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Found 81 results

  1. Note: If you had the original InterKalactic mod, this is separate and NOT compatible. This is a separate planet pack entirely, the original has been discontinued. For now, at least. InterKalactic 2 is a remake of InterKalactic; many of the bodies from the original pack are used, but now, there's some story and uniqueness behind InterKalactic 2. IK2 is based off of the premise that Kerbol is expanding into a red giant, and expanding your sights to the stars and planets beyond. I'm aware that in real life these events would take billions of years, but for the sake of this planet pack, we're pretending that these events all happen within a much shorter time frame. InterKalactic 2 has two 'dependencies': Kopernicus and Kerbol++. Kopernicus allows for planets to be modified in KSP, and Kerbol++ is my other planet mod which implements several semi-realism and challenge-based tweaks to planets that are inherited by this pack. Kerbol++ will modify the bodies of every planet except for Kerbol, Ike, Gilly and Eve accordingly. If you want to support this mod or my other projects, you can donate at the following bitcoin address: 15nhma9mEYqhBE5hyCHa4bGUyrAfnaUrxd or PayPal: You are also welcome to provide your own planet textures if you would like. The bodies in this modpack are currently mostly divided into 2 distinct regions: Kerbol and the InterKalactic Plain, as I have unofficially dubbed it. Kerbol consists of the Kerbol System, with only minor changes by InterKalactic, including an analogy for Planet 9. The InterKalactic Plain currently only consists of one incomplete star system: Sol. It also includes the black hole known as Hawking's Singularity. In between the IKP and Kerbol is another WIP star system, Aartee. While the rest of the Kerbol System remains fairly accessible, the IKP is a tremendously far distance away, and you'll need to be going very fast to reach it. However, once you do, the rest of the InterKalactic star systems become much more within reach, as they will all be much closer to eachother from this point onwards. While IK2 is optimized for KSP 1.3.1, I don't expect it to have any problems running on more recent versions of KSP. Latest Update (0.2): Multiplied Gilly's surface gravity by 10, to account for it's reduced SOI and to make landing a bit less of a headache (now it's 0.05g) Added a black hole named Hawking's Singularity to the InterKalactic Plain, in remembrance of Stephen Hawking. Known Issues: None currently Download on SpaceDock: 2 Download K++ on SpaceDock: or visit its main thread: You can view the thread of the original InterKalactic here (note that it is not compatible with IK2 or K++): SCREENSHOTS: Sunset on Kerbin Gas planet size comparison; The big one is Korbur (Kerbal's name for Jupiter), the purple one is Korvin, and the green one is Jool Moho on the horizon All 3 of the currently implemented stars from a distance (from right to left: Sol, Kerbol, Aartee) Below, you will find a summary of how the planets have changed. (Changes from Kerbol++ are listed too) Kerbol (The Sun) Kerbol is now many times larger and brighter than before. In addition, it has acquired a reddish hue. Moho Moho is slowly being pulled into the Sun, and as such, it is tidally locked and orbits extremely quickly around the Sun. Moho now possesses Gilly as its moon. If you choose to visit this duo, don't forget radiators. Gilly After being flung through the Kerbol system, Gilly has found home orbiting close Moho. Eve Eve's orbit has been notably elongated. While still not too far from Kerbin, bring some extra fuel if you're going to Eve. Currently, Eve is technically moonless. VoronoiCraters A series of 4 temporary moons orbiting Eve. These are just temporary for testing purposes and will be removed later, so please don't settle them. Kerbin Kerbin has been more or less spared by Kerbol. While Kerbin has been saved from the worst of it, the planet still may experience occasional temperature swings as a result of its increasingly eccentric orbit which wreak havoc on the environment. Kerbin's orbit has slowly been spiraling out, and so it's relatively farther from Kerbol than it would have been otherwise. Mun The Mun orbits extra far from Kerbin now. Minmus The orbit of Minmus is now highly irregular, taking it both closer and farther from Kerbin than previously. Duna Duna has been pushed outwards from the Sun like Kerbin. The Dunian system remains mostly unaffected by the expanding sun otherwise, but has gained a brand new moon, mysteriously. Oogaloo This funnily named moon orbits in between Duna and Ike. It is rather small, just slightly bigger than Gilly. Ike Ike remains unchanged in this pack. Dres Dres has been pushed out a bit as well, but otherwise remains unchanged Jool Vall is now Jool's closest moon, followed by the other bodies in their previous orders. Jool also has a nice set of rings and is much, much bigger. Vall The shephard moon of Jool's rings. Laythe The second closest moon to Jool. Volcanically hyperactive and covered mostly with an ocean. Pol Pol is a distant, irregular moon of Jool. Bop Bop is also a distant, irregular moon of Jool. Eeloo Eeloo remains unchanged by this pack, besides for orbiting much farther from Kerbol. Korvin The elusive, recently discovered 'Planet 9'. Reaching this one is tricky as it has a fairly elliptical and distant orbit. It was discovered after Kerbal scientists studied anomalies found in the orbits of Eeloo and various asteroids. Korvin's two moons are Oceania and Kyel. Oceania This water world has no surface at all, and is heated up by its close proximity orbiting Korvin. Oceania has a fairly thick atmosphere notably similar to that of Kerbin. Kyel A relatively flat and cratered desert orbiting Korvin. Would be great for base building. Kyel has a thin, grey atmosphere. Aartee A high energy star distant from everything else. This is what lies between Kerbol and the InterKalactic Plain. Currently does not host any planets, but is great for solar energy. Sol A welcoming, yellow star, currently the only star in the InterKalactic Plain. Myecl A grey chunk of rock orbiting closest to Sol. Hosts no moons and has little value in colonization, besides for a relative abundance of ore. Alternis A red, ringed desert world orbiting Sol. Currently hosts no moons. A weak potential biological signature has been detected here. Korbur A massive gas giant orbiting farthest from Sol. Hosts just 4 known moons. Ie Korbur's nearest moon. It is very yellow and volcanically active. Contrary to popular belief, it is NOT made out of ice cream. Cryo Cryo consists of a large ocean, but locked under a massive global sheet of ice that is kilometers thick. Klaspen The third moon of Korbur. Heavily cratered. Kallisto Sometimes confused with Klaspen, Kallisto is also dark colored and heavily cratered Hawking's Singularity A black hole in remembrance of Stephen Hawking. Currently has no bodies orbiting it.
  2. The Icosahedron is the platonic solid which most resembles a sphere, and thus is the best out of that group of objects to create a pseudo-globe with. Although other shapes like the truncated icosahedron (AKA soccer ball) may be better approximations of a spheres (and if there's enough desire for them I may make a set of soccerball planets), the icosahedron can be turned into a map which works well for tabletop roleplaying games as you can fit a hex grid onto it. The following maps are to be used by printing them out, creasing their edges, folding them, and gluing or taping them together. (If you use tape, cut off the white tabs) I am out of tape and ink so I can not put these together myself, if you do build these planets, don't forget to take pics and show them off! Bonus points if someone tries to figure out a way to illuminate The Sun. Every planet and moon in the game is represented in "Satellite Map Style" (created by overlaying the normal map over the color map to create an illusion of map relief), as well as two versions of The Sun. Imgur Album (of the entire system) Dropbox Zip File Download Requests for icosahedral map conversions for other KSP Mod worlds (I won't rule out other worlds, where equirectangular projections are available) is open, make sure you put @GregroxMun in your request if you want to make sure I see it. I will probably end up doing an Alternate Duna from Duna Restoration Project, and the planets from Alternis Kerbol Rekerjiggered. And I'll also make versions of the maps set into hex grids in a few different versions--Kerbal-Scale D&D Continent Scale (related to a personal project of mine), Full-Scale Traveller and Traveller 5 Forms.
  3. I am glad to start this thread out with a project which will come to fruition in a little while. Yes, yet another planet pack. But, still such a thing is an accomplishment of dozens of hours of work, if not more. I want to share my progress so far. Here is the basic map of the planet Pick as of now I know. Looks very messy, but still for a newbie like myself, quite an accomplishment. This is supposedly a planet topography map, with black being the lowlands and white being the mountains and the higher the place, the lighter the color. I would love to have some insight into the dynamics of planet building. So far, I have had some help from @Gameslinx, thanks to him, and I believe I have the adequate programs as seen in the spoiler below. Talking about Discord, I am starting a new one for this topic. If anyone wants to jump in, thank you. Here's the link, Thanks for looking into this topic. Please bring your newbie, in-progress planet packs to see how others are faring. Happy Explosions!
  4. KSP is my favorite game of all time, no doubt about it. It's a rare game that rewards learning and makes science FUN. It's done more to advance scientific literacy in those exposed to it than any documentary, movie, or any other type of media; a true masterpiece in that regard. One area where it falls woefully short is the detail of it's celestial bodies. Planets and moons are fairly uniform rocks in KSP. There's no flora/fauna (besides trees...). There are no "habitats" or distinctive features of any kind within a planet/moon. The bodies themselves are distinct from one-another but no variation exists between regions besides very broad traits like flat terrain, bumpy terrain, liquid terrain. I don't want to say the game needs alive ecosystems, that would be a ludicrous task for an entire solar system of massive planets, but I'd love to experience the sort of exploratory exhilaration that exists in a game like Subnautica. KSP is so much more broad, and therefore necessarily would be infinitely less dense, but Squad could still infuse the planets with a sense of wonder apart from "yay I got here". TLDR: My dream for KSP is for an expansion that focuses on fleshing out the planetary bodies, adding regional characteristics that are more focused than what exists now. Some planets would obviously still be very bland (like our moon) but on every world there should be interesting things to find if you looked hard enough or maybe built some machines to search for (satellites to scan down regions of interest, and then probes to narrow the search, then rovers or manned craft to find the object or whatever the find might be). Maybe they could tie it to scientific discovery where you're searching for unique features that would advance understanding of the planets and may unlock further research. I think KSP has the greatest sense of wonder in gaming until you actually get where you're going, then it's a bit underwhelming, giving you little reason to come back (other than arbitrary contracts or personal goals). KSP could expand infinitely on that sense of exploration that so imbued it when we all first landed on the Mun. I'd also like to see costs for sending Kerbals offworld, thereby promoting the use of probes instead of doing everything in person. The worlds as they stand are bland and fairly featureless, I would pay a lot to see that change.
  5. -------------------------------------------------------------------------------------------------------------------- Hello there! This Mod aims to add a stockalike Saturn analogue to the Kerbol System along with some moons. Saru is located between Jool and Dres at the moment, if anyone has a better idea of a placement let me know. If anyone has suggestions for new moon ideas or minor changes let me know. -------------------------------------------------------------------------------------------------------------------- DISCLAIMER: I am mainly making this mod for fun and because I want these types of planets in my save. I am a complete noob when it comes to planet modding so it may be a while until I am able to get a stable version available for release. -------------------------------------------------------------------------------------------------------------------- Current Planets/Moons: Saru Plez Durgen Hypo
  6. Expanding Kerbin System

    If Squad ever decided that they were going to implement modded planet/solar system packs into the stock game, which would they be and for what reason? Eg, implementing Extrasolar along with more powerful engines, (would it end up becoming to much, having to implement parts to get there and antennas). What are your thoughts?
  7. Ok, so I personally am a sucker for planets... (kessler's syndrome engage) So I decided, why not try to do a grand tour of all these planets? The list is: Asclepius Chani Heidon Imperial Planet Pack Jungis Kerbol Origins Kronkus Gameslinx's Planet Overhaul OPM Cyran Farlo Rictell Saru Have fun!
  8. Landing Tips

    This is where you browse for useful information for your planet/moon and some helpful tips to not die. Please share your own useful information, that would be so great!
  9. Pefectly spherical plantet addon?

    Hello, I've seen a post on kerbal academy showing a craft orbiting 2 m off the ground on a perfectly spherical moon with no hills or valleys. I'd like to mess around with such a planet but cannot see a mod that adds a planet that's just a ball. Anyone know how I can get this? Thank you dearly
  10. [Kopernicus] Custom PQSMod Discussion

    Have you ever thought "Man, that's a good idea for a planet, but I just don't have the PQSMod for it..."? Then look no further! This is the thread for planet makers to share their ideas on new PQSMods, some of which actually may become a reality!
  11. ↑ horrible logo that will be remade ↑ This mod will add 100 bodies in a cluster orbiting far from Kerbol. Designed for modded mid and late game exploration, colonisation and other fun and wackiness. yes this is a divider line Ever since the Kerbalkind learned how to properly look at the night sky, a bright blue light accompanied by a few flickering spots among the stars had always intrigued them. Throughout history, this realm in the deep sky has been associated with mythologies, the Kraken, the multiverse and snacks. As time passed, they realise that the greatest treasure the universe have to offer is right in their backyard - a neighboring cluster centered around a blue star with multiple yellow and red dwarfs guarding the outer reaches of the system. The more they looked, the more astonishing this system becomes: habitable worlds appeared one by one, documentations of ring systems became more and more detailed, the resolutions of images got higher and higher, and even a brand new protostar had been found. However, questions and mysteries started to pop up among the excitement: an abnormally high amount of friendly worlds near the quaternary red dwarf system, an unyielding planetary nebula around a main sequence star, the capture of some allegedly artificial signals, and an exotic stellar remnant with unknown composition. Nevertheless, this cluster remained silent but inviting, and space programs all over Kerbin began missions toward the stars. After countless missions to Jool, the spirit of the Kerbalkind was ignited once again to venture into The World Beyond, and this system is aptly named The Dawn Cluster. One day, all the boundaries will fall. Inner Dawn System Dawn - An A3V class blue star, the center of the cluster that every planet and star orbits. It is quite a lot more massive and a lot brighter than Kerbol (1.6x stock sun radius, 2x gravity, 2x brightness). The space near it harbors a large amount of planets. Oblivion System Oblivion - A new protostar orbiting Dawn from a distance with a big accretion disk (which is basically a colossal ring system) and plenty of asteroids. Despite it's unstable system, a few planets have already formed around it. Traverse Quaternary System Traverse - A M1V orangish red dwarf orbiting roughly in the center of Dawn's SOI and holds up a Quadruple system with an very large amount of densely packed habitable worlds. Fragment - A very small M9V red dwarf orbiting Traverse in close binary. Due to it's size it has little effect on the overall structure of the system. Ascension - A small M5V red dwarf orbiting Traverse from afar, shining a second dim light onto Traverse’s worlds, and also hosts some planets itself. Eternal - A tiny M8V red dwarf orbiting Ascension in binary Wall System Wall - A dim T4 class brown dwarf with only one companion. Eon System Eon - An outlying G7V yellow dwarf near the edge of the SOI of Dawn Barrier - VERY FAST spinning exotic stellar remnant orbiting Eon, and one of the most mysterious objects within the vicinity of Dawn. I should probably point out now that this entire thing is by no means (or even close to) being realistic... This is probably going to trigger a lot of people but that is the design... I really want to integrate my personal worldbuilding fantasy plus that making a mod would look really good on my game design college portfolio... These will be constantly changed and updated as the development progresses (so eventually there will be EVE clouds covering my terrible textures) The Dawn Cluster seen from the edge of it's SOI (currently the color of most stars haven't been changed) Tengu. It's even brighter when you actually fly there Hyperion. It initially had a very horrible color map, but now it's all good now... Horu the angery fireball Keter. Summit, the only chocolate ball right now that has a ring Gersemi Fantasy, a small but not the smallest habitable world Yggdrasil. It's bright color is resulted from exotic lifefroms on the surface Sandalphon, a "wet" moon Zhuque. Was initially aiming for a "terraformed Duna" but then it became something else Ebott. Basin, with only 2 huge land chunks (not shown: the other continent) Wyvern the blue dwarf planet Baihu. Ouroboros. Sagen, somewhat Titan like The Inner Dawn System The Cluster at it's current state I Intent to not release this mod until everything is more or less finished (beside sciencedefs obviously). However, if you are interested in contributing to sciencedefs, click HERE to help! Overall progress Celestial body config files 100/100 Textures for body that has a surface 83/83 Gas giant textures 8/8 Sunspot textures 9/9 Biomes 8/91 EVE configs 0/62 Scatterer configs 62/62 General configs 12/17 Bundled Parts 0/3 Roadmap Initial Release Flags and decals Screenshots for LMS/SigmaLoadingScreens Make a few super long ranger antenna parts to be bundled Resources configs A proper logo (VERY IMPORTANT) The mod will be released in a modular way, meaning there will be a core download containing only necessary files (no planets) while each system can be downloaded individually. This allows players to choose what they want to play with (since this mod is very RAM intensive) and allows for an easier way to integrate future expansion packs. Future Plans Surface anomalies/easter eggs Surface particles and comet trials INSTANTANITOR objects KSPedia diagrams Figure out how to make LandClasses work and add terrain scatterers, and better PQS in general Research body and DOE compatibility Compatibility with GN and KSS Remake some early planets Science definitions for stock and DMagic (hopefully will finish before [insert an overused joke about something that obviously isn't going to happen]) More systems A Q&A section that is oddly out of place Q: When will this be released? A: Again I am not release this mod until I'm satisfied and think it is ready for reviews. Q: This looks awesome! I'd like to help in making this planet pack! A: First of all, I'd like to give you my highest level of gratitude for assisting me in this ambitious endeavor. If you want to help out, just reply in this thread and talk to me with the details. If you are a modmaker and want me to support resources, please also reply below! Q: Will this be compatible with [insert planet pack here]? A: Compatibility shouldn't be a big problem, due to Dawn's high orbit, it will work fine with OPM, Extrasolar, GPP_secondary, Other Worlds and most packs that replaces the stock system, as long as there are no bodies with the same name. However, it is unlikely that The World Beyond will be GN and KSS compatible in the first release, but it's something that is planned. Q: Why do some of the names of stars/planets (especially those in the Traverse system) sounds so familiar? Have I heard some of them somewhere else before? A: Oh no no no... *nervous laughter* What are you talking about, those names are hand picked and it took days for me to figure out a good name, and they are most certainly not blatant references to TV/cartoon/anime/games/people and I'm totally not planning to make more of those references in biome names... That is just your imagination because I definitely did not run out of names and those names simply popped into my mind, I mean come on, have you ever heard of something named Ori and Frisk before? Or a comet named Tiamat before? No, right? Exactly... Q: So when exactly can we except to download this mod? A: Well if you want a date, then 2114 January 12nd Changelog *right now there is no release, so this only exists for documentation and consistency reasons* v0.8 (2018-03-18) Reorganized folder structures (again) +scatterer config for all current 62 atmospheric bodies +support for TextureReplacer's oxygen bodies so you can actually take off your helmet +added AVC files for each star systems +added CC BY-NC-ND 4.0 license +made more references *compatible with Kopernicus 1.3.1-7 *Border's SMA reduced to be somewhat more reasonable *Slightly adjusted star coronas to be more subtle *Fixed PQS offset on Sandalphon that sunk the entire terrain under ocean *Adjusted Overture and Amaterasu's rings *All of Sora's moons are now on tilted orbit *Fixed ambient colors on some planets, and made Horu, Epik and Seraph's extra bright so they glow in the dark *Fixed PQS and scaled fading distance v0.7 (2018-02-12) +finished all gas giant textures +finished all sunspot textures and configurations of all stars (besides sunflares) +rings for 16 bodies, including a debris disc for Oblivion +added custom corona for every star +made more references *fixed intensityCurve and IVAItensityCurve for the stock sun for Kopernicus 1.3.1-3 *Barrier now spins even faster v0.6 (2018-01-28) +finished texturing for all bodies in the Traverse System: texture for all bodies with a surface for the initial release are complete +finished descriptions for every single body added so far +made more references *fixed intensityCurve and IVAItensityCurve for Kopernicus 1.3.1-3 *remade Sandalphon, Nyarlathotep, and Zen (again) v0.5 (2017-12-14) Overhaul of the mod strcture: planned for *MODULAR* release +added textures for all bodies in the Eon, Oblivion and Wall System +finished descriptions for all bodies mentioned above +added all bodies in the Traverse and Ascension System +made more references *changed ocean color for Heimdallr *remade Zen *changed descriptions for Dawn so it's just an A class main sequence and not a subdwarf v0.4 (2017-12-02) +added and finished textures for the rest of the bodies in Inner Dawn System +finished descriptions for all the stars +added planets in Wall and Eon System -removed all existing LandControl mod, as the vast majority of them are not working or not working as intended, they are now planned to be added in future updates after the initial release *changed some glitchy terrain textures and smoothed some pixelated terrains *stars' orbits are now invisible *overhauled science value v0.3 (2017-11-18) +added textures for Summit, Gersemi and its moons, all of Hikari's moons and the moons' moons, Fantasy, Wyvern and Guardian, and all of Kaze's moons (Ebott and Basin got completely remade during this time) +added ring to Summit +added and positioned Border +added and positioned the rest of the stars: Traverse, Fragment, Ascension, Eternal, Wall, Eon and Barrier (starlight color not changed) +made more references -temporarily removed Raem, Tack and Tiamat, which will be added to another system *redid a lot of really ugly color maps (what WAS I thinking when I made those) *fixed some existing terrible PQS configurations v0.2.1 (2017-11-05) +added textures for Horu and Keter +made more references *fixed the rim color on Oblivion *tweaked scaled material gradient for existing bodies *renamed some bodies so those names can be used somewhere else v0.2 (2017-11-01) +added the first actual textures for Tengu and Hyperion +finished all current bodies' descriptions +made more references +added CTTP textures (outside of the mod folder so it can be shared with other mods) *concepts and plans to add a lot more stars and planets than originally intended *moved Dawn further away from the stock Sun and increased SOI *now requires more RAM v0.1.1 (2017-10-29) +finalized the worlds around Dawn, added a few moons such as Zhuque and Asgard and changed positions of some others +more descriptions (and adding references to existing ones) *overhauled atmospheres for Sagen, Zen and Basin *increased Dawn's light intensity and gravity *revamped Oblivion system v0.1 (2017-10-25) +added Oblivion and it's planets +descriptions for a few bodies *repositioned all bodies around Dawn *renamed some bodies *background music for trailer chosen v0.0.3 +added and positioned rest of the planets and moons in the Dawn system +added a patch that gives the stock Sun a intensity curve so it doesn't shine on everything *ocean on Horu and Epik are now very red, but can only be seen in closeup v0.0.2 +added and positioned Horu, Summit, Gersemi, Overture and Hikari ("borrowing" existing textures until the actual ones get made) +added all these bodies' moons v0.0.1 (2017-10-02) +initial concept +added Dawn, Tengu and Hyperion (using templates) Credits A lot of inspirations in The World Beyond came from those existing planet packs and their great creators: @Gameslinx's Planet overhaul, Before Kerbin and After Kerbin @StarCrusher96's Kerbal Star Systems @Galileo's Planet Pack @Artyomka15's Kolyphemus and Krgantua System @Poodmund for creating the milky way skybox used in the screenshots @KillAshley for making the realistic atmosphere tool that all the bodies used I would also like to thank Thomas P for upkeeping Kopernicus, TheWhiteGuardian's tutorials and everyone in the Kopernicus Discord for helping me with my newbie planet making problems. *Also I think I've made countless typos throughout this post, which will hopefully be fixed
  12. i think there should be more than just one gas planet there should be a couple like 2 more with moons and wrings with them and on jool and some new moons maybe even a another star system or a asteroid belt a lottery asteroid belt where you have to navigate you spacecraft to get through and not hit any of them vote if you want them or not and something that would be helpful if this did get added 5 meter parts or something
  13. Just wondering, after all this time, we still don't know for sure if Duna has or has life, for instance. But as a community, we can wonder which ones could! I ask the propositions for both present and past life. We can state it by scientific means or just of hearth or to eye. We can also name modders bodies if you want. I believe most of the comunity want some life somewhere out there! My state: EVE past and present life (in the liquid) DUNA: Past (just to help RL Mars ) LAITHE: Ps and Pr Minmus: Im suspixious of it. Too greenish! Regards!
  14. Hi everyone, As I continue developing my mod Intergalactic, I'm starting to wonder... what's the best method of texturing a planet? Procedural? SpaceEngine? Or simply drawing it from scratch on programs like Gimp? I'm just asking for your opinion on how I should go about doing this.
  15. Intergalactic is an upcoming mod that aims to add more galaxies to the Kerbal Universe, and also provide a new overhaul to the Kerbol system. This has been in the works for a few months now, but I think it's finally stable enough for a dev thread of its own. Also, suggestions are appreciated Screenshots: An overview of the Universe: Progress Chart: Features Status The Trinus System Finished! The Kernis System In development Visuals In development Also, please check out my youtube channel for occasional videos on the progress of this mod! Thanks to: @Thomas P. for maintaining and updating Kopernicus @The White Guardian for his Kopernicus tutorials @Gameslinx for his support and helping me debug a few issues @ProtoJeb21, @Artyomka15, @StarCrusher96 and others who have inspired me to create this mod And finally, please show some support for the mod by posting in the comments section below! At the moment, I really need some more motivation on developing this mod.
  16. I KNOW ABOUT KOPERNICUS! THOSE WHO POINT IT OUT SHALL FACE THE UNDYING FURY OF MY NEIGHBOR'S CAT! *Ahem* Now that that's out of the way, let's talk about this undying question, recommendation, or whatever you want to call it - Planet Eight. It's been quite a while since we've gotten a new world to explore in stock KSP, and I'm starting to wonder if we ever will again. I just want a new, fun destination to go to, explore, and build bases on. Maybe a Kerbin-like world in the outer solar system littered with mountains and valleys and kraters filled with water, and even the beginnings of surface life! Not quite like Laythe or Eve, but something more friendly. Of course, being in the outer solar system would mean the planet doesn't get a whole lot of light, so maybe it could have a highly eccentric orbit (tidal heating) around Eeloo or another completely-new world. Maybe the life isn't entirely new, but it's just recovering after a massive object collided with it millions of years ago, ripping a long gash in the surface and carrying some particularly resilient microbes to Kerbin and Duna? Perhaps the origin of the Kraken? I'm going a little too deep in speculation, but we're lacking this kind of world in stock KSP, and I personally think it would make a pretty nice addition to the game
  17. KSA | Missions:

    KSA | Kerbin Space Agency: This will be like @StupidAndy's post. There will be updates on this post when new missions are accepted, finished, or the overall details. There will be multiple every day; The world will be in career, so you may have to wait a while! Mods: EVE, Scatterer. Flight 01:
  18. I need Help with kopernicus!

    I used to make star systems for ksp when planet factory was still a thing but now that kopernicus is here, i have no idea how to use it, I've tried many times to make a planet and nothing works so i decided to make this post to ask for help. sorry if this is the wrong place to post this, i'm new to ksp forums.
  19. Sentry (InDev, Unreleased)

    Sentry AKA: Kerbol Mysteries Revision 3 Next Release: v0.1 (KSP 1.3) This WAS the third attempt at creating the Kerbal Mysteries Mod, now it's an attempt at creating a "single planet with many moons mod". Rather than having it ready for download from the start (probably with bugs and other nasty stuff) I've decided to keep it from the public... Or at least until It has reached some kind of standard. The aim of this mod is to add some new worlds to the game while at the same time keep the size relatively small so low-end PC users can enjoy this mod without their computer experiencing unplanned disassembly. So far, there is only the obligatory blue second gas giant but don't fret for there will be more worlds to explore in the future. Interested in this mod? Consider following this thread for updates! Within this spoiler is information about the bodies added in this mod. With Thanks To: @Thomas P. for developing Kopernicus (along with his team). @Gameslinx for Sentry's texture and giving advice. @Cabbink for Conagher's heightmap (I hope I tagged the right person). @TheWanderer05 for their advice. @The White Guardian for their Kopernicus tutorials. Can't wait for the release? Join Gameslinx's discord for planet pack fans and devs alike!
  20. I got this idea from watching a E sized asteroid get an encounter with Minmas, the Mun, and obviously Kerbin all in one pass by of Kerbin. This put it's orbit to where it could make contact with Jool at some point and it did. It actually ended up becoming captured by Jool by making a close pass by of Jool, then Tylo. The idea it gave me was instead of having several premade moons orbiting the gas planet of KSP, it would be more interesting to see randomly generated asteroids (possibly larger than the ones we have in game now) orbiting Jool as pseudo moons. With Jool's IRL counterpart (Jupiter) having 60+ moons and most of the being very small bodies this would make sense. it could also be neat to see Eeloo have very small moons (smaller than Gilly even) to have analogs for Pluto's moons Hydra and Nix. I actually decided to visit this new moon of Jool. I named it "The odyssey". I was super afraid of it being ejected from the Jool system so I moved it's orbit past that of Tylo's and below Bop's. It also was extremely annoying to visit as it orbits in the opposite direction that Jool rotates and the other moon's orbit. Also ignore the cloud mod I have for Jool in the 2nd image, I did not install any mods that changed the asteroids to spawn around Jool.
  21. Parts would have minimum temperatures, and some would passively radiate heat. When minimum temperatures are reached, the parts wouldn't explode or anything. They would merely stop functioning. However, based on a setting in the difficulty options, if a command module or spacesuit reached minimum temperatures, the kerbals could be at risk of freezing to death. Different kerbals would have different time limits for staying below minimum temperature, basically like gee tolerance. Something else that should be added would be parts specifically meant for heating the spacecraft. Drills, converters, fuel cells, RTGs and active engines would passively generate heat. Liquid fuel tanks and idle liquid fuel engines would have an incredibly low minimum temperature. Landing legs and airbrakes, as well as xenon tanks and ion engines would have a fairly low minimum temperature. Wings (whose aerodynamics would simply not work quite right when too cold), command modules and passenger modules would have a medium minimum temperature. Probes, batteries, solar cells and reaction wheels would have a high minimum temperatures. Finally, surface temperatures. Planets would all have ground temperatures, including the ones without atmospheres. However, part temperatures would be affected by the ground much more slowly than by the atmosphere. Therefore, you could probably last on Eeloo or Minmus for days without a heating system. You wouldn't have to worry too much about Jool's moons, as they are heated by tidal forces. With Duna you would probably want a heating system, seeing as it has an atmosphere. Also, unlike atmospheric temperature, surface temperature would change depending on whether it was day or night.
  22. What is the Kopernicus Creativity Marathon? An open competition for those who want to build planets. Every three weeks, a new challenge, describing what sort of planet or celestial body we are looking for. After the closing date for each challenge, the planets shall be judged and the winner shall be put in the Community Planet Pack. Judging: Planets shall be judged by thee following characteristics: Beauty: How attractive they are to view, and the level of detail and apparent effort was put into the world. Accuracy: How closely they match the challenge guidelines. Creativity: How unique and original is the planet, its features, and its use of procedural generation and/or textures. General Entry Rules: Planets must be made using an up-to-date version of Kopernicus and Kerbal Space Program. Any planets that are not updated to the current version will be disqualified. Planets must be created for this contest. No planets released in other planet packs may be entered. Any planets must be entered for the competition before the completion of each challenge. After the final day, submissions will be ignored. All planets must be released to myself under an MIT license, such that the worlds can be polished and made more consistent with each other so they can be released as a community planet pack. We can discuss alternate licenses in the private messenger. All credit will be given to the creators of the planets. Any entry containing a generic Space Engine export will be disqualified, however those which use the in-game editor may not be if it looks good in KSP. One planet per person per challenge round. Co-operation with other people is fine, but must be restricted to one planet per team. The above two rules may be loosened if a challenge calls for a specific number of bodies together. No plans, ideas, screenshots/images, or files regarding your planet may be shared until the completion of the challenge round for which it was designed. -CURRENT CHALLENGE ROUND- Post Date: July 18th, 2017 Closing Date: August 8th, 2017 Time: 3 Weeks The terrestrial space agency NASA has just released topographical data of one of their solar system's dwarf planets, Pluto. As such, the gods of the Solar System are gloating at us. We must one-up them. Your task is to design an icy dwarf planet oribiting the sun outside Eeloo. GUIDELINES/RULES: -Take inspiration from the known dwarf planet terrains: Pluto, Charon, and Triton. -Its orbit must be apparently stable, and not particularly ridiculous. -Try to strike a balance between realism and beauty. -Planetary radius should be between 70km and 180km, with a density between 1.5 g/cm^3 and 2.5 g/cm^3. --Radius, Mass, Density, and Gravity are related, in Earth-relative units, as G = M/(R^2) = R*D. --Earth density = 5.51 g/cm^3. Earth radius = 6370 km. --If your values for geeASL don't fit within the radius and density, then it will be lowered in the polishing phase. -You may add a small minor moon if you wish, but it will be judged separately from the dwarf planet. If it is not satisfactory it will be removed.
  23. New Solar System Mod

    Hello You may remember me from the development of the Heidon Mod, which added in 3 gas giants and many moons. Now, my team of modders will begin working on a new planetary system that will completely replace the stock KSP system with a variety of worlds. I have just begun work on the mod, and have no pics to share at the current time. Please leave any comments if you have any suggestions; we will gladly listen to your ideas, and they may even be implemented into the mod. - UranianBLue
  24. I remember seeing a thread about this topic that was over three years old, so I didn't want to bother reviving it. On to the point, however, which planets/moons do you just not like, or do you not like them because seemingly all your missions there fail? For me, it would probably have to be Laythe. I've been playing KSP for over a year now, and I've still only managed to do one manned mission there and back. (which took 3 launches, as I sent an ascent vehicle, airplane, and mothership with lander) I just don't find Laythe particularly exciting, and the extended atmosphere (being thicker than Kerbin's at higher altitudes) makes pinpoint landing a nightmare. It's destroyed plenty of rovers, and cooked a mothership trying to aerobrake there to go straight into a Laythe orbit from a Jool escape trajectory, although looking back on it I don't know why on earth I thought that would work. Kerbalness, I guess. I do like it for gravity assists though. God help me when I try going there with Kerbalism installed...
  25. In the Kerbal Grand Tour, you are to land on as many planets and moons as possible, and circumnavigate them on land/ocean/water. For Jool, an atmospheric circumnavigation is sufficient. Rules. All Stock parts except Vens stock revamp. (FAR, mechjeb, KER, and other informational mods allowed) KSP 1.2+ Video is recommended, although photo albums with enough pictures to document essentials are allowed No Alt-F12 or other cheats/hacks. No exploiting Krakens/bugs/glitches. Use part clipping only for decorative parts(lights, ladders, science parts, etc.), not for fuel tanks, engines, command pods, etc. Must be manned with at least 3 Kerbals. No external command seats. Up to 10 Quickloads, and 5 reverts are welcome. No more than 3 launches. Any other suggested rules, ask here! Points +6 per every planet circumnavigated +3 per every moon circumnavigated +10 points if no nuclear/ion engines are used. +5 points if no ISRU drills are used +5 points if no ISRU converters are used +10 points if your vessel cant hold ore +10 points for not using 3.75m tanks and engines +15 points for using only 1.25m tanks and engines. +10 points if 5+ crew are carried -5 points per Kerbal killed -5 points if a detachable rover is used for circumnavigation