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  1. Tired of your monopropellant rockets being left out in the sound department? This adds a sound effect when firing RCS engines, varying in pitch and intensity with monopropellant usage. It can be useful to tell just how much SAS is burning through your reserves without even a glance. The sound file can be changed in the cfg file. Download from CurseForge Download from SpaceDock Source included, project also available on github, licenced under GPL v2. ModuleManager is required for this mod to work. Download it here. If you've enjoyed this, consider donating a cup of coffee to help with late night coding: Thrusters light up any area they hit. Planned features Sounds for the EVA jetpack. Change log v5.2 (2017-06-12) Fixed crash on hovering the mouse over RCS parts. v5.1 (2017-05-31) Updated for KSP 1.3. Added partial support for the new ModuleRCSFX thrusters. v5.0 (2016-04-13) KSP 1.1 (pre-release build 1183) support. Fixed issues with effects not being loaded correctly. Added more detailed documentation on options. Fixed typo in error message. v4.4 (2015-09-22) Added changes by FreeThinker providing support for RCSFX and other derrivatives of ModuleRCS. Included a cold gas RCS thruster sound as an alternative. Removed Module Manager. This should be installed separately. v4.3 (2015-02-01) Fixed errors with light effects disabled. Support for KSP 0.90. Upgraded to Module Manager 2.509. v4.2 (2014-10-10) Support for 0.25. Upgraded to Module Manager 2.3.5. v4.1b (2014-09-25) Upgraded to Module Manager 2.3.5. Added Module Manager licence. v4.1a (2014-08-06) Corrected zip folder structure. Added support for the KSP Add-on Version Checker v4.1 (2014-07-29) 0.24.x support. Updated to ModuleManager 2.2.0. v4.0 (2014-04-04) Fixed internalRcsSoundsOnly not working correctly. Rebuilt for the ARM pack (KSP 0.23.5). Updated to ModuleManager 2.0.1. v3.2 (2014-03-09) Fixed light effects not being disabled when the thruster runs out of fuel (thanks to BigNose for the bug report). Removed old sound file. v3.1 (2014-01-19) Fixed debug text appearing in the output log (thanks to Tabakhase for the bug report). v3.0 (2014-01-15) Removes dependencies on a hard coded resource name and the replacement of ModuleRCS for better support of mods which change the resource system such as Real Fuels. v2.0 (2014-01-10) Added improved sounds by Daishi. Added shutoff sound. Added light to the RCS effects (thanks to taniwha for providing some pointers on this). Upgraded to ModuleManager 1.5.6. Fixed sounds continuing to be played on pause. Fixed multiple simultaneous RCS firings resonating together. Fixed sounds continuing to play quietly while idle with SAS and RCS enabled. Fixed .NET target version. v1.1 Added support for KSP 0.22. Should work with any future 0.22 patches also. Now using ialdabaoth's ModuleManager and sarbian's ModuleManager Extension. This means that you no longer need to edit part.cfgs to add RCS sounds to parts, stock or modded (assuming they use ModuleRCS). Thanks to mwlue for help with setting this up. Added the option to only hear RCS sounds in internal views. Added the option to make the volume fade off at low thrust values. Fixed sound path issue (paths shouldn't be wrapped in quotation marks). v1.0 (2013-10-15) Initial release.
  2. This mod simply allows you to stage RCS / activate them by staging. So at launch, they'll be in a disabled state, until staged by user. You can re-order stages as any other engines in the VAB too. It's a simple MM patch that comes from Realism Overhaul mod by @NathanKell ,@RedAV8R and all its contributors. I simply wanted this handy feature available for non-RO users, all credits go to RO authors. Usage: -build a new rocket -Add a lot of RCS -Stage all that stuff -Enjoy Dependencies: -Module Manager by @sarbian DOWNLOAD: download : https://spacedock.info/mod/1900/SRCS - Stageable RCS Github : Releases · kurgut/SRCS-Stageable-RCS (github.com) CKAN available. Source code : kurgut/SRCS-Stageable-RCS (github.com) Installation: Merge the zip's GameData folder with your KSP/GameData folder. License: CC BY-SA ______________________________________________________ Thanks to @Kottabos for making a presentation video!
  3. MandatoryRCS This plugin revisit the stock balance between the overpowered reaction wheels and RCS thrusters which are useless outside of docking situations. It does not propose a more realistic simulation of reaction wheels but is a collection of tweaks aimed at limiting their functions and balancing the gameplay. Reaction wheels are turned into stabilizers, preventing your vessel to spin out of control and keeping it pointed at the direction you choose in the SAS autopilot. But they have a very low (and somewhat realistic) torque power when the pilot or the SAS request a pitch, roll or yaw rotation. This mean that like in real life, most crafts always need a few RCS thrusters (and propellant) to have orientation authority, but you still get most of the playability benefits of overpowered reaction wheels. As a side benefit, the plugin also fix the "timewarp rotation stop" stock behavior, and introduce a few related features like keeping the vessel oriented toward the SAS selection in timewarp and when switching vessels / reloading the game. Features Reaction wheels nerf Reaction wheels have two different torque power, the stock one and a heavily nerfed, somewhat realistic one. Nerfed torque provided on pilot or SAS rotation requests. Stock torque when SAS "Stability mode" is turned on. Stock torque when the vessel has reached the SAS selection (prograde, normal, target, etc). Torque output is affected by the vessel angular velocity : the faster the vessel rotate, the weaker reaction wheels are. Pods and cockpits built-in reaction wheels can't be controlled (they don't respond to pilot/SAS input) but still provide SAS stabilization. Reaction wheels in probes cores and independent parts can be controlled. Hiding of irrelevant reaction wheels right-click menu options and action groups. Rotation persistence trough timewarp and reloading Timewarping will not stop the vessel from rotating. Rotation is restored after timewarping, switching vessels or reloading. Rotation is not continuously calculated for unloaded (on rails) vessels, for minimal performance impact and code complexity. SAS autopilot persistence trough timewarp and reloading The vessel will keep its orientation toward the SAS selection when timewarping, switching vessels or reloading. The SAS selection is remembered and restored when switching vessels or reloading. Customization Features can be enabled, disabled or tweaked in the ingame "Difficulty Settings" menu. Download and detailed info Current version : v1.8 for KSP 1.8 Latest release and source from github MandatoryRCS Part Pack Small part pack to provide more RCS thrusters in a stockalike fashion Tiny thrusters (0.25 kN) With tiny exhaust effect RV-105 variations Download and detailed info Current version : v1.4 for KSP 1.2 to 1.7 Latest release and source from github
  4. I'm not liking that a quick look around with the mouse causes a frame of reference change for jet pack controls. Controls staying with Kerbal, not camera, is simpler and expected behavior.
  5. I appear to be losing control of my rocket whenever I enter map view with SAS turned on and set to hold position. SAS also appears to lose control of the rocket, as it drifts off course instead of holding like it should have. I regain control when I exit map view, only to lose it again once I re-enter. This has messed up multiple burns that I have used map mode to monitor, not realising until too late that the vehicle was uncontrollable, and I would be grateful if it was fixed soon.
  6. Space Shuttle RCS Nosecones (RCSN) Ever thought, that you need an actual nosecone for plane parts? This parts addon adds nosecones containing Monopropellant and mostly translational RCS-Thrusters. Ideal for keeping your nose up during reentry! By zer0Kerbal, originally by @Kamik423 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 Supports On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Either 3 Module Manager Module Manager /L Tags parts, control 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 @Kamik423for creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS: How to support this and other great mods by zer0Kerbal and it is true. 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!↩︎
  7. Here are three new and bigger Vernor RCS Thrusters: Vernor 10x 10 times stronger than Stock. Vernor 30x 30 times stronger than Stock. Vernor 100x 100 times stronger than Stock. Specs-comparison with the stock Vernor Thruster: Vernor 10x Vernor 30x Vernor 100x ---------------------------------------------------------------------------------------------- Thrust, Mass, Fuel consumption stock x 10 stock x 30 stock x 100 drag, crash tolerance stock x 4 stock x 9 stock x 20 scaling factor stock x 2 stock x 3 stock x 4.5 Download Bigger Vernor RCS on SpaceDock Installation Extract the contents of the GameData folder to your GameData folder. Structure should then read GameData\BiggerVernorRCS These are for huge vessels. Or you can make speedy thingies without main engines, heh. License CC-BY-4.0 (= do whatever you want with this mod) https://creativecommons.org/licenses/by/4.0/ Have fun . . .
  8. This parts pack is intended to provide a more standardized and cohesive alternative to the stock parts while still maintaining a compatible appearance. In essence, a stockalike launcher pack. View an album here until image insertion is fixed Download v_1.0.6 (on Spacedock) Current Features: Complete set of fuel tanks ranging from .625m to 5m (includes 1.875m). Complete set of fuel tank adapters. complete set of Soyuz style streamlined fuel tanks. Complete set of RCS thruster blocks, nearly every conceivable configuration. Interstage adapters and stack splitters with fairings. Low memory use: all 36 fuel tanks share just two textures! Planned Features: Development has been suspended indefinitely Engines, so many engines. Monopropellant tanks and engines. Aero engines. Standardized crew pods. Landing legs. Utility parts. Suggestions are welcome! Known Problems: Terrible textures. Now 20% less terrible! Now 50% more outdated! Interstage adapter nodes don't play nice with certain parts. Cause unknown, enabling part clipping helps in some cases. Removed pending bugfixes. Licensing: This modification is released under the Creative Commons Attribution-NonCommercial-Share-Alike 4.0 International license (CC BY-NC-SA 4.0), the full text of which can be found here. Integration: Interstellar fuel switch integration is planned, tanks and engines will be compatible with CRP LqdHydrogen westamastaflash has created a RealFuels patch, find it here!
  9. Reaction wheels in real life gets saturated when they spin too fast and have an external force applied to the craft. RW in ksp 1 are overpowered not because the amount of torque they can apply, but because they don’t get saturated. So you can use RW everywhere you want, some applications would be impossible in real life, like attitude control in aircraft. Add saturation to each of three axes of rotation of RW’s. Alternatives to RW: Add Magnetorquer "A magnetorquer or magnetic torquer (also known as a torque rod) is a satellite system for attitude control, detumbling, and stabilization built from electromagnetic coils. The magnetorquer creates a magnetic dipole that interfaces with an ambient magnetic field, usually Earth's, so that the counter-forces produced provide useful torque." https://en.wikipedia.org/wiki/Magnetorquer It would also be cool if it could take into account the amount of magnetic field on different planets, so it would be useful orbiting some celestial bodies and not so much on others. Add Reaction control system that uses only liquid fuel and intake air (for vtol aircraft, like the one used on the Harrier and the F-35B). On previous version of ksp1, the player could use the drain valve to drain intake air and create a little amount of infinite thrust. Create an RCS that uses intake air + liquid fuel would solve the problem. Make engines gimbaling more customizable. For vtol aircrafts with tilting engines the automatic gimbaling in ksp1 gets really confused and ineffective when control reference is pointing forward and engines are pointing down. If there was a way to manually set up where engines should point when player input a pitch-yaw-roll command it would open a lot of alternatives for attitude control.
  10. Here is the craft I wish to fix the RCS on: Okay ignore the spoilers I don't know how to remove them https://gyazo.com/978b6b2df2341543c813a553d69eb7b1
  11. I've been playing 1.11 w/ MechJeb2 installed for a few days. I've seen the warning at startup (of course) that MJ2 isn't compatible, so I've been proceeding w/ caution, but until today it seemed to function normally for executing maneuver nodes, landings, and ascent guidance. That ended this morning. I have two ships (A and B) docked in Mun orbit; I have a station waiting for them to return to it. I separate them, and use MJ2 to set up nodes for ship A to a) match planes; b) rendezvous with the station; and c) match velocity. I execute the first node, then manually warp up to 1000x to quickly get to the second node, then let MJ2 execute the remaining 2 nodes. When I return to ship B, I find that all four of ship B's RCS thrusters on the command pod appear to be firing. None of the other RCS thrusters appear to be active, just the command pod's thrusters. I say 'appear' because the RCS is turned off (according to the navball), and no monopropellant is being used, as evidenced by the resources pop-out (upper right corner), or the command pods info screen when I right-click. And the ship isn't changing position (as evidenced by the navball). But both the visual and audio indicators show that the pod's RCS is active. If I start with ship B, the same thing happens for ship A. I was in the process of trying to narrow it down , by restoring and checking back with the ship that was left behind after each node, and the problem seems to occur after warping up to 1000x. Unfortunately, I can't seem to verify that categorically because as I was repeating the scenarios, MJ2 began to fail to execute the nodes. I'd set up all the nodes as described above, MJ2 would warp to the first node, but then not fire the engine. I verified that there's plenty of fuel and the engine was active, but the candle won't light. I've used these ships and this sequence several times under 1.10. I've restarted both KSP and my computer several times. And I've verified the files from the Steam Library. I've not seen an update for MJ2 for KSP 1.11, but I wouldn't be surprised if I'm not looking in the right place; if one exists, I'd appreciate a link to it. I should probably try removing MJ2 altogether and setting the nodes manually to confirm whether or not MJ2 is really where the failure is happening, but I find that MJ2 makes the game eminently more playable by automating some of the more tedious tasks, now that I know how to do them, so I'm loathe to play without it. I'm a bit of a KSP newbie, so any suggestions, while they will be appreciated, may require some explanation.
  12. hello, I'm running RO in ksp 1.8.1 thought to launch sputnik but RCS does not work (i have chosen nitrogen tank with nitrogen rcs ) but when i launch rcs never works it is really frustrating. plz help
  13. Well hello there im new here! Why do people never use docking mode?!?!? I Always use it when docking and also i dont even know how to use rcs in flight mode. Can you please tell me how to use rcs in flight mode??? Thanks!
  14. Is Carbon Dioxide RCS feasible? For example, all the CO2 exhaled by the crew could go to a tank and be used for RCS. What do you guys think?
  15. Hi all, I'm playing KSP EE on PS4, and I'm enjoying it most of the time. However, there is one issue with RCS that really bothers me. When I activate it and use L1+R1 (or L1+R2), instead of pushing the craft only "forward" (or "backward"), it also generates a radial thrust that makes the craft rotate. The craft stabilizes itself right away when I release the buttons, but I'm wasting a lot of monopropellant because of this. Does anyone experience this issue, too? Is it a bug or does it have to do with the craft configuration? Thanks for your help.
  16. I don’t know if it is a glitch but when I eva my Kerbals and turn on rcs the Kerbal will not rotate. He/she moves forward, backward, etc without issues but they refuse to turn left or right. Does anyone else have this problem? I didn’t install/update any mods before then, it just happend randomly.
  17. Please excuse the noob question but, I'm adding a RCS function to a part for @FreeThinker and there appears to be a trick for naming RCS thrust transforms properly so the game recognizes them. I originally set them all up for the different directions with the exact same name, since that appeared to be the correct way. After investigating some old .mu files it appears they have to be named (something)thrusttransform.001 with the numbers indicating the direction. Would anyone happen to know the directions and their corresponding numbers?
  18. DOWNLOAD Click here to download FASA_RCS I decided to make some stock-like RCS blocks I thought were sorely missing from the base game. I like the new making history expansion but I didn’t like the absence of new RCS thrusters to go with it. RCS 45 is similar to the stock one just at 45 degrees. Lastly is a powerful single direction RCS for retro thrust applications.
  19. This mod will be a collection of RCS and hypergolic engines. I won't limit myself to hypergolic RCS as such though. I just see a lot of cross-over. Eventually I'll be looking at Realism Overhaul (can't see people wanting much in the line of main hypergolic engines without that), but for the moment I'm just developing using a dual config, one for stock, and one for RealFuels. So, the plan is basically a bunch of RCS block types. A few inline RCS modules (more on that in a sec). And some main engines of a few sizes, plus some larger side mounted engines (like the "puff", but bigger). Why? Because turning big craft with stock RCS is tedious, and often results in catastrophic failure due to lack of manoeuvring speed. And because on really small craft, stock RCS massively overcompensates, and looks ridiculous. So, more than one size is needed. I looked, and there are mods that include different RCS, but along with other stuff. And I'd have needed one mod to grab small RCS and another to grab big RCS. So far I'm mostly working with 3 sizes, stock, stock x2, and stock /2. That's double and half measurements in each dimension, so eight times or one eighth mass and thrust. Inline. While trying to figure out how to do inset RCS (see space shuttle nose etc), I decided I'd do short fuselage parts with RCS inset into them, and a core of a Monoprop fuel tank. So far I have one design, and it's in two sizes, with a pretty awful texture mapped on. 3.75m and 2.5m. Obviously it needs more options than that, which I'm working on. Including adapters between bulkhead sizes/shapes. Thrusting hypergolic engines. I'm not super sure how much of this I'll get into. I'll be looking at at least some different sizes of something like the stock “Puff” engine. And probably a basic inline engine. I probably won't make any of them particularly big (aka, no 5m radius monster hypergolics) as it seems unlikely hypergolics would be used when the added complexity of turbopumps etc becomes so much less cumbersome. And there's none of these yet. Download link http://spacedock.info/mod/71/TD%20Industries%20RCS%20and%20Hypergolic%20engines Pretties; Updated to v0.2. Still the same list of parts, same behaviour. I've updated textures etc, and made some minor adjustments to placement of nozzles. Inline parts no longer look awful.
  20. Hello community members! I'm quite extensive messing around with mods on my RSS RO 1.22 Version. Recently I got the feeling it would be nice to have a fuel vent for getting rid of those toxic and reactive fuels in rcs systems etc. before reentry or recovery. Searches in the forums suggest mostly the http://kerbalspaceprogram.com/tac-fuel-balancer-v1-0/ which would do the job, but there is one thing that bothers me with it: no effects - there is no smoke tail coming with it... So here is my idea for a "simple" solution: Take a normal quad rcs asset, modify the .cfg with minimum thrust values and single fuel source modes (like the rcs selection in RO, just split the components up to prevent hypergolic reactions) and increase the fuel drain rates to realistic values. The rcs has already the beautiful firing effects and staging and enabling comes along with the "stock" version but what I have not figured out yet: Is it possible to modify a quad rcs so to use all four directions thrusters together so the total applied force is nearly 0? Fore by throttle and always full action would be preferred... After this I would try to link a different sound to the firing, would be nice tho. Otherwise, if anyone gets an idea for any other fuel vent solution for RO fuels I would appreciate your opinions.
  21. Is there a mod that will let me use RCS motors as main engines and equally choose other motors and tie them into the RCS ? In an ideal world I'd like to be able to make clusters of terriers or even poodles for instance and use them in place of RCS blocks. Equally I'd like to be able to take some of those bigger RCS engines and make them main engines for.. well actually the "Puff" is indeed a "main" engine so, see above But even place anywhere's would be cool to use as mains in low gravity environments and have them tied into the main engine schema. The reason I'm asking is that I'd love to make some "Eagle" style ships for my minmus and upcoming mun base that can do VTOL using ventral thrusters but also have forward and aft thrusters capable of getting a sizeable payload in to mun and minmus orbit. I could just use action groups to activate and deactivate groups of "main" engines but that's clunkier than just being able to hit R and use puffs of thrust.
  22. Hey all, been messing with my RSS/Stockalike/Kerbalism install and I'm learning a lot about writing Module Manager configs. I've got everything set up pretty much how I want, except one thing that's really bugging me. Note that I am NOT using Realism Overhaul, but used RF Stockalike configs as a template to make my own for the stock engines. My problem is that my RCS works when there are no highly pressurized tanks for it to draw from. If I have a rocket with a hypergolic stage, I can just set my RCS ports to use the same type of fuel, and voila, they work as if they had pressurized tanks of their own. This is not the case for pressure-fed engines, which won't work without a highly pressurized tank attached. I'd like to make the RCS behave the same way, but I think they use the stock ModuleRCS which doesn't care about RF tank type. Is there a Real Fuels RCS mod I should download? Or is there a way for me to write or modify a config to implement this? I'm not a programmer, so I don't think I'm really in a place to write my own whole mod, but minor Notepad editing I can do.
  23. Do I need to toggle RCS on at launch to enable my Vernors? And if so, what's to stop the monoprop RCS farther up the stack from firing if I don't want them to?
  24. After upgrading to 1.3.1 I don't have any RCS sounds anymore. I've checked the sound settings and they're just on the defaults. Any ideas what's wrong?
  25. I am currently working on my first mod. I'm making a deep submergance vehicle (inspired by the Alvin) which has 7 thrusters which are used to maneuver. Since they are used similarly to RCS ports in KSP, I thought it would make sense to have them operate as such. But I'm wondering, should I animate the rotation of the blades in Blender just as you would for a jet engine? And then trigger the animation when the thrusters are used. Similar to how the RCS ports produce the thrust plume effect when they are being used.
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