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  1. 0.3PRE released 12/13/2018! A year ago, when @Sam Hall updated his fantastic Kerbonov mod for 1.2.x, I knew I had to make a 1940s-style RPM IVA. I always loved the KN-2, and I based my cockpit layout heavily on pictures of DC-3 and C-47 cockpits, both from the 1940s and some modernized ones. I decided to kitbash autopilot props, as the DC-3 did historically have a gyroscopic autopilot. Thus began my IVA craze. More Pictures: Airplane Plus MK1 Supersonic cockpit (X-1): Airplane Plus Mk1 Viewer's Cockpit (Bell 204 / Huey): SXT Clyde (insp by Twin Otter / Aero Commander 500): SXT Bonny (insp by Piper Cub) Kerbonov KN-2 Vintage Cockpit (insp by DC-3, An-2): Mk1 Inline Warbird Cockpit (insp by P-51): All the autopilot props are modified versions of ASET props, and require the Pilot Assistant mod to work. The "Vintage" version of the KN-2 does not replace the standard KN-2, but adds a new cockpit using the same model earlier in the tech tree. I plan to make an "Updated" version. For the bomber controls, you need Firespitter's props folder found here, as well as the most recent firespitter.dll, and for the fire extinguisher (nonfunctional), you need Airplane Plus. All other instruments are included or require the ASET Props and Avionics Packs. Obviously you will need the Kerbonov itself, and Raster Prop Monitor as well. IMPORTANT NOTE: I play way too much FSX, so these cockpits are meant to be slightly more realistic than most KSP cockpits. The instruments WILL NOT WORK if you do not connect your battery and have electric charge on your vehicle, and various instruments have a chance to give screwy results if you don't turn on the pitot heat. Changelog: SPACEDOCK DOWNLOAD If you prefer SI units for your instruments, rename warbirdSI.txt in GameData/Galen/WarbirdCockpits to WarbirdSI.cfg THIS is a patch to apply the Mk1Pod Retro IVA I made to the Mk1Pod_v2 introduced with KSP 1.6. Requirements: modulemanager by Sarbian Raster Prop Monitor by Mihara and MOARdV ASET Props and Avionics by alexustas Recommended: Kerbonov by Sam Hall. Required for Vintage KN-2. Firespitter (dll and Props folder) by Snjo and RoverDude. Required for Vintage controls in KN-2 cockpit. Airplane Plus by blackheart612 Near Future Props by Nertea. Adds additional decorative props to Mk2 Inline cockpit and crew cabins. Tiktaalik Dreaming Props by TiktaalikDreaming. Adds additional decorative props to Mk2 Inline cockpit and crew cabins. KAX by keptin and SpannerMonkey SXT Continued by Lack and linuxgurugamer. Speed Unit Changer by Ittito. The readouts on the gauges are in Imperial units (feet and mph rather than meters and m/s), and Speed Unit Changer can make the UI readouts in the same units as well. Contains assets from, and derived from, @alexustas's excellent ASET Avionics and ASET Props assets (CC BY-NC-SA 3.0), as well as a couple from @Mallikas's Aviation Cockpits mods (CC BY 4.0). License for my modified assets and configuration files is https://creativecommons.org/licenses/by-nc-sa/4.0/deed.en
  2. Are there any mods that allow you to create custom engines? I Know Juno: New Origins has a custom engine feature, but do any KSP mods let you do that?
  3. this is a suggestion for the multiplayer update or any update it will allow you to Customize your own kerbal hair or hair color facial hair like beards or mustache's etc space suits selection (like ksp1) And custom accessories like hats, glasses and other stuff that will make sense when a kerbal is wearing a space suit or not and possibly suit patches? like the final approach suit patches in ksp1 like and example a arm patch for a mun / min / duna / jool you know type of mission you could also use custom suit patches like flags or just stick with stock
  4. I have recently got into creating flags for my KSP saves. I followed the tutorial and kept it to 256x160. I saw a post somewhere saying that you could increase the size to 512x320. I want to know how big can the flag size be. Just it just have to be the correct ratio?
  5. That's it. A thread for all the custom suits you people make. Looking forward to all the interesting stuff!
  6. *This display relies on the KSPSerialIO plugin written by zitronen!* Once I got my custom controller built I'm not gonna lie, I was just itching to add more to my cockpit, so I set my sights on making some gauges! I chose an orbital information display as the first mostly because its the one I found myself wnting most when playing (I have to take my hands off the controls to switch my display to maneuvering mode to see my apospsis and periapsis.) This displays both my apoapsis and periapsis in meters currently (I will add conversions for km and Mm soon) and has LEDs to show your orbital status at a glance! Red for <45,000m, yellow/orange for 45km-75km, and green for >70km Here's a link to a the build process, I tried to be detailed and document most of my steps!) I still have work to do on this, and I will likely update this thread when I add things I have planned like recessed text, unit conversion and brighness adjustment/optimization!
  7. (First off this is my first post here so I hope I'm dropping this in the right category!) This controller was 100% designed and built by me from scratch over the past week! I recently picked up KSP over quatrantine (I'm late to the party, I know haha!) and I was instantly hooked. Before I knew it I was craving input beyond simple KB and mouse! Here is a link to a very detailed rundown of the process i took to take this from an idea to the finished product! It's not quite a tutorial, but if anyone has any questions on how I completed any steps I'd be glad to answer them! Link to the build and some demo vids Only thing to do now is stop procrastinating on building that space station around Kerbin!
  8. SPARROW HT-101 and LT-101 Custom Cargo Lift DropshipCustom cargo lift. use L and J to control lift and drop.Use I and K to control VTOL tilt4 standard rotors controlled by main throttleAG 10/0: Controls Panther Engines.AG 5: Toggle R.A.P.I.E.R EnginesAG 9: Switch Mode Panther EnginesAlso Bonus: comes with a free emergency rover tucked underneath top cargo bayHT- 30.34m / cargo lift (HEAVY) KERBALX: https://kerbalx.com/InterstellarKev/SPARROW-HT-101-VTOL-CUSTOM-CARGO-LIFTSTEAM: https://steamcommunity.com/sharedfiles/filedetails/?id=2051297280LT- 22.84m / cargo lift (LIGHT) KERBALX: https://kerbalx.com/InterstellarKev/SPARROW-LT-101-VTOL-CUSTOM-CARGO-LIFTSTEAM: https://steamcommunity.com/sharedfiles/filedetails/?id=2051302109
  9. Hi guys, I've set my custom EVA visor texture, but I also want it to be applied when I'm in IVA mode. How can I do it? Game version - 1.8.1
  10. Description The 2020 Parvati 990 LRV (Light Reconnaissance Vehicle) 2 Custom Wheels with full rim capable of stable 15 m/s (do not turn super sharply around 20 m/s) 2 Kick stands with hide away dust cover (press G to lower stands and 1 to toggle cover) Stable control (will go straight and stay stable and can turn very sharply) Can be painted fully (using a mod like DCK or other texture replacer) 1 Dock Jr for transport. KerbalX: https://kerbalx.com/InterstellarKev/Parvati-990
  11. Pathfinder MTT KerbalX: https://kerbalx.com/InterstellarKev/Pathfinder-MTTSteam: https://steamcommunity.com/sharedfiles/filedetails/?id=1935311935
  12. So I'm trying to create mod of sorts. Well not a mod per say but it's a custom part and it has a lot of functionality. In a nutshell I am trying to create Space-X's Starship. I have created the model etc but I am stumped on the config for it and how to create the functionality I want. I want to have soundFX on a door animation, I want to have deployable landing legs from inside the spaceship(3D Model created), I want to have the wings on the side move for turning etc. And I want to add custom engines and SFX and VFX in general. This is the first time I have created a mod and I can't seem to find any more in depth documentation online so if anyone knows about the internals and how it works then please help me out. I have moderate experience with blender and C#.
  13. TL;DR Is it possible to create a part that has all the functionality I need it to have like and also have deployable landing legs? Long Version I am trying to create Space-X's Starship and I want to have the Starship(the top piece) have deployable landing gear built in to it. I want them to have exactly the same functionality as normal landing legs but I do not want to add as secondary pieces outside. I can build them in the model and create animations in blender for them but other than that I have no idea how to procceed in order to create my idea. Please give me any tips you have and ideas. Any feedback is welcome.
  14. I am currently creating a part and it has many functionalities. One of it is a cargo door. Is there any way I can add a sound effect to the door opening animation. How would I go about doing this? Any help and feedback is appreciated.
  15. So I am trying to create Space-X's Starship in the game. I attach the ModuleDockingNode in the part's configuration file but in the game I can't see the decouple node option. I can see all the other options just not that one. But I can see it on the opposite side docking port I have connected it to. So what seems to be the problem. As fas as I can tell everything is done correctly. I thought maybe it was the NodeSize because it was size3 but even with the same piece attached to one another it still wouldn't do anything. PART { name = superHeavy module = Part author = Rukongai mesh = SuperHeavy.mu rescaleFactor = 1 node_stack_top = 0.0, 34, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -33, 0.0, 0.0, -1.0, 0.0, 3 TechRequired = start entryCost = 46600 cost = 13000 category = Propulsion subcategory = 0 title = Super Heavy manufacturer = Space-X description = The pinnacle of Space-X boosters. This beast equipped with 37 Raptor engines is capable of lifting over 5000t to orbit. attachRules = 1,1,1,1,0 mass = 200 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 1000 breakingTorque = 1000 maxTemp = 5000 bulkheadProfiles = size3, srf tags = fuel fueltank ?lfo propellant rocket berth capture connect couple dock fasten join moor rockomax socket MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size3 stagingEnabled = False } RESOURCE { name = LiquidFuel amount = 300000 maxAmount = 300000 } RESOURCE { name = Oxidizer amount = 360000 maxAmount = 360000 } }
  16. This is gonna be a little series I came up with, but it will not include images, because some of the things that I hope to get to are way too advanced for me to play as a player and for my dang old computer to handle. While this series will mostly be following the views of Jeb, Bob and Bill may make occasional entries into the journals. Anyways, I hope you enjoy!
  17. I've always been a massive Ace Combat fan, and I decided to create some custom aircraft based off the player aircraft from Ace Combat 5 and Zero. All decals and textures were created/modified by me, with credit to blackheart612, Blackfalcon501(found on emblemsbf.com), and the general Ace Combat community for providing references. F-14D Wardog Custom A series of F-14Ds modified for a certain squadron. Its frame is modular, allowing for a decent amount of customization options between pilots. The comms equipment have also been upgraded to allow better inter-squadron communication. Comes with fully functional swing-wings and methods to limit wing flex (instructions in download link). Can be modified to create Blaze, Edge, Chopper, and Archer variants. DOWNLOAD LINK (KerbalX) This particular aircraft requires a lot of custom textures which I have packaged at https://www.dropbox.com/s/ouk2cp0ek2hig0n/F-14D Wardog Custom Decals.zip?dl=0. To install, unzip and merge the GameData folder into the one in KSP's files. Included are decal tweakscale patches and part variant configs. For full mod list and additional instructions, check KerbalX. Part and texture variants are created and distributed with permission from the original mod author blackheart612 F-15C Cipher Custom A F-15C modified for a certain ace. Its engine and control surfaces limiters have been removed, and it requires a good deal more maintenance. However, its combat performance is significantly higher, allowing it to take on a multitude of enemy aces and survive unscathed. Its livery heralds the arrival of a Demon Lord… DOWNLOAD LINK (KerbalX) Again, this aircraft requires custom decals which I have packaged here. For a full mod list and installation instructions, check the KerbalX link. F-15C Solo Wing Custom A F-15C modified for a certain ace. Its engine and control surfaces limiters have been removed, and it requires a good deal more maintenance. However, its combat performance is significantly higher, allowing it to take on a multitude of enemy aces and survive unscathed. Its livery evokes painful memories… DOWNLOAD LINK (KerbalX) Once again, this aircraft requires custom decals which I have packaged here. For a full mod list and installation instructions, check the KerbalX link. I plan on making at least 2-3 more ace skins in the near future - Razgriz, Archange, and Solo Wing (Morgan). If you guys would like to see anything else feel free to request. Any camo skins will likely take a while as I figure out how to smoothly integrate camo patterns on the body.
  18. Pretty self explanatory. Here you can share some of your own custom mission flags if you want to. Here are mine: Feel free to use them if you feel so.
  19. I made myself a little custom flag for a certain "phase" of my career. It's somewhat minimalistic and simple, but I like it nonetheless.
  20. So, with the support from the original developer, I took over this mod, and added quite a bit of functionality. Make a smart, courageous Kerbal, or a dumb coward. Either way, these Kerbals are 100% custom. Images: How to use: Hit Alt + K while in the space center to open the window, fill out the information, and click Kreate Kustom Kerbal. Video: Change Logs: [removed] One note on CKAN: CKAN is now fully supported again, and I'd like to thank all of the CKAN people, especially @politas for helping me out. Thank you all! This mod uses Mini Add-On Version Checker by Cybutek License - MIT:
  21. Hi there, I'm writing a new ModuleManager.techtree file, and I'm trying to figure out how the icons in "icon = RDicon_filename" are loaded because that line doesn't always match the filenames of the .png files its referring to. So far I've only figured out how to set the node icon to any of the R&D_node_icon_ files in GameData/Squad/PartList/SimpleIcons/. Is there a way to link to any of the other .png files either in that folder or anywhere else?
  22. This is something I just thought of. Custom EVA reports or surface samples... Some of the mods I've had gathered don't include these, if any. The normal surface samples such as the one on Duna seem low in detail. I want to know if there is any way to edit or add surface samples or EVA reports. Not a suggestion, really.
  23. Ever wanted to add a custom flag to your missions in Kerbal Space Program? Check out this quick video tutorial:
  24. I've been enjoying KSP since at least 2013. While I haven't posted much (only once, Intrepid E Series Interplanetary Ship) I have spent a lot of time lurking and reading these forums. Recently, I was looking at all of the neat control panel designs and decided to start my own. I decided to make it modular so that if I want to change something in the future, it will be as easy as removing one set of controls and replacing it with another. Today, I finished up some gcode and milled out the main panel. While it is only 12 inches by 6 inches, I can envision stacking them. Here is the panel still on the milling machine:
  25. so I started making my own MC texture pack and I want to know what other people think. ores: tools:
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