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  1. Kerbinary is a mod I developed to rearrange the solar system in new and interesting ways. It has the main feature of having not 1, not 2, not 3, but . . . Hold on. Only 3 binary systems? For a mod called KerBINARY! Anyway, you might be able to expect some planetary revamps in the far future, but don't count on it. Download https://github.com/TRAPPIST-1E/KerBinary/releases PICS FOR CLICKS ON TO THE LAYOUT (spoilers ahead) Compatability Dependencies Kopernicus. This is a planet mod. What, do you think i'm gonna write my own plugin? LICENSE: MIT
  2. I've been working on a planet pack for quite some time now. I've made many planet textures by stitching together images from Google and Wilbur, but I can't figure out why they don't look as good as some other planet packs. For comparison, here's an image of a planet from my planet pack Precursors.... (Sorry about the lighting...it's much brighter in-game). And here's a picture of one of@Gameslinx's planets.... From a purely surface-based standpoint (subtracting EVE and Scatterer), Gameslinx's planet seems much more detailed and much larger when compared to my planet. Maybe it's just me, but is there something I'm missing that would improve the level of detail in my planet textures (aside from EVE and Scatterer)? Should I use higher-res pictures when making my textures, or...? Any suggestions are highly appreciated!
  3. My second greatest creation to date. Welcome to Flamed Out. What is Flamed Out? What planets does this add? Screenshots Future plans Known bugs REQUIRES: Kopernicus: KopernicusExpansion: EVE (WORK IN PROGRESS, MAY BE BUGGY FOR RELEASE 1.0): Singularity: This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
  4. What is your favorite planet/moon?
  5. This project has been discontinued for reasons I am keeping private. All downloads have been removed and no support will be given. The Vulture System The Vulture Star is a main sequence star similar but more massive to Kerbol. It holds 6 planets, all with individual backstories. The Vulture System is my first ever full Kerbal Space Program project, taking about a month to complete. Github Repo Donate Bodies The Vulture System has 6 planets and 13 moons, making for a total of 19 celestial bodies in total. Features 19 detailed bodies with their own individual stories and high amounts of care put into creation. Two gas giants with detailed moons. Hints toward life and the previous existence of it in the system. Scatterer / EVE support. DistantObject support. PlanetShine support. Installation Requirements: Kopernicus (Should also work with the Bleeding Edge however unrecommended). The Mod Itself (Download Latest Release Here) Scatterer - Not technically requied, but due to an unfixable bug with Kopernicus is extremely recommended to prevent this from appearing. You simply need to install Kopernicus (and it's dependencies) + the Vulture System into your KSP's GameData folder. Vulture should work with 1.9.1+ Recommended Mods: EVE - Adds clouds to both Palleo and Desolation. Make sure to get the stock configs (BoulderCo Folder) for this too! Planet Shine - Makes your vessels reflect the colors of the planet. DistantObject - Makes the planets visible from a distance. Interstellar Extended - Interstellar travel parts. These mods follow a similar installation process. Credits Kopernicus Discord Server - Main place I went to for help and feedback. Great community. @Caps Lock - Made Vulture's sunflare and gave a lot of feedback. Support The best way to get support regarding Vulture is to make a reply on the forum thread (where you are now), or to make an issue on the github repo. Cool Screenshots Licence Squad requires all addons be released with a licence. Vulture is licenced under Apache License 2.0. For a basic rundown you can go here.
  6. 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)
  7. Thread of the month May 2022. Please note that Galaxies Unbound will be on hiatus until after the summer for further enhancements. We appreciate your understanding and look forward to bringing you an even more stellar experience upon our return. Galaxies Unbound: A Stellar Odyssey © 2020 by StarCrusher96 is licensed under CC BY-NC-ND 4.0
  8. About Planet 9 (P9) is a KSP planet pack that adds the theorized 9th planet of the solar system plus it’s moon system into Kerbal Space Program. However, unlike other planet packs, this pack is entirely proceduraly generated. This also doesn’t mean that the pack’s textures are pre-generated. Infact, the pack download comes with no textures in it at all. Instead, it ships with a custom application that you need to use before being able to play the pack, that proceduraly-generates a new set of textures and models, just for you. Everyone who downloads and plays this pack, will play using a completely unique system of moons around Planet 9. You can even customize your moon system inside the application, and create the perfect system for yourself. This is accomplished through my "ProceduralPlanet" procedural celestial body generation software library. Though it is intended for general use in game development, I am using it here to produce this proceduraly generated planet pack for Kerbal Space Program. Currently, this project is still only a proof-of-concept and will receive further development. Therefore, any bug reports and suggestions are greatly appreciated. However, please note that only the textures and models of the major moons are proceduraly generated. Their physical characteristics and orbits are fixed, though they were determined initially by an algorithm as well. Screenshots Note: because this planet pack is proceduraly generated, the screenshots shown here only represent random examples of the generator's capabilities. Though the pack download does come with some default assets for Planet 9 due to technical reasons, none of the shown moons will appear in your game exactly as seen. As explained previously, your system will be completely randomly generated. Installation Planet 9 is a little bit more difficult install then your regular planet pack, due to the requirement of needing to run the procedural generator first. The download link below will contain a .zip file which, as you're probably used to, needs to extracted into your KSP install's GameData folder. This pack does require the "VertexHeightMap" Kopernicus Expansion from VabienArt’s fork of the Kopernicus Expansions, which can be found here: https://github.com/VabienArt/KopernicusExpansion-Continueder/releases However, a compatible build of this expansion should always be included with the download for this pack. Additionally, while this isn't a strict requirement, it is recommended to have OPM installed, simply so that Planet 9 actually is the 9th planet from Kerbol. You may also want to install an Orion Drive Mod. Just trust me on this. You will need it. Before being able to run your game, you need to run the procedural generation application to create the textures and models unique to your system. However, instructions on using the generator application would blow up this forum post. Instead, I have added usage instructions to the GitHub repository for this project, which can be accessed at this link: https://github.com/89Mods/Planet9/blob/main/README.md Please read the contents of this page very carefully! The generator application in a sensitive piece of software, and will not work at all if you do not follow the instructions to the letter! Visual mods This planet pack comes with scatterer configs for the two celestial bodies in it that have atmospheres. Otherwise, no other visual enhancement mods are utilized in this pack. Support If you have successfully ran the generator application, but cannot start your game, you must provide the Kopernicus log files, or I will be unable to help. If you are trying to run the generator application but get an error, you must show me the exact error message. If the generator application instead freezes with no error, ensure that you have correctly followed the usage instructions for the application. If you did and are still experience this problem, you can send me a message, and I will do my best to help. Licensing This planet pack and the generator application are published under the GNU General Public License v3. Download The current version of the planet pack is 1.2.0 for KSP version 1.12.x, and can be downloaded from the project’s GitHub page here: https://github.com/89Mods/Planet9/releases/tag/1.2.0 Please make sure to carefully follow the installation instructions above, as this is not a simple planet pack. Changelog Credits
  9. Kerbal Mythology I've always thought about how the Kerbals see deities and other religious/mythological figures, and there isn't really much to go by in the game other than Moho and Bop. I took it upon myself to make a chart of mythological figures that I think the Kerbals may have worshipped. (In a way, this is a continuation of this forum thread). This is by no means a "standard" for Kerbal mythology, as I don't really expect most people to care too much about it anyway, meaning that these names and definitions are open. However, I did think it would be cool to share my ideas in this forum post, so keep reading if you'd like to know what I came up with. You are free to use this "model" of Kerbal Mythology for anything you want, these are just cool ideas I have (e.g., naming your ships, your missions, Kopernicus planets, etc.). I decided to model the deities after Greek and Roman mythological figures (unoriginal, I know). Similar to our own solar system, I made sure that the names of the figures coincided with the celestial bodies in Kerbal Space Program that had real-world counterparts. Obviously, stock KSP has a reduced solar system, so I wouldn't be able to do it with names made only by Squad. I decided to use the names of celestial bodies found in OPM and MPE, two high-quality mods that add "kerbalized" equivalents of real-world celestial bodies into the game. The celestial bodies that these two mods add counterparts for are named after Greek and Roman gods, so I was able to match up each god with the "Kerbal" version of their name. Even after doing so, there were still a number of Greek and Roman gods that didn't have Kerbal counterparts, so I made my own names that try to maintain the same style. I ended up adding one additional god that wasn't present in any of these mods or ideas, which was Alternis, the god of change and difference, from Alternis Kerbol Rekerjiggered. I also added the Kraken. One last thing; several of the deities have purposes or roles different from their Greek and Roman counterparts do. This is because I wanted their roles to make sense in the in-game universe. Legend: Green = Names made by Squad, found in the stock game. Red = Names found in Outer Planets Mod. (Credits to @CaptRobau) Purple = Names found in Minor Planets Expansion. (Credits to @Exo's Lab) Black = Names made by me. Credits to @NovaSiliskofor "Alternis". Name Greek/Roman Equivalent Role Kebus Phoebus Apollo God of reparation and solar power Moho Hermes/Mercury God of voyages, lava, and fire Eve Aphrodite/Venus Goddess of passion and deceit Duna Ares/Mars God of combat and explosions Dres Demeter/Ceres Goddess of cycles and dullness Jool Zeus/Jupiter God of the clouds Sarnus Cronus/Saturn God of time warping and fate Urlum Uranus/Caelus God of atmospheres and empty space Neidon Poseidon/Neptune God of the oceans Plock Hades/Pluto God of death and currency Krova Hera/Juno Goddess of Kerbalinas and family Vant Hestia/Vesta Goddess of spacecraft Alnerva Pallas Athena/Minerva Goddess of wisdom and missions Kortana Artemis/Diana Goddess of the wilderness Vulko Hephaestus/Vulcan God of engineering and building Bakos Dionysus/Bacchus God of food and celebration Zore Psyche/Anima Goddess of the soul Edas Eros/Cupid God of obsession Ervo Eris/Discordia Goddess of confusion Alternis None/Janus God of change and difference The Kraken None God of chaos and destruction Ike Phobos/Pavor Personification of fear and panic Deke Deimos/Metus Personification of terror
  10. 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?
  11. 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.
  12. 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.
  13. [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)
  14. [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.
  15. 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.
  16. Remember how creating fake mods was a thing back then? Now it's time to make even more fake KSP stuff! This time, it's fake celestial bodies, rocket/spaceplane parts, and manufacturers. Btw, you can do either or both, it's up to you. My examples: Fake Celestial Body - Gerris: A planet slightly larger than Kerbin but smaller than Eve, it has green oceans, a green atmosphere, and yellowish brown land. It has aliens living on its surface. Orbits between Kerbin and Duna. Fake Part - The AEM-293 Solid Rocket Booster: A SRB that was created because we always need more boosters. Manufactured by Boosterz Co. Fake Manufacturer - Boosterz Co: A solid rocket booster manufacturer. Nuff said. Have fun making whatever your heart desires!
  17. 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
  18. 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/
  19. Salus: A J1407b Analogue [1.11] What does this mod add? Salus: A large gas giant out past Jool with the largest rings Kerbals have ever seen. It is thought that a close encounter with a rogue planet gave its orbit its inclination, as well as its current ring system. Visit soon, they're not expected to last for much longer. They've already begun collapsing into moons. Dauble: An icy world harboring a subsurface ocean, with plumes spraying out world-wide. Dauble is nested inside Salus's rings, providing quite the skyline. Dulus: A small moon orbiting rather close to Dauble. This flattened moon is collecting material from Salus's rings across its equator forming a massive equatorial ridge. Don't slip! Duran: A captured asteroid that orbits far from Salus, well past its rings. It's inclined orbit gives the best possible view of Salus. Be sure to bring your camera! Pictures Download Dependencies: Kopernicus https://spacedock.info/mod/2250/Salus - A J1407b Analogue All Rights Reserved
  20. 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.
  21. 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 { } } } } } } }
  22. 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 } } } } } } }
  23. 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!
  24. 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
  25. Outer Planets Mod v2.2.10 This version of Outer Planets Mod has been built to work for KSP version 1.3.1 - 1.12.*. About The Outer Planets Mod is a mod that expands the outer edges of the Kerbol system to create something akin to the real Solar System's. It adds Kerbalized versions of Saturn, Uranus, Neptune and Pluto as well as several of these planets' moons. These faraway planets provide a challenge rarely encountered in Kerbal Space Program; you'll have to figure out new transfer windows, manage your power supply differently, provide your spacecraft with more Delta-V and be ready to travel years or even decades. This mod is being developed and maintain by a group of collaborators, alongside and following the initial development of the mod creator, CaptRobau. Features Explore 15 new highly detailed planets and moons, all in a stock-a-like artstyle. Discover never before seen worlds, such as a sub-satellite, Trojan moon or a set of binary bodies. Collect science in over 140 biomes, with almost a thousand unique science blurbs. Custom terrain textures and improved ground scatter has made planets and moons never look so good up close. A full set of KSPedia entries for OPM's various bodies helps you to navigate the far reaches of the Kerbol system. Includes a Level 4 Tracking Station upgrade (requires CustomBarnKit) to boost your communication range out to the furthest reaches of the system without requiring additional modded antennas. Extensive third-party mod integration means you can play OPM with a whole range of other mods. Download You can either manually download and install Outer Planets Mod via the button and installation instructions below or by installing it automatically via CKAN (first-party support of CKAN is provided and new releases should automatically be indexed by CKAN in due course). Installation Instructions Extract the GameData folder found in the downloadable .zip directly into your Kerbal Space Program install directory. If located correctly, the OPM and CTTP directories should be found at: \Kerbal Space Program\GameData\OPM & \Kerbal Space Program\GameData\CTTP Dependencies The following KSP mods must be installed prior to using Outer Planets Mod (ensure you install the correct version of the dependencies for your version of KSP): Kopernicus (depending on KSP version) Module Manager Community Terrain Texture Pack - bundled within OPM Supported Mods Custom Barn Kit Community Resource Pack Distant Object Enhancement PlanetShine Research Bodies Visual Mods By default, Outer Planets Mods does not come with any included visual pack to support EVE or Scatterer. There are a few mods that add these atmospheric visual enhancements to OPM as follows: Stock Visual Enhancements - Retextures the Gas Giants and adds atmospheric scatter and cloud support to all atmospheric bodies. Does not apply effects if Pood's OPM-VO is installed also. Pood's Outer Planets Mod - Visual Overhaul - Retextures the Gas Giants and adds atmospheric scatter and cloud support to all atmospheric bodies. Not been updated in a while so your mileage may vary. Screenshots The scale of the OPM system compared to the orbit of Jool: Size comparison of Outer Planets and their moons: Sarnus overview: Urlum overview: Neidon overview: Plock overview: Changelog Please expand the 'spoiler' box below to view all changelog details: Credits Please expand the 'spoiler' box below to view the accreditations for Outer Planets Mod: Previous Threads Original thread by CaptRobau: https://forum.kerbalspaceprogram.com/index.php?/topic/93999-121-outer-planets-mod-21-active-development-has-moved-see-first-post-for-new-thread/ Continuation thread by Galileo: https://forum.kerbalspaceprogram.com/index.php?/topic/165854-ksp-15-outer-planets-mod221-25-april-2018/ License Outer Planets Mod is being maintained by a collaborative group. The mod is still licensed under the original Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.
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