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  1. Zyansias, a Galactic Cluster mod As it sounds, this mod replaces the stock solar system with a new system, named Fadophis. However, Fadophis isn't the entirety of the scope for this mod; it also includes a region of nearby stars in the galaxy (Nirad). https://imgur.com/a/O1F2M - Current star systems: Zyansias (and its nearby stars: Darat, Zintem, Antin, and Flettor, with its one planet, Pirthes). Zyansias is a massive black hole at the center of this star cluster. It provides us with numerous stars caught and made near this singularity. For now it is the centerpiece of this mod. Tontea, a yellow dwarf star with (currently) one planet, named Cocceen, a massive gas giant which may have been a brown dwarf in the past. It has three moons: Hensi, Teralto, and Ispalis. Nosar, an orange dwarf star with six planets (three gas giants, three terrestrial worlds). I may possibly add dwarf planets/asteroids in the future however. Xinony, a tiny red dwarf star with (one currently) three or four planets. For now, only Vinsys, a titan ice planet with an ice moon, both of which have cracks, water and atmospheres. Fadophis, a blue-white main sequence star with four planets (will increase to six to eight), which are Uonits, Heraut, Caparis, and Plens. Caparis is the home of our race. Andis/Irau, a massive blue main sequence star with a blue-white companion named Irau. In this system are three planets: Sen, Kahn, and Lynt, an exotic green-white gas giant with massive rings. Oirator, a white main sequence oblate star with a moderate size planet system. As of yet, no planets have been made for this system. - Mod compatibilities: Currently, this mod will work with DistantObjectEnhancement and scatterer. I have not yet made compatibilities with other mods as it is in early development. - Having trouble getting imgur album to embed... I want to bring this to the attention of @JadeOfMaar , @Galileo, @Sigma88, and @Gameslinx for now, being relevant creators that may wish to know of this mod anyway. One question I have I will place on strawpoll: http://www.strawpoll.me/14504001 Finally, I planned to make this mod for users to suggest new systems. I only ask that it is kept within reason. Development Team: Tynton (Planet/Star designer, mod lead) JadeOfMaar (Lensflare designer)
  2. THIS IS NOT ANOTHER VERSION OF CUSTOM ASTEROIDS. IT IS COPYRIGHTED AND I DON'T KNOW HOW TO CODE LIKE THAT. Hey all, this is my first mod. It's a planet pack that I have been working on for the past few days. I created it because I noticed the lack in mods that provide smaller celestial bodies in the Kerbol System. It adds a few small rocks similar to Gilly, Bop and Minmus (A few smaller!). It will attempt to provide you the gamer with greater challenge. Sorry of the lack of info, I did this in a rush. REQUIRED MODS: Kopernicus Module Manager SUGGESTED MODS: Outer Planets Mod Trans-Keptunian (Look at the final post, it is a version that works with 1.3.0+) What ever mods help you transverse the Kerbol System Pics: Plans: Another asteroid for Eve Moho asteroid Comets Rogue comets and asteroids for extremely experience players Trojans Trans-Neptunian objects (like TK, but different) Capabilities with OPM + TK and maybe KSS and GPP. This is unlikely, as I plan to make more planet packs. Make some Dres-like bodies, not weirdly shaped. Download © CC-ND-SA-DC
  3. So im looking for a large planet pack that runs quickly. I'm looking for quantity over quality, and the mod needs to be 1.4.5. Send me your suggestions!
  4. For further development of this mod, please head over to the Kopernicus thread! https://forum.kerbalspaceprogram.com/index.php?/topic/140580-145-1-kopernicus-kittopiatech/ Description This Plugin is a continuation of KCreators "KittopaTech Ingame Terraforming" plugin, that can edit the stats of planets at runtime, via. a Graphical Interface. The original KittopiaTech was mainly developed by KCreator, with some additional content by Kragrathea (Utility code) and Gravitasi (ScaledSpace fixes and more). Their work was modified by BorisBee (initially, he's pretty inactive now) and myself, Thomas P., to be more modular, stable and user-friendly. Because Kopernicus offers us already a fully functional API, we decided to change the goals of this plugin. Instead of a standalone Planet-Editor, this is now an add-on for Kopernicus. This has many additional reasons, for example, the messy config-saver / -loader. What has been changed? Complete rewrite of the UI-Code (Planet_GUI.cs) Replaced the ConfigLoader with a ConfigSaver that can export dumps of the planet in a Kopernicus compatible format Added an option to completely remove a PQSMod. Seperated ScaledSpace export and PQS-Texture export. Made the Instantiation-Button functional, via. hacking PSystemManager to spawn a body that is instantiated from the systemPrefab. It's still hacky, and it can break some mods. Added Support for HeightColorMap-Landclasses Completely new LandClass-Modder Support for editing PQSMod_VertexPlanet.SimplexWrapper and NoiseModWrapper PQSLandControl.LerpRange editing Improved Particle-Editor Reworked the Map-Exporter, so that it uses a Coroutine to generate the maps. That means, that exporting maps no longer freezes your game, but it still takes some time until the generation is finished. But at least, you can do other things in the meantime. We have added Support for editing PQS-Materials. You can now load MapSO's and Textures through a FileBrowser Improved Ring-Editor, you can now edit rings after creation, delete the selected ring. Curve Editor for editing FloatCurves Reworked Star-Fix code, to use StarLightSwitcher Added a ScaledSpace editor, and moved the export buttons to it ScaledSpace and Texture updater save to disk automatically now Added Support for adding / removing oceans, and for adding PQS to gasplanets You can now enter whatever you want into the numeric fields. If the value isn't parseable, you get a warning and Kittopia won't apply it. Removed all apply buttons, Callbacks are used now. To-Do List Readd support for GroundScatter Maybe other things? Suggest something! Screenshots http://imgur.com/a/YzoeS Download Grab the latest KittopiaTech release from the GitHub repository: https://github.com/Kopernicus/KittopiaTech-Legacy/releases You can open the Ingame-UI with Ctrl + P License "The KCreator license" KittopiaTech incorporates Kopernicus, which is licensed under LGPL. Source https://github.com/Kopernicus/KittopiaTech-Legacy 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".
  5. First problem so far: @AndrewDrawsPrettyPictures You know how to make Coronas, and I even used your Valentine corona as a template for Kerbolus', so why is this not working?
  6. So I'm currently making a system rearrangement thing that doesn't use all of the stock planets, so I wanted to remove the ones I'm not using from the game. I've tried twice with no success, so I was just wondering how to do it in 1.4.3 if it's even possible.
  7. The Homestead system will at one point be an entirely new solar system. Also, a mod created entirely by people under the age of 14! Credit to Mattdiction for the system idea
  8. I'm new to making ksp planets and I was wondering if I could turn a model and textures into a ksp planet thank you.
  9. Is there any way to Target a planet in camera tools (so I can zoom into it and take a nice shot) or, if not, is there a mod that can do it?
  10. Let me ask you - what do you think of the stock planets? If I was to answer my own question, I would (constructively, of course!) say that they're... Not exactly in tip top condition. There are many things that can be improved about them, such as the actual terrain, the detail or how Gilly and bop look like mud balls instead of asteroids. However this isn't just about Gilly or bop. This thread is about how badly the planets need a makeover. As some of you may know, I'm a planet modder. I make planets. Now put into perspective, I would like to compare Kerbin (and also duna) with a planet I created. The reason why I am comparing two planets is because squad didn't actually 'make' kerbin. Kerbin's colour texture comes from the Libnoise first example, not squad. Now then. Assuming that duna was created by a much more skilled creator than myself, with more experience, qualifications and is employed to do exactly this sort of work, why am I able to do better using paint and Microsoft word. I'm not joking. I made a relatively decent planet with two free programs in 2 hours. I'm not tooting my own horn or saying that squad is lazy or bad, I'm saying they could do much, much better. I shall elaborate. Planets consist of three textures - a height, normal and colour map. The normal map is generated from the completed heightmap. The other two are created manually. I created the height map with Paint and Paint alone. No filters, no layer system. I just used a paint brush and drew on my texture. Squad would likely use Photoshop, or gimp at the least to make their planets. Maybe even a professional drawing program. They'd certainly not fire up paint and set to work. The colour map, admittedly, was created with Adobe After Effects, however this exact effect can also be achieved using the planet config, albeit it is more time consuming. Here is the video where I create the planet, then I'll talk about my next point. Now, by no means am I trying to show off. That is not the purpose of this thread at all. If I can make a planet which looks arguably just as good, if not better than kerbin in 2 hours, squad can do the same with their professional tools and heightened knowledge of the game. "But Linx, the planets do not have to look good, they just have to be there for us to land on" Alright, so who goes to duna and says "actually yeah, this is a good spot I'll visit again! I love the terrain here, the colour and detail is simply breathtaking. I love this planet!" Right. Barely anyone. Because duna is just bump after bump with no variation at all except for the poles. Not to mention that most of the bumps are procedural and not textured, which is just as easy to accomplish (as I used procedural noise mods on my planet, too) Now then, duna is not a particularly interesting planet with much diversity except for the poles being the only difference. I would love for duna to have more colour variation, more evidence of previous water (assuming it is a Mars analogue), more pronounced terrain variation such as mountains, small cracks and such. The same goes for other planets like Dres and tylo. They don't really look very interesting or worth exploring as they have no canyons (Dres has one, but nothing more) or defined mountains. Even Jool needs a facelift! I'd love to also see more craters or evidence of past activity on the planets and moons to make them more diverse and interesting, not to mention that squad MUST rely less on procedural noise mods, as they make the planets and moons incredibly "samey". A balance must be achieved and at the moment, we can be safe to say that the planets are a really weak point in the game, especially since they're supposed to be a substantial goal within the game's progression. I'd like to hear your view on this situation. - Linx.
  11. Hey people, I'm having a problem where when I orbit my own made planet, I explode immediately. When I zoom out I see I'm inside the planet. Does anybody know what could cause this? Or could anybody take a look at the config? Here is my config: @Kopernicus:AFTER[Kopernicus] { Body { name = Narai cacheFile = Systended/Cache/narai.bin Template { name = Gilly removePQSMods = PQSLandControl, VertexSimplexNoiseColor } Orbit { referenceBody = Sera inclination = -3 eccentricity = 0.1 semiMajorAxis = 17355380 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 213 meanAnomalyAtEpoch = 0 epoch = 0 color = RGBA(190,190,24,255) } Properties { description = test radius = 21000 geeASL = 0.014 albedo = 0.10 timewarpAltitudeLimits = 0 12000 12000 12000 24000 50000 100000 120000 ScienceValues { landedDataValue = 9 splashedDataValue = 0 inSpaceLowDataValue = 8 inSpaceHighDataValue = 7 recoveryValue = 7 spaceAltitudeThreshold = 10000 } } ScaledVersion { Material { texture = Systended/SeraSys/Narai/Textures/color normals = Systended/SeraSys/Narai/Textures/normal } } PQS { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 6 minDetailDistance = 8 Mods { VertexHeightMap { map = Systended/SeraSys/Narai/PluginData/height.png offset = 0 deformity = 3000 scaleDeformityByRadius = false order = 19 enabled = true } VertexSimplexHeightAbsolute { name = Base seed = 324 deformity = 10000 octaves = 3 persistence = 0.75 frequency = 0.5 enabled = true order = 5 } VertexSimplexHeightAbsolute { name = Base1 seed = 213 deformity = 5000 octaves = 9 persistence = 0.5 frequency = 1 enabled = true order = 10 } VertexHeightNoise { noiseType = RiggedMultifractal deformity = 250 seed = 432 frequency = 1.5 lacunarity = 2.5 persistence = 0.5 octaves = 5 mode = Low enabled = true order = 2 } VertexSimplexNoiseColor { seed = 48 blend = 1.0 colorStart = 0.3608921,0.3146067,0.2806623,1 colorEnd = 0.2191011,0.1553269,0.1043975,1 octaves = 8 persistence = 0.5 frequency = 1 enabled = true order = 50 } } } } } Thank you.
  12. Hello people, I'm having yet again a problem with a planet I'm creating. For this planet I wanted to make a new planet in a binary orbit with Eeloo, thanks to the wonderful mod Sigma Binary, made by @Sigma88. Here are some pictures of my problem. Below this link, you can see an explanation. https://imgur.com/a/KCHSE So please take a look at the pictures and the description below them. I hope those pictures explain a bit what the problem is. I'm just going through the planet and I can't land on it. I suppose it has something to do with sphere of influences since the SOI of Eeloo is pretty big but I have tried different values and I can't help but post my problem here to hope somebody else knows how to fix this. Here is the config for my planet: @Kopernicus:AFTER[Kopernicus] { Body { name = Icio Template { name = Laythe removeAllPQSMods = true } Orbit { referenceBody = Eeloo inclination = 0 eccentricity = 0 semiMajorAxis = 9500000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = RGBA(50,150,255,255) } Properties { description = test radius = 270000 mass = 1.433471657e+21 geeASL = 0.134 sphereOfInfluence = 10504645.31 } ScaledVersion { type = Atmospheric fadeStart = 95000 fadeEnd = 97000 Material { shininess = 0 specular = 0,0,0,0 rimPower = 2.06 rimBlend = 0.3 Gradient { 0.0 = RGBA(144,200,233,255) 0.5 = RGBA(110,183,225,255) 1.0 = RGBA(34,163,238,255) } } } Atmosphere { ambientColor = RGBA(179,225,252,255) lightColor = 0.42,0.74,0.92,0.5 enabled = true oxygen = false altitude = 55000 pressureCurve { key = 0 15.19875 -1.36881790909091E-03 -1.36881790909091E-03 key = 2750 11.4345 -1.24329545454545E-03 -1.24329545454545E-03 key = 5500 8.360625 -1.00418209090909E-03 -1.00418209090909E-03 key = 8250 5.9115 -7.90145454545455E-04 -7.90145454545455E-04 key = 11000 4.014825 -5.97231818181818E-04 -5.97231818181818E-04 key = 13750 2.626725 -4.36813636363636E-04 -4.36813636363636E-04 key = 16500 1.61235 -3.09463636363636E-04 -3.09463636363636E-04 key = 19250 0.924675 -1.94577272727273E-04 -1.94577272727273E-04 key = 22000 0.542175 -1.05831818181818E-04 -1.05831818181818E-04 key = 24750 0.3426 -6.06272727272727E-05 -6.06272727272727E-05 key = 27500 0.208725 -3.93272727272727E-05 -3.93272727272727E-05 key = 30250 0.1263 -2.32363636363636E-05 -2.32363636363636E-05 key = 33000 0.080925 -1.23272727272727E-05 -1.23272727272727E-05 key = 35750 0.0585 -6.62727272727273E-06 -6.62727272727273E-06 key = 38500 0.044475 -4.97727272727273E-06 -4.97727272727273E-06 key = 41250 0.031125 -4.43181818181818E-06 -4.43181818181818E-06 key = 44000 0.0201 -3.58636363636364E-06 -3.58636363636364E-06 key = 46750 0.0114 -2.72727272727273E-06 -2.72727272727273E-06 key = 49500 0.0051 -1.84090909090909E-06 -1.84090909090909E-06 key = 52250 0.001275 -9.27272727272727E-07 -9.27272727272727E-07 key = 55000 0 -4.63636363636364E-07 -4.63636363636364E-07 } temperatureCurve { key = 0 177 -0.01166666727 -0.01166666727 key = 6600 130.5084428 -0.001652470545 -0.001647376727 key = 11550 130.5084428 0.001647376727 0.001647376727 key = 17050 163.7166979 0.0009003898182 0.0009003898182 key = 30800 163.7166979 -0.001241687818 -0.001241687818 key = 44000 112.9986355 -0.001652470545 -0.001652470545 key = 49500 112.9986355 0.0008614081818 0.0008614081818 key = 55000 138.9614532 0.001262916545 0.001262916545 key = 82500 0 -0.0008174710909 -0.0008174710909 } temperatureMultiplier = 1.0 } PQS { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 12 minDetailDistance = 8 materialType = AtmosphericOptimized Mods { VertexSimplexHeight { seed = 543743 deformity = 1500 octaves = 8 persisitence = 0.5 frequency = 4 enabled = true order = 2 } VertexHeightNoise { noiseType = RiggedMultifractal deformity = 1000 seed = 8547 frequency = 2 lacunarity = 2.5 persistance = 0.5 octaves = 4 mode = Low enabled = true order = 4 } VertexSimplexHeightAbsolute { name = Base1 seed = 4532 deformity = 400 octaves = 6 persistence = 0.5 frequency = 7 enabled = true order = 6 } VertexSimplexHeightAbsolute { name = Base2 seed = 4276 deformity = 700 octaves = 4 persistence = 0.5 frequency = 11 enabled = true order = 7 } VertexSimplexNoiseColor { seed = 43 blend = 1.0 colorStart = RGBA(179,196,206,255) colorEnd RGBA(0,0,0,255) octaves = 12 persistence = 0.5 frequency = 2 enabled = true order = 10 } HeightColorMap { blend = 0.7 order = 201 enabled = true LandClasses { Class { name = Lowlands altitudeStart = 0 altitudeEnd = 0.5 color = RGBA(0,0,0,255) lerpToNext = true } Class { name = Midlands altitudeStart = 0.5 altitudeEnd = 0.6 color = RGBA(164,180,189,255) lerpToNext = true } Class { name = Highlands altitudeStart = 0.6 altitudeEnd = 1.0 color = RGBA(121,146,161,255) lerpToNext = false } } } } } } } @Kopernicus:BEFORE[SigmaBinary] { @Body[Icio] { SigmaBinary {} } } If you need any more information, let me know. I'm really wanting some help. Thank you for taking a look!
  13. Hello, I'm having trouble with a planet I'm making. Everything seems to work fine but when I come within a certain distance of the planet, it starts showing weird glitches. Here is a picture: https://ibb.co/dMWQLm You can see the picture on the left. Some weird things are sticking out of the planet. I don't know how else to describe it. Thank you for taking a look and let me know what I'm doing wrong please!
  14. Walan Planet Pack: Release Thread Pictures: Summary The Walan Planet Pack adds one planet, Walan, with four intriguing moons. Legend: (Not Started/Planning),(WIP),(Finished) Here's a list of objects: Walan: A large ice giant, known for the Great Typhoon in its southern hemisphere, it also has other points of interest, such as its Golden Region. It's around half of the size of Jool, and also comes with asteroid spawning around its rings. Dalom: An asteroid moon within Walan's vast ring system. It is around 3 and-a-half kilometers in radius, and has a small sphere of influence. Kerbal scientists say this could be a decent place to start bases in the Walan moon system. Brayes: A decent size barren moon, this moon is marked with craters all around its surface. It's dark coloration makes scientists believe it might have been a world with plenty of lava at its surface at one time. Kespochim: A small, grey-tan world with a thick atmosphere. Besco: Another barren moon, it's very far from Walan, and it's known for a countless number of craters, rendering most features unnoticeable. Compatibilities: -PlanetShine (Finished) http://imgur.com/a/p7dLr -DistantObjectEnhancement (Finished) http://imgur.com/a/V2r2E -CustomAsteroids (Finished) http://imgur.com/EpBjTsZ -7-4 EVE (I need a little help with the newer ones, rather tough) *DELETE THE CFG IN BoulderCo/Clouds/* http://imgur.com/a/L1R7m Planned Compatibilities: -And other planet mods Eventually, other mods, but for the time being, these are what I can confirm. To-Do List: -Bug-fixing. Walan Stock VFX (Optional) (WIP): Comes with the Walan download, it re-designs the stock worlds to have atmospheres fitting with the planet pack. http://imgur.com/a/5N0Fl ____________________ Download: SpaceDock -Installation Instructions: Open [Walan 0.90] (and go to your Kerbal Space Program folder) ---> move the GameData folder to your KSP folder, and click "yes" on folder merge. Prerequisites: Kopernicus ____________________ Credits: Thomas P. (Kopernicus) KillAshley & The White Guardian (Examples & Tutorials) ____________________ Notice: Do bear in mind I'm rather new to planet design and modding, but I've learned a lot in the last few weeks, and I hope to continue learning over the coming months.
  15. Planet labs Hello fellow kerbanauts!! I would love to announce the development of The Official Planet Labs mod pack!! The company Gave me the go ahead and said they loved what im doing, so with that and with there permission, i bing you guys the OFFICIAL Planet Labs Mod Pack!!! the company designs and manufactures Triple-CubeSat miniature satellites called Doves that are then delivered into orbit as passengers on other missions. Each Dove Earth observation satellite continuously scans Earth, sending data once it passes over a ground station. Together, Doves form a satellite constellation that provides a complete image of Earth at 3-5 m optical resolution and open data access. Small size and a relatively low cost enable the company to quickly prototype and test new designs, while avoiding a loss of significant assets in a disaster. The images gathered by Doves provide up-to-date information relevant to climate monitoring, crop yield prediction, urban planning, and disaster response. This is the Dove! This pack will include the DOVE Imaging Satellite and the Sat Deploying Device (the box that deploys the Doves on the Canadarm 2 on the ISS). Below are progress images that will be updated frequently and remember that this is a big WIP. im about to move onto Animations.. but i have to learn them because i dont know anything about animations... all help in that field is welcome!!. i hope for all the feedback i can get! and i hope you all like the models! License: CC-BY-NC-ND
  16. Hello, Could someone please help me create planet textures?
  17. https://www.youtube.com/watch?v=NEgAMREz0GY&feature=youtu.be I just completed my manned return from Niven in GPP 2.5x scale. It was a challenging mission due to the use of stock parts in a scaled-up save but with MOAR boosters and a good bit of Kerbucks it is doable.
  18. Hi all, The question is simple, how do I export SE (Space Engine) textures for the new mod I am making
  19. Hello, Can someone please help me make textures for my planet, 7 moons and asteroid
  20. Suthe System Image Album: http://imgur.com/a/bkKer Description: This mod replaces most of the stock KSP system and renames (only) the Sun. From closest to farthest from the Sun (Suthe), you will find: -Tylo, a scorched, but massive planet near Suthe. Its golden surfaces are not lava, although it may be tricky to tell that apart from a distance. Perhaps it is gold. (Model export bug) -Meathe, a tidally locked semi-ocean planet. Half of its surface is always staring at Suthe while the other half is a large ice cap which perpetually stares into the outer solar system. On the day-night terminator, there are ice caps on the light side, so you may land there and establish a base with ease. (Ocean Bug) -Smeale, a tan-pink gas giant. It does not have large moons but it has three asteroid moons within its rings. It is conveniently close to Kerbin so as long as you can reach the asteroids there, it would be relatively easy to plot large operations in the inner solar system. -Kerbin, a blue-green continental world. It has mostly oceanic regions, although several massive continents separate the oceans. In addition the KSC is situated on several islands above the equator, so plot missions carefully when launching! In addition Kerbin has a moon, Laythe, which is a grey moon with its own oceans, continents and ice caps. -Duna, a purple-pink planet with many small craters and an overall rough surface. It has one ice moon, Ike, with its own craters. -Asford, a semi-ice and semi-ocean world. It has relatively few clouds as its surface is cold, but not cold enough that the atmosphere will freeze onto its surface. Also, it has one moon, Risian, with no atmosphere and cracks lining its surface. (Ocean Bug) -Asteroid Belt, contained with it are four major objects. Moho, a large, hilly, and cratered world. Also in this belt is Gilly and its moon Kitt, both of which are asteroids. Finally, Dres, now a darkened rock with several craters of which are blackened. It's previously anticipated that these craters must be a way of entry to Dres' core. (Gilly has model bug) -Jool, a large tan gas giant. It has two moons, Mun and Eve. The Mun is a dark grey and red planet. Above it is Eve, a green planet with few continents but a large ocean and is a planet which is expected to feature vast amounts of life on its surface on varying degrees from plants to large wild animals (of which isn't possible in KSP, but roleplay as you ease). (Eve has ocean bug) -Vall, an ice planet between Jool and the next planet, Trobus. This is likely an ice belt, between these two planets. It is likely a large ice world could have developed given Trobus and Jool didn't, first. Vall has three moons, two of which are asteroids and the larger, Karthis, is a dwarf object with cracks dotting its surface. (Model export bug) -Trobus, a large ice giant, has two moons of its own, with one having its own moons. The first moon is Kleas, a cratered ice moon with a special impression on its surface. The second moon is Rothian, a certainly unique pink-white-blue gas world. It is unknown what material lies in its atmosphere, or perhaps could life be present on it? Both of its moons are Ulston, an ice planet with a thick haze making the surface invisible (with EVE), and Loade, a bright copper planet with an ice sheet covering its surface. -Outer Objects, these objects are anywhere from dwarf planet Eeloo and Minmus to comets such as Bop or Pol. None of these stock planets have been changed from their original forms but they're likely going to be dark in the future, so it'd be a unique context nonetheless. I may try tossing some extra planets into this area though, given anyone wants one or a few. Existing planets may be changed upon requests, however. -Currently there are several issues to fix and some developments have yet to be made. These will be listed: Compatibilities (to be finished): Planetshine, CustomAsteroids, Science mods. If there are any you may like to suggest, link them to me and I will work on it. Bugs: One scatterer ocean issue to date, will address. To-Do: Add SciDefs and biomes. Perhaps tidy up some planets and fix them for a release.
  21. I've decided to discontinue this mod. While I am perfectly capable of developing it, my PC specifically dislikes planet mods which of course means I am not able to test any new additions. If anybody would like to revive this mod then feel free to contact me. This is my second mod for KSP so again, do bear with me as I am still learning. A redo of this mod: The Original Kerbol Mysteries Presenting the re-imagined Kerbol Mysteries mod, the point of this mod is to add some interesting new stars, planets and moons. Let's dive in shall we? STARS PLANETS MOONS TO BE DONE Add a white dwarf star (i'm hosting a competition for the name!) Give Aquatica a Moon (i'll also host a competition for it's name, Aquatica-B is a placeholder!) DOWNLOAD Spacedock LICENSE: MIT REQUIREMENTS Kopernicus INSTALLATION Move "KerbolMysteries" folder from the .zip file to the GameData folder. KNOWN ISSUES Moving the camera underwater on Aquatica during the daytime seemingly puts you in a dark void with light only coming from Lobrek (is only a graphical glitch, don't worry) Re-entry also does not align with the atmosphere's height. In map view, double clicking on Lobrek from Kerbin (and potentially any body in the Kerbol system including Kerbol itself) may cause crashes. (This is so far an issue only I've experienced, tell me if you manage to reproduce the error). Lobrek's orbit line freaks out, this is only a graphical issue within Kopernicus so I cannot fix this. Lobrek's "aura" is too big, will be fixed by next update. Any advice, tips and people willing to help with the project are greatly appreciated.
  22. 1.) On Kerbalism, is there a way to widen the GUI? 2.) I have been looking at planet mods and I cant seem to find one. All of them revamp the current system into the real one. Im looking for planet mods that adds new planets and moons that doesn't change the existing ones. Is there a mod like that? Thanks.
  23. Welcome to the official forum thread for ASSO. This is the main mod for all of my mods and currently has on addon: Ace's Galactic Expansion Version 0.1 Changelog: Screenshots: Download: https://spacedock.info/mod/1288/Ace's Stock System Overhaul Link for AGE Add-on:
  24. Welcome to the release Thread for Ace's Galactic Expansion This is an interstellar planet pack for KSP Please post your screenshots below!! *Requires Kopernicus* Download: https://spacedock.info/mod/1258/Ace's Galactic Expansion?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E Requires Ace's Stock System Overhaul Thank you to @MeerkatMan25 - Co-developer (MeerkatMan handles all creative stuff like science defs) @Galileo for his brilliant advice @StarCrusher96 for his star Corona and great advice @The White Guardian for his great tutorials without which this would not be possible Recommended you play with KSPI-E Changelog: Screenshots: All Rights Reserved
  25. I ran across this article from a current events program. CBC article link Yes, it would re-classify Pluto as a planet again, as well as add a lot more planets to the list. Knowing this is still a heated topic, please keep a calm head in the discussion. Have fun!
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