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Found 125 results

  1. Continuing one of the greatest mods to ever exist in this game I have been a huge fan of Astronomer's work since my first steps into Kerbal Space Program, during 2014. 2015 would see the hiatus of EnvironmentalVisualEnhancements development, along with the unfortunate demise of Astronomer's Visual Pack, as the version of EVE it ran on, a version made for alpha KSP, deprecated. Even as the development of EnvironmentalVisualEnhancements gained traction once more, Astronomer ceased to appear in the KSP community. Since 2016, I have been attempting to revive the gorgeous visual overhaul that was Astronomer's Visual Pack, through rewriting, remaking, and repackaging. This is the product of that work. Through adapting stock KSP "canon" and sci-fi imagination, Astronomer's Visual Pack aims to turn Kerbal Space Program into the most immersive, beautiful experience a player can get. Downloads (a.k.a. the point of no more reading) That is literally the largest version of the CKAN logo I can find Installation CKAN Check the "Astronomer's Visual Pack" mod. You will be prompted to choose a texture resolution. Install and enjoy! GitHub Acquire the latest release of "Astronomer's Visual Pack" from GitHub. Drop the "GameData" folder inside the archive into your KSP installation. Download a texture resolution of your choice . (2k, 4k, and 8k downloads are currently available). Drop the "GameData" folder inside the archive into your KSP installation. Download the latest versions of the dependencies necessary for the mod to function. This includes: EnvironmentalVisualEnhancementsScattererModuleManager TextureReplacer (Optional) Download the optional mods for extended features: DistantObjectEnhancement (what the name suggests) Chatterer (immersive audio enhancements) LoadingScreenManager (custom loading screens) PlanetShine (planet shine effect on your ships) KS3P (post-processing that integrates directly into KSP's engine) KopernicusExpansion (specifically EVAFootprints for footprints) (Optional) Use KSPRC's textures alongside Astronomer's Visual Pack: To install KSPRC side by side with AVP, first download and install Kopernicus, download the latest KSPRC release, drag and drop only the KSPRC folder from the archive into your GameData, and remove the Atmosphere and CityLights folders inside. (Optional) 43k Kerbin clouds (will gobble up RAM, CPU, GPU/requires a beefy system) Disclaimer: Astronomer's Visual Pack is best played with the optional enhancements. Standalone mods confirmed to be compatible with AVP include KSPRC (using the installation method described above), SVT, and OPM-VO. AVP is not compatible with other stock visual mods, such as Stock Visual Enhancements, Spectra, stock EVE (BoulderCo), Sci-Fi-VE, Graphics Enhancements Assembly, etc. Do not install a combination of AVP + other stock visual mods. Installs with this issue visible will likely not receive support. Features Up to 43k Kerbin clouds High-res volumetric clouds City lights on Kerbin Bioluminescent clouds for Laythe 7 cloud layers for Jool at up to 8k Glow for all non-atmospheric bodies where relevant Up to 8k auroras Sandstorms and surface dust Snow on Kerbin, Duna, and Laythe Lightning on Eve, Kerbin, Duna, and Laythe 4k custom skybox by Astronomer Geysers on Minmus, Laythe, and Eeloo Optional compatibility with KSPRC textures Custom loading screens and tips Compatibility with most other cloud packs. More I likely forgot to list... Featuring the mods (must install dependencies): Environmental Visual Enhancements - rbray89, WazWaz Used for clouds, dust, aurorae, and numerous other atmospheric and non-atmospheric enhancements. ModuleManager - sarbian Used to ensure compatibility and functionality. TextureReplacer - shaw, RangeMachine, and others Used for skybox and custom menu logo. Scatterer - blackrack Used for atmospheric scattering and oceanic enhancement. Kopernicus - Thomas P. Only used when KSPRC textures are installed alongside Astronomer's Visual Pack Optional enhancements: LoadingScreenManager - linuxgurugamer Enables the custom loading screens and tips packaged with Astronomer's Visual Pack. KSPRC (textures only) - Proot Provides high-definition textures and revamps for kerbals, planets, terrain, and parts. (Part textures overwritten by Ven's Stock Revamp) Distant Object Enhancement - MOARdV Makes distant celestial objects and slightly less distant ships visible against deep space. Planetshine - Valerian Provides the real life "Planetshine" effect for your ships. Chatterer - Athlonic. Provides auditory enhancements for extra immersion. KS3P - The White Guardian Minimal FPS-hit visual effects, post processing effects in a drag and drop mod! Support I'm commonly active on the Kerbal Space Program Subreddit Discord, go ahead and ping me there if you need help. You can also just reply below with your KSP.log and perhaps a screenshot. License THIS MOD IS LICENSED UNDER Creative Commons - Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) WHAT THIS MEANS: You may create derivations of this mod and its contents. You may utilize and adapt this mod and its contents in your own works. You may NOT use this mod or any of its contents for commercial purposes. You may NOT gain royalties from work containing any of this mod's contents. You must give credit to me (themaster401, current developer) and Astronomer (original creator of Astronomer's Visual Pack) if adapting this mod and indicate changes made if applicable. All derivations must also be licensed under CC-BY-NC-SA. Donations Of course, there are no donations going to me! If you would like to donate, please give to the original developer of AVP, Astronomer himself! Apparently the above link is no longer valid :^( Screenshots I LOVE SCREENSHOTS! The most magnificent of shots taken with AVP and submitted in replies may find their way into the loading screens! despacito
  2. Pood's OPM-VO (Outer Planets Mod - Visual Overhaul) Latest Release - v.0.3.5 "The Matoro" Pre-Release Beta - 23rd Sept. 17 Due to some users having issues with compatibility, please find below a list of the dependencies and the current builds used to run OPM-VO. Please ensure that you are running at least these versions of the dependencies or later releases: Dependencies: EVE: https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases/download/EVE-1.2.2-1/EnvironmentalVisualEnhancements-1.2.2.1.zip (Release build 1.2.2-1) Scatterer: https://spacedock.info/mod/141/scatterer/download/0.0320b (Release build 0.0320b) Kopernicus: https://github.com/Kopernicus/Kopernicus/releases/download/release-1.3.1-3/Kopernicus-1.3.1-3.zip (Release build 1.3.1-3) Module Manager: https://github.com/sarbian/ModuleManager/releases (Get latest release build) Outer Planets Mod: https://github.com/Galileo88/OPM_Galileo/releases/download/1.2.4/OPM_Galileo.v1.2.4.zip (Unofficial KSP 1.3.1 build 1.2.4) Suggested Mods: Stock Visual Enhancements: https://github.com/Galileo88/StockVisualEnhancements/releases/latest - Galileo and I work together to ensure our mods are compatible and SVE gives the stock planets great atmospheric and visual effects. Stock Visual Terrain: https://github.com/Galileo88/Stock-Visual-Terrain/releases/latest - The texture pack that's built alongside SVE to make the stock bodies look amazing. -------------------------------------------------------- For all information regarding downloading/installing/using/licensing etc. for this mod, please refer to the Readme. This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Changelog: v0.3.4 - 08th Apr. 17 - Edited Tekto's & Urlums EVE cloud layers slightly, amended SVE integration due to SVE's new file structure and added in Kopernicus' new Ring Shader effects for all bodies (if Jool rings are present, they are maintained). Kopernicus' Ring Shader update is not incorporated in the latest Kopernicus release yet, however, the patch can be downloaded here to be installed into your Kopernicus directory: https://mega.nz/#!vUowhKgB!PAIeK8M1KlBOXhcBNglxGTq6MzSiqFxF27fAXYOD8_w v0.3.3 - 02nd Apr. 17 - Added Sigma OPM-Tilt support, slight change to Urlum's rim exposure and now leveraging SVE's cloud detail textures if SVE is installed, if not, uses own placeholder texture as before. v0.3.2 - 01st Apr. 17 - Forgot to render Tekto's oceans... doh! Ocean shaders on Tekto have been enabled by adjusting Ocean Alpha values. v0.3.1 - 01st Apr. 17 - Fixed scatterer's configs so they play well with other mods and don't repeatedly add OPM body configs to other body's ones. v0.3.0 - 30th Mar. 17 - KSP 1.2.2 Compatibility update. v0.2.0 - 8th May. 16 - Rebuilt from ground up for KSP 1.1.2; Thatmo work has not been included. v0.1.2 - 11th Jan. 16 - Included support for OPM Tilt and Kopernicus Expansion. Compatibility with KSPRC has been fixed by including updated pqs.cfg file for KSPRC (bundled in distribution). v0.1.1 - 8th Jan. 16 - Forgot to include Scatterer files within .zip (Doh!) v0.1.0 - 6th Jan. 16 - Initial Release - First GitHub commit & beta release --------------------- Original Initial Post: With the release of EVE for 1.0.5 and Scatterer gaining multi-planet support I decided to jump right in and start messing around with configs for OPM as I rarely play KSP without it. As the two mods are still very much in their infancy really with respect to 1.0.5 and their latest releases I am learning as I go and have never shown any of my previous tinkerings with EVE in the past on these forums (I used to run a modified AVP-I, AVP-EoO and KSPRC mashup in previous versions of KSP). I initally started working on Tekto as it has a pretty crazy atmosphere in OPM canon. Current progress can be seen here: I also have very hazy mist clouds rumbling over the lowlands that look a lot like heat haze up close. These are very much still WIP and I am still learning new tricks/techniques with EVE's new volumetric cloud options. The look I have gone for is a very chaotic, dense atmosphere that is suffering from a sever over abundance of a toxic gas that could be generated from underwater plant life or similar. After visiting MatoroIgnika's Twitch stream he commented to me that he loves Thatmo and how it should look like a Triton analog, so... next on to Thatmo! Like Triton, Thatmo has a very think atmosphere but it can be visualised from orbit. It is very hard to convey through screenshots but a very thin, wispy cloud cover has been added, viewable from orbit. Down on the moon's surface, clouds are visible somewhat more than they are from orbit purely for the fun aspect of actually seeing the atmosphere present. Triton's albedo coefficient is one of the highest in our whole solar system and so I decided to make Thatmo very reflective and bright to convey the shiny, ice like nature of the moon. Its pretty blinding down on the surface. As the surface of the moon is refracting light through its ice layers I have also introduced a chromatic aberration-like quality, visible when in orbit. Finally at this point I have been tinkering heavily with texture generation for Gas Giants (as OPM has 3 of them!) using curling noise for procedural fluid flow to try and create some really interesting base texture maps for the gas planets. It has been pretty laborious switching between Linux running the generations and Windows for Photoshop texturing (I don't like GIMP at all) but its getting a lot easier to manage now I am use to the process. I should be able to utilise this technique to also create completely procedural cloud texture maps also with a bit of work that could range from thick stormy stuff ala Venus down to very light, high atmo wisps. As you can see there are a lot of different style outcomes using the same texture by changing the input parameters. Let me know what you like and what you think would suit each gas planet as I can create a variety of effects. Generation takes around 20 minutes and then I have to wrap a cubemap back into an rectilinear texture for use within KSP. All of this is really in its infancy and I created this thread as a place to store my ongoing efforts whilst also being able to receive some feedback. Progress may come in fits and spurts around work; I get two weeks off over the Christmas period I may be able to cram a load of texturing in. Depending on how far I continue the final piece of the long-term puzzle would be re-texturing the base moon textures to hi-res variants. Feedback is greatly appreciated and any thoughts or critiques are appreciated, even though at the moment all you are able to look at is screenshots. Once things become more substantial I will upload configs and textures in a pack for testing out within KSP. At this point I will apply a suitable license. Update 12th Dec. 15 - Been doing a little tinkering to test some different variables in the texture generation and thought... "why not upload some short clips on Steamable?" So: Sarnus - Test WIP Neidon - Test WIP Update 3rd Jan. 16 - Porting Tekto to new EVE syntax. Fog on Tekto 1 - Showing fog and dust clouds at low level. Fog on Tekto 2 - Showing the post processing depth buffer level at low level. Update: 6th Jan. 16 - v0.1.0 Beta Release - Initial Release (see changelog for further updates) Whad'ya think?
  3. Important notice: If you're trying Alien Space Programs 1.0, grab the latest release of this add-on. Explodium Breathing Engines "Jet" engines that (actually!) use Eve's atmosphere and Oxidizer. License: MIT License except for re-coloured textures, which were derived from art belonging to Squad / Deported B.V. Download from SpaceDock or from GitHub. Supports KSP 1.3.1 and 1.4.5, and supports RealPlume Stock. It had to happen. After good success with @GregroxMun's Alien Space Programs and @OhioBob's Eve Optimized Engines, along with an old discussion about atmospheric engines using oxidizer instead of liquid fuel, I just had to ask how hard it would be to make jet engines that would breathe "explodium vapour" likely found in Eve's atmosphere and burn it with oxidizer to produce efficient thrust. @JadeOfMaar and @wasml pointed me in the right direction, @DStaal filled in a few blanks, and I hacked together some parts. Introducing Explodium Breathing Engines. A set of cloned configuration files from stock jet engine parts that use oxidizer only, and a new resource configuration found hypothetically in Eve's atmosphere: "Explodium Vapour" evaporated from Eve's Explodium Sea. This vapour may also be present on other planets in popular planet packs. Further rebalancing has happened based on resource abundance and a pure ethane (C2H6) reaction with oxygen. Resource abundance now has a direct impact on engine performance. This is turning from proof-of-concept into something realistic, while still being fun to use. There really is some science behind this that I explain at the project's Wiki, and hammered out in a more recent add-on discussion thread. Modified parts include explodium versions of all intakes, oxidizer + explodium versions of nacelles, oxidizer only tanks and wet wings, and underworld-themed engines: J-21 "Hades" J-34 "Zephyrus" J-91 "Atlas" J-405 "Sphinx" J-X5 "Beelzebub" and let's not forget our favourite: CR-8 L.U.C.I.F.E.R. (Large Unkerbal Cycle-Interchanging Fueled Explodium Rocket) All parts should have a distinct appearance to separate them from stock parts. I put all of the modified parts and ExpVapour resource configurations in a GitHub repository. MIT license to match OhioBob's choice for the Eve Optimized Engines. I'd be glad to let others into the project who know better than I do. The to-do list includes: (The to-do list is finished!) Rewrite parts as Module Manager patches to remove dependency on Squad art (Done!) Fix the intakes to work on Eve only, somehow (Done! Intakes are now zero EC harvesters.) Fix the resource config if needed, integrate with Community Resource Pack (Not necessary as it turns out.) Rebalance engine performance based on tester feedback (we might be almost done!) Produce different artwork to identify the explodium-based parts (I'm just missing some tricky parts.) Create RealPlume configurations; I'd like to do a different colour plume for these like the blue from an ethane flame (This was quite easy, as it turned out.) Maybe get some help with CKAN, publish to Space Dock (SpaceDock done, CKAN should be done) Known problems, should not impact play: Harvesters need manual activation because of how ModuleResourceHarvester behaves. Workaround: Assign "Toggle Duct" and "Start ExV Filter" to action groups. Ore mining contracts will appear in Career mode when you unlock tech nodes with harvester parts. This might be a game design problem with contracts lumping all resource harvesters together. Pay attention to contract requirements, because there might be a "Gather 2000 units of Explodium Vapour" contract that won't make sense because there are no containers for it. No colourized textures are available for the Atlas engine or Big-OX wings. The wings don't take well to colourization, and the Atlas causes null reference exceptions if using an alternate texture. Harvesters have a small amount of ExpVapour loaded by default. This means engines will work for a few seconds at launch from Kerbin, but will quickly run out of vapour. This may be needed in KSP 1.3 though. Slow frame rates may happen if using the RealPlume configurations. Update SmokeScreen to 2.7.4 or later to address this. (KSP 1.3) Stationary harvesters will harvest zero ExV, such as craft on launch clamps or with wheel brakes engaged. Once motion starts, harvesters will start harvesting. (KSP 1.3) Engine resource shows up as "Ex V" instead of "Explodium Vapour" in VAB or SPH. Other resource name strings not affected for some reason. To use this part pack, grab a release from GitHub or SpaceDock, and put the "GameData\ExplodiumBreathingEngines" folder into your GameData folder. Also copy a supported edition of the Module Manager DLL to your GameData folder. I tested this with Module Manager 2.7.5 on KSP 1.2.2, 2.8.0 on KSP 1.3, and 3.0.7 on KSP 1.4.3 or later. To use an ExpVapour intake / harvester, first deploy the harvester's filter (Open Duct), then start it (Start ExV Filter). You might want to use the Stage action group to start the filters, but you can pre-open the filters in construction. To use a RealPlume configuration, install RealPlume-Stock and update its SmokeScreen installation to 2.7.4 or later. If you don't install RealPlume, you'll still get a different engine plume for some engines but most will use the stock jet plumes. Now with more lift! Change log:
  4. They said it was impossible. That even considering the idea was a crazed fever dream. BEHOLD! (Not me.)
  5. Is there a way to make functioning, preferably electric, propeller engines in the stock game, without having them be a separate craft? I know of one youtuber who built a cool fan boat, but his design required stage separating the propeller assembly and controlling it as a separate craft. I'm looking for a way to propel an amphibious base on Eve's bodies of explodium, so jet engines are out of the question, and rockets would be extremely inefficient.
  6. PARA-SCI HIGH-PERFORMANCE ATMOSPHERE PACK For use with KSP 1.2 and the EnvironmentalVisualEnhancements mod Since many of us are sometimes, or always, forced to play KSP on laptops and other devices with weak GPUs or otherwise not optimized for gaming, I present the Para-Sci High-Performance Atmosphere Pack, wherein I have done my best to combine good visuals with minimal graphics demand. FULL PREVIEW ALBUM: http://imgur.com/a/pKsCk Notes: - Most bodies, with the exception of Kerbol and the particularly lumpy minor moons, include a "glow" layer that enhances their appearance at long distances and fades away on approach. - Many of the glow layers make use of the original KSP planet textures; naturally credit goes to SQUAD for these and I advise against attempting to redistribute them or use them for things other than KSP, KSP mods, or KSP fanart. - None of the cloud layers have a "layer3D" (volumetric clouds) component. While this does cause us to miss out on that feature, the numerous large particles it involved rendering tend to be a major performance drain and thus they have been left out. - None of the cloud layers cast shadows either. - All bodies have a maximum of three cloud layers; most have only one. - The pack currently does not include aurorae, noctilucent clouds, or dust storms, although some of these may be added in the future if I feel up to it. - Some textures are the original textures packaged alongside the main EVE installation. Like the SQUAD textures, I advise against violating their licensing terms, etc. - Jool's glow layer uses the beautiful Jool texture painted by @Felsmak. Naturally credit goes to him for that, don't steal it, etc. etc. etc. DOWNLOAD
  7. Building a 8000dV lander and return to orbit ship. (Tug will be used for rest) Trying to slow down with heat shields , but still with rcs and wings it flips and explode. This is the ship that will enter eves atmosphere. Any tip ? https://imgur.com/a/r5FC7oR
  8. So I got the EVE mod and didn't like the cloud textures for Kerbin. I would like to use the Laythe clouds for Kerbin but I couldn't find a way to do that. Help?
  9. jinnantonix

    Eve Science Challenge

    Eve is a big challenge, especially for collecting science. . Originally I posted this as a challenge, but due to lack of interest I have removed. Happy to put it back up if there is any interest. This thread is now documenting my big Eve Science Mission
  10. For The Longest Time , I've Always Thought That Ike Has Been Too Unrealistic , Because The Size And That Its The Only Moon , So I Moved It To Eve , And Moved Bop And Gilly To Orbit Duna . Images: Imgur Download: SpaceDock To Save You Time , I Included All The Needed Files In The Zip File. Installation: Drag All The Inculded Files Into Your GameDataFolder, Of You Already Have Kopernicus Installed , Replace It. That's It!
  11. Hello! I've got some problem. My plan was to take almost all of my kerbals on a trip across the system to level them all up. The first point of the travel was Gilly (Eve's moon) because it so happened, that a transfer window coming right about then. From that place, the next closet window was to Moho. But what I didn't do, and what I should have done, was to check the amount of delta V , that is needed to perform that maneuver. Thus while I'm parked in the south pole of Gilly I have 3439 m/s delta V plus around 200 from emptying monopropellant tank and converting ore. I figured that the best moment to get ejected from Eve's system comes In 8 days, because then I almost don't need to correct my trajectory for Moho's orbit inclination. You can also see the way how I get out of Eve's system here. Opposite to the planet's direction of orbiting the Sun. That seems to be the most optimal. That's like the transfer trajectory between planets looks like: And this is the moment when I close the orbit around Moho (not even landing): I reckon that I would need another thousand more to land on the surface. Concluding, in total I'm somewhere around 1500 m/s to short on delta V to pull that off. My question to you guys is... do you see any way of making it work? Maybe some better way of utilizing oberth effect or any tricks of that kind? Thought that there maybe are some space veterans who had some advices. I know I could just refill the fuel in the mid flight with KLM, but I would rather wait for a window to other planet than using cheats. Regards, T
  12. The journey to the Moon would take a few days and on July 20th, 1969, the LEM would safely touch down. I decided to do a Saturn style Eve mission, actually sending a Saturn V Replica to the surface of Eve. I'll try to return the 3 brave Kerbals in it on July 20th. Do any of you do some Apollo 11 anniversary stuff as well? Update July 20th: We now have confirmation that the lunar excursion module has safely touched down in the sea of tranquility. Congratulations to Neil Armstrong and Buzz Aldrin! To celebrate the Moon landing, which occured at this moment 49 years ago, here's the Saturn V from the previous video launching back up from Eve and returning to Kerbin:
  13. Duck McFuddle

    My Eve problem

    I have been trying to send a satellite or probe to Eve for quite some time but I can't figure out the transfer window. I have sent many ships to places like Jool or Duna just by eyeballing the window but I just can't for Eve. Does anybody have an easy way of figuring out transfer windows? I'm getting tired of Duna.
  14. X-84 Akkadian at KerbalX The X-84 Akkadian is my attempt at the Ultimate Challenge: Visit every body and moon in the Kerbol system. As a bonus: visit also every planet and Moon in the Outer Planets mod. The vessel consists of three parts: - X-84 Akkadian SSTO - X-84a Ishtar Eve Lander - X84b Traveller Probe core The Akkadian is the workhorse of the mission: It is able to lift itself and the Eve lander into low Kerbin orbit. It has enough delta V to reach Moho from Eve. Enough thrust to land and take off from Tylo or Slate. And, it is sufficiently aerodynamic to land and take off from Tekto. Three Kerbals can travel comfortly and collect science from almost everywhere, except Eve. The Ishtar Eve lander is being lifted to orbit and carried through space by the Akkadian. All is needed are four additional Whiplash Engines and some wings. In order to save some weight, the lander is only equipped with a command chair for one Kerbal as well as some basic science experiments. Also on board is the Traveller probe core. The Traveller probe core is the key to fullfill the Ultimate Challenge: the contract requires a command module or probe core to land on every single planet and moon. As the Akkadian cannot land and take off from eve, and the Ishtar is not built to travel to every other body, the Traveller Probe core is the solution inbetween. It will land on Eve with the Lander. After reaching orbit again, the small probe will dock with the SSTO for the remainder of the voyage. The vessel is surprisingly cheap: the whole package costs under 300.000 Bucks. Take-Off weight from the runway is under 150t. And, practically no clipping was involved. Some specifics for the Akkadian Maximum mass: 109t Max Liquid Fuel: 10180 Max Oxidiser: 4620 Crew capacity: 3 Krew Range and Fuel Profiles: Max Range (10180 LF / 0 Ox): 7023 m/s dV Low Ox (10180 LF / 1000 Ox): 6400 m/s dV Max High Thrust, Chemical Rockets only (3892 LF / 4620 Ox): 2592 m/s dV Use Max Range, if target has low gravity suitable for Nerv only landing (Gilly, Ike, Bop, Pol, etc.) Use Low Ox Range, if target has medium gravity and Nervs require assist from Aerospikes / Rapiers (Moho, Duna, etc.) Use Max High Thrust for landing and take-off from Tylo. Remember to pack additional LF (800-1000 LF) for take-off from Tylo and transfer to Pol. Engines 3x Rapiers (Action Group 1 to toggle, AG 2 to switch mode 2x Nerv (AG3) for interplanetary travel 2x Aerospike to provide additional thrust for high-G landings (Tylo) or more efficient Oxidizer use. Aerospikes have 340 sec vacuum ISP vs. 305 sec from Rapiers in rocket mode. Also, it has 4 detachable Whiplash Engines to lift the Ishtar Eve Lander into Orbit. Ishtar Eve Lander The Ishtar Eve Lander is built to be lifted in front of the Akkadian into Orbit. For this, it has a detachable set of wings and control surfaces. To provide the necessary thrust for ascent, the Akkadian has four detachable Whiplash ram jets. The Ishtar has a first stage with one Vector engine and six asparagus-staging drop tanks, the first two with additional Aerospikes. The second stage is powered by one Terrier and two drop tanks with Sparks. The whole ascent vehicle has enough delta V to reach orbit from sea level with moderate skills. (You’ll have to know the atmospheric properties and general Eve ascent profiles, though. When in doubt, search the KSP forums or watch Eve ascent videos on Youtube.) Maximum mass: 56t with wings, 49t lander only Science Complement: 4x basic experiments (Thermometer, Accelerometer, Barometer, Gravioli Detector) Electricity: 2x solar panels in the Traveler Probe, 2x fuel cells on landing legs.
  15. Kerbal Extreme Texture Overhaul What is Kerbal Extreme Texture Overhaul? Kerbal Extreme Texture Overhaul (KETO) is a mod which will completely overhaul your Kerbol system with ultra high resolution clouds and much more realistic atmospheres. What makes this different from other visual packs? This mod adds something which I've never seen in a stock visual pack, ultra high resolution clouds. With help from @ufindbatman, I've managed to add these stunning clouds. Special Thanks To.. * @ufindbatman for letting me use his Earth/Kerbin cloud textures * @Avera9eJoe for his scatterer configs (not sure how to customize them) Installation Instructions USE COMMON SENSE WHEN DOWNLOADING THIS. IF YOU HAVE AN INCREDIBLY WEAK SYSTEM, DO NOT ATTEMPT DOWNLOADING THIS. YOU WILL NEED AT LEAST 8GB OF RAM AND WINDOWS 7/8/10! Downloads Note: I'm using SpaceDock to add my mod to CKAN. I have no idea how to add dependencies and stuff, and I don't prefer to just bundle them with the mod (easily outdated, licensing issues, etc). If anyone knows how to add a mod to CKAN with dependencies please PM me. Changelog License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 (CC BY-NC-SA 3.0 )
  16. I tried upgrading my SVE to the high res version, and my computer just choked. I was assuming, since I run Premier Pro on this PC and do video editing, that I would be fine. To be fair, my card is getting old, though I have seen on a few forums that the scatterer may be the issue? Anyway, what are the specs needed to run the high res Stock Visual Enhancements? And can someone explain as well the difference between the Environmental Visual Enhancements and Stock Visual Enhancements? Also, even downgrading to the medium res, I still seem to have lag issues (for some reason whenever I am landing a plane on the runway, just at approach). I do have a dozen planes parked just off the runway (I've been comparison testing all the stock aircraft and launchers), so that may be contributing as well. My specs: Windows 7 64-bit Intel Core I7 3.4 Ghz 16GB Ram NVIDIA GForce 660Ti (https://www.geforce.com/hardware/desktop-gpus/geforce-gtx-660ti/specifications) KSP 1.4.2 with Making History Expansion Current Mods: Planet Shine Kerbal Engineer and then Kopernicus and Firespitter, which seem to be required to run the above...
  17. Wilhelm Kerman

    2D Clouds

    Hi readers, I was wondering how all these amazing environmental people made their clouds, as I wanted to try to make my own 2D clouds.
  18. This problem has never happened to me before; while I was doing an interplanetary burn to Duna, I turned around and the sunflare wasn't aligned. Mods: Scatterer (atmosphere folders deleted, shouldn't be the problem) Near Future Electrical Near Future Solar B9 Part Switch Near Future Propulsion Community Resource Pack SCANsat Mechjeb EVE (Para sci high peformance pack) -BoulderCo Making History (Squad Expansion) Tracking Station Evolved NOTE: The flares seem to only move along the Y axis, relative to the camera. Images:
  19. Templar2464

    Inflatable heatshield use

    Hi I was just wondering if I'm using the inflatable heat shield correctly, I'm trying to descend to the surface of eve but as soon as the heat starts to build up my craft starts to flip end over end. I was just wondering if anyone had any tips or advice on keeping my craft straight?
  20. May Someone In The Community Volunteer To Create The Badges Please! Thanks! Hello everyone! I'm Rebooting the old Eve's Rock Challenge. If you want to see the original thread, Click HERE Landing on Eve is simple. Landing a Kerbal on Eve and returning him safely back to Kerbin, however, is the closest you can get to the challenges NASA was facing in the real-world Moon landings. Your rocket need not only be big (though it necessarily will be), but it has to be well-designed to boot: you need to strike the right balance between enough thrust and enough fuel. The surface of Eve is littered with the debris of launchers that were almost good enough. Trying to include any kind of safety margin will quickly inflate the project to ridiculous levels -- and keep in mind that you somehow need to get your lander up from Kerbin and to Eve in the first place, and put it down in Eve's high gravity without creating a debris field then and there. There will be no scoring system and no leaderboard because really, returning from Eve is quite a feat of itself. However, there will be a badge for you to keep once you have completed the challenge. (Badge in Process) And to spice things up a little, there will be several levels of achievement: Level 1, I can do this: retrieve a soil sample from Eve and return it safely back to Kerbin. Level 2, Let's get serious: return a sample from Eve's oceans as well. Level 3, Going all the way: land at (and launch from) an altitude of less than 500m. Jebediah's Level: all of the above, without parachutes, wings, or control surfaces. For Science!: ignore all of the above, but strip-mine at least three biomes for their science and return the results to Kerbin -- in duplicate! Rules & Restrictions: - stock physics - no glitch exploits (do I even have to say this?) - only stock parts, except where I don't care (see below). - part clipping: be conservative. - there have to be pods/hitchhikers for all Kerbals involved. No seat-only lifters. -Multiple Launches are allowed (Please show pictures of every single launch) There will be 2 modes. A stock one and a Modded one. The aerodynamics on Eve has changed quite alot since the old thread, I will enable Part Mods(Info Mods such as Mechjeb/KER counts as stock. I should be able to access your craft file without installing any mods). You MUST Clearly State What Parts Mod You Are Using. Mining on Gilly will be alright, but ramscoops will be not. Mining on Eve itself is not OK. Talking about refueling: in LKO, I will be content if you showcase your solution once. After that, you may resort to magic. No need to actually fly a dozen boring milk runs. However, I do want to see a solution that seems halfways adequate. Don't tell me you'd deliver the fuel a spoonful at a time. About the "For Science!" level: Basically, you have to return two command pods full of experimental results (science containers are explicitly forbidden for this one). Overachievers may also land at sea level without parachutes, but there's no extra points for that: this level isn't about the biggest baddest lander, it's about making a sensible mission. Submission Guidelines: I want to see a well-lit money shot of every vessel involved (ideally, one should be able to recreate your craft from screenshots), and enough material to give me a good impression of what your mission looked like and how it played out. I don't need to see every single maneuver node and all of your twenty asparagus stages in action, but you should provide one picture every thirty seconds or so. Leave the altimeter, navball and resource panel open during ascents, and if you use MechJeb/KER, also keep the delta-V and orbital info stuff on the screen. Launches from Kerbin need not be as detailed, but I want to see that you launched and didn't just teleport into orbit. I reserve the right to request stockified craft files of your vessel as it is awaiting liftoff on Kerbin and/or Eve before accepting your entry. If you use rovers / planes / whatever, please don't go over the top with pictures of your vehicle in action. Of course I want to see how it works (especially how it reaches the ground, and any specialties like entering the water or sumsuch), but for purposes of what you did, a single map view with a few annotations easily beats one hundred pics of a rover between dunes. Please be kind to other people's bandwidth: use a gallery if possible. If you absolutely have to spam a dozen pics in a forum post, have the decency to convert them to JPEG. Short videos of key events may be helpful, but the emphasis is on "short": seconds, not minutes. Provide the following data: - weight and part count of the vessel on the launchpad - weight and part count awaiting liftoff on Eve - the approximate price tag of your entire mission, if at all possible - game version - mods used (Please include info mods such as Mechjeb) - tell me how you found your landing site. "I tried until I got lucky" is perfectly alright, but inquiring minds want to know. - if there's anything that your are especially proud of, be sure to point it out (provide a direct link to a picture if applicable). - please also mention the things that didn't work out so well / required a lot of saveloading / you would do different next time. PEOPLE WHO MADE IT Stock: Modded:
  21. Atubara

    Eeloo is No Goddess

    Jebediah stretched and yawned a bit more before sitting back up on the cold bed. He was bored because there were no entertaining shows to watch and freezing from the Russian weather. He flipped out his pocket calendar out his bag and checked the date again. 1979, Day 66 He took the pen off of the little wooden table between his and Valentina’s bed and crossed Day 66 off. It was pretty late out, and there was nothing else significant to do for a few more days. Besides getting Val back...Jebediah grimaced to himself. He could see her outline in the balcony through the thin curtains. He sighed and stood up after picking up his thick blanket to walk out onto the ice-cold balcony with her. He winced as the even colder air hit him in the face. The tropical weather of South America spoiled him a bit too much. It was lightly snowing, he saw the rooftops of the nearby buildings already dusted with fresh snow. A colourful cathedral was lit up in the distance, as well as a huge statue of some old mayor even further out. Valentina was born in this city, the city of Khabarovsk. She should’ve had more of a reaction, but she was in the same exact spot and position she was in twenty minutes ago, as if she froze. “Val, you okay? Admirin’ the horizon?” Jebediah came to her side and delicately laid a hand on her shoulder, expecting a warm reaction. Her scarf covered her chops, but he could tell she wasn’t happy. “Chto eto?” Valentina harshly whispered and straightened her jacket, still avoiding eye contact. “Haha, urm,” Jebediah nervously laughed. “C’mon, Val, you know I don’ know Munspeak, are you fine?” He rubbed her shoulder and returned his hand, forcing a smile. Valentina looked at him and mentally digressed herself. “I’m sorry, just thinking..,” She turned back towards the horizon and hunched over the rail. Jebediah patted her back and brought her close to his side. “We should talk, Val. You won’ feel better unless you talk,” Jebediah brushed the hair out of her face as he whispered to her. Valentina looked up at his face and then back down, tracing her finger through the snow on the railing. “Everything’s so different, Jeb. What happened? How long was I gone for?” She almost whimpered, her hand subtly trembling in her hair. Jebediah winced and braced himself to yet the truth out. She didn’t remember anything after her time on Eve. “Well, let’s go inside first. I’m gonna get a cold out ‘ere. I have hot cocoa in the room fer’ us,” He nuzzled her cheek, making her feel instantly warmer. She forgot how he could be. Valentina followed him back into the hotel room without a word. Jebediah poured his bottle of milk into the two cups the room had with the packages of cocoa powder he got at the nearby market. Valentina blankly stared off into nothing as she laid down, ignoring the TV and Jebediah sauntering about waiting for the hot cocoa. The microwave stopped with a pleasant ‘DING’, and he left the hot drinks on the little table to cool off. She snapped out of herself when he set the drinks down to her side. They smelled nice and homely, almost nostalgic. He sat down with that friendly smile on the edge of her bed, leaning his weight on one arm to face her. "Are you sure you wanna hear what happened?” "Y-yeah..,”
  22. 0something0

    Low Ram Clouds

    I want to use cloud mods such as EVE but I don't have a lot of RAM to spare. I looked into the files and found a bunch of rather large files. However, a cloud addon that simply adds a cloud texture layer onto is all I need. Is there a way to do this? Or somehow drastically reduce RAM usage of EVE? And yes, I do have texture settings all the way down.
  23. Hey there, can someone help me with the Environmental Visual Enhancements (EVE) mod? I've recently installed it via CKAN for version 1.2.2. and I was expecting tp open the game and see beautiful clouds and city lights. Instead all I saw wasa window saying "EVE 1.2.2.1 Config Editor" and below it there're all these informations and names and settings, and I have absolutely no idea how to deal with it. What are these settings and how do I use it? How do I change those configurations and what do they mean? I just want some clouds and city lights I would IMMENSELY appreciate some help! I hope someone can help me with this because it's all very confusing...
  24. hi everybody, quick question: What is an appropriate wing surface to mass ratio in order to glide towards a proper landing zone on Eve with a space plane?