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  1. [1.8.1 - 1.11] Tilt Unlocker Version 0.4: STARS AND GAS GIANTS ONLY Something that has never been implemented in the game and that a lot of people would love to see is axial tilt for planets. This actually has been incorporated into Principia but the problem is everything around (like the N-Body calculations) that are not needed for most people who still want to have axial tilt. So I have tried to implement that axial tilt with a light Kopernicus Plugin able to edit the rotation axis of any celestial bodies without PQS. I understand that it could be felt restrictive compared to Principia but making celestial bodies rotate without ground is way easier to do than bodies with solid grounds that are trickier to implement; but isn't it better than nothing? Compatibility This mod is compatible with Scatterer and Environmental Visual Enhancements (EVE), however, the last one requires you to manually set the clouds inclination from the EVE config file. Download Last version (Github) Source code (Github) Installation The installation of the mod is as simple as a usual mod, excepted that it depends on Kopernicus: Install Kopernicus (follow the instructions on the thread) Download the last version of the mod Copy the content of the downloaded GameData/ into your KSP's GameData/ You're done ! Configuration Here is a sample of a Kopernicus configuration for your planet. You can add it to a PQS planet, but it won't apply it. Not having the mod installed won't break the configuration nor the pack nor the save; it is only visual for now. This example will edit Jool's obliquity to 48° and its right ascension to 20° @Kopernicus:AFTER[Kopernicus] { @Body[Jool] { Inclination { // Rotation of the axis on the x axis (degrees), Earth is 27.5° obliquity = 48.0 // Rotation of the axis on the y axis (degrees), more information: https://en.wikipedia.org/wiki/Right_ascension rightAscension = 20.0 } } } License This mod is under an All rights reserved copyright (Github, click to see the full license). However, anyone still has the right to: Include this mod in any other ones as long I am credited on the forum thread Edit for a personal use Update the mod and create a new thread if it is not compatible with the last game version and hasn't been updated for a year after the release of the said game version. Credits @blackrack who helped me a lot with the materials (stock rim and the Scatterer integration). @Thomas P. for helping me for years on any subject possible. Changelog 0.1: 26/04/2020 ADD - Changing the rotation axis of PQS-less bodies is possible ADD - Scatterer compatibility 0.2: 09/04/2020 ADD - Rings now automatically rotate with the body FIX - OnDemand was not loading textures 0.3: 12/09/2020 FIX - Pseudo-random axial tilt (actually depends of Kerbin's rotation) FIX - When landed on a moon of a tilted body, the tilted body went crazy (again due to Kerbin's rotation) FIX - The hidden original ScaledBody still had physics and interacted with the spacecraft causing random forces and such 0.4: 26/12/2020 FIX - The mod wasn't recognizing Kerbin if it was renamed ADD - Compatibility with the last version of Scatterer (0.0722)
  2. edited cutout licensed under Non-Commercial use, no attribution required. in co-operation with @TheSpacePotato ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Hi there! Galaxies Unbound: Nova Kirbani is all about our closest stellar neighbour, Alpha Centauri. Although we don't know much about the system, a system was made based on various scientific and less scientific ideas. (no worries, Proxima b is also there) For questions or troubleshooting you'll find me and the others involved on this server: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- DOWNLOAD -> see new page ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- About Galaxies Unbound This 'collection' will exist out of several individual mods (systems). All systems will be based on real life star systems and will contain existing discovered planets. I tried to make convincing scientific accurate-ish worlds for you to discover. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- PART 1: Currently 1 system is finished and released. UPCOMING: Adds several starsystems with their own unique planets. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Changelog https://github.com/StarCrusher96/Galaxies-Unbound/releases/tag/1.2.3 ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Special thx to @TheSpacePotato, @Thomas P., @JadeOfMaar, @GregroxMun, @AR3S_TGL, @Adstri, .... ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- This mod is licensed by Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0)
  3. hello kopernicus modders! i have a question for you guys, its whats the largest planet (or any celestial body) you have made with kopernicus! This is my largest planet, it is in my work in progress planet pack, it has a radius of 9,980 km but thats not the main thing that makes it cool. Its rings are crazy masssive! its rings are so large, that you can see them from kerbin (even at day!) its gonna to have one massive moon but i haven't coded it yet. but yea, what's the largest planet you made?
  4. yesterday i was trying to find a massive asteroid to build a base on but couldn't find any good ones. i tried finding ways to create one but couldn't so now I'm wondering if it would be possible to create a add on that lets you spawn them in and choose shapes/sizes and texture. after thinking about that i also thought it would be nice to be able to spawn in planets and suns and possibly even solar systems. If i could do all of those things could it be possible to add textures/models to spawn in so i could have a cow shaped asteroid. and if all of this is possible how hard would it be to create a mod? i wrote this in 2 minutes please don't yell at me for the grammar.
  5. 6THP Renewed About This is a more improved version of my first planet pack It's a small but decent pack. It adds: -Yela: A cold yellow gas giant. Its existence was unknown for a long time, but scientists managed to find it. -Ucko: A small asteroid moon in low orbit around Yela, it has a small sphere of influence making it sometimes hard to get an encounter. -Ela: An icy world covered with endless sheets of ice and a thin atmosphere. The view is rather beautiful when on the correct side. -Molee: The outermost moon. Its surface is covered with large impact craters, making for some interesting hills. Hope you enjoy! Download Github: https://github.com/RJVB09/6th-Planet-Renewed/releases Dependencies Kopernicus: (optional) EVE: https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases (optional) scatterer: https://spacedock.info/mod/141/scatterer Kottabos Review Screenshots Contact Report issues here: https://github.com/RJVB09/6th-Planet-Renewed/issues For development updates or installation issues, join my discord server! https://discord.gg/gHGupT8 License https://creativecommons.org/licenses/by-nc-nd/4.0/
  6. Specifics: I have the mod "Beyond Home" Installed and I want to test how some aircraft fly. The problem is, the mod changes the default planet, so the gravity, atmospheric density, and aerodynamic forces are all different. I also have a world where I've done lots of thing with the planets in the mod. I don't know if removing the mod to work on planes with Kerbin in one world would corrupt another that needs the mod, even if I didn't interact with the modded world while the mod was uninstalled.
  7. [0.25 - 1.9.x] Corona's model fixer v0.2 Corona's model fixer has the purpose to fix the 3D model of the stars coronas for planet pack makers. It always has been a challenge for planet makers to make decent coronas for their packs due to the stock Sun having a distorted mesh instead of a distorted texture. Thanks to this little addon, this will not be a problem anymore, any texture that has been made will be rendered as excepted. I know the new model is not perfect yet (the outer edges are not really equal in size) but it is already way easier to texture them. I still can improve it if needed, although I do update whenever I feel it so don't force me to. The mod has been tested down to 0.25 but also should work for older versions. However, you have to select either your game is +1.8 or not. Download and Source This mod is under the MIT license and is totally independent of Kopernicus but would be quite useless without it. Feel free to include it into your mod without asking my permission, but don't forget to say I made it Last version (Github) Source code (Github) Installation Download the last version of the addon corresponding to your game version (1.8+ or pre-1.8) and move the content of the GameData folder into your GameData. The library (.dll) can actually be placed anyway into the GameData folder. Note I am not a fluent English speaker so I hope that does not bother you. This is my first mod and it might not be that sick, try to not be too harsh with me haha. Changelog v0.1 - Initial version: Normalize and move the extra edges of the model. v0.2: Added a pre 1.8 compatibility because of Unity libraries that changed in the last versions of the game.
  8. Welcome to the Gene's Star Remaster Mod. This is an attempt to remaster the Barnard's Star analog mod for later versions, and to give to compatability settings to effectively work alongside other star system mods such as Galaxies Unbound. The pack is focused around a single star system. There are 27 bodies included in the final package. All of the planets are getting new textures alongside EVE and Scatterer Support. A few of the bodies in the mod are being remade to better support realism and make the mod more interesting and the system more appealing. Discord Download: SpaceDock Curseforge Github Requirements: Kopernicus KerbolKurves (if another star system mod is not installed, included in DL) EVE (if clouds are wanted) Scatterer (if enhanced atmospheric graphics and sunflares are wanted) Current Status: Released, update 1.1 queued Special Thanks to: @NickRoss120 for originally developing the mod, and letting me continue development @Mythical Donuts for helping with PQS and VertexHeightOblate License: Creative Commons Attribution-NonCommercial 3.0 Unported First
  9. Libnoise's example planet looks almost exactly like Kerbin. (Heck, it was the origin of Kerbin's terrain. It was modified in later versions) And I thought of a name for the planet: Libnexo. It's a weird name, but I think it suits the planet pretty well.
  10. Unfortunately I doubt that I am going to have the time or the motivation to work on this mod at the moment or in the future. I mainly made this as a proof of concept to show that such a mod is possible and never expected that a lot of people would play with it, so I never cared as much as I cared for Kopernicus. Also, some of the limitations of KSPs planet system are a real time killer. (Regenerating the whole system cache if you want to test one thing etc.) If anyone out there wants to adopt this mod, either just to maintain it, or to add some cool features to it, feel free to do so. If you need any help with understanding what it does, and how it does it, feel free to shoot me a message in the Kopernicus Discord server, or send me a forum PM. What is this? This is a mod that adds some diversity to the (otherwise static) KSP solar system. It archives that by changing various parameters of the CelestialBody and PQSMod components, but it has the potential for expanding it further, either through "official" tweaks, or tweaks made by other modders. How does it work? Every savegame you create in KSP gets a random number assigned, a seed. This seed is different for every savegame you create. Planetary Diversity modifies the solar system between the MainMenu and the SpaceCenter scene. It uses the seed from the savegame that was loaded to generate random numbers, for example to replace the static seeds in the terrain system. Since most of the planets in KSP are procedural, this changes how the KSP planets are formed. They are a bit different, but the overall look doesn't change, i.e. Kerbin will still be blue-ish, and Eve stays purple. It supports planets made with Kopernicus, however, if they don't have procedural components (i.e. they only have a height and a color map), it won't be able to change them. At the moment it changes the seeds, orbits, color of gas planets, atmospheric pressure, names (hi Sigma!) and it can add / remove atmospheres. Also, it is modular, with an API, so users can implement their own tweaks if they want. However, there is one caveat: When you load a savegame for the first time, with Planetary Diversity installed, it will lock down for a while. The reason is that in KSP, every planet has a low-res representation for larger distances - called "Scaled Space". This scaled space representation needs to be computed, but the computation is rather expensive. Thats why Planetary Diversity will generate the representations of all bodies in the solar system that were changed, and save it into your savegame folder. When you load the same save in the future, the mod will simply load the files from your disk instead of re-creating them every time. What if I want to use a specific seed for my savegame? While this is not possible in Stock KSP, Planetary Diversity adds an UI for this, in the Game Creation dialog. The UI should be pretty much self-explanatory. It is also localizeable. Does this depend on Kopernicus? No. It is completely standalone. However, if you have Kopernicus installed and the OnDemand texture loading feature is enabled, Planetary Diversity will integrate with it and load the planet textures only when they are needed. But I don't want to have <insert Feature here> changed! Don't worry, all tweaks can be disabled seperately. Just open GameData/PlanetaryDiversity/Config/{config name}.cfg (for custom tweaks please ask the respective modder) and set everything you don't want to false. However, you can only disable it for your whole installation. Per-savegame configuration is neither planned nor easily realizeable. Download? You can download Planetary Diversity from Github: https://github.com/StollD/Planetary-Diversity/releases/latest You can find it's source code on Github too: https://github.com/StollD/Planetary-Diversity Planetary Diversity is licensed under the terms of the MIT license, except the file "Utility.cs" and "Gradient.cs" which is a modified version of Kopernicus Utility.cs. Like my mods? Please consider supporting me and my mods on Paypal! I would greatly appreaciate it, since I don't get much money anyways. However note, that this doesn't grant you anything special, but it will help to keep my motivation up. Therefor it's just an extremly nice way to say "thanks".
  11. Skaian System Planet Pack First, I want to thank @The White Guardian for letting me use his mods to learn and @Thomas P. for the Kopernicus Examples, and also Andrew Hussie to make the webcomic this mod is inspired on! This is my first planet pack so there might be some issues with the developement and I might need some help if someone is kind enough to comment (With all the credit). So, this mod is based on the different planets of the webcomic Homestuck by Andrew Hussie, with Skaia being the center of the mod. Spoiler alert for those who are interested in Homestuck. So, let's meet the planets shall we? (Btw I have no idea how to do the posts) First: Skaia! This blue, gassy marble somewhere in the orbit of Duna has the characteristic of being exactly like Kerbin at some point, being a semihabitable planet with no soil. This planet baffles Kerbals by its blueness, and the mysterious influence the planet has on it's moons, changing lumps of rocks into good ol' habitable planets. Next: Typheus, also known as the Land of Wind And Shade! This even bluer marble is one of the satellites of Skaia, scoured mostly flat by past storms, thought to have been provoked by the influence of the moon's primary. It's thought that before these winds cleaned the planet, this moon used to be rainy and cloudy, and maybe it had life, evidenced by the lakes of pure oil dotting the surface of the planet; and it has old ruins of a sewage system, evidencing sapient beings. It's the most coveted planet of the Kerbol system, specially by the United States of Kamerica. So, this it's waht I have managed to make! Future features I want to include (Green mostly done, orange being worked on, red still not made, blue maybe not included) Lands of Heat and Clockwork, of Light and Rain, and Frost and Frogs. Prospit and Derse The Nobles and Trolls planets. So, this is my planet pack! I hope you like it and I would be so grateful if someone reports any bugs (I'ts my first planet pack so it's likely there are) or could help me out writing the code! -Download the mod: -Dropbox Thanks for reading! :o)
  12. Here's an idea for a drastically different game: Stock KSP system, but all the planets (that can fit) go in Kerbin's sphere of influence, maybe with Jool as a body in a synchronous orbit. To accommodate all the planets, I'd increase Kerbin's mass/gravity and decrease those of the other planets, and tighten up the orbits of satellite bodies (muns). Of course, I'd also increase thrust, ablator and Isp to keep a vaguely stockalike reentry and ascent profile. Would also increase the cost of propulsive parts, to scale nicely to the vastly smaller system. Makes for fast travel, makes life support easier, and would look stunning.
  13. Hello KSP Forum! During the last week, I have been scouring the internet and looking for instructions to create my own personal KSP planetary system. So far, almost nothing has worked. Even copying over a planet from a mod, and customizing the surface textures just a little (changing the color, that's it) makes the planet just pitch white. or just plain non-existent. I have no idea what is happening, or what is wrong with my script. So, I think I really need a step-by-step response on how to deal with this. Any help or response is highly appreciated! In this scenario, I tried to edit one of The White Guardians objects, Vahn. All I did was edit the surface texture with GIMP to see how it would fair in the game. But, as you see, there is absolutely nothing here. The script is pretty much the same as the original, other than the different directories. I have no idea what is wrong. @Kopernicus:FOR[MySystem] { //PRETTY MUCH ALL OF THIS CODE COMES FROM THE WHITE GUARDIAN'S EVOLUTION PLANET MOD. I AM IN NO WAY DISTRIBUTING HIS SCRIPTS TO OTHER PEOPLE. THIS ENTIRE SCRIPT IS ESSENTIALLY A LIFE-BOAT FOR ME TO BASE MY FUTURE PLANETS OFF OF. ALL CREDITS FOR HIS CODE AND WRITING IN HERE GO DIRECTLY TO HIM. Body { name = Loe cacheFile = MySystem/Cache/31_Loe.bin randomMainMenuBody = true flightGlobalsIndex = 3021 Debug { exportMesh = true update = true } Template { name = Gilly removeAllPQSMods = true } Properties { description = Loe Desc radius = 50000 geeASL = 0.2 tidallyLocked = true timewarpAltitudeLimits = 0 5000 5000 10000 25000 50000 75000 100000 ScienceValues { landedDataValue = 4 inSpaceLowDataValue = 3.5 inSpaceHighDataValue = 3.2 recoveryValue = 1.5 spaceAltitudeThreshold = 200000 } biomeMap = MySystem/PluginData/31_b.dds Biomes { Biome { name = 1 value = 1.2 color = 1,1,0,1 } Biome { name = 2 value = 1 color = 0.2,0.4,0.2,1 } Biome { name = 3 value = 1 color = 0,1,0,1 } Biome { name = 4 value = 1 color = 0,0,1,1 } Biome { name = 5 value = 1 color = 0,1,1,1 } } } ScaledVersion { Material { texture = MySystem/PluginData/31_c.dds normals = MySystem/PluginData/31_n.dds } } Orbit { referenceBody = Kerbin semiMajorAxis = 1480684.43822977 inclination = 4.38035510480404 longitudeOfAscendingNode = 215.374474525452 argumentOfPeriapsis = 139.502956867218 eccentricity = 0 meanAnomalyAtEpoch = 0.15 color = 0.2,0.5,0.3,1 } PQS { minLevel = 2 maxLevel = 10 Material { saturation = 1 contrast = 1 deepTex = MySystem/Textures/Rock3_Tex deepMultiTex = MySystem/Textures/Rock3_Tex mainTex = MySystem/Textures/Rock1_Tex mainMultiTex = MySystem/Textures/Rock1_Tex highTex = MySystem/Textures/Gravel2_Tex highMultiTex = MySystem/Textures/Gravel2_Tex snowTex = MySystem/Textures/Sand1_Tex snowMultiTex = MySystem/Textures/Sand1_Tex steepTex = MySystem/Textures/Cliff_Tex } Mods { VertexHeightMap { map = MySystem/PluginData/31_h.dds scaleDeformityByRadius = false deformity = 8500 offset = 1500 enabled = true order = 50 } VertexVoronoi { deformation = 100 frequency = 30 seed = 1 enableDistance = true displacement = 0 enabled = true order = 60 } VertexSimplexHeight { deformity = 500 frequency = 2 persistence = 0.2 octaves = 5 seed = 100 enabled = true order = 80 } HeightColorMap { blend = 1 LandClasses { Class { name = Core altitudeStart = -1 altitudeEnd = 0.15 color = 0.2,0.4,0.2,1 lerpToNext = true } Class { name = Core2 altitudeStart = 0.15 altitudeEnd = 0.16 color = 0.3,0.38,0.35,1 lerpToNext = true } Class { name = Rock altitudeStart = 0.16 altitudeEnd = 0.4 color = 0.4,0.4,0.4,1 lerpToNext = true } Class { name = DustLerp altitudeStart = 0.4 altitudeEnd = 0.45 color = 0.15,0.15,0.15,1 lerpToNext = true } Class { name = Dust altitudeStart = 0.45 altitudeEnd = 0.75 color = 0.15,0.17,0.16,1 lerpToNext = true } Class { name = Frost altitudeStart = 0.75 altitudeEnd = 0.8 color = 0.7,0.75,0.8,1 lerpToNext = true } Class { name = Ice altitudeStart = 0.8 altitudeEnd = 2 color = 0.8,0.85,0.82,1 lerpToNext = false } } enabled = true order = 200 } AltitudeAlpha { atmosphereDepth = 11500 invert = false order = 999999999 enabled = true } AerialPerspectiveMaterial { atmosphereDepth = 150000 DEBUG_SetEveryFrame = True globalDensity = -1E-05 heightFalloff = 6.75 oceanDepth = 0 order = 100 enabled = true } LandControl { altitudeBlend = 0 altitudeFrequency = 1 altitudeOctaves = 1 altitudePersistance = 1 altitudeSeed = 1 createColors = False createScatter = True latitudeBlend = 0 latitudeFrequency = 1 latitudeOctaves = 1 latitudePersistance = 1 latitudeSeed = 1 longitudeBlend = 0 longitudeFrequency = 1 longitudeOctaves = 1 longitudePersistance = 1 longitudeSeed = 1 useHeightMap = False vHeightMax = 10000 order = 999999 enabled = true altitudeSimplex { frequency = 1 octaves = 1 persistence = 1 } latitudeSimplex { frequency = 1 octaves = 1 persistence = 1 } longitudeSimplex { frequency = 1 octaves = 1 persistence = 1 } landClasses { Class { alterApparentHeight = 0 alterRealHeight = 0 color = 0,0,0,0 coverageBlend = 0 coverageFrequency = 1 coverageOctaves = 1 coveragePersistance = 1 coverageSeed = 1 name = Base latDelta = 1 latitudeDouble = False lonDelta = 1 minimumRealHeight = 0 noiseBlend = 0 noiseColor = 0,0,0,0 noiseFrequency = 1 noiseOctaves = 1 noisePersistance = 1 noiseSeed = 1 delete = False altitudeRange { endEnd = 1 endStart = 1 startEnd = 0.15 startStart = 0.1 } coverageSimplex { frequency = 1 octaves = 1 persistence = 1 } latitudeDoubleRange { endEnd = 1 endStart = 1 startEnd = 0 startStart = 0 } latitudeRange { endEnd = 1 endStart = 1 startEnd = 0 startStart = 0 } longitudeRange { endEnd = 2 endStart = 2 startEnd = -1 startStart = -1 } noiseSimplex { frequency = 1 octaves = 1 persistence = 1 } scatters { Scatter { density = 0.25 scatterName = Big } Scatter { density = 0.55 scatterName = Small } } } } scatters { Scatter { materialType = DiffuseDetail mesh = BUILTIN/boulder castShadows = True densityFactor = 1 maxCache = 512 maxCacheDelta = 32 maxLevelOffset = 0 maxScale = 7.5 maxScatter = 20 maxSpeed = 1000 minScale = 0.15 recieveShadows = True name = Big seed = 231123 verticalOffset = 0 delete = False collide = True science = False Material { color = 0.6,0.6,0.6,1 mainTex = MySystem/Textures/Rock3_Tex mainTexScale = 1,1 mainTexOffset = 0,0 detail = MySystem/Textures/Rock1_Tex detailScale = 25,25 detailOffset = 0,0 } Experiment { } } Scatter { materialType = Diffuse mesh = MySystem/Models/Pebble.obj castShadows = False densityFactor = 1 maxCache = 512 maxCacheDelta = 32 maxLevelOffset = 0 maxScale = 0.09 maxScatter = 50 maxSpeed = 1000 minScale = 0.01 recieveShadows = True name = Small seed = 231123 verticalOffset = 0 delete = False collide = False science = False Material { color = 0.6,0.6,0.6,1 mainTex = MySystem/Textures/Rock3_Tex mainTexScale = 1,1 mainTexOffset = 0,0 } Experiment { } } } } } } }
  14. Hello KSP Forum. Recently, I followed instructions on how to create a planet. When I finished up my script and went in-game, I was met with nothing but a few red rings where the world was meant to be. There is an image below, and my script. @Kopernicus:AFTER[KOPERNICUS] { Body { name = Stratastrophe cacheFile = StratastropheSystem/CacheFiles/Stratastrophe.bin flightGlobalsIndex = 10 Properties { description = Stratastrophe Description radius = 950000 geeASL = 1.67 rotationPeriod = 27500 rotates = true tidallyLocked = false initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 30000 30000 60000 300000 300000 400000 700000 ScienceValues { landedDataValue = 2 splashedDataValue = 1 flyingLowDataValue = 11 flyingHighDataValue = 8 inSpaceLowDataValue = 7 inSpaceHighDataValue = 6 recoveryValue = 7 flyingAltitudeThreshold = 65000 spaceAltitudeThreshold = 140000 } } Orbit //Orbit properties { referenceBody = Sun color = 0.35,0,0,1 inclination = 0.5 eccentricity = 0.02 semiMajorAxis = 27000000000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { type = Atmospheric fadeStart = 2000000 fadeEnd = 2100000 Material { texture = PluginData/stratastrophe_color.dds normals = PluginData/stratastrophe_normal.dds shininess = 0.1 specular = 0.6,0.0,0.0,1.0 rimPower = 3 rimBlend = 0.2 Gradient { 0.0 = 0.7,0.0,0.0,1 0.5 = 0.0,0.75,1.0,1 1.0 = 0.0196,0.0196,0.0196,1 } } } Atmosphere { ambientColor = 0.7, 0.00, 0.0, 1 lightColor = 0.2, 0.0, 0.0, 0.5 enabled = true oxygen = true altitude = 90000.0 pressureCurve { key = 0 121.59 -1.32825662337662E-02 -1.32825662337662E-02 key = 2850 70.45212 1.08101766233766E-02 -1.08101766233766E-02 key = 6700 38.35164 -6.61608311688312E-03 -6.61608311688312E-03 key = 12550 19.50828 -3.70578701298701E-03 -3.70578701298701E-03 key = 16400 9.81708 -1.89074805194805E-03 -1.89074805194805E-03 key = 20250 4.94952 -9.4665974025974E-04 -9.4665974025974E-04 key = 24100 2.5278 -4.7371948051948E-04 -4.7371948051948E-04 key = 27950 1.30188 -2.38877922077922E-04 -2.38877922077922E-04 key = 35000 0.68844 -1.20685714285714E-04 -1.20685714285714E-04 key = 37650 0.3726 -6.2212987012987E-05 -6.2212987012987E-05 key = 41500 0.2094 -3.29298701298701E-05 -3.29298701298701E-05 key = 47850 0.11904 -1.80935064935065E-05 -1.80935064935065E-05 key = 52200 0.07008 -1.02857142857143E-05 -1.02857142857143E-05 key = 57050 0.03984 -6.21818181818182E-06 -6.21818181818182E-06 key = 61900 0.0222 -3.63116883116883E-06 -3.63116883116883E-06 key = 66750 0.01188 -2.07272727272727E-06 -2.07272727272727E-06 key = 71600 0.00624 -1.13766233766234E-06 -1.13766233766234E-06 key = 76450 0.00312 -6.07792207792208E-07 -6.07792207792208E-07 key = 79300 0.00156 -3.42857142857143E-07 -3.42857142857143E-07 key = 86150 0.00048 -2.02597402597403E-07 -2.02597402597403E-07 key = 90000 0 -1.24675324675325E-07 -1.24675324675325E-07 } pressureCurveIsNormalized = false temparatureSeaLevel = 288.15 temparatureCurve { key = 0 288.15 -0.008333333766 -0.008333333766 key = 9240 212.4633208 -0.001180336104 -0.001176697662 key = 16170 212.4633208 0.001176697662 0.001176697662 key = 23870 266.5252345 0.0006431355844 0.0006431355844 key = 43120 266.5252345 -0.0008869198701 -0.0008869198701 key = 61600 183.9579481 -0.001180336104 -0.001180336104 key = 69300 183.9579481 0.0006152915584 0.0006152915584 key = 77000 226.2245352 0.0009020832468 0.0009020832468 key = 115500 0 -0.0005839079221 -0.0005839079221 } temparatureSunMultCurve { key = 0 1 0 0 key = 5923.076923 0.5 -0.00007792207792 -0.0001333050649 key = 6526.656231 0 0 0 key = 11883.45738 0 0 0 key = 28045.35461 0.2 0 0 key = 42527.78708 0.2 0 0 key = 54071.53228 0 0 0 key = 77000 0.4 0 0 } } PQS { Mods { VertexHeightMap { map = PluginData/stratastrophe_height.dds offset = -500 deformity = 3000.0 scaleDeformityByRadius = false order = 20 enabled = true } VertexHeightNoiseVertHeightCurve2 { deformity = 100 ridgedAddSeed = 123456 ridgedAddFrequency = 12 ridgedAddLacunarity = 2 ridgedAddOctaves = 4 ridgedSubSeed = 654321 ridgedSubFrequency = 12 ridgedSubLacunarity = 2 ridgedSubOctaves = 4 simplexCurve { key = 0 0 0.1466263 0.1466263 key = 0.7922793 0.2448772 0.6761706 1.497418 key = 1 1 6.106985 6.106985 } simplexHeightStart = 0 simplexHeightEnd = 6500 simplexSeed = 123456 simplexOctaves = 4 simplexPersistence = 0.6 simplexFrequency = 12 enabled = true order = 200 } HeightColorMap { blend = 1 order = 500 enabled = true LandClasses { Class { name = Bottom altitudeStart = 0 altitudeEnd = 0.7 color = 0.1,0.1,0.1,1.0 lerpToNext = true } Class { name = Base altitudeStart = 0.7 altitudeEnd = 0.75 color = 0.7,0.55,0.2,1.0 lerpToNext = true } Class { name = Low altitudeStart = 0.75 altitudeEnd = 0.85 color = 0.7,0.6,0.4,1.0 lerpToNext = true } Class { name = Grad altitudeStart = 0.85 altitudeEnd = 0.95 color = 1.0,0.9,0.7,1.0 lerpToNext = true } Class { name = High altitudeStart = 0.95 altitudeEnd = 2 color = 0.95,0.95,0.9,1.0 lerpToNext = false } } } } } } }
  15. The Anziephus System [1.7.3] More screenshots will come, but for now here's a 53 second video briefly showing each world. What does this mod add? The Anziephus System adds a ringed dwarf planet with rings and a fun moon system to the solar system. Anziephus and its moons reside just past Eeloo's orbit. Anziephus: An ringed with an enormous crater exposing some blue ice from underneath. Epam: This tiny moon orbits just outside Anziephus's rings. Its small size and blue coloring suggest it was formed from debris that gave Anziephus its rings and crater. Curious indeed. Ebenus: This darker colored moon sports an excellent view of the system and has high mountains and low plains to explore. Eiwei: This moon seems to be all mountain. Resembling a crumpled up piece of yellow paper, this moon is the go-to destination for all the mountain lovers out there. Pherph: This moon was likely captured sometime in Anziephus's past. It's vibrant color scheme doesn't fit in with the other moons, and its terrain is by far the most chaotic of the system. Science Definitions Surface Scatter Known Issues Due to a kopernicus bug, sometimes achieving too low an altitude will make the ground invisible. It only seems to be an issue on Ebenus right now, so I recommend avoiding the yellow regions unless you're good at landing blind. If you psot this issue on any of the other worlds please post about it in this thread. Pictures (More to come shortly) Download Dependencies: Kopernicus https://spacedock.info/mod/2205/The Anziephus System All rights reserved Thank You to @Mythical Donuts and @XenonMax for helping me with the science definitions and the terrain scatterers. I could not have done it without you! Also thank you to the Kopernicus Discord for teaching me how to make rings and providing the texture!
  16. This is fan made in photoshop, please consider the inaccuracy of my hand and sometimes this software. Kerbin scan: This is one of the hardest to scan, due to it's cloud layers. Using science, magic and photorock scientist made it clear to view it in an infrared light. The problem with infrared light that you cannot capture it with your eye. So scientists and wizards summoned the snack monster, and for a snack they made this picture in infrared light, sadly, the sun and other stars decided to interfere into the picture without an invite: (Taken using VASA's space-probe Interscarf. Camera Infradead. Editing software: Akode Photorock.) Using the same probe, we tried to capture it ultraviolet light. Sadly radiation interfered again, and we got this interesting picture to analyze.Maybe it's because of the transmission of the previous image. We wanted to take the image using Cameron, but it had an RTG: (Taken using VASA's space probe Interscarf. Camera Ultraviolin. Editing software: Akode photorock.) A gravity scan showed this image, the image was a hard capture due to the fluctuation of the radiation due to an RTG. This is the most accurate image that we got(not faked trust us: (Taken using VASA's space probe Cameron. Camera Cryptogravity. Editing software: Nopetad.) More celestial bodies photos soon. Copyright of VASA's space program under the license kreative kommons section 4.000001
  17. This is a list of the top five planet packs in my opinion. 1: Kerbal Star Systems Kerbal Star Systems is a mod that turns the Kerbol system into a bigger, more realistic place. There are 125+ Stars Planets and Moons, each crammed with detail and effort. You can get it here 2: Galileo's Planet Pack Galileo's Planet Pack is an amazing mod adding several interesting planets, with a super-Kerbin and, as it deletes all original planets, your granted habitable moon. You can get this one here 3: After Kerbin After Kerbin puts the Kerbol System 4 billion years into the future, and Kerbol is a red giant. You can get this mod here 4: New Horizons New Horizons is a mod that makes the Kerbol system revived. It adds 19 extra bodies, including an object that Kerbin itself orbits. This special mod is downloaded here 5: Xenonclave's Planet Collection Xenonclave's Planet Collection, otherwise known as XPC, adds two planets and 5 moons around Stock planets. You can get this planet pack here
  18. Download The Varuta System (v0.3.0): https://www.spacedock.info/mod/2088/The Varuta System The Varuta System is a mod that adds the planet Varuta and its many moons to the game. Kopernicus is required for this mod to work! What are the planets and moons are included in the varuta system you ask? Well here they are: Varuta: Is one of the larger planets in the kerbol system, located between duna and dres. It is host to many unique and intresting moons, all of which should be explored Theonus: Is the closest and of the more intresting looking moons of Varuta. Its surface is partially similar to Varuta. It also has some extreme terrain, so be careful when trying to land! Niven Olten: Is the second and largest moon of Varuta, at almost 1/3 the size of its planet. Olten might look boring at first, but it has awesome views of Varuta and other moons from the surface. Deaphus: Is one of the smaller moons in the Varuta System. It has regions of blue, which might be filled with Apatite under the surface. Like Theonus, it has extreme terrain. Rebos: The smallest moon of Varuta, it has a relatively smooth surface and is most likely a captured asteroid due to its orbit and surface And Oltimos: Its intresting in the fact that it is a sub-satellite of Olten. It orbits at an inclined orbit around Olten, and has a SOI of only 14km and is only 5km across. If you have any questions about the mod or any problems/glitches you have, ask me below. LICENSE: MIT
  19. While I've been away, I've given Blender a fair shake. Check these renders and models out. I'm sure I've done other works, but these were what I've felt were done enough to upload somewhere Procedural Earthlike with Rings More angles at https://imgur.com/a/VreBjiU Mechwarrior Locust cockpit Procedural Marslike PBR test - Rubik's Cube
  20. Planet Dunope v0.2.0 by Johnster Space Program is my first mod for kerbal space program which adds a new planet to the kerbin system, Dunope! Enjoy exploring this small, nearby planet! Watch my official first trailer for the mod here: Ever needed a planet that was in close proximity, had relatively low gravity, and is small, but not too small? Well then, Planet Dunope is what your looking for! Kopernicus is required to use this mod, which can also be downloaded on CKAN along with it. Dependencies (You need this for the mod to work): Kopernicus 1.6.1-2 https://github.com/Kopernicus/Kopernicus/releases What I'm hoping to add in future releases: A Moon or Two Around Dunope A Different/Improved Texture for Dunope Some Improvement Changes To Dunope This is my first mod so if there are any problems with downloading or using the mod, you can't download this anymore anyways. Download Planet Dunope v0.2.0 Here: https://www.spacedock.info/mod/2085/Planet Dunope
  21. Sooooo I heard about Kopernicus recently (~1 week ago) and attempted to write my own planet code, using The White Guardian's tutorial. It would be nice if somebody posted example code or looked at my code. I am creating a planet called "Hysphenia", a terrestrial planet with no atmosphere orbiting a polar orbit around the sun. (Using a spoiler format here because it's long) I think that's right...
  22. Simple poll: Would you like to see another gas planet besides Jool? If so describe the moon(s) you would want in the GP2 system. FYI : I plan to do a poll almost once a month because of how popular (kinda) this was. Hint for next poll (minimally encoded, I'm not THAT nice): Wait, wait, check my other new poll now:
  23. I recently started trying to figure out how to make a new planet with Kopernicus. Long story short, I've coded the planet but haven't drawn the planet or its biomes. After some searching, I still can't seem to find out how. Any ideas?
  24. A mod that aims to recreate and add the Darwin system from the book "The Expedition" by Wayne Douglas Barlowe. So far i have only the star (Which will be a binary in the future, like in the book) and a place holder Darwin IV orbiting it. To-do list: 1) Make a better Darwin 4. 2) Add two moons of Darwin 4. 3) Add the gas giants. 4) Replace the star with a Binary. Dev-Team: @Pkmniako - As Map Master. Special thanks to: Wayne Barlowe for creating such an amazing book. @Fdkhio for the Logo. Discord Server of the KSP Sub-Reddit for support.
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