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Found 47 results

  1. Hey guys, my idea here is to add parts to construct actual planet bases, with a life support system. I know you can get both of these things in mods, (In fact I'm running a mod that gives me planetary base parts) but I think they should add a life support system and base parts to make them stock. One because it would add so much more to the game, two because I know for some people mods can slow their game down, and I think something like this should be in the game anyway. Plus as I found out with an earlier idea, that the game developers try to keep the game realistic (Which I totally understand) and this would not really be detracting from the realism of the game, in fact a life support system would make it more realistic (if people new to the game found having to add a life support system to their ships to hard for them the game developers could make the life support system an option when a person is creating a new game) Any comments?
  2. Hey all I was playing my KSP and in the middle of capturing an asteroid, when I had this idea. Why not make it possible to land on Jool? I was thinking that they should keep the green gas cloud totally around it to impossible to see anything but green, until it disappears like 150M from the surface and then give Jool a planet surface that always looks like it is night time. I thought this would be fun challenge to, not only make Jool a Kerbal destination, but to also make a cool challenge for someone to try and land on a planet where you can't see the ground until you've almost landed. Any thoughts?
  3. About Kopernicus is a KSP add-on that allows for modification of stock planets and the creation of new planets via modification of the system prefab. Why is this advantageous you might ask? Previous planet adder mods, such as Planet Factory, modified the live planetary system and had to keep multiple hacks actively running to provide these worlds. We strive to provide the least hacky solution by introducing planets into the game in the exact same manner Squad would. The Kopernicus loader is a one step process. It is started before the planetary system is created and rewrites a property called PSystemManager.Instance.systemPrefab. The game itself then creates *our* planetary system as if it were blessed by Squad themselves. The mod's function ends here, and it terminates. Kopernicus introduced worlds require zero maintenance by third party code, as all support is driven entirely by built in functionality. This yields an incredibly stable yet incredibly flexible environment for planetary creation. We provide tools for customizing every aspect of a planet such as biomes, the scaled space model, the surface materials, the structure of the terrain, and much more. Eventually we strive to provide replacement capability for the StarSystems mod. The methods they used to support other stars (reparenting the sun, switching the sun for solar panels, etc.) causes issues. KSP's engine assumes that Sun.Instance.sun is set to the center of the universe. Unfortunately, this also is what the sun light in the sky and the solar panels key off of as well. The solution is likely to include additions to the local space camera system (multiple lens flare and light sources) and custom part component mods for solar panels to replace the stock ones. Current Release Release 1.3.0-4: https://github.com/Kopernicus/Kopernicus/releases/latest Backport 1.2.2-9: https://github.com/Kopernicus/Kopernicus/releases/tag/backport-1.2.2-9 Kopernicus is licensed under the GNU Lesser General Public License Instructions Copy the contents of the GameData/ folder to KSP's GameData/ folder Launch KSP and enjoy! Please report any bugs you may find at https://github.com/Kopernicus/Kopernicus/issues Examples Selectively copy folders inside KopernicusExamples/ into a GameData/KopernicusExamples/ folder. There are a number of examples of how to use Kopernicus. You have to download the examples from their GitHub repository: https://github.com/Kopernicus/KopernicusExamples/ Note - reparenting Kerbin or the Sun causes the sky to be incorrect in the space center view. It is, however, correct in the flight view and the flight map view. Reparenting the sun causes other stars positions to not update in the tracking station for some reason. How to get support We're always willing to help you with your issues, but however, there are a few things you'll have to do before we can help you: First of all, try to find the issue yourself. Look at the Kopernicus log-files (KSPRoot/Logs/Kopernicus), and compare your config with the examples / other working configs. If you can't fix it yourself, please make sure that all your mods are up to date, and that they are installed correctly Send us the output_log.txt / Player.log, the Kopernicus log-files and one single plain-text config file that causes the issue, including the used textures Final Note: We won't install a full config, or a config that depends on other packs. If you send us something like that, we reserve the right to ignore you. P.S. If you need help with variables or nodes, just post your config. In this case, we don't need log files Expansions and Documentation If you need a graphical UI, you can use our fork of KCreators KittopiaTech: http://forum.kerbalspaceprogram.com/index.php?/topic/140581-/ We have an IRC channel on EsperNet: #Kopernicus Team Thomas P. (lead developer) Sigma88 (monkey, mascot, adds stuff when I am too lazy) Contributors Teknoman 117 aka. Nathaniel R. Lewis (co-founder, lead developer, busy right now) Bryce Schroeder (founder of the Kopernicus project) NathanKell (knowledge base) KillAshley (examples) Gravitasi (a lot of useful features + former maintainer of KopernicusTech) KCreator (Creator of KittopiaTech, where some code has been borrowed from) MrHappyFace (Creator of the external loading API and the KopernicusExpansion mod) zengai (code for loading .bins from other paths that Kopernicus/Cache) Majiir (CompatibilityChecker utility that is used to deactivate Kopernicus on unsupported versions) Padishar (ScaledSpace OnDemand optimisations) WazWaz (Scatter Collision fix) 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". A lot of people helped making this possible, like @Sigma88, @KillAshley and @NathanKell. If you decide to buy me a coffee, please buy them one too.
  4. So... A few months ago I created a mod that adds the system from movie Interstellar to your game. And that I thought "Why not make a mod that adds a system from another Sci-Fi movie?" So, let me introduce... THE KOLYPHEMUS SYSTEM This mod adds the kerbalized version of Polyphemus and its moons from the movie Avatar. NOTE: Two of the bodies in the mod (Kolyphemus and Pandoor) is fully based off the Polyphemus and Pandora. Other moons of the Kolyphemus are not canonical. The system: Kolyphemus - a gas giant with oxygen atmosphere that orbits between Eve and Kerbin Kalatea - that weird moon is often called "The Space Cheese" due to its strange shape, orbits between Kolyphemus' rings Moei - a lava world Pandoor - a habitable planet with giant trees on its surface (the trees are WIP and may glitch) [MORE PICS] [DOWNLOAD FROM SPACEDOCK] If you like my mods, then why not leave a small donation to keep me be motivated doing another one? It really helps me out! Thanks to: @Artem Kerman for helping me a lot with the visuals @Samio for uploading the Moei color map in the Posiible planet additions thread
  5. [1.2.X] Hypothetical Worlds: will add planets to the Kerbol system that represent some objects scientist think (or used to think) might exist. Status: Modifying orbits Blue: Basic idea, not even a name or textures Red: Basic idea, name, and texture (ready to start) Orange: Buggy and/or just started Yellow: Prototype finished Light Green: Almost done (description/science defs) Green: Completely finished unnamed: lava planet close to the sun half the size of kerbin Asteroid moon of Moho: open to any names Moradus: second moon of eve, purple, 50km radius Counter-Kerbin: needs a better name Asteroid moon of Kerbin: open to any names Magic boulder(moon of Ike): need a texture Small moon of Dres: open to any name 1998 KY26 analogue: 10 minute rotation period, 500 m radius (I don't think KSP will like the real one's 15 m radius) Ida analogue: 30 km radius - Dactyl analogue, 1 km radius Moons of Jool: -Oy: Io analogue with craters and small pools of lava. Closer than laythe -Far away moon: seas of lava, canyons, pure yellow oxygen atmosphere Planet K: Planet X analogue Moons of planet K: -Heavily cratered world -ice world -Desert with sandstorms and "seas" of quicksand -strange object with orange clouds and seas of a strange green liquid -super Kerbin with oceans and oxygen Kyche: Very high orbit Moons of Kyche: Up to the community Optional planets below vvvvvvvvvvvvvvvvvvvvv Saturn analogue: light blue color, 5600 km radius, large rings - shepard moon 5km radius - mimas analogue, large crater that covers 1/2 of the moon, 40 km radius - Enceladus analogue, craters,cracked ice, Geysers, 50 km radius - Rhea analogue, 85 km radius - Titan analogue, 260 km radius - Iapetus analogue, 90 km radius - Hyperion analogue, 20 km radius Uranus analogue: Orange color, very few cloud features,Thick Haze, small wisps of clouds, no rings, 2900 km radius - Miranda analogue, 60 km radius, uneven terrain 9km deep canyons - Neptune analogue: purple in color, great dark spot, 2500 km radius - Proteus analogue, 18km radius - Triton analogue, 130 km radius - Nereid analogue, 19 km radius Pluto analogue: strange terrain, 119 km radius -Charon analogue, 62km radius - Nix analogue, 8 km radius - Hydra analogue, 7 km radius Haumea analogue: very oblate, 89 km radius - Hi'iaka analogue, 18 km radius - Namaka analogue, 9 km radius Makemake analogue: brown rocky object, 80 km radius - MK2 analogue, 10 km radius Eris analogue: very cold, 125 km radius (I know that Eris is actually smaller than Pluto) -Dysnomia analogue, 31 km radius Small red/brown dwarf with its own system Habitus: A habitable world recently abandoned by a strange unknown alien race. There is still force field surrounding this object. (Planned)Special features: -Large nebula surrounding the kerbol system -Force field that is actually hazardous -Animated star surfaces EVE: - Clouds on Planet K and Kyche Want to help? Just ask and I will reply suggestions gladly accepted DOWNLOAD V0.1 HERE AT SPACEDOCK VVVVVVVVVVVVVVVVVVVVVVVVVV https://spacedock.info/mod/1346/Hypothetical Worlds?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E Installation- Put the HW file into your gamedata folder. Includes configurations for EVE. Download it here This mod requires Kopernicus, get it here Pics: http://imgur.com/a/1RGr2 Special thanks; Gameslinx, for giving me some tips on creating planets.
  6. What is this? Kopernicus Expansion was a mod written by @MrHappyFace that added a variety of visual effects planet makers could use with Kopernicus. It had some pretty cool features, like the Comet Tails, or the ModularNoise PQSMod. So I used a bit of my free time to update most of the features to KSP 1.3 / 1.2.2 and newer Kopernicus versions. Link to the original thread: So, what are the features? Comet Tails Realistic, good-looking comet tails who are rendered with a special shader (using turbulence noise). The tail will fade and change it's intensity based on distance from the sun. Pictures: EmissiveFX: Glowing Planets Can be applied to the PQS (surface and ocean), or the Scaled Space Pictures: Footprints Displays footprints for Kerbals on EVA (if enabled on the planet) Pictures: http://i.imgur.com/i4xLN9u.gifv ModularNoise: Allows you to compose your own noise function You can combine predefined noises (like perlin, billow etc.) using operators (like add, mult, power etc.) Examples will follow Procedural Gas Giants Custom shader that renders storms and other effects on the otherwise static scaled space map Can be used for every type of body (in theory - untested) Demo: (very early version) FAQ What about the other features of Kopernicus Expansion? I will probably add them. I am particulary interested in the particle grass, and the refractive atmosphere stuff sounds interesting too What about the aliens / creatures? No. If you want feel free to update and release them seperately, but I won't add them, because I dont think they add anything useful. Sorry. Which Kopernicus version do I need? You need at least 1.3.0-3 or it's backport 1.2.2-8. Older versions will not work Do you have examples? Not right now. I will write up example configs at some point, especially for Modular Noise, but for the moment please look through the old Kopernicus Expansion thread. Most of the configs haven't changed. (Modular Noise has though, so you can ignore that) Am I allowed to bundle theese dll's with my planet mod, or will my users have to download them seperately? Ok, this is a bit tricky. Kopernicus Expansion is licensed under the GPL, which is a viral license that will force every derivate to use the GPL too (if I could I would've changed that, but hey!). I am by no means a lawyer, but after reading the GPL I have the impression that the license won't go viral on the configs, because they are not a derivate of KopernicusExpansion. They require it, but all of the parsing goes through Kopernicus (otherwise it would be like saying that KSP has to be GPL'd because some GPL mod reads your settings file) If I am wrong with this assumption, please correct me! Why no ingame editors? Because fragmentation is bad, and before I start adding a seperate editor toolset to this mod, I would rather extend KittopiaTech to be moddable so I can integrate the CometTails and so on. Is this an end-user mod? No. It's meant to be used by planet makers to make their planets fancy again. Don't you have more questions? No I am bad at posing myself questions about stuff I made. Download You can download KopernicusExpansion on Github: https://github.com/StollD/KopernicusExpansion-Continued/releases It is licensed under the terms of the GNU General Public License: https://gnu.org/licenses/gpl-3.0.txt KopernicusExpansion depends on Kopernicus which is licensed under the Lesser GPL: http://forum.kerbalspaceprogram.com/index.php?/topic/140580-130-122-kopernicus-release-2-may-30/ Copyright: @MrHappyFace - Creator of KopernicusExpansion - when he decides to come back he can take whatever I made and continue to build on that @Thomas P. - Update to KSP 1.3.0 / 1.2.2, small improvements @GregroxMun - Name idea and the one who is pushing me to do a release asap 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".
  7. Xen's Planet Collection: Hey! This is a collection of stock-alike and (mostly) procedurally-generated Kopernicus planet mods I've created. They can be downloaded separately, but I plan to later add one download for all of them. All of the mods work independently of each other, so if you don't want to download all of them you don't have to. Download link: SpaceDock (I'm no longer updating the CurseForge mirrors, it's too much extra work for very little gain) Requires: Kopernicus Mod Support: - If installed with Outer Planets Mod, only Kyx and Beros will be added, and will orbit Plock. - If installed with SigmaBinary, Eeloo and Alu will orbit a barycenter between them. - Other mod support is planned but I'm too busy to implement it all properly. Installation: - Install Kopernicus (v1.2.1-1) - Drag XPC folder into KSP's GameData folder (If the folder already exists, merge them and allow it to replace any old files). - Enjoy! Current mods: - Mios system (1 planet, 2 moons) v0.5 - Moons of Eeloo (3 moons, changes to Eeloo) v0.6 - Richell system (1 planet, 1 moon) v0.2 - Moons of Eve (2 moons) v0.1 - Moons of Duna (1 moon, rings around Duna) v0.1 Future Plans (v1.0): - Settings.cfg file which can be edited to chose which planets you want enabled - Configs for Distant Object Enhancement and Planet Shine - Additional science reports + science reports for Dmagic Orbital Science - Delta V map including all added bodies + documented transfer windows - Planned additions to each body (almost all bodies will receive added procedural craters): - Mios: Oxygen atmosphere, more varied terrain + Serc will have three massive craters - Eeloo: Change Eeloo's texture + possibly add liquid nitrogen oceans (like Pluto may have had previously) - Eve: Add changes to Eve and Gilly + rearrange the orbits of all moons - Duna: Big changes to Nyke's appearance + minor changes to Ike - Richell: Add another moon - Minor Planets (new): Add analogues for Vesta and Ida/Dactyl (Italicized/underlined features are done) **Community-made Mission Reports**: See photo albums of the mods in action! Extended Kerbol System Exploration by eloquentJane features the planet collection alongside the Outer Planets mod and potentially others. ==================================================================== The Mios System Mod: The Mios System Mod currently adds one planet with two of it's own moons between the orbits of Dres and Duna. This is my first mod so please, constructive criticism is very much welcome! ==================================================================== Moons of Eeloo Mod: I hate to say it, but Eeloo looks pretty... boring. And seeing as it is (most of the time) the farthest planet from Kerbin I've never felt the urge to actually visit it. I made this mod to make Eeloo a lot more interesting, by adding 3 new moons and an atmosphere to Eeloo. ==================================================================== The Richell System Mod: This was my entry to the second contest of the Kopernicus Creativity Marathon. I have since given it a moon, Iber. Richell orbits between Dres and Jool and has large polar oceans and a thick atmosphere (inspired by Saturn's moon Titan). ==================================================================== Moons of Eve Mod: This mod adds two new moons to Eve. ==================================================================== Moons of Duna Mod: This mod adds a new moon to Duna, as well as a ring system. ==================================================================== Acknowledgements: - The Kopernicus team (Thomas P., NathanKell and KillAshley) - Especially big thanks to the creation of Kopernicus Examples which are soooo helpful - The White Guardian, whose PQSMod tutorials started me off - Sigma, for creating the Sigma Binary mod - r4m0n for his FloatCurve editor - CaptRobau's Outer Planets Mod, which inspired me to create a Kopernicus mod - Probably more people but I can't think of any
  8. Rooster's Planet Pack Explore a star, 5 planets and 12 moons with this new awesome mod! [WIP] The new planets and stars: Ilvan Sweater Giro Miner Blue Gold ARAUCANA DENIZLI QUESTION: Are all planets called like chicken breeds? ANSWER : Yes. QUESTION: It has compatibility with other mods? ANSWER: No yet, but I plan that (Is still a WIP).
  9. Does anyone know of any ways/mods that allow you to rename planets?
  10. To Squad: A Kerbal Suggestion , Decaying Orbits Decaying Orbits , (as seen on the title) So You may ask what does "Decaying Orbits" mean? , Well if you're asking that , Then i will explain as briefly as i can below . -1 What is the meaning , 2- The Concept , 3- The Main Planets Different amount of pull , and 4- Why i think it should be added to KSP. 1- What is the Meaning of "Decaying Orbits"? Decaying orbits or "Orbital Decay is a process that leads to gradual decrease of the distance between two orbiting bodies at their closest approach (the periapsis) over many orbital periods. These orbiting bodies can be a planet and its satellite, a star and any object orbiting it, or components of any binary system. The orbital decay can be caused by a multitude of mechanical, gravitational, and electromagnetic effects. If left unchecked, the decay eventually results in termination of the orbit where the smaller object strikes the surface of the primary; or for objects where the primary has an atmosphere, the smaller object burns, explodes, or otherwise breaks up in the larger object's atmosphere; or for objects where the primary is a star, ends with incineration by the star's radiation (such as for comets), and so on. 2- The Concept (In game) I Think Decaying Orbits or "Orbital Decay" should be adjustable based on the player's level of experience , For instance , When you make a new game and you choose "Easy Mode" the Orbital Decay won't have effect on the spacecrafts at all . At "Normal Mode" the "Orbital Decay" would have effect on the spacecraft at 50% Efficiency , and on Hard Mode it would have effect on the spacecraft at 100% Efficiency. Each planetary body , depending on its mass and gravitational pull would have a different amount of decay . For example , Someone launched a satellite to 150 km on Kerbin's orbit , the "Orbital Decay" at Normal Mode for example would be 1/km per 60 Days , on Hard Mode it would be 2/km per 60 Days or 1/km per 30 Days . If the player wants a much more Decaying effect , He can adjust it in the settings , Or if he wants to lower the effect , He can also adjust it by using the settings. Also If the player has a spacecraft in orbit he can prevent the "Decaying Effect" by Doing Pro grade Burns to boost the orbit , the higher the player's orbit is the weaker the Orbital Decay effect , would effect the spacecraft , For instance i have a Probe at 150 km of kerbin orbit , and another Probe at 1500 km of kerbin orbit , the probe at 1500 km would Decay 10x Slower , for clearance the 150 km orbit would decay (Fully) in 150x60 Days if the rate was 1/km per 60 days ,and it was normal mode . and the probe at 1500 km would decay (Fully) in 1500x60 Days Of Course the player will be able to edit the rate , either using cheats where he would hack gravity which would slow down the orbital decay effect , or increase it . he can set both (Cheats or in the settings) 3-The Main Planets Different amount of pull (What i think) (all descriptions below are at 300 km which in that altitude would have the normal decay effect) To make the game a little bit fun and with a little of science , i think it should be around 1-5 km / per 60 Days in Kerbin Moho- Not yet settled Eve- 1-3 km / per 60 Days Duna- 0.5 - 3 km / per 60 days Jool - 5 - 10 km / per 60 days You Decide about moons and dwarf planets the sun , (Note: the description was written by me and my mind , not figuring out the masses and gravtitational pull and all of that stuff, i just put atmospheric height in my head) 4-Why I think it should be added to KSP I think "Decaying Orbits or Orbital Decay would be an awesome additon to KSP and would make it more realistic and fun and in the same time , Challenging and this concept sounds easy to implement in the game , i would like to know if it is possible or not , but nonetheless i think this would be a great idea. Thank you for reading (Look at Poll) -Wilford Kerman -Year 104 , Day 48 btw , write what you think about this idea in the comments section below
  11. Galaxy is a mod soon to be released that introduces more stars and planets into the game. The center idea behind Galaxy is to change the sun to be a black hole, scrap the original Kerbol system, and then make a new system orbiting a new star from which players start from. In addition to the new system an additional number of systems will be added. Current stars Alpha Da: A binary star system with a gas giant, Polyphelus, from the Avatar Movie. Polyphelus has four moons, one of which being Pandora. Darkstar: A black hole. Skylis: A small yellow star with one gas giant, Klon. Klon has two moons. Omega: A blue star with one planet, Zoola Future Developments: More Star Systems More planets and moons around stars Darkstar planetary system New Homeworld
  12. Hi I'm trying to write the config for the planet through Мodule Manager , I wanted to change the name and description of the planet (only from mods!), but my experiments did not help, I need guides on patching PLANETS I found, I can tell you what has to be done in the config. Thansk.
  13. What Is EVOLUTION? Evolution is a planet pack that aims to push everything to the limits. From the star itself to the outermost regions, experience 4K quality planet textures and 8K quality cloudmaps, as well as planets created with realism and beauty in mind. Revolutionary Features - Deeply-integrated compatibility allows for extensive editing of Evolution to make it blend in with other planet packs with ease, as well as making third-party mods an easy possibility. Is one of Evolution's planets in the way? No problem, just target the specific planet! Don't like one of Evolution's worlds? Then you can delete it with ease! Want to add your own twist to Evolution? Then you will find it to be surprisingly easy to do so. Due to Evolution's file structure it is very easy to install or uninstall specific parts of the mod to maintain both high quality and FPS. Every planet in Evolution has been created with both uniqueness and realism in mind, as well as providing players a beautiful, yet fun and challenging experience. Preview of EVOLUTION Download EVOLUTION Coming Soon! Special Thanks @SQUAD for Kerbal Space Program @Thomas P. for maintaining Kopernicus, the building block of all planet packs out there @Galileo for inspiring me, giving me advice and helping me out @Waz for maintaining Environmental Visual Enhancements, a mod that truly lives up to it's name @blackrack for Scatterer's amazing shaders and Kopernicus' epic new ring shaders @CaptRobau for inspiring me to get into the planet modding business, and for OPM, from which I have learned the basics of Kopernicus myself back in the day @Sigma88, @KillAshley and @Thomas P. for having the patience to help me out every time @OhioBob for explaining to me the wonderful (and complicated) subject that is atmospheres
  14. Time to introduce announce a new Kopernicus mod, one that changes everything: Total Rebuild! This is where we'll post updates on development as well as screenshots, ideas, that sort of thing. Expect a true page makeover for release. Current completion: 90% So what is 'Total Rebuild' exactly? True to it's name, it destroyes every stock KSP body save for Kerbin and the Sun, before adding a completely new planetary system, counting more bodies than the stock system, with currently 23 planets & moons on the planner versus stock KSP's 16 planets & moons, with possible planetary expansions in the future. What can I expect from it? Expect to find a new solar system to explore, with vast, diverse and unique worlds. It'll come with custom Scatterer and EVE configurations, as well as new, HD surface textures and nice ScaledVersion resolutions. Ergo: quality overload. Too demanding for your computer? Don't worry, we got you covered! The default package should be more than enough for your computer to handle, if it can take stock KSP it can take this mod as well. If your PC can already run KSP at max res plus stuff like EVE and Scatterer, then go ahead and install the quality upgrades provided with the mod! You can never have too much eyecandy. Any sweet pictures to show, TWG? Feast your eyes, Kerbals! Here's what we have so far! With the new EVE clouds: So who's in charge of this? Total Rebuild is being created by @The White Guardian and co-written by @Agent-Daniel_46 (winner of KCM3) What can I do? Any feedback (and ideas) is much, much appreciated! Download link
  15. ^Model is not actually 8-bit After lots of research, lots more math, and lots more tinkering, I am proud to present this 3D model (version 2.0!) of the KSP solar system. This tool provides accurate visualization and measurement of KSP’s celestial bodies with respect to one another using GeoGebra, a free and open-source graphing software. Sure, it’s pretty to look at, but its real strength is that you, the user, can use it to model and/or measure just about anything in-game. All planets and moons are represented accurately in terms of scale, eccentricity, orientation, inclination... all of it. The base state of the model has all bodies located where they would be in-game at UT=0, and can be run forward from there to 1000 in-game years (and beyond if you really need). Scale is in megameters (1Mm = 1,000km = 1,000,000m). ^Applet screenshot All stock planets and moons are represented accurately on their orbits. Semimajor axis, eccentricity, inclination, longitude of ascending node, argument of periapsis, orbital period, phase angle, body size (including atmosphere), and sphere of influence are all modeled. All bodies start exactly where they would at the beginning of a game (UT=0), and can be run forward from there to 500 in-game years (and beyond if you really need). Scale is in megameters (1Mm = 1,000km = 1,000,000m). Some of the data have been extracted directly from KSP (v1.2). Everything else is calculated within the model using that raw data. See below for the code used for the extraction. To use: To use the base tool (a version that is not easily modified or customized), follow this link to view and use it in the GeoGebra web app. You can get the customizable version at this link. It is strongly recommended that users download and install GeoGebra to their computer, as it’s faster and more stable. You can download the source file for the model by navigating to the appropriate link above and clicking in the top right corner of the applet. Full Instructions on using/customizing the model are available at the wiki. This project was very much an adventure for me, so I would not be surprised if there are (still) things I've missed, inaccuracies, etc. Please don't hesitate to bring them to my attention, along with suggestions for how to fix them, if available. I'm also open to ideas about additional features. Licensing: Because I've published the model on geogebra.org, it is subject to the Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) license. Keep in mind that Geogebra is something altogether different. I have had no part in developing it, and it is subject to its own licensing, terms, and conditions. Updates: 05/20/2017: Major update with updated/streamlined calculations, fixed mathematical errors, improved accuracy (thanks to a script for the direct extraction of data from the game), new basic/customizable versions, and a wiki! 04/08/2017: Addressed crowding of AN/DNs & Pe/Aps by replacing the checkbox for each with a drop-down menu, allowing users finer control over what is shown/hidden. Added hide-able stats pane for body in focus, displaying orbital/physical parameters and time to AN and Pe. Changed auto-zoom levels to depend on body in focus. Original 2D model updated/converted to 3D. Known Issues: Body in "Focus View" drop-down often needs to be selected twice in order to display the target body at intended zoom level. Suggestions welcome. When focusing view, viewVector should orient camera to particular angle. It does not. Commented out for now. Discrepancy between JS syntax accepted by the web app and desktop versions causing error in customizable version's web app at launch. Not sure of reason, no "proper fix" at this time. Works fine in desktop version. Simple workaround is here. ^Joolian system
  16. It was about time for me to release my first planet pack! Introducing... Cyran! Introducing, from left to right: Cyran - Infernas - Dres(remade) - Iltan - Kivlan - Sennim - Protorin - Glacia - Zerto - Crysalis. The moons in this image are scaled, Cyran is not (otherwise the Cyran in the image would have to be 16000 pixels in diameter...) So, what do these planets look like? Glacia Crysalis Protorin Zerto Sennim Kivlan Iltan Dres Infernas Cyran And last but not least, Cyran itself: a large, orange gas giant orbiting in between Duna and Jool. Cyran is unique because due to the decay of radioactive elements in the planet's core, it is emitting enough heat to melt anything that gets too close. Therefore be very, very careful with aerobreaks here, you might find yourself boiling up before you even get close to the atmosphere. This does mean any orbiting station can cut back on the heating fee, of course. Any more sweet details? Well, certainly! Check out the (first version of) Cyran's trailer! Features Version 1.0 - Initial release - Added Cyran and a bunch of moons - Added particle system to Infernas - Biomes for most moons Version 2.0 (May 25th, 2016) - Added (partially complete) ScienceDefs - Updated Cyran to 1.1.2 - Added a remade Dres - Support for Distant Object Enhancement added - Support for PlanetShine added - First steps made for E.V.E support - Increased the size of Iltan - Increased size of Iltan's atmosphere - Increased temperature on Iltan - Added biome maps to all moons - Custom ocean textures added to Sennim - Terrain scatter added to all moons - Custom terrain scatter added to Sennim - Fixed atmosphere rim of Sennim being orange instead of green - Fixed Sennim having an incorrect atmosphere color on the banner - Official flags for Cyran have been added - In-game screenshots made - Moved the changelog to the Readme.txt file. Version 3.0 (December 26th, 2016) - Compatibility with KSP 1.2.X. - Remade Kivlan and Zerto entirely. - Three new moons: Protorin, Glacia and Crysalis. - Art pass on Iltan. - Scatterer support! - EVE support! (Big thanks to Galileo for letting me use textures from SVE and helping me with the configs!) - Overhaul on Infernas' particle system (thanks you, SAS123!) - Many new science defenitions (thank you, MinimalMinmus!) - Many new biomes to explore and better biomes in general. - Many other Kopernicus mods are now supported - Some easter eggs have been added... - Full KSPedia support! - New surface textures, using CTTP (like OPM) - New heatcurve for Cyran, ships now heat up with a certain amount of Kelvin per frame below an altitude of 5 million meters, the intensity scales with distance. - Cyran now has a (cloudy) 'surface texture' instead of a void. - Cyran's rings have been overhauled to display the decay of Infernas more realistically (thank you, SAS123!) and a new ring has been added. - New lava texture on Infernas, as well as a new particle texture. - Improved scaledversion textures. And still on the to-do list are: - Missing Science Defenitions - Asteroid spawning system Alright, alright, where do I download this? Right over on SpaceDock. The mod has been updated to work with 1.2, and support for PlanetShine, DistantObjectEnhancement, EVE, Scatterer and TextureReplacer is included. (Kerbals can remove their helmets on Iltan) Support Cyran? @JadeOfMaar has created an awesome signature banner for Cyran! LINK
  17. The Kerbol system alone is a bit boring. It's also relatively easy to get as far as Moho or Eeloo. We need a new challenge.
  18. I am new to the modding community and am trying to make a black hole for my game. I play with RSS and Constellation so my idea was to copy a star file from constellation and edit that. Originally it worked, and I can make new stars pretty easily. The problems I have is in making planets orbit the star. If I change a planet file so it has a new reference body it resets the game to stock. Anyone having this issue. Any help welcomed. End game goal is to make a black hole system in either stock or RSS that will have a realistic looking black hole with a well textured accretion disk. If I take the code to generate a ring and add two rings at 90 degree angles of eachother we can make what looks likes relativity effects on a black hole. If we set the perpendicular ring to always face the player in the same way then the effect should be convincing. What more if we could get clouds from a visual pack onto the accretion disk it would really improve the way the black hole looks. This might be difficult to visualize but essentially the goal is to make something that looks like this: Once we can get a good black hole I would like to move on to adding planets that orbit the black hole and also giving the planets moons. I want to make each planet interesting and worth visiting. Ideally I'll do this in RSS but we could always release a stock version too. Any help on how to mod this would be appreciated and I'd love to work with someone on this.
  19. Stock Planet Expansion or S.P.E is a pack that adds countless moons to the Kerbal solar system for you to explore! From Moho to Eeloo, we got you covered! Meet the moons Grillian, moon of Moho "Grillian is the Mohonian moon. It's surface is covered in vast, trademark canyons that have baffled scientists ever since their discovery. Strangely though, Grillian appears more frequently in discussions of whether or not 'Mohonian' is a word rather than it does in scientific reports." Grillian is a half-molten mountainous moon in orbit of Moho. It's lava actually damages spacecrafts, so perhaps it's best to stay clear of those areas. Driea, moon of Eve "Driea is a small, pink moon in orbit of Eve. For reasons unknown though it has a huge, silver mountain on it's equator. Scientists still do not know what caused it, considering Driea is likely geologically inactive, and thus Mount Hyacinthum remains a mystery to Kerbalkind." Driea is Eve's first moon, Gilly becoming Eve's second moon due to it's larger orbit. Driea has a landscape covered in hills as well as one truly enormous mountain that science cannot explain. Trao, moon of Kerbin "Once a moon similar to Mun, Trao has been struck by a rather large object a long time ago, resulting in a large impact crater on one side of the moon that reaches all the way to the moon's core. The resulting debris either impacted the moon elsewhere, or is still orbiting Kerbin. The impact also caused the moon to spin out of control, so be cautious." Trao becomes a new moon of Kerbin, it becomes the iconic blue planet's new second moon due to it orbiting further away than the moon, yet not as far out as Minmus. The debris from the impact also formed a ring around Kerbin near Trao's orbit. Smov and Prolla, moons of Duna "Smov is a strange, uneven moon orbiting Duna. For some weird reason it shares it's larger neighbor Ike's pattern of a gray surface with strange, darker areas. One thing is certain, Smov is a lot more bumpy." "Prolla is a strange moon and the outermost of Duna's three moons. While Smov shares it's colors with Ike, Prolla seems to have colors similar to Duna, with red lowlands and ice-covered highlands. Why Smov and Prolla love cosplaying as the two larger bodies in the Dunaian system is a mystery." Smov is a smaller, asteroid-like moon while Prolla is about 1.5 times Smov's size, about half as large as Ike. The two moons dominate the outer regions of Duna's sphere of influence, but how the two moons got there in the first place is a mystery. Dres-1 and Dres-2, the moons that orbit Dres (who would've guessed?) D-1 and D-2 are two little rocky moons orbiting Dres with the same inclination. D-1 has several impact craters revealing a greenish inner mantle, while D-2 is very rich in ores. Froth, moon of Eeloo "Froth is a magnificent little ball of ice in orbit around Eeloo. Eons ago a few annoying little asteroids slammed into the icy surface, exposing the moon's inner layers. The debris from this event formed Froth's iconic rings of ice particles. Taking a shard from the rings of Froth is said to bring luck." A moon that closely resembles the planet it orbits save for the fact that this moon has a set of beautiful rings. The jelous Eeloo has attempted to steal these rings several times, but the rings are in a stable orbit around Froth and are unlikely to leave anytime soon. Download Stock Planet Expansion SpaceDock The S.P.E Team @SmashingKirby148 - Concept and career integration, project starter @The White Guardian - Kopernicus configs, mod compatibilities, textures
  20. THIS THREAD HAS MOVED! CLICK HERE: Kerbiting System This planet pack, which is in very early alpha phase, 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: 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 That's all for now. Images: POLL: Strawpoll Installation instructions: Just place the "Kopernicus" folder inside the "GameData" folder. DOWNLOAD: Kerbiting System Download DEPENDENCY: Kopernicus ModuleManager Thanks for downloading and have fun with my work! Big credits to the developers of Kopernicus and ModuleManager of course!
  21. On Vall and Minimus (so far) I have noticed the textures go multicolured and flicker. I thought it was the biomes bleeding through but I think it is something more Version: 1.2.1 64-bit Linux (Manjaro Linux running AMD CPU and GPU) What happens: When below 5000 meters or so the landscape of the planets go rainbow Steps to Replication: 1) Set orbit over Vall/Minimus 2) Get below 3000 meters (the effect starts being the most visible around there) 3) Watch the descent into the rainbow Result: The planets texture will go like the image below Log:http://pastebin.com/prYJXwdT
  22. I suggest or would (very much) like to see procedurally generated planets. So that the player is able to keep exploring endlessly on different planets in/with different positions (orbits). My second suggestion is to add adequate objects such as (moving) volcanoes and cryovolcanoes. I really like the easter eggs, but this will be a more frequent special features of a planet or moon. I would like to know how/if this is do-able in KSP, and what does the community think about this? (have I spelled everything correctly? ) Apart from that: A lot of real life planets have unique features that make them special such as Tritons young surface and Titans cryovolcanoes. Some moons even have a very thin atmosphere and/or retrograde orbit. That is what I like about space, and I think Kerbal Space Program has this too but at smaller scale. Yet I love it.
  23. I made the main bodies of the Kerbol System, (Kerbol-Eeloo) entirely in PlanetMaker (planetmaker.wthr.us) Reply if you have created models of the Kerbol system of some sort. -made by planet-creations (with a profile pic of Kerbin)
  24. Good day everyone! What's your best/favorite craft that you've made for interplanetary missions? I haven't gotten past Mun yet, but I'd love to see what others have made, to get an idea of how to get to other planets Thanks!
  25. Hello everyone, would it be possible to create a mod that allows the user to take radar images or something similar of a certain point on a planet? I think this would be really useful to scout out possible landing sites!