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Hello everyone, this post tries to be a complete list of all Static Packs for Kerbal Konstructs. I created this because I had a really bad time finding the right Statics. Please help me expand this list further! I posted this list three months ago on Reddit and its primary purpose is to prevent Statics-Packs and their development history to fade into obscurity and to allow users to get the stuff they are looking for easily. Kerbal Konstructs: First of all you need the newest Kerbal Konstructs and its dependencies. The mods development is in the Hands of the KSP-RO Team at their github. Kerbal Konstructs already has a fair share of Statics included, but there are many more made by talented modders and model creators. Clarification: There are three types of mods that add content to Kerbal Konstructs. Mods that add Statics to the spawn list, i.e. buildings you can place on Kerbin, Mods that rely on these Statics as dependencies to place and to add new launch sites or improve the KSC and there are Mods that do both of that. The Mods that do both can simply be edited to only add their Statics to the spawn list without placing them, by deleting some specific files. Disclaimer: I have currently most of the mods installed that include unique Statics and my game works mostly fine, but for someone unfamiliar with Kerbal Konstructs having all of these Statics installed will make the Spawn menu messy. I suggest you pick maybe five mods you like and practice by building your City, Colony, Outpost, Base or whatever you like, you can always add the next one when you know what Name corresponds to which static. If you do everything right you should have no fps impact except when browsing the Spawn list or having placed very many buildings in one spot. Although Installing all of these mods (especially the big ones) may significantly increase your game Start up time by a couple of seconds to minutes depending on your PC Guides: how to import models into KK by onesaltypringle This way you can add to this List! If you want to build stuff with the Statics you need to learn how to use Kerbal Konstructs. May I rederict you to these two comprehensive wiki's by GERSpace and Caerfinon. There are also many tutorials on Youtube like this one on how to build a train tunnel Under Kerbin. If you're planning a base, consider using the MapDecal feature to clear an area of scatters and level the terrain as needed. THE LIST: Kerbin Side remastered by Eskandare and GERSpace adds a dozen Vanilla looking Statics and places them. If you don't want them placed already delete the EXAMPLEBASES and the MapDecalMaps folder. I highly suggest you also install Zero Mini AVC alongside this particular mod, which will remove the error message at startup and nullify the extreme negative fps impact Mini AVC's cause since the 1.8 Unity update. This is a complete recreation of the Classic Kerbin-Side mod by Alpha Ash, the model quality is upgraded and there is additional content (even a ton of new hidden anomalies(even on dres!)) but with some optional buildings and sites missing. If you want them Check out Kerbin-Side continued by GERSpace. The TOP SECRET! mod by Eskandare has been merged with this. Tundra Space Center adds a dozen Kerbalized historical launchpads for you to place, its great quality. Omegas Stockalike Structures No Textures Required (OSSNTR) adds the most out of any of these mods in my opinion. 78 Statics all very nice looking Vanilla like Buildings. You need this one. There is also a mod that makes the utillity vehicles from the vab driveable. Ordinary Konstruction Co. This mods adds not quantity but Quality. Two extremely good looking vanilla like buildings for Kerbals to work and live in and a few smaller prefabs. If you want to build a City on Kerbin start with this mod. Aurora Space Center (ASC121) adds High Quality realistic looking Statics and is highly recommended if you want to have fictitious modern day launchsites. This one adds a floodlight, there are already some Statics with light sources in other mods but this one looks the nicest overall. by tg626 Kerbalized Satellite Dish by Kion This mod adds a Static Offshore oil rig which can be used as a Launch Platform. Paraterraforming is the name of this pack of Statics and by far the largest in file size, around one gigabyte when installed (contributes the most to game startup time). It adds extremely realistic looking large buildings such as Chemical Plants, Giant Domes, a 47km long mass driver, and an O'Niell Cyclinder. This mod is recommended when you want to build a launch site on another Planet or Moon and want to have it be plausible and immersive. Kerbal Racing Racetrack by MiffedStarfish. just build a vehicle Spawner so that you can get on it. Celsis Motors Test Track by RandomTheGuy Grand Prix by S*icidalInsanity is a modular Racetrack builder. Many Statics including a looping! JAKESCONSTRUCTIONSTATICS by onesaltypringle, these are models ported to Statics from Planetary Domes and Stockalike Stations Redux for KK. Recommended if you want Colony's on other Planets like we were promised in KSP2. Note: you can resize the Statics in the Editor as you see fit. Colony Blocks and Platforms by County Doggo brings what KSP2 Promised to KSP1. Structures to put other Structures on, highly recommended if you build in Space and want it not looking like a cow on the moon. Random KK Bits by County Doggo Scifi Statics by County Doggo Water Launch Sites Ever wanted to launch a ship from the KSC without having to drive/fly/cheat it to the ocean? adds no Statics but uses already existing ones to build a launch site for sea vessels. By flart. Try the Outpost if you want the KSC to have a Bar for your Pilots to socialize. This mod uses Statics from other mods and only places them. You need the DLC for this one and other dependencies. If you encounter a glitch with the jukebox, were the Song plays while going to the vab or reverting to launch delete its sound cube. KSC Extended by JadeofMaar and damonvv places Statics from other mods and expands the KSC. Has No Statics of its own, requires Tundra's Space Center and Omega's Stockalike Structures. KSC++ Continued by Aerospacer originally by Lack and part of SXT, very big extension of KSC has many unique Statics. On Spacedock, Github, Dropbox, Archive. Compatibility Stated by Author. Disclaimer MODS HERE AFTER ARE UNTESTED BY ME AND SOME ARE DEFUNCT Disclaimer end Panocean Canal by Caerfinon its like the panama Canal, even has a lighthouse. Spacedock Galactic Trading by ShammyofWar turns KSP into a Tycoon, has 26 different trading outposts over Kerbin uses OSSNTR, is in beta. Rocket Development and Test Facillity Valentina Kerman by Miguelsgamingch, requires OSSNTR and Tundra JNSQ, the Overhaul mod for KSP adds 14 prebuilt bases to Kerbin and uses Statics from OSSNTR. The CFG's used to place the Statics are in JNSQconfigs/KK/ The Harbor it adds is also available Standalone here. Kosmodrome - Space Centre v1.0 by Divico and v1.1alpha by JadeOfMaar Launch Sites Appended by tg626, this mod builds great Launch sites with the Statics provided in other mods. Highly recommended. Depends on OSSNTR , Lack's KSC++, Tundra Space Center. Wenchang Satellite Launch Center by Icecovery and ladeng, real life replica of Building, Spacedock TOP SECRET! by Eskandare got merged with Kerbin Side remastered, Spacedock link Kerbin-Side Continued by GERSpace, it is different from Kerbin Side Remastered and a continuation of almost all the Kerbin-Side mods by Alpha Ash listed below. Spacedock link If you want to experience the original Kerbin-Side and Kerbal Kampus use this mod. the ones below are linked for archival reason. Kerbin-Side by Alpha Ash is the original Kerbin Side. Maybe defunct but it has many Supplements that are not in the Remastered version listed here: Kerbin-Side Core contains the Statics used in the Original Kerbin-Side mod by Alpha Ash Kerbin Side Campus by Alpha Ash contains many civilian infrastructure Statics and places them around the KSC. The model quality looks a bit dated but it adds a ton of functionality, here is a showcase. This cool dude made a working Rail System and Train Tunnel with the Statics. Kerbin-Side KSC2 expands the ORIGIANL KSC site. part of Alpha Ash Supplements for the old Kerbin-Side Kerbin-Side Air Race adds three air-racing tracks. Supplements for the old Kerbin-Side Kerbin-Side Ground Control give functionality to some Kerbin-Side Buildings Kerbin-Side Skyways places airstrips and Bases around Kerbin. Supplements for the old Kerbin-Side ICBM Silo by Themorris, is very old and defunct but the source files are available for anyone to use Research Bodies adds a telescope to the KSC but is kinda broken and maybe not place able. Carrier Vessel Expansion (CVX) adds an American Military Aircraft Carrier to KSP, by Eskandare SM Marine Static Pack by SpannerMonkey Github it adds water ships and submarines Kerbin City Restored by Aerospacer original by Nothke, You need to follow Install instruction in the 11th comments with the following patch file Kerbal Cities Pack by amankd and fast_de_la_speed. Spacedock link. Version 1.0 only available on the Archive there is some different stuff. HaloRing by amankduffers on the Archive FASTCORP roads 2.2a by fast_de_la_speed very good road pieces download only over archive link Bad-T Arenas and Airfields by SicidalInsanity adds KerbWar 2 themed Statics and Prefabs availible on Spacedock CityX-01 by Raiz Space, link to his video VaNnadin's realistic launchpad mod adds a realistic Launch Complex B and LC39C Static South-West Launch Site by Beale, has a dead Dropbox link cant find it on archive. looked nice. if you have it share it please. Starship Launch Expansion by smacg14, Spacedock Starbase Parts by Sputnik_Planitia, contains High bay, Wide bay, Github. SpaceX Drone Barge by amnkduffers, Spacedock SpaceX landing pads by Fossilized, Spacedock Fossil's Mechazilla by Fossilized the Starship catching apparatus for KSP. Spacedock & Github SpaceX's Starbase/Boca Chica by Nootnootyt places statics, depends on other statics. Kerbalized Boca Chica by Kion dependencies are prepackaged NEW STUFF!!! Kolony Constructs by Lonelykermit adds (so far) ESA "Moon village" inspired statics, depends on Stockalike station parts expansion redux, ==Spacdeock & Github== Kerbin Renewal: JNSQ launch sites by zakkpaz, replaces/renews the bases made in the JNSQ mod, It uses Statics from and requires JNSQ, Kerbinside Remastered, OSSNTR, Tundra's Space Center, Ordinary Konstruction Co. ==Spacdock== KSC Enhanced by MiraZaWitch places a new runway, two launchpads and some buildings to the KSC, Statics are from OSSNTR, Tundra's Space Center ==Spacedock== Van's KSC by vanlaukaus, places a custom KSC, for really big planes, adds also other launch sites, requires OSSNTR , Kerbinside Remastered ==Spacedock== Deceased Kerbals by Bradis, adds placeable Tombstones for the Morbid of you, ==Spacedock== CX Konstruction by formosaT9 adds a prebuilt railtrack with Station around Kerbin, aswell as prebuit Trains and their Parts, it is realesed early and very stable to use. Give this a try if you like Trains and their infrastructure. https://spacedock.info/mod/3762/CX Konstruction Feel free to write a comment when you need help. For future viewers. CKAN filter search may be useful for finding other mods that interact with KK which are not listed here as they do not yet exist. Or search for KONSTRUCT on Spacedock for new mods, relevant link. Thanks for looking at the List. If you know a mod that isn't on it please link it in the comments. This is my first big Post on the Forum Feedback is very welcome.
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Kerbal Konstructs provides editing tools for adding static objects into KSP, including new launch sites. It also presents a means to select an alternative site to launch from in the VAB and SPH, integration of new launch sites into a strategy feature in Career Mode, 'working' facilities such as fuel tanks and support for air-racing. DOWNLOAD from Alpha Strike Games | DOWNLOAD from SpaceDock Like the mod and want to contribute to the author's caffeine addiction? Kerbal Konstructs should be installed to your GameData folder retaining the exact file hierarchy as it is in the zip. Do not arbitarily re-structure the file hierarchy. Do not change the folders around. If you don't know how to manage files on your computer, you should learn. It's far less difficult to learn than rocket science. Kerbal Konstructs doesn't really do much if you don't have some actual static content. Try this stuff. Open and close the selector with the KK icon in the appbar of the VAB and SPH. See the next post for a guide to using Kerbal Konstruct's in-game editor tools. Base Boss in the Tracking Station and Map View displays information about a selected base (click on the base's icon). In career mode, you can open and close bases in the Base Boss in the tracking station or map view. Base Boss in the flight scene includes a simple 'Nav Guidance System (NGS)'. This indicates the selected target base, distance to the target base and whether you are closing towards or heading away from the target base. When closing the central indicator turns green and the turn markers go out. When heading away, the central indicator turns red and the turn markers come on. You can set the target base for the NGS in the flight scene Base Boss (click the NGS button)... ...or alternatively in the map view (the one available in the flight scene by pressing M) by clicking on a base's icon. In the flight scene, when landed at a base, open the KK Base Boss app by clicking the button in the toolbar. Assuming the base is open, any facilities at the base are listed here. Click the facility you want to use, in this case the Rocket Fuel Tanks. The Facility Manager opens. Note that in this example the currently active vessel is in range of the fuel tanks in order to transfer fuel to and from them. If the vessel isn't in range, you'll be notified here. You can still order fuel, however. The required range is 100m for a fuel transfer. This can be changed in Kerbal Konstructs' settings file if you want. Different fuel tanks store different types of fuel and have different capacities. You can order more fuel. Use the + and - buttons to change the amount you want to buy. You can't enter the amount in the text box, sorry. You can use the Transfer Rate buttons to change how much the + and - buttons increment or decrement your order. Or hit Max to order the tank to be filled to capacity. This is how many funds your order will cost. Any order placed will be immediately filled (pun intended) when you hit the Buy button. No confirmation necessary. No waiting. After buying or if you change your mind, click Done. There's no backsies - this will not revert an order. This is the active vessel. This is its fuel tanks. Name, type of fuel, amount of fuel in it. To select a tank to transfer fuel to or from, hit Select. Currently only one tank can be selected at a time. I hope to improve that. Select the rate you want the transfer to happen. x1 is slow. x10 is ten times faster than that. Now click In or Out to transfer fuel into the fuel tanks or out to the active vessel's tank. Click Stop to stop the transfer. If you want to air race you need some tracks configured to use the racing feature. Try KerbinSide Air-Race. KerbinSide Air-Race currently has three tracks: KSCRace near KSC (easyish track), Dundards near Dundard's Edge (really very tricky track) and The Krags, near Black Krags (tricky track). To run a race, open Base Boss in flight and click the button 'I want to race!' The Base Boss will close and the race app will open. It'll tell you the distance to the nearest start line. Cross that start line to start the race. A Guide To Editing And Making Bases With KK How to Export Custom Base Packs Setting Up a Static Launchsite's Spawn Point In Unity Creating a Configuration File For a Static I Make Statics. How Do I Make My Fuel Tanks, erm, Tank? How to Configure a Launchsite Model's Width and Length How To Configure A Launchsite With LaunchRefund and Recovery Ratings How To Make a Race Track How To Use Kerbal Konstructs Contract Configurator Extensions (KKCCExt) When Making Contracts How To Setup Landing Guidance at a Base Launch sites don't always automatically clear before launch. The camera can be pretty shaky and wonky when working with statics. No official support of launchsites off of Kerbin. You can make them but be prepared for issues due to limitations in KSP that we've not figured out how to work-around. If you try editing statics a long ways away from the active vessel, the terrain won't be rendered properly. If you don't know how to use a feature (like the NGS) RTFM (or rather the Features section of this post) or post in this thread and someone who does know will probably tell you. Having a problem you think is Kerbal Konstructs doing something wonky, wrong or unexpected? Here's what you need to do: Try to reproduce the issue. If you can't then move on. KSP had wind. If that didn't help, are you using the 64 bit version of KSP for Windows? If you are, see if you can reproduce the problem in 32 bit. If you can't, KSP 64 bit didn't work properly. Make sure if you report the bug, you tell me that. If you can reproduce the problem and want to post for help, you're now more likely to get help from me if you're specific about the issue and report the bug along with the following: Version of KSP. 64 bit or 32 bit. Platform. Path of KSP install. A KSP.log from the root of that install after reproducing the issue, returning to KSC and exiting the game. Version of Kerbal Konstructs. Path of Kerbal Konstructs install. A list of other mods you have installed. A screenshot of the problem happening, if you think it might help. The base icons are white squares. The KK toolbar icons are just white. The NGS graphics are white. Kerbal Konstructs isn't installed properly. It has hard-coded pathing for finding the textures it needs. See the Installation section of the OP to find out how KK should be installed. This may also occur if you have a duplicate dll lurking in GameData. Make sure there's only one KerbalKonstructs.dll, and that it's in GameData/KerbalKonstructs medsouz - The First Forkmaster | AlphaAsh - The Current Forkmaster | Razchek - KerbTown Genius medsouz's fork of KerbTown on GitHub | AlphaAsh's fork of that on GitHub | Razchek's original KerbTown on GitHub
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