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Found 227 results

  1. I recently started trying to figure out how to make a new planet with Kopernicus. Long story short, I've coded the planet but haven't drawn the planet or its biomes. After some searching, I still can't seem to find out how. Any ideas?
  2. -------------------------------------------------------------------------------------------------------------------- Hello there! This Mod aims to add a stockalike Saturn analogue to the Kerbol System along with some moons. Saru is located between Jool and Dres at the moment, if anyone has a better idea of a placement let me know. If anyone has suggestions for new moon ideas or minor changes let me know. -------------------------------------------------------------------------------------------------------------------- DISCLAIMER: I am mainly making this mod for fun and because I want these types of planets in my save. I am a complete noob when it comes to planet modding so it may be a while until I am able to get a stable version available for release. -------------------------------------------------------------------------------------------------------------------- Current Planets/Moons: Saru Plez Durgen Hypo
  3. A small Cosmetic mod that adds a green ring system around kerbin. it works with any planet pack that does not put rings around kerbin. Curse: https://kerbal.curseforge.com/projects/kerbin-rings Spacedock: https://spacedock.info/mod/1663/Kerbin Rings Requires ModuleManager: Requires Kopernicus: Liscensed as Public Domain.
  4. @SamBelanger has decided to move on in his life and is not working on the mod anymore. @Mrcarrot, @Grand Ship Builder, and I are working together to continue this mod. Pls don't turn this forum into the Mongolian Conquests, we aren't bashing Sam or anything. This is fine print. Some Pics for Clicks: None ATM Kottabos' Video on the old version of DD: Dependencies : Kopernicus by @Thomas P. Recommended Mods : BetterTimeWarpContinued by @linuxgurugamer AlcubierreWarpDrive by @RoverDude KSP-AVC by @cybutek Time Control by @westamastaflash Suggestions: OptionalAtmospheresRevamped by @DeltaDizzy OuterSpace by @GenesisPlayz, @ModerndayLink, and @SamBelanger MoonReorganizer by @Mrcarrot Kudos to: No one ATM. Team: @NickRoss120: Co-Owner of the mod @Mrcarrot: Co-Owner of the Mod @Grand Ship Builder: Co-Owner of the Mod @flekota: Contributor @UranianBlue: Contributor @Scaprod: Contributor @SamBelanger: The original mod-maker Chats : https://discord.gg/GZT5UrV DoubleDouble Revived LICENSE : README : Download the latest version of Kopernicus which can be found here. Put the mods files in the GameData folder. Start the game (KSP). Have fun. Please note: We've been very busy the past month and haven't got much done, so don't expect an official release to be up for a bit. For now, you can download the current version at the original forum, thanks! -NickRoss120
  5. might be late, it is WIP and might* have licensing issues. And typos.
  6. Skaian System Planet Pack First, I want to thank @The White Guardian for letting me use his mods to learn and @Thomas P. for the Kopernicus Examples, and also Andrew Hussie to make the webcomic this mod is inspired on! This is my first planet pack so there might be some issues with the developement and I might need some help if someone is kind enough to comment (With all the credit). So, this mod is based on the different planets of the webcomic Homestuck by Andrew Hussie, with Skaia being the center of the mod. Spoiler alert for those who are interested in Homestuck. So, let's meet the planets shall we? (Btw I have no idea how to do the posts) First: Skaia! This blue, gassy marble somewhere in the orbit of Duna has the characteristic of being exactly like Kerbin at some point, being a semihabitable planet with no soil. This planet baffles Kerbals by its blueness, and the mysterious influence the planet has on it's moons, changing lumps of rocks into good ol' habitable planets. Next: Typheus, also known as the Land of Wind And Shade! This even bluer marble is one of the satellites of Skaia, scoured mostly flat by past storms, thought to have been provoked by the influence of the moon's primary. It's thought that before these winds cleaned the planet, this moon used to be rainy and cloudy, and maybe it had life, evidenced by the lakes of pure oil dotting the surface of the planet; and it has old ruins of a sewage system, evidencing sapient beings. It's the most coveted planet of the Kerbol system, specially by the United States of Kamerica. So, this it's waht I have managed to make! Future features I want to include (Green mostly done, orange being worked on, red still not made, blue maybe not included) Lands of Heat and Clockwork, of Light and Rain, and Frost and Frogs. Prospit and Derse The Nobles and Trolls planets. So, this is my planet pack! I hope you like it and I would be so grateful if someone reports any bugs (I'ts my first planet pack so it's likely there are) or could help me out writing the code! -Download the mod: -Dropbox Thanks for reading! :o)
  7. IMPORTANT NOTICE: unhappiness Hello KSP players, here is an interesting mod that adds several star systems, some of which are binary pairs. Pictures : DoubleDouble Album Landing! Hum nice picture! Frono surface Hum very nice picture!! New adventure? SUN GLASS PLZ!! Videos : Project(s) : Star(s) Systems : Downloads : Github Spacedock Curse Dropbox Mega OneDrive GoogleDrive Source : Github Wiki : Github (In development) Depends mods : Kopernicus by @Thomas P., This mod is the core to manage stars, planets and moons. ModularFlightIntegrator by @sarbian, This mod allows multiples mods to override or insert code into various call of the stock FlightIntegrator. ModuleManager by @sarbian, This mod that allows you to write a patch file that modifies another part at the time of loading. Recommends mods : BetterTimeWarpContinued by @linuxgurugamer, This mod allows you to have a better time warp. AlcubierreWarpDrive by @RoverDude, This mod adds a real Warp Drive! KSP-AVC by @cybutek, This mod allows you to have updates without going on the internet browser. Suggestions mods : OptionalAtmospheresRevamped by @DeltaDizzy (@SamBelanger), This mod adds atmospheres to planets and moons which don't have any! (Continue of OptionalAtmospheres!) OuterSpace by @GenesisPlayz, @ModerndayLink and @SamBelanger, This mod adds planets and moons away from Eeloo. MoonReorganizer by @Mrcarrot, This mod moves the orbits planets/moons! Compatibles (API) mods : SigmaBinary by @Sigma88, This mod will let you turn custom and/or stock bodies into binary systems. Changelogs : .Special thanks : Teams : Chats : My server! DoubleDouble Donate : (Can I have a coffee?) Others : Official Web Site Mrcarrot Web Site StarMods! LICENSE : README : Download the latest version of Kopernicus which can be found here Put the mods files in the GameData folder Start the game (KSP) Have fun And if you have a suggestion or find bugs or errors, contact us (pikmin-123@hotmail.com or make a private message in the forum of KSP or otherwise) Thank you very much
  8. [Kopernicus] Custom PQSMod Discussion

    Have you ever thought "Man, that's a good idea for a planet, but I just don't have the PQSMod for it..."? Then look no further! This is the thread for planet makers to share their ideas on new PQSMods, some of which actually may become a reality!
  9. So, i decided download the OPM. But first, i had to install the Kopernicus mod, to the OPM works. But i installed Kopernicus, and i decided play in my sandbox save to see if the installation worked. But i opened the save, and the save was loading, and loading, but nothing happened. So, theres a way to fix that problem?
  10. 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)
  11. I have a planet pack that I made, and I believe worked perfectly before 1.3. But now, whenever I launch the game, I get a popup saying something along the lines of "kopernicus was not able to load custom planetary systems due to an exception in the loading process" I have updated ModularFlightIntegrator, Kopernicus and ModuleManager, so I don't think the installation of those is the problem. How can I fix this?
  12. This is a continuation of my mod Realistic Remodel. (Almost) Real Solar System is kerbalized version of Real Solar System. It keeps the stock planets but changes them to be more realistic. The orbits and sizes of planets have been changed to be in the same ratios as our solar system. Some planets have been moved around to fill in some gaps, and names of some planets have been changed as well. A few color changes have been made, and more are planned. Kopernicus and Sigma Dimensions are required and OPM is highly recommended. Download Imgur Album Scaling: I have added a scaling feature using Sigma dimensions to allow you to change the difficulty according to you. The default setting is about 2.5x stock scale, while the atmospheric height and rotational period are the same, but this can always be changed in the settings file. Color Changes: Some of the planets have a had their color changed to be more similar to reality. Marcx (Previously Duna) have been changed to be more of a rusty color than a bright red. All four gas giants have slightly different colors, with Jool's being the most extreme. Compatibility: Distant Object Enhancement: Added configs to support color changes of planets. KSC Switcher: Added 4 additional launch sites around Kerbin. (In my testing the download from the RO repository here works) RemoteTech: Added an assortment of preset configs to choose from in the in-game settings. You can also create your own. Planned Features: Color change for other planets, including Vixen, and various moons. Support for visual mods. Maybe additional bodies. MIT License
  13. Flat Kerbin

    NOTE: I'm not a flat earther by any means, just a person who spent too much time on the Internet. I only intend to creat this mod for jest, nothing more. I have looked at proposals to create a flat Kerbin in the past, but they involved making kerbin physically flat. My idea involves making Kerbin giant with the actual Kerbin with the contients occupying a small part of it so it seems lime there is no curvature. Then, Kerbal Konstructs will be used to create the firmament(the flat earther posts I have seen involved firmaments) around the flat Kerbin. I so far havent had the time or motivation to do the Korpernicus work and have no idea how to do add konstructs.
  14. ↑ horrible logo that will be remade ↑ This mod will add 100 bodies in a cluster orbiting far from Kerbol. Designed for modded mid and late game exploration, colonisation and other fun and wackiness. yes this is a divider line Ever since the Kerbalkind learned how to properly look at the night sky, a bright blue light accompanied by a few flickering spots among the stars had always intrigued them. Throughout history, this realm in the deep sky has been associated with mythologies, the Kraken, the multiverse and snacks. As time passed, they realise that the greatest treasure the universe have to offer is right in their backyard - a neighboring cluster centered around a blue star with multiple yellow and red dwarfs guarding the outer reaches of the system. The more they looked, the more astonishing this system becomes: habitable worlds appeared one by one, documentations of ring systems became more and more detailed, the resolutions of images got higher and higher, and even a brand new protostar had been found. However, questions and mysteries started to pop up among the excitement: an abnormally high amount of friendly worlds near the quaternary red dwarf system, an unyielding planetary nebula around a main sequence star, the capture of some allegedly artificial signals, and an exotic stellar remnant with unknown composition. Nevertheless, this cluster remained silent but inviting, and space programs all over Kerbin began missions toward the stars. After countless missions to Jool, the spirit of the Kerbalkind was ignited once again to venture into The World Beyond, and this system is aptly named The Dawn Cluster. One day, all the boundaries will fall. Inner Dawn System Dawn - An A3V class blue star, the center of the cluster that every planet and star orbits. It is quite a lot more massive and a lot brighter than Kerbol (1.6x stock sun radius, 2x gravity, 2x brightness). The space near it harbors a large amount of planets. Oblivion System Oblivion - A new protostar orbiting Dawn from a distance with a big accretion disk (which is basically a colossal ring system) and plenty of asteroids. Despite it's unstable system, a few planets have already formed around it. Traverse Quaternary System Traverse - A M1V orangish red dwarf orbiting roughly in the center of Dawn's SOI and holds up a Quadruple system with an very large amount of densely packed habitable worlds. Fragment - A very small M9V red dwarf orbiting Traverse in close binary. Due to it's size it has little effect on the overall structure of the system. Ascension - A small M5V red dwarf orbiting Traverse from afar, shining a second dim light onto Traverse’s worlds, and also hosts some planets itself. Eternal - A tiny M8V red dwarf orbiting Ascension in binary Wall System Wall - A dim T4 class brown dwarf with only one companion. Eon System Eon - An outlying G7V yellow dwarf near the edge of the SOI of Dawn Barrier - VERY FAST spinning exotic stellar remnant orbiting Eon, and one of the most mysterious objects within the vicinity of Dawn. I should probably point out now that this entire thing is by no means (or even close to) being realistic... This is probably going to trigger a lot of people but that is the design... I really want to integrate my personal worldbuilding fantasy plus that making a mod would look really good on my game design college portfolio... These will be constantly changed and updated as the development progresses (so eventually there will be EVE clouds covering my terrible textures) The Dawn Cluster seen from the edge of it's SOI (currently the color of most stars haven't been changed) Tengu. It's even brighter when you actually fly there Hyperion. It initially had a very horrible color map, but now it's all good now... Horu the angery fireball Keter. Summit, the only chocolate ball right now that has a ring Gersemi Fantasy, a small but not the smallest habitable world Yggdrasil. It's bright color is resulted from exotic lifefroms on the surface Sandalphon, a "wet" moon Zhuque. Was initially aiming for a "terraformed Duna" but then it became something else Ebott. Basin, with only 2 huge land chunks (not shown: the other continent) Wyvern the blue dwarf planet Baihu. Ouroboros. Sagen, somewhat Titan like The Inner Dawn System The Cluster at it's current state I Intent to not release this mod until everything is more or less finished (beside sciencedefs obviously). However, if you are interested in contributing to sciencedefs, click HERE to help! Overall progress Celestial body config files 100/100 Textures for body that has a surface 83/83 Gas giant textures 8/8 Sunspot textures 9/9 Biomes 1/91 Rings 16/16 EVE and scatterer configs 3/62 General configs 5/? Bundled Parts 0/3 Roadmap Initial Release Biome maps and names EVE and scatterer configs (ocean ref and auroras) Borrow some textures and make a part pack of warp drive, reactors, antennas and other whatnots (separate download as they are balanced for modded games) Star system and planet flags, support for NEBULA and/or BlackHeart decals Screenshots for SigmaLoadingScreens Resources configs A proper logo (VERY IMPORTANT) The mod will be released in a modular way, meaning there will be a core download containing only necessary files (no planets) while each system can be downloaded individually. This allows players to choose what they want to play with (since this mod is very RAM intensive) and allows for an easier way to integrate future expansion packs. Future Plans Surface anomalies/easter eggs KSPedia diagrams Make an actual debris disc for Oblivion using INSTANTIATIOR Figure out how to make LandClasses work and add terrain scatterers, and better PQS in general Research body and DOE compatibility Compatibility with GN and KSS Remake some early planets Science definitions for stock and DMagic (hopefully will finish before [insert an overused joke about something that obviously isn't going to happen]) More systems A Q&A section that is oddly out of place Q: When will this be released? A: Again I am not release this mod until I'm satisfied and think it is ready for reviews. Q: This looks awesome! I'd like to help in making this planet pack! A: First of all, I'd like to give you my highest level of gratitude for assisting me in this ambitious endeavor. If you want to help out, just reply in this thread and talk to me with the details. If you are a modmaker and want me to support resources, please also reply below! Q: Will this be compatible with [insert planet pack here]? A: Compatibility shouldn't be a big problem, due to Dawn's high orbit, it will work fine with OPM, Extrasolar, GPP_secondary, Other Worlds and most packs that replaces the stock system, as long as there are no bodies with the same name. However, it is unlikely that The World Beyond will be GN and KSS compatible in the first release, but it's something that is planned. Q: Why do some of the names of stars/planets (especially those in the Traverse system) sounds so familiar? Have I heard some of them somewhere else before? A: Oh no no no... *nervous laughter* What are you talking about, those names are hand picked and it took days for me to figure out a good name, and they are most certainly not blatant references to TV/cartoon/anime/games/people and I'm totally not planning to make more of those references in biome names... That is just your imagination because I definitely did not run out of names and those names simply popped into my mind, I mean come on, have you ever heard of something named Ori and Frisk before? Or a comet named Tiamat before? No, right? Exactly... Q: So when exactly can we except to download this mod? A: Well if you want a date, then 2114 January 12nd Changelog *right now there is no release, so this only exists for documentation and consistency reasons* v0.7 (2018-02-12) +finished all gas giant textures +finished all sunspot textures and configurations of all stars (besides sunflares) +rings for 16 bodies, including a debris disc for Oblivion +added custom corona for every star +made more references *fixed intensityCurve and IVAItensityCurve for the stock sun for Kopernicus 1.3.1-3 *Barrier now spins even faster v0.6 (2018-01-28) +finished texturing for all bodies in the Traverse System: texture for all bodies with a surface for the initial release are complete +finished descriptions for every single body added so far +made more references *fixed intensityCurve and IVAItensityCurve for Kopernicus 1.3.1-3 *remade Sandalphon, Nyarlathotep, and Zen (again) v0.5 (2017-12-14) Overhaul of the mod strcture: planned for *MODULAR* release +added textures for all bodies in the Eon, Oblivion and Wall System +finished descriptions for all bodies mentioned above +added all bodies in the Traverse and Ascension System +made more references *changed ocean color for Heimdallr *remade Zen *changed descriptions for Dawn so it's just an A class main sequence and not a subdwarf v0.4 (2017-12-02) +added and finished textures for the rest of the bodies in Inner Dawn System +finished descriptions for all the stars +added planets in Wall and Eon System -removed all existing LandControl mod, as the vast majority of them are not working or not working as intended, they are now planned to be added in future updates after the initial release *changed some glitchy terrain textures and smoothed some pixelated terrains *stars' orbits are now invisible *overhauled science value v0.3 (2017-11-18) +added textures for Summit, Gersemi and its moons, all of Hikari's moons and the moons' moons, Fantasy, Wyvern and Guardian, and all of Kaze's moons (Ebott and Basin got completely remade during this time) +added ring to Summit +added and positioned Border +added and positioned the rest of the stars: Traverse, Fragment, Ascension, Eternal, Wall, Eon and Barrier (starlight color not changed) +made more references -temporarily removed Raem, Tack and Tiamat, which will be added to another system *redid a lot of really ugly color maps (what WAS I thinking when I made those) *fixed some existing terrible PQS configurations v0.2.1 (2017-11-05) +added textures for Horu and Keter +made more references *fixed the rim color on Oblivion *tweaked scaled material gradient for existing bodies *renamed some bodies so those names can be used somewhere else v0.2 (2017-11-01) +added the first actual textures for Tengu and Hyperion +finished all current bodies' descriptions +made more references +added CTTP textures (outside of the mod folder so it can be shared with other mods) *concepts and plans to add a lot more stars and planets than originally intended *moved Dawn further away from the stock Sun and increased SOI *now requires more RAM v0.1.1 (2017-10-29) +finalized the worlds around Dawn, added a few moons such as Zhuque and Asgard and changed positions of some others +more descriptions (and adding references to existing ones) *overhauled atmospheres for Sagen, Zen and Basin *increased Dawn's light intensity and gravity *revamped Oblivion system v0.1 (2017-10-25) +added Oblivion and it's planets +descriptions for a few bodies *repositioned all bodies around Dawn *renamed some bodies *background music for trailer chosen v0.0.3 +added and positioned rest of the planets and moons in the Dawn system +added a patch that gives the stock Sun a intensity curve so it doesn't shine on everything *ocean on Horu and Epik are now very red, but can only be seen in closeup v0.0.2 +added and positioned Horu, Summit, Gersemi, Overture and Hikari ("borrowing" existing textures until the actual ones get made) +added all these bodies' moons v0.0.1 (2017-10-02) +initial concept +added Dawn, Tengu and Hyperion (using templates) Credits A lot of inspirations in The World Beyond came from those existing planet packs and their great creators: @Gameslinx's Planet overhaul, Before Kerbin and After Kerbin @StarCrusher96's Kerbal Star Systems @Galileo's Planet Pack @Artyomka15's Kolyphemus and Krgantua System @Poodmund for creating the milky way skybox used in the screenshots @KillAshley for making the realistic atmosphere tool that all the bodies used I would also like to thank Thomas P for upkeeping Kopernicus, TheWhiteGuardian's tutorials and everyone in the Kopernicus Discord for helping me with my newbie planet making problems. *Also I think I've made countless typos throughout this post, which will hopefully be fixed
  15. KSP Ringification Mod

    == Background == The great Kerbal empire, having expanded out into the black, one day discovered a lonely little solar system in the unfashionable eastern arm of the Milky Way. Although they originally thought that it was mostly harmless, they soon discovered that some of it's planets had rings going around them. Enthralled by their beauty, the Kerbals decided they were going to have rings, and nothing was going to stop them! Unfortunately, some of the moons in their system wouldn't hold a ring system, no matter how hard they tried, but they managed to get brilliant and technicolour ring systems around most of their planets and moons. == Background (real) == After I made the Jool Rings Mod, I thought, "let's do that again, but all over the place." I consequently went on a spree of adding rings to every planet and moon in sight. Currently this is only a developmental version; I still have to optimise some of the rings. The mod also comes with an OPM extension, adding rings to the Outer Planets Mod moons, but it is only half-finished. Pictures will be added soon. This mod is released under an MIT licence. Download the KSP Ringification Mod from Spacedock
  16. Textures for ocean planets.

    Hey, Does anyone have some tips on how to create good looking textures for kerbin-like planets. I'm trying to create ones with GIMP but I can't get it good-looking. Thanks
  17. 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.
  18. [1.31] Dwarf Planets Plus

    Hello All!!! I've been working on this mod on and off for about two months now, and I finally got myself to finish it. Dwarf Planets Plus is a mod that (absolutely definitely was not meant to shut up the vesta-lovers and) adds in five extra dwarf planets to the solar system! If you've ever felt that Eeloo and Dres didn't represent Centaur, KBO, and Asteroid Belt objects well, this mod is for you. DPP was meant to be a supplemental mod, meaning that it is designed to work with most planet packs created by the community (including my own mods). Note that the mod currently does not work if you are also using Kerbal Star Systems. If you have any suggestions for future updates, leave them here. Here are some shots of the five objects currently in the mod (more will be inserted in future updates). https://imgur.com/a/wMDVx https://imgur.com/a/9JHBT https://imgur.com/a/ubSlx https://imgur.com/a/Al31t https://imgur.com/a/Vxboc Here is the link to download: https://kerbal.curseforge.com/projects/dwarf-planets-plus Features for the next update: 1: Dwarf Moons (asteroid like moons) 2: Eris analog with 3: Improved Biome Maps 4: Compatibility improvements (to make the mod playable with GPP and KSS, for example) 5: Research Bodies support (maybe) eve support will come after update 2. don't ask for it.
  19. I know how to move the terrain up and down (thanks @OhioBob), but how do you move the KSC? I want to lower the KSC into the water, which is now above the ground. Just knowing how to move it up and down should be enough, but I need examples 'cuz I'm kinda dumb Also, I might not be able to respond or test things right away because I'm home sick and my dad doesn't let me use electronics when I'm sick
  20. Like the Scatterer glitch. I want a couple of meters of water over the KSC to mess with. Maybe make some boats and sea planes and stuffness. I'm not proficient enough in Kopernicus to make this happen, but it should be easier than easy for people who actually know what they're doing. Thanks in advance! Images - Like this http://images.akamai.steamusercontent.com/ugc/293105300907077433/95BE864C73B67EF58ACF591F7BA0E8965DDAC721/ but with slightly more water. About a meter or two over the main roads and stuff. Maybe make multiple versions that have the water a couple centimeters under the roads so you can drive a boat up, some that completely flood the KSC, completely covering that flat bit of land but nothing more, and one that just completely Noah's-Arks the place, leaving only the tops of mountains exposed. Slightly more advanced - maybe make the space center float on the water of the Noah's-Arked world? I'd absolutely LOVE that. Thanks in advance!
  21. Falling through a planet

    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!
  22. Weird planet glitch

    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!
  23. Hey, My custom-made star is still receiving light from the Sun, even after adding intensity curves to both stars. Here is the config for my star: @Kopernicus:AFTER[Kopernicus] { Body { name = Immersi Template { name = Sun } Properties { description = test. geeASL = 0.8 radius = 411600000 } Orbit { referenceBody = Sun inclination = 0 eccentricity = 0 semiMajorAxis = 1164929338593 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 0,0,179,255 } ScaledVersion { Light { sunlightColor = RGBA(255, 255, 255, 255) IntensityCurve { key = 0 0.7 key = 100000 0.65 key = 200000 0.60 key = 400000 0.55 key = 800000 0.50 key = 1600000 0.45 key = 3200000 0.40 key = 6400000 0.35 key = 12800000 0.30 key = 25600000 0.25 key = 51200000 0.20 key = 102400000 0.15 key = 204800000 0.10 key = 350000000 0 } scaledSunlightColor = RGBA(255, 255, 255, 255) ScaledIntensityCurve { key = 0 0.7 key = 100000 0.65 key = 200000 0.60 key = 400000 0.55 key = 800000 0.50 key = 1600000 0.45 key = 3200000 0.40 key = 6400000 0.35 key = 12800000 0.30 key = 25600000 0.25 key = 51200000 0.20 key = 102400000 0.15 key = 204800000 0.10 key = 350000000 0 } IVASunColor = RGBA(255, 255, 255, 255) IVAIntensityCurve { key = 0 0.75 key = 100000 0.69 key = 200000 0.63 key = 400000 0.57 key = 800000 0.51 key = 1600000 0.45 key = 3200000 0.39 key = 6400000 0.33 key = 12800000 0.27 key = 25600000 0.21 key = 51200000 0.15 key = 102400000 0.09 key = 204800000 0.03 key = 350000000 0 } sunLensFlareColor = RGBA(150, 212, 247, 255) sunAU = 5231412200 } Material { emitColor0 = RGBA(203, 203, 228, 228) emitColor1 = RGBA(87, 143, 208, 255) sunspotColor = RGBA(41, 117, 203, 255) rimColor = RGBA(87, 143, 208, 255) rimPower = 0 rimBlend = 3 } Coronas { Corona { rotation = 3 speed = 9 updateInterval = 5 scaleLimitX = 5 scaleLimitY = 5 scaleSpeed = 0.8 Material { texture = Kopernicus/Config/System/Immersi/corona inverseFade = 2.553731 } } } } } } I hope you guys can help me with this. Thanksss
  24. Hello people, I would like to get some help on a star I'm creating. It clearly receives light from the stock the Sun/Kerbol. How can I fix this? Thank you very much for helping
  25. Small mod to fix some stock biome errors in Eve and Tylo. Requires Kopernicus On Eve, Craters and Akatsuki Lake now actually exist! And on Tylo, Grissom Crater now exists, replacing a duplicated and messy version of Gagarin Crater. Download SCANsat map examples: License: CC BY-NC-SA 4.0 If you know of any other stock biome oddities, do let me know!