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  1. THE MINOR PLANETS EXPANSION - 1.0.5 This One's for the Little Guys! I have worked on this mod for a few months now. It all started after I failed to find a mod that added analogues to various minor planets that was on par with something like OPM, or at the very least compatible, and the few mods I did find were all outdated. I took it upon myself to make a mod myself that would fill in these missing niches in the Stock+OPM system. Particularly, asteroids, comets, centaurs, and dwarf planets. I wrote down a list of nine objects, and now, four months later, I have now created my first planet pack! All of these new worlds were made from hand-drawn maps, with very little reliance on stealing from real world objects to ensure a stock-alike feel. This mod is made to be used along side OPM, think of it as an unofficial, fan-made expansion pack for OPM. The analogue list: Edas - Eros Vant - Vesta Zore - Psyche Lint/Mikey - 67P Crokslev - Chariklo Geito - Halley's Comet Havous - Haumea Kal - Namaka Ki'KI - Hi'iaka Mracksis - Makemake Flake - MK2 (not really, but it's a moon around a Makemake analogue) Ervo - Eris Archae - Dysnomia Soden - Sedna Lon - No Real-World Analogue Images: SpaceDock Link: https://spacedock.info/mod/2383/Minor Planets Expansion?ga=<Game+3102+'Kerbal+Space+Program'> This mod can also be acquired through CKAN! License - MIT New objects are in the planning phase, but will come after bug fixing/balancing updates. MPE 1.0.5 Update Bug Smashing Episode 1 - Havous and Crokslev's rings no longer flicker - Havous' rings now have twice the vertices and thus are less angular - Archae's InSpaceHigh raised to 20,000 meters above sea level Known bugs: Rings flicker in previous versions (before MPE 1.0.5). Make sure you have the current version- ring flicker could be a serious issue if you have visual epilepsy! The moons Kal and Ki'Ki seem to have some physics issues in local space for some people. MPE has not been tested on Kopernicus Continued for 1.9.1
  2. I'm just curious, since I have a few asteroids that I've mined, but I don't know what I should do with them
  3. If I get an asteroid to the surface of Kerbin and recover the vessel in career mode, how many funds will I get? I am planing to get a tiny asteroid, because it's the easiest to get to kerbin.
  4. One day when I went out to launch a satellite, I found an asteroid rushing towards the earth all the way... Launch an interceptor and destroy it decisively√ (To tell a horror story, the asteroid in KSP has a crash speed, which may be 3000m/s (Tell another horror story, after the asteroid is destroyed, it will disappear directly... In the real solar system, this kind of little guy of about 4000dv can only deploy in the Earth-Moon system, and generally can only intercept asteroids that hit the ground for 120 hours. The long-range asteroid redirection mission must be done as a serious aerospace project. Original video is embeded with Chinese subtitle on bilibili, I translate it and upload to youtube. https://www.bilibili.com/video/BV1EZ4y1g79m
  5. Pandemon, a gas giant in @StarCrusher96's Galaxies Unbound. Screenshot by @ballisticfox0 A handful of separate ideas with roughly the same intention. Since JNSQ, other planet mods have picked up and featured a grain effect in their ringed planets' rings. But quite a few months have passed now and nothing has turned up that tries to bring substance to Kopernicus rings. There is one solution that can be done and that's simply to create an asteroid field that clips the ring, but it's far from impressive, and has no option for balancing abundance (when you want asteroids) and performance (when you don't want them-- when you're in every situation other than actively cruising through rings). So here are my ideas (well, not entirely mine, or grown with input from others) for ring matter solutions, or for features that can be rolled together for one complex, feature rich solution: Localized Dense Debris The main feature, with similarities to the stock asteroid spawner and the ground scatter loader. Here, when you approach a detailed ring, rocks of various sizes (and adjustable colors and resource configurations, see: Custom Asteroids mod) spawn. These rocks are basically parts and they have their own size class system, and size curves just like stock. However, they have their own physics range. They will load in (without physics) at 15km or further, but only have physics at the basic 150m roughly. They can and will be spawned with great density by default, and so, will have many orbits for KSP to track and will take a bite out of performance. However, they only persist until they leave their physics range or will persist permanently if you interact with them, just like when you go to the Tracking Station and start tracking an unknown object, making it a known asteroid. Once you're far enough from the field, they all despawn, except the ones you chose to keep, and KSP no longer carries their weight. Ideally, this spawner should be able to accept single parts and even craft files (mostly for the purpose of spawning multi-part asteroids that can break up if you happen to ram into them, but also for the secondary purpose of sneaking in alien artefacts or a new breed of magic boulder-- the parts for these would need to be hidden from the VAB and R&D). Science-able ones would have their own unique experiment module in them and you could use these like usual-- a new opportunity for science gameplay. Space Dust (yes, this is a play on Nertea's mod) Kopernicus rings are basically 2D. Rings can be wide and tall/thick, not just wide and flat, which makes for the opportunity to add some meat to black hole accretion disks, proto-system dust disks, and settled planetary rings that are mostly pebbles and droplets (like, say, the rings of Jupiter and Uranus?). In comes basically the EVE volumetric clouds effect, just for that feeling of stealth (or being blinded) while cruising through a dusty ring. The haze effect could partially be helped by a translucent square that's near to, and covers the camera to potentially reduce the need for particles when inside an especially volumetric ring. This would pair absolutely well with Nertea's mod and add wow factor to harvesting belts and rings. Luminance/Emissive should also be available, which would add to the immersion of passing through a fiery disc around a black hole or proto-star. Impact Hazards This leads back to my complex idea for environmental hazards, titled Structural Integrity. If nothing else, there ought to at least be the danger of crashing into pebbles at great speed and breaking stuff off, forcing the player to armor their ship or plan in advance to go around the rings or through their larger gaps and never through the opque regions.
  6. I'm planning my first asteroid capture mission, and (without having played the tutorial mission) I got curious to learn how much fuel and thrust I would need to put on the capture vessel in order to bring the asteroid into a useful orbit around Kerbin. I spent a lot of time trying to learn something about it, and thought I would share. I would really love to hear your thoughts and feedback! The lovely little space rock I have in mind to make my own is one SDD-569, a class A asteroid. SDD-569 is approaching Kerbin for a leisurely flyby at a periapsis of ~2,079 km, well inside the orbit of the Mun. This puts SDD-569 into a sharply looping orbit around the planet, before it flies back out into parts unknown. I'd like to drag the asteroid into a circular orbit, and then bring it down to about 500 km for future research and exploitation. Can we calculate how fast is SDD-569 going with respect to Kerbin, based on what we already know? Since energy is always conserved, the total kinetic energy for a given object (from orbital speed) plus its potential energy (from gravity) never changes. The relationship of kinetic energy to velocity is a consequence of Newton's third law: In other words, for a constant mass, v2 is a measure of kinetic energy. The vis-viva equation describes the conservation of energy for a small body orbiting a much larger one: GM, also known sometimes as μ, as is Kerbin's gravitational parameter, which the KSP wiki reports is 3.5316 x 1012 m3/s2. This parameter is the product of the gravitational constant of the universe with Kerbin's mass, which is effectively constant. a is the semi-major axis of the orbit as measured from the center of the celestial body. Kerbin's radius is 600km, so we add that to the altitude of SDD-569 at periapsis to give a = 2,679km. r is the distance between the two objects at a given time. An object moving fast enough to escape Kerbin's gravity is in an orbit with a semi-major axis that is effectively infinite. At periapsis, this simplifies the vis-viva equation to describe the kinetic energy that an object must have in order to overcome Kerbin's gravity from a given distance r: In other words, escape speed from Kerbin orbit at the moment of periapsis (r = 2,679km) is ve = 1,623 m/s. But since SDD-569 is tracing a hyperbolic (i.e. open) trajectory through Kerbin's SoI, it must be traveling faster than this, or else it would be captured. How much faster? Consider the other extreme case of the vis-viva relation, where the asteroid has shot past Kerbin and the distance r between them trends towards an infinite apoapsis. Setting r =∞ in the vis-viva equation tells us how fast the object is still going at that point, which is called its hyperbolic excess velocity: (where μ = GM) So for the flyby of SDD-569, the hyperbolic excess velocity is v∞ = 1,148 m/s. This characteristic energy is over and above the energy needed to escape Kerbin's SoI from that distance, so the total energy possessed by SDD-569 relative to Kerbin at periapsis is: This gives a total velocity for SDD-569 relative to Kerbin at periapsis of 1,988 m/s! By how much do we need to reduce this so that it drops into a nice 2Mm circular orbit from periapsis? In a circular orbit, the distance between the two objects r and the orbital radius a are always the same. Thus the orbital velocity is: Not coincidentally, this is the same as its hyperbolic excess velocity, because r = a. So at r = 2,679km, an object in a circular orbit around Kerbin travels at 1,148 m/s. So, to get SDD-569 into a circular orbit from its flyby periapsis, we need to bleed off Δv = 840 m/s. To then bring SDD-569 down to a more convenient altitude of 500km, we would do a Hohmann transfer, which can be calculated with the standard formula, and works out to another 614m/s Δv to descend to a 500km circular orbit, for a total of 1,454 m/s. What’s more, the spacecraft sent to capture SDD-569 needs to match orbits with the asteroid in order rendezvous. That means that if the spacecraft starts from, say, 500km above Kerbin, it will need to expend that much to get to the asteroid in the first place. So, starting from a 500km orbit around Kerbin, the total Δv budget for this mission is 2,909 m/s. Next up: Asteroid capture planning, part 2: How much fuel do we need to bring? Mission to SDD-569: Where the rubber meets the regolith! Did I get this right? If you have feedback or ideas, I would love to hear them!
  7. https://www.nasaspaceflight.com/2018/06/hayabusa2-asteroid-ryugu-sample-return/ The Japanese Hayabusa 2 spacecraft arrives on the 27th
  8. yesterday i was trying to find a massive asteroid to build a base on but couldn't find any good ones. i tried finding ways to create one but couldn't so now I'm wondering if it would be possible to create a add on that lets you spawn them in and choose shapes/sizes and texture. after thinking about that i also thought it would be nice to be able to spawn in planets and suns and possibly even solar systems. If i could do all of those things could it be possible to add textures/models to spawn in so i could have a cow shaped asteroid. and if all of this is possible how hard would it be to create a mod? i wrote this in 2 minutes please don't yell at me for the grammar.
  9. I'm on console(ps4pro) and can't figure out how to track the unknown objects. I know they are asteroids and after watching a couple of YouTubers bring them into orbit I decided I want to try that but I can't seem to track them. Their orbits will not show up. I saw a similar post that said click the blue track button in the bottom left corner but I have no button like that. How do I get their orbits to appear on the tracking station so I know where to rendezvous with them?
  10. Says harvest asteroid, but there is no gain in ores, even with time warp. any ideas? Thanks.
  11. A couple of days ago, The tracking station at the Kerbal Space Center has detected an asteroid that is on a collision course with Kerbin. Although it is no bigger than a class "C", which is not an "Extinction Event Class", it is big enough to cause mass devastation in the southern regions of Kerbin, where it is headed. Unfortunately, this asteroid (informally named "Rider of the Karmageddon") was detected when it already entered the sphere of Kerbin's influence, which meant that due to the current level of technology, the U.K.R.S.A cannot intercept the asteroid. Furthermore, the current tracking technology forbids us to accurately calculate the place where the asteroid will impact, and it will take a lot of time and effort to evacuate the whole southern region. So we decided to keep this a secret until we come up with a plan to remove this threat. This is why I am writing this topic. I need your help to tackle this threat with any legal means possible. Here is all the data we know. - The asteroid is in a highly eccentric trajectory, which is on a collision course with Kerbin. This diagram represents the trajectory of the asteroid: *not to scale - The asteroid has passed its Ap - It is headed for the southern region, coming from the down from the south pole. - It is estimated that the steroid will hit in a matter of days. Mission Objective: Eliminate the threat without cheats or "OP" mods like warp drives etc. Here is a save file for the challenge: https://protect-eu.mimecast.com/s/lRzzCANODiywPktGY2IP?domain=dropbox.com
  12. THIS IS NOT ANOTHER VERSION OF CUSTOM ASTEROIDS. IT IS COPYRIGHTED AND I DON'T KNOW HOW TO CODE LIKE THAT. Hey all, this is my first mod. It's a planet pack that I have been working on for the past few days. I created it because I noticed the lack in mods that provide smaller celestial bodies in the Kerbol System. It adds a few small rocks similar to Gilly, Bop and Minmus (A few smaller!). It will attempt to provide you the gamer with greater challenge. Sorry of the lack of info, I did this in a rush. REQUIRED MODS: Kopernicus Module Manager SUGGESTED MODS: Outer Planets Mod Trans-Keptunian (Look at the final post, it is a version that works with 1.3.0+) What ever mods help you transverse the Kerbol System Pics: Plans: Another asteroid for Eve Moho asteroid Comets Rogue comets and asteroids for extremely experience players Trojans Trans-Neptunian objects (like TK, but different) Capabilities with OPM + TK and maybe KSS and GPP. This is unlikely, as I plan to make more planet packs. Make some Dres-like bodies, not weirdly shaped. Download © CC-ND-SA-DC
  13. This is a mod that makes a binary asteroid system near Dres' orbit out of Pol and Bop. (Obviously not compatible with a Jool V save.) They orbit each other at a realistic speed too! Download
  14. I got three heliocentric satellites with SENTINEL Infrared Telescopes on them for tracking asteroids near Kerbin, but I only can see on the map several fancy interrogative signs and the class of the asteroids around the planet. How can I see the orbital trajectory of this objects and how do I reach them? Thanks.
  15. ReMeMber the KANTERBURY ! Ice Hauler from The Expanse; Stock Kerbalified. Oye Beratnas, Kanterbury be chowing A'rocks all cycle long. The SAS is pomang kaka so use your RCS for fine navigation, sass? Kewe to pensa? For the Earthers: This is a sort-of-replica-what-I-call-Kerbalified-version of the Pur'n'Kleen Ice Hauler Canterbury, from the series "The Expanse". While it's designed to look (nearly, but not quite unentirely) like the ship its based on, it is at The Expense of making the thing work reasonably efficiently in KSP. So, part count is a low, low 200 It's those damnable RCS ports. I've kept everything else to a minimum to keep that count down; there's plenty of room for improvements on this vessel if you've got a computer to handle it. This thing will probably accommodate at least four Class A 'roids, maybe even six but for now there's just two grabbers. With the launcher this comes in at pretty hefty 372 parts. Fortunately by orbit you'll have ditched 172 of them. Mechjeb can get this thing to a circular 250km orbit without too many issues, though you will need to help steer the nose to the correct heading a little if it starts to tilt away from it. Don't forget to 'Control from here' on the command core (as pictured) before launch! CONTROLS AG1 Toggle Clamps AG2 Toggle Drill AG3 Toggle Drill Harvesting AG4 Toggle Solar Panels DOWNLOAD Kanterbury.craft 238Kb DOWNLOAD (craft with launcher) KanterburyLauncher.craft 459Kb Have fun, oyedeng!
  16. I've had this idea that I was sure would have been brought up already, but I have been unable to find any indication of this. We all know that asteroids in KSP have no gravity, that is to say that they are treated like any other ship part, and just float around inside the physics sphere. We also know it would be very difficult both to create a mod, and for that mod to run computationally, that would add some sort of S.O.I to them. However, in the modding community we like to take ideas that are difficult, and sufficiently abstract them so that we can make a reasonable mod for it. What if instead of giving them an SOI and everything, we just implement the already existing magnetic attraction mechanic used by docking ports? Just turn the force way down, and make it attract all ship parts. I don't know, as I am not a programmer, but it occurs to me that this may end up being very CPU intensive, so it could be perhaps just magnetic to a list of part types; such as anything that is a command pod, engine, landing leg, claw or other asteroid. This way you can "Land" on asteroids, and you can build large clumps of asteroids (space dust bunnies anyone?) if not actually orbit. And who knows, perhaps there are stable orbits that you could find with the right force level set (I'm thinking it would need to be very low). Thoughts? Ping: @linuxgurugamer @Snark, because I'm hoping if this is a bad idea, one of you guys could easily see why.
  17. Hello rocketeer ! A few days ago I landed an asteroid and set up 4 rover connected between them and to the asteroid : 1 for electricity, 1 for cooling, one for storing ore & convert it and the last one for my 5 star engineer & the drills. But seems like I can't mine it.. The drills only ask for surface harvester but nothing for asteroid case.. Here's some screenshots for a better understanding of my situation : https://imgur.com/a/5n4ig
  18. Hey people, I'm having a problem where when I orbit my own made planet, I explode immediately. When I zoom out I see I'm inside the planet. Does anybody know what could cause this? Or could anybody take a look at the config? Here is my config: @Kopernicus:AFTER[Kopernicus] { Body { name = Narai cacheFile = Systended/Cache/narai.bin Template { name = Gilly removePQSMods = PQSLandControl, VertexSimplexNoiseColor } Orbit { referenceBody = Sera inclination = -3 eccentricity = 0.1 semiMajorAxis = 17355380 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 213 meanAnomalyAtEpoch = 0 epoch = 0 color = RGBA(190,190,24,255) } Properties { description = test radius = 21000 geeASL = 0.014 albedo = 0.10 timewarpAltitudeLimits = 0 12000 12000 12000 24000 50000 100000 120000 ScienceValues { landedDataValue = 9 splashedDataValue = 0 inSpaceLowDataValue = 8 inSpaceHighDataValue = 7 recoveryValue = 7 spaceAltitudeThreshold = 10000 } } ScaledVersion { Material { texture = Systended/SeraSys/Narai/Textures/color normals = Systended/SeraSys/Narai/Textures/normal } } PQS { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 6 minDetailDistance = 8 Mods { VertexHeightMap { map = Systended/SeraSys/Narai/PluginData/height.png offset = 0 deformity = 3000 scaleDeformityByRadius = false order = 19 enabled = true } VertexSimplexHeightAbsolute { name = Base seed = 324 deformity = 10000 octaves = 3 persistence = 0.75 frequency = 0.5 enabled = true order = 5 } VertexSimplexHeightAbsolute { name = Base1 seed = 213 deformity = 5000 octaves = 9 persistence = 0.5 frequency = 1 enabled = true order = 10 } VertexHeightNoise { noiseType = RiggedMultifractal deformity = 250 seed = 432 frequency = 1.5 lacunarity = 2.5 persistence = 0.5 octaves = 5 mode = Low enabled = true order = 2 } VertexSimplexNoiseColor { seed = 48 blend = 1.0 colorStart = 0.3608921,0.3146067,0.2806623,1 colorEnd = 0.2191011,0.1553269,0.1043975,1 octaves = 8 persistence = 0.5 frequency = 1 enabled = true order = 50 } } } } } Thank you.
  19. A new asteroid spawns, with the perfect orbital parameters to flyby Kerbin, maybe even touch the atmosphere or hit Kerbin itself! The end of Kerbalkind approaches, while the player on the other hand is trying to build a ridiculous tree swing on one of the Mun arches... I am looking for a mod which will add a contract for every asteroid that is on a near pass trajectory with Kerbin. These contracts get completed once the Asteroids trajectory is no longer a threat. It should be simple: - Default: If you don't want to do it, then just don't take these contracts. If you do take them, you get the usual penalty for canceling them etc. - Hard: These contracts are forced upon you, there is no backing out. Long term time-warping will be a real problem this way, but to each his own. Maybe you HAVE to leave a kerbal behind on each asteroid, their name changing to Bruce Willis for a moment
  20. Hi. I see from a vessel enumeration run in an almost new career game that there are some asteroids up there already. Are more asteroids spawned as the game progresses? Do they keep spawning? Are they ever removed? My intention is to 'identify' one or more asteroids as 'interesting' for contracts. I guess the contract could spawn the asteroid, but it seems like a cooler solution to pick one of the the already spawned ones, if there is a good one.
  21. #Magic boulder in van this is awesome #done with haks *vab not van
  22. This has probably been suggested before, but an asteroid belt seems like a good idea. I'm not very experienced with KSP but I've heard that there's a bunch of asteroids near a certain planet (Dres?). But a proper belt of asteroids would be amazing IMO. Why? Well, it's a reliable place to get asteroids from. It would add a certain amount of extra danger to travelling to distant planets because travelling through the asteroid belt would put you in danger of your spacecraft being destroyed. Does anyone else think this is a good idea?
  23. I got this idea from watching a E sized asteroid get an encounter with Minmas, the Mun, and obviously Kerbin all in one pass by of Kerbin. This put it's orbit to where it could make contact with Jool at some point and it did. It actually ended up becoming captured by Jool by making a close pass by of Jool, then Tylo. The idea it gave me was instead of having several premade moons orbiting the gas planet of KSP, it would be more interesting to see randomly generated asteroids (possibly larger than the ones we have in game now) orbiting Jool as pseudo moons. With Jool's IRL counterpart (Jupiter) having 60+ moons and most of the being very small bodies this would make sense. it could also be neat to see Eeloo have very small moons (smaller than Gilly even) to have analogs for Pluto's moons Hydra and Nix. I actually decided to visit this new moon of Jool. I named it "The odyssey". I was super afraid of it being ejected from the Jool system so I moved it's orbit past that of Tylo's and below Bop's. It also was extremely annoying to visit as it orbits in the opposite direction that Jool rotates and the other moon's orbit. Also ignore the cloud mod I have for Jool in the 2nd image, I did not install any mods that changed the asteroids to spawn around Jool.
  24. Hey guys, So... I captured my first asteroid using the grabber and I pushed it into a Kerbin orbit... I left it on it's journey to Kerbin with an alarm set and went off to other missions... I went to check on it days later and now the front half of the ship is inside the asteroid! If I release the grabbers then the whole ship blows up, If I EVA a Kerbal I can fly them around inside the asteroid but they can't get out of it, nor can they get back into cockpit. I reloaded save file so the are back in cockpit now... I've never lost a Kerbal and I'll be damned if I'm gonna lose one now! lol... Is there a way to edit the save file so the vessel is back attached to the outside surface of the asteroid, or floating near it?... pics below showing attachment and heading back to Kerbin, and pics showing what I found days later when I checked up on it...(The last pic is simply moving the camera inside the asteroid allowing me to see the front of ship and I could EVA a kerbal and fly him around within his prison of space rock and metal
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