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  1. **Images are broken** 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. A port to KSP 2 is possible but will not come until KSP2 is out of the earlier stages of early access. Storyline removed (click)
  2. Precursors Version: 1.7.1 - ODYSSEY UPDATE OVERVIEW The discovery of mysterious SSTV signals originating from Duna was a monumental leap in the search for intelligent life. Deciphering these 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 Kerbal Space Program story. Contents Over 20 highly detailed celestial bodies to explore 1,000+ custom science reports across all bodies Fleshed-out biomes on all celestial bodies Intricate lore and story components Custom flags, loading screens, and more Easter eggs galore! Download at https://github.com/WyattPetula/Precursors Older versions can be found at: https://spacedock.info/mod/2869/Precursors Planet Pack Trailer (outdated as of V1.6.1) NOTE: This trailer was exported from Lightworks Free, which has a max resolution of 720p. It's also my first-ever attempt at making a video. Dependencies and Recommended Mods DEPENDENCIES KSP 1.9.x-1.12.x Niako's Kopernicus Utilities Kopernicus Stable Branch 1.9.x-1.12.x RECOMMENDED MODS Scatterer EVE Redux INCLUDED WITH DOWNLOAD Sigma Loading Screens Resource configs supporting Interstellar Fuel Switch Resource configs supporting Community Resource Pack UNSUPPORTED Other system replacers Volumetric EVE Support and Known Issues GETTING SUPPORT If you want to get support, please include a detailed description of the problem, your KSP logs, a list of your installed mods, and—if applicable—screenshots. If you do not include these requirements, you will not receive good support. KNOWN ISSUES Lack of fog when "swimming" on Maar More Screenshots System In-Depth Overview (MAJOR SPOILERS) Delta-V Map by u/Lithium-7 (missing Odyssey) Celestial Body Size Comparison Infographic (outdated) 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 You cannot replicate or create derivatives of my work inside KSP 2. The license for Precursors applies to KSP 2 in addition to KSP 1. If you have a question regarding the license, please message me 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! Author's Note Hi there! I'm Wpetula. Over the past four years, I've had a wonderful time learning how to engineer custom celestial bodies with the help of the awesome Kerbal Space Program community, especially the Kopernicus Discord group. Thank you everyone for your support! This has been a one-man project, and Precursors would not be what it is today without you.
  3. 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!
  4. Hey, electricpants here. It's been a while. This has been a personal project of mine for a little over 4 years now, as I first started making this star back in December of 2019. It's been a long journey, and I've changed a lot since I started. I've been working on this on and off, and the project has kinda been in development hell, having gone through many different iterations before I landed on the system layout I liked best, which is this current one. The mod is still heavily in-development, and I don't know if I'll ever truly finish it, but I really just want to finally get this system out there, so that people can play (and hopefully enjoy) it for themselves. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- You start the game in a highly-compact system orbiting a very cold star. Do note that despite its unusually low temperature and mass, Cherra IS a star, and not a brown dwarf, which is thanks to its high metallicity, providing just enough insulation to keep the core hot enough for hydrogen fusion. Though the planets all look easily accessible, it's harder than you think to navigate Cherra's system, as it takes a LOT of delta-V to get anywhere with pure rocket power. Gravity assists will be your friend here, though you may have to chain many of them together, as they aren't as powerful in this system. Everything moves so fast, it's hard to get something to change your trajectory much! Additionally, spheres of influence are very small in this system, so lots of orbital adjustments may be needed to get everything just right. Some basic descriptions + pictures of the main bodies (spoilers ahead!) CHERRA (Parsec B): PEPSOL (Parsec Bd): DESKEN (Parsec Be): THORBIN (Parsec Bc): ASOOL (Parsec Bb): PARSEC (Parsec Aa) + ARCSEC (Parsec Ab): EXTRA PICTURES!: -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- And there it is! Those little blurbs only covered the central stars and Cherra's 4 main planets, but there's plenty of other stuff to find too, I'm just leaving it up to the player to discover themselves. I know this isn't much, and in comparison to a lot of other planet mods out nowadays, it's not too great visually, but I still hope this is enjoyable to those who choose to play this mod! Do note that, due to me having to use post spawn orbit for Desken, there are unavoidable glitches with the KSC screen in-game. Don't worry, these are purely visual bugs, and do not carry over to flight view or map view. Also, I'm putting this project out under a CC BY-NC-ND license. You can copy and distribute this wherever you want, but only in an unchanged form and for non-commercial purposes. Also, I forgot to say, but Kopernicus Expansion is a dependency for this mod. Download it here. I hope you all have a good day. Download the WIP here!
  5. 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
  6. Thread of the month May 2022. Currently NOT available until KSS2 releases. Galaxies Unbound: A Stellar Odyssey © 2020 by StarCrusher96 is licensed under CC BY-NC-ND 4.0
  7. The year is 9302. The Mun has been impacted by a huge asteroid and Kerbin is flooded. Begin on an evolved Kerbin. Its continents have moved, its mountains and topography vary drastically. Set many millenia after the Kerbals first took to space, the general culture of former 'Kerbin' has changed drastically. Because of this change, the planet is significantly different - it's known as Gaia and all interplanetary voyages are strictly forbidden by the global government - You must convince them to fly once more. The entire planetary system has overcome a drastic change. A near miss with another star has caused many planets and moons to be captured by Kerbol. Your adventure awaits; take to the stars once more and prove that the eagerly awaiting space-faring Kerbals still have a future. This mod adds more planets and moons to land on whilst keeping the stock feel to the game. I have revisited the entire Kerbin system and added a bit more variation to the different planets and moons, making you feel the joy of exploring them once again. DOWNLOAD FOR KSP 1.4.3 If you feel as if you enjoy the mod thoroughly, feel free, but not inclined to, leave a small donation in return. Thanks DISCORD: https://discord.gg/XmVp23s Installation Instructions: Gameslinx's Planet Overhaul is a planet mod for Kerbal Space Program. This mod is licenced under CC-BY-NC-ND 4.0. Proceed with the following install instructions: Download Kopernicus - https://github.com/Kopernicus/Kopernicus/releases/ Download CTTP - https://github.com/Galileo88/Community-Terrain-Texture-Pack/releases/ Download EVE - https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases/ Download Scatterer - https://github.com/LGhassen/Scatterer/releases/ Download SigmaReplacements https://github.com/Sigma88/Sigma-Replacements/releases/ Download INSTANTIATOR - https://spacedock.info/mod/1624/INSTANTIATOR/ You MUST remove "ExampleConfig.cfg" from the Instantiator folder or it will not work Download GPO - https://github.com/Gameslinx/Gameslinx-Planet-Overhaul/releases Install ALL of those mods correctly - this should be as simple as dragging the correct folder to GameData unless stated otherwise. After that, launch the game in 64 bit. The above photograpah is not ingame imagery
  8. Introducing Kerbal Star Systems 2 - Embark on a Galactic Journey! Greetings, fellow space enthusiasts! It's with immense excitement that we unveil the next chapter in our cosmic odyssey: Kerbal Star Systems 2! A universe of infinite possibilities awaits you as we venture into the interstellar realm. Remember the thrills and challenges that Kerbal Star Systems brought to your screens? We've been hard at work over the past several months, crafting a spectacular successor that combines the best of both KSS and GU. While this isn't a mere continuation of those beloved mods, it's the culmination of everything we've learned and experienced in those galaxies. But wait, there's more! As we chart a new course among the stars, we must bid farewell to the previous chapters of GU and KSSGU. Fear not, though, as these treasured creations will still be maintained and cared for, ensuring that your nostalgic journeys can continue unhindered. Prepare to take flight once again, with Kerbal Star Systems 2 as your vessel. Stay tuned for more updates and prepare to explore the cosmos like never before. The universe beckons, and your destiny among the stars awaits! Kerbal Star Systems 2 © 2024 by StarCrusher96 is licensed under CC BY-NC-ND 4.0
  9. Minmar Kerbin Rings 2.4.2 [1.12.x] [Kopernicus] (The screenshot below was taken using Astronomer's Visual Pack. Highly recommended!) Requires Kopernicus! DOWNLOAD HERE (Spacedock) This mod gives Kerbin rings, intended to be the remains of part of Minmus when it was captured hundreds of years ago. The mod now also moves Minmus inside the rings, tweaking science values to reduce the value of Minmus and transfer it to the Mun for balance. It even adds a new description and new science logs(With DMagic Orbital Science support), relating to Minmus' new position! I highly recommend landing on the Greater Flats. The view of Kerbin and her rings is nothing short of spectacular. PERFECT real estate for a mining base! The custom science logs additionally remove existing logs that contradict Minmus' new position- stock, DMagic, and Crowd Sourced Science. Now included are a few custom flags- based on the stock Kerbin Mun flag. This is the primary one, but two other(worse) options are available with the legacy versions included in the download. I hope people enjoy it! The original versions are still included in the download, as Classic, 'New' and Minmus Mover Alt versions- previews of which are spoilered below. Also, sorry, but I didn't bother updating the CKAN version. I just couldn't be bothered. If enough people ask for it, I will. Changelog MIT License Copyright (c) 2023 Lithobraker Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  10. 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
  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. Very self-explanatory mod. It changes overall looks of Jool and adds a simple procedural wasteland beneath its clouds, making it into a new destination for your space frogs. It should run any visual packs, EVE, Scatterer, without problems, it has resources and other stuff normal Jool will get from mods. With pressure limits it will be even more interesting. --------------------------------------------------------- Attribution-NonCommercial-ShareAlike 4.0 International ------------------------------------------------------ Suggested mods: Visual packs. Will add true clouds that can be seen from surface. EveEngines, ExplodiumBreathingEngines. Absolutely must have for flying there. Any mods with electric jets or propellers - RationalResources, KAX, you got it. Also, Jool remains ore-abundant with RationalResources so you won't run out of fuel If you feel need to touch it by Kopernicus patches(adding moons?), use JooI, not Jool (last letter is big "i") Have fun, report bugs! https://spacedock.info/mod/2967/JoolSurface https://github.com/hohmannson/jool_surface/releases Pics, clicks, stock EVE-less clouds. If someone doesn't like them or they a getting in the way of a visual mod, change fadestart, fadeend and deactivatealtitude to commented out values in Jool.cfg
  13. What is More Real Exoplanets? More Real Exoplanets (MREx) is a series of mods that add confirmed exoplanets to KSP. Similar to Andi's Real Exoplanets (REx), MREx puts each star at their correct right ascension and declination, albeit with their distance from the Sun shortened to avoid game-breaking bugs caused by large distances. Each planet is based on their real-life properties with some artistic liberty. Series 1 adds two star systems, Kepler-186 (with Space Dust configs) and CoRoT-7. Series 2 adds two star systems, K2-18 and Luyten's Star. Each series will add two new star systems. Download: GitHub Follow the development of MREx at KerbalHub's Planet Emporium's Discord Server: https://discord.gg/hYTjzJzyFZ Thanks to: Squad: The developers of KSP @Andi K.: For inspiring me to make MREx @Pkmniako: For making Niako's Kopernicus Utilities, a dependency of all packs in MREx Kabram: For making the sunflares used in MREx's scatterer configs and making them free to use @AbnormalVenegrade: Space Dust configs for (now so far) Kepler-186 License: All Rights Reserved (ARR)
  14. 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.
  15. Help me stay motivated in my endeavors to create more interesting and diverse mods for KSP. Every little support helps! What is New Horizons? Growing tired of the same planets? Need a new adventure? Welcome to New Horizons Featuring an entirely new roster of planets, and an entirely different solar layout, experience a challenge the Kerbol system has never provided before! Designed to 'freshen-up' the Kerbal experience, this pack reorganizes the entire system and also adds 19 new bodies to discover and explore! NH also aims to challenge it's players, with missions needing tight maneuvering, to decades long voyages to the outer systems. Screenshots New Planetary Layout: Videos: Downloads: Github Mirror - CurseForge Dependency: Kopernicus Optional: Want stock planets to look as nice as New Horizons planets? Try KASE! made to improve the stock system while still keeping it's stock feel and fully compatible with NH! KASE Forum Thread Install Instructions: Please ensure you delete ALL files from previous version when updating, or else serious issues can and will occur. A fresh KSP install is recommended if you are unsure what files need to be removed. Simply Download the .zip file and merge the contents into your KSP game directory. Included Mod Support: Supported Planet Packs: Incompatible Mods: Known Bugs: Changelog: v2.0.1 -Fixed SpaceCenter black screen -Tweaked alot of settings -Fixed alot of stuff -Switched ring shader to new version for asthetics Credits: Sarbian for maintaining ModuleManager Kcreator for making KittopiaTech Gravitasi for updating the Kopernicus/Kittopia plugins BryceSchroeder, Teknoman117, Thomas.P and NathanKell for making & maintaining the Kopernicus plugin this mod relies on. CaptRobau as pulling apart his configs for OPM helped me learn how to use KittopiaTech before the tutorials were created. Dunrana for helping fix my ScienceDefs mistakes. Felger for helping me so much with the atmosphere settings License: New Horizons by KillAshley is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  16. THIS MOD IS NOT COMPLETE YET!!! I have created this thread in advance, you can follow dev updates here. Photos soon!
  17. After around a year of development, I feel that it is finally time to open a Dev thread! Boundless aims to be a mostly realistic, expansive, and detailed interstellar planet pack. This is my first (of hopefully many) planet packs that I'm going to be releasing, and I've learned a lot during the development of this pack. Development started wayyy back in February 2023, and has been steadily undergoing since. The home system includes 8 planets, ranging from the scorched Koron to the far-off ice giant Oura. The homeworld is the 3rd planet from the Asterai-Mikra binary, being more massive and larger than Kerbin, and hosting thin rings and 4 moons. A major point in this pack is focusing on all types of bodies, ranging from binaries to dwarf planets, which I find very little in other packs. There will be a total of 6 dwarf bodies in the home system, and some will even have moons. These will range from small asteroids to mun-sized icy bodies. The system in total will have 41 bodies. I will not be releasing any of the interstellar systems as of 0.1, only the main system. See below for details. A bit of clarification in regards to the soon-to-be 0.1 release: What will be in 0.1: - Most major bodies/moons in the Asterai (home) syste, - Full EVE/Scatterer support (no volumetrics atm) What will NOT be in 0.1 Parallax support (1.0/2.0) Volumetric support Interstellar destinations (I promise I wont do an intercept games with this, lol) Biome maps for all bodies Science Defs (In need of creative writers) Future plans 12+ total systems, 3 of which will be detailed to the level of the main system Homeswitch Full parallax 2.0 support Volumetric support Lore (?) Full list of bodies in 0.1 (And some plans for 0.2/0.11) Images (Spoilered in case you want to go in blind upon release!) p.s. We have a discord! https://discord.gg/pA5eFFhSyA
  18. VertexHeightOblateAdvanced VertexHeightOblateAdvanced is a custom PQS Mod intended for use by planet modders to enable easy creation of oblate bodies via a simple PQS Mod, rather than via a heightmap. Additionally, when in the SOI of a body implmenting VertexHeightOblateAdvanced, two new camera modes will be added to the camera rotation after FREE mode to better support non-spherical bodies. Planet pack developers implementing VertexHeightOblateAdvanced are encouraged to bundle it with their mod, for the convenience of users. Examples PointEqupotential UniformEquipotential Low UniformEquipotential Low UniformEquipotential High UniformEquipotential High Download Github SpaceDock Installation and Use Install ALL listed dependencies, following the links below Download and extract the VertexHeightOblateAdvanced zip file Place the GameData folder into your KSP directory Once installed, simply add a VertexHeightOblateAdvanced node to the Mods node in your body's PQS node Using the following Google Sheet, find appropriate periods for your body to get the desired oblateness, based on body surface gravity and radius. Camera modes: SURFACE NORMAL Functions like FREE camera mode, but with the vertical axis aligned perpendicular to the shape defined by the VertexHeightOblateAdvanced instance. This eliminates the "uphill effect" that oblate bodies have. Lerps to FREE camera mode when greater than 10% of the body radius above the maximum oblate height. GRAVITY NORMAL Functions like FREE camera mode, but with the vertical axis aligned with the local apparent gravity vector, taking into account the effects of rotation. Surfaces that look flat and level are actually flat and level relative to gravity. Lerps to FREE camera mode when greater than 10% of the body radius above the maximum oblate height. Parameters and expected values: oblateMode: overall controller for type of generation used Values: (PointEquipotential, UniformEquipotential, Blend, CustomEllipsoid) PointEquipotential: Generates a point mass equipotential UniformEquipotential: Generates a uniform density equipotential, either a Maclaurin spheroid or Jacobi ellipsoid deppending on energyMode and period Blend: Multiply a PointEquipotential by a CustomEllipsoid CustomEllipsoid: Generate an ellipsoid based on a, b, and c axis values energyMode : Used with: oblateMode (UniformEquipotential) Values: (Low, High) Low: For the given period, generate using the low oblateness branch. Always generates a Maclaurin spheroid High: For the given period, generate using the high oblateness branch. Generates either a Maclaurin spheroid or Jacobi ellipsoid based on period mass: Mass of the body as set in the Properties node. Optional if both radius and geeASL are provided. Used with: oblateMode (PointEquipotential, UniformEquipotential, Blend) Value: (greater than 0) radius: Mass of the body as set in the Properties node. Optional if both mass and geeASL are provided. Used with: oblateMode (PointEquipotential, UniformEquipotential, Blend) Value: (greater than 0) geeASL: Surface gravity of the body as set in the Properties node. Ignored if both mass and radius are provided. Used with: oblateMode (PointEquipotential, UniformEquipotential, Blend) Value: (greater than 0) period: Rotational period of the body as set in the Properties node. Used with: oblateMode (PointEquipotential, UniformEquipotential, Blend) Value: (greater than 0) a: The primariy equatorial axis as a ratio of provided radius. Used with: oblateMode (Blend, CustomEllipsoid) Value: (1 to infinity) b: The secondary equatorial axis as a ratio of provided radius. Used with: oblateMode (Blend, CustomEllipsoid) Value: (1 to infinity) c: The polar axis as a ratio of provided radius. Used with: oblateMode (Blend, CustomEllipsoid) Value: (1 to infinity) Requirements ModuleManager Kopernicus FAQ Q. I'm not a planet modder? Do I need this? A. You do not need to install it manually yourself, but if you found this in you GameData, it is because a planet pack you have/had needs/needed it and so it was either included with the mod or auto installed through CKAN Licensing VertexHeightOblateAdvanced is licensed under the MIT License
  19. Threads of the Month: April 2023 Edition Kcalbeloh System is a planet pack adding an entirely new black hole system with 30 unique celestial bodies, including a super-massive black hole, 4 stars, 15 planets, and 10 moons and asteroids, each with its own unique set of challenges and features. This planet mod provides a diverse range of environments for Kerbals to explore, such as a planet with surface torn apart by tidal force, binary gas giants with multiple moons, a planet tidally locked by its parent star, and a small moon with a twisted surface. Like the movie Interstellar, there are also a pair of wormholes available for Kerbals to jump between Kerbol system and Kcalbeloh system, adding another layer of exploration and excitement. If you're looking for an exciting and rewarding space adventure, Kcalbeloh System is an excellent addition to Kerbal Space Program, providing tens or even hundreds of hours of entertainment. 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. Also, if you have a cool idea and want to contribute to this project, feel free to let me know. Get ready to blast off into the cosmos and embark on a thrilling journey through the Kcalbeloh System. Happy launching! System Map Are you sure you want to spoil it? Delta-V Map 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 of my planet modding skills there. I can't list all of the names but thank you all for your help! @JadeOfMaar for inspiration of the system map, and other help 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 the Russian translation. @CoriW for ResearchBodies and FinalFrontier compatibility. @Iodyne @FrostyArchtide for Principia configuration. @chaos113 for helping with parallax scatter support. @Lithium-7@BadModder54@CashnipLeaf@Fio @Ade0924 @r-ISCO for writing part of science definitions. @Emperor of Ilve for helping with Rational Resources support. Reddit user 0_0_1 for some sunflare textures from Kabrams Sun Flare's Pack. And most importantly, credit to my girlfriend for allowing me to put time into this mod (The names are NOT in order of contribution) Winners of the Loading Screen Contest 2023 Gallery Change Log License Creative Commons Attribution-NonCommercial-NoDerivatives 4.0
  20. This mod is not ready for review. It is heavily work in progress and there will be visual errors, bugs, and more. Please report them to help me fix them! THANK YOU FOR JULY 2023 TOTM! Join our discord!: https://discord.gg/P69PwuJGCa Overview: The Kerbals find themselves now on The Alter Kerbin, a world visually very similar to Kerbin, but yet vastly different. I seek to create a high-quality small-set of systems, with Indepth sciencedefs that allow you to truly discover what's brought a world to be and empower the player to meet extremes they haven't before yet seen. This mod is memory-intensive. If you have less than 16gb of memory, expect some issues with frames with all visual mods like parallax installed. Thank you for taking the time to read this page, to see the newest images go to the latest page. Note about Transfer Window Planner: the D/V requirements are WILDLY inaccurate. System Map (only major bodies included, some very minor objects are left out!) Requirements to Function Eos Planet Pack - download it https://github.com/smushanoob1/Eos/releases Niako's Heightmap Utils - https://github.com/pkmniako/Kopernicus_VertexMitchellNetravaliHeightMap/releases Kopernicus Planetary System Modifier - https://github.com/kopernicus/kopernicus/releases Kopernicux Expansion - download it https://github.com/VabienArt/KopernicusExpansion-Continueder/releases/ Compatible mods E.V.E. Redux (Follow instructions in discord server to install non-volumetric clouds!) - Releases · LGhassen/EnvironmentalVisualEnhancements (github.com) E.V.E Volumetrics - True Volumetric Clouds Early Access | Patreon Scatterer - Releases · LGhassen/Scatterer (github.com) Parallax Terrain Mod - Releases · Gameslinx/Tessellation (github.com) Planetshine - Releases · PapaJoesSoup/ksp-planetshine (github.com) Distant Object Enhancement - Releases · net-lisias-ksp/DistantObject (github.com) Interstellar Fuel Switch (resources) - Download Interstellar Fuel Switch - Kerbal Space Program Mods - CurseForge Community Resource Pack - Releases · UmbraSpaceIndustries/CommunityResourcePack (github.com) Kcalbeloh System - Release v1.1.4 · jcyuan06/Kcalbeloh-System (github.com) Mod Screenshots: Credits: @kramken Made the original texture I built off for Tecton Kopernicus Discord Server for extra help Eos Discord for feedback/playing LICENSE: CC-BY-NC-ND (Contact me if you want to use my assets! Im open to discussion ) When Eos kicks the bucket, a CC-BY-NC-SA license will be in effect, so anyone can pick up the mod if they wish
  21. Hi, this is not correlated to the topic, becouse i'm pretty desperate to fix a bug with opt, essentially the wings don't produce any lift, i don't know what could be the problem, as i don't have far installed, but the problem appears also with tundra exploration, do you know what mod could be cousing this? i can send the mod list if you want.
  22. [V1.1.5] [1.12.x] Kerbal Galaxy 3 IMPORTANT: Might have some Texture Issues I'm working in, but almost is playable for now. -------------------------------------------------- The Original Mod Made By Artyomka15. Link To Original Mod "KerbalGalaxy2" New Version By: XxLedvin25xX, Olympic1 and Our Benefactors(AR3S) -------------------------------------------------- This mod is licensed CC-BY-NC-SA -------------------------------------------------- Devs are sought, if you know how to use Kopernicus, EVE, Scatterer any mod that should be compatible with KG3, contact me in server Discord by forum message. -------------------------------------------------- Idiomas/Languages/Sprachen/langages Help is sought to translate it into Russian, Chinese, Italian and Portuguese. If you want to help contact me to my Discord or directly by the messages of the forum! -------------------------------------------------- This mod adds a galaxy, with solar systems orbiting a black hole, and wormhole near Jool that leads to the Gargantua system, this mod adds the following stars with their planets: -------------------------------------------------- SUPERMASSIVE AREN BLACK HOLE -------------------------------------------------- WhormHole in Jool to Gargantua -------------------------------------------------- POLARIS - Green ocean planet PANDORA - Brown gas giant RYLA - Moon HOTH - Moon CITE -------------------------------------------------- Brown Dwarf NIM -Planet Groth -Planet Dryking -------------------------------------------------- Red dwarf ERAVATE - Planet Sehera - Planet Eden -------------------------------------------------- Blue supergiant Oblok - Gas giant AELION - Dwarf planet PHOENIX - Dwarf planet SUNFLOWER -------------------------------------------------- Neutron star Osiris - Planet Ida - Gas planet Isus - Moon Rocko - Moon Volco -------------------------------------------------- Yellow-White star Abbadon - Planet Violetta - Planet Nix - Moon Icy - Planet Aphrodite -------------------------------------------------- BLACK HOLE GARGANTUA - Miller's planet - Mann's planet -------------------------------------------------- Screenshots -------------------------------------------------- At the moment it is not compatible with any visual mod and neither any other planets package since the references and orbits of the Stock planets have been moved. -------------------------------------------------- Installation: (If you have an earlier version, delete it and cache it, and install it from scratch.) 1- Download and install Kopernicus, KopernicusExpansion (Plugins), ModuleManager and Singularity for your game version. 2- Download the "(1.7.x) V1.1 KerbalGalaxy3" and drop "GameData" in your folder "KerbalSpaceProgram. 3- Download the "KG3Textures" and drop "GameData" in your folder "KerbalSpaceProgram 4-Enjoy -------------------------------------------------- DEPENDENCE! You Need Kopernicus, KopernicusExpasion, Module Manager, TextureReplacer and Singularity Without these mods it might NOT WORK! -------------------------------------------------- Download the KerbalGalaxy 3 here from CurseForge, Spacedock or here from GitHub Download the Textures From HERE SOURCE -------------------------------------------------- Credits: - Artyomka15 by the creation of the original mod. - Olympic1 by the update of the mod plugin. - Our Benefactors(AR3S) by the help with Kopernicus. - Gameslinx by help with scatterer. - Thomas P. for Kopernicus and KopernicusExpasion (Incluided with KG3). - blackrack for Singularity. -Some textures are thanks to: http://www.textures4photoshop.com and https://www.textures.com -------------------------------------------------- MODS RECOMMENDED! KerbalGalaxyVisualEnhancement(Coming Soon) Endurance (from Interstellar) Continued Scatterer(Almost fully compatible) PlanetShine(Almost fully compatible) Distant Object Enhancement (Fully Compatible) OuterPlanets (Fully Compatible) Tarsier Space Technology (Fully Compatible) -------------------------------------------------- Bugs and Reports FOR REPORTS OF PROBLEMS AND ERRORS READ THIS FIRST AND ACT AGREEMENT. THIS ACCELERATES THE SUPPORT PROCESS! -------------------------------------------------- Changelog If you want to help me voluntarily to continue with the mod, you can do it in the button below, thanks! DONATE
  23. RSS-Origin Exclusive add-ons with hundreds of asteroids, comets, moons and overhauls for RSS Brief Introduction Like the title, this mod is basically an expansion for "Real Solar System", and currently it includes following parts: RSS-Origin CelestialsPack, the major part of this mod, which adds plenty of asteroids, asteroid moons, comets, moons of gas/ice giants, dwarf planets, dwarf planet moons, and interstellar objects into real solar system, currently 141 in total. (dozens more in the future) (compatible with Principia) RSS-Origin RSSTexture&TopoRevamp, which overhauls some RSS celestials with more accurate, more realistic and higher res textures and topography. (16k maximum) RSS-Origin JSUNrings, which adds accurate and realistic rings to the 4 gas giants in our solar system. RSS-Origin GalaxyTex, which replaces your skybox with a high-quality Milky Way background. (64k maximum) Since RSS-Origin has a complete documentation on its github repo, more details will not be elaborated here. You can refer to the links below. RSS-Origin's Github More details about RSS-Origin Download Links Installation Guides & Points for attention & Dependencies & Compatibilities Gallery Discord channel in Kopernicus Discord channel in FoxTech Credits Change Log License Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International
  24. As part of an assignment for graduate school I created a planet for KSP and its Kopernicus mod, which I have dubbed Hira. Beyond the orbit of Eeloo, between where Sarnus and Urlum orbit in the Outer Planets Mod, Hira is suspected to once have been a rogue planet that was captured in the last few thousand years by the combined gravitational influences of Kerbol and Jool. It includes five custom biomes and a number of unique Science reports. With low gravity, a moderately high rotation speed, and no atmosphere, its surface is relatively easy to visit once the planet's SOI is reached. I make no claims about this being an exceptionally interesting or elaborate planet pack, but since I made it I figured I'd share it, so if you are looking for a new planet to visit, here it is. Let me know what you think or if you have any questions or issues Prerequisites: Kopernicus Installation is the standard procedure for any planet pack and most mods. Extract the ZIP archive and either copy the GameData folder into your installation directory or copy the problemecium folder into your GameData directory. Download
  25. 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.
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