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  1. Depreciated. Please go to the official release page HERE
  2. So you have your own planet or moon and you want to make it look as good from close by as it does from up in orbit? Good terrain textures are the best way to make this happen. In this tutorial I will explain how to properly apply both stock and custom terrain textures to your planets using Kopernicus. This lesson is based on what I learned myself while learning to do this for my own mod OPM. The tutorial consists of 2 parts: Applying textures to the terrain Making the textures appear where you want Texture application Note: for this step you can use built-in textures from the game or use your own custom textures. I will explain how you can do both. Open up your body’s cfg in something like Notepad++ (Windows’ Notepad won’t do). To edit the terrain textures we have to use the Material node. If you've never touched terrain textures, you probably won't have this in your config yet. Here is where it goes (excuse bad formatting, blame the forum software): @Kopernicus:AFTER[Kopernicus] { Body { PQS { Material { } } } } So material is where we're going to do our magic. There's one thing that we have to do outside of the material node though and that's to set the material type. Not all stock planets use the same one and, since some types work less well than others, we're going to define the type so that we're always working with the best one. @Kopernicus:AFTER[Kopernicus] { Body { PQS { materialType = AtmosphericExtra Material { } } } } From now on everything we'll be doing in side of the Material node. For those who've dabbled with texturing before KSP 1.1, note that AtmosphericExtra is the successor to AtmosphericOptimized. If you used that before, use AtmosphericExtra now. Before we start writing the material, you need to know that there are four texture slots we can use: Low: covers the lowest part of the terrain Mid: covers the area between low and high High: covers the highest part of the terrain Steep: covers all the steep areas like cliff faces, crater walls, the sides of mountains, etc. It will overlap with the three previous areas as steep parts can be anywhere So now we know that, we can start adding the textures to these areas: Material { steepTex = CTTP/Textures/snow steepTexScale = 1,1 steepTexOffset = 0,0 steepBumpMap = CTTP/Textures/snow_normal steepBumpMapScale = 1,1 steepBumpMapOffset = 0,0 lowTex = CTTP/Textures/snow lowTexScale = 1,1 lowTexOffset = 0,0 lowBumpMap = CTTP/Textures/snow_normal lowBumpMapScale = 1,1 lowBumpMapOffset = 0,0 midTex = CTTP/Textures/snow midTexScale = 1,1 midTexOffset = 0,0 midBumpMap = CTTP/Textures/snow_normal midBumpMapScale = 1,1 midBumpMapOffset = 0,0 highTex = CTTP/Textures/sand highTexScale = 1,1 highTexOffset = 0,0 highBumpMap = CTTP/Textures/sand_normal highBumpMapScale = 1,1 highBumpMapOffset = 0,0 } You see a lot of repeating stuff, so I'll only need to explain four of the values to help you understand what everything does:. ...Tex: sets the main texture for this area ...BumpMap: sets the bump map (or normal map) texture for this area. This doesn't have to look anything like your main texture, but if you want a unified look it's best you do. ...Scale: sets the scale of the texture on the X and Y axis. The default 1,1 is what looks the best, so use that. ...Offset: offsets the bumpmap from the main texture on the X and Y axis. The default 0,0 is what looks the best, so use that. You'll see I've pointed the textures to a folder called CTTP. This is the Community Terrain Texture Pack (still need to make a thread for this how others can use this). This is how you point to a custom terrain texture. Just replace the folder path to the one that matches your texture (YourModFolder/Textures/YourTexture for example). You can also use the builtin terrain textures found in KSP. These are lower quality and not all textures have a matching bump map, but you won't have to put custom textures in your mod. Here's a list of builtin terrain textures. To apply them you have to use a different folder path: midBumpMap = BUILTIN/RockyGround Next we're going to define how often these textures are applied to your planet. To prevent this code from becoming to long, imagine that the previous entries are also in Material. Material { steepNearTiling = 5000 steepTiling = 50 lowNearTiling = 5000 lowMultiFactor = 50 lowBumpNearTiling = 5000 lowBumpFarTiling = 50 midNearTiling = 5000 midMultiFactor = 50 midBumpNearTiling = 5000 midBumpFarTiling = 50 highNearTiling = 5000 highMultiFactor = 50 highBumpNearTiling = 5000 highBumpFarTiling = 50 } The higher the values you give to this tiling, the more detailed the terrain will become. Too much however will create noticeable tiling, making it look fake. So there's a fine balance. 5000/50 as shown above works well for textures with 1024x1024 resolution and what's on the texture looks close by, rather than far away. Is it 1024x1024 and the texture is far away (the case for CTTPs cliff and beach textures for example) than I've found 2500/25 to be a good fit. An explanation of the rest in the code above: NearTiling determines how often the texture tiles close to the player Tiling, MultiFactor and FarTiling (Squad didn't make it consistent) determine how often the texture tiles far away from the player. This works best if lower than NearTiling Steep only has NearTiling and Tiling for some reason, and these settings are used for the main texture and the bump map STILL WRITING, WANTED TO MAKE SURE IT SAVED
  3. Hi, I'm ijedi1234. I've been playing KSP for a bit, but I only just managed to get to Minmus this week! Those orange tanks were more useful than I thought. So, I have been playing with lots of mods in 1.2, and I found out that Kopernicus broke with 1.2.1. Fortunately, I do have knowledge about C# and Visual Studio, so I managed to compile my own personal version of Kopernicus. The file sizes of the various DLLs seems very different from the 1.2 versions and KSP has a few strange 5 second slowdowns during startup, but the Outer Planets Mod from 1.1.3 seems to be working properly at least. Although I have seen a lot about asking for updates, I haven't seen anything about someone giving out their own working update of a mod. Is it fine if I just zip the DLLs, put it on Google Docs, and provide the link in the Kopernicus thread?
  4. Hello! I was bored one day so I decided to create a small program in Visual Studio which allows the user to convert .sc files from Space Engine to Kopernicus .cfg files. GitHub: https://github.com/ibuckshot5/SE_TO_KOPERNICUS Here's a very basic image of it being used: As you can see, the code is very simple: Add the .sc code, add the paths and done. It's that simple. THE CODE WILL NOT BE READY, YOU MAY HAVE TO MAKE SOME MINOR EDITS. I didn't put much here. I'm lazy.
  5. Inner Planets Mod Inner Planets Mod, or IPM, is going to be a companion mod of my well-known Outer Planets Mod. Now that this mod has matured a lot, I thought it would be interesting to look at the stock celestial bodies. Because like KSP's parts, there is a great deal of difference in terms of quality. Kerbin or the Mun still look pretty good, but some planets and moons haven't been touched in years. This mod tries to rectify that and give it a more balanced level of quality, that will integrate well with OPM. I intend for their to be two versions or two settings for IPM (I'd prefer the latter, but it'd have to be doable config-wise): A lite version: Fixes bugs or blemishes (like missing easter eggs or ground scatter in weird places) Overal improvements like better timewarp altitudes, better transitions between the terrain and ScaledSpace, etc. Better looking terrain and ground scatter textures A more thorough overhaul: Everything from the lite version More radical changes to the look and terrain of bodies, while not straying completely from their core concept. Sort of enhancing what's been established by the developer/community created lore Below are some WIP stuff, a mix of lite and revamp features: So what did I have in mind for the various bodies in the overhaul version? Moho Still in flux. Mercury isn't the most interesting place IRL, but the old Moho (overheating atmosphere) is a bit too cartoony. Maybe I can come up with some sort of compromise that's both realistic and interesting. Definitely getting procedural craters. Eve Stock Eve has some interesting bits to it, but after the initial challenge of going down and getting back into orbit it's not that fascinating. It's also become a bit too oceanic for my taste, especially for something that's supposed to be like hellish Venus. So the plan is to make it a real foreboding place, with lakes instead of oceans and countless ugly tiny islands (which is more inline with old Eve). I also intend to reduce the gravity from 1.7 to a more realistic (for a body that size) 1.2 g. This will make ground/low altitude exploration a bit more doable, seeing as the terrain detail will be increased by quite a lot. To offset this reduction in delta-V difficulty (it's still not easy), I want to make Eve's ocean dangerous. Kopernicus' HazardousOceans will slowly overheat any craft that lands in it, meaning that you will have to be a bit more careful when choosing a landing spot. This overheating would simulate strange ocean's corrosive liquid (mercury or hydrogen peroxide). This will make the ocean and Eve feel much more unique. The look of the planet will remain purple, but I intend for it to feel a bit darker, more ominous: a hellish volcano planet. In the screenshot above you can also see some procedural volcanic domes. Those are unique to Venus and I think they really add something previously unseen to the game. Gilly No concrete ideas yet. Kerbin No major changes planned. It looks good and aside from some detailing here and there it's fine. The lite and overhaul version of Kerbin will be relatively close. Mun I plan to reduce the density of the large craters and introduce some features that makes our Moon, the Moon, such as relatively flat basaltic plains (the dark grey maria where many of the Apollo's landed). Minmus The basic concept will remain the same, but Minmus will have a bit rougher terrain. I plan to keep the flats similar, but the mid-and highlands should be a bit more uneven. Look to comet 67P for an idea of the difference between the smoother and the rougher parts. Duna Duna is an ugly, featureless lump of red rock. People just want a KSP version of Mars for this one and I plan to give them that (as far as the original layout allows me). I'm trying to go for mesas, procedural craters, more mountainous areas, etc. Transform that central valley into something that feels more like Valles Marineris. Ike No concrete ideas yet, although the rusty coloration of Mars' Phobos and Deimos are much more interesting than Ike's dull greys and blacks. Definitely getting procedural craters. Dres See the screenshot above. Dres is a boring Mun-alike. I intend to spice it up by making it more oblate (like Ceres' neighbor Vesta) and giving it rings like Chariklo (the only confirmed rocky body with a ring system). The latter also lines up with Squad's addition of procedural asteroid in a ring-like orbit a few updates back. Hopefully this will help more people to go and visit it at least once. WIP ring btw, just a modification of Urlum's. Jool More like Jupiter, but keeping in line with dark ominous look of Jool. Laythe Pretty much the same, as it's a very high-quality planet. It's surface will have darker and rocky textures to make it feel as volcanic as it's supposed to. Vall No concrete ideas yet. Tylo Probably going to make the surface more like the real Ganymede: icy and irregular. I'll keep the high gravity though. It's not as unrealistic for its size, useful for getting gravity assists/capture and unlike Eve an airless rock doesn't have as many options to make it feel unique. Bop No concrete ideas yet. Poll No concrete ideas yet. Eeloo The same as the Eeloo overhaul in OPM. If you have OPM installed, it'll move it there but otherwise it'll remain in its current orbit. Thoughts, comments, critiques, etc. are always welcome.
  6. I have went and created the Single Most Epic Mod Ever. Ok, maybe you would believe it's an Absolutely Epic Mod? A wonderful and useful Mod? All right, I admit. It's a lame Kopernicus mod by someone who can't Kopernicus properly... For a while now, a few things in KSP's planet setup have bothered me. I usually use @CaptRobau's incredible Outer Planets Mod, so my KSP solar system is a fairly good match to the real one. Unfortunately, this illusion is most broken by- Ike- It's huge mass is in no way a proper analogue to either Phobos or Demios. No Asteroid Belt- All we have is Dres, and it is a sad and lonely space potato. It needs it's neighbors, and I just couldn't seem to find a mod that added them to my satisfaction So I made this slightly less than ingenious mod, using Kopernicus, to fix these problems. It adds a number of new bodies to the Kerbal system, almost all of which are clones of Gilly. After due consideration, I decided that some of you might actually enjoy playing around with it, and so I uploaded it. The new planetoids are as follows: Duna System- Tafy- Providing a Kerbal analogue to Demios, Tafy has low gravity, a grey-brownish texture- and has been accused of being a Gilly imitation. Adlai- In Ike's original orbit, this analogue of Phobos has low gravity, a grey-brownish texture- and has no similarity to Gilly. None. Whatsoever. All right, it's literally a copy of Gilly. Asteroid Belt- 1 Dres- I can take no credit for this planet. I just thought it would be clever to stick a "1" in front of the name, creating a consistent naming scheme for the entire belt, and reminding people *cough*myself*cough* who kept getting confused about which planet was an analogue of which asteroid. 4 Ike- Named after the supposed moon of Duna, 4 Ike seems to be the one honest planet in this part of space. It is the closest asteroid to Kerbin, and should be one of the easiest to get to. Yep, I just flung Ike out into Vesta's orbit, and stuck a "4" in front of the name. 2 Blorg- A remarkably large asteroid, 2 Blorg wanders the space near Dres, trying to look friendly. We don't think it actually is. It's actually another Gilly copy, and I think everyone knows where the name originated I actually knocked the inclination down a bit from the real 2 Pallas, but it's still really, really tricky to get to. Seriously. I dare you to land a probe there. 10 Splork- A remarkably small asteroid, 10 Splork is one of the primary reasons the space near Dres is Not to be Trusted. It's another Gilly copy, stuck into an orbit that's an analogue to 10 Hygiea. Spacedock This mod requires Thomas P.'s Kopernicus mod, which can be found here:Kopernicus Change-log: Licensing:
  7. I am facing an issue with OPM. I have downloaded OPM 2.0 and Kopernicus 1.1.1 (since OPM said that it works best with that version), and I am using KSP v1.1.0. I did everything I was supposed to do, moving the right folders inside the Game Data folder, like this: https://www.dropbox.com/s/o3ekev6fqp6uls8/Screen Shot 2016-08-23 at 1.32.48 PM.png?dl=0 However, the mods don't work. While loading the game, there is no compatibility warning. Everything works fine. When I open a world though and go to the tracking station, there are no planets to be seen: https://www.dropbox.com/s/ymzkofm1dysyqs1/Screen Shot 2016-08-23 at 1.31.35 PM.png?dl=0 Why is that?
  8. Galactica 'An interstellar mod' Description: Galactica is a mod which (only for now) adds a binary solar system, Kerbol-Kerbrus. Kerbrus is distant from Kerbol, however not outside of its sphere of influence. There are no planets orbiting Kerbrus, but it is accompanied by a small brown dwarf, heated from Kerbrus' light and radiation. In Kerbol's planetary system, however, there are four planets and three dwarf planets (although this may change). Currently the only major objects in order are: Istrocene, a semi-ocean and desert planet, holding with it one purple desert moon, Hyomascae. Menochiton, the largest planet with four moons. Menochiton has a large ring system, although no large objects are within it. Its moons are Euranum (sandy moon), Neupheia (ocean), Ceuliene (home planet), Curea (scarred moon). Azarmea, a toxic/acidic planet with green rings. It has one moon, Ochrae. Styre, which is a purple gas giant with three moons, all of which are ice moons. As for dwarf planets: Predail, a small lonely planet burning up near Kerbol. Femmon, a larger dwarf planet with Remailas as its primary moon and Sneodas, a captured asteroid. Nismah, an ice planet orbiting between Azarmea and Styre. Outside of the solar system is Slago, a supermassive singularity which (doesn't) contain a vast accretion disk from a former blue star. Compatibilities (Suggest which mods I should add compatibilities to) Distant Object Enhancement Scatterer Planetshine (buggy) Upcoming/Suggestions (Open to development team) Soon, I hope to add asteroid belts and periodic comets/inter-Kerbrus asteroids, which are in an orbit distant enough to be influenced by Kerbrus. EVE Compatibility. Timewarp limits SciDefs Nismah Credits: Thomas P: Kopernicus Compatible-Mod developers (making this mod better than it otherwise would've been)
  9. I have found a beautiful planet in space engine that i would transfer to KSP, I am using Kopernicus and kittopia tech. The Kopernicus part works out nicely, and the planet shows up in-game with the right texture. however i cant seem to get the kittopia part to work. My planet's terrain is spiky, and does not follow the texture. i have defined the heightmap in the kittopia config and reduced the bumpyness, but it does not work. I have searched everywhere and tried everything I could think of. It is as if it does not apply the kittopia config. Kittopia and my planet works in-game except that the surface is spiky. there is almost no documentation on the in-game kittopia UI, so i couldn't save the settings properly to my planet. I don't know if in-game kittopia is the way to though.
  10. I'm planning on a planet pack that will change all the stock planets. I tried finding Kopernicus tutorials, but none of them cover editing existing bodies' orbits, size, texture, etc. I was wondering if anyone could help me out with that. Thanks.
  11. I've found this neat looking planet in space engine that I want to see modded into ksp, close to kerbin as a second habitable planet. But I have no experience in modding or programming.In this link I have a zip named the desired name for the planet once in game. I have included the bump, diff, norm, glow, and spec files exported from space engine in png and dds form. If you're up for the task, post the link to this thread when complete. Thank you! https://www.dropbox.com/sh/r1svrv28duczwzi/AAAIRviZHAX57eam1hmiXxXGa?dl=0
  12. This is my entry for the Extended Kerbol Grand Tour challenge. The Plan Here is Astarael in Kerbin orbit (without its cargo): Its far from my best work aesthetically, but it's the only thing I've ever been able to make so far that can complete a mission of this scale. The naming scheme for the mothership and its landers comes from Garth Nix's The Old Kingdom book series.
  13. This planet pack Adds 2 gas planets, 4 moons and 2 asteroids between duna and dres. this pack was originally made by @Thomas988 here: but eventually he stopped working on it. i saw this pack and asked him if it would break his copyright if i updated it, turns out he didn't know either. but i got permission and proceeded to update the pack to work with the latest version of Kopernicus, plus a few changes. Odysseus: This large gas planet was found in a nearly circular retrograde orbit in the asteroid belt by Kerbal astronomers. because of its orbit, they assumed it had been captured early in the systems history, and it seems it and Jools combined efforts created the asteroid belt between the two. Telemachus: The first moon of Odysseus, this dry moon was initially thought to be tidally locked. however, long time observations showed it is barely rotating faster than its orbit. Antinous: One of the last moons to be discovered, this small rock orbits in a heavily inclined orbit. it is known for its staggering cinematic views of its parent and the other moons. Because it appears similar to dres, astronomers assume it was captured by Odysseus. Penelope: Originally thought to be Duna, Kerbal astronomers quickly realized it was orange, and duna does not have a blue atmosphere. this world provides a rich oxygen atmosphere not unlike Laythe's, however it has half the gravity. Polyphemus: Another like Antinuos, this asteroid is smaller than gilly and is thought to be held together more by its tensile strength than its own gravity. It is spinning unusually fast, to the point where spacecraft will fly off the mountain peaks, however the valleys may prove to be more accepting. Eumaeus: Another like Telemachus, this object takes after eve colorwise. however, it lacks the soup Eve calls an atmosphere and has a much weaker gravity. It is thought to have stunning views of the rest of the system. Athena: This Blue ice giant was found after Kerbal astronomers noticed Odysseus wobbled, a lot. Athena won't quite orbit Odysseus, its more like they dance around one another majestically. Aeolus: This golden moon orbits Athena and compliments its blue nicely. Kerbal astronomers were amazed to find a moon orbiting a moon, but Athena's distance and gravity have kept it there for a long time. Downloads: SpaceDock Download button at the top of the page just copy whats in the game data folder from the download int ksp's game data folder Requires Kopernicus found here: 1.1.1 change log: Changed some orbit colors added DOE support added ResearchBodies support re added Planetshine support fixed sigmabinary config file 1.1 change log: Issues they'll be here soon, don't worry. Licensed under a creative commons attribution share alike 4.0 international license Attribution: @Thomas988
  14. Do you need a break from the endless science experiments you are tasked to do? Are you tired of being burnt to a crisp, exploded, or being smashed into a planetary surface at high velocities? Then the Traveller's Dream is for you!* For the first time in quite a while, an extra-solar star is passing by! Imlyanavor-Kai** is a nice, white hot star; only multiple trillion meters away!*** Wow! Tech De Ra is a pleasant, always-90 degrees paradise. You better bring your lawn chair, because lying in the sand is an extremely bad idea!**** Fearless is a close neighbor to Tech De Ra. The perfect place if you like awesome views! More to come! PHOTOS DOWNLOAD http://spacedock.info/mod/883/The Traveller's Dream Planet Pack Feedback is always welcome! Make sure to tell me about issues! (I am aware the solar panels are not behaving!) All Rights Reserved *The Traveller's Association does not guarantee your space program permits vacation, breaks, etc. **The Traveller's Association recommends you do not enter close proximity of Imlyanavor-Kai. ***The Traveller's Association does not provide any faster than light travel devices. ****The Traveller's Association does not claim responsibility for sunburn or first-degree burns.
  15. Nirgends Planet Pack Planet 9 is the hypothetical massive planet located beyond the orbit of Neptune. It's existence was first hypothesised when scientists noticed the strange orbits of dwarf planets. They predicted a massive body must be causing all these objects to possess these strange orbits. I have created Nirgends to become an analogue for the fabled Planet 9. In this thread I will be posting updates on the Nirgends Planet Pack's progress towards completion, along with giving the community a space to post suggestions and recommendations for the future of Nirgends. I plan to include at least 3 major moons that will orbit Nirgends itself. I will officially post the planet pack once I create 2 of the moons. So far I have only completed Nirgends itself: Mod Album All constructive criticism and suggestions are welcome. I will read all of them. The first moons will appear in a month or two. Credits: TheWhiteGuardian for his amazing tutorials that taught me how to create planets Sarbian for Module Manager, the backbone of all KSP mods. The many developers of Kopernicus, which this mod will use KillAshley for the atmospheric curves SpaceEngine for the textures
  16. XenosAlt - An Alternate Solar System Mod: This mod features a new set of planets which replace the old Kerbol system, all procedurally generated using Kopernicus! It is currently a W.I.P but I'm looking for feedback and ideas. In the meantime if you're looking for a fully working planet mod, you can check out my planet collection. Planets: Bellero, a hot jupiter Herrah and its moon, Hytho Verta and its moon, Wiola Kerbin (huge W.I.P and will eventually have custom moons) Jatus, a dwarf planet with rings Aruna, a saturn-analogue, with its 5 moons Calli and Tello share the same orbit, close to Aruna's rings (picture on the left is old, picture on the right shows Aruna as an oblate spheroid) Polus has a highly inclined orbit, Oblo has a very strange shape Illo has a thick atmosphere and strange lakes The final planet (so far) is a Uranus analogue, Nurr Nurr is planned to have at least 3 moons, so far there is only Ropa Planned features: - Career compatibility - Custom science definitions - A different star at the center of the system - New moons for Kerbin - At least 2 more moons for Nurr - Aruna as an oblate spheroid - Who knows what else
  17. It looks like solar panels are fixed in Kopernicus 1.1.2 making this mod no longer necessary. I'll leave this up for anyone still on older versions of Kopernicus but I don't have plans to update this mod. I've put together a plugin to replace the RTG solar panel fix in Galactic Neighborhood. This should also work for solar panels in other Kopernicus mods that have stars other than the stock Sun/Kerbol. What this does: Uses a ModuleManager patch to install a plugin on all parts implementing ModuleDeployableSolarPanel (All solar panels at this time I believe) and give them a one over r2 EC generation based on the original panel generation specs and the luminosity of the local star. Warnings: This is an alpha version and though I've tested it on my system under a base Galactic Neighborhood install I can't guarantee it won't trash you save - please don't use on a game you care about. That said I have done some basic testing and this hasn't spammed my output log. Installation: Standard install - copy the folder into your KSP directory - should end up with the following structure: GameData\KSI\KSolarPanel. If you're using Sigma88's RTG fix you'll want to disable that. Easiest way would be to change the cfg extension on the patch to something else: GameData\GalacticNeighborhood\Configs\Core\solarpanelsFix.cfg to GameData\GalacticNeighborhood\Configs\Core\solarpanelsFix.txt If this is not disabled you will have a constant EC production from the solar panel regardless of light conditions. Obligatory picture: This was taken 0.02 AU from K-stor Bb (companion to the blue star in background - Galactic Neighborhood). Notice the crazy high EC - normally the probe would have melted - unfortunately this patch doesn't fix the lack of heat issues. Download Here. Source is included in the download. License CC BY-SA Any trouble reports would be welcome.
  18. This mod has since been integrated into my new pack Kerbal Visions. I've wanted a Sedna analog for my own sandbox saves for a while now, but no one has ever made one. I whipped this together with KittopiaTech in about an hour. This is basically just a slightly undersized Minmus that has been recolored and re-seeded. Since we don't know what Sedna looks like, I think that this is a pretty good approximation. Out in the Hills Cloud, Sedna is unlikely to suffer many impacts, especially large ones. NOTE: By default the mod is set for OPM. Open the Settings.cfg to enable stock orbits. Features A poor man's Sedna analog that looks a lot like Minmus but more purple and weird Discover a world you've totally seen before, but harder to get to - kinda like Dres, but even less lovable! A texture that you could probably make with MS Paint and a Minmus map if you tried Full compatibility with OPM and GregroxMun's Planet 6 mod Enjoy!
  19. Hi I have successfully made a planet in Kopernicus but I have a problem with the textures. When I am high above my planet (100k above) my textures are fine but when I get below that my textures slowly start to fade into the Mun textures (which I have as my template). Anyone know how to fix this
  20. so i have no idea how to integrate opm into koperrnicus i have absolutely have no idea so a step by step instruction would be nice (no ones made instructions plz help )
  21. Welcome to Kerbol Origins, a mod that aims to revive old SQUAD planet ideas that never got implemented like the Gas Planet Two (GP2). Previously called Kerbol Plus, the mod evolved from a form that wasn't actually too accurate to the idea. Kerbol Plus is right now mentained and developed by KillAshley and his collaborators, including me. Some important links: Original Kerbol Plus Kerbol Plus Remake Kopernicus But without without further ado, some pictures! Also, most of the bodies in the pack will be "proceduraly generated", so with a bit of tinckering you could regenerate the terrain the way you want. Sarvin - Gas Planet Two Daphy Potatus Fonso Shayle Manai Progress Entries marked in red mean that bodies have been started but not finished, orange are mostly finished, and green complete. Developers: Planned release date: @Christmas (release date might be sooner or later, depending on my IRL stuff)
  22. I was thinking of dabbling in Blender a bit and making a planet could be a fun project, but the question is: how are textures mapped? Is there a guide anywhere? There are many common types, cylindrical, spherical, etc. Also is there a guide to supported texture types, color, bump, diffuse, etc. ? Thanks! *perhaps I should specify, I'd like to use Blender's texture paint tools to make the textures so I need to emulate how KSP handles it.
  23. Welcome to the Dres Plus Development Thread! Here I will post the latest updates for my Dres Plus mod that aims to make Dres feel loved. At the time of this post, this is what the mod will add: Changes to Dres: Dres is now 950 km in radius. (Was previously 138 km) Dres' surface gravity has been increased to 2.1 g. (Was previously 0.115 g) Dres has rings! Dres' inclination and eccentricity have been changed to be more similar to the other planets', making Dres easier to get to. Added Opaki: (Name may change) Ocean moon of Dres. Completely covered with a greenish liquid, except at the poles, where there are two big landmasses. Has a thick greenish atmosphere, but it only extends to 40 km. About half the size of Kerbin. (305 km in radius) Added Ovum: (Name will probably change) Rocky moon of Dres. Orbits Dres in such a way that it appears to spin around Opaki. About 1/3 the size of Opaki. (112 km in radius) Right now it's just a resized Mun. I plan on adding a third moon that will just be a large asteroid. (Probably around a class V) Here is a screenshot of the view from the north pole of Opaki. (The atmosphere at this point isn't the right color, and the height map needs to be refined) I will release more screenshots as time goes on.
  24. So, as we know, 1.1.3 severely broke Kopernicus. So, I downloaded Kopernicus 1.1 and OPM (Outer Planets Mod) and when I tried to load a savegame/start a new game, I simply could not start it up. HELP!
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