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Found 16 results

  1. Well, I'm currently trying to get more science in Kerbin. Lately I discovered that you can get "flying" situation under the KSC's mini-biomes (e.g. Kerbin's Launchpad, Kerbin's FlagPole, etc.). This was done by an accident: Moving toward the FlagPole at high speeds but low enough to not break any parts. And collecting science while doing so. However, any subsequent attempt to get to the "flying" situation (i.e. just don't touch the ground) would result me in taking the biome under it (i.e. Kerbin's Shores). I'm a Science hardcore, I'll go any lengths to extract science from a planet to
  2. So when I go to minmus and explore the planet, the biomes that should be there, are not there. So, Flats gets mixed up with Lesser Flats. Slopes with lowlands, same with midlands. I've double checked the biome map online and my game and I know I'm in a spot where there should be a certain biome, but a different biome is present. I do have quite a few mods, but I removed all of them and did an uninstall/reinstall and I still have the same problem. Is it something gameplay specific? Something I'm not recognizing? A glitch? How do I fix it? My kerbal doing the research
  3. I've found it quite irksome that when a spacecraft gets into orbit around Kerbol, you always get the same result for experiments regardless of the distance to Kerbol itself. I believe that the results for certain experiments should change in relation to the spacecraft's distance from Kerbol, especially if it's in or around a planet's orbital area. Is there a mod that adds extra biomes to achieve this, including 'interstellar' ones?
  4. I recently started trying to figure out how to make a new planet with Kopernicus. Long story short, I've coded the planet but haven't drawn the planet or its biomes. After some searching, I still can't seem to find out how. Any ideas?
  5. Hello fellows I'm playing through a career and have almost finished all the biome on Mun with the help of [x] Science! Mod. I've however bomp inot this question: I can't find "Northern basin!!!!" which appeared on the science list! After some struggle with the orbit, It seems that the "Northeast basin" is used by all experiments and kerbnet system. "Nortern basin" is used by KSP wiki and the [x]Science! https://imgur.com/a/ZC1WI I know it's probably a small thing, just post it here incase anyone have the same question. Are there anywhere I could report this typo?
  6. Science checklist with all biomes and situations Why another one? There have been many such lists made before, but I didn't really like any of them. Either they were too detailed (separate checkboxes for every single experiment, when you usually perform many if not all of them at once), or not detailed enough (no provision for all the biome-specific science in every possible vessel situation). How is this one better? It provides checkboxes for all combinations of biome and situation, for all biomes of all stock planets and moons, so you won't forget to do your "Flying Low"
  7. They could include cars and other vehicles, npcs and biome in kerbal, how would it feel, feel free to express yourself? Type in my channel on youtube the name (sandboxgamer) with two kerbais as the channel figure. BATMOVEL crazy
  8. Here is a feature request that should have been implemented already a long time ago: science experiments should not give full science if similar results have already been obtained from another biome on the same planetary body. 1. First science report (specific to instrument) should give full science return, as it is now. 2. Any subsequent science experiment (specific to instrument) from the same body but different biome should only give ~1/2 of science return (i.e., C*2^(-N) outcome, where N is number of biomes already explored prior with this particular experiment). This does
  9. This is a quick tutorial on how I create biome maps. I have read how others do it and I'm sure others do exactly as I do but I haven't seen a tutorial so, here is mine. If i do anything wrong in this tutorial please feel free to correct me. I'll be using the latest Photoshop CC during the tutorial, but it can easily be done in Gimp. Ok so, lets begin: Create a new project, DUH Select whatever texture you want to create a biome for. Once you have done that, create a new layer. Next, Select your rectan
  10. I'm new to modmaking and I'm making a mod that adds four new experiment situations: SrfSpashedJustBelowS, SrfSplashedHighBelowS, SrfSplashedLowBelowS, and SrfSplashedLandedSeabed. I have a few questions. How do you add said situations? How do you add biomes? How do you control in which biome (and at which height) they appear? Can you set negative heights? Thanks for your time!
  11. So, I'm trying to figure out "what biome is the ship in". Simple, right? So far, I've found two ways: ScienceUtil.GetExperimentBiome ResourceUtilities.GetBiome ...and they both work... mostly. However, they appear to be clueless about the various mini-biomes around KSC. For example, if I'm sitting on the launch pad and query either of those mechanisms, they'll simply say "Shores". How do I get the actual science biome of the current ship position? In other words, "If I were to take a science measurement right now, what biome would it say", including the micro-
  12. Hello, I am trying to create my first addon for KSP and I am having problems detecting which biomes my active vessel is currently. I've looked through the API calls, class calls and some old code on Github but none of it has really helped. I feel like I am on the right track but hung up. Below is a snippet of my code where I am getting ready to detect the current biome my vessel is in. CelestialBody Body = new CelestialBody(); CBAttributeMapSO.MapAttribute[] biome = Body.BiomeMap.Attributes; I feel like my Body variable is the right route or maybe my Fl
  13. This could be a friction multiplier for wheels, or even parts in general, based on the biome you're in. For example, when you're on Kerbin's ice caps, your friction should be way less than on its grasslands. This could prove fun for some ice-skid designs. Maybe this will make rough terrain really feel rough, or allow for some out-of-control drifting on the minmus flats with the new wheel physics. I don't imagine this to be hard for the devs to do, but I'm not a modder, so please correct me if I'm wrong. So, what are your opinions on this matter? Or are there already mods which do thi
  14. So, when using Kopernicus to tinker with biomes, I note that one can specify not just the name and the "color" (from the biome map), but also a value, which supposedly is the relative science value. For example, suppose I want a biome to have half the usual science value for that planet, I'm supposed to be able to do this, right? Biome { name = Lesser Craplands value = 0.5 color = 1,0,0,1 } ...The thing is, as far as I can tell, that "value" parameter is completely ignored in-game. Doesn't seem to do anything. I can set it to less-than-1, I can set it to
  15. How do I get biome definitions and science descriptions for a celestial body? I can see where I get the biome map, on CelestialBody.BiomeMap. That allows me to get at, for example, the name of a biome for a given lat/long, or the color displayed on the debug biome map overlay. But how do I get the following? A list of all the biome names for a body What color on the biome map a given biome is set to A list of all the text descriptions for all the science experiments for a given biome (e.g. what's the text for gravioli detector landed in Mun Farside Crater) I've
  16. On the wiki, in one location, it claims that there are/were 42 total biomes on Kerbin. A very propitious and philosophically important number. In previous versions, apparently the 42nd was a structure called the VAB South Complex Building -- which seems to no longer exist. It is certainly not listed in the wiki under the VAB biomes list anymore, and I can't find it. So can it truly possibly be that there are only 41 biomes on Kerbin now? How could such a travesty be true? I was hoping that "Deep Underwater" would be the new 42nd biome, but the other submariners and I tried that, an
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