Jump to content

Search the Community

Showing results for tags 'parts'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. 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 5. My plumes are different R: Not a question, but could be pro plumes made by Fossil, it's currenly in development and you can find a version of it on our discord server under the #sep-addons channel on a pinned comment 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.
  2. 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. 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 Voskhok 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
  3. 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.
  4. 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.
  5. KSP 1.12.3 Restock [1.4.3] Last Updated Feb 252, 2022 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 1.12.3 Restock+ [1.4.3] Last Updated Feb 25, 2022 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 @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.
  6. My part categories are screw up. Most parts are disappeared in the default tabs (engines, tanks, etc) while in the VAB or SPH, BUT they are still visible in the manufacturer/mod tab. I was only wondering if someone face this problem before. Thx in advance...
  7. Tired of separation motors sticking out like a sore thumb? Wanting something bigger, or perhaps smaller? Periapsis Rocket Supplies Co. is proud to present their newest product lineup! With an astonishing three parts to choose from, there's fun for the whole family! Put a modern twist on an old classic with the Sepratron I-B: the Sepratron you all know and love, clad in a stylish aero shroud! Go big with the jumbo-size Sepratron II, or punch above your weight with the fun-size Sepratron 8-1! This mod is a pack of separation motors in a ReStockalike style, with an array of different visual styles for each. A list of currently included parts is below: Download: Spacedock Changelog: Dependencies: Licensing:
  8. Figure I would get this particular topic rolling With lots of modders using custom categories, we're starting to bump into each other. Is there interest in establishing, similar to CTT and CRP, a Community Category Kit (CCK)? If so... What categories are you currently using? How are you placing your parts in those categories? (Paging @Angel-125 and @Nils277 since those are two off the top of my head where we may have conflicts). Discuss [Heads up - will move this to a proper release thread, but here's the current Github link for interested parties :)] https://github.com/BobPalmer/CommunityCategoryKit/releases
  9. ScrapYard (SYD) A common part inventory addon for Kerbal Space Program. By Lisias and zer0Kerbal, originally by magico13, then by severedsolo adopted with express permission and brought to you by KerbSimpleCo Preamble by severedsolo The bit you are actually interested in ScrapYard is a mod that provides a part inventory that can be shared between multiple mods. Parts are added to the inventory when you recover a vessel and are removed from the inventory when you build a new vessel. If you have ever played with Kerbal Construction Time, it's a significantly improved version of the part inventory that KCT had, that is also able to be used by other mods. As of writing, ScrapYard does the following Parts are added to the inventory automatically upon vessel recovery Parts are applied in the editor (not automatically like with KCT) Parts are then pulled from the inventory on build (mods can change when this happens) Parts are stored individually in the inventory along with any modules that “define” the part (think TweakScale and Procedural Parts) The number of times “like” parts are used is tracked and available for mods, both total uses and number of builds (KCT’s part tracker feature, expanded) Parts are trackable from the moment they are placed in the editor until they are removed from the game via a unique ID that transcends recovery and new builds The number of times an individual part is recovered is tracked, perfect for consumption by part failure mods (WIP) Funds can be overridden so that using parts from the inventory do not contribute to the cost of the vessel. You do still need to have the full amount of funds (for now). ContractConfigurator support for adding or removing parts from the inventory as part of contracts See More Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App We take no part, nor are we interested in maintaining the CKAN mod metadata for my mods. CKAN is a great mod for those that can't use zip tools. If you are having issues please let the CKAN people know and refer to the CKAN thread. Our support of CKAN extends as far as checking the box in Spacedock. Beware, CKAN can really mess up though it tries very, very, very hard not to or Dependencies Kerbal Space Program 2 Contract Configurator (only on KSP 1.8.1+) Either 3 Module Manager /L Module Manager Recommends KSP Recall (REC) handles issues with Procedural Parts/Fairings/Etc caused by PP OhScrap! (OHS) Suggests StageRecovery (SR) Kerbal Construction Time (KCT) Kaboom! (BOOM) Supports Goo Pumps & Oils' (GPO)) Speed Pump (GPOSP) On Demand Fuel Cells (ODFC) KRASH TweakScale (TWK) RemoteTech (RT) FAR Mods using ScrapYard (SYD) Kerbal Construction Time by @linuxgurugamer / @magico13 Oh Scrap! (OHS) by @severedsolo / @zer0Kerbal Tags plugin,editor,flags,agency,sound,career 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 magico13 for creating this glorious parts addon! severedsolo for the picking up where magico13 left off SiriusSam for the original idea of creating a separate part inventory way back in 2014 and for the name enneract for discussion and design help. see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) Current (3) - Lisias and zer0Kerbal Connect Track progress: issues here and projects here along with The Short List Release Schedule GitHub, reaching first manual installers and users of KSP-AVC. Right now. CurseForge. Right now. SpaceDock (and CKAN users). Soon™ this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  10. NOTE: KSP 1.4 (either full release or latest pre-release, or 1.4.X) is required for SpaceY 1.17 or later. SpaceY Heavy-Lifter Parts Pack Required Dependencies: ModuleManager Cooperates with other mods: TweakScale FAR / NEAR AVC (Add-on Version Checker) Engine Ignitor Community Tech Tree HotRockets! DefaultActionGroups (To enable automatic toggling of SAS light on radial reaction wheels) as of version 1.10 IndicatorLights 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) Do you want more parts!? If you do, you can also install SpaceY Expanded with even more parts, and 7.5m diameter! Contains several unusual or unique features, including some "firsts": Engines with multiple sized fairings, or with conical fairings. Engine clusters with mode-switching for activating/deactivating nozzle groups. Rocket-assisted radial decouplers. Stack size adapters with multiple target diameters (adaptive shrouds). Docking ports with guide-lights. Fuel tanks with automatic shrouds. Thrust plates and adapters with fairings. "Petal" cargo bay. Author: NecroBones Special Thanks: NBZ, for lots of input, ideas, part names, and art feedback. Akira_R & 4nxs, for their HotRockets configuration work to add variation between vacuum/atmo effects. And many others for bug reports and feedback! --------------------------------------------------------------------------------------------------------------- SpaceY Lifters is a parts pack that is intended to extend the stock line-up of parts for lifting heavy payloads to orbit, by providing a similar update to the NASA/ARM pack from 0.23.5, in the next size up. It provides a range of 5m fuel tanks and engines, a fueled 3.75m nose-cone, both "stack" and "radial" decouplers, a fueled size adapter, large docking ports, adaptive size adapters, upper-stage thrust plates with shrouds, and a range of powerful SRBs. The name is a play on "SpaceX" in the real world, but also has the amusing double connotations of being "spacey", and also "Space, why?" -- Because it's there! All of the models and textures were made 100% from scratch, using Blender, Photoshop, and Unity. Design Goals: Maintain a "pretty", but still mostly stock-alike appearance. While KW goes a long way toward realism, we want to have a smaller pack that blends nicely with stock, and other stock-alike packs. While extending the stock game, try to maintain a gameplay balance with stock. Stay memory efficient. Similar parts attempt to share the same textures (currently ALL fuel tanks use just one texture). And do so while adding: Another layer of large rocketry, beyond the 3.75m ARM/NASA update that was added in KSP 0.23.5. Specifically, 5m parts. Large SRB options with high thrust and shorter burn times than the NASA/ARM SRB. Large rocketry utilities-- Big radial decouplers with thrusters built in, larger sepratron, big docking ports, etc. Possible future plans? Bigger engine/tank parts? (7.5m for instance) More SRB types? LFBs? (Liquid Fuel Boosters) More decoupler types? More multi-way adapter pieces? --------------------------------------------------------------------------------------------------------------- Image Gallery: (Note that the stats, appearances, and descriptions of the parts shown below are subject to change, or may be out of date) --------------------------------------------------------------------------------------------------------------- Parts Inventory: (as of version 0.17, 2015-06-18) Do you want more parts!? If you do, you can also install SpaceY Expanded with even more parts, and 7.5m diameter! --------------------------------------------------------------------------------------------------------------- Installation Instructions: 1. If upgrading from a previous copy, it's recommended to delete the old "SpaceY-Lifters" 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-Lifters" folder into your "GameData" folder. 5. 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 download page -or- ksp.necrobones.com --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Change History: 1.17.1 (2018-04-02) - KSP 1.4 update. - Corrected a copy/paste mistake in color-changing config. 1.17 (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. - Changed ModularFuelTanks config to use consolidated wildcard patch. - Added some wildcards to TweakScale config. 1.16 (2017-01-30) - SRB Update. - Corrected smoke emitter location on the 3.75m SRB, 21m length. - Added a 30m long 3.75m SRB. - Added a 29m long 2.5m SRB. 1.15.1 (2017-01-03) - Compatibility Update. - Added "NEEDS" conditionals for ConnectedLivingSpace and EngineIgnitor patches, to clean up log spam. - EngineIgnitor patches moved to their own file in the patches folder. - Added "NEEDS" conditionals for Engineering Tech Tree compatibility. 1.15 (2016-10-21) - Update. - Added new RCS sounds/effects. - Added a linear RCS thruster. - Updated OMS engines to use new RCS sounds and effects. - Added two adapters that can be used with the Rose/Rosette adapter center slots. - Updated custom part category with recent additions from here and SpaceY Expanded. - Added some missing search tags on thrust plates / adapters. 1.14 (2016-10-12) - More KSP 1.2 Compatibility & Fixes. - Landing legs should now work in the Landing Gear action group automatically again. - 5m Fairing base null reference exception corrected, and is available again. - Names adjusted on some thrust plates / adapters. - Version changed to 1.14 to make it more clear this is a significant 1.2 update. 1.13.2 (2016-10-10) - Basic KSP 1.2 Compatibility. - Added KSP 1.2 and KerbNet modules to probe cores. - Landing leg suspension disabled until a 1.2 solution can be found. - Using ModuleAnimateGeneric for the time being, so legs can still be used. - Will need an Action Group, or the Default Action Groups mod, for best results. - Categories adjusted for several parts, corresponding to 1.2 changes. 1.13.1 (2016-08-01) - Tweaks. - Icon-only shroud added to fairing base, for easy identification in menu. - 5m conical bay added to custom parts tab. - Added MM "NEEDS" conditionals to RemoteTech modules in probe cores, and moved to separate patch file. - Deadly Reentry patch file renamed to sort properly in the folder. - Added a compatibility exclusion for HPTechTree. 1.13 (2016-06-08) - Update. - Adapters and Thrust Plates marked as passable for Connected Living Space so that they can be used for station construction, and docking ports, etc. - Added 5m/3.75m conical payload bay. - Adjusted the "hide if empty" rules for the tech nodes. 1.12.9 (2016-05-31) - Hotfix. - Massive Rocketry/Structure tech nodes are now set to be hidden if empty. - Fixed a harmless mistake in the MM patches, as part of its self cleanup. 1.12.8 (2016-05-31) - Tweaks. - Adjusted some nickname tags on engines. - Minor tech tree and config changes in MM patches. Partly for better compatibility with Real Scale Boosters. - Non-CTT tech nodes are now added, even if CommunityTechTree is installed. - Gigantic Rocketry node internally renamed to match CTT. May have to re-unlock if you don't use CTT. 1.12.7 (2016-05-18) - Tweaks. - Added configs for docking ports to use IndicatorLights, if installed. - Reworked docking alignment lights to be slightly prettier when turned off, or dim, etc. 1.12.6 (2016-05-12) - Tweaks. - Restricted liquid fuel engines, fairings, and decouplers to non-surface part testing contracts, to match SRBs. - Changed underlying texture for Docking port alignment lights, for compatibility with IndicatorLights. - Converted small lighting textures for docking ports to DDS format. 1.12.5 (2016-05-08) - Tweaks. - Refined the primary launch clamp's internal layout, to use as a template for later projects. - Added basic thrust curves for SRBs. Flat profile, however thrust tapers off during last 5% of remaining propellant. 1.12.4 (2016-05-01) - Tweaks. - Corrected AVC version number. DOH! 1.12.3 (2016-05-01) - Tweaks. - Updated Probe cores and reaction wheels to use IndicatorLights if available. - Probe cores now also have a toggle option for light-up labels that correspond to the indicator lights. - Corrected a missing texture placeholder for the 3.75m stack separator. 1.12.2 (2016-04-25) - Tweaks. - More search keywords on engines. - Added colliders 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. - Tech Tree nodes are no longer hidden if empty. - Corrected some copy/paste mistakes with SmokeScreen rescaling settings for the small SRB particle emitters. 1.12.1 (2016-04-17) - Tweaks. - Tweaked leg settings. - Moved a leg collider to allow for more accurate aerodynamic occlusion. 1.12 (2016-04-10) - Tweaks. - Added 1.25m-0.625m interstage thrust plate to the TweakScale config, and default VAB custom tab. - Drastically reduced career prices for fuel tanks, to bring them into line with stock again. - Increased career prices for engines, to bring them into line with stock again. - Added a 2.5m thrust plate, with 1x 1.25m and 8x 0.625m nodes (half scale version of the 5m model). - Adjusted leg deployment animation to reduce the "foot teleportation" problem. - Increased damper ratio on the leg suspension. 1.11.5 (2016-04-05) - Tweaks. - Moved conical payload bay to Specialized Construction tech node. - Added a 1.25m-0.625m interstage thrust plate. - Softened leg suspension spring. 1.11.4 (2016-03-31) - KSP 1.1 Hotfix - Landing leg suspension works again. Suspension is very stiff to help prevent heavy vehicles from bobbing endlessly. 1.11.3 (2016-03-29) - KSP 1.1 Hotfix - Landing legs updated to not be 100% deadly. Suspension still doesn't work, legs are rigid for now. - Added menu search tags. 1.11.2 (2016-03-18) - HotFix. - Removed duplicate "MODCAT" entry for the SpaceY Expanded custom menu tab. 1.11.1 (2016-03-11) - Tweaks. - Added/enhanced custom category tab for FilterExtensions (will also include SpaceY Expanded, if installed). 1.11 (2016-02-28) - Tweaks. - Adjusted the MM rule for DefaultActionGroups to tweak the descriptions in the radial reaction wheels. - Added 5m color-changing to the R7 engine cluster. - Corrected the missing blue texture from the 3.75m tall 5m tank. 1.10 (2016-02-19) - The unintentionally quick update. - SRB 10R (radial) gimbal range reduced to 2 degrees (from 4). - Base (dry) cost of most SRBs (other than 3.75m models) increased slightly to align more with stock. - Moved ModuleManager patches to a "Patches" folder. - Added support for DefaultActionGroups mod, to automatically enable the SAS light on the radial reaction wheels. - Added color switching for 5m decoupler and separator, to match 5m tanks. 1.9 (2016-02-18) - Paint! - Added additional striped paint scheme to 5m tanks. - Switched the Color-Changing config to turn off alternate paint schemes via a slightly simpler method. 1.8.2 (2016-01-14) - Tweaks. - Consolidating tech tree for better mod compatibility: - Added SpaceY Expanded's tech tree nodes. - Added a hidden Colossal Rocketry node for future use (and for other mods if they want). - Removed TweakScale "adapter_3_1" definition since it's redundant with default TS configs now. 1.8.1 (2016-01-02) - Fixes. - Included ModuleManager version updated with its 2.6.16 bugfix update. - Added a "needs" condition for TweakScale patches. - Fixed the FilterExtensions category icon path. 1.8 (2015-12-31) - Texture updates. - Moved the "SpaceY Expanded" 7.5m tank texture into this pack. - Repainted default appearance for 5m tanks to use it. - Enables color-switching for 5m tanks even without "SpaceY Expanded". - 3.75m fueled short nose cone repainted with it too, removed grey stripes. - Reduced size of original 5m tank texture, removing redundant black/white areas. - Repainted 5m R7 engine to match, for compatibility. - Removed a fairing texture that was no longer in use. 1.7 (2015-12-22) - More separator goodness. - 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 5m stack decoupler: - Ejection charge reduced by half (to 400, down from 800). - Added built-in "sepratron" solid propellant separator motors. - Research cost increased slightly. - Added slanted variants of the sepratron nose cones. - Reduced maximum temperature for docking ports. Should burn up more easily now. ;) - Added a default custom part tab for VAB/SPH. 1.6.1 (2015-12-11) - Fix for nose cones. - SRB sepratron nose cones rotated 90 degrees, so that they play nice with mirror symmetry mode. 1.6 (2015-12-11) - SRB Overhaul. - Added additional paint schemes to the 1.875m/2.5m/3.75m SRBs, - Optional, requires Firespitter or InterstellarFuelSwitch core (DLL). - Added sepratron nose-cones for SRBs. - Fixed a typo with the engine heat animation for the K1 engines. - Corrected a typo with Agency mentality. - Replaced "placeholder" textures. Smaller, and more obvious when texture reassignment has failed. 1.5 (2015-11-11) - KSP 1.0.5 update. - Kiwi engine adjusted: slightly improved ISP, decreased mass, increased thrust. - Fuel crossfeed toggle added to decouplers. - Launch clamps updated with new contract constraints. - Ejectatrons updated to use new contract constraints, and exhaust damage reducer, and other thermal settings. - Updated heat shield to current stock ablator settings and contract constraints. Slightly increased ablator quantity. - Updated conical/petal bay to use current cargo bay thermal stats and allow door deployment limit. - Adjusted inner attachment node on conical/petal bay to be offset inward like new stock settings on cargo bays. - Updated all engines/SRBs to use FXModuleAnimateThrottle for heat animation. - Updated all engines/SRBs engines to use new standard thermal settings, and new career contract constraints. - "Automatic Switching" button hidden for cluster engines, since it did nothing. - Adjusted fuel tank texture settings to reduce log warnings when SpaceY Expanded is not installed. - Fairings, decouplers/separators, and more updated to use new stock-alike thermal settings and contract constraints. - Launch Clamps updated with new contract constraints. 1.4 (2015-11-05) - More colors, balance. - Added three new colors to 5m tanks (when color switching is available): Red, Blue, and Grey. - Diameters added to 5m fuel tank names, for easy identification in VAB menu. - Rebalanced the weight ratios of all SRBs, to correspond to KSP 1.0.X balance: - Increased dry mass (did not alter propellant amounts, ISPs, thrust values, etc). - Wet/Dry mass ratio is on sliding scale. Larger & more advanced SRBs have better mass ratios. - Removed stripes from procedural fairings (will affect SpaceY Expanded as well). - Slightly improved the texture rendering for the 5m fueled nose cone in the VAB menus. 1.3.1 (2015-10-18) - Bug fix. - Fixed the ModuleManager conditionals to detect when the prerequisite mods are missing for fuel tank appearance switching. 1.3 (2015-10-16) - Engine and fuel tank Update. - HotRockets adjustments: - Corrected some of the internal ID assignments (M/K engines). - Made corrections to particle scaling for all LFO engines. - Switched M,R series engines to use yellow flame instead of blue (RP1/kerosene inspired). Blue will be moved to the Penguins. - LFO engines will now animate their heat glow based on throttle (like "Better Emissives" patch) instead of temperature. - I've been debating this one for a while. We'll try this out and see how it goes. - It's contained in patch called "SpaceY_HeatAnimation.cfg". Delete it or rename the "cfg" part to disable. - Patch will also apply to SpaceY-Expanded engines. - New default custom flame/particle effects for all LFO (K,M,R series) engines. - New engine bell art assets for the M,R series of LFO engines. - Color switching added to 5m LFO tanks. To be enabled, requires Firespitter or InterstellarFuelSwitch, and SpaceY Expanded. 1.2 (2015-10-08) - Tweaks. - Added LC2 launch clamps to TweakScale config. - Removed erroneous flagDecal module from LC2 launch clamps. - Added bottom stack node and shroud to the R1 single Ratite engine. - Added surface attachment to K1,M1,R1 engines. - Note: May cause some occasional goofiness with saved crafts in the VAB/SPH saved with the old versions. Best to remove, re-attach, and re-save. - With InterstellarFuelSwitch or Firespitter, stack attachment bases can be toggled on K1,M1,R1 engines. - Improved labeling on shrouds for K1,M1,R1 engines. 1.1 (2015-09-30) - Update. - Increased connection breaking strength on many parts. - Added second set of launch clamps, with long retraction range to reach around boosters. 1.0.4 (2015-09-23) - Tweaks. - Fixed a double entry in the TweakScale config. - Corrected an issue with some parts not showing up in CTT's tech tree. 1.0.3 (2015-09-02) - Tweaks. - Increased joint breaking strength on 3.75m and 5m thrust plates. - More file preparation to support the "SpaceY Expanded" dependency. - Added spotlights to the docking ports. - R1 ratite engine moved up to Very Heavy Rocketry tech node. 1.0.2 (2015-08-26) - Tweaks. - Custom sounds disabled by default, until better ones can be located. - To re-enable, rename "SpaceY_CustomSounds.txt" back to "SpaceY_CustomSounds.cfg" (note the ".cfg" suffix). - Added new "Massive Structure" tech node (when not using Community Tech Tree). - Moved all 5m structural/interstage adapters, docking port, and stack decouplers to this new node. - Moved all 5m structural/interstage adapters, docking port, and stack decouplers to "Experimental Rocketry" in CTT. - Cleaned up some of the Community Tech Tree configuration (organizing). - Added the longest 3.75m SRB to the Gigantic Rocketry node in CTT, where it should have been. - Added the longest 3.75m SRB to the Massive Rocketry node in non-CTT tech tree, where it should have been. 1.0.1 (2015-08-21) - Tweaks. - Converted the 3.75m SRB textures to DDS format. - Added missing manufacturer setting for 10R radial SRB. - A few minor tweaks in preparation for the 7.5m spin-off pack (since this pack will be a dependency). - Moved "README" and "CHANGELOG" to the mod's directory. - Corrected a problem with multi-mode engine gimbal. - R5 engine moved down to "Experimental Rocketry" node in Community Tech Tree. 1.0 (2015-08-05) - New things. - Changed version numbering to 1.x to indicate we're no longer in rapid growth. - Added a longer 5m (15m long) fuel tank. - Added a set of 3.75m SRBs, stackable wih shrouds. (functional as lower/middle stages) - Reworked the models/textures for the 2.5m SRBs. 0.17.6 (2015-07-26) - Tweaks. - Reduced heat production in all liquid fuel engines to be more stock-alike. - Slightly reduced heat production on 1.875m and 2.5m SRBs. - Slightly altered names on M-series and R-series engines for clarity. 0.17.5 (2015-07-05) - Tweaks. - Added ConductionFactor/convectionflux settings for petal bay. - Adjusted OMS/RCS blocks' RCS thrust vectors to remove 5-degree offset (and thus minimize cosine losses). - Moved custom engine sounds to separate "SpaceY_CustomSounds.cfg" ModuleManager file, for easy removal. 0.17.4 (2015-06-27) - M1 update, continued/hotfix - Addressed a problem with new straight fairing in M1 Moa engine: - Removed middle attachment node that was added. - Replaced the 3.75m->5m cone fairing with the 2.5m straight fairing. (doubtful many people use that one anyway). - KNOWN ISSUE: If you used the new fairing in 0.17.3 (during the 12 hours or so it was available), the fairing will be invisible on ships already constructed. - requires KSP 1.0.4 to not be save-breaking 0.17.3 (2015-06-26) - M1 update. - Added a middle-length, 2.5m "straight" cylindrical fairing to the M1 Moa engine. (requires KSP 1.0.4 to not be save-breaking) 0.17.2 (2015-06-22) - KSP 1.0.3 balance update. - Updated thermal and ablator properties of heat shield, and removed transparency. - Updated thermal settings on many parts, for stock balance, including nose cones, fairings, SRBs, Engines, etc. - Fairing mass & thermal values updated. - SRB ISPs rebalanced, to be equal to some of the better performing stock SRBs. - Adjusted SRB propellant capacities and costs. 0.17.1 (2015-06-21) - SRB hotfix - Corrected a problem with colliders on the new 21m long 1.875m SRB (should no longer fall through the pad). 0.17 (2015-06-18) - Thermal help, plus SRBs. - Increased "thermal mass" multiplier and heat conductivity for thrust plates. - Increased "thermal mass" multiplier for structural/conical size adapters. - Increased heat tolerance for thrust plates and size adapters. - Shortened SRB names to "SRB" instead of "Solid Rocket Booster" to save space in the UI. - Added a new (21m) long 1.875m SRB. - Added a new (9m) long 0.625m SRB. 0.16.1 (2015-06-09) - Hotfix - Fixed R7 engine description. - Converted R7 supplemental texture to DDS format. 0.16 (2015-06-09) - New engine, etc. - Deleted an unused texture. - Moved the large launch clamps later in the tech tree. - Restored the R5 engine to 11,000 thrust (10% increase over the previous few versions). - Added new R7 engine cluster with integrated fuel. - Adjusted sound for R5 (and new R7) engines. 0.15 (2015-06-04) - Tweaks & fixes - Updated Deadly Reentry config with more current data. - Added support for Modular Fuel Systems (Modular Fuel Tanks). - Small tweaks to conical payload bay; shielding should theoretically work better now. - Closed a small gap in the colliders on the conical payload bay. - Added VAB/SPH transparency to conical payload bay. 0.14.1 (2015-05-28) - Balance tweaks - Increased cost, torque, and battery capacity in both probe cores. - Improved ISP for most engines at extreme atmospheric pressures (Eve). - Changed flag/agency images back to PNG format so they'll work again. 0.14 (2015-05-20) - Hot fix, finalizing as 0.14. - New RCS block set to be physicsless. 0.13.2 (2015-05-20) - Fixes & Engine rebalancing against stock. - Corrected the 3.75m fueled nose cone to appear in the size-3 bulkhead profile. - Corrected the manufacturer setting on the 0.625m SRBs. - LFO Engine balance pass. Note that a lowered Vacuum ISP results in improved sea-level thrust: - K1 engine: Lowered vacuum ISP. - M1 engine: Increased mass slightly, and lowered vacuum ISP. - M5 engine: Increased mass, and lowered vacuum ISP. - M9 engine: Lowered vacuum ISP. - R1 engine: Increased mass slightly, raised sea-level ISP, and lowered vacuum ISP. - R9 engine: Raised sea-level ISP, and lowered vacuum ISP. - Added a 5-way RCS block (without integrated engine). - Fixed a minor texture issue with the smaller "Dibamous" RCS/OMS engine block. - Slightly increased RCS thrust on the smaller "Dibamous" RCS/OMS engine block. 0.13.1 (2015-05-14) - SRB adjustments, etc - Corrected several TweakScale settings to allow scaling of various engines, plus fairings and heat shield. - Small amount of gimbal added to 2.5m SRBs. - Added an intermediate sized radial SRB. 0.13 (2015-05-09) - More heatshield goodness. - Fixed a typo in the Community Tech Tree config. - Corrected the bulkhead profile for the new mini radial SRB so it's not listed as a size-0 stack part. - New texture for the procedural fairing panels. - Adjusted the procedural fairing panels to begin at upper edge of base. - Added large (5m) heat shield. 0.12.3 (2015-05-08) - 1.0.2 adjustments - Tweaked the conical cargo bay's drag cube. - Fixed a configuration typo for the 3.75m to 2.5m thrust plate. - Reversed the attachment node priority order for extremely thin parts (docking ports, probe cores, thrust plates), so that they attach more easily. - Updated "Community Tech Tree" support for compatibility with CTT's new design. - Improved performance of monopropellant engines in atmospheric pressures > 1. - Corrected the career-contract settings for the launch clamps so that they match stock. - Added NASA engine sounds to SRBs and engine clusters. - Added a pair of small scale (0.625m) SRBs. 0.12.2 (2015-05-01) - 1.0.1 adjustments - Improved gimbal on liquid-fuel engines. - Adjusted heat generation on all engines to correspond to KSP 1.0.1 changes. - Adjusted all engine thrust numbers to correspond to KSP 1.0.1 changes. - Added "drag box" settings for conical cargo bay. - Converted textures to DDS format. 0.12.1 (2015-04-30) - More 1.0 adjustments - Fixed the 5m engines to no longer cause continuous smoke on the pad. - Tweaked the max-temps on the engines and fuel tanks. Now only 5-10% more heat tolerant than stock. - Adjusted heat generation/dissipation values on SRBs to match stock KD25k SRB. - Lowered ISPs of the liquid-fuel engines, due to stock rebalance. - Tweaked some of the thrust numbers for the liquid-fuel engines. - Tweaked ISP range of the monopropellant OMS/RCS engines to match stock. 0.12 (2015-04-29) - More tweaks, KSP 1.0 updates - Slight correction to 1.875m SRBs exhaust positioning. - KSP 1.0 compatibility pass (fixes to attachment nodes, heat scales, tech tree assignments, thrust/ISP scaling, etc) - KSP 1.0 balance pass, and additional settings. - Reassigned tech-tree locations. - Removed static fairings. - Added 1.0-like procedural 5m fairing. 0.11 (2015-02-18) - Beta, minor imrpovements - Corrected several mistakes in the Community Tech Tree patch. - Updated the HotRockets config to have different vacuum/atmo effects. - Added some gimbal to the 1.875m SRBs (inspired by the Space Shuttle SRB gimbal). - Slightly updated the texture on the 1.875m SRBs, plus other minor fixes. 0.10 (2015-02-06) - Aerodynamic and Structural Edition - Added "command station" settings to the probe cores for Remote Tech. - Added 5m and 3.75m inline fairings with optional size adapters + associated nose cones. - Added 5m and 3.75m Stack Separators. - Added taller 5m and 3.75m fueled nose cones, in the style of the fairing nose cones. - Added Deadly-ReEntry settings for the existing and new nose cones. - Significantly increased torque/breaking strength of nearly all SpaceY parts. 0.9.1 (2015-01-21) - The "rapid unplanned disassembly" mitigation edition. - Discovered that a lot of the torque/breaking strength numbers were set at 3.75m values: - Increased torque/breaking strength of all radial reaction wheels. - Increased torque/breaking strength of conical size-adapters. - Increased torque/breaking strength of all fuel tanks (which were set slightly lower than the 3.75m Kerbodyne tanks). - Increased torque/breaking strength of all decouplers. - Increased torque/breaking strength of all engines & SRBs, except the Kiwi/K1. - Tweaked torque/breaking strength of docking ports. - Tweaked torque/breaking strength of petal payload bay. 0.9 (2015-01-16) - Beta - Added a stack attachment node to "Dibamous" RCS/OMS pod. - Experimentally tweaked some strength settings on the docking ports. Let me know if this helps. - Adjusted colors on inside ring of large probe cores, to differentiate them in the VAB menu. - Several adjustments to the rigid landing-leg stack ring: - Adjusted size, positioning, rotation, and number of the legs. - Considerably improved strength / breaking force. - Switched to the actual landing-leg module to call the animation, so it responds to landing gear hotkey. - Added "SpaceX" style individual landing legs. - Added "Super Dibamous" combined RCS/OMS pod (larger variant of "Dibamous"). - All "thrust plate" parts have had their names adjusted, and color-coding added. - Added support for Connected Living Space, for the probe cores and docking ports. 0.8 (2015-01-09) - Beta - Added RemoteTech support for probe cores. - Added Engine Ignitor support for launch clamps. - Added auto-shroud to tops of cylindrical fuel tanks. - Altered fuel tank paint scheme to be a little more glossy, and less "satin". 0.7 (2014-12-27) - Beta - Removed the "ASAS" from the Radial Reaction Wheel texture, and slightly enhanced the gloss. - Added multi-mode operation to M5 and R5 engines, allowing for center engine cut-off, like Saturn-V. - Added 3.75m and 5m advanced probe cores ("Stack Guidance Systems") - Added 5m landing-leg "ring". Warning: Must land lightly, probably 3m/s or slower. Fragility is a known issue. 0.6.1 (2014-12-23) - Beta - Actually applied the thrust increase for the K1 Kiwi engine that belonged in the last update. - Corrected a few typos in part titles and descriptions. 0.6 (2014-12-23) - Beta - Removed SAS from Reaction Wheel parts, since it no longer works without being on a command pod/core. - Updated the naming convention for all engines, SRBs, tanks, and size adapters to be clearer and more consistent. - Added mode-switching for the M9 engine. Alternate mode engages only center engine, for landing. - Corrected K1 "Kiwi" engine's manufacturer so that it shows up in the SpaceY tab. - Increased thrust slightly on K1 "Kiwi" engine. - Increased thrust of R-series "Ratite" engines by 10%. - Increased thrust of M-series "Moa" engines by 33%. - Increased gimbal range of all M-series engines to 3 degrees. - Added RCS/OMS "Dibamus" monopropellant engine and maneuvering unit. - Slightly slowed the spool-up rate for all engines, to reduce sudden dissassembly syndrome with Z and X keys 0.5.1 (2014-12-16) - Beta Release, 0.90 tweaks - Added an even larger SRB, a 2.5m x 23m monstrosity. - Fixed manufacturer icon in VAB/SPH manufacturer-sort. - Reduced dry-mass of fuel tanks, to be more competitive with the new Mk3 LFO tanks. 0.5 (2014-12-15) - Beta Release - No changes strictly necessary for 0.90: - Engine/FuelTank split is automatic, but we went ahead and updated to explicitly categorize anyway. - Leaving SAS basic capability on the reaction wheel parts for now. - New naming scheme for engines, as a parody of SpaceX's naming. Flightless birds instead of raptors. - D1 engine renamed K1 "Kiwi" - F1/F5/F5 "Falcon" engines renamed M1/M5/M9 "Moa" engines. - R1/R5 "Raptor" engines renamed R1/R5 "Ratite" engines. - Added Heavy-Duty Launch Clamp - Added TweakScale support for the M1 engine that was missing. - Added missing TweakScale "adapter 3-1" scale (which was fine if you also had Modular Rocket Systems installed) - Added HotRockets support - Repainted the ejection arrows on the radial decouplers to be blue. - Made several changes to the K1 engine: - Moved earlier in tech tree, to Heavy Rocketry, alongside Skipper instead of Mainsail. - Repainted turbopumps to be blue - Added a cylindrical shroud, and stacking capability. - Improved ISP (mostly at the vacuum end). - Corrected the attachment node to be 1.25m size (instead of the default of 0.625m). - Changed several stats of the 1-way thrust plates (shrouded size adapters): - Moved the 3.75m->2.5m and 2.5m->1.25m units earlier in the tech tree. - Reduced mass of the 3.75m->2.5m and 5m->3.75m units. - Slightly reduced costs of all three. - Added a fourth size: a shorter duplicate for the 2.5m->1.25m for use with smaller engines. - Adjusted naming convention of parts and model-numbers to be more consistent, across the entire parts list. 0.4 (2014-12-10) - Beta updates - Increased gimbal range of all engines, slightly. - Decreased dry mass of all fuel tanks slightly (dry/fueled mass ratio is now between stock 3.75m and 2.5m tanks). - Added "D1" 1.25m booster engine. - Added upper-stage (with fairing) single-engine thrust-plates: - 5m to 3.75 adapter - 3.75m to 2.5 adapter - 2.5m to 1.25 adapter - Added non-fueled size adapters with multiple target sizes each, with a shared texture (from the 5m to 3.75m adapter): - 5m to 3.75m/2.5m/1.25m adapter - 3.75m to 2.5m/1.25m adapter - Added 3.75m to 2.5m conical "petal" payload bay, with functioning doors 0.3 (2014-12-03) - Beta updates - Repainted 5m decoupler to match fuel tank stripes, and have blue triangles. - Repainted 5m to 4x 2.5m adapter, to match fuel tank stripes. - Repainted 5m to 3.75m fueled adapter tank, to match the other stripes (sensing a theme?) - Added external fuel pipes on 5m to 3.75m fueled adapter tank. - Rotated engine bell pattern on F5 cluster engine, to match the R5 orientation. - Raised center engine bell on F5 cluster, so that all five are mounted at the same height. - Added 3.75m and 5m docking ports. (5m port is in "nanolathing" 1000-point tech-tree node) - Added "thrust plates" with optional stacking as upper stage clusters with shrouds (with a shared texture): - Note: These are in the "nanolathing" 1000-point tech-tree node. - Added 3.75m to 5x 1.25m adapter - Added 3.75m to 7x 1.25m adapter - Added 5m to 8x 1.25 + 1x 2.5m adapter - Added 5m to 2x 2.5m adapter 0.2.1 (2014-11-25) - Quick Fix - Fixed logo path for SpaceY agency config (for career mode) - Changed "F1" engine to have conical size-adapting fairings instead of cylindrical. 0.2 (2014-11-25) - Beta update - Added "Community Tech Tree" support. If CTT is installed: - Moves tall 2.5m SRB to "Gigantic Rocketry" - Moves R5 (SaturnV-like) engine to "Gigantic Rocketry" - Changed sort-order in VAB/SPH menus for SRBs and short tank, so short versions are first. - (requires delete before reinstall of mod, or else you'll get double entries) - Added "Ejectatron", equivalent to 10x Sepratron. - Added intermediate height fuel tank. - Added 5m & 3.75m external-ring ASAS reaction wheel systems. - Added "R1" engine (single from the "R5" SaturnV-like cluster). - More thrust than Mainsail, and a little lighter, but much less efficient, costs more, and doesn't stack. - Added "F1" engine (single from the "F5"/"F9" engines clusters). - Less efficient and pricier, but more powerful and lighter than the Skipper. Accepts stacking in 2.5m and 3.75m. - Slightly improved "R5" engine cluster's efficiency. - Reduced the price and research costs of all liquid fuel engines. - Repainted fuel tanks, conical size adapters, and engines to be less "busy", and more SaturnV-like. - Slightly increased the "gloss" on tanks, so that the paint has more of a satin finish. - Updated TweakScale settings and moved them to a file called "SpaceY-TweakScale.cfg" for easy deletion/modification. 0.1 (2014-11-17) - Initial Beta test version. ---------------------------------------------------------------------------------------------------------------
  11. A simple set of solid-fuel kick motors, for dirt-cheap dV boosts wherever you need them. Started as an introductory modding exercise, blossomed into a bit more (and lead to the creation of Periapsis Motors). Parts list: Download: Spacedock Screenshots: Changelog: Known Issues: Dependencies: Licensing:
  12. Have you ever said "I don't want to live on this planet anymore"? Now you can! We at Kerman & Kerman Orbit and SurfaceStructures are proud to present you the all new product line for Kerbals who want nothing more than to live on another planet! We at Kerman & Kerman finally got out of the testing phase and now consider our parts to be usable. This mod adds several new parts that are designed to be used in a planetery base for the Kerbals.This includes Habitats, Greenhouse, Laboratory, a Cupola derivative, Command-Center and others. It is designed to fit with the other stock parts and feel as "Kerbal" as possible. Galleries Supported Mods You need the lastest version of ModuleManager to use the supported mods! Life Support: TAC Life Support, USI-LS, Snacks! Continued, Kerbalism, DeepFreeze (Continued), Ioncross, ECLSS, IFI-Life Support Gameplay: (SETI) Community-Tech-Tree, Kerbal Inventory System (KIS), Kerbal Attachment System (KAS), RemoteTech, KabinKraziness, Raster-Prop-Monitor, Connected-Living-Spaces, KeepFit, SCANsat, Surface Experiment Pack JSI Advanced Transparent Pods, Extraplanetary Launchpads, OSE Workshop, Near Future Electrical Propulsion: Modular Fueltanks, Realfuels, Stockalike Realfuel @ibanix, @DStaal, @dboi88, @Merkov and @tsaven are working on a patch to support UKS. You can find the thread here: KPBS/MKS Integration Pack (outdated by now) Download Please remove the folder of older versions of this Mod before installing! TAC-LS Spreadsheet Additional Downloads: Sample Craft, Templates to tinker with, Deprecated parts The source code is available on GitHub Languages Español by @Rafael acevedo and @fitiales Русский by @Dr. Jet 中国语文 by @vosskftw and @q654517651 Deutsch by @DasSkelett and @Nils277 Italiano by @Simog Portugues do Brasil by @VaPaL, @MaximumThrust @Daniel Prates and MarcosEduardo2007 Français by don-vip Looking for help: If anyone is interested to translate KPBS into Japanese or finish Brazilian Portuguese, please let me know! You can find all the texts that need translation here: KPBS Texts. Support and bug reports If you encounter a bug with Kerbal Planetary Base Systems, please follow these instructions to report it. Most important: I need the LOG FILE. Otherwise i won't be able to help! License The art assets are licensed under: CC-BY-NCThe plugin code is licensed under: Apache License 2.0 This mod redistributes the Community Category Kit and Community Resource Pack from @RoverDude and contains parts for Deepfreeze that are made by @JPLRepo and @MerlinsMaster. They are licensed under:
  13. Universal Storage is a modular parts mod, allowing you to build custom service modules. It is highly integrated with the most popular life support mods, DMagic Orbital Science, and Kerbal Inventory System. Part library and more information available at kingtiger.co.uk/uvsii Universal Storage II (UvSii) is the follow up to KSP’s original wedge based parts mod, Service modules are build from a central core, around which you can place various resource and processor wedges. Customization fairings complete the service module, providing aerodynamic shielding with access via payload doors. Most parts are resizable allowing increased storage capacity while keeping part counts low. New features Separate fairing parts provide full comparability with the stock aerodynamics system. Parts feature multiple height variants allowing greater capacity without bloating part count. Fairings feature multiple paint variants, allowing you to match the look of your craft. Full KSPedia articles including animated gifs. Localization support including KSPedia. Support You can post bugs and feature requests on our bitbucket issue tracker: https://bitbucket.org/uvs2/universalstorage2 Or post in this thread and we'll do our best to help you (using bitbucket makes it easier for us to help and is preferred). Download from OneDrive Use the onedrive download to access: Previous versions Beta releases Source code Balance spreadsheets and other information Download at Space Dock You can download the mod at SpaceDock. There is a separate version for KSP 1.3.1 so make sure you download the correct file. Use the changelog button on SpaceDock to view each version. Features Three step build process Service modules are built from three basic parts. The core provides the structure with space to attach payload wedges and the fairing provides aerodynamic shielding. For more information on the build process check KSPedia in game. Multiple configurations Most parts have multiple height options, allowing increased resource storage without bloating part count. Cost, mass and capacity all scale linearly so every configuration is balanced. Larger cores and fairings have multiple configurations. The cores feature a central fuel tank or a crew transfer tunnel (for use with Connected Living Space). Selected fairings can be configured as a payload bay for use without a core or wedges. Fairings can be configured to match the look of your craft, with either Porkjet, Gemini, Apollo or Saturn paint schemes. Designed to work with 3rd party mods Built from the ground up to provide resource storage for popular life support mods. The game will automatically detect which mods you have installed (via module manager) and load payload wedges to match. In addition, Universal Storage is closely linked with DMagic Orbital science to provide a large selection of wedge format science experiments when both are installed. Wedges are Kerbal Inventory System (KIS) compatible, allowing Kerbals on EVA to swap out wedges as part of a resupply mission. Compatible mods Connected Living Space DMagic Orbital Science Not currently working, Orbital Science will be updated to be compatible soon. Kerbalism Kerbal Inventory System Kerbal Operating System Snacks TAC Life Support USI Life Support KSPedia Full KSPedia support provides in-game information on the parts, their features and how to build craft. The mod includes support for animated gifs in KSPedia pages (see source code for detailed information). Career mode support The mod is fully compatible with career mode, with parts balanced against their non-wedge equivalents ensuring there are no ‘cheat’ parts. Part unlocking follows a logical progression with the majority of parts available at tier five and six. The Universal Storage Team Daishi – Nox Industrial 3D models Textures Animations A highly proficient 3D modeller and animator, Daishi has created the parts for Universal Storage and other mods on KSP. If you would like to support Daishi’s modelling work you can donate via the paypal link below. DMagic – DMagic Orbital Science Code KSPedia With 18 mods currently on SpaceDock, Dmagic is one of the games most prolific modders. Probably best know for Orbital Science, he is also the current maintainer of SCANsat and author of many other ‘quality of life improvement’ mods. Paul Kingtiger – New Horizons Original concept Research and part balancing Website Paul has created a number of minor balance mods for KSP but Universal Storage was his first large scale mod. When not playing around with KSP Paul plays Paradox grand strategy games and World of warships, as well as messing around with physical computing and restoring old electronics. Note: Paul is not actively involved in Universal Storage development at this time. Translation credits Thanks to the work of these amazing volunteers, we are able to offer full localization support for Universal Storage. Italian: CRL42 German: StarStreak2109 Spanish: @Janderklander - Sergi Ruiz Brazilian Portuguese: Kastruss Source Code You can download the source (zip file) using the link below. Universal Storage Source Code FAQ Nothing works like it should! Make sure you have the correct version of the mod to match your KSP install. KSP 1.3.1 and KSP 1.4 (and later) versions have different requirements. You can find and download the correct version of the mod using the links above. If you have made a mistake, Delete the Module Manager file and the Universal Storage II folder in your GameData folder and try again. Check KSPedia! Answers to the most common questions are in game via KSPedia. There is a problem with X science experiment! Universal Storage II does now contains basic science parts, which are augmented by DMagic Orbital Science, a separate mod. If you have a problem with a science part make sure you include the name so we know who to ask for help. DMagic is one the Universal Storage team so he checks this thread, alternatively you can check the Orbital Science thread for support. How do I install the mod? Download the file and unzip it. Then copy the GameData folder to your Kerbal Space Program folder, merging / overwriting any files when asked. Can I have Universal Storage and Universal Storage 2 installed together? Yes, the two mods are entirely separate and will work side by side. The parts list in the VAB will be a little cluttered, and I recommend completing any missions using the old mod, recovering the craft, then removing Universal Storage (simply delete the folder from your GameData file). You can then continue just using Universal Storage 2. How can I find the parts. The cores and fairings are found in the Payload category. Fuel tanks and Batteries are found under Fuel Tanks and Electrics. Most other parts are under Utility. However the easiest way to find the parts is to type Universal in the search box. How do I remove the mod? Simply delete the Universal Storage 2 folder in GameData. Note that any craft using parts from the mod will break, so make sure you have recovered and craft using Universal Storage II parts before removing the mod. How do I upgrade the mod? Simply download the new version and install as above, overwriting any existing files. How did you balance the parts? The original Universal Storage parts were balanced against real world craft and technology. This made for realistic parts, but many were badly balanced against other parts in game. For Universal Storage II we decided to balance parts against the stock parts in game or the various life support mods. This ensures that costs, mass and capacity are balanced against the rest of the game, so there's are no 'cheat' parts. LICENSE Models, textures and animations The models, texture and animations, including the .mu files are copyright of Simon Hinton who reserves all rights. New Zealand Copyright Act 1994 You may download and used these files and modify them for personal use. You may not publish or share these files or derivatives of these files. You may not reverse engineer these files. You may externally reference these files using the model command in KSP. For permission to use the model and texture assets in a way other than the above message Simon via the KSP forums. You may share screen shots, videos and streams featuring Universal Storage (credits back to here are appreciated) All other files and images Code including .DLL and .CFG files are released under the MIT license Copyright 2018 DMagic, Paul Kingtiger and Simon Hinton Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
  14. Made with permission from @Daishi, one of the creators of the Universal Storage 2 mod and aimed at compatibility with @Angel-125's Wild Blue Industries suite of mods and adding value to undersea exploration and microsat design. Notable features include: Racks have height variants (1, 2 or 4 rows). The 2.5m and Buffalo 2 racks contain WBI science processors. Integrated probe body wedges which include solar panel, battery, RCS and are cargo bays or inventory parts. Experiment wedges are designed to require time and resources when started and only work when submerged. One or more experiments are concerned with ocean life and won't function on planets that are not whitelisted. As they may require several in-game days, submarine vessels have more reason to wait and hang around. Milli-kit boxes fit the cargo bay wedges or will precisely fill the solar inventory wedges. The boxes' features can be installed into the host part (primarily the solar inventory wedge) via the WIP Rackmount mod. High-volume (relatively, without the nerf of stock balancing) battery wedges can hold generous amounts of ElectricCharge. Known Issues Some wedge experiments are intended to have defined negative (undersea) altitude ranges. This feature does not appear to function. The affected experiments are the Bathymetry series and Goo Evolution series. Indicator Lights integration might not work properly on the Milli-kit experiments. Indicator Lights integration does not work on the experiment wedges. They do not use stock modules. Dependencies B9 Part Switch Wild Blue Tools Wild Blue Core Recommends RackMount (WIP, not on CKAN) Buffalo 2 Indicator Lights Supports/Suggests FreeIVA and Connected Living Spaces (the racks that have hatches are crew passable) LICENSE :: CC-BY-NC-ND DOWNLOAD :: GitHub :: SpaceDock
  15. The Sterling age has begun. Lots more to come. LICENSE :: Art is All Rights Reserved :: Configs are ShareAlike CC-BY-SA DOWNLOAD :: GitHub 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
  16. I expect a lot of us will be starting new career saves after the release of 0.90. So in anticipation of that day, and because the idea of grinding science on the launchpad makes me sad, I give you Sounding Rockets! This mod adds a series of very simple 0.35m parts to the start node, including: Two SRB engines. One with high thrust, one with high efficiency. Neither have decouplers, but will instead automatically jettison when out of fuel (this is especially handy for the upper stage below your payload). A nosecone containing a basic parachute, gyro system, and control module. Note: These run off of StoredCharge not ElectricCharge, and by design cannot be recharged. You will have enough juice for a short mission, but don't expect to get to the Mun with it. Four new science experiments to serve as payloads for your sounding rocket. Note, that trying to stack more than one will likely exceed the parachute's capacity. Enjoy! Go forth and find bees, feedback rocks. 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 Pick it up on GitHub! https://github.com/UmbraSpaceIndustries/SoundingRockets/releases
  17. 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.
  18. KSP 1.12.x Stockalike Station Parts Expansion Redux [2.0.10] Last Updated June 24, 2022 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.
  19. 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!
  20. Kerbetrotter Ltd. is happy to announce its newest creation from the Feline Utility Rover series: The Lynx Rover. A medium sized versatile rover that is capable to operate independently in the harshest environments. It is mainly designed to operate on other planets, but also in the outback of Kerbin. Depending on your configuration it can be used for crew transport, mobile research including a laboratory or as a transport for various resources. You can also use bellowed joints to be more flexible in difficult terrain or use hover engines to pass water. It now also includes a small propeller for when the rover is swimming. Features Joints and Hitches Hover Engines IVAs in all crewed parts Custom Wheels Fits in MK3 Cargo Bay Configurable Containers Galleries Download Please remove the folder of older versions of this Mod before installing! The source code is available on GitHub Instructions For instructions on how to use the hitches and joints, please take a look at the KSPedia entry of Feline Utility Rovers The Hitches and Joints are locked by default when you first launch your vessel. You have to click "Unlock" in the right-click menu to unlock them. The Hover Engines can be controlled with the controls for the Wheels to accelerate and steer. Lateral movement and height changes can be made with the controls for RCS. Please also visit the KSPedia for more information. Translations Español by @bice Русский by @Tirathangil and @Sebra 中国语文 by @ssd21345, @vosskftw and @Levin845 Português (do Brasil) by @FellipeC Deutsch by @DasSkelett and @Nils277 Italiano by @Simog Français by @Mortimer Kerman Looking for help: If anyone is interested to translate FUR into Japanese please let me know! You can find all the texts that need translation here: Localizable Texts. Supported Mods (most mods need ModuleManager to work properly) Life Support: TAC-LS, USI-LS, Snacks!, Kerbalism, IFI Life Support Gameplay: KIS, KeepFit, RemoteTech, Connected Living Space, Pathfinder, Realfuels, Indicator Lights, Community Tech Tree Visual: JSI Advanced Transparend Pods, Raster Prop Monitor, ASET Props, Textures Unlimited Supports resources from: OSE Workshop, Extraplanetary Launchpads, MKS, Deepfreeze, Near Future Propulsion, Near Future Electrical Support and bug reports If you encounter a bug with Feline Utility Rovers, please follow these instructions to report it.Most important: I need the KSP.log FILE. Otherwise i won't be able to help! License The art assets are licensed under: CC-BY-NC The plugin code is licensed under: Apache License 2.0 Thanks @sirkut and @Ziw for Infernal Robotics, which was used as reference/learning source for the functionality of the hitch. Also thanks to @Snjo for the Firespitter mod. The Fuel-Switch is based on the one from Firespitter. Last but not least thanks to @Rafael acevedo for testing and suggestions during the development.
  21. 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!
  22. Includes a 5m USAF Orion as well as a 5m Medusa variant. Download Link: https://github.com/UmbraSpaceIndustries/NuclearRockets/releases Post bugs and whatnot 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
  23. SPARK Technologies is proud to present the latest in electric rocket engines. These Ion engines deliver exceptionally high specific impulse (Isp), with credible (actually measurable) thrust. Just add a wee bit of Xenon (and more EC than you ever thought you'd need) and you'll be off to the races... Sort of... I mean, we'll get you there... Eventually... You weren't in a big hurry, were you? NOTE: This mod aims to be the KSP2 spiritual successor for Nertea's KSP1 Near Future Propulsion mod. No code or meshes are reused from that mod, but the intent here is to fill the same basic need, delivering moderately realistic electric propulsion engines based on real-world designs and theories. The thrust has been "kerbelized", but the Isp, weight, and power consumption are intended to be fairly realistic. Compatibility Tested with Kerbal Space Program 2 v0.2.0 & SpaceWarp 1.8.0 Requires SpaceWarp1.8.0+ Requires Lux's Flames and Ornaments (LFO) 1.0.0+ Requires Patch Manager 0.9.1+ Requires Community Resources 0.2.1+ Optional, but highly recommended: The Nuclear Option 0.3.1+ Optional, but highly recommended: Kesa Solar1.0.9+ Optional, but highly recommended: Lux's OAB Extensions 1.0.0+ Source Code: GitHub Repo SpaceDock: SPARK Technologies Installation Download and extract BepInEx mod loader with SpaceWarp 1.4.0 or later (see link above) into your game folder and run the game, then close it. If you've done this before, you can skip this step. If you've installed the game via Steam, then this is probably here: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2. If you complete this step correctly you'll have a BepInEx subfolder in that directory along with the following files (in addition to what was there before): changelog.txt, doorstop_config.ini, winhttp.dll Install Lux's Flames and Ornaments (LFO) 0.9.0 or later (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\LFO. Install Patch Manager 0.9.1 or later (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\PatchManager. Install Community Resources 0.2.1 or later (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\CommunityResources. Download and extract this mod into the game folder. From theSPARK-x.x.x.zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\SPARK. Optional: Download and install The Nuclear Option (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\TNO. Optional: Download and install Kesa Solar (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\kesa. Optional: Download and install Lux's OAB Extensions (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\LuxsOABExtensions. Hall Effect Thrusters and Nested Hall Thrusters These engines employ strong magnetic fields to create a Hall Effect current in a stream of Xenon gas, ionizing the gas and propelling the resulting ions out at great speed. They are characterized by an annual ceramic channel with an anode down inside it and a centrally located cathode, which serves to neutralize the plasma exhaust. SPT-100: If you need a really small (tiny! 0.3125m-class) low thrust/high ISP electric engine, then the SPT-100 is the part to pick. Weighing in at a mere 0.075t, it's one of the smallest engines you can find anywhere, yet it delivers a whopping 0.3 kN of thrust with an incredible 2,200s of Isp. X2: What's better than a Hall Effect Thruster? A Nested Hall Thruster! Why settle for just one chamber when you can have two with a modest increase in size, weight, and power consumption? The SPARK X2 packs terrific thrust and high Isp into an Extra Small (0.625m-class) package without needing as much power as a small town just to operate. X3: Seeing what they can do with two nested thrusters, the engineers at SPARK Technologies decided to one-up themselves and go for three! Turns out, this required moving up a size category to Small (1.25m-class), but that didn't stop them. The SPARK X3 delivers high Isp along with nearly 2 kN of thrust! However, it does need a lot of power... X4: The SPARK Technologies X4 is the pinnacle in Small (1.25m-class) Nested Hall Thruster ion engines. Seriously, we just couldn't fit any more nested thrusters into an engine this size. Providing best-in-class thrust (for an ion engine) with superb Isp, the X4 can take you far. Just be sure to bring lots of power because it's notoriously hungry... Gridded Ion Thrusters Gridded ion thrusters employ multiple differently charged grids to ionize a gas and accelerate the resulting ions out at terrific speed. Generally delivering higher Isp than a Hall Effect Thruster, they are characterized by even lower thrust. The stock Ion engine in KSP2 is an example of such an engine. However, recent advances have proven that even more performance is possible, albeit at a terrific cost in terms of power consumption. DS4G-1: Other gridded ion engines may have just two or three grids, but why stop there? The DS4G-1 has four grids, and knows how to use 'em! On the plus side, it delivers best-in-class Isp with superb thrust (for an ion engine). On the minus side, it requires a staggering amount of power... Get it? Minus side? Electrons? Why are you not laughing? Magnetoplasmadynamic Thrusters Magnetoplasmadynamic thrusters use the Lorentz force to accelerate negatively charged ions. Also known as Lorenz Force Accelerators, these engines can run on a variety of different fuels, but work best when fueled with Lithium. They produce very high thrust for an ion engine, however they have less Isp than some other types and consume staggering amounts of power. If you need more thrust, but want it in a high Isp package and you don't mind packing a nuclear reactor along for the ride, then an MPD thruster may be the option for you. Even their low-for-ion-engine Isp is much higher than you'd get from a chemical engine, and their thrust is on part with a small chemical engine. You may be surprised just how handy one of these actually is. MPD-1: The MPD-1 started out as a proof of concept Lorenz Force Accelerator in a Plasma Physics lab where an aspiring graduate assistant noticed that it kept nudging the coffee table to the left whenever Dr. Kasperov Kerman ran his experimental apparatus. How it found its way from there to the SPARK Technologies factory is an ongoing mystery. MPD-2: If you're looking for an ion engine with some serious thrust, then look no further! This little engine produces an impressive 96.4 kN at full throttle only demanding 1000 EC/s (and a trickle of lithium vapor) in return. There are chemical engines this size that produce less thrust! Of course, they don't need a fission power system to run... MPD-3: The MPD-3 is the pinnacle of high-thrust ion engines. Topping the chart at a whopping 242.2 kN of thrust, you'll be going places fast with this engine behind you! You may need as much power as a small metropolis to get there, but hey - that's just the cost of playing! Lithium "Tanks" Made of the finest materials other than lithium, these "tanks" (more like over-engineered cubby boxes) are designed to hold ingots of metallic lithium which they convert on demand to a (caustic) lithium vapor for use in the magnetoplasmadynamic thrusters. LT-XS-05: A handy little 'tank' designed to hold ingots of metallic Lithium. It's really more like an over-engineered cubby box than a tank, but it can deliver a caustic vapor suitable for use in magnetoplasmadynamic thrusters. The vapor can also be used to rid your house of unwanted pests. LT-XS-10: A slightly larger 'tank' with twice as many lithium ingot cubbies for even more storage versatility. While the doors do look like they might be watertight, it's probably best that you avoid submerging it. LT-XS-20: The LT-XS-20 (AKA Tall Boy) provides even more lithium ingot cubbies for double the capacity over the LT-XS-10. With this much lithium on board, you're fairly sure a small probe could get to the Mun and back, provided it's got an engine suitable for using lithium. LTR-XS-05: A clever radial variant of the popular LT-XS-05, this 'tank' holds ingots of metallic Lithium provided they've been properly rotated by 90 degrees. Does not float. LT-SM-060: Small (1.25m-class) Inline Lithium Tank - 0.6t capacity LT-SM-120: Small (1.25m-class) Inline Lithium Tank - 1.2t capacity. Kinda like two LT-SM-60's joined together, but better. LTR-SM-050: Small (1.25m-class) Radial Lithium Tank - 0.5t capacity LT-MD-470: Medium (2.5m-class) Inline Lithium Tank - 4.7t capacity LT-MD-940: Medium (2.5m-class) Inline Lithium Tank - 9.2t capacity. Kinda like two LT-MD-470's joined together, but better. Argon Tanks Similar to Xenon tanks in most regards, these tanks hold the noble gas Argon at high pressure for use in ion engines designed for consuming argon - of which there are currently none. This begs the question of why you would even need such a thing. A very good question, indeed! AT-XS-05: Cobbled together from spares leftover from a competitor's product, this handy tank will supply argon gas for your ion engine. If filled with Helium it can also be a lot of fun at parties, but your Isp is gonna suffer...
  24. MEV Heavy Industries (MEV) Daedalus, Bussard and Epstein drives for Kerbal Space Program. Daedalus drive requires KSP Interstellar Extended By zer0Kerbal, originally by @Cyne adopted with express permission and brought to you by KerbSimpleCo Preamble by Cyne See more YouTube review by Kottabos Gaming Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Suggests On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Supports Either 3 Module Manager /L Module Manager KSP Interstellar Extended (KSPIE) Interstellar Fuel Switch (Core) or Interstellar Fuel Switch TweakScale (TWK) 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 @Cynefor 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 Connect with me 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!↩︎
  25. Grounded Modular Vehicles Makes it possible to make cars, trucks, vans as how you want them with modular parts. NOW WITH STOCK PART VARIANT SWITCH! Feedbacks would be helpful. Download at: Spacedock · Curseforge Interested in supporting the development? Just click any of the two if you want to! PATREON CRAFT FILES Features: Integrated with career, vehicles at the start of the tree No plug-in dependency (Will always be up to date!) Articulating Hitch for trailers Science! Based on KSP's vehicles itself. Changelog: Installation: Remove old folder if there's an old installation. Copy the GameData folder into your root folder. License:
×
×
  • Create New...