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Found 6 results

  1. Please Notice: This mod is still in development and NOT READY FOR REVIEW. Currently you are free to share screenshots and videos of the mod, but you need to include a claim that this mod is still in development and the current version is NOT representative of the final product. During beta test, I can not garentee the stability of the mod, so use it at your own risk. It is recommended to back up your savings before you load them with this mod. Any suggestion and bug report will be genuinely appreciated. More discussions can be seen in my discord server. System Map Are you sure you want to spoil it? Celestial Body List: Screen shots Installation Install Manually Install Kcalbeloh System Download: GitHub If you are updating this mod, make sure you delete the previous version completely before installing the new version. Install Dependencies Kopernicus: for creating custom celestial bodies. Singularity: for blackhole and wormhole shaders. Install Visuals The planet pack works fine without visual mods, but it will lose a large part of its aesthetic. EVE Redux: for clouds, dust storms, and auroras. Scatterer: for realistic atmosphere, oceans, and sun flares. For KSP 1.12.x In KSP 1.12.x, the stock maneuver tool can cause severe lag/stutter in planet mods, so KSPCommunityFixes is STRONGLY recommended. To fix this issue, you need to: Install KSPCommunityFixes. Disable the stock maneuver tool in the in-game settings menu. Installation Checklist After a complete installation, the GameData folder should at least have the following contents: 000_Harmony EnvironmentalVisualEnhancements KcalbelohSystem Kopernicus KopernicusExpansion ModularFlightIntegrator Scatterer Singularity ModuleManager.4.2.2.dll Mod Settings Compatibility FAQs Does it replace the Kerbol system or add a new system? It adds a new system without any change to the Kerbol system. But it also offers home switch options which allow you to move KSC to habitable planets in Kcalbeloh system. For more information on home switch, click here. Is it based on the movie Interstellar? Yes, but no. Although some ideas of the mod are inspired by Interstellar, the goal of the mod is not to facsimile the Gargantua system from Interstellar, but to create a unique star system. Is it compatible with other planet packs? Yes, it is compatible with most planet packs but it still needs further testing. Let me know if you have any issues. Is it compatible with Real Solar System? Yes, but you need to download a config file. See here. Is it compatible with other visual mods? Yes, it is compatible with most visual mods for stock system, such as Astronomer's Visual Pack, Spectra, and Stock Visual Enhancement. What is a wormhole? How can I use it? A wormhole is a structure linking disparate points in spacetime. In KSP, a wormhole functions like a celestial body with its mass and SOI. To traverse the wormhole, you need to lower your periapsis below 30 km. After you reach the periapsis, you will jump to the other star system. Discord Server If anyone wants to follow the progress of the development, report bugs or offer suggestions, feel free to join my discord server. I'm always active there. Click HERE to join. Credits @R-T-B for maintaining Kopernicus. @blackrack for Scatterer, Singularity and EVE. @Vabien for maintaining Kopernicus Expansions. @Pkmniako for creating Niako's Kopernicus Utilities (Smoother Heightmaps). Kopernicus Discord Server: a really good community. I developed most my planet modding skills there. I can't list all of the name but thank you all for your help! @JadeOfMaar for making the system map, and other helps and suggestions. @DY_ZBX for Kerbalism and SpaceDust compatibility. @themaster401 and @Astronomer for some EVE textures from Astronomer's Visual Pack. @Sigma88 for SigmaReplacementsSkyBox, SigmaLoadingScreens, and SigmaDimensions. @OhioBob for atmosphere calculator. @RJVB09 for light curve calculator. @ballisticfox0 @GGzz12321 for nice screenshots. @Davian Lin and Jel for Russian translation. Reddit user 0_0_1 for some sunflare textures from Kabrams Sun Flare's Pack. (The names are NOT in order of contribution) Change Log License Creative Commons Attribution-NonCommercial-NoDerivatives 4.0
  2. Astronomical Research Confederation, or ARC, is going to be a mod that adds a galaxy to your game. This galaxy adds 8 different star systems orbiting around a supermassive black hole. Each star system will contain 3-10 planets with most planets having distinct moons. I'm still only working on the skeleton of ARC so, I made this development forum to show you all what I am working on. This is Casiophae It's the supermassive black hole that keeps the galaxy together. Its gravity is 2678564 times stronger than Kerbin's gravity. It also has a radius of 928,393 kilometers. This is Matsunaga, It is a red dwarf star with a radius of 130,800 kilometers and, a gravitational pull 13.5 times stronger than Kerbin's gravitational pull. It will have 6 planets orbiting around it with 4 of those planets having moons. This is Zacarius, It is a class O main-sequence star with a radius of 311,200 kilometers. It has a gravitational pull 32 times stronger than Kerbin's gravitational pull. Zacarius will have 5 planets orbiting around it. This is Phoceda, It's a stellar black hole with a radius of 228 kilometers. It has a gravitational pull 78000 times stronger than Kerbin's gravitational pull. It will have 3 planets orbiting around it. These are the orbits so far. This is only the start of a massive project, I plan to add many different types of star systems within the coming weeks. I will make sure to upload this forum every time I add something to Astronomical Research Confederation.
  3. I've been told it's impossible to transmit data into the nearest blackhole, at some 3000 light years distance. Laser diffraction, and sheer distance; - I've been told - make this impossible. Would anyone care to theorise how it could be done, using existing technology- satellite, radio telescopes, or ideally via light? This is a live project Thanks in advance Jon
  4. I'm back for a short stint to clear stuff up. Hi. We seem to have been told that the escape velocity of a black hole at a certain altitude reaches the speed of light. But if the escape velocity is the speed of light, what stops us from being in orbit around a black hole, dipping our periapsis through the event horizon and recording data, then after exiting the event horizon at a higher altitude escape the black hole where the escape velocity is manageable? Or is the orbital velocity at that altitude faster than the speed of light? Has it been an issue of semantics? If things get heavier the faster we go could we plunge towards a black hole, reach the same mass as one near the speed of light, and become a black hole? Or would we sling the black hole away at high speed? What would happen? I'll post more badly formed questions a bit later once I think of some
  5. I am new to the modding community and am trying to make a black hole for my game. I play with RSS and Constellation so my idea was to copy a star file from constellation and edit that. Originally it worked, and I can make new stars pretty easily. The problems I have is in making planets orbit the star. If I change a planet file so it has a new reference body it resets the game to stock. Anyone having this issue. Any help welcomed. End game goal is to make a black hole system in either stock or RSS that will have a realistic looking black hole with a well textured accretion disk. If I take the code to generate a ring and add two rings at 90 degree angles of eachother we can make what looks likes relativity effects on a black hole. If we set the perpendicular ring to always face the player in the same way then the effect should be convincing. What more if we could get clouds from a visual pack onto the accretion disk it would really improve the way the black hole looks. This might be difficult to visualize but essentially the goal is to make something that looks like this: Once we can get a good black hole I would like to move on to adding planets that orbit the black hole and also giving the planets moons. I want to make each planet interesting and worth visiting. Ideally I'll do this in RSS but we could always release a stock version too. Any help on how to mod this would be appreciated and I'd love to work with someone on this.
  6. What this mod does is add a black hole to your game! (Warp drive HIGHLY recommended.) Well. That's really it. Note that Kopernicus is REQUIRED: NOTE: For any fixes of the "Millers world." Please send me a message for the download. Aswell as the recompilement for 1.2 Download Link: https://drive.google.com/drive/folders/0B04xgDYdUNb0bWQ2RTZ4UDNTa28?usp=sharing 4GB texture download: https://drive.google.com/drive/folders/0B04xgDYdUNb0RDdhM2dzSWs2aDA?usp=sharing
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