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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 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 Mir Core Module Salyut and Almaz Salyut 7 Salyut 6 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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0.5.0 Kargatua: Poly Centuri for more info, screenshots, and dev news, please click here Screenshots! If anyone wants to help with science Def's, I am open stuff to look for in the next updates (0.5 and 1.0) Planned futures, Dependencies (So Far) Kopernicus Singularity kopernicus expansion (for the wormholes) What I am working on Features that will be in the next few updates (guaranteed) Download here thanks to @Mr. Kerbin for space dock https://spacedock.info/mod/3770/Kargatua: Poly Centauri GitHub https://github.com/Kevin-kerman/Poly-Centuri-System/releases/tag/v0.1.0 Planed planets I am relatively new to modding, so this probably won't be the best Kargatua extras and Current Features Q&A Thanks to @Sushut for YouTube tutorials thanks to @Mr. Kerbin for Help with troubleshooting and Flars texture thanks to @SQUAD for reasons that I hope doesn't need explaining thanks to @blackrack for the amazing mod singularity, without that mod I could not play with black holes. thanks to @Vabien for maintaining Kopernicus Expansions. thanks to @R-T-B for maintaining Kopernicus. And thanks to @elryker for playtesting
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Hello fellow kerbalist, One of the big things lacking from KSP is the ability to build directly orbital stuff (of course we can teleport stations in orbit but the kraken does not like it when some are spawn at 1g), i'm wondering if there is a possibility to do a mod giving this ability ? I'm sure a lot of people already discusses about this subject, but I didn't manage to find any discussion on it. I am novice in programmation and only did few part mods for KSP, but if I understood the game's logic, one way of doing this may be: -> Create a part that can be clamped to an asteroid, a planet, etc. -> When it's done, it will create a small body (physical body with a 0g gravity field and no sphere of influence) with the exact same orbit parameters (using Kopernicus I guess) -> On this new physical reference, it should be possible to add a spawn point for ships (using Kerbal Konstruct I guess) As a bonus, we may limit the mass launchable depending on the asteroid size... The few question that I have for the fellow modders are: -> Is it possible to create a spawn point outside of a body reference ? For example on a satellite part ? -> Is it possible to create a body in place of a satellite ? -> If a new body is created within a game session, will it appear immediately, or do we need to load the game again ? -> Can we do a body with a specific mesh, or will it be a sphere with a heightmap ? I can try to work on this, but I will need some tips and tutorials, as I only worked on basic python code. Thank you in advance for your ideas !
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Latest Release Spacedock Source Original mod by: @tgruetzm Continuation by: Angel-125 Snacks was originally published by tgruetzm in August of 2014. It offered a novel and lightweight solution to life support for those that didn't want the complexity of more sophisticated mods like TAC Life Support. This new version rebuilds the original code base in order to: Configure all sorts of options including snacks consumed per day, snacks per meal, and recycling rates. Days are calculated based on the homeworld's solar day, not the default 6/24 hours per day. Rescaled homeworld planets are supported! Provides a penalty system that won't brick your game. Run multithreaded simulations on your vessels to estimate how long your Snacks will last- ElectricCharge production & consumption are included! Maintain the lightweight feel while offering lots of customization. Want more challenge? Check out the addons in the LifeSupportResources folder: Air - Kerbals need Fresh Air to breathe in addition to Snacks to eat. They’ll faint and die without it! Your vessels are automatically equipped with a supply of Fresh Air, and you can make more from Oxidizer via the stock ISRU parts, or recycle Stale Air using the stock Hitchhiker. Stress - Cramped quarters can stress out kerbals and they’ll refuse to work! They aren’t tourists, they’ll just stop using their skills to help your mission. Other events cause Stress as well. Reduce Stress by hanging out in the stock Hitchhiker- but kerbals won’t have their skills available while they rest. Or make your own life support resource to track using the above config files as examples! If you're new to Snacks, please consult the KSPedia. KSPedia images License Source code: The MIT License (MIT) Snack Tin artwork by SQUAD/Porkjet: CC-BY-NC 3.0 Portions of this codebase are CC-BY-NC 3.0 and derived from Taranis Elsu's Window class. Module Manager by Sarbian Installation Delete any previous instances in GameData/Snacks Copy the files in the zip folder over to GameData/Snacks
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Download Here EVE is bundled, but be sure to check EVE page for updates as i will not be updating this mod often. Pics: (some may be outdated, will get updated as i get good screenies) Features: *Minimalistic design with focus on performance and full scatterer compatibility (not required to run mod, best to not use it when performance is an issue). *All planets but Gilly and Bop (geometric limitation) have atmospheric scatter or glow effects rendered via EVE cloud layers. Colors are generally highly saturated to give a more sci-fi universe feel compared to the more white and washed out realistic style used in most other mods like SVE. *Kerbin, Duna, Eve, Jool and Laythe have cloud layers. All volumetric layers (Kerbin, Laythe, Eve, ect) are kept minimalistic in thickness and useage to maximize performance while still creating as good an effect as possible. *Some airless bodies have fog/dust effects. Color choice is fairly varied, with some planets having highly colorful fog while others use a more greyish color. Duna has dust storms and Eeloo has blizzards. Moho has something akin to burning air. Particle density is kept to a minimum to keep performance up. While i cannot speak for everyone, my mid range laptop is capable of handling this mod as well as 2 1000 part warships in low orbit around any planet. *Designed to work with scatterer mod, provided you remove the "atmospheres" of SciFiVE since those look janky with scatterer enabled and should not be used together. Changelog: V-1.6 *Vall redesigned from ground up, 2 layers of floating ice in 2 different layer patterns, deleted the ground particle effect as I dont want too much perf hit from 3 particle layers rendering simultaneously. *Minor tweaks all around to layers to try and make things more consistent. Nothing major, but a few things specifically Duna's dust have been slightly improved overall. V-1.5 *File structure redone to make it easier for people to choose which effects they want or do not want without having to go the extra step and remove or edit configs. Currently split into: atmospheres: kerbin, eve, lathe, jool, duna, consider disabling if you use scatterer for a very minor frame boost clouds: renders clouds on planets that use atmospheres effect glow: similar effect to atmospheres but applies to non atmospheric planets dust: renders all the 3d particles near the ground, very cinematic but eats much more frames then the other effects so if your GPU starts crying try disabling this 1st *Overhaul of every glow layer. Edges of almost all planets have a distinctive and noticeable glow effect. Considerably improves contrast, light side actually looks like its reflecting light, dark side is truly dark. I did my absolute best to minimize artefacting present from stock EVE bugs, but a few rare cases still exist... *Many tweaks to particles to both improve visuals and cut down on needless lag (some effects like laythe rain is only visible right next to the camera, as its very hard to notice it far away in the 1st place given how light it is). Altered axis of many particle fields to make them move in different directions and not always east. *Improved laythe rain fx, now only visible at very short ranges, smaller particle size, slightly increased particle density to compensate (performance net increase). Also changed laythe clouds a bit *Added fire effect to moho, high velocity clouds occasionally zip past craft on the surface. Tried not to overdo the effect so the particles are rather thin and spaced out, will look into improving this for later versions. Also, removed moho's aura effect as it adds performance cost and is barely even noticeable during normal gameplay (you only really see it in very very high orbit around moho). For those that really liked it use glow.bak instead of glow.cfg. V-1.4 *Optimized to work alongside stock scatterer (download and install this separately, not packaged with this mod), *Redone or tweaked textures for Kerbin, Duna, Eve, and Laythe. Some new textures, some altered previous textures. *Added uvnoise feature to all major cloud maps to help eliminate jagged edge problems. Not a perfect solution, but it allows lower resolution detail textures and still keeps the cloud layers looking decent. *Few alterations to colors, particle density, ect. *Rain fx added to Laythe. *Mod now broken up into 3 separate files, the base mod (required dependancy), with optional cloud and dust addons. All come in a single zip file, but you can easily pick what features you want. V-1.3 *Huge overhaul of Kerbin, Duna, and Laythe. Completely redone textures (cloud maps, detail textures, particle textures). Detail textures are vastly improved with 2 of em being 4096x4096 to allow a good variety of cloud styles within a single layer without creating obvious tiling issues. *Brand new particle sprites for all planets with a bit more focus on overall quality. *More varied particle maps which makes each planet have a different thickness and level of particle coverage, no more reusing the same detail textures for half the planets. *Many other alterations too minor to bother mentioning, try it out to find out. V-1.2 *New custom cloud maps in 4096x2048 (8192x4096 for Kerbin), unique to every planet. Styles vary from purely sci-fi to semi-realistic depending on the planet for variety's sake. *Three new higher resolution detail textures which are both high res and do not give tiling issues when viewed from far away. Currently textures are for cumulus, cirrus, and a sci-fi one. *Seven new particle textures. Three are for clouds, all of which are wispy in nature and optimized to look good with very low particle density. Four are for the surface effects which vary from some particulates floating around to full blown dust storms. *Few minor color adjustments to improve looks with the new cloud textures. V-1.1 *Improved detail textures. *Minor changes to atmosphere and glow colors. V-1.0 *Initial release. Support: Due to a lack of time in my life i am not offering support of any kind officially. I may or may not update this mod when/if i get time on vacations or whatnot, but i currently have a full time job, family to take care of, and what little downtime i have available i cannot really spend on videogame modding. It was a pleasure working on this mod (and a few others), but for now im officially on hiatus, and as such ive modified the licensing to allow anyone to do anything with the mod or resources solong as it remains freely available for everyone to enjoy (that means no using any of my work to make money without my explicit permission). If you are having trouble installing, please post on the thread, and someone with technical knowledge on the forum should be able to help you. You may use all art assets and parts of this mod as you please, credit is appreciated but its not like im gonna chase anyone down if they dont. You are free to redistribute identical and modified copies of this mod. Also, absolutely no commercial use without explicit permission period, im not making any money on this free mod and neither will anyone else. And liscense for EVE itself which is packaged alongside mod:
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SUPERPLUTO126 PRESENTS…… DISTANT SKIES:A KSP MODPACK. What is Distant Skies? Distant skies has been a long dream of mine, this project was inspired by several other mods, such as ‘Galaxies Unbound’ ‘Infinite Discoveries’ and ‘Interstellar adventure revived’. Distant Skies seeks to add a Truly Significant amount of TRUE star systems to the game. Not only that, but it is also based heavily on real life solar systems. The Closest Star is Alpha Centauri, and I also have granted myself more artistic liberties here and added extra planets and moons when possible that are within the confines of realism. There are no habitable worlds in the nearest stars to kerbol, and even the atmospheres are scarce at best. You will have to get Crafty if you want to engineer craft to go here. How many Stars/Systems does this mod intend to add in the end? Yes, I dont even have a solid figure lol, I have an entire doc for a to-do list and half of it is systems i intend to add. You are free to make suggestions in the Discord for interesting stars with planets (Or even those that dont!). Of course I will be adding Tau Ceti, Epsilon Eridani and Trappist. I will also be adding more obscure systems, such as L-59 and Kepler 444. Why are the planets low quality?Where are the scatterers and Eve Atmospheres? Why are the Red Dwarves not red? I am new to planet modding, thus, don't expect starcrusher level stuff from me yet. Sunflares, clouds, better atmospheres are something I want too. There are no Biomemaps yet or Rational resources support, this is a VERY wip mod. Also before you ask I am aware of the issues on Proxima D, a Revamp of the planet is WIP. How Can I Help this mod in development? Playing it, making suggestions, and engagement. That is both very much a morale boost and helpful to diagnosing issues, making changes and improving all of our experiences. Download: https://spacedock.info/mod/3544/Distant skies#info Mod Dev Discord: (TBA) PAGE TO BE REVAMPED SOON mod ver.0.7
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URL: https://SpaceDock.info FAQ What we are working on now: We decided to split Spacedocks Frontend and backend. VITAS is working on the frontend (including UI rewrite) Darklight is working on the backend. VITAS is working on an improved cdn setup
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My station has 0% productivity, it has all fuel, all RocketParts tanks full, and only engineers in the workshops.... I can't do anything about it, all I wanted to assemble was a satellite...
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Hello! This is the continuation to my first mod, Planes with Purposes. Unfortunately, I previously abandoned this mod because I was very busy with school work, but after 4 years, I can finally continue work on it. The purpose of this mod is to make Aircraft useful. Big thanks to @inigma for making the mod that inspired this one! His mod: Link to GAP Original PWP forum: Link to PWP The mod is by no means finished or bug free, so please report any bugs encountered in the comments of this forum page, the Github issues thingy or my discord (tudor69420) Known bugs: There are no bugs because I'm the best (Anyone that says otherwise will be given an internship at the experimental rocket testing program) _______________________________________________________________________________________________________________________________________________________________ You can download the mod on: SpaceDock CurseForge GitHub CKAN: (I don't think I can link to that, but you can find it by searching for PWP or Planes With Purposes) _____________________________________________________________________________________________________________________________________________________________ Dependencies: Module Manager ContractConfigurator _____________________________________________________________________________________________________________________________________________________________ To do: Fix bugs Add rescue contracts Add more distance/flight time contracts Add KSC Airlines (transport passengers) _____________________________________________________________________________________________________________________________________________________________ Changelog: v1.0 Mod Released ---------------------------------------------------- v1.1 Fixed Bugs ---------------------------------------------------- v1.2 Added 1 stunt contract Added 2 flight duration contracts ---------------------------------------------------- v1.3 MADE SSTO CONTRACTS WORK!!!!!! Also added 2 sunt contracts ---------------------------------------------------- v1.4 Added more SSTO contracts ---------------------------------------------------- v1.5 Added Mach 9 Kontract Fixed bugs ---------------------------------------------------- v1.6 - Major Update Added Tourism Contracts Fixed some old contracts v1.6.1 Changed Contract Rewards (I don't know what I was thinking giving 500 Prestige for a Duna mission) Fixed Contracts Added a new contract Changed contract groups
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v1.1.0 (10 June 2022) Full Screenshot Gallery Currently the mod adds 12 different engines. You can read about the engines in the Wiki. You will notice that they run on a variety of fuels. These fuels provide advantages and disadvantages compared to stock Liquid Fuel and Oxidizer, having different efficiencies, thrust ranges and storage volumes. You can check out my roadmap of engines that potentially could be added. DOWNLOADS Spacedock Github Wiki Bug Reports Dependencies (included in download, check for latest versions!): ModuleManager (4.1.4) B9PartSwitch (2.17.0) Community Resource Pack (1.4.2) DeployableEngines (1.3.0) Installation: Merge the GameData folder in the release .ZIP with the GameData folder in your KSP installation, by placing the GameData folder in to the 'Kerbal Space Program' folder. All of the dependencies come included with the mod. The "RocketMotorMenagerie" folder, as well all dependencies, should appear alongside the "Squad" folder within 'Kerbal Space Program/GameData'. To install the Extras, place any or all of the subfolders within 'Extras' into 'Kerbal Space Program/GameData'. Recommended Mods: The following mods are strongly recommended for an enhanced gameplay experience: CryoTanks (1.6.0) - This provides a set of patches provide fuel-switching features for the most basic LF/O tanks as well as orbital fuel tanks specially designed to contain cryogenic fuels Waterfall (0.6.3) - A cool way to create and drive engine effects more effectively. If you want cool engine plumes, get this mod. Frequently Asked Questions How are the parts balanced? Parts are balanced against stock KSP parts, which means the launch vehicles might seem overpowered. The parts are best suited for a 2.5x~ system rescale or JNSQ. Will you add feature/part xxx? I certainly accept pull requests. Please target all such things to the dev branch though! Or, you can make a constructive suggestion on the forum thread. Please check the roadmap above before asking. Licensing
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Have you ever thought of launching rockets the wrong way? Retrograde Launch Systems gets you covered! They provide several rockets for you to launch westwards. This is my first mod, don't expect great textures or models for now. Download (SpaceDock): https://spacedock.info/mod/3545/Retrograde Launch Systems License: CC-BY-NC-SA (CFG), All Rights Reserved (Textures and Models)
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Picture by @Vals_Aerospace Stockalike Angara and Post-Soviet spacecraft for KSP v1.1.0 (26 May 2021) This mod adds the Angara launch vehicle and it associated upper stages to the game. It will eventually include more rockets developed in the Post-Soviet era. It is meant to mesh well with Tantares, Bluedog Design Bureau, and other stockalike mods. Gallery DOWNLOADS Spacedock Github DEVELOPMENT BUG REPORTS WIKI ROADMAP Made by @EStreetRockets Support from B9PS and SAF provided by @blowfish (Un)official wiki maintained by @Friznit Special thanks to @PickledTripod, @CobaltWolf, @Beale, and @DylanSemrau, as well as many others who aided development. I am open to suggestions. Please feel free to (respectfully) let me know about stuff you think would make a good addition to the mod. Make sure check the roadmap before you ask. As of now, the scope of this mod is Russian spacecraft in the Post-Soviet era. Dependencies (included in download, check for latest versions!): B9 Part Switch (2.17.0) Community Resource Pack (1.4.2) Module Manager (4.1.4) Simple Adjustable Fairings (1.12.0) DeployableEngines (1.3.0) Installation: Merge the GameData folder in the release .ZIP with the GameData folder in your KSP installation. All of the dependencies come included with the mod. The "Eisenhower-Astronautics" folder, as well all dependencies, should appear alongside the "Squad" folder. Recommended Mods: Eisenhower Astronautics comes with support for the following mods: WaterfallFX - A cool way to create and drive engine effects more effectively. If you want cool engine plumes, get this mod. CryoTanks - This provides a set of patches provide fuel-switching features for the most basic LF/O tanks as well as orbital fuel tanks specially designed to contain cryogenic fuels. I recommend you use all of them for a complete experience. Frequently Asked Questions How are the parts balanced? Parts are balanced against stock KSP parts, which means the launch vehicles might seem overpowered. The parts are best suited for a 2.5x~ system rescale or JNSQ. Will you add feature/part xxx? I certainly accept pull requests. Please target all such things to the dev branch though! Or, you can make a constructive suggestion on the forum thread. Please check the roadmap above before asking. Licensing:
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So I have played modded KSP 1 for a long while now, like a year or 1.5. And I have never seen this error until a couple weeks ago. It seems that all of my mods are corrupted, but IDK how to fix it. Every major parts mod has at least one part that cannot properly load and that stops the game from fully loading, ergo I cannot even reach the start screen. Dropbox link for the mod list: https://www.dropbox.com/scl/fo/sgfho7w1o8yqozkbc2ha0/AJI_mSG240oURPS3GkUxoJk?rlkey=1oqcx6h612jooxp7drrua9om2&st=eyz4zdav&dl=0 And the error message is: Loading has failed due to an unhandled error Failure in subsystem : Part compilation Part: Mk1 Mirage 2000B (AviationCockpits/Command/Mirage/Mk1 Mirage Cockpit) System.NullReferenceException: Object reference not set to an instance of an object at ModuleResourceIntake.GetInfo () [0x0002d] in <0435390348b6470d8166bd1c53b4b100>:0 at PartLoader.CompilePartInfo (AvailablePart newPartInfo, Part part) [0x0024e] in <0435390348b6470d8166bd1c53b4b100>:0 at (wrapper dynamic-method) PartLoader+<CompileParts>d__56.PartLoader+<CompileParts>d__56.MoveNext_Patch0(PartLoader/<CompileParts>d__56) at KSPCommunityFixes.Performance.KSPCFFastLoader+<FrameUnlockedCoroutine>d__63.MoveNext () [0x0006c] in <e997dbbd4fda4eacb68a00719aa5e5dc>:0
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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. 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. 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. * Since KSP2 does not have part heating, this part is just for looks. 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. 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 Space Shuttle (STS-98) 2001-02-07 Destiny, CBM x2 * 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 Destiny (some clipping with the cargo bay) or the P6 truss segment (you will need to tuck the radiators in). Known Issues RCS not included. Parts are not available on the tech tree. Zvezda Solar Panel is not self-tracking. Zvezda Solar Panel deployment in the VAB is 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. 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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kOS Scriptable Autopilot System v1.4.0.0 for KSP 1.12.x (This is a continuation of the old thread about the kOS mod: ( 1.2.2 kOS scriptable autopilot system ).) kOS (Kerbal Operating System) is an autopilot you script yourself. kOS is to programming, what Kerbal Space Program itself is to rocket science. You don’t have to know what you’re doing to get started, but you may find yourself learning a lot by accident as you play with it. And if you already know a lot about programming, it will still be able to hold your interest. kOS is meant to scale with the skill level of the user. You can start off doing very small simple things with it, and get more and more into using its features as you go. Example: print "Launching". lock steering to heading(90,80). lock throttle to 1. stage. wait until altitude > 5000. lock steering to heading(90,60). wait until altitude > 15000. lock steering to heading(90,45). wait until altitude > 25000. lock steering to heading(90,30). until apoapsis > 80000 { print "apoapsis is " + round(apoapsis,0). wait 0. } lock throttle to 0. // ..etc... What it does kOS introduces a few new parts that each contain a simulated computer capable of running programs written in its own scripting langauge called kerboscript. The computer has powerful smarts built in to the hardware that allow it to do complex spacecraft operations in one command, thus making it possible to make complex programs with only a few lines of script text. The intent of kOS is to be a fully in-game item that lives inside the Kerbal’s universe. The program isn’t running on your own gaming computer, but rather it’s being run in a virtual machine that is simulated in the underlying Unity engine. History kOS was originally begun as a mod by a single author, Kevin Laity aka Nivekk. Although the project has undergone massive changes since then and now has a very different underlying archetecture and is under active development by a different set of people, none of that would have been possible without his original vision and work. Changelog Source Downloading: From Curse From SpaceDock Direct from the GitHub Project
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Future Technologies Expansion This mod series introduces new futuristic parts that expand the options of the mid-late game techtree. Right now there is one small mod ready and a larger one nearing imminent release. The core principles behind this are: Aesthetics that don't look too out of place next to restock-quality parts Gameplay benefiting from various other mods including CTT and SystemHeat Fitting in and expanding on features and part rosters from other mods, mainly Nertea's outstanding PKMC mod suite which inspired this project Frontier Aeronautics [Version 0.3 - first public release - July 26, 2021] First mod in the series (and currently the only one released) this introduces the J-F755 'Petrel' - a 3.75m bimodal fusion thermal jet. This large engine is best used in late game SSTO designs for use on any atmospheric planet. Pictures and notes: Current Features: Planned Features: Dependencies (required to run): Module Manager CommunityResourcePack Waterfall - to be moved to recommended section soon, currently running the mod without it will lead to NREs) Recommended mods (for full intended gameplay - highly recommended): CommunityTechTree Far Future Technologies Heat Control Download: Available through CKAN SpaceDock: https://spacedock.info/mod/2815/Future Technologies Expansion: Frontier Aeronautics Known Issues: All models and textures are under the All Rights Reserved License; all cfg and dll files are under the MIT License. Metallic Hydrogen Rocketry [WIP, release inbound soon] This second mod in the series introduces a selection of mid-game level engines that use metastable metallic hydrogen to acheive performance similar to nuclear thermal rockets. Most require a mixture of mH and liquid hydrogen and radiators if SystemHeat is installed. Pictures: Planned Features:
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EnvironmentalVisualEnhancements - Clouds and City Lights EnvironmentalVisualEnhancements (a.k.a. EVE) is a mod for KSP that adds clouds and city lights. It is highly configurable and a number of other mods provide improved clouds not just for the stock planets, but for other planets provided by other mods. Go HERE for E.V.E. for later versions of KSP The mod works on KSP 1.8, and older versions are also available. This thread was a continuation of @rbray89's original EVE thread, please discuss on the REDUX version above. Installation The mod is distributed as two ZIP files, one small one which contains the plugin and shaders, and one large one which contains a sample configuration. If you are installing another mod which supplies EVE configurations, such as SVE, you should not install the sample configs. If you use CKAN, select EnvironmentalVisualEnhancements and then choose a config (if only one is available, that one will auto-select). If you are installing manually, download the latest ZIP files from https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases and unpack them into your KSP directory. The zip files include the "GameData" directory and so this should merge with the same-named directory in your KSP installation, such that after installing, your KSP's GameData directory will contain the "Squad" directory shipped with the game, the "EnvironmentalVisualEnhancements" directory which you just installed, and, if you installed the sample configs, a BoulderCo directory. Configs for other mods are generally shipped in their own directories. It is strongly recommended that you use the 64-bit version of KSP when using EVE, especially with advanced configurations. Note that you will not necessarily see any clouds on Kerbin in the main menu, and they may flicker. Load a game to check if you've successfully installed the mod. If you wish to install for KSP versions prior to KSP 1.2, see the original thread, but note that there is little support for old versions. Compatibility with other Mods EVE is compatible with most mods, but in particular it is tested to inter-operate well with these visual mods: Scatterer - makes atmospheres realistically "haze". PlanetShine - makes the glow from planets/moons produce ambient light. Stock Visual Terrain - make the terrain detail of the stock planets much better quality. There are also a number of excellent mods that provide advanced configurations beyond the sample ones shipped alongside EVE: Stock Visual Enhancements (SVE) - high quality visuals, recommended for higher-end systems. Para-Sci High-Performance Atmosphere Pack - sleek but still beautiful visuals, even less CPU/GPU demanding than the basic configuration. Be sure to remove the sample configs (the "GameData/BoulderCo/" directory) if you manually install a mod that provides all its own configurations. If installing via CKAN, you will be prompted with what needs removing. If using the Real Solar System mod, you will need different configurations, such as: Real Solar System Visual Enhancements If using the Outer Planets Mods, you will probably want to add EVE for those too, such as: Pood's Outer Planets Mod Visual Overhaul Performance EVE runs fine on mid-range systems. See the alternative configurations above for different performance characteristics. The most expensive effect is currently the volumetric clouds. You can turn these off in the in-game configuration dialog, or by editing the configs with a text editor. Obviously the more cloud layers, the more costly are the effects. By default, only cloud layers within 10km of the camera can produce volumetric clouds. Note that while some outdated information online recommends using the -force-d3d11 option, this is not needed with 64-bit KSP (which you should definitely be using if using EVE), and has been reported to possibly cause memory leaks. Configuration The sample configuration includes a single layer of clouds and city lights for Kerbin and cloud layers for other stock planets/moons as appropriate. You can modify the configuration in-game by pressing Alt-0 (zero), though be warned that this is an advanced feature. If you save broken configs you will need to re-install your chosen configs. There is no undo. Documentation for the config files is currently pending, but note that since EVE-1.2-1, the _MinLight option has been changed. It should be set to 0 (the default) unless you want clouds to glow on the night side (eg. auroras). Also note the relatively new "UVNoise" setting, which allows adding noise to the texture look-ups, either for large animated cloud effects (see Jool), or to mask pixelization in fine detail (see Kerbin). Pretty Pictures and Videos For now, see the original thread for slightly outdated pictures and videos. If you have ones you wish to display here, provided they are short and contain no revenue-generation, just ask. Contributing If you have code changes you would like to contribute to the core plugin or shaders, please submit a Pull Request on the GitHub project: https://github.com/WazWaz/EnvironmentalVisualEnhancements If you have major config changes you would like to contribute, these are probably best supplied to users as an independent mod, in the same way as others listed above like SVE. If you can find a nice way to make use of the BumpMap config, let me know! If you'd like to donate, be aware that I'm only maintaining the great work of @rbray89, but you can donate from the CurseForge EVE page.
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Kerbal Telemetry - Now Standalone! Telemetry addon for Kerbal Space Program. The program uses a server that is running on the KSP side and a client which is capable of running both the KSP side computer or any other one over a web browser. This means you can connect to the server from any device which is capable of running it over a web browser by entering your server computer's local address and selected port from the interface (default 8000), for example: http://192.168.1.104:8000. Download Links Github (Direct Link) SpaceDock CurseForge Report Issue Create a new issue (Github) Features Real-time sync with the KSP. Accessible over the LAN. Full-featured 3D Kerbin map with real pinpoints on it. Real-time attitude indicator. Target name, distance and speed. Real-time telemetry data. Controlling the vessel from the interface. (Will be fixed on oncoming updates) Staging from the interface. (Will be fixed on oncoming updates) Cool animation when you reach the orbit (when executed from the interface). Multi-language support (English, Russian, Japanese, Turkish, Ukrainian, Chinese, French, Spanish). General information about KSP, spaceship and many more. A brand new module to attach to the spacecraft. Translations If you see any problems or if you want to translate the program to your language, please contact me from my Github page. Russian - MekoNix Japanese - MekoNix Ukrainian - MekoNix Turkish - yagiziskirik English - yagiziskirik Chinese - Auto-translated French - Auto-translated Spanish - Auto-translated Dependencies None! Setup Export files to GameData folder as a folder named "KerbalTelemetry". Done! Please be aware of that naming is quite important for mod to work correctly. Make sure you have `Kerbal Space Progam/GameData/KerbalTelemetry` folder and you need to have `KerbalTelemetry.dll`, `Textures`, `WebServer` and `Parts` files in KerbalTelemetry folder. Usage You need to unlock "Engineering 101" tech tree to use the mod in Career mode. Then add Kerbal Telemetry Computer to your spacecraft. Click to the toolbar icon to open up user interface. Select a port (or use default 8000) and start the server via the corresponding button. Connect to your computer's local IP address and defined port (or localhost if you are using the same computer) on your browser on your device preferably from another computer or from which KSP is installed (ex. localhost:8000 or 127.0.0.1:8000 or 192.168.1.102:8000). If you don't know how to find the local IP address, you can follow this link for more information. On the top bar you can see: Spacecraft name Mission time after the take-off Speed Altitude Apogee Perigee Inclination On the first page (Spacecraft Information): External Values page will show you the Location and Atmosphere information. Orbit Information page will show the orbit information. Spacecraft Information page will show information about the spacecraft. Temperature Values will give information about the temperature. On the second page (Telemetry): You can see the charts after you take-off to the point you reach 90km from the sea level (FL900). Also it shows some current values of the spacecraft. On the third page (Command & Control): You will see the extended details about the target. You can see the flight panel control panel. Flight Commands which ables you to command the spacecraft from the web interface. On the final page (Settings): You can select the language of the interface. You can select refresh rate and chart refresh rate. On the bottom bar: Current stage information Stage Now button which initiates the next stage Current planet Current real-time Whether you have communication Initials of the target Target speed / target distance Usage is very simple. Start the game. When you start a flight, activate telemetry plugin from toolbar. You will see the charts will refresh when you are airborne and below 90,000 meters. Special Thanks I would like to thank @MekoNix, @Aebestach, @Genhis and @NguyenAirlines for their contribution and ideas. License
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Hello all cosmonauts! This is my first post in the community, I hope to post this in the right place. I'm a graphic designer, and I've worked on some mods for other games. But KSP is my passion and I would like to collaborate with the community. I decided to do some tests for an improved interface in the graphic aspect, without intervening in the size, functions or positions of the elements, just perform in reskin of the interface. (especially for QHD and 4k) Seeking to unify unnecessary colors to decrease unnecessary visual complexity, and also make those long trips to Elo more comfortable. The idea is to use flatter textures, with greater contrast when necessary and greater clarity in the shapes. This is a very easy redesign job to apply to the game if the configuration and texture files can be easily modified. With KSP I am a little confused on how to start the work so I decided to ask the community for help to form a team and work on the aspects that I do not know about the game. I have always worked alone, without sharing many of the mods I made, but I think that should change, and the KSP community is one of the best to start learning and sharing experiences.
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So I recently came across a few mods that add vehicles to your game: KSO, Grounded Modular Vehicles, and Omega's Stockalike Utility Vehicles. I should also mention Cold War Aerospace, which gives you a few vehicles too. I was thinking that in the future (probably me, but someone else can take the idea if they want since I, well, don't have any experience making mods so I have a long way to go if I wanted to do this) if a mod that adds vehicles should follow. First, what size? I noticed that OSUV gives you the G1 and G2 parts in the same size as the utility vehicles across the KSC, but KSO and Grounded give you a smaller size, which is more "accordingly" to the size of a Kerbal. Second, and the main reason I'm making this post, what art style should it follow? I came across the mod Kerbin Side Core, which gives you multiple statics, including one in particular, "Parked Vehicles," that offers a strip of parked vehicles with the same "art style" or "architecture" as the G1 and G2 trucks. So I was thinking about what could be better: following the "stock" art style of the lorries, or something more like the KSO, which, for me, gives a more "varied" look for other vehicles. And well, I also want to ask, what do the players like more, or what would they like to see?
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Starstro Space Systems Press Kit image made by @Pioneer_Steve Overall Description Starstro Space Systems is a mod being developed by me and my friend Star. My current interest in this mod is making shuttle payloads such as probes and general satellites I find interesting. Currently in development there's Chandra, Magellan, and Ulysses. This is something we've been working on for awhile now and I feel confident enough to show it. Currently all of this is in development or near release such as Magellan. But if you'd like to you can download anything you want off of the Github in the TestBranch. I hope everyone who sees this enjoys this is and doesn't mind any errors or mistakes, keep in mind this is my first time making an actually ksp mod. Downloads Github SpaceDock Dependencies B9 Partswitch Module Manager Bluedog Design Bureau Recommended mods Shuttle Orbiter Construction kit Waterfall Current Version To my knowledge this mod works on 1.11 and possibly 1.10, but I've only tested it on 1.12. Though if anyone has issues or can confirm it works on any other version please let me know Special thanks to @CobaltWolf, @Zorg, and @Invaderchaos For making BDB and helping @AmateurAstronaut1969, @Talverd, @Jay The Amazing Toaster, @Vals_Aerospace, @Pioneer_Steve, and @pTrevTrevs for all being genuinely helpful and supportive people while I've been working on this. And now some screenshots from it Pictures of Chandra by @AmateurAstronaut1969 Magellan Pics by @Pioneer_Steve All Rights Reserved.
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Planes With Purposes v1.5 Hello! This is my first mod, Planes with Purposes. The purpose of this mod is to make Aircraft useful. Big thanks to @inigma for making the mod that inspired this one! His mod: Link to GAP The mod is by no means finished or bug free, so please report any bugs encountered in the comments of this forum page, the Github issues thingy or my discord (Tudor#8762) Known bugs: There are no bugs because I'm the best (Anyone that says otherwise will be given an internship at the experimental rocket testing program) _______________________________________________________________________________________________________________________________________________________________ To do: Fix bugs Add rescue contracts Add more distance/flight time contracts Add KSC Airlines (transport passengers) _______________________________________________________________________________________________________________________________________________________________ Changelog: v1.0 Mod Released ---------------------------------------------------- v1.1 Fixed Bugs ---------------------------------------------------- v1.2 Added 1 stunt contract Added 2 flight duration contracts ---------------------------------------------------- v1.3 MADE SSTO CONTRACTS WORK!!!!!! Also added 2 sunt contracts ---------------------------------------------------- v1.4 Added more SSTO contracts ---------------------------------------------------- v1.5 Added Mach 9 Kontract Fixed bugs _______________________________________________________________________________________________________________________________________________________________ Dependencies: Module Manager ContractConfigurator _____________________________________________________________________________________________________________________________________________________________ You can download the mod on: SpaceDock CurseForge GitHub CKAN: (I don't think I can link to that, but you can find it by searching for PWP or Planes With Purposes)
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AoA Technologies Development Thread Changelog: v.1.4.1 - Fixed JSIVariableAnimator error - Added crew reports where missing - Tested in 1.4.5, should work in 1.5.1 Known bugs: Cobra MKII, Combat Dragon II and Super Tucano cockpits are missing hatches. v.1.4 "Alpha Strike" - Configuring, testing, etc. - NEW COCKPIT! Su-57 cockpit, internals still pending. - Heavy bugfixing (Including engine starting by itself). v.1.3.9.1 - Minor bugfixing before major update at christmas - 1.2 support discontinued. Version still availaible - 1.3.1 supported - Curse discontinued v. 1.3.9 "Low Pass" - Updated for 1.3 - New fin texture - New internals - Some new textures - New engine FX v. 1.3.8 "Mach 1" - Everything works v. 1.3.8 pre - Bugfixing - New interior for Tucano cockpit - New Bronco cockpit - New FlyPit - Messing with props - New agency logo, more intuitive v. 1.3.7 "Afterburning" - New Afterburning engine FX - Fixed Falken RCS bug - MiniAVC compatibility - Changed Tech Required for some stuff - Full compatibility with 1.2.2 v.1.3.6 "Sonic" - Minor bugfixes (Internal transmitter, BD Armory compatibility, and other misc stuff) - Custom ScienceDefs : Electronic report to replace crew report on drones - New AoA Technologies Agency - Hawk cockpit FLIR ball working. - Fixed not showing & textures bugs Requirements RasterPropMonitor Aset Props & Avionics (Included on cKan/Spacedock) Firespitter & ModuleManager Plugins (These are bundled in a lot of mods, check if you already have their latest versions in your GameData folder) Credits to @nli2work for props used. Licensed under CC-BY. Thanks to @linuxgurugamer and @gomker for helping me with latest release's bugfixing DOWNLOADS Also available via cKan >FOR 1.2.X (Discontinued) CLICK HERE< Get old KU34 texture here. Delete the old folder and replace. Source I and martinezfg11 are open to suggestions Album Hope you enjoy it. => @martinezfg11 Is still working on the mod. Licensed under CC-BY-NC-SA 4.0 Parts: (coming soon)
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Is there a fork of OSSNTR that has compatibility with parralax and the ultra level terrain detail setting? As the main one just has some old basic colour swaps if any.
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1.8.9 last big chunk (closed) This mod has been divided into several small submods at the request of many readers and users. Click here to continue: What you get with Contares? All objects are created as accurately as possible on a 50% scale. 50% scale means 1/2 of the size, 1/4 of the thrust, 1/8 of the weight. Further adjustments are due to the physical properties of the Kerbal universe. Reference diameters are 0.3125m, 0.625m, 0.9375m, 1.25m, 1.5m, 1.875m, 2.2m (ESA Parts only), 2.5m, 3.75m and 5.0m. Inquiries regarding diameters are superfluous by the effort of simple head calculations or a calculator. Fuel tanks designed for use with Contares LH2/LOX engines contain significantly less fuel. Fuel tanks which do not contain an entry for LH2/LOX in the description as well as all stock tanks should be set to 30% Liquid Fuel/Oxidizer when combined with Contares LH2/LOX engines. Regarding the arrangement of parts in the techtree there is certainly still much to steer. This work i am glad to leave to ambitious users because i personally have no interest in career or scientific mode. LAUNCHERS PODS, AUTOMATED VEHICLES and SPACESTATION PARTS SPACEPLANES OTHERS ... many more Downloads last complete mod download alternate mod download illustrated construction book Recommended mods: - Installation of SSTULabs (only to use the excellent Solar Panels but the complete mod is very nice) - Installation of DMagic Module Science Animate (Allows the creation of animated scientific experiments; temporary not used) Required mods: - Installation of RealPlume (contained engines use this engine effects mod only) - Installation of Tweakscale (change size of parts;reduces unnecessary duplication of standard parts) - Installation of RetractableLiftingSurface (Module which allows you to have a folding wing or other retractable lifting surface; used on Paraglider and Baikal-Booster Wings and Dream Crusher Wings) - Installation of Firespitter (Plugins only; allows Texture switching, Prop-Animations and more; used on UNION parts; more to come) - Installation of USI-Tools (Plugin used for floaters and inflatable [air]bags) - Installation of TACLS (TAC Life support) - Installation of Procedural Fairings (Build procedural fairings and interstages with nice optic) - Installation of KIS and KAS (Many Capsules, Spaceplanes and Storage-Modules use KIS) Supported mods: - RemoteTech - ScanSat How CONTARES should develop: - Creation of more helpful parts Specials: This mod is made for Kerbals on a Kerbal world, not to recreate anything from the human reality in perfection. Thanks to: @fwdixon (RemoteTech MM patch), @Beale (initial advice), @CobaltWolf (suggestions for textures), @Well (support on Dassault Hermes and Ariane), @Cheesecake (for some TechTree and RemoteTech support), @Rissa (Patch for 'Connected Living Space') Use your imagination! Contares Rules: Rule 1: Do not ask of others something you would not do yourself. Rule 2: The desire for mod compatibility must include the readiness to act for this desire. Rule 3: If there are more complex issues to discuss, ask me via PM in my native language German. Licence: http://creativecommons.org/licenses/by-nc/4.0