Search the Community

Showing results for tags 'outer planets'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


Location


Interests

Found 6 results

  1. @Poodmund is taking over development and maintenance of OPM. Please see his link in the last comment of the thread for the download. The new thread for Outer Planets Mod can be found by following this link: https://forum.kerbalspaceprogram.com/index.php?/topic/184789-17-outer-planets-mod-v224-27th-may-2019/
  2. So, say that i have a lander/surface base on Eeloo. Outer planets mod moves it so it becomes a moon of Sarnus. Would my craft just be moved with it, would they dissapear or would it corrupt my save? Has anybody tried that yet? Help, Lusbax.
  3. I'm currently deciding which mods to use for a modded career game. I'd like to use both Outer Planets Mod and Kerbal Planetary Base Systems. But Kerbal Planetary Base Systems uses two non-stock resources, Enriched Uranium and Depleted Uranium. Those resources are added by one of its dependencies, Community Resource Pack, and it appears that combining Outer Planets Mod with Community Resource Pack leaves me with some blanks to fill in. Community Resource Pack adds many resources and planet specific configurations for some of them. For example, the resource Alumina isn't found on gas giants, so the Alumina.cfg file has a section setting all of its values to 0 for Jool: PLANETARY_RESOURCE { ResourceName = Alumina ResourceType = 0 PlanetName = Jool Distribution { PresenceChance = 0 MinAbundance = 0 MaxAbundance = 0 Variance = 0 Dispersal = 0 } } It has no such sections for Sarnus, Urlum, and Neidon, so those are some of the things that need to be in the configuration file that I'm missing: PLANETARY_RESOURCE { ResourceName = Alumina ResourceType = 0 PlanetName = Sarnus Distribution { PresenceChance = 0 MinAbundance = 0 MaxAbundance = 0 Variance = 0 Dispersal = 0 } } Note that Outer Planets Mod itself already has these sections for the outer gas giants and the stock resource Ore. And in the exact same file where Outer Planets Mod has those sections (OPM_Resources.cfg), there is also a section to disable ISRU contracts to extract Ore from the new planets that don't have it: @Contracts { @ISRU { @RESOURCE_REQUEST[Ore] { Forbidden = Sarnus Forbidden = Urlum Forbidden = Neidon } } } Community Resource Pack's configuration files don't appear to have any sections to disable ISRU contracts to extract new resources from Jool. Is this because the stock configuation for ISRU contracts can only generate an ISRU contract for the stock resource Ore, so there's no need to disable them for new resources? Regardless, is disabling ISRU contracts for new resources from the new gas giants something that should be done in case another mod enables them? I imagine that this would require a configuration section like this: @Contracts { @ISRU { @RESOURCE_REQUEST[Alumina] { Forbidden = Jool Forbidden = Sarnus Forbidden = Urlum Forbidden = Neidon } @RESOURCE_REQUEST[Dirt] { Forbidden = Jool Forbidden = Sarnus Forbidden = Urlum Forbidden = Neidon } } } Is multiple @RESOURCE_REQUEST sections in a single @ISRU section in a single @Contracts section the correct syntax? And will it combine badly with the stock configuration for ISRU contracts that doesn't generate contracts to extract non-stock resources? And where would the new configuration file need to be installed? Add it to the GameData/[ModName] subdirectory for Outer Planets Mod or Community Resource Pack? Or in a new GameData/[ModName] subdirectory? Would it need to be loade d after both of the mods that it affects? And if so, how do I ensure that? Am I re-inventing any wheels here? Has someone already created this missing configuration file?
  4. Hello everybody. I have a simple but intricate question on how would you think it's the best way to schedule science data gathering on a kamikaze probe burning on a gas giant atmosphere. I use remote tech, I love the additional difficulty in it, but I think I hit a wall here. When I want to send a probe to a gas giant I can't get the science before the probe is destroyed due to signal delay. Is there any way to automate or trigger the science gathering from the probe itself? Do you have any ideas on how this task can be done in a efficient way. Thanks to all your ideas. As always, forgive any grammar mistakes and feel free to correct me. Be good Zeke
  5. Silicates, dust and ice Frozen craters, forgotten valleys… Nothing seems to be nice… In this planet full of dead alleys… Dres Bright green dot in sky Place where wonder dwells Desperate moons that asking, Why? But at the same time being well… Clouds that walking over surface high And the master planet says, It’s mine We will live there in some time… Jool The tiny icy speck Looking distant, freezing But it has It’s own feeling In a tiny icy wreck Which is circling there… appealing Eeelo Pls forgive me for all bad rhythms and stuff im really tired while writing this
  6. Chapter 1: In Space, No One Can Here You Scream… Bob was screaming. No one heard him of course, he was drowned out by the giddy laughter of Val and Jeb. They freaked him out sometimes. He squirmed in his seat, almost trying to escape the claustrophobic seat. He was strapped in, but not tightly. He was shaking too much to pull tightly before launch. Bill looked over to him and put his finger over his mouth. Shhh... Bob started to relax a little. Jeb and Val fell silent. Bill and Bob perked up. Now, this was an occurrence. “KSC?” Bob began to tremble. No one was smiling anymore. When Jeb and Val weren’t smiling, that was terrifying. Mission control gave no response. That was unlike Gene. “KSC, please respond…” Nothing. Jeb adjusted the radio signal to the KSC2. It had been abandoned years ago, but the old tracking station was still operational in case of malfunction at KSC Prime. “KSC, this is the Alternis capsule, please come in.” Static. Val looked back on Bill. He looked at his console. “Nothing Val. Nothing on our end.” Val sighed. Jeb put down the com controls. “We need to make our transfer burn in the next three minutes, if we don’t, we lose our Plock encounter.” Bob shuddered at the thought. He looked up. “Jeb, how long specifically until the burn?” “2 minutes, 37 seconds and counting.” Bob unstrapped himself. “What are you doing,” asked Bill. “I’m checking my experiments,” replied Bob. “Not so close to the manuever, you aren’t” “There are seats in the lab, I’ll strap in.” Bill grabbed at the hatch, and pulled himself into the science lab.he loked on the mystery goo. It was moving, as if probing for a way to escape the sealed pod that contained it. Bob took no notice, blaming the strange motion on the Gravioli detector nearby, even though Bob new all well that that wasn’t how the detector worked. “Strap in!” It took Bob a second to recognize Jeb’s voice and acknowledge what to do next. A second too long…