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  1. Beyond Home Beyond Home (BH) is the final chapter in the story of Kerbalkind. It can be played independently of Before Kerbin and After Kerbin. Billions of years after Kerbol exploded, a few colony vessels survived and found a new system to inhabit. The Tempus System. The Tempus System is a binary star system, slightly larger than the Kerbol System. The two stars Destiny and Fate orbit each other, almost like a slow dance. These stars are the heart of this expansive system. The Kerbals have begun the colonization of two celestial bodies: Rhode, the home planet, and its moon Lua. Rhode's gravity is slightly less than Kerbin's. Its atmosphere is slightly thinner. It's a lot more modest than what the Kerbals were used to billions of years ago, however it is still a beauty to marvel at. Your task is to explore the Tempus System and uncover its secrets. Beyond Home is a planet mod for Kerbal Space Program that raises the bar by achieving many things once thought impossible. Each planet has custom surface features that the player can explore. These can range from simple rocks to vast structures and crashed starships. Each planet has had at least a week (or more) of time dedicated to making it perfect for the player to explore. Beyond Home may sound easy, but leaving the home planet is no longer the challenge. The journey is what counts - especially what lies at the end of it. Your focus will not be learning how to fly, it will be putting those skills to the test in wild, unique environments never seen before. See the trailer here: Trailers There are a number of trailers for Beyond Home. Here is the main trailer and a few popular ones, including upcoming features: - The main trailer - Gas giant overhaul - Mining base - Cities - The original trailer I also have my own career mode series where I play the planet pack as a player myself: World-Firsts Beyond Home is the first planet mod to feature a fully functional binary star system at its core. Not only this, but entire structures can be procedurally generated on each planet - yes, you can land on those floating islands. Beyond Home comes with its own visual suite, meaning you can finally bring out the most performance you possibly can with one of the most optimized planet mods in the community. As well as this, Beyond Home offers the ability to collect bonus science rewards from various biomes across every planet - you will know where the challenge lies. There is even the option for you to launch from the moon of the home planet to aid with the system expansion and exploration. This planet pack is entirely about exploration and discovering vast, dynamic worlds that actually feel alive. Structures that indicate that an alien race has been here before you exist. The lore is extremely extensive. And yes, there are easter eggs! Compatibility Beyond Home is compatible with (or provides support for) the following mods: Environmental Visual Enhancements Scatterer Rescale (The recommended rescale factor is 2.5 or 3.7) Distant Object Enhancement Kopernicus Expansion Sigma Replacements: Skybox Kerbal Konstructs Astrogator (Use for transfer windows!) KS3P Beyond Home is not compatible with: External visual mods (SVE, AVP, SVT...) External planet mods (JNSQ, GPP, GPO...) Scale Beyond Home is built at the stock scale. Each planet has been hand crafted for use within Kerbal Space Program. Beyond Home avoids all of the pitfalls that the stock planet has and sustains incredible detail even at the stock scale. There is also support for Sigma Dimensions configurations, where the recommended rescale factor is 2.5x or 3.7x for a challenge. You can download Sigma Dimensions here: Installation Please navigate to the following pages to download and install the version of each dependency for your KSP version: Required To Function Beyond Home - Kopernicus - Upon starting the game YOU MUST go to settings and enable terrain scatters and turn the density up to 100% for key features of the mod to work! Recommended Environmental Visual Enhancements (Clouds) - Scatterer (Atmospheres) - Sigma Replacements (Skybox) - Hardware Requirements Beyond Home is an incredibly well optimized mod that almost anyone will be able to run, but there are some bare minimum requirements that your system must meet for an enjoyable experience: 6GB RAM (System memory) 1-2GB VRAM (Graphics memory) Delta-V Maps With the amazing help of @JadeOfMaar, the Beyond Home Delta V map is finally here! You can download it in both light and dark modes at incredible resolutions and finally know just how much fuel you're spending Donations I have developed Beyond Home almost completely by myself, keeping outsourcing to an absolute minimum. As of writing this forum page, I have worked on Beyond Home almost every day for just over a year. In 2020 I will not have as much time to develop the mod because I will be in university. Donations are by no means asked for, but are greatly appreciated. Thank you for downloading the mod or if you're a long time supporter, thank you for sticking with it throughout its development Licensing Beyond Home is licensed by All Rights Reserved.
  2. Outer Planets Mod v2.2.6 This version of Outer Planets Mod has been built to work for KSP version 1.3.1 - 1.8.*. About The Outer Planets Mod is a mod that expands the outer edges of the Kerbol system to create something akin to the real Solar System's. It adds Kerbalized versions of Saturn, Uranus, Neptune and Pluto as well as several of these planets' moons. These faraway planets provide a challenge rarely encountered in Kerbal Space Program; you'll have to figure out new transfer windows, manage your power supply differently, provide your spacecraft with more Delta-V and be ready to travel years or even decades. This mod is being developed and maintain by a group of collaborators, alongside and following the initial development of the mod creator, CaptRobau. Features Explore 15 new highly detailed planets and moons, all in a stock-a-like artstyle. Discover never before seen worlds, such as a sub-satellite, Trojan moon or a set of binary bodies. Collect science in over 140 biomes, with almost a thousand unique science blurbs. Custom terrain textures and improved ground scatter has made planets and moons never look so good up close. A full set of KSPedia entries for OPM's various bodies helps you to navigate the far reaches of the Kerbol system. Includes a Level 4 Tracking Station upgrade (requires CustomBarnKit) to boost your communication range out to the furthest reaches of the system without requiring additional modded antennas. Extensive third-party mod integration means you can play OPM with a whole range of other mods. Download You can either manually download and install Outer Planets Mod via the button and installation instructions below or by installing it automatically via CKAN (first-party support of CKAN is provided and new releases should automatically be indexed by CKAN in due course). Installation Instructions Extract the GameData folder found in the downloadable .zip directly into your Kerbal Space Program install directory. If located correctly, the OPM and CTTP directories should be found at: \Kerbal Space Program\GameData\OPM & \Kerbal Space Program\GameData\CTTP Dependencies The following KSP mods must be installed prior to using Outer Planets Mod (ensure you install the correct version of the dependencies for your version of KSP): Kopernicus Module Manager Community Terrain Texture Pack - bundled within OPM Supported Mods Custom Barn Kit Community Resource Pack Distant Object Enhancement PlanetShine Research Bodies Visual Mods By default, Outer Planets Mods does not come with any included visual pack to support EVE or Scatterer. There are a few mods that add these atmospheric visual enhancements to OPM as follows: Stock Visual Enhancements - Retextures the Gas Giants and adds atmospheric scatter and cloud support to all atmospheric bodies. Does not apply effects if Pood's OPM-VO is installed also. Pood's Outer Planets Mod - Visual Overhaul - Retextures the Gas Giants and adds atmospheric scatter and cloud support to all atmospheric bodies. Not been updated in a while so your milage may vary. Screenshots The scale of the OPM system compared to the orbit of Jool: Size comparison of Outer Planets and their moons: Sarnus overview: Urlum overview: Neidon overview: Plock overview: Changelog Please expand the 'spoiler' box below to view all changelog details: Credits Please expand the 'spoiler' box below to view the accreditations for Outer Planets Mod: Previous Threads Original thread by CaptRobau: Continuation thread by Galileo: License Outer Planets Mod is being maintained by a collaborative group. The mod is still licensed under the original Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.
  3. 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. ------------------------------------------------------------------------------------ Celestial Body Creation Theory World Generation - by Tyge Sjöstrand Atmosphere Calculators - by OhioBob ------------------------------------------------------------------------------------ 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 Realistic Mountains with Photoshop and Wilbur - by Miguel Bartelsman Mountain Techniques using Wilbur and GIMP - by Torq Simply Making Mountains in GIMP & Wilbur - by Ludgarthewarwolf Making Mountains for the Artistically Challenged - by Unknown 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 Realistic Coastlines in Photoshop/GIMP - by Old Guy Gaming Terrain in Photoshop, Layer by Layer- by Daniel Huffman Procedural Planet Textures using Adobe After Effects - by Poodmund How to Make Prodedural Gas Giant Textures using Gaseous Giganticus on Windows 10 - 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 Wilbur: How to generate realistic(ish) terrain below Sea Level 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 PQS Mod:VoronoiCraters Guide - by OhioBob ------------------------------------------------------------------------------------ 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 Libnoise Designer - Procedural Noise Generation tool using Libnoise library. Executable file located in \Bin\LibnoiseDesigner.exe 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.
  4. _____________________ 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 _____________________ ( _______________________ Recommended mods _____________________ - by Amarius1 - by Nils277 - by Valerian _______________________ Lets meet the new planets! _____________________ Faz: Harvest: Rega: Sarvin Keelon: Corolet: __________________________________ The team! ________________________________ @amarius1 - Original Owner & Lead Developer @Mythical Donuts - Developer @zherdev - Developer @Nils277 - Part Creator @Olympic1 - Career Compatibility & Tweaks @The White Guardian - Career Compatibility, EVE Clouds & Tweaks @smokytehbear - FF Ribbons @Eriksonn - Principia Compatibility And more! __________________________________ Thank you ________________________________ Thomas - For developing and mantaining Kopernicus. KillAshley - For teachingt 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:
  5. 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:
  6. 6THP Renewed About This is a more improved version of my first planet pack It's a small but decent pack. It adds: -Yela: A cold yellow gas giant. Its existence was unknown for a long time, but scientists managed to find it. -Ucko: A small asteroid moon in low orbit around Yela, it has a small sphere of influence making it sometimes hard to get an encounter. -Ela: An icy world covered with endless sheets of ice and a thin atmosphere. The view is rather beautiful when on the correct side. -Molee: The outermost moon. Its surface is covered with large impact craters, making for some interesting hills. Hope you enjoy! Download Spacedock: Planet Renewed Dependencies Kopernicus: (optional) EVE: (optional) scatterer: Kottabos Review Screenshots Discord For development updates join my discord server! License
  7. Tilt'Em Adds planetary axial tilt for KSP planets Licence: MIT (don't even ask me for permission to fork it ) Download link Installation instructions Source code I always wanted to have planetary axial tilt with the default planets but I've always read that it was impossible to do it on unity. Principia managed to do it, but you have to use it's cool but complex n-body physics. This mod adds axial tilt to the default planets and keeps the default KSP 2-body physics. Follow the installation instructions to check how to install it and how to edit the planet tilts for each individual planet
  8. 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
  9. 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)
  10. Salus: A J1407b Analogue [1.7.3] What does this mod add? Salus: A large gas giant out past Jool with the largest rings Kerbals have ever seen. It is thought that a close encounter with a rogue planet gave its orbit its inclination, as well as its current ring system. Visit soon, they're not expected to last for much longer. They've already begun collapsing into moons. Dauble: An icy world harboring a subsurface ocean, with plumes spraying out world-wide. Dauble is nested inside Salus's rings, providing quite the skyline. Dulus: A small moon orbiting rather close to Dauble. This flattened moon is collecting material from Salus's rings across its equator forming a massive equatorial ridge. Don't slip! Duran: A captured asteroid that orbits far from Salus, well past its rings. It's inclined orbit gives the best possible view of Salus. Be sure to bring your camera! Pictures Download Dependencies: Kopernicus - A J1407b Analogue All Rights Reserved
  11. Here's an idea for a drastically different game: Stock KSP system, but all the planets (that can fit) go in Kerbin's sphere of influence, maybe with Jool as a body in a synchronous orbit. To accommodate all the planets, I'd increase Kerbin's mass/gravity and decrease those of the other planets, and tighten up the orbits of satellite bodies (muns). Of course, I'd also increase thrust, ablator and Isp to keep a vaguely stockalike reentry and ascent profile. Would also increase the cost of propulsive parts, to scale nicely to the vastly smaller system. Makes for fast travel, makes life support easier, and would look stunning.
  12. Hello KSP Forum! During the last week, I have been scouring the internet and looking for instructions to create my own personal KSP planetary system. So far, almost nothing has worked. Even copying over a planet from a mod, and customizing the surface textures just a little (changing the color, that's it) makes the planet just pitch white. or just plain non-existent. I have no idea what is happening, or what is wrong with my script. So, I think I really need a step-by-step response on how to deal with this. Any help or response is highly appreciated! In this scenario, I tried to edit one of The White Guardians objects, Vahn. All I did was edit the surface texture with GIMP to see how it would fair in the game. But, as you see, there is absolutely nothing here. The script is pretty much the same as the original, other than the different directories. I have no idea what is wrong. @Kopernicus:FOR[MySystem] { //PRETTY MUCH ALL OF THIS CODE COMES FROM THE WHITE GUARDIAN'S EVOLUTION PLANET MOD. I AM IN NO WAY DISTRIBUTING HIS SCRIPTS TO OTHER PEOPLE. THIS ENTIRE SCRIPT IS ESSENTIALLY A LIFE-BOAT FOR ME TO BASE MY FUTURE PLANETS OFF OF. ALL CREDITS FOR HIS CODE AND WRITING IN HERE GO DIRECTLY TO HIM. Body { name = Loe cacheFile = MySystem/Cache/31_Loe.bin randomMainMenuBody = true flightGlobalsIndex = 3021 Debug { exportMesh = true update = true } Template { name = Gilly removeAllPQSMods = true } Properties { description = Loe Desc radius = 50000 geeASL = 0.2 tidallyLocked = true timewarpAltitudeLimits = 0 5000 5000 10000 25000 50000 75000 100000 ScienceValues { landedDataValue = 4 inSpaceLowDataValue = 3.5 inSpaceHighDataValue = 3.2 recoveryValue = 1.5 spaceAltitudeThreshold = 200000 } biomeMap = MySystem/PluginData/ Biomes { Biome { name = 1 value = 1.2 color = 1,1,0,1 } Biome { name = 2 value = 1 color = 0.2,0.4,0.2,1 } Biome { name = 3 value = 1 color = 0,1,0,1 } Biome { name = 4 value = 1 color = 0,0,1,1 } Biome { name = 5 value = 1 color = 0,1,1,1 } } } ScaledVersion { Material { texture = MySystem/PluginData/ normals = MySystem/PluginData/ } } Orbit { referenceBody = Kerbin semiMajorAxis = 1480684.43822977 inclination = 4.38035510480404 longitudeOfAscendingNode = 215.374474525452 argumentOfPeriapsis = 139.502956867218 eccentricity = 0 meanAnomalyAtEpoch = 0.15 color = 0.2,0.5,0.3,1 } PQS { minLevel = 2 maxLevel = 10 Material { saturation = 1 contrast = 1 deepTex = MySystem/Textures/Rock3_Tex deepMultiTex = MySystem/Textures/Rock3_Tex mainTex = MySystem/Textures/Rock1_Tex mainMultiTex = MySystem/Textures/Rock1_Tex highTex = MySystem/Textures/Gravel2_Tex highMultiTex = MySystem/Textures/Gravel2_Tex snowTex = MySystem/Textures/Sand1_Tex snowMultiTex = MySystem/Textures/Sand1_Tex steepTex = MySystem/Textures/Cliff_Tex } Mods { VertexHeightMap { map = MySystem/PluginData/ scaleDeformityByRadius = false deformity = 8500 offset = 1500 enabled = true order = 50 } VertexVoronoi { deformation = 100 frequency = 30 seed = 1 enableDistance = true displacement = 0 enabled = true order = 60 } VertexSimplexHeight { deformity = 500 frequency = 2 persistence = 0.2 octaves = 5 seed = 100 enabled = true order = 80 } HeightColorMap { blend = 1 LandClasses { Class { name = Core altitudeStart = -1 altitudeEnd = 0.15 color = 0.2,0.4,0.2,1 lerpToNext = true } Class { name = Core2 altitudeStart = 0.15 altitudeEnd = 0.16 color = 0.3,0.38,0.35,1 lerpToNext = true } Class { name = Rock altitudeStart = 0.16 altitudeEnd = 0.4 color = 0.4,0.4,0.4,1 lerpToNext = true } Class { name = DustLerp altitudeStart = 0.4 altitudeEnd = 0.45 color = 0.15,0.15,0.15,1 lerpToNext = true } Class { name = Dust altitudeStart = 0.45 altitudeEnd = 0.75 color = 0.15,0.17,0.16,1 lerpToNext = true } Class { name = Frost altitudeStart = 0.75 altitudeEnd = 0.8 color = 0.7,0.75,0.8,1 lerpToNext = true } Class { name = Ice altitudeStart = 0.8 altitudeEnd = 2 color = 0.8,0.85,0.82,1 lerpToNext = false } } enabled = true order = 200 } AltitudeAlpha { atmosphereDepth = 11500 invert = false order = 999999999 enabled = true } AerialPerspectiveMaterial { atmosphereDepth = 150000 DEBUG_SetEveryFrame = True globalDensity = -1E-05 heightFalloff = 6.75 oceanDepth = 0 order = 100 enabled = true } LandControl { altitudeBlend = 0 altitudeFrequency = 1 altitudeOctaves = 1 altitudePersistance = 1 altitudeSeed = 1 createColors = False createScatter = True latitudeBlend = 0 latitudeFrequency = 1 latitudeOctaves = 1 latitudePersistance = 1 latitudeSeed = 1 longitudeBlend = 0 longitudeFrequency = 1 longitudeOctaves = 1 longitudePersistance = 1 longitudeSeed = 1 useHeightMap = False vHeightMax = 10000 order = 999999 enabled = true altitudeSimplex { frequency = 1 octaves = 1 persistence = 1 } latitudeSimplex { frequency = 1 octaves = 1 persistence = 1 } longitudeSimplex { frequency = 1 octaves = 1 persistence = 1 } landClasses { Class { alterApparentHeight = 0 alterRealHeight = 0 color = 0,0,0,0 coverageBlend = 0 coverageFrequency = 1 coverageOctaves = 1 coveragePersistance = 1 coverageSeed = 1 name = Base latDelta = 1 latitudeDouble = False lonDelta = 1 minimumRealHeight = 0 noiseBlend = 0 noiseColor = 0,0,0,0 noiseFrequency = 1 noiseOctaves = 1 noisePersistance = 1 noiseSeed = 1 delete = False altitudeRange { endEnd = 1 endStart = 1 startEnd = 0.15 startStart = 0.1 } coverageSimplex { frequency = 1 octaves = 1 persistence = 1 } latitudeDoubleRange { endEnd = 1 endStart = 1 startEnd = 0 startStart = 0 } latitudeRange { endEnd = 1 endStart = 1 startEnd = 0 startStart = 0 } longitudeRange { endEnd = 2 endStart = 2 startEnd = -1 startStart = -1 } noiseSimplex { frequency = 1 octaves = 1 persistence = 1 } scatters { Scatter { density = 0.25 scatterName = Big } Scatter { density = 0.55 scatterName = Small } } } } scatters { Scatter { materialType = DiffuseDetail mesh = BUILTIN/boulder castShadows = True densityFactor = 1 maxCache = 512 maxCacheDelta = 32 maxLevelOffset = 0 maxScale = 7.5 maxScatter = 20 maxSpeed = 1000 minScale = 0.15 recieveShadows = True name = Big seed = 231123 verticalOffset = 0 delete = False collide = True science = False Material { color = 0.6,0.6,0.6,1 mainTex = MySystem/Textures/Rock3_Tex mainTexScale = 1,1 mainTexOffset = 0,0 detail = MySystem/Textures/Rock1_Tex detailScale = 25,25 detailOffset = 0,0 } Experiment { } } Scatter { materialType = Diffuse mesh = MySystem/Models/Pebble.obj castShadows = False densityFactor = 1 maxCache = 512 maxCacheDelta = 32 maxLevelOffset = 0 maxScale = 0.09 maxScatter = 50 maxSpeed = 1000 minScale = 0.01 recieveShadows = True name = Small seed = 231123 verticalOffset = 0 delete = False collide = False science = False Material { color = 0.6,0.6,0.6,1 mainTex = MySystem/Textures/Rock3_Tex mainTexScale = 1,1 mainTexOffset = 0,0 } Experiment { } } } } } } }
  13. 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".
  14. Hello KSP Forum. Recently, I followed instructions on how to create a planet. When I finished up my script and went in-game, I was met with nothing but a few red rings where the world was meant to be. There is an image below, and my script. @Kopernicus:AFTER[KOPERNICUS] { Body { name = Stratastrophe cacheFile = StratastropheSystem/CacheFiles/Stratastrophe.bin flightGlobalsIndex = 10 Properties { description = Stratastrophe Description radius = 950000 geeASL = 1.67 rotationPeriod = 27500 rotates = true tidallyLocked = false initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 30000 30000 60000 300000 300000 400000 700000 ScienceValues { landedDataValue = 2 splashedDataValue = 1 flyingLowDataValue = 11 flyingHighDataValue = 8 inSpaceLowDataValue = 7 inSpaceHighDataValue = 6 recoveryValue = 7 flyingAltitudeThreshold = 65000 spaceAltitudeThreshold = 140000 } } Orbit //Orbit properties { referenceBody = Sun color = 0.35,0,0,1 inclination = 0.5 eccentricity = 0.02 semiMajorAxis = 27000000000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { type = Atmospheric fadeStart = 2000000 fadeEnd = 2100000 Material { texture = PluginData/ normals = PluginData/ shininess = 0.1 specular = 0.6,0.0,0.0,1.0 rimPower = 3 rimBlend = 0.2 Gradient { 0.0 = 0.7,0.0,0.0,1 0.5 = 0.0,0.75,1.0,1 1.0 = 0.0196,0.0196,0.0196,1 } } } Atmosphere { ambientColor = 0.7, 0.00, 0.0, 1 lightColor = 0.2, 0.0, 0.0, 0.5 enabled = true oxygen = true altitude = 90000.0 pressureCurve { key = 0 121.59 -1.32825662337662E-02 -1.32825662337662E-02 key = 2850 70.45212 1.08101766233766E-02 -1.08101766233766E-02 key = 6700 38.35164 -6.61608311688312E-03 -6.61608311688312E-03 key = 12550 19.50828 -3.70578701298701E-03 -3.70578701298701E-03 key = 16400 9.81708 -1.89074805194805E-03 -1.89074805194805E-03 key = 20250 4.94952 -9.4665974025974E-04 -9.4665974025974E-04 key = 24100 2.5278 -4.7371948051948E-04 -4.7371948051948E-04 key = 27950 1.30188 -2.38877922077922E-04 -2.38877922077922E-04 key = 35000 0.68844 -1.20685714285714E-04 -1.20685714285714E-04 key = 37650 0.3726 -6.2212987012987E-05 -6.2212987012987E-05 key = 41500 0.2094 -3.29298701298701E-05 -3.29298701298701E-05 key = 47850 0.11904 -1.80935064935065E-05 -1.80935064935065E-05 key = 52200 0.07008 -1.02857142857143E-05 -1.02857142857143E-05 key = 57050 0.03984 -6.21818181818182E-06 -6.21818181818182E-06 key = 61900 0.0222 -3.63116883116883E-06 -3.63116883116883E-06 key = 66750 0.01188 -2.07272727272727E-06 -2.07272727272727E-06 key = 71600 0.00624 -1.13766233766234E-06 -1.13766233766234E-06 key = 76450 0.00312 -6.07792207792208E-07 -6.07792207792208E-07 key = 79300 0.00156 -3.42857142857143E-07 -3.42857142857143E-07 key = 86150 0.00048 -2.02597402597403E-07 -2.02597402597403E-07 key = 90000 0 -1.24675324675325E-07 -1.24675324675325E-07 } pressureCurveIsNormalized = false temparatureSeaLevel = 288.15 temparatureCurve { key = 0 288.15 -0.008333333766 -0.008333333766 key = 9240 212.4633208 -0.001180336104 -0.001176697662 key = 16170 212.4633208 0.001176697662 0.001176697662 key = 23870 266.5252345 0.0006431355844 0.0006431355844 key = 43120 266.5252345 -0.0008869198701 -0.0008869198701 key = 61600 183.9579481 -0.001180336104 -0.001180336104 key = 69300 183.9579481 0.0006152915584 0.0006152915584 key = 77000 226.2245352 0.0009020832468 0.0009020832468 key = 115500 0 -0.0005839079221 -0.0005839079221 } temparatureSunMultCurve { key = 0 1 0 0 key = 5923.076923 0.5 -0.00007792207792 -0.0001333050649 key = 6526.656231 0 0 0 key = 11883.45738 0 0 0 key = 28045.35461 0.2 0 0 key = 42527.78708 0.2 0 0 key = 54071.53228 0 0 0 key = 77000 0.4 0 0 } } PQS { Mods { VertexHeightMap { map = PluginData/ offset = -500 deformity = 3000.0 scaleDeformityByRadius = false order = 20 enabled = true } VertexHeightNoiseVertHeightCurve2 { deformity = 100 ridgedAddSeed = 123456 ridgedAddFrequency = 12 ridgedAddLacunarity = 2 ridgedAddOctaves = 4 ridgedSubSeed = 654321 ridgedSubFrequency = 12 ridgedSubLacunarity = 2 ridgedSubOctaves = 4 simplexCurve { key = 0 0 0.1466263 0.1466263 key = 0.7922793 0.2448772 0.6761706 1.497418 key = 1 1 6.106985 6.106985 } simplexHeightStart = 0 simplexHeightEnd = 6500 simplexSeed = 123456 simplexOctaves = 4 simplexPersistence = 0.6 simplexFrequency = 12 enabled = true order = 200 } HeightColorMap { blend = 1 order = 500 enabled = true LandClasses { Class { name = Bottom altitudeStart = 0 altitudeEnd = 0.7 color = 0.1,0.1,0.1,1.0 lerpToNext = true } Class { name = Base altitudeStart = 0.7 altitudeEnd = 0.75 color = 0.7,0.55,0.2,1.0 lerpToNext = true } Class { name = Low altitudeStart = 0.75 altitudeEnd = 0.85 color = 0.7,0.6,0.4,1.0 lerpToNext = true } Class { name = Grad altitudeStart = 0.85 altitudeEnd = 0.95 color = 1.0,0.9,0.7,1.0 lerpToNext = true } Class { name = High altitudeStart = 0.95 altitudeEnd = 2 color = 0.95,0.95,0.9,1.0 lerpToNext = false } } } } } } }
  15. 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
  16. The Anziephus System [1.7.3] More screenshots will come, but for now here's a 53 second video briefly showing each world. What does this mod add? The Anziephus System adds a ringed dwarf planet with rings and a fun moon system to the solar system. Anziephus and its moons reside just past Eeloo's orbit. Anziephus: An ringed with an enormous crater exposing some blue ice from underneath. Epam: This tiny moon orbits just outside Anziephus's rings. Its small size and blue coloring suggest it was formed from debris that gave Anziephus its rings and crater. Curious indeed. Ebenus: This darker colored moon sports an excellent view of the system and has high mountains and low plains to explore. Eiwei: This moon seems to be all mountain. Resembling a crumpled up piece of yellow paper, this moon is the go-to destination for all the mountain lovers out there. Pherph: This moon was likely captured sometime in Anziephus's past. It's vibrant color scheme doesn't fit in with the other moons, and its terrain is by far the most chaotic of the system. Science Definitions Surface Scatter Known Issues Due to a kopernicus bug, sometimes achieving too low an altitude will make the ground invisible. It only seems to be an issue on Ebenus right now, so I recommend avoiding the yellow regions unless you're good at landing blind. If you psot this issue on any of the other worlds please post about it in this thread. Pictures (More to come shortly) Download Dependencies: Kopernicus Anziephus System All rights reserved Thank You to @Mythical Donuts and @XenonMax for helping me with the science definitions and the terrain scatterers. I could not have done it without you! Also thank you to the Kopernicus Discord for teaching me how to make rings and providing the texture!
  17. The Plod System [1.7.3] I would highly recommend this review of the mod by KottabosGames. If you're reading this KottabosGames thanks again! What does this mod add? The Plod System adds a binary Sedna analogue dwarf planet to the far solar system. Plod: An icy, green dwarf planet with massive craters and looming mountains. Its orbit is giant and elliptical. Many blame Jool... or could it have been another hidden planet? Oob: Plod's binary companion, orbiting so close to Plod that orbiting in low-Plod-orbit is a necessity. Giant ice spikes jut into the world's horizon, segmenting the world's smoother, purpler terrain. Ninkle: A dark bluish-purple world that orbits Plod with minimal gravity. Its lowlands contrast nicely with exposed green under-ice, hinting at its past and formation. Tebos: A smooth, small world with a bright lump on one side. It is navy blue in appearance, with exposed yellow-brown under-ice and a tall, white mound on the side of the world, which the moon's tiny gravity could not conform. Lia: The oddball. This moon is though to have had severe out gassing and plumage in its early years. The surface is pink, and covered almost everywhere with sharp, spikey terrain. Fear not however, the moon's minuscule gravity makes the spikes much less dangerous than they could have been. Pictures (more to come shortly) Download Dependencies: Kopernicus Time warp mod (technically not required but Plod is like very VERY far away so it may be worth getting one to save time.) Plod System All rights reserved
  18. This is fan made in photoshop, please consider the inaccuracy of my hand and sometimes this software. Kerbin scan: This is one of the hardest to scan, due to it's cloud layers. Using science, magic and photorock scientist made it clear to view it in an infrared light. The problem with infrared light that you cannot capture it with your eye. So scientists and wizards summoned the snack monster, and for a snack they made this picture in infrared light, sadly, the sun and other stars decided to interfere into the picture without an invite: (Taken using VASA's space-probe Interscarf. Camera Infradead. Editing software: Akode Photorock.) Using the same probe, we tried to capture it ultraviolet light. Sadly radiation interfered again, and we got this interesting picture to analyze.Maybe it's because of the transmission of the previous image. We wanted to take the image using Cameron, but it had an RTG: (Taken using VASA's space probe Interscarf. Camera Ultraviolin. Editing software: Akode photorock.) A gravity scan showed this image, the image was a hard capture due to the fluctuation of the radiation due to an RTG. This is the most accurate image that we got(not faked trust us: (Taken using VASA's space probe Cameron. Camera Cryptogravity. Editing software: Nopetad.) More celestial bodies photos soon. Copyright of VASA's space program under the license kreative kommons section 4.000001
  19. 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
  20. Download The Varuta System (v0.3.0): Varuta System The Varuta System is a mod that adds the planet Varuta and its many moons to the game. Kopernicus is required for this mod to work! What are the planets and moons are included in the varuta system you ask? Well here they are: Varuta: Is one of the larger planets in the kerbol system, located between duna and dres. It is host to many unique and intresting moons, all of which should be explored Theonus: Is the closest and of the more intresting looking moons of Varuta. Its surface is partially similar to Varuta. It also has some extreme terrain, so be careful when trying to land! Niven Olten: Is the second and largest moon of Varuta, at almost 1/3 the size of its planet. Olten might look boring at first, but it has awesome views of Varuta and other moons from the surface. Deaphus: Is one of the smaller moons in the Varuta System. It has regions of blue, which might be filled with Apatite under the surface. Like Theonus, it has extreme terrain. Rebos: The smallest moon of Varuta, it has a relatively smooth surface and is most likely a captured asteroid due to its orbit and surface And Oltimos: Its intresting in the fact that it is a sub-satellite of Olten. It orbits at an inclined orbit around Olten, and has a SOI of only 14km and is only 5km across. If you have any questions about the mod or any problems/glitches you have, ask me below. LICENSE: MIT
  21. While I've been away, I've given Blender a fair shake. Check these renders and models out. I'm sure I've done other works, but these were what I've felt were done enough to upload somewhere Procedural Earthlike with Rings More angles at Mechwarrior Locust cockpit Procedural Marslike PBR test - Rubik's Cube
  22. Planet Dunope v0.2.0 by Johnster Space Program is my first mod for kerbal space program which adds a new planet to the kerbin system, Dunope! Enjoy exploring this small, nearby planet! Watch my official first trailer for the mod here: Ever needed a planet that was in close proximity, had relatively low gravity, and is small, but not too small? Well then, Planet Dunope is what your looking for! Kopernicus is required to use this mod, which can also be downloaded on CKAN along with it. Dependencies (You need this for the mod to work): Kopernicus 1.6.1-2 What I'm hoping to add in future releases: A Moon or Two Around Dunope A Different/Improved Texture for Dunope Some Improvement Changes To Dunope This is my first mod so if there are any problems with downloading or using the mod, you can't download this anymore anyways. Download Planet Dunope v0.2.0 Here: Dunope
  23. Sooooo I heard about Kopernicus recently (~1 week ago) and attempted to write my own planet code, using The White Guardian's tutorial. It would be nice if somebody posted example code or looked at my code. I am creating a planet called "Hysphenia", a terrestrial planet with no atmosphere orbiting a polar orbit around the sun. (Using a spoiler format here because it's long) I think that's right...
  24. Simple poll: Would you like to see another gas planet besides Jool? If so describe the moon(s) you would want in the GP2 system. FYI : I plan to do a poll almost once a month because of how popular (kinda) this was. Hint for next poll (minimally encoded, I'm not THAT nice): Wait, wait, check my other new poll now: