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Found 100 results

  1. This solar system completely replaces the stock system. MUST be run in x64 bit. KNOWN ISSUES Clouds rarely show in main menu and when they do, they are messed up. Just a small bug with Kopernicus.. Not a big deal. Nothing is broken. Scatterer does not show in main menu or in tracking station. This is working as intended. nothing is broke Mac and Linux Version uses quite a bit of ram (about 3gbs). its either this, or have pinstripey planets and not be able to use this planet pack.. sorry. Some planet orbit lines wig out and jump around in map mode. This is a stock bug that is more noticeable with Kopernicus. The KerbNet stations are not capable of being moved at the moment so some are in the water on Gael. Functionality is still there though. Sigma Dimensions does not play nice with KSCSwitcher AND KSC++. I recommend you remove KSC++ when using Sigma Dimensions CHANGE LOG v1.1 Revised all biome map colors to resemble planets' surfaces/easy on the eyes. Strategia compatibility. Improved scatter objects for Gael and Tellumo. Improves Scatterer effects for nearly all atmospheric bodies. Improved EVE: Better particles for snow on Tellumo and Gael. All gas giants have have moving cloud bands with simulated tilt. *Snow on Gael is no longer on the poles. It is now scattered just below the north polar region and above the south polar region. Sigma Dimensions: 3.2x, 6.4x, 10x. Changed the following worlds signficiantly: Iota, Tellumo, Gratian, Geminus, Otho, Hephaestus, Jannah, Gauss, Loki, Nero, Muse, Argo (and fixed all pole pinching). Also retextured Ciro and added biomes. Niven atmosphere pressure raised slightly, height raised to 65km. Added SFX: IVA under pressure, splashdown, quieter launch clamps. Gael updates Iota now has different biomes and flat areas but they won't be obvious to the naked eye. Ceti now has science definitions. Gael has a new Reefs biome with custom science, and discreet shores biomes to help identify the three supercontinents. Fixed default sun intensity. Brightness patches no longer needed. KSC now oriented Eastward (but is still off-equator) KSC++ features aligned to fit. KSC isle topology changed. KSC Switcher support with 6 alternate locations including an equatorial one, like stock. Fixed RemoteTech support. Gael now has 7 ground stations and is properly ID'd by deployed satellites. Thalia and Icarus improvements. Improved so much that you'll need to bring radiators. Waypoint Manager icons for every celestial body. Buffed karbonite ocean harvester slightly and all Karbonite air-breathing engines except the radial turbojet. It's clearly described as super-slow and goes untouched. Decal Sticker support: Apply your choice GPP flag as a decal with options for extending like a banner and spanning a cross-section of a craft. Added resource configs for Kerbalism. Other resource biases and optimizations also applied. Make sure you make a save of your stock game. This mod replaces the stock solar system completely. It will probably destroy any ships you had in orbit. This is your warning. I will NOT give permission for you to redistribute this mod in a mod pack. Do not ask me. DOWNLOAD Tune in everyday except Tuesday at 8:00pm UTC for GPP career action and live support with @RocketPCGaming and the GPP developers. Install instructions, Wiki and other Important Information For those that are wondering, no, this will not be on CKAN. There are too many things that go into this mod and I don't feel like splitting them up. Sorry. Thank you to @OhioBob @JadeOfMaar @Poodmund @Nhawks17 for taking time out of their lives and helping me with this endeavor. I probably would have never finished if it wasn't for you guys. It was a lot of fun. if you would like to help keep my motivation up, then you can donate. Any amount Is amazing, really! This mod is licensed by Creative Commons Attribution-NonCommercial-NoDerivs CC BY-NC-ND
  2. After 50 years of the Kerbal Space Program, Kerbal scientists started to question what other mysteries might be hiding beyond the orbit of Jool. They pointed a telescope at all those distant flickering things in the sky and that day Kerbalkind discovered new planets and even new stars in the neighbourhood of Kerbol! So ... Time to find out what worlds are waiting for Kerbalkind to discover! --- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- TO GET KSS YOU NEED TO FOLLOW THE STEPS INSIDE THE DOWNLOADFOLDER - DO NOT DOWNLOAD ANY MODS IN ADVANCE! - THIS MOD MIGHT BREAK OTHER PLANETPACKS (will be fixed in the future) THE VERSION PROVIDED BY CURSEFORGE IS A !BASIC! VERSION. FOR THE FULL VERSION AND VISUALS, DOWNLOAD FROM GITHUB ! Must be run through KSP_x64.exe ! !0.5 DOES NOT WORK LIKE 0.45 -> DELETE PREVIOUS VERSIONS! KSS IS STILL IN DEV. SO DONT EXPECT A FINISHED MOD This mod is licensed by Creative Commons Attribution-NonCommercial-NoDerivs CC BY-NC-ND --- * POST YOUR PRETTY SCREENSHOTS! * ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- * RECOMMENDED MODS FOR AN INTERSTELLAR ADVENTURE : KSP Interstellar Extended Alcubierre Warp Drive (Stand-alone) FTL Drive Continued And every other mod that helps you to reach other worlds! *** INTERSTELLAR RANGED ANTENNAS ARE INCLUDED IN THIS MOD*** ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- * SUPPORTED MODS (Not yet included due to testing 0.5 first) Community Resource Pack ResearchBodies Sigma Binary Kerbalism (working on it) GPP ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- * WHAT NOT TO EXPECT (0.5) Science (working on it) A career ready mod - asking for this will be ignored Compatibility with various mods (KSS will be compatible with the mods listed above - this list will get longer) - asking for this will also be ignored ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- * CHANGED: planet & atmo scales: 1/10 (moons are no longer planet sized) distances within systems : 1/11 (as in stock) distances between stars: playable distances STELLAR SIZE / DISTANCE CHART KERBOL SYSTEM / STOCK SYSTEM NOVA KIRBANI SYSTEM KORMIN SYSTEM (optional) KEROLON SYSTEM (optional) KELNIS SYSTEM (upcoming 0.55 - optional) KORLON SYSTEM KELARIS SYSTEM THE ALL ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- CHANGELOG : **RELEASED 0.5** * Rewrote the configs for the VanillaPlanets so Kopernicus don't need to be edited anymore! * A lot of retexturing and new details! * Added new planets * Added a new star Kelin to the Kirb - Kernim System transforming it into the Nova Kirbani System (Alpha Centauri analog) * Added the Kelaris System acting as a North Pole Star (with scatterer) * Added biomemaps to all the celestials BUT they are not all assigned yet, meaning 1/4 th of the biomes do work. (all the habitable worlds should work) * Some planets have groundscattering (test) * Calculated new parameters for a some bodies (gravity, atmo, ...) * Added new descriptions for every major planet. - thx to @Greatness101 and @Calvin_Maclure * Added Visual mods: Scatterer, EVE, DistantObject, TextureReplacer * ... A lot more! ***rings might be broken + Solar Output of the stars is broken -> meaning: solar panels work but a red dwarf star will emit as much energy as a G2 star like Kerbol. (this will be fixed soon) NOT INCLUDED: * new engines (still testing) * compatibility with other mods (although this is ready, I want to see how 0.5 runs and what the major bugs are) * science --- **RELEASED 0.45 (TEST 0.5)** * A lot of retexturing! * Terrain texturing - textures provided by Galileo + own textures * Minmus is now a comet (75y orbit) * Added Ceth, Klip, Eran, Isme, Aryl, ... * Calculated new parameters for a lot of bodies (gravity, atmo, ...) * Made not terraformed Duna and cold icy Laythe standard, the other 2 will be optional in 0.5. * ... A lot more! ***rings might be broken The Scatterer and EVE files are not included, they will be published in another downloadlink. (to reduce the size of the mod) => the size will be reduced for 0.5 * Old page got removed by bug on the forum -> previous data lost ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- * (Common) PROBLEMS: 1. I installed KSS but it doesn't work. -> You might have done something wrong, make sure you follow the steps and have the right mods installed. 2. I started KSP with KSS and the KSC-screen looks dark / day and night cycle is broken. -> This is a 'normal' bug when moving Kerbin around another star. 3. My ships overheats. -> A bug that happens only when using kopernicus versions older than Kopernicus 1.2.2-4. (Just use the latest version!) 4. The orbits of my vessels changed while using KSS. -> solved thx to @johnnydope 5. Contracts are broken. -> Yes, they are. (for now) 6. I want to combine KSS with another planetpack. -> This is not possible at this moment but will be in the future. 7. I want to use several other mods that aren't included / known to be compatible with KSS. -> Do this at your own risk. ** Your problem can't be solved unless you provide logs / screenshots or at least some evidence of your issue. Try to find a solution on the KSS-thread / other threads first + make sure it is caused by KSS before posting / contacting someone. ** ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- * SPECIAL THX TO : @Thomas P. - Kopernicus @blackrack - Scatterer @Galileo @JadeOfMaar @Calvin_Maclure, @Greatness101 @TheSpacePotato @Artem Kerman ... ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- This mod is licensed by Creative Commons Attribution-NonCommercial-NoDerivs CC BY-NC-ND
  3. Outer Planets Mod Outer Planets Mod is a mod that expands the outer edges of the Kerbol system, to create something akin to the real Solar System’s. It adds Kerbalized versions of Saturn, Uranus, Neptune and Pluto, as well as several of these planets' moons. At the moment not all of these planets have moons around them yet, but even without any satellites these faraway planets provide a challenge rarely encountered in Kerbal Space Program. You'll have to figure out new transfer windows, manage your power supply differently, provide your spacecraft with more Delta-V and be ready to travel years or even decades. Downloads 1. Download the mod from one of the mirrors. You can also use the CKAN mod manager to download and keep it updated automatically. 2. Download Kopernicus, which is a third-party mode required for OPM to work This version of OPM works best with Kopernicus 1.2.1-1. We can't give proper technical support if you use a Kopernicus version that a particular OPM update wasn't designed for. 3. Install Custom Barnkit. This allows OPM to reach KSP's antennas to each the outer planets in a balanced way. 4. Install all mods, by moving the unzipped contents of the downloads into the GameData folder. You should end up with the folders OPM, CTTP, Custom Barnkit, ModularFlightIntegrator and Kopernicus in GameData. 5. (Optional) Check out the Mods section for third-party mods that OPM was designed to work with in the OP. For example, SigmaBinary makes Plock and Karen a true binary system like Pluto-Charon. Installation note: If you're updating complex mods like this, please do not overwrite the old version with the new one but delete it instead. This can prevent issues, as incompatible changes can be made between versions. To uninstall just remove the OPM folder from GameData. Features Explore 17 highly detailed planets and moons, all in a stock-a-like artstyle Discover never before seen worlds, such as a subsatellite, Trojan moon or a set of binary bodies Collect science in over 140 biomes, with almost a thousand unique science blurbs Custom terrain textures and improved ground scatter has made planets and moons never look so good up close A full set of KSPedia entries for OPM’s various bodies helps you to navigate the far reaches of the Kerbol system Extensive third-party mod integration means you can play OPM with a whole range of other mods Screenshots 2.1 screenshots 2.0 screenshots (slightly outdated, bodies look better in map view now) Mods Supported Mods PlanetShine adds light reflecting off planets and moons to illuminate your ships. The Outer Planets Mod supports PlanetShine and if it's installed, it will cast spacecraft close to Sarnus, Urlum and Neidon in colored light that really adds to the visual experience of the new planets. PlanetShine isn't very modular, so you'll have to install it first and let OPM overwrite it, for the new planets and moons to get their colors. Distant Object Enhancement adds flares for faraway planets and moons, so that they're visible even from Kerbin's surface (like in real-life). The Outer Planets Mod supports DOE and if installed, will display correctly colored flares for the new planets. Final Frontier adds personal merits to Kerbals. It'll help you keep track of which Kerbonaut went where and when, with nice looking badges. The Outer Planets Mod supports this with custom badges for the new planets and moons. ResearchBodies let’s you discover all the planets in the Kerbol System through a telescope. The Outer Planets Mod supports ResearchBodies and if it's installed, you'll need to discover the planets first before sending any spacecraft to the planets. Community Resource Pack gives modders a toolkit of commonly used resources to play with, and helps us all work together in the same resource playground. The Outer Planets Mod supports CRP and if it's installed, it will add resources to OPM's planets which later can be extracted to make fuel or life support. SigmaBinary helps change Plock and Karen into a binary system, like their real-life inspirations. This means that the two orbit around a common barycenter, a point of gravity between the two. This gravitational dance is rarely seen in mods and is quite the spectacle. CustomAsteroids allows Outer Planets Mod to add the same procedural asteroids to other places than Dres and . If you have it installed, you'll see asteroid 'moons' around Jool, Sarnus, Urlum, Neidon and Plock. Note: no 1.2 compatible version at the moment. Recommended Mods Near Future Technologies has a whole range of part packs that might be very beneficial for your (manned) deep space vehicles, such as nuclear reactors, advanced electrical propulsion systems and more (and larger) solar panels all in a very nice stock-a-like style. Transfer Window Planner allows you to have a readout of the ideal transfer window to both the stock and this mod's celestial bodies. This makes planning a mission to Sarnus, Urlum or Neidon a whole lot more manageable. Atomic Age adds a lot more nuclear thermal rocket engines, that can really come in handy to get to the far planets introduced in OPM. Fan made 1.2 update found on last page. Better Time Warp adds, among other things, more time warp levels. This makes journeys to the Outer Planets a lot more doable, as you won't have to wait fifteen at stock KSP's highest timewarp levels. Fan made 1.2 update found on last page. Realistic Atmospheres redoes the stock atmospheres in a more realistic fashion. Its creator @OhioBob helped me make OPMs atmospheres more realistic. As such OPM and Realistic Atmospheres go very well, making every atmosphere from Eve to Thatmo to feel as realistic as possible Compatible Mods SCANsat allows planets to be scanned to create all sorts of maps. The terrestrial moons in OPM can now be scanned just like the stock planets and moons Surface Experiment Pack adds deployable experiments which thanks to dev @AlbertKermin also have custom science definitions for OPM Miscellaneous OPM adds a lot of new bodies, which means that the amount of science that can be gathered has increased by a lot too. To compensate this, since version 1.5.0 there has been a ModuleManager config that balances the stock science multipliers. If you don't want it though, you can remove the StockScienceMultipliers.cfg file located in the OPM/KopernicusConfigs folder. Here's a great Delta-V map for the stock system and its expansion by the Outer Planets Mod. @Olympic1 has started a wiki for information the planets and moons of Kopernicus mods like OPM called the Kopernicus Planets Wiki. It's never done, so if you have time please add some content to this wiki. @PLAD has made program called Flyby Finder that can calculate flyby windows for you. Recently they added support for OPM bodies too, so you can find out when to launch and how to get the Jool-Saturn-Urlum-Neidon window needed to recreate Voyager 2. Changelog Pre-2.0 changelogs 1.9.5 -Removed Module Manager from download (please use the MM version included with Kopernicus) -Added FlyingAltitudeThresholdvalues to Thatmo's ScienceValues -Added SpaceAltitudeThresholdvalues to Plock's ScienceValues -Add a custom gravity value to Karen -Added ScienceValues to Karen -Added timewarpAltitudeLimits to Karen -Removed duplicate value tidallyLocked in Thatmo's cfg -Redid some older FinalFrontier badges to fix some issues they had -Fixed two errors in the science blurbs -Redid the SigmaBinary support as it now has a new plugin-based work flow -Removed PlockKaren.cfg since it's been made obsolete because of the SigmaBinary changes -Reworked the temperature and pressure curves of OPM's atmospheric bodies to give them more realistic atmospheres, courtesy of OhioBob -Switched Sarnus, Urlum and Neidon to use Jool as a template to fix issues with lighting present since 1.1.1 -Removed some values in the ScaledSpace section of the OPM gas giants to account for the switch to the Jool template -Sarnus, Urlum and Neidon now use the same cloudy normal map that Jool uses -Updated the AVC version file 1.9.2 -Added procedural asteroid moons to Jool, Sarnus, Urlum, Neidon and Plock through the CustomAsteroids mod -Updated PlockKaren.cfg to latest version of the SigmaBinary template -Changed the texture paths/locations to allow for LoadOnDemand functionality -Made Karen's description a bit vaguer to account for the optional nature of the SigmaBinary mod -Redid the FinalFrontier ribbons for Plock to reflect its new look -Added FinalFrontier ribbons for Karen -Fixed the incorrectly sized ScaledSpace .bins for Plock and Karen -Updated Module Manager to version 2.6.17 -Updated the AVC version file 1.9.1 -Re-added the FlightGlobalIndex variables to the various bodies to maintain save game compatibility and prevent save game breaking from occurring in the future 1.9.0 (download 1.9.1 or above, as this is a bugged release) -Redid Plock, changing it from a Vall look-a-like into a unique body -Added a moon to Plock called Karen -Redid the gas giant's rings to adjust for changes made to the ways rings are rendered now -Flipped the biome maps of Thatmo and Karen, so that they correctly follow the terrain -Changed Plock's orbital color, PlanetShine and DistantObject color to a light greenish brown -Removed the FlightGlobalIndex variables, due to obsolescence -Fixed an error in Plock's description -Updated ModuleManager to version 2.6.13 -Updated AVC version file 1.8.1 -Add biomes to Thatmo and Nissee -Added science blurbs for Thatmo and Nissee -Added science blurbs to earlier bodies -Added an actually working version of the AVC version file -Updated resource configs for Community Resource Pack compatibility, courtesy of Olympic1 -Added discovery messages for the ResearchBodies mod, courtesy of Olympic1 -Rebalanced the time warp limits for the OPM bodies, courtesy of Olympic1 -Changed adiabatic index of OPMs atmospheric bodies for better FAR compatibility -Fixed a spelling error in the description for Nissee -Updated ModuleManager to version 2.6.8 1.8 -Added two moons to Neidon: Thatmo and Nissee -Added support for Kopernicus Expansion's procedural gas giants feature, adding it to the OPM giants and Jool -Updated the Karbonite configs for Tal -Fixed a spelling error in Tekto's description and added a 'or her' after 'his' to include female Kerbals -Removed a duplicate entry for Wal from the DAE config -Converted the ring textures to PNG format for Kopernicus Expansion compatibility -Updated ModuleManager to 2.6.7 1.7.2 -Added custom water textures to Tekto as well as other ocean tweaks -Removed the double color textures (color/map), because they were no longer needed by Kopernicus -Added support for ResearchBodies -Artificially enlarged the SOI of Hale and Ovok -Reduced Hale and Ovok's gravity to more realistic levels -Fixed the issue with not being able to stand on Tal -Fixed the issue with Tal becoming gray scale when transitioning between terrain and ScaledSpace -Fixed Tekto's dark terrain -Flipped Tal's biome map to the correct orientation -Moved the version file from the GameData to the OPM folder -Reduced the spikiness of Ovok 1.7.1 -Made Ovok egg-shaped again -Added biomes and science descriptions to Tal -Removed all mass values from the configs, as it was unnecessary to include when GeeASL was also included -Changed all PluginData textures from .png format to .dds format -Renamed the FinalFrontier file back to CelestialBodies.info, as it was needed for the OPM ribbons to show up -Corrected spelling mistake in the science descriptions -Updated the Module Manager plugin to version 2.6.6 -Updated the Module Manager license included 1.7 Release -Moved the Texture Replacer cfg to the OPM folder and removed the TextureReplacer folder -Updated the Karbonite configs, courtesy of Olympic1 -Updated the ModuleManager plugin to version 2.6.5 -Changed Wal's template back to Moho, since the black body bug was fixed by Kopernicus -Tekto is much more playable now, since the dark terrain bug is fixed by Kopernicus -Changed the AntennaRange config to reflect changes in the mod's recent updates -Changed the rotational periods of the gas giants to make them more realistic -Tweaked the atmospheres even further to create smoother transitions similar to stock atmospheres -Balanced Tekto's atmosphere to make it less tedious during descent -Changed Tekto's atmospheric ambient color from reddish to the correct green -Rounded the atmospheric heights of all OPM bodies, to match the new style of the stock bodies -Corrected Priax's mass -Added relative paths for the .bin files in the OPM bodies' cfg files -Adjusted the SOIs of Ovok and Hale to make scanning and orbiting less problematic -Removed the Kopernicus folder, the mod can now be downloaded separately, making combining OPM with other planet packs easier 1.7 Beta 2 -Added about a dozen extra science descriptions to Urlum's moons -Fixed a description that was about Priax, but was listed for Wal -Corrected the spelling in Neidon's description as well as a science description for Polta -Moved Eeloo's ribbons and config info into the OPM/Ribbons folder and removed the Nereid folder -Removed the useless svn files and folders from the Ribbons folder -Fixed a compatibility problem with ATM through a config/moving the ring textures to a separate folder -Converted the ring textures to DDS format -Renamed the configs in the OPM folder for clarity's sake -Changed a value in the antenna distance config to account for a change in RemoteTech -Moved the PlanetShine config into the OPM folder and removed the PlanetShine folder -Added Tal to the PlanetShine config -Updated the ModuleManager plugin to version 2.6.3 -Fixed Priax's biome definitions not matching the actual biome map -Tweaked the atmospheres in OPM to make them work better and to make them more unique from one another -Temporarily made Dres the template for Wal instead of Moho, to prevent the black body bug 1.7 Beta 1 -Added a moon around Wall called Tal -Added biomes to Urlum's moons -Added a couple more science descriptions to Tekto -Rebuilt the mod to only use the new Kopernicus -Removed KopernicusTech because it's no longer used -Converted all gas giants to work without a template -Removed DDSLoader because it's obsolete since 1.0 -Removed CustomAsteroids support since it hasn't been updated in months and is buggy -Removed the solar power curve config because it is obsolete since 1.0.1 -Updated ModuleManager to version 2.6.2 -Rotated Priax so that its lighter side is facing the orbital direction -Added FinalFrontier ribbons for the Urlum moons -Enabled Plock's ribbons in the FinalFrontier config -Rebalanced the prestige you get for each OPM ribbon -Changed Wal's orbital color to make it more distinct from Tal's color -Changed Wal's description to fit the inclusion of Tal -Made Wal's orbit larger to realistically allow subsatellite Tal to exist -Added custom timewarp limits to the existing OPM bodies -Redid some of the normal maps for the existing OPM bodies -Integrated OPM with the new stock resource system -Renamed the RegolithConfigs folder to KarboniteConfigs, to reflect Karbonite mod dropping Regolith for the stock resource system 1.6.5 -Added a ScaledSpace .bin for Plock -Removed tidal locking from Plock -Added a rotational period to Plock -Tweaked the mass and gravity of Plock slightly to make them more consistent with each other -Made Urlum's rotation prograde to fix issues the retrograde rotation caused for some people -Changed the descriptions for Slate and Eeloo to make their lore more realistic -Fixed the incorrect height map for Slate -Made Slate's normal map more detailed -Updated the KittopiaTech license to the most recent version -Updated DDSLoader to version 1.9.0 -Updated ModuleManager to version 2.5.13 -Updated KopernicusTech to version 0.13 1.6 -Added three new moons to Urlum: Polta, Priax and Wal -Added licenses to the download as per the rules -Added AVC support with a .version file -Resized Slate's color map to reduce memory use at a negligible loss in in-game quality -Tweaked Tekto's atmosphereAmbient in the PlanetShine config to make it as much as other atmospheric bodies 1.5.5.1 -TextureReplacer incompatibility fixed 1.5.5 -Updated the plugins to KopernicusTech 0.121 -Updated ModuleManager to 2.5.10 -Removed the Kopernicus Cache .bin files -Added the Kittopia ScaledSpace .bin files -Added the DDSLoader plugin -The Sarnus texture has been given Saturn-like polar hexagons -Ovok has been made more egg-shaped and several body characteristics have been changed to account for the new shape -The Ovok biome map and the science descriptions have been changed to reflect the changes to Ovok -Switched all textures back to DDS format -Made some textures smaller (gas giants, small moons) as their high resolutions only increased memory use and didn't improve the in-game quality much -Fixed Tekto's ScaledSpace ocean not matching the real ocean and tweaked the color a bit -Moved the new planets and moons out of Systems.cfg and into their own config files for increased modularity -Fixed the knowledge base atmosphere height of Tekto not matching the real atmosphere height -Removed the rotation periods for Hale and Ovok as they're tidally locked now and don't need that info -Tidally locked Eeloo as well, just like its inspiration Enceladus -Changed the distances of Eeloo, Slate and Tekto to be more similar to the relative distances in the Saturn system -Tweaked Tekto's atmospheric color -Added biomes and science descriptions to Tekto -Added some science descriptions to the older planets and moons -Corrected some descriptions of the older planets and moons -Removed AVP configs and moved them to a separate download in the forum thread OP -Reduced the temperature multiplier for OPMs gas giants to prevent issues with DRE/FAR -Moved the atmosphere handling for the gas giants from Kopernicus to Kittopia -Tweaked the atmospheric colors of the gas giants to make them look better 1.5.2 -Included the correct DLL for Kopernicus 0.4, so that the biome bug is now actually fixed -Added a missing cloud layer in the AVP config for Sarnus -Added biome-specific resources for Sarnus' moons to the Regolith config -Added resources on Tekto to the Regolith config 1.5.1 -Removed unused Tekto ocean textures -Mirrored the textures for Hale, Slate and Ovok vertically so they look like they did in 1.4 -Updated Kopernicus to version 0.4, which fixes the biome bug -Removed the now obsolete biome enabling/disabling config -Removed the ScaledSpace folder in KittopiaSpace as Kopernicus can now handle that -Set ModScaledAtmoShader to false for Sarnus, Urlum and Tekto so that atmospheric gradient once again displays correctly 1.5 -Added a new moon to Sarnus called Tekto -Updated ModuleManager to version 2.5.9 -Switched the Kopernicus and KittopiaTech plugins to the KopernicusTech fork -Moved terrain handling from RSS to KopernicusTech; RSS is now no longer included -Switched textures to PNG, since KopernicusTech does not support DDS; DDSLoader is now no longer included -Tweaked the rings of Sarnus and Urlum a bit, adjusted Hale and Ovok's orbits to compensate -Increased the gravity of Hale and Ovok to enlarge the SoI to make it easier to get an encounter with the moons -Tidally locked Hale and Slate to Sarnus -Added a specialized Regolith/Karbonite config -Added a way to disable biomes on the new bodies, as a bug applies the new biomes to the template bodies too. To disable these biomes, remove Kopernicus/Config/OPMBiomes.cfg -Rebalanced the science multipliers of all bodies to compensate for the added planets and moons. The rebalanced multipliers for the stock planets can be disabled by removing Kopernicus/Config/StockScienceMultipliers.cfg -Adjusted Plock's characteristics to make it less like Vall and more like Pluto -Made Neidon start farther along in its orbit, so that it and Plock will never come too close -Added a config for AntennaRange and RemoteTech that extends the range of the longest-range dishes to compensate for the expanded Kerbol system -Added Astronomer's Visual Pack-compatible cloud configs for the planets and moons with atmospheres 1.4 -Upgraded KittopiaTech to version 0.192 -Added biomes for Hale, Ovok and Slate -Added science blurbs for the new moons -Added atmospheric science blurbs for the gas giants -Removed the RSS time warp tweak as it was causing issues -Tweaked some of the orbital and body characteristics of OPM planets and moons -Made Slate's terrain smoother in places -Changed the default textures from 4K/8K to 2K/4K. Low and high res packs can be downloaded separately 1.3 -Updated KittopiaTech to version 0.19 -Moved Eeloo to an orbit around Sarnus -Made a new Pluto analog called Plock -Added three brand new moons to Sarnus: Hale, Ovok and Slate -Changed Sarnus' ring texture to realistically fit Hale in -Added support for FinalFrontier -Changed Urlum from a retrograde orbit to a prograde orbit -Made Urlum rotate in a retrograde direction and changed description to reflect that -Switched from PNG to DDS textures -Redid time warp speeds using RSS, it can now go from x1-x1,000,000 -Changed scale heights and max altitude of the new gas giant's atmospheres -Halved the spawn rates of OPMs procedural asteroid moonlets -Updated ModuleManager to version 2.5.8 -Moved the PlanetShine config into the base one, to get it to work correctly 1.2.1 -Reduced Urlum's shepherd moon spawn rate from its extremely high value (which I used for testing) to its intended value 1.2 -Added a few science blurbs for the new planets, but only orbital experiments for now -Gave custom science multipliers to each of the new planets and upped Eeloo's to reflect its more distant orbit -Added support for PlanetShine and Distant Object Enhancement -Added a new type of procedural moonlets: Urlum ring shepherds -Tweaked the values of the existing moonlet types to be more realistic/less random -Changed the ring texture of Urlum to make it less identical to Uranus' -Changed the atmospheric heights of the new planets -Changed the description of Neidon 1.1.1 -Updated PFUtilityAddon.dll (courtesy of Thesonicgalaxy) and capitalized the first letter of the ring textures' filenames to ensure rings show properly on Linux 1.1 -Added support for CustomAsteroids: this will allow procedural asteroids to spawn around Jool, Sarnus, Urlum and Neidon and represent their very small moonlets -Added planetary rings to Sarnus and Urlum -Gave the new planets unique rotational speeds -Included the correct resolution textures for Urlum and Neidon, accidentally released them with half-res textures -Updated ModuleManager to version 2.5.6 -Removed Sarnus_rim.png, an unused texture 1.0 -Initial release Known Issues These issues apply to the latest version: Due to limitations, some contracts will still generate for the fake Plock-Karen barycenter body that is created by SigmaBinary. Just don't accept them and you'll be fine Thatmo has a very bright light on it in ScaledSpace. Still investigating how to fix it Polta and Wal don't have their biomes linked to the biome map. Will fix ASAP. Frequently Asked Questions Yes and I'm not talking about Ovok's shape. So go out and find them! Acknowledgements Developers CaptRobau Eudae55 Contributors benjee10 Diddly Feelerino hazard-ish Olympic1 Spacepetscompany Augustus Porkjet Akinesis tygoo7 OhioBob Thanks Sarbian for maintaining the ModuleManager plugin that this mod uses BryceSchroeder for creating the Kopernicus mod that this mod uses Padishar for updating the Kopernicus mod to 0.90 Teknoman117 and ThomasKerman for developing the Kopernicus mod for 1.0 and beyond Augustus for giving me advice and for providing me with configs for Final Frontier support Kcreator for making KittopiaTech which this mod uses Thesonicgalaxy for helping me fix the ring issue for Linux MOARdV for maintaining the Distant Object Enhancement mod, which this mod supports Valerian for making the PlanetShine mod, which this mod supports Olympic1 for providing me with configs for CRP support Nereid for making the Final Frontier mod, which this mod supports and for helping me generate the required graphics RoverDude for making the Community Resource Pack mod, which this mod supports simon56modder for making the ResearchBodies mod, which this mod supports rbray89 for making the ActiveTextureManagement mod, which this mod supports toadicus for making the AntennaRange mod, which this mod supports Remote Technologies Group for maintaining the RemoteTech mod, which this mod supports shaw for making the TextureReplacer mod, which this mod supports cybutek for making the KSP-AVC Plugin mod, which this mod supports Bekiekutmoar for supplying the winning names for the Slate Naming Contest Gravitasi for updating the Kopernicus/Kittopia plugins and showing us how to use them together KillAshley for lots of help with atmospheres, PQSmods and lots of other things Felger for providing the basis for KillAshley's help on OPM converting to the atmospheres in 1.0 Rosco P. Coltrane for the original Delta-V map for OPM Misucat, Galahir350 and Kowgan for all the various contributions to the current Delta-V map -ctn- and others who contributed to the Outer Planets wiki Special thanks to: Sigma88, Eleusis La Arwall, Amarius and all other unnamed fans of OPM License This mod is licensed:
  4. WHAT IS THIS? RSS Constellations (formerly known as RSS Extrasolar) adds solar systems that exist in real life in their (for the most part) exact positions, along with the exoplanets that orbit within them. This mod is to be used with Real Solar System, making for a nice endgame goal once you have done everything you can. I divided all of the stellar distances by ten, so it is easier to traverse space. However, it is still necessary for you to install some additional mods such as Interstellar Extended, so that Jebediah will be able to live to see the day that humankind reaches its curious arms into interstellar space. SCREENSHOTS Proxima Centauri b Wolf 1061 c 82 G. Eridani c -------------------------- MORE -------------------------- CURRENT SOLAR SYSTEMS TIPS AND TRICKS WANT A BIT OF A CHALLENGE? ---------------------------------------------------------- DOWNLOAD FROM SPACEDOCK ---------------------------------------------------------- UPCOMING FEATURES CHANGE LOG License: BSD
  5. [1.2.2] Suthe Planet Overhaul Mod [Version 0.1.0] This planet mod replaces the entire stock system and renames the Sun. This solar system vaguely represents the real solar system, but I've optimized it as I see fit and made this as a result. Descriptions, inward, out: -Tylo, a scorched, but massive planet near Suthe. Its golden surfaces are not lava, although it may be tricky to tell that apart from a distance. Perhaps it is gold. (Model export bug) -Meathe, a tidally locked semi-ocean planet. Half of its surface is always staring at Suthe while the other half is a large ice cap which perpetually stares into the outer solar system. On the day-night terminator, there are ice caps on the light side, so you may land there and establish a base with ease. (Add storms) -Smeale, a tan-pink gas giant. It does not have large moons but it has three asteroid moons within its rings. It is conveniently close to Kerbin so as long as you can reach the asteroids there, it would be relatively easy to plot large operations in the inner solar system. -Kerbin, a blue-green continental world. It has mostly oceanic regions, although several massive continents separate the oceans. In addition the KSC is situated on several islands above the equator, so plot missions carefully when launching! In addition Kerbin has a moon, Laythe, which is a grey moon with its own oceans, continents and ice caps. -Duna, a purple-pink planet with many small craters and an overall rough surface. It has one ice moon, Ike, with its own craters. -Asford, a semi-ice and semi-ocean world. It has relatively few clouds as its surface is cold, but not cold enough that the atmosphere will freeze onto its surface. Also, it has one moon, Risian, with no atmosphere and cracks lining its surface. -Asteroid Belt, contained with it are four major objects. Moho, a large, hilly, and cratered world. Also in this belt is Gilly and its moon Kitt, both of which are asteroids. Finally, Dres, now a darkened rock with several craters of which are blackened. It's previously anticipated that these craters must be a way of entry to Dres' core. -Jool, a large tan gas giant. It has two moons, Mun and Eve. The Mun is a dark grey and red planet. Above it is Eve, a green planet with few continents but a large ocean and is a planet which is expected to feature vast amounts of life on its surface on varying degrees from plants to large wild animals (of which isn't possible in KSP, but roleplay as you ease). -Vall, an ice planet between Jool and the next planet, Trobus. This is likely an ice belt, between these two planets. It is likely a large ice world could have developed given Trobus and Jool didn't, first. Vall has three moons, two of which are asteroids and the larger, Karthis, is a dwarf object with cracks dotting its surface. -Trobus, a large ice giant, has two moons of its own, with one having its own moons. The first moon is Kleas, a cratered ice moon with a special impression on its surface. The second moon is Rothian, a certainly unique pink-white-blue gas world. It is unknown what material lies in its atmosphere, or perhaps could life be present on it? Both of its moons are Ulston, an ice planet with a thick haze making the surface invisible (with EVE), and Loade, a bright copper planet with an ice sheet covering its surface. -Outer Objects, these objects are anywhere from dwarf planet Eeloo and Minmus to comets such as Bop or Pol. None of these stock planets have been changed from their original forms but they're likely going to be dark in the future, so it'd be a unique context nonetheless. I may try tossing some extra planets into this area though, given anyone wants one or a few. Credits: -Kopernicus team, for their work makes this mod possible -KillAshley, some code of his helped me make mine, and he has some great mods! -Galileo, for some troubleshooting assistance and inspiring a semi-realistic style in my mod. -The other Kopernicus planet designers for their efforts helped mine. -Myself, so you all can download a mod as interesting as mine. To-Do list: -Add detailed textures to the planets, and add some extra details to some (volcanic eruptions, etc.) -Add asteroids in the asteroid belts and comets. Also, ring asteroids in less fine rings. Finally, gas giants receive asteroid moons around their outer SOI's. -Add compatibilities to other mods. Suggest one, and I'll try my hand at it. -Add special clouds to Meathe and Ulston. -Any minor bugs to fix. I'm not the best with troubleshooting higher-order problems, however. -scatterer team for the retextured lensflare and overall mod. -SciDefs (So far I don't have very many), so I will accept suggestions. -Optimize current features. Images: Download: https://spacedock.info/mod/1275/Suthe Solar System Overhaul Mod Several warnings I would say is: -Use 64-bit KSP, 32-bit will simply crash -Use scatterer, the mod hasn't been optimized for stock KSP.
  6. What Is EVOLUTION? Evolution is a planet pack that aims to push everything to the limits. From the star itself to the outermost regions, experience 4K quality planet textures and 8K quality cloudmaps, as well as planets created with realism and beauty in mind. Revolutionary Features - Deeply-integrated compatibility allows for extensive editing of Evolution to make it blend in with other planet packs with ease, as well as making third-party mods an easy possibility. Is one of Evolution's planets in the way? No problem, just target the specific planet! Don't like one of Evolution's worlds? Then you can delete it with ease! Want to add your own twist to Evolution? Then you will find it to be surprisingly easy to do so. Due to Evolution's file structure it is very easy to install or uninstall specific parts of the mod to maintain both high quality and FPS. Every planet in Evolution has been created with both uniqueness and realism in mind, as well as providing players a beautiful, yet fun and challenging experience. Preview of EVOLUTION Download EVOLUTION Coming Soon! Special Thanks @SQUAD for Kerbal Space Program @Thomas P. for maintaining Kopernicus, the building block of all planet packs out there @Galileo for inspiring me, giving me advice and helping me out @Waz for maintaining Environmental Visual Enhancements, a mod that truly lives up to it's name @blackrack for Scatterer's amazing shaders and Kopernicus' epic new ring shaders @CaptRobau for inspiring me to get into the planet modding business, and for OPM, from which I have learned the basics of Kopernicus myself back in the day @Sigma88, @KillAshley and @Thomas P. for having the patience to help me out every time @OhioBob for explaining to me the wonderful (and complicated) subject that is atmospheres
  7. Time to introduce announce a new Kopernicus mod, one that changes everything: Total Rebuild! This is where we'll post updates on development as well as screenshots, ideas, that sort of thing. Expect a true page makeover for release. Current completion: 90% So what is 'Total Rebuild' exactly? True to it's name, it destroyes every stock KSP body save for Kerbin and the Sun, before adding a completely new planetary system, counting more bodies than the stock system, with currently 23 planets & moons on the planner versus stock KSP's 16 planets & moons, with possible planetary expansions in the future. What can I expect from it? Expect to find a new solar system to explore, with vast, diverse and unique worlds. It'll come with custom Scatterer and EVE configurations, as well as new, HD surface textures and nice ScaledVersion resolutions. Ergo: quality overload. Too demanding for your computer? Don't worry, we got you covered! The default package should be more than enough for your computer to handle, if it can take stock KSP it can take this mod as well. If your PC can already run KSP at max res plus stuff like EVE and Scatterer, then go ahead and install the quality upgrades provided with the mod! You can never have too much eyecandy. Any sweet pictures to show, TWG? Feast your eyes, Kerbals! Here's what we have so far! With the new EVE clouds: So who's in charge of this? Total Rebuild is being created by @The White Guardian and co-written by @Agent-Daniel_46 (winner of KCM3) What can I do? Any feedback (and ideas) is much, much appreciated! Download link
  8. [1.2.X] Logan's Cloud Configs: Custom made EVE configs that add clouds to planets in the stock game or to planets from mods. How can I help? -Just ask me to make a cloud configuration for a certain planet pack (must be kopernicus planets) and specify what you want the clouds to look like and I will see if I can make it. Once posted I will mention who suggested the cloud config. Currently posted configs: Outer Planets:https://spacedock.info/mod/1219/Logan's OPM Cloud mod V1.0
  9. I just wrote a procedural galaxy generation app for Kopernicus. I am currently in the stage of expanding it to accommodate all the different major kinds of stars and a few minor ones. The program is functional and is currently being expanded. Full Imgur album here! @seanth Is collaborating with me to improve TBG and make it even better, Currently he is streamlining it. But he has plans to do many things. (He may even one day take over development from me completely.) and i can imagine that those things will be magnificent. Maximum recommended galaxy size: 75 stars. (KSP 64-Bit) THIS ALGORITHM SUPPORTS (OR WILL SUPPORT) -Scatterer - By @blackrack (For use of the unique sunflares that scale properly!) DOWNLOAD FROM SPACEDOCK Special credit to @Red Iron Crown for fixing the width issue that has befuddled me for weeks Planned features: Smoother transitions between star types. Stellar debris disk's Asteroids, Rogue planet's Unique planetary terrain (Via MapDecals), Sciencedefs, Researchbodies support, Scatterer Support, And many many more! License: GPL v2 Source: Available in the game Zip
  10. WHAT IS THIS The Extrasolar mod adds the red dwarf star "Valentine" to the Kerbol System. Orbiting Valentine are several new planets and moons to discover, which are listed bellow. Because Valentine is so far away, you will probably have to download some mods in order to make the trip easier. SCREENSHOTS VIDEO (outdated) RECOMMENDED ADD-ONS KSP Interstellar Extended: Adds tons of advanced propulsion systems and makes the transfer from the Sun to Valentine a bit quicker. BetterTimeWarp: Maybe even a necessity. Adds greater time warp options that really help with making your transfers faster and less boring. Project Orion Nuclear Pulse Engine: Adds two very interesting nuclear engines into the game based on Project Orion and Project Medusa. MOD SUPPORT Custom Asteroids: If using Custom Asteroids with Extrasolar, an asteroid belt will be added around Valentine. Distant Object Enhancement: Put simply, you will be able to see objects from farther away. Environmental Visual Enhancements and scatterer: Pretty clouds to cover up all of my ugly texturing Extrasolar is compatible with most planet packs due to Valentine's very high semi-major axis. DOWNLOAD ON SPACEDOCK CHANGE LOG License: BSD
  11. It was about time for me to release my first planet pack! Introducing... Cyran! Introducing, from left to right: Cyran - Infernas - Dres(remade) - Iltan - Kivlan - Sennim - Protorin - Glacia - Zerto - Crysalis. The moons in this image are scaled, Cyran is not (otherwise the Cyran in the image would have to be 16000 pixels in diameter...) So, what do these planets look like? Glacia Crysalis Protorin Zerto Sennim Kivlan Iltan Dres Infernas Cyran And last but not least, Cyran itself: a large, orange gas giant orbiting in between Duna and Jool. Cyran is unique because due to the decay of radioactive elements in the planet's core, it is emitting enough heat to melt anything that gets too close. Therefore be very, very careful with aerobreaks here, you might find yourself boiling up before you even get close to the atmosphere. This does mean any orbiting station can cut back on the heating fee, of course. Any more sweet details? Well, certainly! Check out the (first version of) Cyran's trailer! Features Version 1.0 - Initial release - Added Cyran and a bunch of moons - Added particle system to Infernas - Biomes for most moons Version 2.0 (May 25th, 2016) - Added (partially complete) ScienceDefs - Updated Cyran to 1.1.2 - Added a remade Dres - Support for Distant Object Enhancement added - Support for PlanetShine added - First steps made for E.V.E support - Increased the size of Iltan - Increased size of Iltan's atmosphere - Increased temperature on Iltan - Added biome maps to all moons - Custom ocean textures added to Sennim - Terrain scatter added to all moons - Custom terrain scatter added to Sennim - Fixed atmosphere rim of Sennim being orange instead of green - Fixed Sennim having an incorrect atmosphere color on the banner - Official flags for Cyran have been added - In-game screenshots made - Moved the changelog to the Readme.txt file. Version 3.0 (December 26th, 2016) - Compatibility with KSP 1.2.X. - Remade Kivlan and Zerto entirely. - Three new moons: Protorin, Glacia and Crysalis. - Art pass on Iltan. - Scatterer support! - EVE support! (Big thanks to Galileo for letting me use textures from SVE and helping me with the configs!) - Overhaul on Infernas' particle system (thanks you, SAS123!) - Many new science defenitions (thank you, MinimalMinmus!) - Many new biomes to explore and better biomes in general. - Many other Kopernicus mods are now supported - Some easter eggs have been added... - Full KSPedia support! - New surface textures, using CTTP (like OPM) - New heatcurve for Cyran, ships now heat up with a certain amount of Kelvin per frame below an altitude of 5 million meters, the intensity scales with distance. - Cyran now has a (cloudy) 'surface texture' instead of a void. - Cyran's rings have been overhauled to display the decay of Infernas more realistically (thank you, SAS123!) and a new ring has been added. - New lava texture on Infernas, as well as a new particle texture. - Improved scaledversion textures. And still on the to-do list are: - Missing Science Defenitions - Asteroid spawning system Alright, alright, where do I download this? Right over on SpaceDock. The mod has been updated to work with 1.2, and support for PlanetShine, DistantObjectEnhancement, EVE, Scatterer and TextureReplacer is included. (Kerbals can remove their helmets on Iltan) Support Cyran? @JadeOfMaar has created an awesome signature banner for Cyran! LINK
  12. What is RescaleZ? This mod was inspired by Harder Solar System and Kerbin 365 and will make your gameplay harder, but still playable with stock parts. Main feature of this resize is that I've make Kerbin's orbit to have a 365 day (24h each) year and scaled up other planets orbits to match same orbital resonance as in stock. More details Sun x1.6 upscaled. All planets orbits inclined RSS-style to simulate Kerbins axial tilt. Moho x3.2 upscaled. Eve x3.2 upscaled, surface gravity lowered to 0.902g as for Venus and no more Gilli moon here. Also included Extra addition for RealisticAtmospheres (recomended) mod will make atmosphere hotter and higher. Kerbin x3.2 upscaled, KSC moved to 30.22 latiude. You will need ~5000-5600m/s dV to get into orbit. KSO - 17058.576km. No more Minmus here. Mun x2.6 upscaled to make Mun's proporsion to Kerbin more like Moon to Earth. Mun orbit moved further, to make it exactly half of a real Moon orbital period. Duna x3.2 upscaled. Gilly now like Phobos. Bop now like Deimos. Dres surface gravity lowered to 0.042g to make it more like real dwarf planet. Jool x3.2 upscaled. Pol x3.2 upscaled and now closest moon of Jool. Laythe x3.2 upscaled. Tylo x1.8 upscaled to make it more attractive for visiting. Pol-Laythe-Tylo now in proper Laplace resonance like Io–Europa–Ganymede. Vall x3.2 upscaled and have approximate Callisto-like orbit. Ike now farthest Jool's moon, now have same eccentricity and inclination as stock Pol. Eeloo x3.2 upscaled. Minmus is now moon of Eeloo to make this distant world more attractive for visiting. Remote Tech Support Already included, but you can play without RT. Misc But if you do - you can propose a patch Solar curve taken from Kopernicus exapmles for RSS by NathanKell and divided by 2. Solar panels will not help you much around Jool... No pics, no clicks Dependencies (Install Separately): Module Manager Kopernicus Recommended mods: KSP Renaissance Compilation (compability patch included) Realistic Atmospheres (compability patch included) Download SpaceDock Change Log Version 1.3 All orbits recalculated due to g and G constants change in KSP 1.2 All planet now inclined RSS-style to simulate Kerbins axial tilt. Added modified Kerbins texture for KSPRC extra compatibility with permission of Proot. Other minor tweaks in cfgs. Licenced by MIT (c) 2016 ZobrAz
  13. The Dwarf Star is a mod that adds a tiny red dwarf carbon star1 that, as of now, adds 2 planets, which orbit the star (Which is named 'Phoenix'). I'm also going for a user-based approach, where users here can suggest planets/moons2 to be added around Phoenix. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Current Objects: PHOENIX: Phoenix is a tiny, tiny L-type main sequence carbon star with a soot-grey3 atmosphere and 1 planet orbiting it. REKIESSE: With its great bulk, deadly features and great proximity to the star, this planet proves the most daunting of all the Phoenix worlds and it eludes all reasoning. The only supporting knowledge for its presence is that it formed at or beyond the outer border of the habitable zone and migrated in. SEPTIS: A planet just a tad larger than Kerbin, but with a bit less gravity. It's close enough to Phoenix to feel quite a lot of tidal friction, but isn't close enough to be a molten wasteland. The surface is dotted with volcanoes, as well as patches of blue-black bacteria. No water is on the surface, but there are pockets underground that the bacteria feast on. NEEBRILLE: Neebrille is a large planet almost entirely made of water, except for the iron core, and some small archipelagos floating ontop of the liquid water. Most of the water is frozen because of low temperatures or high pressures, but there is a wide equatorial 'river' that is liquid. ABRAXA: Abraxa is a cold, dark world with a hot side covered in liquid ammonia. The planet is smack in the middle of the ammonia based habitable zone, so it's feasible for hosting alien life, and Abraxa will likely be the last refuge for kerbalkind once the Sun dies. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Thanks to: Me, for making the mod @ProtoJeb21, who helps with the planets. @JadeOfMaar, who makes the resource configs so you can mine the $%&# out of the planets! -------------------------------------------------------------------------------------------------------------------------------------------------------------- DOWNLOAD: https://spacedock.info/mod/1261/The Dwarf Star PICS: DEPENDENCIES: Kopernicus (Packaged with the mod) RECOMMENDATIONS: KSP Interstellar Revived RoverDude's Standalone Warp Drive -------------------------------------------------------------------------------------------------------------------------------------------------------------- 1: I specifically stated that it's a red dwarf, as most carbon stars are red giants. 2: They have to be plausible. So no moons or magnificent, Saturn-like rings around a planet that orbits Phoenix every 1 day. Also, try and make them unique, not something everyone and their mother has done before. Even better, if your planet is supposed to have life, research the solvent liquid for this life to confirm it can make life of some sort occur naturally. 3: Yes, I spell grey like that. Deal with it. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Also, please note that Phoenix doesn't just have an ammonia-based habitable zone. It also has methane-based, water-based, chlorine-based, sulfur-based, etc habitable zones, just like every other star (Including the Sun).
  14. _____________________ Kerbol Origins _____________________ Welcome to Kerbol Origins, a mod that aims to recreate all the SQUAD planet ideas that never got implemented, like the Gas Planet Two (GP2), Gas Planet Three (that is actually a giant rocky planet) and many more. The mod has been fine-tuned to be as stockalike as possible and we made sure that it fills most of the gaps the stock Kerbol system has. Many of the celestial bodies added by this pack are proceduraly generated, which means that they have a lower memory footprint, but others use heightmaps and while they are not entirely procedural, they offer much more detail than the procedural ones. _____________________ Pictures _____________________ (click on images) _______________________ Recommended mods _____________________ - by Amarius1 - by Nils277 - by Valerian - by MOARdV _______________________ Lets meet the new planets! _____________________ Faz: Harvest: Rega: Sarvin Keelon: Corolet: __________________________________ The team! ________________________________ @amarius1 - Lead Developer @Nils277 - Part Creator @Olympic1 - Career Intergration & Tweaks @The White Guardian - Career Intergration, EVE Clouds & Tweaks @smokytehbear - FF Ribbons __________________________________ Thank you ________________________________ Thomas - For developing and mentaining Kopernicus KillAshley - For teaching me most of the aspects of planet creation CaptRobau - For teaching be the basics long before Kopernicus could even load PQS mods Olympic1 - For being a good friend and collaborating with me in all of my projects Sigma88 - For giving me advice and giving everyone over #Kopernicus a good laugh ___________________________________ Installation ________________________________ Download the mod files from any of the buttons at the top of the page Download the Kopernicus dependency from GitHub Merge downloaded GameData folder from both mods with yours ??? PROFIT! !WARNING: When installing new versions of the mod, NEVER merge the new version's files with older versions, but instead, delete the old ones, before. ____________________________________________________________________________________________________ Known Bugs: ____________________________________________________________________________________________________ To do:
  15. ***Some unknown forces of the Universe (the Kraken) took down to original thread. I was waiting for it to be restored, but that doesn't seem to be the case. Either way, here's the new thread!*** Interstellar Adventure Revived (IA-Revived) is a continuation of the mod "Interstellar Adventure" by @amarius1. The pack adds in a total of 5 new solar systems, each one a near-realistic representation of their counterparts in our universe. These system are TRAPPIST-1, HD 219134, Mu Arae, K2-3, and Kepler-296. Throughout all systems are 7 stars, 15 planets, 16 moons, and a comet. There's even a rogue planet inspired by Planet 9. Every object is named and presented in a realistic scale - except all values proportional to Earth's parameters are now proportional to those of Kerbin. All the planets have been given a Kerbal flare to them to make them more interesting. Whether it's in their appearances or moons (all of which are hypothetical), these objects are more interesting but still very similar to their real-life counterparts. ROGUE PLANETS TRAPPIST-1 NIOBE-AMPHION (HD 219134/HR 8832) CERVANTES (MU ARAE) K2-3 LICH (PSR B1257+12) UPCOMING FEATURES! While at version 1.1.0, IA-Revived has quite a lot of work ahead. Here are the features coming up soon. Those in green will be in the next update (1.2.0), those in blue in near-future versions, features in orange and coming later on, and those in red are...dubious. Masses that are 1/100th scale, which results in the same gravitational pulls these woulds do/would have in reality. Special features - rings, particles, etc. Better atmo colors. Completion of the Niobe-Amphion system More moons Tweaks to atmosphere curves (if needed) Completion of the Lich system. Patch for EVE and Scatterer. Working with Sigma Binary The Upsilon Andromedae system Epsilon Aurigae =================================================================================================================================================================================================== Download from SPACEDOCK ======================================================================================================================================================================= Version 1.2.0 Screenshots ======================================================================================================================================================================= Kottabos Games Review (Outdated): Fun Facts/Tips: Glauce is the only moon in the mod that may be detectable in real life, if such a moon like it exists. Braciaca is inspired by a study in late 2016 proving that the majority of rogue planets are frozen, orphaned Mars-sized worlds. Morena has a pretty small SOI. It is best not to encounter it with an eccentric orbit, or else you will fly by it too quickly to be captured. There were plans to make a new moon for Selphar, named Valgoh. However, I scrapped the idea when its height map was glitching up. Barcelon may be the new nesting place of the Kraken. Be warned. All planets orbit at 1/10th the distance they do in real life. Every planet and moon is 1/10th the size they would be in real life. However, the star sizes are proportional to Kerbol as they are to the Sun in real life. All main system stars are 1/1000th the distance they are in reality. The name for Trappist-1f was partially inspired by Hurricane Irene, a tropical cyclone that proved quite a nuisance for me back in 2011.
  16. DOWNLOAD Pre-Release 0.2 at GitHub The Kerbal Astronomical Union's SLIPPIST instrument (Shadow of Light Imaging of Planets and Planetesimals In the Sky Telescope, not to be confused with the Kerbal brand of Root Beer after which the telescope was named), has just made an incredible discovery this week. The SLIPPIST-1 Star System, around which we previously knew of three Kerbin-sized planets, has been confirmed to be the parent to an additional four planets, for a total of seven. At least three of these worlds are known to be in the habitable zone, the region of space around which water can remain liquid. SEVEN WORLDS AROUND SLIPPIST-1 Rendered in a stockalike art style, SLIPPIST-1 is a Kerbalized rendition of the TRAPPIST-1 star system. Planets have been scaled down to 1/10 scale to fit in the Kerbal universe. Currently they feature all seven planets with custom terrain, though Planet E is still a work in progress. Some planets have custom atmospheres, and all of them have been given yellow-orange atmospheres to correspond with the lack of blue light being produced from the star. PLANNED FEATURES: Casual Names for the Planets. (Slippist, Bravo, Charlie, Delta, Echo, Foxtrot, Golf, Hotel) Tidal Lock and redone terrain for Echo. More interesting and varied terrain on Hotel and the ice caps of Echo, Foxtrot, and Golf. Define atmospheres for all bodies. Slippist: Shortened, cooler atmosphere. Bravo: Thin, Superheated atmosphere. Similar to 0.17-era Moho. (Charlie's atmosphere is already complete) Delta: 0.657 atm, warm atmosphere, just barely cool enough for liquid water. Echo: Oxygen, 0.74 atm, tall temperate atmosphere. (low gravity = high scale height) Foxtrot: Oxygen, Tall cool atmosphere. Golf: Oxygen, Cold, Kerbin-like atmosphere. Hotel: Frigid thin atmosphere. Settings Config to change properties of the system. StockalikeOrbits: Reduce semi-major axis of all planets to 40%, so that the planets appear bigger in each other's skies, comparable to the Mun instead of the Moon. RSSscale: Increase planet and orbit radius to 10x, multiplies atmosphere height by (8/7), and enabled Real Solar System's physics.cfg. (May require SigmaDimensions) NamingScheme: Choose between systematic designations SLIPPIST-1 b-h NATO Beta-Hotel (Default) TRAPPIST-1 b-h Snow White's seven dwarfs Letters a-h HomeWorld: Allow for the selection of which planet will be the homeworld, between Echo, Foxtrot, and Golf. Fictional asteroids, minor planets, and dwarf planets. Science Definition and Biomes. I might crowdsource the science definitions. Descriptions.
  17. I've started a series of videos that will be covering the creation of planets with the Kopernicus plugin. Here, you can find all those videos. Episode 1: the basics Episode 2: gas planets Episode 3: Stars There's more to come.
  18. Dear people, The tutorial @Poodmund suggest me to watch really helped but now I got another problem. I made a texture for the gas giant but there is something I'm missing. It's hard to explain so I'll just show you: https://postimg.org/image/p9kulykod/ The texture has this line. I mean, it doesn't blend well. I don't know how to explain it but I'm guessing you can see it for yourself. Hopefully somebody can help me with this! Thanks for taking a look
  19. Perhaps one of the biggest issues for Kopernicus modders is textures. "How do you make textures?" is a common question, but the answer is easy. Textures can be obtained from various sources, but perhaps one of the most convenient ways and the one that will likely result in stockalike planets is by generating planets from PQSMods. This method requires two things: - Kopernicus itself - KittopiaTech, 'A Kopernicus visual editor', which can be found here: Got all of that? Okay then! The next step is writing the config as usual, but 'forget' to specify the ScaledVersion (leave it out completely) An example of a config: Alrighty then! We will not add the ScaledVersion yet, because we do not have the textures to update the ScaledSpace with so it's no use specifying it. The planet will still work, however, in ScaledSpace it will have the textures of the templated planet, in the example, Minmus. Now, to build the terrain, there are many PQSMods that you can use, but we'll keep it simple for now. Let's use VertexSimplexHeightAbsolute for now. An example of the mod VertexSimplexHeightAbsolute: VertexSimplexHeightAbsolute { seed = 123 deformity = 100 octaves = 3 persistence = 0.5 frequency = 1 enabled = true order = 2 } However, since we are going to use this mod twice, we need to add a value called 'name'. Example: VertexSimplexHeightAbsolute { name = HeightModAlpha seed = 123 deformity = 100 octaves = 3 persistence = 0.5 frequency = 1 enabled = true order = 2 } The 'name' does not matter, as long as the two mods have different names. Anyhow, the 'Mods' part of your config should look like this now: VertexSimplexHeightAbsolute { name = HeightMod1 seed = 123 deformity = 5000 octaves = 3 persistence = 0.5 frequency = 1 enabled = true order = 2 } VertexSimplexHeightAbsolute { name = HeightMod2 seed = 456 deformity = 2500 octaves = 3 persistence = 0.5 frequency = 1 enabled = true order = 3 } Note that both mods have different 'seeds', this is to make sure that the mods do not affect the same terrain, so it'll result in varied terrain instead of a planet that is suffering from 'hill-layercakes'. Note that the second mod is loaded later (it's 'order' is higher), this is because the first mod will add hills, and the second mod is meant to fine-tune it. Change the deformity to increase or decrease the effects, raise or lower the frequency if you think your planet has too many hills, you can change the values a bit and see what happens. The best way to do this is later, after loading the planet, by pressing CTRL+P to open Kittopia, edit the PQSMods and see what happens in-game. Anyhow, we've already got some nice hills, but how do we color the terrain? There are many colormods as well, but the one I use most of the time is HeightColorMap. Example code: HeightColorMap { blend = 0.5 enabled = true order = 10 //make this number higher than the HeightMods LandClasses { Class { name = Base altitudeStart = 0 altitudeEnd = 0.1 color = 0.1,0.1,0.1,1.0 lerpToNext = true } Class { name = Low altitudeStart = 0.1 altitudeEnd = 0.6 color = 0.1,0.1,0.6,1.0 lerpToNext = true } Class { name = Mid altitudeStart = 0.6 altitudeEnd = 0.8 color = 0.2,0.2,0.8,1.0 lerpToNext = true } Class { name = High altitudeStart = 0.8 altitudeEnd = 2 color = 1.0,1.0,1.0,0.8 lerpToNext = false } } } HeightColorMap colors the terrain based off the altitude. You can learn more about this mod in my guide on PQSMods, found here: And done! You can now load the planet, and it will work just fine! To prove it, I have loaded the example, and this is the result: As you can see, it looks pretty good! But, how do you export textures through Kittopia? In-game, press CTRL+P. Then, click 'planet selection' and select your planet. Click 'export textures', then click 'update scaledspace'. Kittopia will now export the textures and is even nice enough to show the results immediately after completion! You can then close KSP. Next up: editing the config: specify scaledspace. Now that we have the textures, found in GameData/KittopiaTech/Textures/[PlanetName] Move them to whatever location you want, then add this to the config: ScaledVersion { type = [Vacuum or Atmospheric] fadeStart = 0 fadeEnd = 0 Material { texture = [FILEPATH]/[NAME OF THE EXPORTED COLORMAP].png normals = [FILEPATH]/[NAME OF THE EXPORTED NORMAL MAP].png shininess = 0.09 specular = 0.0,0.0,0.0,1.0 } } As you can see, you don't even have to change the files' names, as long as you write the filepaths correctly. But it gets better: the exported Normal map is completely fine! No DXT5_nm conversion needed! And, if you place the textures in a folder named 'PluginData' and specify the file format (in the example .png), you can even enable OnDemandLoading! And done! You have just made a completely procedural planet! But the possibilites do not end there, there are far more PQSMods that you can use, an example is VertexHeightNoise, that adds mountains, hills, etc to your planet depending on the type. Check the PQSMods guide I wrote for more info on various mods (I'll add info as time progresses) But there is one step that nobody should forget: if you edit your planet's config file, after editing, ALWAYS remove the planet's 'Cache.bin' file, otherwise the old scaledspace model will stay in place while landing, which is a very eerie sight, though easy to fix. Also, did you just realize what you've made? You have made: - A stable, working planet - Using NO EXTERNAL TEXTURES AT ALL - THAT IS PROCEDURALLY GENERATED! Isn't it fantastic? Happy planetbuilding, Kerbs!
  20. Xen's Planet Collection: Hey! This is a collection of stock-alike and (mostly) procedurally-generated Kopernicus planet mods I've created. They can be downloaded separately, but I plan to later add one download for all of them. All of the mods work independently of each other, so if you don't want to download all of them you don't have to. Download link: SpaceDock (I'm no longer updating the CurseForge mirrors, it's too much extra work for very little gain) Requires: Kopernicus Mod Support: - If installed with Outer Planets Mod, only Kyx and Beros will be added, and will orbit Plock. - If installed with SigmaBinary, Eeloo and Alu will orbit a barycenter between them. - Other mod support is planned but I'm too busy to implement it all properly. Installation: - Install Kopernicus (v1.2.1-1) - Drag XPC folder into KSP's GameData folder (If the folder already exists, merge them and allow it to replace any old files). - Enjoy! Current mods: - Mios system (1 planet, 2 moons) v0.5 - Moons of Eeloo (3 moons, changes to Eeloo) v0.6 - Richell system (1 planet, 1 moon) v0.2 - Moons of Eve (2 moons) v0.1 - Moons of Duna (1 moon, rings around Duna) v0.1 Future Plans (v1.0): - Settings.cfg file which can be edited to chose which planets you want enabled - Configs for Distant Object Enhancement and Planet Shine - Additional science reports + science reports for Dmagic Orbital Science - Delta V map including all added bodies + documented transfer windows - Planned additions to each body (almost all bodies will receive added procedural craters): - Mios: Oxygen atmosphere, more varied terrain + Serc will have three massive craters - Eeloo: Change Eeloo's texture + possibly add liquid nitrogen oceans (like Pluto may have had previously) - Eve: Add changes to Eve and Gilly + rearrange the orbits of all moons - Duna: Big changes to Nyke's appearance + minor changes to Ike - Richell: Add another moon - Minor Planets (new): Add analogues for Vesta and Ida/Dactyl (Italicized/underlined features are done) **Community-made Mission Reports**: See photo albums of the mods in action! Extended Kerbol System Exploration by eloquentJane features the planet collection alongside the Outer Planets mod and potentially others. ==================================================================== The Mios System Mod: The Mios System Mod currently adds one planet with two of it's own moons between the orbits of Dres and Duna. This is my first mod so please, constructive criticism is very much welcome! ==================================================================== Moons of Eeloo Mod: I hate to say it, but Eeloo looks pretty... boring. And seeing as it is (most of the time) the farthest planet from Kerbin I've never felt the urge to actually visit it. I made this mod to make Eeloo a lot more interesting, by adding 3 new moons and an atmosphere to Eeloo. ==================================================================== The Richell System Mod: This was my entry to the second contest of the Kopernicus Creativity Marathon. I have since given it a moon, Iber. Richell orbits between Dres and Jool and has large polar oceans and a thick atmosphere (inspired by Saturn's moon Titan). ==================================================================== Moons of Eve Mod: This mod adds two new moons to Eve. ==================================================================== Moons of Duna Mod: This mod adds a new moon to Duna, as well as a ring system. ==================================================================== Acknowledgements: - The Kopernicus team (Thomas P., NathanKell and KillAshley) - Especially big thanks to the creation of Kopernicus Examples which are soooo helpful - The White Guardian, whose PQSMod tutorials started me off - Sigma, for creating the Sigma Binary mod - r4m0n for his FloatCurve editor - CaptRobau's Outer Planets Mod, which inspired me to create a Kopernicus mod - Probably more people but I can't think of any
  21. ...Is a mod that changes the Kerbol System to absolutely new star system with new planets and new challenges. Backstory: In 666012 Kerbol became a red giant and life on Kerbin became impossible. The Kerbalkind was needed new home. In 666013 the interstellar cruiser with a 50 000 kerbals on board had started from dying Kerbin and went to find another home for kerbals. After 3 years of searching Kerbals had found a small blue-white star and a little green planet orbiting it. They called the star "The New Hope". In 666017 the 12 droppods from the cruiser had landed on a planet orbiting The New Hope. This planet became the new home for Kerbals... Their "Eden". There are some screenshots: The mod link will be provided when the mod will become playable
  22. Half Size Real Solar System (5x Kerbin scale) HalfRSS is a mod that uses the great work from @NathanKell and creates our Real Solar System in a smaller scale in KSP. At half the size of the RSS, HalfRSS is still 5 times larger than stock KSP and provides a huge challenge to players, but can be achieved with stock parts. I always loved the idea of playing in our Real Solar System, but I am not a good enough player to be able to accomplish that on the grand RSS scale. The guys over at Stock Size RSS gave me the inspiration for this with their awesome work, but I found that size to be easier than I hoped for. I am hoping that this is a good balance between stock sizes and full size RSS. You can play this without using Realism Overhaul and without having to create super huge launchers to get anywhere. SPECIAL THANKS: @NathanKell and the entire Real Solar System group for creating almost everything that is released in this mod @CaptRobau for letting me use his planets Thatmo and Slate from the Outer Planets mod as two of the Dwarf Planets that we know almost nothing about @OhioBob for creating the atmospheres that are present in the mod The entire Kopernicus team for creating the mod that makes this all possible! @Thomas P. @NathanKell @KillAshley @Teknoman117, Bryce Schroeder @ImkSushi and @pozine for their work on Real Solar System Expanded that provided Ceres and Vesta PLANETARY BODIES INCLUDED: DOWNLOAD: GITHUB: https://github.com/pap1723/HalfRSS/releases SPACEDOCK: http://spacedock.info/mod/787/Half Size RSS https://github.com/pap1723/HalfRSS-Textures/releases - These are the textures that are necessary to download Included in the download: Half RSS Mod files Module Manager (by @sarbian, @swamp_ig, @ialdabaoth) See thread for details, license, and source: http://forum.kerbalspaceprogram.com/threads/55219 Kopernicus - See thread for details, license, and source: http://forum.kerbalspaceprogram.com/threads/114649 A configuration for Custom Asteriods by Starstrider42. See thread for details, license, and source: http://forum.kerbalspaceprogram.com/threads/80483 INSTALLATION: Extract to KSP/GameData. You should have one dll (Module Manager) in the root of GameData, and three new folders: HalfRSS, Kopernicus and ModuleFlightIntegrator. However, you are NOT DONE YET. TEXTURE INSTALLATION: Now, you must select a texture resolution. Download a pre-made pack (8192, 4096, or 2048) and then, if desired, selectively replace with different-resolution texutres. Note that 8192 is dangerous: you will almost assuredly run out of memory on 32-bit versions of the game. You can get the textures from: https://github.com/Pap1723/HalfRSS-Textures Go to the releases page and grab one of the resolution packs, then (optionally) get replacements from the repo itself. The path of the folder will be KSP/GameData/RSS-Textures Make sure you download from here and not the other RSS versions. There are additional biomes as well as additional planets that are included with the HalfRSS version. RECOMMENDED MODS: Custom Asteroids by @Starstrider42 - http://forum.kerbalspaceprogram.com/index.php?/topic/72785-11x-custom-asteroids-131-may-7/ Parts Mods can be helpful to have larger launchers (SpaceY, RealScaleBoosters-use stock config, KW Rocketry, etc) This list will continue to grow as I add more of the mods I love to use with it FUTURE PLANS: Create RemoteTech Configs (this is done, just need to test for release) Configs for AntennaRange (this is included, but need to test for ranges) Configs for Kerbalism New Science definitions for new planets and moons Height maps for all of Saturn's moons New Biomes for all of Saturn's moons More, much, much more! CHANGELOG Version 1.6 Updated Kopernicus and ModuleFlightIntegrator to newest version Changed Time Warps to be same as RSS (much faster than stock) Version 1.5.1 Europa Hotfix (actually included the correct file this time) 1.5 Planet Config Issues YOU MUST DELETE YOUR HalfRSS FOLDER FROM YOUR MAIN GameData FOLDER PRIOR TO INSTALLING THIS UPDATE Fixed an issue where Miranda, Ariel, Oberon, Umbriel and Europa were not loading 1.4 Visual Atmosphere fixes Updated visual effects of atmospheres 1.3 RemoteTech Fixes - June 27, 2016 Updated all configs for RemoteTech compatibility Modified all RemoteTech antennas to work with the new size Modified high space over Earth value 1.2 Major Bugfix - June 24, 2016 Fixed the way that gravity parameters were being calculated. Thanks @MattMarquo 1.1 Updated Release - June 23, 2016 Updated Kopernicus to the newest version that fixes bugs in 1.1.3 Updated the Custom Asteroids config with a file provided by @Starstrider42 1.0 Initial Release - June 23, 2016 LICENSE: CC-BY-NC-SA If I have made the error of forgetting to include you in my thanks, or if I did not give you credit for work that is yours, I sincerely apologize. Please contact me and I will fix this oversight immediately!
  23. In this thread, I will evaluate multiple planet packs to determine to top 10 most popular mods of this category. What I will do is pick out the top 10 from different download sites in terms of downloads, and then find the most popular fan-wise. However, with the wide variety of planet adding and changing mods currently available, the definition of planet pack is a bit confusing. Here are my criteria for a mod to be called a planet pack: It must add in new celestial bodies. It must not depend on another planet pack. If made with RSS, it must have celestial bodies separate from our own solar system. It can change the look and orbits of the stock bodies, unless it creates a copy of our own solar system or something too similar to the stock system. It must depend on Kopernicus or RSS. With this in mind, RSS (Real Solar System) and its add-ons are NOT planet packs, so they won't be on this list. If they were, they probably would've smashed all competition. Things like Centauri Dreams and Uncharted Lands are planet packs, but KASE is not. Now, it is time for Round 1. Round 1: SpaceDock Popularity This round will determine the popularity of a planet pack by its downloads and followers. #10: Saru Planet Pack (957 downloads, 16 followers) #9: Kumar's Dwarf Stars (1,025 downloads, 13 followers) #8: Larinax Solar System (1,291 downloads, 21 followers) #7: Antares Solar System (1,504 downloads, 18 followers) #6: Kerbol Origins (1,594 downloads, 24 followers) #5: Other_Worlds - Cercani System (2,653 downloads, 50 followers) #4: Interstellar Adventure Revived (2,906 downloads, 27 followers) #3: Constellations - The RSS Star Pack (Formerly RSS Extrasolar) (4,518 downloads, 34 followers) #2: Extrasolar - Planets Beyond Kerbol (9,347 downloads, 63 followers) #1: Outer Planets Mod (33,452 downloads, 222 followers) Round 2 will take place next week, and will look at GitHub downloads.
  24. The More Habitable Planets Mod (for 1.2.2) http://www.strawpoll.me/12359135 Warning: This mod is in development and contains trillions of bugs, if you find one of them, I'll make sure to fix it! This mod is focused on making 10 more habitable planets than just Kerbin and Laythe (Laythe might not be habitable to kerbals, but there's bound to be life there.) In 0.2.0 you get to explore the far reaches of space near a brown dwarf! Make sure you download to get the full experience of MHP!
  25. this is a first config for my solar system What it is? !Body,* {} or !Asteroid,* {}, explain me? then first planet as Home world (Earth) (i take this config from Real Solar System) this result is make earth as home world and without any other planet. Main menu body is earth then i am make config for Kerbin result is Main Menu body is Kerbin and cannot load save games or start new game how to fix. how to make Earth as home world and kerbin as other Planets? or How use kerbin as Kopernicus Templates?