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Tired of asteroids hitting Kerbin every other month? Bored with your 10th identical playthrough of an asteroid redirect mission? Want bigger Δv challenges? Custom Asteroids is a rework of the stock asteroid/comet system. Just install the mod, load up a save game, and any newly spawned asteroids will appear in locations around the solar system, including an asteroid belt, a more varied near-Kerbin asteroid population, and suitable cometary orbits. No in-game configuration necessary once the included asteroid packs are installed, although nearly everything can be configured. Latest versions KSP 1.10-1.12: Version 1.9.0 (SpaceDock) (Curse) (Github) KSP 1.4-1.9: Version 1.8.0 (SpaceDock) (Curse) (Github) Custom Asteroids is available under the MIT license. Source code hosted by Github. Please report bugs on the issue tracker, and include the mod version, the KSP version, and your operating system. Public documentation, including both user's guide and public mod API. User's guide also included in the download in .md (plain-text) format. Optional Asteroid Packs I am happy to take config file submissions to go with popular solar system mods. Easy-to-reach belts around KSP 64k planets by @Sandworm Custom Asteroids version of Outer Planets Mod asteroids by @Eridan (also available from CKAN) Trans-Neidonian objects for Outer Planets Mod (also available from CKAN) Features (Optional) new spawn system that lets asteroids appear gradually over time, instead of any time there are no untracked asteroids. For players who prefer the stock spawner, set Spawner = Stock in the options file. Modular config files let you pick and choose asteroid packs, or write your own. Asteroids may appear in any number of groups, including planet intercept trajectories. All orbital elements and spawn rates are customizable. Asteroids may even be placed around planets or moons. Asteroids come in four classes: Stony, Metallic, Carbonaceous, and Icy-Organic. Different classes have different resource content (need 3rd-party mods to take advantage) and different science flavor text. Partial integration with the stock comet system, using Custom Asteroids to handle comet properties and detection but supporting the stock configuration system for comet orbit classes and science experiments. Supports update monitoring through KSP-AVC and CKAN. Known Issues There is currently no way to determine the asteroid class from the tracking station or during approach, though it will be displayed in the right-click menu once you're attached. If you install CA and Kopernicus, you can potentially have two independent asteroid systems running simultaneously. Kopernicus now offers a UseKopernicusAsteroidSystem flag that lets you use only Custom Asteroids for asteroids. Does not interact with Sentinel telescope; Sentinel-spawned asteroids and comets will follow stock rules. Credits Custom Asteroids started with some proof-of-concept code by xEvilReeperx for placing asteroids in specific orbits. I am eternally grateful for their help, as otherwise this mod would not exist. Many thanks to Thomas P. for improving the original method. Custom Asteroids was inspired by Trueborn's Custom Biomes and rbray89's Visual Enhancements, and follows a similar "customize everything" philosophy. While Custom Biomes is now defunct, I still recommend Visual Enhancements.
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VesselMover Continued v1.7.3 Pick up, move, rotate, place, or drop landed vessels quickly and easily. NOTE: Since BahamutoD is now busy with real life and has graciously made it known that we can continue support in his stead, I'm reviving the mod in this thread and will continue its support. The original VesselMover thread is here: BahamutoD's Original VesselMover Thread Download Locations: Download from GitHub | Download from SpaceDock Installation: Extract the folder called "VesselMover" to KSP's GameData folder. For installation convenience, VesselMover is now CKAN listed, and supports KSP-AVC. KSP-AVC. This mod checks your installed mod versions against the mod's latest version. Let's you know when you need to update. CKAN. The Comprehensive Kerbal Archive Network (CKAN) Package Manager (CKAN) is a multi-platform app that manages nearly all your mods from one clean executable. Performs installs, updates, and uninstalls of your mods automatically. NOTE TO CKAN USERS: don't expect support for installs via CKAN. if the CKAN install fails, contact the CKAN folks, NOT me. Usage: Use the toolbar menu buttons to pick up, place, or drop a vessel. It must be landed or splashed down in order to pick it up. Use Tab key to change Movement Mode. This changes the base altitude and movement speeds For long distances, it works well to use "Ludicrous speed" in map mode! New!* Use the Throttle Up and Down (Shift and Control by default) to raise and lower the Altitude New!* Use Throttle Cuttoff (X by default) to Reset the Movement Mode Altitude if changes have been made. Use pitch/yaw (WASD by default) to move around. Use roll (Q/E by default) to roll, and translation buttons (IJKL by default) to rotate pitch and yaw. Use translate fwd/back (H or N by default) to auto rotate planes and rockets respectively to level/upright. Click spawn vessel to open the craft browser. Select a craft, then select a place to spawn it. It will spawn in vessel-move mode so you can reposition it or rotate it before placing it down or dropping it (free fall baby!). Support: If you expect me to provide support for issues with this mod, I will expect that you have read and will follow these instructions. Video Demonstration: Change Log: License: MIT Source: https://github.com/PapaJoesSoup/VesselMover
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Deadly Reentry 7.8.2, for KSP 1.12.* - The Barbie Edition What Deadly Reentry does! (especially with KSP's new handling of thermodynamics) Deadly Reentry balances part thermal properties (max temp values of skin and internal as well as various conduction properties: skin-skin, skin-internal, emission, etc) If parts get too hot then they may catch fire. (or begin to melt; depends on if they are logically flammable or not). This begins to happen at 85% of its max temp. Some parts have had their max temp increased to compensate. Basically, think of the 85% mark as being a soft failure point leading to hard failure. As of DRE 7.6.0, this is implemented on a per area skin damage system (X+-, Y+-, Z+-). As the exterior is damaged, the interior becomes more exposed to direct reentry or supersonic heating. (the interior usally has less resistance against heating) Parts and Kerbals that experience excessive G forces for excessive periods of time may fail/die. Download latest version! (official release) If you find this mod helpful and want to throw some money away, feel free to click the donate button below! ialdabaoth (who is awesome) created Deadly Reentry 2, based on r4m0n's Deadly Reentry; this is a continuation. This continues NathanKell's work on Deadly Reentry continued, and he might contribute more at times. License remains CC-BY-SA as modified by ialdabaoth. Also included: Module Manager (by sarbian, swamp_ig, and ialdabaoth). See Module Manager thread for details and license and source: http://forum.kerbalspaceprogram.com/threads/55219 Module Manager is required for DREC to work. INSTALL INSTRUCTIONS: If you currently have Deadly Reentry installed, go to KSP/GameData/DeadlyReentry and delete everything (files and folders). Also delete any old versions of ModuleManager (modulemanager.dll for example) in your KSP/GameData folder. Extract this archive to your KSP/GameData folder * ModularFlightIntegrator is not currently required or used by Deadly Reentry as of about DRE 7.2.2. USAGE INSTRUCTIONS: Be careful how you reenter. Make sure your craft has a heatshield (the Mk1 pod has a built-in heatshield, as do stock spaceplanes; the Mk1-2 needs a heat shield from the Structural tab). For a low Kerbin orbit reentry, try for a periapsis of about 10-20km over Kerbin. do not deploy your parachute until speed has dropped below ~350m/s. (typically you should be at a safe velocity by the time you reach an altitude of 7km) Note: Deadly Reentry no longer interferes with chutes. Both stock chutes and Real Chutes have adopted their own implementations of punishing deployments at unsafe speeds. The above warning still applies except you don't get to blame Deadly Reentry about it. Compatible shield/reentry packs! Deadly Reentry Frequently Asked Questions. Changelog: Old Legacy Changelogs! DRE menu icon created by lajoswinkler Download (latest official) Source on Github
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So I have been considering over the past month or two the creation of a life support system tailored to fit in with the USI mods, and also bring together some the bits I like about other mods already on the market, and add a few of my own tweaks, etc. This is pretty much my interpretation of how, if I were to go buy Kerbal in a store, I would expect a stock-ish life support system to work. I've been playing with it and minus a few refinements am very happy with the result. With that, I am pleased to introduce USI Life Support. Basic overview stuff. Mechanics wise, it's pretty simple. Kerbals require supplies. Kerbals also require EC. these are both on the same timer, so I just check supplies for the status window. When Kerbals are done consuming supplies, leftovers, scraps, and 'anything else' is either tossed overboard, or (if storage is available) tossed into a 'mulcher'. The resulting organic slurry is called 'mulch' and can be used to feed greenhouses, etc. at the player's discretion (or in the case of MKS, converted into Organics at varying levels of efficiency). 15 days out, the visuals go yellow (sorry, no auto-warp-slowdown-thingie, use KAC). When supplies run out, things go into the red. If you leave them unsupplied for 15 days... well, they just say 'screw it', get grouchy, and quit. They are still in the pod. they still take up a seat. But they can't fly, can't EVA, and essentially do the Kerbal equivelant of spinning around in their office chairs, refusing to work, until resupplied. This is a design consideration in that all of us, at least once, has just flat out done goofed, and lost a whole colony of Kerbals via glich or other sadness. Yes, death/despawn will be an option. Not the default one tho. Mechanics wise, they are transformed into tourists, as they are essentially on a self-imposed vacation Once resupplied, they are happy as clams and will return to work. While on EVA, they will not quit. But if they are brought back aboard a ship and have been starved (and can't find a hot meal waiting) they will promptly go in strike, and begin their self imposed vacation immediately. Orange suited Kerbals (Jeb, Bill, Bob, and Val) are immune to the ill effects of life support. They will still consume supplies if given, but do not leave the job, because they are just that awesome. This always gives a player (especially a new one) an 'out' to test out a manned mission before actually committing your other kerbals, etc. to a horrible fate of snack deprivation. Yes, it's a bit more 'Kerbal' than TAC-LS, but also a lot more predictable and with harder consequences than 'Snacks'. It does, however, feel 'right' (at least to me) from a design standpoint. Parts wise: Three inline storage compartments. No extra recyclers needed. No resourced added to pods (the 15 day window covers all of the Kerbin SOI so no point). No random contracts. MKS/OKS Changes MKS wise, closed loop just got a lot harder/more interesting (depending on your point of view). The old C3 (now renamed to the Pioneer Module) will have a basic mulcher and greenhouse and can do recycling at 50% efficiency for up to four Kerbals. Kerbitats operate at 75% efficiency. Mk-IV modules (once released) will operate at 90% efficiency off-world, 100% efficiency on the surface (pulling in of local material is inferred, no extra drills required). Supplies come from organics. Organics come either from mulched supply waste, or from a combo of water/substrate. So surface bases are easier to get to self sufficiency - if they are on water/substrate deposits. Orbital will always be a pain - so you will need to fly up fresh organics or keep large stores. And since organics creation is not tied to the life support loop, building large surface farms is also pretty easy now. Dealing with hungry Kerbals So you can do some very interesting things. Run a command pod to dock reviving supplies/snacks to a starved out colony ship. Use one of your orange-suits to lead a mission and conserve supplies. Note that Kerbals are pretty damn aggressive about getting their snacks - the only way to lock them out of the biscuit tin is to click that little feed button by the resource on a part (same way we reserve some battery power for a probe). Note that a Kerbal about to starve (i.e. no supplies for 15 days) will in fact happily break open said biscuit tin. witty screen message included Design side note: So 'Mulch'. Waste was used, and too generic. And I wanted something that showed that the stuff was kinda useful, not edible, and felt more 'kerbal' (and less like poo!) if that makes sense. The idea of Kerbals tossing all of the spare bits and scraps into a contraption and getting out a semi-useful generic organic slurry had a certain appeal, hence the abstracted mulchers and mulch resource. The resource itself is just 'supplies' and has the visual representation of a translucent, semi-rounded green cube. What are they? Well... leave that to the imagination. But the labeling will read 'N.O.M.S. - (Nutritional Organic Meal Substitute)' on the tins LICENSE: 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 DOWNLOAD: Get it at the GitHub Repo! https://github.com/UmbraSpaceIndustries/USI-LS/releases
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Shadow Space Technologies Unlimited - Labs Division This is the public discussion thread for ongoing development of SSTU parts and plugin code. Downloads: The latest versions may be found at: http://www.curse.com/ksp-mods/kerbal/241283-sstu-shadow-space-technologies-unlimited And are also available on Github: https://github.com/shadowmage45/SSTULabs/releases (Github will always be more up-to-date than curse, as they are auto-published there; I have to manually update Curse; so please check the GitHub link if you are looking for the latest versions) Please keep in mind that these are all testing releases. Things may break between releases. There will be bugs. Many things are unfinished and/or unoptimized. The test versions are for ironing out bugs in new features and for testing out prototype parts before they are finished; as such they will always have bugs, often severe, and there will often be unfinished parts (no textures, missing features, etc). Please only use these versions if you wish to contribute to testing and are comfortable with the state of the releases. Wiki (WIP): https://github.com/shadowmage45/SSTULabs/wiki Contribution: IVA Modeling: SSTU could greatly use someone with interest and experience in modeling IVAs. If you think you are that person, please contact Shadowmage through PM to work out the details. Testing: If you would like to contribute to pre-release testing (and get to try things out in their pre-release state), please follow the link above; the most recent test version will be at the top. Please submit issue reports for any problems you encounter via the GitHub issues tracker: https://github.com/shadowmage45/SSTULabs/issues (If you do not report the issue there, it will not be resolved; issues posted in the thread or through PMs will be forgotten about and likely never fixed; so please, do the organized thing and use the bug-tracker). Configs/Patches: I welcome pull requests and contributions for adding patches for mod compatibility, adding new part configs, or fixing issues in existing part configs. Documentation: One very major part of the mod that could greatly benefit from public contributions is the Wiki: https://github.com/shadowmage45/SSTULabs/wiki While this is the 'dev version' wiki, I will be using it to form the basis of the public release wiki; so any/all information and details that can be filled in now will be transferred over to the public release repository and wiki when it is created. Feedback, suggestions, comments, etc: Please feel free to post feedback, suggestions, questions, etc regarding development releases and/or any posted previews. Even if you are not on the testing team, I still value your feedback and suggestions. Please use the issue tracker for any 'official' feature requests; it may be found at: https://github.com/shadowmage45/SSTULabs/issues Bug Reports: Please submit issue reports for any problems you encounter via the GitHub issues tracker: https://github.com/shadowmage45/SSTULabs/issues. No other method for submitting bugs will be supported; posts on the forum or through PM will be forgotten about before I can ever get to them. Opening up a ticket ensures that your report does not get lost in the forum or forgotten about. No ticket = no fix. Enough with the disclaimers, and onto the parts! The Parts: The goal of SSTU is to provide low-part count, CPU-efficient parts for common uses. To this end many of the parts are designed with additional integrated functionality beyond the base functions, for instance integrating RCS ports and engine(s) into a fully fledged service module. I have tried to maintain a stock-compatible appearance, though as I am not an artist or modeler (at least not by training/profession), how well this has worked out is subject to opinion. Master list of parts; current, planned, the whole lot: https://github.com/shadowmage45/SSTULabs/wiki/Parts---Master-List Ship Core: Engines A set of engines in many varieties, including pre-built engine clusters. Many more engines, mounting options, and cluster designs will be added over time. Ship Core: Series A A set of parts modeled after the Soyuz CSM stack. Includes Orbital Module, Descent Module, Service Module, and LAS. Ship Core: Series B A set of parts modeled after the Apollo CSM stack. Includes two command modules (one with integrated heatshield and parachutes), launch abort system, and Apollo-inspired service module. Ship Core: Series C A series of parts heavily inspired by and based on current NASA - SLS project. Includes representations of SLS upper stack initial configuration, and lifter parts designed in the vein of the lower/core portions. The upper stack is designed to allow for a low-part-count manned orbiter setup, while the lower-stack parts are intended for super-heavy-lift capabilities. Command module and upper-stack are 3.75m, while the lower-stack lifter parts are 5m. Ship Core: General A line of generic / utility parts. Fairings, RCS, Science experiments, and procedural decouplers of various types. Includes a full line of configurable/dynamic fuel tank parts in standard cylinder, sphere, R-7 booster (integrated decoupler), and upper-stage (integrated rcs) form factors. Includes a full set of truss based cargo bay modules. Also includes a full line of interstage fairings and petal adapters, and standard payload fairings. (Many parts not shown in album) Lander Core A series of parts specially crafted to enable low-part-count non-atmospheric lander designs for use in the stock Kerbol system. Station Core A line parts for low-part-count station use. Includes inflatable Bigelow-inspired inflatable modules, inflatable centrifuge modules, ISS inspired habitat and lab modules, and a line of TKS/DOS inspired single-part station cores (integrated solar, engines, rcs, docking ports, sas). Also includes a full line of stand-alone solar panels and a 'welding' docking port. (Album not yet available) Craft Files None currently available, will possibly start becoming available when the mod has reached a stable state (not for the foreseeable future). Additional Addon Compatibility and Integration RealPlume -- Optional but highly recommended. SSTU includes a set of patches for RealPlume for all engines as well as most other engine-enabled parts. More will be added over time. Stock effects are also included, but options and configuration for those are much more limited. If you want pretty-looking exhaust effects, get RealPlume. MechJeb -- If MechJeb2 is installed, Command Pods (and some service modules) include a built-in MJ module. The tech-unlocks for these are based on the default MJ tech-settings. Kerbal Joint Reinforcement -- As of KSP 1.2+, KRJ is no longer necessary, as the stock Auto-Struts can eliminate most of the wobbles. Might still have utility on extremely large craft designs, but should no longer be nearly-mandatory. USI-LS -- Patches for most parts are included, and will be enabled when the requisite mods are installed. These patches add a few days worth of life-support to each of the pods and some of the service modules. (WIP, needs updating) TAC-LS -- Some patches are included. Not up to date, and not all parts are patched. ConnectedLivingSpace - A simple CLS patch is included to add CLS passability to all SSTU crewed parts. FAR - Unsupported. You are on your own if you choose to use FAR. Any problems involving FAR needs to be brought up in the FAR thread. RO/RSS - Unsupported. Take any support requests regarding RO to the RO threads. KR&D - Known to be incompatible. Some config edits can be made to allow them to work in the same install, but KR&D cannot adjust stats on most SSTU parts. Introductory video by MrMeeb Known Issues IVAs - Many are incomplete. WIP. They'll be finished 'eventually'. Textures - Many unfinished textures. Please see the Github issues tracker for a complete list of known issues: https://github.com/shadowmage45/SSTULabs/issues Future Timeline / Future Plans Please see the Github Milestones and Issues Tracker to see future/current development plans. Milestones (long-term plans): https://github.com/shadowmage45/SSTULabs/milestones Issues Tracker (current in-dev stuff): https://github.com/shadowmage45/SSTULabs/issues Legal: Source: All source code and compiled plugin binaries for this addon are distributed under the GNU General Public License (GPL) 3.0, except where noted below, where that code is distributed under its own license. The text of this license may be found at: https://github.com/shadowmage45/SSTULabs/blob/master/LICENSE-SOURCE.txt EXCEPTIONS: None at this time Source code for plugins is included in all releases packs (source may also be found for the most current version at: https://github.com/shadowmage45/SSTULabs/tree/master/Source). Models/Art/Configs All Assets and Artwork in this addon are licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License, except those areas noted below, which are distributed under their own licenses. The text of this license may be found at https://github.com/shadowmage45/SSTULabs/blob/master/LICENSE-ASSETS.txt EXCEPTIONS: None at this time ModuleManager Module Manager is distributed under its own license (CC-SA). Source code and licensing details may be found at: https://github.com/sarbian/ModuleManager Community Resource Pack Community Resource Pack is distributed under its own license (CC-BY-NC-SA). Source code and licensing details may be found at: https://github.com/BobPalmer/CommunityResourcePack Mini-AVC This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin KSPWheel KSPWheel is a dependency for the SC-E (shuttle) landing gear, and is distributed under its own license (GPL 3.0+ https://github.com/shadowmage45/KSPWheel/blob/master/License-GPL3.txt). It may be found at: https://github.com/shadowmage45/KSPWheel TexturesUnlimited Textures Unlimited is distributed under its own license (GPL3). Source code and licensing details may be found at: https://github.com/shadowmage45/TexturesUnlimited Forum Page: https://forum.kerbalspaceprogram.com/index.php?/topic/167450-18x-textures-unlimited-pbr-shader-texture-set-and-model-loading-api/ The Team: Development: Shadowmage - Modeling, animation, texturing, plugin code, concept development, and most configs (balance). And a special thanks go out to all others who are making this add-on possible: JoseEduardo - Co-Conspirator, Testing and feedback, RO and RF Integration, Craft files, additional texture sets blowfish - Testing, feedback, and concept development MrMeeb - Intro video, testing and feedback. StratoChief - RO and RF Integration VenomousRequiem - Concept development and feedback. MeCripp - Testing and feedback _Augustus_ - Testing and feedback drtedastro - Testing and feedback riocrokite - Testing and feedback, concept development for part reduction falken - Testing and feedback martinezfg11 - LC-POD IVAs Jimbodiah - Craft repository and testing -if I missed you on this list, sorry! (feel free to send me a PM if you think you deserve a mention in the credits) Donations: I work on this mod during my spare time, and use vast amounts of caffeine in the process. If you would like to help contribute to my coffee fund, please see the link below. This is purely optional, but can help keep me motivated and energized ( = more work getting done!).
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About INSTANTIATOR is the plugin that allows you to place primitives and billboards around the celestial bodies and do a lot of manipulations with them. How to use it? 1. Drop everything from the .zip file to your GameData folder 2. Open the file "Object.cfg" in any text editor (Notepad++ for example) This file contains the list of the objects and its parameters. The object config node looks like this: SCALED_OBJECT { name = ExampleSphere type = sphere scale = 12000, 12000, 12000 shader = Unlit/Transparent main_tex = /example_tex rotation = 0, 0, 0 bodyName = Kerbin invertNormals = false } Let's break it down! name - the name of GameObject type - for now there's 3 object types - "cube", "sphere" and "billboard". NOTE: the objects of type billboard can be applied to the bodies that has the Sun template (or to The Sun itself) ONLY. scale - the scale of the GameObject (x,y,z) shader - You can use any shader that is present in Unity. main_tex - path to the texture rotation - the rotation of the GameObject (x,y,z) bodyName - the name of the parent body invertNormals - inverts the normals of the mesh DOWNLOAD: Compiled (An example is included) Source Planet packs that uses it: Gameslinx's Planet Pack by @Gameslinx Kargantua System Warning! It's the alpha version and it may contain a lot of glitches. If you find a one, please let me know. Planned features: -Edit all the material parameters -Load custom .mu files
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Contract Configurator - A config-file based solution for creating new contracts! How it Works Contract Configurator exposes various hooks into KSP's contract system through a standard config file syntax. This means that modders using Contract Configurator can create new contracts without writing any code. The config file format has 5 basic sections: Contract Summary - This contains all the summary text, expiry/deadline dates, and reward information. Parameters - These are mappings to the stock ContractParameter classes which specify what the player has to do to complete the contract. Requirements - This is what is required before the contract will show up. Most of the ProgressTracking information is supported, along with a few other things. Behaviours - These are behaviours that are applied at the contract level. A behaviour can create additional objects related to the contract (such as spawning Kerbals), be used to store persistent data or any number of other things. Data nodes - These define new data for use within the contract using Contract Configurator's powerful expression language. And if the provided parameters and requirements aren't enough, Contract Configurator is extensible. New parameters and requirements can be added in as little as a dozen lines of code. Download Contract Configurator can be downloaded from GitHub. Source The full source and test configuration is available on GitHub. Documentation The user guide is hosted on the GitHub wiki. Change Log Version Checking This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Recommended Mods The following is a list of mods that enhance some of the things Contract Configurator does: Waypoint Manager - this will help with any contract using the stock waypoint system by drawing the waypoints in the flight view. Makes hitting targets more accurately much easier! License Contract Configurator is licensed under the MIT License. RemoteTech integration (CC_RemoteTech.dll) is licensed under GNU GPL v2.0. Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
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Textures Unlimited The Textures Unlimited addon brings the Unity 5 Standard shader functions to KSP along with a suite of utilities for loading shader and model asset bundles, and a host of shader and texture-related functions to support them. It does not add any new part or textures by itself, but is intended to be used and distributed by other mods who do not wish to develop their own plugin code or shaders. Features: Asset-Bundle Shader pack loading system Texture Replacement system - replace the textures on any .mu model, in a mesh-by-mesh fashion; complex material arrangements fully supported TextureSwitch module - includes a simple texture-switch module that can be added to parts through MM patches to facilitate in-game user-driven texture switching User-driven 'recoloring' system for parts. Define the pattern on the part through a mask texture, and let the user specify the color scheme. Legacy and PBR versions available. Requires special texture and shader setup. Asset-Bundle Model loading system -- supports loading of BlendShape/ShapKey models compiled as AssetBundles (and/or any other model). Supports loading of models using non-KSP shaders. List of included shaders; all are compatible with KSPs part-highlighting, thermal glow, and underwater fog functions: TU/Metallic - Unity Standard Metallic shader implementation, with full mapping compatibility with Unity Standard shader inputs. TU/Specular - Unity Standard Specular shader implementation, with full mapping compatibility with Unity Standard shader inputs. TU/Transparent - Unity Standard Metallic shader implementation with transparency support, with full mapping compatibility with Unity Standard shader inputs. TU/Legacy - Legacy Specular shader implementation that supports input of KSP mapped textures (e.g. specular in the diffuse-alpha channel). All TU/XXX shaders support recoloring, subsurface scattering, and have functional versions of icon-shaders. Any/all of these functions are optional. Use only the features that you want or need. Potential uses Mods wanting to use PBR textures and rendering for their parts Mods needing custom shaders for their parts (either the included shaders, or their own custom shaders) Mods needing BlendShape/ShapeKey animated models PBR stock-conversion mods Downloads: The latest releases will always be available from: https://github.com/shadowmage45/TexturesUnlimited/releases Dependencies: Requires Module Manager (not yet included) User-created Configs and Texture Packs: (PM me to be added to the list, not required for use): Used in the following mods: (PM me to be added to the list, not required for use): Legal/Licensing Licensed under GPL 3.0 or later (https://github.com/shadowmage45/TexturesUnlimited/blob/master/LICENSE). Source for the plugin and shaders are provided online at: (https://github.com/shadowmage45/TexturesUnlimited) You are free to use and distribute this mod as long as the terms of the license are followed. Generally speaking this should place no restrictions if an unmodified copy is bundled in full and included in third party mod's releases. Modified copies are subject to further restrictions as are detailed in the license. Examples Examples of some of the capabilities of the shaders (all examples using parts from SSTU) PBR - Reflective and semi-reflective (reflections can range from mirror-sharp to dull based on texture setup) Masked/Recoloring (PBR and legacy versions, require special texture setups) Back-lit Solar Panel Shader + PBR shaders (+EVE + Scatterer) (solar panels still using legacy backlit shader) Reflection of surroundings; colored ambient light handling Technical Support All requests for support must be done through the GitHub issues page: https://github.com/shadowmage45/TexturesUnlimited/issues All issue tickets must be accompanied by a KSP.log file Known Issues Uses the stock reflection system for reflection probes; so any issues present there will also manifest with TU reflective shaders. No EVE or Scatterer in reflections Issues with improperly authored SQUAD DXT5 normal maps (investigating solutions) Any other issues listed on the issues tracker: https://github.com/shadowmage45/TexturesUnlimited/issues Future Plans Documentation on shaders properties and texture setup Documentation on configs for shader and texture replacement and texture switch module More comprehensive texture-replacement methods for technical textures and materials; skyboxes, ksc buildings? Credits / Contributors @Lilleman for his original work on using PBR shaders in KSP. While I didn't use any of his code directly, I did learn a few things from it. @HaArLiNsH for his updated/maintained TextureReplaceReplaced, which provided valuable insight into the rendering setup used by KSP @shaw for his work on TextureReplacer (legacy), and @rbray89 for his original work on the reflection code. @blackrack for including workarounds in Scatterer that allow for integration with TexturesUnlimited (by using the TR reflection camera naming scheme). @Electrocutor for his work on the Stock conversion patches, and for helping track down issues with the code/configs/shaders. @Manwith Noname for his work on the TexturesUnlimited Recoloring Depot, and patience while working on tracking down issues with normal maps.
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Ship Manifest Current Version: 6.0.8.0, 28 Apr 2023 -- Download: SpaceDock | CurseForge | GitHub (all releases). Also supports CKAN and KSP-AVC for your convenience in updating. NOTE: This version of SM is KSP version 1.11.0+ Ship Manifest is a tool to manage your ship's "things". I originally started with Crew Manifest as a basis for this work. My great thanks go out to vXSovereignXv for creating Crew Manifest, and Sarbian for contributions to and continuing maintenance of Crew Manifest. I've now re-imagined it into Ship Manifest, Crew transfers are now only a small part of what SM can do. Ship Manifest moves crew, Science and Resources around from part to part within your ship or station. It also manages docked vessel refueling, hatches, deployable Solar Panels, antennas and lights. Kinda like your Ship's bridge... Ship Manifest has a LOT of flexibility and a lot of Options. So much is available that is NOT seen in a default installation (Realism mode set ON by default) that you may be missing a lot of what SM has to offer. Please go to the Settings Window to see what options are available, and play with them. You will be surprised at the number of features that exist in this tool. I believe in choice, so you can configure SM to be pretty much exactly what you want. You want a "realistic" experience? Check. You want to be a god and chafe at realism mode restrictions? Check. I also invite suggestions for things you would like to see. License: CC BY-NC-SA 4.0. Original license on Crew Manifest was do as you want. I felt the original and contributing authors deserve due attribution, since this is a derivative work. Source code (and all releases): http://github.com/PapaJoesSoup/ShipManifest Ship Manifest WIKI: http://github.com/PapaJoesSoup/ShipManifest/wiki No Mod Dependencies!: Ship Manifest is mod independent. You don't need any other mods to use Ship Manifest. However, if you install the mods below, Ship Manifest provides specific support for their features. Toolbar, by blizzy78. This mod is the "original" and a great alternative to the stock toolbar. Connected Living Spaces (CLS) by codepoet. This mod provides the player with graphical information on livable spaces in a ship. It shows you where you could go internally on your ship. Module Manager. This mod allows you to extend the configurations on your parts. Used by CLS. RemoteTech. This mod overhauls the unmanned space program and makes antennas much more important. Very powerful mod. DeepFreeze. This mod provides part(s) for cryogenic freezing of kerbals for long duration flights. JPLRepo has taken over maintenance of this mod. USI Kolonization System (MKS/OKS) Inflatable Modules. Very cool mod for compacting your trips and station builds. KSP-AVC. This mod checks your installed mod versions against the mod's latest version. Let's you know when you need to update. CKAN. The Comprehensive Kerbal Archive Network (CKAN) Package Manager (CKAN) is a multi-platform app that manages nearly all your mods from one clean executable. Performs installs, updates, and uninstalls of your mods automatically. NOTE TO CKAN USERS: don't expect support for installs via CKAN. if the CKAN install fails, contact the CKAN folks, NOT me. Acknoledgements: Special thanks to @micha for his support the past few years. For continuity, a link to his thread is here: Ship Manifest What's New: Version 6.0.8.0 - Release 28 Apr 2023 - KSP 1.12.5 -------------------------------------------------- - New: Added horizontal window resizing to all windows. SM will remember these settings between saves. - Fixed: Correct window scaling issue where other mods were affected by SM when changing the KSP Scale. This was caused by GUI.skin issues as SM was altering the built in skins. SM now uses a custom skin constructed dynamically from the selected built-in scales, so only SM windows are affected. Issue: Forum post https://forum.kerbalspaceprogram.com/index.php?/topic/56643-112x-ship-manifest-crew-science-resources-v-6070-25-apr-23/&do=findComment&comment=4277051 - Changed: adjusted window heights for the Unity skin and the KSP skin. This makes window resizing more reliable. Version 6.0.7.0 - Release 25 Apr 2023 - KSP 1.12.5 -------------------------------------------------- - Fixed: Correct error in Manifest window with the vessel name. Was using a nonlocalized name. Now properly localized. - Fixed: Rate Modifier field in Science window was displaying incorrect value. Now properly displays the value. - Fixed: Correct resource display error when RealXfers setting is changed and Saved in Realism settings. Issue: https://github.com/PapaJoesSoup/ShipManifest/issues/63 - Fixed: Memory leak on SM destruction. One handler was not being removed. Issue: https://github.com/PapaJoesSoup/ShipManifest/issues/64 - New: Refactored mod to support KSP UI scaling. You folks with the 4k monitors should be able to see the text now. - New: Localized Screen messages in Crew transfers. Note: Many localizations are machine translations. Any help in improving them is appreciated. - New: Added a Settings button to the Roster window when in the Space Center. This button appears if you disable the Settings icon on the toolbar. This setting is in the Config Tab. - Changed: Refactored remaining windows and tabs to clean up display code. Moved a lot of redundant code into GUI utility methods. - Changed: Refactored all windows to cache all localization strings and object size values. Object size values only recalculate if the screen resolution is changed. Hopefully this helps a bit with performance. Installation: 1. Remove the ShipManifest folder from your GameData folder before installing any new version.. 2. Overwrite your GameData folder with the contents of the archive. Ship Manifest is KSP-AVC aware and is CKAN indexed Support: If you expect me to provide support for issues with this mod, I will expect that you have read and will follow these instructions. Change History: This work was originally based in large part on Crew manifest 0.5.6.0 by xxSovereignxx as modified by Sarbian to work with 0.22. It has since been completely reworked and massively expanded. Videos: - Kottabos did a fine review here: (Feb 28th, 2014). It was very educational for me . I've long since fixed the bugs and added much more... Screenshots: Donations: I wrote and support SM (and other mods) as it is an opportunity to give back to the community I love in some small way. But, some folks have asked me how they could donate. It completely blew my mind. So, I've added a donation button. It is Completely voluntary, absolutely amazing, and I very much appreciate the gesture!
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Nano Gauges tiny ana1og gauges for kerbalnauts current version: 1.10.0-3463 There are already some plugins that add gauges out there. SteamGauges by Trueborn for example or an older version from Bucky: Bucky-s-Instruments. Well, Bucky's Instruments are no longer updated and the Steam Gauges are nice, but way to large for my personal taste. So I decided to add an alternative: NanoGauges. They look similar but a bit smaller than those by Bucky and his gauges have inspired me to create my own ones. Readable but less space consuming gauges was the design goal for this mod. If you think the gauges are to small, try SteamGauges instead. Download: Spacedock Spacedock direct link for KSP 1.1.3 Mirror: Curse Installation: Extract the archive into the KSP home folder. Do not change the path! There has to be a folder Nereid/NanoGauges in your GameData folder! Of course you can disable any gauge and change the positions, too. Thanks to lunuxgurugamer the Trimindicators are working again: Kottabos Space Program has done a review of Nano Gauges. His video is far better than mine and explains the usage of NanoGauges: Gauges: There are 56+ different gauges (plus 6 gauges if TAC life support is installed; another 2 if Kethane is installed, 2 gauges for Deadly Reentry) available at the moment: R ALT: Radar Altimeter V SPD: Vertical Speed Indicator H SPD: Horizontal Speed Indicator MASS: Mass of the current ship in tons G: Accelerometer (Gee-Force) ORBIT: Excentricity of an established orbit FUEL: Remaining liquid-fuel in percent FLOW: Liquid-fuel flow CHARGE: Remaining electric charge in percent AMP: Current drain on the electric charge MONO:Remaining monopropellant in percent Ox:Remaining oxidizer in percent ApA: Apoapsis PeA: Periapsis Xe: Remaining Xenon AIR IN: Air intake R AIR IN: Air intake in percent ATM: Atmospheric density SPD: Speed THRUST: Thrust TWR: Thrust-Weight-Ratio AOA: Angle of Attack (fixed in 0.4.8) INCL: Orbit inclination D TGT: Distance to target dISP/s: Change in ISP per second (only running engines) (new in 0.4.5) ISP/E: average ISP per running engine TEMP: Temperatur (needs a thermometer sensor of course; averages over all thermometer sensors onboard) O2: Oxygen (TAC life support or Kerbalism required) CO2: CO2 (TAC life support or Kerbalism required) H2O: Water (TAC life support required) W H2O: Wastewater (TAC life support required) FOOD: Food (TAC life support or Kerbalism required) WASTE: Waste (TAC life support required) EVA MP: Remaining EVA monopropellant (new in 0.3.1) O SPD: orbital speed (new in 0.4.2) MAX G: Maximal sustained gee force (with reset button, new in 0.4.2) SRB: Remaining solid fuel (new in 0.4.2) KETHAN: Remaining Kethane (Kethane Pack required, new in 0.4.2) K AIR IN: Kethane air intage (Kethane Pack required, new in 0.4.2) GRAV: Gravimeter (needs a gravimetric sensor of course; averages over all gravimetric sensors onboard) VAI: Vertical Attitude Indicator VVI: Vertical Velocity Indicator Vt: Terminal velocity deviation (not very useful in KSP 1.1.x/1.2, because of the way drag is handled) V TGT: Velocity to target Camera: current camera mode (new in 0.5.2) MACH: current mach number Q: dynamic pressure SHIELD: remaining ablative shield HEAT - heatshield temperature IMPACT: time until impact (or land) ALT: Altimeter ACCEL: Acceleration in m/s^2 H ACCEL: Horizontal acceleration in m/s^2 V ACCEL: Vertical acceleration in m/s^2 extTemp: External temperature in °C atmTemp: Atmospheric temperature in °C ORE: Used ore storeage capacity DRILL: Drill temperature ABLATOR. Remaining ablator resource on all (!) heat shields BIOME: Biome under vessel (text gauge) Coordinates (latitude): Latitude coordinates of the vessel (text gauge) Coordinates (longitude): Longitude coordinates of the vessel (text gauge) PR.REQ: Propellant Requirement gauge (in percent) Indicator gauge for Brakes, Airbrakes, Flaps, Afterbruner,... KARBNT: Karbonite in percent of the total capacity PRESSURE: Barometer (needs a barometric sensor of course; averages over all barometric sensors onboard) SEISMIC: Seismometer gauge (needs a seismic sensor of course; averages over all seismic sensors onboard) CRAP: Crap (Kerbalism required) IAS: Indicated Airspeed Vessel name Camera view direction VOR/ILS (heading of vessel, bearing of airfield/waypoint, ILS) ILS/DME (vertical attitude of vessel, distance to runway (DME), ILS) Throttle (throttle setting and relative thrust of all engines) MINI-DSKY (5 display modes) Digital Apoapsis Digital Periapsis All gauges positions are locked by default. This can be disabled in the config window and then all gauges are fully dragable and you can place them where you want. Hint: save the gauge positions in the config window or quit KSPO in the main menu, or the positions are not saved! By using the Automatic Layout in the config window, NanoGauges tries to rearrange the visible gauges in a grid. Just drag the gauge near a position were you want it to reside, and all gauges are added to the right. If you want more than one line of gauges, just move some below each other. The leftmost gauge will start a line. Hotkeys (changed in 1.2.5): RIGHT-CTRL: disable gauges / drag as group RIGHT-CTRL-KP/: hide/unhide gauges (Keypad) RIGHT-CTRL-KP*: Autolayout (Keypad) RIGHT-CTRL-BCKSPC: reset all gauge positions and their enabled/disabled states to their defaults KPENTER: hide/unhide gauges (Keypad) RIGHT-CTRL-KP1: select STANDARD gauge set (Keypad) RIGHT-CTRL-KP2: select LAUNCH gauge set (Keypad) RIGHT-CTRL-KP3: select LAND gauge set (Keypad) RIGHT-CTRL-KP4: select DOCKING gauge set (Keypad) RIGHT-CTRL-KP5: select ORBIT gauge set (Keypad) RIGHT-CTRL-KP6: select FLIGHT gauge set (Keypad) RIGHT-CTRL-KP7: select S1 gauge set (Keypad) RIGHT-CTRL-KP8: select S2 gauge set (Keypad) RIGHT-CTRL-KP9: select S3 gauge set (Keypad) RIGHT-CTRL-KP0: enable all gauges (Keypad) PGUP: select previous gauge set PGDOWN: select next gauge set WIN-MENU: select navigation point / ILS RIGHT-CTRL-TAB: opens a special gauge for alignment of gauges over several gauge set; this gauge has the same position in all gauge sets. If you want the same positions of gauges in all sets use this one as a reference All hotkeys can be changed in the config window. Profiles: In 1.2.x there is a new feature calles Profiles to automatically switch to a gauge set depending on the vessel situation or a special hotkey. To open the Profile configuration window click on the button "Profiles" in the configuration window. Enable the profiles (topmost checkbox) and change the gaugesets as you like. There are 12 Profiles Launch: Change the gaugeset whenever the vessel situation changes to launch Flight: Change the gaugeset whenever the vessel situation changes to flight Orbit: Change the gaugeset whenever the vessel situation changes to orbit Escape: Change the gaugeset whenever the vessel situation changes to escaping Flight to Suborbital: Change the gaugeset whenever the vessel situation changes from flight to suborbital Orbit to Suborbital: Change the gaugeset whenever the vessel situation changes from orbit to suborbital Other to Suborbital: Change the gaugeset whenever the vessel situation changes from any other situation than flight or orbit to suborbital Landed: Change the gaugeset whenever the vessel situation changes to landed Docked: Change the gaugeset whenever the vessel situation changes to docked Docking (UI): Change the gaugeset whenever the vessel is in orbit and the docking UI mode is selected (DEL key) EVA: Change the gaugeset whenever a kerbal starts an EVA Hotkey: Change the gaugeset whenever a key is pressed The profiles are disabled by default. You will have to enable them to use this feature. MINI-DSKY: The Mini-DSKY can display flight data in five different modes: Orbital Mode Velocity Mode ILS/Runway-Mode ILS/Glide-Mode TRIM-Mode The mode can be changed by clicking on one of the five buttons in the lower part of the DSKY gauge. Notes: NanoGauges stores its configuration in the file <KSP-home-folder>/GameData/NanoGauges.dat. There are no other writes on the filesystem. License: http://creativecommons.org/licenses/by-sa/3.0/ Changelog: Bugs: The terminal velocity gauge isn't working right. But there is not much I can do about this at the moment. Credits: NanoGauges are inspired by Bucky's Instruments. No part of the source code from Bucky's Instruments were used for NanoGauges but some of the included art. Bucky's Instruments were released under the license http://creativecommons.org/licenses/by-sa/3.0/. Thanks to Bucky for using this license. NanoGauges uses the toolbar created by blizzy78, see http://forum.kerbalspaceprogram.com/threads/60863-0-23-0-Toolbar-1-4-3-Common-API-for-draggable-resizable-buttons-toolbar. The stock toolbar can be used as an alternative. The trim indicators are based on an idea by dazoe but were completely redone.
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ROCKET SOUND ENHANCEMENT An Audio Framework Plugin and Sound Overhaul/Replacement for Kerbal Space Program. DOWNLOADS Rocket Sound Enhancement Plugin (Required) : GitHub Rocket Sound Enhancement Default (Config Pack) : GitHub Dependencies : ModuleManager Source and Issue Tracking (GitHub) : Plugin | Rocket Sound Enhancement Default License Rocket Sound Enhancement Plugin is licensed under GNU General Public License v3.0 Rocket Sound Enhancement Default is licensed under CC BY-NC-SA 4.0 Plugin Features Rocket Sound Enhancement (RSE) is an Audio Plugin Framework Mod for Kerbal Space Program that offers modders advanced sound effects features not available in the base game. It features a robust Layering System for use of multiple sounds just like in other games (eg: FMod). Master Audio Limiter/Compressor Sound Mastering that controls the overall loudness of the game with Adjustable Amount for different dynamics with the "Auto-Limiter" feature or you can tweak your own settings. Audio Muffler - Normal Mixer based Audio Muffler with Dedicated channels for Exterior Sounds, Focused Vessel and Interior while ignoring UI sounds like Music. Audio Muffler - AirSim & AirSim Lite An Audio Muffler that works on top of the regular muffler that takes into account the Mach Angle, Velocity and Distance of a Vessel with Sonic Booms Effects (provided by a Config Pack via ShipEffects). Parts with RSE Modules will simulate realistic sound attenuation over distance, comb-filtering, and distortion. Game Events like distant explosions will now sound muffled just like in real life. AirSim Lite is a version of AirSim that does similar effects without using sound filters. More Features and Details on Github: https://github.com/ensou04/RocketSoundEnhancement/blob/master/README.md Rocket Sound Enhancement Default This is the Default Configuration and Sound Pack for Rocket Sound Enhancement. Features Engine Sound Replacements Jet Engine Sound Replacements RCS Sound Replacements RotorEngines Sound Effects Propeller Sound Effects Wheel Tire and Motor Sound Effects Decoupler Sound Replacements Collision Sound Effects Atmospheric Sound Effects (Featuring Sonic Booms if AirSim is enabled) Physics Based Hull Sound Effects (rattling, creaking in IVA) Supported Mods ReStock / ReStockPlus Kerbal Atomics Cryogenic Engines Near Future Launch Vehicles Waterfall ReStock Stock Waterfall Effects RealPlume Resources Rocket Sound Enhancement Default Modding Guide Preset Configurator Known Issues Sound glitches and stuttering might occur in large part ships and more so when AirSim is enabled or when loading in-between scenes. Stock sounds might be un-muffled for a single frame or two. Replacing AUDIO with RSE_AUDIO in Part's EFFECTS node via its config fixes this issue. Media Sharing videos of your launches with this mod is mandatory. jk please share Settings Overview by @Vandest
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Stock Alarm Clock Disabler This is a small plugin that disables the stock alarm clock, perfect for those who prefer to use the popular mod Kerbal Alarm Clock. I created this because I was getting tired of accidentally creating an alarm due to the buttons overlapping on the maneuvers nodes. With this installed, it should no longer be an issue! Dependencies: HarmonyKSP Download: or Source code: GitHub License: GNU General Public License v3.0
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This plugin allows for parts to have hollow insets that dont clip into other parts, ideal for engine nozzles, landing gear, air intakes, solar panel bays, and more. It is a standalone version of the depth mask module included in the Restock dll, along with the addition of depth masks to several stock parts ModuleDepthMask 1.1.2 requires KSP 1.11 or later. If you are using an older version of KSP, please use version 1.1.1. Downloads Source Code Usage Add a depth mask mesh to your part model. It should cover up the hollow area you want to prevent clipping in, without sticking out. Mark the depth mask object with the Icon_Hidden tag to prevent it from showing in the VAB part picker Add a new ModuleDepthMask to your part config Add the name of your mask object in the maskTransform property (Optional) Add the name of the object you want to restrict the mask effect to in the bodyTransform property An example config: MODULE { name = ModuleDepthMask maskTransform = mask bodyTransform = interior //Optional } Creating the depth mask model The depth mask will prevent any other parts from rendering behind it. Because of that, it should not be used on any kind of bay where other parts will be placed, or on any part you can look completely through. It also shouldn’t "bubble" out above the hole you want to cover, otherwise it would be possible to see through it from the side. Also double check your normal direction, since the depth shader only works one way. Screenshots mask meshes and configs for stock parts are included in Restock Licensing This plugin is licensed Creative Commons Sharealike Attribution. This means that you can redistribute it and its source code however you like under the same license as long as you include attribution and indicate the changes you made, if any. Redistribution You are free to redistribute this plugin in your mods, or embed the code in your own plugins (with a different module name for compatability of course.) To prevent duplicates of the plugin, please add the dll to the root gamedata directory. In general, treat this mod the same as Modulemanager for redistribution
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This is something I made for placing RCS thrusters in the right positions in the first try without having to go back and forth between the VAB and the hacked gravity launchpad. Features: Display thrust and torque forces caused by RCS or engines. ΔV readout for monopropellant RCS. Dry center of mass marker (DCoM). "Average" center of mass marker (ACoM). Center of drag marker (CoD) for assisting in parachute placement. Ability to resize editor's overlay markers. Display total mass of resources. Supports: blizzy78's toolbar KSP Add-on Version Checker Once enabled you should see RCS Build Aid's window, select the translation mode or press any of the translation flight control keys ("hnijkl" keys) and then you should see something like this: Cyan arrows represents thruster forces, the green arrow represents the translation motion (or thrust). The red arrow represents the torque force in your vessel, if you have a red arrow then your ship will rotate when trying to translate in docking mode. So all you have to do is place your RCS thrusters in a way that eliminates this force. The red circular arrow is an indication of how fast the vessel will rotate. The red CoM marker is the dry center of mass (DCoM) which represents the center of mass of your vessel when it doesn't have any fuel (in the picture, without liquid fuel, oxidizer or mono-propellant, but is configurable). Video explaining how to use RCSBA (version 0.5) by Geneborg This plugin only works with parts using stock modules such as ModuleRCS and ModuleEngines, mods that use custom modules will not be detected. Known issues: delta v readout will only show for monopropellant RCS, doesn't work for the new Vernor RCS. Parachute mode only works with stock aerodynamics and parachutes, will not work with mods such as FerramAerospaceResearch and RealChute. Download GitHub repository - Documentation - Changelog Licensed under LGPLv3. This program is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program. If not, see <http://www.gnu.org/licenses/>.
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Kourageous Tourists /L is the sequel for the venerable Kourageous Tourists, from @whale_2 (the great). In a Hurry: Current Release: 0.6.0.1 for KSP >= 1.3 (2022-1128) It works from KSP 1.3.1 to KSP 1.12.4! Seriously! IMPORTANT Module Manager is needed for handling the patches. Read this post before updating! Downloads on GitHub (for early adopters and beta testers) on CurseForge . on SpaceDock. Description: Space Tourism is the Future, and the Future is now for Kerbals! Kourageous Tourists /L is the sequel for the venerable Kourageous Tourists, adding different and challenging (or not!) rewarding missions related to tourism to the game: Skydiving on planets with atmospheres Swimming on planets with hydrosphere Expeditions to many Points of Interest scattered on the Kerbol System and more to come! Tourists need to be trained, you just can't let a rookie to sky dive on Laythe without proper training - how to do it and still be profitable is the real challenge! Don't forget to allow your tourist to take selfies! Remember, "Pictures or it didn't happened!". Support: I need help in order to proper help you. Open the spoiler for instructions about how to get support:
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As from 2021-0930 and under @TheDarkBadger agreement, I'm the New Management forDOE. From now on, it's all officially my fault! (again) In a Hurry: Current Release: 2.2.0.2 for KSP >= 1.3.1 (2024-0803) Works from KSP 1.3.1 to 1.12.5. really! IMPORTANT read this post before updating! Announce for 2.1.0.0. (2.1.1.1 to 2.1.1.4 were experimental releases) Announce for 2.1.1.5. Announce for 2.1.1.6. Announce for 2.1.1.7. Announce for 2.1.1.8. Announce for 2.1.1.9. Announce for 2.1.1.10 (Experimental). Announce for 2.1.1.11. Announce for 2.1.1.11r2. Announce for 2.1.1.12. Announce for 2.1.1.13. Announce for 2.1.1.14. 2.1.1.15 wasn't announced. Announce for 2.1.1.6. Announce for 2.2.0.0. 2.2.0.1 was withdrawn. Downloads on GitHub (and KSP-AVC users). on CurseForge . on SpaceDock . Description: Distant Object Enhancement /L is a visual enhancement mod that makes objects realistically visible over large distances. BASIC FEATURES Flare effects for planets and nearby satellites, properly calculated by size, distances, phase angle, etc. Flare effects are colored for each planet, which makes for easy identification. On-rails vessels up to 750km away are visually rendered (no intensive physics calculations necessary) Background stars dim when looking at the bright surface of a nearby planet, just like in real life! If you have blizzy78's Toolbar plugin, a settings window is available with several options to improve performance or tweak visuals. Full compatibility with custom planet mods -- with flare color definitions included for Real Solar System, PlanetFactory, and Alternis Kerbol. It is the follow up from TheDarkBadger's Distant Object Enhancement Continued, that by itself is the follow up of MOARdV's Distant Object Enhancement bis, which is the follow up of Rubber Ducky's Distant Object Enhancement. Support: I need help in order to proper help you. Open the spoiler for instructions about how to get support:
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As from 2018-1016 and under @pellinor agreement, I'm the New Management for TweakScale. From now on, it's all officially my fault! (well, not everything... ) In a Hurry: Help Wanted! See this post. Current Release: 2.4.8.8 for KSP >= 1.3 (2024-1117) It works from KSP 1.3.0 to KSP 1.12.5! Seriously! How to check Compatibility on CurseForge. IMPORTANT Users of KSP 1.12.x need to install KSP Recall. Users of KSP 1.11.x need to install KSP Recall also. Users of KSP 1.10.x need to install KSP Recall too. Users of KSP 1.9.x need to install KSP Recall too. Users of KSP 1.8.x need to install KSP Recall also. Users of KSP 1.7.x need to install KSP Recall also. Users of KSP 1.6.x need to install KSP Recall too. Users of KSP 1.5.x need to install KSP Recall as well. Users of KSP 1.4.3, 1.4.4 and 1.4.5 need to install KSP Recall. Am I detecting a pattern here? read this post before updating! Announce for 2.4.8.0. 2.4.8.1 was ditched. Announce for 2.4.8.2. Announce for 2.4.8.3. Announce for 2.4.8.4. Announce for 2.4.8.5. Announce for 2.4.8.6. Downloads on CurseForge. Soon™. on SpaceDock (for CKAN users). Soon™. on GitHub (for manual and/or KSP-AVC users). TweakScale Companion Program Third Party support is being implemented into Companions, and all legacy patches are going End Of Life on TweakScale 2.4.4. Most of them are unusable anyway Check the TweakScale Companion Program's Thread for more information. New Companions are being released on a regular basis. Or get the ÜberPaket from: CurseForge. SpaceDock (for CKAN users) Github (for manual and/or KSP-AVC users). Relevant Notes Kraken Food (unholy interactions between Add'Ons) is detected on startup, and a proper (and scary) Warning is shown when appropriated. Pay attention to that message, and reach me here for help! Overrules and HotFixes can be issued to workaround the problems if needed. See this post. A PhD thesis about the current problems can be found on this post. An article about how new patches will be handled is here. For users of Infernal Robotics: The Classic Infernal Robotics has a showstopper bug. See this post for details. TweakScale strongly advise using Infernal Robotics/Next where these issues were solved. Description: TweakScale lets you change the size of a part. Not just that, but it will figure out how much fuel is in the resized part. And if it's an engine, it will become more powerful by scaling it bigger, or weaker by scaling it smaller. (Pictures are eternal work in progress! ) Credits: Contributions From: Goodspeed and Biotronic. [original release thread] Pellinor [previous release thread] And future new features/bugs/mishaps from yours truly. Support: I need help in order to proper help you. Open the spoiler for instructions about how to get support: Scale Safe!
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Strategia - A Brand New Strategy System! Description Strategia is a revamp to Kerbal Space Program's strategy system. All the stock strategies are removed, and replaced with new and unique strategies. The first set of strategies are special mission strategies. These strategies will give you advance cash and bonuses to certain milestones for completing a high level objective as part of your space program. They are dynamic, so they will work with mods that change the stock solar system by adding or changing celestial bodies. Be warned though - if you cancel one of these strategies without completing the objective, you will face a heavy penalty! Crewed Missions Once we've proven we can get a Kerbal to orbit and back, we need to continue to break new barriers. We have a choice of nearby bodies that we can get to. We choose to go to <insert celestial body here>, not because it is easy, but because it is hard. Uncrewed Missions The costs of sending a Kerbal to another planet are astronomical compared to those of sending a probe that we can leave behind. Why don't we send some probes to our neighbouring planets to gather science autonomously for us? The remaining strategies are the standard strategies - these give a bonus while active, and can be active for as long as you like. Astronaut Training Program Our standard training procedure is to treat newly hired astronauts as a disposable commodity to greatly reduce the cost of unscheduled disassemblies. Still, some argue that training our astronauts before putting them on top of a top of a ton of explosives will result in a lower mission failure rate. The cost of setting up the program will be high, nevermind the cost of actually training the astronauts. What do you say, do we want the right stuff, or the almost-good-enough stuff? Massive Scale Launches We've found some investors who are willing to sponsor us if we're able to launch colossal structures into space in a single launch. We'll have to employ some truly Whackjobian construction techniques to get these things into orbit. Contract Slot Machine These agencies seem to think they're doing us a favour offering by us these ridiculous contracts. Why should we be penalized for being choosy? By closing our books to the public, agencies will have no idea what we're willing to accept. There might be a little chaos in the contracts we see under this model, but if we're only choosing the best ones, then who cares?!? To Boldly Go If we want to get the most research possible done out there, we need to explore as many new biomes as we can. Government grants from exploration programs will ultimately help us fund further exploration and research. Probe Frenzy If we want to do some research, then probes are the way to go. What we save on sending Kerbals out there can be spent on a vast fleet of autonomous probes. Local Science There are so many research opportunities right in our back yard. We should focus on local research to bootstrap our space program. That way when we do make it further out there, we'll be sending the best technology we can. Stagnated Research There are several conservative groups on Kerbin that think we've gone too far, too fast. We're not about to shut down the space program, but maybe slowing down our development of new technology to appease these groups will get us some goodwill and ensure that they don't burn down KSC? Free Ice Cream We've come up with a crazy idea - giving out free ice cream at the space center. The public will absolutely love us. If we push the program far enough, we'll get better rewards for rescuing Kerbals (they'll get ice cream when they land!) and maybe even be able to get a discount on hiring new astronauts. FREE. ICE. CREAM. Media Circus To make a reputable space program, we need to ramp up the media involvement. Cameras everywhere, coverage 6 hours a day, 426 days a years. Of course, this could easily backfire if we have any... accidents. Pilot Focus Clearly the most important role among our astronauts is that of the pilot. Without a skilled pilot, nobody is going to space today (or any other day). Shall we build our space program around our brave pilots? Engineer Focus Where would we be without our engineers? They make sure everything is in order to get the other astronauts up and down safely. Shall we build our space program around the skilled engineer? Scientist Focus The scientist is the key role that we need to focus on. A skilled scientist knows exactly which sample to send back to maximize our science gain (we can only fit so many Mun rocks in those capsules). Shall we build our space program around our brilliant scientists? Download CKAN: In CKAN, select and download the mod "Strategia". GitHub: For the direct download option, please ensure you have all the dependencies before raising a support request: Contract Configurator is a required dependency and can be downloaded from its release thread. Custom Barn Kit is a required dependency and can be downloaded from its release thread. ModuleManager is a required dependency and can be downloaded from its release thread. Strategia can be downloaded from GitHub. Source The full source is available on GitHub. Change Log Special Thanks sarbian - For mods like ModuleManager and Custom Barn Kit that make my life a lot easier. smjjames - For the ridiculous amount of bugs he found during the beta phase. License Strategia is licensed under the MIT license. Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
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(KAX, FireSpitter, TweakScale - for 1.4.1 to 1.7.0 Kerbal Aircraft Expansion /L - Under Lisias Management, forever THE pack of selected vanilla-inspired parts for your aircrafting needs! In a Hurry Release 2.8.1.1 [2024-0704] Announce. Download CurseForge (yay!!!) SpaceDock GitHub Issue Tracker Documentation Yes, it works with KSP 1.12.5 YES, it works with KSP 1.7.3 (with Making History and Breaking Ground) YES, it works with KSP 1.3.1 too!!! Project's README Install Instructions Change Log Known Issues TODO list Description An Add'On for Kerbal Space Program Originally created by Keptin, then maintained by SpannerMonkey and the SM Industries team, and now under Lisias' Management, KAX is a pack of select vanilla-inspired parts for your aircrafting needs! Included Parts: Turboprop Radial Engine Radial Engine Long Cowl Electric Propeller Helicopter Main Rotor Helicopter Tail Rotor Heavy Landing Gear Jump Jet Engine 2M Aircraft Cockpit 2M Fuselage (jet fuel) 2M Structural Fuselage (empty) 2M Tail Boom This Add'On Requires Firespitter and Module Manager to enable all the features. Project Directives This Management (Lisias) had agreed to oblige himself to the following directives for this project: KAX will remain KAX it will not be rolled into another Add'On it can be expanded expansions must be in keeping with the tone of the Add'On it must be vaguely (as much as possible) stockalike. This project aims to preserve the stock a like compatibility and versatility of these parts, and any subsequent parts will be designed with that in mind. The goal is that any new part will blend seamlessly with the current parts and add to rather than detract from the Add'Ons functionality. Acknowledgements Powered by Firespitter, special thanks to Snjo for his plugin. Additional Models by @SpannerMonkey(smce). Stockalike textures by Doctor Davinci. Greetings to @TheKurgan for his helpful work on the SMCS's add'ons (including this one). See LICENSE for the formal legalese. Please note the copyrights and trademarks in NOTICE. References SpannerMonkey(smce) -- Previous Maintainer Forum GitHub Keptin -- Original Author Forum Curse Forge
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Foundations (FND) An addon for Kerbal Space Program which allows establishing a connection between parts and the ground. Prevents ground constructions from float/sliding away By zer0Kerbal, originally by @Sparkle adopted with express permission and brought to you by KerbSimpleCo See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes: See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) I take no part, nor am I 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. My support of CKAN extends as far as me checking the checkbox in Spacedock when I upload. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 Either 3 Module Manager Module Manager /L Supports On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Tags parts, physics, plugin, 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 @Sparkle for creating this glorious parts addon! @4x4cheesecake for the picking up where @Sparkle left off see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS: How to support this and other great mods by zer0Kerbal and it is true. Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
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RealChute is a complete rework of the stock parachute module to fix a few of its inconveniences and get more realistic results out of parachutes! Issues that do not follow the bug reporting format will be ignored. NO LOGS, NO SUPPORT. Download - GitHub | Available on CKAN Dependencies: ClickThroughBlocker | ToolbarController Special thanks to @Starwaster for the KSP 1.4 compatibility update! ModuleManager patches for stock/ReStock are included in the GitHub download, and included by default on CKAN Issues that do not follow the bug reporting format will be ignored. NO LOGS, NO SUPPORT. NOTICE: I'm no longer developing this version, no new features are going in, only compatibility updates will be pushed out. I'm also not officially supporting this mod anymore, but plenty of people can help you, and I may pop in once in a while. My focus is on RealChute 2, which is coming Soon™ Features: Gradual deployment: Chutes gradually deploy, increasing realism and decreasing deployment shock. New Deployment Conditions: Chutes deploy in conditions ranging from Eve's crushing clouds to Duna's silken veil. Parachutes deploy either according to atmospheric density or altitude and will not deploy when not intended to; e.g. in space or on the pad. Autocuts can be set for a certain altitude per chute to cut some chutes while other deploy! Parachutes on Ground: Parachutes will not autocut upon nearly stopping mid-air or touching the ground, enabling drag chutes for planes! Parachutes Return to Staging: Parachutes can be restaged again and again without restrictions! Drag Chute: Drag chutes deploy at low altitude to slow landing airplanes. Full Customization: Parachutes' values can be edited, and modders can add the plugin to their packs. Combo Chute: Deploys a drogue and next a main chute. Custom parts: sumghai gave this pack its own parts! Vessel Hangs from Chute: Even nose chutes! Editor window: Edit parachutes from the editor for any shape, size, or characteristics! Presets: Quickly edit parachutes by saving configurations into presets and loading them quickly later! Thanks to Duxwing for rewriting this part Video by 7499275 showcasing the mod Changelog Documentation And now finally, if you want to donate a little something to support for all the coffee and the nights I spent on this, you are very welcome, and it would make my day my year. FAQ (if you ask a question that is here, I'm not answering you.): Q: How/Where do I edit and customize parachutes? A: This option is no longer in the action groups tab! To edit the parachutes, simply right click the parachute in the editor, and click "Show Parachute Editor" Q: This panel is too complicated, isn't there a simpler way to do this? A: If you don't want to use the editor panel, you really don't have to. There is a preset system that allows you to select the parachute's type (main, droge, drag, or combo), it's size (0.625m - 2.5m for cones/stacks, small - large for radials), and apply it to your current chute. You don't even have to complicate your life. Q: When I'm pressing apply, it's telling me that the craft is too heavy for the parachute. What do I do? A: Make sure the the only parts attached to the craft when you press apply are the parts that you want to land. Detach your launcher or any other fluff before pressing apply. The parachute is calculated with the weight of all the parts currently attached to the craft. You can also toggle dry/wet mass in the editor to help, but it defaults at dry. Q: What is this "parachutes used" field in the editor window? A: This is the amount of parachutes deployed at the same time to land your parachute. This option will spread the load of your craft throughout all the parachutes used, effectively lowering the size of each. Be careful: a triple canopy is only a visual effect, it's only one chute. Stach chutes, on the other side, are two chutes (one comes out on each side). This is why this field does not say parts; a part can have multiple chutes on it (like the stacks and the combos). This is why a cone chute with a triple canopy would put one in parachutes used, and a stack chute would put two. Four radial chutes in symmetry would use four. Basically, you just put in the amount of individual active chutes at the same time, regardless of what the canopies look like. Q: Why does the Engineer's Report say there are no chutes on the craft when I clearly put some? A: The Engineer's Report looks for stock chutes. I haven't implemented a check for RealChute yet. Be patient. Q: Does this work on Windows 64bit builds of KSP? A: As of KSP 1.1, yes. However, this is absolutely not something that is sure never to change. If the Winx64 builds of the game return to being unstable, buggy messes, you bet that the lock will absolutely return, and I reserve the right to bring it back at any moment I see fit, and at my discretion, and mine only. But, with the current look of things, I do not anticipate the need to do this in any foreseeable future. You have, however, been warned. Q: Do the parachutes hold on at 4x physical time warp? A: Depending on how fast you are coming down and which chute you are using, yes. Most often they will hold on just fine, but I really can't guarantee they will. However be careful, the chutes fully deployed added to high physical timewarp values can lead to bad stuff, you've been warned. Q: Is this FAR compatible? A: FAR has it's own built-in implementation of RealChute, added by me, providing basic RealChute-esque behaviour, minus all the fluff. If you want the in game editor and all the additional features RealChute provides, install this, it'll override the version built into far. Q: Can you make a ModuleManager file for *insert mod here*? A: I currently don't have much time to work on configs for mods, but if you make one and are 100% sure it works, send it to me, I'll see about including it. Q: I'm trying to add a secondary parachute to a part but it's not working! A: It's not working because you can't add a secondary parachute to any part. It needs a second parachute transform, a second set of parachute animations, etc. A modeller needs to make a part that has two parachute to allow it. Q: What is your favourite pie flavour? A: I love cherry and blueberry pie tbh. Special thanks to UbioZur, r4m0n, Sarbian, Cilph, sirkut, taniwha, NathanKell, ferram4, toadicus and the rest of #kspmodders for helping this mod happen The cut and repack sounds were graciously given by ymir9, big thanks to him! Very special thanks to @sumghai for those awesome parts, as well as the logos, icons, and flags!! GitHub repository (source) License: You are free to copy, fork, and modify RealChute as you see fit. However, redistribution is only permitted for unmodified versions of RealChute, and under attribution clause. If you want to distribute a modified version of RealChute, be it code, textures, configs, or any other asset and piece of work, you must get my explicit permission on the matter through a private channel, and must also distribute it through the attribution clause, and must make it clear to anyone using your modification of my work that they must report any problem related to this usage to you, and not to me. This clause expires if I happen to be inactive (no connection) for a period of 90 days on the official KSP forums. In that case, the license reverts back to CC-BY-NC-SA 4.0 INTL.
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Advanced Atmosphere Tools is a plugin that enables manipulation of atmospheric properties on a less-than-planetary scale, allowing for far more variability in atmospheric conditions on a given body than would otherwise be seen in stock. The manipulated properties are then seamlessly integrated into KSP’s flight dynamics systems to influence how craft fly through the atmosphere, all while having a very low performance impact, even with high part counts. Adv. Atmo. Tools provides ways to manipulate the following five atmospheric properties: Temperature Pressure Molar Mass Adiabatic Index Wind All properties can be influenced through a set of maps and floatcurves. Details on how to configure all the different options, as well as their effects on flight dynamics, can be found on the GitHub wiki. Link to wiki: https://github.com/CashnipLeaf/AdvancedAtmosphereTools/wiki I have also released a set of maps and example configs that can be used and/or adapted for your own planets. These images and configs are licensed under the Unlicense and may be freely used, modified, (re-)distributed, etc. without permission or attribution. Link: https://github.com/CashnipLeaf/AdvancedAtmosphereToolsExampleConfigs An API is also provided to allow other plugins to interact with Adv. Atmo. Tools. Installation Download from: CKAN (preferred) Spacedock: https://spacedock.info/mod/3597/Advanced%20Atmosphere%20Tools Github: https://github.com/CashnipLeaf/AdvancedAtmosphereTools/releases Dependencies: ModularFlightIntegrator Toolbar Controller Click-Through Blocker HarmonyKSP ModuleManager Source: https://github.com/CashnipLeaf/AdvancedAtmosphereTools Mod Compatibility Recommended Mods: KSPCommunityFixes Compatible with: FerramAerospaceResearch: If installed, Adv. Atmo. Tools will defer all relevant aero/thermal calculations to FAR and supply it with wind, temperature, and pressure information. Most, if not all parts mods Conflicts with: Other mods that modify the stock aerodynamics system. Other Features Adv. Atmo. Tools adds a few extra features to help you out when flying, including: A GUI which displays wind, temperature, and pressure information, along with other relevant aero- and thermodynamic information. A new pair of Navball indicators which display prograde and retrograde adjusted for wind, which will only appear if you are in an atmosphere, the Navball is set to "Surface" mode, the wind speed is greater than 0.5m/s, and the craft is in motion. To make craft recovery easier (or perhaps even possible in some cases), Adv. Atmo. Tools's GUI includes a setting that disables the wind effects if the craft is landed or splashed down, and moving at <5m/s. If you would like to join my atmosphere shenanigans, I now have a discord server! Invite link: https://discord.gg/SdSh8BVdCd Changelog: Credits and Acknowledgements @sarbian, @ferram4, and @Starwaster for making the Modular Flight Integrator that allows interfacing with KSP's physics system. @R-T-B for lending a VM to run ExoPlaSim to generate climate data. @Aebestach for donating Chinese Localization support. License Information Advanced Atmosphere Tools is licensed under the MIT license.
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On Demand Fuel Cells (ODFC) By zer0Kerbal, originally by @`Orum adopted with express permission and brought to you by KerbSimpleCo Preamble by Orum The plugin requires a set of Module Manager patches to function, as it does not do anything unless integrated into a part. There are two different sets of patches available on CKAN or SpaceDock. One set that copies the fuel cells from Stock, Universal Storage 2, Jatwaa Demolitions Co, and Solid Fuel Cells (soon more) and replaces the stock modules with ODFC with three modes (four if Community Resource Pack is installed correctly) of operation. Also adds a 0.5 EC/s multimode fuel cell to all stock command pods (easily disabled since in separate patch) Another set that modifies the same set of parts instead of copying them. Features adjustable fuel cell use - much more than just On/Off operation multiple fuel modes (serial usage - one mode at a time) variable activation threshold configurable to produce byproducts (so O+H2 = EC + H2O) very small memory footprint Brown and Black out protection assistance PAW (Part Action Window / Right Click Menu) grouping with auto collapse, click the down arrow to drop the ODFC control panel down (KSP 1.7.1). Two new features from the game settings: Stall: fuel cell stops working if vessel total electric charge falls to close to zero (0f) and will not start until there is more electric charge. Fuel cells require EC to work. autoSwitch: automatically switched fuel mode looking for fuel if the current mode becomes fuel deprived. more features coming soon See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 Either 3 Module Manager Module Manager /L Parts designed to use, or patches to modify existing parts This addon does nothing by itself. Supports GPO (Goo Pumps & Oils') Speed Pump (GPO) AllYAll - supports by removing Either BackgroundProcessing (exclusive to BackgroundResources) (see known issues list) Background Resources (exclusive to BackgroundProcessing) (see known issues list) Community Resource Pack Suggests (These mods have Fuel Cells) Hot Beverages Irradiated - Fuel Cells (HBI/FC) Bluedog Design Bureau Stockalike Mining Extension (SMX) Univeral Storage II Universl Storage RLA Reborn Solid Fuel Cells Jatwaa Demolitions Co Does not work with parts from (because they use own generation MODULES) Kethane USI @Angel-125's mods (Buffalo, Pathfinder, et al) CONFLICTS [ODFC-Refueled-CopyPatches][ODFC-C] [ODFC-Refueled-ModifyPatches][ODFC-M] REPLACES ODFC ODFC - On Demand Fuel Cells by Orum >-- ORIGINAL (outdated)--< [ODFC-Refueled][ODFC-R] Tags plugin, config, flags, agency, control, convenience, sound, resources red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @`Orumfor creating this glorious addon! @4x4cheesecake for helping with the initial adoption see Attribution.md for more comprehensive list Known Issue Tracker [NEW][BUG 1.1.2.1a] AmpYear doesn't seem to recognize ODFC [BUG 1.1.2.0a] TweakScale will not scale module ODFC [BUG 1.1.2.0b] Kerbalism doesn't recognize ODFC, ODFC still functions correctly [BUG 0.0.1.9a] B9 doesn't work on ODFC enabled parts [BUG 0.0.1.9b] next fuel mode should not be visible when only one mode [BUG 0.0.1.6a] BackgroundProcessing or Background Resources mods don't see ODFC, so ODFC doesn't work when doesn't have focus. Should not have both BackgroundProcessing and BackgroundResources installed. any mod that requires to use onLoad() instead of onStart() to update a part Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
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KSP Recall is a bag of tricks and stunts to overcome KSP blunders, screw ups and borks - trying hard to do not introduce new blunders, screw ups and borks in the process... In a Hurry Announce Latest Release GitHub . CurseForge . Spacedock. Issue Tracker Documentation Project's README Official Distribution Sites: Source and Binaries on GitHub. Double Licensed as: SKL1.0 GPLv2 You are free to choose the license that better suits you. Description It aims to need minimal coupling (if any)with existent code, as well to be selectively injected on the broken parts in order to prevent unholy interactions with third-party modules that decide to fix things their own way. The following fixes are available once installed (and applied only when needed!): Parked crafts (even without wheels) drifting the Heading randomly on KSP >= 1.8 Crafts with wheels also drifts, but due a different problem - still to be tackled down. This was discussed here. Resources being reset to prefab when a part has his Resources changed by an Add'On (as TweakScale) (i.e., by Alt+Click a part, or by using symmetry) on KSP 1.9.x . KSP 1.9.x resets resources to prefab while cloning parts This solution aims to be reusable to any Add'On that have the same problem with a simple two liner. Some Add'Ons that supports TweakScale by using Scale_Redist.dll are also fixed by collateral effect. Losing Resources' amount settings when cloning parts (Alt+Click) on KSP 1.9.x As described here. Editor mangling Surface Attached Parts' position when loading crafts on 1.4.3 <= KSP <= 1.9,1 This was (properly this time) discussed here. And here. I.C.A. (Instantaneous Craft Annihilation) on KSP 1.11.0 when launching or switching back to vessels with some older parts, when the vessel is over a static with collider (does not happens when the craft is directly over the PQS ground) Seamless fix for Add'Ons that implements IPastCostModifier running on KSP 1.11.x Darth Pointer's Pay to Play FreeThinker's Interstellar Fuel Switch allista's Cargo Accelerators All Angel 125 Add'Ons that uses WildBlueTools Nathan Kell's Modular Fuel System (and Real Fuels) IgorZ's Kerbal Inventory System KOS Kerbalism And many, many others - perhaps Squad's own modules (who knows?) More to come as a Needed to Code basis. Known Issues Stackable parts may not be correctly refunded when stored on a Inventory Part Installation This release has no hard dependencies anymore. You need to have Module Manager 4.0.2 or newer installed. How to use This is not intended to be "used" by end-users. It provides services to Add'On authors and fixes automatically some problems. Currently, the following services are available: Automatically restores Resources changed by Fuel Switches. Crafts at rest changes drifts the Heading by their own Fixing Costs refunds when Recovering Crafts on KSP 1.11.x Issue #1 KSP 1.9.x resets resources to prefab while cloning parts Support I need help in order to proper help you. Open the spoiler for instructions about how to get support: WARNING This Add'On is being used with success by most users, but yet... please make backups - just in case. Bug reports are encouraged, feel free to to it here or in the Issue Tracker. Ideally both. And, finally, KSP-Recall WORKS FINE WITH Module Manager. Anyone telling you you need an alternative fork of MM is telling you nonsense.
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Contracts Window + v9.4 Download from SpaceDock Download from CurseForge Alternate Download: GitHub Localization is supported and the following translations are included in the download package: Russian | Chinese | Polish | Spanish | French by @vladimir_v | by @QAQdong | by @Moskit | by @fitiales | by don-vip -------------------- Consider donating if you like what you see here. * Money will not go directly to development or upkeep of this addon -------------------- Source is available at GitHub A new contract monitoring window designed to give more information and be more flexible than the stock window. This window gives players a number of options for displaying contracts. Grouping and ordering of contracts can be modified and contracts can be placed into custom mission lists. All contract and parameter reward and penalty values are displayed, along with the amount due to any strategy modifiers. The contract reward modification section of this addon has been removed. Its functionality has been moved to a new, separate add-on that can be found here. The top bar has several buttons that are used to adjust contract ordering and display options. The top-left icon opens a new window with options for changing sort order based on several criteria. The next icon toggles between ascending and descending order for the selected sorting type. The eyeball icon on the right toggles between the active and hidden contract list. Each mission list has its own active and hidden contract lists. The top-right icon opens a new window displaying all of the existing contract missions. Selecting a mission will switch the primary display to those contracts. The primary mission is always at the top of the list and contains all contracts. The bottom bar has several buttons that control various window options. The version number is displayed on the left. Tooltips for most buttons can be toggled on and off with the next icon. The spinning arrows icon is used to reset the window and primary contract list. A confirmation box will open upon pushing this button. This should generally not be needed, but if there are errors in the contract window (no contracts displayed, no "MasterMission" contract list, the window is too small, etc...) this can be used. All window size, font size, and position options will be reset; the internal list of contracts will be updated with all active contracts and the "MasterMission" will be reset with this internal list. All other mission lists should be unaffected, these can be manually deleted if there are any other problems. The aA icon controls font size for most of the window's labels. Each font is increased by one unit. The next icon toggles the overall window and texture element size. It also increases the font size by two units. Between the font and window size options there are four available font sizes and two window element size options. The arrow icon in the lower-right is a re-size handle; it can be dragged to increase or decrease the window size in either dimension. Each contract has a title bar above it with information and options for the contract. The contract difficulty, or prestige, is displayed on the left with one to three stars. The time remaining for the contract is shown next. It updates every five seconds (at high time-warp several days can go by during this period) and switches to days and hours, and turns yellow, when the counter gets low. The year/day time is dependent on your selection of Earth/Kerbin days in the KSP settings menu. The A icon can be used to display the flag and name of the contract's agency. The eyeball icon can be used to move the contract into the hidden or active contract list. The pin icon can be used to pin the icon to the top of the list, regardless of sort type or order; a contract's pinned state is persistent. The checkbox icon can be used to move the contract into a different contract mission list or create a new one. The blue icon at the end can be used to display contract notes if they exist; these are different from individual parameter notes. The primary contract and parameter display shows the same information as the stock window. In orange is the contract title. It is a button that can be pushed to collapse or expand the contract's parameters. When completed the contract text will turn green; when failed it will turn red. The contract parameters are shown in white. When completed these will turn green. Contract parameter notes can be displayed using the blue icon. Sub-parameters are offset slightly and are shown in a darker color. When all sub-parameters are completed they will be collapsed into their parent parameter and no longer displayed. The rewards for each contract and their parameters are displayed on the right side of the window. Funds, Rep, and Science rewards are displayed depending on how wide the window is. Rewards are in green, penalties are in red. The amount of any reward/penalty due to strategies, if any, is displayed in parenthesis. When the green checkbox icon is selected the mission list will appear. The current contract mission lists are displayed in this window. A green checkmark indicator on the left indicates that the currently selected contract is already in that mission. The green number to the right is the amount of contracts in that list. The red x box on the right can be used to remove a contract from any mission that it is present in. Selecting any existing mission will add the contract to it. Selecting the "Create New Mission" option will open the mission creator window. New missions can be created after giving them a name. Missions must have a name, can't use the same name, and must be under 20 characters. All progress nodes, their rewards, and in some cases, information about when they were completed is shown in this window. There are four types of Progress Nodes. Interval Nodes: These are nodes with multiple levels of progression, such as the altitude or speed records. Standard Nodes: These are nodes not specific to any one Celestial Body. Point of Interest Nodes: These are nodes completed by visiting anomalies. Celestial Body-Specific Nodes: These are nodes which are given separately for each Celestial Body Interval progress nodes. Standard progress nodes. The mission title bar is shown at the top of the window. The Title Bar is a button that can be used to switch to Progress Node mode. The edit mission window is opened with the pencil icon in the mission title bar for all but the Master Mission. Change the name of any mission. Delete any mission; this won't affect the contracts, and all contracts are still available in the Master Mission list. ChangeLog: This add-on uses TriggerAu's KSP Plugin Framework code Released under the MIT License.
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