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Hullo! I've a request for two mods that don't really create anything new, but rather add to functionality already present in the game and I imagine they would be quite simple for someone with modding experience. Both of these are are already functional within the Alt+F12 debug menu, so there's reason to argue they aren't at all necessary, but I'll explain how I would personally benefit from them after explaining what these mods are. Funds - In the Alt+F12 menu, there are cheat options for adding/retracting science, reputation, and funds. Options for which are quite limited - funds having +- 1,000 and 100,000 as the two options. My request is a mod which, when opened, provides an input field for this instead. Simply type a number, and either press + or - to add or retract. Why? - Why not edit the save file? Well, I play with a rather large modpack where scene changes take a lot of time - as such I try to avoid them wherever possible. I could very well edit my save file and add/retract funds from there easily, but I'd rather not be loading quicksaves to do this when I need to. When would I need to? Well to know that you should know the answer to why this would be useful for me: I'm starting up a "commercial program" with members of my discord where I can get paid by the kilogram in game for flying discord-user made payloads to their various destinations. They can in turn retract funds to "cheat" the craft into their own game if desired, and I'll give myself the appropriate funds in my game. This funds cheat mod would be very nice to have, rather than mashing buttons or editing my save file - I also thought of simply keeping track of funds and only adding them 100,000 at a time when that threshold was met to further simplify the process - these are options but this mod would be cooler in my opinion! Mobile Mission Control - A button to access the Mission Control building from any scene in the game, perferrably without a scene change at all. Why? - Realizing, okay I don't know C# or C++ so modding is out of reach for me at the moment (all I really know are .cfgs) I decided to make this simple idea really complicated, just to see if I could I guess - so I developed an array of custom contracts for the purpose listed above using the mod Contract Configurator. Basically I now have 12 contracts with 6 different "weight" categories, each with a Simple or Complex variant to give myself the adequate funds in game. They are universal so I don't need to make a specific contract for each individual mission, as they will all be different and I have no idea how many of them I will do - I needed a way to manually complete or fail the contract at will. I can use the Alt+F12 menu to accept offered contracts and complete them. The problem is, these custom contracts don't show as offered in the debug menu, but they do show up in the Mission Control Building. So if I had access to that building without a scene change wherever I am, that would work around the problem. Notes - the second mod is entirely unneccesary for me if the first mod were to be developed, given that it's a big work around for the fact that the first mod does not yet exist. However, I could see a benefit to having access to the contract options at all times without needing to go to the debug menu, what do you think? Yeah - that's all! Is this as simple to implement as they sound? Truthfully, I'm not sure. But regardless I'm interested to know. Cheers!
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Is there a mod which changes the colour of jool into something which is more realistic and Jupiter like, e.g. orange and brown instead of green. I know that green is a very good colour for ksp (since kerbals are green anyway) but i'm looking for a mod which can add more realism to the stock planets without replacing them entirely. I found this thread but it is just an April fool's day joke. If someone can provide a link for a mod which is similar or send instructions on how to change jool. (I am running ksp v1.12.2 with quite a few part mods and some planet mods which don't change the stock system and extremely basic knowledge in coding for ksp.) If anyone can provide help, it would be most appreciated. Thanks in advance.
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The sea dragon is one of my favourite rockets, mainly because of it’s insane payload capabilities and the fact that it appears in For All Mankind lol. For those of you who don’t know what it is, here is a brilliant animation of it below. There is one sea dragon mod but it is really old with medicore textures, and it’s real scale (i play with stock sizes), so it is “slightly” bigger than the vab (just the second stage can’t even fit in by itself) and impossible to steer. I would extremely appreciate it if someone could make a new sea dragon mod, since there are currently no mods that are planning to add this. I believe a lot of other people would want this too so pls pls pls can someone make a new sea dragon mod. Thanks a lot in advance! Space Kerbalisation Tech
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Hello all, I had a mod idea which I would love to see made. Many people use this mod: I was wondering if it is possible to create a toolbar, which lets you edit the values of _Metal and _Smoothness from the cfg in the vab itself, so that you could change the shininess and metallic texture in your own way. I personally would love this feature. And which ways/tools/guides would you recommend me, to learn how to make mods? I personally know a bit of python, but can python help in making mods? On the web, all the modding tutorials are using C#... Thanks for reading!
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Can someone make a mod that adds the ability to make repair kits and eva science in a module of some sort either a new part or one of the pre existing modules like isru or the science lab
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Is there any mod that increases temperature around moho?
Guest posted a topic in KSP1 Mods Discussions
i'm searching for a mod that increases temperature around moho because of realism -
I'm searching for a mod that has Surveyor like landing legs. is there any mod that has landing legs like that?
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I've found it quite irksome that when a spacecraft gets into orbit around Kerbol, you always get the same result for experiments regardless of the distance to Kerbol itself. I believe that the results for certain experiments should change in relation to the spacecraft's distance from Kerbol, especially if it's in or around a planet's orbital area. Is there a mod that adds extra biomes to achieve this, including 'interstellar' ones?
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Hi everyone! I am writing on behalf of a university team working on the design of a reusable lunar lander architecture. We are looking for modders who might be interested in making a custom mod of our lander in KSP, and we plan to use those models to create a video. The video accompanies a 5-7 page abstract which will be reviewed by members of the aerospace community, including those from SpaceX, Blue Origin, Aerojet Rocketdyne, NASA Johnson, NASA Langley, etc., and you will be credited. Our goal is to have the final version done by December 10th. Please let me know if you are interested and available! DM me with your email and modeling experience so I can provide you with the details.
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Ive been trying to make the Arsenal Bird from the Upcoming Ace Combat 7, the thing is using twealscale even with the largest value of 400% the wing parts are way way way too small for it. I dont want it to have over 10k parts (i.already made the drones for it but by my calculations it will have over 3500 parts just in the 80 drones, and i dont have a NASA supercomputer in my basement to run a craft like that. I could change the tweakscale modifier to include 5000% scale but i still want to publish the craft on KerbalX for all of you to enjoy it still and play with it. So im placing a request here for any moder to make stock-alike wing parts just in 2000% or 5000% scale. I will make sure to add the moder in the credits of the huge craft on KerbalX. I would do it myself if i knew how, but sadly i have 0 knowledge in modding. I will post pics here Also all Suggestions will be welcomed, in the album you can see the drone that is done,
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Started a game with Champlain mod. (picks random names for your vessels) Its pretty cool. But now I have 20 rockets with random names in my saved vessel library, with no clue what they were for. (I did use the prefixes the mod has using only KSC for manned missions and ISC for unmanned, so I do have some clue) [but # of parts in X stages and $ just does not tell enough] But I was hoping there was some way to expand the little icons the vessel load screen displays to show a better idea of what the vessel looks like without having to load each one to see what it is. That little icon on a 1920x1024 resolution display is just to small to be of much use. I would rather not have to load each vessel to check if its the old vessel I want to reuse. Having a mod that would allow me to select a vessel in the load screen and then have a button (in addition to Merge, Delete, Cancel & Load buttons) that says "view" and selecting it would pop open a window with an expanded view of the icon. Otherwise I would have to switch back to the practice of naming rockets after their function and design.
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Is it possible to make a command chair like part that can release a glider parachute, the same one kerbals have in their suits? This chair could be a base for a small paraglider type build with Junos...
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So, I've been looking around the interwebs for a while now, and I have a simple question about the status of car part mods. Not rovers, but cars. The question is simply, where the are they? Seriously, where are the car mods? I'm not sure there even are any, at least for 1.3 and 4. To put it simply, could someone change that? EDIT: okay I was wrong, there's at least 3. But still.
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So we all know RSS. It makes the planets realistic size, and retextures them as real life planets. I am searching for the opposite. Is there a mod that retextures them, but keeps them the same size? I would like to use Kerbin for presentations (not those official ones) and i would like to have an earth retexture. Is there a mod like this? it doesnt have to be all planets, only for kerbin. Thanks
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Given the semi-successful test flight of Rocket Lab USA's Electron launcher, perhaps someone would be interested in making one for KSP?
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Hello there, I'm trying to figure out if there is an IVA for the MK2 cockpit that uses both Rastor Prop Monitor and the ASET parts. I'm currently using the RPM only interior, but I would like to update to the next step if it exists. I found a .cfg file that is supposed to implement one like what I'm looking for, but I do not know how to install it, or if it even works with 1.2.2. Link to cfg file: https://pastebin.com/ceV2rnNM
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Hello. I am a KSP player and, well, am kind of lazy. I use this mod called Gravity Turn (Link: forum.kerbalspaceprogram.com/index.php?/topic/129607-105-gravityturn-version-131-automated-efficient-launches-11-pre-release-available/ ) That automatically does Gravity turns. I would like to see a mod that does this, but turns it into an orbit so I can be lazy. Thanks, HJ
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Hello everyone! I've been browsing mods, installed ckan, etc. Throughout this, I've noticed there are no tracks for rovers, and other land creations. This is peculiar, as there are mods for about everything underneath the Sun (and beyond). If nobody is able to conjure such a feat, I won't pester. I understand having moving tracks and such could be hard to program, but if anyone's up for a challenge, here's one. Cheers! RussianAround
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Is there a mod which adds a cap to biome hopping? The logic is that in real life the discovery factor of each consecutive experiment is always smaller than that of a preceding one. The first samples and analyses give the most data about a planet. We don't need to land in each biome to make conclusions about the planet's geological composition, activity and certain weather patterns. So for example, after visiting any 6 biomes on one planet, there should be little left to research in all the other biomes.
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For anyone who knows and loves Subnautica as much as I do, I would very much appreciate if someone could make it possible to build an accurate representation of the Aurora, the crashed ship, from in the game. Along with this, the base pieces, which to my knowledge, should be less difficult to also add in, but would be equally appreciated. Same goes for the Cyclops, Seamoth, and Exosuit. Now, I would absolutely LOVE to work on this idea myself, but I never got time to delve into coding, so, if anyone DOES know how to code, and would be willing to teach me, I am all ears.
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Is there a mod out there that can record your ascent profile? What I'm looking for primarily is the ability to track the pitch along with the craft's velocity and altitude (as well as staging event's, but I'm mostly interested in this for SSTOs) while climbing to a stable orbit and at the end be able to see where the significant changes (in pitch) took place and how much dV was left over once a in a stable orbit.
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This has to do specifically with orbits and them not stay where I damn well put them. Also this is more of a mod request thread then anything else. I propose a mod that does a few things, mainly to improve remote tech and the new satellite systems. But could also have uses outside that. It would work like so: 1. If an object has a extremely similar orbit to another object (what the mod considers 'similar' could be tweaked till it felt right) the moment that the object loses focus (you switch to another vessel outside of the render distance) the objects orbits get changed so that they match perfectly. 2. I was going to have a few more points (stipulating that unless thrust was intentionally applied, the orbit would be reset back to what it was before focus was gained in order to avoid accidentally changing orbit while twisting or otherwise interacting with the craft in a way that doesn't provide force but changes where exactly the centre of mass is relative to the orbit) but I realised that 1 would more or less solve that issue anyway. I have played around with making the mod myself but outside of some rudimentary dives into things like Lua my coding skills are sub-par for sure. If anyone could potentially make this mod, you would have my eternal gratitude because this seemingly insignificant details has frustrated the absolute hell out of me since I noticed it.
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I've found this neat looking planet in space engine that I want to see modded into ksp, close to kerbin as a second habitable planet. But I have no experience in modding or programming.In this link I have a zip named the desired name for the planet once in game. I have included the bump, diff, norm, glow, and spec files exported from space engine in png and dds form. If you're up for the task, post the link to this thread when complete. Thank you! https://www.dropbox.com/sh/r1svrv28duczwzi/AAAIRviZHAX57eam1hmiXxXGa?dl=0
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