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  1. Oh look, a new planet pack i am working on. Would i have the motivation to complete it or would i abandon the project due of the lack of motivation. Stay tuned for the next part and speculate for what i am making. ffx signing away here.
  2. Screenshots JNSQ Of the French phrase "Je Ne Sais Quoi," meaning "Something (such as an appealing quality) that cannot be adequately described or expressed," JNSQ seeks to be a finely crafted and freshly challenging planet pack. "Galileo's Planet Pack (GPP)" as many have come to know, has broken many conventions and raised the bar very high for high-quality, challenging, career-friendly, and long-term thrilling planet packs. But now it is regarded as only a stepping stone next to this. Everything that Team Galileo has done for and learned from GPP, has been or is being put into practice here. Unlike GPP, JNSQ does not remove the stock planets but rather, does reimagine and reinvent them, destroying what you think you know about some of them, and answering the KSP community's cry for a true stock planet visual overhaul and the cry for the planets to be larger. JNSQ also fills out the local planetary system, providing several all new worlds to discover, with a total body count of 31, the amount in GPP. Logic Many KSP modders have considered that while the stock parts (namely, engines) are overpowered for stock scale, they are tuned just right for 2.5x scale. With this in mind, JNSQ is built in natively "1/4 real-life scale" (about 2.7x stock scale) which is modestly larger than 2.5x. Because of this change in scale, the length of the Kerbin day is now 12 hours. Notes Sigma Dimensions and Rescale! are not required for JNSQ to function, and are discouraged from use alongside JNSQ. When starting new saves under JNSQ, we advise that you enter Difficulty Settings and raise the DSN modifier to 4x. JNSQ applies a patch to increase antenna range by 4x, so leave the range modifier at 1 (changing it triggers a bug that may prevent science transmission). The Making History LV-TX87 and LV-T91 engines have had their thrust, mass and cost increased 25% and 20% respectively. This change was deemed necessary to assure they can lift a Mk2 command pod and service module to low orbit at JNSQ's larger scale. JNSQ retains the stockalike Kerbin-Mun-Minmus system to conform to game elements outside or our control, such as the built-in contract system. Be advised, however, this configuration is unstable. For users of the mod Principia, the orbit of Minmus is moved inside that of Mun to provide orbital stability. JNSQ raises the SCANsat scan altitudes by 3x in order to allow reasonable scan speeds at 2.7x scale, and viable scan work at all but the smallest bodies. JNSQ provides at least 14 facilities powered by Kerbal Konstructs and requires Omega's Stockalike Stuctures. Most of these facilities have gameplay features within them for making use of spare kerbals, launching and refueling ships, farming funds or science, expanding DSN coverage, recovering for funds in career. Most of these facilities are hidden by default and must be found. 9 of these are airports. 2 of these directly replace the MH launch sites (Woomera2 for Woomerang, and Darude for Dessert). 2 of these are mountain-top observatories with science farming and full DSN capabilities. Disclaimer / Barrier to Entry ⚠️ The target audience for JNSQ is the same as, if not narrower, than that of GPP. This mod is made not for the player-base at large, but for seasoned players: who greatly respect rocketry, realism and physics; who do not hold much regard for maintaining "stockalike" and "stock scale;" who are willing and able to mod their way to a great or greater game and who are able to troubleshoot a damaged install for themselves and help us to help them. JNSQ introduces and bundles a new utility mod that depends on the Community Resource Pack and makes Ore even more scarce and challenging than GPP does. This mod is appropriately called Rational Resources, whose purpose is to purge the random resource configurations generated by CRP, grant increased compatibility between planet packs and mods that use certain resources, and encourage the use of mods that use advanced resources. Compatibility for mods that expect the stock planets with default topology, biomes, order or radii is not to be expected and will not be provided by us. JNSQ is not recommended for use with other planet packs. Questions regarding other planet pack compatibility will be ignored. Provided Compatibility Distant Object Enhancement Environmental Visual Enhancements Kerbal Health Kerbal Konstructs: We roll our own extra launch sites Kerbalism Kopernicus Expansion: Footprints MechJeb Planetshine Rational Resources ResearchBodies Scatterer (very specifically 0.05x or newer, for KSP 1.6.1 or newer) Skybox via Sigma Replacements, DiRT, TextureReplacer Strategia Waypoint Manager Requirements Kopernicus (latest version for your specific version of KSP, or latest backport release for older KSP versions) ModuleManager 4 or newer Minimum Hardware: 3 GHz quad-core CPU, 16GB of system RAM and 2GB of video memory Recommended Mods Parts Eve Optimized Engines. An engine pack tailored for Eve ascent vehicles. JX2 Antenna, late-game antennae made to reduce the need to spam RA-15 and RA-100 and preclude the need to install Custom Barn Kit. Utilities Antenna Helper adequately and easily shows the power and ranges of combined antenna in VAB, flight and the Tracking Station. Better SRBs: Although a small engine pack, it is primarily a utility. This mod adds very much needed behavior and appropriate rebalances to SRBs in stock and in a handful of popular large parts packs. CommNet Antennas Info expands the panel info for antennae in the VAB. Kerbal Alarm Clock now works with Kronometer; lets you easily mark the times for maneuvers and encounters in many flights. SCANsat: A tiny mod that adds a few parts but is critical to an exploration or ISRU game. Highly recommended for discovering anomalies including most of JNSQ's KK facilities and identifying atypical resource placements by Rational Resources. Sigma Replacements: A suite of tiny Sigma mods for changing things such as the main menu scene, kerbal suits, and the skybox. Licensing JNSQ is licensed by Attribution-NonCommercial-NoDerivs 3.0 Unported (CC BY-NC-ND 3.0). Rational Resources, bundled, is licensed MIT. 0.10.0 Change log Added dark mode dV map. Added one biome each to Dres and Edna. Added Optional Mods: JNSQ_Rescale for 1x and 10x versions of JNSQ. Changed Eeloo's rotational period to 8 hours. Changed game start time to 6:00 UT--sunrise at KSC (requires Kronometer). Converted celestial body icons to .png (thanks to @yalov cn GitHub). This fixes issues with Strategia and Waypoint Manager. Fixed Bop's rotation to retrograde for Principia users. Included RemoteTech in antenna range multiplier (thanks to @armegeddon cn GitHub). Included part upgrades in antenna range multiplier (thanks to @jsolson cn GitHub). Revised atmospheres (surface pressure unchanged, heights may be different). Revised CelestialBodies.pdf (atmosphere changes). Revised flying altitude thresholds. Revised NavBall switch radius multipliers. Revised asteroids so that they better populate the desired fields. Reduced Minmus' science values for Principia users. Reduced SCANsat altitude multipliers from 3x to 1.5x. Removed KerbalHealth config. KerbalHealth has chosen to host all JNSQ configs in itself. Removed Kronometer from JNSQ (must now be downloaded and installed separately). Removed MyRocksAreBiggerThanYours plugin (now part of Kopernicus). Removed Rational Resources bundle. Updated TweakChutes to hopefully properly respond to FAR/RealChute. Updated KK: Added three more space centers. (Hidden) Added runway section to S. Musgrave. Added barracks to all bases that were missing them, including observatories. Buffed barracks capacities at astronaut complexes. Fixed duplicate launch site names for helipads and rovers. Fixed orientation or offset of some bases. Fixed west vs east runways. This update includes many important updates, bug fixes, and improvements. This update is certified to work only with KSP 1.12.1 or newer. It may work with older KSP versions, though it has not been tested and support will not be provided. Atmospheres have been redone to provide conformity across all Team Galileo products. This update adds an extra 1/2 rotation to Kerbin's initial rotation. This could break existing geostationary satellites if they are strategically placed over specific landmarks. This change can be reverted by deleting the file JNSQ_Configs/OffsetTime.cfg. Adding JNSQ_Rescale to an existing save is not recommended. DOWNLOAD Please consider becoming a Patron and help us continue to create awesome content for our favorite game!
  3. Oh hai. This is a basic planet pack so far that adds a Near-Kerbin binary asteroid, Doppler-Dyva, a Pallas-like two-toned potato, Quazen, and four binary Jool trojans. Basically asteroids not filled by niches such as Minor Planets Expansion. Download here on SpaceDock. This was the old picture of Doppler, once named Onor (please don't deadname it). It's a relic of my past and how I've improved. Requirements: Kopernicus ModuleManager A good computer
  4. About Real Exoplanets Real Exoplanets (REX) is planet pack that adds several confirmed exoplanets into KSP. As the name implies, all of these exoplanets are real, and all of the planetary systems are located exactly where they are in real life. All of the planets have accurate characteristics and the visual appearance of all exoplanets are based off of our current understanding of planetary science (as well as some artistic license when necessary ). Real Exoplanets is compatible with both Real Solar System and the stock, default solar system. With RSS, REX is properly scaled by a factor of 10. DOWNLOAD ON SPACEDOCK OR ON GITHUB Exoplanet List Below is a list of all of the exoplanet systems added into the game by Real Exoplanets. Screenshots Sources Changelog Credits Squad for KSP of course @Thomas P. for Kopernicus @NathanKell for Real Solar System @Pkmniako for being my original inspiration to begin planet modding @ProtoJeb21 for helping me for ages to recreate real life exoplanets that have accurate characteristics Check out this video of someone traveling to Proxima Centauri in Real Exoplanets: License: All Rights Reserved
  5. Kcalbeloh System Kcalbeloh System is a planet pack adding a high quality black hole system, which includes a giant black hole and three star systems orbiting around it, and 25 planets and moons. After more than a year of development, I'm glad to announce that Kcalbeloh System has finally come to the official release. I tried my best to make each celestial bodies unique, high quality and worth exploring. Most celestial bodies have been revamped several times before they appeared as they are today. Also, I tried my best to make this system with as much variety as possible. Through this mod, I hope I am able to share the beauty of the universe with you. I really appreciate everyone who has followed this mod. Also thanks to everyone who has provided suggestions, bug reports, or any other forms of help. The official release doesn't mean the end of the development. I have some plans for future updates to make it better. If you have a cool idea and want to contribute to this project, feel free to let me know. Happy launchings! System Map Are you sure you want to spoil it? Celestial Body List: Gallery Installation Install Manually Install Kcalbeloh System Download (choose one): GitHub 百度网盘 (for Chinese players) Extract the zip file and put all the contents in /GameData to your [KSP installation folder]/GameData/ folder. 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. KSPCommunityFixes: for bug fixes. Install Visuals The planet pack works fine without visual mods, but it will lose a HUGE part of its aesthetic. EVE Redux: for clouds, dust storms, and auroras. Scatterer: for realistic atmosphere, oceans, and sun flares. After Installation (Please read!) In KSP 1.12.x, the stock maneuver planning tool can cause severe lag/stutter in planet mods, so it's strongly recommended to disable it: Press ESC in game and press the 'Settings' button. Then disable the maneuver tool in the setting menu, under KSP Community Fixes section. See below: Installation Checklist After a complete installation, the GameData folder should at least have the following contents: 000_Harmony EnvironmentalVisualEnhancements KcalbelohSystem Kopernicus KopernicusExpansion KSPCommunityFixes ModularFlightIntegrator Scatterer Singularity ModuleManager.4.2.2.dll Compatibility Kcalbeloh System provides support with: Environmental Visual Enhancements Scatterer Parallax (Needs Parallax Stock Textures) Community Resource Pack SpaceDust Kerbalism PlanetShine Kcalbeloh System is compatible with: Most visual mods (AVP, Spectra, SVE...) Most planet mods (Beyond Home, OPM, GPP...) RealSolarSystem, but requires some minor adjustments. See the next session. Kcalbeloh System is NOT compatible with: Principia How to make it compatible with RealSolarSystem? Download RSSKopernicusSettings.cfg in the download page. Put it to Kerbal Space Program/GameData/RealSolarSystem/ and replace the original file. Install Sigma Dimensions. Note: When installing Kcalbeloh System and RealSolarSystem together, 10x rescale will be forced on Kcalbeloh System. Mod Settings Go to [KSP installation folder]/GameData/KcalbelohSystem/ and open Kcalbeloh System Settings.cfg. Wormholes Wormholes = : whether to have wormholes connecting stock solar system and Kcalbeloh system. True (default) enable the wormholes. False disable the wormholes. Home Switch HomeSwitch = whether to move KSC to Kcalbeloh system. False (default) keep KSC on Kerbin. Suluco move KSC and other launch sites and airfields to Suluco. Efil move KSC and other launch sites and airfields to Efil. Home switch is NOT compatible with system-replacement planet mods (Beyond Home, GPP, RSS, etc). Do NOT load any saved game after changing home switch setting. Distance DistanceFactor = moving Kcalbeoh System closer or further to stock system. 1 (default) keep the default distance (271.8 Tm). 0.1 0.1x default distance. 10 10x default distance. 100 100x default distance. Rescale Rescale = rescale the system to 2.5x or 10x size. 1 (default) No rescales applied. It has the same scale with stock system. 2.5 2.5x scale. If JNSQ is installed, this value will be forced. 10 10x scale (realistic scale). If RealSolarSystem is installed, this option will be forced. This setting needs Sigma Dimensions installed. Rescale only applies to celectial bodies from this mod. Recommended Mods Propulsion Near Future Technologies Far Future Technologies or KSP Interstellar Extended Quality of Life Better Time Warp Manufacturing Extraplanetary Launchpads Sandcastle Visual Astronomer's Visual Pack or Spectra TUFX- Post Processing Parallax Discord Server Click HERE to join Kcabeloh System discord server! Here you can: Follow the development of the mod Have access to hotfix or pre-release Share your gameplay experience or screenshots Make suggestions or bug reports Seek help for issues and more! 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. 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 inspiration of 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
  6. Homebound is the official system replacer of Endless Expanse, development is still ongoinging so please be patient As i go along updated for homebound development will be posted here, as not everyone has discord where i previously mostly posted updates Current progress: I'll be posting as i continue developing this system, Stay tuned!
  7. A journey awaits. Kerbals have fled from their home system. The warping of the Exodus has made Kerbin fly out of its orbit, sending it into a cold dark hellscape. After thousands of years of cryogenic freezing, they awake on a new home. Now, their objective remains the same. Space. (For context, play Ahum 1 when its finished. This is a sequel to Ahum.) Frequently Asked Questions: (none) Current Version: Alpha 0.01 (distributed to testers only) Download: (none) Discord Server: https://discord.gg/MjrAwTfyN9 Overview: This mod seeks to triumph the style and polish of the original Ahum Planet Pack. It is the direct sequel and successor to the mod. Infrequent bugfixes will come to Ahum 1, though. The Kerbals find themselves now on The Alter Kerbin, a world visually very similar to Kerbin, but chemically vastly different. With the universe now in immediate peril to the means of the objectives to the Romulus SuperAI, the Kerbal race finds themselves on the edge. Whether it be sentient planets, sulfur belts, binary black holes, or what, the Kerbals know they will persevere. Compatibilities
  8. KHNS is not a Huge mod, But Aims to make an experience of a "Neighborhood" around Kerbol, it Contains 5 systems (With kerbol) as of now I have 30 bodies, while its not supposed to be the size of mega mods like GU and Wabi-Sabi, but its Aims to Fill the gaps that Squad Left in making a small stellar neighborhood (1 - 15 light years). This mod is small But it aims to be my best, and I want it to look best in the end and that You; the Player receives the BEST Gameplay. And a Kerbol Revamp Downloads : [Download link removed by moderator, pending licensing issue] ChangeLog : LICENSING : All Rights Reserved This means : You cannot use assets, you cannot Modify or use assets in your own mod no matter if its Mixed and matched, These assets are of KHNS and KHNS ONLY, But Some parts of It have a Different License Like the PQS materials are free, licensed by CC-BY-SA, from https://polyhaven.com/, and the Skybox which is sourced from https://www.solarsystemscope.com/textures/ Stars + Milky Way 8K texture. I only grant you the permission to edit the _KHNS-Setting.cfg DEPENDANCIES: Known Bugs STATUS BETA Screenshots : COMPATIBILITY : Credits : Little Word From Me : This mod is the mark of my very first 99.99% inhouse done mod, with basically everything I learnt into it, I would appreciate constructive feedback, Special Thanks to @StarCrusher96 For His Immense Help in Advises, Debugging and Configging help, and at times even helping in Texturing and I highly appreciate his mentoring and support towards me and my Team and the overall The KHNS mod, Many other People helped me over this mod so Thank you everyone for Support, it would have been impossible without you guys, specially the testers and internal dev team. Hope you all Enjoy the Mod!
  9. Beyond Home Beyond Home (BH) is the final chapter in the story of Kerbalkind. It can be played independently of Before Kerbin and After Kerbin. Billions of years after Kerbol exploded, a few colony vessels survived and found a new system to inhabit. The Tempus System. The Tempus System is a binary star system, slightly larger than the Kerbol System. The two stars Destiny and Fate orbit each other, almost like a slow dance. These stars are the heart of this expansive system. The Kerbals have begun the colonization of two celestial bodies: Rhode, the home planet, and its moon Lua. Rhode's gravity is slightly less than Kerbin's. Its atmosphere is slightly thinner. It's a lot more modest than what the Kerbals were used to billions of years ago, however it is still a beauty to marvel at. Your task is to explore the Tempus System and uncover its secrets. Beyond Home is a planet mod for Kerbal Space Program that raises the bar by achieving many things once thought impossible. Each planet has custom surface features that the player can explore. These can range from simple rocks to vast structures and crashed starships. Each planet has had at least a week (or more) of time dedicated to making it perfect for the player to explore. Beyond Home may sound easy, but leaving the home planet is no longer the challenge. The journey is what counts - especially what lies at the end of it. Your focus will not be learning how to fly, it will be putting those skills to the test in wild, unique environments never seen before. See the trailer here: https://www.youtube.com/watch?v=K9llIkFVXAE Trailers There are a number of trailers for Beyond Home. Here is the main trailer and a few popular ones, including upcoming features: https://www.youtube.com/watch?v=K9llIkFVXAE - The main trailer https://www.youtube.com/watch?v=zm6vzBzuGGU - Gas giant overhaul https://www.youtube.com/watch?v=jRoTx2NC9Jc - Mining base https://www.youtube.com/watch?v=h3_hijMmj04 - Cities https://www.youtube.com/watch?v=y5PSsIbgoBs - The original trailer I also have my own career mode series where I play the planet pack as a player myself: https://www.youtube.com/playlist?list=PLKfbvijUql4RUpLsJLJ-Zdenn6ArbOPik World-Firsts Beyond Home is the first planet mod to feature a fully functional binary star system at its core. Not only this, but entire structures can be procedurally generated on each planet - yes, you can land on those floating islands. Beyond Home comes with its own visual suite, meaning you can finally bring out the most performance you possibly can with one of the most optimized planet mods in the community. As well as this, Beyond Home offers the ability to collect bonus science rewards from various biomes across every planet - you will know where the challenge lies. There is even the option for you to launch from the moon of the home planet to aid with the system expansion and exploration. This planet pack is entirely about exploration and discovering vast, dynamic worlds that actually feel alive. Structures that indicate that an alien race has been here before you exist. The lore is extremely extensive. And yes, there are easter eggs! Compatibility Beyond Home is compatible with (or provides support for) the following mods: Environmental Visual Enhancements Scatterer Rescale (The recommended rescale factor is 2.5 or 3.7) Distant Object Enhancement Kopernicus Expansion Sigma Replacements: Skybox Kerbal Konstructs Astrogator (Use for transfer windows!) KS3P Principia - Download the patch for Beyond Home here: https://pastebin.com/m2QAyA7S Beyond Home is not compatible with: External visual mods (SVE, AVP, SVT...) External planet mods (JNSQ, GPP, GPO...) Scale Beyond Home is built at the stock scale. Each planet has been hand crafted for use within Kerbal Space Program. Beyond Home avoids all of the pitfalls that the stock planet has and sustains incredible detail even at the stock scale. There is also support for Sigma Dimensions configurations, where the recommended rescale factor is 2.5x or 3.7x for a challenge. You can download Sigma Dimensions here: https://github.com/Sigma88/Sigma-Dimensions/releases Installation Please navigate to the following pages to download and install the version of each dependency for your KSP version: Required To Function Beyond Home - https://github.com/Gameslinx/BeyondHomePlanetMod/releases Parallax - https://github.com/Gameslinx/Tessellation/releases/tag/1.0.1 - DOWNLOAD PARALLAX 1.0.1, NOT THE LATEST VERSION Kopernicus (CHOOSE ONE): FOR 1.10.1 - https://github.com/prestja/Kopernicus/releases Upon starting the game YOU MUST go to settings and enable terrain scatters and turn the density up to 100% for key features of the mod to work! Recommended Environmental Visual Enhancements (Clouds) - https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases Scatterer (Atmospheres) - https://github.com/LGhassen/Scatterer/releases Sigma Replacements (Skybox) - https://github.com/Sigma88/Sigma-Replacements/releases/tag/B_v0.5.0 Hardware Requirements Beyond Home is an incredibly well optimized mod that almost anyone will be able to run, but there are some bare minimum requirements that your system must meet for an enjoyable experience: 6GB RAM (System memory) 1-2GB VRAM (Graphics memory) Delta-V Maps With the amazing help of @JadeOfMaar, the Beyond Home Delta V map is finally here! You can download it in both light and dark modes at incredible resolutions and finally know just how much fuel you're spending Donations I have developed Beyond Home almost completely by myself, keeping outsourcing to an absolute minimum. As of writing this forum page, I have worked on Beyond Home almost every day for just over a year. In 2020 I will not have as much time to develop the mod because I will be in university. Donations are by no means asked for, but are greatly appreciated. Thank you for downloading the mod or if you're a long time supporter, thank you for sticking with it throughout its development Support If think you have encountered a bug you will only get support if you submit screenshots or your KSP log file. Without evidence or logs, I will not help you. Licensing Beyond Home is licensed under All Rights Reserved. This means: You cannot redistribute my work You cannot use my work in another project You cannot create derivatives of my work I reserve all the rights to my work If you would like to derive my work or use my assets elsewhere you must contact me directly requesting permission to do so.
  10. Precursors Overview The discovery of mysterious SSTV signals originating from Duna was a monumental leap in the search for intelligent life. Deciphering the signals revealed The Ignotum System, a previously undiscovered solar system 3 light years from Kerbin. Having recently mastered interstellar travel and hibernation technologies, the Kerbals were quick to launch an expedition to this new system. The trip ran smoothly, but upon arrival.... … Alone among the stars, you are the future of the expedition. Rediscover ancient rocketry and flight technologies as you explore a vast, handcrafted solar system. Uncover the secrets behind the SSTV signals and the alien race that created them. Precursors is a planet pack designed to provide a fresh and exciting experience to players. Stranded on a cold and barren world, traverse highly detailed celestial bodies and never-before-seen environments. Each planet and moon has a distinct challenge and appearance; hike across scalding volcanic mountains, maneuver through massive forests, and battle against relentless gravity on your journey across the Ignotum System. Collect custom science reports and unearth extensive lore in this continuation of the KSP story. Version: 1.5.2 -- MOON OVERHAUL UPDATE PART 3 Dependencies KSP 1.9.x-1.12.x Kopernicus Stable Branch 1.9.x-1.12.x (https://forum.kerbalspaceprogram.com/index.php?/topic/200143-181-1122-kopernicus-stable-branch-last-updated-august-13th-2021/) Recommended mods Scatterer (https://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip19-112-scatterer-atmospheric-scattering-00772-18062021-test-version-for-multi-sun-support-inside/) Mods included in download Sigma LoadingScreens Unsupported Mods BEWARE: THIS MOD IS A SYSTEM REPLACER, SO OTHER PLANET PACKS MAY NOT WORK AS INTENDED! Strange New Worlds seems to have problems (1 report) Download SpaceDock: https://spacedock.info/mod/2869/Precursors Planet Pack?ga=<Game+3102+'Kerbal+Space+Program'>#info Updates Bug patches and new content will be added in the coming weeks. Precursors is a one-person project, so I do not know how frequently updates will arrive due to real-life obligations. See SpaceDock for all past releases! Support If you want to get support, please include a detailed description of the problem, your KSP logs, and—if applicable—screenshots. If you do not include these requirements, you will not receive support. Known issues Orbital issues when entering/escaping the influence of small moons Whenever you leave the SOI of a small moon, timewarp until you are a significant distance away to avoid phantom acceleration and orbital instabilities Occasional terrain bugs Visual bugs when "underwater" on Maar Screenshots System in-depth overview System poster License Precursors Planet Pack is licensed under All Rights Reserved. That means you cannot... Copy my work Create derivatives of my work Use my work in other projects When KSP 2 comes out, you cannot replicate or create derivatives of my work in-game. The license for Precursors applies to KSP 2 in addition to KSP 1. If you have a question regarding the license, please send me a message through the forums. Thanks! Proper credit has been given to mods and textures not created by me. These mods are exempt from Precursors’ All Rights Reserved license. Thank you everyone for your continued support!
  11. NO LOGS, NO SUPPORT. This solar system completely replaces the stock system. Version 1.6.6.0 Changelog Added Optional Mods: GPP_Rescale for 2.5x and 10x versions of GPP. Added extra launch sites to MechJeb2 config. Added HazardousBody to gas giants. Updated scatterer configs and fixed bugs. Updated CelestialBodies.pdf. Updated KK things to only be read when KK is installed and not when GPP_Secondary is installed. (No more KSC++ on Squad Kerbin.) Revised atmospheres (surface pressure unchanged, heights may be different). Revised rotationPeriod and/or intialRotation of many celestial bodies. Revised flying altitude thresholds. Revised NavBall switch radius multipliers. Revised Lili's fade limits to fix frame rate drop. Deleted MyRocksAreBiggerThanYours plugin (now part of Kopernicus). Deleted GPP KSPedia (doesn't work in current KSP version). Deleted unused MapDecal and FlattenArea in GPP_Secondary. Miscellaneous other fixes and updates. This update includes many important updates, bug fixes, and improvements. This does not include any of the texture or terrain changes that have been hinted about (that's still a work in progress). We're releasing these changes ahead of schedule to correspond with similar updates to JNSQ and GEP. The update is certified to work only with KSP 1.12.1 or newer. It may work with older KSP versions, though it has not been tested and support will not be provided. Atmospheres have been redone to provide conformity across all Team Galileo products. The changes to rotation periods and initial rotation may break existing geosynchronous satellite networks. Additionally, moon bases may find themselves facing a different direction - perhaps no longer with a line-of-sight to the planet. If you suspect your existing save may be damaged, then either consider not updating, or be prepared to redo, abandon, or correct the damage. Adding GPP_Rescale to an existing save is not recommended. For more information about Rescale mods, read here. DOWNLOADS GPP Download GPP Textures Download Optional No Volumetric Clouds (for better performance) Install instructions, Wiki, and other Important Information can be found HERE Tune in everyday except Tuesday at 8:00pm UTC for GPP career action and live support with @RocketPCGaming and the GPP developers. Thank you to @OhioBob @JadeOfMaar @Poodmund @TheRagingIrishman @Sigma88 for taking time out of their lives and helping me with this endeavor. I probably would have never finished if it wasn't for you guys. It has been a lot of fun. If you would like to help keep my motivation up, then you can donate. Any amount Is amazing, really! This mod is licensed by Creative Commons Attribution-NonCommercial-NoDerivs CC BY-NC-ND
  12. Rational Resources is designed to operate on the Community Resource Pack or the WBI Classic Stock resources and to strip out the entirely random resource distributions and to apply distribution templates (carefully configured groups of resource distributions) according to the logically expected class and composition of a body. Rational Resources is inspired by Realistic Atmospheres made by @OhioBob and is part of the JNSQ (the planet pack) experience. While this mod is installed, un-configured bodies will have no resources at all (except for less Ore than by default). This mod may inflate your ModuleManager cache quite a bit. Notice that the logo image tells the following: Mun has a sizeable portion of MetalOre and Oxygen, but no Water (will be handled by biome specific config) and no Uraninite. Kerbin has a sizeable portion of Rock and Silicates, and there's a display for crust, ocean and atmo. Duna has a sizeable portion of CO2 in crust and atmo (not in legend), MetalOre, RareMetals and Uraninite, but no Minerals or Silicates. This mod enables planet makers to easily assign these distribution templates to their planet packs and skip the headaches of figuring out and writing the individual nodes themselves, and assorting all of their writings into several per-resource config files. Active CRP Resources Surface and Atmosphere Ammonia, CarbonDioxide, ExoticMinerals, Gypsum, LqdHe3, Hydrates, Hydrogen, MetalOre, MetallicOre, Methane, Minerals, Nitrogen, Ore, Oxygen, RareMetals, Rock, Silicates, Substrate, Uraninite, Water. Ocean Carbon, ExoticMinerals, Gypsum, LqdAmmonia, LqdCO2, LqdMethane, LqdNitrogen, LqdOxygen, MetalOre, MetallicOre, Minerals, RareMetals, Rock, Water. Star Ammonia, Antimatter, Carbon Dioxide, LqdHe3, Hydrogen, LqdDeuterium, Methane, Nitrogen, Oxygen, XenonGas. The resources above are preferred and used. are patched to display them all. Ocean resources only show non-zero values when the scanner vehicle is splashed. The Star series templates apply resource bands to a narrow and general classification of stars, automatically making them all viable as mining destinations for interstellar vessels. The expected members of this seres are: Yellow; Red Dwarf; Red Giant; Blue Giant. Due to a very nasty bug in stock, any resource bands around a star can only have a a maximum span of somewhere under 2 Gigameters. WBI Classic Stock system support: Rational Resources shows in the WBI play mode switch UI. (Picture needs to be updated) Assigning a template to a planet is as easy as: Current templates ISRU With omnipotent Ore being stripped of its Godhood, the following ISRU chains are proposed and encouraged for use by seasoned modders. Ore abundance is capped to 5% and its presence chance to 80%. It will be inconvenient for most players... but it will still be around. Ore tanks will be changed, at least, to hold the cryogenic input resources. Players may find themselves forced towards using Hydrolox rocketry since the required resources (Ore or Carbon Dioxide) for LiquidFuel may often be scarce meanwhile the requirements for Hydrolox (Hydrates, Hydrogen, Oxygen, Water) can be quite abundant. Metals* = Can be the Metal and MetalOre resources used by Extraplanetary Launchpads (EL), Metals and MetallicOre used by USI, or Aluminium. Sorry, it can be a bit of a mess here. Oxidizer options do not appear when RealFuels is present. Compatibility Due to the listed resources and the nature of Rational Resources, compatibility instantly extends between configured planet packs and the following mods: Kerbalism (consumable resources only) TAC Life Support Near Future Tech suite Hydrolox rocketry mods (including BlueDog Design Bureau, Cryogenic Engines, Kerbal Atomics) Potential Methalox rocketry mods Some resources and their distributions are conditionally spared while the rest are removed. Spared resources include ArgonGas, XenonGas, but not Karbonite and Karborundum. Purged resources include Dirt (used by MKS alone but supplanted with more Rock) and any other mod that adds resources (and especially extremely handwaved ones) such as The Gold Standard. But a provision exists to allow such resources to not be purged. Requires B9 Part Switch for tank options Requires Community Resource Pack for the resources in the tank options DOWNLOAD :: GitHub :: SpaceDock Wiki :: GitHub LICENSE :: MIT
  13. Ever wanted to look up from the Muns surface and see two Kerbins? Well now you can! This mod adds a binary friend to the Mun called "Leriter" one noticeable feature is, water, plant life, and a atmosphere! One day the Kerbal's, finished exploring Kerbin's moons, so they all prayed to have a new one, then Eeloo, goddess of change, blessed them with this new moon, but Dres Demigod of mischief, tampered with the moon! So be carful, this moon is not its chalked up to be! There will be scatters, that will show the dark history of this moon! https://imgur.com/a/JidyP0l - A poster for the mod! Coming: Soon-ish
  14. So radius: 10 km semi major axis 23 726 155 264 m gravity .003G lumpy grey asteroid shaped
  15. Too long has stock Kerbol gone unloved. No longer will it sit at the center of the solar system, ugly and drab. With new high resolution textures, Scatterer support, and custom light curves, BetterKerbol attempts to remake Kerbol as eye candy worthy of pretty screenshots. Towards this end, the radius has also been tweaked by an imperceptibly tiny amount, to get around a quirk in KSPs engine. This change does not effect the orbits of the planets, as Kerbol's mass is unchanged. Experience the searing light of Kerbol as you approach the corona, or watch is it dims to a pale flicker as you travel beyond the orbit of Eeloo. Additionally, for those who desire a more realistically scaled Kerbol, that better aligns with stock scale, a optional patch is provided to reduce the radius of Kerbol by a factor of 4.24x Changelog v1.0.1 Fix optional rescale not applying Clean up readme Features Base 8k Photosphere and Corona textures A visual surface that aligns with the true surface, opening up the possibility for spectacular close passes Scatterer configs for close up corona glow and sky tint when in the Kerbolar atmosphere Custom light curves for starlight that realistically changes brightness with distance from Kerbol Optional Reduced radius by 4.24x, bringing Kerbol into line with the 1:10.63 scale of the rest of the Kerbal universe Notes Due to a long-standing bug with the way KSP calculates solar heat, temperatures near the surface are extreme, with radiant power density approaching infinity! Bring your exploit shielding or it's a one way trip! No sunflare is provided. If using Scatterer, pick your favorite sunflare mod, personally I recommend Sunflares of Maar. This is my first Mod, pls be gentle. Gallery Download CKAN GitHub SpaceDock Installation Base Extract the zip file Place the GameData folder into your KSP directory Optional - BetterKerbol Rescale Open the Optional Mods folder Place the GameData folder into your KSP directory Provided Compatibility Scatterer, v0.0831 Requirements Kopernicus (latest version for your specific version of KSP, or latest backport release for older KSP versions) ModuleManager 4 or newer Recommended Mods Sunflares of Maar Licensing BetterKerbol is licensed by Attribution-NonCommercial-NoDerivs 3.0 Unported (CC BY-NC-ND 3.0)
  16. Outer Planets Mod v2.2.10 This version of Outer Planets Mod has been built to work for KSP version 1.3.1 - 1.12.*. About The Outer Planets Mod is a mod that expands the outer edges of the Kerbol system to create something akin to the real Solar System's. It adds Kerbalized versions of Saturn, Uranus, Neptune and Pluto as well as several of these planets' moons. These faraway planets provide a challenge rarely encountered in Kerbal Space Program; you'll have to figure out new transfer windows, manage your power supply differently, provide your spacecraft with more Delta-V and be ready to travel years or even decades. This mod is being developed and maintain by a group of collaborators, alongside and following the initial development of the mod creator, CaptRobau. Features Explore 15 new highly detailed planets and moons, all in a stock-a-like artstyle. Discover never before seen worlds, such as a sub-satellite, Trojan moon or a set of binary bodies. Collect science in over 140 biomes, with almost a thousand unique science blurbs. Custom terrain textures and improved ground scatter has made planets and moons never look so good up close. A full set of KSPedia entries for OPM's various bodies helps you to navigate the far reaches of the Kerbol system. Includes a Level 4 Tracking Station upgrade (requires CustomBarnKit) to boost your communication range out to the furthest reaches of the system without requiring additional modded antennas. Extensive third-party mod integration means you can play OPM with a whole range of other mods. Download You can either manually download and install Outer Planets Mod via the button and installation instructions below or by installing it automatically via CKAN (first-party support of CKAN is provided and new releases should automatically be indexed by CKAN in due course). Installation Instructions Extract the GameData folder found in the downloadable .zip directly into your Kerbal Space Program install directory. If located correctly, the OPM and CTTP directories should be found at: \Kerbal Space Program\GameData\OPM & \Kerbal Space Program\GameData\CTTP Dependencies The following KSP mods must be installed prior to using Outer Planets Mod (ensure you install the correct version of the dependencies for your version of KSP): Kopernicus (depending on KSP version) Module Manager Community Terrain Texture Pack - bundled within OPM Supported Mods Custom Barn Kit Community Resource Pack Distant Object Enhancement PlanetShine Research Bodies Visual Mods By default, Outer Planets Mods does not come with any included visual pack to support EVE or Scatterer. There are a few mods that add these atmospheric visual enhancements to OPM as follows: Stock Visual Enhancements - Retextures the Gas Giants and adds atmospheric scatter and cloud support to all atmospheric bodies. Does not apply effects if Pood's OPM-VO is installed also. Pood's Outer Planets Mod - Visual Overhaul - Retextures the Gas Giants and adds atmospheric scatter and cloud support to all atmospheric bodies. Not been updated in a while so your mileage may vary. Screenshots The scale of the OPM system compared to the orbit of Jool: Size comparison of Outer Planets and their moons: Sarnus overview: Urlum overview: Neidon overview: Plock overview: Changelog Please expand the 'spoiler' box below to view all changelog details: Credits Please expand the 'spoiler' box below to view the accreditations for Outer Planets Mod: Previous Threads Original thread by CaptRobau: https://forum.kerbalspaceprogram.com/index.php?/topic/93999-121-outer-planets-mod-21-active-development-has-moved-see-first-post-for-new-thread/ Continuation thread by Galileo: https://forum.kerbalspaceprogram.com/index.php?/topic/165854-ksp-15-outer-planets-mod221-25-april-2018/ License Outer Planets Mod is being maintained by a collaborative group. The mod is still licensed under the original Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.
  17. i am getting the error where kopernicus is not able to load the custom planetary system, I have a pretty large modpack: https://pastebin.com/2N3baULb KSP.log: https://file.io/JtuQuDPDXrW9 ModuleManager.ConfigCache: https://file.io/j1szrlQVKlhY
  18. What is it? A Planet Jam is like a Game Jam but with Kopernicus. Anybody is allowed to participate in the Planet Jam, but a basic understanding of planet modding is expected. Every two weeks, a Planet Jam Challenge will be released on the KSP Forums alongside specific rules and other information. Competitors must craft the best celestial body possible for the challenge and submit it for judging. The score each submission will receive depends on Whether it suits the challenge Whether it abides by the rules, both general and Challenge specific Points awarded based on originality, appearance, and production techniques Following each challenge submission deadline, four elected judges from the KSP Forums (including myself as the host/moderator) will grade the submissions and select four award winners. Winners may choose to have their celestial bodies implemented into an official Planet Jam Mod, which will showcase all previous winners' submissions. Because the Planet Jam is in its early stages, please feel free to ask questions or give suggestions on how to improve the competition experience! Use either this thread or DM me on Discord @ wpetula#4357. I will be updating this post frequently in the coming days, so stay tuned for updates! When does each challenge start? Challenge timeline Judges for the next challenge are elected A new challenge is released on the forums Competitors have two weeks to craft their submissions Competitors submit their creations for judging Winners are announced on the KSP Forums The Planet Jam Winners Pack is updated Who has won so far? Challenge #1–-Moho revamp: RJVB09 Entry Who can participate Anyone can participate in any Planet Jam challenge, unless They are a judge for the challenge They have been banned by the judges They have uploaded their submission after the challenge submission deadline Uploading your submission What to submit Required Config (.cfg) All maps, textures, and files required for your submission to run in-game as intended README (.txt) file Alternate name for author This is to prevent bias during judging Make sure to choose a name that is unlikely to be used by another competitor! License chosen by author Decision to be showcased in the Planet Jam Winners Pack (yes or no) A list of dependencies and compatible mods Not required but considered Scatterer + related files and textures Not required and not considered EVE and related files EVE will not be considered (yet) because there are not enough tutorials available for new modders Other mods Where to submit Competitors will upload copies of their submissions to their Google Drive account and share it with the judges. This method guarantees that competitors cannot alter other submissions, and their original work is protected from alteration. Rules for submission Each competitor may only submit one celestial body for judging (unless specified otherwise). If additional celestial bodies are submitted, they will not be considered. Only under approval from a majority of the judges may additional submissions be considered. Celestial bodies submitted after the challenge submission deadline will not be considered. A late submission will only be considered if a majority of the judges approve. Competitors must submit their own work. Work copied from existing mods or past submissions will not be accepted and scored. Terrain textures borrowed from community mod packs such as CTTP are permitted Judges may not upload their own submissions with the intent of winning an award. If a judge attempts to submit their work in any form with the intent of winning an award, they may be prohibited or banned from judging some or all future challenges. NOTE: A judge may request to submit their work for scoring, "just for fun". This is perfectly fine! The judge's submission will not be given any awards. Other notes for submissions Check whether your submission appears and works as intended on a clean install of KSP (plus Scatterer and dependencies if necessary) Judges may not have the same mods as you installed on their computers, and some mods alter the appearance of celestial bodies in unexpected ways Judging Who can be a judge If you want to be a judge for the next challenge, email me through the KSP Forums or DM me on Discord @ wpetula#4357. You will be added to a list of other judge considerations. Current judges have the option to remain a judge for the next challenge or resign and participate as a competitor instead. Submission scoring Judges will score submissions from 1-5 in three categories: Originality, Appearance, and Technology. Submissions that explore new, interesting concepts will receive high scores in Originality, submissions that are stunning in looks will receive high scores in Appearance, and submissions that were developed with an innovative approach will receive high scores in Technology. Awards There is one award per category, plus one for whichever submission scores the highest overall. Most Original Concept Best in Appearance Most Innovative Production Method Best in Show Entry into the Planet Jam Winners Pack The Planet Jam Winners Pack will showcase all previous winners in organized solar systems. In the description for a winning celestial body, information about the competition will be paired with any additional lore the author decides to include. Example of a winner description AUTHOR: forum user MoarBoosters2 AWARDED: Best in Show JUDGE COMMENTS: (why the judges thought the submission deserved the award) NUMBER OF COMPETITORS: 12 LICENSE: All Rights Reserved MODS BY AUTHOR: Booster’s Planet Pack, Even Moar Planets (Optional celestial body description here) Download the Planet Jam Winners Pack here: https://spacedock.info/mod/3081/Planet Jam Winners Pack Benefits of the Planet Jam Educational: Modders of all skill levels can learn from each other by studying and exploring celestial bodies showcased in the Planet Jam Mod Community-building: The Planet Jam is intended to bring the KSP community together in an open, friendly competition for all. This event is an amazing opportunity for players to participate in the modding community! Advertisement: Modders of all skill levels have the opportunity to show off their skills and gain recognition in the KSP Community Entertainment: Planet Jams are extremely uncommon on the KSP Forums, so the community will have something new to try Preventing shenanigans While this competition is intended to be casual, any behaviors considered suspicious or disruptive will not be tolerated. These behaviors include but are not limited to Discouraging others in any manner Constructive criticism is fine; just make sure it's actually constructive Attempting to alter or destroy other people’s work before or during scoring Uploading inappropriate or unrelated submissions Attempting to intentionally delay a valid participant from submitting their work Attempting to enter the competition as a current judge Attempting to break the rules using loopholes or “sneaky tactics” NOTE: The rules of the Planet Jam are subject to flexible interpretation, logic, and reasoning. The severity of violations will be assessed by the judges and, if needed, additional KSP Forum members. Violators may be prohibited from some or all future challenges. Have fun, everyone! Thank you for your support.
  19. Cerillion This mod adds a planet called 'Cerillion' to the Kerbal solar system, as well as it's four moons - Mavis, Shirley, Jacob and Disparia. Cerillion comes bundled with several configurations for other mods such as EVE, as well as hand-made textures, including an 8K cloudmap. Cerillion is entirely procedurally generated, has full science support as well as 15 unique biomes to explore. If that's not enough, we've got you covered! Cerillion has various strange geological anomalies to visit and fly through. It's orange atmosphere has a strange composition, but does contain enough oxygen for jet engines to function. Also, I love it when people make videos of this planet! Official Trailer Facts about Cerillion - a recordbreaking planet pack: - For the first time in history of KSP planet packs, a planet pack features easter eggs in the form of custom 3D models. - For the first time in the history of KSP planet packs, a planet pack features custom terrain scatter models (with working textures!) Image Gallery Downloads Pick one of the following websites. Current version: V4.0 'Limitbreaker' SpaceDock (V4.0) Google Drive (V4.0) Old versions:
  20. Stock Planet Expansion or S.P.E is a pack that adds countless moons to the Kerbal solar system for you to explore! From Moho to Eeloo, we got you covered! Meet the moons Grillian, moon of Moho "Grillian is the Mohonian moon. It's surface is covered in vast, trademark canyons that have baffled scientists ever since their discovery. Strangely though, Grillian appears more frequently in discussions of whether or not 'Mohonian' is a word rather than it does in scientific reports." Grillian is a half-molten mountainous moon in orbit of Moho. It's lava actually damages spacecrafts, so perhaps it's best to stay clear of those areas. Driea, moon of Eve "Driea is a small, pink moon in orbit of Eve. For reasons unknown though it has a huge, silver mountain on it's equator. Scientists still do not know what caused it, considering Driea is likely geologically inactive, and thus Mount Hyacinthum remains a mystery to Kerbalkind." Driea is Eve's first moon, Gilly becoming Eve's second moon due to it's larger orbit. Driea has a landscape covered in hills as well as one truly enormous mountain that science cannot explain. Trao, moon of Kerbin "Once a moon similar to Mun, Trao has been struck by a rather large object a long time ago, resulting in a large impact crater on one side of the moon that reaches all the way to the moon's core. The resulting debris either impacted the moon elsewhere, or is still orbiting Kerbin. The impact also caused the moon to spin out of control, so be cautious." Trao becomes a new moon of Kerbin, it becomes the iconic blue planet's new second moon due to it orbiting further away than the moon, yet not as far out as Minmus. The debris from the impact also formed a ring around Kerbin near Trao's orbit. Smov and Prolla, moons of Duna "Smov is a strange, uneven moon orbiting Duna. For some weird reason it shares it's larger neighbor Ike's pattern of a gray surface with strange, darker areas. One thing is certain, Smov is a lot more bumpy." "Prolla is a strange moon and the outermost of Duna's three moons. While Smov shares it's colors with Ike, Prolla seems to have colors similar to Duna, with red lowlands and ice-covered highlands. Why Smov and Prolla love cosplaying as the two larger bodies in the Dunaian system is a mystery." Smov is a smaller, asteroid-like moon while Prolla is about 1.5 times Smov's size, about half as large as Ike. The two moons dominate the outer regions of Duna's sphere of influence, but how the two moons got there in the first place is a mystery. Dres-1 and Dres-2, the moons that orbit Dres (who would've guessed?) D-1 and D-2 are two little rocky moons orbiting Dres with the same inclination. D-1 is an icy asteroid, a remnant of the solar system's birth. D-2 is also an asteroid, but is more metallic in composition. Klan, moon of Jool Klan is, without even a shadow of a doubt, the most bizarre moon ever discovered by the Kerbal Astronimcal Society. Nobody truly knows what is going on down there, on its strange and ravaged surface. Be wary, Kerbals. Froth, moon of Eeloo "Froth is a magnificent little ball of ice in orbit around Eeloo. Eons ago a few annoying little asteroids slammed into the icy surface, exposing the moon's inner layers. The debris from this event formed Froth's iconic rings of ice particles. Taking a shard from the rings of Froth is said to bring luck." A moon that closely resembles the planet it orbits save for the fact that this moon has a set of beautiful rings. The jealous Eeloo has attempted to steal these rings several times, but the rings are in a stable orbit around Froth and are unlikely to leave anytime soon. Download Stock Planet Expansion SpaceDock The S.P.E Team @SmashingKirby148 - Concept and career integration, project starter @The White Guardian - Kopernicus configs, mod compatibilities, textures Changelog Version V2.1 [For KSP 1.3.0 and 1.3.1] - Hotfix related to the Outer Planets Mod compatibility patch. (Thank you, psamathe!) Version V2.0 [For KSP 1.3.0 and 1.3.1] - Updated to Kerbal Space Program versions 1.3.0 and 1.3.1 - Slight Grillian and Froth overhaul (though the moons have kept their original style) - Completely redid Driea, Trao, Smov, Prolla, Dres-1 and Dres-2 - Added a new moon named Klan - Some under-the-hood changes to reduce lag - Made the moons much more colorful and diverse - Terrain texture rework - Removed some hidden space tacos Version V1.0 [For KSP 1.1.2] - Initial release - Removed Herobrine
  21. Now in French, Spanish and Russian! Welcome to the Development thread of Other Worlds Reboot. Other_Worlds was a star and planet pack that started out 2 3 years ago as my first ever ksp mod. This time, with the knowledge that I've aquired through out the years, I'm going to redo this pack! It will also include Sprite Parts, based on Project Starshot. It even comes with actual functionallity! I'll sometimes be streaming on twitch in the process of creating the planets. Downloads: > Download Beta 0.5 and Changelog > Scatterer 0.052+ Patch Github link to Source WARNING: You must download the correct versions of Scatterer, EnviromentalVisualEnhancments and CTTP 1.0.3 or higher DISCLAIMER: For the moment, the SPRITE Laser Sail will be bundeled with Other Worlds Reboot as to wait for the completion of both projects Installation: Download CTTP and install it Download Kopernicus and install it For clouds install EnviromentalVisualEnhancments and for the atmospheres install Scatterer For Loading Screens, install SigmaLoadingScreens Drop the folder "OtherWorldsReboot" into "GameData" Planets and Sails Full Res Posters here License: CC BY-NC-ND 3.0 Credits to:
  22. Welcome to the Official Release thread for After Kerbin. After Kerbin is based on the Stock solar system, but 4 billion years into the future, adding highly detailed and intuitive planets to your game. We are in the process of setting up a DMP server. Spread the word! Overview: This mod aims to add a completely new adventure as you begin on Duna (which has Kerbin's properties for ease) and explore and uncover the secrets of the future stock planets. This mod adds highly detailed, 4k planets, each come with their own EVE and Scatterer configurations. Every single planet and moon has been adjusted and changed. Even Jool. All planets have been tested and I have made sure both rockets and spaceplanes can function on each of them. System Requirements: 5GB of RAM KSP 64 bit Donations are never asked for, but always appreciated! Help buy me another pizza if you enjoy the mod "Only during the last breath of life does the mind truly understand how lonely a species really is. Floating. In the dark. Guarded by nothing but the very nemesis which plagues the planet - loneliness, darkness, death." - Source Unknown, Year 7510, Solitude. FAQ: Is this planet mod compatible with present day mods? Yep! Even the visual mods will work together (they didn't with my previous planet mod), meaning you can install nearly any planet mod except those that also replace the home planet. How much RAM do I need for this mod? It varies. I recommend around 5GB at least. If you struggle, lower your texture quality. Watch @TheBeardyPenguin progress through conquering the Kerbal system for the final time in the hopes of saving kerbalkind. DELTA V MAP This mod follows the CC-BY-NC-ND licence. Thank you for downloading!
  23. I'm working on a mod that will add a new Solar System, and I wanted to tell each planet's story in a fun, humorous way through Science reports. How do I implement custom EVA descriptions instead of using the Stock ones? I can't seem to find any info on it
  24. _____________________ Kerbol Origins _____________________ Welcome to Kerbol Origins, a mod that aims to recreate all the SQUAD planet ideas that never got implemented, like the Gas Planet Two (GP2), Gas Planet Three (that is actually a giant rocky planet) and many more. The mod has been fine-tuned to be as stockalike as possible and we made sure that it fills most of the gaps the stock Kerbol system has. Many of the celestial bodies added by this pack are proceduraly generated, which means that they have a lower memory footprint, but others use heightmaps and while they are not entirely procedural, they offer much more detail than the procedural ones. _____________________ Pictures _____________________ ( https://imgur.com/gallery/vKGxl7c _______________________ Recommended mods _____________________ - by Amarius1 - by Nils277 - by Valerian _______________________ Lets meet the new planets! _____________________ Faz: Harvest: Rega: Sarvin Keelon: Corolet: __________________________________ The team! ________________________________ @amarius1 - Original Owner & Lead Developer @Mythical Donuts - Developer @zherdev - Developer @Nils277 - Part Creator @Olympic1 - Career Compatibility & Tweaks @The White Guardian - Career Compatibility, EVE Clouds & Tweaks @smokytehbear - FF Ribbons @Eriksonn - Principia Compatibility And more! __________________________________ Thank you ________________________________ Thomas - For developing and mantaining Kopernicus. KillAshley - For teachingt of the aspects of planet creation. CaptRobau - For teaching me the basics long before Kopernicus could even load PQS mods. Olympic1 - For being a good friend and collaborating with me in all of my projects. Sigma88 - For giving me advice and giving everyone over #Kopernicus a good laugh. ___________________________________ Installation ________________________________ Download the mod files from any of the buttons at the top of the page Download the Kopernicus dependency from GitHub Merge downloaded GameData folder from both mods with yours ??? PROFIT! !WARNING: When installing new versions of the mod, NEVER merge the new version's files with older versions, but instead, delete the old ones, before. ____________________________________________________________________________________________________ Known Bugs: ____________________________________________________________________________________________________ To do:
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