriptiveDescriptions
  3. After taking a bit of a break from KSP, playing Elite: Dangerous (Damn you Scott Manley!), I'm getting back into KSP. Before continuing my 1.1 (now 1.2) game, I felt compelled to complete my Jool Mission I started in 2014 back in 0.22 (Damn you my OCD!). Last I left, I managed to strand a guy on Tylo, and am currently sending a rescue mission (video on that to come). In the meantime, the Imgur albums I used for the first 5 parts don't seem to work, so I recreated the slideshows as YouTube slide shows and added Narration. Then it goes to the next updates which were my first forays into YouTube videos (no narration). Part 9 is completely new, using footage I took over 2 years ago. I just finally put it together. Note: Just added scan of original design doodle. Now, T minus 8 days until launch. Will update Mission Report. ************************************************** ************************************************ MISSION UPDATE: After some "simulation runs" (*cough* F5/F9 *cough*), the crew reported a "wicked shimmy" as the entire craft seemed to wobble when the drive section was activated. So before the "real" burn was started with only 20 minutes until the first burn was to start, Jeb volunteered to EVA and install more struts to stabilize the engine. These went between the NERVA engines and Mobile Kethane Drill Refinery (MKDR). Cross struts were also placed between the lander engines and kethane refinery lander halves. Meanwhile, we've got 200 days to kill. The ship computer, KAL keeps insisting we should go into hibernation to conserve food, water and oxygen. We've never needed to do that before. Besides, Jeb brought "Kards Against Kerbanity" and "Settlers of Kataan." It'll be fun assembling that game board in zero-G. ************************************************** ************************************************ Mission Update: Arrival at Jool After the mostly successful conclusion of the Duna Explorer Mission, Kerbin's eyes turn once again to the Discovery 2, on her mission to Jool. After a 200 day journey, the crew finally heads into Jool's sphere of influence. A new rule was written up - do NOT bring Kards Against Kerbanity on long duration missions. It turns out you don't want to know exactly how horrible your crew-mates are right away. ************************************************** ************************************************ Mission Update: Vall Here we see the gallant crew of the Discovery 2 make their approach to ice covered Vall, theorized to hold liquid oceans under its frozen crust. This will be the initial landing site for exploration, but more importantly (for the crew, not for the eggheads back on Kerbin), the site to find and mine kethane to refine fuel. Without successful refueling at Vall, there will be no return trip. ************************************************** ************************************************ Mission Update: Fill 'er up! ************************************************** ************************************************ Mission Update: Probing Around I liked the effect of having multiple screenshots looking like a time-lapse video, so I originally started doing that. It got a bit out of hand for an Imgur slide-show (who wants to hit the Forward button that many times?). Plus, partway through, I found out the nVidia drivers update included a free video cap, so I wanted to incorporate a little video. Seemed easier to just do it all in a single video... took a lot longer than I expected. Anyway, I hope you guys like it. I might suggest watching it full screen. ************************************************** ************************************************ Mission Update: Touchdown on Vall (2/14/14) This time, I started all video. So no more choppy slide shows. I also mixed up the music a bit, and had more explanations and descriptions than in the last video. (SPOILER ALERT - you will see a couple of Easter Eggs / anomalies - there's a warning partway in the video) ************************************************** ************************************************ Mission Update: Bippity BOPpity Boo (6/18/14) It's been quite a while since an update. I got busy. In this update, the gallant crew of the Discovery 2 make it to Bop. An anomaly detected from orbit shows possible organic readings. Dr. Jondred Kerman, exobiologist to the stars, is the man for the job. Let's hope he can fly the Lander. (SPOILER ALERT - you will see a couple of Easter Eggs / anomalies - there's a warning partway in the video) If you just want to see the anomaly, and the entertaining antics, ************************************************** ************************************************ (update January 3, 2017) After a 2.5 year hiatus, here's the rest of the muns of Jool with some interesting antics by Jebediah. I'm continuing this old game to finally complete the mission. These videos were actually captured a couple of years ago, but I want to get them up before I put up the new stuff. I also redid the Imgur slide-shows (Parts 1-5) as slide-shows on YouTube which I narrated. (this video below was posted 2 years ago, but was was from video captured later in the mission at Tylo) As usual, I'm a bit behind on updates. But here's a mini-update that I originally posted to the FAIL thread in the General Forum. Sort of a "behind the scenes." ******************************************* ********************************************* ****************************************** Update January 31, 2017: Rescue Mission is a Go! I made a dedicated thread to Project Overkill, as it's not a typical Mission Report, but sort of a hybrid Cinematic/Comedy. I even put in some voice acting (did you know you could hear your wife's eyes roll?). Since it's related, and comes from this mission, it seems appropriate to add the video to this thread. Part 2 in a week or so, Crom willing.
  4. This is the discussion topic for the universe replacer mod Centauri Dreams This is not the place to ask for installation help, bug report, ect. It is the place to discuss the mod itself, discoveries or to discuss methods unique to exploring a binary system.
  5. [WIP] Science Hard Drives v.0.2-alpha KSP 1.1 completely broke this (and I also thought of better ways of doing things), so I'm having to rewrite it almost from scratch. Please be patient as I work on this. I've been going through some difficult times in my personal life and am spending all the little time I have working on this mod. THIS VERSION IS INCOMPLETE AND STILL IN DEVELOPMENT, AS IS NOT INTENDED TO BE USED IN AN ACTIVE GAME!!! THE CURRENT PRE-RELEASES ARE ONLY TO SEE HOW THIS IS COMING ALONG!!! This mod revisits my older ScienceContainers mod for KSP and adds functionality that I originally wanted to add to them. ScienceData is now stored in hard drives that have a limited capacity, require ElectricCharge and time to transfer ScienceData to them. Along with the new PartModule, the mod includes a manager KSPAddon that simplifies the transfer of ScienceData. In its current form, this adds a single science part that has a limited capacity of 500 Mits just for testing purposes for now. Always delete the entire folder for this mod when you go to update! (When updates start coming in that is) Usage: When a vessel that contains a Science Hard Drive becomes the active vessel, the Hard Drive Manager window opens up and allows Science Data to be transferred from a part that contains a module using the IScienceContainer interface (including other Science Hard Drives). Change Log: v0.1-alpha: Initial preview release. v0.2-alpha This alpha release has my GUI re-write. Once again, it's not 100% complete, but this update does incorporate most of what I wanted in the GUI. There are some place holder GUI elements in it (blank spot that will later be filled with drive/experiment/general setting depending on what is selected, and the dialog menus used for selecting a drive) that will be later replaced. Features/Updates Required For v1.0 Release: Rewrite of all GUI elements to use Unity5's new UI. Actually show how much lab data a ScienceData is worth. Colour-code buttons or add icons to buttons based on if the item is a ScienceHardDrive, ScienceData, or IScienceContainer Fix padding on some buttons A transfer queue manager so you can better see the progress of data being transferred (along with being able to cancel transfers) A better way of selecting which drive to transfer data to General/Experiment/Drive setting (will fill the currently blank area that is there when no ScienceData is selected) Replace science containers with hard drives in command modules (capsule, probe cores, science labs, etc.) A few extra hard drive parts so that a command modules aren't the only things with hard drives. Increase max capacity of hard drives based on tech tree progression AppLauncher compatibility Better optimization of code and caching of variables Persistent settings Other Planned Features/Updates After v1.0: Part highlighting Naming of Parts with IScienceContainer modules (for use with priority managers) Auto transfer of collected ScienceData based on hard drive priorities with manager page to do so Auto running of science experiments Ability to prioritize which experiments are auto ran first and under special conditions with manager page to do so Blizzy78's Toolbar compatibility DMagic's Orbital Science compatibility (if needed, may work with no issues right off the bat) Other Science Experiment pack (as other people or I need them) compatibility Auto transmit science data with a 100% transmit value (or above a user specified threshold) as it is transferred to a hard drive Auto dump science data worth 0 science (or below a user specified threshold) as it is transferred to a hard drive Auto reset of experiments with science data worth 0 science (or below a user threshold) More parts SpaceDock & CKAN KSP-AVC ... Probably more I've forgotten about at this moment Give me ideas! Github: https://github.com/SirDargon/ScienceHardDrives Download Current Version: KSP 1.0.5 Science Hard Drives v0.2-alpha Download Past Versions: KSP 1.0.5 Science Hard Drives v0.1-alpha Installation: (Updating from older version) Recover any vessels that are using any of these parts Delete the SirDargon folder in GameData Merge GameData from the download with GameData in your Kerbal Space Program Directory Update any saved vessel in the VAB or SPH that used these parts (New user) Merge GameData from the download with GameData in your Kerbal Space Program Directory License: Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
  6. Ok, so I've looked all over this forum and this is what I've come up with. KRAG System: (Kerbal Relative Artificial gravity) How it work right now while in orbit Kerbal up direction is based on the normal of the object below taken from a raycast kerbal is pushed downwards when it contacts a part it enters "Idle (Grounded)" state "AWSD" keys for movement Current Issues can't rotate kerbal ...yet when starting walking forward kerbal bounces up causing animation to stop as well as just being annoying The main issue I'm struggling with is the bouncing. I'm thinking its either colliders being enabled or the game is trying to re-orientate the kerbal to the planet below when walking starts. If anyone has any ideas I'd appreciate the help here is the VS project and a compiled dll is in bin/debug KRAG System
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