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  1. At night time on Kerbin, the Mun (when lit by the Kerbol sun) should emit a cold light on the shadow sides of Kerbin. So that at night time - and whenever the Mun is not in a new moon phase - the sky, clouds and the terrain of Kerbin is lit by a soft and cold light of the mun. It would look absolutely fantastic.
  2. Especially during launches and landings, engine plumes should emit nice coloured (and flickering) lights on the (somewhat close) terrain, buildings and even clouds. Examples: Video from Space X (Falcon) Light from plume at 0:05 seconds of the video Light from plume on the drone ship at 8:28 of the video (
  3. Light Intensity Curve Calculator So I made this calculator for people to use, because sometimes making light intensity curves for a star can be quite annoying Also I want to thank WarriorSabe on discord for helping me with the right values and formulas Nevertheless here's a download \/ https://drive.google.com/file/d/12SLjtGyvh_7D392X49JOwxh_ztegydNy/view?usp=sharing To fill in your values please make sure to download or copy it to your own drive Please follow the license guidelines -Don't share a by-yourself-edited-version, please contact me for permission more info is found here: https://creativecommons.org/licenses/by-nc-nd/4.0/ Hope it helps!
  4. Stack Inline Lights (SIL) by A.S.E.T. A.S.E.T. Stack Inline Lights (SIL) {RGB} with full color and brightness setup and in any sizes! for Kerbal Space Program. By zer0Kerbal, originally by @alexustas brought to you by KerbSimpleCo Preamble by @alexustas: Thanks to XanderTek, and Kreuzung for their help! included 2 samples of welding with Stock battery banks, FOR "StackInlineLightsRGB-v0.6" ONLY Lights, welded with stock Docking Ports, by XanderTek Please, leave your comments and suggestions. It is very important to me. You can tweak values by editing the part.cfg or using a ModuleManager patch. This module can be added to other crewed parts directly or using a ModuleManager patch. See more Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Recommends Stock Inline Lights Patches (SILP) adds Stack Inline Lights to docking ports and other things Suggests Adjustable Mod Panel (KAMP) Biomatic (BIO) Docking Port Descriptions (DPD) Field Training Facility (FTF) Field Training Lab (FTL) Fuel Tanks Plus (FTP) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) On Demand Fuel Cells (ODFC) OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) Precise Maneuver (PM) Pteron (MSRV) Shielded PicoPort (SPP) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Solar Science (SOL) Transparent Pods (PODS) @NecroBones suite of mods that play nicely together Lithobrake Exploration Technologies (LET) lander parts, large chutes/legs/ladders/etc SpaceY Lifters (SYL) stock-balanced large rocket parts, 5m parts, large SRBs SpaceY Expanded (SYE) Modular Rocket Systems (MRS) stock-alike parts pack, NASA-like alternatives, and filling the gaps Supports Bulb Evolved (bulb) TweakScale (twk) Community Category Kit (cck) Either 3 Module Manager /L Module Manager Tags parts 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
  5. I wish to get my program, which takes images from a camera then picks out objects based on their color, to be able to pick out the nearest of several identical yellow, plastic poles. One idea I have is to shine a colored light in front of the camera. The light will be about 3-4 inches away from the nearest pole, and the second-nearest pole will be about 2.5 feet away. This light will hopefully cause the pole to different than other of those yellow poles. My first question is, what color of light do you suggest I choose in order to get the illuminated pole to stick out against the other poles? There may be red and/or blue objects in the distance, but I can crop those out. The second question is, where can I find LEDs of the appropriate color and brightness that don't need any more than 5 volts. Thanks!
  6. Tired of your monopropellant rockets being left out in the sound department? This adds a sound effect when firing RCS engines, varying in pitch and intensity with monopropellant usage. It can be useful to tell just how much SAS is burning through your reserves without even a glance. The sound file can be changed in the cfg file. Download from CurseForge Download from SpaceDock Source included, project also available on github, licenced under GPL v2. ModuleManager is required for this mod to work. Download it here. If you've enjoyed this, consider donating a cup of coffee to help with late night coding: Thrusters light up any area they hit. Planned features Sounds for the EVA jetpack. Change log v5.2 (2017-06-12) Fixed crash on hovering the mouse over RCS parts. v5.1 (2017-05-31) Updated for KSP 1.3. Added partial support for the new ModuleRCSFX thrusters. v5.0 (2016-04-13) KSP 1.1 (pre-release build 1183) support. Fixed issues with effects not being loaded correctly. Added more detailed documentation on options. Fixed typo in error message. v4.4 (2015-09-22) Added changes by FreeThinker providing support for RCSFX and other derrivatives of ModuleRCS. Included a cold gas RCS thruster sound as an alternative. Removed Module Manager. This should be installed separately. v4.3 (2015-02-01) Fixed errors with light effects disabled. Support for KSP 0.90. Upgraded to Module Manager 2.509. v4.2 (2014-10-10) Support for 0.25. Upgraded to Module Manager 2.3.5. v4.1b (2014-09-25) Upgraded to Module Manager 2.3.5. Added Module Manager licence. v4.1a (2014-08-06) Corrected zip folder structure. Added support for the KSP Add-on Version Checker v4.1 (2014-07-29) 0.24.x support. Updated to ModuleManager 2.2.0. v4.0 (2014-04-04) Fixed internalRcsSoundsOnly not working correctly. Rebuilt for the ARM pack (KSP 0.23.5). Updated to ModuleManager 2.0.1. v3.2 (2014-03-09) Fixed light effects not being disabled when the thruster runs out of fuel (thanks to BigNose for the bug report). Removed old sound file. v3.1 (2014-01-19) Fixed debug text appearing in the output log (thanks to Tabakhase for the bug report). v3.0 (2014-01-15) Removes dependencies on a hard coded resource name and the replacement of ModuleRCS for better support of mods which change the resource system such as Real Fuels. v2.0 (2014-01-10) Added improved sounds by Daishi. Added shutoff sound. Added light to the RCS effects (thanks to taniwha for providing some pointers on this). Upgraded to ModuleManager 1.5.6. Fixed sounds continuing to be played on pause. Fixed multiple simultaneous RCS firings resonating together. Fixed sounds continuing to play quietly while idle with SAS and RCS enabled. Fixed .NET target version. v1.1 Added support for KSP 0.22. Should work with any future 0.22 patches also. Now using ialdabaoth's ModuleManager and sarbian's ModuleManager Extension. This means that you no longer need to edit part.cfgs to add RCS sounds to parts, stock or modded (assuming they use ModuleRCS). Thanks to mwlue for help with setting this up. Added the option to only hear RCS sounds in internal views. Added the option to make the volume fade off at low thrust values. Fixed sound path issue (paths shouldn't be wrapped in quotation marks). v1.0 (2013-10-15) Initial release.
  7. What does each stage light color mean? There are these color sequences: Black (unlit), Steady Pink, Steady Green, Flashing Green, and Steady/Flashing Orange.
  8. About This is a new version of the old 'Launch Pad Lamp' mod I had previously released. This new version is closer to what I had originally intended when I started this mod 2 years ago as it now includes the tracking functionality. Features Spotlight can track the active vessel or current target Tracking can be disabled or enabled per light Light parameters can be modified in flight via the right click action menu (color, spotlight cone angle, intensity, range) New emissive animation for the Launch Spotlight Updated materials to use KSP mapped shader New M.T.S. LED tracking spotlight (smaller LED version intended for use on crafts or for docking assistance) Note: The intensity and range values allow for some extreme values. The intention is these lights could be used for ambient lighting around a base or by lighting up distant terrain. Download Link Download Tracking Lights 1.0 Screenshots Imgur Album GitHub https://github.com/droric/TrackingLights License This work is shared under CC BY-NC-SA 3.0 license.
  9. Here is the Lil' Guy 1 light spacecraft KerbalX Craft File Lil’ Guy 1 Lil Guy 1 is a multi-purpose light craft designed for maximum precision and fun. It sports a unique and practical feature set that’ll make any rookie Kerbonaut look like an ace pilot! Its lightweight aerodynamic frame, combined with powerful RCS ReEntry Control System, allows for an unexpected amount of glide in the atmosphere, and should have you touching down in, or at least near, your intended LZs. The orbiter carries all the basic experiments plus Goo, and a Kerbal on EVA can collect them all without leaving the ladder. With more than 2K dV in the tank, this ship can cruise all over the local system, and even venture to distant planets. After activating the orbiter’s main propulsion system, all 3x engines will be enabled by default. Action group 3 toggles off the outboard Switch engines to enter Eco-Friendly Gas-Saver mode. Toggle them back on when you need the extra zip! Reentry attitude should be facing retrograde for a braking phase, and then reorient to prograde for a precision glide landing. Chutes won’t support the full weight, so leave some gas for a final braking maneuver on touchdown. As a bonus, this Launch Vehicle comes with the Smart-@5S remote controlled transfer stage. After reaching orbit, flight plan calls for a transposition and docking maneuver, where the fairings will be shed to save weight. After docking, Action Group 0 shifts control to the Xfer stage. You are now free to move about the solar system! Imgur Album
  10. This is fan made in photoshop, please consider the inaccuracy of my hand and sometimes this software. Kerbin scan: This is one of the hardest to scan, due to it's cloud layers. Using science, magic and photorock scientist made it clear to view it in an infrared light. The problem with infrared light that you cannot capture it with your eye. So scientists and wizards summoned the snack monster, and for a snack they made this picture in infrared light, sadly, the sun and other stars decided to interfere into the picture without an invite: (Taken using VASA's space-probe Interscarf. Camera Infradead. Editing software: Akode Photorock.) Using the same probe, we tried to capture it ultraviolet light. Sadly radiation interfered again, and we got this interesting picture to analyze.Maybe it's because of the transmission of the previous image. We wanted to take the image using Cameron, but it had an RTG: (Taken using VASA's space probe Interscarf. Camera Ultraviolin. Editing software: Akode photorock.) A gravity scan showed this image, the image was a hard capture due to the fluctuation of the radiation due to an RTG. This is the most accurate image that we got(not faked trust us: (Taken using VASA's space probe Cameron. Camera Cryptogravity. Editing software: Nopetad.) More celestial bodies photos soon. Copyright of VASA's space program under the license kreative kommons section 4.000001
  11. Hello! Yesterday, I set myself a challenge to make a helicopter. It was really hard, but also rewarding when I saw my creation fly around. I've created several variants as well https://photos.app.goo.gl/PVZZXEQFBErbnBtz6 https://photos.app.goo.gl/7Qa86wSbgKUztXE3A https://photos.app.goo.gl/1eKCgYyZ5rgFqTBo6 https://photos.app.goo.gl/Gxd6pQyyx7SnQwWx7 https://photos.app.goo.gl/nNmrNzce1YQPZEo28 https://photos.app.goo.gl/WsHRJb6oxAKUEVjC8 https://photos.app.goo.gl/FQq6n7xxzXkN3EeC8 https://photos.app.goo.gl/EVHAJBbvPtNnS8aU6
  12. I am doing a manned mission to Duna and back. I have only one mod installed, which is Kerbal Alarm Clock. Here is my problem: when I am looking out into space from Duna orbit, FPS is excellent. When I look at Duna's surface, FPS crashes down to about 3 FPS. Here are my graphics settings: My "Max Physics Delta-Time per Frame" is 0.04; I have tried lowering it to 0.03 and even tried 0.12, and all attempts have resulted in no improvement. My computer specs: CPU: Intel i3-3120M (4 cores, 2.5 GHz) Integrated graphics (Intel HD 4000) 6 GB RAM OS: Xubuntu 18.04 (Linux) I have tried launching the 64 bit version of KSP, which resulted in the same amount of lag. I have also tried lowering the texture quality to 1/8. Moreover, I have tried disabling V-Sync and setting the pixel light count to 0. The game has been reinstalled, to no avail. Furthermore, I have noticed that CPU usage decreases when I look at Duna, which makes absolutely no sense at all, considering the extreme lag. Is there anything else I can do to get rid of this horrendous lag? It is difficult to land and takeoff with the lag. Thanks for any help!
  13. Hello, I have an MSI PE60 6QE. It has a light on the power button that shows if it is using the onboard (orange) or discreet(blue) gpu. When I play any games the light is blue, except ksp. I've gone into Nvidia panel and set ksp to force discreet gpu and still no blue light. In fact, I've set the discreet gpu to run all visuals so the blue light is on at idle but when I start ksp it turns orange! While playing ksp the laptop gets very hot in the middle of the keyboard instead of near the touchpad as it does when playing games(gtav) that use discreet(blue light) gpu, further telling me it isn't using the correct gpu. Does any of this make sense? Does anyone else play with an MSI Laptop? Can I force it to use the good gpu any other way? Gpu? Thanks for reading, fly safe!
  14. Question: When lightning strikes afar off, we see the light almost instantly and the sound waves race at different speeds to us with the shortest wavelengths first (crackle sound) and then the rest in a rolling sound as each frequency reaches the ear one after another with lower and lower pitch until the largest wavelength finally finishes the race. This makes sense because Speed=Distance/Time. The shortest wavelength travels less distance to the ear because it’s journey is closer to a straight line. The largest wavelength travels more distance because it must ascend and descend a good distance before making much forward motion. If the electro-magnetic spectrum includes large wavelength radio waves, medium wavelength visible light, and very short wavelength gamma rays, then why does it not follow that light must travel at varying speeds and not constant. If gamma rays and radio waves both were moving at 186,000mi/sec wouldn’t the radio waves be slower than the gamma rays since Speed=Distance/Time. The radio waves takes a longer journey than the gamma ray because the wavelengths are the photons ascending and descending and not moving purely forward at 186,000mi/sec. If we do observe all of the spectrum being constant at the same speed, wouldn’t that mean that radio waves move faster than gamma rays to make up for the greater ascension and descension? If all light is constant in speed then isn’t all light moving faster than the speed of light because 186,000mi/s (I assume) is the speed of light from point A to point B in a straight line in a vacuum? Light must be traveling faster than that figure to make up the extra distance, right?
  15. Why is there a "speed limit" in the universe? According to special relativity, nothing can move faster than light, but Newton's first law states that unless an external force affects it, an object's speed will always stay the same. So, if we find a large space of perfect vacuum, with no force affecting any part of it, and if we had enough fuel and thrust, we could technically go at the speed of light and faster since there would be no external force affecting us, there would be nothing to slow us down.
  16. Okay so I know there have been some Lightweight Eve lander challenges before but I haven't seen one in a long time so here goes. Rules that apply for both categories: Only allowed mods are informative and visual mods. (And pilot assistant mods for "Anything goes" -category) No altering physics! No cheating otherwise also! No kraken drives or and of that nonsense. Use of hyperedit is allowed for transfering your craft to Eve and moving the craft to a launching location of your choice. (You can land anywhere you want on Eve's surface and then hyperedit the same ship to a location that you want to launch from.) You must provide screenshots that show your crafts decent and ascent as well. Must be manned. (Kerbal doesn't have to plant a flag or visit the surface so no need for ladders though). You will start from an unstable Eve orbit so that your starting Ap is >90km and your starting Pe is >0km. You can use any means you want to get the craft there and then whatever mass you have left is your entry score. (I for example used hyperedit to get to 100x100km eve orbit and a small extra stage for deorbit burn that I then decoupled.) You must reach stable orbit. (Pe >90km). There will be 2 categories with different rules: A) "Robust and actually usable lander" B) "Anything goes" Category A) rules: 1. A proper crew pod must be used. So NO lawn chairs. 2. You must take off from <1000m elevation from sea level. 3. No using kerbal's EVA pack for the final circularization. Kerbal must get back to orbit in the pod. Category B) rules: 1. Land anywhere on Eve and take-off from anywhere on Eve. 2. Other than that do whatever. Use lawn chairs and EVA's and whatever you want. And here is my entry for the A) category to kick things off: Sub 30t Eve lander EDIT: Sorry the pics are in a weird order and imgur shuffles them again even if I rearrange them. I dunno why. But you can still see what is going on by reading the descriptions
  17. Hello everyone! So as to train myself in the art of KSP modding, I am attempting to develop my first mod. Its purpose is simple: adding a Light emitting component to the z-100Battery indicator, the little green bell-shaped thing on top of the part. However, I've hit a roadblock. The following error (from the log file) has been haunting me for the past day or so: This results in the part not even loading, obviously. The mod consists of 2 files: BatteryIndicatorLight.dll z-100Battery.cfg Additionally, the file structure is as follows: For reference, the code developed here is based on BatteryIndicator and EngineLightning. If anyone would be able to assist me in finding the cause of the error, I would be most grateful!
  18. Is there a mod that provides lights that don't cast light around, just shine in the darkness - a'la the red lights on Poodle, or the LED indicator on a small battery? I'm happily using this one: but... AFAIK these indicator lights on batteries and the likes don't cause that problem. Of course they provide no illumination around, but they are visible in darkness, which is all I'm asking for. Is there some mod providing this?
  19. One thing that always bugs me about KSP is the lack of inertia. Multi-ton craft behave like they have the inertia of a wet egg carton. No, strike that. They have the inertia of a DRY egg carton. It's what ruins the feeling of immersion for me. I've tried to work around it by reducing the strength of the reaction wheels and reduced the thrust of the RCS but when you bump anything it still bounces all over the place. Sooooo... is there any mod out there that can increase inertia in relation to weight mass of your craft? Edit: Ooops, my mistake... I meant to say mass instead of weight.
  20. I edited Kerbin with Kopernicus mod and the wrong side of the planet is lit up, i have no idea how to fix it. And i have no idea how to remove oceans on Kerbin. To fix : Issue 1 - Convert the normal map to ".dds", Issue 2 - Add this to the config file : @Kopernicus:AFTER[Kopernicus] { @Body[Kerbin] { @Template { removeOcean = true } } }
  21. Does it take actual time for Kerbol's light to get to Kerbin? Or is it instant?
  22. Greetings, KSP Community. Here's an Aircraft I've had in my SPH for a while, and I decided to share it with you guys, as it's a great aircraft. The Hydra I, It's a lightweight, highly maneuverable, two Kerbal aircraft capable of going supersonic. It was originally created after I was inspired by the F-82 Twin-Mustang to build a twin-fuselage aircraft of my own, this was the result. It is highly maneuverable and is capable of accelerating even going vertically upwards, something which would make most aircraft stall. It's statistics are: TWR: 1.71. Mass: 14.347 tons. Delta-V: 20,705 m/s. Parts: 63. Intake Air: 6.0. Liquid Fuel: 600. Electric Charge: 900. Crew Capacity: 2. Engines: 3 J-404 "Panther" Afterburning Turbofans. Takeoff Speed: Around 35 m/s. Height: 4.0 meters. Width: 22.7 meters. Length: 14.6 meters. Power Generation: 6 OX-STAT Photovoltaic Panels. Mods: None. Action groups are the default settings with the exception of RCS, which controls the Engine mode. It is named after the Hydra from ancient Mythology, which was a serpent with more than one head, similarly the Hydra I has two fuselages. Click here to go to the KerbalX page, where you can download it. Thanks for reading, bonus thanks if you download it. -Dolphin.
  23. It is 2018 on Kerbin and space travel is all the rage, but the planet Kerbin has reached a predicament, they have mined out almost all usable resources needed to make space craft. And due to debris exploding, crashing into Jool or being stuck in a ridiculously bizarre Kerboliocentric orbit they can't get much for salvage. They have already scrapped everything in orbit and salvaged the most they could from interplanetary bases. However there is still hope, on the recent mission to Eeloo named "PARTY BUS Mk 50" they met a strange race of creatures whom they invited aboard for drinks. They exchanged phone numbers and departed. Right now on Kerbin Jeb has phoned the aliens and outlined their predicament, they can't get ore back from other planets because they cant reach their interplanetary bases. And the aliens agree to help, on the condition that they land on Gilly and return. Jeb asks them why they can't just help out a friend and the aliens just respond with a vague gurgling sound before hanging up. The KSP has now decided their obvious course of action, build the lightest, cheapest craft to be able go to gilly, land and then return. Or else they'll just have to settle with kerbin. Rules 1 Any form of craft is allowed, space plane, rocket or something that I haven't even heard of. 2. Any method of control is considered fine, except for command seats. 3. Must be a single launch. 4. Mechjeb is allowed All mods except for hyper edit and part mods are allowed Scoring Everyone starts with 10 points, just as in golf the lowest score wins, yes negative scores are possible Score= (10+Weight of craft at launch(in tons)+(Price/1000))-(Bonus points.) Bonus opportunities. Kerbifest destiny: Do the mission manned, conserve that weight to make room for your kerbal! 20 points Nuclear option: Use NERV engines to transit to gilly or to transit back, conserve weight elsewhere. 30 points Prehistoric: Use a mammoth engine to help you escape the atmosphere, slim down everything else. 250 points. Horned beast: Use a Rhino engine to assist your escape from the atmosphere, slim down everything else. 150 points. Aerodynamic: Do not utilize parachutes for reentry, conserve weight to pack room for a slow down stage. 50 points. Techno-phobia: Do not utilize mechjeb. 50 points. Electrophobia: Do not utilize ion engines. 30 points Vertabrate: Do not utilize spider or ant engines. 30 points Huff-Puff: Do not utilize Puff mono propellant engines 30 points. Twitchy: Do not utilize twitch engines. 30 points Sparky: Do not utilize spark engines. 20 points Aerophobia: Do not utilize air breathing engines 100 points. More to come. SCOREBOARD None so far... Will you be the first?
  24. For some reason can't get engine light mod working with real fuels? I've tried messing about with the mm configs but no joy. Please help!!!
  25. As light as you can make it to Mun, plant a flag and get back home safely. Stock and Mechjab only. I did it with 124.4 tons
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