JiMKesa Posted July 23, 2023 Share Posted July 23, 2023 (edited) KESA Current parts CSP-CLUSTER : Curved solar panel (for CLUSTER probe) CLUSTER : Probe JUICE : Probe (can use DSPF-J1 with) EUCLID : Telescope (without science not active in KSP2) PHILAE-LEG : Telescopic landing gear built for Philae lander PHILAE-SUPP : Landing gear support built for Philae Lander VULCAIN 2 : Engine built for Ariane launchers VINCI : Upper level engine PROMETHEUS : First stage engine FREEBOOST : Separation tiny solid booster EPC : powerfull booster (medium and small) EPCSB : tiny booter for frontal separation A6WHEEL : 5m Reaction wheel RIT-2X : 5N Xenon Engine XNTK-XS : Xenon Container ------------------------------------------------------------------------------------------------------------------------------------------------------- Reaction wheelDownload https://spacedock.info/mod/3409/Kesa or CKAN ------------------------------------------------------------------------------------------------------------------------------------------------------- Screenshots Kesa Screenshots ------------------------------------------------------------------------------------------------------------------------------------------------------- Dependencies BepInEx Spacewarp [LFO] Lux's Flames and Ornaments ------------------------------------------------------------------------------------------------------------------------------------------------------- KSP2 Missions https://kesaspace.blogspot.com/ ------------------------------------------------------------------------------------------------------------------------------------------------------- Thanks KSP2 Modding Society (Lux:Stice, ShadowDev, Munix, ...) PassivePicasso : Thunderkit Spacewarp Team bbepis : BepInEx Edited November 16, 2023 by JiMKesa update Quote Link to comment Share on other sites More sharing options...
Kerbin Launch Coalition Posted July 25, 2023 Share Posted July 25, 2023 Looks great, congrats on the release. Quote Link to comment Share on other sites More sharing options...
cvusmo Posted July 25, 2023 Share Posted July 25, 2023 Well done! Looking forward to using these Quote Link to comment Share on other sites More sharing options...
Safarte Posted July 25, 2023 Share Posted July 25, 2023 Those solar panels look great! I'll be sure to give them a try. Quote Link to comment Share on other sites More sharing options...
JiMKesa Posted July 25, 2023 Author Share Posted July 25, 2023 Thanks. Mod will progress :-) Quote Link to comment Share on other sites More sharing options...
Kerbin Launch Coalition Posted July 26, 2023 Share Posted July 26, 2023 13 hours ago, jmbenito71 said: Thanks. Mod will progress :-) Best of luck. Quote Link to comment Share on other sites More sharing options...
JiMKesa Posted August 15, 2023 Author Share Posted August 15, 2023 (edited) MOVED TO KESA SOLAR MOD Edited September 3, 2023 by JiMKesa Quote Link to comment Share on other sites More sharing options...
JiMKesa Posted August 24, 2023 Author Share Posted August 24, 2023 (edited) MOVED TO KESA SOLAR MOD Edited September 3, 2023 by JiMKesa Quote Link to comment Share on other sites More sharing options...
JiMKesa Posted October 6, 2023 Author Share Posted October 6, 2023 2 new parts for landing ! A telescopic landing gear and its base support. Quote Link to comment Share on other sites More sharing options...
Alpha_star Posted October 7, 2023 Share Posted October 7, 2023 (edited) On 10/6/2023 at 6:10 PM, JiMKesa said: 2 new parts for landing ! A telescopic landing gear and its base support. Great work! Which real spacecraft is the part based upon? Edit: Sorry and it was the Rosetta comet mission. Can you make this part function like the grapple in KSP1 once comets are added? Edited October 7, 2023 by Alpha_star Quote Link to comment Share on other sites More sharing options...
JiMKesa Posted October 9, 2023 Author Share Posted October 9, 2023 Yes Alpha_star, Rosetta and Philae mission. Grapple is a good idea ! I will explore this update, thanks ! Quote Link to comment Share on other sites More sharing options...
ChaosKill Posted December 13, 2023 Share Posted December 13, 2023 Thanks for this great mod. But i think you made a failure with the thrust of the Prometheus Engine. It seems a bit high with 3900kn@Vac and 3456kn@Atm. In the official documents its round about 980kn. Quote Link to comment Share on other sites More sharing options...
tekno Posted December 23, 2023 Share Posted December 23, 2023 I like the parts, and I did see that they work in the latest version for sandbox, hope you can add it to the exploration mode too soon Quote Link to comment Share on other sites More sharing options...
JiMKesa Posted December 29, 2023 Author Share Posted December 29, 2023 I'll update soon for ShadowDev Tech Tree integration. Today, ShadowDev update his mod for that. I need to know how to put Tech Tree config for my mod in Patch Manager. As soon as possible, i'll update ;-) Quote Link to comment Share on other sites More sharing options...
Rook Posted December 29, 2023 Share Posted December 29, 2023 4 hours ago, JiMKesa said: I'll update soon for ShadowDev Tech Tree integration. Today, ShadowDev update his mod for that. I need to know how to put Tech Tree config for my mod in Patch Manager. As soon as possible, i'll update ;-) My hero. Quote Link to comment Share on other sites More sharing options...
JiMKesa Posted December 30, 2023 Author Share Posted December 30, 2023 Ok, hard work :-) New parts : 2 antennas Reentry FX integration to parts Tech Tree patches for parts to use with science Fell free to ping me if bugs / issues ... many changes with this update. Quote Link to comment Share on other sites More sharing options...
ArtexCosmonaut Posted December 31, 2023 Share Posted December 31, 2023 Not sure if this is something wrong with my configuration or a KSP2 bug, but the SFX for these parts (especially the solid booster types) seems extremely loud and doesn't seem to respect the volume in the game settings? Quote Link to comment Share on other sites More sharing options...
Rook Posted January 1 Share Posted January 1 (edited) 11 hours ago, ArtexCosmonaut said: Not sure if this is something wrong with my configuration or a KSP2 bug, but the SFX for these parts (especially the solid booster types) seems extremely loud and doesn't seem to respect the volume in the game settings? @JiMKesa I'm experiencing similar issues as Artex. RCS sound included in the too loud column. And, perhaps not a bug, but the RCS plume (this one is the medium "disc", 5-axis RCS block) looks a little strange when lit by onboard light sources. Otherwise, it's a pretty plume effect. Spoiler At any rate, hope this is helpful. Thank you, very much, for the mod and updating it For Science! - Rook Edited January 1 by Rook Quote Link to comment Share on other sites More sharing options...
munix Posted January 1 Share Posted January 1 (edited) 1 hour ago, Rook said: And, perhaps not a bug, but the RCS plume (this one is the medium "disc", 5-axis RCS block) looks a little strange when lit by onboard light sources. Otherwise, it's a pretty plume effect. Reveal hidden contents At any rate, hope this is helpful. Thank you, very much, for the mod and updating it For Science! - Rook Any chance you used some SORRY engines on the same vessel at some point in the flight? They completely break other mods' plumes, and it usually looks somewhat like this. It might not be related, but it could be. Edited January 1 by munix Quote Link to comment Share on other sites More sharing options...
Rook Posted January 1 Share Posted January 1 1 hour ago, munix said: Any chance you used some SORRY engines on the same vessel at some point in the flight? They completely break other mods' plumes, and it usually looks somewhat like this. It might not be related, but it could be. Only modded parts are KESA solar panels and the RCS blocks. Quote Link to comment Share on other sites More sharing options...
Zimbaa Posted January 20 Share Posted January 20 Have been trying this mod from some time now and the only issue I have is that the sound of the engines are activated even when they are not running when reloading a craft. I have a similar problem with another mod that also adds an engine, but that bug is that the engine sound disappears after like 10-20 seconds after activating that engine. Quote Link to comment Share on other sites More sharing options...
JiMKesa Posted January 22 Author Share Posted January 22 Thanks Zimbaa for your feedback. I will have a look and try to understand why. Quote Link to comment Share on other sites More sharing options...
Steigleder Posted February 10 Share Posted February 10 Hi JimKesa, please, tell us about the app Kesa in the app tray... thank you! Quote Link to comment Share on other sites More sharing options...
Kerbal410 Posted February 10 Share Posted February 10 (edited) could we see MPO/MPM cores? Preferably similar to the equivalent KSP1 parts in appearance and size. Edited March 9 by Kerbal410 Quote Link to comment Share on other sites More sharing options...
LeLeon Posted March 27 Share Posted March 27 (edited) @JiMKesa i wonder, if you are interested in german translations for KESA/KESA Solar? If yes, how can i submit it and what is your prefered language order in 'kesa_localization.csv' Actually it's English,French,Chinese (Simplified). The parts i have seen ingame look great, well done. But i noticed several of the unlocked parts in tier 1/2 are a bit out of balance. Sadly there is no business career, where you can balance it over part's price tag. It seems, there is no easy way to balance them for own taste and difficulty, at least i couldn't find the configs for the parts. The solar panels in tier 1/2 look better balanced and are visually beautiful. I don't know why, but i love solar panels. Already did in KSP 1 . The Vinci gimbal is quite hard to work with., It reacts very hard even at 20% limit. I had much better control without rocket wiggling around when i deactivated gimbal on Vinci and just use SAS wheel. The EPC-S sound loop is sadly nerve wrecking (but i like the visual effect on it), it's sound pitch is too high and loop too short. I would stay closer to the stock booster sound loop from f.e. Kickback, what is much more subtle. Edit: I just loaded a autosave vessel in flight with Vinci ans active stage onboard, where the engine sound is on max while the engine is on zero thrust. The loading of a quicksave from the same vessel where Vinci is not the active stage works normal. Edited March 29 by LeLeon Quote Link to comment Share on other sites More sharing options...
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