Galileo

[v1.2.3] Galileo's Planet Pack: Official Release [KSP 1.2.2]

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total.svg?style=flat-square   Galileos-Planet-Pack.svg?style=flat-square   1.2.3.svg?style=flat-square

This solar system completely replaces the stock system.

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Dossier - System_Binary.jpg

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LATEST RELEASE

v1.2.3

Overall Better Version
  • Kopernicus (W/Blackrack's ring fix) is included in the download to alleviate some confusion.

  • Added PQSMods to all bodies resulting in better terrain.

    • Altitude info has not been updated in KSPedia pages to reflect these changes.
  • Complete revamp of all normal maps. Planets look even nicer from scaled space... Can 4K get any better?

  • Applied fixes and optimizations to Scatterer.

  • Luminosity (multi-star) issue has been fixed (Thanks to TheRagingIrishman)

  • Fixed the Agency compatibility with Clever Sats mod.

  • Increased performance optimization for non-Scatterer users.

  • Clouds now have a subtle UV noise applied, removing harsh edges from cloud textures textures.

  • Fixed the Asteroids problem. They will spawn now.

    • Added authorship detection to asteroids as with Scatterer.
  • More directory updates to help make the GPP install cleaner and more modular.

    • Separated all base textures into one directory (GPP_Textures\ ) and its own download to ease the downloads of further releases. Initial load time of KSP will take a little longer (Not too long), however, Mac and Linux users can now use .dds textures and save some ram.

    • Sifted all celestial configs into GPP_Planets\ .

    • Altered the GPP_Scatterer\ directory a little. Split the sunflare configs into separate files beside the sunflare images.

  • Gave Thalia a chill pill. She now burns half as much in high orbit.

  • Doubled Kerbals MaxTemp from 800 to 1600. Kerbals won't die as quickly on Icarus or Thalia.

  • Updated resources to hopefully fix the vanishing Ore problem.

  • Sigma Dimensions:

    • added 10.625x.

    • Sunflares now scale with the rescale size.

    • Now ensures Gael always has integer numbers of days, integer days in a year.

 

Make sure you make a save of your stock game. This mod replaces the stock solar system completely. It will probably destroy any ships you had in orbit.
This is your warning.

 

I will NOT give permission for you to redistribute this mod in a mod pack. Do not ask me. 

GPP Textures Download

GPP Download

Install instructions, Wiki, and other Important Information can be found HERE

 

What your GameData should look like with a base GPP install, without optional mods.
KJVTSH5.png

 

What your GameData folder should look like after you install the optional mods
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CY99zuj.png Tune in everyday except Tuesday at 8:00pm UTC for GPP career action and live support with @RocketPCGaming and the GPP developers.


For those that are wondering, CKAN is a long shot for this mod, but maybe one day

 

Thank you to @OhioBob @JadeOfMaar @Poodmund @Nhawks17 @rasta013 for taking time out of their lives and helping me with this endeavor. I probably would have never finished if it wasn't for you guys. It was a lot of fun.

 

 

if you would like to help keep my motivation up, then you can donate. Any amount Is amazing, really!

donate-button.jpg

 

This mod is licensed by Creative Commons Attribution-NonCommercial-NoDerivs 
CC BY-NC-ND 

Edited by Galileo
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Wow, official release! I really love its nice textures and meshes of celestial bodies. Is contract supported by KSP's original algorithm?

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4 minutes ago, Quodios Kerman said:

Wow, official release! I really love its nice textures and meshes of celestial bodies. Is contract supported by KSP's original algorithm?

as far as i know

Edited by Galileo
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Super-duper congrats on getting this released! :D This is an amazing Planet Pack with some well made bodies and looks top notch. It was fun working with you all.

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GPP v1.2.3 Install Instructions

  1. Create a new install of KSP and run once with zero mods. If, however, you're not creating a new install then backup and remove your saves. Any existing playthrough will be broken.

  2. Kopernicus and ModularFlightIntegrator (part of Kopernicus) are now included in this package, along with the modified dll to enable all planet rings to show, and on which our solution to the multi-star solar panel problem can function. Install everything.

  3. GPP and GPP_Textures (the planet textures only) are separate downloads now, respectively 300MB and 400MB large. Make sure to install both and ensure that KSP always launches in 64-bit. Your PC/Mac/Linux box should have no less than 8GB RAM. They are separate because the textures very rarely update, and it is a waste of time for Galileo to upload and you to download so much for frequent updates to usually only the configs.

  4. Before you launch, if you are deep into a GPP v1.1 career then install [Download]\GPP_CareerSaver\ anywhere within GameData\ as the addition of a celestial body at v1.2.0 will break your saves. GPP v1.2.3 should not break any saves that were started in v1.2.x. But the terrain updates in v1.2.3 can destroy landed bases or ships in v1.2.2 or older.

  5. Install any of the remaining bundled mods if they suit you: KSC Switcher, Scatterer, TextureReplacer, Kerbal Konstructs with KSC++, Final Frontier.

Konfigurating EVE

If you need to get clouds, aurorae and shadows working in your install, look in the [Download]\Optional Mods\GPP_Clouds\ directory.

  1. Inside the GPP_Clouds folder are two folders. One is named High-res and the other is named Low-res. Inside of each is another GameData folder. Choose from inside the one you want and merge into the real GameData folder to install.
     
  2. Install EVE (the tiny download, not the large one with "Configs" in its name) from its GitHub.

Planet Rings

  • The interim dll update by blackrack enables all planet rings that use the new ring shader to show. It is included in our bundled copy of Kopernicus. For GPP, it is no longer necessary to download this separately. See Install step 2 above.

Re-scattering the Scatterer

Galileo has found the means to reduce the Scatterer bundles into MM toggles and package all the GPP-specific media within GPP itself, removing the need to modify the contents of GameData\scatterer\ directly. The various Scatter_* nodes in GPP's scatterer files all now contain an author field enabling filtration and targeting of planet lists and planet configs by author.

Download and install Scatterer from SpaceDock.

If you need to change the sunflare for either or both stars in GPP, you must now look into the following places for your operation:

  1. GPP\GPP_Scatterer\Sunflares\[Star]\ to change the images, and the Scatterer_sunflare{} node inside the respective config file beside them.
     
  2. If you have changed your sunflare sizes before, be aware that the configs are separate again and stored beside the sunflare images in step 1. There is no longer any scatterer cfg file in GPP\GPP_Configs\

Known Issues

  1. None yet...

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If you think this post isn't informative enough, check the Github Wiki *Now right next to the download page
You will find the KSPedia-like dossiers, delta-V map, basic overviews per planet (WIP) and flag usage.
Version 1.2+ now includes an actual KSPedia. 

GPP adds a new dimension (or several) to KSP: Unlike other planet packs which promise new planets to explore in addition to the stock ones, a fraction of which even rearrange the stock planets, this one entirely removes them and replaces the homeworld Kerbin with Gael (and the stock Sun with Ciro). Modestly smaller and dimmer, Ciro makes all planets seem farther and colder, and with its different name there may be trouble to install custom lens flares, tweaked SVE and galaxy integration.

This star system contains 2 stars and 27 planets+moons to explore, and more than one asteroid belt. Overall realism except to the point where it subtracts from play-ability is the design mission here.

  • Gael is entirely land mass on one side and may present the image of a ...very different kind of planet, and KSC is not on the equator, presenting the real world challenge of dealing heavily with inclination before even getting to the moon(s). Read more about Gael.
  • Gael's moons have wider orbits and different gravity, further shaking things up and allowing the insertion of Mun and Minmus replacement mods.
  • Every celestial body is fabulous, has personality (see in-game descriptions) and some have geological features hiding on them that can pass for anomalies, waiting for players to discover and invent activities for them. When you find any, tag their coordinates and share. Pics too or it didn't happen.
  • Hardcore players will jump at the presence of 4 deadly bodies in this system (not including the gas giants).
  • The second gas giant is as far out as Eeloo. The furthest planet is six times as far as Eeloo (or roughly as far as Plock-Karen in OPM).
  • On the dossiers atmospheres are classified by stock + OPM bodies. There's one of every type here. Planets are classified overall in Star Trek style too.
  • This mod is not compatible with OPM.
  • Mods that explicitly depend on the existence of stock planets or certain properties or anomalies of them will malfunction.
  • Version 1.2 adds Grannus, an M2 type star.

 

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Giving players a second new way to look at KSP and some real substance to support that look: Flags for regions, factions and champions. Scroll up in the flag selection window when GPP is installed. Flags are grouped alphabetically by mod name.

Scroll up in the flag selection window to find them. Since they are grouped alphabetically by mod they'll be hard to notice as many mods that add flags may have names beginning with letters later than G.

The two main flags are:

  • Gaeo Tao (left) the default for any small to medium sized game.
  • Republica Gaelia (right) for massive games such as heavy colonization runs and any military game.
  • The bottom row flags contain (but aren't all) champion flags; such are not to be used casually.

All flag explanations on this page.


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Adding a 3rd dimension :wink: this star system places heavy emphasis on resources and as such they have been fine-tuned per planet, adding the real world challenge of knowing where not to expect certain resources, and the real world reward of finding resources where they're not expected. This will prompt MKS users to build bigger and SCANsats to SCAN harder. Be sure to always bring a scanner and watch where you land.

There are special presets for several CRP resources:

  • Every resource involved in the USI Catalog;
  • Every resource involved in TAC Life Support and Kerbalism;
  • Karbonite and Karborundum - with vast abundance of the former, a multitude of craft design opportunities open up that won't be found in any other solar system mod; with 5 places to find the latter and an inherent challenge at each location, advanced propulsion tech with or without the Near Future mods gets a lot more attractive;
  • ArgonGas and (Stock) XenonGas for Near Future Technologies. These two are reasonably much more abundant to make ion probes and landers more fun and practical;
  • And about stock Ore. Whereas it is typically omnipresent in solar system mods that is not the case here. There are places where Ore will be very scarce and other places where it will never be found.

 

Spoiler

Fully explained on this page, Karbonite brings the power to:

  • Refuel while splashed
  • Refuel while aerobraking
  • Refuel while orbiting
  • Refuel without landing
  • Refuel without docking
  • Refuel without Ore!
  • Refill batteries
  • Make Oxygen, Water, LqdHydrogen
  • Make monster trucks and new breeds of sports cars
  • Make SolidFuel-esque VTOLs
  • Elcano an oceanworld
  • Power airplanes without Oxygen or Atomics

 


Compatible Contracts

See the GPP Workshop thread. This list is currently updated there.

Recommended mods:

  • Transfer Window Planner - Allows you to locate and visualize the transfer windows from planet to planet or moon to moon of the same planet, dV budgets for transfers, set KAC alarms for them, and visualize phase angles.
  • The USI Catalog -
    • Modular Kolonization Systems - If the intricacies of resource chains are your thing, then the highly tuned resource distributions adds a lot of spice specifically to your game.
    • Karbonite - With community resources made far more important and a heavy part of the gameplay challenge and innovation base, we name Karbonite, a low-Isp raw fuel but yet incredibly versatile alternative to Ore. See spoiler above for everything you can do with it.
    • Asteroid Recycling Technologies - With a good handful of places to farm space potatoes now, players who enjoy them will have a lot more to do with them than in the stock solar system.
  • JX2 Antenna - 2.5m stack mounted honeycomb relay with 1,000Gm (1 Terameter) range, 10x the strength of the strongest stock antenna and perfect for any very large solar system. Ensure that there is at least one in Gael's SOI to complement ground stations signal strength.
  • Decal Stickers - Add your choice GPP flag to locations of your choosing on your ship. There are also options for extending it like a banner or stripe along the cross-section of your ship.
    Spoiler

    Mu1ZvUH.jpg

     

  • Near Future Technologies - With as many bodies as Stock + OPM, stretching dV and sustaining critical ship functions (their electrical demands) beyond the first gas giant are vital. NFT offers ArgonGas for very light vehicles and Lithium as a step up from LF nuclear engines (not to mention amazing truss parts for station building).
  • SCANsat - There's no familiar geography at all in the galilean planets. SCANsat is the best choice for revealing resources, charting the immediate surface area and discerning the highland from the crater.
  • Cryogenic Engines - If LqdHydrogen runs through the veins as well as the ship's plumbing, these deep-space engines are a welcome addition to any inventory. In conjunction with Karbonite, a ship running on LqdHydrogen will no longer need to carry a dedicated refueler lander. Carry the mining and refining equipment onboard and use them right in orbit.
  • Ven's Stock Part Revamp - For those who're in need of that fabled "art pass" on Squad's parts, and the Poodle engine to no longer have its obscene model, this mod is the best (and probably only) answer.

Suggested mods:

  • KrakenScience - A whole new breed of solar system warrants a whole new breed of science and science mods. Get started with the mod that gives you kraken samples to science from!
  • Play Your Way - Play Career mode without contracts. Get :funds: and :rep: as payment for :science: returns. Also made by Galileo, built upon "Science Funding."
  • The Gold Standard! - Space gold and Unobtanium are hard to find (or return with) but are bountiful where found and will bring that much needed cash boost for your career.
  • Lack's Stock eXTensions (SXT) - Lack Luster Labs' quite various parts are available as separate small packages. Among several nice things there are 2.5m cargo bay, airplane parts and airbags!
  • Atomic Age - PorkJet's timeless atomic engines pack. When all that's really needed is a bigger and smaller for the NERV engine, and a jet engine for Eve.
  • Life Support Systems
    • Umbra Space Industries Life Support - The life support system that brings consolidated consumable and waste resources, homesickness, and a lot of pretty greenhouse parts. In supporting and influencing the MKS resource-chain experience GPP also does the same to this life support.
    • Kerbalism - The life support system that brings sanity levels, radiation belts, part failure, and a bundle of other fine details that astronauts face in space in reality. GPP supports this mod with its own definitions for radiation belts, radiation science blurbs and all the necessary mine-able resources.
    • Thunder Aerospace Corporation (TAC) Life Support - A very straightforward and challenging system, though not as tough as the previous two. The vital resources are all separate and there are no greenhouse parts, but these are the only challenge. GPP allows for many situations where Oxygen and Water can be refilled. (See Karbonite)
    • SETI: Greenhouse (SpaceDock) - A greenhouse part made for use with TAC LS and other life support mods.
    • DeepFreeze Continued - For players sensitive about their kerbals being conscious for the entirety of huge interplanetary transfers (and eating all the food), cryo-stasis is the answer.
    • Airline Kuisine - Mk2 parts specifically made (by myself) to work with USI, TAC, Kerbalism and Snacks!. Mk3 parts soon™.


Included Addons (Supported Mods):

  • ResearchBodies (Presets) - The mod that makes it possible and required like in real life to discover the other planets and science them before they can be visited. GPP has its own configurations for but doesn't contain the mod itself. There's also a patch for the telescope part that it can reach the furthest planet.
  • Texture Replacer (Presets) - Change kerbals' hairstyles and suits, and change the skybox (universe background, not included) to add a little MORE spice to the visuals. Our bundled preset presents the idea that the four orange suits have seen it all and are now ripe with old age and clad in different suits. Their skins are also a markedly stronger (or weaker) green.
  • Waypoint Manager (Presets) - Plant named markers for your desired landing coordinates all over any/every planet as you want and need. Our package adds icons for these planets and now activates by itself if that mod is installed.
  • GPP Clouds (For EVE(Whole) - Because realism needs clouds, fog, polar lights (aurorae) and other convincing realistic goodies. It is hardware intensive but optional and comes in two quality levels as we keep the budget gaming rig in mind. Renamed from SVE to no longer be confused with the same. (EVE itself is not included.)
  • FinalFrontier (Whole) - GPP brings its own edition of the mod for tracking individual kerbal merits.
  • Kerbal Konstructs with KSC++ (Whole) - Some mods that require these are directly expecting Kerbin. We have prepared for this. Also KSC++ turns KSC itself into a gigantic, gorgeous ESA-looking mega-complex.
    Spoiler

    D5xSNyk.png

     

  • Distant Object Enhancement (Presets) - See flares for planets and vessels very far away, hear explosions of vessels normally very far from the active vessel, and experience dynamic skybox dimming.
  • Planetshine (Presets) - Celestial bodies actually shine a fraction of their surface colors onto other bodies and onto vessels.
  • Scatterer (Presets) - Enable better and custom sunflares and various atmosphere and ocean effects to add to realism, the theme of a playthrough and the beauty of screenshots. Ocean effects are off by default for low-end PCs. Current Scatterer v0.0300 is now supported and no longer included in our download.
  • Misc - GPP provides a preliminary part upgrade for two stock antennae for extreme ranges. This is disabled when JX2 antenna is installed.

 

 

Edited by JadeOfMaar
mentioned separate GPP downloads
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You're welcome @Galileo :D Your sig's looking good.

*intensity intensifies now, waiting for @Poodmund*

Spoiler

...to find his name on Tellumo* o_o

 

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LOVE THIS MOD!!! Can't wait for Kerbalism and Mother to release!!!

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Holy-...well say goodbye to the stock solar system forever... :0.0:

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Yay! It's finally released! \o/

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Congratulations @Galileo, super proud of all that you've done for the KSP community with this and all of the other mods you produce. The pack is beautiful and is one that will go down in the KSP mod history books, I look forward to seeing what you do next and what you will continue to do with your mods. Now I can truly get started on my 1.2 save :) Keep up the amazing work <3 

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I just noticed a small bug on Tellumo when you are in low orbit you can see these strange lit up ocean areas where it looks like Laythes land used to be (stupid PQS mods)... i just fixed it and im uploading the fix now. Im not going to change the version for such an insignificant change. i know this is a large download so i want to apologize for those that have already downloaded it once.

Edited by Galileo
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looks pretty damn awesome. Best part of this is, ill finnaly be able to visit someplace other then mun with my shoddy rocket making! heh.

 

I did toss it into my current install and the main planet looked all grey and stuff on the map, BUT im 99.99999% sure its my install, so im doing a clean one, less mods (/knocks on wood) so i can fully enjoy this :)

On one of my better launches i ended up going sideways around 15k or so and ran across the biome, volcanic. That pretty much sold me on this! jebs gonna get a hot new home! lol

Thanks for your work you guys have done on this. good stuff

 

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3 minutes ago, thrandisher said:

looks pretty damn awesome. Best part of this is, ill finnaly be able to visit someplace other then mun with my shoddy rocket making! heh.

 

I did toss it into my current install and the main planet looked all grey and stuff on the map, BUT im 99.99999% sure its my install, so im doing a clean one, less mods (/knocks on wood) so i can fully enjoy this :)

On one of my better launches i ended up going sideways around 15k or so and ran across the biome, volcanic. That pretty much sold me on this! jebs gonna get a hot new home! lol

Thanks for your work you guys have done on this. good stuff

 

It looked grey?  Can you give me a screenshot if it still looks like that? 

Edited by Galileo

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10 minutes ago, Galileo said:

It looked grey?  Can you give me a screenshot if it still looks like that? 

Im gonna do a reinstall first.  Just glanced over your readme again and i noticed it says scatter menu shouldnt show up, but it did for me.  So im sure its something i did. Ill let ya know in a hour or so after i get everything installed again.

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6 minutes ago, thrandisher said:

Im gonna do a reinstall first.  Just glanced over your readme again and i noticed it says scatter menu shouldnt show up, but it did for me.  So im sure its something i did. Ill let ya know in a hour or so after i get everything installed again.

No,  the menu will show up but scatterer effects will not

If what you are saying is the that the main planet was just drab and not very colorful,  that is intentional. I don't really like the bright colors of the stock games. Too cartoony.  And it used to be even more gloomy.  I had to brighten it up a bit. 

Edited by Galileo

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20 minutes ago, Galileo said:

No,  the menu will show up but scatterer effects will not

Ahh, my mistake. Just found out i gotta take off for a few, so heres a screenshot of how it looked for me.

8BokUDk.png

 

While at the base, textures looked good. Im *pretty* sure its something on my part. Heck, it takes me about 10 mintues to load up.  Anyway, ill do a new install and let ya know how it goes. I think the only gfx ones i had installed where like Kopernicus, svt(high res), sve(high res), eve, distance object, planetshine, scatter.

 

Am i correct on assuming the install order would be like, Kopernicus, svt, sve, GPP. ?   Actually, would stock visual textures be the culprit here?

 

Edited by thrandisher

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1 minute ago, thrandisher said:

Ahh, my mistake. Just found out i gotta take off for a few, so heres a screenshot of how it looked for me.

While at the base, textures looked good. Im *pretty* sure its something on my part. Heck, it takes me about 10 mintues to load up.  Anyway, ill do a new install and let ya know how it goes. I think the only gfx ones i had installed where like Kopernicus, svt(high res), sve(high res), eve, distance object, planetshine, scatter.

 

Am i correct on assuming the install order would be like, Kopernicus, svt, sve, GPP. ?   Actually, would stock visual textures be the culprit here?

 

Try without ResearchBodies.

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8 minutes ago, thrandisher said:

Ahh, my mistake. Just found out i gotta take off for a few, so heres a screenshot of how it looked for me.

8BokUDk.png

 

While at the base, textures looked good. Im *pretty* sure its something on my part. Heck, it takes me about 10 mintues to load up.  Anyway, ill do a new install and let ya know how it goes. I think the only gfx ones i had installed where like Kopernicus, svt(high res), sve(high res), eve, distance object, planetshine, scatter.

 

Am i correct on assuming the install order would be like, Kopernicus, svt, sve, GPP. ?   Actually, would stock visual textures be the culprit here?

 

You don't install svt or sve with this pack everything is included. 

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10 minutes ago, tygoo7 said:

Try without ResearchBodies.

Ahh, yup, disabling Research Bodies does the trick. Looks like it should now.

 

3 minutes ago, Galileo said:

You don't install svt or sve with this pack everything is included. 

Ok, good to know.

 

Guess it shows how little ive used research bodies yet, lol.  At least now its out there now if someone else has that problem right off the bat and doesn't know it ether :wink:

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This is the first planet pack I've seen which equals or beats both the stock system and New Horizons (another excellent planet pack). With effort like this KSP will endure a long time.

One more question - is there plans for a rescale pack for this mod? I would like to play it at 10x scale using RO at some point, but I suspect trying to use Sigma to rescale will end up breaking something. 

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4 minutes ago, MaxL_1023 said:

This is the first planet pack I've seen which equals or beats both the stock system and New Horizons (another excellent planet pack). With effort like this KSP will endure a long time.

One more question - is there plans for a rescale pack for this mod? I would like to play it at 10x scale using RO at some point, but I suspect trying to use Sigma to rescale will end up breaking something. 

Actually I have already tried with Sigma and was going to include a rescale folder with 3 different option,  one being 10x.  I only left it out because I need to include a SVE config with each scale so that the clouds are at the right heights. I may do that tonight and post the cfgs as a stand alone 

Edited by Galileo
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Thanks! Now I just need to figure out how to plant a flag on Tellumo and get the Kerbal back to Gael. When the delta-v map says "????" you know it's a challenge. 

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