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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. Precursors Overview The discovery of mysterious SSTV signals originating from Duna was a monumental leap in the search for intelligent life. Deciphering these signals revealed The Ignotum System, a previously undiscovered solar system 3 light years from Kerbin. Having recently mastered interstellar travel and hibernation technologies, the Kerbals were quick to launch an expedition to this new system. The trip ran smoothly, but upon arrival.... … Alone among the stars, you are the future of the expedition. Rediscover ancient rocketry and flight technologies as you explore a vast, handcrafted solar system. Uncover the secrets behind the SSTV signals and the alien race that created them. Precursors is a planet pack designed to provide a fresh and exciting experience to players. Stranded on a cold and barren world, traverse highly detailed celestial bodies and never-before-seen environments. Each planet and moon has a distinct challenge and appearance; hike across scalding volcanic mountains, maneuver through massive forests, and battle against relentless gravity on your journey across the Ignotum System. Collect custom science reports and unearth extensive lore in this continuation of the KSP story. Version: 1.6.3 -- SPRING PATCH Mod features 20+ handcrafted celestial bodies, each with its own unique challenge and appearance High-resolution custom terrain textures and surface scatters A gameplay experience that is not dependent on visual mods Custom science definitions, fleshed-out biomes, and extensive worldbuilding on every celestial body Long-term support / frequent updates Easter eggs galore Download https://spacedock.info/mod/2869/Precursors Planet Pack Trailer (outdated as of V1.6.1) NOTE: This trailer was exported from Lightworks Free, which has a max resolution of 720p. It's also my first ever attempt at making a video. Dependencies KSP 1.9.x-1.12.x Kopernicus Stable Branch 1.9.x-1.12.x Recommended mods Scatterer EVE Redux - NOT volumetrics Mods included in download Sigma LoadingScreens Unsupported Mods THIS MOD IS A SYSTEM REPLACER, SO OTHER PLANET PACKS MAY NOT WORK AS INTENDED Parallax Volumetric EVE Support If you want to get support, please include a detailed description of the problem, your KSP logs, a list of your installed mods, and—if applicable—screenshots. If you do not include these requirements, you will not receive good support. Known issues Lack of fog when "swimming" on Maar Screenshots System in-depth overview (major spoilers) Delta-V map (by u/Lithium-7) Celestial body size comparison infographic (by wpetula) License Precursors Planet Pack is licensed under All Rights Reserved. That means you cannot... Copy my work Create derivatives of my work Use my work in other projects You cannot replicate or create derivatives of my work inside of KSP 2. The license for Precursors applies to KSP 2 in addition to KSP 1. If you have a question regarding the license, please send me a message through the forums. Thanks! Proper credit has been given to mods and textures not created by me. These mods are exempt from Precursors’ All Rights Reserved license. Thank you everyone for your continued support!
  3. 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 )
  4. Decided to attempt to revamp the stock system. ill update this topic with my process Dependencies: Kopernicus Kopernicus Expansion Niako's Kopernicus Utilities Download: https://spacedock.info/mod/3455/Techo's (Stock) Planet Revamp License: CC BY-NC-SA 4.0
  5. Threads of the Month: April 2023 Edition Kcalbeloh System Kcalbeloh System is a planet pack adding an entirely new black hole system with 30 unique celestial bodies, including a super-massive black hole, 4 stars, 15 planets, and 10 moons and asteroids, each with its own unique set of challenges and features. This planet mod provides a diverse range of environments for Kerbals to explore, such as a planet with surface torn apart by tidal force, binary gas giants with multiple moons, a planet tidally locked by its parent star, and a small moon with a twisted surface. Like the movie Interstellar, there are also a pair of wormholes available for Kerbals to jump between Kerbol system and Kcalbeloh system, adding another layer of exploration and excitement. If you're looking for an exciting and rewarding space adventure, Kcalbeloh System is an excellent addition to Kerbal Space Program, providing tens or even hundreds of hours of entertainment. I really appreciate everyone who has followed this mod. Also thanks to everyone who has provided suggestions, bug reports, or any other forms of help. Also, if you have a cool idea and want to contribute to this project, feel free to let me know. Get ready to blast off into the cosmos and embark on a thrilling journey through the Kcalbeloh System. Happy launchings! Trailer System Map Are you sure you want to spoil it? Celestial Body List: Delta-V Map Gallery Installation System Requirements OS: Windows Only Memory: 8 GB RAM Graphics: 1-2 GB VRAM Install via CKAN (Recommended) It's easier and less possible to have installation mistakes to install Kcalbeloh System via CKAN. Please notice that only stable versions are posted on CKAN. If you want to download the test versions, you still need to install them manually. Install Manually Install Kcalbeloh System If you have an older version of the Kcalbeloh System installed, please completely delete it before proceeding with the new version. Download Kcalbeloh-System-(v1.x.x).zip from one of the sources:: GitHub 百度网盘 (for Chinese players) Extract the zip file and put all three folders in /GameData (000_NiakoUtils, KcalbelohSystem and KopernicusExpansion) to your [KSP installation folder]/GameData/ folder. Do NOT download KcalbelohExtras.zip unless you know what it is used for. Install Dependencies Kopernicus: for creating custom celestial bodies. Singularity: for blackhole and wormhole shaders. KSPCommunityFixes: for bug fixes. Install Visuals The planet pack works fine without visual mods, but it will lose a HUGE part of its aesthetic. EVE Redux: for clouds, dust storms, and auroras. Scatterer: for realistic atmosphere, oceans, and sun flares. Installation Checklist After a complete installation, the GameData folder should at least have the following contents: 000_Harmony 000_NiakoUtils EnvironmentalVisualEnhancements KcalbelohSystem Kopernicus KopernicusExpansion KSPCommunityFixes ModularFlightIntegrator Scatterer Singularity ModuleManager.4.2.2.dll Compatibility Supported: Environmental Visual Enhancements Scatterer Parallax 2.0 (Needs Parallax Stock Textures) Community Resource Pack SpaceDust Kerbalism PlanetShine Compatible With: Visual Packs: AVP and Spectra. Planet Mods: It depends. As an interstellar planet mod, Kcalbeloh shouldn't have conflicts with most planet mods, as long as: The planet mod is compatible with the newest version of KSP/Kopernicus. The planet mod is compatible with the latest EVE, Scatterer (and Parallax 2.0, if installed). HomeSwitch is disabled with any system-replacer planet mod. Principia Kcalbeloh System provides configuration for Principia in v1.1.2 and above. The orbit stability of all celestial bodies is verified for at least 2000 years. With Principia: (1) Kerbol will be forced to orbit Kcalbeloh, since Principia cannot handle interstellar distances; (2) Wormholes, HomeSwitch, and Rescale will be disabled automatically; (3) Skybox will be turned black to avoid visual error with Principia + Singularity; (4) It's NOT compatible with RSS and other system-replacer planet mods. Real Solar System Kcalbeloh System is compatible with RSS, but the following steps should be taken: Install RSS and Kcalbeloh System first. Download KcalbelohExtras.zip on the download page and extract. Find 'RSS support.zip', extract, and put everything inside the extracted 'GameData' folder to your KSP 'GameData' folder, and replace the original file. Do NOT install other files unless you know what it is used for. Install Sigma Dimensions. Note: When installing Kcalbeloh System and RealSolarSystem together, 10x rescale will be forced on Kcalbeloh System. Mod Settings Go to [KSP installation folder]/GameData/KcalbelohSystem/ and open Kcalbeloh System Settings.cfg. with any text editor. Wormholes Wormholes = : whether to have wormholes connecting stock solar system and Kcalbeloh system. True: (default) enable the wormholes. False: disable the wormholes. Home Switch HomeSwitch = : whether to switch home planet to Efil or Suluco. KSC and all the other launch sites and airfields will be moved to the selected planet. False: (default) keep KSC on Kerbin. Suluco: Set Suluco as the home planet. Efil: Set Efil as the home planet. Home switch is NOT compatible with system-replacement planet mods (Beyond Home, GPP, RSS, etc). It is NOT recommended to load any saved game after changing home switch setting. There are risks of losing existing vessels. Distance DistanceFactor =: moving Kcalbeoh System closer or further to the stock system. 1: (default) keep the default distance (271.8 Tm). 0: Kerbol will orbit Kcalbeloh. 0.1: 0.1x default distance. 10: 10x default distance. 100: 100x default distance. Rescale Rescale = : rescale the system to 2.5x or 10x size. 1: (default) No rescales applied. It has the same scale with stock system. 2.5: 2.5x scale. If JNSQ is installed, this value will be forced. 10: 10x scale (realistic scale). If RealSolarSystem is installed, this option will be forced. This setting needs Sigma Dimensions installed. Skybox DisableSkybox = : Whether to disable the skybox bundled with Kcalbeloh System. True: Disable the skybox bundled with Kcalbeloh System. Set it to True if you don't like this skybox. False: (default) Use the skybox bundled with Kcalbeloh System. Recommended Mods Propulsion Near Future Technologies Far Future Technologies or KSP Interstellar Extended Transfer Window Planner Quality of Life Better Time Warp Manufacturing Extraplanetary Launchpads Sandcastle Visual Astronomer's Visual Pack or Spectra TUFX- Post Processing Parallax Discord Server Click HERE to join Kcabeloh System discord server! Here you can: Follow the development of the mod Have access to hotfix or pre-release Share your gameplay experience or screenshots Make suggestions or bug reports Seek help for issues and more! FAQs Does it replace the Kerbol system or add a new system? It adds a new system without any change to the Kerbol system. But it also offers home switch options which allow you to move KSC to habitable planets in Kcalbeloh system. For more information on home switch, click here. Is it based on the movie Interstellar? Yes, but no. Although some ideas of the mod are inspired by Interstellar, the goal of the mod is not to facsimile the Gargantua system from Interstellar, but to create a unique star system. Is it compatible with other planet packs? Yes, it is compatible with most planet packs but it still needs further testing. Let me know if you have any issues. Is it compatible with Real Solar System? Yes, but you need to download a config file. See here. Is it compatible with other visual mods? Yes, it is compatible with most visual mods for stock system, such as Astronomer's Visual Pack, Spectra, and Stock Visual Enhancement. What is a wormhole? How can I use it? A wormhole is a structure linking disparate points in spacetime. In KSP, a wormhole functions like a celestial body with its mass and SOI. To traverse the wormhole, you need to lower your periapsis below 30 km. After you reach the periapsis, you will jump to the other star system. Credits @R-T-B for maintaining Kopernicus. @blackrack for Scatterer, Singularity and EVE. @Vabien for maintaining Kopernicus Expansions. @Pkmniako for creating Niako's Kopernicus Utilities (Smoother Heightmaps). Kopernicus Discord Server: a really good community. I developed most my planet modding skills there. I can't list all of the name but thank you all for your help! @JadeOfMaar for inspiration of the system map, and other helps and suggestions. @DY_ZBX for Kerbalism and SpaceDust compatibility. @themaster401 and @Astronomer for some EVE textures from Astronomer's Visual Pack. @Sigma88 for SigmaReplacementsSkyBox, SigmaLoadingScreens, and SigmaDimensions. @OhioBob for atmosphere calculator. @RJVB09 for light curve calculator. @ballisticfox0 @GGzz12321 for nice screenshots. @Davian Lin and Jel for Russian translation. @CoriW for ResearchBodies and FinalFrontier compatibility. @Iodyne for Principia configuration. @chaos113 for helping with parallax scatters support. @BadModder54@CashnipLeaf@Fio @Ade0924 @r-ISCO for writing part of science definitions. @Emperor of Ilve for helping with Rational Resources support. Reddit user 0_0_1 for some sunflare textures from Kabrams Sun Flare's Pack. And most importantly, credit to my girlfriend for allowing me to put time to this mod (The names are NOT in order of contribution) Change Log License Creative Commons Attribution-NonCommercial-NoDerivatives 4.0
  6. So for my first mod release I have made a mod that makes the Mun have life! This does add some new things for it! Gave the Mun a breathable atmosphere New Biome Map Gave the Mun an ocean There is Scatterer and EVE support for it too!! I really hope you guys will enjoy it!! If there is any issues then I will try my best to fix them! Be safe! SpaceDock Link!! https://spacedock.info/mod/3467/Habitable Mun Needs Kopernicus! :0 License: MIT
  7. Download on SpaceDock (726MB) | Discord Server (Official) LSR v1.1.3 is out and it works! CKAN Indexed - Install Kopernicus Expansion as well. https://spacedock.info/mod/3462/LSR Scatterer Configs - scatterrer https://spacedock.info/mod/3460/LSR Rescale - Stock Scale - rescale to 1x DISCLAIMER: No support shall be given to players that do not provide the relevant part of ksp.log, or players that experience bugs already pointed out by someone else, including me. DISCLAIMER: Some of the moons do not have names. Open to suggestions in LSR Discord. Linbol System Rebirth is a new mod designed in the larger JNSQ (1/4 IRL Scale) size that aims to swap the Kerbol System to an unfamilliar yet remarkably similar planetary system to explore, with 20 new bodies to visit, and a lot more to come. The mod is a suitable challenge for seasoned players and yet there are patches and tips to make the planetary system more enjoyable for newcomers. A lot of players may come here from JNSQ, so this pack feels halfway between JNSQ and RSS, presenting much larger worlds with more realistic ascent trajectories and yet not making it too difficult to launch payloads in the super-low-twr engines and overly heavy LF-OX fuel tanks that stock provides. - Explore 4 new stars in two pairs of binaries, with the main one consisting of a 1.2 sun mass and a 0.3 sun mass star (Aa+Ab) and the secondary consisting of a 0.7+0.5 sun mass star (Ba+Bb). Classes are F7V, M3V, K5V and DA3.5 respectively, the last star is a super-dense, 73500g white dwarf! - 5 new gas planets to explore, two of which are in one system, with masses ranging from 4 to 600 Kerbin masses and colors from yellow-brown to dark blue. Many moons orbit these gas planets for probes to explore - Lots of planets/moons with atmospheres to land on and sample. Almost every body is unique from one another. - Hazardous bodies with solid surfaces for those that haven't had enough of a challenge - there are 3 of them, and one is a super-earth 16 times heavier than Kerbin. - Scatterer+Stock Scale Rescale configs downloaded separately - All bodies and atmospheres are realistic with much planning involved. - 8k textures to make bodies have high detail. Each pixel is about 4km^2 on kerbin with the 2k textures while on Revan (the homeworld) there are 8k textures that give a 2.2km^2 pixel. Homeworld The System (this is an essay I swear) Mod Compatibility/Requirements System Requirements Low quality celestial body size comparison Screenshots! Fun facts and tips FAQ Add-ons - Enhance Your Experience! LSR Utilities (Watermel00n) LSR Rescale (Stock scale) Homeworld Swap (WIP) For Noobs For those who want to experience the mod without dying We are looking for people to suggest ideas, create a delta-v map or point out issues in the system plan! This is all WIP, and the full LSR will have much more interesting bodies. Also, we want non-habitable planets as 3 (or 4) is already a lot. Preferably moons or small planets.
  8. “Within the darkest depths of the sea, we rise to the challenge of leaving our prison of a world.” Alienation promises to become what is possibly the first planet pack out there to take place on a hycean planet. The homeworld, Thalass, is a water world 10x the size of kerbin with 1.5x the gravity, making it a huge challenge to navigate and an even greater challenge to escape. This planet pack is currently early into development. Follow for updates. BETA DOWNLOAD: Alienation - V0.0.1 REQUIRES: Kopernicus, EVE, Scatterer, NiakoUtils [Click]
  9. VERY CLEARLY TEMPORARY NAME (Vilviomia is from a random planet name generator and Vilvinet is an edited version of Vilviomia, they are not references to anything there) Welcome to my newest kopernicus project, which takes place in the titular Vilviomia-Vilvinet, those respectively being the larger and the smaller star within the system. This planet pack makes the kerbal start at Istratune, a large superkerbin with a 5 atm thick atmosphere and ZERO surface water, but the ksc starts roughly high enough where the atmospheric pressure is similar to Kerbin. Aside from that, its high gravity means that it takes quite a high amount of delta V to escape it's sphere of influence. This is where it's moons will help. HISTORY WHEN RELEASE? PLANETARY IMAGES PICS
  10. | Official Website | Official Discord Server | Download On SpaceDock | release thread Currently, there are few planet packs of the large scale being developed. This modpack aims to change that by introducing a new modpack that when completed will be the largest out there. However, this is obviously very very ambitious and will take place over a year or so. All the bodies have been planned and are pending the PQS and Heightmap/Color/Normal files. All planets, stars and moons are scaled to 2.67x scale to complement JNSQ and a very small handful of bodies are actually quite similar to those in GPP in nature. You spawn in Revan (provisional name, named after the title that i released this mod pack in), a super-kerbin (you could even say it’s a super nodens due to its similar buffing in stats), with a gravity, radius and pressure ASL 38%,30% and 190% greater than JNSQ kerbin (another mod pack of the same scale). This makes atmospheric flight easier (at least for large and less draggy craft), due to the firmer grip and better handling. Orbital speeds are so high that SSTOs are infeasible (combined with increased scale), and re-entry is deadly without heat shield- all for a more complex and difficult experience as well as the usage of multi stage launchers. A glider gliding above the surface of Heyu, pre-texture update, a tidally heated moon, with its massive gas giant and its rings shown. This was the logo of LSR. Current Version/Release Date: Key: First digit: Star system it is orbiting. Second+third digit:planet number of planet number of the parent from the host star. Fourth and fifth digit: Moon number from the parent. Last digit: Sub-moon order from the host moon. This is only 0 or 1 and there are no such examples in the 24 flagship bodies listed ahead. Most of the objects are pending naming (don't ask why) and we need your help to name them (over on discord). 24 Flagship Bodies: Linbol AA - F7V main sequence star slightly larger than Kerbol. Posesses metallicity comparable to Kerbol. Linbol AB - M3V main sequence star a third the size of Kerbol and fairly calm for its size. 101000 - a barren and scorched planet orbiting its host stars every two weeks. 102000 - a volcanic planet smaller than the earth with rivers of flowing magma. 103000 - a kerbin-sized desert planet with its characteristic yellow-orange tint. 104000 - a kerbin-sized habitable planet with a small set of rings and oceans. 105000 - the homeworld and also a habitable super-earth with oceans. 105030 - the furthest moon of 105000 that contains a thin atmosphere and deep canyons. (pending the unoriginal name Canyon from LS1) 106000 - a barren and inhospitable mega-earth 15 times the mass of 104000. 106020 - the much more habitable but still cold moon of 106000. The asteroid belt where future minor planets will be added. 109000 - a relatively small white water-cloud gas giant. 109030 - the tidally heated orange desert moon 20% the mass of 103000. 110000 - the largest gas giant with a large set of rings and 14 planned moons. 110060 - an dark blue ice giant moon or potential binary, the only of its kind (in this mod). 110070 - the largest moon in the system by far and possesses a toxic purple atmosphere like eve. 111000 - a pale blue gas giant a third the mass of 110000 with a smaller set of rings. 111010 - a tidally heated icy-carbonaceous moon with oceans. (This is the flagship moon of the system and is pending the name Heyu (named after the highest peak in the homeworld 105000 where it was first observed by astronomers). 112000 - a medium-sized ice giant known for its insane winds at the cloud layer. 112010 - a large ice world with a vast underground ocean over 49 kilometers deep. 114000 - a frozen ice-world with ancient lakes, cryovolcanism and 5+ kilometer spires. 115000 - a mysterious mega-earth in a distant and eccentric orbit with a dense and deadly atmosphere. 115010 - the tidally heated (but still frozen) dark moon of 115000. Linbol BA - K5V or K4V main sequence star slightly smaller than Kerbol. Linbol BB - DA3.5 white dwarf that used to be a star twice the mass of Kerbol just 100 million years ago. There are many more bodies planned but these are the 24 bodies that will be in the initial release. Currently work in progress are those in bold. Those italicised are complete and will be released. (The only really earth like bodies are 104000 and 105000). Linbol system's 24 flagship bodies are unique in their own way such as posessing a thick atmosphere and so on, and must meet the mass and radius requirements given by me. (all bodies are larger than Stock Kerbin and are at least 4% the mass of JNSQ Kerbin). The increased scale and (comparatively) large size of the homeworld (which is twice the mass of JNSQ Kerbin) makes take-offs and launches slightly harder as well as orbiting (SSTOs are probably impossible). The four gas planets (one with a gas moon) orbit in a roughly 3:5:8:12 pattern of Semi major axes, compared to OPM/RSS 1:2:4:6. This results in a much closer gas giant configuration and also a slightly unstable one over the course of billions of years. The furthest-out gas planet orbits roughly where Sarnus would be if the system was shrunked down to stock scale and the star down to stock size. That being said, the planet pack makes up for this by implementing three new bodies further out that orbit all the way out to where Eeloo would be in JNSQ (or roughly where Urlum is). All this is done to reduce ludicrous travel times and to prevent the need for the JX2 antenna or Better Time Warp. The textures used in this modpack vary in size by body, but as a general rule of thumb: 8192 size textures are used for large solid bodies and gas giants. (>1500km radii) 4096 size textures are used for mid sized (500-1500km radii) bodies 2048 size textures are used for small sized (<500km radii) bodies This ensures textures are finely detailed for large bodies, and the final modpack with all 119 bodies will probably end up being larger than JNSQ and comparable to the Alpharia planet pack, at 2.2 gigabytes. Mods recommended: JX2 Antenna - a large expensive and heavy antenna but with extreme network capabilities recommended for Deep Space communication. Extremely useful past 109000. Visual Mods - only if your PC can run it Better Time Warp - Used to speed up time - some of the outer planets are a little bit far away. Hangar Extender - In case you need to make larger rockets. Just in general Eve optimised Engines - For 106000 and 109070. Distant object enhancement - to see distant objects more clearly. Not really counts as a Mod, but also change your difficulty settings to multiply DSN modifier by 4 to make up for the large system and larger scale. Also, custom lighting should be used, everything Heyu and beyond is just really really dark. The poles are also quite distorted in some bodies, so some gas giants have a hazardous magnetic field strong at the poles to deter Kerbals from looking at the poles up close (although this effect is most pronounced on terrestrial bodies) Difficulty: While LSR may be a hard mod, it isn’t as difficult as it seems as Stock engines are generally slightly overpowered for stock scale. Apart from the notably thick atmosphere (which thins rapidly and can be easily avoided), the homeworld body does not pose any challenges apart from the large size and gravity. Overall all players except the most beginner players should be able to play this mod. Screenshots See you soon!
  11. 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)
  12. What is this? The first part of my Light Levels (LL/2L) series It's a planet/"star" pack that adds 3 brown dwarfs 7 planets and 3 moons. Bodies: Brün: A bright brown dwarf that would almost have been a red dwarf, but it wasn't that lucky and still fell into the L class Xing: The first planet of Brün, a cold non-habitable tidal locked water world. Yurff: The second planet of Brün, a Mun sized planet with some special rings and a hilly but cratered surface. Bäz: The third planet of Brün, way farther out there is Bäz. a gas giant half the size and mass of Jool with magnificent rings. Colgo: The icy inner moon of Bäz. Almost similar to Eeloo Æger: The outermost moon of Bäz, it shares similar characteristics with Duna, and it has an extraordinary name. Ømis: The fourth and outermost planet of Brün, Its an icy covered with cracks super Kerbin with a thin atomosphere. Its radius is 1,5 times greater than Kerbin Ve: A small Minmus sized moon orbiting around Ømis with weird surface features Tersa: Another L type brown dwarf, a bit cooler than Brün. Its binary with Iyo Kimau; The inner planet of Tersa. It's a little bit bigger than Kerbin but mostly similar despite the fact it runs on carbon instead of oxygen, with oceans of octane. Jyhe: The outermost planet of Tersa. Its a bit darker than Kimau and has a more Mun like surface with interesting cliffs Iyo: A T type brown dwarf binary with Tersa, its colder and gives off the least amount of light. Gren: A cold selena the size of the Mun, its surface is only visible when Tersa an Iyo are both in the sky. The series -3LR - you are looking at it right now -3LB - A pack with a binary white dwarf and magnetar neutron star, and a whole lot of planets to explore -B2L - A pack that adds in two blindingly bright stars. Download Github: https://github.com/RJVB09/Low-Light-Levels-Red/releases Dependencies Kopernicus: (optional) Kopernicus Expansion (footprints): https://github.com/StollD/KopernicusExpansion-Continued (optional) EVE: https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases (optional) scatterer: https://spacedock.info/mod/141/scatterer Trailer/ Kottabos Review The trailer and the review are quite old, things might not be similar to the most recent version Screenshots Contact For development updates join my discord server! https://discord.gg/gHGupT8 Please report bugs here: https://github.com/RJVB09/Low-Light-Levels-Red/issues License https://creativecommons.org/licenses/by-nc-nd/4.0/
  13. 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
  14. Download from Spacedock: http://spacedock.info/mod/685/Real%20Solar%20System%20Expanded This mod REQUIRES: Real Solar System Kopernicus SigmaBinary This is me taking over @pozine mod, seeing as he has been offline since February. Most credit goes to him. (11/05/16) - Poll! http://www.strawpoll.me/10183143 (20/05/16) - Poll! http://www.strawpoll.me/10263601 This mod is the continuation of Pozine's RSS Planets & Moons Expanded Mod. It adds more stuff to RSS:In the current version (0.13.2): Retextures Saturn; Adds a heightmap for Iapetus; Does something to Uranus; Adds Asteroids (Asteroid Belt/Kuiper Belt/Elsewhere): Vesta; Juno; Ceres; Pallas; Ida; Dactyl; 67P (Where Rosetta went and Philae landed); Lutetia; Orcus; Vanth (its moon); Makemake; Chariklo; Halley; Sedna; Moons of Jupiter: Metis; Adrastea; Amalthea; Moons of Saturn: Pan; Daphnis; Hyperion; Pheobe; Pandora; Prometheus; Epimetheus; Janus; Moons of Uranus: Titania; Miranda; Ariel; Umbriel; Oberon; Moon of Neptune: Proetus; Moons of PlutoCharon: Styx; Nix; Kerberos; Hydra; All stuff I plan to do: Changelog: Credits: Me (imkSushi) for doing something pozine for making the mod in the first place NathanKell for Real Solar System ThomasP for Kopernicus (sorry about the axial tilt discussion) Sigma88 for SigmaBinary the ksp devs for KSP anyone who downloaded the mod for supporting the mod Old thread: This mod is licensed by the Creative Commons Attribution 4.0 International - http://creativecommons.org/licenses/by/4.0/
  15. Edge of Eternity The stars have come and gone, but eternity has only just begun Trillions of years ago, the ICS Mercury departed to set up the first extrasolar colony. As it was en route, it encountered a temporal wormhole, into which it was pulled, hurling it both into the far future and untold distances away. In order to avoid the unstable wormhole's imminent collapse, the crew had no choice but to press forward on a journey far longer than the Mercury was ever meant to travel. Over the decades, more and more of the ship had to be cannibalized until they finally reached their destination: a binary system consisting of a red dwarf and a blue dwarf, hosting several planets including one that could possibly sustain them. Unfortunately, due to the ship's state of disrepair, the landing was hard and much was lost, sending them back to the pre-industrial age. While Haven was habitable, it was only barely so: UV radiation was abundant, it had no native life, the oxygen content was only 60% of Kerbin normal despite the denser atmosphere, and the temperature was low enough that major settlements were restricted to near the equator. Despite this, over time, they managed to regain their technology, and are now ready to look upwards to the unending abyss once again. Edge of Eternity is a WIP planet pack set near the end of the stelliferous era of the universe. Most stars are dead, and those that remain are low-mass red dwarfs (and the blue dwarfs they evolve into); Terminus is one of these blue dwarfs. The system favors flyby missions and probes due to the positioning of Haven in the system, and science is balanced against very roughly 30% of stock for most worlds beyond Haven (with a boost around Eterna and particularly Apep to respect the minimum tech requirements of getting science from there) due to the larger number of similar difficulty targets available at once. Gravity assists also are quite effective in the Terminus system. IMPORTANT: At its current state of development it is highly WIP, with many worlds having only placeholder noise-based textures and no custom biomes, and there are doubtless a good few more bugs than you'd see in a completed planet pack. Everything, particularly balance-related things, is subject to change Beta download for those still interested: On Github Requires Kopernicus and Kopernicus Expansion Uses either Sigma Replacements - Skybox or Texture Replacer for the starless void of the end-times (really rather immersion-breaking without it), and Custom Barn Kit to rebalance the DSN (including adding a fourth level) for a better antenna range progression (note: due to issues with how CBK handles configs, disabling the rebalance through the settings.cfg won't disable the CBK configs). Custom Asteroids is strongly recommended for those who plan to visit asteroids, as the asteroid handling is much better with it. Kronometer is also recommended for synching the clocks to Haven's day and year, as is Transfer Window Planner for planning transfer windows (some can be rather unusual) Built-in option to increase scale to 2.56x or 10x (no need for Sigma Dimensions). Atmospheres of planets from other mods currently will not get rescaled. Also contains CRP and SpaceDust resource placement definitions (including resources used by Rational Resources and KSPI-E), Kerbalism configs, PlanetShine configs (not fully up to date), Scatterer compatibility (note: requires v0.0822 or newer), and EVE clouds/aurorae/lava glows. Volumetric clouds are in development but not yet ready for a release. Tested Principia-stable to at least 7000 years (computer gave up before any signs of instability) in older versions, needs retesting for the current version. Credit for the artwork in the loading screen image featuring Zephyr goes to @Exo's Lab Diagrams and dV maps: Future plans: near term (likely next update or two) - finish Gelis's terrain revamp, port comets to Custom Asteroid support long term (at some point before release) - science definitions, proper maps and biomes for all remaining planets, higher quality maps for all planets, kspedia, terrain scatters, more thorough balance testing, whatever other miscellany I discover I'll need to add post-release - (might remain a side project to my next system replacer, depends on reception) EoE: Phoenix Cluster, an addon with a few extrasolar destinations to visit since many other extrasolar packs don't fit thematically. (not very likely but maybe) Prelude to Eternity, set when the system was half its current age and Terminus was main sequence, homeworld of Revenant.
  16. This is my second planet mod, this one adds a moon between minmus and the mun. It is a one stop shop for gravity assists and science farming, it has all levels of the stock shader integrated Its Icy blue texture and giant SOI make it a kerbal's choice for a challenge It has 0.2 gees of gravity, and a relatively high orbital velocity It has a size of 250 km THIS MOD REQUIRES KOPERNICUS Screenshots : More screenshots : (thanks to kramken) SPACEDOCK License :
  17. About Real Exoplanets Real Exoplanets (REX) is planet pack that adds several confirmed exoplanets into KSP. As the name implies, all of these exoplanets are real, and all of the planetary systems are located exactly where they are in real life. All of the planets have accurate characteristics and the visual appearance of all exoplanets are based off of our current understanding of planetary science (as well as some artistic license when necessary ). Real Exoplanets is compatible with both Real Solar System and the stock, default solar system. With RSS, REX is properly scaled by a factor of 10. DOWNLOAD ON SPACEDOCK OR ON GITHUB Exoplanet List Below is a list of all of the exoplanet systems added into the game by Real Exoplanets. Screenshots Sources Changelog Credits Squad for KSP of course @Thomas P. for Kopernicus @NathanKell for Real Solar System @Pkmniako for being my original inspiration to begin planet modding @ProtoJeb21 for helping me for ages to recreate real life exoplanets that have accurate characteristics Check out this video of someone traveling to Proxima Centauri in Real Exoplanets: License: All Rights Reserved
  18. Arcana Sidera The Arcana Sidera star cluster is a small star cluster in the Scutum-Centaurus arm of the Kerbal Galaxy. Located directly in the shadow of the galactic core and orbiting at a distance of 229.81 lightyears, the cluster went unnoticed for millennia until the exploration of the Sagittarius A system, where it was located by one of the scientists on board the expedition. Long thought to be a single blue giant star, upon further observation the cluster was discovered to actually be three stars orbiting a blue giant star - The binary system Quatuor and Temporum, a red dwarf named Rubrum and another unidentified star orbiting very closely to the blue giant star, which has received the name of Phoenix. Upon discovery, a single unmanned craft was sent to the cluster for research, being able to map the systems and identify the main properties of each star and planet in the cluster. Originally, you were going to start in the Quatuor Temporum system, but the starting system has been switched to the Phoenix system and Phoenix has received a size change for gameplay purposes Current functional celestial bodies in the mod: Remember, more are coming soon, these are just the ones that I have functioning Most of my other planets are either massively unfinished or too glitched to show, so it will be ended here. Whenever a new planet gets a major facelift or becomes functional enough to show here, I will edit the post. (this was originally posted in KSP1 Mod Discussions, I moved it here since I realized it was in the wrong spot) This mod is NOT ready for release yet. I might find some people for playtesting but it is not currently ready to be released to the public.
  19. This topic has been moved to the KSP1 Mod Releases section, go to here to see it:
  20. Since this is the first result on google i wanted to make something clear, this is not the full mod The full mod is being worked on here: Endless expanse: DOT-33 is the first part of an eventual galaxy. The current system (DOT-33) is a binary star system consisting of a yellow dwarf and an orange dwarf, each with their own system. So, will you be able to survive the endless expanse? https://spacedock.info/mod/2936/Endless Expanse: DOT-33 To all of the people who supported me during development, thank you. See you in the full release -TheOrios CC-BY-NC-ND
  21. Dark. Empty. Red. Decades ago, all known stars and habitable planets vanished along with their inhabitants in an event known as The Quiet Rapture. Only those onboard spacecraft were spared. With society on the verge of collapse, the survivors are searching for any trace of natural resources in a universe of desolate moons and black holes. One such moon holds an unusual anomaly: an ocean of blood. You are a C.O.I. commander tasked with investigating this anomaly. Scotoma is a planet pack based on the events of Iron Lung, a horror game made by David Szymanski. Prepare to explore Moon AT-5 and its neighboring celestial bodies in unprecedented detail as you struggle to find answers amidst the dying starlight. Our future depends on your success. Licensing All self-made content for Scotoma will be licensed under All Rights Reserved; you may not copy or create derivatives of my work in KSP 1 and KSP 2 without my permission. Credit will be given to David Szymanski for all content copied or derived from Iron Lung (such as the mod description), and the same goes for any supplementary mods Scotoma makes use of. Timeline I hope to release this mod sometime before the summer ends; however, I am working two jobs and preparing for college. Updates may be infrequent. In-dev screenshots (7-7-2023)
  22. 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
  23. Technology has brought the kerbals far, but has not brought them a new home. Instead, it has destroyed their home, and forced all kerbals to move onto a singular habitation ring. After thoroughly looking through old data, they reluctantly chose Dominion, a dead planet in a dead star system, to be their new settlement. Upon landing it was immediately noted that the atmospheric oxygen levels were perfect for Kerbal life. Dominion reached a population higher than Kerbin's and every previous colony combined. It was a golden age for kerbals, but all good things must come to an end, and unfortunately death is a repeating trend in this strange system. It was about time i returned to this project after 2 years. What is Trilogy? System Map Images (As of 7/3/23): Discord for development updates: https://discord.gg/xmvgYFSGSD This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 International License (CC BY-NC 4.0)
  24. Oh hai. This is a basic planet pack so far that adds a Near-Kerbin binary asteroid, Doppler-Dyva, a Pallas-like two-toned potato, Quazen, and four binary Jool trojans. Basically asteroids not filled by niches such as Minor Planets Expansion. Download here on SpaceDock. This was the old picture of Doppler, once named Onor (please don't deadname it). It's a relic of my past and how I've improved. Requirements: Kopernicus ModuleManager A good computer
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