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Found 35 results

  1. Pood's OPM-VO (Outer Planets Mod - Visual Overhaul) Latest Release - v.0.3.5 "The Matoro" Pre-Release Beta - 23rd Sept. 17 Due to some users having issues with compatibility, please find below a list of the dependencies and the current builds used to run OPM-VO. Please ensure that you are running at least these versions of the dependencies or later releases: Dependencies: EVE: https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases/download/EVE-1.2.2-1/EnvironmentalVisualEnhancements-1.2.2.1.zip (Release build 1.2.2-1) Scatterer: https://spacedock.info/mod/141/scatterer/download/0.0320b (Release build 0.0320b) Kopernicus: https://github.com/Kopernicus/Kopernicus/releases/download/release-1.3.1-3/Kopernicus-1.3.1-3.zip (Release build 1.3.1-3) Module Manager: https://github.com/sarbian/ModuleManager/releases (Get latest release build) Outer Planets Mod: https://github.com/Galileo88/OPM_Galileo/releases/download/1.2.4/OPM_Galileo.v1.2.4.zip (Unofficial KSP 1.3.1 build 1.2.4) Suggested Mods: Stock Visual Enhancements: https://github.com/Galileo88/StockVisualEnhancements/releases/latest - Galileo and I work together to ensure our mods are compatible and SVE gives the stock planets great atmospheric and visual effects. Stock Visual Terrain: https://github.com/Galileo88/Stock-Visual-Terrain/releases/latest - The texture pack that's built alongside SVE to make the stock bodies look amazing. -------------------------------------------------------- For all information regarding downloading/installing/using/licensing etc. for this mod, please refer to the Readme. This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Changelog: v0.3.4 - 08th Apr. 17 - Edited Tekto's & Urlums EVE cloud layers slightly, amended SVE integration due to SVE's new file structure and added in Kopernicus' new Ring Shader effects for all bodies (if Jool rings are present, they are maintained). Kopernicus' Ring Shader update is not incorporated in the latest Kopernicus release yet, however, the patch can be downloaded here to be installed into your Kopernicus directory: https://mega.nz/#!vUowhKgB!PAIeK8M1KlBOXhcBNglxGTq6MzSiqFxF27fAXYOD8_w v0.3.3 - 02nd Apr. 17 - Added Sigma OPM-Tilt support, slight change to Urlum's rim exposure and now leveraging SVE's cloud detail textures if SVE is installed, if not, uses own placeholder texture as before. v0.3.2 - 01st Apr. 17 - Forgot to render Tekto's oceans... doh! Ocean shaders on Tekto have been enabled by adjusting Ocean Alpha values. v0.3.1 - 01st Apr. 17 - Fixed scatterer's configs so they play well with other mods and don't repeatedly add OPM body configs to other body's ones. v0.3.0 - 30th Mar. 17 - KSP 1.2.2 Compatibility update. v0.2.0 - 8th May. 16 - Rebuilt from ground up for KSP 1.1.2; Thatmo work has not been included. v0.1.2 - 11th Jan. 16 - Included support for OPM Tilt and Kopernicus Expansion. Compatibility with KSPRC has been fixed by including updated pqs.cfg file for KSPRC (bundled in distribution). v0.1.1 - 8th Jan. 16 - Forgot to include Scatterer files within .zip (Doh!) v0.1.0 - 6th Jan. 16 - Initial Release - First GitHub commit & beta release --------------------- Original Initial Post: With the release of EVE for 1.0.5 and Scatterer gaining multi-planet support I decided to jump right in and start messing around with configs for OPM as I rarely play KSP without it. As the two mods are still very much in their infancy really with respect to 1.0.5 and their latest releases I am learning as I go and have never shown any of my previous tinkerings with EVE in the past on these forums (I used to run a modified AVP-I, AVP-EoO and KSPRC mashup in previous versions of KSP). I initally started working on Tekto as it has a pretty crazy atmosphere in OPM canon. Current progress can be seen here: I also have very hazy mist clouds rumbling over the lowlands that look a lot like heat haze up close. These are very much still WIP and I am still learning new tricks/techniques with EVE's new volumetric cloud options. The look I have gone for is a very chaotic, dense atmosphere that is suffering from a sever over abundance of a toxic gas that could be generated from underwater plant life or similar. After visiting MatoroIgnika's Twitch stream he commented to me that he loves Thatmo and how it should look like a Triton analog, so... next on to Thatmo! Like Triton, Thatmo has a very think atmosphere but it can be visualised from orbit. It is very hard to convey through screenshots but a very thin, wispy cloud cover has been added, viewable from orbit. Down on the moon's surface, clouds are visible somewhat more than they are from orbit purely for the fun aspect of actually seeing the atmosphere present. Triton's albedo coefficient is one of the highest in our whole solar system and so I decided to make Thatmo very reflective and bright to convey the shiny, ice like nature of the moon. Its pretty blinding down on the surface. As the surface of the moon is refracting light through its ice layers I have also introduced a chromatic aberration-like quality, visible when in orbit. Finally at this point I have been tinkering heavily with texture generation for Gas Giants (as OPM has 3 of them!) using curling noise for procedural fluid flow to try and create some really interesting base texture maps for the gas planets. It has been pretty laborious switching between Linux running the generations and Windows for Photoshop texturing (I don't like GIMP at all) but its getting a lot easier to manage now I am use to the process. I should be able to utilise this technique to also create completely procedural cloud texture maps also with a bit of work that could range from thick stormy stuff ala Venus down to very light, high atmo wisps. As you can see there are a lot of different style outcomes using the same texture by changing the input parameters. Let me know what you like and what you think would suit each gas planet as I can create a variety of effects. Generation takes around 20 minutes and then I have to wrap a cubemap back into an rectilinear texture for use within KSP. All of this is really in its infancy and I created this thread as a place to store my ongoing efforts whilst also being able to receive some feedback. Progress may come in fits and spurts around work; I get two weeks off over the Christmas period I may be able to cram a load of texturing in. Depending on how far I continue the final piece of the long-term puzzle would be re-texturing the base moon textures to hi-res variants. Feedback is greatly appreciated and any thoughts or critiques are appreciated, even though at the moment all you are able to look at is screenshots. Once things become more substantial I will upload configs and textures in a pack for testing out within KSP. At this point I will apply a suitable license. Update 12th Dec. 15 - Been doing a little tinkering to test some different variables in the texture generation and thought... "why not upload some short clips on Steamable?" So: Sarnus - Test WIP Neidon - Test WIP Update 3rd Jan. 16 - Porting Tekto to new EVE syntax. Fog on Tekto 1 - Showing fog and dust clouds at low level. Fog on Tekto 2 - Showing the post processing depth buffer level at low level. Update: 6th Jan. 16 - v0.1.0 Beta Release - Initial Release (see changelog for further updates) Whad'ya think?
  2. I recently installed opm with sve, eve and scatterer but when im on tekto´s ocean it acts weird. When i zoom in a white circle apears covering the ocean Can someone tell me how to fix this
  3. Outer Planets Mod 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. Change Log v2.2.2 Converted all biome maps to Palette 4bpp/8bpp .dds formats to improve loading time and OD functionality. Removed Custom Asteroids integration in favor of using Kopernicus' Asteroids module. Included configs for "Classic Stock" resource system if present. v2.2.1 Fixed errors in Slate and Wal's normal map paths causing them not to use OnDemand loading effectively. v2.2.0 Upscaled and redefined all biome maps to 4096x2048px. Changed biome map formats to .png and clamped color palettes to only those colors in the configs. Redefined Tekto's liquid coasts (added ocean and land where necessary) in the color map, land/sea mask and adjust biome map to suit. Added Inland Lagoons biome to Tekto to account for inland liquid regions. Fixed Science Definitions file to correctly assign experiments. Moved Eeloo's new description string to the localization file. Removed antenna and DSN multiplier patches and introduced a Level 4 Tracking Station upgrade to give the extended range required for communications. Removed Stock Science Multipliers patch and redid Science Values for all OPM bodies to fall in line with stock body value consistency. Users can now adjust the Science Multiplier in their Difficulty Settings to suit their preference. Features Explore 17 highly detailed planets and moons, all in a stock-a-like artstyle Discover never before seen worlds, such as a subsatellite, 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 Extensive third-party mod integration means you can play OPM with a whole range of other mod 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 Supported Mods PlanetShine adds light reflecting off planets and moons to illuminate your ships. The Outer Planets Mod supports PlanetShine and if it's installed, it will cast spacecraft close to Sarnus, Urlum and Neidon in colored light that really adds to the visual experience of the new planets. PlanetShine isn't very modular, so you'll have to install it first and let OPM overwrite it, for the new planets and moons to get their colors. Distant Object Enhancement adds flares for faraway planets and moons, so that they're visible even from Kerbin's surface (like in real-life). The Outer Planets Mod supports DOE and if installed, will display correctly colored flares for the new planets. Final Frontier adds personal merits to Kerbals. It'll help you keep track of which Kerbonaut went where and when, with nice looking badges. The Outer Planets Mod supports this with custom badges for the new planets and moons. ResearchBodies let’s you discover all the planets in the Kerbol System through a telescope. The Outer Planets Mod supports ResearchBodies and if it's installed, you'll need to discover the planets first before sending any spacecraft to the planets. Community Resource Pack gives modders a toolkit of commonly used resources to play with, and helps us all work together in the same resource playground. The Outer Planets Mod supports CRP and if it's installed, it will add resources to OPM's planets which later can be extracted to make fuel or life support. SigmaBinary helps change Plock and Karen into a binary system, like their real-life inspirations. This means that the two orbit around a common barycenter, a point of gravity between the two. This gravitational dance is rarely seen in mods and is quite the spectacle. CustomAsteroids allows Outer Planets Mod to add the same procedural asteroids to other places than Dres and . If you have it installed, you'll see asteroid 'moons' around Jool, Sarnus, Urlum, Neidon and Plock. DOWNLOAD Installation Download and Install the latest Kopernicus: LINK Download and install Custom Barn Kit. LINK This extends the DSN ranges so your vessels can communicate from the outer planets. Download Outer Planets Mod: LINK Drop the OPM folder into your GameData folder. The original thread is located here: This version of OPM retains the original License: Attribution-NonCommercial-ShareAlike 4.0 International
  4. This will be a series of mission reports done by the largest ship I've ever hauled to deep space, 3.75 m wide modules from Taurus HCV mod. The name comes from the ancient Greek deity of time called ÃŽÅ¡ÃÂÌνοÂ. It's a ship made of 3.75 m wide Taurus HCV parts and can host 17 Kerbals, although only 7 of them will live and work on the ship during its long voyage. Three of them will be landing on targets. The ship contains a 3.75 m laboratory and a living module. It is using a 2.5 m KSPX nuclear engine for propulsion for the sake of aesthetics (performance is basically stock like). Other notable mods used: - Deadly Reentry - DMagic Orbital Science for the instruments - Procedural Parts for the fuel tanks and adapters - KSPX for its large LV-N engine - KAS for securing everything in place and bringing stuff to the destination - ALCOR for the lander - Real Chute - Near Future Electric for the solar panels - Banana For Scale for emergency banana (later added) - Realistic RTGs - TAC life support Current ÃŽâ€v is over 8500 m/s, ship alone. My plan is to reach 9500 m/s, so that hauling a lander and a heatshield to the Joolean system and beyond would be easy. First mission is landing on Laythe's polar region and returning home. Making a rocket for this monstrosity will be a great challenge for me. Later missions:
  5. This is similar to the Jool 5 Challenge, but for OPM. You may not use mining. You can assemble/refuel in LKO. You can refuel your craft in LKO from an asteroid, Mun, or Minimus, if you want, however. The whole craft must travel to the destination together. Type 1: Sarnus 5 Challenge Start with 200 points. Land on Tekto, Slate, Ovok, Hale, and Eeloo. Type 2: Urlum 4 Challenge Start with 150 points. Land on Priax, Wal, Tal, and Polta Type 3: Neidon/Plock Challenge Start With 300 points. Land on Nissee, Thatmo, Plock, and Karen. If you are doing this type in RSS, you'll need RSS extended. Rules: No tweakscale. No non-stock engines. Minus one point for every three parts(reusable launchers will help you). Do it in science mode, and cheat yourself enough science to unlock all the nodes. This way, you can know how much science you earned. +1 point for every 20 science. No labs. Bonuses: Use any life support mod: X2 Use any autopilot: /2 Do an unmanned mission: /4 Bring a rover: 10 points per rover. You can reuse rovers, but you can't count multiple rovers per planet. Use a plane on Tekto: +50. Use a plane on Thatmo: +100 Fly a plane/blimp in the lower atmosphere of a gas giant: +100. Kill a kerbal:-100 per kerbal Couldn't climb down to surface: -10 per failure to plant a flag Assembled using space planes: X2 Refueled via Mun/Minimus/Asteroid: X2 Used RO: X2 Used RSS or rescaled kerbin: X2 Kept the kerbals without adequate habitation volume on the mothership: /4 Impress me: X4 Good luck! Example: I didn't really launched a Neidon- Plock mission. I used RSS, so I had to land on Triton, Neried, Pluto, and Charon. I kept the kerbals in the 3 person pod the entire trip. I launched a blimp to Neptune. The ladder wouldn't deploy on triton. I used Mecjeb. Score: 390*2/4 is 195 points. Leader board 1. @JacobJHC -1037.5 2. 3. 4. 5.
  6. I’ve been happily messing with KSP for several years now, regularly returning to start a grand new campaign with a slew of interesting mods. For one reason or another (real life, .exe instability, mod quirks) I’ve tended to hit a wall shortly after going interplanetary in previous attempts, but with the (relatively) recent arrival of the 64-bit client on Windows and a more mature crop of mods I’m gearing up to try once again. I intend keep a diary of sorts here, in part to motivate myself and in part to act as a sort of tutorial to others who are interested in playing with similar setups but are unsure how to bolt all the pieces together and convince them to play nicely. Situation I’ve chosen to start these reports a little way into the campaign, as there is already a wealth of material covering the first steps of a campaign. I have just unlocked the first KSPIE technologies, Nuclear Propulsion, Nuclear Power and Advanced Electrics. These nodes contain the earliest nuclear engines, reactors and beamed power parts respectively. There are currently small ‘Tortoise’ rovers carrying basic science equipment on both the Mun and Minmus (BonVoyage is my new favourite toy) crawling around doing science. In addition, the ‘Makellan’ series of early SCANSat satellites remain in orbit around Kerbin and its moons to act as makeshift communication satellites until more permanent infrastructure is in place despite having served their original purpose of mapping the surface. Going into month 5 (I’m working with 30-day months), there are two main projects I’m planning to work on. First and foremost, deployment of some lightweight interplanetary probes powered by the recently developed CANDLE engine in time to catch transfer windows to the Urlum and (possibly) Neidon. This might also require the deployment of a dedicated communications network around Kerbin to ensure continuous connection. RemoteTech's Root model (under which antennae can communicate at a range equal to the square root of the product of their individual ranges) means you don't need much of a network to get out to the moons provided you use the flight computer to make sure you don't miss your capture burns. Due to the immense range of the ground station at KSC, probes can maintain a connection for about 50% of the time. I am going to have to put at least a simple network around Mun in order to explore the far side with the munar Tortoise rover though. Secondly, and perhaps more interestingly in the long-term, development and deployment of a basic beamed power infrastructure around Kerbin, with the aim of using thermal receivers to launch lighter payloads to orbit more cheaply than currently possible. This is going to involve a fair amount of experimentation to find a sensible arrangement (I haven't messed with this area of KSPIE since it was reworked), but that's part of the fun, right? Mods My CKAN list currently shows well over 100 mods installed, before counting my personal tweaks and a few older mods that remain compatible despite their protestations to the contrary, so I’ll just provide the highlights here and leave the full list in a spoiler below. Interstellar Extended by Freethinker et al. I’ve loved the idea of this mod ever since I got it way back when Fractal was still developing it, and I’m looking forwards to playing with the new toys that have been added in the mean time. This is the mod I think people might find most interesting when covered as a tutorial, since the existing documentation is either scant, obsolete or simply absent. RESCALE 6.4x by Galileo Or more accurately a very slightly tweaked personal version that produces a Kerbin with a 12-hour day and a 540-day year. It makes orbiting a little more interesting and gives all those beefy advanced drives from KSPIE something worthwhile to do. MKS (and most of the rest of the USI suite) by RoverDude This has just gotten more and more enticing over time, and the integration of Extraplanetary Launchpads and Ground Construction provides some interesting possibilities for a budding space program. I’ve recently switched over from TAC-LS after finding it doesn’t mesh particularly well with Kronometer and after learning USI-LS now has habitation timers. Monthly Budgets by severedsolo I’m a sucker for strategy games and this mod provides both a pleasant bit of medium- to long-term planning and reduces the necessity of grinding contracts for funds. I have it set to decay reputation each month and have Play Your Way (Galileo) set to provide reputation with gathered science. The intention is that as I clear out Kerbin and its moons, I’ll need to set up other revenue streams (munar/asteroid mining operations perhaps). Kerbal Construction Time by magico13 This mod actually makes a campaign feel like a grand undertaking as you watch your space program grow over time. The broad customisation options don’t hurt either. SETI Rebalance & Unmanned before Manned by y3m0 I like what this set of mods changes about the game generally, and have had an interesting time with the new custombarnkit settings in the recent version. RemoteTech 2 by neitsa et al. Mostly because I haven’t dived in to learn the ins and outs of CommNet, and from first impressions RemoteTech is more intuitive and I’m already used to it. I have it configured so extra omnidirectional antennae do increase range and am using the Root range model. In addition to the above mods, the main other factor altering gameplay is a tech tree plugin of my own design that massively increases the cost of the more advanced tech nodes and adjusts the science available on each planet. At time of writing, the final tier of KSPIE technologies cost 100,000 science each. The intention is to force me off Kerbin and to avoid unlocking the entire tech tree with a few missions to the Mun and Minmus. Accompanying this are a variety of tweaks to where parts appear on the tree so I don’t, for example, need to finish a Joolean tour before being able to unlock thermal rocket nozzles. Full Mod List
  7. Cironaut Space Agency (A.K.A - Yet Another GPP Playthrough!) So, after reading many of these mission logs/career playthroughs, I've decided to do one of my own. I know there’s been a few done for the Galileo Planet Pack (GPP), but as I find it’s the best planet pack I’ve come across so far, this is the one I’m using! I’m also not changing the size of the system, as I’m also using the GEP and OPM mods, so combined this makes an already gigantic solar system that I don’t personally feel needs to be any bigger. Also, I’m probably not experienced enough to attempt it yet! This is a list of mods and contract packs I’m currently using: Some of these are custom mods that I’ve tweaked, such as: Kerbal Renamer – I’ve modified this so that all the Kerbals/Gaelans have westernised names and surnames and I’ve removed the GPP developers - sorry guys! I’ve also enabled this to be called from other scripts/mods, specifically so that anything that may have used the default/stock KSP naming scheme can instead use this one instead. Contract Configurator – I’ve modified this so that it uses my custom Kerbal Renamer scheme to name randomly generated Kerbals/Gaelans instead of the default/stock KSP naming scheme. Also ‘fixed’ a bug that displayed Gael in lowercase. TRP Hire – I’ve modified this so that it uses my custom Kerbal Renamer scheme to name randomly generated Kerbals/Gaelans instead of the default/stock KSP naming scheme. Far Future Technologies – I’ve recompiled this for version 1.4.3 but I believe this still has issues with heating, which isn’t a problem with this mod but a problem with KSP itself. However, I like the idea of having anti-matter engines on my rockets so hopefully this will work out! New Suits – This is just some of the Replacement mods from GPP tweaked a bit for my own playthrough. The Kerbals/Gaelans have some recoloured suits I’ve made and matching sprites, and I’ve tweaked the male heads a bit so that they use the heads that were for the Admin staff instead. I also tweaked some colours in the descriptions, but this is almost the same as it is normally in GPP. This is all done through Sigma Replacements in the same way the GPP versions were before. Tourism Plus – I’ve removed the contracts that wanted you to take Tourists to specific biomes, as the biomes were specifically for Kerbin. Also given the first tourist a random name rather than ‘Tito Kerman’, as this was not in line with the new naming scheme. Bases and Stations – I’ve tweaked the Life Support-related contracts to support Snacks. I also submitted this as a PR on GitHub which has now been incorporated into the contract pack by its current maintainer (three guesses who that is!). I’m hoping that in this current career playthrough I’ll be able to visit all the celestial bodies in the Ciro system (incorporating the GPP, OPM and GEP mods) either manned or unmanned. I’m also hoping to unlock all the nodes on the tech tree, which considering I’m using the Community Tech Tree mod should probably take quite a while! However, I’m also using the Hide Empty Tech Tree Nodes mod so that empty nodes are removed, and to hide the tree nodes that haven’t yet been researched (except the ones that immediately proceed from already researched nodes), which I personally feel is a better approach to the tech tree. And these are the difficulty settings I will be using: EDIT: As requested by @HansonKerman, here are some screenshots of the solar system for this playthrough, taken in the Tracking Station: So, let’s get the Cironaut Space Agency started! 1. First Launch Whilst most organisations on the planet Gael that are trying to reach space are attempting to use computers to send unmanned craft instead, due to the obvious dangers of sending a Gaelan up into space, none of them have currently perfected this technology and are struggling to even get off the ground. However, the Cironaut Space Agency (CSA) have decided to throw caution to the wind and are planning on using actual Gaelans to fly their craft first! This should allow the CSA to gain a significant lead on the space race. The first batch of Gaelans to join the CSA are David Welch (pilot), Rita Coleman (scientist) and Dale Watson (engineer): The Mamba Program ultimately aims to build a craft that can send a Gaelan into space, orbit Gael, and return safely to the surface - without killing the pilot inside in the process! The first craft is named Mamba I and has a small Crew Capsule (with capacity for 1 Gaelan), a solid fuel Flea Engine, a Parachute and some science experiments on board: First, the science experiments that are onboard Mamba I are run on the launchpad by David Welch, the pilot: Then the rocket is launched from the Gael Space Centre (GSC) into the sky: It eventually reaches a height of 8,436 metres above sea-level before starting to plummet back towards the surface: When the craft reaches about 1,000 metres above sea-level the parachute is deployed, which slows the craft down and stops it from crashing into the surface: The craft then safely lands back on the ground. The pilot has survived, and the mission is a complete success:
  8. Overview: Kerpton (kerp-tawn) Future Media was a software development company which created the popular singing synthesizer program "Kertsune (kert-SOO-neh) Miku", which many Kerbals had used to make their own songs. But lately, its founder, Hiroyuki Kerman, had considered starting a space program after playing a realistic space simulator for several months. Using the wealth he had acquired from selling so many copies of music software, he started a new organization called the Kerpton Aero-Space Development Agency, and hired several young aerospace engineers. This thread will document the various missions of KASDA. KASDA insignia, depicting a green onion (negi) flying through space KSP Version: 1.1.3 (originally 0.20.2) Mods currently in use: Kerbal Engineer, Kerbal Alarm Clock, Precise Maneuver, MechJeb, Ambient Light Adjustment, Flight Manager for Reusable Stages (doesn't seem to be for 1.1.3 anymore but I have a copy), Kerbpaint (with update for 1.1.3), Docking Port Alignment Indicator, Near Future Construction, Asteroid Day, Habitat Pack, HyperEdit (for testing only), TAC Fuel Balancer, Trajectories, Taurus HCV, RCS Build Aid, Environmental Visual Enhancements, Scatterer, Stock Visual Enhancements, Kopernicus, Outer Planets Mod, Pood's OPM-VO, Planetshine, in-game Transfer Window Planner, Engine Lighting, Flag Decals, Kerbal Inventory System, NavHud. Useful calculators: Launch window calculator, Aerobraking calculator, Parachute calculator Robotic programs: Crewed programs: Mission list (if you end up on another post when you click a link, go back and click it again) (1-100) (101-current) (By the way, how do you people take screenshots? I can't move the camera to the camera angle that I want if it is paused, and I can't move the camera and fly the rocket at the same time.)
  9. I've been trying to map some OPM planets and moons. I tried mapping Wal first. The altimetry map is all right, but the biome map just displays green and everything is "Chronister Valley". I haven't got the chance to map anything else yet. Keep in mind that I play KSP 1.2.2. I understand if no-one is able to help me, I do play an outdated version, but I want to know if this is a known bug, and has a fix. Thank you in advance. Edit: I used the stock Kerbnet, and found out that Kerbnet also displays "Chronister Valley". It's apparently not a SCANsat problem, rather, it's an OPM problem.
  10. Kerbal Rocketry, Aeronautics, and Space Hub (KRASH) This is the story of KRASH, and its adventures into the unknown. I just got bored with my career save. I unlocked the whole tech tree, and to be honest, landing on other planets just wasn't fun anymore. So I downloaded Outer Planets Mod, and it really helped me get back into this very successful career savegame. This is also my first forum topic, and I got inspired by reading so many of the incredible mission reports in this section. So, we'll see how this goes! Prologue is live! Index to the Chapters/Sections
  11. I was getting no error message until I reinstalled stuff for something else. Now I get this error. So in my modded KSP 1.3.1 install, I was having issues with invisible terrain, so I removed all mods and readded them manually one by one until I found the issue to be with kopernicus (update to the latest version, kopernicus 1.3.1-9, fixed it). After replacing the rest, however, kopernicus gave this error on the start screen, and I would get an endless load screen when trying to start any game. Reverting to previous kopernicus didn't fix it, and after removing and replacing mods one by one again, I found the issue to be with SVE and OPM. The game would work fine if I included all mods except the SVE folder. Same if I included all (including kopernicus) but the OPM folder. However, with just SVE, OPM, and their dependencies, I get the same kopernicus error and I can't figure out why or how to fix it. It's driving me mad, as I have to choose between OPM and clouds now... I'm running KSP 1.3.1, kopernicus 1.3.1-9, OPM 2.2.1, EVE 1.2.2-1, and SVE 1.3.0.4 with low res textures. Here's my output_log, and my gamedata folder looks like this.
  12. I've installed SCANsat and OPM. I've never tested this out before, but does SCANsat work with bodies introduced into the game via a plugin? I can see that SCANsat's pull-down menu has (currently blank) maps for the outer planets.
  13. DStaal

    OPM Tour

    Well, I keep starting new games and having something happen so I never get my space program much out of Kerbin SOI, so after my 1.1.3 game threw my main base into orbit just before I tried to upgrade to 1.2.2, I decided that this time I'm not going to bother with intermediate steps, at least not more than absolutely necessary. (I have one possible base planned in Kerbin SOI - I'll discuss that in a bit.) The ambition is therefore grand: A complete tour of the system - complete with the Outer Planets Mod - in one go. Map and visit every anomaly, at least with an automated rover, and actually set foot on as many as possible. (I'm still debating Eve. Laythe and Tekto are likely to be fairly big challenges.) USI-LS is in effect, with fairly moderated penalties. Loads of other mods, including CLS, Scansat, MKS, DMagic, Hanger, DeepFreeze, Karbonite, etc. The game is in Science mode, with nearly all of the CTT unlocked. (I considered Sandbox, but I want to actually see what the science looks like. So I edited in enough science to unlock things.) General plan is a large expedition ship that will move into orbit around each planet - possibly each moon, depending on DV requirements - and carry a variety of support vehicles in hangers. Support vehicles are being designed first, so the expedition ship can be designed to hold them, although I have a 'general concept' design that I'll probably use as a baseline. My general concept design could in theory take off direct from Kerbin - but I may set up a base on Minmus for construction, to allow a wider range of designs. The plan is to add to this as I progress. Any suggestions/hints will be taken into consideration. So, the current support vehicle fleet: First off, we have the scanner probe, designed to generate a complete survey of each world we encounter. The plan is to carry at least two. There are two designs up for final consideration, the RTG version: And a nuclear-powered version: The nuclear version has twice the TWR, the RTG will be slightly less maintenance and has a bit more dv. (Though that's largely because it has more Xenon tanks.) A prototype of the RTG version is currently scanning Minmus. It's one flaw is that TWR was so low that it took ~4 burns to reach Minmus, which leaves a slight concern that it may not have enough TWR for some insertion. (It is designed explicitly to be launched to and retrieved from a moon while the expedition vehicle remains in the parent planet's orbit. Depending on the circumstances, it may even be able to do a moon-moon transfer.) The next vehicle is considered 'tentatively complete' - it may need to be adjusted to account for lander designs. It's purpose is to visit each biome and anomaly on a planet and collect science. The science will be collected at a manned landing site which the rover is expected to return to between each stop. Obviously the goal is to collect as much science as possible. This is a 'universal' design: RTG power, and experiments for both atmospheric and non-atmospheric worlds. (I normally try to design without clipping, but so many of the science parts can't attach to each other, meaning they can't be stacked. So in some cases on this I'm 'stacking' via minor clipping.) The 'main lander base' design is being refined at the moment, although the general consensus is to settle on the Karibou platform as a baseline - at least for the non-atmospheric lander. (Atmospheric landings are expected to provide special unique challenges, and therefore will need a different lander design.) Here's to a successful mission.
  14. Ok let's actually do that T- 200 days : Tytan Heavy rocket launches from KSC carrying 170 ton, fully fueled propulsion module for the transfer vehicle. After 25 minutes of flight, propulsion module reaches it's orbit, 650 km above kerbin. I decided to put it that high to make trans-Urlum burn easier to perform with low thrust plasma engine. T-150 days : Another heavy launch! This time, crew habitation module is send to dock with previously launched propulsion module. After a successful rendezvous, crew module separates from the upper stage of the rocket and begins docking maneuver using build in RCS thrusters. T-100 days : Last peace of hardware required to complete the mission leaves kerbin. It is a small lander that will carry the crew from the Atlantis transfer vehicle to the surface of Priax and back to orbit. T-10 days : The Orion Heavy capsule launches from the KSC carrying 6 crew members on board. Capsule docks to the docking port number 2 of the crew the crew transfer vehicle. Finally, the capsule detaches from the Atlantis and begins it's journey back to kerbin. T-0 - the launch day : Launch day! After reaching an Urlum launch window, crew fires the main reactor and the plasma thruster for the trans-Urlum transfer maneuver. The burn will last for about 1.5 hours, increasing the speed of the space by around 4500 m/s. This will put the ship on trajectory that will lead to an interception by Urlum's gravity in 3 years and 70 days. Then the crew had to wait 3 years for the next part of the mission. They spend this time watching dr Kerman, Kerman Trek and other fantastic TV shows T+ 3 years and 40 days : Urlum arrival. Crew fires main engine again. This time to deaccelerate the ship and close the orbit around Urlum. Due to the high speed of the spacecraft, this burn also lasted for about 1.5 hours. After 1.5 hours, burn is complete and ship enters a stable orbit around Urlum. T+ 3 years and 49 days. 9 Days after the orbit insertion burn, ship performs a small correction burn. T+ 3 years and 60 days : Priax arrival. Crew fires the engine again to close the orbit 40 km above Priax surface. T+ 3 years and 61 days : Landing time ! Crew boards the lander and undocks from the orbiter. Next, landing burn is initiated to slow down the spacecraft and bring it down safely. As a propulsion, lander uses pair of small monoproppelent thrusters. Pilot had a really hard time finding a landing spot. Touchdown! Now it's time for the first step on the Priax surface. Bill Kerman - First Kerbal on the surface of Priax ! The rest of the crew joins him to make a space selfie. Crew spent next two months on collecting some science and making flying around using jetpacks. T+ 3 years and 122 days : Just before leaving, crew used a fuel reserve onboard the lander to visit the bottom of the nearby crater. Now it's time to finally leave this piece of rock and come back to kerbin. To do that, crew must enter the orbit and dock to the Atlantis crew transfer vehicle. Docking complete! After transporting all samples to the transfer vehicle, crew seals the hatch and detaches the lander. It will remain on Priax low orbit until Urlum's tidal forces will cause it to crash onto the surface. Meanwhile, crew executes a maneuver to leave Priax SOI. T+ 3 years and 135 days : Crew performs trans-kerbin insertion burn. Burn lasted for 1 hour and put the spacecraft on a return trajectory. Return trip will take a bit longer than a flight from kerbin. T+ 8 years and 356 days : Kerbin arrival. Ship performs the last burn of this mission to close the orbit around kerbin. T+ 8 years and 360 days : 4 Days later, Orion heavy capsule launches from KSC to bring the crew down from the transfer vehicle. The end PS: Unfortunately Priax turned out to be made out of ordinary rock and ice. Mods : Outer Planets (For Urlum and Priax) Kopernicus (required by Outer Planets mod) Near future propulsion Near future electrical Near future solar Near future spacecraft Near future launch vehicle
  15. [NOTE: This is a fresh start/reboot of "The Outer Planets Adventures!", which some of you may remember. It is in a different save, so some past events mentioned in both series may be contradictory, although they did actually happen.] [NOTE: @Angel-125's Wild Blue Industries mods will be featured heavily in this Mission Report, for the simple reason that I like them and they are very well put together.] The space program was looking better than ever. Five bases on Duna were constantly staffed, and a permanent colony had been established on the Mun. Plans were even underway for a sample-return from the inescapable hellscape of Eve. With the recent return of the DSEV-02 Columbia, even the Jool 5 challenge was now complete. It was time for exploration of the outer planets to begin in earnest. Apart from initial flyby probes and Joolileo-style orbital missions, the outer gas giants were a mystery. Plock was even more unexplored due to the enormous Delta-V requirement, with just one probe, Plock Horizons, having performed a flyby of the Plock-Karen system. Exploration had really been more focused on the inner planets, the Dresteroid Belt, and Jool, which were far easier to reach Delta-V wise. Excluding RTGs and LV-Ns, nuclear technology had really only been used twice in space: on the DSEV-01 Enterprise, which carried the first Kerbonauts to Duna and Ike before going on to Dres and returning, and the DSEV-02 Columbia, which recently completed the Jool 5 mission and is now scheduled to travel back and forth between Kerbin and Jool for later expeditions. Both of those craft have nuclear reactors for power, and an advanced Supernova engine custom-built by Wild Blue Industries to be as ridiculously efficient as possible. The next target of the KSP's exploration is Sarnus and its moons. Gene and Mission Control have hashed together a rough timetable: [KERBIN-SARNUS TRANSFER WINDOW 01] -Sarnus Expedition 1 (SE-1) departure. The SE-1 consists of a mothership probe that will carry communications relay satellites and an ion-powered orbital survey probe to Sarnus orbit, and a completely separate standalone probe that will refine on the orbital surveys of the other probe using a Wild Blue Industries TERRAIN scanner. [KERBIN-SARNUS TRANSFER WINDOW 02] -Sarnus Expedition 2 (SE-2) departure. The SE-2 will consist of a crewed DSEV-class mothership and an assortment of landers, as well as separately launched and transfer-burned supply drops to assemble a Pathfinder base on Eeloo to be a base of operations for the mission. [SOME TIME LATER] -SE-1 arrival. SE-1 (hopefully) completes primary mission. [SOME TIME LATER] -SE-2 arrival. Due to SE-2's actual mission being made up on the fly based on the results of SE-1, no further mission statuses can be anticipated from here. --- Wild Blue Industries has been contracted to make a new DSEV-class vessel, entitled DSEV-03 Challenger. Challenger will be heavily modified and almost completely different from Enterprise and Columbia, due to Challenger being required to go vastly longer without resupply or refurbishment. --- Stay tuned for screenshots and more updates coming soonTM.
  16. Hi! I've been struggling to find a way to install the outer planets mod for KSP, because it's my very first mod. i have installed tons of different versions of Kopernicus, and different versions of the planet pack, trying them in all of KSP's versions from when the mod was released up to 1.3.1, and i always get 3 results: 1st: everything starts out OK, as the game loads up i can see items from the planet pack being loaded, but once i get into the main menu, a screen pops up saying there was an error in the loading process, and loading your saves is not recommended, because it could corrupt them. if i ignore this message and start a new save, it leads into the second result. 2nd: everything is OK until i either continue a save or make a new one. i then get an infinite loading screen with the KSC night crickets playing in the background. i have given this loading screen hours to do anything, and nothing happened. 3rd: the game goes up to the KSC, and when i check the tracking station, Sarnus, Urlum, Neidon and Plock are nowhere to be found. I have been trying to install the mod for 2 days now, and these three results keep coming up with no matter what advice i take and what combination of Kopernicus, OPM and KSP updates i try. it's really frustrating! If anyone can help me, for example a combo of KSP, Kopernicus and OPM that works, it would be much appreciated! thanks!
  17. The Sarnus Pathfinder, launched almost five years ago, finally arrived at Saturn, unfortunately not staying there and leaving the entire Kerbol system. It was possible to achieve such speeds by ultra close Slate and Eeloo flybies, which gave it enough speed. All of them were perfectly planned, unfortunately, close Tekto flyby was impossible. During the slingshots, Pathfinder was able to capture stunning firsts of Sarnus system up close. It even found a completely new moon, designated Sarnus IV, the official name is still to come. Here are some of the best captures: Distant Tekto: Gigantic Slate: The newly discovered moon, Sarnus IV: And the last, but not the least, amazing ice moon, Eeloo: The upcoming mission, Sarnus Explorer, will be a brand new mission on its own, and it will explore the Sarnus system for a lot longer, staying on Sarnusian orbit. The mods used are OPM, its dependencies and Hullcam VDS Continued Oh, and also, may Chuck Berry, the one and only rock and roll father rest in peace.
  18. I've been trying to set myself up with a game that uses Outer Planets Mod and rescales bodies 3.2x, and orbits 6.4x (as I remember reading people had good experiences with that setup, ages ago). I actually started on a config (here, for reference, note that OPM already does its own rescaling of antenna power, and it is very basic), but was wondering if anyone has something more developed than this. I do already find getting to Kerbin orbit a nice sweet spot between challenging and annoying, but I have a nagging suspicion I'd end up tweaking the config in all directions later on.
  19. Hi, is Scansat working with custom celestial bodies like Outer Planet Mod ones? I deduce it doesnt as its names doesnt appear in the surface map list. Are there any plans of implement it?
  20. The Outer Planets Mod is a well-made planet pack that has been around for a while, but has anyone actually gone to them? This thread is all about changing that. your mission: -land on all planets and moons in both the stock and OPM systems -complete as many of the challenges below as you can -return your kerbals alive (if possible, don't sweat it) -wrap it all up into a pretty youtube video or AAR, or even a pdf Rules -no cheating (seems pretty obvious but I thought I'd put it in anyway) -you can skip moho, eve, tylo, laythe, slate, and tekto if you really have to, but if you can land on them, do. -this is not about "getten er done," have fun with it and build all sorts of crazy ships -no mods set in the future, such as Near Future Technologies or Interstellar Extended. Unless of course, you are on science/career mode. Leaderboard challenges (in descending order of difficulty) 1. No ISRU/refuelling ( jk , of course) 2. life support (I don't care which mod you use) 3. single launch (hope you like asparagus) 4. low launch mass (how low can you go?) 5. Re-useable get it assembled in orbit with SSTOs or some sort of re-useable launch vehicle, and return as many pieces as possable 6. Jetpack joyride land on as many bodies as you can using the jetpack completers: some resources: https://i.redditmedia.com/lsWcSwBOc3p3uynh9swc5eyJNrK5eQLZXo3o4TA3I2M.jpg?w=1024&s=04d3f3ae3586f6e609ed9136a2d02561 https://www.youtube.com/watch?v=Mrec-V19udA dres makes a good re-fueling base with OPM so consider completing the dres awareness challenge with a massive re-fueling base:
  21. Well, this may be a foolish post, but i want to share my feelings about this game. For me, it is by far the best buy i made for playing. Not only im having so good time with it NOT ONLY PLAYING, BUT ALSO IN THE FOURMS, YOUTUBE, AND SO ON, im learning a lot about physichs, orbital maneouvers, and universe itself... It is the only game i can spend more time reading a and learning in the forums than playing, or enjoy judt looking at what pp have made (mods) to improve this each time better and better game. I recently sent a probe to Sarnus (OP Mod) and wow, i couldnt sleep thinking about the "incredible" voyage the probe "is doing". Blame me if you want, but i can say for sure KSP partially stuffed (well, only being a real astrophysicist woulf fullfill) a hole i had in my mind looking for space exploration! I just want to congratulate KSP developpers and modders for all the good time you are giving to me and so many users. Thanks!
  22. FlyingCola

    FlyingCola KSP videos!

    Title explains it all!! All my YouTube videos are posted here!! enjoy and subscribe!! Conquer OPM: Title explains it all! Here, we go exploring every nook and cranny of the Outer planets mod. (Not really but just deal with it) episode 1: Episode 2 Episode 3: Coming in 2 Mun Base Alpha: Here, I go launching modules for a large scale base on the mun, but with a twist. TAC Life support is added so these kerbals are not the forever living beasts that they are, and they need food (and supplies) Episode 1:(Bad Commentary, hehe) Episode 2: Celestial Stations!: Once again, another pretty obvious title. (Maybe) I go around building space stations around every celestial body... Maybe... Episode 1: Coming in 3 RemoteTech Playthrough Just playing RemoteTech, and having fun. Episode 1:Next Others: I really think that we don't need a discription here. :-) KSP: Eeloo, A short film Preview #1 Thanks! Hope you enjoy! Be sure to Subscribe! --> https://m.youtube.com/channel/UC27GMBkYVwQ0qZ4J3AdJggg
  23. As you might have seen, I recently sent a mission to Jool where I did multiple flybys of its moons. Here, I have screenshots of a Cassini-like mission from the probe Surveyor 21. (Surveyor 18 and 19 heading to Urlum as I type; coming soon!) I sent Surveyor 21 to Sarnus, a planet from the Outer Planets Mod. I'll be posting screenshots of flybys and other cool things as they come along. First album: Sarnus approach and Eeloo flyby. Link here: http://imgur.com/a/dcKbJ
  24. This mod has since been integrated into my new pack Kerbal Visions. I've wanted a Sedna analog for my own sandbox saves for a while now, but no one has ever made one. I whipped this together with KittopiaTech in about an hour. This is basically just a slightly undersized Minmus that has been recolored and re-seeded. Since we don't know what Sedna looks like, I think that this is a pretty good approximation. Out in the Hills Cloud, Sedna is unlikely to suffer many impacts, especially large ones. NOTE: By default the mod is set for OPM. Open the Settings.cfg to enable stock orbits. Features A poor man's Sedna analog that looks a lot like Minmus but more purple and weird Discover a world you've totally seen before, but harder to get to - kinda like Dres, but even less lovable! A texture that you could probably make with MS Paint and a Minmus map if you tried Full compatibility with OPM and GregroxMun's Planet 6 mod Enjoy!
  25. so i have no idea how to integrate opm into koperrnicus i have absolutely have no idea so a step by step instruction would be nice (no ones made instructions plz help )