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  1. What are your expectations for the time-span until the heat, buoyancy features, new CBT-terrain and Science milestone are added to the game?
  2. This is a probe expansion pack inspired by real missions from the mid-1960s to now. Including probe cores, engines, solar panels, and new science parts! Parts are inspired by (Including some replicas of) Voyager, Pioneer 10, Venera, Cassini, Mariner, Kepler, New Horizons, Juno, And more! Current working on the Viking Mars lander. IMGUR ALBUM To prevent issues, please remove any previous versions of the mod before updating CURRENT Branch - Github Repo Please be sure to download the latest BETA branch repo for best compatibility. See changelog for a list of recent changes Need Support? Please read the FAQ Requires: Firespitter or B9, DMagic ScienceAnimate and ModuleManager Older Beta v0.16.1 Download: Mod configs included: Remote Tech by @rakol Tweakscale by @Jso SCANsat by @akron Sample Crafts v0.3 for BETA v0.16.1: (Two Barquetta Communication Satellites, Barquetta-Odyssey, Deep Space 1, Landvermesser, Mariner, Quetzal, Tatsujin, Tatsujin-Express, Torekka, Vorona, Vorona-SAR, Meridiani-Draco, Explorer Telescope) Nerva HT Engine 1.0 Released! Link to release thread or download below: Spacedock Dropbox Real Plume config by @VenomousRequiem. Module Manager required for RealPlume configs. License: CC-BY-NC-SA 4.0 Please let me know if you release anything based on my work. I'd love to check it out! Want to support the mod? Check out below, and thank you! Paypal
  3. [Licensed with Mozilla Public License 2.0, more information in the License.md file] KerbalFunds: You just need that small amount of Funds/Science for upgrading/building/researching? You can get it easily now, using KerbalFunds! In the uploaded version, you can press L at the KSC to get the menu and press submit to close it. This video isn't the current version, the uploaded one can also add science points. Here is the spacedock page: https://spacedock.info/mod/3326/KerbalFunds Source code repository on GitHub: https://github.com/jdopss/KerbalFunds Changelog: 0.1: initial release 0.2: taskbar support button added, licensing
  4. PLEASE READ THIS POST FOR INFORMATION ON THE FUTURE OF THE MOD SEP v2.7.1 This is a continuation of the mod originally created by @AlbertKermin, and now co-authored by him, myself, and @DMagic. I'm merely starting a new thread so that I (as a more active user) can maintain the thread as needed. SEP now runs on a custom science plugin, allowing much more complex science over time. (See the next post for more images!) Changelog: Mod Support: This mod has custom science definitions for CaptRobau's wonderful Outer Planets Mod. This mod has custom science definitions for KillAshley's New Horizons Pack. @Nils277 has made a Central Station wedge for use with his Kerbal Planetary Base Systems mod. Run a SEP off your ground base! RemoteTech compatible (requires Module Manager) AntennaRange compatible (requires Module Manager) Dependencies: KospY + IgorZ's wonderful Kerbal Inventory System/Kerbal Attachment System. Credits: AlbertKermin, for creating the original MSEP mod, helping create the original SEP mod, and contributing sciencedefs for the current iteration. CobaltWolf, for creating the new models and parts used in the mod. DMagic for creating the new plugin on which the science system runs. KospY, for the Kerbal Attachment System mod without which my mod could not exist. Vaga, who created the RemoteTech compatibility patch. Kerbas_ad_astra, who created the AntennaRange patch. Beale, whose solar panel texture we used (with permission). Enceos, for his amazing help with converting the original mod to use KIS. JefferyCor, for advice on repairing one of this mod's more troublesome bugs. Dunrana for helping write the Science definitions, testing, and generally getting me back to work on the mod. Shameless plug: Need a lander to carry your SEP down to the surface? Like a fine wine, SEP pairs excellently with Bluedog Design Bureau - which includes a stockalike version of the LEM lander! License: This work is presented under a Simplified BSD license. Art assets used in Surface Experiment Pack were made by Matthew (CobaltWolf) Mlodzienski and are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. All credit for the wonderful new textures/models/artwork goes to CobaltWolf, who retains the copyright to his work. All source files for the mod, including uncompiled textures and models, are available upon request. We back boys!
  5. KERN - Kerbal Council for Nuclear Research KERN is a mod that will implement particle physics into the game as a way to gather rare resources like anti-matter. There will be three models of a particle accelerator. Small, Large, and XL versions all unlocked via a tech tree. The components will only work with the correct size (can't combine an XL with a S). To keep sizes down, each model is going to contain multiple components organized in a way that allows them to be pieced together to create a functional particle accelerator. The player will be able to add any amount of components together as long as they're the correct size. Key components will be the beam generator and collector. The Waveguides will be attachable to each other. The more you attach, the longer your particle accelerator will be. For practical purposes, you won't need a ridiculously long particle accelerator to harvest anti-matter. For fun, maybe you wrap kerbin in a particle accelerator? Low Tech - Small (Present) - Linacs Med Tech - Large (Near Future) - Cyclotrons High Tech - XL (Far future) - Synchrotrons As Science mode is introduced I'll be working on a long journey of creating a particle accelerator for KSP 2. The plan is for it to be used on Kerbin to create anti-matter (or some rare fuel type). This is my first big project and first I want to start with the modelling process. // Links: Github: https://github.com/cvusmo/KERN Youtube: https://www.youtube.com/@cvusmo Twitch: https://www.twitch.tv/cvusmo Twitter: @cvusmo //DEVBLOG INFO: The DEVBLOGS will be updated periodically. I'll upload a DEVBLOG on a Thursday/Friday as I reach certain milestones. DEVBLOGS will appear in numerical order starting with DEVBLOG #1. Links will be provided with a detailed description on what the linked video covers. This is to keep the size of the thread down. The main DEVBLOG will be visible as a full video. //Devblog #1: I find it amazing how rockets are fueled. The cryogenic fuels are fascinating to me. With particle accelerators, they use Liquid Hydrogen to maintain temperatures around -253 C / -423 F. That's really cold. As I'm developing the particle physics mod I'm noticing little QoL's I want to add to the game. I'm a huge fan of resource management in games. As such, I'll be looking forward to modifying the resources when they get added to the game. For now, adding simple VFX to get the effect of cooling. The idea is that when the player interacts with the particle accelerator they can click an option to "cool accelerator" and it would execute the cooling effects and then add the liquid hydrogen to the component. This would then help keep the particle accelerator operating at the correct temperature as that will be a key element to making this work without exploding. Day 1 - Blender Design Day 2 - Conceptual Design (Animation/Texture) //Devblog #2: Friday I'll be posting DEVBLOG #2. Here's a sneak peak of the progress I've made this week. //Devblog #3: Now that summer is coming to a close, and I'm back from holiday it's time to get back to posting regular content! I'm really enjoying making mods and a lot of the content I'll be making will be covering that in the Devblog series. It takes a lot of my time to make these mods (which I enjoy doing). I'm looking forward to brainstorming fun ideas to do in KSP2. I need to get the colony established on Duna for starters. 1. Devblog bi-weekly series covering all mods I'm working on 2. Weekly videos released between Fri-Sun covering KSP2 gameplay 3. Shorts goal of 3-5 a week Here is Devblog #3 in the works in Premiere Pro! In this episode (which comes out Friday July, 28) I'll be going over KERN and FFT. I'll be going behind the scenes to show some of the texture process and what things look like in Unity. THIS will not be a tutorial on how to make a mod. It's just going to show the behind the scenes and it's something the devblog series will continue to do. Hope everyone is having a good Monday!
  6. MIR Space Station (MIR) The Soviet Space Station MIR for Kerbal Space Program. By @Sampa and zer0Kerbal, originally by BobCat, DECQ and Dragon01 adopted with express permission and brought to you by KerbSimpleCo Features by BobCat Modular space station. MIR Core module with living quarters, six docking ports and a detailed IVA. Kvant-1 Astrophysics module with an X-ray experiment and a docking port. FSM space tug for delivering Kvant 1 to the station. Kvant-2 physics module with an airlock. Kristall docking module with two additional docking ports. Spektr power module with 4 solar panels. Priroda Kerbin observation module with a big Travers antenna. Docking Compartment for improving docking clearance. By Blista100, used with permission. Zarya FGB with high fuel load and RCS configured for flying with Unity module attached. Zvezda service module (MIR Core variant) with 4 docking ports. New solar panels and an ISS-style docking port. Preamble by Wikipedia See more
  7. Mini Sample Return Capsule (MSRC) Two size zero (0.625m) parts that make up an autonomous return capsule to stuff your experiments in for Kerbal Space Program. Adopted by zer0Kerbal, originally by @CobaltWolf and @AlbertKermin adopted with express permission and brought to you by KerbSimpleCo Features This mod adds two parts command pod with integrated parachute cargo-bay with integrated heat-shield Preamble by @CobaltWolf See more Cabin notes Localization Help Wanted Installation Directions Most recent releases only available via CurseForge/OverWolf Website/App Dependencies Kerbal Space Program Suggests Adjustable Mod Panel (KAMP) Biomatic (BIO) DaMichel's AeroRadial (DAR) Dreamer (DREAM) Exception Detector (EXCD) Kaboom! (BOOM) LanderTek (LTK) Mkerb Science Instruments Nuke Tiny Parts (NTP) On Demand Fuel Cells (ODFC) OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) Precise Maneuver (PM) Pteron (MSRV) Simple Cargo Solutions (CARGO) Stack Inline Lights (SIL) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Solar Science (SOL) WhimChaser (WHIM) Supports Community Category Kit (CCK) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kerbal Operating System (kOS) Kerbalism ModularManagement (MM) or Module Manager RemoteTech (RT) SCANSat (scan) Tarsier Space Tech (tst) TweakScale (TWK) Tags parts, uncrewed red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @AlbertKermin - Configs, compatibility, balance @CobaltWolf - Models, textures, Unity see Attribution for more Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Comment, click, like, share, up-vote, subscribe Connect with me Track progress: issues here and projects here along with The Short List
  8. I have a question that I having been thinking about recently. Will we get the same science components as ksp 1, if so, will they be redesigned? And about some other old ksp 1 science features; Will the kerbals still be able to preform experiments such as the surface sample, and golf ball “experiment” I totally understand if the team doesn’t want to spoil anything though. Also is this is the right place? please bring back mystery goo lol
  9. I've been given @N3h3mia's blessings to officially support his excellent collection of Science Mods for KSP 1.x as he is currently unable to find the time to continue these. Please raise bug reports for this build to myself and not to N3h3mia. [ ] Official Thread (out-of-date)- overview and tutorial videos Micha's Development Thread- continued revision history, source code, bug reports, feature requests, help and support, ... NOTICE: 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. Download links Updated to 0.9.1 on 2020.06.10 NOTE: If upgrading from earlier than 0.7.1, there is a slightly changed file format. It will update automatically from an earlier version, but you won't be able to revert. Please take a backup of your saves before installing. GitHub SpaceDock CurseForge On CKAN as "Nehemiah Engineering Orbital Science" Changes from 0.9.0 (Full Changelog) Significantly nerfed science payout for all experiments.Fix experiments automatically starting if there are insufficient crew in the Lab. (No longer creates a KAC alarm unless the experiment is actually running). Fix experiments not pausing when crew leaves the Lab. Fix "Finalize" not showing the experiment abbreviation. Kemini: Fix being unable to Move and Finalize an experiment if the Lab does not also have storage as is the case with the HGR SoyJuice pods. Kemini: Fix multiple experiments accruing Lab Time from all Labs. Known Issues Reporting new issues If running with mods, try to reproduce the issue without any mods. Please supply steps on how to reproduce the issue. Attach your log file (KSP.log, found in the KSP game directory) and optionally a save-game which can be used to reproduce the issue. Ideally raise the bug report on the GitHub tracker. Mod Incompatibilitiers Kerbalism: Reports of NEOS (specifically, KEES), contracts unable to be completed when Kerbalism is installed. Fixed by Kerbalism team - use Kerbalism 3.0 or later. General The "interior overlay" is not displayed properly for parts which have an IVA. Overview This set of mods consists of 3 main components: Kemini Research Program (KRP) - early-game orbital science experiments for the Mk1 command pod. requires ModuleManager compatible with a range of third-party command pods. Kerbal Environment Effects Study (KEES) - mid-game orbital science experiments for your first orbital stations. requires KIS recommends K2 / Corvus or similar 2-Kerbal pods Orbital Station Science (OSS) (Was: OMS/KLS) - end-game experiments for large long-duration stations, requiring heavy lifters and significant station infrastructure. The basic premise is that experiments are run in "Labs". Labs, Lab Equipment, and Experiments are launched separately. Equipment must be installed into the correct lab, and Experiments can only be run on certain Equipment. KRP and KEES are simpler variants with some/all of the equipment/labs pre-integrated. Once an Experiment has been installed, it can be "Run", which will take some time. The idea is not to time-warp to completion, but to run the experiments in the background while performing other missions. When done, an Experiment can be "Finalized" and must then be returned to Kerbin. Quick Tutorials NB: From v0.7 onwards, this set of mods also has in-game KSPedia entries showing basic usage. Kemini Research Program Kerbal Environmental Effects Study Orbital Station Science
  10. Science gathering in KSP1 has always felt a bit pointless to me: It was just about clicking your thermometer or whatever in the right place and left you with nothing but a funny text and some points. But you don't really get any new insights: You can see any planet/moon and its properties in the tracking station. I think that just by hiding some information from the player one could make science a much more meaningful part of the game: For example, the "physical characteristics" tab in the tracking station could be filled only after according measurements. Also, what if celestial bodies were blurred out in map view and the tracking center, as if you would see them through a telescope on Kerbin? And only became detailed once you got a spaceship into their SOI? Things like that would add a component of discovery that would make science/career mode so much more exciting!
  11. Science Instruments (MSI) New rocket science, how hard can it be... Four new science instruments partly based on real world experiments By zer0Kerbal, originally by @ManuxKerb adopted with express permission and brought to you by KerbSimpleCo Preamble by @ManuxKerb See more Help Wanted Localization Installation Directions Dependencies Science Instruments (MSI) Kerbal Space Program Recommends Mkerb Oxidizer Tank (MOT) Supports Indicator lights New Horizons Planet Pack Outer Planets Mod Planet Pack Either ModularManagement (MM) Module Manager Suggests More Science! OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) Solar Science (SOL) Adjustable Mod Panel (KAMP) Biomatic (BIO) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) Kerbals of All Trades (KOAT) MoarKerbals (MOAR) On Demand Fuel Cells (ODFC) Precise Maneuver (PM) Simple Hyperdrive! (HYPE) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Stock Inline Lights (SIL) TweakScale (twk) Tags parts, science, career red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Comment, click, like, share, up-vote, subscribe and it is true. Connect with me Track progress: issues here and projects here along with The Short List
  12. We need more reasons to send rockets to space for progression in game. What if we add telescopes! If we add a science instrument to be able to detect other worlds and other solar systems and bodies. It would add to the game. Imagine, the only thing in the solar system is Kerbin, Mun, and the Sun. We want to explore! We send a telescope to low orbit and we discover a new moon, a new planet to explore and then we would have that accomplishment in finding new celestial bodies that we can visit!
  13. When do you think the next updates will be? By this I mean the next couple of bug fixes and then the roadmap releases. There is no wrong answer! Currently I predict the first update sometime next week or the following (early March) and then a second patch late March or the beginning of April. Then I think Science will be added in the Summer (July or September) Then Colonies in the Winter of 2023 (December) I sadly don't think Interstellar will be added until 2024, realistically speaking. Same for the second "Exploration" update which I predict in late 2024 Thoughts?
  14. Suggestion: Transfer science experiments between crafts. For example, a Jool-suicide probe that would transfer data to a station with a mobile processing lab. Not much else to say about this
  15. I tried to Google but Google doesn't understand me. I was wondering which seat a scientist has to be in to be the one who does the experiments. I am in a 2 seat capsule. Does Bob have to EVA to run the science? Jeb and Bob. What a pair!
  16. Solar Science (SOL) Salutations! May the sunlight always be upon you! This science addon that adds two Deep Space Solar Experiments (STEREO and SOHO) to Kerbal Space Program. By zer0Kerbal, originally by Snoopy20111 adopted with express permission and brought to you by KerbSimpleCo Preamble by Snoopy20111 Remember to Praise the Sun! See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Youtube review by Kottabos Gaming Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 Suggests Biomatic (BIO) Biome identification, notification, tracking, and warp stopping. Kaboom! (BOOM) Another way to not go to space today! GPO (Goo Pumps & Oils') Speed Pump (GPO) On Demand Fuel Cells (ODFC) ProbiTronics (PT) Supports Either 3 Module Manager Module Manager /L Contract Configurator 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 Snoopy20111 for creating this glorious addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Footnotes this isn't a mod. ;P ↩ may work on other versions (YMMV) ↩ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! ↩
  17. I think what would make interstellar travel really cool, or what can be a great to set up for it, would be the inclusions of space telescopes in KSP2. Think about sending up a shuttle with something like the Hubble Space Telescope in the payload bay, and have that go on to discover star systems like Debdeb. Not just that, but also have the ability to service and upgrade it later down the line on orbit by conducting EVAs, like on STS-61 or STS-125. Obviously, that statement holds true for something like Hubble. If they player wants to do a mission like Kuiper or James Webb, that should also be an option. It can be a very cool way to conduct science experiments, and get points needed to upgrade the tech tree in KSP2. It can also give the player incentive to try a mission that they have not done before, and can be relatively easy-ish to pull off. I can imagine something like Hubble or the James Webb Space Telescope being instrumental for progression in a future patch when we get closer and closer to interstellar travel.
  18. Sensor Modules (SENS) Hot Beverage Inc serves up some steaming Sensor Modules straight from the irradiating oven. By zer0Kerbal, originally by @Ph34rb0t adopted with express permission and brought to you by KerbSimpleCo Preamble by Ph34rb0t See more Help Wanted Localization Installation Directions 1 Dependencies Hot Beverage Inc (HBI) agency, flags, and common files Kerbal Space Program 2 Suggests Hot Beverage Inc (HBI) Irradiated Parts (HBEx) experimental parts HBFuelCells (FUEL) Fuel Cells Radioisotope Thermoelectric Generators (RTG) Radioisotope Thermoelectric Generators Kerturn (KAT) Sensor Modules (SENS) Sensor Modules (SENS) Biomatic (BIO) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) On Demand Fuel Cells (ODFC) OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) SimpleConstruction! (SCON) SimpleLife! (LIFE) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Solar Science (SOL) TweakScale Supports Irradiated Parts (HBEx) Fuel Cells (FUEL) Stack Fuel Cells Radioisotope Thermoelectric Generators (RTG) Radioisotope Thermoelectric Generators Kerturn (KAT) Sensor Modules (SENS) Sensor Modules (SENS) Either Module Manager /L 3 Module Manager 4 Tags agency, flag, 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 @Ph34rb0tfor creating these glorious parts! see Attribution for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  19. Interkosmos - Science Parts for KSP - Interkosmos includes 6 Science parts inspired by real experiment : Photopolarimeter, Photometer, Hydrometer, IR Spectrometer, GasAnalyzer, Crystallisation Facility The Crystallisation Facility is also a Crystals Generator, with electricity and time the part could produce 50 Crystals Unit (new resource). When you recover the part full of crystals, you win 5000 Really helpful for career! Download: Spacedock / Github Development considered completed, this mod will not receive new parts. Licence : Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) Changelog : Graphic Patch made by @DiscoSlelge Tweakscale Compatibility patch made by @hraban Translations : English / French
  20. InSight Lander (INSIGHT) The Interior Exploration using Seismic Investigations, Geodesy and Heat Transport (InSight) robotic lander by Klockheed Martian for Kerbal Space Program. By zer0Kerbal, originally by @Matheo G adopted with express permission and brought to you by KerbSimpleCo See more Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Klockheed Martian Ltd (KM/L) Suggests GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom (BOOM) On Demand Fuel Cells (ODFC) TweakScale (TWK) Other mods by Matheo G New Shepard (NSHPD) TESS Ariane 6 (S3L) InSight Lander (INSIGHT) Supports Either 3 Module Manager /L Module Manager Tags parts, config red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @Matheo G for creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS Connect with me Track progress: issues here and projects here along with The Short List Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  21. So im doing a playthrough with usi lifesupport and was too afraid to go outside of kerbins sphere of influence and decided to get all possible sciences from minmus to get some good engines but came home with this: Fair to say that this game is totally balanced lol. (not really a disscussion or topic but it would be cool to see your massive science hauls)
  22. OScience Laboratories (OSL) Science parts addon consisting of seven science experiments, one science lab, and five novel science experiments for Kerbal Space Program. By zer0Kerbal, originally by @pizzaguy adopted and brought to you by KerbSimpleCo Forward from pizzaguy Included Parts: Alpha Magnetic Spectrometer Electrostatic Analyzer Pee Experiment Atmospheric scoop Radio Decay Science Lab Sonic Emitter See More Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Suggests Biomatic (BIO) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) On Demand Fuel Cells (ODFC) Papa Kerballini's Pizza (PIZZA) Supports TweakScale (TWK) Either 3 Module Manager /L Module Manager Tags science, parts, flags, agent 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 @pizzaguy for creating this glorious science parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS Connect with me Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!
  23. Papa Kerballinis Pizza (PIZZA) Papa Kerballini's Pizza - A Pizza Science Experiment in SPACE! Ever wanted to have the luxury of pizza while in sub-orbital flight? Now you can! By zer0Kerbal, originally by link5505 adopted with express permission and brought to you by KerbSimpleCo Included Parts: Is it pizza or is it Little Keazer? 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 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 science, parts, flags, agent 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 link5505 for creating this glorious science 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!↩︎
  24. Screenshots: Trailer KSP 0.22 ! source of inspiration for Kraken Science. This Part pack include many Science parts with report values: 2 Probe Core, LittleFrog and ScaRaB system with 1 monopropellant engine : 2 Strategies for your career: Download: SpaceDock Development considered completed, this mod will not receive new parts. Licence : Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) Installation : Please delete your old Folder before update! ChangeLog: -------------------------------------------------------- I'm French, sorry for my bad english, thanks. If modders detect faults and wishes to use has the correction, to contact I by mp, thank you!
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