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Share Search. Example searches. Hide craft without pictures. Only Pure Stock craft. Limit part count to a range. Materials Bay. Mystery Goo. Limit Part Count. Crew Capacity. Craft Mass. Craft Cost. Required Tech Filter:. Ship Manifest moves crew, Science and Resources around from part to part within your ship or station. Ship Manifest can be used alone.

There are no mod dependencies. However, if you install the mods below, you can use them in Ship Manifest. Original license on Crew Manifest was do as you want. I felt the original and contributing authors deserve due attribution, since this is a derivative work. Version 5. Increased image sizes to x px Git Issue 52 — Fixed: Sometimes the Manifest window will not appear. Git Issue View your docked vessels, Rename a vessel, and undock a vessel with a click of a button.

Space tourism awaits! Thanks to Fitiales! The visible button list window boundaries were not completely respected. Freeze action from Roster Window was failing. Added additional tags for text not caught in first pass. Converted to consistent use of C string interpolation across mod. I've been wanting to do this for a while, so KSP 1. This affected the SMWrapper. If you use this or reflection to access SM, some methods had capitization changes. You can also delete a part by finding it in the Outliner, right clicking, and choosing Delete Hierarchy.

Step 6 - Configure Moving Parts for Printing Moving parts may not be imported in the configuration you want to print. These include landing gear, cargo bays, solar panels, etc. Select the object, then bring up the K menu and choose Toggle Deploy. Step 7 - Scale and Rotate for Printing The dimensions of the model are given in Kerbal meters, however the slicer will interpret the units as millimeters, resulting in a very small print.

Some parts are extremely thin. For instance the interstage fairing and engine bells. Make sure you scale the model large enough so that these things will actually be printed. You can check whether or not a part will be printed correctly by viewing the G-Code in MatterControl.

Scaling can be done either in Blender or after you have imported the model into MatterControl. To scale in Blender, press A until everything is selected, then press S. Either drag the mouse to the scale you want or enter values in the pane on the left. In order for the pane on the left to work, you may need to enable Global Undo in the Editing page of the User Preferences.

You can also scale the model in MatterControl using the edit function. If your ship is a spaceplane, you may want to rotate it so it prints vertically. Press R in Blender to rotate. Step 8 - Make 3D Printable This function unifies all parts of the ship into a single manifold mesh.

This is especially important to use if your ship has part clipping. The slicer will not fill in the spaces where objects intersect. Select a part of the ship, then bring up the K menu and choose Make 3D Printable. You may get an error regarding multi-user content.

You can fix this by selecting everything then pressing U to make everything single user. Step 10 - Recommended Slice Settings Some of the engine bells are very thin on the end. To deal with this, we just used bottom clipping, so it would skip the first few layers which are too thin to print.

Remember to turn off bottom clipping before your next print. Support material will almost undoubtedly be required. Our standard recommended support material settings are Overhang Threshhold: 30 degrees Pattern Spacing: 2. To minimize this, have a look at our guide on optimizing retractions. The print will have all the features of the actual in-game ship, including engines inside of stage fairings and things inside cargo bays.

It won't have the insides of cockpits or the Kerbals themselves, though. There is a bug in MatterControl 1. If your print looks like a giant mess, try turning off Display Extrusions.



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