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  1. 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. 0.9.0 Change log KSP 1.8.1 Added Localization for biomes, body descriptions and loading screen tips: German - Danke @woeller Italian - Grazie @Sigma88 Spanish - Gracias @Adstri Added (Moved in) Karborundum engine tweak from Rational Resources. Updated "No ghosts" sunflare feature to work in scatterer mode. Updated antenna patch to handle NF Exploration's antenna module (not the reflector module). Updated KK bases: Added AirBase (airplane) Boneyard, 30km south west of KSC. Added C. McAuliffe space center. Added Welcome Island Harbor. Adjusted hangar mass limits, raised hangar prices, buffed standalone util building's storage volume. Adjusted C. Yeager space center to not have a box mountain range around it anymore. Adjusted Darude base concerning static positions and a contract waypoint marker. Any landed craft here may be offset or destroyed. Adjusted tile colors to match terrain texture updates. All bases now aligned to the cardinal directions. North runway actually points north. This is due to a KK fix only available for KSP 1.8 and later. Fixed CRP patch structure. It's now contained in a single file. It applies to all fuel depot statics. It will provide WBI Classic stock resources if the WBI ClassicStock pseudo-mod is detected. Made observatory centers discoverable (as anomalies) via SCANsat. Updated asteroids: Now they are only 3.3x dense as stock where they were 33x which was far too much. Updated planet terrain textures to use KSP new terrain shaders. Updated Jool and Lindor: Added some more wow factor. Adjusted/Fixed HazardousBody. Jool-diving remains an exercise in extreme steam bathing. Lindor's rings now have a detail texture to simulate granular debris fields. Updated Kerbin: expanded arid biomes region southward around and over Darude base. Updated Moho: new biome map + Rational Resources config. Updated Nara: new surface + new biome map. Updated Minmus: new surface + no pixelation. Update Huygen: Scatterer atmosphere adjustments. Updated Rational Resources bundle to 1.1.0. Full changelog here. DOWNLOAD Mirror - Google Drive Don't forget to check out our favorite KSP Twitch streamers! @Rocketology And @woeller Please consider becoming a Patron and help us continue to create awesome content for our favorite game!
  2. edited cutout licensed under Non-Commercial use, no attribution required. in co-operation with @TheSpacePotato ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Hi there! Galaxies Unbound: Nova Kirbani is all about our closest stellar neighbour, Alpha Centauri. Although we don't know much about the system, a system was made based on various scientific and less scientific ideas. (no worries, Proxima b is also there) For questions or troubleshooting you'll find me and the others involved on this server: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- DOWNLOAD Curseforge (1.2.3) Github (1.2.3-1) Spacedock (1.2.3-1) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- About Galaxies Unbound This 'collection' will exist out of several individual mods (systems). Which the player can combine into 1/2 small clusters/galaxies. An Optional Stock System Overhaul is also under development. All systems will be based on real life star systems and will contain existing discovered planets. I'll be aiming to be scientific accurate planets (to some degree). These projects will be compatible with the Interstellar Consortium Plugin but will also function on their own. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Currently 1 system is finished and released. PART 1: UPCOMING PART 2: UPCOMING PART 3: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Changelog https://github.com/StarCrusher96/Galaxies-Unbound/releases/tag/1.2.3 ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Special thx to @TheSpacePotato, @Thomas P., @JadeOfMaar, @GregroxMun, @AR3S_TGL, @Adstri, .... ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- This mod is licensed by Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0)
  3. Beyond Home Beyond Home (BH) is the final chapter in the story of Kerbalkind. It can be played independently of Before Kerbin and After Kerbin. Billions of years after Kerbol exploded, a few colony vessels survived and found a new system to inhabit. The Tempus System. The Tempus System is a binary star system, slightly larger than the Kerbol System. The two stars Destiny and Fate orbit each other, almost like a slow dance. These stars are the heart of this expansive system. The Kerbals have begun the colonization of two celestial bodies: Rhode, the home planet, and its moon Lua. Rhode's gravity is slightly less than Kerbin's. Its atmosphere is slightly thinner. It's a lot more modest than what the Kerbals were used to billions of years ago, however it is still a beauty to marvel at. Your task is to explore the Tempus System and uncover its secrets. Beyond Home is a planet mod for Kerbal Space Program that raises the bar by achieving many things once thought impossible. Each planet has custom surface features that the player can explore. These can range from simple rocks to vast structures and crashed starships. Each planet has had at least a week (or more) of time dedicated to making it perfect for the player to explore. Beyond Home may sound easy, but leaving the home planet is no longer the challenge. The journey is what counts - especially what lies at the end of it. Your focus will not be learning how to fly, it will be putting those skills to the test in wild, unique environments never seen before. See the trailer here: https://www.youtube.com/watch?v=K9llIkFVXAE Trailers There are a number of trailers for Beyond Home. Here is the main trailer and a few popular ones, including upcoming features: https://www.youtube.com/watch?v=K9llIkFVXAE - The main trailer https://www.youtube.com/watch?v=zm6vzBzuGGU - Gas giant overhaul https://www.youtube.com/watch?v=jRoTx2NC9Jc - Mining base https://www.youtube.com/watch?v=h3_hijMmj04 - Cities https://www.youtube.com/watch?v=y5PSsIbgoBs - The original trailer I also have my own career mode series where I play the planet pack as a player myself: https://www.youtube.com/playlist?list=PLKfbvijUql4RUpLsJLJ-Zdenn6ArbOPik World-Firsts Beyond Home is the first planet mod to feature a fully functional binary star system at its core. Not only this, but entire structures can be procedurally generated on each planet - yes, you can land on those floating islands. Beyond Home comes with its own visual suite, meaning you can finally bring out the most performance you possibly can with one of the most optimized planet mods in the community. As well as this, Beyond Home offers the ability to collect bonus science rewards from various biomes across every planet - you will know where the challenge lies. There is even the option for you to launch from the moon of the home planet to aid with the system expansion and exploration. This planet pack is entirely about exploration and discovering vast, dynamic worlds that actually feel alive. Structures that indicate that an alien race has been here before you exist. The lore is extremely extensive. And yes, there are easter eggs! Compatibility Beyond Home is compatible with (or provides support for) the following mods: Environmental Visual Enhancements Scatterer Rescale (The recommended rescale factor is 2.5 or 3.7) Distant Object Enhancement Kopernicus Expansion Sigma Replacements: Skybox Kerbal Konstructs Astrogator (Use for transfer windows!) KS3P Beyond Home is not compatible with: External visual mods (SVE, AVP, SVT...) External planet mods (JNSQ, GPP, GPO...) Scale Beyond Home is built at the stock scale. Each planet has been hand crafted for use within Kerbal Space Program. Beyond Home avoids all of the pitfalls that the stock planet has and sustains incredible detail even at the stock scale. There is also support for Sigma Dimensions configurations, where the recommended rescale factor is 2.5x or 3.7x for a challenge. You can download Sigma Dimensions here: https://github.com/Sigma88/Sigma-Dimensions/releases Installation Please navigate to the following pages to download and install the version of each dependency for your KSP version: Required To Function Beyond Home - https://github.com/Gameslinx/BeyondHomePlanetMod/releases Kopernicus - https://github.com/Kopernicus/Kopernicus/releases/ Upon starting the game YOU MUST go to settings and enable terrain scatters and turn the density up to 100% for key features of the mod to work! Recommended Environmental Visual Enhancements (Clouds) - https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases Scatterer (Atmospheres) - https://github.com/LGhassen/Scatterer/releases Sigma Replacements (Skybox) - https://github.com/Sigma88/Sigma-Replacements/releases/tag/B_v0.5.0 Hardware Requirements Beyond Home is an incredibly well optimized mod that almost anyone will be able to run, but there are some bare minimum requirements that your system must meet for an enjoyable experience: 6GB RAM (System memory) 1-2GB VRAM (Graphics memory) Delta-V Maps With the amazing help of @JadeOfMaar, the Beyond Home Delta V map is finally here! You can download it in both light and dark modes at incredible resolutions and finally know just how much fuel you're spending Donations I have developed Beyond Home almost completely by myself, keeping outsourcing to an absolute minimum. As of writing this forum page, I have worked on Beyond Home almost every day for just over a year. In 2020 I will not have as much time to develop the mod because I will be in university. Donations are by no means asked for, but are greatly appreciated. Thank you for downloading the mod or if you're a long time supporter, thank you for sticking with it throughout its development Licensing Beyond Home is licensed by All Rights Reserved.
  4. Visual Compilation "You're the closest to adventure when farthest from home." - Joe More compressed YouTube link and other videos: Hey, Avera9eJoe here! This is Spectra, my ultimatum of a visual pack. A well optimized and yet breathtakingly beautiful revamp of all celestial bodies in KSP, with a pick-and-choose features setup so that you can tailor the mod to what you want. Fly through the geysers on Minmus and Eeloo. Soar across Laythe's glittering bioluminescent sky. Skip across the dust on Minmus, Pol, and Vall. Descend through Eve's mystic clouds. Or like they say, die trying. Spectra is designed with these players in mind: Streamers: While made to be pretty Spectra is as optimized as possible. It runs very well on a high end system and there are ways to squeeze out extra performance as well if need be. In terms of pure FPS values, it's a dead tie with SVE. Film makers: This pack is my interpretation of the greatest visuals in KSP. An ultimate cinematic suite. Stock part purists: Spectra does not effect the stock parts, colliders, or physics. It only adds visual effects, meaning that gameplay and crafts runs exactly the same as a fresh install- just prettier. Nostalgic veterans: Many visual packs have risen and fallen over the years, and in making Spectra I'm taking the best concepts of each, expanding on them, and then applying them to an updated visual pack reminiscent of old. KSPRC's surface textures, Stock Visual Enhancement's storms, Better Atmosphere's glow, Astronomer's colors, it's all there. The credits at the bottom of the page highlights this in more detail. It's a lot to live up to, and I hope it meets your expectations. Standard pictures: Scatterer-less pictures: ―――――――――――――――――――――――――――――――― Download: Spacedock Version is backwards compatible to KSP 1.3. Dependencies (Instructions also included in the download): EnvironmentalVisualEnhancements: Clouds, lightning, auroras, bioluminescence, geysers, ablation, dust, non-scatterer atmospheres Kopernicus: Planet textures in map view, terrain textures, custom trees/rocks/terrain features ModuleManager: REQUIRED - Also bundled inside Kopernicus Scatterer: Atmospheric tinting and scattering, ocean shaders, lense flare TextureReplacer: Skybox and menu logo Notice: You don't have to install everything, only install the mods that add the features you want. The features added are listed next to each. This is the same as 'Step 1' in the download. ―――――――――――――――――――――――――――――――― Licensing: Spectra is licensed as MIT, meaning you are free to edit and redistribute everything in Spectra so long as you give credit where it is due and don't add a more restrictive license. What's mine is yours, and what you do with it is everyone else's. Bad performance? Try these: Remove some extras RealPlume, DistantObjectEnhancement, and Scatterer all tax your GPU. Removing one or more of them (Or any of the other extras) can improve your frames. Remove Scatterer Spectra has backup atmospheres that enable when Scatterer isn't in GameData. Removing Scatterer from GameData will slightly dampen your visuals, but greatly increase your performance. I usually run without Scatterer when not recording because I value my frames. Don't like Spectra but still want to try visual enhancements? Try Stock Visual Enhancements Try Sci-Fi Visual Enhancements Both of these packs are beautiful and unique in very different ways. I highly recommend trying one if Spectra doesn't suit your fancy. Troubleshooting: The sky is all white: Try re-downloading and reinstalling Scatterer. Re-download is important. This happens on occasion and I don't know why. Surface tiling looks strange and spotty: Kopernicus/KSP terrain bug. Rebooting your game should fix this. Duna is completely blue (more than in the trailer/pictures): You probably clicked save in the EnvironmentalVisualEnhancements GUI. Hitting save breaks some of my ModuleManager configs. Don't press save and you'll be fine. If you do press save, reinstalling Spectra will fix this. Credits: @Proot's KSPRC v-0.7 PreRelease 3 Textures: Proot's Kopernicus surface textures are being used in Spectra with a custom config I made to use softer textures and improve tiling. @blackrack's Scatterer Atmospheric scattering and tinting with custom configs. Ocean shaders. @JadeOfMaar's Sunflares of Maar Spectra uses a more stockalike version of Jade's Primus sunflare. Inspiration: @Astronomer's Astronomer's Visual Pack - Interstellar V2 - I can't thank you enough for what you've done for your ground breaking work on the aesthetics of KSP. Thank you! Bioluminescence on Laythe @Proot's KSPRC v1.0.5 - concept image post by @drswagboss from December 2015. Focus your eyes on the textures from low-orbit. Surface textures Ablation on Moho Green-tinted Eve Warped clouds on Laythe Geysers on Eeloo @Galileo's SVT and GPP - Your works are incredible... Thanks for all the help and advice. Lightning Terrain scatters @erona's and @Thesonicgalaxy's Better Atmospheres - The original mod that added glow to non-atmospheric bodies. If you said this is where it all started, you wouldn't be wrong. Blue Duna Cloud textures @panzer1b's Sci-Fi Pack - Your pack is incredible! If you don't have the PC to run Spectra, definitely try SciFi. Proving that planet glow can still be done in new EVE, and look even better than before.
  5. Welcome to EventHorizon. What this mod is about EventHorizon is a planetpack that adds in a Blackhole-system which is inspired by the movie "Interstellar". I loved Interstellar, the visuals, especially how Gargantua looked like. When @Artyomka15's Kargantua fell into incompatibility, it was sad. So after some time I decided to make my own take on the Gargantua system. Now over a year later, here we are with Murph, a Black hole with a totally appropriate name. What is featured in this mod. 19 new planetary bodies. 2 new star system 1 Blackhole system Functional wormholes (Thank the Kopernicus developers for that on) Custom science for ever celestial body Custom Planetary Icons(no boring stock dots) A custom lava ocean-texture (not just a red stock ocean) Handmade Blackhole visuals (and a reason to use those fancy high tech high DeltaV engines) Where you can download the mod. https://github.com/GrandProtectorDark/Event-Horizon/releases Installation Instructions How to use the Wormholes Some Images Some recommended mods to be used alongside EventHorizon Mod Support - Event Horizon has custom wormhole locations for the following planet packs that replace the Stock-System BeyondHome WhirligigWorld BeforeKerbin AfterKerbin AlternisKerbolRekerjiggered GPP Evolution SLIPPIST-1 - Planet packs that replace the home-system that aren't listed here are supported by placing the Stock system-wormhole in solar orbit -Real Solar System is not supported - Custom Science for the HabitabilityCheck Experiment from EnduranceShip - Guaranteed* stability when playing with Principia (only guaranteed when the home-system is the stock system) -Antimatter and LqdDeuterium/LqdHe3 can be found in selected regions (When using a mod that needs "CommunityResourcePack") Special thanks to: @Thomas P. not only for Kopernicus itself, but also for adding the ability to make wormholes. @The White Guardian for INSTANTIATOR without which Murph would just be a sad black sphere. @Pkmniako for helping me learn how to make a fancy accretion disk The Kopernicus Discord for being so helpful. Licencing EventHorizon is licensed under CC BY-SA 4.0 However, any image asset not made by a third party, shall not be used in a mod outside of Event Horizon All other bundled mods are distributed under their own licenses. The texture used for Fuego's lava up-close was taken and modified from http://www.textures4photoshop.com/tex/fire-and-smoke/lava-magma-seamless-texture-free-download.aspx
  6. 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: Creative Commons Attribution-NonCommercial-ShareAlike
  7. NO LOGS, NO SUPPORT. This solar system completely replaces the stock system. LATEST RELEASE uses Kopernicus v1.4.5-2 Changelog: v1.6.3.1 REQUIRES GPP_TEXTURES 4.2.1 Fixed incorrect body name in Asteroids config. Fixed incorrect body name in MechJeb config. Fixed incorrect texture name in OPMClouds and StockClouds. Fixed error in scatterer planet list (cause of 'black sky' bug). Rewrote several scatterer configs to improve compatibility with Module Manager. Increased Lili's surface gravity (can now land on most of its surface). Deleted Lili's orbit line from tracking station/map view. Revised Leto's atmosphere visual settings. Updated CelestialBodies.pdf. Make sure you make a save of your stock game. This mod replaces the stock solar system completely. It will probably destroy any ships you had in orbit. Consider this is your warning. 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
  8. This is the old forum topic. Please visit the new one! https://forum.kerbalspaceprogram.com/index.php?/topic/182708-181-planets-beyond-home-13/
  9. 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. 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, Methane, Minerals, Nitrogen, Ore, Oxygen, RareMetals, Rock, Silicates, Substrate, Uraninite, Water. Ocean LqdAmmonia, LqdCO2, LqdMethane, LqdNitrogen, LqdOxygen, Water. Star Antimatter, Karborundum, LqdHe3, Hydrogen, LqdDeuterium. 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. 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, Karbonite and Karborundum (condition: Karbonite's specific placements like the overabundance on Eve are disallowed). 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. If you somehow still have "RealisticResources" please delete that before installing. 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
  10. 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!
  11. What is this? The sequel to the planet pack Low light levels Red. The pack adds in two binary stars and 11 planets and moons. Bodies: Rubo: A white dwarf that was once a mighty star like Kerbol. Loth: A fiery world with oceans of lava that are slowly cooling in the dim light of Rubo. Ufgo: A tidal locked desert with old dried up oceans and ice on the farside. Crof: A small world even more forgotten than Dres. It has a cratered cold surface. Giza: The biggest gas giant in the system, but still small. Most of its mass got lost in the past. Micry: The only moon still orbiting Giza. It has a cratered dead surface. Zec: A gas giant with strong winds and two very clear bands. Thesi: First moon of Zec, it has a thick atmosphere and small oceans of liquid methane. Pece: An extraordinary asteroid, it is in a binary dance with its partner Poco. Poco: The other asteroid roughly the same as Pece, also orbiting the barycenter. Wilco: One of the most mighty objects in the universe, with the size of the KSC and named after a scientist his dog. Ria: A cold icy world with a beautiful view of Wilco. Qen: A small asteroid orbiting at big distance from Wilco. The series -3LB - You are looking at it right now... -3LR - The other part of this series which adds 2 brown dwarfs. Download Github: https://github.com/RJVB09/Low-Light-Levels-Blue/releases (Secondary) Spacedock: https://spacedock.info/mod/2304/Low Light Levels Blue Dependencies Kopernicus: (optional) Sigma Binary (to make Wilco and Rubo binary): https://github.com/StollD/KopernicusExpansion-Continued (optional) EVE: https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases (optional) scatterer (not the 1.8 go to change log and download the latest 1.6 one): https://spacedock.info/mod/141/scatterer Trailer/Kottabos review Screenshots Coming soon! Contact/Bug reports For development updates on my mods, questions and other things, join my discord server! https://discord.gg/gHGupT8 Please report bugs here: https://github.com/RJVB09/Low-Light-Levels-Blue/issues License Most of my mods are just licensed by this. https://creativecommons.org/licenses/by-nc-nd/4.0/
  12. I keep on getting errors using Flare Exporter on Kopernicus and I can't fix it, I've already tried changing unity versions among other things but to no avail. If anyone has a clue, then any help will be greatly appreciated.
  13. Ecumenopolis is the concept of a planetwide city. Ecumenopolis Ecumenopolis is a planet pack containing a planet-wide city Ecumenopolis and its frozen moon Ithil, focusing on quality rather than quantity Ecumenopolis and Ithil have a rich surface with a significant variety of buildings and rocks. My inspirations for the planet orbit were coruscant from star wars and trantor from fundation. When landed on Ecumenopolis, a city ressembling blade runner appear to the eyes of the kerbal. Tips : There are refinery stations located near the city light on Ithil, they are tough to find but it's worth the exploration ! (if you manage to find one post the screenchot on the topic) Go at 10° South 139° East (-10,139) on Ithil to find the mass driver. A picture is worth a thousand words Craving for more screenshots ? Download Ecumenopolis Installation instruction Ecumenopolis is still in 1.7.3, download the 1.7 version of each mods. Extract the GameData folder found in the downloadable .zip directly into your Kerbal Space Program install directory. The CTTP directories should be located at: \Kerbal Space Program\GameData\CTTP Don't forget to enable the terrain Scatters in the setting and put them at 100 % : Ecumenopolis without Scatters is like a cake without flour. Download and extract these mods : Kopernicus EVE CTTP RECOMMENDED MODS : Scatterer ( for a yellowish atmosphere) Special Thanks to : @Thomas P. For maintaining kopernicus. @Waz For maintaining Environmental Visual Enhancements. @Galileo For helping me and inspiring me. Licencing Ecumenopolis is under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)
  14. Outer Planets Mod v2.2.6 This version of Outer Planets Mod has been built to work for KSP version 1.3.1 - 1.8.*. 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 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 milage 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.
  15. I've been carrying this idea for a few months now and I figured it would be quite neat to have. Its customization and versatility would be at least on par with the Kopernicus feature: HazardousBody, which replaces HazardousOcean and does not require the hazardous body to possess an ocean or atmosphere. Its overall purpose is to add that missing aspect of challenge, of risk and reward to exotic planets in your favorite planet mod(s). The idea first came to me while watching beaucoupzero's video of a KSPI shuttle entering into Deemo, the yellow acid moon in @AndrewDraws Extrasolar mod and sadly not taking damage from the atmosphere. (Video link starts at 10:00, you don't have to scrub it or watch the whole thing.) HazardousBody can be applied and restricted by altitude regions, points with effect radius (making only the insides or immediate areas of volcanoes deadly in-game), latitude regions, possibly even complex toroidal regions. It can even accept a grayscale map texture (which needs investigation). It's an incredibly powerful feature just for manipulating heat. But there is more to a deadly planet that exposed lava. So, what I'm envisioning is a cousin to HazardousBody. With how complex it can get and its deep involvement with parts, I doubt I can hope for it to be fully realized as a feature of Kopernicus, but as its own part failure mod or a sub-feature of another part failure mod, or a certain habitation mod. Suitable existing mods that come to mind are Kerbalism, Kerbal Health, BARIS and Oh! Scrap, owned by @Sir Mortimer @garwel @Angel-125 @severedsolo. Also paging @linuxgurugamer because why not? How I imagine it will work in-game is: Parts carry an HP gauge and a resilience factor (equivalent to this is the DEF or SP DEF stat in monster/magic battle games). Resilience is how reactive or non-reactive the part is to the acid around it, and HP scales with mass by default but can be influenced by one or two factors such as heat tolerance or part category. Depending on the resilience value given to a part, it is implied to largely consist of weaksauce Aluminum sheets...or consist of a very buff, complex Carbon lattice. Some parts, despite having a powerful outer hull composition, may still have exposed innards that aren't and can't be as well protected such as intakes or shrouded solar panels. There will be facilities to refurbish parts and restore HP (very much like any maintenance process within a failure mod), but not all parts can qualify such as early-game crewed parts, delicate science instruments or certain classes of engine. Kerbals would be most vulnerable to corrosion. Just as with EVA fuel, when a kerbal leaves the ship they may take from a limited, onboard supply of dispensable anti-corrosion coating, and when they board or disembark, the part possessing the hatch should have especially high resilience or should take corrosion damage. Planets will have two or three corrosion factors, simply measures of how powerful its acid (or alkali) is. One for ground, for the ocean, and for the atmosphere. Why separate factors? It's possible for a planet to have a corrosive atmosphere and a neutral ocean, or a neutral atmosphere and corrosive ocean. The ground factor will apply to anything immediately touching the ground (such as landing legs or EVA kerbals). The ground could be saturated by acid rain. The ocean...pretty straightforward. And to the atmosphere (basic, scaling in intensity with atmosphere pressure). Additionally, this ideally should also accept a float curve for atmospheric intensity and would enable such things as the boundary in Venus' atmosphere above which it's still completely safe to fly but below which are the acid cloud deck and sudden acid rain. Ideally, the corrosion should only affect the outermost parts of a ship and work its way inward, giving substance to the concept of applying armor to your ship. Advanced features: Certain modules will break and become unavailable if the part bearing this module has sufficiently corroded (taken a certain fraction HP loss). This can easily help simulate breached cabins and greenhouse environments. If a part has an ablator module then whatever resource is used by this would be consumed and would mitigate the corrosion damage. Parts can be destroyed (critical failure) after taking a certain fraction of damage before losing all of their HP, such as a fragile tank full of highly reactive resource like CryoTanks and LH2 or Oxidizer. Kerbals and certain parts can have upgrade-able resilience factor or HP. Life support mods (Snacks, Kerbal Health, Kebalism) will respond to excess HP loss on the kerbal and apply their appropriate negative status (stress!, poisoned, panic, fainted) to the kerbal. This, if it was realized as a mod could add much more immersion, when applicable, to an interplanetary or interstellar experience in KSP. Activate this alongside part pressure limits, and hostile worlds like Venus in RSS, and Deemo in Extrasolar will get that much more interesting and immersive.
  16. Now in French, Spanish and Russian! Welcome to the Development thread of Other Worlds Reboot. Other_Worlds was a star and planet pack that started out 2 3 years ago as my first ever ksp mod. This time, with the knowledge that I've aquired through out the years, I'm going to redo this pack! It will also include Sprite Parts, based on Project Starshot. It even comes with actual functionallity! I'll sometimes be streaming on twitch in the process of creating the planets. Downloads: > Download Beta 0.5 and Changelog > Scatterer 0.052+ Patch Github link to Source WARNING: You must download the correct versions of Scatterer, EnviromentalVisualEnhancments and CTTP 1.0.3 or higher DISCLAIMER: For the moment, the SPRITE Laser Sail will be bundeled with Other Worlds Reboot as to wait for the completion of both projects Installation: Download CTTP and install it Download Kopernicus and install it For clouds install EnviromentalVisualEnhancments and for the atmospheres install Scatterer For Loading Screens, install SigmaLoadingScreens Drop the folder "OtherWorldsReboot" into "GameData" Planets and Sails Full Res Posters here License: CC BY-NC-ND 3.0 Credits to:
  17. _____________________ Kerbol Origins _____________________ Welcome to Kerbol Origins, a mod that aims to recreate all the SQUAD planet ideas that never got implemented, like the Gas Planet Two (GP2), Gas Planet Three (that is actually a giant rocky planet) and many more. The mod has been fine-tuned to be as stockalike as possible and we made sure that it fills most of the gaps the stock Kerbol system has. Many of the celestial bodies added by this pack are proceduraly generated, which means that they have a lower memory footprint, but others use heightmaps and while they are not entirely procedural, they offer much more detail than the procedural ones. _____________________ Pictures _____________________ ( https://imgur.com/gallery/vKGxl7c _______________________ Recommended mods _____________________ - by Amarius1 - by Nils277 - by Valerian _______________________ Lets meet the new planets! _____________________ Faz: Harvest: Rega: Sarvin Keelon: Corolet: __________________________________ The team! ________________________________ @amarius1 - Original Owner & Lead Developer @Mythical Donuts - Developer @zherdev - Developer @Nils277 - Part Creator @Olympic1 - Career Compatibility & Tweaks @The White Guardian - Career Compatibility, EVE Clouds & Tweaks @smokytehbear - FF Ribbons @Eriksonn - Principia Compatibility And more! __________________________________ Thank you ________________________________ Thomas - For developing and mantaining Kopernicus. KillAshley - For teachingt of the aspects of planet creation. CaptRobau - For teaching me the basics long before Kopernicus could even load PQS mods. Olympic1 - For being a good friend and collaborating with me in all of my projects. Sigma88 - For giving me advice and giving everyone over #Kopernicus a good laugh. ___________________________________ Installation ________________________________ Download the mod files from any of the buttons at the top of the page Download the Kopernicus dependency from GitHub Merge downloaded GameData folder from both mods with yours ??? PROFIT! !WARNING: When installing new versions of the mod, NEVER merge the new version's files with older versions, but instead, delete the old ones, before. ____________________________________________________________________________________________________ Known Bugs: ____________________________________________________________________________________________________ To do:
  18. This mod adds 100 celestial bodies in a cluster orbiting far from the Sun while preserving the stock system. Designed for modded late game exploration, colonisation and other wackiness. 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. Star map TWB does not replace the stock system and no changes has been made to it. Star emblems 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. 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 System Traverse - A M1V orangish red dwarf shrouded by a immense nebula, it orbits roughly in the middle point 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 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. THE WORLD BEYOND IS CURRENTLY NOT READY FOR REVIEW AS MANY ASPECTS ARE STILL BEING DEVELOPED/REFINED. PLEASE DO NOT REVIEW THIS MOD UNTIL THIS NOTICE IS REMOVED. CC 4.0 BY-NC-ND INSTALLATION INSTRUCTIONS SUPPORTED MODS The Gold Standard: TWB provides configs for the resources added in TheGoldStandard, so you can mine gold and unobtainium far from home! Community Tech Tree: installing CTT will reposition the antennas on the expanded tech tree. Community Resource Pack: TWB provides configs for ALL the resources added in CRP, so you can harvest them deep in the sky for fun and profit. Sigma LoadingScreens: shows custom loading screen images and loading screen tips if installed. Texture Replacer: you can take off your helmet and breathe in any alien world with a dense oxygen atmosphere. RECOMMENDED MODS Near future technologies: provides a large assortment of parts for your spacecrafts. USI Catalog: Orion drives and warp drives to help you travel between the stars. Poodmund's Milky Way Skybox: extremely nice looking skybox that is used in all the screenshots shown above. Interstellar Extended: for those of you who want to cover interstellar distances in a realistic way. BetterTimeWarp: to make your interstellar journeys feel slightly faster and far more bearable. ESLD Jump Beacons: an alternative method to travel between the stars. COMPATIBILITY TWB is compatible with the following planet packs: Gameslinx's Planet Overhaul (GPO) Outer Planets Mod (OPM) Galileo's Planet Pack (GPP) Grannus Expansion Pack (GEP) Extrasolar* Other_Worlds Reboot (OWR) New Horizons Before Kerbin After Kerbin Whirligig World TWB is NOT meant to played with Principia, but you can install both and see what happens *Extrasolar is known to break the scatterer sunflares in TWB. Check page 9 in this thread for a workaround. KNOWN ISSUES The resource configs in this mod could make the stock KerbNet unusable (crafts that should have KerbNet access don't). This is a problem with KSP itself, and the best solution is to use the mod SCANSat and Waypoint Manager instead, both of which provides better functionality compared to the KerbNet. PLEASE FOLLOW THE INSTRUCTIONS HERE WHEN REPORTING PROBLEMS AND BUGS, OR YOU WILL NOT GET SUPPORT Changelog v1.1.1 "Bridging Azure" Patch 1 2018-10-31 ============================================================================================================================================================================ +custom orbit icons for all stars +4 new flags +more loading screen tips +sunflare licenses +made more references *completely remade Barrier's pulsar jets *increased Dawn's orbital period so it's even more static *corrected AVC version checking, removed version file for each system so now the entire TWB folder have only one central version file *adjusted and recolored the orbits of planets of Eon *disabled new shader on Oblivion's rings so it is much more visible *tilted Amaterasu's ring so it looks nicer, and tilted its moons' orbits *further reduction to asteroid spawn rate for all systems *fixed numerous tpyos v1.1 "Bridging Azure" 2018-08-24 ============================================================================================================================================================================ +Dawn is now made "static" using the new period feature +3 new flags +more loading screen tips +more references *moved the Dawn Cluster much closer to the sun (42Tm to the current 12Tm), and compressed the cluster by moving the stars roughly 10 times closer and shrinking their SOI by 10 times *adjusted the orbit of many objects in accordance of the change above *adjusted the antenna stats, reduced the smallest and largest antennas' range, increased all antenna's EC storage and EC usage *renamed Guardian to Sentry due to the name being already taken by AK *corrected the license on KSPI parts *adjusted asteroid spawn rates for all systems *fixed numerous tpyos v1.0 INITIAL RELEASE "Resuming Odyssey" 2018-05-28 ============================================================================================================================================================================ +sunflares for all stars, including the nebula for Traverse and pulsar like emission for Barrier +Custom biome maps for every planet and a generic map for stars and gas giants +bundled 3 very big antennas for interstellar communication +7 flags for missions +a lot more references *updated texture paths to be compatible with CTTP 1.0.3 *fixed some typos on file names *fixed the orbit remover so it uses a more sensible FOR instead of FINAL *fixed some problems that caused extremely high ambient light v0.9 BETA RELEASE 2018-04-07 ============================================================================================================================================================================ +EVE clouds and auroras applied to all atmospheric bodies, along with some glows to rocky bodies +CRP, EL, TheGoldStandard and FarFutureTechnologies compatible resource config for all bodies +Custom Biomes for Tengu, Hyperion, Horu, Summit, Paradise, Hikari, Wyvern, Kaze, Yama and their moons +normalmaps for gas giants +onDemand loading enabled for all bodies +instead of adding mode key to individual stars, a new config is used to hide the orbit of stars, which will work on any star of any mod +more references *remade and adjusted scatterer values for EVE integration *adjusted gravity on many bodies v0.8 2018-03-18 ============================================================================================================================================================================ Reorganized folder structures (again) +scatterer config for all current 62 atmospheric bodies +support for TextureReplacer's oxygen bodies so you can actually take off your helmet +added AVC files for each star systems +CC BY-NC-ND 4.0 license +more references *border's SMA reduced to be somewhat more reasonable *slightly adjusted star coronas to be more subtle *fixed PQS offset on Sandalphon that sunk the entire terrain under ocean *adjusted Overture and Amaterasu's rings *all of Sora's moons are now on tilted orbit *fixed ambient colors on some planets, and made Horu, Epik and Seraph's extra bright so they glow in the dark *fixed PQS and scaled fading distance 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 (they are still horrible) +more references -due to Ori's glowing effect messes with atmosphere and ring shaders, the glowing effect is removed and replaced with a highly reflective surface *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 +more references *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 +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) +more references -temporarily removed Raem, Tack and Tiamat, which will be added to another system *remade 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 +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 +CTTP dependency +more references *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 TWB draws inspirations from many existing planet packs: Gamelinx's Planet Overhaul, Before Kerbin After Kerbin by @Gameslinx Galileo's Planet Pack by @Galileo Kerbal Star Systems by @StarCrusher96 Kolyphemus and Krgantua System by @Artyomka15 The Milky Way Skybox used in the screenshots is created by @Poodmund The scatterer sunflares used are from SunflaresOfMaar created by @JadeOfMaar Some EVE textures are from Astronomer's Visual Pack created by @themaster401 The bundled antenna parts are created by @zzz and @Eleusis La Arwall Thread of the month 2018-06 woohoo! The names of celestials and biomes are most certainly not blatant references to TV/cartoon/anime/games/people/other mods and if you think they are, you are just imagining things
  19. Download at Spacedock Download at GitHub Discuss at Discord Requires Kopernicus, and Kopernicus Expansions Continued RegionalPQSMods (In version 0.6.0 and 0.7.0, Kopernicus Expansions comes with the mod, you don't need to download it. Make sure you delete the old version of the mod before installing the new version when updating.) The Kerbal Astronomical Union's SLIPPIST instrument (Shadow of Light Imaging of Planets and Planetesimals In the Sky Telescope, not to be confused with the Kerbal brand of Root Beer after which the telescope was named), has just made an incredible discovery this week. The SLIPPIST-1 Star System, around which we previously knew of three Kerbin-sized planets, has been confirmed to be the parent to an additional four planets, for a total of seven. At least three of these worlds are known to be in the habitable zone, the region of space around which water can remain liquid. SEVEN WORLDS AROUND SLIPPIST-1 Rendered in a stockalike art style, SLIPPIST-1 is a Kerbalized rendition of the TRAPPIST-1 star system. Planets have been scaled down to 1/10 scale to fit in the Kerbal universe. By default it replaces the stock system, but there is a setting.cfg that can be used to make the Slippist star system into an alien star system a distance away from the stock system. Seven Worlds of SLIPPIST-1 is an up-to-date depiction of a scientifically accurate TRAPPIST-1. Care has been taken to accurately portray each of the planets without getting in the way of gameplay. Full album and explanation of the system here. More Pictures of the Planets: These pictures showcase Scatterer, which is NOT supported right now. PLANNED FEATURES: Asteroids and comets. (Potential early-game landing destinations.) Science Definitions Keep up to date with newer observations Better Scatterer and EnvironmentalVisualEffects compatibility. INTERSTELLAR CONSORTIUM: As of v0.7.0, Seven Worlds of SLIPPIST-1 now supports Interstellar Consortium. There's a settings file in GameData/SLIPPIST-1/SlippistSettings.cfg. Open it with notepad, and you'll find a single setting option: "System Placement = Home." The two options are "Home" and "Exoplanet." If you wish to play from the planet Kerbin and have SLIPPIST-1 be an extrasolar destination like some other star system mods, such as OtherWorlds for example, you must change it to "System Placement = Exoplanet" and the system will be spawned 428 au away from the stock Sun as defined by the Interstellar Consortium guidelines However, for a more cohesive experience when using multiple planet packs, I recommend installing the IC plugin, so that you can play on SLIPPIST-1 and have the stock system or even play starting from one of the other homeworlds supported by Interstellar Consortium. LICENSE: For the beta period at least, Seven Worlds of SLIPPIST-1 is All Rights Reserved. Kopernicus Expansion Continued is under GNU General Public License.
  20. Hello Kerbonauts. I see you have found your way here. Welcome to NTSP2, or Noah the Smol's Planet Pack. This is a heavily indev pack adding 3 planets, 1 dwarf planet, and 9 moons. It currently only uses Kopernicus and KittopiaTech for the mod, but compatibilities and actual test builds will come soon. The NTSPP first draft is now out, including only Daki. Test it out and give me some feedback! Object list is here: All scale is measured in this way: Mini: 0.01> Nano: 0.01-0.1 Micro: 0.1-0.5 No Prefix: 0.5-1.5 Super: 1.5-5.0 Mega: 5.0-10.0 Ultra: 10.0-30.0 Hyper: 30.0< Noah The Smol’s Planet Pack Planets centered around Kerbol. Kerbol Moho Daki- new moon for Moho. Very dull brown, a Micro-Mun. Eve Kerbin Ettren- new ice giant between Kerbin and Duna. Technically an Ultra-Kerbin. Deep red near poles fades to more orange and tan near equator. Eynen- Super-Gilly, pale pink, orbits quite close to Ettren to the point where halving its orbit would place it within the Roche limit. Yurref- Munlike, about three times Eynen’s distance. Very slight pale teal with a very thin set of rings close to the surface. Werron- Super-Mun, 4/3x Yurref’s orbit, pale red with lots of very prominent, small craters. Looks almost like red cheese. Duna Dres Tirnitt- Haumealike object, Dreslike in size, darker purple near equator than near poles, no rings, one moon. Rennios- Gillylike, very deep cobalt blue, from the actual cobalt on its surface. Jool Teddest- Super-Jool, mild blues and greens colour range. Thin rings. Griessk- Minmuslike, mild purple. Ilnur- Micro-Mun, deep yellow and red from major sulfur stains due to volcanoes Uljinn- Dunalike, except it’s a pale green due to strange surface chemicals. Covered with shallow, yellow craters Eeloo Yttrel- Hyper-Kerbin, though technically a gas giant. It is a pale purple with a small blue polar storm. Enmir- Yttrel’s only moon, it is a Nano-Mun covered in shallow craters, overall a very dull blue.
  21. Help me stay motivated in my endeavors to create more interesting and diverse mods for KSP. Every little support helps! What is New Horizons? Growing tired of the same planets? Need a new adventure? Welcome to New Horizons Featuring an entirely new roster of planets, and an entirely different solar layout, experience a challenge the Kerbol system has never provided before! Designed to 'freshen-up' the Kerbal experience, this pack reorganizes the entire system and also adds 19 new bodies to discover and explore! NH also aims to challenge it's players, with missions needing tight maneuvering, to decades long voyages to the outer systems. Screenshots New Planetary Layout: Videos: Downloads: Github Mirror - CurseForge Dependency: Kopernicus Optional: Want stock planets to look as nice as New Horizons planets? Try KASE! made to improve the stock system while still keeping it's stock feel and fully compatible with NH! KASE Forum Thread Install Instructions: Please ensure you delete ALL files from previous version when updating, or else serious issues can and will occur. A fresh KSP install is recommended if you are unsure what files need to be removed. Simply Download the .zip file and merge the contents into your KSP game directory. Included Mod Support: Supported Planet Packs: Incompatible Mods: Known Bugs: Changelog: v2.0.1 -Fixed SpaceCenter black screen -Tweaked alot of settings -Fixed alot of stuff -Switched ring shader to new version for asthetics Credits: Sarbian for maintaining ModuleManager Kcreator for making KittopiaTech Gravitasi for updating the Kopernicus/Kittopia plugins BryceSchroeder, Teknoman117, Thomas.P and NathanKell for making & maintaining the Kopernicus plugin this mod relies on. CaptRobau as pulling apart his configs for OPM helped me learn how to use KittopiaTech before the tutorials were created. Dunrana for helping fix my ScienceDefs mistakes. Felger for helping me so much with the atmosphere settings License: New Horizons by KillAshley is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  22. This is the ground textures mod for any STOCK game. It is developed to work best along side Stock Visual Enhancements. This mod adds ground textures to ALL celestial bodies within the STOCK SOLAR SYSTEM and makes scatter objects tangible. Here are some comparative screenshots of the scaled space textures in v2.0, courtesy of @RadGH Comparative Scaled Space Screenshots SVT v2.2.0 Change log Update for 1.6.1 Fixed mountain texture issue Added the workaround to fix black terrain with Sigma Dimensions If you don't want rocks, trees, cactus' and other scatter objects to be solid, remove the "EnableColliders" cfg in the SVT/configs folder. REQUIREMENTS: KOPERNICUS https://github.com/Kopernicus/Kopernicus/releases DOWNLOAD SVT To install: 1. Install Kopernicus https://github.com/Kopernicus/Kopernicus/releases and drop into your GameData folder. 2. Drop the SVT folder into your GameData folder. This mod is licensed CC BY-NC-ND Thank you to @Avera9eJoe and @Endraxial for the awesome scaled space planet textures. (that's half of this mods awesomeness!) If you would like to help keep my motivation up, please donate. Any amount Is amazing, really!
  23. Quarter Size Real Solar System (2.5x Kerbin scale) Quarter Size RSS is a mod that uses the great work from @NathanKell and creates our Real Solar System in a smaller scale in KSP. At 1/4 the size of the Real Solar System, it is still 2.5 times larger than stock KSP and provides a huge challenge to players, but can be achieved with stock parts. It has been figured out by many people the 2.5x scale is the proper scale for KSP. With the way the engines and masses are configured, "realistically" sized rockets would exist in a 2.5x stock scale. Thus I present you with Quarter Size RSS. I am hoping that this is a good balance between stock sizes, Half Size RSS and full size RSS. You can play this with Stock Parts, but it will be best with some of the superb mods listed below. SPECIAL THANKS: @NathanKell and the entire Real Solar System group for creating almost everything that is released in this mod @CaptRobau for letting me use his planets Thatmo and Slate from the Outer Planets mod as two of the Dwarf Planets that we know almost nothing about @OhioBob for creating the atmospheres that are present in the mod The entire Kopernicus team for creating the mod that makes this all possible! @Thomas P. @NathanKell @KillAshley @Teknoman117, Bryce Schroeder @ImkSushi and @pozine for their work on Real Solar System Expanded that provided Ceres and Vesta DOWNLOAD: GITHUB: https://github.com/pap1723/Quarter-RSS/releases/ SPACEDOCK: Soon™ https://github.com/pap1723/ScaledRSS-Textures/releases - These are the textures that are necessary to download Included in the download: Quarter RSS Mod files Module Manager (by @sarbian, @swamp_ig, @ialdabaoth) See thread for details, license, and source: http://forum.kerbalspaceprogram.com/threads/55219 Kopernicus - See thread for details, license, and source: http://forum.kerbalspaceprogram.com/threads/114649 A configuration for Custom Asteriods by Starstrider42. See thread for details, license, and source: http://forum.kerbalspaceprogram.com/threads/80483 INSTALLATION: Extract to KSP/GameData. You should have one dll (Module Manager) in the root of GameData, and three new folders: QuarterRSS, Kopernicus and ModuleFlightIntegrator. However, you are NOT DONE YET!! TEXTURE INSTALLATION: Now, you must select a texture resolution. Download a pre-made pack (8192, 4096, or 2048) and then, if desired, selectively replace with different-resolution texutres. Note that 8192 is dangerous: you will almost assuredly run out of memory on 32-bit versions of the game. You can get the textures from: https://github.com/pap1723/ScaledRSS-Textures/releases Go to the releases page and grab one of the resolution packs, then (optionally) get replacements from the repo itself. The path of the folder will be KSP/GameData/RSS-Textures Make sure you download from here and not the other RSS versions. There are additional biomes as well as additional planets that are included with the ScaledRSS Textures. RECOMMENDED MODS: These mods are highly recommended as their sizes work perfectly with a 2.5x scale of stock. You should not need to make any adjustments to the values of any of the parts to be able to get them to function exactly how you want them to. Bluedog Design Bureau @CobaltWolf: http://forum.kerbalspaceprogram.com/index.php?/topic/122020-122-bluedog-design-bureau-stockalike-saturn-apollo-and-more-v11-razved-24feb2017/ Tantares / Tantares LV @Beale: http://forum.kerbalspaceprogram.com/index.php?/topic/73686-122-tantares-stockalike-soyuz-and-mir-4029042017tks/&page= These are my other mods, so I will always recommend them as well: Historical Progression Tech Tree: http://forum.kerbalspaceprogram.com/index.php?/topic/144295-122-historical-progression-tech-tree-v20-updated-02-22-2017/& Contract Pack: Historical Progression: http://forum.kerbalspaceprogram.com/index.php?/topic/143397-122-contract-pack-historical-progression-v15-4242017/ Contract Pack: Career Evolution (BETA): http://forum.kerbalspaceprogram.com/index.php?/topic/157417-wip-122-career-evolution-contract-pack-beta-release-v03-updated-3-27-2017/& License: CC-BY-NC-SA
  24. About: To Boldly Go (TBG) is a stand-alone application that allows users to create a procedural galaxy. It leaves the stock game's planets untouched, but adds new stars, planets, and moons--all using real-world calculations (adjusted for the oddities of the in-game physics). The original author, @daniel l., has asked me to take the lead on development, and after a long time of inaction I have finally made a new thread. Current release: For KSP 1.7 (requires Kopernicus 1.7): https://github.com/kjoenth/To-Boldly-Go/releases/latest Instructions: Install Kopernicus Copy the contents of the GameData/ folder to KSP's GameData/ folder An example galaxy is included with TBG, but if you want to make your own custom galaxy, launch the GalaxyGen.exe application and follow the instructions. Maximum recommended galaxy size: 200 stars. (KSP 64-Bit) Launch KSP Depending on your computer and the number of stars+planets+moons in your galaxy, it might take a while for KSP to start up. If you think KSP might have frozen, look in the Logs/Kopernicus/ folder to see if files are being generated Eeek! A bug!: By all means mention things here, but another good place to report things is at https://github.com/kjoenth/To-Boldly-Go/issues Current features: Automatic of customizable galaxy generation Use of a seed so you can share more easily share your galaxies with friends. An output txt file detailing the details of your galaxy Star types (O, B, A, F, G, K, M) with procedurally determined colours based on their mass. A wikiEntry html file that is generated for each galaxy that provides details for stars in the generated universe Different galaxy types: ellipse, disc, or cluster Galaxy age (impacts the numbers of star types automatically generated) Ability to have no planets, or no moons. Ability to determine exact numbers of each star type. Procedurally generated water worlds (0.3.8) Procedurally generated Eve-like worlds (0.3.9) Add in planets/moons from any start pack. Instructions here. Whether stars are visible from Kerbin depends on their luminosity and distance Optional integration with ResearchBodies Optional integration with Environmental Visual Enhancements (EVE) & Stock Visual Enhancements (SVE) Pictures or it didn't happen: @daniel l.'s imgur album: KottabosGames review of an earlier version: Short video showing the "milky way" as seen from Kerbin:
  25. Cerillion This mod adds a planet called 'Cerillion' to the Kerbal solar system, as well as it's four moons - Mavis, Shirley, Jacob and Disparia. Cerillion comes bundled with several configurations for other mods such as EVE, as well as hand-made textures, including an 8K cloudmap. Cerillion is entirely procedurally generated, has full science support as well as 15 unique biomes to explore. If that's not enough, we've got you covered! Cerillion has various strange geological anomalies to visit and fly through. It's orange atmosphere has a strange composition, but does contain enough oxygen for jet engines to function. Also, I love it when people make videos of this planet! Official Trailer Facts about Cerillion - a recordbreaking planet pack: - For the first time in history of KSP planet packs, a planet pack features easter eggs in the form of custom 3D models. - For the first time in the history of KSP planet packs, a planet pack features custom terrain scatter models (with working textures!) Image Gallery Downloads Pick one of the following websites. Current version: V4.0 'Limitbreaker' SpaceDock (V4.0) Google Drive (V4.0) Old versions: