Search the Community
Showing results for tags 'parts'.
-
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
- 22,632 replies
-
- 172
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
Including Iridium Next, New Horizons, Haven-1 and soon many more! (Check roadmap for what is coming) Join me on Discord! (DEV talk only) Tundra Exploration pics: Tundra Technologies pics: Planned features Roadmap Known issues "No tank type named 'RR_CryoMLOX' exists" means you have RR but not CRP, or you have RR, CRP, and WBI classic stock, and the WBI feature isn't working right. Make sure you have RR 1.16! Required Mods Kerbal Reusability Expansion (For the F9 legs and grid fins) B9 Part Switch (For part switching) Module manager (For all your module manager needs) Recommended Mods FreeIVA (So you can fly around inside Rodan and Gaira-1 parts! Modular Launch Pads (For those awesome towers) Waterfall (For those amazing plumes) Smokescreen (Realplume NOT required!) Flight Manager for Reusable Stages (For landing your F9 first stage) Omega482's Stockalike Structures NTR (For your Ghidorah landing needs) Basic DeltaV - Basic Orbit by DMagic (For better understanding of how much fuel you have to land all your crafts safely back) Tundra's Space Center (To launch from LC-40!) Near Future Solar (For the Solar Panel plugin if you want full 180 degree tracking) Not supported Mods Atmospheric autopilot FAR (Version 7.0 looks to perform a lot better) Beta versions on GitHub A very special thanks to @Beale, @CobaltWolf and @Nertea for the help and advise they gave me to make something awesome. And @DiscoSlelge for creating those awesome patches! And a massive thanks to @ValiZockt, @Rock3tman_, @Nessus_, @JadeOfMaar, @Starwaster, @neistridlar, @SofieBrink and @Infinite Monkeys for the help they gave me making this mod perfect! Changelog: Any of the configs are distributed under CC-NC-SA-4.0 License. All Textures/models/plugins are distributed under All Right Reserved License. SootyShaderLoader is based on the custom shader importer by shadowmage and modyfied by DMagic with custom modules and settings.
-
Modular Rocket Systems (MRS) A stock-alike parts pack that fills in a variety of gaps in the stock lineup of rocketry parts. By zer0Kerbal, originally by NecroBones adopted with express permission and brought to you by KerbSimpleCo Preamble by NecroBones See more YouTube Review by TinyPirate Review by Skyehawk Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Supports Add-on Version Checker (AVC) Community Tech Tree (ctt) Connected Living Space (cls) Engine Ignitor (ign) HotRockets! (hot) Ferram Aerospace Research (far) RemoteTech (RT) TweakScale (twk) Either 3 Module Manager /L Module Manager Suggests Adjustable Mod Panel (KAMP) Biomatic (BIO) Docking Port Descriptions (DPD) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) MoarKerbals (MOAR) OhScrap! (OHS) On Demand Fuel Cells (ODFC) OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) Precise Maneuver (PM) Pteron (MSRV) ScrapYard (SYD) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Solar Science (SOL) Stock Inline Lights (SIL) The collection of Fuel Tanks Plus Ltd (FTPL) large stock-like tanks with Color Coded Canister style: Fuel Tanks Plus (FTP) Fuel Tanks Plus Xtra Kerbal (FTPXK) Fuel Tanks Plus IS (FTPIS) NecroBones suite of mods that play nicely together Lithobrake Exploration Technologies (LET) lander parts, large chutes/legs/ladders/etc SpaceY Corporation (SYC) SpaceY Lifters (SYL) stock-balanced large rocket parts, 5m parts, large SRBs SpaceY Expanded (SYE) The Burger Mod (BURG) Joolian Discovery (JOOL) The Elephant Engine (ELEP) Modular Rocket Systems (MRS) stock-alike parts pack, NASA-like alternatives, and filling the gaps Module Rocket Systems LITE version (MSRL) Color Coded Canisters (CCC) beautification replacement models/textures for stock tanks, with color-coded end caps, and auto-closing shrouds ColorFuel Lines (CFL) color-selectable fuel lines SeaDragon (SEA) by Kerbal Hacks by [Enceos][enceos] Drop Tank Wrapper (DROP) Simple Mission Flags (SMF) by Axial Aerospace Dreamer (DREAM) LanderTek (LTK) Simple Cargo Solutions (CARGO) WhimChaser (WHIM) Tags parts, config, flags, agency, textures, variants, control, graphics, sound, resources, science, tech-tree, career, crewed, uncrewed red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
-
Coyote Cargo Freighter (CCF) Coyote Cargo Freighter by Coyote Space Industries (CSI) is a massive parts pack for Kerbal Space Program. By zer0Kerbal, originally by @dboi88 adopted with express permission and brought to you by KerbSimpleCo Introduction by @dboi88 Features Asymmetrical Design. Rear Truss & Main Hull Have Automatic Weight Balancing Feature. 5m Kontainer Docking Ports Integrated Into Rear Truss. Deliver Kontainers at your destination and bring back empties. Range Of Interchangeable Modules In Two Sizes. Internal EVA Prep Space With Small Kontainer/Storage Rack. None Career Game Breaking (parts are at the end of the tech tree and extremely expensive) Fuelled By The Insanely Expensive Karbundrum, You Will Need Mining Operations In Place Has To Be Built In Situ (If you manage to reach orbit with this please let me know :D) Custom CSI Freighter catagory for all freighter parts. Hanger Bay & Cargo Bays Support @allista's hanger mod allowing you to store crafts and re-spawn later. See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks For basic assembly instructions, see our Assembly Guide Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes: See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages YouTube review by Kottabos Gaming Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Coyote Space Industries Ltd (CSI/L) Recommends CSI Tools (CSIT) Suggests SimpleConstruction! (SCON) Not So SimpleConstruction! (NSSC) Keridian Dynamics (KDVA) SimpleLogistics! (SLOG) MoarKerbals (MOAR) Kaboom! (BOOM) On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Field Training Facility (FTF) Field Training Lab (FTL) Docking Port Descriptions (DPD) Transparent Pods (PODS) Biomatic B9 Stock Switches (B9S) Oh Scrap! ScrapYard Either 3 Module Manager Module Manager /L Supports Community Category Kit (CCK) Community Resource Pack Firespitter (resource swapping and texture switching) Kerbal Attachment System (KIA) Kerbal Inventory System (KIS) TweakScale USI Kolonization Systems (MKS/OKS) USI Core Tags parts, config, agency, comms, crewed, flags, graphics, parts, resources red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @dboi88for creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS: How to support this and other great mods by zer0Kerbal and it is true. please say thank you to @dboi88 Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
-
I present to you my first parts mod, Bumblebee! A (re)stockalike mod based on NASA's Dragonfly drone, designed to explore Titan-like worlds! Includes a black colour scheme too: album: https://imgur.com/a/lFNv9dI Build Guide: https://github.com/Rodg88/BumbleBee/wiki/Build-Guide Video review from Kottabos: Features include: * Small electric propellers that use @Angel-125's KerbalActuators to give them spinning blades, mirroring, prop blur, and a hover mode. * An antenna that tracks the homeworld (in one axis at least) * A large science payload, including compatibility for some Bluedog Design Bureau and Coatl Probes Plus experiments if those mods are installed. * Compatibility for Near Future Electrical, the probe core will include a large capacitor if installed, to increase flight range. * A parachute/drogue combo with "fancy custom normals", that plug into the 2.5m aerodynamic back shell (which is designed to fit the Restock heat shield), or can be surface attached as a drogue/main set Download: https://spacedock.info/mod/2428/Bumblebee https://github.com/Rodg88/BumbleBee/releases Also on CKAN V0.6 Updated deps and tested in KSP 1.12.2 Fixed prop sound on high power mode Fixed colliders on decoupler causing sticky aeroshell deployment Merge PR for Interstellar Extended support (thanks Shimomeitakatote) V0.5 Added variants to the decoupler with 0.625m and 1.25m bottom diameter rings, instead of just the specialized Bumblebee decoupler. Updated Indicator Lights patch to take advantage of new features in v1.7 (commnet connection indicator). V0.4 Added gold and silver foil textures to the Core, Antenna, RTG, and science Sensor. Updated all lenses to have a new reflective texture. Added carbon texture variant to prop parts. V0.3 New dual rotor part for light probes in light atmospheres, based on the NASA Mars Helicopter. Also a long variant of the single truss for the Duna rotor. Added Surface Sample experiment to the landing skid part (requires the Bumblebee Probe core on the same craft to work) Minor fixes to other parts. V0.2: Updated Prop parts. They now activate on Duna, but won't do you much good. Also enabled surface attachment on the single prop, and added ground FX. Also a low power mode for precision flight on low gravity moons. Added glowing LEDs, with compatibility for NFE (blue LED's brightness = capaciter charge) and Indicator Lights (Top Green LED goes yellow/red on low/critical charge). Added Hullcam Patch Download includes B9 Part Switch, Kerbal Actuators, CommunityResourcePack, and DMagicScienceAnimate, which are the hard dependencies, as well as CommunityCategoryKit which is optional (parts all appear in the Rover category). License: CC BY-NC-SA 4.0 https://creativecommons.org/licenses/by-nc-sa/4.0/ Bundles the following mods, which are covered by their own respective licenses: ModuleManager by Sarbian and Blowfish https://github.com/sarbian/ModuleManager B9 Part Switch by Blowfish https://github.com/blowfishpro/B9PartSwitch/releases Kerbal Actuators by Angel-125 https://github.com/Angel-125/KerbalActuators/releases CommunityResourcePack by Bob Palmer https://github.com/BobPalmer/CommunityResourcePack CommunityCategoryKit by Bob Palmer https://github.com/BobPalmer/CommunityCategoryKit DMagicModuleScienceAnimateGeneric by DMagic https://github.com/DMagic1/DMModuleScienceAnimateGeneric
- 114 replies
-
- 55
-
This is a probe expansion pack inspired by real missions from the mid-1960s to now. Including probe cores, engines, solar panels, and new science parts! Parts are inspired by (Including some replicas of) Voyager, Pioneer 10, Venera, Cassini, Mariner, Kepler, New Horizons, Juno, And more! Current working on the Viking Mars lander. IMGUR ALBUM To prevent issues, please remove any previous versions of the mod before updating CURRENT Branch - Github Repo Please be sure to download the latest BETA branch repo for best compatibility. See changelog for a list of recent changes Need Support? Please read the FAQ Requires: Firespitter or B9, DMagic ScienceAnimate and ModuleManager Older Beta v0.16.1 Download: Mod configs included: Remote Tech by @rakol Tweakscale by @Jso SCANsat by @akron Sample Crafts v0.3 for BETA v0.16.1: (Two Barquetta Communication Satellites, Barquetta-Odyssey, Deep Space 1, Landvermesser, Mariner, Quetzal, Tatsujin, Tatsujin-Express, Torekka, Vorona, Vorona-SAR, Meridiani-Draco, Explorer Telescope) Nerva HT Engine 1.0 Released! Link to release thread or download below: Spacedock Dropbox Real Plume config by @VenomousRequiem. Module Manager required for RealPlume configs. License: CC-BY-NC-SA 4.0 Please let me know if you release anything based on my work. I'd love to check it out! Want to support the mod? Check out below, and thank you! Paypal
-
KSP 1.12.x Stockalike Station Parts Expansion Redux [2.0.11] Last Updated August 14, 2024 A complete and total rebuild of my old Stockalike Station Parts Expansion project. Everything has been redone, and nothing is left of the old mod! Check out some key features: Small Station Parts: A full set of 1.25m station parts, with habitats, control rooms, connecting tubes, hubs and much more. Medium Station Parts: Expanding the 2.5m set that stock provides, you'll find greenhouses, structural components, specialized connectors, orbital stowage bays... Large Station Parts: Yup, large station parts! A full set in the 3.75m size class, from habs to labs to... well, lots more! Reworks: I've taken the time to rework the three stock station components (Cupola, MPL and Hitchiker) to match the new parts. They look the same but new! Inflatable Habitats: A nice set of inflatable habitats for maximum crew space. They range from teeny to huge. Centrifuges: All size categories have at least one centrifuge habitat. They range from small and cramped to massive and spacious (one of the largest parts I've ever made). Cargo Containers: I really felt like making some multi-purpose cargo containers. These modules will adapt to what mods you have installed, and provide storage for resources from MKS, TAC-LS, USI-LS, EPL and probably a few more that I forgot. Self-Levelling Base Frames: To help align your bases on slightly bumpy terrain, use these base plates, which feature individually adjustable legs with a self-level function Extensible Crew Connections: Much like the Klaw, but better! Varying lengths and impressive looks! Comprehensive Mod Support: With the help of many forumgoers, this mod contains support for tons of mods, specifically those related to life support and colonization. IVAs: It almost killed me but everything has fully featured IVAs. Full integration with all my other mods. Community Tech Tree support. What more could you ask for? Actually, don't answer. Full Screenshot Gallery Frequently Asked Questions Q: What does this mean for Stockalike Station Parts? A: It is now obsolete and deprecated - no further work will be done. It can be installed alongside with no problems Q: Kerbals for rescue contracts spawn in pods without airlocks! Unacceptable! A: Download @Shadowmage's Rescue Pod Validator. Q: How do I abbreviate the mod's name? I'm CONFUSED! A: SSPXr. Q: This mod is enormous! How do I deal with the RAM usage? A: Don't install the IVAs. They are bundled in the Extras folder for a reason. Q: Why are all the IVA spaces black in IVA view? A: . The IVA spaces are not installed by default. Install them if you want this. see next answer for how. Q: How do I install the IVAs? A: . CKAN: select the package and install it, it counts as a separate mod. Otherwise, place the folder from Extras into your KSP Gamedata. Licensing All code and cfgs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All bundled mods are distributed under their own licenses. Download Mirrors Primary (SpaceDock) Secondary (CurseForge) Tertiary (GitHub) Issue Tracking and Source Special Thanks A big hand to @JadeOfMaar, @Dragon01 ,@Stone Blue, @Pulsar, @Fraz86 and probably more people that I forgot! See the readme! They were hugely helpful in debugging, writing patches, IVA prop placing and so much more during development. If you appreciate this project, please consider contributing to my caffeine addiction! I really appreciate it, and also helps justify this time sink to my wife , which results directly in more models.
- 2,403 replies
-
- 231
-
Starship Expansion Project Starship Expansion Project (SEP) is a mod being developed by me, Kari, and our amazing team. Our project aims to bring our intepretation of the Starship vehicle by SpaceX into Kerbal Space Program. While a lot of the design choices are based on the actual vehicle sitting on Boca Chica, creative freedom is used to expand our mod even further. Special thanks to @damonvv for allowing us to adapt tundra's plugin to ourselves, @SofieBrinkfor her hard work adapting the code and overall improvement of the mod, @IsaQuestfor the raptor model and textures, @Janus92 for the amazing IVA models, @EritoKaiofor indirectly helping me improve myself over the last few years and everyone on our discord server for their immense support to our mod, I could not have done without you Screenshots Dependencies Module Manager Waterfall (0.8.1 or higher) B9 Part Switch Extremely Important but not required mods Textures Unlimited (for shiny parts!) Tundra Exploration (For more engine modes on SH) KJR Next or KJR Continued (Avoid wobbly joints) Starship Launch Expansion Recommended Mods Flight Manager for Reusable Stages Community Resource Pack Trajectories Modular Launch Pads HullCameraVDS & NeptuneCamera (custom cameras on ship and booster) IVA Dependencies Near Future Props Reviva Free IVA Raster Prop Monitor ASET Props Download SEP is officially found at Spacedock, GitHub and CKAN. Any other form of download is not official and should not be trusted FAQ 1. Where is *? R: If you have not found a feature you like, please check our roadmap to see if it's not already planned, otherwise feel free to ask nicely and we'll happily look into it 2. Why there's only 2 engine modes on the booster? R: When we where authorized to use part of Tundra's plugin, we agreed to leave the engine switch on Tundra's mod, as it was made mainly for falcon, if you want an extra mode, install Tundra and it will be on your game 3. What are those names? R: I renamed the parts to match The Expanse (my favorite show) names, if you're not familiar or want to have real names, there is an option for it on the extras folder when you download it 4. WHERE IS THE FROST I SAW IN THE PICTURES? R: It's currently in development and will be integrated into SEP, right now it's a separate mod that adds a part that attaches to a node on the ship and booster, you can find it on our discord server under the #sep-addons channel on a pinned comment along with other mods made by our community Licensing Configs are distributed under CC-NC-SA-4.0 License. Nertea's HabUtils.dll is distributed under MIT license. All Textures/models and our plugin StarshipExpansionProject.dll are distributed under All Right Reserved License.
- 665 replies
-
- 50
-
Resurfaced Resurfaced is a set of shaders that can be used by modders to relatively easily apply PBR shaders to existing and new parts. This allows modders to create realistically metallic surfaces, and gives them more control over exactly how parts look in different environments. This requires the latest version of Shabby, to load and apply the new materials onto the targeted parts. The shaders have been designed to work relatively well for existing KSP art assets, which are typically quite dark. This means practically modders need only add an extra metal map to their part textures, and define a few config values, rather than completely remaking a part for PBR. Huge thanks to @Al2Me6, @Rodger, @Zorg for helping to develop this and giving feedback. This wouldn't be possible without @Al2Me6's work on Shabby. Downloads Simply download Resurfaced, and the latest version of Shabby, and place them in your GameData folder after unzipping. Any compatible mods should then be able to load the new shaders. PLEASE NOTE, we are in the process of converting Bluedog Design Bureau and Tantares to use these shaders, but the current released versions will not take advantage of this. To see the new shaders in action, you will need to grab the "bleeding edge" version of each mod from GitHub directly. https://github.com/Tantares/Resurfaced/releases https://github.com/KSPModdingLibs/Shabby/releases Though not technically required, it's strongly, strongly recommended that you use this with @blackrack's deferred rendering for best results. https://github.com/LGhassen/Deferred/releases For modders, I have a guide on converting your parts here: https://github.com/Tantares/Resurfaced/wiki/Resurfaced Image Gallery For Modders You can find a guide on converting parts to PBR on the Resurfaced GitHub Wiki: https://github.com/Tantares/Resurfaced/wiki/Resurfaced
- 43 replies
-
- 47
-
NOTE: SpaceY Expanded 1.4 requires KSP 1.4! NOTE: Requires ModuleManager and SpaceY Heavy Lifters as dependencies! SpaceY Expanded Optional Parts Add-On for SpaceY-Lifters SpaceY Expanded is an optional expansion to the SpaceY Heavy Lifters, adding 7.5m parts and other accessories that go beyond the original intent of the original main pack. NOTE: Requires ModuleManager and SpaceY Heavy Lifters as dependencies! Cooperates with other mods: TweakScale FAR / NEAR AVC (Add-on Version Checker) Engine Ignitor Community Tech Tree HotRockets! CryoEgines Connected Living Space ModuleManager (for mild customization of the tech tree) Part of the NecroBones suite of mods, that work nicely together: Modular Rocket Systems (stock-alike parts pack, NASA-like alternatives, and filling the gaps) SpaceY Heavy Lifters Parts Pack (stock-balanced large rocket parts, 5m parts, large SRBs) Color Coded Canisters (replacement models/textures for stock fuel tanks: prettier, cleaner, and diameter color-coding for the tank end-caps) Fuel Tanks Plus (collection of large stock-like tanks with Color Coded Canister style) ColorFuel Lines (color-selctable fuel lines) Lithobrake Exploration Technologies (lander parts, large chutes/legs/ladders/etc) --------------------------------------------------------------------------------------------------------------- Image Gallery: (Note that the stats, appearances, and descriptions of the parts shown below are subject to change, or may be out of date) --------------------------------------------------------------------------------------------------------------- Future updates: All sorts of things are possible, so who knows? Some ideas for additional parts: 3.75m, 5m, and 7.5m cargo/service bays More RCS, OMS options, both for monoprop and LFO Additional launch clamp designs Who knows? --------------------------------------------------------------------------------------------------------------- Installation Instructions: 1. If upgrading from a previous copy, it's recommended to delete the old "SpaceY-Expanded" folder first. 2. Backup your "saves" folder! While not required for installing mods, it's a good idea anyway. If any parts you have already used (including stock parts) fail to load, you'll have ships getting deleted! 3. Download and open the ZIP file. 4. Copy the "SpaceY-Expanded" folder into your "GameData" folder. 5. Make sure you have up-to-date copies of Module Manager, and SpaceY-Lifters installed. 6. If upgrading, check your designs in the VAB/SPH. If attachment nodes have changed, you may need to reposition parts. --------------------------------------------------------------------------------------------------------------- Troubleshooting: Problem: Fuel tanks or SRBs flash different colors, with glitchy "z-fighting": Usually it boils down to one of a few different things. Now that I've seen probably most of them, I can give you a good list: 1. Everything is installed correctly, but ModuleManager's cache hasn't noticed the changes yet. Fix: This is a great one to try first. Delete the file called "ModuleManager.ConfigCache" in GameData. ModuleManager recreates it on the next KSP start. 2. ModuleManager isn't installed. Fix: Install it. 3. This mod is installed incorrectly, or you've deleted the color-change ModuleManager configs. Fix: Reinstall the mod correctly, and in its entirety. The MM config files include rules for what to do when color-changing isn't available, so please don't delete those. 4. Firespitter and/or InterstellarFuelSwitch are installed, but not functioning. Fix: The most likely cause is that the version of FS or IFS doesn't work with your version of KSP (for instance, you upgraded to KSP 1.1, and the mod is meant for 1.0.5 or earlier), or your copy is only partially installed. Delete it, and install the latest version of it. 5. ModuleManager thinks color-changing is available via Firespitter or InterstellarFuelSwitch, but neither is installed. Fix: This is a little trickier to pinpoint. Either another mod has bad rules in it (for instance using "FOR[Firespitter]" instead of "NEEDS[Firespitter]") and is therefore tricking ModuleManager, or one of these two mods is only partially installed. That could happen if you removed them via CKAN but the directories still exist, which ModuleManager will see as having them installed. To fix, either make sure both of those mods are completely uninstalled, or install one (or both) of them. Only the DLL from one of them is needed, you don't need the entire mod. But it needs to be running if ModuleManager thinks its there. 6. It's possible that another mod may be confused that changes how VAB/SPH tweakables or engine shrouds work. This is an odd case, but not impossible. When you don't have Firespitter or InterstellarFuelSwitch installed, the alternate paint jobs are disabled by turning them into "engine shrouds" that correspond to an attachment node that is a kilometer outside the VAB. If another mod interferes with this, such as defaulting all shrouds to "on" even when detached, then you might also see z-fighting. Sadly, the solution might be to simply not use the mods together. Problem: Textures are missing and you're seeing a lot magenta (purple/pink): 1. Files may be missing, or not where the mod is expecting to find them. Fix: Make sure you've installed the mod correctly, in its entirety, and in the right location. Don't rename folders. You can try completely deleting the mod and reinstalling (which is the best way to update the mod anyway). Also make sure the mod's dependencies are installed (SpaceY Expanded requires SpaceY Lifters, for instance). 2. ActiveTextureManagement is goofing it up. Fix: Either remove ATM, or try deleting ATM's cache. ATM frequently has cache issues that cause problems for texture reassignment across folder boundaries. ATM doesn't help as much as it used to, now that stock KSP and most mods use DDS texture format. We've included configs to try to stop ATM from processing this mod's folder, but that may not be working either. Problem: Engine exhaust plumes are missing: Cause: ModuleManager thinks that HotRockets is installed, but it actually isn't. Fix 1: Install HotRockets so that it's a non-issue. Fix 2: Go into the SpaceY folder(s) and delete "SpaceY_HotRockets.cfg". This will keep it from trying to use the HotRockets plumes. Fix 3: Figure out which other mod is causing the confusion, and remove it. We still don't know which mods are causing this, but it's probably due to someone using a "FOR" statement in their MM config instead of "NEEDS". --------------------------------------------------------------------------------------------------------------- Download From: SpaceDock -or- curse.com -or- ksp.necrobones.com (NOTE: Don't forget to install both ModuleManager and SpaceY-Lifters when using SpaceY-Expanded) --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Revision History: 1.4 (2018-04-02) - KSP 1.4 update. - Reworked color-changing to use KSP 1.4's mesh switcher. - Flag decals disabled for now, since the stock mesh switcher doesn't play nicely with them. - Disabled auto-caps on tanks, due to KSP bugs over several versions. - Added some missing definitions for Modular Fuel Tanks. - Changed ModularFuelTanks config to use consolidated wildcard patch. 1.3 (2016-10-18) - Update. - Moved service bays to Payload tab. - Added a pair of 10m-3.75m engine adapters. - Added 10m stack separator. - Added two new lengths of 10m fuel tanks. - Added "SaturnV" paint scheme to 10m tanks to match new engine adapters. - Removed some unnecessary duplicate geometry from 10m fuel tanks. 1.2 (2016-10-12) - Update & KSP 1.2 compatibility. - Added KSP 1.2 and KerbNet modules to probe cores. - Corrected a mesh alignment issue on the E1 Emu engine. - Added 10m parts, including some large thrust plates for SpaceX BFT/MCT/ITS styled lifters. - Categories adjusted for several parts, corresponding to 1.2 changes. 1.1.11 (2016-08-01) - Tweaks. - Icon-only shroud added to fairing base, for easy identification in menu. - Removed RemoteTech modules from probe core (now handled by patch in SpaceY-Lifters). - Added a compatibility exclusion for HPTechTree. 1.1.10 (2016-07-12) - Tweaks. - Restricted liquid fuel engines, fairings, and decouplers to non-surface part testing contracts, to match SRBs. - Adjusted some nickname tags on engines. 1.1.9 (2016-05-01) - Tweaks. - Updated Probe core to use IndicatorLights if available. - Probe cores now also have a toggle option for light-up labels that correspond to the indicator lights. - Converted many texture placeholders to DDS format (not that this gains much of anything). 1.1.8 (2016-04-25) - Tweaks. - More search keywords on engines. - Added collider setting for procedural fairing base. - Updated heat shield's staging settings to match stock changes in 1.1. - Fixed the "always transparent" problem in the VAB for the service/cargo bays. 1.1.7 (2016-04-17) - Career fixes. - Drastically reduced career prices for fuel tanks, to bring them into line with stock again. - Adjusted career prices of E1,E2,E4,R9 engines, to bring them into line with stock again. - Increased prices on Penguin (P-series) engines. 1.1.6 (2016-3-31) - KSP 1.1 Update. - Moved ModuleManager patches to "Patches" folder. - Added tags for part searches. - Updated ModuleManager inclusion. 1.1.5 (2016-01-29) - Tweaks. - Updated the CryoEngines config to be consistent with its new propellant ratio. 1.1.4 (2016-01-14) - Tweaks. - Removed the tech tree nodes, since they've been moved to SpaceY Lifters (requires SpaceY Lifters 1.8.2+). 1.1.3 (2016-01-11) - Fixes. - CryoEngines fix: The Penguin engines should no longer display their default plume effects even when not running. 1.1.2 (2016-01-02) - Fixes. - CryoEngines fix: The Penguin engines should no longer run more than one engine mode at once. 1.1.1 (2016-01-02) - Fixes. - Included ModuleManager version updated with its 2.6.16 bugfix update. - Added a "needs" condition for TweakScale patches. 1.1 (2015-12-31) - Texture Compatibility. - Removed 7.5m fuel tank texture, since it was moved to SpaceY Lifters. - Repointed all necessary texture assignments to the new location. - Adjusted UV-mapping of 5m texture as needed to corrospond to changes in Lifters. - Changed "ModularFuelTanks" config to also apply if RealFuels is installed. 1.0 (2015-12-17) - Stable. - Let's call this the 1.0 release. Things have been pretty stable lately. - Added "SpaceY_ATM.cfg" with settings to attempt to disable or dissuade ActiveTextureManagement for this mod. - Can optionally be deleted to return to ATM defaults. - ATM known to occasionally have caching issues with remapped/shared textures in my mods. - SpaceY is already very memory efficient and uses DDS, so ATM doesn't help much for this case. - May need to delete ATM's cache if using ATM and some textures still aren't appearing. - Updated 7.5m stack decoupler: - Ejection charge reduced by half (to 500, down from 1000). - Added built-in "sepratron" solid propellant separator motors. - Research cost increased slightly. - Replaced "placeholder" textures. Smaller, and more obvious when texture reassignment has failed. - Corrected a texture assignment problem on the 7.5m E2 engine. 0.9 (2015-11-11) - KSP 1.0.5 update. - Corrected the display-name of the "Gigantic Structure" tech node, instead of displaying it as a second "Massive Structure" node. - Diameters added to 7.5m fuel tank names, for easy identification in VAB menu. - Updated heat shield to current stock ablator settings and contract constraints. Slightly increased ablator quantity. - Updated all engines to use FXModuleAnimateThrottle for heat animation. - Engines, fairings, decouplers/separators updated to use new stock-alike thermal settings and contract constraints. - Lightened the color and "grain" of the white texture on fuel tanks (will also affect 5m tanks). 0.8 (2015-10-16) - Beta, engine updates. - Adjusted R9 engine HotRockets config to correspond to SpaceY Lifters' fixes (as of Lifters v1.3). - R9 engine now uses custom default engine effects from SpaceY Lifters (requires Lifters v1.3+). - R9 engine now uses new engine bell art assets from SpaceY Lifters 1.3+. - New default custom particle effects for LFO engines (E,P series). 0.7 (2015-10-09) - Beta. - Corrected the cross-section profile on several parts (mainly Emu engines and decoupler/separators). - Fuel tanks now have multiple paint schemes, selectable if InterstellarFuelSwitch or Firespitter are installed. - Known issue: Will have nasty z-fighting with all paint schemes at once, if something tricks ModuleManager about Interstelar/Firespitter installed state. Might have to delete ModuleManager config cache. 0.6.1 (2015-10-02) - Tweaks. - Moved some engine mod-support to their own MM config files: - CryoEngines - EngineIgnitor - Adjusted the Penguin engines' CryoEngines-triggered ISPs upward for both fuel modes. - Added 7.5m stack separator. 0.6 (2015-10-01) - Beta. - Adjusted P-series (Penguin) engines back to 400 ISP by default. - Added MM config for Penguin engines to detect CryoEngines and make the following tweaks: - Reduces Liquid-Fuel ISP to 360. - Adds mode switching, with alternate Liquid-Hydrogen mode, with slightly better ISP but slightly worse thrust. - Added a minuscule gimbal range to Penguin engines (previously they were non-vectoring). - Significantly increased connection breaking strength on most parts (including all 7.5m parts). 0.5.1 (2015-09-23) - Beta. - Adjusted P-series (Penguins) vacuum ISP to 390. Work in progress. - Fixed a problem with the 7.5m tanks (and 5m tanks) working properly with Modular Fuel Tanks. 0.5 (2015-09-23) - Beta. - Fixed an issue with some parts not being able to show up in CTT's tech tree. Requires SpaceY-Lifters v1.0.4 to be effective. - Corrected the names of the README and this CHANGELOG to reflect that it's the Expanded version of the mod. - Reduced P-series (Penguins) vacuum ISP to 380 (down from 400). 0.4 (2015-09-11) - Alpha/Beta. - Added 7.5m service bay. - Corrected the 3.75m and 5m service bays to have "No Attach" flag for door colliders. - Reduced the size of the flag decal on the 5m service bay. 0.3 (2015-09-10) - Alpha/Beta. - Added service bays: 3.75m, 5m - Fixed a typo in the TweakScale config. 0.2 (2015-09-04) - Alpha/Beta - Increased the 1-atmosphere ISP of the Penguin (vacuum) engines to 250, up from 100. - Changed the E1 engine's thrust vector location to aid in clipping engines. - Added fueled 7.5m nose cone. - 7.5m to 5m adapter tank more than doubled in capacity, cost, etc (was underpowered for its size) - Also added it to the Modular Fuel Tanks config. - Added an additional shorter 7.5m to 5m adapter tank with checkered paint scheme. - Added non-fueled 7.5m to 5m adapter. - Added an upper-stage capable 7.5m "Dual-Emu" engine. 0.1 (2015-09-02) - Initial Alpha test version. - Requires ModuleManager and SpaceY-Lifters as dependencies.
- 439 replies
-
- 17
-
KSP 1.12.5 Restock [1.5.0] Last Updated August 28, 2024 Release Album It's no secret that some of KSP's artwork is not great. Placeholder art made by a number of amateur artists throughout the game's development has resulted in a scattered mess of styles and qualities which is most evident in the part artwork. Recently Squad seems to be attempting to do something to attempt to address it, but they're taking the art in a direction we stylistically disagree with and does not solve the inconsistency issues that plague the game. Because of this number of community members have come together to try to create a project that revamps KSP's art. This project has the following goals: Create a unity of design and style for all parts: In order to minimize work we'll be targeting the revised aircraft parts, which are the largest consistent block of parts. Preserve the general aesthetic of KSP: We will do our best to keep the stylings of the more iconic parts while updating quality and fidelity. Create consistency in detail level: no more 4k textures for tiny parts! Minimize performance impact: use atlasing and efficient texturing to limit the need for any kind of better hardware than base KSP. Do not affect gameplay or part balance Features About 250 revamped parts (so far!) focusing on the ones that are used most in construction New part variants where they made sense Boattail, compact and regular variants for engines Orange insulated 3.75m tanks! Gold foil-wrapped probe cores New engine effects for all engines Check out the part replacement list for it is LARGE. Asset Blacklisting Restock uses a novel method to stop KSP from loading stock assets - a blacklist file. This reduces the memory footprint of installing this mod by unloading models and textures that are not required. However, this method may break mods that depend on the stock assets. There is an easy way around this as we provide a method to whitelist files. Check the entry on the Restock Wiki for more information about this. Known Issues Please check the issues list for more information on known issues. Some mods are currently not compatible, here's the ones we know about and some fixes. RemoteTech: Some parts will need to be whitelisted, no ETA Frequently Asked Questions Q: Will this break my existing stock craft if I add/remove it? A: It will not. Q: Did you change aerodynamics/colliders/drag cubes? A: We minimized the impact as much as possible. Let us know if you have a concern. Q: I don't like what you did with XXXX. How do I get rid of it? A: We wrote a whole page about it. Q: Something broke! My mod that uses the stock assets isn't loading! A: Look at the Asset Blacklisting section above Q: Will you redo the IVAs? A: Nope. Q: Will you redo more parts? A: Yes. Q: I found a bug, what do I do? A: Stay calm. Ask here if anyone else sees it. If not, post on our Issues board with screenshots/logs/reproduction steps. Q: I see you added some more variants? Can you add more? Every part in purple? A: Nope. Dependencies (Required and Bundled) Module Manager Licensing All configs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All plugin code is distributed under the LGPL All bundled mods are distributed under their own licenses. DOWNLOAD MIRRORS Primary (SpaceDock) Tertiary (Github) Issue Tracking and Source KSP 1.12.5 Restock+ [1.5.0] Last Updated August 28, 2024 We believe that there are a number of places where KSP is missing key parts - for example, the 3.75m, 1.875m and 0.625m size classes are a little sparse. Restock+ aims to create parts that fill these niche, and is a carefully curated, fully optional project (that requires Restock to be installed of course). Release Album Here's the list of new parts. Some of these parts overlap in purpose if the Making History expansion is installed and will not show up if this is the case. Frequently Asked Questions Q: How did you choose what parts to add? A: Typically these parts are missing from size classes. 3.75m and 1.875m parts for example lack basic conveniences such as orbital engines, drone cores and batteries. Q: Will you add xxxx? A: Probably not. Q: What's going on with the Making History-like parts A: If you own Making History, the Restock+ parts that overlap with the MH parts (fuel tanks, etc), will not be added. Instead, those parts will have their art replaced. Q: I found a bug, what do I do? A: Stay calm. Ask here if anyone else sees it. If not, post on our Issues board with screenshots/logs/reproduction steps. Dependencies (Required) Module Manager Restock Licensing All configs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All plugin code is distributed under the LGPL All bundled mods are distributed under their own licenses. DOWNLOAD MIRRORS Primary (SpaceDock) Tertiary (Github) Issue Tracking and Source Awesome People Contributors Artists Plugin Code Lead Testers @Nertea @cineboxandrew @Beale @Kavaeric @Well @riocrokite @passinglurker @blowfish @DMagic @Tyko @Poodmund Support Us If appreciate the blood, sweat and tears that has been put into this project, please support us with a donation! It will be used to buy coffee/beer/assuage significant others and we really appreciate it.
- 2,789 replies
-
- 239
-
Chemical Technologies Chemical Technologies is a collection of mods which overhaul and expand the stock resource system to enrich the experience of heavily modded KSP. The component mods are designed to be played together, but you can pick and choose any subset to play with, like Nertea's Near Future Technologies. The goal is to provide many ways to acquire and process resources into other resources which are useful not only in the the domain of these mods, but many other popular mods too, connecting everything into one cohesive web. There are many resources and resource chains similar to what you might find in RealFuels and MKS, but the Chemical Technologies suite aims to be less complex and more modular rather than centralised and all-encompassing The individual mods are listed below, with the feature progress marked like so: [concepting]: I have a pretty good idea of what this will look like, but haven't started making anything. [development]: I've started making something, maybe even nearly finished it. [ready]: First-pass "done", ready for pre-release. [pre-release]: Available in a v0.x pre-release. [release]: Available in a v1.x release. Chemical Propulsion 0.4.0 [pre-release] Download Requires: ModuleManager, B9PartSwitch, Chemical Core, Cryogenic Tanks Replaces stock propellants with a small handful of real chemicals, with engines matched to their real-life inspirations where applicable. I'm mostly targeting rocket engines provided by Nertea's mods at the moment, but suggestions for other mods are welcome. You can think of it as a Nertea-like soft alternative to RealFuels. Monopropellant engines and tanks have a choice of two propellants: HTP which is cheap and low-tech, and Hydrazine which is more expensive but yields a significantly higher specific impulse. [pre-release] LiquidFuel/Oxidizer engines are categorised into one of four types, each of which similarly has a pair "basic" and "advanced" bipropellants with fixed mixture ratios: [pre-release] Hypergolic: 2 LqdAmmonia / 3 NTO 7 Hydrazine / 9 NTO 11 Pentaborane / 5 NTO Kerolox: 1 Kerosene / 3 HTP 3 Kerosene / 5 LqdOxygen 5 Pentaborane / 11 LqdFluorine Methalox: 7 LqdMethane / 9 LqdOxygen 7 LqdMethane / 9 LqdFluorine 7 Diborane / 9 LqdOxygen 7 Diborane / 9 LqdFluorine Hydrolox: 3 LqdHydrogen / 1 LqdOxygen 3 LqdHydrogen / 1 LqdFluorine Near Future Launch Vehicles' KR-701 'Cougar' and KR-74 'Lynx' are bimodal hydrolox engines with an additional kerosene-augmented mode, based on their real-world analogues the RD-701 and RD-704: [pre-release] 1 Kerosene / 4 LqdHydrogen / 3 LqdOxygen Jet engines use Kerosene, with the rocket mode of multimodal engines running on Kerosene/LqdOxygen. [pre-release] Nuclear engines are changed to use LqdHydrogen. [pre-release] All the fiddly little bits like ISRU, fuel cells and RCS are all brought in line accordingly. [pre-release] Various stock and modded engines have their performance adjusted to bring them in line with the new propellants. Note that the values listed below correspond to the stats of the engines using the "typical" propellant combinations, Hydrazine/NTO, Kerosene/LqdOxygen, LqdMethane/LqdOxygen and LqdHydrogen/LqdOxygen. As well as these changes, a couple of plugins are planned for enhancing the experience of chemical rocketry: Hazards: Hazardous propellants create regions of environmental danger when: Leaking from CryoTanks [concepting] Fired in rockets [concepting] Released by more explosive means [concepting] Hazard regions can be cleaned up for a cost at the KSC [concepting] Hazard regions decay at a rate determined by the local atmosphere [concepting] Ignition (might be a fork of Engine Ignitor): Non-hypergolic engines require an ignition source, chosen in the VAB: Single-use pyrotechnic [development] Refillable starter fluid (TEATEB or similar) [concepting] Reusable spark plug [concepting] Stock [pre-release] The tech tree starts with small hypergolic engines and progresses to kerolox and hydrolox. There are not too many of the latter types, so Cryogenic Engines, Restock+ and Near Future Launch Vehicles are especially recommended. Making history [pre-release] The Wolfhound doesn't need such weirdly high Isp when you have methalox and hydrolox to play with. Labradoodle [pre-release] The Poodle and the Labrador are made much more distinct by their different propellant types. Missing History [pre-release] These two engines also appear in Restock+, though with slightly different stats, but I've just left them as is. Restock+ [pre-release] Most of these are cheeky Making History knockoffs (which are obviously higher quality) with equivalent stats, so aren't present if you have the DLC installed. Near Future Launch Vehicles [pre-release] Very handy kerolox engines of all sizes, including some fancy multimode bipropellant/tripropellant engines based on the RD-701 and RD-704. Cryogenic Engines and CryoEngines Extensions [pre-release] Existing liquid hydrogen and liquid methane methane engines are automatically converted to use LqdHydrogen/LqdOxygen and LqdMethane/LqdOxygen respectively. Chemical Storage 0.1.0 [pre-release] Download Requires: ModuleManager, B9PartSwitch, Chemical Core, Cryogenic Tanks Highly configurable tanks which store single chemicals, useful for chemical factories, rocket stages and giant spacecraft. Three types of tank: Basic [pre-release]: stores stable, non-cryogenic resources. Lightweight cryogenic [pre-release]: Mass-optimised, balanced to be equivalent to CryoTanks. Heavy-duty cryogenic [pre-release]: Much heavier with way less boiloff, for storing chemicals on surfaces or orbit long-term. Five diameters: 2.5m [pre-release] 3.75m [pre-release] 5m [development] 7.5m [development] 10m [development] Spherical tanks at double those diameters [development] Several Length options [pre-release] Several structural options: Trusses [pre-release] Legs [pre-release] Horizontal mounts [pre-release] Radial mounts [development] Several surface options (each tank type has its own set) [pre-release] Chemical Harvesting [development] A resource harvesting overhaul. A plugin to change the way surface mining works which should encourage building mining colonies vs. small mining probes. [concepting] Several parts for harvesting from oceans and atmospheres. [concepting] Both stock Drill-O-Matics and all seven drills in Stockalike Mining Extension come in three varieties which each acquire a different category of resource: basic minerals, ices and metals. Basic mineral drills are the stock drills which can mine Ore, as well as the other generic mineral substances Rock and Hydrates. [ready] Ice-specialised drills can directly mine Water, LqdAmmonia, LqdCO2, LqdMethane, and Organics, and perhaps others in future. [ready] Metal-specialised drills can directly mine Spodumene, MetallicOre, Uraninite, RareMetals, and ExoticMinerals, and perhaps others in future. [ready] Chemical Conversion [development] Provides suites of new ISRU parts with semi-realistic chemical conversion processes for many resources in the Community Resource Pack, replacing the uninspiring universality of turning Ore into everything else. Carbonate decomposition Rock → LqdCO2 Hydrate decomposition Hydrates → Water Ore reduction Ore → LqdOxygen Water electrolysis Water → LqdHydrogen + LqdOxygen Ammonia electrolysis LqdAmmonia → LqdNitrogen + LqdHydrogen Electrochemical reduction of CO2 LqdCO2 → LqdCO + LqdOxygen Haber process LqdNitrogen + LqdHydrogen → LqdAmmonia NTO synthesis LqdAmmonia + LqdOxygen → NTO + Water Hydrazine synthesis LqdAmmonia + LqdOxygen → Hydrazine + Water Sabatier process LqdCO2 + LqdHydrogen → LqdMethane + Water Reverse water-gas shift reaction LqdCO2 + LqdHydrogen → LqdCO + Water Bosch reaction LqdCO + LqdHydrogen → Carbon + Water Fischer-Tropsch process LqdCO + LqdHydrogen → Kerosene [low yield] + Water Polymer synthesis Organics → Polymers Kerosene synthesis Organics → Kerosene [high yield] The above process are provided by the following parts: Convert-O-Tron 125: Carbonate decomposition; Hydrate decomposition Convert-O-Tron 250: Carbonate decomposition; Hydrate decomposition; Ore reduction Electr-O-Tron 125 [development]: Water electrolysis; Ammonia electrolysis Electr-O-Tron 250 [development]: Water electrolysis; Ammonia electrolysis; Electrochemical reduction of CO2 React-O-Tron 125-N [development]: Haber process React-O-Tron 250-N [development]: Haber process; NTO synthesis; Hydrazine synthesis React-O-Tron 125-C [development]: Sabatier process; Reverse water-gas shift reaction React-O-Tron 250-C [development]: Sabatier process; Reverse water-gas shift reaction; Bosch reaction; Fischer-Tropsch process Mobile Processing Lab MPL-LG-2: Polymer synthesis Organics Factory (3.75m, name TBD) [concepting]: Polymer synthesis; Kerosene synthesis If Chemical Propulsion is not present, Kerosene and Hydrazine are changed to LiquidFuel and MonoPropellant, and Oxidizer can be configured to replace either LqdOxygen or NTO. Chemical Metallurgy [development] Ore sorters and smelters. Spodumene sorting Ore → Spodumene [low yield] Metallic ore sorting Ore → MetallicOre [low yield] Rare metal sorting Ore → RareMetals [very low yield] Exotic mineral sorting Ore → ExoticMinerals [very low yield] Lithium roasting Spodumene → Lithium Carbon reduction MetallicOre + Carbon → Metals CO-injected reduction MetallicOre + LqdCO → Metals + LqdCO2 Hydrogen plasma reduction MetallicOre + LqdHydrogen → Metals + Water The above process are provided by the following parts: Small Ore Sorter (1.25m, name TBD) [concepting]: Spodumene sorting; Metallic ore sorting Large Ore Sorter (2.5m, name TBD) [concepting]: Spodumene sorting; Metallic ore sorting; Rare metal sorting; Exotic mineral sorting Convert-O-Tron 125: Lithium roasting Convert-O-Tron 250: Lithium roasting Smelt-O-Tron 250 [development]: Lithium roasting; Carbon-fired reduction Smelt-O-Tron 375 [concepting]: Lithium roasting; Carbon-fired reduction; CO-injected reduction Plasma Arc Furnace (5m, name TBD) [concepting]: Hydrogen plasma reduction
- 81 replies
-
- 19
-
- stockalike
- wip
-
(and 3 more)
Tagged with:
-
The Sterling age has begun. Lots more to come. LICENSE :: Art is All Rights Reserved :: Configs are ShareAlike CC-BY-SA DOWNLOAD :: GitHub GALLERY :: GitHub wiki Issues to watch for: Part stats and models may change due to current pre-release state. dV calculators do not ignore massless resources other than ElectricCharge so it will be a pain to get the dV for engines that ask for ThermalPower (while in ship editors, maybe not so in flight). Support should be good for: Indicator Lights Simple Repaint (only the whites of parts will be recolored) Waterfall Dependencies: B9 Part Switch Community Resource Pack
- 308 replies
-
- 34
-
Shadow Space Technologies Unlimited - Labs Division This is the public discussion thread for ongoing development of SSTU parts and plugin code. Downloads: The latest versions may be found at: http://www.curse.com/ksp-mods/kerbal/241283-sstu-shadow-space-technologies-unlimited And are also available on Github: https://github.com/shadowmage45/SSTULabs/releases (Github will always be more up-to-date than curse, as they are auto-published there; I have to manually update Curse; so please check the GitHub link if you are looking for the latest versions) Please keep in mind that these are all testing releases. Things may break between releases. There will be bugs. Many things are unfinished and/or unoptimized. The test versions are for ironing out bugs in new features and for testing out prototype parts before they are finished; as such they will always have bugs, often severe, and there will often be unfinished parts (no textures, missing features, etc). Please only use these versions if you wish to contribute to testing and are comfortable with the state of the releases. Wiki (WIP): https://github.com/shadowmage45/SSTULabs/wiki Contribution: IVA Modeling: SSTU could greatly use someone with interest and experience in modeling IVAs. If you think you are that person, please contact Shadowmage through PM to work out the details. Testing: If you would like to contribute to pre-release testing (and get to try things out in their pre-release state), please follow the link above; the most recent test version will be at the top. Please submit issue reports for any problems you encounter via the GitHub issues tracker: https://github.com/shadowmage45/SSTULabs/issues (If you do not report the issue there, it will not be resolved; issues posted in the thread or through PMs will be forgotten about and likely never fixed; so please, do the organized thing and use the bug-tracker). Configs/Patches: I welcome pull requests and contributions for adding patches for mod compatibility, adding new part configs, or fixing issues in existing part configs. Documentation: One very major part of the mod that could greatly benefit from public contributions is the Wiki: https://github.com/shadowmage45/SSTULabs/wiki While this is the 'dev version' wiki, I will be using it to form the basis of the public release wiki; so any/all information and details that can be filled in now will be transferred over to the public release repository and wiki when it is created. Feedback, suggestions, comments, etc: Please feel free to post feedback, suggestions, questions, etc regarding development releases and/or any posted previews. Even if you are not on the testing team, I still value your feedback and suggestions. Please use the issue tracker for any 'official' feature requests; it may be found at: https://github.com/shadowmage45/SSTULabs/issues Bug Reports: Please submit issue reports for any problems you encounter via the GitHub issues tracker: https://github.com/shadowmage45/SSTULabs/issues. No other method for submitting bugs will be supported; posts on the forum or through PM will be forgotten about before I can ever get to them. Opening up a ticket ensures that your report does not get lost in the forum or forgotten about. No ticket = no fix. Enough with the disclaimers, and onto the parts! The Parts: The goal of SSTU is to provide low-part count, CPU-efficient parts for common uses. To this end many of the parts are designed with additional integrated functionality beyond the base functions, for instance integrating RCS ports and engine(s) into a fully fledged service module. I have tried to maintain a stock-compatible appearance, though as I am not an artist or modeler (at least not by training/profession), how well this has worked out is subject to opinion. Master list of parts; current, planned, the whole lot: https://github.com/shadowmage45/SSTULabs/wiki/Parts---Master-List Ship Core: Engines A set of engines in many varieties, including pre-built engine clusters. Many more engines, mounting options, and cluster designs will be added over time. Ship Core: Series A A set of parts modeled after the Soyuz CSM stack. Includes Orbital Module, Descent Module, Service Module, and LAS. Ship Core: Series B A set of parts modeled after the Apollo CSM stack. Includes two command modules (one with integrated heatshield and parachutes), launch abort system, and Apollo-inspired service module. Ship Core: Series C A series of parts heavily inspired by and based on current NASA - SLS project. Includes representations of SLS upper stack initial configuration, and lifter parts designed in the vein of the lower/core portions. The upper stack is designed to allow for a low-part-count manned orbiter setup, while the lower-stack parts are intended for super-heavy-lift capabilities. Command module and upper-stack are 3.75m, while the lower-stack lifter parts are 5m. Ship Core: General A line of generic / utility parts. Fairings, RCS, Science experiments, and procedural decouplers of various types. Includes a full line of configurable/dynamic fuel tank parts in standard cylinder, sphere, R-7 booster (integrated decoupler), and upper-stage (integrated rcs) form factors. Includes a full set of truss based cargo bay modules. Also includes a full line of interstage fairings and petal adapters, and standard payload fairings. (Many parts not shown in album) Lander Core A series of parts specially crafted to enable low-part-count non-atmospheric lander designs for use in the stock Kerbol system. Station Core A line parts for low-part-count station use. Includes inflatable Bigelow-inspired inflatable modules, inflatable centrifuge modules, ISS inspired habitat and lab modules, and a line of TKS/DOS inspired single-part station cores (integrated solar, engines, rcs, docking ports, sas). Also includes a full line of stand-alone solar panels and a 'welding' docking port. (Album not yet available) Craft Files None currently available, will possibly start becoming available when the mod has reached a stable state (not for the foreseeable future). Additional Addon Compatibility and Integration RealPlume -- Optional but highly recommended. SSTU includes a set of patches for RealPlume for all engines as well as most other engine-enabled parts. More will be added over time. Stock effects are also included, but options and configuration for those are much more limited. If you want pretty-looking exhaust effects, get RealPlume. MechJeb -- If MechJeb2 is installed, Command Pods (and some service modules) include a built-in MJ module. The tech-unlocks for these are based on the default MJ tech-settings. Kerbal Joint Reinforcement -- As of KSP 1.2+, KRJ is no longer necessary, as the stock Auto-Struts can eliminate most of the wobbles. Might still have utility on extremely large craft designs, but should no longer be nearly-mandatory. USI-LS -- Patches for most parts are included, and will be enabled when the requisite mods are installed. These patches add a few days worth of life-support to each of the pods and some of the service modules. (WIP, needs updating) TAC-LS -- Some patches are included. Not up to date, and not all parts are patched. ConnectedLivingSpace - A simple CLS patch is included to add CLS passability to all SSTU crewed parts. FAR - Unsupported. You are on your own if you choose to use FAR. Any problems involving FAR needs to be brought up in the FAR thread. RO/RSS - Unsupported. Take any support requests regarding RO to the RO threads. KR&D - Known to be incompatible. Some config edits can be made to allow them to work in the same install, but KR&D cannot adjust stats on most SSTU parts. Introductory video by MrMeeb Known Issues IVAs - Many are incomplete. WIP. They'll be finished 'eventually'. Textures - Many unfinished textures. Please see the Github issues tracker for a complete list of known issues: https://github.com/shadowmage45/SSTULabs/issues Future Timeline / Future Plans Please see the Github Milestones and Issues Tracker to see future/current development plans. Milestones (long-term plans): https://github.com/shadowmage45/SSTULabs/milestones Issues Tracker (current in-dev stuff): https://github.com/shadowmage45/SSTULabs/issues Legal: Source: All source code and compiled plugin binaries for this addon are distributed under the GNU General Public License (GPL) 3.0, except where noted below, where that code is distributed under its own license. The text of this license may be found at: https://github.com/shadowmage45/SSTULabs/blob/master/LICENSE-SOURCE.txt EXCEPTIONS: None at this time Source code for plugins is included in all releases packs (source may also be found for the most current version at: https://github.com/shadowmage45/SSTULabs/tree/master/Source). Models/Art/Configs All Assets and Artwork in this addon are licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License, except those areas noted below, which are distributed under their own licenses. The text of this license may be found at https://github.com/shadowmage45/SSTULabs/blob/master/LICENSE-ASSETS.txt EXCEPTIONS: None at this time ModuleManager Module Manager is distributed under its own license (CC-SA). Source code and licensing details may be found at: https://github.com/sarbian/ModuleManager Community Resource Pack Community Resource Pack is distributed under its own license (CC-BY-NC-SA). Source code and licensing details may be found at: https://github.com/BobPalmer/CommunityResourcePack Mini-AVC This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin KSPWheel KSPWheel is a dependency for the SC-E (shuttle) landing gear, and is distributed under its own license (GPL 3.0+ https://github.com/shadowmage45/KSPWheel/blob/master/License-GPL3.txt). It may be found at: https://github.com/shadowmage45/KSPWheel TexturesUnlimited Textures Unlimited is distributed under its own license (GPL3). Source code and licensing details may be found at: https://github.com/shadowmage45/TexturesUnlimited Forum Page: https://forum.kerbalspaceprogram.com/index.php?/topic/167450-18x-textures-unlimited-pbr-shader-texture-set-and-model-loading-api/ The Team: Development: Shadowmage - Modeling, animation, texturing, plugin code, concept development, and most configs (balance). And a special thanks go out to all others who are making this add-on possible: JoseEduardo - Co-Conspirator, Testing and feedback, RO and RF Integration, Craft files, additional texture sets blowfish - Testing, feedback, and concept development MrMeeb - Intro video, testing and feedback. StratoChief - RO and RF Integration VenomousRequiem - Concept development and feedback. MeCripp - Testing and feedback _Augustus_ - Testing and feedback drtedastro - Testing and feedback riocrokite - Testing and feedback, concept development for part reduction falken - Testing and feedback martinezfg11 - LC-POD IVAs Jimbodiah - Craft repository and testing -if I missed you on this list, sorry! (feel free to send me a PM if you think you deserve a mention in the credits) Donations: I work on this mod during my spare time, and use vast amounts of caffeine in the process. If you would like to help contribute to my coffee fund, please see the link below. This is purely optional, but can help keep me motivated and energized ( = more work getting done!).
-
Airplane Plus Powerful stockalike parts for aircraft enthusiasts. Feedbacks would be helpful. And if you have time, please take the Poll: Click here to vote on what part do you want to be added Download at: Spacedock · Curseforge Github Want to support me? You can on either of these: PATREON User Patches: Tweakscale Compatibility RPM Compatibility AJE Compatibility F-16 Cockpit RPM Remotetech Config Community Tech Tree Sound Issue Workaround is under "Issues" Below If you want assist in hovering, I recommend this mod I'm using Craft Files (Click Image): Release 22-24: Release 20: Old Files: Extra Images: Old Part Selection Images: -- Collection of Aircraft Photos: https://imgur.com/a/ySFgL Old Album: http://imgur.com/a/6kDLM -- APU in Action: Huey in Action: Machbuster Video: Extra: Demonstration of the Tilt-Rotor function, assisted VTOL landing and New Diagonal Gear Other videos: Latest Changelog: Installation: Remove old folder if there's an old installation. Copy the GameData folder into your root folder. -Included in the pack are AirplanePlus and Firespitter folders. It also packs ModuleManager* *I do not own these mods, I merely packed them in for Airplane Plus to be functional and avoid linking downloads for dependencies. Big thanks to their Authors. FAQ: License: *I only take credit on my parts. Firespitter and Modulemanager which are included in the pack are made by different authors with their own licenses. Most performance configs powered by @Tanner Rawlings Shout out and big thanks to @acc for doing a test run back then. @kiwinanday helped a lot on producing important info in reconfiguring performance, thanks a lot!
- 4,306 replies
-
- 109
-
- helicopter
- parts
-
(and 1 more)
Tagged with:
-
Download from SpaceDock or Github Tired of throwing away your rocket every time you launch? Look no further! This collection of parts will help you build reusable rockets, SpaceX-style. @EmbersArc created this wonderful mod but due to busy times had a hard time maintaining this mod. I am honored to continue this legacy in its current state and making sure to keep this mod we all know and love up-to-date! Includes: Falcon 9 Landing Legs in three different sizes. New Glenn Landing Legs in two different sizes. ITS Landing Legs in two different sizes. New Shepard Landing Legs in two different sizes. Grid Fins for control and additional drag on descent. Deployable Wings to fly back stages. SuperDraco Engines to land your capsules and provide in-flight abort capability Fuel Tank with ladder extension Heat Shield with integrated shroud, decoupler and deployable landing gear Docking Port compatible with stock docking ports Recommended mods: Flight Manager for Reusable Stages Trajectories Compatible with: TweakScale RealPlume Ferram Aerospace Research Installation: Move the "KerbalReusabilityExpansion" folder to KerbalSpaceProgram/GameData/ and you're good to go. With CKAN CLI: ckan.exe install SpaceXLegs License: MIT License How to: Build a reusable first stage Special thanks to: @EmbersArc for making this wonderful mod! Without it I think we would still be in an age were reusability on rockets doesn't exists! @nli2work for making the legs work initially for 1.1. The setup has since been redone but it would have been much harder without that help. @DerpyFirework for contributing the "DeployableAeroSurfaces" plug-in for the grid fins. It is in the public domain and the source code can be found here. Changelog: Good luck landing stages!
- 111 replies
-
- 34
-
- parts
- reusability
-
(and 2 more)
Tagged with:
-
Version 1.9 This is a parts pack intended to flesh out the stock mk2 parts lineup by providing new engines, air intakes, and fuselage segments and cockpits in the mk2 formfactor, to give players more options when building spaceplanes and more. All textures are stock textures where possible, using MODEL nodes, so RAM footprint should be minimal. -Command 2 kerbal Inverted cockpit with IVA 1 kerbal Multi-purpose high visibility cockpit with IVA 2 kerbal Mk2-1.25 cockpit with IVA 3 kerbal Mk2 spaceplane cockpit with IVA 1 Kerbal Bubble canopy with IVA -Control Aerodynamic Configurable Monopropellant RCS block Aerodynamic Configurable LF/O OMS block 5-Way heavy duty Mk2 conformal RCS block Roll control RCS chine block Prograde/retrograde RCS chine cap Stability Control RCS and SAS module Monopropellant OMS pod -Air Intakes 1.25m to Mk2 inline air intake Ramscoop intake Mk2 shock cone intake Mk2 precooler Mk2 subsonic circular intake -Engines 'Vector' Thrust Vector Turbojet 'Afterburn' TurboRamJet E.S.T.O.C. Dual-cycle Engine M.A.T.T.O.C.K. Dual-cycle Engine 'Pegasus' Inline VTOL engine 'Siddeley' VTOL engine 'JumpJet' radial VTOL engine 'Wedge' Linear Aerospike 'Pluto' Nuclear Engine 'Rontgen' Atomic Thermal Jet 'Mule' Thrust reverser turbofan 'Spirit' Xenon/Electric Engine 'J.Edgar' heavy VTOL engine "Mongrel" rocket VTOL Engine 'Wirligig' Turboprop Engine 'Boost-O-Tron' Air-Augmented SRB 'Mallet' Air-Augmented SRB 'Sledgehammer' Air-Augmented Ramrocket 'Banshee' VTOL Lift Fan 'Hyperblast' Scramjet 'Corgi' Rocket Engine 'Trident' Rocket Engine -Aerodynamic Chines in three flavors Mk1 scale chine pieces - short, long, and end cap segments for 1.25m parts Mk2 scale chine pieces - short, long, and end cap segments for Mk2 fuselages Mk2 scale chine wing root pieces - chine adapter, short, and long segments -Fuselage and structural Shrouded 1.25m Engine/Docking Mount 2-State 1.25m Aerospace mount Mk2 Tailboom Hypersonic Mk2 nosecone with integrated RCS Nosecap with integrated RCS Spadetail Mk2 to wing adapter Mk2 inverter fuselage Mk2-0.625 tricoupler Mk2-1.25 tricoupler Mk2 short bicoupler Mk2 - Mk2 Bicoupler Mk2-size2 short adapter T, X, and L hubs Mk2 Structural Tube Mk2 Structural Adapter Short Mk2 Structural Adapter Long Mk2 decoupler Mk2 Service Tank Mk2 Science Lab Mk2 airlock Endcap Mk2 Radial Attach Mount Mk2 Long Crew Cabin -Utility Shielded Mk2 docking port Low-Profile Aligned Docking Port Mk2 Service Compartment Mk2 Nuclear Reactor Mk2 Battery bank Mk2 radial shrouded solar panel Mk2 nose cargo bay Shrouded Thermal Control System Shrouded Mk2 Landing Leg Mk2 Cargo Container DOWNLOAD -Primary: SpaceDock -Secondary: Github Mk2 Expansion uses as dependencies, and is bundled with, Module Manager, CommunityResourcePack, and B9 PartSwitch This mod is also CKAN indexed Kottabos review: (From Version 1.0) Compatibility This mod comes with Module Manager compatibility/interoperability patches for a number of mods. Connected Living Space Kerbal Atomics RasterPropMonitor ASET IVA props Tweakscale USI Life Support Deadly ReEntry ExtraPlanetary launchpads Ferram Aerospace Research Modular Fuel Tanks Near Future Electrical Community Tech Tree Modular Fuel Tanks Modular Kolony Systems RealPlume-Stock WindowShine System Heat F.A.Q. Why won't the game load? KSP crashes when trying to load M2 Expansion parts? Make sure you install the required dependencies, B9 PartSwitch and Community Resource Pack. Both are included with Mk2Expansion in the download. Because M2X uses resources from CRP, KSP will not load if it is missing from your Kerbal Space Program/GameData director How can I configure the Mk2 lab to seat 4 kerbals? install the Extras/Mk2Expansion/patches/4Seatlab MM patch. How do I get the banshee Fans to use Electric Charge or LF/Air? install one of the alternate fuel configs in Extras/Mk2Expansion/Patches/ - either M2X_AirBreathingBanshee (will no longer work on Eve/Duna/Jool) or M2X_ElectricBanshee. How do I use the Hyperblast Scramjet? You can find a tutorial on how to use the scramjet here: For KSPI and users, or if you want RF engine configs, there is a compatibility pack courtesy of ABZB: Link Changelog: Licensing The contents of this mod are distributed a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License http://creativecommons.org/licenses/by-nc-sa/4.0/legalcode' This mod uses the Community Resource Pack, IB9 PartSwitch, and Module manager as dependencies Suggestions and feedback welcome. Not seeing a part you want? Have suggestions or ideas for new parts to add? Make sure to post them in the Dev thread.
- 1,509 replies
-
- 67
-
- parts
- spaceplanes
-
(and 1 more)
Tagged with:
-
Stockalike Mining Extension SME adds a number of mining and ISRU-related parts in a variety of form factors. Currently a Work-In-Progress Current Part List: -Mining 0.625m stack mount Drill 1.25m stack mount Drill 1.25m Inline mount Drill 1.25m aircraft Inline mount Drill 2.5m stack mount Drill 3.75m stack mount Drill Mk2 inline Drill 1.25m Stack Oceanic Extractor 1.25m inline Oceanic Extractor 2.5m Oceanic extractor 1.25m Atmospheric Condenser 2.5m Atmospheric Condenser -Processing 3.75m ISRU converter Mk2 ISRU converter Mk3 ISRU converter 0.625m ISRU converter -Storage Mk2 Ore Tank Mk3 Ore Tank 0.625m Ore Tank 3.75m Ore Tank -Power 0.625m Fuellcell generator 1.25m Fuelcell Generator Mk2 Fuelcell Generator 2.5m Fuelcell generator -Utility 1.25m Superheavy-Duty landing Legs Deployable Rover Wheels 0.625m Klaw Radial Klaw Anchorable Docking Port Asteroid Crew Can -Propulsion 1.25m Mass Driver 2.5m Mass Driver 0.625m Mass Driver RCS Download from SpaceDock or GitHub Kottabos Review (Version 0.8) Changelog: Licensing The contents of this mod are distributed a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. http://creativecommons.org/licenses/by-nc-sa/4.0/legalcode' This mod uses Module Manager. Currently a Work in Progress; feedback and suggestions welcome.
-
Download Link: https://github.com/UmbraSpaceIndustries/ExplorationPack/releases This modpack is a repackaging of the PackRat Rover as well as new parts geared towards planetary exploration. Contents: The Pack-Rat Rover. A modular heavy-duty Rover for all of your planetary exploration needs. Easy to assemble Durable Balanced No twiddly surface attachment - everything snaps in place Integrated RTG and batteries Integrated headlights Glow-in-the-dark tape, for when you forget to turn the lights on... Handles like a dream - Munar speeds up to 20m/s Includes experiment storage lockers Includes a new science component (a data camera) Six customizable equipment slots (demo includes four science crates, a seat, and a data camera] Includes a Rover Delivery System - a cage framework with plenty of surface attachment space, and nodes for both the Rover and stack attachment in a 2.5m form factor (though a 3.75 fits the entire wheelbase of the Rover cleanly) Oh... And it can be completely assembled in the field using KAS... If you are assembling this as a sub-assembly in the VAB, start with the roll cage (it has a spare attachment node on top) If you are assembling this via KAS, start with the Front (and surface attach it to a pylon or something so your Rover does not fly away on minmus or something) The Advanced Extravehicular Suit (AES) What started out as a hardened EVA pod soon transformed into an assortment of small parts to extend it's functionality. Parts included: The AES Commad Pod - Tiny, with full glass IVA Micro SAS Micro RCS thrusters and mini tanks Micro decoupler (so handy!) Electric ducted fan motor (atmo only) - Nifty in that it ties to both the RCS and Engine systems FireSpitter and ModuleRCSFx are both required and included. Requires the Community Resource Pack (resources only, no ORS maps) as well as various USI DLLs (all included). Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Additional Modules: This package redistributes FireSpitter This package redistribures Module Manager Download on GitHub: https://github.com/BobPalmer/ExplorationPack/releases Changelog: 0.2.5 - 2014.11.01 [LIST] [*]Reorganized folder structure to better support package managers [*]Included complete CRP [*]Replaced TGAs with PNGs [*]Increased maintenance pod range to 5m [*]Thanks to FrancoisH, fixed several broken welded parts [*]Thanks to Deadpan110 for surface attachable packrat wheels [*]Merged in the Safety Light, and made it KAS-attachable [*]Updated FireSpitter DLL [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]DRE/ATM support for the HERP command pod and jumpseat [*]Fixed typo in Jumpseat name/description [*]Minor update to HERP IVA [*]Added in HERP lights [*]New maintenance pod and various crates for resource transfer [*]Bundled KERT for EVA Transfer support [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Synced ORSX/CRP changes [*]Added the HERP command bubble and Jumpseat pods! [*]FAR/NEAR support [*]Engine tweaks for the ducted fan engines [*]DRE support [*]ATM support [*]Better packrat wheels! [*]FireSpitter Hover Mode! [*]Corrected model for ducted fan (transform issues) [*]Switched to latest USI DLLs [*]Switched to ORSX and new CRP [*]The PackRat has been adjusted again - be careful, old ones may have bees. [*]Updated RDS cage (3.75m) with matching fairings [*]Ducted fans have attachment nodes and should play symmetry better [/LIST] 0.1.3 - 2014.09.12 Bundled ORS 0.1.2 - 2014.09.12 [LIST] [*]Small update to the duct fan model - beware this may cause your ships to look weird as some transforms changed. [*]Slight boost to RCS power, texture size reduction, some model updates. [*]CRP Integration [*]USI Tools Refresh [*]Internals tweaks [*]Fixed bug where IVA caused a transparent pod [/LIST]
-
Mk3 Expansion pack This is a parts pack intended to flesh out the stock mk3 parts lineup with new engines, cockpits, fuselage parts and more, to give players more options when building spaceplanes. parts almost exclusively use MODEL nodes and stock textures, so RAM footprint should be almost non-existent. -Command Mk3 Cupola Mk3 Hypersonic cockpit Mk3 Drone Core Mk3 Inline Cockpit -Propulsion C.L.E.A.V.E.R. Mk3 Dual-mode Engine 'Cyclone' Concentric Toroidial Aerospike 'Fulcrum' gimballed Linear Aerospike 'Firestorm' Air-Augmented Rocket 'Buffalo' 2.5m Thrust-Reverser equipped Turbofan 'Hurricane' 2.5m Propeller Engine 'Nyx' Ion Engine 'Wellington' Mk3 basic Jet 'Wyvern' TurboRamjet 'Coxswain' Orbital Maneuvering System 'Hades' Nuclear rocket 'Sievert' Nuclear Jet Taurus Solid Booster Minotaur Solid Booster 'Atlas' Mk3 SRB 'Elephant' Mk3 VTOL Jet -FuelTank Mk3-1.25m adapter Mk3-mk2 tricoupler Mk3-1.25m tricoupler Mk3-1.25m quadcoupler Mk3-Inverted Mk2 Mk3 Service Tank Mk3 Hypersonic nosecone Mk3 rounded nose cap OMS shoulder tank -Control Chine Cap w/ RCS Chine Segment RCS Fuselage Extension RCS cap Fuselage Extension RCS segment Heavy RCS thruster Mk3 SAS -Structural Mk3 Decoupler Mk3 T-Hub Mk3 X-Hub Mk3 L-Hub Mk3 Structural Tube Mk3 Structural X Tube Mk3 Structural T Tube Mk3 Structural L Tube Radial Fuselage Extension/saddle tanks, 5 variants(endcap, 2m, 4m, intake, 1.25m adapter) Radial Fuselage Extension crew cabin Truncated Fuselage Extension for Mk3 cargo bays Mk3 Endcap Mk3 Radial Mount -Aero: Chines in three flavors; short, long, endcap Big-S class wing boards - square, rectangular, and triangular Mk3 Circular Intake Mk3 Shock cone Mk3 Ramp Intake Mk3 Precooler Big-S Airbrakes -Utility Mk3 Service Bay Mk3 Inline docking port Mk3 shielded docking port Mk3 Aligned Docking port Mk3 Nuclear Reactor Mk3 Nose Cargo ramp Mk3-Mk2 Adapter Cargo Ramp Mk3 flat Cargo hatch Mk3 Cargo Container Download from Spacedock or GitHub Changelog: Licensing The contents of this mod are distributed a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License http://creativecommons.org/licenses/...legalcode' This mod uses the B9 Part Switch plugin Feel free to post comments/critiques/feedback, and if any of you have ideas for parts that you simply have to have to flesh out your mk2/mk3 experience, speak up! Ideas for new parts are welcome.
- 862 replies
-
- 24
-
DaMichel's Spherical Tanks (DST) Spherical Tanks (DST) adds spherical tanks in multiple sizes for Kerbal Space Program. By zer0Kerbal, originally by DaMichel, and then by Bezzier adopted with express permission and brought to you by KerbSimpleCo View full album Have you ever needed a set of spherical tanks of various capacities, to use for a refueling depot? an interplanetary mothership? A resource extraction base? Have you ever wanted a different tank options? DaMichel's Spherical Tanks might just be for you. For Kerbal Space Program. Contains Contains five 1.25m spherical tanks: Mark 1 Spherical Fuel Tank 0.55m radius - 612.5L 0.70m radius - 1250L 0.88m radius - 2500L 1.11m radius - 5000L 1.40m radius - 10,000L Comes with player supplied patches: B9PartSwitch fuel patches TAC-LS Kerbalism SNACKS! Karbonite along with other user supplied patches See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Youtube review by Kottabos Gaming Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 DaMichel Ltd (DM/L) Suggests DaMichel's AeroRadial (DAR) [DaMichel's SphericalTanks (DCB)][DCB] DaMichel's Fuselage (DAR) On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) TweakScale Supports Either 3 Module Manager Module Manager /L GPO (Goo Pumps & Oils') Speed Pump (GPO) TweakScale Resource Switchers: Firespitter Core B9PartSwitch Life Support TAC-LStac-ls] Kerbalism Snacks Modular Fuel Tanks Karbonite RealFuels Tags parts, resources red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks DaMichel for creating this glorious parts addon! Bezzier for the picking up where DaMichel left off see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
-
Spacedock: DaMichel's AeroRadial (DAR) Spacedock: DaMichel's CargoBays (DCB) Spacedock: DaMichel's Fuselage (DMF) Spacedock: DaMichel's SphericalTanks (DST) DaMichel's Parts (DMP) Available separately or as one big pack. Agent, flags, and common files Parts Pack (all the above) SphericalTanks Parts mod with five SphericalTanks with 1.25 m base from 0.625 to 10 t. (612.5L - 10,000L) Five (5) 1.25m spherical tanks. Available in veteran orange. CargoBays A payload parts mod that adds three 2.5m round cargobays in 1m, 2m, and 4m lengths with fold-flat door design. Three (3) 2.5m rocket cargo bays in 1m, 2m, and 4m lengths. Flat fold doors. AeroRadial An electrical parts mod adding two streamlined radially attached parts: one RTG and one Fuel Cell. Two (2) streamlined, radially attached power products. One RTG, the other a Liquid Fuel and Intake Air powered fuel cell. Fuselage An aero parts mod adding adding seven (7) stock-alike flat fuselage parts. Seven (7) flat fuselage pieces. This is a continuation of DaMichel's Part Pack. Images: https://postimg.cc/gallery/1ds2abwku/ Packs / Versions: Agent, flags, and common files Parts Pack (all the above) Permission granted by original author
-
DOWNLOADs Spacedocks | Github Feature: Dependencies: B9PartSwitch Recommended Mods: Atmospheric Autopilot makes flying the aircraft easier. SPOCK 2.0 not yet. Future: -IVA -Dual body variant -SPOCK 2.0
- 39 replies
-
- 35
-
Sea Dragon (SEA) The infamous, never-built Sea Dragon rocket, in its full scale glory! By zer0Kerbal, originally by @NecroBonesaka Orvidius adopted with express permission and brought to you by KerbSimpleCo imgur Note Preamble by NecroBones See More YouTube review by Connor Hetner Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Recommends Hanger Extender Either 3 Module Manager /L Module Manager Suggests Adjustable Mod Panel (KAMP) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) Kerbal Joint Reinforcement On Demand Fuel Cells (ODFC) Precise Maneuver (PM) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) NecroBones suite of mods that play nicely together Fuel Tanks Plus Ltd (FTPL) large stock-like tanks with Color Coded Canister style: Fuel Tanks Plus (FTP) Fuel Tanks Plus Xtra Kerbal (FTPXK) Fuel Tanks Plus IS (FTPIS) Lithobrake Exploration Technologies (LET) lander parts, large chutes/legs/ladders/etc SpaceY Corporation (SYC) SpaceY Lifters (SYL) stock-balanced large rocket parts, 5m parts, large SRBs SpaceY Expanded (SYE) The Burger Mod (BURG) Joolian Discovery (JOOL) The Elephant Engine (ELEP) Modular Rocket Systems (MRS) stock-alike parts pack, NASA-like alternatives, and filling the gaps Module Rocket Systems LITE version (MSRL) Color Coded Canisters (CCC) beautification replacement models/textures for stock tanks, with color-coded end caps, and auto-closing shrouds ColorFuel Lines (CFL) color-selectable fuel lines Supports GPO (Goo Pumps & Oils') Speed Pump (GPO) On Demand Fuel Cells (ODFC) NEAR-FAR Realism Overhaul Real Solar System Kerbal Joint Reinforcement Tags parts, config red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @NecroBones for creating this glorious parts addon! see Attribution for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!
- 40 replies
-
- 5
-
- necrobones
- dragon
-
(and 3 more)
Tagged with:
-
About This is the new thread for B9 Aerospace. The old thread is available here This pack adds a vast selection of new parts, introducing new spaceplane components such as new engines, cockpits, wings and fuselage systems, new structural components for orbital installations and colonies, and so on B9 was originally developed by @bac9, @Taverius, and @K3-Chris, now maintained by @blowfish and @Flashblade with help from many others Requirements The latest version is compatible with KSP 1.8.x. The bundled dependencies are for KSP 1.8.1 and may not work on other versions. All other KSP versions should be considered incompatible. If you are on an earlier version of KSP, however, you may be able to find a compatible version of B9 here B9 depends on several other mods to make it work. They are included in the download, and listed below in the "Dependencies" section. Installation Instructions You can install with CKAN and have the dependencies installed automatically. If you are doing a manual install, open the zip you downloaded, find the GameData folder and copy all of its contents into your existing GameData folder in KSP. If you already have any of the bundled mods, check which one is the latest version. Note that the core and HX packs come with the same version of some dependencies. B9 will not work unless installed correctly. If you're having issues, please verify that you have installed it correctly. Download Three packs are available for download: B9 Aerospace Core Pack - All of the main spaceplane parts B9 Aerospace Legacy Pack - Older Mk1 and Mk2 parts, modular wings. Requires the core pack and all of its dependencies B9 Aerospace HX Pack - Large blocky futuristic parts. Does not require the core pack, comes with its own dependencies Download mirror: S3 Also available on CKAN Changelog FAQ Q: The mod crashes the game for some reason, what can I do? Make sure that everything is installed correctly, your dependencies are up-to-date, and you are on the correct version of KSP. If you can't find the issue read this helpful topic and post the issue in this thread. Be sure to include your logs! If you are quite certain that you have found a bug, you can create the issue on our Github page. Try to provide as much detail as possible - logs, example craft, reproduction steps. Also be sure that the issue is reproducable with only B9 installed. Posts along the lines of "Its not working" or "Everything is broken" won't really help us much. Q: I don't understand a thing in those IVA displays, there are too many buttons and screens Here is a very helpful manual. Q: Why aren't you respecting stock balance? Mods should reference stock for the configs of the new parts, otherwise balance of modded game would be all over the place! While we try to respect stock balance as much as possible, there are a number of inconsistencies in the balance of stock parts that make it impossible to keep balance against every stock part. If something seem very far off of what it should be, feel free to ask in this thread. Q: I can't find those huge blocky parts from the opening image in my part catalog. Why are those missing? They were recently separated into another download as they mostly don't share dependencies with the main part of the mod and as many people prefer not to use them. Q: I can't find the modular wing pieces that are depicted on many screenshots of this mod. Why are those missing? They were removed and will no longer be developed. They are available as an optional download in the Bitbucket repository linked on top of this post, but we do not recommend using them. A far better option is using procedural wings, since you'll have just one part with just one material and just one texture covering any possible wing shape then. Good for performance, good for design freedom, good for looks. Grab the procedural wings here. Q: Why aren't procedural wings integrated into the main B9 package? Because they have entirely separate dependencies and are maintained by different folks. Merging them will only needlessly complicate updates. Pictures New Mk1/Mk2 Parts HX Parts Old Screenshots Dependencies Core Pack B9AnimationModules plugin by blowfish B9PartSwitch plugin by blowfish Firespitter plugin by Snjo and RoverDude ModuleManager plugin by ialdabaoth and sarbian RasterPropMonitor by Mihara and MOARdV SmokeScreen plugin by Sarbian Legacy Pack Depends on the core pack and all of its dependencies (not included in the legacy pack download) HX Pack B9AnimationModules plugin by blowfish B9PartSwitch plugin by blowfish ModuleManager plugin by ialdabaoth and sarbian SmokeScreen plugin by Sarbian Credits Old core team: bac9 - 3D modeling, texturing, editor tools Taverius - balance, 3D modeling, craft design, maintenance K3|Chris - 3D modeling, texturing, IVA New updates: blowfish - plugin code, maintenance, balance, coordination of new updates flashblade - various contributions V8jester and M4ck - stack node adjustments danfarnsy and JaredTheDragon - RPM fixes joshwoo70 - RT compatibility sparkybear - Part tags taniwha - Fix for planet-illuminating lights Contributors: Nazari - HotRockets Engine FX: forums jadebenn, Hyomoto, Helldiver - RPM MFD configuration. alexustas - RPM MFD configuration FPSlacker - HR exhaust pressure compensation Special thanks: DYJ C7 r4m0n Sarbian NathanKell egg snjo ferram4 Mu mrBlaQ License This work is shared under CC BY-NC-SA 3.0 license. Dependencies may come under their own licenses. Please check dependency documentation for details.
- 641 replies
-
- 26
-
- spaceplane
- parts
-
(and 1 more)
Tagged with: