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  1. I just wrote a procedural galaxy generation app for Kopernicus. I am currently in the stage of expanding it to accommodate all the different major kinds of stars and a few minor ones. The program is functional and is currently being expanded. Full Imgur album here! My Co-Developer @seanth has largely taken over development. He's done awesome work already. You can thank him for the vast improvements TBG has received over the last few releases. And there is more to come! I'm still here though, and I've got plans Maximum recommended galaxy size: 200 stars. (KSP 64-Bit) THIS ALGORITHM SUPPORTS (OR WILL SUPPORT) Supports: -LoadingTipsPlus- By @JPLRepo Will Support: -Scatterer - By @blackrack (For use of the unique sunflares that scale properly!) DOWNLOAD FROM SPACEDOCK Seanth's Github Releases Special credit to @Red Iron Crown for fixing the width issue that has befuddled me for weeks Planned features (Not all will appear in future releases): License: GPL v2 Source: Available in the game Zip
  2. So... I'll just let this explain itself: ...Yeah I think I've got a bigger pROBLEM THAN I ANTICIPATED?!... Somehow??? Here's the config I have for Laythe: https://drive.google.com/file/d/1qppPu8ZElp4hPOPVi77gA7Owa43dRkjT/view Can someone tell me how to fix this?
  3. The Homestead system will at one point be an entirely new solar system. Also, a mod created entirely by people under the age of 14! Credit to Mattdiction for the system idea
  4. DOWNLOAD THE MOD HERE: Welcome to the development thread for [After Kerbin]. This planet mod is set many billions of years after stock KSP. Kerbol (now called Archangel) is midway through its fast journey to becoming a red giant. It has just consumed Moho. Eve is burning, and Kerbin is deserted. You begin your journey on Duna, around a warmer Sun. Begin on a tidally locked, colonised Duna, far into the future. This planet, known as Solitude, is the Kerbals' last hope. This is Kerbin. Four billion years has purged its surface of the space-faring civilisation. FAQ: Will this planet mod add any new stars? No. This is the Kerbol system billions of years in the future. Adding a new star means you will need modded parts to get there, which I generally disagree with. It also means separating planets and sentencing them to "will not be visited". I want to make sure all planets are easily reachable but also require a challenge once there. Is this planet mod compatible with present day mods like OPM? 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? 5GB at maximum texture quality. The reason why the RAM requirement is no lower is because the planets use highly detailed, 4k textures for the best experience. Still waiting on a release? Click the follow button in the top right of this page, or join the planet mod discord!
  5. Hi! First of all, i'm not sure if this is the right place to post this, but let's get to the topic. I'm trying to make a star system with Kopernicus, but i'm not sure how i'm supposed to make the other star not visible while in the kerbol system, or atleast not as brightly(?) as in the pictures.
  6. Ok, so I am currently trying to make a planet with Kopernicus, but after completing the .cfg file I launched KSP to go see if it was working correctly- my planet wasn't there. This is not an issue with an incorrect version of Kopernicus, as I have OPM installed and that works fine. I've tried a few things looking around the forums, such as getting rid of FlightGlobalsIndex and such, but I still can't get it to load- what am I doing wrong? My .cfg file * Also going for an oblate shape- that's why the HeightMapDeformity and GeeASL are so high.
  7. While this pack has been discontinued since 1.1.3, I have tested it and it still works fine on 1.3.1. I have also changed the version # to 1.0 to signal the end of development. I have updated and bumped this forum thread one last time for if anyone's interested. You can visit the forum thread for InterKalactic 2 here: (Original Description) This Kopernicus planet pack puts all of the old KSP bodies into new locations, plus adds 2 new ones. More will be added in the future. The goal of this pack is to make sure there isn't a single planet in the game that isn't worth visiting. Development started on 6/4/16. NOTE: If you choose to use this mod, I highly recommend a faster timewarp mod as well. If you go without one, it could take up to an hour or more on full timewarp to get to some planets. I will add more here as I expand the mod. If you would like to download it, click here to go to the Spacedock page (Updated to 1.1.3, probably will also work with 1.2 and beyond) or alternatively, the download it directly from here. The curseforge page will no longer be updated as I have lost me CurseID. Also, I highly recommend you download from Spacedock if you can, as I like to keep track of exactly how many people have downloaded it, which as of writing this is around 900-1000 people. -- Known Problems: Green = Can be fixed | Red = Can't be fixed - The sky at the KSC stays static, instead of moving based on time of day. (minor) - Kethane overlay on the main menu doesn't appear. Only affects you if you have the Kethane mod (minor) - Contracts sometimes show up for landing on Kirius. Just decline these and you should be fine. - A black screen may occasionally show up for the KSC when loading a new save. This likely only happens when running the planet pack for the first time. To fix, just reload the save. (minor) Please let me know if you encounter any bugs or other weird anomalies that I should add here. Extensions OPM Compatibility InterKalactic already is technically compatible with OPM, but all the new planets orbit the black hole and not Kirius or any other star. This extension should work with any KSP version and any version of the mod, and simply put, it makes Plock and Sarnus orbit Kirius, while Neidon and Urlum both are rogue planets, having modified orbits around the black hole. To prevent messing up the saves of anyone who already has OPM installed prior to this mod, the moons of all the planets remain untouched, with the only exception being Eeloo, which would otherwise be a moon of Sarnus. In order to download this extension correctly, delete your existing OPM mod and replace it with this version. In case something gets messed up, backing up your saves is highly recommended. To download the extension, click here. Jupiter This extension adds 1 new planet and 4 moons, which as you could probably guess, are Jupiter, Io, Europa, Callisto and Ganymede. These planets are relatively featureless and have generally a flat terrain, and are all very far from Kirius which Jupiter orbits. However, Jupiter and its moons could make for an excellent multiplanetary base, as well as a supply stop for traveling even deeper into space. To download, click here. Changelog Spoiler that I STILL can't get rid of for some reason:
  8. I've been wanting to put the Upsilon Andromedae system into Interstellar Adventure Revived for quite some time. Back when I was first developing version 1.0, in fact. However, IA-Revived is too cluttered for this whole system to fit without making the mod too large. The planets in this system are so large that they would need hordes of moons to compliment them. I would need to give the system it's own planet pack! So...that's what I did. UPSILON KANDROMEDAE is a Kerbalized version of the real-life Upsilon Andromedae system, featuring... The two stars (Titawin and Upsilon B) All four planets (Saffar, Samh, Majriti, and Upsilon E) A bunch of moons (24 planned in total) Biomes for all terrestrial objects Custom atmospheres and oceans A very bizarre and Kerbal-like collection of objects. Scaled-down Kerbol to compensate The mod will be in my classical "Real-ish Kerbal Scale" - 1/10th the radius, 1/100th the mass, 1/10th the planetary distance, and 1/500th the stellar distance as in real life. That would make the system close enough to reach but still a difficult challenge to even get an encounter with. All the objects here are made to be worlds all their own, each with widely different science opportunities and landscapes for whatever playing style you do. CURRENT STATUS (June 3rd, 2017): The two stars and the four planets have all been made and textured. I will need to fix their texture seams (made them purely with GIMP). Rings are added to Samh and Majriti. All objects have been made in the correct scale, meaning that they also have the same gravity that they would in real life (nearly 39 gees for Samh!). The four planets have internal heating as well - the closer you get to the center, the hotter it is. The tops of their atmospheres are their equilibrium temperatures. As of now, I've finished four of Upsilon E's 5 planned moons, one moon of Samh, and one moon of Majriti. I am currently working on the textures for three more moons around Majriti. SCREENSHOTS: ACKNOWLEDGEMENTS: @The White Guardian and @StarCrusher96 for help with Kopernicus @Thomas P. for Kopernicus and KittopiaTech @amarius1, @Galileo, @JadeOfMaar, and other inspirational "Kopernicusteers". Or just planet modders. Sounds better but not as cool.
  9. Andi K.

    ...

    Constellations has been replaced by Real Exoplanets, which you can find here:
  10. This is a continuation of Stock Size Real Solar System, Originally by @sDaZe and myself. Big thank you to @OhioBob for all of the help with atmospheres and other sciency things I don't understand! This makes RSS, well, you guessed it, stock size! Change Log: v0.0.3.1 Update version file for 1.3.1 Adjusted Scatterer's load and unload distances Adjusted the sunlight curve Fixed Saturn's rings. No longer show up black. DOWNLOAD INSTALL INSTRUCTIONS for SSRSS 1. Download and install Kopernicus: LINK 2. Download and install RSS: LINK (ONLY install the RealSolarSystem folder. The bundled Kopernicus and ModularFlightIntegrator is outdated) 3. Download and install RSS TEXTURES: LINK 4. Install Sigma Dimensions: LINK 5. Install the SSRSS folder into your GameData folder 6. For proper day length, install Kronometer LINK To replace the sun flare, you must replace the textures that come with SSRSS located in GameData\SSRSS\visuals\scatterer\SunFlares\Sun with the sun flare of your choosing OPTIONAL: Kronometer, EVE, Scatterer, Distant Objects Enhancements, PlanetShine all have support. Thread links below. just download and install. DO NOT INSTALL RSSVE OR ANY OTHER VISUAL PACK FOR RSS. THEY WILL NOT WORK. -Kronometer - Highly recommended to get the correct time in game https://forum.kerbalspaceprogram.com/index.php?/topic/161218-130plugin-kronometer-v130-2/ -Environmental Visual Enhancements http://forum.kerbalspaceprogram.com/index.php?/topic/149733-122-environmentalvisualenhancements-12-2/& (do not install the configs) -Scatterer: http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip122-scatterer-atmospheric-scattering-v00300-22012017/& -Distant Object Enhancements http://forum.kerbalspaceprogram.com/index.php?/topic/89214-12x-distant-object-enhancement-bis-v181-20-october-2016/#comment-1503616 -PlanetShine http://forum.kerbalspaceprogram.com/index.php?/topic/87012-12-planetshine-v0252-stable-v05-experimental-4-october-2016/#comment-1456424 And a little extra, cool stuff for everyone: Use this to get high detail terrain with SSRSS. READ THE INSTRUCTIONS! (I even included pictures) High Detail Preset Part Max Pressure Patch Every time you donate, a puppy gets adopted...ok, not really but it does keep my motivation strong and my coffee cup filled! This mods is licensed by Creative Commons Attribution-NonCommercial-NoDerivs CC BY-NC-ND
  11. PQSMods are what make the difference between a flat ball and a true planet. This guide will be updated frequently to include more PQSMods and their functions. Images will also be added to show what effects certain PQSMods can have on a planet. Also, remember that you can use 'order' to make Kopernicus load the specified PQSMods in a specific order. The lower the number, the earlier the mod will be loaded. This way you can stack them on top of each other in a specific... well... order. VertexHeightMap VertexHeightMap uses a specified heightmap to elevate or lower the terrain. Example code: VertexHeightMap { map = [Filepath to your planet's heightmap] deformity = [number here] scaleDeformityByRadius = [true or false] enabled = true order = [number here] } deformity: Make this number higher or lower to increase or decrease the heightmap's effect. scaleDeformityByRadius: Set to 'true' if the planet's radius should be taken into account when applying the deformity. VertexColorMap VertexColorMap pastes the texture specified onto the planet's surface, usable for if you made the textures before you made the planet. Example code: VertexColorMap { map = [filepath] enabled = true order = [number here] } HeightColorMap Colors the terrain based off the altitude. Example code: HeightColorMap { blend = [number here, must be between 0.0 and 1.0] enabled = true order = [number here] LandClasses { Class { name = [name] altitudeStart = [number here] altitudeEnd = [number here] color = [color here] lerpToNext = [true or false] } Class { name = [name] altitudeStart = [number here] altitudeEnd = [number here] color = [color here] lerpToNext = [true or false] } } } You can add as many LandClasses as you like. There are a few important things you should know when filling in the LandClasses though: 'name': give each landclass on the planet a different name so Kopernicus can keep them apart 'altitudeStart': make this number identical to the 'altitudeEnd' of the previous landclass. That is, unless it is the first landclass, in that case set this to 0. 'altitudeEnd': the altitude at which this landclass will end and the next will begin. 'color': specify the color of the terrain in this landclass, an example is '0.5,0.5,0.5,1.0' for a gray surface in that landclass. 'lerpToNext': set this to 'true' if there is a landclass above the landclass you are filling in. If you are editing the uppermost landclass, set this to 'false'. VertexHeightOffset Lowers or raises the terrain by a specified amount. Example code: VertexHeightOffset { offset = [number here] enabled = true order = [number here] } Remember, the terrain is raised or lowered by the amount of metres specified after 'offset'. In order to lower the terrain, specify a negative number, such as '-500'. MORE TO COME! HANG IN THERE, KERBS!
  12. Here it is: The OweeBooBoo Run The OweeBooBoo Run is a race! The OweeBooBoo run is a custom contract that gets offered in a career game after you have acheived orbit around Kersex (a Kerbin-like moon orbiting the gas giant Kronkus). You need the mods (Kopernicus, and Kronkus planet pack) for the planet, and (Contract Configurater, and FarOut contract pack) so that the custom contract will show up. It entails you flying to a checkpoint high in the mountains on Kersex, a timer starts, and then you fly as quickly as possible to another checkpoint located at the end of a huge canyon by the beach and complete the OweeBooBoo run contract. Fastest time Wins! To enter: Fly the OweeBooBoo Run custom contract in less than 5 minutes, and post a screenshot (or video) showing the time on the completed contract. Fastest time wins! Winners get a spot on the leader-board! (and fortune and glory) Hard Mode 1st: (none yet) 1st: MrChumley time-- 1m25.440s 2nd: (none yet) 3rd: (none yet) RULES Required Mods: Kopernicus ZIP (makes adding custom planets possible) Thanks @Thomas P. Module Manager (bundled with Kopernicus) Thanks @sarbian Contract Configurator ZIP (makes adding custom contracts possible) Thanks @nightingale Kronkus Planet Pack ZIP (adds a ringed gas giant with 4 moons, and a moon for Dres) FarOut Contract Pack ZIP (adds several custom contracts, also adds Kerbal Konstructs bases when used in conjunction with Kerbal Konstructs)) Optional: Asclepius ZIP (Adds Asclepius the planet with sand, oxygen, and canyons, and it's lonely moon Kruel) Kerbal Konstructs ZIP (add for bases on Kersex that you can launch stuff from) Thanks @Ger_space Kerbin-Side continued ZIP (adds additional buildings for use with Kerbal Konstructs) Thanks @AlphaAsh @Ger_space Waypoint Manager ZIP (add this to make waypoints visible in flight mode) Thanks @nightingale Other mods will be allowed. Please indicate what mods that you are using that have a direct effect on your time. I reserve the right to disqualify you from the leader-board in the rare case you use a mod I deem too "cheaty". Most part mods are ok... Even if they have insane thrust. Just ask if you are unsure. Hyper-edit, (and ALT-12 cheats) are allowed to position your craft for a run, and to orbit the planet initially, etc., but can not be used after the first checkpoint is reached. The craft you begin the OweeBooBoo run in should be the same craft that you finish in. Hard mode: Only 1 engine allowed. Please include craft in screenshot. (extra fortune and glory) Note: The Contract requires that you Orbit Kersex before the contract is offered. FarOut will only offer 3 total contracts at a time, and The OweeBooBoo Run can only be completed once (remember to F5!). Sometimes the OweeBooBoo contract refuses to show up even after repeatedly declining other FarOut contracts. You just have to be patient and check back after warping a few days. I had a lot of fun making and testing this particular contract. I think you will enjoy it too. Example entry screenshot: I understand that few players are willing to set up an entire new set of mods just to do one challenge. Part of what I am trying to do here is to generate some interest in mods that I am involved in, and to show off some creations that I have poured my heart and soul into for YEARS. There is more than one custom contract included. All my planets have custom science. Images have been compressed into .dds format for memory savings. You would not imagine the maths it took to get some of the orbital parameters (1:2:4:8 resonance of Kronkian moons, and a moon for Dres that is tidally locked to the sun). If you install this set of mods, it will open up a whole new avenue of career progression in game. Also- If there is a modder out there proficient in getting Scatterer to work on a new planet, and would be kind enough to consider contributing, your efforts would be most welcome. Tickets are free, there are a few mods to download, and you must provide your own ride. Good Luck!
  13. @SamBelanger has decided to move on in his life and is not working on the mod anymore. @Mrcarrot, @Grand Ship Builder, and I are working together to continue this mod. Pls don't turn this forum into the Mongolian Conquests, we aren't bashing Sam or anything. This is fine print. Some Pics for Clicks: None ATM Kottabos' Video on the old version of DD: Dependencies : Kopernicus by @Thomas P. Recommended Mods : BetterTimeWarpContinued by @linuxgurugamer AlcubierreWarpDrive by @RoverDude KSP-AVC by @cybutek Time Control by @westamastaflash Suggestions: OptionalAtmospheresRevamped by @DeltaDizzy OuterSpace by @GenesisPlayz, @ModerndayLink, and @SamBelanger MoonReorganizer by @Mrcarrot Kudos to: No one ATM. Team: @NickRoss120: Co-Owner of the mod @Mrcarrot: Co-Owner of the Mod @Grand Ship Builder: Co-Owner of the Mod @flekota: Contributor @UranianBlue: Contributor @Scaprod: Contributor @SamBelanger: The original mod-maker Chats : https://discord.gg/GZT5UrV DoubleDouble Revived LICENSE : README : Download the latest version of Kopernicus which can be found here. Put the mods files in the GameData folder. Start the game (KSP). Have fun. Please note: We've been very busy the past month and haven't got much done, so don't expect an official release to be up for a bit. For now, you can download the current version at the original forum, thanks! -NickRoss120
  14. Hi! I'm developing my own mod ( Reworked Stock System ) that replaces stock planets terrain. But I have some problems with scaled space. For example on Ikarus ( new asteroid alike duna moon) : This is Ikarus when i'm above real terrain mode activation altitude : And suddenly... It's now a way bigger and also it's shape is more irregular. Here is my Ikarus configuration ( for Kopernicus mod) : @Kopernicus:AFTER[KOPERNICUS] { Body { name = Ikarus cacheFile = ReSS_V0.4/cache/Ikarus.bin Template { name = Gilly removePQSMods = VertexSimplexNoiseColor } Properties { description = Ikarus is a medium size asteroid orbiting very close to Duna. Kerbal scientists predicted that it will be soon destroyed by Duna tidal forces. radius = 13000 geeASL = 0.004 rotationPeriod = 60000 rotates = true tidallyLocked = false initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 20000 25000 30000 45000 50000 90000 120000 sphereOfInfluence = 120000 ScienceValues { landedDataValue = 9 splashedDataValue = 1 flyingLowDataValue = 1 flyingHighDataValue = 1 inSpaceLowDataValue = 8 inSpaceHighDataValue = 6 recoveryValue = 6 flyingAltitudeThreshold = 18000 spaceAltitudeThreshold = 6000 } } Orbit { referenceBody = Duna color = 1,1,1,1 inclination = 8.9 eccentricity = 0.1 semiMajorAxis = 1032900 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { type = Vacuum fadeStart = 135000 fadeEnd = 140000 sphericalModel = False deferMesh = False Material { texture = ReSS_V0.4/Duna/pluginData/Ikarus_Color.png normals = ReSS_V0.4/Duna/pluginData/Ikarus_Normal.png shininess = 0 specular = 0.0,0.0,0.0,1.0 rimPower = 0 rimBlend = 0 } } PQS { Mods { VertexHeightMap { map = ReSS_V0.4/Duna/pluginData/Ikarus_Height.png offset = 0 deformity = 10000 scaleDeformityByRadius = True order = 20 enabled = true } VertexColorMap { map = ReSS_V0.4/Duna/pluginData/Ikarus_Color.png order = 20 enabled = true } } } } } I have no Idea what is going on there. Probably something wrong with my configuration but I tried everything and I still have the same issue.
  15. Saru Planet Pack So I recently thought of making a planet pack that includes a Saturn analog for Kopernicus. Making a planet pack sounded like fun, so I said why not? My main goal of this pack is to have it stockalike. Warning: This is an early version of the mod, EXPECT BUGS! This mod requires Kopernicus v0.5.2 http://forum.kerbalspaceprogram.com/index.php?/topic/103277-105-kopernicus-beta-05-november-17/ This is the main plan. Hopefully they will look somewhat like this. Mobe - A mimas analog that is modeled after a potato. Ensol - Enceladus analog that is kind of greyish. It will have geysers like that eventually, when I figure out how. Will either use WIP EVE or Kopernicus. Hypo - Hyperion analog. Since Hyperion looks like a sponge, why not make a cube moon that sort of looks like a kitchen sponge? Tel - Titan analog that is the colors of titan reversed. Don't know what the ground will look like yet. Any suggestions or comments are welcome! Please remember this will not slow down my main mod. Changelog: Version 0.1 -Initial Release
  16. Have you ever thought "Man, that's a good idea for a planet, but I just don't have the PQSMod for it..."? Then look no further! This is the thread for planet makers to share their ideas on new PQSMods, some of which actually may become a reality!
  17. == Background == The great Kerbal empire, having expanded out into the black, one day discovered a lonely little solar system in the unfashionable eastern arm of the Milky Way. Although they originally thought that it was mostly harmless, they soon discovered that some of it's planets had rings going around them. Enthralled by their beauty, the Kerbals decided they were going to have rings, and nothing was going to stop them! Unfortunately, some of the moons in their system wouldn't hold a ring system, no matter how hard they tried, but they managed to get brilliant and technicolour ring systems around most of their planets and moons. == Background (real) == After I made the Jool Rings Mod, I thought, "let's do that again, but all over the place." I consequently went on a spree of adding rings to every planet and moon in sight. Currently this is only a developmental version; I still have to optimise some of the rings. The mod also comes with an OPM extension, adding rings to the Outer Planets Mod moons, but it is only half-finished. Pictures will be added soon. This mod is released under an MIT licence. Download the KSP Ringification Mod from Spacedock
  18. NOTE: I'm not a flat earther by any means, just a person who spent too much time on the Internet. I only intend to creat this mod for jest, nothing more. I have looked at proposals to create a flat Kerbin in the past, but they involved making kerbin physically flat. My idea involves making Kerbin giant with the actual Kerbin with the contients occupying a small part of it so it seems lime there is no curvature. Then, Kerbal Konstructs will be used to create the firmament(the flat earther posts I have seen involved firmaments) around the flat Kerbin. I so far havent had the time or motivation to do the Korpernicus work and have no idea how to do add konstructs.
  19. READ THIS: Outer Planets Mod is no longer being actively maintained through this thread. Click this link to go the new thread, where OPM is being developed by a group of people. Outer Planets Mod 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. At the moment not all of these planets have moons around them yet, but even without any satellites 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. Downloads 1. Download the mod from one of the mirrors. You can also use the CKAN mod manager to download and keep it updated automatically. 2. Download Kopernicus, which is a third-party mode required for OPM to work This version of OPM works best with Kopernicus 1.2.1-1. We can't give proper technical support if you use a Kopernicus version that a particular OPM update wasn't designed for. 3. Install Custom Barnkit. This allows OPM to reach KSP's antennas to each the outer planets in a balanced way. 4. Install all mods, by moving the unzipped contents of the downloads into the GameData folder. You should end up with the folders OPM, CTTP, Custom Barnkit, ModularFlightIntegrator and Kopernicus in GameData. 5. (Optional) Check out the Mods section for third-party mods that OPM was designed to work with in the OP. For example, SigmaBinary makes Plock and Karen a true binary system like Pluto-Charon. Installation note: If you're updating complex mods like this, please do not overwrite the old version with the new one but delete it instead. This can prevent issues, as incompatible changes can be made between versions. To uninstall just remove the OPM folder from GameData. Features Explore 17 highly detailed planets and moons, all in a stock-a-like artstyle Discover never before seen worlds, such as a subsatellite, 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 Extensive third-party mod integration means you can play OPM with a whole range of other mods Screenshots 2.1 screenshots 2.0 screenshots (slightly outdated, bodies look better in map view now) Mods Supported Mods PlanetShine adds light reflecting off planets and moons to illuminate your ships. The Outer Planets Mod supports PlanetShine and if it's installed, it will cast spacecraft close to Sarnus, Urlum and Neidon in colored light that really adds to the visual experience of the new planets. PlanetShine isn't very modular, so you'll have to install it first and let OPM overwrite it, for the new planets and moons to get their colors. Distant Object Enhancement adds flares for faraway planets and moons, so that they're visible even from Kerbin's surface (like in real-life). The Outer Planets Mod supports DOE and if installed, will display correctly colored flares for the new planets. Final Frontier adds personal merits to Kerbals. It'll help you keep track of which Kerbonaut went where and when, with nice looking badges. The Outer Planets Mod supports this with custom badges for the new planets and moons. ResearchBodies let’s you discover all the planets in the Kerbol System through a telescope. The Outer Planets Mod supports ResearchBodies and if it's installed, you'll need to discover the planets first before sending any spacecraft to the planets. Community Resource Pack gives modders a toolkit of commonly used resources to play with, and helps us all work together in the same resource playground. The Outer Planets Mod supports CRP and if it's installed, it will add resources to OPM's planets which later can be extracted to make fuel or life support. SigmaBinary helps change Plock and Karen into a binary system, like their real-life inspirations. This means that the two orbit around a common barycenter, a point of gravity between the two. This gravitational dance is rarely seen in mods and is quite the spectacle. CustomAsteroids allows Outer Planets Mod to add the same procedural asteroids to other places than Dres and . If you have it installed, you'll see asteroid 'moons' around Jool, Sarnus, Urlum, Neidon and Plock. Note: no 1.2 compatible version at the moment. Recommended Mods Near Future Technologies has a whole range of part packs that might be very beneficial for your (manned) deep space vehicles, such as nuclear reactors, advanced electrical propulsion systems and more (and larger) solar panels all in a very nice stock-a-like style. Transfer Window Planner allows you to have a readout of the ideal transfer window to both the stock and this mod's celestial bodies. This makes planning a mission to Sarnus, Urlum or Neidon a whole lot more manageable. Atomic Age adds a lot more nuclear thermal rocket engines, that can really come in handy to get to the far planets introduced in OPM. Fan made 1.2 update found on last page. Better Time Warp adds, among other things, more time warp levels. This makes journeys to the Outer Planets a lot more doable, as you won't have to wait fifteen at stock KSP's highest timewarp levels. Fan made 1.2 update found on last page. Realistic Atmospheres redoes the stock atmospheres in a more realistic fashion. Its creator @OhioBob helped me make OPMs atmospheres more realistic. As such OPM and Realistic Atmospheres go very well, making every atmosphere from Eve to Thatmo to feel as realistic as possible Compatible Mods SCANsat allows planets to be scanned to create all sorts of maps. The terrestrial moons in OPM can now be scanned just like the stock planets and moons Surface Experiment Pack adds deployable experiments which thanks to dev @AlbertKermin also have custom science definitions for OPM Miscellaneous OPM adds a lot of new bodies, which means that the amount of science that can be gathered has increased by a lot too. To compensate this, since version 1.5.0 there has been a ModuleManager config that balances the stock science multipliers. If you don't want it though, you can remove the StockScienceMultipliers.cfg file located in the OPM/KopernicusConfigs folder. Here's a great Delta-V map for the stock system and its expansion by the Outer Planets Mod. @Olympic1 has started a wiki for information the planets and moons of Kopernicus mods like OPM called the Kopernicus Planets Wiki. It's never done, so if you have time please add some content to this wiki. @PLAD has made program called Flyby Finder that can calculate flyby windows for you. Recently they added support for OPM bodies too, so you can find out when to launch and how to get the Jool-Saturn-Urlum-Neidon window needed to recreate Voyager 2. Changelog Pre-2.0 changelogs 1.9.5 -Removed Module Manager from download (please use the MM version included with Kopernicus) -Added FlyingAltitudeThresholdvalues to Thatmo's ScienceValues -Added SpaceAltitudeThresholdvalues to Plock's ScienceValues -Add a custom gravity value to Karen -Added ScienceValues to Karen -Added timewarpAltitudeLimits to Karen -Removed duplicate value tidallyLocked in Thatmo's cfg -Redid some older FinalFrontier badges to fix some issues they had -Fixed two errors in the science blurbs -Redid the SigmaBinary support as it now has a new plugin-based work flow -Removed PlockKaren.cfg since it's been made obsolete because of the SigmaBinary changes -Reworked the temperature and pressure curves of OPM's atmospheric bodies to give them more realistic atmospheres, courtesy of OhioBob -Switched Sarnus, Urlum and Neidon to use Jool as a template to fix issues with lighting present since 1.1.1 -Removed some values in the ScaledSpace section of the OPM gas giants to account for the switch to the Jool template -Sarnus, Urlum and Neidon now use the same cloudy normal map that Jool uses -Updated the AVC version file 1.9.2 -Added procedural asteroid moons to Jool, Sarnus, Urlum, Neidon and Plock through the CustomAsteroids mod -Updated PlockKaren.cfg to latest version of the SigmaBinary template -Changed the texture paths/locations to allow for LoadOnDemand functionality -Made Karen's description a bit vaguer to account for the optional nature of the SigmaBinary mod -Redid the FinalFrontier ribbons for Plock to reflect its new look -Added FinalFrontier ribbons for Karen -Fixed the incorrectly sized ScaledSpace .bins for Plock and Karen -Updated Module Manager to version 2.6.17 -Updated the AVC version file 1.9.1 -Re-added the FlightGlobalIndex variables to the various bodies to maintain save game compatibility and prevent save game breaking from occurring in the future 1.9.0 (download 1.9.1 or above, as this is a bugged release) -Redid Plock, changing it from a Vall look-a-like into a unique body -Added a moon to Plock called Karen -Redid the gas giant's rings to adjust for changes made to the ways rings are rendered now -Flipped the biome maps of Thatmo and Karen, so that they correctly follow the terrain -Changed Plock's orbital color, PlanetShine and DistantObject color to a light greenish brown -Removed the FlightGlobalIndex variables, due to obsolescence -Fixed an error in Plock's description -Updated ModuleManager to version 2.6.13 -Updated AVC version file 1.8.1 -Add biomes to Thatmo and Nissee -Added science blurbs for Thatmo and Nissee -Added science blurbs to earlier bodies -Added an actually working version of the AVC version file -Updated resource configs for Community Resource Pack compatibility, courtesy of Olympic1 -Added discovery messages for the ResearchBodies mod, courtesy of Olympic1 -Rebalanced the time warp limits for the OPM bodies, courtesy of Olympic1 -Changed adiabatic index of OPMs atmospheric bodies for better FAR compatibility -Fixed a spelling error in the description for Nissee -Updated ModuleManager to version 2.6.8 1.8 -Added two moons to Neidon: Thatmo and Nissee -Added support for Kopernicus Expansion's procedural gas giants feature, adding it to the OPM giants and Jool -Updated the Karbonite configs for Tal -Fixed a spelling error in Tekto's description and added a 'or her' after 'his' to include female Kerbals -Removed a duplicate entry for Wal from the DAE config -Converted the ring textures to PNG format for Kopernicus Expansion compatibility -Updated ModuleManager to 2.6.7 1.7.2 -Added custom water textures to Tekto as well as other ocean tweaks -Removed the double color textures (color/map), because they were no longer needed by Kopernicus -Added support for ResearchBodies -Artificially enlarged the SOI of Hale and Ovok -Reduced Hale and Ovok's gravity to more realistic levels -Fixed the issue with not being able to stand on Tal -Fixed the issue with Tal becoming gray scale when transitioning between terrain and ScaledSpace -Fixed Tekto's dark terrain -Flipped Tal's biome map to the correct orientation -Moved the version file from the GameData to the OPM folder -Reduced the spikiness of Ovok 1.7.1 -Made Ovok egg-shaped again -Added biomes and science descriptions to Tal -Removed all mass values from the configs, as it was unnecessary to include when GeeASL was also included -Changed all PluginData textures from .png format to .dds format -Renamed the FinalFrontier file back to CelestialBodies.info, as it was needed for the OPM ribbons to show up -Corrected spelling mistake in the science descriptions -Updated the Module Manager plugin to version 2.6.6 -Updated the Module Manager license included 1.7 Release -Moved the Texture Replacer cfg to the OPM folder and removed the TextureReplacer folder -Updated the Karbonite configs, courtesy of Olympic1 -Updated the ModuleManager plugin to version 2.6.5 -Changed Wal's template back to Moho, since the black body bug was fixed by Kopernicus -Tekto is much more playable now, since the dark terrain bug is fixed by Kopernicus -Changed the AntennaRange config to reflect changes in the mod's recent updates -Changed the rotational periods of the gas giants to make them more realistic -Tweaked the atmospheres even further to create smoother transitions similar to stock atmospheres -Balanced Tekto's atmosphere to make it less tedious during descent -Changed Tekto's atmospheric ambient color from reddish to the correct green -Rounded the atmospheric heights of all OPM bodies, to match the new style of the stock bodies -Corrected Priax's mass -Added relative paths for the .bin files in the OPM bodies' cfg files -Adjusted the SOIs of Ovok and Hale to make scanning and orbiting less problematic -Removed the Kopernicus folder, the mod can now be downloaded separately, making combining OPM with other planet packs easier 1.7 Beta 2 -Added about a dozen extra science descriptions to Urlum's moons -Fixed a description that was about Priax, but was listed for Wal -Corrected the spelling in Neidon's description as well as a science description for Polta -Moved Eeloo's ribbons and config info into the OPM/Ribbons folder and removed the Nereid folder -Removed the useless svn files and folders from the Ribbons folder -Fixed a compatibility problem with ATM through a config/moving the ring textures to a separate folder -Converted the ring textures to DDS format -Renamed the configs in the OPM folder for clarity's sake -Changed a value in the antenna distance config to account for a change in RemoteTech -Moved the PlanetShine config into the OPM folder and removed the PlanetShine folder -Added Tal to the PlanetShine config -Updated the ModuleManager plugin to version 2.6.3 -Fixed Priax's biome definitions not matching the actual biome map -Tweaked the atmospheres in OPM to make them work better and to make them more unique from one another -Temporarily made Dres the template for Wal instead of Moho, to prevent the black body bug 1.7 Beta 1 -Added a moon around Wall called Tal -Added biomes to Urlum's moons -Added a couple more science descriptions to Tekto -Rebuilt the mod to only use the new Kopernicus -Removed KopernicusTech because it's no longer used -Converted all gas giants to work without a template -Removed DDSLoader because it's obsolete since 1.0 -Removed CustomAsteroids support since it hasn't been updated in months and is buggy -Removed the solar power curve config because it is obsolete since 1.0.1 -Updated ModuleManager to version 2.6.2 -Rotated Priax so that its lighter side is facing the orbital direction -Added FinalFrontier ribbons for the Urlum moons -Enabled Plock's ribbons in the FinalFrontier config -Rebalanced the prestige you get for each OPM ribbon -Changed Wal's orbital color to make it more distinct from Tal's color -Changed Wal's description to fit the inclusion of Tal -Made Wal's orbit larger to realistically allow subsatellite Tal to exist -Added custom timewarp limits to the existing OPM bodies -Redid some of the normal maps for the existing OPM bodies -Integrated OPM with the new stock resource system -Renamed the RegolithConfigs folder to KarboniteConfigs, to reflect Karbonite mod dropping Regolith for the stock resource system 1.6.5 -Added a ScaledSpace .bin for Plock -Removed tidal locking from Plock -Added a rotational period to Plock -Tweaked the mass and gravity of Plock slightly to make them more consistent with each other -Made Urlum's rotation prograde to fix issues the retrograde rotation caused for some people -Changed the descriptions for Slate and Eeloo to make their lore more realistic -Fixed the incorrect height map for Slate -Made Slate's normal map more detailed -Updated the KittopiaTech license to the most recent version -Updated DDSLoader to version 1.9.0 -Updated ModuleManager to version 2.5.13 -Updated KopernicusTech to version 0.13 1.6 -Added three new moons to Urlum: Polta, Priax and Wal -Added licenses to the download as per the rules -Added AVC support with a .version file -Resized Slate's color map to reduce memory use at a negligible loss in in-game quality -Tweaked Tekto's atmosphereAmbient in the PlanetShine config to make it as much as other atmospheric bodies 1.5.5.1 -TextureReplacer incompatibility fixed 1.5.5 -Updated the plugins to KopernicusTech 0.121 -Updated ModuleManager to 2.5.10 -Removed the Kopernicus Cache .bin files -Added the Kittopia ScaledSpace .bin files -Added the DDSLoader plugin -The Sarnus texture has been given Saturn-like polar hexagons -Ovok has been made more egg-shaped and several body characteristics have been changed to account for the new shape -The Ovok biome map and the science descriptions have been changed to reflect the changes to Ovok -Switched all textures back to DDS format -Made some textures smaller (gas giants, small moons) as their high resolutions only increased memory use and didn't improve the in-game quality much -Fixed Tekto's ScaledSpace ocean not matching the real ocean and tweaked the color a bit -Moved the new planets and moons out of Systems.cfg and into their own config files for increased modularity -Fixed the knowledge base atmosphere height of Tekto not matching the real atmosphere height -Removed the rotation periods for Hale and Ovok as they're tidally locked now and don't need that info -Tidally locked Eeloo as well, just like its inspiration Enceladus -Changed the distances of Eeloo, Slate and Tekto to be more similar to the relative distances in the Saturn system -Tweaked Tekto's atmospheric color -Added biomes and science descriptions to Tekto -Added some science descriptions to the older planets and moons -Corrected some descriptions of the older planets and moons -Removed AVP configs and moved them to a separate download in the forum thread OP -Reduced the temperature multiplier for OPMs gas giants to prevent issues with DRE/FAR -Moved the atmosphere handling for the gas giants from Kopernicus to Kittopia -Tweaked the atmospheric colors of the gas giants to make them look better 1.5.2 -Included the correct DLL for Kopernicus 0.4, so that the biome bug is now actually fixed -Added a missing cloud layer in the AVP config for Sarnus -Added biome-specific resources for Sarnus' moons to the Regolith config -Added resources on Tekto to the Regolith config 1.5.1 -Removed unused Tekto ocean textures -Mirrored the textures for Hale, Slate and Ovok vertically so they look like they did in 1.4 -Updated Kopernicus to version 0.4, which fixes the biome bug -Removed the now obsolete biome enabling/disabling config -Removed the ScaledSpace folder in KittopiaSpace as Kopernicus can now handle that -Set ModScaledAtmoShader to false for Sarnus, Urlum and Tekto so that atmospheric gradient once again displays correctly 1.5 -Added a new moon to Sarnus called Tekto -Updated ModuleManager to version 2.5.9 -Switched the Kopernicus and KittopiaTech plugins to the KopernicusTech fork -Moved terrain handling from RSS to KopernicusTech; RSS is now no longer included -Switched textures to PNG, since KopernicusTech does not support DDS; DDSLoader is now no longer included -Tweaked the rings of Sarnus and Urlum a bit, adjusted Hale and Ovok's orbits to compensate -Increased the gravity of Hale and Ovok to enlarge the SoI to make it easier to get an encounter with the moons -Tidally locked Hale and Slate to Sarnus -Added a specialized Regolith/Karbonite config -Added a way to disable biomes on the new bodies, as a bug applies the new biomes to the template bodies too. To disable these biomes, remove Kopernicus/Config/OPMBiomes.cfg -Rebalanced the science multipliers of all bodies to compensate for the added planets and moons. The rebalanced multipliers for the stock planets can be disabled by removing Kopernicus/Config/StockScienceMultipliers.cfg -Adjusted Plock's characteristics to make it less like Vall and more like Pluto -Made Neidon start farther along in its orbit, so that it and Plock will never come too close -Added a config for AntennaRange and RemoteTech that extends the range of the longest-range dishes to compensate for the expanded Kerbol system -Added Astronomer's Visual Pack-compatible cloud configs for the planets and moons with atmospheres 1.4 -Upgraded KittopiaTech to version 0.192 -Added biomes for Hale, Ovok and Slate -Added science blurbs for the new moons -Added atmospheric science blurbs for the gas giants -Removed the RSS time warp tweak as it was causing issues -Tweaked some of the orbital and body characteristics of OPM planets and moons -Made Slate's terrain smoother in places -Changed the default textures from 4K/8K to 2K/4K. Low and high res packs can be downloaded separately 1.3 -Updated KittopiaTech to version 0.19 -Moved Eeloo to an orbit around Sarnus -Made a new Pluto analog called Plock -Added three brand new moons to Sarnus: Hale, Ovok and Slate -Changed Sarnus' ring texture to realistically fit Hale in -Added support for FinalFrontier -Changed Urlum from a retrograde orbit to a prograde orbit -Made Urlum rotate in a retrograde direction and changed description to reflect that -Switched from PNG to DDS textures -Redid time warp speeds using RSS, it can now go from x1-x1,000,000 -Changed scale heights and max altitude of the new gas giant's atmospheres -Halved the spawn rates of OPMs procedural asteroid moonlets -Updated ModuleManager to version 2.5.8 -Moved the PlanetShine config into the base one, to get it to work correctly 1.2.1 -Reduced Urlum's shepherd moon spawn rate from its extremely high value (which I used for testing) to its intended value 1.2 -Added a few science blurbs for the new planets, but only orbital experiments for now -Gave custom science multipliers to each of the new planets and upped Eeloo's to reflect its more distant orbit -Added support for PlanetShine and Distant Object Enhancement -Added a new type of procedural moonlets: Urlum ring shepherds -Tweaked the values of the existing moonlet types to be more realistic/less random -Changed the ring texture of Urlum to make it less identical to Uranus' -Changed the atmospheric heights of the new planets -Changed the description of Neidon 1.1.1 -Updated PFUtilityAddon.dll (courtesy of Thesonicgalaxy) and capitalized the first letter of the ring textures' filenames to ensure rings show properly on Linux 1.1 -Added support for CustomAsteroids: this will allow procedural asteroids to spawn around Jool, Sarnus, Urlum and Neidon and represent their very small moonlets -Added planetary rings to Sarnus and Urlum -Gave the new planets unique rotational speeds -Included the correct resolution textures for Urlum and Neidon, accidentally released them with half-res textures -Updated ModuleManager to version 2.5.6 -Removed Sarnus_rim.png, an unused texture 1.0 -Initial release Known Issues These issues apply to the latest version: Due to limitations, some contracts will still generate for the fake Plock-Karen barycenter body that is created by SigmaBinary. Just don't accept them and you'll be fine Thatmo has a very bright light on it in ScaledSpace. Still investigating how to fix it Polta and Wal don't have their biomes linked to the biome map. Will fix ASAP. Frequently Asked Questions Yes and I'm not talking about Ovok's shape. So go out and find them! Acknowledgements Developers CaptRobau Eudae55 Contributors benjee10 Diddly Feelerino hazard-ish Olympic1 Spacepetscompany Augustus Porkjet Akinesis tygoo7 OhioBob Thanks Sarbian for maintaining the ModuleManager plugin that this mod uses BryceSchroeder for creating the Kopernicus mod that this mod uses Padishar for updating the Kopernicus mod to 0.90 Teknoman117 and ThomasKerman for developing the Kopernicus mod for 1.0 and beyond Augustus for giving me advice and for providing me with configs for Final Frontier support Kcreator for making KittopiaTech which this mod uses Thesonicgalaxy for helping me fix the ring issue for Linux MOARdV for maintaining the Distant Object Enhancement mod, which this mod supports Valerian for making the PlanetShine mod, which this mod supports Olympic1 for providing me with configs for CRP support Nereid for making the Final Frontier mod, which this mod supports and for helping me generate the required graphics RoverDude for making the Community Resource Pack mod, which this mod supports simon56modder for making the ResearchBodies mod, which this mod supports rbray89 for making the ActiveTextureManagement mod, which this mod supports toadicus for making the AntennaRange mod, which this mod supports Remote Technologies Group for maintaining the RemoteTech mod, which this mod supports shaw for making the TextureReplacer mod, which this mod supports cybutek for making the KSP-AVC Plugin mod, which this mod supports Bekiekutmoar for supplying the winning names for the Slate Naming Contest Gravitasi for updating the Kopernicus/Kittopia plugins and showing us how to use them together KillAshley for lots of help with atmospheres, PQSmods and lots of other things Felger for providing the basis for KillAshley's help on OPM converting to the atmospheres in 1.0 Rosco P. Coltrane for the original Delta-V map for OPM Misucat, Galahir350 and Kowgan for all the various contributions to the current Delta-V map -ctn- and others who contributed to the Outer Planets wiki Special thanks to: Sigma88, Eleusis La Arwall, Amarius and all other unnamed fans of OPM License This mod is licensed:
  20. Hi there. I'm trying to modify default planets to look a bit more realistic, so I've tried to install Kopernicus with Stock Visual Terrain or RSS mod. While EVE & SVE that including Kopernicus as dependence works fine, Kopernicus with SVT or RSS won't work and all I get is striped yellow planets without any texture. I've tried both 1.3 and 1.2.2 version. Like this: What do I know: texture packs are detected and used by game because with them game loads incredibly slow (+ ~10 mins). I have Windows 8.1 installed with latest Nvidia drivers. Tried to force either DX9 nor DX11, also ran in x64 and with admin privileges, still didn't got to work. I'm confused because with the same problems were encountered unix users only, I've tried to google the solution already. Seems like everyone got working Windows version except of me. You can see my logs here: https://pastebin.com/1M46c9ck Can somebody help me?
  21. IMPORTANT NOTICE: unhappiness Hello KSP players, here is an interesting mod that adds several star systems, some of which are binary pairs. Pictures : DoubleDouble Album Landing! Hum nice picture! Frono surface Hum very nice picture!! New adventure? SUN GLASS PLZ!! Videos : Project(s) : Star(s) Systems : Downloads : Github Spacedock Curse Dropbox Mega OneDrive GoogleDrive Source : Github Wiki : Github (In development) Depends mods : Kopernicus by @Thomas P., This mod is the core to manage stars, planets and moons. ModularFlightIntegrator by @sarbian, This mod allows multiples mods to override or insert code into various call of the stock FlightIntegrator. ModuleManager by @sarbian, This mod that allows you to write a patch file that modifies another part at the time of loading. Recommends mods : BetterTimeWarpContinued by @linuxgurugamer, This mod allows you to have a better time warp. AlcubierreWarpDrive by @RoverDude, This mod adds a real Warp Drive! KSP-AVC by @cybutek, This mod allows you to have updates without going on the internet browser. Suggestions mods : OptionalAtmospheresRevamped by @DeltaDizzy (@SamBelanger), This mod adds atmospheres to planets and moons which don't have any! (Continue of OptionalAtmospheres!) OuterSpace by @GenesisPlayz, @ModerndayLink and @SamBelanger, This mod adds planets and moons away from Eeloo. MoonReorganizer by @Mrcarrot, This mod moves the orbits planets/moons! Compatibles (API) mods : SigmaBinary by @Sigma88, This mod will let you turn custom and/or stock bodies into binary systems. Changelogs : .Special thanks : Teams : Chats : My server! DoubleDouble Donate : (Can I have a coffee?) Others : Official Web Site Mrcarrot Web Site StarMods! LICENSE : README : Download the latest version of Kopernicus which can be found here Put the mods files in the GameData folder Start the game (KSP) Have fun And if you have a suggestion or find bugs or errors, contact us ([email protected] or make a private message in the forum of KSP or otherwise) Thank you very much
  22. Hello KSP players, here is an interesting mod that adds several star systems, some of which are binary pairs. Pictures : Videos : Project(s) : Star(s) Systems : Downloads : Github Spacedock Curse Dropbox Mega OneDrive GoogleDrive Source : Github Wiki : Github (In development) Depends mods : Kopernicus by @Thomas P., This mod is the core to manage stars, planets and moons. ModularFlightIntegrator by @sarbian, This mod allows multiples mods to override or insert code into various call of the stock FlightIntegrator. ModuleManager by @sarbian, This mod that allows you to write a patch file that modifies another part at the time of loading. Recommends mods : BetterTimeWarpContinued by @linuxgurugamer, This mod allows you to have a better time warp. AlcubierreWarpDrive by @RoverDude, This mod adds a real Warp Drive! KSP-AVC by @cybutek, This mod allows you to have updates without going on the internet browser. Suggestions mods : OptionalAtmospheresRevamped by @DeltaDizzy (@SamBelanger), This mod adds atmospheres to planets and moons which don't have any! (Continue of OptionalAtmospheres!) OuterSpace by @GenesisPlayz, @ModerndayLink and @SamBelanger, This mod adds planets and moons away from Eeloo. MoonReorganizer by @Mrcarrot, This mod moves the orbits planets/moons! Compatibles (API) mods : SigmaBinary by @Sigma88, This mod will let you turn custom and/or stock bodies into binary systems. Changelogs : Special thanks : Teams : Chats : My server! DoubleDouble Donate : (Can I have a coffee?) Others : Official Web Site Mrcarrot Web Site StarMods! LICENSE : README : Download the latest version of Kopernicus which can be found here Put the mods files in the GameData folder Start the game (KSP) Have fun And if you have a suggestion or find bugs or errors, contact us ([email protected] or make a private message in the forum of KSP or otherwise) Thank you very much!
  23. I have a planet pack that I made, and I believe worked perfectly before 1.3. But now, whenever I launch the game, I get a popup saying something along the lines of "kopernicus was not able to load custom planetary systems due to an exception in the loading process" I have updated ModularFlightIntegrator, Kopernicus and ModuleManager, so I don't think the installation of those is the problem. How can I fix this?
  24. Realistic(ish) Stock Planet Overhaul THIS MOD IS DEAD! Version 0.2.0 So I kind of got bored of creating exoplanets for RSS so I've decided to create a completely different planet pack that does something I've never done before, replace the stock solar system! This is a very work-in-progress mod, so the planets and moons are very limited. This is simply a thread to discuss what types of planets and other features that will be in this mod. If you've created a handy patch for my Pretty Planets that does this, that, or the other, send it over to me or put it on GitHub and I'll implement into the mod and put you in the credits once I actually release this thing. Here are some screenshots to show how development is going so far: KAIA, THE NEW KERBAL HOMEOWORLD: REYN, AN EXOTIC HELIUM GAS GIANT: YUNNA, AN ARID DESERT WORLD: MORE SCREENSHOTS Get it on GitHub or SpaceDock
  25. The Kerbol system has always seemed a little small. There's so much room for more bodies, and so many minor bodies to put into Kerbal Space Program. In Outer Reaches, things will change. The outer Kerbol system will be a realm of mysterious, uncharted dwarf planets and Kuiper Belt Objects with unique characteristics and moons. Analogues will be made for the 4 outer dwarf planets, along with objects like Sedna and Orcus. There will even be an extra gas giant to keep Eeloo out of the fray and give it some use. Remember, this is an in-dev mod, so suggestions and comments are heavily recommended! The Outer Reaches NETOOL: A gas giant 30% the size of Jool and an analogue to both Saturn and Neptune. It has striking, neon-purple-blue cloud belts crisscrossing a rather dark atmosphere. EELOO: The once-dwarf planet Eeloo will be placed around Netool. However, it will be retextured as an analogue to Mimas. RHEV: A Rhea analogue with a two-faced globe orbiting Netool. One side is dominated by bright ices ejected from a medium-sized crater, while the other side is white-orange and heavily cratered. MAEMAE: An analogue to Makemake that's really...red. There will be a few special crater sites, but I don't have any other ideas. Feel free to suggest some! ERIOS: The Eris analogue. Some of the planet is covered with orange patches of methane ice, but most of the surface is white with hints of blue and creme. Eroos also has some significant craters and mountain ranges, along with patches of Tholins. DYNS: A Dysnomia analogue that has 37% the mass of Eroos. They form a small binary system. Dyns is mostly covered in Tholins, but has some patches of methane and nitrogen ices. IXON: The smallest dwarf planet in the pack and the analogue to Ixion. Ixon is somewhat deformed and is covered in tan-white patches of methane and nitrogen ices. SENNA: The reddest body in the Kerbol system and the Sedna analogue. It is moonless but has a dynamic surface coated orange-red. OCULUS: An Orcus analogue named after Oculus Rift because of its similar name and dark coloring. The surface of Oculus is going to be covered with fissures and extinct cryovolcanoes. VIFT: Oculus' only moon that contains 52% the dwarf planet's size and 44% its mass. Vift is the analogue to Vanth and has an extremely varied terrain. More bodies are coming soon. Suggestions are welcome! Screenshots Just images of Netool for now: Development: Netool, Erios, and Dyns are being developed right now (2/22/16) Rings are being tested on Netool. Textures are being developed for Erios and Dyns. Trying to get Sigma Binary to work on Erios and Dyns.
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