Search the Community
Showing results for tags 'interstellar'.
-
Welcome to Lazarus: Awakenings. The depths of the mind. Lazarus is a brand new planet pack created over the course of a year and a half. Awakenings, the first installation, consists of a system replacer and various interstellar destinations. It is recommended to follow this mod as the five installations that are to come will add new and interesting content throughout the course of it’s life. Lazarus: Awakenings and all other versions will officially lose support on February 24th, 2023 following the release of KSP2. A port is possible but will not come until KSP2 is out of the earlier stages of early access. Storyline removed (click)
- 28 replies
-
- 8
-
-
- planet pack
- planet mod
-
(and 3 more)
Tagged with:
-
a planet pack proudly presented by TheOrios Below is a link to the discord server! Photo album To who it may concern, this is the final dev thread i will make about this mod the reason i started this thread was cause the older one had outdated information and i'm basically starting from scratch texture wise
- 26 replies
-
- 2
-
-
- planet
- kopernicus
-
(and 3 more)
Tagged with:
-
The Challenge: Plant a flag on this planet, Proxima Centauri! Its the nearest real possibly habitable planet located near Alpha Centauri, about 4 lightyears distance which is made accessible by Alternatively use Centauri Dreams Updated to: https://www.dropbox.com/s/spyd3qnc6ppnocn/CentauriDreams.zip?dl=0 Although Alpha Centauri is our closest neirbour, traveling 4 light years though the interstellar medium might be further than you think The main constraint would be that FTL drives are not allowed, but you are allowed to use any slower than light (STL) engine from KSPI Extended, Far Future or Photon Sailor If you want to chat about the Interstellar challange you can do it at our KSP Interstellar Discord Server like KSPI-E Daedalus engine and/or magnetic nozzle. Here is an simple example : Here is a more advanced example For more info see: The alternative, travel by photon sail Preferred method of proof would be video. The preferred method of win is to be the fastest, but style also plays a large role Entry Player Proof Duration Max Speed Launch Mass Dry Mass Wet Mass Part count Cost DeltaV 3-1-2017 @Nansuchao youtube 690 y ? 61.152 t 129 t 439 t 161 41.963.000 ? 5-3-2017 @superdavekerman imgur 299 y 330d 1.027.340 m/s 9.068 t 129 108 t 129 13.361.780 2,767,705 3-4-2017 @proteasome imgur 69 y 91 d 4,164,000 m/s 4,123 t 68 4,123 t 68 1.236.987.000 0,165,752 9-12-2019 @pmborg youtube part 1, 2 ,3 26 y 23d 119,755,559 m/s 94.705 t 12,977 t 553,788 t 99 4,451,096,064 142 M 19-4-2021 @Zapataz youtube 17 y 149,000,000 m/s ? 59 t 80 t 25 11,543,300 ? 14-11-2021 @GenerallyCompetent imgur 13 y 0.783c 838,198 t 270,554 t 383,896 t 57 7,469,861 275 M unofficial entry: Slow Boats in style Another unofficial entry: Not an entry but it does show how to buid your insterstellar craft in space
-
[KSP 1.8.1-1.11.X] (V0.4.1) Interstellar Technologies [Antimatter Catalyzed Fusion Engine Powered Interstellar Spacecraft - Kepler] An Interstellar Propulsion System mod, made by Kepler- At long last, after months of hard work practicing modeling, and after finally unlocking the secrets to textures, The mod is finally released. This parts pack will be used to expand from the mod Kerbal Space Program Interstellar Extended. Those parts are extremely imbalanced with going around the stock system. The engines are made off the base of the KSPI-E engines' statistics, [DEPENDENCIES] All of the required mods for Interstellar Technologies to function properly is now in the main mod folder. Note that the KSPI-E folder is stripped of some of it's parts, due to complaints of complexity of KSPI-E. [RECOMMENDATIONS] Those are recommendations to download to play with the mod. They are NOT required. - Far Future Technologies - TUFX - MEV Heavy Industries - Galaxies Unbound - A Stellar Odyssey - Interstellar Extended (The whole pack in order to get all the parts) - Near Future Mods by Nertea - Singularity (For Galaxies Unbound) The parts pack will be updated quickly, releases will be *quick*. I will be available in the KSPI-E discord server and the Galaxies Unbound discord server, please @ Kepler (No spacing) to make suggestions for future changes. Special thanks to @Cyne for helping me with learning to texture models. [Some of the Parts include...] - Daedalus Inertial Confinement Fusion Drive (v.0.1.0) - Antimatter Catalyzed Fusion Drive (v.0.1.0) - Kugelblitz Drive (Black hole drive) (v.0.1.0) - Laser Core Antimatter Drive (v0.1.0) - Multi Mode Interstellar Afterburning fusion drive (v0.1.1) - Multi Mode SSTO Fusion Engine (v0.1.6) - TRIGA Core Static/Pulsed Trimodal Nuclear Thermal Rocket (0.1.7) - "Coaxial" SSTO Fusion Engine (0.1.7) And so much more as the mod updates! [SCREENSHOTS] [DOWNLOAD] Primary (SpaceDock): https://spacedock.info/mod/2674/Interstellar Technologies - A KSPI-E Expansion For Additional Bugfixes and all (Probably mostly for science mode and that) please contact me through Discord through the KSPI-E or the GU discord server. The mod uses the CC BY-NC-SA License.
- 38 replies
-
- 19
-
-
- interstellar-extended
- addon
-
(and 3 more)
Tagged with:
-
Estrela Dobre - A unique star system This mod was mostly born out of the idea of a planetary system with a main sequence star that is not the usual perfect (or near perfect) sphere. And that It seems that a star system mod with such a pair of deformed stars is quite rare! Also, there are multiple objects in the system that are a bit rare in other mods, and it has some lore surrounding some of the bodies! The current system Epafi & Adactus These two stars have a few nicknames lol... probably the most accurate one is "Beans", not "balls", because it would be a little... eh lol. When the system was first discovered, it was long thought it was a single star, but when scientists measured the mass and the brightness of the system, something didnt add up, however, when the one Kerbal found out a possible reason by accidentally dropping a mk1 light infront of another, it all made sense. The two stars, Epafi & Adactus orbit so close together, that they actually Touch. The two stars are 95% and 60% the mass of Kerbol respectivley. and they whiz around the system barycenter at 70km/s. Their barycenters do overlap a fair bit, and you can pull off some insane gravity assists of upwards of 70km/s! Ok, enough rambling about the two stars, now onto the planets! But first, a system map! havent done the delta V yet Size is to scale, but not distances Oyst and its moons Oyst is the closest planet, too close for liquid water to exist. It seems like a kinda boring gas giant at first, until you go into the clouds, as there will soon be some alien structures in the atmosphere (havent added them yet lol). Collait and Culair and their moons The reason I want these two gas giants to have surfaces is so there is something to actually explore instead of a GLOBAL BOTTOMLESS PIT OF DOOOOOOM!!!! (lol) Temporalis and its moon Hados and its moons Ichor and its moon Glacios - A large, oblate ice giant orbiting at the very edge ofthe Estrela Dobre system. It is 3 times the mass of Jool and will have five moons orbiting it. I decided to add Glacios due to discovering that the SMA of all of the planets in the system were for 1 solar luminousity instead of the actual system luminousity of around 0.76 solar luminousities. (Epafi is 0.76L while Adactus is 0.08L, but they constantly eclipse so it would average out to be around 0.76L) Glacios is technically landable, but due to general bugginess, its not reccommended to land here as there are 'magnetic anomalies' which upon entering its atmosphere, is like hitting a brick wall and will vaporize your craft. Glacios' moons - Pados - a duna sized moon that orbits near its rings Moon 2 - A kerbin sized moon that is covered in methane and ethane Periculum - an unstable duna sized moon that is covered in methane ice, but also has lakes of liquid oxygen and a thin oxygen atmosphere. Also, in the lore, Glacios is the only place in the Estrela Dobre system not touched by civilization due to its remoteness and difficulty to spot, and due to the way Excelsior was captured during the formation of Estrela Dobre, large bodies beyond Glacios just.. dont exist, the dust was disrupted there and unable to clump into planets. Next update will include these bodies (Scatters postponded to update after due to PQSCity being very difficult to work with) Excelsior - 0.1 solar mass, 12% the size of Epafi, and has 0.00081 solar luminousities. Orbited by a tiny wormhole and four lifeless worlds - system inclination is approx. 1 degree Calidum - eyeball planet dominated by desert, has a ring of water around its terminator, and a thin ice cap. Canite - devastated planet with a large portion of its surface blown off there will be a noticeable gap between planets 2 and 3, where stuff screams 'there should be a planet here' Periphial - a cold eyeball planet that is barely habitable, lost what little life it had in the great event, in a 1:4 resonance with planet 2 Neybiri - a strange, ice planet further out, has techno signatures, but no life. in a 3:2 resonance with planet 3. Pythros - 1.7 solar mass, with 3x the luminousity, it is a white main sequence star with five planets - system inclination is 26 degrees (avg of all planets) Prixos - a hot planet with planet of liquid lead orbiting quite close to Pythros Kataigída (pronuctiation of 'storm' in greek) - a very stormy planet with two moons Proxility - a habitable world that is 80% the size of Kerbin with just 0.8g and three moons that are around 110km radius! Bink and Bonk - a (nearly contact) binary rocky planet! Each planet is 790km radius, but spin so fast that the tips are at 0.6g. The binary will have seven moons, (the first two are Gongi and Dringo, a swamp and desert moon respectivley) Arcturus - 1.9 solar masses with about 10x the luminousitiy, it is a bright, light blue main sequence star with six planets - system inclination is 2 degrees (tho planets 3-5 have 0 inclination) Solis - the core of a gas giant with two asteroid moons, by far the most colorful planet in the sector with its surface coated in Bismuth with some seas of the metal Tumidam- a puffy gas giant with two moons Claudere - a planet between the sizes of Duna and Kerbin with one moon, covered partially in cities (name is 'close' in latin, as its orbit is the closest to Solaris Solaris - a large planet with two moons covered entirely in cities Adurere - a kerbin-like planet with sections of its surface burnt to ashes with one moon and a few fragments in orbit, has some cities Messis - a fairly large gas giant with five large moon, a couple of them having been terraformed for farming, a couple have mutant plants n stuff. name is latin for 'harvest'. the first moon is habenaro. there will be four other moons planet 7 - a gas dwarf with three moons (planned 5th system?? will not add in update due to lack of ideas of what to put around as it is a dying red giant being slowly sucked up by the black hole it orbits) Longinquus - a distant planet around the center of this system Bugfixes in the next update: Fixed normal maps for all planets Adjusted the inverseRotThresholdAltitude of various bodies to be higher than their pqs fades to solve the 'surface breaks apart' bug Distances to: Excelsior - ~44 kerbin au - takes half a year going 100km/s to arrive (by arriving, I mean literally smacking into the star) Pythros - ~771 kerbin au - takes about 12 years going 100km/s Arcturus - ~1800 kerbin au - takes about 27 years going 100km/s The systems are close together to not require interstellar warp drives or crazy engines, but not so close that they illuminate each other. The only exception of this is Excelsior as it is technically a satellite system. A few fun facts: -You can sometimes see Oyst from the surface of Temporalis when they are at their closest to each other! -You might sometimes see Hados from Temporalis due to its dust ring! -(unreleased) The wormholes are tiny, and near the stars, so going too fast past them could result in not going through to the other system, or will send you flying in a very sub-optimal trajectory like straight into a star -(unreleased) Excelsior is in an ideal position for a homann transfer despite its inclination! It will take about 60 years to get there though.. -Ichor's terrain goes sky high! literally! It goes to 19km, meaning theres just 1km between it and space! (next update will move the entire surface 900m downwards so the lowest point is much closer to the actual stated atm pressure) To Do: -Name bodies -Add bodies -Fix various atmospheres -Add biomemaps Misc. To Do list: -Sciencedefs! flavor text for every single experiment in (nearly) every single situation! -Add kerbal konstructs KSC on Termania -Add custom part model to the H-1 hybrid electric scramjet Recent update: -Changed Temporalis' inclination from 3.6 to 7.6 degrees to make it easier to travel to planets without insane inclination changes -Added a few more sciencedefs -Change the SOIs of the contact binary stars to 500,000km. REDOING FORUM PAGE (I DO have access to ksp while at college, am working on planets! woo! tho PQSCity is such a pain) DOWNLOAD Github Release v1.2 Spacedock Release v1.2 This mod is available on CKAN Credit for the gas giant textures goes to NathlessOne for creating them via gaseous giganticus Dependencies: Texturereplacer - adds the custom skybox, if not installed, you will just see the stock skybox Kopernicus and its dependancies - planet packs require kopernicus KopernicusExpansion - for the emissiveFX and wormholes (Glacios has a wormhole config part just for the effect of being right next to it) KSPCommunityFixes (disable stock maneuver planner as the game freaks out over Temporalis being a trojan and far away objects) In the next update, CTTP will be required as some bodies will use textures from there Recommended mods: (while it can be fun with just stock parts, these mods can greatly improve your experience) Near future tech Far future tech Kerbal atomics (dont use a nuclear reactor on Hados, I am fairly sure it wont end well) Procedural wings and parts (mainly reducing partcounts as rockets here tend to be quite big) Known issues: -Odd emissive clipping when next to lava -Desert airfield spawning somewhere on Temporalis when making history DLC is installed (I dont have that DLC, so i didnt know that was going to happen) As usual for planet packs, kopernicus is required for this mod to work. IMPORTANT: the maneuver planner MUST be disabled for the mod the run properly or the game will die attempting to calculate a transfer to Collait-Culair barycenter, which has the exact same SMA as Temporalis (current homeworld) the latest Kopernicus has disablefaraway colliders enabled by default so no need to go into its settings anymore Liscense is All Rights Reserved! this will likely change to one where if i vanish for a while it can be modified but I dont know how to specify that and I am still working on this mod so it is still AAR
- 181 replies
-
- 10
-
-
- planets
- star systems
-
(and 3 more)
Tagged with:
-
FAR OUT RED SKIES - Red Skies was going to be a standalone mod until the idea of FO came around, the name FO may not stay though. Red Skies takes place in the Luhman 16 system, BUT KERBALIZED. For a while now I have been working on a mod centered around a brown dwarf star which is a star just below the mass limit for hydrogen fusion, so its basically a really hot gas giant. I do have two other mod ideas in mind but wanted to get this one done with first as its been an idea for a longgggg time now. (fyi one of the two mod idea besides this, I have is already began working on) SYSTEM CHART (NOT TO SCALE) INSTALLATION GUIDE: for download simply insert the files within the GameData folder into Kerbal Space Program's GameData. PREREQUISITES: KOPERNICUS RELEASE IN idk yet DOWNLOAD LINK: none yet Follow the post to see when it comes out
- 31 replies
-
- 3
-
-
- brown dwarf
- stars
-
(and 2 more)
Tagged with:
-
I think what would make interstellar travel really cool, or what can be a great to set up for it, would be the inclusions of space telescopes in KSP2. Think about sending up a shuttle with something like the Hubble Space Telescope in the payload bay, and have that go on to discover star systems like Debdeb. Not just that, but also have the ability to service and upgrade it later down the line on orbit by conducting EVAs, like on STS-61 or STS-125. Obviously, that statement holds true for something like Hubble. If they player wants to do a mission like Kuiper or James Webb, that should also be an option. It can be a very cool way to conduct science experiments, and get points needed to upgrade the tech tree in KSP2. It can also give the player incentive to try a mission that they have not done before, and can be relatively easy-ish to pull off. I can imagine something like Hubble or the James Webb Space Telescope being instrumental for progression in a future patch when we get closer and closer to interstellar travel.
- 2 replies
-
- 2
-
-
- science
- interstellar
-
(and 1 more)
Tagged with:
-
Jeb Crashed his personal SSTO into the KSC's Planned Interstellar Vehicle, Jeb managed to eject but now the KSC is taking this opportunity to build a more capable ship as opposed to sending kerbals in a cramped ship to another star. The KSC has some requirements for it. Banned Mechanics Kraken Drives KAL Overclocking Permitted Parts Mods KSPI-E Far Future Technologies Near Future Technologies Blueshift - Kerbal FTL (FTL Section ONLY) Kerbal Planetary Base Systems Extraplanetary Launchpads Tweakscale USI Life Support DeepFreeze B9 HX(Reconfig is ALLOWED) KARE Exploration Ship Requirements Must Carry a Reusable Lander capable of landing on all planets within the target system and returning to orbit Must be able to refuel itself(this capability can be installed on the lander) The Ship and the Lander cannot be the same craft, We can't have our fancy ISV get covered in scorch marks from reentry. Capable of returning to LKO at the end of the mission Main ship must carry Mobile Processing Lab Power Supply Habitat module Life Support Systems Cryopods(If Using Deepfreeze) Colonization Ship Requirements Must carry Either A self-sufficient colony The Equipment to Build a self-sufficient colony Must Carry a Reusable lander capable of repeated takeoffs and landings from the targeted planet Equipment to keep this Lander Fueled(Can Be Installed on the lander) Must be able to serve as an interplanetary freighter after the colony modules have been dropped off(You can use EL on your colony to build freight modules) Main ship must carry enough kerbals to colonize the system Ship must be capable of providing life support for the duration of the trip Must have a power supply General Requirements(Both Types) Must be able to go interstellar(GU Or Light Levels, Using Extrasolar, beyond home, or GEP, does not count) Capable of visiting all planets in the target system(No, you cant exclusively focus on a habitable planet, ISVs are expensive after all) You may carry multiple landers designed for different roles if your main lander is not capable of fufilling it(such as landing on a high G body which is basically airless) Play Fair, Dont Cheat, if your ISV is in one category, we will not compare it or say it is better than those in the other categories. STL Rules No Faster-Than-Light Drives, simple enough right? Otherwise do whatever you want so long as it doesnt break other rules FTL Rules Must Use Faster-Than-Light drives, Blueshift is allowed for this category Do whatever the love you want so long as it doesnt break other rules STL Submissions [Your Name Here] - [Your Ship Type Here] FTL Submissions [Your name here] - [Your Ship Type Here]
- 4 replies
-
- 3
-
-
- isv
- interstellar
-
(and 2 more)
Tagged with:
-
LAZARUS IS OUT NOW! Welcome to Lazarus: Awakenings. A whole new stellar neighborhood with a dark secret. ALMOST!
- 38 replies
-
- 10
-
-
- planet pack
- interstellar
-
(and 2 more)
Tagged with:
-
Besides talking about the core of KSP that will be available in the Early Access version of the game and also the Roadmap chapters that will slowly turn KSP2 into an improved version of KSP1 Interstellar (extended mod pack), we should really also talk about the other major branches the game has aquired over the years. So we have the following spin-off ideas: A: KSP2 (Interstellar, Near Future Tech) B: Realism (RO / RSS / RP) C: Warfare (BD Armory, multiplayer focused, FPS or RTS) D: Roleplay (a type of Kerbal RPG game, controlling a single character on missions, with IVA focus) E: Grand strategy / city builder (like a simulator game with focus on city building and resource / transport logistics overview) So basically Intercept could successfully create at least another 4 games in the Kerbal family tree, based on work done for KSP2. And I believe they would have great success for each particular niche. What do you guys think? Should it really only be left up to the modders or should these be actual spinoff games, nicely packaged, with their own identity? PS: There's also the trackmania / circuit racing / competitive flying focused idea but that I think can be done in regular KSP2. Nate during a podcast also talked about an "engine designer" extension to the game. PS2: I was thinking about D: Roleplay more along the lines of an RPG: controlling a kerbal avatar (third person), experiencing the game IVA/EVA and VR (first person), having diverse roles (actual pilot, scientist, engineer, medic, remote probe pilot, flight controller), interacting with other characters, having a campaign with missions, living in the Kerbal world, with a focus on lore.
-
MEV Heavy Industries (MEV) Daedalus, Bussard and Epstein drives for Kerbal Space Program. Daedalus drive requires KSP Interstellar Extended By zer0Kerbal, originally by @Cyne adopted with express permission and brought to you by KerbSimpleCo Preamble by Cyne See more YouTube review by Kottabos Gaming Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Suggests On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Supports Either 3 Module Manager /L Module Manager KSP Interstellar Extended (KSPIE) Interstellar Fuel Switch (Core) or Interstellar Fuel Switch TweakScale (TWK) Tags parts, config red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @Cynefor creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS: How to support this and other great mods by zer0Kerbal Connect with me Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
- 4 replies
-
- 3
-
-
- epstein drive
- interstellar
-
(and 3 more)
Tagged with:
-
Interstellar? IN STOCK?
Andrew the Astronaut posted a question in KSP1 Gameplay Questions and Tutorials
I recently tried to go interstellar in stock and I was able to get my trajectory to outside the Kerbol system but is there a border which you can't cross as the craft is instantly destroyed? Has anyone else done this before? Thanks, -Andrew theAstronaut- 10 replies
-
- interstellar
- stock
-
(and 1 more)
Tagged with:
-
I dot expect them to take like 30 years right? Since the Kerbal universe is scaled down, I think they might take 10-20 years depending on speed and distance?
- 17 replies
-
- time
- interstellar
-
(and 1 more)
Tagged with:
-
Wabi Sabi - Perfect Imperfection The Overview: Wabi-Sabi. A word that has held prevalence in Japanese culture for centuries. A word that holds so much meaning and depth, it lacks a proper translation into English. It means the acceptance of transience and imperfection, and appreciation of beauty that is imperfect, impermanent, and incomplete in nature. Wabi-Sabi holds an appreciation of both natural objects and forces of nature, appreciating austerity, modesty, intimacy, asymmetry and roughness. Our planets easily fit this brand. Instead of embracing perfect spheres, habitable planets, perfect and balanced solar systems, we have a different unique approach. Each of our bodies has something unique to offer. In this mod, you won't cheat orbit around each body, or just observe from afar in tracking station, but be motivated to say "I want to go there for myself", and furthermore, "I want to stay here and keep coming back". Planets are unique experiences. They shouldn't be one off screenshot generators, but full of worth, value, and creativity blended with realism. Everything from a super-kerbin with exotic ammonia based life, to a lonely vacuum planet should have a relatively similar amount of value and unique content. If you want solar systems crammed with content, uniquely hand crafted planets, with plenty of gameplay, offering new challenges and reasons to explore, then this is it. Quality > quantity. No filler. In-depth lore and story that will send you on an odyssey spanning the small cluster of stars you find yourself in, somewhere between galaxies. Coming soon™️. Incompatibility Screenshots: https://imgur.com/a/HYZcvaK (Check back occasionally, I will be updating this! Also also, stuff is heavy WIP so it might not be great as of now, please be nice lol) @Bendy SnowballCo-Developer, PR work, Director, Management, etc. @ballisticfox0 EVE help @ShbibePlaytesting @bobjonesisthebest:D Sciencedefs @Caps Lock Sunflare The Kopernicus Discord Server - Being a great help to me. I can't list all the names individually, but thanks @TheOrios system help/making, concepting @KerbinSphere Part making/modelling @Jason Kerman Their pole spike fixing python script @R-T-B Maintaining Kopernicus @TheProtagonists While their textures are no longer in use, I just think they are cool @RJVB09 Lightcurve Calculator @OhioBobAtmosphere calculator @JadeOfMaar System maps Soon This mod is licensed under CC-BY-NC-ND. Any reuse of my/Wabi-Sabi team's assets is strictly forbidden. Contact me at smushanoob#4556 or the discord server if you have questions about the mod.
- 178 replies
-
- 12
-
-
- planet
- planet mod
-
(and 3 more)
Tagged with:
-
i know about galaxys unbound but are there ane others?
-
[WIP][1.12.3] The Twelve Colonies of Kerbol (TCoK)
RayneCloud posted a topic in KSP1 Mod Development
Greetings everyone! It's been quite a long time since I was last actively part of this community and game. For those that remember me, I was once one of the Community Managers alongside CaptSkunky way back in the day. A lot of things have changed in my life, including the fact I go by Ciara now (and can't seem to update my display name on the forums) but after a very long time away I'm back! Not only am I back, but I've been inspired by StarCrusher's Galaxies Unbound Project to attempt not only learning how to mod, but undertaking a massive planet mod pack. I'd like to share this journey with you including my workflow, concepts, and successes and failures. So, please come along for the ride and maybe in the next few months I'll have something I can be proud of contributing to the community along with all these amazing and talented authors. Workflow Concept Artist Controlled Procedural Content Generation The concept of Artist Controlled PCG is one that exists in multiple mainline space projects of note. The primary concept is that an artist will use a tool to procedrually generate a planet or terrain and then utalize the output of that tool as a "Canvas" to work off of using said Canvas as a foundation to contorl the following, Atmospheric Color Points of Interest Specific Terrain Features Scatter and Ground Clutter Control Color Palette Main Goals and Features * Utalize a Procedural Star System Generation System to use as a staging point to launch pad off from. * Utalize a Procedural and Fractal Based Terrain Generation Method to make truly unique planets generating 8bit greyscale height maps procedrually * Take Real world Orbital Data and Information Generated by the tools in order to create the proper scaled versions in a Kerbol Stock-a-like manner. Test Map - Low Quality / Low Reolution Step 1 - Procedurally Generated Height Map Step 2 - Lightness (HSL) Color Desaturation Step 3 - Color Inversion Step 4 - Color Correction Obvioulsy this height map wont work, it's just a test of the process that I'm going to attempt to see if I can quickly (a few days or so) generate a height map, normal map, and color map, and with the tools I have work on tweaking the outputs to create unique worlds that are procedurally generated but the final outcome is artist controlled. I'll be running some tests tonight and tommorrow and I hope to have test worlds in game to showcase then. See ya soon! -Ciara (Formerly DR) Quick Color Map Test (The Color isn't final but I wanted to see how it would look.) Tool Used: Wilbur + GIMP Procedures Used: Percentage Noise & 1st Pass Erosion Test (Yes I know the edges are way to sharp, just testing and learning tools.)- 29 replies
-
- 9
-
-
- stars
- starsystem
-
(and 3 more)
Tagged with:
-
Project Starshot: Interstellar Frontiers-An epic adventure ft. Galaxies Unbound The title is pretty much self-explanatory. The objective of this is to launch huge interstellar ships to some star systems in Galaxies Unbound without my computer crashing. The current star systems which i plan to explore are (the Galaxies Unbound kerbalized equivalents of): Alpha Centauri, Epsilon Eridani, Luhman 16 and Tau Ceti (not necessarily in that order). I will try to do everything at least semi-realistically in sandbox mode, which means no fancy ftl warp drives or other technologies that are -too- advanced but with unlimited funds. Note: this is mostly done for cinematic purposes, so there will -some- .cfg file editing but stuff like isp or mass are still kept at a realistic scale. Here is my modlist: (thank you to all the modders who have all put so much work into making them). BTW i will be putting some references from random scifi works, you can post it in the chat if you spotted one. I will try to make weekly updates and posts for this mission report. Note: this is my first time making a mission report and if you have any suggestions fell free to post them here. Epic music to listen to while you read this: Immortal by Thomas Bergersen Final Frontier by Thomas Bergersen Victory by Two Steps From Hell Star Sky by Two Steps From Hell Part One: Nova Kerbani Alpha Centauri Nova Kerbani, is the Solar System Kerbol system's closest neighbouring star. Even at the dawn of the space age, kerbals have dreamed to be able to travel to and explore other stars. In the last few decades, Nova Kerbani has gained extensive public interest with the discovery of multiple exoplanets with at least one that is earth-sized and habitable by the Kerbal Astronomical Society and multiple mission designs were studied or drafted, including Kerbani Dreams' Project Kaedalus and the OPA's LDSS Nauvoo . But it is only within the last few years or so with the development of advanced fusion and antimatter technologies has such a mission to explore Nova Kerbani became possible. Thus, Project Starshot was born. Chapter One: Getting Ready 15/04/2075 First Launch of the Project Starshot Experimental VSSTO Shuttle (x-VSSTO) Mission: Starshot 1 The Project Starshot mission design called for an SSTO dropship that could be used to land on and take off from an exoplanet up to 110% of earth's gravity, with or without an atmosphere. The contractors at Space Kerbalization Technologies thus designed the Starshot VSSTO (official name to be designated, but nicknamed razorback by the kerbonauts) which was a heavily modified single stage MAV from the Ares Program with chemical rockets and a fusion aerospike bolted on it. Today's mission is the first launch of the Starshot VSSTO and it will conduct a simple mission of going to orbit and returning without killing any of the crew. (Here at Space Kerbalization Tech, the safety of our kerbonauts are our top priority, which is why our first flight of an unproven technology will be crewed) Crew: Pilot-Jeb Kerman On board repair guy Engineer-Bill Kerman "We are go for launch in T-minus 5, 4, 3, ignition sequence start, 2, 1. Liftoff, we have liftoff!" At the Kerbal Space Center, these familiar words were spoken once again. However, this time it signified the dawn of a new era, as this was the first flight of Project Starshot. The vehicle shot upwards at more that 8 g, airframe groaning under the immense stress. "Mission Control, Jeb here. You have successfully created a kerbal pancake maker." Soon, the high thrust chemical rockets cut off and the g-force dropped down to a 'gentle' 3g. The vehicle continued to accelerate upwards using it's fusion aerospike, punching through the cloud layer at supersonic speeds. After the desired apoapsis was reached, the main engine cut off and coasted. A few minuets later, the engine lit once again for thew circularization burn. "Kerbin, we have orbit" After a few maneuvers, the spacecraft rendezvoused with the Venturestar class Interstellar Vehicle Hermes (ISV 001), kerbalkind's first manned interstellar vehicle, still under construction at Tycho Station. And so Starshot 1's objectives were completed, and it was time for Jeb and Bill to return home. A few minuets later, the ship made a propulsive landing and touched down on the droneship Just Read The Instructions and Starshot 1 has been marked as a complete success. (sorry for the small images as imgur is banned in my country so i had to use something else but for some reason it just absolutely refused to make the pics bigger) Coming Soon-Chapter 2: Project Starshot and the ISV Hermes
-
- 2
-
-
- galaxies unbound
- interstellar
-
(and 1 more)
Tagged with:
-
Grond's Micrometeorite Shield Mod A mod that adds medium sized to extremely large micrometeorite shields for big interplanetary or interstellar ships. Currently there are two shield sizes, 10 meter shield with a 2.5 meter attachment, and a 50 meter shield, 3.75 meter attachment, and a pretty powerful antenna. Download: SpaceDock It is also available on CKAN! Dependencies: Community Tech Tree Recommended: Near Future Construction (heavily recommend) Near Future Propulsion Near Future Electrical (this one as well) Far Future Technologies Restock Restock+ Changelog: 1.1 - Added a 50m shield that doubles as a long range antenna, also fixed the file structure so it's not horrible; 1.1.1 - Quick MM patch to make the mod "technically" work without CTT, but I wouldn't recommend it because it makes all the shields cost the same amount of science; Licensing: All code and cfgs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License.
- 15 replies
-
- 13
-
-
- meteor
- interstellar
-
(and 3 more)
Tagged with:
-
Hello all! I have just completed building the ship Hail Mary from Mr. Weir's latest novel. Now, obviously there are some inaccuracies, one of the most glaring of which I will detail below. (!SPOILERS TO FOLLOW!) The ship in the novel was powered by an alien micro-organism called Astrophage, emitting infrared light at the 25.984 micron frequency. To simulate this I have simply included a transmission module from KSP's interstellar extended mod (henceforth referred to as KSP I-E) in my engine module which was incorporated in the config file of one of their lasers. Then, I added in a new resource labeled "Astrophage", with the approximate density of a cell (even more spoilers; in Weir's book a huge panspermia event occurred at Tau Ceti which means that all living organisms have the same rough properties and hence, same structures.) I then incorporated this new resource into the fuel tanks provided by KSP I-E, and voila! I now added the fuel tanks to fit the correct volume as specified by Weir. Except... not really. For some reason the fuel tanks only hold about 900 tons of fuel as opposed to the 2,000 they should. Despite following Weir's details as closely as I could ("largest diameter they could launch was about 4 meters... three fuel tanks side by side... estimate they take up about 75 percent of the ship's volume), I find that Astrophage has to be either too dense to be a reasonable cell or, more likely, I have messed the proportions up. With all that ranting out of the way, I will below post Mr. Weir's Hail Mary specifications as opposed to my vessel. Weir's ship specifications: Dry mass 100 tons, wet mass 2100 tons, delta-v 0.92c (acceleration to and deceleration from), 3 crew, induced comas, "a few months" of food supplies, 125m^3 internal habitable volume, ~500m^3 total volume My adaptation's specifications: Dry mass 104 tons, wet mass 1012 tons, delta-v not yet measured accurately due to time, DeepFreeze chambers (which Weir unfortunately explicitly said DO NOT EXIST on his ship.. grr.. are there any other mods that can simulate reduced consumption of resources while not eliminating it completely?), 70m^3 internal volume, 7 months of air and ~4 months of food/water for 3 crew. More details to follow on the layout shortly. Thank you all for your time reading this, and I welcome any feedback or input from any fellow readers to try to improve the design replication!
- 40 replies
-
- 5
-
-
- modded
- interstellar
-
(and 1 more)
Tagged with:
-
In the recent KSP 2 video Interstellar Travel, one of the developers mentions how each star in the sky is simulated. The skybox in the pre-alpha footage looks absolutely stunning with hundreds of shimmering stars and nebula. This poses a few questions: Does the skybox change as you travel between star systems? If so, does the skybox slowly switch to another, or do the stars themselves actually move? Is it technically possible to fly to every star in the sky (even if there is no solar system associated with it? I hope the first two questions are true. It would be so cool to see constellations from the Kerbolar System morph into new ones as you travel to far-off worlds. Green background (Kerbolar System) Red/brown background (unknown system)
-
Akin to SpaceEngine, KSP2 procedurally generating star systems? (If the comment made on KSP Episode 5: Interstellar Travel is true, this seems the most physically plausible) Thoughts?
- 22 replies
-
- ksp2
- starsystem
-
(and 3 more)
Tagged with:
-
NEW FORUM PAGE UP NOW Project Pile turns to Galaxy Mod 8 months ago, I set out to create an ambitious project known as Trilogy, to which I became very burnt out creating. As an escape from working on the same thing daily, I created Flamed Out, which became my first released mod. After that I began creating new projects and announcing them near daily. It began to get repetitive. Start a new project, cancel a project. Everything fell through. I took a break for a couple weeks. And in an attempt to streamline, I present to you; KIP Systems. My take on a GU style mod. *EXTREMELY EARLY WORK IN PROGRESS* Now, you may be wondering; Where did the name Lazarus come from? Many months of motivation getting less and less eventually caused me to quit modding for a while. I eventually came back with this mod, which is comparable to the story of Lazarus, a person who died and came back to life. "First Look"/Teaser: NEW TRAILER: The Roadmap https://docs.google.com/document/d/1Gcio4zoCganeWupOl5CfWUquvX93POIsGKJL4FQ6Wpk/edit?usp=sharing Discord https://discord.gg/RB5WbrGVar
- 28 replies
-
- 8
-