Search the Community
Showing results for tags 'probes'.
The search index is currently processing. Current results may not be complete.
-
KSP 1.12.x - Reviva - The IVA Revival! KSP Reviva is the IVA Revival! For Kerbals who like to fly first person. Supports multiple IVA mods at once (IVA mods not included). Supports RPM and MAS. Allows IVA internal switch via B9PartSwitch: Allows selecting different IVA on each command module in editor/saves. Allows for on-the-fly IVA switching while in flight. Soon :: CKAN support so you can install Reviva and all the IVA mods you ever wanted. Currently only stock IVA and some popular IVA mods are covered, the intent is to extended the coverage over time. Required Mods Reviva - note that this does not include any other mods below in the download. KSP Forums GitHub Latest Release Download and extract the Reviva-x.x.x.zip file at the root of your KSP installation. SpaceDock - SpaceDock CKAN - Available Curse - Probably never B9PartSwitch ModuleManager RasterPropMonitor (RPM) Recommended Mods DEIVAExtension Optional Mods MOARdV's Avionics System (MAS) ASET Mk1 Cockpit ASET Mk1 Lander Can ASET Mk1-2 Command Pod Warbird Cockpits Ultimate Shuttle IVA ASET IVA for Making History Pods Many more, see Support Progress and Dependency Summary for the full list as more are supported. Some IVA mods require downloading from GitHub, Dropbox or even Zip files in GitHub issues and must be installed in their suggestion locations for Reviva to work correctly (directory names under GameData are very important). Changes 1.0.0 Release - Major Updates by JonnyOThan JonnyOThan is awesome! He's now a co-contributor for Reviva on GitHub, so he has full power and authority to do anything with the mod. This release is mostly due to his hard work to really make this mod shine. Giant refactoring of patches to make it easier to add support for mods and parts Fixed bugs regarding RPM variable persistence and action group memos being lost Fixed bugs that prevented ProbeControlRoom from working properly with Reviva Added Apex and Kermantech options for mk3 cockpit Fixed some configuration bugs 0.8.1 Release - Bug fixing (2nd Jan 2023) Fixes: Added support for AirplanePlus Mk1/0 Caged Inline (same as Mk1 Caged Inline). Note that the part does not fit exactly and has the wrong interior window structure, but is better than nothing. 0.8.0 Release - Bug fixing (16th Dec 2022) Fixes: Fix GitHub Issue 9: Thanks to JonnyOThan: Clone the partInfo so that changes to the internal config don't affect all instances of the same part. Extra fix from Fix GitHub Issue 9, again thanks to JonnyOThan: Fix an issue with internals that don't have crew capacity, exposed by FreeIva. 0.7.7 Release - BDB 1.11 Support (22nd Oct 2022) Adds: Slightly improved support for BDB 1.11 Release. Hermes/Mercury: Added Placeholder (empty) and BDBAlternate (super minimal, non-functional) Vinci/Gemini: Added Placeholder (empty) and BDBAlternate (old FASA, non-functional) Kane/Apollo: Added Placeholder (empty) and BDBRPM (functional RPM variant of non-functional BDB) Sina/LEM: Added Placeholder (empty) and BDB2 (new BDB non-functional IVA), the older BDB remains unchanged for compatibility. NOTES: Previous Reviva 0.7.6, 0.7.5, 0.7.4 will still work fine with BDB 1.11 - though the new non-functional LEM IVA will not be selectable. Currently no LEM variants have IVA switching: ie. no engine cover, Taxi, Lab, Shelter. You get the BDB default only. Similarly any Mercury, Gemini or Apollo variants (eg. Big Gemini or Apollo 5-Crew) do not have IVA switching, BDB default only. 0.7.6 Release - Moar IVA and BDB (24th Sep 2022) Adds: Support for: Starilex Intra-Vehicular Solutions - an excellent retro Mk1 pod. Available for Stock Mk1 and BDB Hermes / Mercury CM. Uses RPM. Max-Ksp MAS IVA Pack - excellent retro Mk1-3 and MEM pods. Available for Stock Mk1-3, Making History MEM, BDB Kane / Apollo, Sina / LEM. Uses MAS. SABS_IVA: MAS-enabled IVA - partial support (it provides a full set of Stock and Making History pods using MAS) for Mk1, Mk2, Mk1-3, MEM and BDB equivalents. Uses MAS. These are work-in-progress, I may add configs for everything else later. Snakeru's Mk2 Pod IVA - excelent retro style Mk2. Available for Stock and BDB Vinci / Gemini. Note that this is a ZIP file in a GitHub issue and is Beta, but to me is the best retro MAS style IVA for the Mk2. 0.7.5 Release - Airplane Plus (28th Apr 2022) Adds: Support for Airplane Plus: Warbirds (Bell Heli, Citation, Old Fighter Inline, X1 Supersonic, B29 Bomber) Warbird Cockpits Airplane Plus IVA Pack (Bell Heli, Bombardier Jet, Cessna, F-18 Fighter, Huey Heli) Airplane Plus IVA Pack Airplane Plus F-16 ASET/RPM for Falcon cockpit Needs to be installed in GameData/AirplanePlusFalcon. 0.7.4 Release - BDB experimental (28th Apr 2022) Adds: Added "Experimental" support for MOARdvPlus BDB Kane (Apollo) CM: MOARdV's Avionics System (MAS) Only covers the standard 3 crew Kane/Apollo CM. Original MOARdVPlus FASA variants still present and unmodified, they're hidden, don't use them as they won't work as well. Reviva MM config changed to support BDB 1.10.x naming Specialized action group switches work (eg. EVA Light) Glass variant also seems to work. Interior model does not match exterior so "Interior Overlay" will not look great. Will improve when BDB updates the interior. Also even more "Experimental", all Mk1-3 IVA interiors also available and seem to be functional, but definitely look even more silly with "Interior Overlay". Will not ever fix this. Fixes: Fix MASFlightComputer support to correctly update config data. This was required to get the MOARdVPlus special action groups to work. Probably helps make other IVA a little more accurate. Updated README.md with more IVAs, and links to completed mods. 0.7.3 Release - Bug fixes (12th Apr 2022) Fixes: Support QuickIVA when loading strait to IVA (GitHub Issue #6) Handle any configuration errors by remaining on same IVA (GitHub Issue #5) 0.7.2 Release - Bug fixes (11th Mar 2022) Fixes: Undocking two of same craft causing crash (GitHub Issue #3) Correctly switch IVA for in-flight craft where multiple similar craft present (GitHub Issue #4) 0.7.1 Release - Stock and Missing History (28th Feb 2022) Support Missing History KV-1, KV-2, KV-3, MK2 command pod and M.E.M. lander. Configurations for Stock, ASET IVA for Making History Pods, and MAS alternatives for Mk2 and M.E.M (the KV pods are meant to be low to medium tech only). 0.7.0 Pre-Release (3rd Feb 2022) Support for RasterPropMonitor (RPM) and/or Avionics System (MAS) IVA. Covers stock command pods, cockpits, landers and cuppola only. Configurations for Stock, RPM, MAS, ASET, DE_IVAExtension, Warbird Cokcpits and Ultimate Shuttle IVA variants. For Players If you like flying in first-person from the in-vehicle crewed cockpit, either in stock or using RPM and/or MAS, then this mod is for you. Features: Allow switching of IVA from stock to different alternates (if needed mods are loaded) using B9PartSwitch This can be done from the editor, and the settings are saved with the ship design. This can also be done live from flight! Use the PAW right-click menu on the command module when not in IVA (yup, not realistic, but this is KSP). This allows for the player to load this mod on existing saves and change IVAs on already flying craft, or to try out different IVA. Without Reviva, only the "last" IVA mod for each command module would be available. Links together stock and modded IVA into one place and provides limited patches to ensure they work in 1.12.x. Note that this mod doesn't include the IVAs, but provides links for recommended or optional IVA mods, plus patches to allow them to run and be switched dynamically. Very low overhead on in-game CPU/GPU performance: command modules get an extra ModuleIVASwitch, and switch detection only happens when changes are made. Note however that all the Internal modules are loaded into memory, so load times will be a little slower, and memory usage a little higher for each IVA pack you install. Don't go too crazy. The best way is to look at all the different IVA mods for a particular command pod or cockpit, try them out and pick one or two. Note that the first option is usually the non-functional stock or original mod IVA, these typically have less performance impact. The different IVA selection does not change the characteristics, mass, cost or other data on the actual command pod: it's all visual for IVA. This means you can change at any time without penalty, by design. Thanks blowfish :: For B9PartSwitch which provides all the clever part switching and UI. Electrocutor :: For ideas in WPF and KSP forum that inspired idea. sarbian :: For Module Manager which provides ways to reconfigure everything. alexustas :: For the amazing ASET IVAs and props. MOARdV, JonnyOThan :: For Raster Prop Monitor (RPM), making IVAs look all fancy. MOARdV :: For Avionics System (MAS), making IVAs look even more fancy. DemonEin :: For DE_IVAExtension which provides decent IVA for all of stock. Honk Hogan :: For IVA_ASET_MAKING_HISTORY which provides decent IVA for Missing History. theonegalen :: For Warbird Cockpits IVA, and forum posts that inspired that this is possible. G'th :: For the Ultimate Shuttle IVA. linuxgurugamer :: For the hopeful adoption of this mod if I wander off in the future. License MIT License - (C) 2022 Harvey Thompson Source Repository on GitHub For More Information See the GitHub README
- 186 replies
-
- 24
-
- bluedog design bureau
- airplane plus
-
(and 3 more)
Tagged with:
-
Stock Parts It appears that all it takes to open a new space start-up is some spare parts and a catchy name. Kerbal News Right Then is on site (in the bushes) as the newest Space Agency is about to come on line with a series of test launches. First launch in the lines up is the Lil' Sounder *15Km* Test Probe (According to our internal sources within the infantile agency). Kefarious Enterprises (According to the Big Sign on the Building) has put out a mission statement that it will focus on a Probes before Pilot approach. This novel new idea seems to have garnered some attention as there is quite the turn out we can see from the Bushes. Whoever this shadowy group of investors may be, they have stepped up onto the world stage. While agencies claim that the cost of a Spacecraft is rather substantial to place in the digital hands of snippets of code, Kefarious Enterprises seems to be adopting the approach with vigor. The Lil Sounder is a Vessel Made from Stock Parts playing with the WMCC Mod. The parts used are the first science unlock for the tech tree that the Mod uses. It is capable of completing the First Mission but is a bit touchy on the steering, If it is difficulty to keep it pointed the way you want, adjust the Gimbal on the Engines in the VAB. Craft Link KSP Builds - Lil Sounder_S1
-
I think procedural command parts would be incredible for those of use that love the building element of the game. Examples: Pods - Pick a diameter, slider for height, slider for top node diameter. Makes anything from dragon to fuji possible. To go above and beyond, add curvature sliders to make soyuz and vostok style pods. Probes - Pick a shape and height Rovers - I'm not sure how to do this one Cockpits - mkI or mkII shape, then window style, and length/curvature of the nose Hitchhiker cans - Diameter, height, maybe shape Inflatables? - Please How many kerbals does it fit? - Have the game calculate the maximum sized cuboid that the shape can contain, then calculate how many whole kerbal sized cuboids can be sardined inside that. How much does it weigh? - Use a density for each command type part for the volume - cuboid, then + weight of kerbals Doors, windows, and more. - Make these parts radially attachable. This would open the possibility for built-in containers that can be opened by kerbals, cargo holds, multiple hatches, windows. Think parts like ladders are now. Would this sacrifice IVA? Most likely. But we would still have the old parts for those. Although, procedurally generated IVAs could be done, may not always look great though.
- 5 replies
-
- 1
-
- KSP2
- command pod
-
(and 3 more)
Tagged with:
-
Hello dev team and Kerbalers! I feel like probes and satellites in KSP1 are quite not worth the investment, it is always better to build a manned rocket to go to a planet to gather science, rather to send a probe to that body. I think it needs to be looked at and reworked, rather for science probes to be limited in science transmission, it would be much better to implement a system, where you first need to scan the planet or it's surrounding area first, to know what to get, so first you would send a probe and that will allow you to pick more science, whenever you send a manned mission. But to avoid situations where you send a manned vehicle with probing-grade stuff, I would make those probes parts really not worth the investment in a situation, where you want to send a manned mission (like, the cost or some limitations like that - like an option to calibrate manned mission equipment for that particular planet, so the price spikes up with manned missions a lot (similar cost with manned and unmanned so combining those two are basically a waste of money). This way the player is encouraged to do things like in the real world. It's obvious we scan planets or objects of interest first, transmit the findings, where we build upon a manned mission to that object, based on the data we have got from those probes. Other than that, the entire idea of space telescopes would be neat! Like, to find a planet, first you need to build either a ground telescope or a space-based one, to find it, analyze it and then probe mission to map it to see what to expect, then and only then, a manned mission is the next logical step. So to summarize: Mission cost where probe equipment is paired with manned mission is ridiculously high To get full science, you need to analyze the planet/object Manned science equipment needs to be calibrated for full science return The only way to get calibration data is by analyzing the data coming from the probe Implementation of telescopes to find new bodies
-
The Safety First Space Program Challenge In this challenge, you'll need to imagine an alternate universe, where the safety of each Kerbal comes first. At all costs! This space program will not launch any Kerbals, it will be probes only. The safest Kerbal is one who never leaves the Astronaut Complex! Basic Rules: Start a new career game. Do not launch any Kerbals. Ever*. Complete the Tech Tree and upgrade all buildings, using only un-Kerballed probes. But I can't actually do anything at the start of the game! (Here's two ways to handle that..) What about Kerbal Rescue Contracts? You have the option of handling those in a few ways: Ok, then what about Tourist contracts? Tourists are also not allowed to be anywhere near any vehicles. Again, all in the name of safety! (Thanks @Scarecrow71 and @OJT for pointing this out) Mods: Mods are fine. If you are using mods which significantly alter gameplay, or add overpowered parts, consider that makes this much less of a challenge. On the other hand, some mods could make the challenge more difficult! If you are able, post a brief summary of how you completed the challenge. Even better would be to create a Mission Report in that section of the forums, and link to it in this thread. Be sure to describe some of the game settings you used, as well as any mods you used. Notes and Tips: Be careful accepting Station or Base contracts. Some of them only require the station to be delivered, but some of them also require specific Kerbals to be on board. Probably don't want to accept the contracts which require specific Kerbals, because you can't launch any Kerbals... If you play with Comm Net enabled (I do..), keep in mind that you won't be able to fully control probes when they pass behind celestial bodies. Unless you have a relay network in place to maintain communication links. I just completed a career save doing this challenge. I play stock, and chose to do Rescue Contracts, but did not actually use the rescued Kerbals for anything.
-
I know that having telescopes and gradually obtaining information about celestial bodies is already semi-confirmed by this comment. But what do you think about also having a some filters / overlays for unmanned craft 3rd person view that improve as technology gets better? Some combinations of.. black and white vintage / sepia noisy blurry VHS CRT fake colors instruments (infrared, ultraviolet) etc. best color version would be the same as the manned craft 3rd person view of course. This would differentiate between manned and unmanned craft and give a better gameplay experience for tech progression. It could be applied to first-time visits based on tech level, to limit information and incentivize discovery. After sending better probes or manned missions the image could be normal. Also we could also have: telescope (science instruments) that can zoom in when orbiting / passing by a planet so we could see things happening on the surface or more details ability to record videos
- 13 replies
-
- discovery
- progression
-
(and 3 more)
Tagged with:
-
I'd like to see some of the coolest rockets anyone has designed! I'm new to KSP and I'd like to see cool thing other people have made just for an example to me of how creative you can get!
-
Here's my idea to make probes more realistic, while adding stock mechjeb in a fair way: Step 1: add communication delay. The way this would work is pretty simple. A time delay is added between when a command (like pitch up) is given and when it is initiated. The further you are from Kerbin the longer it takes. To compensate this probe cores will be given automation such as being able to execute maneuvers automatically and on higher level cores avoiding danger. Step 2: add mechjeb like automation to probe cores, the features form a hierarchy like this: Stayputnik: same features as in the stock game, plus communication delay, no SAS. Okto: Same as stayputnik but has SAS, smart A.S.S, and prograde retrograde lock. Hecs: Same as Okto, but can automatically execute maneuver and has maneuver lock. Okto2: Same as hecs but also has normal/antinormal and radial in/out lock. Rovemate: Same as hecs but has a bon voyage like rover autopilot. It is limited to a top speed of 0.05 m/s though. Small remote guidance unit: Same as Okto2, but has target mode and target lock. Large remote guidance unit: Same as the small one, but it has support for auto gravity turn and orbital insertion, as well as the ability to run simple kos like scripts. Hecs2: Same as large remote guidance except it has more advanced kos Hecs3: A new probe core that can be set to stabilize its orbit automatically if is on an impact trajectory. Has also features of hecs2 Dodec: A new probe core that can automatically orbit and transfer to any body and has full kos. All features of Hecs3 Dodec2: all probe core features and full mechjeb and kos. Step 3: change what Kerbals can do: Kerbals can now: Increase the top speed of the rovemate to 15 m/s. Use probe core specific features like smart A.S.S. without time delay. Kerbals can no longer: Use docking mode. Use target mode on navball. My ideas aren't perfect, but they get the point across, so what do you guys think of the idea and how it should be implemented?
-
Unkerballed Start by SpinkAkron and theonegalen This is an unmanned start mod inspired by Yemo’s SETI, Unmanned Before Manned. It is structured around early probes and aircraft. Manned capsules become available as later tech. License is Creative Commons, so it can be continued if I go MIA. Download link is at bottom of this post. Overview Starting with the Stayputnik probe core, lack of control is the first challenge to overcome. The QBE is available at Stability (T3) and the OKTO at Flight Control (T4). RCS has been moved to earlier in the tech tree. Only .625m engines are available at start. More powerful engines have been moved up the tech tree. Multi-engine stages are essential. Making History's engine plates are made available earlier to facilitate this. Revamped tech tree - The tech tree has been de-squished, de-tangled, and rationalized. Orphan lines such as Nuclear Power and Colonization have been fully integrated. Additional nodes have been added to flesh out the early tree and where needed at various other points. The Precision Rocketry line has been expanded to cover additional tiers, splitting Rocketry into a Power/Boosters line and a Specialty line. This further slows rocketry advancement. NOTE: All inputs to a node are now required to unlock, not just one like stock. Links that didn't make sense have been removed. Just like the Community Tech Tree, on which this is based, most of the later nodes will have no parts in them unless mods using them are also installed. See the CTT thread for a mod list. To balance the delayed availability of powerful engines, many other parts such as docking clamps and station hubs have been moved up allowing for earlier station development. The intent is that the player spend more time developing the Kerbin SOI before heading out to the planets. Special thanks to @Pand5461 for the concept of later engine availability. That was the key that made the whole project come together. Early aviation with extensive mod support generously provided by UBM Extended's @theonegalen. Thanks! The Soviet-style Reentry Pods now have their own tech line. They are simple and cheap, but ultimately a dead end. In a low-income playthrough they become a real option. Only the tech tree node placement of parts is effected. No parts or resources are changed, reducing compatibility issues. Three new .625m engines have been added. The LV-T05 and LV-T10 are re-scaled versions of the LV-30 and LV-45. The RT1 SRB is a re-scaled version of the RT-10. They are removed when a mod with equivalent parts is installed. Added .625m Fairing generously provided by @PocketBrotector from his Extended Antenna Progression Mod. Thanks! OPTIONAL - Small parts means more parts so the upgrade costs for VAB/Launchpad and SPH/Runway have been swapped via Custom Barn Kit. This allows for earlier VAB upgrading. To activate this change rename CustomBarnKit.cfg.disabled to CustomBarnKit.cfg Spreadsheet showing what parts are in what node: UnKerballed Start Tech Tree Spreadsheet (google docs link) Screenshot (click for full size) Compatibility The only mods that are incompatible are other tech tree mods. All parts added by mods will work as designed but their position in the tech tree may not be consistent with the changes made by this mod. If you’d like a mod adapted, I’d be happy to make a config for it. Custom configs are provided for the following mods so far: Recommended Mods Making History - Official Expansion Missing History - Adds the parts that Making History missed Restock Plus - You're already using this, right? No? Go get it! Contracts - Having a good set of contracts that compliment the tech tree is crucial. The stock contracts assume the stock tech tree. For the career, I use SETI Contract Pack made by @Yemo, UKS's spiritual godfather . As an alternative, Exploration Plus is very good for those who prefer a less guided career. @theonegalen recommends Career Evolution Contract Pack I don't care for the stock contracts, so I use Stock No Contracts. I fill out the contracts with these contract packs Clever Sats Field Research Kerbal Academy Bases and Stations Reborn Remote Tech Contracts - currently not working. Unofficial fix HERE Rover Missions Redux Tourism Plus Giving Aircraft a Purpose Strategia - replaces stock strategy system Above all, use what gives you the greatest enjoyment. Make the game your own. There is no wrong way to play! mod list for my Let's Play Using UKS (YouTube playlist) UPDATES 1.1.0 Update for KSP 1.8. Added config for Breaking Ground DLC suggested by kcs123 Disabled RT-1, replaced by stock engine. Fixes to tech tree suggested by FreeThinker Fixes to Intersteller suggested by FreeThinker Change to Custom Barn Kit suggested by kcs123 Change to DMagic Orbital science suggested by kcs123 Added config for Infernal Robitcs Next suggested by kcs123 Added config for PEBKAC Launch Escape System suggested by oOScarfacEOo Added icons by Tonas1997 1.0.7 Added the rest of the changed parts for 1.7. Derp. Reduced cost of Custom Fuel Tanks node 1.0.6 Fix misplaced .75m Waste HexCan for TAC Life Support. 1.0.5 Re-disabled the CustomBarnKit.cfg. In previous versions, I had mistakenly included the non-disabled version. Added compatability for 1.7 1.0.4 Fixed the fix for LV10 attachment nodes that I failed to fix. 1.0.3 Incorporated ModZero's fix for LV05 and LV10 attachment nodes when Restock is installed and Missing History is not. 1.0.2 Fixed Real Plume configs to eliminate MM warnings. 1.0.1 Fixed tier 13 costs Added RealPlume configs Added theonegalen's configs for AirplanesPlus, MAD, Mk3Airliner, ReStockPlus, KAX, TAC Self Destruct 1.0.0 Added theonegale's aero configs Adjustment of the starting parts suggested by MaltYebisu Standardized engine placement More mod configs added. Added Tier markers and wings nodes 0.9.1 Unscrewed up the engines. 0.9.0 Balancing. Added Config for Custom Barn Kit. Uploaded to Spacedock. 0.8.1 Fix for Antenna not showing at start Fix nodes for the new LF engines when Missing History is not present BARIS config added 0.8.0 Initial Beta release Required mods: Community Tech Tree Module Manager Custom Barn Kit - OPTIONAL for VAB/Launchpad & SPH/Runway upgrade cost swap. To activate this change rename CustomBarnKit.cfg.disabled to CustomBarnKit.cfg Installation Instructions: 1. Uninstall any previous version of the mod when upgrading to the latest version. 2. Copy the UnKerballedStart folder into GameData. Download: UnKerballed Start on SPACEDOCK This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
- 461 replies
-
- 14
-
1. Is there any mod that adds in real engines but kerbalized? Like a Kerlin 1K or KE-L 10 2. Same as the first but with probe parts. both for 1.9 or older, most mods i use carry over about 2 updates untill they break Thanks! EDIT: Found probes plus, question 2 resolved. now just looking for the kerbalized engines pack (I have looked at Bluedog design but that's for history parts, i'm looking for general engines like the RL-10 or AJ-10 but kerbalized)
- 2 replies
-
- engines pack
- question
-
(and 1 more)
Tagged with: