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[1.2.1] Outer Planets Mod (2.1) - Active development has moved, see first post for new thread


CaptRobau

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READ THIS: Outer Planets Mod is no longer being actively maintained through this thread. Click this link to go the new thread, where OPM is being developed by a group of people.

Outer Planets Mod

Outer Planets Mod is a mod that expands the outer edges of the Kerbol system, to create something akin to the real Solar System’s. It adds Kerbalized versions of Saturn, Uranus, Neptune and Pluto, as well as several of these planets' moons. At the moment not all of these planets have moons around them yet, but even without any satellites these faraway planets provide a challenge rarely encountered in Kerbal Space Program. You'll have to figure out new transfer windows, manage your power supply differently, provide your spacecraft with more Delta-V and be ready to travel years or even decades.

 

Downloads

1. Download the mod from one of the mirrors. You can also use the CKAN mod manager to download and keep it updated automatically.

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2. Download Kopernicus, which is a third-party mode required for OPM to work

 

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This version of OPM works best with Kopernicus 1.2.1-1. We can't give proper technical support if you use a Kopernicus version that a particular OPM update wasn't designed for.


3. Install Custom Barnkit. This allows OPM to reach KSP's antennas to each the outer planets in a balanced way.

 

4. Install all mods, by moving the unzipped contents of the downloads into the GameData folder. You should end up with the folders OPM, CTTP, Custom Barnkit, ModularFlightIntegrator and Kopernicus in GameData.


5. (Optional) Check out the Mods section for third-party mods that OPM was designed to work with in the OP. For example, SigmaBinary makes Plock and Karen a true binary system like Pluto-Charon.

Installation note: If you're updating complex mods like this, please do not overwrite the old version with the new one but delete it instead. This can prevent issues, as incompatible changes can be made between versions. To uninstall just remove the OPM folder from GameData.

 

 

Features

 

  • Explore 17 highly detailed planets and moons, all in a stock-a-like artstyle

  • Discover never before seen worlds, such as a subsatellite, Trojan moon or a set of binary bodies

  • Collect science in over 140 biomes, with almost a thousand unique science blurbs

  • Custom terrain textures and improved ground scatter has made planets and moons never look so good up close

  • A full set of KSPedia entries for OPM’s various bodies helps you to navigate the far reaches of the Kerbol system

  • Extensive third-party mod integration means you can play OPM with a whole range of other mods

 

Screenshots

2.1 screenshots

2.0 screenshots (slightly outdated, bodies look better in map view now)

 

Mods

 

Supported Mods

 

PlanetShine adds light reflecting off planets and moons to illuminate your ships. The Outer Planets Mod supports PlanetShine and if it's installed, it will cast spacecraft close to Sarnus, Urlum and Neidon in colored light that really adds to the visual experience of the new planets. PlanetShine isn't very modular, so you'll have to install it first and let OPM overwrite it, for the new planets and moons to get their colors.

Distant Object Enhancement adds flares for faraway planets and moons, so that they're visible even from Kerbin's surface (like in real-life). The Outer Planets Mod supports DOE and if installed, will display correctly colored flares for the new planets.

Final Frontier adds personal me
rits to Kerbals. It'll help you keep track of which Kerbonaut went where and when, with nice looking badges. The Outer Planets Mod supports this with custom badges for the new planets and moons.

ResearchBodies let’s you discover all the planets in the Kerbol System through a telescope. The Outer Planets Mod supports ResearchBodies and if it's installed, you'll need to discover the planets first before sending any spacecraft to the planets.

Community Resource Pack gives modders a toolkit of commonly used resources to play with, and helps us all work together in the same resource playground. The Outer Planets Mod supports CRP and if it's installed, it will add resources to OPM's planets which later can be extracted to make fuel or life support.

SigmaBinary helps change Plock and Karen into a binary system, like their real-life inspirations. This means that the two orbit around a common barycenter, a point of gravity between the two. This gravitational dance is rarely seen in mods and is quite the spectacle.

CustomAsteroids allows Outer Planets Mod to add the same procedural asteroids to other places than Dres and . If you have it installed, you'll see asteroid 'moons' around Jool, Sarnus, Urlum, Neidon and Plock. Note: no 1.2 compatible version at the moment.

 

 

Recommended Mods


Near Future Technologies has a whole range of part packs that might be very beneficial for your (manned) deep space vehicles, such as nuclear reactors, advanced electrical propulsion systems and more (and larger) solar panels all in a very nice stock-a-like style.

Transfer Window Planner allows you to have a readout of the ideal transfer window to both the stock and this mod's celestial bodies. This makes planning a mission to Sarnus, Urlum or Neidon a whole lot more manageable.

Atomic Age adds a lot more nuclear thermal rocket engines, that can really come in handy to get to the far planets introduced in OPM. Fan made 1.2 update found on last page.

Better Time Warp adds, among other things, more time warp levels. This makes journeys to the Outer Planets a lot more doable, as you won't have to wait fifteen at stock KSP's highest timewarp levels. Fan made 1.2 update found on last page.


Realistic Atmospheres redoes the stock atmospheres in a more realistic fashion. Its creator @OhioBob helped me make OPMs atmospheres more realistic. As such OPM and Realistic Atmospheres go very well, making every atmosphere from Eve to Thatmo to feel as realistic as possible

 

 

Compatible Mods

 

SCANsat allows planets to be scanned to create all sorts of maps. The terrestrial moons in OPM can now be scanned just like the stock planets and moons


Surface Experiment Pack adds deployable experiments which thanks to dev @AlbertKermin also have custom science definitions for OPM

 

 

 

Miscellaneous

 

OPM adds a lot of new bodies, which means that the amount of science that can be gathered has increased by a lot too. To compensate this, since version 1.5.0 there has been a ModuleManager config that balances the stock science multipliers. If you don't want it though, you can remove the StockScienceMultipliers.cfg file located in the OPM/KopernicusConfigs folder.

Here's a great Delta-V map for the stock system and its expansion by the Outer Planets Mod.

@Olympic1 has started a wiki for information the planets and moons of Kopernicus mods like OPM called the Kopernicus Planets Wiki. It's never done, so if you have time please add some content to this wiki.

@PLAD has made program called Flyby Finder that can calculate flyby windows for you. Recently they added support for OPM bodies too, so you can find out when to launch and how to get the Jool-Saturn-Urlum-Neidon window needed to recreate Voyager 2.

 

 

Changelog

 

Spoiler

2.0

Gameplay:

  • Overhauled Hale's terrain, making it a bit more detailed and the cliffs slightly more imposing
  • Set Ovok'smin- and maxLevel to 1 to greatly reduce the spikiness by forcing the most simple terrain setting to always be active
  • Overhauled Eeloo's terrain, adding procedural craters and improving terrain detail in general
  • Overhauled Slate's terrain, making the volcano and mountains more imposing, adding procedural craters, improving terrain detail in general
  • Overhauled Tekto's terrain, making the terrain a bit smoother, more detailed and lining up the ocean better with the color map
  • Overhauled Polta's terrain, adding procedural craters and improving terrain detail in general
  • Overhauled Priax's terrain, slightly changing the shape and increasing terrain detail to create a more chaotic, Hyperion-like feel
  • Overhauled Wal's terrain, making the central ridge's height a bit shorter (more realistic), adding procedural craters, improving terrain detail in general
  • Overhauled Tal's terrain, radically reducing spikiness and making it a more detailed and smooth body
  • Overhauled Thatmo's terrain, adding 
  • Overhauled Nissee's terrain, radically reducing spikiness and making it a more detailed and smooth body
  • Overhauled Plock's terrain, reducing spikiness, adding procedural craters and increasing detail in general
  • Overhauled Karen's terrain, reducing spikiness, adding procedural craters and increasing detail in general
  • Added improved terrain scatter to all solid OPM bodies
  • Reduced Slate's gravity from 0.85 to 0.692, to make it the Tylo Lite that it was intended to be

Visual:

  • Added an community sub-mod to the download called CTTP that contains high-quality terrain textures
  • Added custom terrain textures to all solid OPM bodies
  • Added better quality height maps for Plock and Karen with less artifacts
  • Added better quality color map to Tekto with less artifacts
  • Replaced Slate's color map with a 4K version
  • Re-imported height maps for Plock, Karen and Tal from source files to remove artifacts that had appeared through editing
  • Downsized Nissee's height map from 2K to 1K to produce smoother terrain
  • Downsized Thatmo's color map from 4K to 2K, as the moon did not need the extra resolution to look good
  • Redid all ScaledSpace/PQS fades to make the transition smoother
  • Removed cache files to save space, replacing them with a method to generate them on first launch at the cost of a few extra seconds loading time
  • Redid normal maps for all solid OPM bodies
  • Redid the contrasts for the OPM bodies to make the transition from ScaledSpace to PQS smoother

Interface:

  • Added KSPedia entries for Outer Planets Mod, courtesy of Poodmund

Mod support:

  • Added missing text for discovering Karen in the ResearchBodies config
  • Redid all the existing OPM discovery texts in the ResearchBodies config

Bugfixes:

  • Fixed a typo in the temperatureSeaLevel variable in Tekto'scfg
  • Fixed Ovok's strange ScaledSpace lighting swirl at the poles
  • Fixed Wal's normal map cutting off before the top of the equatorial ridge
  • Fixed Nissee's North polar mountain

Miscellaneous:

  • Changed the orders of the PQSMods to 10, 20, 30, etc. in order to make it easier to understand
  • Shuffled the PQSMods in the cfgs so they matched their order
  • Switched template of Slate, Tekto, Polta, Priax, Tal, Nissee, Thatmo, Plock and Karen to Moho to make the terrain overhaul easier
  • Removed unnecessary PQSMods that were inherited by OPM bodies from their templates
  • Updated the AVC version file
  • Removed the Kopernicus license, since it is no longer bundled with the mod
 
 
 
 

 

Pre-2.0 changelogs

 

1.9.5
-Removed Module Manager from download (please use the MM version included with Kopernicus)
-Added FlyingAltitudeThresholdvalues to Thatmo's ScienceValues
-Added SpaceAltitudeThresholdvalues to Plock's ScienceValues
-Add a custom gravity value to Karen
-Added ScienceValues to Karen
-Added timewarpAltitudeLimits to Karen
-Removed duplicate value tidallyLocked in Thatmo's cfg
-Redid some older FinalFrontier badges to fix some issues they had
-Fixed two errors in the science blurbs
-Redid the SigmaBinary support as it now has a new plugin-based work flow
-Removed PlockKaren.cfg since it's been made obsolete because of the SigmaBinary changes
-Reworked the temperature and pressure curves of OPM's atmospheric bodies to give them more realistic atmospheres, courtesy of OhioBob
-Switched Sarnus, Urlum and Neidon to use Jool as a template to fix issues with lighting present since 1.1.1
-Removed some values in the ScaledSpace section of the OPM gas giants to account for the switch to the Jool template
-Sarnus, Urlum and Neidon now use the same cloudy normal map that Jool uses
-Updated the AVC version file

1.9.2
-Added procedural asteroid moons to Jool, Sarnus, Urlum, Neidon and Plock through the CustomAsteroids mod
-Updated PlockKaren.cfg to latest version of the SigmaBinary template
-Changed the texture paths/locations to allow for LoadOnDemand functionality
-Made Karen's description a bit vaguer to account for the optional nature of the SigmaBinary mod
-Redid the FinalFrontier ribbons for Plock to reflect its new look
-Added FinalFrontier ribbons for Karen
-Fixed the incorrectly sized ScaledSpace .bins for Plock and Karen
-Updated Module Manager to version 2.6.17
-Updated the AVC version file

1.9.1
-Re-added the FlightGlobalIndex variables to the various bodies to maintain save game compatibility and prevent save game breaking from occurring in the future

1.9.0 (download 1.9.1 or above, as this is a bugged release)
-Redid Plock, changing it from a Vall look-a-like into a unique body
-Added a moon to Plock called Karen
-Redid the gas giant's rings to adjust for changes made to the ways rings are rendered now
-Flipped the biome maps of Thatmo and Karen, so that they correctly follow the terrain
-Changed Plock's orbital color, PlanetShine and DistantObject color to a light greenish brown
-Removed the FlightGlobalIndex variables, due to obsolescence
-Fixed an error in Plock's description
-Updated ModuleManager to version 2.6.13
-Updated AVC version file

1.8.1
-Add biomes to Thatmo and Nissee
-Added science blurbs for Thatmo and Nissee
-Added science blurbs to earlier bodies
-Added an actually working version of the AVC version file
-Updated resource configs for Community Resource Pack compatibility, courtesy of Olympic1
-Added discovery messages for the ResearchBodies mod, courtesy of Olympic1
-Rebalanced the time warp limits for the OPM bodies, courtesy of Olympic1
-Changed adiabatic index of OPMs atmospheric bodies for better FAR compatibility
-Fixed a spelling error in the description for Nissee
-Updated ModuleManager to version 2.6.8

1.8
-Added two moons to Neidon: Thatmo and Nissee
-Added support for Kopernicus Expansion's procedural gas giants feature, adding it to the OPM giants and Jool
-Updated the Karbonite configs for Tal
-Fixed a spelling error in Tekto's description and added a 'or her' after 'his' to include female Kerbals
-Removed a duplicate entry for Wal from the DAE config
-Converted the ring textures to PNG format for Kopernicus Expansion compatibility
-Updated ModuleManager to 2.6.7

1.7.2
-Added custom water textures to Tekto as well as other ocean tweaks
-Removed the double color textures (color/map), because they were no longer needed by Kopernicus
-Added support for ResearchBodies
-Artificially enlarged the SOI of Hale and Ovok
-Reduced Hale and Ovok's gravity to more realistic levels
-Fixed the issue with not being able to stand on Tal
-Fixed the issue with Tal becoming gray scale when transitioning between terrain and ScaledSpace
-Fixed Tekto's dark terrain
-Flipped Tal's biome map to the correct orientation
-Moved the version file from the GameData to the OPM folder
-Reduced the spikiness of Ovok

1.7.1
-Made Ovok egg-shaped again
-Added biomes and science descriptions to Tal
-Removed all mass values from the configs, as it was unnecessary to include when GeeASL was also included
-Changed all PluginData textures from .png format to .dds format
-Renamed the FinalFrontier file back to CelestialBodies.info, as it was needed for the OPM ribbons to show up
-Corrected spelling mistake in the science descriptions
-Updated the Module Manager plugin to version 2.6.6
-Updated the Module Manager license included

1.7 Release
-Moved the Texture Replacer cfg to the OPM folder and removed the TextureReplacer folder
-Updated the Karbonite configs, courtesy of Olympic1
-Updated the ModuleManager plugin to version 2.6.5
-Changed Wal's template back to Moho, since the black body bug was fixed by Kopernicus
-Tekto is much more playable now, since the dark terrain bug is fixed by Kopernicus
-Changed the AntennaRange config to reflect changes in the mod's recent updates
-Changed the rotational periods of the gas giants to make them more realistic
-Tweaked the atmospheres even further to create smoother transitions similar to stock atmospheres
-Balanced Tekto's atmosphere to make it less tedious during descent
-Changed Tekto's atmospheric ambient color from reddish to the correct green
-Rounded the atmospheric heights of all OPM bodies, to match the new style of the stock bodies
-Corrected Priax's mass
-Added relative paths for the .bin files in the OPM bodies' cfg files
-Adjusted the SOIs of Ovok and Hale to make scanning and orbiting less problematic
-Removed the Kopernicus folder, the mod can now be downloaded separately, making combining OPM with other planet packs easier

1.7 Beta 2
-Added about a dozen extra science descriptions to Urlum's moons
-Fixed a description that was about Priax, but was listed for Wal
-Corrected the spelling in Neidon's description as well as a science description for Polta
-Moved Eeloo's ribbons and config info into the OPM/Ribbons folder and removed the Nereid folder
-Removed the useless svn files and folders from the Ribbons folder
-Fixed a compatibility problem with ATM through a config/moving the ring textures to a separate folder
-Converted the ring textures to DDS format
-Renamed the configs in the OPM folder for clarity's sake
-Changed a value in the antenna distance config to account for a change in RemoteTech
-Moved the PlanetShine config into the OPM folder and removed the PlanetShine folder
-Added Tal to the PlanetShine config
-Updated the ModuleManager plugin to version 2.6.3
-Fixed Priax's biome definitions not matching the actual biome map
-Tweaked the atmospheres in OPM to make them work better and to make them more unique from one another
-Temporarily made Dres the template for Wal instead of Moho, to prevent the black body bug

1.7 Beta 1
-Added a moon around Wall called Tal
-Added biomes to Urlum's moons
-Added a couple more science descriptions to Tekto
-Rebuilt the mod to only use the new Kopernicus
-Removed KopernicusTech because it's no longer used
-Converted all gas giants to work without a template
-Removed DDSLoader because it's obsolete since 1.0
-Removed CustomAsteroids support since it hasn't been updated in months and is buggy
-Removed the solar power curve config because it is obsolete since 1.0.1
-Updated ModuleManager to version 2.6.2
-Rotated Priax so that its lighter side is facing the orbital direction
-Added FinalFrontier ribbons for the Urlum moons
-Enabled Plock's ribbons in the FinalFrontier config
-Rebalanced the prestige you get for each OPM ribbon
-Changed Wal's orbital color to make it more distinct from Tal's color
-Changed Wal's description to fit the inclusion of Tal
-Made Wal's orbit larger to realistically allow subsatellite Tal to exist
-Added custom timewarp limits to the existing OPM bodies
-Redid some of the normal maps for the existing OPM bodies
-Integrated OPM with the new stock resource system
-Renamed the RegolithConfigs folder to KarboniteConfigs, to reflect Karbonite mod dropping Regolith for the stock resource system

1.6.5
-Added a ScaledSpace .bin for Plock
-Removed tidal locking from Plock
-Added a rotational period to Plock
-Tweaked the mass and gravity of Plock slightly to make them more consistent with each other
-Made Urlum's rotation prograde to fix issues the retrograde rotation caused for some people
-Changed the descriptions for Slate and Eeloo to make their lore more realistic
-Fixed the incorrect height map for Slate
-Made Slate's normal map more detailed
-Updated the KittopiaTech license to the most recent version
-Updated DDSLoader to version 1.9.0
-Updated ModuleManager to version 2.5.13
-Updated KopernicusTech to version 0.13

1.6
-Added three new moons to Urlum: Polta, Priax and Wal
-Added licenses to the download as per the rules
-Added AVC support with a .version file
-Resized Slate's color map to reduce memory use at a negligible loss in in-game quality
-Tweaked Tekto's atmosphereAmbient in the PlanetShine config to make it as much as other atmospheric bodies

1.5.5.1
-TextureReplacer incompatibility fixed

1.5.5
-Updated the plugins to KopernicusTech 0.121
-Updated ModuleManager to 2.5.10
-Removed the Kopernicus Cache .bin files
-Added the Kittopia ScaledSpace .bin files
-Added the DDSLoader plugin
-The Sarnus texture has been given Saturn-like polar hexagons
-Ovok has been made more egg-shaped and several body characteristics have been changed to account for the new shape
-The Ovok biome map and the science descriptions have been changed to reflect the changes to Ovok
-Switched all textures back to DDS format
-Made some textures smaller (gas giants, small moons) as their high resolutions only increased memory use and didn't improve the in-game quality much
-Fixed Tekto's ScaledSpace ocean not matching the real ocean and tweaked the color a bit
-Moved the new planets and moons out of Systems.cfg and into their own config files for increased modularity
-Fixed the knowledge base atmosphere height of Tekto not matching the real atmosphere height
-Removed the rotation periods for Hale and Ovok as they're tidally locked now and don't need that info
-Tidally locked Eeloo as well, just like its inspiration Enceladus
-Changed the distances of Eeloo, Slate and Tekto to be more similar to the relative distances in the Saturn system
-Tweaked Tekto's atmospheric color
-Added biomes and science descriptions to Tekto
-Added some science descriptions to the older planets and moons
-Corrected some descriptions of the older planets and moons
-Removed AVP configs and moved them to a separate download in the forum thread OP
-Reduced the temperature multiplier for OPMs gas giants to prevent issues with DRE/FAR
-Moved the atmosphere handling for the gas giants from Kopernicus to Kittopia
-Tweaked the atmospheric colors of the gas giants to make them look better

1.5.2
-Included the correct DLL for Kopernicus 0.4, so that the biome bug is now actually fixed
-Added a missing cloud layer in the AVP config for Sarnus
-Added biome-specific resources for Sarnus' moons to the Regolith config
-Added resources on Tekto to the Regolith config

1.5.1
-Removed unused Tekto ocean textures
-Mirrored the textures for Hale, Slate and Ovok vertically so they look like they did in 1.4
-Updated Kopernicus to version 0.4, which fixes the biome bug
-Removed the now obsolete biome enabling/disabling config
-Removed the ScaledSpace folder in KittopiaSpace as Kopernicus can now handle that
-Set ModScaledAtmoShader to false for Sarnus, Urlum and Tekto so that atmospheric gradient once again displays correctly

1.5
-Added a new moon to Sarnus called Tekto
-Updated ModuleManager to version 2.5.9
-Switched the Kopernicus and KittopiaTech plugins to the KopernicusTech fork
-Moved terrain handling from RSS to KopernicusTech; RSS is now no longer included
-Switched textures to PNG, since KopernicusTech does not support DDS; DDSLoader is now no longer included
-Tweaked the rings of Sarnus and Urlum a bit, adjusted Hale and Ovok's orbits to compensate
-Increased the gravity of Hale and Ovok to enlarge the SoI to make it easier to get an encounter with the moons
-Tidally locked Hale and Slate to Sarnus
-Added a specialized Regolith/Karbonite config
-Added a way to disable biomes on the new bodies, as a bug applies the new biomes to the template bodies too. To disable these biomes, remove Kopernicus/Config/OPMBiomes.cfg
-Rebalanced the science multipliers of all bodies to compensate for the added planets and moons. The rebalanced multipliers for the stock planets can be disabled by removing Kopernicus/Config/StockScienceMultipliers.cfg
-Adjusted Plock's characteristics to make it less like Vall and more like Pluto
-Made Neidon start farther along in its orbit, so that it and Plock will never come too close
-Added a config for AntennaRange and RemoteTech that extends the range of the longest-range dishes to compensate for the expanded Kerbol system
-Added Astronomer's Visual Pack-compatible cloud configs for the planets and moons with atmospheres

1.4
-Upgraded KittopiaTech to version 0.192
-Added biomes for Hale, Ovok and Slate
-Added science blurbs for the new moons
-Added atmospheric science blurbs for the gas giants
-Removed the RSS time warp tweak as it was causing issues
-Tweaked some of the orbital and body characteristics of OPM planets and moons
-Made Slate's terrain smoother in places
-Changed the default textures from 4K/8K to 2K/4K. Low and high res packs can be downloaded separately

1.3
-Updated KittopiaTech to version 0.19
-Moved Eeloo to an orbit around Sarnus
-Made a new Pluto analog called Plock
-Added three brand new moons to Sarnus: Hale, Ovok and Slate
-Changed Sarnus' ring texture to realistically fit Hale in
-Added support for FinalFrontier
-Changed Urlum from a retrograde orbit to a prograde orbit
-Made Urlum rotate in a retrograde direction and changed description to reflect that
-Switched from PNG to DDS textures
-Redid time warp speeds using RSS, it can now go from x1-x1,000,000
-Changed scale heights and max altitude of the new gas giant's atmospheres
-Halved the spawn rates of OPMs procedural asteroid moonlets
-Updated ModuleManager to version 2.5.8
-Moved the PlanetShine config into the base one, to get it to work correctly

1.2.1
-Reduced Urlum's shepherd moon spawn rate from its extremely high value (which I used for testing) to its intended value

1.2
-Added a few science blurbs for the new planets, but only orbital experiments for now
-Gave custom science multipliers to each of the new planets and upped Eeloo's to reflect its more distant orbit
-Added support for PlanetShine and Distant Object Enhancement
-Added a new type of procedural moonlets: Urlum ring shepherds
-Tweaked the values of the existing moonlet types to be more realistic/less random
-Changed the ring texture of Urlum to make it less identical to Uranus'
-Changed the atmospheric heights of the new planets
-Changed the description of Neidon

1.1.1
-Updated PFUtilityAddon.dll (courtesy of Thesonicgalaxy) and capitalized the first letter of the ring textures' filenames to ensure rings show properly on Linux

1.1
-Added support for CustomAsteroids: this will allow procedural asteroids to spawn around Jool, Sarnus, Urlum and Neidon and represent their very small moonlets
-Added planetary rings to Sarnus and Urlum
-Gave the new planets unique rotational speeds
-Included the correct resolution textures for Urlum and Neidon, accidentally released them with half-res textures
-Updated ModuleManager to version 2.5.6
-Removed Sarnus_rim.png, an unused texture

1.0
-Initial release

 

 

Known Issues


These issues apply to the latest version:

  • Due to limitations, some contracts will still generate for the fake Plock-Karen barycenter body that is created by SigmaBinary. Just don't accept them and you'll be fine
  • Thatmo has a very bright light on it in ScaledSpace. Still investigating how to fix it
  • Polta and Wal don't have their biomes linked to the biome map. Will fix ASAP.

 

 

Frequently Asked Questions


 

Quote

Does OPM have easter eggs?


Yes and I'm not talking about Ovok's shape. So go out and find them!

 

Acknowledgements

Developers

 

  • CaptRobau
  • Eudae55


Contributors
 

  • benjee10
  • Diddly Feelerino
  • hazard-ish
  • Olympic1
  • Spacepetscompany
  • Augustus
  • Porkjet
  • Akinesis
  • tygoo7
  • OhioBob


Thanks
 

  • Sarbian for maintaining the ModuleManager plugin that this mod uses
  • BryceSchroeder for creating the Kopernicus mod that this mod uses
  • Padishar for updating the Kopernicus mod to 0.90
  • Teknoman117 and ThomasKerman for developing the Kopernicus mod for 1.0 and beyond
  • Augustus for giving me advice and for providing me with configs for Final Frontier support
  • Kcreator for making KittopiaTech which this mod uses
  • Thesonicgalaxy for helping me fix the ring issue for Linux
  • MOARdV for maintaining the Distant Object Enhancement mod, which this mod supports
  • Valerian for making the PlanetShine mod, which this mod supports
  • Olympic1 for providing me with configs for CRP support
  • Nereid for making the Final Frontier mod, which this mod supports and for helping me generate the required graphics
  • RoverDude for making the Community Resource Pack mod, which this mod supports
  • simon56modder for making the ResearchBodies mod, which this mod supports
  • rbray89 for making the ActiveTextureManagement mod, which this mod supports
  • toadicus for making the AntennaRange mod, which this mod supports
  • Remote Technologies Group for maintaining the RemoteTech mod, which this mod supports
  • shaw for making the TextureReplacer mod, which this mod supports
  • cybutek for making the KSP-AVC Plugin mod, which this mod supports
  • Bekiekutmoar for supplying the winning names for the Slate Naming Contest
  • Gravitasi for updating the Kopernicus/Kittopia plugins and showing us how to use them together
  • KillAshley for lots of help with atmospheres, PQSmods and lots of other things
  • Felger for providing the basis for KillAshley's help on OPM converting to the atmospheres in 1.0
  • Rosco P. Coltrane for the original Delta-V map for OPM
  • Misucat, Galahir350 and Kowgan for all the various contributions to the current Delta-V map
  • -ctn- and others who contributed to the Outer Planets wiki
  • Special thanks to: Sigma88, Eleusis La Arwall, Amarius and all other unnamed fans of OPM

 

License


This mod is licensed:
by_nc_sa_2.png

 

Edited by CaptRobau
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hm... tempting. Don't think im too keen on messing with the stock solar power curve, maybe make that optional?

Edit: Ha ha, never mind, missed that you can opt out by deleting the file for it. :sticktongue:

As you've noticed it's optional. It's a bit more of a challenge, but it's important for a realistic expanded Kerbol system (otherwise you'd be able to get useful amounts of solar power even beyond Sarnus' orbit). I emphasized the optional nature of the power curve in the description, so that it's clear to everyone that it is indeed optional.

Is there science and contracts related to these new planets? Nice job otherwise! I'll keep an eye on this for new moons and rings. Is Urlum rotation tilt around 90deg like its reallife counterpart?

There are indeed science collection and contracts for the new planets, though it's a bit bland for now (no custom blurbs, etc.). If I have time I'll improve on the blandless. For now it'll have to do. Axial tilt is not possible with Kopernicus, so I gave Urlum a retrograde orbit as its weird orbital characteristic to make up for the lack of axial tilt.

Sweet! Was waiting for this to be released! :D Can't wait for the new moons and rings!

I can't wait either :D

Don't refer to me as August. My name is Augustus.​

Great job, though! You can add gilly-based procedural moons like Hodor without any RSS configs, you know.

Fixed the typo.

Can the gilly-based moons look different enough? Remember Hodor looking much just like Gilly.

Edited by CaptRobau
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As you've noticed it's optional. It's a bit more of a challenge, but it's important for a realistic expanded Kerbol system (otherwise you'd be able to get useful amounts of solar power even beyond Sarnus' orbit). I emphasized the optional nature of the power curve in the description, so that it's clear to everyone that it is indeed optional.

There are indeed science collection and contracts for the new planets, though it's a bit bland for now (no custom blurbs, etc.). If I have time I'll improve on the blandless. For now it'll have to do. Axial tilt is not possible with Kopernicus, so I gave Urlum a retrograde orbit as its weird orbital characteristic to make up for the lack of axial tilt.

I can't wait either :D

Fixed the typo.

Can the gilly-based moons look different enough? Remember Hodor looking much just like Gilly.

Their scaledspace can look different.

Just don't make the gilly dupes too big and give them eccentric orbits and you can just say they're captured asteroids, without editing their scaledspace textures.

Also, you should really add clouds to these planets.

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Their scaledspace can look different.

Just don't make the gilly dupes too big and give them eccentric orbits and you can just say they're captured asteroids, without editing their scaledspace textures.

Also, you should really add clouds to these planets.

Thanks. I'll see what I can come up with.

I'll probably add clouds and other visual improvements in the future, but for now I'm focusing on getting the gameplay impacting stuff (science multipliers, etc.) up to a decent standard before I start with fluff.

Any chance of moons??

It is cool as is but moons would make it even better!

It's on the planned features list, but I don't know an ETA. It's not an easy or quick task.

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Is there science and contracts related to these new planets? Nice job otherwise! I'll keep an eye on this for new moons and rings. Is Urlum rotation tilt around 90deg like its reallife counterpart?

There are indeed science collection and contracts for the new planets[...]

Correction, there is no science collection. Thought I checked it all, but must've overlooked actually doing an experiment. I'll see what I can do to fix that.

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Really nice looking planets,

I hope you can find an interesting Titan analog that doesn't overlap with Laythe or Eve

EDIT:

Don't feel that you need to make a lot of moons or super unique moons though. Too many planet mods seem to have planets and moons that are way too outlandish for some people.

This indeed, make them fun without going silly, a lot of us KSP players still enjoy realism more than explosions

Edited by Moon Goddess
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I greatly look forward to seeing your mod finished to your liking. I like the additional planets as well as the challenge of diminishing solar power. I mean no ill will against other planet adding mods and modders, but I really like your KSP matching color tone better, its more pleasing to my eye.

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The problem with moons guys is that there really are no mods right now except maybe planetfactory that can do NEW terrain based planets. Yes you can make the scaledspace textures look different (what you see from orbit) but as soon as you land you'll end up on just another cloned terrain of gilly or whatever. That's why you see more people making gas giants than moons and terrain based planets.

Personally I'd rather not see moons added if they are just going to be clones of existing planets once you land. What I would suggest is to flesh out the gas giants with custom biomes from the custom biome mod, and to write up science for them all. Everyone wants to make planets but I haven't seen anyone do complete biomes and science for any.

Edited by Borisbee
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Wow! This looks very pretty! Hopefully some moons will be released soon, but don't do them in some weird way like some mods do, I think they would look much more realistic if they were normal moons like the ones Jool has! Maybe even make one or two with a breathable atmosphere like Laythe?

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I'll get this as soon as moons are added, definitely.

Don't feel that you need to make a lot of moons or super unique moons though. Too many planet mods seem to have planets and moons that are way too outlandish for some people.

Really nice looking planets,

I hope you can find an interesting Titan analog that doesn't overlap with Laythe or Eve. EDIT: This indeed, make them fun without going silly, a lot of us KSP players still enjoy realism more than explosions

I greatly look forward to seeing your mod finished to your liking. I like the additional planets as well as the challenge of diminishing solar power. I mean no ill will against other planet adding mods and modders, but I really like your KSP matching color tone better, its more pleasing to my eye.
Wow! This looks very pretty! Hopefully some moons will be released soon, but don't do them in some weird way like some mods do, I think they would look much more realistic if they were normal moons like the ones Jool has! Maybe even make one or two with a breathable atmosphere like Laythe?

Glad you all like what I have so far. You can all rest assured, I'm not a big fan of unrealistic planet/moons either. While I'm currently focusing more on getting the gas giants fully up to speed, the moon ideas that I do have are all based on real moons or at least a scientific concept of a moon (Laythe is possible in real-life, it just can't be found in our Solar System). Every moon will feel unique in at least one way (there needs to be an incentive to go there), but that won't be a feature that I pulled out of my ass. Also don't worry about an overabundance of moons. Quality over quantity. At the most maybe 5-6 moons spread over the three planets.

And at least one moon will have an atmosphere, but it won't be another oxygen one. I have more interesting ideas for a atmosphere moon.

The problem with moons guys is that there really are no mods right now except maybe planetfactory that can do NEW terrain based planets. Yes you can make the scaledspace textures look different (what you see from orbit) but as soon as you land you'll end up on just another cloned terrain of gilly or whatever. That's why you see more people making gas giants than moons and terrain based planets.

Personally I'd rather not see moons added if they are just going to be clones of existing planets once you land. What I would suggest is to flesh out the gas giants with custom biomes from the custom biome mod, and to write up science for them all. Everyone wants to make planets but I haven't seen anyone do complete biomes and science for any.

I think PlanetFactory Revived successfully does new terrains without PF. I think it uses RealSolarSystem in combination with Kopernicus to recreate the old PF-based planets. I'd also rather have totally unique moons, but if it's impossible to do then I'd rather have moons that look partially new. Better than nothing. That's all future talk though as I'm focused on getting all the gameplay-centric features (like science) of the new gas giants sorted out first.

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Glad you all like what I have so far. You can all rest assured, I'm not a big fan of unrealistic planet/moons either. While I'm currently focusing more on getting the gas giants fully up to speed, the moon ideas that I do have are all based on real moons or at least a scientific concept of a moon (Laythe is possible in real-life, it just can't be found in our Solar System). Every moon will feel unique in at least one way (there needs to be an incentive to go there), but that won't be a feature that I pulled out of my ass. Also don't worry about an overabundance of moons. Quality over quantity. At the most maybe 5-6 moons spread over the three planets.

And at least one moon will have an atmosphere, but it won't be another oxygen one. I have more interesting ideas for a atmosphere moon.

5-6 moons over 3 planets sounds about right for KPS. IMO, you can go a bit more funky with moons as far as features or colors. After all, reality sure has shown us that there are some really cool moons out there. Jupiter has the colorful moons of Europa, Io, Callisto and Ganymede. Saturn is sorta opposite and has the unique textured moons of Mimas, Rhea, Iapetus, Hyperion and Phoebe. Maybe one of the new moons could just be a super sized asteroid looking moon?

I think having a Titan type moon would be awesome touch too.

Hope your ring dependent mod delay isn't too long LOL :wink:

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5-6 moons over 3 planets sounds about right for KPS. IMO, you can go a bit more funky with moons as far as features or colors. After all, reality sure has shown us that there are some really cool moons out there. Jupiter has the colorful moons of Europa, Io, Callisto and Ganymede. Saturn is sorta opposite and has the unique textured moons of Mimas, Rhea, Iapetus, Hyperion and Phoebe. Maybe one of the new moons could just be a super sized asteroid looking moon?

I think having a Titan type moon would be awesome touch too.

Hope your ring dependent mod delay isn't too long LOL :wink:

I have textures for him if he does that.

And to everyone who asks: Yes, I use RSS. Does my mod's RSS config edit stock bodies? No.

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One thing you could do to be fun without being too unrealistic, is have a small moon with an exceptionally thin but oxygenated atmosphere.

just enough that you can use jet engines if you fly very low and very fast. And nothing like laythe's generous atmosphere.

It could be an icy moon of of one of the two outermost giants.

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One thing you could do to be fun without being too unrealistic, is have a small moon with an exceptionally thin but oxygenated atmosphere.

just enough that you can use jet engines if you fly very low and very fast. And nothing like laythe's generous atmosphere.

It could be an icy moon of of one of the two outermost giants.

I was just thinking of that. Interesting idea

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Time for a second correction: science collection around the new planets IS possible, except it's buggy in atmosphere. When I was testing science today I didn't get the science popups, but I decided to test it again with the download version installed and a clean GameData. This time I did get science, but I wanted to be sure so I did more testing. Turns out that orbital science is fine, but there's issues with atmospheric science. In a lot of the situations it'll be fine, but in others it won't. I have no clear idea what it could be, so I'm just going to do some more testing. Perhaps there are few settings that are conflicting. Who knows? Luckily it's not as career-breaking as I previously thought, as a lot of science can still be collected from orbit and in some random cases the upper atmosphere. That gives me some breathing room in developing this mod.

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