zer0Kerbal Posted August 22, 2022 Share Posted August 22, 2022 (edited) Foundations (FND) An addon for Kerbal Space Program which allows establishing a connection between parts and the ground. Prevents ground constructions from float/sliding away By zer0Kerbal, originally by @Sparkle adopted with express permission and brought to you by KerbSimpleCo See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes: See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Help Wanted Compatibility patches Contracts for these glorious parts Variant Textures Marketing Images and Videos such as hero shots, animated gifs, short highlight Have a request? Glad to have them, kindly submit through GitHub. Localization English your translation here HELP WANTED - See the README in the Localization folder or the Quickstart Guide for instructions for adding or improving translations. GitHub push is the best way to contribute. Additions and corrections welcome! Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. CKAN is a great mod for those that can't use zip tools. If you are having issues please let the CKAN people know and refer to the CKAN thread. My support of CKAN extends as far as me checking the checkbox in Spacedock when I upload. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 Either 3 Module Manager Module Manager /L Supports On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Tags parts, physics, plugin, config red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @Sparkle for creating this glorious parts addon! @4x4cheesecake for the picking up where @Sparkle left off see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) Spoiler Current (2) - zer0Kerbal Forum: Thread - Source: GitHub License: Disclaimer(s) All bundled mods are distributed under their own licenses> All art assets (textures, models, animations, sounds) are distributed under their own licenses see Notices.md for more legal mumbo jumbo Original (1) - Author: 4x4cheesecake Forum: Thread - Download: CurseForge - Source: CurseForge License: Original (0) - Author: Sparkle Forum: Thread - Download: File - Source: File License: DONATIONS: How to support this and other great mods by zer0Kerbal Completely voluntary, absolutely amazing, and really does help me out a lot! quote from @cybutekcreator of Kerbal Engineer 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!↩︎ Edited August 22, 2022 by zer0Kerbal update links and lasso the birds Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 22, 2022 Share Posted August 22, 2022 Thanks for the update and adoption. Will the inclusion of parts such as micropad and obital doc then toe to EL or is this a standalone construction mod? Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted August 22, 2022 Share Posted August 22, 2022 Wow, its been a hot minute since we talked about this mod and I honestly thought you adopted it like 3 years ago already Anyway, glad to see you're still rocking here Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted August 22, 2022 Author Share Posted August 22, 2022 1 hour ago, theJesuit said: Thanks for the update and adoption. Will the inclusion of parts such as micropad and obital doc then toe to EL or is this a standalone construction mod? this isn't a standalone construction addon; rather it gives foundations (semi-permanent attachment between parts touching the ground, and the ground) 59 minutes ago, 4x4cheesecake said: Wow, its been a hot minute since we talked about this mod and I honestly thought you adopted it like 3 years ago already Anyway, glad to see you're still rocking here Thank you @4x4cheesecake! It was - and it has been - 2019, 2019 part two, 2019 part three... 2019 is a year that won't go away (or should I say 2020) there has been little to no feedback on the 1.3.37-beta - so will proceed to the 0.9.99.0-adoption prerelease. :p and Have I given you the proper credit? Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted August 23, 2022 Share Posted August 23, 2022 4 hours ago, zer0Kerbal said: Thank you @4x4cheesecake! It was - and it has been - 2019, 2019 part two, 2019 part three... 2019 is a year that won't go away (or should I say 2020) Yeah, time dilation is strong in 2019 4 hours ago, zer0Kerbal said: Have I given you the proper credit? Uhm... sure? I mean, I didn't add anything to the mod, just updated it for newer versions of KSP but I think its fine Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 24, 2022 Share Posted August 24, 2022 On 8/22/2022 at 2:15 PM, theJesuit said: Thanks for the update and adoption. Will the inclusion of parts such as micropad and obital doc then toe to EL or is this a standalone construction mod? This mod is just an option for ground tethers. If a landed vessel includes the parts, it doesn't slip and slide. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted August 24, 2022 Author Share Posted August 24, 2022 2 minutes ago, JadeOfMaar said: This mod is just an option for ground tethers. If a landed vessel includes the parts, it doesn't slip and slide. +1 - exactly @JadeOfMaar - and the part can be added to other parts as well. I just need to add some code to disable animations (like legs) when enabled. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 24, 2022 Share Posted August 24, 2022 (edited) 15 hours ago, zer0Kerbal said: +1 - exactly @JadeOfMaar - and the part can be added to other parts as well. I just need to add some code to disable animations (like legs) when enabled. Disable animations, eh? I have ideas for parts that depend on this mod and include animations (just for deploying) to rival the launch clamp and supercede the stock ground anchor. Those parts won't like that. As for your issue with landing legs, maybe don't add the module to landing legs. Then you won't get sproinged. If you need to add code for anything, it would be to maintain orientation (I assume this mod doesn't prevent a very imbalanced base from tipping over, such as on a notable slope angle) such as to auto-level itself and the rest of the vessel with it. Edited August 24, 2022 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted August 24, 2022 Author Share Posted August 24, 2022 (edited) 5 minutes ago, JadeOfMaar said: Disable animations, eh? I have ideas for parts that depend on this mod and include animations (just for deploying) to rival the launch clamp and supercede the stock ground anchor. Those parts won't like that. As for your issue with landing legs, maybe don't add the module to landing legs. Then you won't get sproinged. That's been the plan so far. If I add it, I am thinking of having a [KSPFEILD] pauseAnimation = FALSE/true @JadeOfMaar I am working on pushing out an update from the 0.1.3.37-beta on CurseForge - busy week, but working on it. Edited August 24, 2022 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 24, 2022 Share Posted August 24, 2022 2 minutes ago, zer0Kerbal said: That's been the plan so far. Ah. gg. I added to my post above. See: anti-roll/auto-level. If this mod can do those, I'm sure there will be a few happy campers. Stock anchor is nice but it's bugged as anything, and it's useless when you want to secure something after it has been built or landed. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 24, 2022 Share Posted August 24, 2022 1 hour ago, JadeOfMaar said: : anti-roll/auto-level Desired functionality. Quote Link to comment Share on other sites More sharing options...
Pell Posted March 15, 2023 Share Posted March 15, 2023 hi, i'm not seeing any parts show up when i install this mod (mid-playthrough). is it compatible with the latest version of KSP, or do i need to start a new save for it to work? Quote Link to comment Share on other sites More sharing options...
Grenartia Posted June 10 Share Posted June 10 I have a question. Does the curseforge app conflict with CKAN (i.e., can I use the CF app to install your mods without borking up other mods I install with CKAN)? Quote Link to comment Share on other sites More sharing options...
Grenartia Posted June 16 Share Posted June 16 On 6/10/2024 at 1:46 AM, Grenartia said: I have a question. Does the curseforge app conflict with CKAN (i.e., can I use the CF app to install your mods without borking up other mods I install with CKAN)? Just bumping this because its nearly been a week. Also, I only ask because I want to try this mod, and also redownload a bunch of your other mods, but there's also a bunch of mods (including some that aren't on Curse, like Restock/+) that I use CKAN for. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 18 Share Posted June 18 @Grenartia It's far better for someone to get the answer themselves for a question like this and share that knowledge (because it's in your power to do so -- It's your GameData. It's a simple task to clone your install and try it) than to ask and end up waiting forever... It's a common practice here for folks to ask and and end up waiting forever. Personally, I expect the CurseForge app will get along just fine and would hope that it's not garbage enough that asking about it was justified. Quote Link to comment Share on other sites More sharing options...
Grenartia Posted June 19 Share Posted June 19 11 hours ago, JadeOfMaar said: @Grenartia It's far better for someone to get the answer themselves for a question like this and share that knowledge (because it's in your power to do so -- It's your GameData. It's a simple task to clone your install and try it) than to ask and end up waiting forever... It's a common practice here for folks to ask and and end up waiting forever. Personally, I expect the CurseForge app will get along just fine and would hope that it's not garbage enough that asking about it was justified. Thanks. I'll see what it does. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted June 19 Share Posted June 19 So was this effective for large-scale colony building? I've never done it because I hate the "everything jumps when physics loads" Kraken. Was this intended to fix that? Quote Link to comment Share on other sites More sharing options...
Grenartia Posted June 19 Share Posted June 19 (edited) 2 hours ago, theonegalen said: So was this effective for large-scale colony building? I've never done it because I hate the "everything jumps when physics loads" Kraken. Was this intended to fix that? I don't know. I haven't been able to start up a game yet, because I'm still trying to get a new modlist sorted out. I tried that curseforge app, and its a garbage fire. It claims to be able to detect mods, and it detected some, but not all, or even most (in total, I believe it detected 5 of ~260, so 98% failure rate), of the mods I installed via CKAN. Most of the mods it did detect were Zer0's mods that are also avaliable on CKAN (though it did detect one of LGG's mods). Kinda not a good sign that I might be able to accidentally install two copies of one mod from two different sources. Sounds like a good way to brick things. The app also forces ads on you, which it claims supports the modders, and that sounds nice , but I'm worried about performance impact and tracking. So I uninstalled. And it left crap behind. Including on my Steam copy, which I intentionally keep clean to be able to do fresh reinstalls of in case my modded copy (or copies) get borked. So not only did I have to uninstall the curseforge app, and the overwolf app that it depends on, I also had to uninstall and reinstall my steam copy of KSP, and check to make sure none of the curseforge BS tainted my steam cloud (thankfully, it did not). And it doesn't even install dependencies (admittedly, not as much of a shock when that's listed in the OP of every mod thread Zer0 puts up, but still, that's a massive feature to be missing for something that's supposed to be a CKAN alternative). I just wish more of @zer0Kerbal's mods were up on CKAN (and that more of the ones that are there would have up to date versions). IDK why, but it seems like they're the only modder with that problem. Edited June 19 by Grenartia number crunching Quote Link to comment Share on other sites More sharing options...
Admiral Naismith Posted September 4 Share Posted September 4 I've been wanting to get this mod working, but I think I either am installing it wrong, or using the parts incorrectly. I downloaded it manually from github and just used the manual install instructions, but I think I may have have missed something - has anyone recently tried this and had any success? I would have installed it from CKAN but it seems to be gone from there for some reason. So far, when I try to use the parts, there is no option to anchor them when they touch the ground. Am I actually meant to place them with EVA construction instead? Or do they not work when attaching them to pistons or something? I have noticed that the attachment node on these parts is upside down, could not using it have something to do with it? Would appreciate any suggestions! Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted September 5 Author Share Posted September 5 @Admiral Naismith the actual plugin is only available to be downloaded from CurseForge (link should be in OP) Quote Link to comment Share on other sites More sharing options...
Admiral Naismith Posted September 7 Share Posted September 7 Thanks, I hadn't realized that the github download would be different. It works just fine now and does exactly what I hoped it would, thanks for making it Quote Link to comment Share on other sites More sharing options...
aviin Posted September 19 Share Posted September 19 (edited) How has this mod flown under my radar for all this time? Amazingly useful! Here's a patch to add the module to all of the adjustable base frames and cradles from https://forum.kerbalspaceprogram.com/topic/170211-112-stockalike-station-parts-redux-august-14-2024/ (this keeps the same values from the patch that came included for one of Squad's landing legs): Spoiler // --------------------------------------------------------- // Add the Foundation module to all SSPXr frames and cradles // --------------------------------------------------------- @PART[sspx-adjusting-b*]:NEEDS[Foundation,StationPartsExpansionRedux] { @description ^= :$: Foundation.: MODULE { name = Foundation breakForce = 500 breakTorque = 500 // breakForce = 500 // breakTorque = 800 } } Edited September 19 by aviin Typo Quote Link to comment Share on other sites More sharing options...
Dush_Nila Posted September 19 Share Posted September 19 Hello, how exactly do I install this patch in the game? Quote Link to comment Share on other sites More sharing options...
Grenartia Posted September 24 Share Posted September 24 On 9/19/2024 at 8:45 AM, aviin said: How has this mod flown under my radar for all this time? Amazingly useful! Here's a patch to add the module to all of the adjustable base frames and cradles from https://forum.kerbalspaceprogram.com/topic/170211-112-stockalike-station-parts-redux-august-14-2024/ (this keeps the same values from the patch that came included for one of Squad's landing legs): Hide contents // --------------------------------------------------------- // Add the Foundation module to all SSPXr frames and cradles // --------------------------------------------------------- @PART[sspx-adjusting-b*]:NEEDS[Foundation,StationPartsExpansionRedux] { @description ^= :$: Foundation.: MODULE { name = Foundation breakForce = 500 breakTorque = 500 // breakForce = 500 // breakTorque = 800 } } The reason it probably flew under the radar is because it doesn't get talked about much, and probably because it isn't on CKAN or on Spacedock. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted September 25 Author Share Posted September 25 On 9/7/2024 at 12:28 AM, Admiral Naismith said: Thanks, I hadn't realized that the github download would be different. It works just fine now and does exactly what I hoped it would, thanks for making it Welcome! Credit goes to original author. On 9/19/2024 at 8:45 AM, aviin said: How has this mod flown under my radar for all this time? Amazingly useful! Here's a patch to add the module to all of the adjustable base frames and cradles from https://forum.kerbalspaceprogram.com/topic/170211-112-stockalike-station-parts-redux-august-14-2024/ (this keeps the same values from the patch that came included for one of Squad's landing legs): Reveal hidden contents // --------------------------------------------------------- // Add the Foundation module to all SSPXr frames and cradles // --------------------------------------------------------- @PART[sspx-adjusting-b*]:NEEDS[Foundation,StationPartsExpansionRedux] { @description ^= :$: Foundation.: MODULE { name = Foundation breakForce = 500 breakTorque = 500 // breakForce = 500 // breakTorque = 800 } } It is still considered 'beta/pre release' and I don't usually publish 'beta/pre-release' to anywhere but CurseForge/Overwolf. Also, I can't spend much time marketing mods, so word of mouth is really the only way that these type of plugins/mods get known. I might if I could find a good logo for it. I like the patch - would you consider pushing it to me on GitHub to include in next release? (When I find time to actually work on KSP) 2 hours ago, Grenartia said: The reason it probably flew under the radar is because it doesn't get talked about much, and probably because it isn't on CKAN or on Spacedock. CKAN is a totally different issue - and not going to rehash their issues here (that goes for all my mods). Quote Link to comment Share on other sites More sharing options...
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