• Content Count

  • Joined

  • Last visited

Community Reputation

20 Excellent

About tosha

  • Rank
    Base Builder

Profile Information

  • Location Array
  • Interests Array

Recent Profile Visitors

777 profile views
  1. Thanks a lot! Used it for the nozzle extension in my Delta IV video and it was flawless!
  2. not much really, just change the SMA. If I was porting this for the stock solar system I would also probably kill the inclination
  3. In theory you could use it with stock, but the distances would be all wrong
  4. NOW HAS A NON RSS VERSION! THANKS TO LINUXGURUGAMER AND PHOENIX D FOR IDEAS AND HELP! DOWNLOADS 33434 scottmanley Stock System 33434 scottmanley (RSS) It had to be done. REQUIRES: Kopernicus Real Solar System ...and their dependencies Licence: GPL 3
  5. Oh gosh, I made another spaceplane. It's a very small cargo SSTO to LKO. And it's speedy. Make of this one what you will. Does this count for Utilitarian commendation, btw?
  6. This is Kerman's Nighmare, a continuation of Toshnika Star System. This planet pack offers two additional solar systems, Axiom, a brown dwarf with a singular planet, and Jebediah's Star, a yellow star with three planets, orbited by three moons. Changes since TSS 1.1 Images DOWNLOAD: Mod relationships REQUIRED COMPATIBLE RECOMMENDED Kopernicus Extrasolar KSP Interstellar Extended CTTP (bundled) Outer Planets THANKS TO: Squad, for KSP The Kopernicus Devs CTTP contributors AndyDraws, for the inspiration that came from Extrasolar. And all who play with this mod, thanks for the support!
  7. modding pain happened today. I sadly don't have any screenshots, but I managed to skip a zero in the planet I was creating which resulted in it being smaller than gilly, with a giant cliff half its radius at least it ended alright
  8. This really needs a better name. This mod is still a work in progress, this version is being released mainly for feedback. Anyway, this is a simple exoplanet mod, working in much the same way as Extrasolar, with a star orbiting Kerbol at great distance, making for reasonable computer resource usage, and a balanced and believable (to kerbal scale at least) distance. As a planet pack, this requires Kopernicus to work. Bodies: There are some known issues, such as the fact that terrain looks wrong from orbit. This is because I didn't add proper texturing for the scaled version, still working on that. Update listing Plans: More planets Make terrain look nicer Fix bugs Science messages OTHER MOD NOTES: Required: Kopernicus Recommended: Better Time Warp Continued KSP Interstellar Extender or another high-tech rocket mod. Compatible (Tested): Extrasolar OPM Download
  9. So I've done this before, but I don't have the video anymore, and I made an even better SSTO that went to Minmus! So here it is:
  10. This mod seeks to expand the science lab system. It currently adds a smaller, one-kerbal lab, and a 4-in-1 science package. Currently uses stock meshes since I suck at 3d art . Works for KSP 1.8.1 and up See Github for downloads. Github:
  11. So I'm making a planet with Kopernicus, on linux mint 19, so no space engine, and I need a sprite for my planet, I just want it to be a blue-green version of eve Code: @Kopernicus:AFTER[Kopernicus] { Body { name = Eleamon cacheFile = Eleamon/Cache/Eleamon.bin Template { name = Eve removeAllPQSMods = true } Properties { description = You though eve was hard. radius = 5000000 geeASL = 2.33 isHomeWorld = false tidallyLocked = false rotationPeriod = 25200 ScienceValues { landedDataValue = 9 splashedDataValue = 10 flyingLowDataValue = 8 flyingHighDataValue = 8 inSpaceLowDataValue = 7 inSpaceHighDataValue = 6 recoveryValue = 8 flyingAltitudeThreshold = 30000 spaceAltitudeThreshold = 400000 } } Atmosphere //Let's access the atmosphere { ambientColor = 0.0,0.9,0.1,1 //Ambient color provides a slight tint to any craft inside the atmosphere, with the tint intensity increasing with depth lightColor = 0.99,0.10,0.62,1 //Light color is somewhat strange, for some reason the lower the intensity of a color, the more prominent that color is. //Pro tip: adjust lightColor in-game with KittopiaTech. } Orbit { referenceBody = Sun semiMajorAxis = 300000000000 inclination = 0 eccentricity = 0.1 longitudeOfAscendingNode = 115 argumentOfPeriapsis = 87 meanAnomalyAtEpoch = 15 epoch = 6 color 0.0,0.8,0.2,1.0 } PQS //We access the quad sphere module { Mods //We access the PQSMods - the mods are what shape the surface { VertexSimplexHeightAbsolute { deformity = 6000 //The amount of meters that this noise mod should affect the terrain frequency = 25 //The greater this number, the smaller the noise is octaves = 2 //The greater this number, the prettier the result, but also the more costly it is persistence = 0.3 //This subdivides the noise a little bit. Be careful with setting this value seed = 43948 //Just enter a random number here enabled = true //Should this mod be taken into consideration when building the terrain? order = 10 //The order in which this mod is applied. The lower the 'order', the sooner the mod is applied. } VertexSimplexNoiseColor { blend = 1 //Between 0-1, the amount of control this color mod has over the terrain colorStart = 0.0,0.9,0.1,1 //Color A colorEnd = 0.1,0.6,0.2,1 //Color B //The below values generate a Simplex noise that linearly interpolates between colors A and B. frequency = 6 octaves = 8 persistence = 0.3 seed = 90135 enabled = true order = 500 } } } } }
  12. you can't fly through the SPH tower. The score is calculated by how much of the plane makes it through the tower. The minimum is that the kerbal make it through, +1 point for every part of the plane that makes it.