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Found 29 results

  1. _____________________ 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:
  2. Mod reviewers are now encouraged to take a sneaky peak at the mod and review it! VERSION 1.3 HAS BEEN RELEASED FOR KSP VERSION 1.2.2! MILESTONE: 1300 DOWNLOADS! NOTE: you MUST launch KSP in 64 mode for the mod to work. You can do this by heading to your KSP directory and running KSP_x64.exe This mod adds more planets and moons to land on! Dusk - A red, swirly planet. Twisted by tectonic forces, it lies ruined and airless Niebos - Fortitude for Kerbalkind. It retains its atmosphere. Perhaps it can be used for colonisation and off-world mining? Vega - A small dust ball with extreme elevations. SSTO use is not recommended Tetra - A burning, desolate world. From orbit its surface looks quite flat as everything else has burned away... Olei - Kerbin's third moon. With its massive impact crater it makes great sightseeing trips. Verex - Something glows beneath its surface... All is not normal here. This planetoid has an extremely eccentric orbit. Could this be where the magic boulder came from? Niebietos - Something is disrupting our telemetry. Niebos is being covered by an unknown, sizeable object. It's significantly smaller than the planet... Go out and explore the darn thing! Volux - A desolate planet, long ago abandoned by its inhabitants... Only its polluted oceans remain... Sheathe - Contrasts between salt flats and mountain ranges make this planet unique, aside from its rocky formation Telos - This planet has streaks of grassy, lush terrain. It's a giant rocky runway just waiting for you to land on it! Teloslate - The moonlet of Telos. It keeps its parent body's colour! Low gravity allows much more fun. Olemut - Have fun getting an encounter with this one. Olemut has an even lower gravity that Teloslate, and retains the colours of its own parent body - Olei! Dread - Orbits Dres. It's iconic mountains make you want to visit Dres even less! Quarta - Gooey with lots of cracks. Yum. Flak - A planet with a few ridges. It consists of chocolate ice cream, formerly known as solid rock. Scorch - Welcome to the furnace. The pinnacle of a barraged world. In Scorch's initial formation, a large asteroid latterly known as Dread smashed its once beautiful surface. Scorch was originally called Marina, but after the colossal impact its oceans have vaporised. Sonus - Once barraged from heavy asteroids, Sonus was dragged through Olu'um's oxidised atmosphere during its formation. Ejected by Sheathe, Sonus has come to its end on its interstellar journey. It is nestled in the habitable zone of Kerbol, with an atmosphere slightly thicker than Kerbin's. It still has crater marks from its earlier endeavours... Thelai - A derelict planet. By far the most barraged, unfortunate body. Impacted by thousands of asteroids, it lays scarred and unrecognisable Sojos - Closely resembling a more... MUNtainous version of the Mun, Sojos orbits Sonus. Quite a beauty from space! Flake - Flak ain't a real chocolate ice cream without a flake. It's named like this because the Kerbal who discovered it was... Eating a chocolate ice cream... Butai - Beneath the oceans, Butai's rocky layers contain vast oil deposits. Not crude oil, but an alkane known as Butane. The planet got its name from this extremely common resource, however its flammability is far too low to be utilised as a viable source of rocket fuel, and instead pollutes the atmosphere. Other features: Precise, handcrafted terrain suitable for Rockets and SSTOs! Atmospheric bodies! More desert environments! Science values and lore (+ easter eggs!) Eye-pleasing colours (extremely subjective!) 4k Textures Gas giant(s)! Realistic atmospheres! Scatterer configs Science definitions (in progress) Custom Asteroids support New effects (Credit Artyomka) DOWNLOAD FOR KSP 1.2.2! Installation Instructions: To install this mod, download it from spacedock using the link above. After that, open the file using 7zip or Winrar. Open PLANETS (NO CLOUDS) - drag and drop all files from there into GAMEDATA. If you wish to have the cloud / EVE textures for the planets, open the second folder (CLOUDS) and drag Environmental Visual Enhancements into your GAMEDATA folder. Credits and special thanks: I would like to say a MASSIVE thanks to the following members: @Galileo for his help with sorting my polar distortion issues out - one of the highest priority bugs which was making me test out my hair @The White Guardian for his AWESOME tutorials on how to make planets. Without him, this mod wouldn't exist. As well as this, he has helped me a metric TON with atmospheres. It's a pleasure to read his tutorials and I definitely recommend them for new planet creators. The white guardian again for creating amazing looking cloud and detail textures for the EVE part of the mod! @Raptor22 for his very honest feedback. He's helped me iron out an awful lot of terrain and visual related bugs and brush up on the nitty gritty features and through his detailed replies, he has definitely pointed out some critical errors. @Artyomka15 for creating the Instantiator plugin. Without it, the accretion ring on Olu'um wouldn't be possible. Go check out his mod! http://forum.kerbalspaceprogram.com/index.php?/topic/157864-122-wip-instantiator-a-plugin-that-allows-you-to-create-accretion-disks-custom-star-coronas-nebulas-even-more/ All you guys! Thanks for viewing AND downloading the mod! It's been a pleasure developing it and BOY is it far from complete! See you all in the next versions! Please note that although the planets may look nice, the mod is still in early development and it is far from finished! If you're playing in career mode, please be warned that terrain can change after releases. I'll do my best to notify you if this should occur. If you have any concerns regarding bugs, PM me, as this thread will be used for the full release later on. Anything else regarding the mod, post here (criticism accepted!) HOW TO INSTALL IF YOU ARE EXPERIENCING ISSUES:
  3. [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.
  4. Welcome to the release Thread for Ace's Galactic Expansion This is an interstellar planet pack for KSP Please post your screenshots below!! *Requires Kopernicus* https://spacedock.info/mod/1258/Ace's Galactic Expansion?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E Thank you to @MeerkatMan25 - Co-developer (MeerkatMan handles all creative stuff like science defs) @Galileo for his brilliant advice @StarCrusher96 for his star Corona and great advice @The White Guardian for his great tutorials without which this would not be possible Recommended you play with KSPI-E Changelog: Screenshots: All Rights Reserved
  5. Description This Plugin is a continuation of KCreators "KittopaTech Ingame Terraforming" plugin, that can edit the stats of planets at runtime, via. a Graphical Interface. The original KittopiaTech was mainly developed by KCreator, with some additional content by Kragrathea (Utility code) and Gravitasi (ScaledSpace fixes and more). Their work was modified by BorisBee (initially, he's pretty inactive now) and myself, Thomas P., to be more modular, stable and user-friendly. Because Kopernicus offers us already a fully functional API, we decided to change the goals of this plugin. Instead of a standalone Planet-Editor, this is now an add-on for Kopernicus. This has many additional reasons, for example, the messy config-saver / -loader. What has been changed? Complete rewrite of the UI-Code (Planet_GUI.cs) Replaced the ConfigLoader with a ConfigSaver that can export dumps of the planet in a Kopernicus compatible format Added an option to completely remove a PQSMod. Seperated ScaledSpace export and PQS-Texture export. Made the Instantiation-Button functional, via. hacking PSystemManager to spawn a body that is instantiated from the systemPrefab. It's still hacky, and it can break some mods. Added Support for HeightColorMap-Landclasses Completely new LandClass-Modder Support for editing PQSMod_VertexPlanet.SimplexWrapper and NoiseModWrapper PQSLandControl.LerpRange editing Improved Particle-Editor Reworked the Map-Exporter, so that it uses a Coroutine to generate the maps. That means, that exporting maps no longer freezes your game, but it still takes some time until the generation is finished. But at least, you can do other things in the meantime. We have added Support for editing PQS-Materials. You can now load MapSO's and Textures through a FileBrowser Improved Ring-Editor, you can now edit rings after creation, delete the selected ring. Curve Editor for editing FloatCurves Reworked Star-Fix code, to use StarLightSwitcher Added a ScaledSpace editor, and moved the export buttons to it ScaledSpace and Texture updater save to disk automatically now Added Support for adding / removing oceans, and for adding PQS to gasplanets You can now enter whatever you want into the numeric fields. If the value isn't parseable, you get a warning and Kittopia won't apply it. Removed all apply buttons, Callbacks are used now. To-Do List Readd support for GroundScatter Maybe other things? Suggest something! Screenshots http://imgur.com/a/YzoeS Download Grab the latest KittopiaTech release from the GitHub repository: https://github.com/Kopernicus/KittopiaTech/releases You can open the Ingame-UI with Ctrl + P License "The KCreator license" KittopiaTech incorporates Kopernicus, which is licensed under LGPL. Source https://github.com/Kopernicus/KittopiaTech Like my mods? Please consider supporting me and my mods on Paypal! I would greatly appreaciate it, since I don't get much money anyways. However note, that this doesn't grant you anything special, but it will help to keep my motivation up. Therefor it's just an extremly nice way to say "thanks".
  6. Reworked Stock System [v1.0] About Reworked Stock System is a modification that improves the stock system by changing by replacing terrain. Screenshots ( More screenshots in spoilers) Moho Eve Gilly Minmus Duna Ike Dres Laythe Vall Tylo Bop Pol Eeloo Changelog Coming soon... New biomes for reworked planets. New Duna terrain. Better surface textures. Installation To install this mod you have to: Install Kopernicus. Download mod release from Github Remove old mod directory from your game data folder ( If exists.) Unzip downloaded .zip archive. Move contents of mod GameData folder into your game GameData folder. Run the game. Dependencies This mod requires: Kopernicus Credits Ikarus and Demin uses Phobos height map from http://planetpixelemporium.com/ I also used textures from this page as a base for editing. Eeloo uses Moon map from http://depthfields.com/downloads/tag/moon-displace-heightmap-craters/ Eve uses Tekto height map from Outer Planets mod, all credits for this map goes to OPM developers and contributors. Special Thanks to: Thomas .P and other Kopernicus mod developers. CaptRobau and other OPM mod developers. Polish KSP community. Download Primary Download, Spacedock: https://spacedock.info/mod/1176/Reworked Stock System Secondary download, Github: https://github.com/Bill2462/Reworked-Stock-System ========= LICENSING ========= The contents of this pack are distributed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (http://creativecommons.org/licenses/by-nc-sa/4.0/). Enjoy
  7. Creating Procedural Planet Textures (Heightmap & Colour) using Adobe After Effects Abstract To create an Adobe After Effects template that will allow for the generation of Planet/Moon Heightmap and Colour Maps for use with KSP by utilizing fractal noise layering to allow for ease of use by those that may not understand noise generation or subsequently, PQSMods/libnoise functions. The Adobe After Effects project can be download and used from here: https://www.dropbox.com/s/zss8ydp80zm6h7b/Planet Textures.aep?dl=0 ----- I recently rediscovered the power and effectiveness of After Effect's Fractal Noise libraries whilst working on unrelated projects and considered that it would be a powerful tool when used to create base textures for planetoids in KSP; if utilised correctly. Due to the way After Effects generates the noise, most noise created would be generated outside of the -180 to 180 degrees phase and therefore would not be seamless in the workspace and also the noise is created in a rectangular image space and therefore there would be significant 'pinching' distortion at the poles. To rectify this, the noise image space can be distorted using polar deformation to remove this issue and finally some manual seam blending can be introduced using a small mask to cover any inconsistencies that blends in with its surrounding environment. Finally, the resulting greyscale heightmap can be colourized depending on the lightness using a custom gradient scale to create a coloured ScaledSpace texture that varies with colour proportional to altitude. These textures can be rendered out of After Effects (at 8192x4096 in the attached project) for further use within KSP or for additional image manipulation work. The greyscale heightmap can be passed through a normal map generator to give you the bump map to be used in-game (remember that KSP uses inverted Red to the Alpha channel and the Green channel duplicated to RGB). Anyway, I have done some quick and dirty previews as to what can be achieved with not a terrible amount of effort, as you can see, bodies with complex and noisy terrain can be generated alongside those with mostly flat, rounded slopes: The above planetoids have all been generated using textures rendered straight from After Effects with the normal maps used being from the http://cpetry.github.io/NormalMap-Online/ tool by utilizing the greyscale heightmap. Above is a preview of one of the example bodies shown from Front, Left, Back, Right, Top & Bottom respectively to show the total lack of polar 'pinching'. Mini-guide Below I will list the respective stages of the process within After Effects to allow for the easy use of the attached project above. Panel 1: Noise Layers In this panel, you are required to generate the main features of the terrain by using multiple layers of fractal noise to build up a greyscale, rectangular base for your heightmap. As you can see, in the example above I have layered 6 noise layers to create the shown effect. The parameters listed against the Fractal Noise effect can be changed to alter the generated noise to your liking with a dynamic preview being shown in the composition work space. Ensure to layer blend your multiple noise layers to obtain the result you desire. Panel 2: Polar Distortion This panel requires no input by the user and simply takes the generated image from Panel 1 and applies the polar distortion required to create an even and consistent terrain distribution at the poles. Panel 3: Seam Blend for Heightmap The source image from Panel 2 is shifted horizontally by half a phase to show the seam error in the center of the image space. The mask in this composition can be resized, the feather adjusted and the opacity altered etc. to try and completely remove the seam whilst maintaining a good transition in the terrain on either side. This process can be seen below: This finalizes the greyscale heightmap for your body. Panel 4: Colourization The Colorama effect is applied to the source image from Panel 3 that allows you to create a gradient map that is directly proportional to the brightness of the texture. Many effects can be created here in the way that LUTs are used to colour terrain maps, realistically or not and even to reflect habitable Earth-like worlds. In the example below a simple rocky style gradient has been applied. Panel 5: Spherical Preview In this panel, you can rotate the colour map on the X, Y and Z axis (Y axis being the most useful) to give a real time preview of the body as a sphere. ---------- Once you are happy with your terrain maps, simply add Panel 3 and 4's composition frame to the render queue and generate your heightmap and colour map textures respectively. Ultimately, a Kopernicus config will be required to be written to use your textures to create the body within KSP. ---------- Disclaimer: I appreciate the fact this may not be a desirable way to generate terrain for use within KSP as basing your terrain of a heightmap texture can cause some rough, pixel'y terrain at the pixel boundaries... especially on larger bodies. Nonetheless, PQSMods still remain a confusing matter to many people and this method may be "good enough" for some to achieve the results they require. I post this up as a fleshed out proof of concept and nothing more.
  8. Hello! I've put together an image of some planets I have spent the last 2 weeks making. I would like to ask you guys whether I should compile this and turn it into a mod for you to use. The only reason I am asking this is because the creation is still in its beta/early stages. There are only 5 planets, though they are mostly complete (still lacking biome maps for three of them). I'll add a poll and the images below so you can make a vote!
  9. What struck me when reading about the "super-Earth" type of exoplanet is that many people seem to assume these planets are either like terrestrials in our Solar system, or mini-Neptunes/Gas Dwarfs. Reading more about this struck me as I realized an "in-between" exoplanet type probably exists and many of the superterrestrials discovered to this date. These two papers https://arxiv.org/abs/1606.08088 https://arxiv.org/abs/1311.0329 are rather enlightening on this matter. For example of what struck me: Also, on Wiki This basically suggests that there is a class of planet that: - has a solid or molten lava surface - at the same time, has an atmosphere that is H/He rich, and while FAR lighter than Neptune (for this reason I would say calling them sub-Neptunes is not really accurate as the pressure and temperature, as high as they are, are orders of magnitude lower than those in the water mantle of Neptune), still much denser, hot and crushing than Venus (pressure on the surface of Venus is 9 MPa, the pressure on a hypothetical 5 ME/2 Earth radius planet is 2 GPa or 222x as much as on Venus, one of the theoretised pressures for Kepler 11b is 1 GPa). Now, these planets have some unimaginable surface conditions, but unlike Neptune, you can still say there is a surface there, and to compare, the pressure at the top of the water mantle of Neptune is 200 GPa or 100-200x as much as at the surface of these planets (the temperature at the top of Neptune's mantle is 3000 K). In case of Kepler 11 b, this atmosphere is likely to be steam/supercritical water (a sort of an inbetween phase between liquid and gas). So, basically, there are probably many planets that are not really terrestrials as we know them from our Solar system, but not ice dwarfs like Neptune let alone gas giants like Jupiter. Of course, if we ever get there, exploring them would be the ultimate challenge of building landers, but the chemistry and processes (as they might feature processes we know from Neptune along with terrestrial geological phenomena like volcanoes) might be very fascinating. 55 Cancri is also sending some rather interesting signs that it is probably something we have not seen yet: http://www.space.com/32416-super-earth-55-cancri-e-super-hot-weather.html http://news.nationalgeographic.com/2015/05/150506-volcano-planet-space-cancri-astronomy/ Yet, despite the temperature differences suggesting a thin atmosphere, one was indeed discovered, and it is a hydrogen/helium one with a mix of... probably hydrogen cyanide: https://www.spacetelescope.org/news/heic1603/ So here is some conflicting evidence. On one hand, the large temperature variations and possible evidence of volcanic ash blocking emissions suggests a relatively thin atmosphere. On the other hand, spectral evidence suggests a hydrogen/helium atmosphere. On one hand, the planet is 8.63x as massive as Earth, so it could have gathered a H2/He envelope. On the other hand, it is on an extreme torch orbit, worse than Kepler 10b and Corot-7b, which have practically no atmosphere, according to transit data. Yet this one has, yet no H2O was detected (while for a Neptune like planet it is the major component), drastic temperature variations, possible volcanism... yet it apparently retained some light gases. The radius is 2x of Earth, mass 8.63x of Earth, so it is much denser that the 5 ME/2 Earth radius hypothetical "borderline" planet. That would suggest it has a hydrogen atmosphere, but one with a lower surface pressure than 2 GPa. Basically, what I am saying is that some exoplanets might have hydrogen/helium atmospheres that have high pressures, but have not retained the extensive hydrogen envelopes like Neptune or Jupiter. I think planets like this might be frequent in torch orbits, as the gravity holds SOME of the light gases, but not everything. The result might be an unholy Venus/Neptune hybrid with features common to both ice giants and terrestrials. But this does not end, apparently, some planets managed to grow to Neptune like masses while being so dense that they are clearly fully terrestrial and free of any H/He envelope: https://www.eurekalert.org/pub_releases/2014-06/hcfa-afa053014.php The planet likely has a superheated ocean of water, but no helium or hydrogen: https://en.wikipedia.org/wiki/Kepler-10c However, there are also apparently planets as light as Earth with an extensive light gas envelope: http://www.nature.com/news/earth-mass-exoplanet-is-no-earth-twin-1.14477 https://en.wikipedia.org/wiki/Gas_dwarf So, apparently, planets can be Neptune sized and terrestrial, Earth sized and with a huge gas envelope, or anything in-between. This is also why I don't really like when people throw terms like "super-Mars", "super-Earth", "super-Venus", or "super-Mercury". I think there is a very big factor that determines what a planet is like and that is - how exactly did it form and in what conditions. A planet is more that its orbital parametres. Sorry if this got too long. Just had an urge to air my thoughts and stimulate a discussion. I personally feel that the obsession of astronomy about finding "Earth-like" planets limits our horizons and knowledge. I am fascinated by bizzare planets, even those that probably have no life (through the soup like atmospheres of "borderline" planets might have surprises waiting for us...), and think apart from the joy of knowledge and aesthetics (when we eventually manage to photograph them) they might eventually offer a lot to humanity. EDIT - In addition, planets like the ones with a big, but not quite ice giant atmosphere (like the "sub-Neptunes" mentioned in the paper) might offer life bearing conditions if they are rogue planets: https://en.wikipedia.org/wiki/Rogue_planet#Retention_of_heat_in_interstellar_space
  10. Note: this is not yet downloadable, nor will it be until it or many others are complete. Yesterday morning I decided "Hey. Let's make planets!" After 7 long hard hours of analysing and doing my best to interpret the Kopernicus format, my first ever planet is nearly complete. The planet is called Olei (placeholder name, pronounced: "Oh Lie" or "Oh Lay") I've spent most of today ironing out the issues for it, and making the next two planets for a *possible* modpack! The next planet is called Dusk, because well... It looks like (dust?) Dusk! It's aimed at a smaller, non-atmospheric version of Duna with a more brown texture. Those spots are NOT volcanoes, just brighter splashes of colour. Reference orbit body: Eve at roughly 12,000,000m Here's Niebos, an earth-like planet. The black on the surface will be replaced with water once I learn how to do that. It has an atmosphere depth of 60,000 and some very rough terrain, as I'm still getting used to SpaceEngine. There are flat beaches to land on, similarly to Laythe, with some great base-making spots. Please, if you have a moment, I'd really appreciate some feedback on these planets. If you want me to turn this into an official mod, please drop a reply below! Have a GREAT day!
  11. Planet labs Hello fellow kerbanauts!! I would love to announce the development of The Official Planet Labs mod pack!! The company Gave me the go ahead and said they loved what im doing, so with that and with there permission, i bing you guys the OFFICIAL Planet Labs Mod Pack!!! the company designs and manufactures Triple-CubeSat miniature satellites called Doves that are then delivered into orbit as passengers on other missions. Each Dove Earth observation satellite continuously scans Earth, sending data once it passes over a ground station. Together, Doves form a satellite constellation that provides a complete image of Earth at 3-5 m optical resolution and open data access. Small size and a relatively low cost enable the company to quickly prototype and test new designs, while avoiding a loss of significant assets in a disaster. The images gathered by Doves provide up-to-date information relevant to climate monitoring, crop yield prediction, urban planning, and disaster response. This is the Dove! This pack will include the DOVE Imaging Satellite and the Sat Deploying Device (the box that deploys the Doves on the Canadarm 2 on the ISS). Below are progress images that will be updated frequently and remember that this is a big WIP. im about to move onto Animations.. but i have to learn them because i dont know anything about animations... all help in that field is welcome!!. i hope for all the feedback i can get! and i hope you all like the models! License: CC-BY-NC-ND
  12. I've recently begun developing a planet pack and I'm running into some texture issues so far, if someone could let me know what's wrong here, I'd appreciate it: Code for moon: The image below is the Color map (upper left), the Normal map (lower left), and the VertexColor (right) map. Once I launch the game, the in-game moon looks like this:
  13. Imagine if there was a planet with such high gravity and no atmosphere, it was begging to be used for gravity assists... But, there is a catch; it is nowhere near a flat planet, in fact, it's quite the opposite. 40 kilometer-high mountains, a ludicrously short day, combined with its low-orbiting moon (about the half the size, but twice the annoyingness as Ike) make exploiting its precious gravity a gamble. Yet, it's tantalizingly close orbit to Kerbin makes it such an irresistible option. Will you take this chance to reap the rewards? Requiring just a little more fuel to get to than Minmus, this planet can be a valuable resource to your missions. Just make sure not to crash... With a diameter close to that of Vall, but having a mass so high that it has a density roughly 1½ times that of Kerbin; its gravity will be much higher than that of Kerbin and potentially Eve.
  14. So I've been trying to add planets using Kopernicus and everything appears to be going well. However, there are a few technical questions that remain, if anyone could answer would be super helpful! What is the correct or preferred format for Normal maps? I've been using .DDS, DXT5 format with so-so results. I tried using DXT5_NM but my planet vanished. I've also tried using a normal full color normal map (normally hued blueish) but that also causes my planet to vanish, so instead I use a gray scale. Also tried a .PNG format as some have suggested- but my planet also vanishes.
  15. 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!
  16. Welcome to the Dres Plus Development Thread! Here I will post the latest updates for my Dres Plus mod that aims to make Dres feel loved. At the time of this post, this is what the mod will add: Changes to Dres: Dres is now 950 km in radius. (Was previously 138 km) Dres' surface gravity has been increased to 2.1 g. (Was previously 0.115 g) Dres has rings! Dres' inclination and eccentricity have been changed to be more similar to the other planets', making Dres easier to get to. Added Opaki: (Name may change) Ocean moon of Dres. Completely covered with a greenish liquid, except at the poles, where there are two big landmasses. Has a thick greenish atmosphere, but it only extends to 40 km. About half the size of Kerbin. (305 km in radius) Added Ovum: (Name will probably change) Rocky moon of Dres. Orbits Dres in such a way that it appears to spin around Opaki. About 1/3 the size of Opaki. (112 km in radius) Right now it's just a resized Mun. I plan on adding a third moon that will just be a large asteroid. (Probably around a class V) Here is a screenshot of the view from the north pole of Opaki. (The atmosphere at this point isn't the right color, and the height map needs to be refined) I will release more screenshots as time goes on.
  17. I edited Kerbin with Kopernicus mod and the wrong side of the planet is lit up, i have no idea how to fix it. And i have no idea how to remove oceans on Kerbin. To fix : Issue 1 - Convert the normal map to ".dds", Issue 2 - Add this to the config file : @Kopernicus:AFTER[Kopernicus] { @Body[Kerbin] { @Template { removeOcean = true } } }
  18. In your opinion, which planet is the best for a base? For me it would probably Minmus because it has really flat places.
  19. Is there a mod that lets you collide asteroids to make planets? (I know the "Kopernicus" mod)
  20. Walan Planet Pack: Release Thread Pictures: Summary The Walan Planet Pack adds one planet, Walan, with four intriguing moons. Legend: (Not Started/Planning),(WIP),(Finished) Here's a list of objects: Walan: A large ice giant, known for the Great Typhoon in its southern hemisphere, it also has other points of interest, such as its Golden Region. It's around half of the size of Jool, and also comes with asteroid spawning around its rings. Dalom: An asteroid moon within Walan's vast ring system. It is around 3 and-a-half kilometers in radius, and has a small sphere of influence. Kerbal scientists say this could be a decent place to start bases in the Walan moon system. Brayes: A decent size barren moon, this moon is marked with craters all around its surface. It's dark coloration makes scientists believe it might have been a world with plenty of lava at its surface at one time. Kespochim: A small, grey-tan world with a thick atmosphere. Besco: Another barren moon, it's very far from Walan, and it's known for a countless number of craters, rendering most features unnoticeable. Compatibilities: -PlanetShine (Finished) http://imgur.com/a/p7dLr -DistantObjectEnhancement (Finished) http://imgur.com/a/V2r2E -CustomAsteroids (Finished) http://imgur.com/EpBjTsZ -7-4 EVE (I need a little help with the newer ones, rather tough) *DELETE THE CFG IN BoulderCo/Clouds/* http://imgur.com/a/L1R7m Planned Compatibilities: -And other planet mods Eventually, other mods, but for the time being, these are what I can confirm. To-Do List: -Bug-fixing. Walan Stock VFX (Optional) (WIP): Comes with the Walan download, it re-designs the stock worlds to have atmospheres fitting with the planet pack. http://imgur.com/a/5N0Fl ____________________ Download: SpaceDock -Installation Instructions: Open [Walan 0.90] (and go to your Kerbal Space Program folder) ---> move the GameData folder to your KSP folder, and click "yes" on folder merge. Prerequisites: Kopernicus ____________________ Credits: Thomas P. (Kopernicus) KillAshley & The White Guardian (Examples & Tutorials) ____________________ Notice: Do bear in mind I'm rather new to planet design and modding, but I've learned a lot in the last few weeks, and I hope to continue learning over the coming months.
  21. So, while @SAS123 and I were engaged in a PM thing about the orbits of Jupiter and the other planets (which was really informative, thank you) I thought of a good topic to discuss. Put anything related to planet for,action here!!!
  22. For the second round of the Kopernicus Creativity Marathon (KCM), I made a planet called Lentum. [Picture Coming Soon] Basic Info Lentum is a so-called "Super-Kerbin" that orbits between Dres and Jool. It is in a 3.3-1 resonance with Duna. I tried for a 3-1, but I didn't know about the specific equation involved. Also, I didn't have Universe Sandbox 2 yet. Anyways, Lentum orbits in a relatively crowded area of space. But its size (1.1 Kerbin Radii) and mass (1.4 Kerbin Mass) gave it a gravity of about 1.5 gees, enough to clear out its orbit. Scientific Backstory Lentum was once a planet a lot like Duna, except over twice as large. However, an icy object about the size of Moho intruded the planet's orbit. This object was large but had a fluff-like density, similar to Daphy from Kerbol Origins. The "Doomsday Fluff" broke up near Lentum and peppered the planet with large impacts. The crust remained solid, once again due to the fluffy density of the object, and greenhouse gases were emitted into the atmosphere. Lentum's temperature rose to a comfortable 303 Kelvin, warm enough for the collections of Gallium in the craters to melt. Life first evolved from the underground caves of water, but adapted to use the liquid Gallium as a food source. All life on Lentum is bacterial. They are mostly green in color and are bioluminescent. They have colored both the surface and atmosphere a pleasant green color. Very enjoyable for your victi-- I mean kerbals. Development Lentum is a very old concept. Even before I got KSP, I had envisioned a 5-planet system called Kyzor. Kyzor was a K-Type dwarf star with 45% the Sun's radius and 37% its mass. Two of its planets were in the habitable zone, and one of them was Lentum. Despite some similarities between the two designs - giant craters and rings - they were very different. Original Lentum was over twice the size of Earth (or Kerbin) and had no atmosphere. All life, water, and air on the planet was blown off by a giant impact event that nearly destroyed Original Lentum, unlike New Lentum's collision. Original Lentum's crust was stripped off, and ejecta from the event peppered the other side. The planet was given a huge tilt of over 120 degrees. Four moons and a ring system were formed from the event. Believe it or not, Lentum went through even more changes during development. My entry for KCM 2 was going to be a ravine-run planet called Kesa, which had giant plateaus and water-filled rivers. However, I scrapped the idea because of its resemblance to Asclepius and how bad the texture was coming out. So I decided on reviving Lentum from the Kyzor System project. This New Lentum had a much more vibrant texture with two sets of craters - the main basins, and smaller pockmarks from the ejecta. But that texture was replaced after issues with getting the liquid Gallium inside of the basins. Colors were being changed during texture development. Lentum's life-colored land was originally going to be a greenish-purple, but I couldn't make a similar color that didn't look so dreary. Over the course of Lentum's development, barely anything stayed the same. Screenshots Here, have some pictures of the new and original textures! [Sorry, none yet. They'll be here soon!]
  23. [1.1.0] LibraCORE is a core for my different planet packs, such as... Sonne System Gliese-581 System 23 Librae System Download & Kerbalstuff (SpaceDock) http://spacedock.info/mod/609/LibraCORE?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E It makes a celcestial body (Technically a star) called Libra that all my systems will orbit. It is going to be a black-hole kind of world with a large spinning and colorful disk around it, emitting a lot of light. Libra: Add Libra. Add accretion disk. Add special fx (this one might be a bit harder to do.) Possibly add a wormhole to go to it. (Also will be tough to do.)
  24. I'm making planet pack in Kopernicus, and I'm trying to make an ocean world. Anyway, this happened. On the dark side of the planet: (Yes, I know the texture is from OPM's Slate, I'm gonna change that. I just needed a placeholder texture for testing) In map view: (It always looks this way in map view) Moving onto the light side: As I descend through the atmosphere: Glitchy Mountains: What do you know, It's water: Kopernicus config: @Kopernicus:AFTER[Kopernicus] { Body { name = Opaki Template { name = Laythe removeAllPQSMods = true removeOcean = true } Orbit { referenceBody = Dres color = 0.1725490196,0.67058823529,0.58039215686,1 // R:44 G:171 B:148 inclination = 0.7 eccentricity = 0.03 semiMajorAxis = 14800000 longitudeOfAscendingNode = 44.6 argumentOfPeriapsis = 55.2 meanAnomalyAtEpoch = 0 epoch = 0 } Properties { description = test radius = 305000 geeASL = 0.49 rotates = true tidallyLocked = true isHomeWorld = false timewarpAltitudesLimits = 0 40000 40000 80000 160000 320000 800000 2000000 } ScaledVersion //Update scaledspace { type = Atmospheric fadeStart = 0 fadeEnd = 0 Material { texture = DresPlus/Resources/Opaki/opaki_color.dds //Texture map normals = DresPlus/Resources/Opaki/opaki_norm.dds //Normal map shininess = 0 specular = 0.0,0.0,0.0,1.0 rimPower = 3 //Atmosphere rim power rimBlend = 0.2 //Atmosphere rim blend Gradient //Atmosphere rim color defenitions { 0.0 = 0.06,0.06,0.06,1 0.5 = 0.05,0.05,0.05,1 1.0 = 0.0196,0.0196,0.0196,1 } } } PQS { Mods { VertexHeightMap { map = DresPlus/Resources/Opaki/opaki_height.dds offset = -1000 deformity = 2000.0 scaleDeformityByRadius = false order = 20 enabled = true } VertexColorMap { map = DresPlus/Resources/Opaki/opaki_color.dds order = 20 enabled = true } VertexHeightNoiseVertHeightCurve2 { deformity = 100 ridgedAddSeed = 123456 ridgedAddFrequency = 12 ridgedAddLacunarity = 2 ridgedAddOctaves = 4 ridgedSubSeed = 654321 ridgedSubFrequency = 12 ridgedSubLacunarity = 2 ridgedSubOctaves = 4 simplexCurve { key = 0 0 0.1466263 0.1466263 key = 0.7922793 0.2448772 0.6761706 1.497418 key = 1 1 6.106985 6.106985 } simplexHeightStart = 0 simplexHeightEnd = 6500 simplexSeed = 123456 simplexOctaves = 4 simplexPersistence = 0.6 simplexFrequency = 12 enabled = true order = 200 } HeightColorMap { blend = 1 order = 500 enabled = true LandClasses { Class { name = Bottom altitudeStart = 0 altitudeEnd = 0.7 color = 0.1,0.1,0.1,1.0 lerpToNext = true } Class { name = Base altitudeStart = 0.7 altitudeEnd = 0.75 color = 0.7,0.55,0.2,1.0 lerpToNext = true } Class { name = Low altitudeStart = 0.75 altitudeEnd = 0.85 color = 0.7,0.6,0.4,1.0 lerpToNext = true } Class { name = Grad altitudeStart = 0.85 altitudeEnd = 0.95 color = 1.0,0.9,0.7,1.0 lerpToNext = true } Class { name = High altitudeStart = 0.95 altitudeEnd = 2 color = 0.95,0.95,0.9,1.0 lerpToNext = false } } } } } Ocean { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 12 minDetailDistance = 8 oceanColor = 0.1294117647,0.50980392156,0.43921568627,1 // R:33 G:130 B:112 Material { colorFromSpace = 0.1294117647,0.50980392156,0.43921568627,1 color = 0.1294117647,0.50980392156,0.43921568627,1 } FallbackMaterial { colorFromSpace = 0.1294117647,0.50980392156,0.43921568627,1 color = 0.1294117647,0.50980392156,0.43921568627,1 } Mods { AerialPerspectiveMaterial { globalDensity = -0.00001 heightFalloff = 6.75 atmosphereDepth = 150000 DEBUG_SetEveryFrame = true cameraAlt = 0 cameraAtmosAlt = 0 heightDensAtViewer = 0 enabled = true order = 200 } OceanFX { Watermain { waterTex-0 = BUILTIN/sea-water1 waterTex-1 = BUILTIN/sea-water2 waterTex-2 = BUILTIN/sea-water3 waterTex-3 = BUILTIN/sea-water4 waterTex-4 = BUILTIN/sea-water5 waterTex-5 = BUILTIN/sea-water6 waterTex-6 = BUILTIN/sea-water7 waterTex-7 = BUILTIN/sea-water8 } framesPerSecond = 1 spaceAltitude = 150000 blendA = 0 blendB = 0 texBlend = 0 angle = 0 specColor = 0.000,0.000,0.000,0.000 oceanOpacity = 0 spaceSurfaceBlend = 0 enabled = true order = 200 } } Fog { fogColorEnd = 0.1294117647,0.50980392156,0.43921568627,1 fogColorStart = 0.1294117647,0.50980392156,0.43921568627,1 skyColorOpacityBase = 0.7 } } } } Maps here.
  25. So I have this problem where my custom-made star is shining too bright on my spaceship for my view. Is there a way to change the color/opacity a star gives on your spaceships? Like the ambient color that reflects on your spaceship when you create an atmosphere? The light of the star is not just TOO bright on my spaceship, but also on the planets orbiting around my custom star. My star file: http://pastebin.com/2bWZTkxC