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An ISS parts mod for Kerbal Space Program 2 This mod is in pre-release. It does not have all the ISS components yet. This mod seeks to provide ISS and space modeling enthusiasts with all of the station's components (eventually) so that they can recreate its construction in the historical sequence of assembly, or simply utilize them to construct the space station of their dreams. Gallery Zarya Zarya, the original 'grandma' of the ISS, started out as the powerhouse, the brains, and the muscle of the station. But now, after years of hard work, she's basically the space version of an attic, filled with random stuff from the early days of space exploration. Unity Unity is the first U.S.-built component of the ISS, linking the laboratory's Russian Orbital Segment and US Orbital Segment. Unity was launched on 4 December 1998, aboard Space Shuttle Endeavour on STS-88. Zvezda Zvezda provides essential life support systems and offers a cozy home for two lucky kerbonauts. But don't be fooled by its laid-back exterior - Zvezda can be remotely controlled, so if it ever decides to start slacking off, the KSC can give it a virtual kick in the pants. Destiny The Destiny module is the primary operating facility for US research payloads aboard the ISS. This is where science gets a little... spacey. Canadarm2 (SSRMS)* The robotic arm moves equipment and supplies around the station, supports kerbonauts working in space, and services instruments and other payloads attached to the ISS. Though capable of delicate repairs and heavy lifting, it still can't figure out how to unclog the station's toilet. * Since KSP2 does not have robotics, this part is just for looks. Quest Quest is the primary airlock for the ISS. It was designed to host spacewalks with both US and Russian space suits. The airlock was launched on STS-104 on July 14, 2001. Z1 Truss The Z1 truss is the ISS's master of orientation, the king of control. It’s like the captain of a ship, always making sure everyone is headed in the right direction. With its gyroscopes and plasma pals, it's got the station spinning and twirling like a top, ensuring it's always facing the sun just right. P6 Truss The P6 truss was the second truss segment to be added (after the Z1 truss) because it contains a large Solar Array Wing (SAW) that generated essential electricity for the station. It was delivered by Space Shuttle Endeavour during STS-97. It was the last human spaceflight of the 20th century. S0 Truss The S0 truss forms the central backbone of the Space Station. It was attached on the top of the Destiny Module during STS-110 in April 2002. S0 is used to route power to the pressurized station modules and conduct heat away from the modules to the S1 and P1 Trusses. Solar Array Wing The ISS Solar Array Wings are so powerful, they could probably light up the entire galaxy if they weren't busy powering the International Space Station to keep the lights on and the coffee brewing. APAS-95 docking port APAS-95 is an androgynous docking system used on the American and Russian modules on the ISS and to allow the Space Shuttle to dock. CBM docking port It's the ISS's secret weapon for connecting habitable modules in the US Orbital Segment. It's like the ultimate "stick-it-to-the-man" (or, in this case, the space station) solution. PMA-1 PMA-1 is basically the space equivalent of a USB adapter, but instead of letting you connect your phone to a laptop, it lets spacecraft connect to the station. Think of it as the ultimate 'space plug-in' for cosmic commuters. Launched with the Unity module in 1998 aboard STS-88. PMA-2/3 This adapter is used on the ISS to convert a CBM interface to an APAS-95 docking port. PMA-2 was launched with the Unity module in 1998 aboard STS-88. It was outfitted special hardware to allow the shuttles to stay docked longer. PMA-3 was launched in 2000 aboard STS-92. Zvezda Solar Panel Meet the solar panel that's seen more sunrises than a rooster. This retractable array is more interested in reminiscing about the glory days than tracking the sun. It's like a retired kerbonaut who's content to bask in the sunlight, occasionally muttering something about 'good old Comrade Sol'. External Active Thermal Control System* The ISS's a busy place, and what happens when all that activity heats things up? The station's radiators come in, space's biggest heat dump! They collect heat and reject it by use of pumped liquid state ammonia in closed-loop circuits to cool the station. * You need to install Meltdown to add heat management to the game and make it a functionnal radiator. Module-to-Truss Structure Attach System The MTSAS is a crucial, permanent component on the ISS that connects the S0 truss segment to the Destiny lab. This structure must withstand dynamic loads, pressure, and thermal cycles throughout the station's lifespan. ISS Technical Docking Port This is a hooking part to weld together two elements where kerbonauts are not intended to pass through, and thus where traditional docking ports should not be used. This component does not exist in the real ISS and have been added for gameplay. Not compatible with other docking ports. Small ISS Technical Docking Port This docking port is intended to join together small elements of the ISS, such as the Canadarm to the surface of a module. Assembly For those daring enough to recreate the ISS's assembly in its historical sequence, this is the suggested procedure. In the absence of Canadarm, the use of tugs is necessary. Element Launcher* Date Recommended parts Zarya Proton-K 1998-11-20 Zarya, APAS-95 x3, Zvezda Solar Panel** x2, RV-105 RCS x4 (stock) Unity / PMA-1 / PMA-2 Space Shuttle (STS-88) 1998-12-04 Unity, PMA-1, PMA-2/3, CMB x8, APAS-95 x2 Zvezda Proton-K 2000-07-12 Zvezda, APAS-95 x4, Zvezda Solar Panel x2, Place-Anywhere RCS x8 (stock) Z1 Truss Space Shuttle (STS-92) 2000-10-11 Z1 Truss, CBM x2, ITDP x2 PMA-3 Space Shuttle (STS-92) 2000-10-11 PMA-2/3, CMB, APAS-95 P6 Truss Space Shuttle (STS-97) 2000-11-30 P6 Truss, EATCS x3, SAW x2, IDTP (x2 if you have to tug it) Destiny/ESP-1 Space Shuttle (STS-98) 2001-02-07 Destiny, CBM x2, ITDP (for MTSAS), SITDP (for SSRMS) Canadarm2 (SSRMS) Space Shuttle (STS-100) 2001-04-19 Destiny, SITDP x2 Quest Space Shuttle (STS-104) 2001-07-12 Destiny, CBM x2 S0 Truss/MBS Space Shuttle (STS-110) 2001-04-08 S0 Truss, ITDP x3, MTSAS * launchers not included ** Zarya do not have its own solar panel yet Pictures (shuttle not included) Disclaimer This mod features a semi-realistic modeling of the ISS as some liberties were taken with reality in order to allow the parts to integrate properly with the game with reasonable performance. For example the CBM, used to connect habitable elements in the US Orbital Segment of the ISS, is a non-androgynous system in reality but has been made androgynous in the game for simplicity. This mod's author did his best to make every space shuttle assembly mission possible by allowing the elements to be stored in the stock mk3 cargo bay. Some elements may however still prove difficult to fit in, such as the P6 truss segment (you will need to tuck the radiators in). Known Issues RCS not included. Most parts are not paintable. Solar Panel are not self-tracking. Solar Panels deployment in the VAB are too slow. Zarya does not have its own solar panel yet (you can use Zvezda's). No reentry effects. Kerbals located inside Zvezda do not show on the interior view windows. Quest is not a functional airlock. Installation Open the game folder by right-clicking on the game in your Steam library, selecting "Manage," and then clicking "Browse local files." Install the Space Warp + BepinEx plugin (available on CKAN). Install the Patch Manager plugin (available on CKAN). Download the latest version of The ISS Construction Kit, either on GitHub or on Spacedock. Open the zip file and drag the included BepInEx folder into the game folder (merge folders when asked). Dependencies Space Warp + BepInEx Patch Manager Links Spacedock: https://spacedock.info/mod/3709/The%20ISS%20Construction%20Kit GitHub : https://github.com/pasalvetti/iss Contact: KSP 2 Modding Society Credits For some parts of the ISS : NASA (https://github.com/nasa/NASA-3D-Resources), Zer0Frost (https://github.com/Zer0Frost/3D-ISS-for-blender) Adaptation & mod by Polo
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Announcing KSP2 Redux Hello everyone, it's been a little while since you’ve heard from me in the modding scene! As you all know, the development of KSP2 has unceremoniously ended over half a year ago, and we haven't heard much since. In all likelihood, the game is never going to picked up again and its development restarted. All those teased features, all the hard work put into the game by the developers and the modders alike, all the hopes and dreams of the community. Wasted? But that would be such a shame, wouldn't it? Well, we decided to do something about it. Introducing: KSP2 Redux What is Redux? KSP2 Redux is a fan-driven revival of Kerbal Space Program 2, going beyond just a typical mod in order to continue the game’s development where it was left off. The project's ultimate goal is to bring in the long-promised features and milestones that never came to be, and to make KSP2 into the game we all wanted it to become. Yes, that includes colonies, resource management, interstellar travel, multiplayer and a dating sim. That’s still a distant target, though; for now, the priority is nailing down a solid, reliable base for both players and modders. What will the first release include? The initial release will focus on three main goals: major performance improvements, various bug fixes, and enhanced built-in modding support. Along with Redux, we are working on an all-in-one solution for modders - the SpaceWarp SDK for Unity. There’s also a small surprise in this first release — nothing major, just a little extra something as a teaser of what's to come. When is it coming? The Rendezvous Entertainment team is hard at work finishing up this first release, and we're looking forward to sharing it with you soon. We’re hoping for a 2025 release. And of course more information will be shared on the KSP2 Modding Society Discord and here so stay tuned for further updates! Fly safe, and shoot for the stars! Join us in the KSP2 Modding Society Discord to talks about all things Redux! https://discord.gg/ksp-2-modding-society-1078696971088433153 Trailer: https://www.youtube.com/watch?v=PHOAInTu27w
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0.5.0 Kargatua: Poly Centuri for more info, screenshots, and dev news, please click https://sites.google.com/view/intersteller-colony-challenge/kargatua-mod-suite/karatua-poly-centuri 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) Module manager 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 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 @Blurgert and @Eclipse 32for playtesting
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This is based or well, the idea is based on the BadT Arenas and Airfields mod, specifically the aircraft carriers that the mod has. So what I plan is to have a somewhat “kerbalized” version of multiple carriers, as well as other things like maybe tugs and vehicles for different eras. I currently have an Essex class carrier (WWII version), but since I don't know how to make it a launch site yet, it's just a static “for now”. The texturing is based on the KSC VAB with its yellow stairs, little yellow hangar doors and so on. The 3D model is a free 3D model made by sketchfab user kriss50, the textures were made by me based on Kerbinside's textures. Unfortunately I had to remove many parts of the original model as the model by itself would be too heavy for KSP, maybe in the future I will learn to make my own models and make a good but low poly version of the Essex Class aircraft carrier. I am open to suggestions and possible ideas on how to expand this (and also learn more about modding as I think this is my first mod). Download: https://github.com/AciveriousTippoline/Carriers-and-more-K.K.
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This mod reimplements the old parts. For all your Nostalgic needs! The mod used to use multiple configs, but now it simply combines all the parts into one folder and restores the old versions of every removed or modified part. Currently parts from 0.13.3 are restored, and everything nerfed/changed in 1.3, 1.4, 1.5, 1.6, and 1.7 has a classic version too! Version 0.7.3 and below of the mod have two configs, one reimplements the old parts from 0.13.3, with some minor balance changes, and the other reimplements the 1.3.1 parts which were replaced, modified, nerfed or removed in 1.4. To install, just choose which config you want, and extract that config's .zip file into your GameData directory. Version 0.9.0, "The Great Reorganization", has just come out, and has improved the way the parts are stored, named, and sorted, and everything has Tech Tree integration now. Many parts have even been moved into a different category too, matching their modern equivalents better. Unfortunately, some parts (the plane cockpits) have temporarily been removed, until I can post the massive 0.10 update, which is going to include every Classic part between 0.17 and 1.1, along with a bugfix patch, which will take a couple of days. If you really need these parts, stick to 0.8.2 as it is still fully functional in 1.7, although it won't include Classic editions of the 1.7 parts. 0.9.1 has come out now, and fixes some bugs, but the massive 0.10 update isn't out yet. When this next update is done, my mod is going to fully supersede Kerbal Historical Institute, as I'll be able to reimplement every part from that long-abandoned mod. Although I have acquired a version of 0.17, after nearly 5 years, which is what is going to allow me to add so many parts next update, I still need to acquire 0.16, 0.15, and 0.14 to complete my classic KSP version collection. If anyone has these versions, or knows where I can acquire them, please message me either on the forums, @TriggeredSnake, or on reddit at /u/TriggeredSnake, as you will be a great help to both OldPartsRedux and my personal collection. Anyone who finds me an old version will get their name in included into OldPartsRedux somewhere to credit them. (if they want.) Known Bugs: There's an issue with the Classic RCS thrusters, they fire way too much exhaust and in the opposite direction. This issue has persisted since some very early versions of OldPartsRedux, and I'm still not entirely sure how to fix it, but I think I can manage it now. Not every part is in the correct tech-tree location or editor category yet. Most of these bugs will be fixed in a patch tomorrow. The reason for the abnormal amount is the complete recode, much like when KSP was rewritten and ported to Unity 5, a rewrite brings loads of new bugs. EDIT: Should now be compatible with AVC! Download on Spacedock. EDIT EDIT: Proof for reddit
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Tantares Kerbal Space Program (1.12.5) Tantares is four separate mods: Tantares: Soviet crewed spacecraft, space station, and LEO spacecraft *Requires B9PartSwitch Supports System Heat for Nuclear reactors. Supports Resurfaced for PBR textures. TantaresLV: Soviet launch vehicles and upper stages *Requires B9PartSwitch *Requires Waterfall TantaresSP: Soviet interplanetary probes *Requires B9PartSwitch TantaresSAF: Soviet Aerodynamic Fairings *Requires Simple Adjustable Fairings *Requires B9PartSwitch The parts are made with the "LEGO" frame of mind - they fit together to make a certain historical craft, but are flexible and generic enough to be used in many creative ways, just like vanilla KSP parts. If you're using TantaresSP, I highly recommend using one of my other mods, Neptune Camera, which adds camera functionality to probes. Download Links You need B9 Part Switch for all Tantares mods. B9 Part Switch Tantares - GitHub TantaresLV - GitHub TantaresSP - GitHub TantaresSAF - GitHub Also available through CKAN. I also have a Patreon if you want to support the development! www.patreon.com/tantares Screenshots of TantaresLV Kosmos 2I Kosmos 3M Soyuz Zenit Tsyklon Proton Energia M Energia Energia-Buran N1 Briz Blok-D Fregat Screenshots of Tantares Polyus Meteor Progress T Progress 7K Pirs / Poisk Rassvet / Mir Docking Module Vostok Voskhod Soyuz 7K-T Soyuz LOK Soyuz VI Soyuz T Soyuz T Soyuz T Soyuz ASTP LK Lander LK-700 TKS VA Big VA LK-1 MEK Mav Mir Core Module Salyut and Almaz Salyut 7 Salyut 6 MEK Mir Sokol flight suit (Provided by Benjee10) Orlan EVA suit. Screenshots of TantaresSP Sputnik Luna 2 Luna 3 Venera 1 Venera 9 Venera 9 Lander Fobos 2 Lunokhod 2 Luna 16 Screenshots of TantaresSAF Progress Mir Modules / Polyus Zenit Proton (DM-A/B) Recolours and Extras Special thanks to everyone who has contributed and helped out with this! Friznit's Tantares Wiki (Additional Craft Files) Credits and Thanks Special thanks to: @Zorg @benjee10 @Well @Zarbon44
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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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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 on hold. 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 0.3.1] 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 usage notes: Current Features: WIP Features: Dependencies (required to run): Module Manager CommunityResourcePack Waterfall Recommended mods (for full intended gameplay - highly recommended): CommunityTechTree Far Future Technologies Heat Control VABOrganizer 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 *credit to Nertea for many of the parts included in the images
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BASIC : Luna Multiplayer(LMP) Community Tech Tree Chatterer VISUAL MODS : Scatterer Environmental Visual Enhancements(EVE) True Volumentric Clouds / Astronomer's Visual Pack Parallax 20 Firefly Vacorcones Waterfall Engine Lighting Rocket Sound Enhancement(RSE) Sunflares of Maar Planet Shine TUFX Restock & Restock+ Z Theme TOOLS & FEATURES : Free IVA Principia Textures Unlimited Recolour Depot(TURD) MOARdVs Avionics Systerns(MAS) Trajectories Better Time Warp Continued Docking Port Alignment Indicator(DPAI) Distant Object Enhancement Camera Tools Continued Kerbal Engineer Redux PARTS : BDArmory Plus(BDA+) Stockalike Station Parts PLANET : Outer Planets Mod(OPM) "Maybe someday I'll turn it into link"
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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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[KSP 1.8.1-1.11.X] (V0.4.1) Interstellar Technologies [Antimatter Catalyzed Fusion Engine Powered Interstellar Spacecraft - Kepler] An Interstellar Propulsion System mod, made by Kepler- At long last, after months of hard work practicing modeling, and after finally unlocking the secrets to textures, The mod is finally released. This parts pack will be used to expand from the mod Kerbal Space Program Interstellar Extended. Those parts are extremely imbalanced with going around the stock system. The engines are made off the base of the KSPI-E engines' statistics, [DEPENDENCIES] All of the required mods for Interstellar Technologies to function properly is now in the main mod folder. Note that the KSPI-E folder is stripped of some of it's parts, due to complaints of complexity of KSPI-E. [RECOMMENDATIONS] Those are recommendations to download to play with the mod. They are NOT required. - Far Future Technologies - TUFX - MEV Heavy Industries - Galaxies Unbound - A Stellar Odyssey - Interstellar Extended (The whole pack in order to get all the parts) - Near Future Mods by Nertea - Singularity (For Galaxies Unbound) The parts pack will be updated quickly, releases will be *quick*. I will be available in the KSPI-E discord server and the Galaxies Unbound discord server, please @ Kepler (No spacing) to make suggestions for future changes. Special thanks to @Cyne for helping me with learning to texture models. [Some of the Parts include...] - Daedalus Inertial Confinement Fusion Drive (v.0.1.0) - Antimatter Catalyzed Fusion Drive (v.0.1.0) - Kugelblitz Drive (Black hole drive) (v.0.1.0) - Laser Core Antimatter Drive (v0.1.0) - Multi Mode Interstellar Afterburning fusion drive (v0.1.1) - Multi Mode SSTO Fusion Engine (v0.1.6) - TRIGA Core Static/Pulsed Trimodal Nuclear Thermal Rocket (0.1.7) - "Coaxial" SSTO Fusion Engine (0.1.7) And so much more as the mod updates! [SCREENSHOTS] [DOWNLOAD] Primary (SpaceDock): https://spacedock.info/mod/2674/Interstellar Technologies - A KSPI-E Expansion For Additional Bugfixes and all (Probably mostly for science mode and that) please contact me through Discord through the KSPI-E or the GU discord server. The mod uses the CC BY-NC-SA License.
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Drakenex Deluxe Counterfeits presents In association with Invaderchaos Tantares and BDB now in Colors! Your favorite skin pack for Tantares and BDB is back. Now featuring the amazing work of Invaderchaos. Download at Spacedock BDBNIC GH Dev (expect missing and broken things) TNIC GH Dev (same as above) Join us and experience your favorite launchers in historical and some other amazing skins, like: Atlas SM-65 ICBM Agena Seasat Apollo CSM boiler plates Atlas Bare Metal Parts * Titan in Delta II blue And many more coming soon! *TU required Authors: BDB Skins: @Invaderchaos Tantares Skins: @Drakenex Amazing screenshots by: @Zorg All works and modification permitted by the great and talented @Beale and @CobaltWolf This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
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This pack provides realistic models of SpaceX's rockets and spacecraft, made for your Stock Kerbal Space Program installation. Crew Dragon Cargo Dragon 2 Starlink Satellite Falcon 9 with parts to make all of its versions: Block 5, Full Thrust, 1.1, 1.0 Falcon Heavy Falcon 1 Interplanetary Transport System [2016 version] ASDS Droneship "Just Read the Instructions" and "Of Course I Still Love You" Landing Zone 1 You will find all flown Merlin versions (M1Ci, M1C, M1CV, M1D, M1DV and its subsequent upgrades), Raptor and Kestrel, 22 different payload fairing textures from real missions, booster and fairing recovery hardware, different textures for the booster, 4 different textures for Crew Dragon and 2 textures for the drone ship ("Of Course I Still Love You" and "Just Read The Instructions") included. Download from Spacedock Realism Overhaul Configs [WIP] by @pmborg Installation Follow the instructions in the included "readme" file. You can choose to install the parts at their real sizes or at a stock-compatible size (2.5m). The following mods are recommended to be installed as well: Textures Unlimited for shiny, metallic looking parts by @Shadowmage Animated Decouplers for retracting Crew Dragon trunk umbilical by @Starwaster RetractableLiftingSurface for a working fairing parafoil by @linuxgurugamer Launch Towers Pack for realistic launch towers by @sciencepanda Note that Module Manager by @sarbian is required to make the rescaled configs and some of the above mentioned mods to work. Changelog Known Issues Media All rights reserved.
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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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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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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.