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Info: The Github repository linked here contains a set of classes that you can freely (under the MIT license) add to your projects to help you make mods. The features include but are not limited to: Easy vessel orbit teleporting Easy orbit to and form ConfigNode conversion Saving and loading ConfigNodes to files A GUI manager that uses the popup system PNG to texture conversion from filepath A helper function for setting ConfigNode values An easy way for making mod icons in the sidebar The repo also contains some examples to help you get started. More documentation is on the way. Github: https://github.com/r11b22/KSPTools/tree/master License: MIT
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- mod development
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KSP2 WorldVis A visual asset and mod development tool for KSP2. This project also serves as an example of how game resources can be integrated in the editor, and a demo of BundleKit (WIP alpha code) See the github README for setup instructions. Features: Run PQS planets in the Unity editor. Get instant feedback when developing planet assets. Planet debug visualizations. LookDev part assets against actual KSP2 shaders, etc. ThunderKit Addressable browser provides easy viewing of stock parts to use as examples and view material/behavior layouts. Zip around Kerbin at mach 50 while making wooshing noises PQS FreeCam demo video: https://vimeo.com/970942659/f9acd8a73b License: MIT (TunderKit/KSP2UT editor package dependencies under their respective licenses) Source code: https://github.com/foonix/Ksp2WorldVis/ Known issues: Some features such as science and biome overlays do not work due to lack of appropriate overlay shaders. Some objects on Kerbin throw errors due to lack of GameManager. Burst compilation does not work, leading to increased CPU usage for PQS jobs. This is a limitation of Burst in precompiled assemblies, see here. Possible future work: I'd like to integrate this with some kind of part/planet loading framework so that part-only or planet-only mods can be exported directly. There is code in the game to bake scaled space planet textures from the PQS mesh. Adding a feature to run it could greatly simplify development of custom planets. Screenshots: KSC Debugging Feature Screenshots:
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- ksp2
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Are there any tools to help with the creation of IVA Internals? Specifically I've seen some kind of drag-and-drop mentioned in the MOARdV's AS Thread. I've tried searching the forums, but to no avail. (For context I'm currently using trial and error to position and rotate the props correctly by text editing the .cfg file)
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The KSP Fuel Calculator is a tiny tool to improve modders workflow. You can enter a fuel amount (lq. fuel or oxidizer) and the program calculates the missing propellant amount. You easily can do this by yourself with a calculator but this saves you some time if you are working on multiple fuel tanks or often have to chance it's values. The statistics may help you to not having to chance values for ballancing purposes too often. It currently just displays some vital informations about fuel cost and weight. This tool isn't in active development any more! But please feel free to share ideas, I might have some time for it. (watch out, outdated photos!) Download: Alpha 0.3.1 (MEGA) Download: Alpha 0.3.1 (SpaceDock) Installation: Simply unzip the content of the downloaded file and place it where you need it. Create a shortcut if you want (.exe file for Windows, .jar file for Mac and Linux) Source code: Alpha 0.3.1 (GitHub) Version history: Known issues:
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The KSP Fuel Calculator is a tiny tool to improve modders workflow. You can enter a fuel amount (lq. fuel or oxidizer) and the program calculates the missing propellant amount. You easily can do this by yourself with a calculator but this saves you some time if you are working on multiple fuel tanks or often have to chance it's values. The statistics may help you to not having to chance values for ballancing purposes too often. It currently just displays some vital informations about fuel cost and weight. Download: Alpha 0.2.5 (MEGA) Download: Alpha 0.3.3 (SpaceDock) Source code: Alpha 0.3.3 (GitHub) This tool is currently in developement. The alpha release gives me a chance to listen to your ideas on how to improve the design and functionality. I want to create a tool that makes modding easier and less time consuming. So please feel free to share any ideas you got. Please look up the official thread fo more detailed information!