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Found 9 results

  1. (I'll teach you how to make that) Introduction This is a step by step guide to creating, exporting, and editing a skybox to make it ready for KSP. I made my first skybox mod the other day and several people wanted me to make a tutorial on how to make skyboxes in Space Engine. I haven't found any other tutorials on the subject so I guess I'm making one. Step 1: Download Space Engine Go here to download the latest version of Space Engine. Space Engine is a free game that simulates the universe. It includes real and procedurally generated stars, nebulae, and galaxies. Step 2: Finding a location in Space Engine You can either fly around (w, a, s, d, to move, q and e to rotate, scroll wheel to change speed, left mouse to pan) or use the search button to search for a specific star, nebula, or galaxy that exists in real life. For this tutorial I will be making a skybox of the Crab Nebula, but you can choose your own location. To go to the location, hit "Go to". Step 3: Positioning Once you've found a location, you will want to position yourself in the place you would like your skybox. I recommend aligning yourself with the galactic plane so it is flat across the center of the screen. You can move inside a nebula as well. Here is what my screen looked like from within the crab nebula: Step 4: Settings There are a lot of different settings in Space Engine. To access settings, press escape -> settings -> graphics. The settings we will be focusing on are overbright and desaturate dim stars. You can play around with other settings, but these 2 settings mainly control how many stars are visible in your skybox. Lower levels of overbright = less visible stars and higher levels of overbright = more visible stars. If you want LOTS of stars in your skybox, 50-60 is a good number for this setting. I also frequently change the overbright setting to get the desired effect. The next setting is desaturate dim stars. Higher values of this setting make all but the brightest stars white and colorless. Lower values of this setting make the dimmest stars have slight color. It's a subtle difference, but personally I prefer to leave this in the lowest setting possible. That way when we edit the image later we get a more colorful skybox. Here are my settings: You can always change these to you liking. Step 5: Exporting Once you have your desired settings, we will export our skybox. Press escape -> editor -> export skybox. In the resolution box, you will put 4096 if you want a 4k skybox, but you can put whatever resolution you want. You should to save it as a .png. Leave the alpha box unchecked. Here is what my export screen looked like: When your ready to export, hit export. This may take a few minutes. Next, navigate to your Space Engine folder. By default (on windows), it is C:\SpaceEngine\export You should have something that looks somewhat like this: You can open up the pictures and see if you're happy with them. If you want to make changes, just go back into space engine, change what you want to, and re-export. WARNING: every new export will override the old files. If you want to keep your exported images, move them to a new folder before exporting again. Step 6: Preparing for KSP To actually change the skybox in KSP, you will need to install the latest version of Texture Replacer Replaced. You can't just put these pictures into KSP yet. First you need to change the names so Texture Replacer can read them. Rename the files as follows: Rename sky_neg_x to GalaxyTex_NegativeX Rename sky_neg_y to GalaxyTex_NegativeY Rename sky_neg_z to GalaxyTex_NegativeZ Rename sky_pos_x to GalaxyTex_PositiveX Rename sky_pos_y to GalaxyTex_PositiveY Rename sky_pos_z to GalaxyTex_PositiveZ Now you should have something that looks like this: Now let's test it. In your KSP folder, navigate to Gamedata -> TextureReplacerReplaced -> default Copy your files into the default folder and boot up KSP! In theory, you now have a beautiful skybox: However, Space Engine isn't perfect and it looks like some of the sides of our skybox are in the wrong place! This happens sometimes when you export from Space Engine. It only seems to happen sometimes, but it isn't hard to fix! In this case, I renamed: GalaxyTex_NegativeY to GalaxyTex_PositiveY and then GalaxyTex_PositiveY to GalaxyTex_NegativeY You may need to move 1 of them out of the folder temporarily because windows doesn't accept 2 files with the same name in the same folder. Then you need to rotate the GalaxyTex_PositiveY. To do this, right click on the picture, click edit with photos, crop and rotate, click rotate twice, done, save. There is some trial and error to get the right rotation with this one. Just rotate, boot up ksp, and try again. Sometimes there will also be seams in your skybox where you can clearly see the edge between 2 sides. The fix for this is re-exporting the skybox from Space Engine. Now let's boot up KSP again! In Theory all the sides of you skybox are lined up with no seams. If there are no problems with your skybox so far, you can move onto the next step. Step 7: Photo Editing Now here is where you make your skybox more interesting. You can play around with photo settings to get the desired effect and make your skybox pop! You can use Photoshop or even the default Windows photos app! I will show how to do it in the Windows photos app because I don't have much experience with Photoshop. You will right click the photo and click edit with photos. Then click adjust. There are little arrows next to light and color. Click those to bring down more options. Now here is where you just play around with photo settings. There's no particular guide for this part, just experiment and create something amazing! I do recommend dragging the color slider all the way to the right for a more colorful skybox though. These can make your skybox truly unique. Make sure to use the same adjustments for each photo though, otherwise it will look quite strange. Always keep a copy of the original photos in case you mess up with the adjustments. Step 8: Screenshots and Sharing! Take some screenshots of you complete skybox! If you're feeling up to it, you can release it as a mod on Spacedock, Curse, and The Forums. Make sure to read the add-on posting rules first. Here is the finished product of this tutorial: This skybox will be available for download HERE with my other skyboxes. Thank you for reading! I hope you learned something. I look forward to seeing what you can make! Be sure to post your creations down below! If you have any questions, feel free to ask me.
  2. This report/analysis seeks to answer the question: What would the future of the Kerbals look like? Specifically in the time frame of say, 100-300 years, a future firmly ingrained in realism and hard Sci-Fi.. I’ve had the idea of creating a story set in that approximate era, but being an extraordinarily extravagant idea, this series is dedicated to finding out the specifics. I also hope that this series will help future writers help flesh out their futuristic universes as well. Things to Note: -There’s a fair amount of mods used in this series—but i’ll try to keep it at minimum -Nothing too implausible will be used (no warp drives, but certainly nuclear fusion) -If you’ve got an idea for a chapter, let me know! -It helps to read the comments, since some bring up some good points -When writing these chapters, I do tend to assume that kerbals have a similar physiology to humans -The goal of this series? Consider all the essentials for world building a futuristic Kerbol System -For engines I try to mix info from the game and real life, but the pros and cons, as well as the uses sections generally reflect the in-game depiction of the engine -Since I have both near Near Future Electric and KSP-I installed, a modifier lowers the output of KSP-I stuff* *I later chose to just work with the power output in KSP-Interstellar, so I amended most of the chapters to reflect this Table of Contents Chapter I—Atmospheric Propulsion Chapter II—Electric Propulsion Chapter III—Nuclear Propulsion Chapter IV—Fusion Propulsion Chapter V—Mixing Propulsion Systems Chapter VI—Beamed Power Chapter VII—Colonizing Moho Chapter VIII—Colonizing Eve a. Colonizing Gilly Chapter IX—Colonizing Kerbin Orbit Chapter X—Colonizing the Mun Chapter XI—Colonizing Minmus Chapter XII—Colonizing the Duna System Chapter XIII—Other Propulsion Systems Chapter XIV—Colonizing Dres Chapter XV—Colonizing Jool Chapter XVI—Colonizing Laythe Chapter XVII—Colonizing Vall Chapter XVIII—Colonizing Tylo Mod List: Further Info (I mainly cover topics when applied specifically to KSP, these cover a broader range of topics) Without further ado, let's get started! Chapter I: Atmospheric Propulsion "It’s a bird! It’s a plane! No, it’s a nuclear-powered hypersonic ramjet airliner!"-Linus Kerman A hypersonic, heavily-modified concept version of the Stearwing A300 that utilizes nuclear ramjets Perhaps we should start with something that is readily available to kerbals—flight. With jet fueled engines it is possible to reach speeds of over Mach 5. While that is excellent, major problems arise from its use—large portions of the plane are reserved for fuel, not passenger space, and a large amount of funds are used on fuel. Preferably there should be a way to reach those speeds without fuel... A conventional 16-passenger hypersonic aircraft, almost half of its takeoff mass was dedicated to fuel. The main focus of this chapter is thus about finding new ways of (supersonic) aviation. The way in question (with the mods available) is the powerful nuclear jet, generally produced in two varieties; turbojet and ramjet. On Kerbin they achieve speeds similar to that of the liquid fuel jet planes, with higher thrust. They perform exceptionally well on all atmospheric bodies, with tests on Duna achieving orbital velocity. Without the need to load fuel, planes could be lighter and take less time to be able to fly. A basic fighter design that can reach hypersonic speeds and reach space on Eve. Such designs could easily outmaneuver jet fuel enemies, but you probably don't want a nuclear jet flying over your own territory... Duna, where nuclear ramjets achieved an apoapsis of ~5000 km Disadvantages Sadly, this is where we must look at the disadvantages. There’s one obvious one—the radiation hazards. Shielding (though we must take in the "future tech" factor) would be very heavy, and of course nobody would want to sit next to a nuclear reactor (10% flight ticket discount for sitting next to it?).That said, they could still be used on special SSTO launches in certain areas. Second, they would be expensive (likely initially and maybe for maintenance), which would make their flights high-priced but also keeps them from being used for missiles (Well, except for the fact that the TORY ramjet part is based off a supersonic nuclear bomb delivery method called Project Pluto...). A 64-Passenger concept aircraft that would use nuclear jets, with a conventional rocket thruster to reach orbit, at which point it can safely return with a powered landing. Provided enough shielding is given, they could be practically everywhere in locations with poor infrastructures and no alternatives, a fate likely for the planet Eve. How Would I Use This In a Story? As a method of getting around on planets, and the best part is that you can actually make the plane in game, so you don't have to resort to pure prose or drawings. As for part of the story, I'm not exactly sure what they might be used in, but perhaps a radioactive crash involving such a plane could have be a plot point... End of Chapter One: Atmospheric Propulsion Next Time: Spacecraft Propulsion (Part One) Thanks for reading!
  3. KSP RemoteTech Antenna Selector Google Sheets: Link This document allows you to view the antennas utilized by RemoteTech to aid you in the preparation for missions to specific bodies. ----------------------------------- Antennas Sheet The 'Antennas' sheet allows you to view all the antennas listed by Mod pack grouping and all their individual statistics. ----------------------------------- Antenna Selector Sheet The 'Antenna Selector' sheet allows you to pick a celestial body and view which antennas are suitable for the application. Planets chosen are considered from Kerbin whilst moons selected are considered around their parent body. ----------------------------------- Systems Stats Sheet The 'System Stats' sheet lists details about all the available bodies to chose from if you wish to make your own calculations or assumptions. ----------------------------------- Form Submission I have included a link on the initial 'Antennas' sheet to a Google Form where you can submit details of antennas you wish for me to include on the spreadsheet. The submissions should auto-fill into the 'Form Submissions' sheet for later review. ----------------------------------- Please let me know what you think, any mistakes I have made, any ways I can improve this etc. etc. I don't have much experience with public Google docs so there may be some issues, if anyone has a better way of letting users access and change the 'Body' drop down please let me know. Hopefully you find this useful for your own games. KSP RemoteTech Antenna Selector - Google Sheets: Link
  4. Beginner's Guide to Space Exploration When showcasing vehicles for my Eloquent Spacecraft Systems series, I have encountered a few players who are confused by how I achieve what I do. Questions about how I can create spacecraft to accomplish various goals are common enough that I feel the need to address them. So of course, in my usual style, I'm going completely overboard with it and thus this thread now exists. Over time, I will be putting together what is essentially a series of guides on how to achieve various accolades (from the simplicity of reaching Kerbin orbit to the immense task of exploring the Jool system), and particularly how to do it in style. Things to note about these guides I'll be using stock parts, but I have a couple of mods installed. MechJeb will provide detailed information beyond what the stock game can offer (and also includes various features that help with efficiently flying a spacecraft). Kerbal Alarm Clock and Trajectories are included for convenience with regards to planning missions. I also have Color Coded Canisters and Colorful Fuel Lines installed, which help to improve appearances of stock fuel systems. Finally, I have Kerbal Joint Reinforcement installed, and if you try to do some of the things that I do in this series without that mod then you will need a large quantity of struts. I am very much in the habit of designing things for aesthetics, and whilst I will not be prioritizing appearances quite as much as I usually do, there will still be things that can be changed about my designs to improve efficiency. Whilst you could play through much of the game simply by mimicking my designs, I very much do not recommend it. This thread is intended to help new players learn the basics (and the not-so-basics) of mission planning and spacecraft construction, but it's best to make your own vessels once you have a better understanding of where to start. Additionally, it may be most helpful to take inspiration from my designs but look into ways of improving them, since nothing I will create is perfectly optimized for anything other than appearances. A list of existing guides in this thread
  5. Hello fellow Kerbalnauts! I've put together some of my humble experience with landing shuttles to make this little guidance graphic to hopefully help those of us having trouble bringing down their precious, carefully designed shuttles (and I guess we all can agree we've been there to some extend ;)) Entry Guide It is of course based on my experiences and approach but has already been "validated" by friends to work very well Please tell me what you think of it!
  6. I see a lot of suggestions that are not thought through, complete or logical. I want to fix this by creating a checklist for one to follow when making suggestions.(yes I know I'm not an admin, I just want to help that's all) here's the checks: Would this suggestion add a significant amount of game time to the feature being added or changed.(so would the more or less average player spend time on this) Would this suggestion pay off(so if a suggestion takes a month to create but people only glance at it once, it's not good) will Squad be able to create this in a more or less timely fashion?(self explanatory) Will this be better off as a mod?(will a mod be a better solution) will a player who does not understand much about the game and how it works be able to understand what you are suggesting has your suggestion been already suggested anyone who can help improve this list can post below
  7. I was apsent from playing KSP for a few months(rel life issues). I started again recently and relized that I forgot about key binding, what key is used to switch between local and absolute part rotation in SPH. Since there is new help page available in game, I looked there first, but didn't found answer. I found information that I looking for at online KSP wiki page, but it will be nice to have that information available in game too. From wiki page: F in place mode: Toggle Symmetry between vessel or parent part F in Offset mode: Toggle between absolute or load centered offset F in Rotate mode: Toggle between absolute or relative rotation That information is not available in game anywhere, trough tooltips or additional GUI icons.
  8. I'm in the process of creating a new set of beginner guides for version 1.1. The latest episode is here and the playlist here Thanks again (and again and again) to Squad for a great educational game. Always so much to learn. I truly do believe that many great engineers and future NASA/SpaceX employees will be employing people that started off loving this game. Would love everyone's feedback on the channel. Please do subscribe if you like (as I'd love to keep creating this content).
  9. How to install mods for Kerbal Space Program 1.0.5 Hopefully this guide will help some of the newer folks around here!