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  1. Greetings fellow Kerbonauts! Kerbal Space Program has always been one of my favorite video games. And after finally learning how to mod, I present to you: Oprissmians Kerbol Expansion (very creative name I know) This planet pack will add a bunch of new worlds for you all to explore. With a total of 6 gas giants, 3 terrestrial planets and as-of-yet undecided number of moons currently planned, there will be a lot to explore. This early alpha version adds three out of the five gas giants (with as-of-yet placeholder atmospheres, so don't fly into them) as well as a moon for one of the gas giants. These gas giants are named Reatu, Thalmo and Tharko, with the moon being a moon of Tharko called Ulcme. Reatu basically is a "Super Jool", being nearly twice in radius as the green giant. Its colored in magenta-ish hues and boasts a decent ring system. Thalmo is slightly larger than half of Jool's radius and has a pretty red color. It has a gas giant "moon" called Tharko, which (excluding the storms) is almost perfectly white. Ulcme is a rocky small moon located in orbit around Tharko, where you can see both Thalmo and Tharko in the sky if you're at the right position! Supported Mods currently include Sigma Binary (which makes Thalmo and Tharko into a binary gas giant), with support for more mods being planned. Mods required Kopernicus (version depending on KSP version) Module Manager Community Terrain Texture Pack Supported & Recommended Mods Sigma Binary (to make Thalmo and Tharko into a binary system) JX2Antenna (for communication reasons unless you want it harder to return science) Better Time Warp (to reduce waiting time during transfers) KSP Community Fixes (higly recommended as it removes lag spikes during timewarp at very distant planets) If you find any bugs and/or have any suggestions/ideas how to fix them, please let me know. You can also suggest ideas for the moons of the gas giants (except Tharko as Ulcme is its only moon and the two terrestrial worlds as their moons are already planned), other celestial bodies for the Kerbol System or any mods that you want to see supported if you want. Without further ado, here are the download link and screenshot album link: Screenshot Album Download Link for v0.0.1 Version 0.0.2 is planned to release at latest in the second half of February, depending on how much time I can spend on development. Until then, have fun!
  2. Decided to attempt to revamp the stock system. ill update this topic with my process Dependencies: Kopernicus Kopernicus Expansion Niako's Kopernicus Utilities Downloads: Spacedock Github License: CC BY-NC-SA 4.0 Patreon: https://patreon.com/Techo589
  3. Stars are everywhere in KSP planet packs, and I wanted to get a database for a bunch of star templates I have for modding reference. I will edit the page as I make the templates. Each will have a spoiler. I will be doing a basic M, K, G, F, A, B, and O type star. I decided to make the database public so anyone could use it, and created this forum page. Posting templates for non main sequence stars will have to be for the replies: this is my first planet pack project.
  4. The Plod System [1.7.3] I would highly recommend this review of the mod by KottabosGames. If you're reading this KottabosGames thanks again! What does this mod add? The Plod System adds a binary Sedna analogue dwarf planet to the far solar system. Plod: An icy, green dwarf planet with massive craters and looming mountains. Its orbit is giant and elliptical. Many blame Jool... or could it have been another hidden planet? Oob: Plod's binary companion, orbiting so close to Plod that orbiting in low-Plod-orbit is a necessity. Giant ice spikes jut into the world's horizon, segmenting the world's smoother, purpler terrain. Ninkle: A dark bluish-purple world that orbits Plod with minimal gravity. Its lowlands contrast nicely with exposed green under-ice, hinting at its past and formation. Tebos: A smooth, small world with a bright lump on one side. It is navy blue in appearance, with exposed yellow-brown under-ice and a tall, white mound on the side of the world, which the moon's tiny gravity could not conform. Lia: The oddball. This moon is though to have had severe out gassing and plumage in its early years. The surface is pink, and covered almost everywhere with sharp, spikey terrain. Fear not however, the moon's minuscule gravity makes the spikes much less dangerous than they could have been. Pictures (more to come shortly) Download Dependencies: Kopernicus Time warp mod (technically not required but Plod is like very VERY far away so it may be worth getting one to save time.) https://spacedock.info/mod/2033/The Plod System All rights reserved
  5. Download on Github (LATEST VERSION) (983MB) | Discord Server (Official) No issues have been detected with 1.3.1 yet! Download older version on SpaceDock (1.2.0)(735MB) REQUIRES KOPERNICUS, KOPERNICUS EXPANSION AND NIAKO UTILS. CKAN Indexed - Install Kopernicus Expansion as well. https://spacedock.info/mod/3462/LSR Scatterer Configs - scatterrer https://spacedock.info/mod/3460/LSR Rescale - Stock Scale - rescale to 1x DISCLAIMER: No support shall be given to players that do not provide the relevant part of ksp.log, or players that experience bugs already pointed out by someone else, including me. DISCLAIMER: Some of the moons do not have names. Open to suggestions in LSR Discord. Linbol System Rebirth is a new mod designed in the larger JNSQ (1/4 IRL Scale) size that aims to swap the Kerbol System to an unfamilliar yet remarkably similar planetary system to explore, with 21 new bodies to visit, and a lot more to come. The mod is a suitable challenge for seasoned players and yet there are patches and tips to make the planetary system more enjoyable for newcomers. A lot of players may come here from JNSQ, so this pack feels halfway between JNSQ and RSS, presenting much larger worlds with more realistic ascent trajectories and yet not making it too difficult to launch payloads in the super-low-twr engines and overly heavy LF-OX fuel tanks that stock provides. - Explore 4 new stars in two pairs of binaries, with the main one consisting of a 1.2 sun mass and a 0.3 sun mass star (Aa+Ab) and the secondary consisting of a 0.7+0.5 sun mass star (Ba+Bb). Classes are F7V, M3V, K5V and DA3.5 respectively, the last star is a super-dense, 73500g white dwarf! - 5 new gas planets to explore, two of which are in one system, with masses ranging from 4 to 600 Kerbin masses and colors from yellow-brown to dark blue. Many moons orbit these gas planets for probes to explore - Lots of planets/moons with atmospheres to land on and sample. Almost every body is unique from one another. - Hazardous bodies with solid surfaces for those that haven't had enough of a challenge - there are 3 of them, and one is a super-earth 16 times heavier than Kerbin. - Scatterer+Stock Scale Rescale configs downloaded separately - All bodies and atmospheres are realistic with much planning involved. - 8k textures to make bodies have high detail. Each pixel is about 4km^2 on kerbin with the 2k textures while on Revan (the homeworld) there are 8k textures that give a 2.2km^2 pixel. Homeworld The System (this is an essay I swear) Mod Compatibility/Requirements System Requirements Low quality celestial body size comparison Screenshots! Fun facts and tips FAQ Add-ons - Enhance Your Experience! LSR Utilities (Watermel00n) LSR Rescale (Stock scale) Homeworld Swap (WIP) For Noobs For those who want to experience the mod without dying
  6. Exactly as the title. I have been experimenting with an idea to revamp the inner system, like OPM does for the outer system, but add really crazy planets with eccentric orbits and unique ideas that are hard to get to, but rewarding when you get there. Some of my ideas are: - A blue mars due to copper oxides (not cold, actually hot) - A hycean Kepler 22 b with glass storms that can shred your craft - A carbon world that blends in with space with tons of exposed diamonds in an eccentric orbit - A yellow/green sulfur gas dwarf - A torus world - Vulcan analogue with lava - Dwarf Planets i.e Sedna, Eris etc... Analogues - Pure Iron Planet -Radioactive Moon of Eve, Binary with Poison moon, with rocky moon orbiting them - MonMonMon, the third moon of Kerbin - Salt Flats planet with Helium Atmo - Kerbal Rock? So yeah, those are my ideas. Any tips or suggestions on how to go about this?
  7. About Real Exoplanets Real Exoplanets (REX) is planet pack that adds several confirmed exoplanets into KSP. As the name implies, all of these exoplanets are real, and all of the planetary systems are located exactly where they are in real life. All of the planets have accurate characteristics and the visual appearance of all exoplanets are based off of our current understanding of planetary science (as well as some artistic license when necessary ). Real Exoplanets is compatible with both Real Solar System and the stock, default solar system. With RSS, REX is properly scaled by a factor of 10. DOWNLOAD ON SPACEDOCK OR ON GITHUB Exoplanet List Below is a list of all of the exoplanet systems added into the game by Real Exoplanets. Screenshots Sources Changelog Credits Squad for KSP of course @Thomas P. for Kopernicus @NathanKell for Real Solar System @Pkmniako for being my original inspiration to begin planet modding @ProtoJeb21 for helping me for ages to recreate real life exoplanets that have accurate characteristics Check out this video of someone traveling to Proxima Centauri in Real Exoplanets: License: All Rights Reserved
  8. FAR OUT RED SKIES - Red Skies was going to be a standalone mod until the idea of FO came around, the name FO may not stay though. Red Skies takes place in the Luhman 16 system, BUT KERBALIZED. For a while now I have been working on a mod centered around a brown dwarf star which is a star just below the mass limit for hydrogen fusion, so its basically a really hot gas giant. I do have two other mod ideas in mind but wanted to get this one done with first as its been an idea for a longgggg time now. (fyi one of the two mod idea besides this, I have is already began working on) SYSTEM CHART (NOT TO SCALE) INSTALLATION GUIDE: for download simply insert the files within the GameData folder into Kerbal Space Program's GameData. PREREQUISITES: KOPERNICUS RELEASE IN idk yet DOWNLOAD LINK: none yet Follow the post to see when it comes out
  9. During the first waves of Interstellar Travel, some Kerbals were somewhat... stingier than others. The colonists of the good ship KSS Null Exception had ambition, setting out with no particular target system in mind, they sought to colonize the highest multi-stellar system possible. This didn't work out, they passed the six stars of the Mivel-Agranda System somewhere around three-thousand years ago, and out of frustration and a lot of internal arguments eventually decided to just take up residency in the first star system with more than two suns they could find. That's where they find themselves now, around the young blue-white star, Doe. In their desperation to settle someplace, they've ended up in a rather brutal system, hot off the heels of a local late-heavy bombardment, and some people are beginning to question if some of these stars are actually stars... Welcome to Planet Jam 3! Release has been, delayed quite a bit now, that's no secret. We wanted to have this out months ago, but life had other plans. For that I am sorry, but we're here now! Hopefully it will be worth the wait. The Tuft System After discussions with other members of the team, it was decided to go for a more "traditional" home planet this time around. Unlike Asite Par in WWPJ (which was small, heavily atmospheric, and had no moons) or Armstrong in PJ2 (which was large, lightly atmospheric, with a couple small moons), Tuft is very similar to Kerbin, only slightly harder, and has a proper system of decently large moons. Overall, this combined with system structure, makes Planet Jam 3 the most accessible pack of the trilogy. When starting out, playing Planet Jam 3 should feel very similar to playing in the stock system, at least until you start going interplanetary. Tuft and its Moons, Whitetail is the leftmost, Roe is the largest, with Muntjac right beside it. The asteroid moon Pudu is too small to be seen. Tuft itself is a battered and volcanic world, the land is entirely forged of large impact craters. The Cervine System is rather sparse looking from out here... Going inwards from home, you will find Andor, a large and hot gas giant, but beyond Tuft you will find a great divide until you reach the innermost brown dwarf Mustooine, and Dantafar is further still. The intention is to use Andor for gravity assists to fling yourself to the outer stars, but in all honesty, the way it works out means the deltaV to reach the brown dwarfs is not that bad, very similar to Jool in stock, and breaking once you get out there is easy. Travel times will be a bit long though, similar to OPM. Looks can be deceptive however, a closer look at Mustooine and Dantafar would reveal many, many worlds waiting to be explored! Complete System Layout: Planet Jam 3 DeltaV Map Made by Sabine (AKA WarriorSabe) Spoiler-Lite Astrophotos: In-Game Screenshots - Spoiler Warning: Additional Content Previous Planet Jams have come with their own custom alien skins for the Kerbals, with Parbles in WWPJ and a whole bunch of fun aliens in PJ2. Due to time constraints, we opted for something a little less technically intensive. You'll find some custom flags and three new color variants of the "Vintage" space suit packaged with this mod. These draw inspiration from *another* race of aliens that are prone to crash landings. Required Mods: Kopernicus v141 or later (and its prerequisites). https://github.com/Kopernicus/Kopernicus/releases/ Niako's Mitchell-Netravali Filtered Heightmap: https://github.com/pkmniako/Kopernicus_VertexMitchellNetravaliHeightMap/releases Kopernicus Expansions Continued-er: https://github.com/VabienArt/KopernicusExpansion-Continueder/releases Scatterer: https://github.com/LGhassen/Scatterer/releases/ Environmental Visual Enhancements Redux: https://github.com/LGhassen/EnvironmentalVisualEnhancements/releases/ Note: EVE and Scatterer are here for a handful of visual effects used across the system, and for the purposes of making multi-star lighting look good! I won't hunt you down if you go without them, but they really make a difference! Download *SpaceDock will only receive major updates and patches, GitHub is where you can find all of the latest changes, no matter how small. SpaceDock* - https://spacedock.info/mod/3493/Planet Jam 3 - The Cervine System GitHub - https://github.com/ExosLab/PJ3Assembled Update v0.9.1: - Fixed Graphical Bug on Muntjac's Surface - Fixed Skal Display Name on SpaceDock Branch - Fixed Config Formatting to Work with KSPCommunityFixes - Added New Scatterer Config for Arida Known Issues: - Performance on Tuft can get weird sometimes, particularly in timewarp and when loading into the Space Center screen. Should be fine in-orbit. - Sutapasu can throw a fit sometimes on certain versions of Kop and KopEx, please ensure Kopernicus and KopernicusExpansion are fully up to date in your install. - Tuft's clouds are not great looking, this was my first attempt at making EVE clouds! Luckily, we have some new clouds for Tuft in the pipeline, courtesy of Techo. - Planet Jam 3's stability on Linux Systems is unclear, Linux user experiences may vary Credits: Wolf-Rayet/Exo's Lab: Project coordinator. System layout planner. Doe, Tuft, Roe, Whitetail, Pudu, Muntjac, Sutapasu, Uldella. Loading screens, logo, custom suits, flags. Cloverdove: Arida, Biomemap Contributions The Orios: Veladris, Inda Techo: Mun Kon Wawa, Mun Kon Tawa, Mun Telo Tawa Kiwen Lete, Mun Lupa Mute, Mun Lete Kon, Blast, Ember, Peekon, Telavon, Waive, Inda, Blasteroid Belt, Visual Mod Help Mh: Agho Interplanet Janet: Farnsworth Marshall (Myth): Part of Mustooine Team Planning Luna/Gregrox: Andor Tholin: Harb, Rito and procedural elements on Indillo and Syme Caps Lock: Indillo WarriorSabe/Sabine: Antether, Rachess, Maaldach, Exakra Din, Vemeng, Skal ElectricPants: Syme Minmus: Veladris, Telavon Hubb/Cass: Roffulo Special Thanks to Adstri for the Mun Kon Wawa-Mun Kon Tawa System names, and Apollo for help on Sutapasu. Special thanks to Funnelton, KAL_9000, and Levana as well for providing play testing and screenshots to use as loading screens. License Please provide attribution both to Planet Jam 3, and to the modder whose work you are using. If you do anything to change the mod, at least promise me it'll be cool, don't make it boring. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. CC-BY-NC-SA 4.0.
  10. Little Big Planets "Everything's just a hop, skip, and a jump away" What is Little Big Planets? Little Big Planets is a collaborative project, seeking to replace the stock system, with a 10x smaller system, effectively at 100x smaller than real scale, creating a new an unique experience similar to that of the ancient Toy Kerbin mod. This pack is being made by a handful of developers with great experience in KSP modding, and hopes to establish a fun and high quality experience. Can I join the development team? Yes, you can! All you need is to know how to make a planet, a planet texture, and to make it work! We'll consider it based on your skill level, but the project is open to new and beginner modders getting their bearings. How do I get in touch and view active development updates? We have a development discord here! Is it out? No, but Alpha testing is open to people willing to find bugs in the mod, you can join the discord to find more details. Credits @smushanoob@Sushut @Womby @Mrpasta44 @Souptime@Derpistheword@ballisticfox0 @PicoSpace @Clonos@RevanX_LSR
  11. “Within the darkest depths of the sea, we rise to the challenge of leaving our prison of a world.” Alienation promises to become what is possibly the first planet pack out there to take place on a hycean planet. The homeworld, Thalass, is a water world 10x the size of kerbin with 1.5x the gravity, making it a huge challenge to navigate and an even greater challenge to escape. This planet pack is currently early into development. Follow for updates. BETA DOWNLOAD: Alienation - V0.0.1 REQUIRES: Kopernicus, EVE, Scatterer, NiakoUtils [Click]
  12. VERY CLEARLY TEMPORARY NAME (Vilviomia is from a random planet name generator and Vilvinet is an edited version of Vilviomia, they are not references to anything there) Welcome to my newest kopernicus project, which takes place in the titular Vilviomia-Vilvinet, those respectively being the larger and the smaller star within the system. This planet pack makes the kerbal start at Istratune, a large superkerbin with a 5 atm thick atmosphere and ZERO surface water, but the ksc starts roughly high enough where the atmospheric pressure is similar to Kerbin. Aside from that, its high gravity means that it takes quite a high amount of delta V to escape it's sphere of influence. This is where it's moons will help. HISTORY WHEN RELEASE? PLANETARY IMAGES PICS
  13. | Official Website | Official Discord Server | Download On SpaceDock | release thread Currently, there are few planet packs of the large scale being developed. This modpack aims to change that by introducing a new modpack that when completed will be the largest out there. However, this is obviously very very ambitious and will take place over a year or so. All the bodies have been planned and are pending the PQS and Heightmap/Color/Normal files. All planets, stars and moons are scaled to 2.67x scale to complement JNSQ and a very small handful of bodies are actually quite similar to those in GPP in nature. You spawn in Revan (provisional name, named after the title that i released this mod pack in), a super-kerbin (you could even say it’s a super nodens due to its similar buffing in stats), with a gravity, radius and pressure ASL 38%,30% and 190% greater than JNSQ kerbin (another mod pack of the same scale). This makes atmospheric flight easier (at least for large and less draggy craft), due to the firmer grip and better handling. Orbital speeds are so high that SSTOs are infeasible (combined with increased scale), and re-entry is deadly without heat shield- all for a more complex and difficult experience as well as the usage of multi stage launchers. A glider gliding above the surface of Heyu, pre-texture update, a tidally heated moon, with its massive gas giant and its rings shown. This was the logo of LSR. Current Version/Release Date: Key: First digit: Star system it is orbiting. Second+third digit:planet number of planet number of the parent from the host star. Fourth and fifth digit: Moon number from the parent. Last digit: Sub-moon order from the host moon. This is only 0 or 1 and there are no such examples in the 24 flagship bodies listed ahead. Most of the objects are pending naming (don't ask why) and we need your help to name them (over on discord). 24 Flagship Bodies: Linbol AA - F7V main sequence star slightly larger than Kerbol. Posesses metallicity comparable to Kerbol. Linbol AB - M3V main sequence star a third the size of Kerbol and fairly calm for its size. 101000 - a barren and scorched planet orbiting its host stars every two weeks. 102000 - a volcanic planet smaller than the earth with rivers of flowing magma. 103000 - a kerbin-sized desert planet with its characteristic yellow-orange tint. 104000 - a kerbin-sized habitable planet with a small set of rings and oceans. 105000 - the homeworld and also a habitable super-earth with oceans. 105030 - the furthest moon of 105000 that contains a thin atmosphere and deep canyons. (pending the unoriginal name Canyon from LS1) 106000 - a barren and inhospitable mega-earth 15 times the mass of 104000. 106020 - the much more habitable but still cold moon of 106000. The asteroid belt where future minor planets will be added. 109000 - a relatively small white water-cloud gas giant. 109030 - the tidally heated orange desert moon 20% the mass of 103000. 110000 - the largest gas giant with a large set of rings and 14 planned moons. 110060 - an dark blue ice giant moon or potential binary, the only of its kind (in this mod). 110070 - the largest moon in the system by far and possesses a toxic purple atmosphere like eve. 111000 - a pale blue gas giant a third the mass of 110000 with a smaller set of rings. 111010 - a tidally heated icy-carbonaceous moon with oceans. (This is the flagship moon of the system and is pending the name Heyu (named after the highest peak in the homeworld 105000 where it was first observed by astronomers). 112000 - a medium-sized ice giant known for its insane winds at the cloud layer. 112010 - a large ice world with a vast underground ocean over 49 kilometers deep. 114000 - a frozen ice-world with ancient lakes, cryovolcanism and 5+ kilometer spires. 115000 - a mysterious mega-earth in a distant and eccentric orbit with a dense and deadly atmosphere. 115010 - the tidally heated (but still frozen) dark moon of 115000. Linbol BA - K5V or K4V main sequence star slightly smaller than Kerbol. Linbol BB - DA3.5 white dwarf that used to be a star twice the mass of Kerbol just 100 million years ago. There are many more bodies planned but these are the 24 bodies that will be in the initial release. Currently work in progress are those in bold. Those italicised are complete and will be released. (The only really earth like bodies are 104000 and 105000). Linbol system's 24 flagship bodies are unique in their own way such as posessing a thick atmosphere and so on, and must meet the mass and radius requirements given by me. (all bodies are larger than Stock Kerbin and are at least 4% the mass of JNSQ Kerbin). The increased scale and (comparatively) large size of the homeworld (which is twice the mass of JNSQ Kerbin) makes take-offs and launches slightly harder as well as orbiting (SSTOs are probably impossible). The four gas planets (one with a gas moon) orbit in a roughly 3:5:8:12 pattern of Semi major axes, compared to OPM/RSS 1:2:4:6. This results in a much closer gas giant configuration and also a slightly unstable one over the course of billions of years. The furthest-out gas planet orbits roughly where Sarnus would be if the system was shrunked down to stock scale and the star down to stock size. That being said, the planet pack makes up for this by implementing three new bodies further out that orbit all the way out to where Eeloo would be in JNSQ (or roughly where Urlum is). All this is done to reduce ludicrous travel times and to prevent the need for the JX2 antenna or Better Time Warp. The textures used in this modpack vary in size by body, but as a general rule of thumb: 8192 size textures are used for large solid bodies and gas giants. (>1500km radii) 4096 size textures are used for mid sized (500-1500km radii) bodies 2048 size textures are used for small sized (<500km radii) bodies This ensures textures are finely detailed for large bodies, and the final modpack with all 119 bodies will probably end up being larger than JNSQ and comparable to the Alpharia planet pack, at 2.2 gigabytes. Mods recommended: JX2 Antenna - a large expensive and heavy antenna but with extreme network capabilities recommended for Deep Space communication. Extremely useful past 109000. Visual Mods - only if your PC can run it Better Time Warp - Used to speed up time - some of the outer planets are a little bit far away. Hangar Extender - In case you need to make larger rockets. Just in general Eve optimised Engines - For 106000 and 109070. Distant object enhancement - to see distant objects more clearly. Not really counts as a Mod, but also change your difficulty settings to multiply DSN modifier by 4 to make up for the large system and larger scale. Also, custom lighting should be used, everything Heyu and beyond is just really really dark. The poles are also quite distorted in some bodies, so some gas giants have a hazardous magnetic field strong at the poles to deter Kerbals from looking at the poles up close (although this effect is most pronounced on terrestrial bodies) Difficulty: While LSR may be a hard mod, it isn’t as difficult as it seems as Stock engines are generally slightly overpowered for stock scale. Apart from the notably thick atmosphere (which thins rapidly and can be easily avoided), the homeworld body does not pose any challenges apart from the large size and gravity. Overall all players except the most beginner players should be able to play this mod. Screenshots See you soon!
  14. What is this? The first part of my Light Levels (LL/2L) series It's a planet/"star" pack that adds 3 brown dwarfs 7 planets and 3 moons. Bodies: Brün: A bright brown dwarf that would almost have been a red dwarf, but it wasn't that lucky and still fell into the L class Xing: The first planet of Brün, a cold non-habitable tidal locked water world. Yurff: The second planet of Brün, a Mun sized planet with some special rings and a hilly but cratered surface. Bäz: The third planet of Brün, way farther out there is Bäz. a gas giant half the size and mass of Jool with magnificent rings. Colgo: The icy inner moon of Bäz. Almost similar to Eeloo Æger: The outermost moon of Bäz, it shares similar characteristics with Duna, and it has an extraordinary name. Ømis: The fourth and outermost planet of Brün, Its an icy covered with cracks super Kerbin with a thin atomosphere. Its radius is 1,5 times greater than Kerbin Ve: A small Minmus sized moon orbiting around Ømis with weird surface features Tersa: Another L type brown dwarf, a bit cooler than Brün. Its binary with Iyo Kimau; The inner planet of Tersa. It's a little bit bigger than Kerbin but mostly similar despite the fact it runs on carbon instead of oxygen, with oceans of octane. Jyhe: The outermost planet of Tersa. Its a bit darker than Kimau and has a more Mun like surface with interesting cliffs Iyo: A T type brown dwarf binary with Tersa, its colder and gives off the least amount of light. Gren: A cold selena the size of the Mun, its surface is only visible when Tersa an Iyo are both in the sky. The series -3LR - you are looking at it right now -3LB - A pack with a binary white dwarf and magnetar neutron star, and a whole lot of planets to explore -B2L - A pack that adds in two blindingly bright stars. Download Github: https://github.com/RJVB09/Low-Light-Levels-Red/releases Dependencies Kopernicus: (optional) Kopernicus Expansion (footprints): https://github.com/StollD/KopernicusExpansion-Continued (optional) EVE: https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases (optional) scatterer: https://spacedock.info/mod/141/scatterer Trailer/ Kottabos Review The trailer and the review are quite old, things might not be similar to the most recent version Screenshots Contact For development updates join my discord server! https://discord.gg/gHGupT8 Please report bugs here: https://github.com/RJVB09/Low-Light-Levels-Red/issues License https://creativecommons.org/licenses/by-nc-nd/4.0/
  15. Download from Spacedock: http://spacedock.info/mod/685/Real%20Solar%20System%20Expanded This mod REQUIRES: Real Solar System Kopernicus SigmaBinary This is me taking over @pozine mod, seeing as he has been offline since February. Most credit goes to him. (11/05/16) - Poll! http://www.strawpoll.me/10183143 (20/05/16) - Poll! http://www.strawpoll.me/10263601 This mod is the continuation of Pozine's RSS Planets & Moons Expanded Mod. It adds more stuff to RSS:In the current version (0.13.2): Retextures Saturn; Adds a heightmap for Iapetus; Does something to Uranus; Adds Asteroids (Asteroid Belt/Kuiper Belt/Elsewhere): Vesta; Juno; Ceres; Pallas; Ida; Dactyl; 67P (Where Rosetta went and Philae landed); Lutetia; Orcus; Vanth (its moon); Makemake; Chariklo; Halley; Sedna; Moons of Jupiter: Metis; Adrastea; Amalthea; Moons of Saturn: Pan; Daphnis; Hyperion; Pheobe; Pandora; Prometheus; Epimetheus; Janus; Moons of Uranus: Titania; Miranda; Ariel; Umbriel; Oberon; Moon of Neptune: Proetus; Moons of PlutoCharon: Styx; Nix; Kerberos; Hydra; All stuff I plan to do: Changelog: Credits: Me (imkSushi) for doing something pozine for making the mod in the first place NathanKell for Real Solar System ThomasP for Kopernicus (sorry about the axial tilt discussion) Sigma88 for SigmaBinary the ksp devs for KSP anyone who downloaded the mod for supporting the mod Old thread: This mod is licensed by the Creative Commons Attribution 4.0 International - http://creativecommons.org/licenses/by/4.0/
  16. This is my second planet mod, this one adds a moon between minmus and the mun. It is a one stop shop for gravity assists and science farming, it has all levels of the stock shader integrated Its Icy blue texture and giant SOI make it a kerbal's choice for a challenge It has 0.2 gees of gravity, and a relatively high orbital velocity It has a size of 250 km THIS MOD REQUIRES KOPERNICUS Screenshots : More screenshots : (thanks to kramken) SPACEDOCK License :
  17. Arcana Sidera The Arcana Sidera star cluster is a small star cluster in the Scutum-Centaurus arm of the Kerbal Galaxy. Located directly in the shadow of the galactic core and orbiting at a distance of 229.81 lightyears, the cluster went unnoticed for millennia until the exploration of the Sagittarius A system, where it was located by one of the scientists on board the expedition. Long thought to be a single blue giant star, upon further observation the cluster was discovered to actually be three stars orbiting a blue giant star - The binary system Quatuor and Temporum, a red dwarf named Rubrum and another unidentified star orbiting very closely to the blue giant star, which has received the name of Phoenix. Upon discovery, a single unmanned craft was sent to the cluster for research, being able to map the systems and identify the main properties of each star and planet in the cluster. Originally, you were going to start in the Quatuor Temporum system, but the starting system has been switched to the Phoenix system and Phoenix has received a size change for gameplay purposes Current functional celestial bodies in the mod: Remember, more are coming soon, these are just the ones that I have functioning Most of my other planets are either massively unfinished or too glitched to show, so it will be ended here. Whenever a new planet gets a major facelift or becomes functional enough to show here, I will edit the post. (this was originally posted in KSP1 Mod Discussions, I moved it here since I realized it was in the wrong spot) This mod is NOT ready for release yet. I might find some people for playtesting but it is not currently ready to be released to the public.
  18. This topic has been moved to the KSP1 Mod Releases section, go to here to see it:
  19. Since this is the first result on google i wanted to make something clear, this is not the full mod The full mod is being worked on here: Endless expanse: DOT-33 is the first part of an eventual galaxy. The current system (DOT-33) is a binary star system consisting of a yellow dwarf and an orange dwarf, each with their own system. So, will you be able to survive the endless expanse? https://spacedock.info/mod/2936/Endless Expanse: DOT-33 To all of the people who supported me during development, thank you. See you in the full release -TheOrios CC-BY-NC-ND
  20. Dark. Empty. Red. Decades ago, all known stars and habitable planets vanished along with their inhabitants in an event known as The Quiet Rapture. Only those onboard spacecraft were spared. With society on the verge of collapse, the survivors are searching for any trace of natural resources in a universe of desolate moons and black holes. One such moon holds an unusual anomaly: an ocean of blood. You are a C.O.I. commander tasked with investigating this anomaly. Scotoma is a planet pack based on the events of Iron Lung, a horror game made by David Szymanski. Prepare to explore Moon AT-5 and its neighboring celestial bodies in unprecedented detail as you struggle to find answers amidst the dying starlight. Our future depends on your success. Licensing All self-made content for Scotoma will be licensed under All Rights Reserved; you may not copy or create derivatives of my work in KSP 1 and KSP 2 without my permission. Credit will be given to David Szymanski for all content copied or derived from Iron Lung (such as the mod description), and the same goes for any supplementary mods Scotoma makes use of. Timeline I hope to release this mod sometime before the summer ends; however, I am working two jobs and preparing for college. Updates may be infrequent. In-dev screenshots (7-7-2023)
  21. Planet Jam 2: the Ilio-Pyri System A huge community-built 101-world planet mod. It is a common story across Kerbal history: an interstellar colonization mission is almost guaranteed to go wrong. Typically, the interstellar spacecraft will crash on a habitable world, society will collapse to the lowest tech level that is survivable, and it will be hundreds of years before anyone builds up the technology to launch rockets again. Amusingly, this didn't stop happening, even after those dozens of colonies banded together (alongside plenty of alien species) to form an Interstellar Federation of Planets. Almost a hundred years ago--and that's counting by Pyrian years, which are very long--an interstellar ship of exploration crashed, and now that multispecies society of Kerbals and Kerbaloid aliens are finally ready to reach to the skies again. Welcome to Armstrong Radius: 950,000m (1.5 Kerbin Radii) Surface Gravity: 1.75G Atmospheric Pressure: 0.068atm Orbital parent: Pyri, a red dwarf star. Orbital and rotation period: 6 hours. Armstrong is difficult to launch from, and even more difficult to land on--the atmosphere is so thin that it barely slows you down, but it's so thick and you travel so fast that aerodynamic heating is a major concern. Armstrong's atmosphere is inspired by the Seven Minutes of Hell entry descent and landing sequences of real Mars missions, and by a planet mod I helped maintain years ago, Little Green Men From Mars. That is--the atmosphere is thick enough that entry heating is a serious concern, but thin enough that it won't really slow you down much. Landing on Armstrong is challenging, but it is rewarding to get it right and make it reliable. The InlineBallutes mod and Trajectories come in handy. This produces some brand new engineering constraints, and necessitates infrastructure building. Armstrong's two moons, position within an asteroid belt, and proximity to two gas giants for easy gravity assists, makes it easier to deal with. The skies above Armstrong are littered with bright visible objects. Several planets and even a few asteroids can be resolved with the unaided eye even during the day. Ilio, a double-Sun, shines on Armstrong's far side during the day, keeping it illuminated and giving its inhabitants a recognizable 6-hour day/night cycle. Four bright planets are visible to astronomers around Ilio, and three more planets and several dwarf planets are found orbiting Ilio beyond Pyri. System Layout: The Ilio System is a large and complex system. Counting stars, planets, moons, and asteroids, there's a total of 101 objects. The Ilio System is divided into an Inner System, with four gas giant planets, the Pyri System with its planets and trojans, and an Outer System, with three gas giants on two orbits with associated coorbitals, and a distant dwarf planet. List of all planets in order: A Note on Spoilers: Planet Jam 2 has some excellent planets, including some of the most creative planets in any planet mod. I highly encourage you to avoid spoiling yourself on the planets. Don't go and tab through the planets in the tracking station, or if you do just to read their non-spoiler descriptions, keep yourself zoomed out. If you're sharing images or reports in the mod, be sure to spoiler tag them! Spoiler-lite Astrophotos: Simulated astro-images of the various planetary systems as if taken through telescopes. This gives a rough idea for what to expect, and what your space program should be expected to know of each planet before you send missions to them. These are spoilers for anyone who wants to go into the mod completely blind, but if you want a teaser, take a look: SPOILER ALERT: In-game screenshots. Career Integration: PJ2 includes balanced science multipliers for the Pyri system. Most planets have biome maps, many of them quite complex. The mod will reward many landings at Lu, for example, with its roughly 20 biomes. Lots of objects have science reports, though this functionality is still a work-in-progress for probably most of the system. Eventually we'd also like to support BDB and DMOS science experiments. The tech tree has also been altered to support Armstrong. You get more parachutes earlier on, larger rocket tanks earlier, and a few better structural parts earlier. Most importantly, the low-grade ISRU technology has been moved to the Space Exploration node. Career mode balancing is still somewhat experimental right now--feel free to play around with the in-game career settings if you feel you're not getting enough science to progress (or if you're getting too much?). I'd be very curious to hear your experience. I found that a career mode using Bluedog Design Bureau was surprisingly fun. BDB's stock-balanced parts are balanced for a rescaled stock system with about 2.5x scale factor; that delta-v to orbit is close to the delta-v to orbit around Armstrong. The main difference is you need more engines to liftoff! Luckily BDB has an early-game quadruple-cluster of Redstone engines, which has a pretty ridiculous thrust for early-game! When CustomBarnKit is installed, the Tier 1 and Tier 2 VAB, SPH, Launchpad, Runway, and Tracking Station are all buffed. They have more parts allowed and they allow for larger and heavier rockets. There's also Tier 1.5 and Tier 2.5 upgrades which upgrade the buildings without rebuilding them. "Splatnik" PilotingGoo Control Unit The Greater Goo Mass--that huge volume of superintelligent sentient slime that we all owe so much to--has come up with a solution for launching and controlling rockets without going to the trouble of returning to Armstrong: a spherical vessel of goo that can pilot a vessel without any electricity. It is an entirely self contained unit, requiring no batteries. It will last about 24 hours, but when used with hibernation, that can be stretched. This was a feature I'd planned from almost the beginning, but the model for it isn't finished yet, so currently it's a Stayputnik clone. It was also intended to have a spherical solar panel, but again, I'm not a part modder, so I couldn't figure that out in time for the release either. So look forward to an improved Splatnik in the future! Alien Texture Pack: Texture Pack Download--Direct Link The texture pack should also be available in the Releases on GitHub. To represent the various alien cultures in PJ2, I made a texturepack including various aliens that is available as an optional add-on to PJ2. TextureReplacer includes its own diverse Kerbal heads, so most of your Kerbals will still be green (though we imagine they're still very multicultural, more likely to come from some colony world than Kerbin.) DEPENDENCIES: Kopernicus v141 or later (and its prerequisites). https://github.com/Kopernicus/Kopernicus/releases/ Niako's Mitchell-Netravali Filtered Heightmap: https://github.com/pkmniako/Kopernicus_VertexMitchellNetravaliHeightMap/releases Kopernicus Expansions Continued-er: https://github.com/VabienArt/KopernicusExpansion-Continueder/releases/tag/Beta9-1.11 note that due to a missing RunSharp.dll in the latest version, you should be sure to use Beta 9 - 1.11, not Beta 9 - 1.12 Scatterer: https://github.com/LGhassen/Scatterer/releases/ Environmental Visual Enhancements Redux: https://github.com/LGhassen/EnvironmentalVisualEnhancements/releases/ Yes, Scatterer and EVE are REQUIRED. They are not merely supported, they are actually required for the mod to work properly. Mod Compatibility: Custom Barn Kit: Patch available that improves capability of Tier 1 and Tier 2 buildings, adds Tier 1.5 and 2.5 upgrades. Recommended Mods: Near Future Technologies Suite, particularly electrical propulsion. Several of the playtesters made good use of NF electrical and NF propulsion. The enormous launch vehicle parts provided by NFLV also come in handy. Kerbal Atomics provides nuclear thermal rocket engines that also really come in handy. Transfer Window Planner provides a way of figuring out transfer delta-v to various planets, since we don't have a delta-v map yet. (It's also just. Better than the stock Maneuver Planner tool.) Inline Ballutes allows you to slow down much faster in the upper atmosphere of Armstrong. KSP-RO Kerbal Joint Reinforcements makes large rockets go from frustrating to possible. (The latest versions now support robotics and in-flight construction.) Better Timewarp. Though the system was intentionally kept fairly compact, travel times get really long. Distant Object Enhancement. Due to a bug with reparenting homeworlds, you can't actually see the star flares, but seeing the dark skies does look really nice. Bluedog Design Bureau, while definitely super optional and also a huge part pack to add to an already huge planet pack, plays surprisingly well with Armstrong. I think a full career mode or science mode game using BDB could turn out really interesting, since BDB sorta maps its own tech progression onto the stock nodes but goes its own direction. Downloads: Download Planet Jam 2 via Github Development: After the success of Week World Planet Jam, where 10 planet modders made a 31-planet solar system in 1 week, some of the WWPJ creators had been brainstorming how we might run a second planetjam in a similar format. We kept the things which were most fun about making WWPJ and got rid of some of the worst parts--namely the lack of collaboration, and the deadline which was just right for some but too short for others. This time we would have two weeks and up to two orbits per person, rather than one orbit per person. Cross-collaboration would be allowed. It ended up actually being quite a complicated thing to set up the allotments because this time the system layout would reward many gas giant planets and some contributors did not want to make gas giant systems, but when all was said and done we had 15 contributors and 15 orbit slots to be filled in. Most of the slots had a specific mass allotment that had to be filled exactly, but could be split up into a planet and moons, or coorbital planets, or left as a single planet. We started on Saturday, 2022-October-21, and the initial "Deadline Version" was compiled two weeks later on a red-letter date in the history of planet modding: November 5th 2022. The deadline version contained 80 planets. Over the course of the next two and a half months, 21 more objects would be added, and a lot of balancing, bugfixing, and visual polishing would be done. We're now very proud of the result. Even after spending so much time actively working on it, the size, complexity, and level of completion of PJ2 puts my own previous work to shame. (Whirligig World, built by just myself, took nearly 4-5 years to get to a similar point, though it still hasn't reached a "1.0" state.) Bugs and Known Issues: Behavior of trajectories running around barycenters is counterintuitive and unrealistic; this is a fundamental limitation of using barycenters to represent near-equal-mass binary objects. The KSC scene is always wrong, due to reparenting Kerbin. Sometimes it can startle you as other planets rush through the sky, or Pyri rises unexpectedly. Rest assured that this is a visual-only bug that only occurs in the space center scene. When in the Gerro-Sandevistan and Phyre-Wepor barycenter's sphere of influence, timewarp controls do not function. The workaround is to timewarp in the tracking station. Hopefully we can find a fix. Lighting in compact systems such as the inner Pyri system is not accurate. The entire system is lit up with the same sunlight intensity, and all objects are lit apparently from infinite distance--hence objects farther from the Sun than the camera, but next to the Sun, can appear as crescents, when in reality they would be gibbous or full. This is a fundamental limitation of KSP and Unity's lighting system, though if any modders have an idea of how to get around this I would love to hear about it. The inner and outer Ilio system lack science balancing, and some objects lack biome maps. This will be improved upon in future versions. Many objects have limited or no science definitions. Credits: Luna/Gregrox: Project coordinator. System layout planner. Ilio Phosphol, Ilio Vespol, Somna, Pyri, Dord, Armstrong, Buzz, Desmet, Weegletoss, Lu, and Zhandar. ThreeAliens loading screen art. SnailsAttack: Ollo, Soval, Fourcroy, Conscience, Fish, Raft, Quank, Ogoquo, Tobalk, Turtlestar, Hidalgo, Pi, Hadfield Cloverdove: Olu, Millie, Casy, Eron, Sinacin, Glice The Orios: Cloud textures for Kilna, Alkin, and Arterr; heightmap for Trithium Techo: Squangus, Marith, Radlun, Ulen, Ilmar, Montauk, Tritonis, Andro, Arterr, Trithus, Trithium Mh: Kilna, Drae, Arach, Radlun, Ulen, Ilmar Interplanet Janet: Gerro, Somna Marshall (Myth): Sandevistan, Montauk & Tremelo Wolf-Rayet: Smeezobbler, Solin, Floryet, Whayt, Hemantreeantbumbalo, Gerro, Tremelo, Gwargin, Phe, Ber, Deibos, Phomos, Bercue, Dord, Garner, Desmet, Naharosmank, Welkendon, Morhomlo, Schmev, Gershmerzelen, Mani, Jotunn, Oynag, Viszra, Jejunum, Acic, Atrium, Cuspid, Fundus, Cricoid, Descry, Zeppeli, Pendle, Zziezel, Xeititit, Hysnoon, help with a settings file, Pyri System loading screen art. Tholin: Haut-Oklo Caps Lock: Beddul, Dopale Sabine: Bifrost, Bil, Ljos, Heimdall, Thorr Triston: Sinacin, Rangon, Caua, Alia, Jones JoQueeb: Kialla ElectricPants: Blitzo, Nevig, Phyre, Wepor, Twilight Special thanks to Adstri for help during development, and Levana for playtesting, creating Lu's biome map, and writing D or d's description. License Please provide attribution both to Planet Jam 2, and to the modder whose work you are using. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. CC-BY-NC-SA 4.0
  22. Technology has brought the kerbals far, but has not brought them a new home. Instead, it has destroyed their home, and forced all kerbals to move onto a singular habitation ring. After thoroughly looking through old data, they reluctantly chose Dominion, a dead planet in a dead star system, to be their new settlement. Upon landing it was immediately noted that the atmospheric oxygen levels were perfect for Kerbal life. Dominion reached a population higher than Kerbin's and every previous colony combined. It was a golden age for kerbals, but all good things must come to an end, and unfortunately death is a repeating trend in this strange system. It was about time i returned to this project after 2 years. What is Trilogy? System Map Images (As of 7/3/23): Discord for development updates: https://discord.gg/xmvgYFSGSD This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 International License (CC BY-NC 4.0)
  23. So... Almost two years ago @Artyomka15 created a wonderful mod. Kolyphemus System is a analogue of the Polyphemus System from movie Avatar. So, it's time to back a legend*! *ORIGINAL THREAD: THE KOLYPHEMUS SYSTEM Mod adds the kerbalized version of Polyphemus and its moons from the movie Avatar Kolyphemus - a blue gas giant with oxygen atmosphere that orbits between Kerbin and Eve (what??) Kalatea - that weird moon is often called "The Space Cheese" due to it's strange shape... Moei - do you love hot chics? I wish you were here Pandoor - a habitable planet with giant trees, which can be a reason for your lags... Changelog MORE SCREENSHOTS DOWNLOAD FROM SPACEDOCK LICENCE: CC-BY-NC-SA
  24. Taking insperation from the GLORIOUS I.A.R., ive decided to revive it... soon to be compatible with an insane amount of mods when i find out how to code. pics drawings: https://imgur.com/gallery/utjLAAJ Ideas for systems: Kerbol: Home star. Entire re-arrangement and addition of new bodies. Altoo-A System: Planetary system for... Uh... Yeah none of these have planets yet so suggest some. Altoo-B System: I actually have something planned for this system. Planets: (If you have a suggestion, just comment it.) Destorm: Desert world with an intense atmosphere. Raang: Habitable world with a ring. Lonnde: Moon of Raang. Also habitable. Altchure: Giant rocky world on the brink of a gas giant. Trappa: Casual red dwarf. Trappa-B Aka. Ion: Small rocky world. Trappa-C Aka. Inferno: Lava world that has a thick atmosphere. Everything is open to suggestions.
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