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It was about time for me to release my first planet pack! Introducing... Cyran! Introducing, from left to right: Cyran - Infernas - Dres(remade) - Iltan - Kivlan - Sennim - Protorin - Glacia - Zerto - Crysalis. The moons in this image are scaled, Cyran is not (otherwise the Cyran in the image would have to be 16000 pixels in diameter...) So, what do these planets look like? Glacia Crysalis Protorin Zerto Sennim Kivlan Iltan Dres Infernas Cyran And last but not least, Cyran itself: a large, orange gas giant orbiting in between Duna and Jool. Cyran is unique because due to the decay of radioactive elements in the planet's core, it is emitting enough heat to melt anything that gets too close. Therefore be very, very careful with aerobreaks here, you might find yourself boiling up before you even get close to the atmosphere. This does mean any orbiting station can cut back on the heating fee, of course. Any more sweet details? Well, certainly! Check out the (first version of) Cyran's trailer! Features Version 1.0 - Initial release - Added Cyran and a bunch of moons - Added particle system to Infernas - Biomes for most moons Version 2.0 (May 25th, 2016) - Added (partially complete) ScienceDefs - Updated Cyran to 1.1.2 - Added a remade Dres - Support for Distant Object Enhancement added - Support for PlanetShine added - First steps made for E.V.E support - Increased the size of Iltan - Increased size of Iltan's atmosphere - Increased temperature on Iltan - Added biome maps to all moons - Custom ocean textures added to Sennim - Terrain scatter added to all moons - Custom terrain scatter added to Sennim - Fixed atmosphere rim of Sennim being orange instead of green - Fixed Sennim having an incorrect atmosphere color on the banner - Official flags for Cyran have been added - In-game screenshots made - Moved the changelog to the Readme.txt file. Version 3.0 (December 26th, 2016) - Compatibility with KSP 1.2.X. - Remade Kivlan and Zerto entirely. - Three new moons: Protorin, Glacia and Crysalis. - Art pass on Iltan. - Scatterer support! - EVE support! (Big thanks to Galileo for letting me use textures from SVE and helping me with the configs!) - Overhaul on Infernas' particle system (thanks you, SAS123!) - Many new science defenitions (thank you, MinimalMinmus!) - Many new biomes to explore and better biomes in general. - Many other Kopernicus mods are now supported - Some easter eggs have been added... - Full KSPedia support! - New surface textures, using CTTP (like OPM) - New heatcurve for Cyran, ships now heat up with a certain amount of Kelvin per frame below an altitude of 5 million meters, the intensity scales with distance. - Cyran now has a (cloudy) 'surface texture' instead of a void. - Cyran's rings have been overhauled to display the decay of Infernas more realistically (thank you, SAS123!) and a new ring has been added. - New lava texture on Infernas, as well as a new particle texture. - Improved scaledversion textures. And still on the to-do list are: - Missing Science Defenitions - Asteroid spawning system Alright, alright, where do I download this? Right over on SpaceDock. The mod has been updated to work with 1.2, and support for PlanetShine, DistantObjectEnhancement, EVE, Scatterer and TextureReplacer is included. (Kerbals can remove their helmets on Iltan) Support Cyran? @JadeOfMaar has created an awesome signature banner for Cyran! LINK
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This mod is not ready for review. It is heavily work in progress and there will be visual errors, bugs, and more. Please report them to help me fix them! THANK YOU FOR JULY 2023 TOTM! Compatibilities/Requirements (READ BEFORE DOWNLOADING!) When Ahum 2 kicks the bucket, a CC-BY-NC-SA license will be in effect, so anyone can pick up the mod if they wish. Overview: This mod seeks to triumph the style and polish of the original Ahum Planet Pack. It is the direct sequel and successor to the mod. Infrequent bugfixes will come to Ahum 1, though. The Kerbals find themselves now on The Alter Kerbin, a world visually very similar to Kerbin, but yet vastly different. With the universe now in immediate peril to the means of the objectives to the Romulus SuperAI, the Kerbal race finds themselves on the edge. Whether it be sentient planets, sulfur belts, binary black holes, or what, the Kerbals know they will persevere. This mod is memory-intensive. If you have less than 16gb of memory, expect some issues with frames with all visual mods like parallax installed. Thank you for taking the time to read this page, to see the newest images go to the latest page. Note about Transfer Window Planner: the D/V requirements are WILDLY inaccurate. @kramken Made the original texture I built off for Tecton Below is a system map. Click the black square to see. Click on View Original Image in tab to see it better. https://imgur.com/msnNj1z LICENSE: CC-BY-NC-ND (Contact me if you want to use my assets! Im open to discussion )
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[1.9.x - 1.12.x] Precursors V1.6.3 -- 11,000+ DOWNLOADS!
wpetula posted a topic in KSP1 Mod Releases
Precursors Overview The discovery of mysterious SSTV signals originating from Duna was a monumental leap in the search for intelligent life. Deciphering these signals revealed The Ignotum System, a previously undiscovered solar system 3 light years from Kerbin. Having recently mastered interstellar travel and hibernation technologies, the Kerbals were quick to launch an expedition to this new system. The trip ran smoothly, but upon arrival.... … Alone among the stars, you are the future of the expedition. Rediscover ancient rocketry and flight technologies as you explore a vast, handcrafted solar system. Uncover the secrets behind the SSTV signals and the alien race that created them. Precursors is a planet pack designed to provide a fresh and exciting experience to players. Stranded on a cold and barren world, traverse highly detailed celestial bodies and never-before-seen environments. Each planet and moon has a distinct challenge and appearance; hike across scalding volcanic mountains, maneuver through massive forests, and battle against relentless gravity on your journey across the Ignotum System. Collect custom science reports and unearth extensive lore in this continuation of the KSP story. Version: 1.6.3 -- SPRING PATCH Mod features 20+ handcrafted celestial bodies, each with its own unique challenge and appearance High-resolution custom terrain textures and surface scatters A gameplay experience that is not dependent on visual mods Custom science definitions, fleshed-out biomes, and extensive worldbuilding on every celestial body Long-term support / frequent updates Easter eggs galore Download https://spacedock.info/mod/2869/Precursors Planet Pack Trailer (outdated as of V1.6.1) NOTE: This trailer was exported from Lightworks Free, which has a max resolution of 720p. It's also my first ever attempt at making a video. Dependencies KSP 1.9.x-1.12.x Kopernicus Stable Branch 1.9.x-1.12.x Recommended mods Scatterer EVE Redux - NOT volumetrics Mods included in download Sigma LoadingScreens Unsupported Mods THIS MOD IS A SYSTEM REPLACER, SO OTHER PLANET PACKS MAY NOT WORK AS INTENDED Parallax Volumetric EVE Support If you want to get support, please include a detailed description of the problem, your KSP logs, a list of your installed mods, and—if applicable—screenshots. If you do not include these requirements, you will not receive good support. Known issues Lack of fog when "swimming" on Maar Screenshots System in-depth overview (major spoilers) Delta-V map (by u/Lithium-7) Celestial body size comparison infographic (by wpetula) License Precursors Planet Pack is licensed under All Rights Reserved. That means you cannot... Copy my work Create derivatives of my work Use my work in other projects You cannot replicate or create derivatives of my work inside of KSP 2. The license for Precursors applies to KSP 2 in addition to KSP 1. If you have a question regarding the license, please send me a message through the forums. Thanks! Proper credit has been given to mods and textures not created by me. These mods are exempt from Precursors’ All Rights Reserved license. Thank you everyone for your continued support!- 379 replies
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Download on SpaceDock (726MB) | Discord Server (Official) LSR v1.1.3 is out and it works! CKAN Indexed - Install Kopernicus Expansion as well. https://spacedock.info/mod/3462/LSR Scatterer Configs - scatterrer https://spacedock.info/mod/3460/LSR Rescale - Stock Scale - rescale to 1x DISCLAIMER: No support shall be given to players that do not provide the relevant part of ksp.log, or players that experience bugs already pointed out by someone else, including me. DISCLAIMER: Some of the moons do not have names. Open to suggestions in LSR Discord. Linbol System Rebirth is a new mod designed in the larger JNSQ (1/4 IRL Scale) size that aims to swap the Kerbol System to an unfamilliar yet remarkably similar planetary system to explore, with 20 new bodies to visit, and a lot more to come. The mod is a suitable challenge for seasoned players and yet there are patches and tips to make the planetary system more enjoyable for newcomers. A lot of players may come here from JNSQ, so this pack feels halfway between JNSQ and RSS, presenting much larger worlds with more realistic ascent trajectories and yet not making it too difficult to launch payloads in the super-low-twr engines and overly heavy LF-OX fuel tanks that stock provides. - Explore 4 new stars in two pairs of binaries, with the main one consisting of a 1.2 sun mass and a 0.3 sun mass star (Aa+Ab) and the secondary consisting of a 0.7+0.5 sun mass star (Ba+Bb). Classes are F7V, M3V, K5V and DA3.5 respectively, the last star is a super-dense, 73500g white dwarf! - 5 new gas planets to explore, two of which are in one system, with masses ranging from 4 to 600 Kerbin masses and colors from yellow-brown to dark blue. Many moons orbit these gas planets for probes to explore - Lots of planets/moons with atmospheres to land on and sample. Almost every body is unique from one another. - Hazardous bodies with solid surfaces for those that haven't had enough of a challenge - there are 3 of them, and one is a super-earth 16 times heavier than Kerbin. - Scatterer+Stock Scale Rescale configs downloaded separately - All bodies and atmospheres are realistic with much planning involved. - 8k textures to make bodies have high detail. Each pixel is about 4km^2 on kerbin with the 2k textures while on Revan (the homeworld) there are 8k textures that give a 2.2km^2 pixel. Homeworld The System (this is an essay I swear) Mod Compatibility/Requirements System Requirements Low quality celestial body size comparison Screenshots! Fun facts and tips FAQ Add-ons - Enhance Your Experience! LSR Utilities (Watermel00n) LSR Rescale (Stock scale) Homeworld Swap (WIP) For Noobs For those who want to experience the mod without dying We are looking for people to suggest ideas, create a delta-v map or point out issues in the system plan! This is all WIP, and the full LSR will have much more interesting bodies. Also, we want non-habitable planets as 3 (or 4) is already a lot. Preferably moons or small planets.
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This has been repurposed from the original playthrough. https://spacedock.info/mod/3434/Linbol System Rebirth DISCLAIMER: I do not recommend you download this mod for Career as is is torturously difficult with low science multipliers and only biome support for Revan. We're going here. One of the most prized bodies in LSR is Vera, a habitable world with mostly oceans that harbors a ring system. (Perbi also has the same properties, but since it's quite large and cold it's mostly inhospitable for Kerbals). Orbiting even closer to the homeworld Revan than Eve is to Kerbin, transfers are few and far between but come at a low delta-v. Still, with the super-earth homeworld and 2.5x scale, 16200m/s delta-v for a return trip. 2 space agencies (names revealed later) agreed to participate in a race to land a Kerbal there and return. It's in sandbox mode but with deliberate progression as well as crew morale and life support all manually factored in (i could send a craft with one Kerbal in an MK1 pod if I wanted but for the sake of progression the interplanetary transfers will take place on space stations) Mod release page Chapter 0: The details In this chapter I will explain the details. LSR scales the system up 2.7x (1/4 real life) and sends you to a super-earth called Revan. It is 2.16x heavier than Kerbin and has a G-force 1.4x that of Kerbin, and an atmosphere of 2.9atm, with the space center being very low lying. There are 15 biomes for science though many are rare, and low orbit velocity exceeds 5km/s. The innermost planet receives more light than Moho does at Perihelion by a factor of 10 while the outermost one orbits the star every 500-ish years. The main Linbol star binary has a mass of1.5 sun masses and a luminosity of 1.8, resulting in delta-v similar to JNSQ. Revan orbits rather far away from the stars to neutralise greenhouse effect, and many of the planets are interesting in their own right or have moons that are such. With all those grand challenges ahead, which of the two space agencies make it to Vera and back with kerbals first? Details Month system: Revan uses a 505-day year with 12 months and one 'new year' day. Month Start End New Year 1 1 January 2 43 February 44 85 March 86 127 April 128 169 May 170 211 June 212 253 July 254 295 August 296 337 September 338 379 October 380 421 November 422 463 December 464 505 Basically every month is 42 days except new year's day which is new year's day !!!!!! Mission elapsed time still in usual format. 2 Agencies The Kerbal States The United Union very original names! Milestones: Unmanned U1 - Achieve a suborbital flight. [1] U2 - Achieve orbit. [2] U3/4 - Land on 101000 or 102000 [1 each] U5 - Land on canyon [2] U6 - Flyby Vera. [2] U7 - Land on vera. [3] Manned M1 - Achieve a suborbital flight. [1] M2 - Achieve orbit. [3] M3/4 - Land on 101000 or 102000 [2 each] M5 - Land on canyon [4] M6 - Flyby Vera. [2] M7 - Land on Vera and Return. [WIN] Total score: 26 points before M7. (Flag must be planted, return trip to get points) Delta-V requirements: Orbit Revan: 7500m/s Revan Escape: 2120m/s Transfer to vera: 70m/s (Aerocapture+Landing 0 m/s) Ascent: 4800m/s Vera Escape: 1590m/s Transfer to Revan: 110m/s (Aerocapture+Landing 0 m/s) Total: 16190m/s (19000m/s for margin of error and correction).
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Screenshots JNSQ Of the French phrase "Je Ne Sais Quoi," meaning "Something (such as an appealing quality) that cannot be adequately described or expressed," JNSQ seeks to be a finely crafted and freshly challenging planet pack. "Galileo's Planet Pack (GPP)" as many have come to know, has broken many conventions and raised the bar very high for high-quality, challenging, career-friendly, and long-term thrilling planet packs. But now it is regarded as only a stepping stone next to this. Everything that Team Galileo has done for and learned from GPP, has been or is being put into practice here. Unlike GPP, JNSQ does not remove the stock planets but rather, does reimagine and reinvent them, destroying what you think you know about some of them, and answering the KSP community's cry for a true stock planet visual overhaul and the cry for the planets to be larger. JNSQ also fills out the local planetary system, providing several all new worlds to discover, with a total body count of 31, the amount in GPP. Logic Many KSP modders have considered that while the stock parts (namely, engines) are overpowered for stock scale, they are tuned just right for 2.5x scale. With this in mind, JNSQ is built in natively "1/4 real-life scale" (about 2.7x stock scale) which is modestly larger than 2.5x. Because of this change in scale, the length of the Kerbin day is now 12 hours. Notes Sigma Dimensions and Rescale! are not required for JNSQ to function, and are discouraged from use alongside JNSQ. When starting new saves under JNSQ, we advise that you enter Difficulty Settings and raise the DSN modifier to 4x. JNSQ applies a patch to increase antenna range by 4x, so leave the range modifier at 1 (changing it triggers a bug that may prevent science transmission). The Making History LV-TX87 and LV-T91 engines have had their thrust, mass and cost increased 25% and 20% respectively. This change was deemed necessary to assure they can lift a Mk2 command pod and service module to low orbit at JNSQ's larger scale. JNSQ retains the stockalike Kerbin-Mun-Minmus system to conform to game elements outside or our control, such as the built-in contract system. Be advised, however, this configuration is unstable. For users of the mod Principia, the orbit of Minmus is moved inside that of Mun to provide orbital stability. JNSQ raises the SCANsat scan altitudes by 3x in order to allow reasonable scan speeds at 2.7x scale, and viable scan work at all but the smallest bodies. JNSQ provides at least 14 facilities powered by Kerbal Konstructs and requires Omega's Stockalike Stuctures. Most of these facilities have gameplay features within them for making use of spare kerbals, launching and refueling ships, farming funds or science, expanding DSN coverage, recovering for funds in career. Most of these facilities are hidden by default and must be found. 9 of these are airports. 2 of these directly replace the MH launch sites (Woomera2 for Woomerang, and Darude for Dessert). 2 of these are mountain-top observatories with science farming and full DSN capabilities. Disclaimer / Barrier to Entry ⚠️ The target audience for JNSQ is the same as, if not narrower, than that of GPP. This mod is made not for the player-base at large, but for seasoned players: who greatly respect rocketry, realism and physics; who do not hold much regard for maintaining "stockalike" and "stock scale;" who are willing and able to mod their way to a great or greater game and who are able to troubleshoot a damaged install for themselves and help us to help them. JNSQ introduces and bundles a new utility mod that depends on the Community Resource Pack and makes Ore even more scarce and challenging than GPP does. This mod is appropriately called Rational Resources, whose purpose is to purge the random resource configurations generated by CRP, grant increased compatibility between planet packs and mods that use certain resources, and encourage the use of mods that use advanced resources. Compatibility for mods that expect the stock planets with default topology, biomes, order or radii is not to be expected and will not be provided by us. JNSQ is not recommended for use with other planet packs. Questions regarding other planet pack compatibility will be ignored. Provided Compatibility Distant Object Enhancement Environmental Visual Enhancements Kerbal Health Kerbal Konstructs: We roll our own extra launch sites Kerbalism Kopernicus Expansion: Footprints MechJeb Planetshine Rational Resources ResearchBodies Scatterer (very specifically 0.05x or newer, for KSP 1.6.1 or newer) Skybox via Sigma Replacements, DiRT, TextureReplacer Strategia Waypoint Manager Requirements Kopernicus (latest version for your specific version of KSP, or latest backport release for older KSP versions) ModuleManager 4 or newer Minimum Hardware: 3 GHz quad-core CPU, 16GB of system RAM and 2GB of video memory Recommended Mods Parts Eve Optimized Engines. An engine pack tailored for Eve ascent vehicles. JX2 Antenna, late-game antennae made to reduce the need to spam RA-15 and RA-100 and preclude the need to install Custom Barn Kit. Utilities Antenna Helper adequately and easily shows the power and ranges of combined antenna in VAB, flight and the Tracking Station. Better SRBs: Although a small engine pack, it is primarily a utility. This mod adds very much needed behavior and appropriate rebalances to SRBs in stock and in a handful of popular large parts packs. CommNet Antennas Info expands the panel info for antennae in the VAB. Kerbal Alarm Clock now works with Kronometer; lets you easily mark the times for maneuvers and encounters in many flights. SCANsat: A tiny mod that adds a few parts but is critical to an exploration or ISRU game. Highly recommended for discovering anomalies including most of JNSQ's KK facilities and identifying atypical resource placements by Rational Resources. Sigma Replacements: A suite of tiny Sigma mods for changing things such as the main menu scene, kerbal suits, and the skybox. Licensing JNSQ is licensed by Attribution-NonCommercial-NoDerivs 3.0 Unported (CC BY-NC-ND 3.0). Rational Resources, bundled, is licensed MIT. 0.10.0 Change log Added dark mode dV map. Added one biome each to Dres and Edna. Added Optional Mods: JNSQ_Rescale for 1x and 10x versions of JNSQ. Changed Eeloo's rotational period to 8 hours. Changed game start time to 6:00 UT--sunrise at KSC (requires Kronometer). Converted celestial body icons to .png (thanks to @yalov cn GitHub). This fixes issues with Strategia and Waypoint Manager. Fixed Bop's rotation to retrograde for Principia users. Included RemoteTech in antenna range multiplier (thanks to @armegeddon cn GitHub). Included part upgrades in antenna range multiplier (thanks to @jsolson cn GitHub). Revised atmospheres (surface pressure unchanged, heights may be different). Revised CelestialBodies.pdf (atmosphere changes). Revised flying altitude thresholds. Revised NavBall switch radius multipliers. Revised asteroids so that they better populate the desired fields. Reduced Minmus' science values for Principia users. Reduced SCANsat altitude multipliers from 3x to 1.5x. Removed KerbalHealth config. KerbalHealth has chosen to host all JNSQ configs in itself. Removed Kronometer from JNSQ (must now be downloaded and installed separately). Removed MyRocksAreBiggerThanYours plugin (now part of Kopernicus). Removed Rational Resources bundle. Updated TweakChutes to hopefully properly respond to FAR/RealChute. Updated KK: Added three more space centers. (Hidden) Added runway section to S. Musgrave. Added barracks to all bases that were missing them, including observatories. Buffed barracks capacities at astronaut complexes. Fixed duplicate launch site names for helipads and rovers. Fixed orientation or offset of some bases. Fixed west vs east runways. This update includes many important updates, bug fixes, and improvements. This update is certified to work only with KSP 1.12.1 or newer. It may work with older KSP versions, though it has not been tested and support will not be provided. Atmospheres have been redone to provide conformity across all Team Galileo products. This update adds an extra 1/2 rotation to Kerbin's initial rotation. This could break existing geostationary satellites if they are strategically placed over specific landmarks. This change can be reverted by deleting the file JNSQ_Configs/OffsetTime.cfg. Adding JNSQ_Rescale to an existing save is not recommended. DOWNLOAD Please consider becoming a Patron and help us continue to create awesome content for our favorite game!
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Hello Kerbonaut! Have you ever thought of Dres to be.. Boring? No matter how many times you go sightseeing the canyon, you still fall asleep from boredom? Well, you stumbled into the right place! Here at Nova Aerospace, we've taken note of this issue, and after years of collecting Dres-teroids for this project, we are happy to begin the Better Dres series with a Dres ring. Introducing Part one of the Better Dres series: Dres Ring! This mod adds two individual rings around Dres, one very light and dim, close to the surface, and one way thicker, farther away from the surface. In the rings, you can see stripes of cyan, green, blue, and purple, because we thought that grey was just a little bit too boring and decided to sprinkle in some magic asteroids too. (Disclaimer, asteroid spawning rates stay the same for now.) Pictures: (No visual mods other than this one) Tracking station view: Please note that this is my first ever mod. Feedback is greatly appreciated. Special thanks to Souptime for explaining this to me and helping me pull this off. Also VAOS, because this was kind of boring, and his stream entertained me Download: https://spacedock.info/mod/3457/Nova Aerospace Better Dres Pt.1 : Rings Installation: Unzip the file, find the GameData folder inside of it, drag & drop the NA_BD_DresRing folder into your KSP Directory's GameData. Dependencies: Kopernicus (and thus all of it's dependencies aswell)
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VERY CLEARLY TEMPORARY NAME (Vilviomia is from a random planet name generator and Vilvinet is an edited version of Vilviomia, they are not references to anything there) Welcome to my newest kopernicus project, which takes place in the titular Vilviomia-Vilvinet, those respectively being the larger and the smaller star within the system. This planet pack makes the kerbal start at Istratune, a large superkerbin with a 5 atm thick atmosphere and ZERO surface water, but the ksc starts roughly high enough where the atmospheric pressure is similar to Kerbin. Aside from that, its high gravity means that it takes quite a high amount of delta V to escape it's sphere of influence. This is where it's moons will help. HISTORY WHEN RELEASE? PLANETARY IMAGES PICS
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Outer Planets Mod v2.2.10 This version of Outer Planets Mod has been built to work for KSP version 1.3.1 - 1.12.*. About The Outer Planets Mod is a mod that expands the outer edges of the Kerbol system to create something akin to the real Solar System's. It adds Kerbalized versions of Saturn, Uranus, Neptune and Pluto as well as several of these planets' moons. These faraway planets provide a challenge rarely encountered in Kerbal Space Program; you'll have to figure out new transfer windows, manage your power supply differently, provide your spacecraft with more Delta-V and be ready to travel years or even decades. This mod is being developed and maintain by a group of collaborators, alongside and following the initial development of the mod creator, CaptRobau. Features Explore 15 new highly detailed planets and moons, all in a stock-a-like artstyle. Discover never before seen worlds, such as a sub-satellite, Trojan moon or a set of binary bodies. Collect science in over 140 biomes, with almost a thousand unique science blurbs. Custom terrain textures and improved ground scatter has made planets and moons never look so good up close. A full set of KSPedia entries for OPM's various bodies helps you to navigate the far reaches of the Kerbol system. Includes a Level 4 Tracking Station upgrade (requires CustomBarnKit) to boost your communication range out to the furthest reaches of the system without requiring additional modded antennas. Extensive third-party mod integration means you can play OPM with a whole range of other mods. Download You can either manually download and install Outer Planets Mod via the button and installation instructions below or by installing it automatically via CKAN (first-party support of CKAN is provided and new releases should automatically be indexed by CKAN in due course). Installation Instructions Extract the GameData folder found in the downloadable .zip directly into your Kerbal Space Program install directory. If located correctly, the OPM and CTTP directories should be found at: \Kerbal Space Program\GameData\OPM & \Kerbal Space Program\GameData\CTTP Dependencies The following KSP mods must be installed prior to using Outer Planets Mod (ensure you install the correct version of the dependencies for your version of KSP): Kopernicus (depending on KSP version) Module Manager Community Terrain Texture Pack - bundled within OPM Supported Mods Custom Barn Kit Community Resource Pack Distant Object Enhancement PlanetShine Research Bodies Visual Mods By default, Outer Planets Mods does not come with any included visual pack to support EVE or Scatterer. There are a few mods that add these atmospheric visual enhancements to OPM as follows: Stock Visual Enhancements - Retextures the Gas Giants and adds atmospheric scatter and cloud support to all atmospheric bodies. Does not apply effects if Pood's OPM-VO is installed also. Pood's Outer Planets Mod - Visual Overhaul - Retextures the Gas Giants and adds atmospheric scatter and cloud support to all atmospheric bodies. Not been updated in a while so your mileage may vary. Screenshots The scale of the OPM system compared to the orbit of Jool: Size comparison of Outer Planets and their moons: Sarnus overview: Urlum overview: Neidon overview: Plock overview: Changelog Please expand the 'spoiler' box below to view all changelog details: Credits Please expand the 'spoiler' box below to view the accreditations for Outer Planets Mod: Previous Threads Original thread by CaptRobau: https://forum.kerbalspaceprogram.com/index.php?/topic/93999-121-outer-planets-mod-21-active-development-has-moved-see-first-post-for-new-thread/ Continuation thread by Galileo: https://forum.kerbalspaceprogram.com/index.php?/topic/165854-ksp-15-outer-planets-mod221-25-april-2018/ License Outer Planets Mod is being maintained by a collaborative group. The mod is still licensed under the original Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.
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| Official Website | Official Discord Server | Download On SpaceDock | release thread Currently, there are few planet packs of the large scale being developed. This modpack aims to change that by introducing a new modpack that when completed will be the largest out there. However, this is obviously very very ambitious and will take place over a year or so. All the bodies have been planned and are pending the PQS and Heightmap/Color/Normal files. All planets, stars and moons are scaled to 2.67x scale to complement JNSQ and a very small handful of bodies are actually quite similar to those in GPP in nature. You spawn in Revan (provisional name, named after the title that i released this mod pack in), a super-kerbin (you could even say it’s a super nodens due to its similar buffing in stats), with a gravity, radius and pressure ASL 38%,30% and 190% greater than JNSQ kerbin (another mod pack of the same scale). This makes atmospheric flight easier (at least for large and less draggy craft), due to the firmer grip and better handling. Orbital speeds are so high that SSTOs are infeasible (combined with increased scale), and re-entry is deadly without heat shield- all for a more complex and difficult experience as well as the usage of multi stage launchers. A glider gliding above the surface of Heyu, pre-texture update, a tidally heated moon, with its massive gas giant and its rings shown. This was the logo of LSR. Current Version/Release Date: Key: First digit: Star system it is orbiting. Second+third digit:planet number of planet number of the parent from the host star. Fourth and fifth digit: Moon number from the parent. Last digit: Sub-moon order from the host moon. This is only 0 or 1 and there are no such examples in the 24 flagship bodies listed ahead. Most of the objects are pending naming (don't ask why) and we need your help to name them (over on discord). 24 Flagship Bodies: Linbol AA - F7V main sequence star slightly larger than Kerbol. Posesses metallicity comparable to Kerbol. Linbol AB - M3V main sequence star a third the size of Kerbol and fairly calm for its size. 101000 - a barren and scorched planet orbiting its host stars every two weeks. 102000 - a volcanic planet smaller than the earth with rivers of flowing magma. 103000 - a kerbin-sized desert planet with its characteristic yellow-orange tint. 104000 - a kerbin-sized habitable planet with a small set of rings and oceans. 105000 - the homeworld and also a habitable super-earth with oceans. 105030 - the furthest moon of 105000 that contains a thin atmosphere and deep canyons. (pending the unoriginal name Canyon from LS1) 106000 - a barren and inhospitable mega-earth 15 times the mass of 104000. 106020 - the much more habitable but still cold moon of 106000. The asteroid belt where future minor planets will be added. 109000 - a relatively small white water-cloud gas giant. 109030 - the tidally heated orange desert moon 20% the mass of 103000. 110000 - the largest gas giant with a large set of rings and 14 planned moons. 110060 - an dark blue ice giant moon or potential binary, the only of its kind (in this mod). 110070 - the largest moon in the system by far and possesses a toxic purple atmosphere like eve. 111000 - a pale blue gas giant a third the mass of 110000 with a smaller set of rings. 111010 - a tidally heated icy-carbonaceous moon with oceans. (This is the flagship moon of the system and is pending the name Heyu (named after the highest peak in the homeworld 105000 where it was first observed by astronomers). 112000 - a medium-sized ice giant known for its insane winds at the cloud layer. 112010 - a large ice world with a vast underground ocean over 49 kilometers deep. 114000 - a frozen ice-world with ancient lakes, cryovolcanism and 5+ kilometer spires. 115000 - a mysterious mega-earth in a distant and eccentric orbit with a dense and deadly atmosphere. 115010 - the tidally heated (but still frozen) dark moon of 115000. Linbol BA - K5V or K4V main sequence star slightly smaller than Kerbol. Linbol BB - DA3.5 white dwarf that used to be a star twice the mass of Kerbol just 100 million years ago. There are many more bodies planned but these are the 24 bodies that will be in the initial release. Currently work in progress are those in bold. Those italicised are complete and will be released. (The only really earth like bodies are 104000 and 105000). Linbol system's 24 flagship bodies are unique in their own way such as posessing a thick atmosphere and so on, and must meet the mass and radius requirements given by me. (all bodies are larger than Stock Kerbin and are at least 4% the mass of JNSQ Kerbin). The increased scale and (comparatively) large size of the homeworld (which is twice the mass of JNSQ Kerbin) makes take-offs and launches slightly harder as well as orbiting (SSTOs are probably impossible). The four gas planets (one with a gas moon) orbit in a roughly 3:5:8:12 pattern of Semi major axes, compared to OPM/RSS 1:2:4:6. This results in a much closer gas giant configuration and also a slightly unstable one over the course of billions of years. The furthest-out gas planet orbits roughly where Sarnus would be if the system was shrunked down to stock scale and the star down to stock size. That being said, the planet pack makes up for this by implementing three new bodies further out that orbit all the way out to where Eeloo would be in JNSQ (or roughly where Urlum is). All this is done to reduce ludicrous travel times and to prevent the need for the JX2 antenna or Better Time Warp. The textures used in this modpack vary in size by body, but as a general rule of thumb: 8192 size textures are used for large solid bodies and gas giants. (>1500km radii) 4096 size textures are used for mid sized (500-1500km radii) bodies 2048 size textures are used for small sized (<500km radii) bodies This ensures textures are finely detailed for large bodies, and the final modpack with all 119 bodies will probably end up being larger than JNSQ and comparable to the Alpharia planet pack, at 2.2 gigabytes. Mods recommended: JX2 Antenna - a large expensive and heavy antenna but with extreme network capabilities recommended for Deep Space communication. Extremely useful past 109000. Visual Mods - only if your PC can run it Better Time Warp - Used to speed up time - some of the outer planets are a little bit far away. Hangar Extender - In case you need to make larger rockets. Just in general Eve optimised Engines - For 106000 and 109070. Distant object enhancement - to see distant objects more clearly. Not really counts as a Mod, but also change your difficulty settings to multiply DSN modifier by 4 to make up for the large system and larger scale. Also, custom lighting should be used, everything Heyu and beyond is just really really dark. The poles are also quite distorted in some bodies, so some gas giants have a hazardous magnetic field strong at the poles to deter Kerbals from looking at the poles up close (although this effect is most pronounced on terrestrial bodies) Difficulty: While LSR may be a hard mod, it isn’t as difficult as it seems as Stock engines are generally slightly overpowered for stock scale. Apart from the notably thick atmosphere (which thins rapidly and can be easily avoided), the homeworld body does not pose any challenges apart from the large size and gravity. Overall all players except the most beginner players should be able to play this mod. Screenshots See you soon!
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Rational Resources is designed to operate on the Community Resource Pack or the WBI Classic Stock resources and to strip out the entirely random resource distributions and to apply distribution templates (carefully configured groups of resource distributions) according to the logically expected class and composition of a body. Rational Resources is inspired by Realistic Atmospheres made by @OhioBob and is part of the JNSQ (the planet pack) experience. While this mod is installed, un-configured bodies will have no resources at all (except for less Ore than by default). This mod may inflate your ModuleManager cache quite a bit. Notice that the logo image tells the following: Mun has a sizeable portion of MetalOre and Oxygen, but no Water (will be handled by biome specific config) and no Uraninite. Kerbin has a sizeable portion of Rock and Silicates, and there's a display for crust, ocean and atmo. Duna has a sizeable portion of CO2 in crust and atmo (not in legend), MetalOre, RareMetals and Uraninite, but no Minerals or Silicates. This mod enables planet makers to easily assign these distribution templates to their planet packs and skip the headaches of figuring out and writing the individual nodes themselves, and assorting all of their writings into several per-resource config files. Active CRP Resources Surface and Atmosphere Ammonia, CarbonDioxide, ExoticMinerals, Gypsum, LqdHe3, Hydrates, Hydrogen, MetalOre, MetallicOre, Methane, Minerals, Nitrogen, Ore, Oxygen, RareMetals, Rock, Silicates, Substrate, Uraninite, Water. Ocean Carbon, ExoticMinerals, Gypsum, LqdAmmonia, LqdCO2, LqdMethane, LqdNitrogen, LqdOxygen, MetalOre, MetallicOre, Minerals, RareMetals, Rock, Water. Star Ammonia, Antimatter, Carbon Dioxide, LqdHe3, Hydrogen, LqdDeuterium, Methane, Nitrogen, Oxygen, XenonGas. The resources above are preferred and used. are patched to display them all. Ocean resources only show non-zero values when the scanner vehicle is splashed. The Star series templates apply resource bands to a narrow and general classification of stars, automatically making them all viable as mining destinations for interstellar vessels. The expected members of this seres are: Yellow; Red Dwarf; Red Giant; Blue Giant. Due to a very nasty bug in stock, any resource bands around a star can only have a a maximum span of somewhere under 2 Gigameters. WBI Classic Stock system support: Rational Resources shows in the WBI play mode switch UI. (Picture needs to be updated) Assigning a template to a planet is as easy as: Current templates ISRU With omnipotent Ore being stripped of its Godhood, the following ISRU chains are proposed and encouraged for use by seasoned modders. Ore abundance is capped to 5% and its presence chance to 80%. It will be inconvenient for most players... but it will still be around. Ore tanks will be changed, at least, to hold the cryogenic input resources. Players may find themselves forced towards using Hydrolox rocketry since the required resources (Ore or Carbon Dioxide) for LiquidFuel may often be scarce meanwhile the requirements for Hydrolox (Hydrates, Hydrogen, Oxygen, Water) can be quite abundant. Metals* = Can be the Metal and MetalOre resources used by Extraplanetary Launchpads (EL), Metals and MetallicOre used by USI, or Aluminium. Sorry, it can be a bit of a mess here. Oxidizer options do not appear when RealFuels is present. Compatibility Due to the listed resources and the nature of Rational Resources, compatibility instantly extends between configured planet packs and the following mods: Kerbalism (consumable resources only) TAC Life Support Near Future Tech suite Hydrolox rocketry mods (including BlueDog Design Bureau, Cryogenic Engines, Kerbal Atomics) Potential Methalox rocketry mods Some resources and their distributions are conditionally spared while the rest are removed. Spared resources include ArgonGas, XenonGas, but not Karbonite and Karborundum. Purged resources include Dirt (used by MKS alone but supplanted with more Rock) and any other mod that adds resources (and especially extremely handwaved ones) such as The Gold Standard. But a provision exists to allow such resources to not be purged. Requires B9 Part Switch for tank options Requires Community Resource Pack for the resources in the tank options DOWNLOAD :: GitHub :: SpaceDock Wiki :: GitHub LICENSE :: MIT
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Welcome to Lazarus: Awakenings. The depths of the mind. Lazarus is a brand new planet pack created over the course of a year and a half. Awakenings, the first installation, consists of a system replacer and various interstellar destinations. A port to KSP 2 is possible but will not come until KSP2 is out of the earlier stages of early access. Storyline removed (click)
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Have you ever thought that Eeloo was a bit too lonely? Not anymore! This new mod adds four new dwarf planet candidates in orbits past Jool! All of these bodies have real world analogues. Bodies list: Kuvar: Quaoar Veff: Weywot Kros: Orcus Verner: Vanth Arkar: 2018 AG37 Nognog: Gonggong Xipe: Xiangliu Spoilers: Download here!: https://spacedock.info/mod/3446/Trans-Joolian Objects NOTE: Requires Niako's Kopernicus Utilities License: MIT
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Welcome to the Official Release thread for After Kerbin. After Kerbin is based on the Stock solar system, but 4 billion years into the future, adding highly detailed and intuitive planets to your game. We are in the process of setting up a DMP server. Spread the word! Overview: This mod aims to add a completely new adventure as you begin on Duna (which has Kerbin's properties for ease) and explore and uncover the secrets of the future stock planets. This mod adds highly detailed, 4k planets, each come with their own EVE and Scatterer configurations. Every single planet and moon has been adjusted and changed. Even Jool. All planets have been tested and I have made sure both rockets and spaceplanes can function on each of them. System Requirements: 5GB of RAM KSP 64 bit Donations are never asked for, but always appreciated! Help buy me another pizza if you enjoy the mod "Only during the last breath of life does the mind truly understand how lonely a species really is. Floating. In the dark. Guarded by nothing but the very nemesis which plagues the planet - loneliness, darkness, death." - Source Unknown, Year 7510, Solitude. FAQ: Is this planet mod compatible with present day mods? Yep! Even the visual mods will work together (they didn't with my previous planet mod), meaning you can install nearly any planet mod except those that also replace the home planet. How much RAM do I need for this mod? It varies. I recommend around 5GB at least. If you struggle, lower your texture quality. Watch @TheBeardyPenguin progress through conquering the Kerbal system for the final time in the hopes of saving kerbalkind. DELTA V MAP This mod follows the CC-BY-NC-ND licence. Thank you for downloading!
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Outer Kerbin An expansion to the Kerbin system Have you completely explored Kerbin? Have you mined Minmus for your refuel stations? Have you explored every anomaly at the surface of the Mun? But going to Eve or Duna isn't your kind of game? Than "Outer Kerbin" might be what you are looking for! You get to explore more, close to home! Outer Kerbin adds the planet "Phybi" to the Kerbin sphere of Influence. Phybi is in orbit around Kerbin just beyond Minmus and might be tricky to capture on your first few attempts. (SMA 65000000, Inc 12) Orbiting around this planet is the small-sized moon called "Iszmi". Both bodies are vacuum planets and have low-gravity somewhere between the numbers of the Mun and Minmus. Both bodies have a full world biome map, so theres enough for you to explore. Delta-V Calculations Numbers are calculated based on quick runs. No circularization around Phybi. Straight to Surface. So extra dV is adviced! From Lower Kerbin Orbit to Phybi Surface = 2520 m/s From Phybi Surface to Kerbin Re-Entry = 980 m/s Phybi Surface Touch & Return to Kerbin = 3500 m/s Latest Release v1.2 DEPENDENCY Kopernicus COMPATABILITY Outer Kerbin should be compatible with all planetpack that do NOT alter the stock system's planet locations. Please notify me when it's not complatible with another planetpack! Confirmed to work with: Atoren, DwarfPlanetsPlus, KerbolOrigins, OPM, Planet Cyran, The Plod System, The Varuta System , Trans-Keptunian, Moho Moons Mod and Miporia Planet Pack. IMAGE GALLERY Imgur Album VIDEO Outer Kerbin Preview Trip to Iszmi LICENCE Outer Kerbin is licenced under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International THANKING the awesome people over at the Kopernicus Discord for their help on getting to know how to create planets for KSP. @SnailsAttack @Gameslinx @Poodmund and others who've proven to be an helping hand! A Special shoutout to @Kottabos for his awesome video preview of Outer Kerbin on YT.! Give him a subscribe on his channel! Shoutout to @Johnster_Space_Program for featuring Outer Kerbin in his YouTube serie! Note that this being my first planet-pack for KSP, im looking forward on feedback! Have you encountered issues, please notify me, and ill try my best to get rid of it!
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Threads of the Month: April 2023 Edition Kcalbeloh System Kcalbeloh System is a planet pack adding an entirely new black hole system with 30 unique celestial bodies, including a super-massive black hole, 4 stars, 15 planets, and 10 moons and asteroids, each with its own unique set of challenges and features. This planet mod provides a diverse range of environments for Kerbals to explore, such as a planet with surface torn apart by tidal force, binary gas giants with multiple moons, a planet tidally locked by its parent star, and a small moon with a twisted surface. Like the movie Interstellar, there are also a pair of wormholes available for Kerbals to jump between Kerbol system and Kcalbeloh system, adding another layer of exploration and excitement. If you're looking for an exciting and rewarding space adventure, Kcalbeloh System is an excellent addition to Kerbal Space Program, providing tens or even hundreds of hours of entertainment. I really appreciate everyone who has followed this mod. Also thanks to everyone who has provided suggestions, bug reports, or any other forms of help. Also, if you have a cool idea and want to contribute to this project, feel free to let me know. Get ready to blast off into the cosmos and embark on a thrilling journey through the Kcalbeloh System. Happy launchings! Trailer System Map Are you sure you want to spoil it? Celestial Body List: Delta-V Map Gallery Installation System Requirements OS: Windows Only Memory: 8 GB RAM Graphics: 1-2 GB VRAM Install via CKAN (Recommended) It's easier and less possible to have installation mistakes to install Kcalbeloh System via CKAN. Please notice that only stable versions are posted on CKAN. If you want to download the test versions, you still need to install them manually. Install Manually Install Kcalbeloh System If you have an older version of the Kcalbeloh System installed, please completely delete it before proceeding with the new version. Download Kcalbeloh-System-(v1.x.x).zip from one of the sources:: GitHub 百度网盘 (for Chinese players) Extract the zip file and put all three folders in /GameData (000_NiakoUtils, KcalbelohSystem and KopernicusExpansion) to your [KSP installation folder]/GameData/ folder. Do NOT download KcalbelohExtras.zip unless you know what it is used for. Install Dependencies Kopernicus: for creating custom celestial bodies. Singularity: for blackhole and wormhole shaders. KSPCommunityFixes: for bug fixes. Install Visuals The planet pack works fine without visual mods, but it will lose a HUGE part of its aesthetic. EVE Redux: for clouds, dust storms, and auroras. Scatterer: for realistic atmosphere, oceans, and sun flares. Installation Checklist After a complete installation, the GameData folder should at least have the following contents: 000_Harmony 000_NiakoUtils EnvironmentalVisualEnhancements KcalbelohSystem Kopernicus KopernicusExpansion KSPCommunityFixes ModularFlightIntegrator Scatterer Singularity ModuleManager.4.2.2.dll Compatibility Supported: Environmental Visual Enhancements Scatterer Parallax 2.0 (Needs Parallax Stock Textures) Community Resource Pack SpaceDust Kerbalism PlanetShine Compatible With: Visual Packs: AVP and Spectra. Planet Mods: It depends. As an interstellar planet mod, Kcalbeloh shouldn't have conflicts with most planet mods, as long as: The planet mod is compatible with the newest version of KSP/Kopernicus. The planet mod is compatible with the latest EVE, Scatterer (and Parallax 2.0, if installed). HomeSwitch is disabled with any system-replacer planet mod. Principia Kcalbeloh System provides configuration for Principia in v1.1.2 and above. The orbit stability of all celestial bodies is verified for at least 2000 years. With Principia: (1) Kerbol will be forced to orbit Kcalbeloh, since Principia cannot handle interstellar distances; (2) Wormholes, HomeSwitch, and Rescale will be disabled automatically; (3) Skybox will be turned black to avoid visual error with Principia + Singularity; (4) It's NOT compatible with RSS and other system-replacer planet mods. Real Solar System Kcalbeloh System is compatible with RSS, but the following steps should be taken: Install RSS and Kcalbeloh System first. Download KcalbelohExtras.zip on the download page and extract. Find 'RSS support.zip', extract, and put everything inside the extracted 'GameData' folder to your KSP 'GameData' folder, and replace the original file. Do NOT install other files unless you know what it is used for. Install Sigma Dimensions. Note: When installing Kcalbeloh System and RealSolarSystem together, 10x rescale will be forced on Kcalbeloh System. Mod Settings Go to [KSP installation folder]/GameData/KcalbelohSystem/ and open Kcalbeloh System Settings.cfg. with any text editor. Wormholes Wormholes = : whether to have wormholes connecting stock solar system and Kcalbeloh system. True: (default) enable the wormholes. False: disable the wormholes. Home Switch HomeSwitch = : whether to switch home planet to Efil or Suluco. KSC and all the other launch sites and airfields will be moved to the selected planet. False: (default) keep KSC on Kerbin. Suluco: Set Suluco as the home planet. Efil: Set Efil as the home planet. Home switch is NOT compatible with system-replacement planet mods (Beyond Home, GPP, RSS, etc). It is NOT recommended to load any saved game after changing home switch setting. There are risks of losing existing vessels. Distance DistanceFactor =: moving Kcalbeoh System closer or further to the stock system. 1: (default) keep the default distance (271.8 Tm). 0: Kerbol will orbit Kcalbeloh. 0.1: 0.1x default distance. 10: 10x default distance. 100: 100x default distance. Rescale Rescale = : rescale the system to 2.5x or 10x size. 1: (default) No rescales applied. It has the same scale with stock system. 2.5: 2.5x scale. If JNSQ is installed, this value will be forced. 10: 10x scale (realistic scale). If RealSolarSystem is installed, this option will be forced. This setting needs Sigma Dimensions installed. Skybox DisableSkybox = : Whether to disable the skybox bundled with Kcalbeloh System. True: Disable the skybox bundled with Kcalbeloh System. Set it to True if you don't like this skybox. False: (default) Use the skybox bundled with Kcalbeloh System. Recommended Mods Propulsion Near Future Technologies Far Future Technologies or KSP Interstellar Extended Transfer Window Planner Quality of Life Better Time Warp Manufacturing Extraplanetary Launchpads Sandcastle Visual Astronomer's Visual Pack or Spectra TUFX- Post Processing Parallax Discord Server Click HERE to join Kcabeloh System discord server! Here you can: Follow the development of the mod Have access to hotfix or pre-release Share your gameplay experience or screenshots Make suggestions or bug reports Seek help for issues and more! FAQs Does it replace the Kerbol system or add a new system? It adds a new system without any change to the Kerbol system. But it also offers home switch options which allow you to move KSC to habitable planets in Kcalbeloh system. For more information on home switch, click here. Is it based on the movie Interstellar? Yes, but no. Although some ideas of the mod are inspired by Interstellar, the goal of the mod is not to facsimile the Gargantua system from Interstellar, but to create a unique star system. Is it compatible with other planet packs? Yes, it is compatible with most planet packs but it still needs further testing. Let me know if you have any issues. Is it compatible with Real Solar System? Yes, but you need to download a config file. See here. Is it compatible with other visual mods? Yes, it is compatible with most visual mods for stock system, such as Astronomer's Visual Pack, Spectra, and Stock Visual Enhancement. What is a wormhole? How can I use it? A wormhole is a structure linking disparate points in spacetime. In KSP, a wormhole functions like a celestial body with its mass and SOI. To traverse the wormhole, you need to lower your periapsis below 30 km. After you reach the periapsis, you will jump to the other star system. Credits @R-T-B for maintaining Kopernicus. @blackrack for Scatterer, Singularity and EVE. @Vabien for maintaining Kopernicus Expansions. @Pkmniako for creating Niako's Kopernicus Utilities (Smoother Heightmaps). Kopernicus Discord Server: a really good community. I developed most my planet modding skills there. I can't list all of the name but thank you all for your help! @JadeOfMaar for inspiration of the system map, and other helps and suggestions. @DY_ZBX for Kerbalism and SpaceDust compatibility. @themaster401 and @Astronomer for some EVE textures from Astronomer's Visual Pack. @Sigma88 for SigmaReplacementsSkyBox, SigmaLoadingScreens, and SigmaDimensions. @OhioBob for atmosphere calculator. @RJVB09 for light curve calculator. @ballisticfox0 @GGzz12321 for nice screenshots. @Davian Lin and Jel for Russian translation. @CoriW for ResearchBodies and FinalFrontier compatibility. @Iodyne for Principia configuration. @chaos113 for helping with parallax scatters support. @BadModder54@CashnipLeaf@Fio @Ade0924 @r-ISCO for writing part of science definitions. @Emperor of Ilve for helping with Rational Resources support. Reddit user 0_0_1 for some sunflare textures from Kabrams Sun Flare's Pack. And most importantly, credit to my girlfriend for allowing me to put time to this mod (The names are NOT in order of contribution) Change Log License Creative Commons Attribution-NonCommercial-NoDerivatives 4.0
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The year is 9302. The Mun has been impacted by a huge asteroid and Kerbin is flooded. Begin on an evolved Kerbin. Its continents have moved, its mountains and topography vary drastically. Set many millenia after the Kerbals first took to space, the general culture of former 'Kerbin' has changed drastically. Because of this change, the planet is significantly different - it's known as Gaia and all interplanetary voyages are strictly forbidden by the global government - You must convince them to fly once more. The entire planetary system has overcome a drastic change. A near miss with another star has caused many planets and moons to be captured by Kerbol. Your adventure awaits; take to the stars once more and prove that the eagerly awaiting space-faring Kerbals still have a future. This mod adds more planets and moons to land on whilst keeping the stock feel to the game. I have revisited the entire Kerbin system and added a bit more variation to the different planets and moons, making you feel the joy of exploring them once again. DOWNLOAD FOR KSP 1.4.3 If you feel as if you enjoy the mod thoroughly, feel free, but not inclined to, leave a small donation in return. Thanks DISCORD: https://discord.gg/XmVp23s Installation Instructions: Gameslinx's Planet Overhaul is a planet mod for Kerbal Space Program. This mod is licenced under CC-BY-NC-ND 4.0. Proceed with the following install instructions: Download Kopernicus - https://github.com/Kopernicus/Kopernicus/releases/ Download CTTP - https://github.com/Galileo88/Community-Terrain-Texture-Pack/releases/ Download EVE - https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases/ Download Scatterer - https://github.com/LGhassen/Scatterer/releases/ Download SigmaReplacements https://github.com/Sigma88/Sigma-Replacements/releases/ Download INSTANTIATOR - https://spacedock.info/mod/1624/INSTANTIATOR/ You MUST remove "ExampleConfig.cfg" from the Instantiator folder or it will not work Download GPO - https://github.com/Gameslinx/Gameslinx-Planet-Overhaul/releases Install ALL of those mods correctly - this should be as simple as dragging the correct folder to GameData unless stated otherwise. After that, launch the game in 64 bit. The above photograpah is not ingame imagery
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What is this? The first part of my Light Levels (LL/2L) series It's a planet/"star" pack that adds 3 brown dwarfs 7 planets and 3 moons. Bodies: Brün: A bright brown dwarf that would almost have been a red dwarf, but it wasn't that lucky and still fell into the L class Xing: The first planet of Brün, a cold non-habitable tidal locked water world. Yurff: The second planet of Brün, a Mun sized planet with some special rings and a hilly but cratered surface. Bäz: The third planet of Brün, way farther out there is Bäz. a gas giant half the size and mass of Jool with magnificent rings. Colgo: The icy inner moon of Bäz. Almost similar to Eeloo Æger: The outermost moon of Bäz, it shares similar characteristics with Duna, and it has an extraordinary name. Ømis: The fourth and outermost planet of Brün, Its an icy covered with cracks super Kerbin with a thin atomosphere. Its radius is 1,5 times greater than Kerbin Ve: A small Minmus sized moon orbiting around Ømis with weird surface features Tersa: Another L type brown dwarf, a bit cooler than Brün. Its binary with Iyo Kimau; The inner planet of Tersa. It's a little bit bigger than Kerbin but mostly similar despite the fact it runs on carbon instead of oxygen, with oceans of octane. Jyhe: The outermost planet of Tersa. Its a bit darker than Kimau and has a more Mun like surface with interesting cliffs Iyo: A T type brown dwarf binary with Tersa, its colder and gives off the least amount of light. Gren: A cold selena the size of the Mun, its surface is only visible when Tersa an Iyo are both in the sky. The series -3LR - you are looking at it right now -3LB - A pack with a binary white dwarf and magnetar neutron star, and a whole lot of planets to explore -B2L - A pack that adds in two blindingly bright stars. Download Github: https://github.com/RJVB09/Low-Light-Levels-Red/releases Dependencies Kopernicus: (optional) Kopernicus Expansion (footprints): https://github.com/StollD/KopernicusExpansion-Continued (optional) EVE: https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases (optional) scatterer: https://spacedock.info/mod/141/scatterer Trailer/ Kottabos Review The trailer and the review are quite old, things might not be similar to the most recent version Screenshots Contact For development updates join my discord server! https://discord.gg/gHGupT8 Please report bugs here: https://github.com/RJVB09/Low-Light-Levels-Red/issues License https://creativecommons.org/licenses/by-nc-nd/4.0/
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I'm pretty sure this is the right place for this... I was messing around with kopernicus, trying to get a custom planet. It will not show up in game. Planet file: Planet log: Kopernicus log: Nothing seems wrong EXCEPT if you look at the kopernicus log file you can see it finds my planet with the configuration loader, but later it doesn't. Kopernicus does work, as KSS works. The .cfg is in GameData/CustomPlanets/KopernicusFiles.
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Star packs with Kopernicus are becoming ever more popular, but I've noticed something. There are very little packs that include brown dwarfs. What's else is that those few brown dwarfs are too often planet-less and forgettable. So, as a way to celebrate the discovery of the TRAPPIST-1 system, I've decided to create Kumar's Dwarf Stars pack. What's Kumar's Dwarf Stars? KDS is a pack that will add 6 dwarf stars around the Kerbol system, ranging from spectral types Y5V to M0V. This pack is named after astronomer Shiv S. Kumar, who first hypothesized about them in the 1960's. Each stellar and substellar object puts out a significantly less amount of light than Kerbol, and the brightest bodies only glow red-orange. None of the stars in KDS have a radius greater than 100,000 kilometers, making them less than 50% the size of Kerbol. They will all have planetary systems, but you will need some vessel lights for those around dim brown dwarfs. What Are The Celestial Bodies? Here are the celestial bodies currently in the mod: KIP-666: A brownish-purple L7V brown dwarf. With a radius of less than 13,000 km , KIP-666 is the smallest dwarf star in the mod. It has 2 rocky dwarf planets, 1 with life. Krios: A not-so-dense Super Earth located in the close habitable zone of its system. Krios is covered in blue, photosynthetic bacteria that turn all of the planet a dark blue, even the oceans! Koios: The dramatic opposite of Krios, Koios is a dead rocky planet with no life, no oceans, and no atmosphere. The terrain of this planet shows signs of past and present geological activity. 99 Korionis: A flaring M0V red dwarf in the constellation of Korion. It is the largest dwarf in the pack, with a radius of 88,659 km, a mass of 1.3% that of the Sun, and 0.65% the luminosity of Kerbol. It has 4 planets, 1 very similar to Kepler-438b. 99b: A scorching desert planet very close to 99 Korionis and slightly larger than Eeloo. It has one small moon and will have lava lakes in future updates. 99b-1: The only moon of 99b, 99b-1 is a small rocky body mainly covered in lava flows from different time periods. It has a radius of about 74 kilometers and hosts very few craters. 99c: The Kepler-438b analogue, 99c is a temperate world slightly larger than Kerbin. However, frequent flares from 99 Korionis have stripped off most of its atmosphere and boiled its oceans. However, 99c s still home to some quite hardy blue bacteria, like those on Krios. 99c-1: This moon is slightly smaller than the Mun of Kerbin, but is much more different. There are very few craters and many steep highlands and mountains that make 99c-1 a difficult place to land on. 99d: A good example of an Iron Planet, 99d has a huge iron core and a thin crust of water and carbon dioxide ices. It is very geologically active and is colored pink from cryovolcanic eruptions. 99d also has a decently thick atmosphere. There will be 2 more moons in the future. 99d-1: This moon appears to be a heavily cratered binary companion to 99d, but 99d-1 has a much smaller mass, even though it is over 55% the size of its parent. It orbits close to 99d and protects its parent planet from many comet strikes. It is part of a compact binary system with 99d. 99e: By far the largest planet around 99 Korionis, 99e has a radius comparable to a gas dwarf and is turned pink by its weird atmosphere. The air of 99e contains more than 20% methane and reacts to the flares of its parent star. 99e will have a total of 4 moons in the future. Keplar: A distant binary star system consisting of a M4V red dwarf and a Y2V brown dwarf. This system is young, only about 376 million years old. KeplarA: An M4V red dwarf and the primary member of the Keplar System. It has 3 planets and one dwarf planet. KeplarAb: An iron planet whose physical parameters are based off those of Kepler-70b. KeplarAb is covered in oceans of liquid nickel with temperatures excess of 850 degrees kelvin. There is a thin atmosphere of smog where it snows metal. KeplarAb is way hotter than it should be, due to tidal heating. KeplarAc: Is this a dwarf planet or a full planet? KeplarAc is about the size of Kerbol's dwarf planet, Dres, but has a clear orbital space. Its terrain is young, rocky, and mountainous. This lightweight world is similar to Moho in both temperature and surface color. KeplarAd: Another gas dwarf! This exoplanet is 3.88 times the size of Kerbin and is only about 30% rock. KeplarAd is slightly closer to KeplarA than the habitable zone of the system, so it doesn't look too promising. KeplarAe: Despite being young, KeplarAe already has liquid water oceans and abundant unicellular life on its surface and in its seas. It has a Laythe-like atmosphere and one young moon. KeplarAe-b [WIP]: The young moon of KeplarAe, only formed about 170 million years ago. It is a rusty colored moon covered in crisscrossing mountains and deep lowlands. It will have lava lakes in a future update. KeplarB: A very massive Y2V brown dwarf about 1.9-2.1 times the size of Jool. KeplarB is based off of the brown dwarf/Super-Jupiter J1407b with its age, mass, and large ring system. There is also one planet forming around it! KeplarBb: Kerbal scientists first considered this planet as a passing planemo, then a moon, and then an optical illusion. Fierce arguments erupted about its status as either a planet or a moon, but what everyone can agree on is that KeplarBb is BORING. Screenshots: TBA SpaceDock Download: Download Here Changelog: To-Do List: Biomes for every non-gaseous planet. Texture changes to most bodies in the 99 Korionis and KIP-666 systems. A total of 8 stars and substellar objects. At least one rogue, supermassive planet. More celestial bodies to the 3 existing systems. Acknowledgements: The TRAPPIST team for finding TRAPPIST-1's planets. @Thomas P. for Kopernicus and Kittopia Tech. All other Kopernicus developers, testers, and modders!
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NO LOGS, NO SUPPORT. This solar system completely replaces the stock system. Version 1.6.6.0 Changelog Added Optional Mods: GPP_Rescale for 2.5x and 10x versions of GPP. Added extra launch sites to MechJeb2 config. Added HazardousBody to gas giants. Updated scatterer configs and fixed bugs. Updated CelestialBodies.pdf. Updated KK things to only be read when KK is installed and not when GPP_Secondary is installed. (No more KSC++ on Squad Kerbin.) Revised atmospheres (surface pressure unchanged, heights may be different). Revised rotationPeriod and/or intialRotation of many celestial bodies. Revised flying altitude thresholds. Revised NavBall switch radius multipliers. Revised Lili's fade limits to fix frame rate drop. Deleted MyRocksAreBiggerThanYours plugin (now part of Kopernicus). Deleted GPP KSPedia (doesn't work in current KSP version). Deleted unused MapDecal and FlattenArea in GPP_Secondary. Miscellaneous other fixes and updates. This update includes many important updates, bug fixes, and improvements. This does not include any of the texture or terrain changes that have been hinted about (that's still a work in progress). We're releasing these changes ahead of schedule to correspond with similar updates to JNSQ and GEP. The update is certified to work only with KSP 1.12.1 or newer. It may work with older KSP versions, though it has not been tested and support will not be provided. Atmospheres have been redone to provide conformity across all Team Galileo products. The changes to rotation periods and initial rotation may break existing geosynchronous satellite networks. Additionally, moon bases may find themselves facing a different direction - perhaps no longer with a line-of-sight to the planet. If you suspect your existing save may be damaged, then either consider not updating, or be prepared to redo, abandon, or correct the damage. Adding GPP_Rescale to an existing save is not recommended. For more information about Rescale mods, read here. DOWNLOADS GPP Download GPP Textures Download Optional No Volumetric Clouds (for better performance) Install instructions, Wiki, and other Important Information can be found HERE Tune in everyday except Tuesday at 8:00pm UTC for GPP career action and live support with @RocketPCGaming and the GPP developers. Thank you to @OhioBob @JadeOfMaar @Poodmund @TheRagingIrishman @Sigma88 for taking time out of their lives and helping me with this endeavor. I probably would have never finished if it wasn't for you guys. It has been a lot of fun. If you would like to help keep my motivation up, then you can donate. Any amount Is amazing, really! This mod is licensed by Creative Commons Attribution-NonCommercial-NoDerivs CC BY-NC-ND
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What is Community Planet Enhancement? Community Planet Enhancement (CPE) is a planet modding project opened to the KSP community. It aims to remake all stock planets to make them more aesthetic and more interesting to explore, without changing any physics parameters of the stock system. Who can participate in this project? Anyone with good knowledge and skill of KSP planet modding. How can I participate? Step.1: Join the CPE discord server. Step.2: Show us your skills of planet modding. It means to make sure all team members have the ability to make good stuffs. You can show your published/WIP mod, or simply some screenshots of your work. For new modders, we encourage you to join Kopernicus server instead to learn and improve your skills. You are always welcomed after you have learned enough. Step.3: Pick (a) planet(s) you want to remake. Step.4: Announce your plan in the corresponding channel under the CELESTIAL BODIES category when you start working. Showing your progress is always encouraged. Step.5: Submit your work to moderator(s). What if I want to make a planet but someone else has already started/finished? You can either: Ask the person whether he/she is willing to work together. Go ahead and make your own version. Later the final version is chosen by voting of the judging committee. Who can be a member of the judging committee? Anyone who has submitted their work. Anyone with good planet modding skills and elected from KSP forums. Note: Judges cannot participate in voting related to their own work. What is the requirement for submission? Keeping the main features of stock planets. For example, the main color of stock planets, main biomes, Kerbin and Laythe’s land distribution, Duna’s ice caps, Dres’ valley, etc. Without changing any physics parameters of the stock system. Radius, mass, orbit, atmosphere, temperature, etc. File lists Kopernicus config (Only edit the following nods unless necessary: ScaledVersion, PQS, Ocean, Biomes) Height map Normal map Scaled-space color map PQS color map Biome map EVE config and cloud maps if needed Scatterer config if needed Other things you can make Sunflares Skybox Planet Icons TUFX Profile Any other things related Gallery
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totm may 2020 [1.8.1] Real Exoplanets v0.9.6 [04/03/2020]
AndrewDraws posted a topic in KSP1 Mod Releases
About Real Exoplanets Real Exoplanets (REX) is planet pack that adds several confirmed exoplanets into KSP. As the name implies, all of these exoplanets are real, and all of the planetary systems are located exactly where they are in real life. All of the planets have accurate characteristics and the visual appearance of all exoplanets are based off of our current understanding of planetary science (as well as some artistic license when necessary ). Real Exoplanets is compatible with both Real Solar System and the stock, default solar system. With RSS, REX is properly scaled by a factor of 10. DOWNLOAD ON SPACEDOCK OR ON GITHUB Exoplanet List Below is a list of all of the exoplanet systems added into the game by Real Exoplanets. Screenshots Sources Changelog Credits Squad for KSP of course @Thomas P. for Kopernicus @NathanKell for Real Solar System @Pkmniako for being my original inspiration to begin planet modding @ProtoJeb21 for helping me for ages to recreate real life exoplanets that have accurate characteristics Check out this video of someone traveling to Proxima Centauri in Real Exoplanets: License: All Rights Reserved- 343 replies
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