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  1. Little Big Planets "Everything's just a hop, skip, and a jump away" What is Little Big Planets? Little Big Planets is a collaborative project, seeking to replace the stock system, with a 10x smaller system, effectively at 100x smaller than real scale, creating a new an unique experience similar to that of the ancient Toy Kerbin mod. This pack is being made by a handful of developers with great experience in KSP modding, and hopes to establish a fun and high quality experience. Can I join the development team? Yes, you can! All you need is to know how to make a planet, a planet texture, and to make it work! We'll consider it based on your skill level, but the project is open to new and beginner modders getting their bearings. How do I get in touch and view active development updates? We have a development discord here! Is it out? No, but Alpha testing is open to people willing to find bugs in the mod, you can join the discord to find more details. Credits @smushanoob@Sushut @Womby @Mrpasta44 @Souptime@Derpistheword@ballisticfox0 @PicoSpace @Clonos@RevanX_LSR
  2. This mod is not ready for review. It is heavily work in progress and there will be visual errors, bugs, and more. Please report them to help me fix them! THANK YOU FOR JULY 2023 TOTM! Compatibilities/Requirements (READ BEFORE DOWNLOADING!) When Ahum 2 kicks the bucket, a CC-BY-NC-SA license will be in effect, so anyone can pick up the mod if they wish. Overview: This mod seeks to triumph the style and polish of the original Ahum Planet Pack. It is the direct sequel and successor to the mod. Infrequent bugfixes will come to Ahum 1, though. The Kerbals find themselves now on The Alter Kerbin, a world visually very similar to Kerbin, but yet vastly different. With the universe now in immediate peril to the means of the objectives to the Romulus SuperAI, the Kerbal race finds themselves on the edge. Whether it be sentient planets, sulfur belts, binary black holes, or what, the Kerbals know they will persevere. This mod is memory-intensive. If you have less than 16gb of memory, expect some issues with frames with all visual mods like parallax installed. Thank you for taking the time to read this page, to see the newest images go to the latest page. Note about Transfer Window Planner: the D/V requirements are WILDLY inaccurate. @kramken Made the original texture I built off for Tecton Below is a system map. Click the black square to see. Click on View Original Image in tab to see it better. https://imgur.com/msnNj1z LICENSE: CC-BY-NC-ND (Contact me if you want to use my assets! Im open to discussion )
  3. Due to me being a very big amateur with KSP planet making and a lack of motivation development will take alot longer A decent(ish?) sized planet pack adding many planets loosely based off of NovaSilisko's planets they planned on adding to KSP, many artistic liberties taken. First planet mod and probably a little overambitious but who cares Current Planets/Moons Xubol: a tiny ball of iron and silica being slowly churned around by its core and the sun. Faz: a small, weird moon with a cracked, lumpy surface Jall: Textures coming soon, no idea what it'll look like. Rupa: a small green moon orbiting Kerbin (It was repurposed into Minmus, so it looks identical to Minmus.) I will be adding pictures soon
  4. Welcome to Lazarus: Awakenings. The depths of the mind. Lazarus is a brand new planet pack created over the course of a year and a half. Awakenings, the first installation, consists of a system replacer and various interstellar destinations. A port to KSP 2 is possible but will not come until KSP2 is out of the earlier stages of early access. Storyline removed (click)
  5. APP (Avalon Planet Pack or Avali Planet Pack) is a planet pack for KSP, built to tell not the story of Kerbalkind’s first venture into space, but that of the Avali, the avian alien species known from the popular Starbound mod. Avalon comes bundled with a mod to replace some of the Kerbal models in-game with Avali, and some flavour texts have been changed to include Avali references. APP has you start from the Avali homeworld of ’Avalon’ (hence the mod’s name), which isn’t a planet, but a moon orbiting an Ice Giant! This means an abundance of early-game destinations and science, but it’ll only get harder after that. Avalon is orbiting Solakku, a high-mass star near the galaxy’s core. Having a more massive star means planetary orbits are scaled up compared to the stock Kerbin system. Transfer windows are rare, transfer times long, and antennas don’t reach nearly as long as you might want them to. To make it far, you will need to plan ahead, and get the most efficiency you possibly can out of each launch. ISRU will be a heavy part of any playthrough, and Avalon is ready, with complete configs for CRP, SpaceDust and Kerbalism resources. There is also three interstellar destinations in the pack: Crest, a red-dwarf directly orbiting Solakku. Karat, a dead white dwarf a medium distance away from Avalon, and Amber Light, a red giant flying by the rest of the systems, luckily quite far away. Avalon Radius: 0.75 Kerbin Radii Gravity: 0.25g Atmospheric Pressure: 1.5 atm Orbiting: Valaya, ice giant Avalon is difficult to launch from, due to the intense atmospheric drag, through an optimal location for building SSTOs (you can break orbital velocity at sea level or eject to escape velocity using only jets), and, being a moon, also provides an increased difficulty for navigation. Its surface is covered in oceans made not out of water, but of a mixture of water and ammonia, as the mean surface temperature is a round -30°C. It does still posses an ocean of liquid water, but deep underground, warmed by tidal forces. Its surface is additionally cooled by the constant presence of a cloud cover blocking light from reaching the surface. Its perfectly habitable conditions for the Avali, an ammonia-based life form. It shares the sky of Valaya with 5 other moons, some easier to reach than others. They will be your most valuable locations for early exploration, and good spots for fueling up. The journeys between planets here will be long and fuel-intensive. System Layout Full map of all solar systems in the pack (names only, no image spoilers): Map of just the Solakku system, with images of each celestial body (slight spoilers!): Screenshots (spoilers) Tips for playing Build relays! The stock antennas aren’t anywhere powerful enough to reach even the outer planets, so you will need to strategically deploy relays not just around the planets, but also orbiting Solakku itself. Over-do transfer burns! Even getting to the nearest planet to Avalon takes over a decade. Getting to one of the outer planets takes up to 200+ years. It is basically required to burn additional dV on each transfer to get to where you’re going in a reasonable amount of time. Near-Future electric engines are really good for this. Launch multiple missions per transfer window! A few particular windows only come around every few decades (the window to Edith being the longest, only once every 20 years), so you really need to launch all the missions you can for each. ISRU is your friend! SpaceDust is a heavily recommended install. The other moons make for really good places to fuel (or build, depending on your mods) interplanetary crafts. Bundled mods These mods are required, but included with the pack download, and you shouldn’t need to install them individually. Better Skybox (custom-made for this pack, License: MIT) Tholin’s PQS Additions (custom-made for this pack, License: MIT) Required mods These mods must be installed before the planet pack. Kopernicus Kopernicus Expansion Continueder Scatterer KSP Community Fixes (see "Known Issues" below Heavily recommended mods! The pack will technically load without these, but may be unplayable past a certain point. I designed the pack with these mods in mind. Avali Space Program Near Future Technologies Far Future Technologies Though KSP-IE should also work Community Tech Tree JX2 Antenna EVE In general, you will benefit from having a large set of mods while playing this pack. Mod support Additional, APP supports the following mods, if you have them installed: Community Resource Pack SpaceDust Planet Shine Distant Object Enhancement EVE Rational Resources Kerbalism (resource configs only) Known Issues You will need to install KSP Community Fixes and disable the stock manouver tool in its settings, or else the game will lag heavily, and eventually crash when orbiting one of the other three stars. This happens even when not currently using the manouver tool, as its code is always running in the background. This is a stock KSP bug, and not something I appear to be able to fix, unfortunately. Distant Object Enhancement may interfere with my custom skybox shader, which will appear in-game as the skybox being way too dark. To fix this, go to the Distant Object Enhancement settings in the toolbar, and disable the option for Max Skybox Brightness On some of the smaller moons in the pack, placing a flag will occasionally result in the flag spawning displaced far above the surface. Not technically an issue, but nothing in the interstellar star systems has been playtested in science or career mode yet. Expect typos in flavor texts, broken science rewards, and low terrain detail. Download From SpaceDock Source Source codes for the plugin components of this pack are available on GitHub: BetterSkybox - Tholin's PQS Additions Source for the pack itself is here! Special thanks Various people in the Luna's Mods discord server, for helping me fix issues in the pack. Techo, for his contributions in the form of the moon Ghorun, and Avalon's cloud textures. Everyone who playtested the pack before release! License This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. CC-BY-NC-SA 4.0
  6. What is Community Planet Enhancement? Community Planet Enhancement (CPE) is a planet modding project opened to the KSP community. It aims to remake all stock planets to make them more aesthetic and more interesting to explore, without changing any physics parameters of the stock system. Who can participate in this project? Anyone with good knowledge and skill of KSP planet modding. How can I participate? Step.1: Join the CPE discord server. Step.2: Show us your skills of planet modding. It means to make sure all team members have the ability to make good stuffs. You can show your published/WIP mod, or simply some screenshots of your work. For new modders, we encourage you to join Kopernicus server instead to learn and improve your skills. You are always welcomed after you have learned enough. Step.3: Pick (a) planet(s) you want to remake. Step.4: Announce your plan in the corresponding channel under the CELESTIAL BODIES category when you start working. Showing your progress is always encouraged. Step.5: Submit your work to moderator(s). What if I want to make a planet but someone else has already started/finished? You can either: Ask the person whether he/she is willing to work together. Go ahead and make your own version. Later the final version is chosen by voting of the judging committee. Who can be a member of the judging committee? Anyone who has submitted their work. Anyone with good planet modding skills and elected from KSP forums. Note: Judges cannot participate in voting related to their own work. What is the requirement for submission? Keeping the main features of stock planets. For example, the main color of stock planets, main biomes, Kerbin and Laythe’s land distribution, Duna’s ice caps, Dres’ valley, etc. Without changing any physics parameters of the stock system. Radius, mass, orbit, atmosphere, temperature, etc. File lists Kopernicus config (Only edit the following nods unless necessary: ScaledVersion, PQS, Ocean, Biomes) Height map Normal map Scaled-space color map PQS color map Biome map EVE config and cloud maps if needed Scatterer config if needed Other things you can make Sunflares Skybox Planet Icons TUFX Profile Any other things related Gallery
  7. Planet Jam 2: the Ilio-Pyri System A huge community-built 101-world planet mod. It is a common story across Kerbal history: an interstellar colonization mission is almost guaranteed to go wrong. Typically, the interstellar spacecraft will crash on a habitable world, society will collapse to the lowest tech level that is survivable, and it will be hundreds of years before anyone builds up the technology to launch rockets again. Amusingly, this didn't stop happening, even after those dozens of colonies banded together (alongside plenty of alien species) to form an Interstellar Federation of Planets. Almost a hundred years ago--and that's counting by Pyrian years, which are very long--an interstellar ship of exploration crashed, and now that multispecies society of Kerbals and Kerbaloid aliens are finally ready to reach to the skies again. Welcome to Armstrong Radius: 950,000m (1.5 Kerbin Radii) Surface Gravity: 1.75G Atmospheric Pressure: 0.068atm Orbital parent: Pyri, a red dwarf star. Orbital and rotation period: 6 hours. Armstrong is difficult to launch from, and even more difficult to land on--the atmosphere is so thin that it barely slows you down, but it's so thick and you travel so fast that aerodynamic heating is a major concern. Armstrong's atmosphere is inspired by the Seven Minutes of Hell entry descent and landing sequences of real Mars missions, and by a planet mod I helped maintain years ago, Little Green Men From Mars. That is--the atmosphere is thick enough that entry heating is a serious concern, but thin enough that it won't really slow you down much. Landing on Armstrong is challenging, but it is rewarding to get it right and make it reliable. The InlineBallutes mod and Trajectories come in handy. This produces some brand new engineering constraints, and necessitates infrastructure building. Armstrong's two moons, position within an asteroid belt, and proximity to two gas giants for easy gravity assists, makes it easier to deal with. The skies above Armstrong are littered with bright visible objects. Several planets and even a few asteroids can be resolved with the unaided eye even during the day. Ilio, a double-Sun, shines on Armstrong's far side during the day, keeping it illuminated and giving its inhabitants a recognizable 6-hour day/night cycle. Four bright planets are visible to astronomers around Ilio, and three more planets and several dwarf planets are found orbiting Ilio beyond Pyri. System Layout: The Ilio System is a large and complex system. Counting stars, planets, moons, and asteroids, there's a total of 101 objects. The Ilio System is divided into an Inner System, with four gas giant planets, the Pyri System with its planets and trojans, and an Outer System, with three gas giants on two orbits with associated coorbitals, and a distant dwarf planet. List of all planets in order: A Note on Spoilers: Planet Jam 2 has some excellent planets, including some of the most creative planets in any planet mod. I highly encourage you to avoid spoiling yourself on the planets. Don't go and tab through the planets in the tracking station, or if you do just to read their non-spoiler descriptions, keep yourself zoomed out. If you're sharing images or reports in the mod, be sure to spoiler tag them! Spoiler-lite Astrophotos: Simulated astro-images of the various planetary systems as if taken through telescopes. This gives a rough idea for what to expect, and what your space program should be expected to know of each planet before you send missions to them. These are spoilers for anyone who wants to go into the mod completely blind, but if you want a teaser, take a look: SPOILER ALERT: In-game screenshots. Career Integration: PJ2 includes balanced science multipliers for the Pyri system. Most planets have biome maps, many of them quite complex. The mod will reward many landings at Lu, for example, with its roughly 20 biomes. Lots of objects have science reports, though this functionality is still a work-in-progress for probably most of the system. Eventually we'd also like to support BDB and DMOS science experiments. The tech tree has also been altered to support Armstrong. You get more parachutes earlier on, larger rocket tanks earlier, and a few better structural parts earlier. Most importantly, the low-grade ISRU technology has been moved to the Space Exploration node. Career mode balancing is still somewhat experimental right now--feel free to play around with the in-game career settings if you feel you're not getting enough science to progress (or if you're getting too much?). I'd be very curious to hear your experience. I found that a career mode using Bluedog Design Bureau was surprisingly fun. BDB's stock-balanced parts are balanced for a rescaled stock system with about 2.5x scale factor; that delta-v to orbit is close to the delta-v to orbit around Armstrong. The main difference is you need more engines to liftoff! Luckily BDB has an early-game quadruple-cluster of Redstone engines, which has a pretty ridiculous thrust for early-game! When CustomBarnKit is installed, the Tier 1 and Tier 2 VAB, SPH, Launchpad, Runway, and Tracking Station are all buffed. They have more parts allowed and they allow for larger and heavier rockets. There's also Tier 1.5 and Tier 2.5 upgrades which upgrade the buildings without rebuilding them. "Splatnik" PilotingGoo Control Unit The Greater Goo Mass--that huge volume of superintelligent sentient slime that we all owe so much to--has come up with a solution for launching and controlling rockets without going to the trouble of returning to Armstrong: a spherical vessel of goo that can pilot a vessel without any electricity. It is an entirely self contained unit, requiring no batteries. It will last about 24 hours, but when used with hibernation, that can be stretched. This was a feature I'd planned from almost the beginning, but the model for it isn't finished yet, so currently it's a Stayputnik clone. It was also intended to have a spherical solar panel, but again, I'm not a part modder, so I couldn't figure that out in time for the release either. So look forward to an improved Splatnik in the future! Alien Texture Pack: Texture Pack Download--Direct Link The texture pack should also be available in the Releases on GitHub. To represent the various alien cultures in PJ2, I made a texturepack including various aliens that is available as an optional add-on to PJ2. TextureReplacer includes its own diverse Kerbal heads, so most of your Kerbals will still be green (though we imagine they're still very multicultural, more likely to come from some colony world than Kerbin.) DEPENDENCIES: Kopernicus v141 or later (and its prerequisites). https://github.com/Kopernicus/Kopernicus/releases/ Niako's Mitchell-Netravali Filtered Heightmap: https://github.com/pkmniako/Kopernicus_VertexMitchellNetravaliHeightMap/releases Kopernicus Expansions Continued-er: https://github.com/VabienArt/KopernicusExpansion-Continueder/releases/tag/Beta9-1.11 note that due to a missing RunSharp.dll in the latest version, you should be sure to use Beta 9 - 1.11, not Beta 9 - 1.12 Scatterer: https://github.com/LGhassen/Scatterer/releases/ Environmental Visual Enhancements Redux: https://github.com/LGhassen/EnvironmentalVisualEnhancements/releases/ Yes, Scatterer and EVE are REQUIRED. They are not merely supported, they are actually required for the mod to work properly. Mod Compatibility: Custom Barn Kit: Patch available that improves capability of Tier 1 and Tier 2 buildings, adds Tier 1.5 and 2.5 upgrades. Recommended Mods: Near Future Technologies Suite, particularly electrical propulsion. Several of the playtesters made good use of NF electrical and NF propulsion. The enormous launch vehicle parts provided by NFLV also come in handy. Kerbal Atomics provides nuclear thermal rocket engines that also really come in handy. Transfer Window Planner provides a way of figuring out transfer delta-v to various planets, since we don't have a delta-v map yet. (It's also just. Better than the stock Maneuver Planner tool.) Inline Ballutes allows you to slow down much faster in the upper atmosphere of Armstrong. KSP-RO Kerbal Joint Reinforcements makes large rockets go from frustrating to possible. (The latest versions now support robotics and in-flight construction.) Better Timewarp. Though the system was intentionally kept fairly compact, travel times get really long. Distant Object Enhancement. Due to a bug with reparenting homeworlds, you can't actually see the star flares, but seeing the dark skies does look really nice. Bluedog Design Bureau, while definitely super optional and also a huge part pack to add to an already huge planet pack, plays surprisingly well with Armstrong. I think a full career mode or science mode game using BDB could turn out really interesting, since BDB sorta maps its own tech progression onto the stock nodes but goes its own direction. Downloads: Download Planet Jam 2 via Github Development: After the success of Week World Planet Jam, where 10 planet modders made a 31-planet solar system in 1 week, some of the WWPJ creators had been brainstorming how we might run a second planetjam in a similar format. We kept the things which were most fun about making WWPJ and got rid of some of the worst parts--namely the lack of collaboration, and the deadline which was just right for some but too short for others. This time we would have two weeks and up to two orbits per person, rather than one orbit per person. Cross-collaboration would be allowed. It ended up actually being quite a complicated thing to set up the allotments because this time the system layout would reward many gas giant planets and some contributors did not want to make gas giant systems, but when all was said and done we had 15 contributors and 15 orbit slots to be filled in. Most of the slots had a specific mass allotment that had to be filled exactly, but could be split up into a planet and moons, or coorbital planets, or left as a single planet. We started on Saturday, 2022-October-21, and the initial "Deadline Version" was compiled two weeks later on a red-letter date in the history of planet modding: November 5th 2022. The deadline version contained 80 planets. Over the course of the next two and a half months, 21 more objects would be added, and a lot of balancing, bugfixing, and visual polishing would be done. We're now very proud of the result. Even after spending so much time actively working on it, the size, complexity, and level of completion of PJ2 puts my own previous work to shame. (Whirligig World, built by just myself, took nearly 4-5 years to get to a similar point, though it still hasn't reached a "1.0" state.) Bugs and Known Issues: Behavior of trajectories running around barycenters is counterintuitive and unrealistic; this is a fundamental limitation of using barycenters to represent near-equal-mass binary objects. The KSC scene is always wrong, due to reparenting Kerbin. Sometimes it can startle you as other planets rush through the sky, or Pyri rises unexpectedly. Rest assured that this is a visual-only bug that only occurs in the space center scene. When in the Gerro-Sandevistan and Phyre-Wepor barycenter's sphere of influence, timewarp controls do not function. The workaround is to timewarp in the tracking station. Hopefully we can find a fix. Lighting in compact systems such as the inner Pyri system is not accurate. The entire system is lit up with the same sunlight intensity, and all objects are lit apparently from infinite distance--hence objects farther from the Sun than the camera, but next to the Sun, can appear as crescents, when in reality they would be gibbous or full. This is a fundamental limitation of KSP and Unity's lighting system, though if any modders have an idea of how to get around this I would love to hear about it. The inner and outer Ilio system lack science balancing, and some objects lack biome maps. This will be improved upon in future versions. Many objects have limited or no science definitions. Credits: Luna/Gregrox: Project coordinator. System layout planner. Ilio Phosphol, Ilio Vespol, Somna, Pyri, Dord, Armstrong, Buzz, Desmet, Weegletoss, Lu, and Zhandar. ThreeAliens loading screen art. SnailsAttack: Ollo, Soval, Fourcroy, Conscience, Fish, Raft, Quank, Ogoquo, Tobalk, Turtlestar, Hidalgo, Pi, Hadfield Cloverdove: Olu, Millie, Casy, Eron, Sinacin, Glice The Orios: Cloud textures for Kilna, Alkin, and Arterr; heightmap for Trithium Techo: Squangus, Marith, Radlun, Ulen, Ilmar, Montauk, Tritonis, Andro, Arterr, Trithus, Trithium Mh: Kilna, Drae, Arach, Radlun, Ulen, Ilmar Interplanet Janet: Gerro, Somna Marshall (Myth): Sandevistan, Montauk & Tremelo Wolf-Rayet: Smeezobbler, Solin, Floryet, Whayt, Hemantreeantbumbalo, Gerro, Tremelo, Gwargin, Phe, Ber, Deibos, Phomos, Bercue, Dord, Garner, Desmet, Naharosmank, Welkendon, Morhomlo, Schmev, Gershmerzelen, Mani, Jotunn, Oynag, Viszra, Jejunum, Acic, Atrium, Cuspid, Fundus, Cricoid, Descry, Zeppeli, Pendle, Zziezel, Xeititit, Hysnoon, help with a settings file, Pyri System loading screen art. Tholin: Haut-Oklo Caps Lock: Beddul, Dopale Sabine: Bifrost, Bil, Ljos, Heimdall, Thorr Triston: Sinacin, Rangon, Caua, Alia, Jones JoQueeb: Kialla ElectricPants: Blitzo, Nevig, Phyre, Wepor, Twilight Special thanks to Adstri for help during development, and Levana for playtesting, creating Lu's biome map, and writing D or d's description. License Please provide attribution both to Planet Jam 2, and to the modder whose work you are using. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. CC-BY-NC-SA 4.0
  8. This is no longer the main thread find the new one here^
  9. Crankyjedi's Planet Pack: What CPP does: CPP adds in to the game 2 celestial bodies with high resolution textures and ground textures. The 2 bodies that it adds is made up of a planet named Brainwash and its moon named Ren. Brainwash sits in-between Dres and Jool. The Future of CPP: I am currently working on making more planets and moons for this planet pack and plan to continually update it with new things being fixed, updated, or added every couple of weeks. The current body that I am working on will be a gas giant and will sit in the far edges of the Kerbol system. Screenshots: Download and Requirements: CPP: https://github.com/CrankyJedii/Crankyjedi-s-Planet-Pack Kopernicus (Make sure to install dependencies): https://github.com/Kopernicus/Kopernicus/releases/tag/release-38 Module Manager: https://github.com/sarbian/ModuleManager/releases/tag/v4.1.3 Visual Enhancements: CVP: https://github.com/CrankyJedii/Crankyjedis-Visual-Pack/releases/tag/1.0 EVE: https://github.com/WazWaz/EnvironmentalVisualEnhancements Scatterer: https://github.com/LGhassen/Scatterer/releases/tag/0.0770 |License: MIT| _______________________________________________________________________________________________________________________________________________________________________________________________________________________________________________
  10. Wabi Sabi - Perfect Imperfection The Overview: Wabi-Sabi. A word that has held prevalence in Japanese culture for centuries. A word that holds so much meaning and depth, it lacks a proper translation into English. It means the acceptance of transience and imperfection, and appreciation of beauty that is imperfect, impermanent, and incomplete in nature. Wabi-Sabi holds an appreciation of both natural objects and forces of nature, appreciating austerity, modesty, intimacy, asymmetry and roughness. Our planets easily fit this brand. Instead of embracing perfect spheres, habitable planets, perfect and balanced solar systems, we have a different unique approach. Each of our bodies has something unique to offer. In this mod, you won't cheat orbit around each body, or just observe from afar in tracking station, but be motivated to say "I want to go there for myself", and furthermore, "I want to stay here and keep coming back". Planets are unique experiences. They shouldn't be one off screenshot generators, but full of worth, value, and creativity blended with realism. Everything from a super-kerbin with exotic ammonia based life, to a lonely vacuum planet should have a relatively similar amount of value and unique content. If you want solar systems crammed with content, uniquely hand crafted planets, with plenty of gameplay, offering new challenges and reasons to explore, then this is it. Quality > quantity. No filler. In-depth lore and story that will send you on an odyssey spanning the small cluster of stars you find yourself in, somewhere between galaxies. Coming soon™️. Incompatibility Screenshots: https://imgur.com/a/HYZcvaK (Check back occasionally, I will be updating this! Also also, stuff is heavy WIP so it might not be great as of now, please be nice lol) @Bendy SnowballCo-Developer, PR work, Director, Management, etc. @ballisticfox0 EVE help @ShbibePlaytesting @bobjonesisthebest:D Sciencedefs @Caps Lock Sunflare The Kopernicus Discord Server - Being a great help to me. I can't list all the names individually, but thanks @TheOrios system help/making, concepting @KerbinSphere Part making/modelling @Jason Kerman Their pole spike fixing python script @R-T-B Maintaining Kopernicus @TheProtagonists While their textures are no longer in use, I just think they are cool @RJVB09 Lightcurve Calculator @OhioBobAtmosphere calculator @JadeOfMaar System maps Soon This mod is licensed under CC-BY-NC-ND. Any reuse of my/Wabi-Sabi team's assets is strictly forbidden. Contact me at smushanoob#4556 or the discord server if you have questions about the mod.
  11. Well, i guess we're stuck here now. What was supposed to be a mission to a star 100 lightyears from kerbin took the crew 5000 lightyears from home. Now, 25000 years into the future, stranded in deep space, they find a barely habitable world, which they now call home. -------------------------------------------------------------------------------------------------------------------------------------------- The difficulty early game isn't high but even though the planets are stock size the distances inbetween are larger. -------------------------------------------------------------------------------------------------------------------------------------------- Requirements: Kopernicus for 1.8.1 is required for the mod to work. -------------------------------------------------------------------------------------------------------------------------------------------- Download: https://spacedock.info/mod/2599/Far Out -------------------------------------------------------------------------------------------------------------------------------------------- Notes: the science isn't very good visual mods aren't supported (maybe in the future) -------------------------------------------------------------------------------------------------------------------------------------------- Screenshots. -------------------------------------------------------------------------------------------------------------------------------------------- Planets Attribution-NonCommercial-NoDerivatives 4.0 International
  12. The Overview Homeworld Planet Pack is a mod, centered around a dying white dwarf star. It takes place 62.7 trillion years after the event of Kerbal Space Program. This is my best mod so far, and I hope this will be seen as a good mod, as I intend it to be. This system is not very scientifically accurate from what I know, so take it with a pinch of salt. THIS MOD IS NOT READY FOR REVIEW. Screenshots Dependencies Supported Special Thanks @ShbibeCurrently making a trailer The Kopernicus Discord Server @ballisticfox0 Testing the mod @R-T-B Maintaining Kopernicus @TheProtagonists Aurora textures, and (some) EVE textures specifically from the The World Beyond, going to be added in the full release of this mod. (The license has shifted to allow usage of assets.) @RJVB09 Lightcurve Calculator @OhioBobAtmosphere calculator @Caps Lock the sunflare from CKN (thx again lol) Downloads [Removed] Sorry, to prevent confusion old Homeworld has been taken down. Licensing CC-BY-ND-ND (except for some assets including but not limited to aurorae and the CKN sunflare which fall under their own licenses) My Discord Server for real-time updates https://discord.com/invite/ssWqYBuhwb
  13. So @Misguided Kerbal made the original Valor mod but it has died and he put the mod up for revival, after a while i decided to take it and revived it SpaceDock: https://spacedock.info/mod/2866/Valor Planet Pack Revived?ga=<Game+3102+'Kerbal+Space+Program'> No pic, no click, here you go Screenshot with scatterer System plan/system arrangement To do list Dependencies Kopernicus and its stuff Anyway lets go to the Q&A Q: Is Valor compatible with OPM? A: Yes! Q: Is Valor compatible with MPE? A: Yes! Minor Planet Expansion is compatible and recommended! Q: Is Valor compatible with (Insert Planet Pack Here that's not listed above) A: I don't know. Test it out yourself! Q: How can I help? A: Anything is appreciated! Q: Can we stop with the questions now? A: Um.... sure, I guess. Valor Revived is licensed with GPLv3 Change logs Special Thanks to: @Misguided Kerbal for creating the mod in the first place, @The Minmus Derp for fixing the OPM patch, @Kerbal Productions, making the scatter images
  14. The result of overworking myself. Heliocentric Presents: Flamed Out. What is flamed out? What planets does this add? Screenshots When will it be released? Discord servers to join for updates: https://discord.gg/Q6bpBARpXp (Personal modding server) https://discordapp.com/invite/XmVp23s (Kopernicus server, check #helio-mods for frequent updates)
  15. How do you make a planet mod. I do not know where to begin and I need some help. Where do I start? How do I make a planet? How to I make it orbit? How do I texture a plant? A complete beginner here who needs help. And to note, I do not know how to understand d C++. How do you make a cfg file?
  16. The Reach 1.0 release Creative Commons Attribution 4.0 International License It finally fully released! The Reach is a solar system replacer mod, made with the aim to make a new and unique system with interesting planets and design challenges. All planets are unique in their own way without making it feel wrong. Screenshot album: Planet list: Changelog: Download on spacedock: Yes Interstellar edition: Credits: @RJVB09 for converting the textures to a less performance-heavy format, making the aurorae @Thomas P. for making Kopernicus, no planets without him
  17. A set of patches to add 1.8+ shaders and textures to stock bodies that are not revamped yet. It uses a workaround, removing and recreating them under the same name to avoid the checkerboard bug and to be as compatible with visual packs, science definitions and others as possible. Uses 100% stock assets. Licensed MIT. Compatibility confirmed with: Breaking ground Stock and BDB science definitions, experiments, EVA reports Corelian and any other planer packs not touching Jool system moons and Eeloo Spectra, AVP, Sci-FiVE, EVE and Scatterer Expect compatibility problems with any mod, touching the bodies above via Kopernicus, but patching will be pretty simple, all other Kop patches should be loaded after mine. Known issues - Pol spiked scatters(stalagmites) are missing. Installation - add the folders from the archive to your GameData folder, start a new game, and you need Kopernicus 1.10.1 Bleeding Edge. Download - Spacedock No pics - no clicks, yes. Thank you all for all the wonderful things you create, and report bugs!
  18. I was reading through the easter egg list for something, and i read this : "In a forum post from late 2013,Squad member Jeff C.(NovaSilisko) described an idea he had for connecting many easter eggs into a story concerning a civilization which predated the Kerbals. Experiments with interstellar travel resulted in the homeworld of this "precursor civilization" being flung out into an extremely distant orbit. Before they froze to death, they launched monoliths and other messages onto many planets and moons in hopes of seeding intelligent life. Instead, they created Kerbals, not-so-intelligent life. The planet would not show up in any map and would be too distant to be observed with a telescope, making locating it by chance nearly impossible. However, players would be able to find transmitters beaming out SSTV signals on various bodies, each one of which would provide part of the orbital parameters necessary to locate it. The planet would be a bit smaller than Kerbin, covered in ruined cities and frozen oceans, and perpetually in twilight due to being so far from Kerbol. The only element of this narrative which made it into the game is the SSTV transmitter on Duna, which transmits an image originally intended to depict 4 members of the precursor civilization standing on their homeworld, with the logo of their government. Had the narrative story been completed, it would also have contained part of the orbital parameters. Because the story was never implemented into the game, this explanation for the SSTV signal's imagery is arguably non-canon." Is there any mod that adds this frozen planet ?
  19. Hello there! In the last Months I've been trying to install Planet Packs, for example Kerbal Galaxy. I put the KG Folder into GameData where I already had the Kopernicus Folder. But when I booted up KSP, the new Planets didn't appear. Does somebody know how to install Planet Packs so that the Planets appear in the Game? I'm looking forward to receive Answers on that Question! Sincerely, Nathan's Space Center
  20. Not long ago I was looking to spice things up a bit and embrace some new challenges. I play purely stock, but I figured I could still play the game my way by just adding some new scenery. I was trying to decide between adding OPM or installing GPP when @Sigma88 and @Ultimate Steve suggested New Horizons. I had heard of it, but never really payed much attention. When @MinimalMinmus mentioned the difficulty of Ernus (which I've since discovered for myself: he was not kidding), I was intrigued. But it was @Geschosskopf's description of the mod that really convinced me to check it out. The thought of your home "planet" being a Kerbin-sized moon (with Kerbin atmosphere and gravity) of a gas giant just sounded like it could be really interesting. It's turned out to be an absolute blast. Not to mention freakin' beautiful. A lonely Kerbal stares up at his dual "home" worlds. Just sitting on the launchpad is captivating. The above pics were taken before I could figure out how to make Sonnah"s rings show up with color (they were translucent). Thanks to @Micro753 for the solution. Whenever Sonnah's visible, I can't seem to take my eyes off it. The most ordinary launches are beautiful to watch. Please excuse the ugliness and thrown-together quality of the ships I've been using. I don't think I was adequately prepared for the effect this arrangement of your homeworld would have on each launch. Not only do you have to reach orbit, but to go anywhere you first have to travel within the SOI of a gas giant. I guess about the best stock equivalent would be if your homeworld was Laythe. It doesn't sound so bad until you start launching and realize the task ahead of you to actually get anywhere. I always play career, and so I quickly realized that travel here was going to be expensive. I constantly feel like I'm spending too much, and I try to keep costs down however I can. And after a few launches, I realized my Kerbals weren't leveling up. I thought the mod was bugged at first, but then I realized that I wasn't really going anywhere. Even traveling within the system (and landing on every body) could only get me 2 stars. I was gonna need to go interplanetary sooner or later. Laythe seemed to be easily attainable, so I set my sights there. Well whataya know, Kerbin's "sister" world has a moon of its own. Ugly ship, but I fulfilled a bunch of contracts by landing this thing on Derso. It was my first landing outside the Sonnah system, so I was pretty happy about it. Wanted another nearby planet, so I aimed for Arin next. I was not fully prepared for it. This first mission was an absolute failure. The capture burns at all of these planets seem to be unusually high. My failure rate has been staggering. I play without info mods, so I'm always playing by "feel". I know the stock worlds so well by now that I almost never have a failure anymore (except on Eve, which is another story). I have now been transported back almost to square one. I have no idea what each planet and moon will need until I go there. It's a lot of fun, but it can be disheartening at times. I know I can just overbuild everything and succeed that way, but part of the fun is trying to get it just right. It's been really difficult, but I'm enjoying the challenge. And I never give up. Had to go back to Arin several times before I finally succeeded. i decided, since Arin has an atmosphere, why not use it? When back with an "Eve style" lander, and used it to aerocapture. This was not so easy either. Had to try several times. Finally found that, as long as I was under 6km/s, a Pe of about 20km would give me a direct (and safe) aerocapture. Again, a brutally ugly lander. Completed more contracts and made about 4,000,000 bucks. Had to get Kerbal and retract the landing legs for a minute, because one of the contracts specified that the station had to be on motorized wheels. It wouldn't pay until the wheels were on the ground. And those tiny rover wheels were the only ones I had at launch time. The return ship made it back to orbit; where it promptly ran out of fuel. I was still happy, though. Waiting for a window to send a refueler. And now that contracts are really paying off, I'm gonna splurge on a good lander to go along for the ride. Arin's 2 moons are tantalizingly close. I want to reach both of them next time. I'm no fan of probes, but I also bow to reality now and then. Some of these planets are so tough, I figure I could really give myself a safety net if I send drills along. So I sent out a few probes to scan for ore. The one below reached Moh, which has Moho for a moon. This will not be easy. These flybys left me hungry for more. I fully intend to conquer this system. It's gonna fight me every step of the way, though. I sent identical probes pretty much everywhere. I was excited to see the infamous Ernus. I never did. The probe was incinerated the moment I switched to it. I didn't think to check the heat tolerance of all the parts. It has a crappy probecore that blew up immediately. I haven't had to unlock the techtree in so long, I forgot what the lesser probes were capable of. In short, this system is a blast, and I feel like I did when I first bought the game. Except, thankfully, I'm not completely clueless anymore. Just partially. Sorry for all the pics, but I thought you guys might like 'em. I cannot recommend this mod highly enough if you're looking for something new. If GPP is like this, I've got a lot more to look forward to. I'm just really excited and having a lot of fun. Plus it's raining, so I've got the day off. With an empty house. Livin' the dream.
  21. Towards the end of last year, I decided to take up planet modding and started building. Eventually, this came out - The SyeWertz system - This simple mod adds 2 bodies - Sye, a large rocky, vacuum world, and Wertz, its companion moon. Sye is located between Eve and Moho, at a distance of about 7.7 Gigameters from the Sun. Screenshots! Features - Adds 2 bodies in orbit around Kerbol! Fully functioning Biome and Science Defs! Cursed Images! Now, SyeWerts was a result of me mucking around with ideas one afternoon, while working on my main planet pack. I made it, and was pleased by their appearances and left it at that. But after a while, I realised while the concept and execution is sound, it didn't fit well in the planet pack as a whole, so I decided that moving it into a separate pack would be for the best. So I hunkered down to work and got the biomes and science defs and whatnot, up and running in two days and put it out for release. This is just garbage why are you here Future stuff (Soontm) Compatibility with other stuff HazardousPlanet Visuals (What visuals would this have?) Download from Spacedock! Dependencies - Kopernicus and its Dependecies License - Creative Commons Attribution-NonCommercial 4.0 International Public License If you find any bugs or issues, please notify me - I'll try to fix it as soon as possible. i hope you enjoy my cursed handiwork
  22. Hello guys. I am working on a new mod that adds in a temperate gas-giant. The mod deletes Duna, but makes up for the loss of the planet with a gas-giant and four moons! I will release the mod soon. Currently, I have not added in Biomes or Science Defs, so the mod is complete if you cheat and play in sandbox mode. However, I need to finish painting up biome maps and making at least some custom science defs before I release the mod to the community. I appreciate your patience. Here are some shots of the planets: Bervin: Alru: Goval: Unox: Some shots of Cavran: Oh yeah, it has been out for a while, just forgot to post it here. https://kerbal.curseforge.com/projects/ksp-cavran-planet-pack
  23. A new Mod for KSP Planets Coming up! Help me choose a name if you would like to! Thanks c: P.S it is a mod about the kerbal system after it was destroyed and they have moved to a giant other start system
  24. This planet pack Adds 2 gas planets, 4 moons and 2 asteroids between duna and dres. this pack was originally made by @Thomas988 here: but eventually he stopped working on it. i saw this pack and asked him if it would break his copyright if i updated it, turns out he didn't know either. but i got permission and proceeded to update the pack to work with the latest version of Kopernicus, plus a few changes. Odysseus: This large gas planet was found in a nearly circular retrograde orbit in the asteroid belt by Kerbal astronomers. because of its orbit, they assumed it had been captured early in the systems history, and it seems it and Jools combined efforts created the asteroid belt between the two. Telemachus: The first moon of Odysseus, this dry moon was initially thought to be tidally locked. however, long time observations showed it is barely rotating faster than its orbit. Antinous: One of the last moons to be discovered, this small rock orbits in a heavily inclined orbit. it is known for its staggering cinematic views of its parent and the other moons. Because it appears similar to dres, astronomers assume it was captured by Odysseus. Penelope: Originally thought to be Duna, Kerbal astronomers quickly realized it was orange, and duna does not have a blue atmosphere. this world provides a rich oxygen atmosphere not unlike Laythe's, however it has half the gravity. Polyphemus: Another like Antinuos, this asteroid is smaller than gilly and is thought to be held together more by its tensile strength than its own gravity. It is spinning unusually fast, to the point where spacecraft will fly off the mountain peaks, however the valleys may prove to be more accepting. Eumaeus: Another like Telemachus, this object takes after eve colorwise. however, it lacks the soup Eve calls an atmosphere and has a much weaker gravity. It is thought to have stunning views of the rest of the system. Athena: This Blue ice giant was found after Kerbal astronomers noticed Odysseus wobbled, a lot. Athena won't quite orbit Odysseus, its more like they dance around one another majestically. Aeolus: This golden moon orbits Athena and compliments its blue nicely. Kerbal astronomers were amazed to find a moon orbiting a moon, but Athena's distance and gravity have kept it there for a long time. Downloads: SpaceDock Download button at the top of the page just copy whats in the game data folder from the download int ksp's game data folder Requires Kopernicus found here: 1.1.1 change log: Changed some orbit colors added DOE support added ResearchBodies support re added Planetshine support fixed sigmabinary config file 1.1 change log: Issues they'll be here soon, don't worry. Licensed under a creative commons attribution share alike 4.0 international license Attribution: @Thomas988
  25. Introduction The Kompressed Solar System Mod is a mod that takes the solar system, and compresses it down and rearranges it to add a new level of complexity to the stock game. It doesn't add any new planets, but it re-arranges the existing ones into a quite interesting configuration. I did not intended for this mod to be realistic. Rather, I wanted to give the solar system the classic sci-fi look, with planets hanging low and big in the night sky, and extremely short transit times between planets. The magic of the Kopernicus and Module Manager mods was able to make that happen. Huge shout out to those guys for making and maintaining those mods. The Mod This mod re-arranges the solar system as thus: Jool: orbits the Sun -Eve: orbits closest to Jool --Tylo: orbits Eve ---Dres: orbits closest to Tylo ---Eeloo: orbits farthest from Tylo ----Pol: orbits Eeloo -Kerbin: orbits second closest to Jool --Laythe: orbits Kerbin ---Vall: orbits closest to Laythe ---Mun: orbits farthest from Laythe ----Minmus: orbits Mun -Duna: orbits farthest from Jool --Moho: orbits Duna ---Bop: orbits closest to Moho ---Ike: orbits farthest from Moho ----Gilly: orbits Ike Photos No pics, no clicks. Here's a few photos to give an idea of what this mod is about. License Kompressed Solar System Mod is licensed under a Creative Commons Attribution 4.0 International License. Downloads This Mod Requires Kopernicus Download Kopernicus Here: Kopernicus Download Download the Kompressed Solar System Mod from Curse: Kompressed Solar System Mod Simply download both mods, and unzip them into your KSP directory. Make sure the folders named Kopernicus and Kompressed are in the GameData folder. If they aren't, find them, and then move them into the GameData folder. Other Mods This mod should be compatible with most other mods. However, I would be wary of using other planet packs, as this pack changes the stock planet's orbits so much, the other packs will be useless. In this mod, I've found that on rare occasions, the craft will shake itself apart. I believe this is due to the high orbital speed of Kerbin's. Kerbal Joint Reinforcement is a mod that will solve this problem, if encountered. PlanetShine and Distant Object Enhancement are two good mods that add to the "feel" of the game. Both of these mods were used in the screenshots above, and I highly recommend them. Last Thoughts This is my first mod, so I hope you all like it! Let me know of any bugs or improvements wanted, and tell your friends if you really like it.
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