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Found 20 results

  1. Welcome to the official release thread for Rangers Interstellar Overhaul (RIO). This mod adds in a new star system (Zurbo-A, a Trappist-1 equivalent) and adds in new planets to the stock Kerbol System. This mod REQUIRES Kopernicus Download Link: https://spacedock.info/mod/1308/Rangers Interstellar Overhaul?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E All Rights Reserved Changelog: Pics: If file directories are not working let me know and will fix them. I had to change it all on mobile
  2. This mod adds the kerbalized version of the Gargantua System from movie Interstellar to your game! The main feature of the mod is the proper black hole/pulsar effects providen by a separate from Kopernicus plugin. So, let's take a look at the system! Kargantua - a supermassive black hole at 1573560320km distance from Kerbol. Gravity - 100g Radius - 80 000km Limmer - a large tidally locked Laythe-like planet. The 90% of the surface on this planet is covered with vast ocean, only The Great Volcano is exposed. Gravity - 1.4g Radius - 480km Namm - an icy planet without oxygen atmosphere but surprisingly covered with pine trees... Gravity - 0.62g Radius - 339km Pantagrool - a rapidly spinning pulsar Radius - 30km Gravity - 35.8g Admun - a desert planet with oxygen atmosphere Radius - 280km Gravity - 0.125g Jopa - a small asteroid that sometimes passes very close to Kargantua Radius - 5km Gravity - 0.0001341g Included mods: -Kopernicus -Scatterer -EVE DOWNLOAD: The mod: https://spacedock.info/mod/1255/Kargantua System [WIP] The volumetric disk patch: https://www.dropbox.com/s/bdsfwedxv5c25ji/VolumetricDisk.zip?dl=0 The license is CC BY-NC-ND 3.0 The DiskController plugin source: https://www.dropbox.com/s/dicbc5wfrhlay2j/DiskController.cs?dl=0 Changelog: Hope you liked it
  3. 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 SCREENSHOTS VIDEO (outdated) RECOMMENDED ADD-ONS KSP Interstellar Extended: Adds tons of advanced propulsion systems and makes the transfer from the Sun to Valentine a bit quicker.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
  4. Download from Spacedock: http://spacedock.info/mod/685/Real%20Solar%20System%20Expanded This mod REQUIRES: Real Solar System Kopernicus SigmaBinary This is me taking over @pozine mod, seeing as he has been offline since February. Most credit goes to him. (11/05/16) - Poll! http://www.strawpoll.me/10183143 (20/05/16) - Poll! http://www.strawpoll.me/10263601 This mod is the continuation of Pozine's RSS Planets & Moons Expanded Mod. It adds more stuff to RSS:In the current version (0.13.2): Retextures Saturn; Adds a heightmap for Iapetus; Does something to Uranus; Adds Asteroids (Asteroid Belt/Kuiper Belt/Elsewhere): Vesta; Juno; Ceres; Pallas; Ida; Dactyl; 67P (Where Rosetta went and Philae landed); Lutetia; Orcus; Vanth (its moon); Makemake; Chariklo; Halley; Sedna; Moons of Jupiter: Metis; Adrastea; Amalthea; Moons of Saturn: Pan; Daphnis; Hyperion; Pheobe; Pandora; Prometheus; Epimetheus; Janus; Moons of Uranus: Titania; Miranda; Ariel; Umbriel; Oberon; Moon of Neptune: Proetus; Moons of PlutoCharon: Styx; Nix; Kerberos; Hydra; All stuff I plan to do: Changelog: Credits: Me (imkSushi) for doing something pozine for making the mod in the first place NathanKell for Real Solar System ThomasP for Kopernicus (sorry about the axial tilt discussion) Sigma88 for SigmaBinary the ksp devs for KSP anyone who downloaded the mod for supporting the mod Old thread: This mod is licensed by the Creative Commons Attribution 4.0 International - http://creativecommons.org/licenses/by/4.0/
  5. WHAT IS THIS? 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 TRAPPIST-1G / JOOL KEPLER-1229B ---------------------------------MORE--------------------------------- CURRENT SOLAR SYSTEMS TIPS AND TRICKS WANT A BIT OF A CHALLENGE? ---------------------------------------------------------- DOWNLOAD FROM SPACEDOCK ---------------------------------------------------------- UPCOMING FEATURES CHANGE LOG License: BSD
  6. 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:
  7. Planet Staus: A Concept, No ideas or textures. Just Started making, May be a name and texture. First Prototype. May be planet pictures. Pre-Release: I will leave a link to download the planet for peeps to test. I want some feedback if you were to test it. PLS This means the planet is complete and it will be downloadable in a planet pack when it is released. The Planets A Hot-Jool Planet at about half the orbit of Moho with alot of moons Moon 1: A lava moon. May have another small moon orbiting it Moon 2: A less Lava-y Moon. May have a big crack in it Moon 3: A very small red Asteroid moon Moon 4: Another moon may be a small moon or an asteroid one. This planet would have rings Fazo/Faza : An asteroid Moon of Moho Moho may be re-textured A third Kerbin Moon/Probably a asteroid Moon 2 water planets, 1 between Eve and Kerbin and one between Kerbin and Duna Get rid of Ike for 2 smaller duna moons. Sarna: A Gas Giant bewteen Duna and Jool Dres and Vall are moons Will Probably add more moons Jool will have many more Asteroid Moons and will probably. Goal 20 moons. Uarnus: Has a odd ring and many moons orbiting in weird inclinations Nedo : A Planet with a heavy atmosphere which gives it oceans Neiden : A Light Blue gas giant with not as many moons as Jool. Will have many weird and Interesting moons. Armedia: One of a few dwarf planets on the kerbol system outskirts Pluti : Another Dwarf Planet. Erno: A third Dwarf Planet Xi : A ROuge planet that entered the outskirts of the Kerbol System Stars: Sol: This star holds our home system. Alpha Centari Trappist:1 A couple rouge planets. Maybe a random pulsar. A made up 2nd solar system. Contents unknown This are my ideas so far. If you have any ideas or name suggestions pls comment them. I want more things and this is a ll i got
  8. Hello everyone! This is an upcoming addon that I plan to release ~April 2017! You lucky lads and lasses might get it earlier if I can work hard enough. Right now, we only have space engine alpha screenshots. I'm looking for Devs to help me (For free, it's voluntarily, as all coding is) as I am stuck. I can do stars at the current moment. Gas Giant Hedsa. Orbits star Kernius. Largest moon of Hedsa, named Flairion. Smallest moon of Hedsa, dubbed Encharged, as it contains a huge amount of Thorium. It was formed from a Mars / Duna sized rock that hit the planet that was primarily made from Thorium, Plutonium and Urainium, so as it decayed over thousands of years, it heated the planet so it was warm, resulting in a mini star. This is the remains of this. A mini gas planet, which was knocked off from Hedsa and clumped together, resulting this gas ball that looks like it is moving. Unnamed moon 1 That all so far! Hope you enjoy!
  9. Welcome to the pre- V0.1 APP development thread. Please give a suggestion for what do add or a mod you would like to be compatible and I will do my best to fulfil your wishes. I want this pack to be everyone's and I want everyone who wants to, to suggest an idea. This is as much your pack as it is mine. Because of this I am happy (ATM) for people to use any textures they want as long as they give proper credit. Then again my textures may be be so bad no one wants them. Here is the latest changelog: Here is the plan for Version 0.1.2 The next major update will be version 0.2 it will move all of the current bodies to orbit a star called Kerbol. It is getting ready for new starsystems in the future For a complete changelog of all version please check space dock a link is on the release thread below VERSION 0.2 RELEASED HERE IS RELEASE THREAD:
  10. This is the official thread for the Kerbal Galactic Expansion mod. This mod adds new star systems to Kerbal Space Program Prerequisites: Most recent version of Kopernicus. Images: http://imgur.com/a/uEfmo Releases: Release v0.3 is now available on both sites. Changelog: v0.3 - Version: "How the heck does finalizeOrbit work?" Added the Kel system Added the Kernol system Added the Kiris binary system Added a new planet to the Kerbol system Added rings and a corona to Xurbol Moved Kerbol System closer to the Xurbol to minimize floating point errors and orbits shifting Cleaned up the file system Known Issues Xurbol's rings appear extremely dim in the tracking station Xurbol's rings can be seen through it when zoomed out Some planets are have low quality textures Planned Features More star sytems(like 1 or 2, 3 at most) Black hole gamma ray bursts More detailed rings on Xurbol Wormholes(most likely wont happen) SigmaBinary support Expand the Kel system(more planets and maybe binary) Biome maps -Brightness curves on the stars v0.2 - Version: "I guess this is an actual project I'm doing now" Added small asteroid like planet in the asteroid belt named Kre Re-did the Trappist-1 star to have a corona Smoothed out terrain Re-aligned some of the planets to be tidally locked Switched Trappist-1b and c SpaceDock: https://spacedock.info/mod/1232/Kerbal Galactic Expansion GitHub: https://github.com/RyderReed15/KerbalGalacticExpansion/releases If you have any comments or bugs please leave a reply on this thread or on the GitHub repository. License: MIT
  11. While going through the forums, I found a thread for a challenge mission to send a manned craft to Comet ISON in Kerbal Space Program. I found that very interesting, but just one problem: No comet. So I though, "How about creating a mod that adds in comets for different level of KSP challenges?" You probably can guess where that idea went to... The Process The Kopernicus Komet Challenge Mod is both a planet pack, but a challenge too. It will add in 5 new comets to the Kerbol system, living up to what that other thread couldn't live to see. Each comet is a different difficulty level, from super-easy (depending on your Kerbal's cooperation) to highly difficult. There will also be different objectives that you can incorporate into your mission. After completion, a participant must list the following: Game version (Duh) Mods used (more on that in a sec...) Amount of Kerbals (If you used any) SCIENCE gathered Mission time Your destination These factors will determine your score. If someone were to do the easy comet and the easy objective, they would get little points, and vice-versa. They will also get a Badge of Completion (once I can make it). A participant is free to compete as many times as s/he wants to. It is allowed to try to beat your score from the same comet and/or difficulty level. The Comets! As said before, the KKCM will add in 5 comets. This is a list of those comets, in order of difficulty: Enecke: The Comet Encke analogue and the Level 1 comet. Its orbit does not vary much, going from a region slightly closer to the Sun than Eve to the orbit of Dres. Enecke has a radius of 55km and has 8.35% the gravity of Kerbin. Its surface is rather smooth, making landings slightly easier. Bordelly: The Comet Borelly analogue and the Level 2 comet. Its orbit is similar to Enecke's, stretching from Moho to Dres. However, this comet is smaller (radius of 31km), has lower gravity (6.2% Kerbin's gravity), and has a shape which makes landings more difficult. Hallali: The Comet Halley analogue and the Level 3 comet. Hallali's orbit is much more extreme; the periapsis is around Moho's orbit, while the apoapsis is 1.3x farther out than Jool. The advantage is that Hallali has a radius of 72km and 9.76% Kerbin's gravity, along with a relatively smooth surface. Luvoy: The Comet Lovejoy analogue and the Level 4 comet. Luvoy's orbit varies from 3.5 million km to 213.87 million km. It has a radius of 40 km and 4.91% the gravity of Kerbin. Encountering this thing is pretty challenging! KISON: The Comet ISON analogue and the Level 5 comet. KISON has the most extreme orbit, getting as close at 450,000 km to Kerbol, and as far away as 563 million km. This comet is rather large (88km radius) and has somewhat strong gravity (10.6% Kerbin's gravity), but the surface is covered in peaks and fissures. KISON is a comet for only the most confident and experienced players. Scoring The 5 comets are worth the same amount of points as their level. For example, going to KISON will immediately give you 5 points. As said earlier, their are different objectives that can give you certain amount of points. Here are the objectives and how many points they give: Probodobodyne Run: Take a probe to a comet and mine at least 20 units of ore (Adds 2 points). Science Fest 1: Send an unmanned vessel to a comet to collect at least 1500 Science (Adds 3.5 points). Science Fest 2: Send a manned vessel to a comet to collect at least 2500 Science (Adds 4 points). Kometary King: Using a manned vessel, collect every possible science situation (Ex: gravity scan in space low over midlands) with all the reproducable experiments. (Adds 6.5 points) System Jumper: Take a probe that will hop between at least 3 comets and collect more than 5000 science (Adds 7 points). Jeb's Challenge: Take a kerbal to more than 3 comets, collect science from every location on/around that body, and aquire more than 10000 science (Adds 10 points!). All of these objectives require the vessel returning to Kerbin one way or another. Depending on what mod you use, however, your score can drop. Mods listed in green will subtract just 0.5 points. Mods listed in blue will drop 1 point. Mods in orange drop 2 points, and red mods will delete 5 points. Kerbal Engineer/Kerbal Engineer Redux MechJeb Other calculative mods Tweak Scale Star Packs (IA-Revived, Other_Worlds, etc.) Kethane and other resource mods Extraplanetary launchpads Planet packs that add other bodies inside the Kerbol system Mods that change the KSC's location New Horizons HyperEdit Kerbodyne Plus Uncharted Lands Kerbalkind's Destiny (when it's released) Space Y and Space Y Expanded Near-Future Propulsion and Near-Future Electrics DMagic Orbital Science There will be different categories based off of score: Bob Level (1-3 points), Bill Level (4-7 points), Val Level (7-10 points), and Jeb Level (10+ points). The Best of the Best Bob Level: None Yet Bill Level: None Yet Val Level: None Yet Jeb Level: None Yet Planned Features Over 4 biomes per comet. Particle trails I dunno? Suggest something you guys want to see!
  12. Hello everyone! I'm working on a very special planet pack! This pack specifically aims to add more color, variety, and most of all, adventures into the game. (Although color is still high on the list) This will be my first legitimate planet pack and I am determined to make it a reality. School is hard, though, and I may not be able to update it as fast as I'd like, so I'll try my best! Just keep in mind that this pack is in a very early stage of development and is really only colormaps and dreams at the moment. Feedback and suggestions are more than welcome! The colormaps are down below is you want to take a peak. (In order from closest to new star to farthest) Moar coming soon!
  13. Kerbiting System This planet pack is a planet pack that rearranges all the planets in the stock Kerbol System. In later versions more planets and moon will be added, the star will change, and a lot more will come! This is what I let you guys decide. I like to make a planet pack which makes people as happy as possible. For that to happen I need your advice on what to do/add/edit. For now this is all you will get. I'm working hard on it and next version will come out soon! Very important to know is that this is my first work. So if any bugs are encountered, report them immediately! Let me know what you think and give me some advice on what to do next! I'll make a poll to know what you guys want to see first/next. Changelog: Beta v0.2: Fixed a major bug by changing rearrangement of the planets Changed science values More bugs fixed Beta v0.1: Added descriptions for all the planets Added some small things Bugs fixed Alpha v0.2: Added correct science values for all the planets Alpha v0.1: All stock planets rearranged Given some different properties/orbit settings for some of the planets PICTURES: Pictures Kerbiting System STRAWPOLL: Poll Installation instructions: Just place the "Kopernicus" folder inside the "GameData" folder. DOWNLOAD: SpaceDock CurseForge DEPENDENCY: Kopernicus Module Manager Thanks for downloading and have fun with my work! Big credits to the developers of Kopernicus and ModuleManager of course! Please give me some feedback and comment what you think of my first work!
  14. Saru Planet Pack So I recently thought of making a planet pack that includes a Saturn analog for Kopernicus. Making a planet pack sounded like fun, so I said why not? My main goal of this pack is to have it stockalike. Warning: This is an early version of the mod, EXPECT BUGS! This mod requires Kopernicus v0.5.2 http://forum.kerbalspaceprogram.com/index.php?/topic/103277-105-kopernicus-beta-05-november-17/ This is the main plan. Hopefully they will look somewhat like this. Mobe - A mimas analog that is modeled after a potato. Ensol - Enceladus analog that is kind of greyish. It will have geysers like that eventually, when I figure out how. Will either use WIP EVE or Kopernicus. Hypo - Hyperion analog. Since Hyperion looks like a sponge, why not make a cube moon that sort of looks like a kitchen sponge? Tel - Titan analog that is the colors of titan reversed. Don't know what the ground will look like yet. Any suggestions or comments are welcome! Please remember this will not slow down my main mod. Changelog: Version 0.1 -Initial Release
  15. Inner Planets Mod Inner Planets Mod, or IPM, is going to be a companion mod of my well-known Outer Planets Mod. Now that this mod has matured a lot, I thought it would be interesting to look at the stock celestial bodies. Because like KSP's parts, there is a great deal of difference in terms of quality. Kerbin or the Mun still look pretty good, but some planets and moons haven't been touched in years. This mod tries to rectify that and give it a more balanced level of quality, that will integrate well with OPM. I intend for their to be two versions or two settings for IPM (I'd prefer the latter, but it'd have to be doable config-wise): A lite version: Fixes bugs or blemishes (like missing easter eggs or ground scatter in weird places) Overal improvements like better timewarp altitudes, better transitions between the terrain and ScaledSpace, etc. Better looking terrain and ground scatter textures A more thorough overhaul: Everything from the lite version More radical changes to the look and terrain of bodies, while not straying completely from their core concept. Sort of enhancing what's been established by the developer/community created lore Below are some WIP stuff, a mix of lite and revamp features: So what did I have in mind for the various bodies in the overhaul version? Moho Still in flux. Mercury isn't the most interesting place IRL, but the old Moho (overheating atmosphere) is a bit too cartoony. Maybe I can come up with some sort of compromise that's both realistic and interesting. Definitely getting procedural craters. Eve Stock Eve has some interesting bits to it, but after the initial challenge of going down and getting back into orbit it's not that fascinating. It's also become a bit too oceanic for my taste, especially for something that's supposed to be like hellish Venus. So the plan is to make it a real foreboding place, with lakes instead of oceans and countless ugly tiny islands (which is more inline with old Eve). I also intend to reduce the gravity from 1.7 to a more realistic (for a body that size) 1.2 g. This will make ground/low altitude exploration a bit more doable, seeing as the terrain detail will be increased by quite a lot. To offset this reduction in delta-V difficulty (it's still not easy), I want to make Eve's ocean dangerous. Kopernicus' HazardousOceans will slowly overheat any craft that lands in it, meaning that you will have to be a bit more careful when choosing a landing spot. This overheating would simulate strange ocean's corrosive liquid (mercury or hydrogen peroxide). This will make the ocean and Eve feel much more unique. The look of the planet will remain purple, but I intend for it to feel a bit darker, more ominous: a hellish volcano planet. In the screenshot above you can also see some procedural volcanic domes. Those are unique to Venus and I think they really add something previously unseen to the game. Gilly No concrete ideas yet. Kerbin No major changes planned. It looks good and aside from some detailing here and there it's fine. The lite and overhaul version of Kerbin will be relatively close. Mun I plan to reduce the density of the large craters and introduce some features that makes our Moon, the Moon, such as relatively flat basaltic plains (the dark grey maria where many of the Apollo's landed). Minmus The basic concept will remain the same, but Minmus will have a bit rougher terrain. I plan to keep the flats similar, but the mid-and highlands should be a bit more uneven. Look to comet 67P for an idea of the difference between the smoother and the rougher parts. Duna Duna is an ugly, featureless lump of red rock. People just want a KSP version of Mars for this one and I plan to give them that (as far as the original layout allows me). I'm trying to go for mesas, procedural craters, more mountainous areas, etc. Transform that central valley into something that feels more like Valles Marineris. Ike No concrete ideas yet, although the rusty coloration of Mars' Phobos and Deimos are much more interesting than Ike's dull greys and blacks. Definitely getting procedural craters. Dres See the screenshot above. Dres is a boring Mun-alike. I intend to spice it up by making it more oblate (like Ceres' neighbor Vesta) and giving it rings like Chariklo (the only confirmed rocky body with a ring system). The latter also lines up with Squad's addition of procedural asteroid in a ring-like orbit a few updates back. Hopefully this will help more people to go and visit it at least once. WIP ring btw, just a modification of Urlum's. Jool More like Jupiter, but keeping in line with dark ominous look of Jool. Laythe Pretty much the same, as it's a very high-quality planet. It's surface will have darker and rocky textures to make it feel as volcanic as it's supposed to. Vall No concrete ideas yet. Tylo Probably going to make the surface more like the real Ganymede: icy and irregular. I'll keep the high gravity though. It's not as unrealistic for its size, useful for getting gravity assists/capture and unlike Eve an airless rock doesn't have as many options to make it feel unique. Bop No concrete ideas yet. Poll No concrete ideas yet. Eeloo The same as the Eeloo overhaul in OPM. If you have OPM installed, it'll move it there but otherwise it'll remain in its current orbit. Thoughts, comments, critiques, etc. are always welcome.
  16. Help me stay motivated in my endeavors to create more interesting and diverse mods for KSP. Every little support helps! [ What is this version of Kerbol Plus? Kerbol Plus is a planetary expansion for KSP, aiming to add new and exciting worlds for players to explore. Kerbol Plus adds in 6 new planets and 6 moons for players to discover. Created by KillAshley (New Horizons, Uncharted Lands) and Thomas P (Kopernicus), this pack hopes to add in various bodies in a more stock-like feel. This pack includes completely re-envisioned planets carefully created. This pack also offers FULL CAREER INEGRATION! Including biomes, correct science multiplers & more! Contributors KillAshley Configs & Textures Thomas P Configs, Textures & Custom PQSMods Amarius1 Original concept and heightmaps for; Havet, Pregas & Vatil Yaeah Heightmap for Shay (which is unaccredited in Amarius1's KerbolPlus) Olympic1 Fixing my spelling mistakes and things i forgot about. Screenshots Downloads: Github Dependency: Kopernicus Install Instructions: Simply Download the .zip file and merge the GameData folder into your KSP game directory. The base Windows 64-bit version of the game a lot of bugs, I have been informed Kopernicus packs all work on it and I also use it in my personal game, however any bugs resulting from x64 are unknown presently and as always will be un-supported. Included Mod Support: Distant Object Enhancement PlanetShine Incompatible Mods: KerbolPlus: Not compatible with Amarius1's version of Kerbol Plus StarSystems: Not compatible with Kopernicus PlanetFactory CE: Not compatible with Kopernicus KopernicusTech: Not compatible with Kopernicus Known Bugs: Please note although i have been testing as i go, i haven't had time to sit down and do a full play through, so I'm sure there are bugs I'm unaware of! None at the moment Changelog: v1.1 -File structure change for On-Demand loading -Cfg tweaks too -Converted Corote's color & normal maps to .dds format (didnt notice they were still .png) Credits: Sarbian for maintaining ModuleManager Kcreator for making the origional KittopiaTech Gravitasi for updating the Kopernicus/Kittopia plugins BryceSchroeder, Teknoman117, Thomas.P and NathanKell for making & maintaining the Kopernicus plugin this mod relies on. Sigma88 for his feedback and support GregroxMun for his feedback and support Olympic1 for helping when i make stupid mistakes License: This version of KerbolPlus by KillAshley & Thomas P is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. The FlattenMountain & Vulcano(temprarily removed) plugin's are distibuted with All Rights Reserved by Thomas P. & KillAshley
  17. NO MORE PLANETS, MOONS OR STARS WILL BE ADDED TO EXTRASOLAR. ALL FUTURE UPDATES WILL BE COMPATABILITY PATCHES, TEXTURE UPDATES, ETC. RELEASE THREAD
  18. Are there any planet packs out there that have realistically-scaled planets? I want to do an RSS game with multiple solar systems, but all the packs I've seen are scaled for stock KSP (i.e., a tenth the size of real planets).
  19. This is an idea i came up with last day, i havent got any modding skills or knowledges so i let it here, if anyobody wnats to take part on that, feel free to do it, i will be very proud if my idea gets developped into a wonderful mode. The idea is simple, but if im good in anything, is writting stories, so, after presenting the mod idea, i will tell you the story in Kerbal way. Lets start "It was our greatest project until date"- Jebediah Kerman. "I helped with the instruments, so when they told me that something was wrong, i couldnt believe it, so i searched a second option. i couldn't be wrong!"- Bill Kerman The Project Scout was developped as an atempt to explore distnat worlds, in other stars, using the Sun (Kerbol) as a gravitational lens to our infrarred telescope, and to use it to detect extrakerbol plantes and another stars. In addition, one of our cisntist suggested to send it out of ecliptic, to detect asteroids and minor planets while it was relatively closer to the Sun. To achieve that, the probe was sent to Jool, to use is gravitational influence to pull the probe out of the orbit plane and gain some extra velocity. The maneuver was a succesful and our probe was heading to their place on history. Then, something happened. The camera of the probe detected some irregular movements on the solar background, just at the other side of their orbit, farter than the Koort Cloud. After some calculations and other extra stuff, data from all our probes across the solar system, we ended up in a conclusion, kerbol had a partner. And this is the story. The idea is to create another star orbiting into a very far orbit around kerbol (time of transit 12 years?), with two planets around it. One of them will be a brown dwarf, the other will be a little gian planet (mini-neptune)... The idea is that a probe entering the system could use the planets and the star to brake. Around the brown dwarf, an habitable planet (like laythe) will be orbiting, and two little moons. On the systems, it will be a little asyeroid ring and two or three big asteroids (somewhere between Ike and Minmus, with irregular shape). The goal is to create a good target to colonies (with mks), and minning (stock or whatever else), as well as a far system, but capable of be reached without warp (with some interstellar engines or a burst stage (rhino+same diameter engine+infinite fuel, only to transfer maneuver, aerobrake and gravitational assistances on arrival)). The idea is to also design something like a campaign mode, where the mod suggest you objectives (first an unmaned probe to discover it, then a survey mission, orbiter, manned mission etc) that you can follow or not, (yes, contracts). As i said, i have not idea about how to make a mod like this, so i post it there, so anyone can bring it to life... One of teh things that will made that mod different is that i pretended it to be a system designed to be easy to colonize, to travel, while mantaiing the difficults of the trip (as i said, the two planets would make easier the brake). It could be possible that hundreds or thousand of ideas like mine are in that forum, waiting for something, so i odnt order to do that, its only a suggestion, i would be very proud if from that idea, something cames to reality and one day, i could play with my designed solar system. Thank you for reading.
  20. This is an idea i came up with last day, i havent got any modding skills or knowledges so i let it here, if anyobody wnats to take part on that, feel free to do it, i will be very proud if my idea gets developped into a wonderful mode. The idea is simple, but if im good in anything, is writting stories, so, after presenting the mod idea, i will tell you the story in Kerbal way. Lets start "It was our greatest project until date"- Jebediah Kerman. "I helped with the instruments, so when they told me that something was wrong, i couldnt believe it, so i searched a second option. i couldn't be wrong!"- Bill Kerman The Project Scout was developped as an atempt to explore distnat worlds, in other stars, using the Sun (Kerbol) as a gravitational lens to our infrarred telescope, and to use it to detect extrakerbol plantes and another stars. In addition, one of our cisntist suggested to send it out of ecliptic, to detect asteroids and minor planets while it was relatively closer to the Sun. To achieve that, the probe was sent to Jool, to use is gravitational influence to pull the probe out of the orbit plane and gain some extra velocity. The maneuver was a succesful and our probe was heading to their place on history. Then, something happened. The camera of the probe detected some irregular movements on the solar background, just at the other side of their orbit, farter than the Koort Cloud. After some calculations and other extra stuff, data from all our probes across the solar system, we ended up in a conclusion, kerbol had a partner. And this is the story. The idea is to create another star orbiting into a very far orbit around kerbol (time of transit 12 years?), with two planets around it. One of them will be a brown dwarf, the other will be a little gian planet (mini-neptune)... The idea is that a probe entering the system could use the planets and the star to brake. Around the brown dwarf, an habitable planet (like laythe) will be orbiting, and two little moons. On the systems, it will be a little asyeroid ring and two or three big asteroids (somewhere between Ike and Minmus, with irregular shape). The goal is to create a good target to colonies (with mks), and minning (stock or whatever else), as well as a far system, but capable of be reached without warp (with some interstellar engines or a burst stage (rhino+same diameter engine+infinite fuel, only to transfer maneuver, aerobrake and gravitational assistances on arrival)). The idea is to also design something like a campaign mode, where the mod suggest you objectives (first an unmaned probe to discover it, then a survey mission, orbiter, manned mission etc) that you can follow or not, (yes, contracts). As i said, i have not idea about how to make a mod like this, so i post it there, so anyone can bring it to life... One of teh things that will made that mod different is that i pretended it to be a system designed to be easy to colonize, to travel, while mantaiing the difficults of the trip (as i said, the two planets would make easier the brake). It could be possible that hundreds or thousand of ideas like mine are in that forum, waiting for something, so i odnt order to do that, its only a suggestion, i would be very proud if from that idea, something cames to reality and one day, i could play with my designed solar system. Thank you for reading.