Search the Community

Showing results for tags 'opm'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website
  • KSP Pre-release
    • 1.2.9 Pre-release Branch
    • 1.2.9 Pre-release Modding Discussions
    • 1.2.9 Pre-release Bug Tracker


  • Developer Articles

Found 15 results

  1. Well, I keep starting new games and having something happen so I never get my space program much out of Kerbin SOI, so after my 1.1.3 game threw my main base into orbit just before I tried to upgrade to 1.2.2, I decided that this time I'm not going to bother with intermediate steps, at least not more than absolutely necessary. (I have one possible base planned in Kerbin SOI - I'll discuss that in a bit.) The ambition is therefore grand: A complete tour of the system - complete with the Outer Planets Mod - in one go. Map and visit every anomaly, at least with an automated rover, and actually set foot on as many as possible. (I'm still debating Eve. Laythe and Tekto are likely to be fairly big challenges.) USI-LS is in effect, with fairly moderated penalties. Loads of other mods, including CLS, Scansat, MKS, DMagic, Hanger, DeepFreeze, Karbonite, etc. The game is in Science mode, with nearly all of the CTT unlocked. (I considered Sandbox, but I want to actually see what the science looks like. So I edited in enough science to unlock things.) General plan is a large expedition ship that will move into orbit around each planet - possibly each moon, depending on DV requirements - and carry a variety of support vehicles in hangers. Support vehicles are being designed first, so the expedition ship can be designed to hold them, although I have a 'general concept' design that I'll probably use as a baseline. My general concept design could in theory take off direct from Kerbin - but I may set up a base on Minmus for construction, to allow a wider range of designs. The plan is to add to this as I progress. Any suggestions/hints will be taken into consideration. So, the current support vehicle fleet: First off, we have the scanner probe, designed to generate a complete survey of each world we encounter. The plan is to carry at least two. There are two designs up for final consideration, the RTG version: And a nuclear-powered version: The nuclear version has twice the TWR, the RTG will be slightly less maintenance and has a bit more dv. (Though that's largely because it has more Xenon tanks.) A prototype of the RTG version is currently scanning Minmus. It's one flaw is that TWR was so low that it took ~4 burns to reach Minmus, which leaves a slight concern that it may not have enough TWR for some insertion. (It is designed explicitly to be launched to and retrieved from a moon while the expedition vehicle remains in the parent planet's orbit. Depending on the circumstances, it may even be able to do a moon-moon transfer.) The next vehicle is considered 'tentatively complete' - it may need to be adjusted to account for lander designs. It's purpose is to visit each biome and anomaly on a planet and collect science. The science will be collected at a manned landing site which the rover is expected to return to between each stop. Obviously the goal is to collect as much science as possible. This is a 'universal' design: RTG power, and experiments for both atmospheric and non-atmospheric worlds. (I normally try to design without clipping, but so many of the science parts can't attach to each other, meaning they can't be stacked. So in some cases on this I'm 'stacking' via minor clipping.) The 'main lander base' design is being refined at the moment, although the general consensus is to settle on the Karibou platform as a baseline - at least for the non-atmospheric lander. (Atmospheric landings are expected to provide special unique challenges, and therefore will need a different lander design.) Here's to a successful mission.
  2. I've been trying to set myself up with a game that uses Outer Planets Mod and rescales bodies 3.2x, and orbits 6.4x (as I remember reading people had good experiences with that setup, ages ago). I actually started on a config (here, for reference, note that OPM already does its own rescaling of antenna power, and it is very basic), but was wondering if anyone has something more developed than this. I do already find getting to Kerbin orbit a nice sweet spot between challenging and annoying, but I have a nagging suspicion I'd end up tweaking the config in all directions later on.
  3. Hi, is Scansat working with custom celestial bodies like Outer Planet Mod ones? I deduce it doesnt as its names doesnt appear in the surface map list. Are there any plans of implement it?
  4. The Outer Planets Mod is a well-made planet pack that has been around for a while, but has anyone actually gone to them? This thread is all about changing that. your mission: -land on all planets and moons in both the stock and OPM systems -complete as many of the challenges below as you can -return your kerbals alive (if possible, don't sweat it) -wrap it all up into a pretty youtube video or AAR, or even a pdf Rules -no cheating (seems pretty obvious but I thought I'd put it in anyway) -you can skip moho, eve, tylo, laythe, slate, and tekto if you really have to, but if you can land on them, do. -this is not about "getten er done," have fun with it and build all sorts of crazy ships -no mods set in the future, such as Near Future Technologies or Interstellar Extended. Unless of course, you are on science/career mode. Leaderboard challenges (in descending order of difficulty) 1. No ISRU/refuelling ( jk , of course) 2. life support (I don't care which mod you use) 3. single launch (hope you like asparagus) 4. low launch mass (how low can you go?) 5. Re-useable get it assembled in orbit with SSTOs or some sort of re-useable launch vehicle, and return as many pieces as possable 6. Jetpack joyride land on as many bodies as you can using the jetpack completers: some resources: dres makes a good re-fueling base with OPM so consider completing the dres awareness challenge with a massive re-fueling base:
  5. Title explains it all!! All my YouTube videos are posted here!! enjoy and subscribe!! Conquer OPM: Title explains it all! Here, we go exploring every nook and cranny of the Outer planets mod. (Not really but just deal with it) episode 1: Episode 2 Episode 3: Coming in 2 Mun Base Alpha: Here, I go launching modules for a large scale base on the mun, but with a twist. TAC Life support is added so these kerbals are not the forever living beasts that they are, and they need food (and supplies) Episode 1:(Bad Commentary, hehe) Episode 2: Celestial Stations!: Once again, another pretty obvious title. (Maybe) I go around building space stations around every celestial body... Maybe... Episode 1: Coming in 3 RemoteTech Playthrough Just playing RemoteTech, and having fun. Episode 1:Next Others: I really think that we don't need a discription here. :-) KSP: Eeloo, A short film Preview #1 Thanks! Hope you enjoy! Be sure to Subscribe! -->
  6. This mod has since been integrated into my new pack Kerbal Visions. I've wanted a Sedna analog for my own sandbox saves for a while now, but no one has ever made one. I whipped this together with KittopiaTech in about an hour. This is basically just a slightly undersized Minmus that has been recolored and re-seeded. Since we don't know what Sedna looks like, I think that this is a pretty good approximation. Out in the Hills Cloud, Sedna is unlikely to suffer many impacts, especially large ones. NOTE: By default the mod is set for OPM. Open the Settings.cfg to enable stock orbits. Features A poor man's Sedna analog that looks a lot like Minmus but more purple and weird Discover a world you've totally seen before, but harder to get to - kinda like Dres, but even less lovable! A texture that you could probably make with MS Paint and a Minmus map if you tried Full compatibility with OPM and GregroxMun's Planet 6 mod Enjoy!
  7. so i have no idea how to integrate opm into koperrnicus i have absolutely have no idea so a step by step instruction would be nice (no ones made instructions plz help )
  8. My company, DDRocketsInc has won an exclusive tender from by the Kerbin Administration Science & Space Council (KASSC) to assist them with exploration of the Kerbol solar system, including Outer Planets Mod. The KASSC benefits not only from the extensive science that the exploration brings but also experience they need to develop their Kerballed exploration of the solar system. I have therefore started a new career mode in 1.1.3 with unmanned before manned mod because I can’t stand killing poor Kerbals. With an initial outlay of funds, the company has steadily developing ‘generations’ of probes to complete the exploration. Each new generation received the latest science available and (typically) upgraded propulsion as well, in this manner each generation (should) also extend the range of exploration. I have tried remote tech before but am more of an engineer/designer than pilot and so just get too frustrated trying to get communication networks up. I should also point out that the company DDRocketsInc also received a grant from the KASSC about 2 years into the agreement to jump from generation 3 to 4 as contract funds were drying up. Ironically in many cases as soon as they were launched and set for transfer many other organisations put up paying contracts, so DDRocketsInc has been able to start paying the Council back. Generations of Probes Generation One: Pioneer Class Tier one and two science, they came in orbiters only. Probes feature liquid fuel/oxidizer propulsion with early generation solar power. Pioneer class orbiters where sent to Kerbal, Mun and Minmus SOI only. They were also used for many contracts within those SOI to gain funds Generation Two: Venturer Class (Roc) Tier one, two and three science they came in orbiters with landers attached. Probes feature liquid fuel/oxidizer propulsion for landers, and RCS for orbiters. Both orbiters and landers feature upgraded solar power compared to the Pioneer Class. Venturer series probes are called Roc Probes after mythical bird of prey. Orbiter Lander A pair of Venturer class orbiters with landers where sent to Duna as the transfer window came up. Transit time of 500 days allowed me to start Kerballed exploration of Kerbal, Mun and Minmus SOI. When they arrived landers landed on Duna and Ike, each orbiter also parking at either body. A single Venturer was also sent to Dres when the transfer window openned. Generation Three: Pioneer II Class The Pioneer II class orbiters were an upgrade of the Pioneer class. I had managed to unload some tier three science to use on them and larger solar panels but not much else. I kept RCS propulsion as it seems more efficient than liquid fuel/oxidizer. A pair Pioneer II class where sent to Jool as the transfer window came up. A special lifter was also sent with a pair of modified Venturer landers to scope out science on Jool’s moons. Modifications were limited to upgraded solar panels. Generation Four: Discovery Class (Crius) A Sarnus transfer window as opening and I really did not want to send a Pioneer II class orbiter because it does not seem right to use RCS propulsion that far out into the solar system. I had just received a contract to test the ‘Dawn’ Ion engine in on a suborbital trajectory to Minmus between two heights I built the orbiter up to be used on a Sarnus mission all available orbital science (up to a mixture of tier 4 and 5). I decided to call the discovery class Crius – the titan god of constellations in Greek mythology. Crius orbiters feature Ion/Electric propulsion with four of the five section solar panels from ‘future solar’ mod, loads of science and gold plated cores. Ion Drive Instruments A pair Discovery class where sent to Sarnus as the transfer window came up. They are still on the way. Generation Five: Eyre Class (Phoenix) As the Discovery class probes are stand-alone orbiters I decided to design a new class of landers, they are named Eyre after the famous Australian explorer (Edward John Eyre). The Sarnus transfer window was still not quiet open so I sent two of the new Eyre landers there to check out Sarnus’s moons. These first 2 Eyre class landers are called Phoenix 1 and 2. They are non-atmospheric landers and feature liquid fuel/oxidizer propulsion with four engines to provide plenty of TWR on landing, plenty of surface science and gold plated cores like their orbiting (discovery brethren). A pair Eyre class where sent to Sarnus’s moons as the transfer window came up. They are still on the way. Kerbal Exploration While the robotic explorers from DDRocketsInc’s have been exploring the solar system, the Kerbals from the KGSSC have been placing their toes in the water around Kerbin and her moons. They have managed to land on both the Mun and Minmus and build a small orbiting science station around Kerbin and the Mun. Bob on EVA Kerbin Orbital Science Station (KOSS) Landing on Minmus DDRocketsInc has recently received contracts to develop ore scanning software and satellites. We understand that the Kerbals are planning to use these to start mining moons and asteroids so they can reach further into the solar system. Please stay tuned for the further adventures from the KASSC and DDRocketsInc, next week will look at how DDRocketsInc has developed the Intrepid class of lifters.
  9. So, as we know, 1.1.3 severely broke Kopernicus. So, I downloaded Kopernicus 1.1 and OPM (Outer Planets Mod) and when I tried to load a savegame/start a new game, I simply could not start it up. HELP!
  10. So, I was trying to make a Tekto base (picture enclosed) and I noticed that when I separated the first stage, the craft randomly torqued west. HELP!
  11. Hey Guys how do you get on mun
  12. So I can't get the clouds to work on KSP 1.1. I'm pretty sure I've downloaded and installed it the good way. If you need more information, tell me! Hopefully somebody can help!
  13. Finally finished the craft for my Urlum mission. And have them appropriately docked and prepped for the mission itself. The entirety of the mission fits on a single chassis, with individual modules and craft docked or coupled to the main rocket. The main rocket, which is not yet named, runs on liquid hydrogen The habitat modules on the rocket do not have descent rockets, so this vessel lifts them off the main rocket assembly and drops them off on the moons of Urlum. Since gravity is fairly light and the moons are all vacuum argon engines are used. I havent named this one either yet. In order to search out good landing sites and visit biomes on the moons I wanted a 1 man craft capable of doing it all in Urlums space. the "Mud-dauber" is both an argon rocket and a hovercraft. It is the third iteration of my kerbonaut mobility assistant vehicle series. Hopefully will have this all tested and ready for launch and film by the new year! For those interested in designs from previous episodes you can find them here:
  14. So I finished the KSP side of this mission quite some time ago, and have even released the first two videos. With the third video releasing in the next week or so, I figured I would share the journey so far on these forums, as I've gotten amazing feedback from this community. The first is a summary of involved craft and the departure for Sarnus (and eventually Slate) orbit: The second is landing on tekto and slate, and the establishment of a lunar mining operation on slate: The third, soon to be released will explore eeloo, hale and ovok Hope you guys enjoy! I always appreciate feedback and sharing!
  15. I installed the latest version of OPM (1.8.1) and the latest version of Kopernius (0.5.2), both compatible with 1.0.5. However, all of the gas giants were rendered as plain white balls. Their rings were solid white. To make matters worse, none of the gas giant's moons besides Eeloo even appeared. I am running 1.0.5, with all mods compatible. Mods Using: MechJeb KAC KER SpaceY Heavy Lifters PAck SpaceY Extended TweakScale UbioZur Welding ModuleManager