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  1. _____________________ Kerbol Origins _____________________ Welcome to Kerbol Origins, a mod that aims to recreate all the SQUAD planet ideas that never got implemented, like the Gas Planet Two (GP2), Gas Planet Three (that is actually a giant rocky planet) and many more. The mod has been fine-tuned to be as stockalike as possible and we made sure that it fills most of the gaps the stock Kerbol system has. Many of the celestial bodies added by this pack are proceduraly generated, which means that they have a lower memory footprint, but others use heightmaps and while they are not entirely procedural, they offer much more detail than the procedural ones. _____________________ Pictures _____________________ (click on images) _______________________ Recommended mods _____________________ - by Amarius1 - by Nils277 - by Valerian _______________________ Lets meet the new planets! _____________________ Faz: Harvest: Rega: Sarvin Keelon: Corolet: __________________________________ The team! ________________________________ @amarius1 - Lead Developer @Nils277 - Part Creator @Olympic1 - Career Intergration & Tweaks @The White Guardian - Career Intergration, EVE Clouds & Tweaks @smokytehbear - FF Ribbons __________________________________ Thank you ________________________________ Thomas - For developing and mantaining Kopernicus. KillAshley - For teaching me most of the aspects of planet creation. CaptRobau - For teaching me the basics long before Kopernicus could even load PQS mods. Olympic1 - For being a good friend and collaborating with me in all of my projects. Sigma88 - For giving me advice and giving everyone over #Kopernicus a good laugh. ___________________________________ Installation ________________________________ Download the mod files from any of the buttons at the top of the page Download the Kopernicus dependency from GitHub Merge downloaded GameData folder from both mods with yours ??? PROFIT! !WARNING: When installing new versions of the mod, NEVER merge the new version's files with older versions, but instead, delete the old ones, before. ____________________________________________________________________________________________________ Known Bugs: ____________________________________________________________________________________________________ To do:
  2. For further development of this mod, please head over to the Kopernicus thread! Description This Plugin is a continuation of KCreators "KittopaTech Ingame Terraforming" plugin, that can edit the stats of planets at runtime, via. a Graphical Interface. The original KittopiaTech was mainly developed by KCreator, with some additional content by Kragrathea (Utility code) and Gravitasi (ScaledSpace fixes and more). Their work was modified by BorisBee (initially, he's pretty inactive now) and myself, Thomas P., to be more modular, stable and user-friendly. Because Kopernicus offers us already a fully functional API, we decided to change the goals of this plugin. Instead of a standalone Planet-Editor, this is now an add-on for Kopernicus. This has many additional reasons, for example, the messy config-saver / -loader. What has been changed? Complete rewrite of the UI-Code (Planet_GUI.cs) Replaced the ConfigLoader with a ConfigSaver that can export dumps of the planet in a Kopernicus compatible format Added an option to completely remove a PQSMod. Seperated ScaledSpace export and PQS-Texture export. Made the Instantiation-Button functional, via. hacking PSystemManager to spawn a body that is instantiated from the systemPrefab. It's still hacky, and it can break some mods. Added Support for HeightColorMap-Landclasses Completely new LandClass-Modder Support for editing PQSMod_VertexPlanet.SimplexWrapper and NoiseModWrapper PQSLandControl.LerpRange editing Improved Particle-Editor Reworked the Map-Exporter, so that it uses a Coroutine to generate the maps. That means, that exporting maps no longer freezes your game, but it still takes some time until the generation is finished. But at least, you can do other things in the meantime. We have added Support for editing PQS-Materials. You can now load MapSO's and Textures through a FileBrowser Improved Ring-Editor, you can now edit rings after creation, delete the selected ring. Curve Editor for editing FloatCurves Reworked Star-Fix code, to use StarLightSwitcher Added a ScaledSpace editor, and moved the export buttons to it ScaledSpace and Texture updater save to disk automatically now Added Support for adding / removing oceans, and for adding PQS to gasplanets You can now enter whatever you want into the numeric fields. If the value isn't parseable, you get a warning and Kittopia won't apply it. Removed all apply buttons, Callbacks are used now. To-Do List Readd support for GroundScatter Maybe other things? Suggest something! Screenshots Download Grab the latest KittopiaTech release from the GitHub repository: You can open the Ingame-UI with Ctrl + P License "The KCreator license" KittopiaTech incorporates Kopernicus, which is licensed under LGPL. Source Like my mods? Please consider supporting me and my mods on Paypal! I would greatly appreaciate it, since I don't get much money anyways. However note, that this doesn't grant you anything special, but it will help to keep my motivation up. Therefor it's just an extremly nice way to say "thanks".
  3. Unfortunately I doubt that I am going to have the time or the motivation to work on this mod at the moment or in the future. I mainly made this as a proof of concept to show that such a mod is possible and never expected that a lot of people would play with it, so I never cared as much as I cared for Kopernicus. Also, some of the limitations of KSPs planet system are a real time killer. (Regenerating the whole system cache if you want to test one thing etc.) If anyone out there wants to adopt this mod, either just to maintain it, or to add some cool features to it, feel free to do so. If you need any help with understanding what it does, and how it does it, feel free to shoot me a message in the Kopernicus Discord server, or send me a forum PM. What is this? This is a mod that adds some diversity to the (otherwise static) KSP solar system. It archives that by changing various parameters of the CelestialBody and PQSMod components, but it has the potential for expanding it further, either through "official" tweaks, or tweaks made by other modders. How does it work? Every savegame you create in KSP gets a random number assigned, a seed. This seed is different for every savegame you create. Planetary Diversity modifies the solar system between the MainMenu and the SpaceCenter scene. It uses the seed from the savegame that was loaded to generate random numbers, for example to replace the static seeds in the terrain system. Since most of the planets in KSP are procedural, this changes how the KSP planets are formed. They are a bit different, but the overall look doesn't change, i.e. Kerbin will still be blue-ish, and Eve stays purple. It supports planets made with Kopernicus, however, if they don't have procedural components (i.e. they only have a height and a color map), it won't be able to change them. At the moment it changes the seeds, orbits, color of gas planets, atmospheric pressure, names (hi Sigma!) and it can add / remove atmospheres. Also, it is modular, with an API, so users can implement their own tweaks if they want. However, there is one caveat: When you load a savegame for the first time, with Planetary Diversity installed, it will lock down for a while. The reason is that in KSP, every planet has a low-res representation for larger distances - called "Scaled Space". This scaled space representation needs to be computed, but the computation is rather expensive. Thats why Planetary Diversity will generate the representations of all bodies in the solar system that were changed, and save it into your savegame folder. When you load the same save in the future, the mod will simply load the files from your disk instead of re-creating them every time. What if I want to use a specific seed for my savegame? While this is not possible in Stock KSP, Planetary Diversity adds an UI for this, in the Game Creation dialog. The UI should be pretty much self-explanatory. It is also localizeable. Does this depend on Kopernicus? No. It is completely standalone. However, if you have Kopernicus installed and the OnDemand texture loading feature is enabled, Planetary Diversity will integrate with it and load the planet textures only when they are needed. But I don't want to have <insert Feature here> changed! Don't worry, all tweaks can be disabled seperately. Just open GameData/PlanetaryDiversity/Config/{config name}.cfg (for custom tweaks please ask the respective modder) and set everything you don't want to false. However, you can only disable it for your whole installation. Per-savegame configuration is neither planned nor easily realizeable. Download? You can download Planetary Diversity from Github: You can find it's source code on Github too: Planetary Diversity is licensed under the terms of the MIT license, except the file "Utility.cs" and "Gradient.cs" which is a modified version of Kopernicus Utility.cs. Like my mods? Please consider supporting me and my mods on Paypal! I would greatly appreaciate it, since I don't get much money anyways. However note, that this doesn't grant you anything special, but it will help to keep my motivation up. Therefor it's just an extremly nice way to say "thanks".
  4. The year is 9302. The Mun has been impacted by a huge asteroid and Kerbin is flooded. Begin on an evolved Kerbin. Its continents have moved, its mountains and topography vary drastically. Set many millenia after the Kerbals first took to space, the general culture of former 'Kerbin' has changed drastically. Because of this change, the planet is significantly different - it's known as Gaia and all interplanetary voyages are strictly forbidden by the global government - You must convince them to fly once more. The entire planetary system has overcome a drastic change. A near miss with another star has caused many planets and moons to be captured by Kerbol. Your adventure awaits; take to the stars once more and prove that the eagerly awaiting space-faring Kerbals still have a future. This mod adds more planets and moons to land on whilst keeping the stock feel to the game. I have revisited the entire Kerbin system and added a bit more variation to the different planets and moons, making you feel the joy of exploring them once again. DOWNLOAD FOR KSP 1.4.3 If you feel as if you enjoy the mod thoroughly, feel free, but not inclined to, leave a small donation in return. Thanks DISCORD: Installation Instructions: Gameslinx's Planet Overhaul is a planet mod for Kerbal Space Program. This mod is licenced under CC-BY-NC-ND 4.0. Proceed with the following install instructions: Download Kopernicus - Download CTTP - Download EVE - Download Scatterer - Download SigmaReplacements Download INSTANTIATOR - You MUST remove "ExampleConfig.cfg" from the Instantiator folder or it will not work Download GPO - Install ALL of those mods correctly - this should be as simple as dragging the correct folder to GameData unless stated otherwise. After that, launch the game in 64 bit. The above photograpah is not ingame imagery
  5. Alaygrounds

    Realistic Kerbol System

    This mod turns the Kerbol system into a more realistic representation of the Real Solar System. Moho has a new texture, Gilly is moved, and there are more outer planets? Also it's all inclined? That's just part of this mod. Download license = CC-BY-SA
  6. Alaygrounds

    Top Five Best Planet Packs

    This is a list of the top five planet packs in my opinion. 1: Kerbal Star Systems Kerbal Star Systems is a mod that turns the Kerbol system into a bigger, more realistic place. There are 125+ Stars Planets and Moons, each crammed with detail and effort. You can get it here 2: Galileo's Planet Pack Galileo's Planet Pack is an amazing mod adding several interesting planets, with a super-Kerbin and, as it deletes all original planets, your granted habitable moon. You can get this one here 3: After Kerbin After Kerbin puts the Kerbol System 4 billion years into the future, and Kerbol is a red giant. You can get this mod here 4: New Horizons New Horizons is a mod that makes the Kerbol system revived. It adds 19 extra bodies, including an object that Kerbin itself orbits. This special mod is downloaded here 5: Xenonclave's Planet Collection Xenonclave's Planet Collection, otherwise known as XPC, adds two planets and 5 moons around Stock planets. You can get this planet pack here
  7. The White Guardian

    [1.3.X] [Kopernicus] Cerillion

    Cerillion This mod adds a planet called 'Cerillion' to the Kerbal solar system, as well as it's four moons - Mavis, Shirley, Jacob and Disparia. Cerillion comes bundled with several configurations for other mods such as EVE, as well as hand-made textures, including an 8K cloudmap. Cerillion is entirely procedurally generated, has full science support as well as 15 unique biomes to explore. If that's not enough, we've got you covered! Cerillion has various strange geological anomalies to visit and fly through. It's orange atmosphere has a strange composition, but does contain enough oxygen for jet engines to function. Also, I love it when people make videos of this planet! Official Trailer Facts about Cerillion - a recordbreaking planet pack: - For the first time in history of KSP planet packs, a planet pack features easter eggs in the form of custom 3D models. - For the first time in the history of KSP planet packs, a planet pack features custom terrain scatter models (with working textures!) Image Gallery Downloads Pick one of the following websites. Current version: V4.0 'Limitbreaker' SpaceDock (V4.0) Google Drive (V4.0) Old versions:
  8. The Cuttlefish Empire

    [1.3.1] Imperial Planet Pack v0.6 [Alpha]

    IMPERIAL PLANET PACK Hundreds of thousands of years after the star Azure passed by Kerbol and deposited a wealth of new planets in the system...such as Olu'um, Quarta, and Scorch...a second star passed by: Helios. It was dragged along by Azure, and passed by the severely altered Kerbol system and changed the already shaken and unstable planets a lot - it effectively "stole" all of the Kerbol planets, rendering their orbits skewed and the planets very different. The Voluxian Empire, from around Olu'um, meanwhile, was going out and colonising all the planets they could: after they got the technology to escape Olu'um, they felt an insatiable drive to spread their kind around the solar system, planting colonies on any planet they could, regardless of whether or not it was feasible. One day, however, they discovered another civilisation in the solar system: on Gaia. They quickly subjugated the population and made the Gaians do the Imperial bidding... APOLLO Apollo, formerly known as Moho, was once a nicer place: brown and airless, rather than with reddish orange colouration and fiery air: with oceans of lava to top it all off. After it captured a small planet that was orbiting Helios, the initial stages of its rings were formed from the debris created from the tidal forces of the two bodies. However, Apollo's new proximity to the sun rendered any moons unstable in their orbits: as such, it crashed into the planet, heating it further and creating the remainder of the ring. Now, the only remnant of this moon is a small chunk of lava orbiting Apollo in an inclined, eccentric orbit... Meanwhile, the Empire was colonising Apollo. Although it was very hot and hostile to life, they nevertheless tried: the components for an atmosphere and oceans were shipped there at great expense to initialise the terraforming process. They managed to get an atmosphere to retain its mass...though it was of such a high pressure that only Voluxians could go outside, not their Gaian servants. After an atmosphere was established and a dense ozone layer were implemented, water was added into the mix. Small oceans formed, but most of it went into the atmosphere. When the small moon crashed into the planet, it vaporised the oceans and a lot of the material on the planet, creating the dense cloud layer currently present and reducing the entire surface to slag for a while. It eventually cooled down enough so that land could form; however, lava still covers a large amount of the surface today. All traces of the colonists were melted with the surface.... THANATOS Thanatos was once known as Eve...until the Voluxians came with their names and made it Thanatos for all intents and purposes; it is significantly different from how it used to be, though: rather than a scalding hot, toxic planet with very high gravity, it is now a hot, high-pressure planet with very high gravity. The introduction of a species of bacterium specialised at breaking down the toxins found in Thanatos's atmosphere converted it into a planet well-suited for colonisation, at least relatively speaking; considering that planets like Apollo existed, it was a mean feat to be considered viable. The conversion increased the liquid component of its oceans and reduced the gaseous, accounting for its lowered atmospheric thickness and increased sea level. The differences in terrain were due to geological activity from the tidal influence of its recently captured moon of Theristis - this airless, bluish grey body is a beautiful sight to see in the crimson sunsets of Thanatos. Theristis was a minor planet in the Helios system, and the large sphere of influence of Thanatos resulted in it being captured. Unlike Apollo's captured moon of Leto, this did not lead to any disastrous consequences for the fledgling ecosystem on the planet below. TERRA Terra. Once known as Gaia, it has undergone drastic changes since the Voluxians first came and turned it into a planet of factories and mines in order to fuel their ever-voracious machine of expansion and colonisation. The ice caps have partially melted, oceans have flooded some of the terrain, vegetation has rebounded since the Empire - the majority of the planet is covered in lush forests of green, save those areas particularly devastated by the fires of industry: the massive, hot deserts encompassing the remaining land. Its moons have not changed much over the years: Luna has undergone some tidal shifting from the passing of Helios, making it somewhat different in terms of look, but fundamentally it is little different from Gol, other than of course the cooling of its crater. Selene's "goo" oceans that it had while it was called Gullis have also mixed back with the rest of the moon, rendering it more alike Minmus than Gullis, but more bluish. (note: I may make Luna [SEKRIT REDACTED NEFARIOUS PLANS FOR LUNA], but for now, it is simply the Mun but slightly different) Now that the Empire has crumbled and all their technology decaying in old fortresses, the Terrans are free to explore the solar system once more... ARES Formerly Duna, and now Ares, this body was one of the successful colonisation attempts of the Empire: unlike Thanatos, however, life on this planet flourished - the red inland of Duna is still present, however, due to the fact that the soil more distant from its oceans is less rich in nutrients; however, life will eventually spread there. Terrans, during the Imperial era, were not allowed there. It was a purely Voluxian world, the centre of their bureaucracy outside of Olu'um. As such, the legends of beautiful, strange forests under a red sky are prevalent in Terran culture from a lack of any ability to actually see the surface. For the first time in recent history, Terrans now have the ability to get to Ares and its beautiful moon Stratos. KYVERNITIS The original name of Kyvernitis has been lost, but it still retains the characteristic green colour it had in times of old; its moons, however, have changed drastically due to the influence of the terraformers of the Empire. Erimos, known once as Laythe, was crashed into by Bop; Bop disintegrated and Erimos lost its water - the only reason it still has an atmosphere is the Empire. Insula, however, was more successful. By melting the ice in the surface and adding an atmosphere, a cold, archipelago world with a band of life around the equator was created...and then Nova: the pride and joy of the Empire. A desert and forest world, temperate, perfect for life, it was used as a vacation resort for the most wealthy of Voluxians; the government was already established on Volux, Terra, and Ares, so they saw no need to set up on Nova...but it truly is a perfect homeworld for life: hence its name, the Voluxian word for "New". This planet pack is meant to be a continuation of the GPO planet pack by Gameslinx (link down below this) and all of his amazing planets, along with the stock ones. THIS IS A DEVELOPMENT THREAD, AND UNTIL I HAVE SOMETHING TO SHOW FOR EACH STOCK PLANET, I WILL NOT CONSIDER THIS A MOD IN A RELEASE WORTHY STATE, AND EVEN THEN PROBABLY NOT. The order of releases is roughly established: Pre-Alpha is all the stock planets established; Alpha is all the GPO planets established; Beta is all of the stock planets well made; and Release is all GPO planets well made. As of right now, it is in an alpha stage. Enjoy! Screenshots: GPO: Credits: @Gameslinx for inspiring me to make planets, providing advice and help, and just being an overall great influence on how this pack came about; @GregroxMun for yelling at me when I did dumb things with the mod; @Galileo for providing the skybox textures; ThomasP for creating the Kopernicus plugin, without which this mod would not be possible; rbray89 for making EnvironmentalVisualEnhancements, which allows the awesome clouds on Apollo to be a thing; blackrack for making Scatterer, which just makes everything work so much more well; and @JadeOfMaar for recommending things to do, and how to do them better. Thanks all of you TIMELINE: 09/04/17 - 11/14/17: Stock Replacement Making 11/15/17 - [tbd]: GPO Replacement Making Discord for people telling me what to do and how to do it better than I could on my own (also Gameslinx's discord is this one so thats cool): Screenshots: Album a/CbI6Q will appear when post is submitted IMPORTANT: READ THE README IN THE MOD FOLDER!!!
  9. First problem so far: @AndrewDrawsPrettyPictures You know how to make Coronas, and I even used your Valentine corona as a template for Kerbolus', so why is this not working?
  10. So I'm currently making a system rearrangement thing that doesn't use all of the stock planets, so I wanted to remove the ones I'm not using from the game. I've tried twice with no success, so I was just wondering how to do it in 1.4.3 if it's even possible.
  11. Moved to the general Add on dev
  12. Grand Ship Builder

    [WIP] DoubleDouble Continued [Pre-v1.2]

    I am continuing the mod, again. Most of the team quit and started a new mod. I'm not bashing anyone, okay? Below is the DD post, will be updated quite a bit. I miss @SamBelanger Logo! (Made by a very good and helpful friend!) A very nice header made from a very nice friend. Hello KSP players, here is an interesting mod that adds several star systems, some of which are binary pairs. You may find it unrealistic, but what isn't so in KSP? Pictures : DoubleDouble Album Landing! Hum nice picture! Frono surface Hum very nice picture!! New adventure? SUN GLASS PLZ!! Videos : Created by @Kottabos Project(s) : Projects of DoubleDouble Legends : Projects of DoubleDouble (Not Completed) = Not yet started (Pre-Progressing) = I am not often on his (Progressing) = I am currently doing (Pre-Completed) = It's almost finished (Completed) = it's done! (Abandoned) = I have abandon (Error) = I am not able to solve it! Star(s) Systems : DoubleDouble Album Crisi System Nusse System Sytre System Fine System Trica System Kraken System Serry System Karm System Downloads : Github Spacedock Curse Dropbox Mega OneDrive GoogleDrive Source : Github Wiki : Github (In development) Depends mods : Kopernicus by @Thomas P., This mod is the core to manage stars, planets and moons. ModularFlightIntegrator by @sarbian, This mod allows multiples mods to override or insert code into various call of the stock FlightIntegrator. ModuleManager by @sarbian, This mod that allows you to write a patch file that modifies another part at the time of loading. Recommends mods : BetterTimeWarpContinued by @linuxgurugamer, This mod allows you to have a better time warp. AlcubierreWarpDrive by @RoverDude, This mod adds a real Warp Drive! KSP-AVCTimeControl by @cybutek, This mod allows you to have updates without going on the internet browser. TimeControl by @westamastaflash, This mod allows you to have a better time warp. Suggestions mods : OptionalAtmospheresRevamped by @DeltaDizzy (@SamBelanger), This mod adds atmospheres to planets and moons which don't have any! (Continue of OptionalAtmospheres!) OuterSpace by @GenesisPlayz, @ModerndayLink and @SamBelanger, This mod adds planets and moons away from Eeloo. MoonReorganizer by @Mrcarrot, This mod moves the orbits planets/moons! Compatibles (API) mods : SigmaBinary by @Sigma88, This mod will let you turn custom and/or stock bodies into binary systems. Changelogs : ... Future Release v1.3 : No information Future Beta-release v1.2.1 : No information Future Pre-release v1.2 : The third version This version adds, a new solar system, new textures, new planets/moons, apis, parts, KSPedia, Bugfix and mores! This was the time when Sam unexpectedly left, when not much development has been done. Pre-release v1.1 : The second version This version adds, a new solar system, new textures, new planets/moons, api (SigmaBinary) and much mores! Pre-release v1.0 : The first version Legends : (Pre-release) = A pre-made version (Beta-release) = An almost finished version (Release) = A version of the mod that is complete (Future Pre-release) = A pre-made version but which has not yet been released! (Future Beta-release) = An almost finished version but which has not yet been released! Sam (Future Release) = A version of the mod that is complete but which has not yet been released! Special thanks : @Kottabos Because you made a video on my mod! @Samio Because for the planet Lavao! (permission to use it!) @linuxgurugamer Because for advices and encouragements! @[email protected] Because they made a StarMods! @Sigma88 Because you help me for SigmaBinary! @cybutek Because you have allowed to put MiniAVC! @GenesisPlayz Because you helped me a lot! @Grand Ship Builder Because you helped me a lot! @NickRoss120 Because you helped me a lot! @UranianBlue Because you helped me a lot! @flekota Because you helped me a lot! Teams : @SamBelanger Original Owner @Grand Ship Builder Owner @GenesisPlayz Co-Owner @flekota Contributor @UranianBlue Contributor @Scaprod Contributor Legends : (Contributor) = A person who helps us (Co-Owner) = Second-Founder (Owner) = Founder Chats : My server! DoubleDouble Continued Donate : (Can Sam have a coffee?) Others : Official Web Site StarMods! LICENSE : README : Download the latest version of Kopernicus which can be found here Put the mods files in the GameData folder Start the game (KSP) Have fun And if you have a suggestion or find bugs or errors, contact us ([email protected] or make a private message in the forum of KSP or otherwise) Thank you very much!
  13. The Homestead system will at one point be an entirely new solar system. Also, a mod created entirely by people under the age of 14! Credit to Mattdiction for the system idea
  14. I'm new to making ksp planets and I was wondering if I could turn a model and textures into a ksp planet thank you.
  15. Artiom4ik24

    The planet shots

    Is there any way to Target a planet in camera tools (so I can zoom into it and take a nice shot) or, if not, is there a mod that can do it?
  16. Planet Texturing Guide Repository This thread will aim to deliver a range of guides and tutorials to cater for those who wish to create planetary textures using a variety of methods, software and mod plugins. Please feel free to contribute any material you think would be suitable to list within this archive and I will endeavor to keep it up to date. ------------------------------------------------------------------------------------ Map Making Making Maps Using Photoshop (... and a little Wilbur) - by Jeremy Elford: Turning your hand drawn sketch into a detailed alpha map A Basic Alpha Map Aged, Parchment with a creation method for mountain ranges, trees and trails. One of many options to colour your map 4 ways to give your map a relief using height maps - using Wilbur for one of them. The Genesis of Israh: A Tutorial (Amazing tutorial using Photoshop, Wilbur & Fractal Terrains) - hosted on World of Gotha Eriond: A Tutorial for GIMP & Wilbur - by Arsheesh Creating Mountains and Other Terrains in Photoshop - by Pasis Mountain Techniques using Wilbur and GIMP - by Torq Painting Heightmaps for Satellite Style Maps - by Theleast Quick Guide for Bumpmaps in Photoshop (Combining Colour and Normals for presentations) - by Pasis Saderan (Creating Land/Ocean maps in Photoshop) - by Tear Terrain in Photoshop, Layer by Layer- by Daniel Huffman Procedural Planet Textures using Adobe After Effects - by Poodmund How To Make Gas Giant Textures for Kerbal Space Program Mods - by GregroxMun Gas Giant Texturing Tutorial - by Galileo How to Horizontally Wrap/Create Horizontally Tile-able Textures - by Poodmund Removing Polar Pinching/Distortion from your Planet Map textures - by Poodmund ------------------------------------------------------------------------------------ Software Tutorials Wilbur: Filling basins and incise flow to make eroded terrain Wilbur: Using the tessellation tool Wilbur: Rivers Wilbur: Going from a sea mask to a terrain Wilbur: Rivers and lakes Wilbur: Islands Fractal Terrains Tutorials - by Old Guy Gaming ------------------------------------------------------------------------------------ KSP Plugin Tutorials Setting Up EVE Cube Maps - by Poodmund Axially Tilted EVE Textures (Cyclones/Auroras) - by Poodmund ------------------------------------------------------------------------------------ Software Links NASA's GISS: G.Projector - Global Map Projector Wilbur - Free, extremely powerful noise based terrain generation Fractal Terrains - Noise based terrain generation and colouring, based on Wilbur, License required GIMP - Free image manipulation software - Free image manipulation software ------------------------------------------------------------------------------------ Please contribute to the above and I will list it in an appropriate section if suitable.
  17. Let me ask you - what do you think of the stock planets? If I was to answer my own question, I would (constructively, of course!) say that they're... Not exactly in tip top condition. There are many things that can be improved about them, such as the actual terrain, the detail or how Gilly and bop look like mud balls instead of asteroids. However this isn't just about Gilly or bop. This thread is about how badly the planets need a makeover. As some of you may know, I'm a planet modder. I make planets. Now put into perspective, I would like to compare Kerbin (and also duna) with a planet I created. The reason why I am comparing two planets is because squad didn't actually 'make' kerbin. Kerbin's colour texture comes from the Libnoise first example, not squad. Now then. Assuming that duna was created by a much more skilled creator than myself, with more experience, qualifications and is employed to do exactly this sort of work, why am I able to do better using paint and Microsoft word. I'm not joking. I made a relatively decent planet with two free programs in 2 hours. I'm not tooting my own horn or saying that squad is lazy or bad, I'm saying they could do much, much better. I shall elaborate. Planets consist of three textures - a height, normal and colour map. The normal map is generated from the completed heightmap. The other two are created manually. I created the height map with Paint and Paint alone. No filters, no layer system. I just used a paint brush and drew on my texture. Squad would likely use Photoshop, or gimp at the least to make their planets. Maybe even a professional drawing program. They'd certainly not fire up paint and set to work. The colour map, admittedly, was created with Adobe After Effects, however this exact effect can also be achieved using the planet config, albeit it is more time consuming. Here is the video where I create the planet, then I'll talk about my next point. Now, by no means am I trying to show off. That is not the purpose of this thread at all. If I can make a planet which looks arguably just as good, if not better than kerbin in 2 hours, squad can do the same with their professional tools and heightened knowledge of the game. "But Linx, the planets do not have to look good, they just have to be there for us to land on" Alright, so who goes to duna and says "actually yeah, this is a good spot I'll visit again! I love the terrain here, the colour and detail is simply breathtaking. I love this planet!" Right. Barely anyone. Because duna is just bump after bump with no variation at all except for the poles. Not to mention that most of the bumps are procedural and not textured, which is just as easy to accomplish (as I used procedural noise mods on my planet, too) Now then, duna is not a particularly interesting planet with much diversity except for the poles being the only difference. I would love for duna to have more colour variation, more evidence of previous water (assuming it is a Mars analogue), more pronounced terrain variation such as mountains, small cracks and such. The same goes for other planets like Dres and tylo. They don't really look very interesting or worth exploring as they have no canyons (Dres has one, but nothing more) or defined mountains. Even Jool needs a facelift! I'd love to also see more craters or evidence of past activity on the planets and moons to make them more diverse and interesting, not to mention that squad MUST rely less on procedural noise mods, as they make the planets and moons incredibly "samey". A balance must be achieved and at the moment, we can be safe to say that the planets are a really weak point in the game, especially since they're supposed to be a substantial goal within the game's progression. I'd like to hear your view on this situation. - Linx.
  18. I recently started trying to figure out how to make a new planet with Kopernicus. Long story short, I've coded the planet but haven't drawn the planet or its biomes. After some searching, I still can't seem to find out how. Any ideas?
  19. Zyansias, a Galactic Cluster mod As it sounds, this mod replaces the stock solar system with a new system, named Fadophis. However, Fadophis isn't the entirety of the scope for this mod; it also includes a region of nearby stars in the galaxy (Nirad). - Current star systems: Zyansias (and its nearby stars: Darat, Zintem, Antin, and Flettor, with its one planet, Pirthes). Zyansias is a massive black hole at the center of this star cluster. It provides us with numerous stars caught and made near this singularity. For now it is the centerpiece of this mod. Tontea, a yellow dwarf star with (currently) one planet, named Cocceen, a massive gas giant which may have been a brown dwarf in the past. It has three moons: Hensi, Teralto, and Ispalis. Nosar, an orange dwarf star with six planets (three gas giants, three terrestrial worlds). I may possibly add dwarf planets/asteroids in the future however. Xinony, a tiny red dwarf star with (one currently) three or four planets. For now, only Vinsys, a titan ice planet with an ice moon, both of which have cracks, water and atmospheres. Fadophis, a blue-white main sequence star with four planets (will increase to six to eight), which are Uonits, Heraut, Caparis, and Plens. Caparis is the home of our race. Andis/Irau, a massive blue main sequence star with a blue-white companion named Irau. In this system are three planets: Sen, Kahn, and Lynt, an exotic green-white gas giant with massive rings. Oirator, a white main sequence oblate star with a moderate size planet system. As of yet, no planets have been made for this system. - Mod compatibilities: Currently, this mod will work with DistantObjectEnhancement and scatterer. I have not yet made compatibilities with other mods as it is in early development. - Having trouble getting imgur album to embed... I want to bring this to the attention of @JadeOfMaar , @Galileo, @Sigma88, and @Gameslinx for now, being relevant creators that may wish to know of this mod anyway. One question I have I will place on strawpoll: Finally, I planned to make this mod for users to suggest new systems. I only ask that it is kept within reason. Development Team: Tynton (Planet/Star designer, mod lead) JadeOfMaar (Lensflare designer)
  20. Skaian System Planet Pack First, I want to thank @The White Guardian for letting me use his mods to learn and @Thomas P. for the Kopernicus Examples, and also Andrew Hussie to make the webcomic this mod is inspired on! This is my first planet pack so there might be some issues with the developement and I might need some help if someone is kind enough to comment (With all the credit). So, this mod is based on the different planets of the webcomic Homestuck by Andrew Hussie, with Skaia being the center of the mod. Spoiler alert for those who are interested in Homestuck. So, let's meet the planets shall we? (Btw I have no idea how to do the posts) First: Skaia! This blue, gassy marble somewhere in the orbit of Duna has the characteristic of being exactly like Kerbin at some point, being a semihabitable planet with no soil. This planet baffles Kerbals by its blueness, and the mysterious influence the planet has on it's moons, changing lumps of rocks into good ol' habitable planets. Next: Typheus, also known as the Land of Wind And Shade! This even bluer marble is one of the satellites of Skaia, scoured mostly flat by past storms, thought to have been provoked by the influence of the moon's primary. It's thought that before these winds cleaned the planet, this moon used to be rainy and cloudy, and maybe it had life, evidenced by the lakes of pure oil dotting the surface of the planet; and it has old ruins of a sewage system, evidencing sapient beings. It's the most coveted planet of the Kerbol system, specially by the United States of Kamerica. So, this it's waht I have managed to make! Future features I want to include (Green mostly done, orange being worked on, red still not made, blue maybe not included) Lands of Heat and Clockwork, of Light and Rain, and Frost and Frogs. Prospit and Derse The Nobles and Trolls planets. So, this is my planet pack! I hope you like it and I would be so grateful if someone reports any bugs (I'ts my first planet pack so it's likely there are) or could help me out writing the code! -Download the mod: -Dropbox Thanks for reading! :o)
  21. Reworked Stock System [v1.0] About Reworked Stock System is a modification that improves the stock system by changing by replacing terrain. Screenshots ( More screenshots in spoilers) Moho Eve Gilly Minmus Duna Ike Dres Laythe Vall Tylo Bop Pol Eeloo Changelog Coming soon... New biomes for reworked planets. New Duna terrain. Better surface textures. Installation To install this mod you have to: Install Kopernicus. Download mod release from Github Remove old mod directory from your game data folder ( If exists.) Unzip downloaded .zip archive. Move contents of mod GameData folder into your game GameData folder. Run the game. Dependencies This mod requires: Kopernicus Credits Ikarus and Demin uses Phobos height map from I also used textures from this page as a base for editing. Eeloo uses Moon map from Eve uses Tekto height map from Outer Planets mod, all credits for this map goes to OPM developers and contributors. Special Thanks to: Thomas .P and other Kopernicus mod developers. CaptRobau and other OPM mod developers. Polish KSP community. Download Primary Download, Spacedock: Stock System ========= LICENSING ========= The contents of this pack are distributed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International ( Enjoy
  22. THIS IS NOT ANOTHER VERSION OF CUSTOM ASTEROIDS. IT IS COPYRIGHTED AND I DON'T KNOW HOW TO CODE LIKE THAT. Hey all, this is my first mod. It's a planet pack that I have been working on for the past few days. I created it because I noticed the lack in mods that provide smaller celestial bodies in the Kerbol System. It adds a few small rocks similar to Gilly, Bop and Minmus (A few smaller!). It will attempt to provide you the gamer with greater challenge. Sorry of the lack of info, I did this in a rush. REQUIRED MODS: Kopernicus Module Manager SUGGESTED MODS: Outer Planets Mod Trans-Keptunian (Look at the final post, it is a version that works with 1.3.0+) What ever mods help you transverse the Kerbol System Pics: Plans: Another asteroid for Eve Moho asteroid Comets Rogue comets and asteroids for extremely experience players Trojans Trans-Neptunian objects (like TK, but different) Capabilities with OPM + TK and maybe KSS and GPP. This is unlikely, as I plan to make more planet packs. Make some Dres-like bodies, not weirdly shaped. Download © CC-ND-SA-DC
  23. Hey people, I'm having a problem where when I orbit my own made planet, I explode immediately. When I zoom out I see I'm inside the planet. Does anybody know what could cause this? Or could anybody take a look at the config? Here is my config: @Kopernicus:AFTER[Kopernicus] { Body { name = Narai cacheFile = Systended/Cache/narai.bin Template { name = Gilly removePQSMods = PQSLandControl, VertexSimplexNoiseColor } Orbit { referenceBody = Sera inclination = -3 eccentricity = 0.1 semiMajorAxis = 17355380 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 213 meanAnomalyAtEpoch = 0 epoch = 0 color = RGBA(190,190,24,255) } Properties { description = test radius = 21000 geeASL = 0.014 albedo = 0.10 timewarpAltitudeLimits = 0 12000 12000 12000 24000 50000 100000 120000 ScienceValues { landedDataValue = 9 splashedDataValue = 0 inSpaceLowDataValue = 8 inSpaceHighDataValue = 7 recoveryValue = 7 spaceAltitudeThreshold = 10000 } } ScaledVersion { Material { texture = Systended/SeraSys/Narai/Textures/color normals = Systended/SeraSys/Narai/Textures/normal } } PQS { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 6 minDetailDistance = 8 Mods { VertexHeightMap { map = Systended/SeraSys/Narai/PluginData/height.png offset = 0 deformity = 3000 scaleDeformityByRadius = false order = 19 enabled = true } VertexSimplexHeightAbsolute { name = Base seed = 324 deformity = 10000 octaves = 3 persistence = 0.75 frequency = 0.5 enabled = true order = 5 } VertexSimplexHeightAbsolute { name = Base1 seed = 213 deformity = 5000 octaves = 9 persistence = 0.5 frequency = 1 enabled = true order = 10 } VertexHeightNoise { noiseType = RiggedMultifractal deformity = 250 seed = 432 frequency = 1.5 lacunarity = 2.5 persistence = 0.5 octaves = 5 mode = Low enabled = true order = 2 } VertexSimplexNoiseColor { seed = 48 blend = 1.0 colorStart = 0.3608921,0.3146067,0.2806623,1 colorEnd = 0.2191011,0.1553269,0.1043975,1 octaves = 8 persistence = 0.5 frequency = 1 enabled = true order = 50 } } } } } Thank you.
  24. ApertureGaming

    Falling through a planet

    Hello people, I'm having yet again a problem with a planet I'm creating. For this planet I wanted to make a new planet in a binary orbit with Eeloo, thanks to the wonderful mod Sigma Binary, made by @Sigma88. Here are some pictures of my problem. Below this link, you can see an explanation. So please take a look at the pictures and the description below them. I hope those pictures explain a bit what the problem is. I'm just going through the planet and I can't land on it. I suppose it has something to do with sphere of influences since the SOI of Eeloo is pretty big but I have tried different values and I can't help but post my problem here to hope somebody else knows how to fix this. Here is the config for my planet: @Kopernicus:AFTER[Kopernicus] { Body { name = Icio Template { name = Laythe removeAllPQSMods = true } Orbit { referenceBody = Eeloo inclination = 0 eccentricity = 0 semiMajorAxis = 9500000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = RGBA(50,150,255,255) } Properties { description = test radius = 270000 mass = 1.433471657e+21 geeASL = 0.134 sphereOfInfluence = 10504645.31 } ScaledVersion { type = Atmospheric fadeStart = 95000 fadeEnd = 97000 Material { shininess = 0 specular = 0,0,0,0 rimPower = 2.06 rimBlend = 0.3 Gradient { 0.0 = RGBA(144,200,233,255) 0.5 = RGBA(110,183,225,255) 1.0 = RGBA(34,163,238,255) } } } Atmosphere { ambientColor = RGBA(179,225,252,255) lightColor = 0.42,0.74,0.92,0.5 enabled = true oxygen = false altitude = 55000 pressureCurve { key = 0 15.19875 -1.36881790909091E-03 -1.36881790909091E-03 key = 2750 11.4345 -1.24329545454545E-03 -1.24329545454545E-03 key = 5500 8.360625 -1.00418209090909E-03 -1.00418209090909E-03 key = 8250 5.9115 -7.90145454545455E-04 -7.90145454545455E-04 key = 11000 4.014825 -5.97231818181818E-04 -5.97231818181818E-04 key = 13750 2.626725 -4.36813636363636E-04 -4.36813636363636E-04 key = 16500 1.61235 -3.09463636363636E-04 -3.09463636363636E-04 key = 19250 0.924675 -1.94577272727273E-04 -1.94577272727273E-04 key = 22000 0.542175 -1.05831818181818E-04 -1.05831818181818E-04 key = 24750 0.3426 -6.06272727272727E-05 -6.06272727272727E-05 key = 27500 0.208725 -3.93272727272727E-05 -3.93272727272727E-05 key = 30250 0.1263 -2.32363636363636E-05 -2.32363636363636E-05 key = 33000 0.080925 -1.23272727272727E-05 -1.23272727272727E-05 key = 35750 0.0585 -6.62727272727273E-06 -6.62727272727273E-06 key = 38500 0.044475 -4.97727272727273E-06 -4.97727272727273E-06 key = 41250 0.031125 -4.43181818181818E-06 -4.43181818181818E-06 key = 44000 0.0201 -3.58636363636364E-06 -3.58636363636364E-06 key = 46750 0.0114 -2.72727272727273E-06 -2.72727272727273E-06 key = 49500 0.0051 -1.84090909090909E-06 -1.84090909090909E-06 key = 52250 0.001275 -9.27272727272727E-07 -9.27272727272727E-07 key = 55000 0 -4.63636363636364E-07 -4.63636363636364E-07 } temperatureCurve { key = 0 177 -0.01166666727 -0.01166666727 key = 6600 130.5084428 -0.001652470545 -0.001647376727 key = 11550 130.5084428 0.001647376727 0.001647376727 key = 17050 163.7166979 0.0009003898182 0.0009003898182 key = 30800 163.7166979 -0.001241687818 -0.001241687818 key = 44000 112.9986355 -0.001652470545 -0.001652470545 key = 49500 112.9986355 0.0008614081818 0.0008614081818 key = 55000 138.9614532 0.001262916545 0.001262916545 key = 82500 0 -0.0008174710909 -0.0008174710909 } temperatureMultiplier = 1.0 } PQS { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 12 minDetailDistance = 8 materialType = AtmosphericOptimized Mods { VertexSimplexHeight { seed = 543743 deformity = 1500 octaves = 8 persisitence = 0.5 frequency = 4 enabled = true order = 2 } VertexHeightNoise { noiseType = RiggedMultifractal deformity = 1000 seed = 8547 frequency = 2 lacunarity = 2.5 persistance = 0.5 octaves = 4 mode = Low enabled = true order = 4 } VertexSimplexHeightAbsolute { name = Base1 seed = 4532 deformity = 400 octaves = 6 persistence = 0.5 frequency = 7 enabled = true order = 6 } VertexSimplexHeightAbsolute { name = Base2 seed = 4276 deformity = 700 octaves = 4 persistence = 0.5 frequency = 11 enabled = true order = 7 } VertexSimplexNoiseColor { seed = 43 blend = 1.0 colorStart = RGBA(179,196,206,255) colorEnd RGBA(0,0,0,255) octaves = 12 persistence = 0.5 frequency = 2 enabled = true order = 10 } HeightColorMap { blend = 0.7 order = 201 enabled = true LandClasses { Class { name = Lowlands altitudeStart = 0 altitudeEnd = 0.5 color = RGBA(0,0,0,255) lerpToNext = true } Class { name = Midlands altitudeStart = 0.5 altitudeEnd = 0.6 color = RGBA(164,180,189,255) lerpToNext = true } Class { name = Highlands altitudeStart = 0.6 altitudeEnd = 1.0 color = RGBA(121,146,161,255) lerpToNext = false } } } } } } } @Kopernicus:BEFORE[SigmaBinary] { @Body[Icio] { SigmaBinary {} } } If you need any more information, let me know. I'm really wanting some help. Thank you for taking a look!
  25. ApertureGaming

    Weird planet glitch

    Hello, I'm having trouble with a planet I'm making. Everything seems to work fine but when I come within a certain distance of the planet, it starts showing weird glitches. Here is a picture: You can see the picture on the left. Some weird things are sticking out of the planet. I don't know how else to describe it. Thank you for taking a look and let me know what I'm doing wrong please!