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Found 60 results

  1. About Kopernicus is a KSP add-on that allows for modification of stock planets and the creation of new planets via modification of the system prefab. Why is this advantageous you might ask? Previous planet adder mods, such as Planet Factory, modified the live planetary system and had to keep multiple hacks actively running to provide these worlds. We strive to provide the least hacky solution by introducing planets into the game in the exact same manner Squad would. The Kopernicus loader is a one step process. It is started before the planetary system is created and rewrites a property called PSystemManager.Instance.systemPrefab. The game itself then creates *our* planetary system as if it were blessed by Squad themselves. The mod's function ends here, and it terminates. Kopernicus introduced worlds require zero maintenance by third party code, as all support is driven entirely by built in functionality. This yields an incredibly stable yet incredibly flexible environment for planetary creation. We provide tools for customizing every aspect of a planet such as biomes, the scaled space model, the surface materials, the structure of the terrain, and much more. Eventually we strive to provide replacement capability for the StarSystems mod. The methods they used to support other stars (reparenting the sun, switching the sun for solar panels, etc.) causes issues. KSP's engine assumes that Sun.Instance.sun is set to the center of the universe. Unfortunately, this also is what the sun light in the sky and the solar panels key off of as well. The solution is likely to include additions to the local space camera system (multiple lens flare and light sources) and custom part component mods for solar panels to replace the stock ones. Current Release Release 1.3.0-5: https://github.com/Kopernicus/Kopernicus/releases/latest Backport 1.2.2-10: https://github.com/Kopernicus/Kopernicus/releases/tag/backport-1.2.2-10 Kopernicus is licensed under the GNU Lesser General Public License Instructions Copy the contents of the GameData/ folder to KSP's GameData/ folder Launch KSP and enjoy! Please report any bugs you may find at https://github.com/Kopernicus/Kopernicus/issues Examples Selectively copy folders inside KopernicusExamples/ into a GameData/KopernicusExamples/ folder. There are a number of examples of how to use Kopernicus. You have to download the examples from their GitHub repository: https://github.com/Kopernicus/KopernicusExamples/ Note - reparenting Kerbin or the Sun causes the sky to be incorrect in the space center view. It is, however, correct in the flight view and the flight map view. Reparenting the sun causes other stars positions to not update in the tracking station for some reason. How to get support We're always willing to help you with your issues, but however, there are a few things you'll have to do before we can help you: First of all, try to find the issue yourself. Look at the Kopernicus log-files (KSPRoot/Logs/Kopernicus), and compare your config with the examples / other working configs. If you can't fix it yourself, please make sure that all your mods are up to date, and that they are installed correctly Send us the output_log.txt / Player.log, the Kopernicus log-files and one single plain-text config file that causes the issue, including the used textures Final Note: We won't install a full config, or a config that depends on other packs. If you send us something like that, we reserve the right to ignore you. P.S. If you need help with variables or nodes, just post your config. In this case, we don't need log files Expansions and Documentation If you need a graphical UI, you can use our fork of KCreators KittopiaTech: http://forum.kerbalspaceprogram.com/index.php?/topic/140581-/ We have an IRC channel on EsperNet: #Kopernicus Team Thomas P. (lead developer) Sigma88 (monkey, mascot, adds stuff when I am too lazy) Contributors Teknoman 117 aka. Nathaniel R. Lewis (co-founder, lead developer, busy right now) Bryce Schroeder (founder of the Kopernicus project) NathanKell (knowledge base) KillAshley (examples) Gravitasi (a lot of useful features + former maintainer of KopernicusTech) KCreator (Creator of KittopiaTech, where some code has been borrowed from) MrHappyFace (Creator of the external loading API and the KopernicusExpansion mod) zengai (code for loading .bins from other paths that Kopernicus/Cache) Majiir (CompatibilityChecker utility that is used to deactivate Kopernicus on unsupported versions) Padishar (ScaledSpace OnDemand optimisations) WazWaz (Scatter Collision fix) 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". A lot of people helped making this possible, like @Sigma88, @KillAshley and @NathanKell. If you decide to buy me a coffee, please buy them one too.
  2. After 50 years of the Kerbal Space Program, Kerbal scientists started to question what other mysteries might be hiding beyond the orbit of Jool. They pointed a telescope at all those distant flickering things in the sky and that day Kermanity discovered new planets and even new stars in the neighbourhood of Kerbol! So ... Time to find out which worlds are waiting for the kerbals to discover! --- * POST YOUR PRETTY SCREENSHOTS! * ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- TO GET KSS YOU NEED TO FOLLOW THE STEPS INSIDE THE DOWNLOADFOLDER - THIS MOD MIGHT BREAK OTHER PLANETPACKS (will be fixed in the future) THE VERSION PROVIDED BY CURSEFORGE IS A !BASIC! VERSION. FOR THE FULL VERSION AND VISUALS, DOWNLOAD FROM GITHUB I DO NOT GIVE PERMISSION TO REDISTRIBUTE THIS MOD IN A MODPACK OR TO USE THE KSS TEXTURES FOR OTHER PROJECTS This mods is licensed by Creative Commons Attribution-NonCommercial-NoDerivs CC BY-NC-ND USE the latest STABLE version of Kopernicus (KSP 1.2.2) ! Must be run through KSP_x64.exe ! !0.6.1 DOES NOT WORK LIKE 0.5 -> DELETE PREVIOUS VERSIONS! KSS IS STILL IN DEV. SO DONT EXPECT A FINISHED MOD ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- * RECOMMENDED MODS FOR AN INTERSTELLAR ADVENTURE : KSP Interstellar Extended Alcubierre Warp Drive (Stand-alone) FTL Drive Continued And every other mod that helps you to reach other worlds! *** INTERSTELLAR RANGED ANTENNAS ARE INCLUDED IN THIS MOD*** ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- * SUPPORTED MODS Community Resource Pack ResearchBodies GPP Flyby Finder ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- * WHAT NOT TO EXPECT (0.6.1) TBA Compatibility with various mods (KSS will be compatible with the mods listed above - this list will get longer) - asking for this will also be ignored ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- * CHANGED: planet & atmo scales: 1/10 (moons are no longer planet sized) distances within systems : 1/11 (as in stock) distances between stars: playable distances STELLAR SIZE / DISTANCE CHART KERBOL SYSTEM / STOCK SYSTEM NOVA KIRBANI SYSTEM KORMIN SYSTEM KEROLON SYSTEM (optional) KELNIS SYSTEM (optional) KORLON SYSTEM KELARIS SYSTEM THE ALL ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- * How to get to another starsystem: Tutorial by @Voodoo8648 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- * WHY THE NAME "Kerbol StarSystem"?: ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- What do you expect in the next big KSS update? -> Vote! CLICK HERE ! ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- CHANGELOG : **RELEASED 0.6** * Reduced KSS with 300 Mb * Converted textures to .dds (saves RAM) * Other improvements to save RAM * Renamed the Kerbol StarSystem folder: KSS * Added several new planets and retextured others * Added a few KSS flags * All atmospheric bodies have now custom atmospheres (floatcurves) * All planets have sciencevalues and working biomes! * New sciencedefs for Mun, Moho, Eve, Duna, Dres, Pol and Laythe * Compatibility with GPP (will be improved over time), Community Resources (TEST) and Researchbodies -> more will be added soon * Custom gradients (when not using visuals) * Improvements and more terraindetails * Added groundscattering to several celestials * Starspots and better/improved star colors * Fixed starbrightness (M/K types will emit a lot less energy than Kerbol, bigger stars will emit more) * Fixed the invisible force field around The Creator, but you're no longer able to find The Creator in the trackingstation * First attempt to add surface temperatures and exospheres to some celestials in the Kerbol system * First attempt on a plasma engine (resource: helium (tanks provided) - needs more work - test it with unlimited fuel) * KSS loadingscreen * 'New EVE' clouds + scatterer improvements (clouds sometimes dont show up - will be fixed!) * Kelnis System (Optional) * Should be career ready --- **RELEASED 0.5** * Rewrote the configs for the VanillaPlanets so Kopernicus don't need to be edited anymore! * A lot of retexturing and new details! * Added new planets * Added a new star Kelin to the Kirb - Kernim System transforming it into the Nova Kirbani System (Alpha Centauri analog) * Added the Kelaris System acting as a North Pole Star (with scatterer) * Added biomemaps to all the celestials BUT they are not all assigned yet, meaning 1/4 th of the biomes do work. (all the habitable worlds should work) * Some planets have groundscattering (test) * Calculated new parameters for a some bodies (gravity, atmo, ...) * Added new descriptions for every major planet. - thx to @Greatness101 and @Calvin_Maclure * Added Visual mods: Scatterer, EVE, DistantObject, TextureReplacer * ... A lot more! ***rings might be broken + Solar Output of the stars is broken -> meaning: solar panels work but a red dwarf star will emit as much energy as a G2 star like Kerbol. (this will be fixed soon) NOT INCLUDED: * new engines (still testing) * compatibility with other mods (although this is ready, I want to see how 0.5 runs and what the major bugs are) * science --- **RELEASED 0.45 (TEST 0.5)** * A lot of retexturing! * Terrain texturing - textures provided by Galileo + own textures * Minmus is now a comet (75y orbit) * Added Ceth, Klip, Eran, Isme, Aryl, ... * Calculated new parameters for a lot of bodies (gravity, atmo, ...) * Made not terraformed Duna and cold icy Laythe standard, the other 2 will be optional in 0.5. * ... A lot more! ***rings might be broken The Scatterer and EVE files are not included, they will be published in another downloadlink. (to reduce the size of the mod) => the size will be reduced for 0.5 * Old page got removed by bug on the forum -> previous data lost ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- * (Common) PROBLEMS: 1. I installed KSS but it doesn't work. -> You might have done something wrong, make sure you follow the steps and have the right mods installed. 2. I started KSP with KSS and the KSC-screen looks dark / day and night cycle is broken. -> This is a 'normal' bug when moving Kerbin around another star. 3. My ships overheats. -> A bug that happens only when using kopernicus versions older than Kopernicus 1.2.2-4. (Just use the latest version!) 4. The orbits of my vessels changed while using KSS. -> solved thx to @johnnydope 5. Contracts are broken. -> Only in 0.5, should work in 0.6! 6. I want to combine KSS with another planetpack. -> GPP compatibility confirmed, others will be added soon. 7. I want to use several other mods that aren't included / known to be compatible with KSS. -> Do this at your own risk. ** Your problem can't be solved unless you provide logs / screenshots or at least some evidence of your issue. Try to find a solution on the KSS-thread / other threads first + make sure it is caused by KSS before posting / contacting someone. ** ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- * SPECIAL THX TO : @Thomas P. - Kopernicus @blackrack - Scatterer @Galileo Contributors: @JadeOfMaar @Calvin_Maclure, @Greatness101 @TheSpacePotato ... ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- This mod is licensed by Creative Commons Attribution-NonCommercial-NoDerivs CC BY-NC-ND
  3. After 1 year of stopped development... Welcome to the Development thread of Other_Worlds Reboot. Other_Worlds was a star and planet pack that started out 2 years ago as my first ever ksp mod. This time, with the knowledge that I've aquired through out the years, I'm going to redo this pack! Most of the stuff here is WIP, but I'll be posting images about the redone planets and other information. I'll sometimes be streaming on twitch in the process of creating the planets. Status: Heightmaps Status: 8/11 Colormaps Status: 9/12 Configuration Files Status: 0/13 Clouds Pack Status: 0/5 Scatterer Configuration Status: 0/5 Final Touches: ??? Overall Progress: 17/46 (36.96%) LATEST NEWS: > Prima are Secunda, the last bodies to be retextured, have been done. > Niko has been redone maintaining the old style. > Redid Crons. Situable to changes. > Created the texture for Nienna and rebooted Kevari (No more pizzas) > Redone Disole destroying the old style and creating a brand new one > Redone Pequar maintaining old style > Troni and Vassa have both recived a major overhaul when compared to their originals. WIP Images: Original Other_Worlds Forum Threads: Original Forum Thread [1.3] Revamped Clouds Thread [1.3, contains mod] Helping Pals: themaster402 - Cloud pack
  4. It was about time for me to release my first planet pack! Introducing... Cyran! Introducing, from left to right: Cyran - Infernas - Dres(remade) - Iltan - Kivlan - Sennim - Protorin - Glacia - Zerto - Crysalis. The moons in this image are scaled, Cyran is not (otherwise the Cyran in the image would have to be 16000 pixels in diameter...) So, what do these planets look like? Glacia Crysalis Protorin Zerto Sennim Kivlan Iltan Dres Infernas Cyran And last but not least, Cyran itself: a large, orange gas giant orbiting in between Duna and Jool. Cyran is unique because due to the decay of radioactive elements in the planet's core, it is emitting enough heat to melt anything that gets too close. Therefore be very, very careful with aerobreaks here, you might find yourself boiling up before you even get close to the atmosphere. This does mean any orbiting station can cut back on the heating fee, of course. Any more sweet details? Well, certainly! Check out the (first version of) Cyran's trailer! Features Version 1.0 - Initial release - Added Cyran and a bunch of moons - Added particle system to Infernas - Biomes for most moons Version 2.0 (May 25th, 2016) - Added (partially complete) ScienceDefs - Updated Cyran to 1.1.2 - Added a remade Dres - Support for Distant Object Enhancement added - Support for PlanetShine added - First steps made for E.V.E support - Increased the size of Iltan - Increased size of Iltan's atmosphere - Increased temperature on Iltan - Added biome maps to all moons - Custom ocean textures added to Sennim - Terrain scatter added to all moons - Custom terrain scatter added to Sennim - Fixed atmosphere rim of Sennim being orange instead of green - Fixed Sennim having an incorrect atmosphere color on the banner - Official flags for Cyran have been added - In-game screenshots made - Moved the changelog to the Readme.txt file. Version 3.0 (December 26th, 2016) - Compatibility with KSP 1.2.X. - Remade Kivlan and Zerto entirely. - Three new moons: Protorin, Glacia and Crysalis. - Art pass on Iltan. - Scatterer support! - EVE support! (Big thanks to Galileo for letting me use textures from SVE and helping me with the configs!) - Overhaul on Infernas' particle system (thanks you, SAS123!) - Many new science defenitions (thank you, MinimalMinmus!) - Many new biomes to explore and better biomes in general. - Many other Kopernicus mods are now supported - Some easter eggs have been added... - Full KSPedia support! - New surface textures, using CTTP (like OPM) - New heatcurve for Cyran, ships now heat up with a certain amount of Kelvin per frame below an altitude of 5 million meters, the intensity scales with distance. - Cyran now has a (cloudy) 'surface texture' instead of a void. - Cyran's rings have been overhauled to display the decay of Infernas more realistically (thank you, SAS123!) and a new ring has been added. - New lava texture on Infernas, as well as a new particle texture. - Improved scaledversion textures. And still on the to-do list are: - Missing Science Defenitions - Asteroid spawning system Alright, alright, where do I download this? Right over on SpaceDock. The mod has been updated to work with 1.2, and support for PlanetShine, DistantObjectEnhancement, EVE, Scatterer and TextureReplacer is included. (Kerbals can remove their helmets on Iltan) Support Cyran? @JadeOfMaar has created an awesome signature banner for Cyran! LINK
  5. [1.2.X] Hypothetical Worlds: will add planets to the Kerbol system that represent some objects scientist think (or used to think) might exist. This mod is compatible with OPM! Changelog: Red: Basic idea, not started Orange: Buggy and/or just started Yellow: Prototype finished Light Green: Almost done (description/science defs) Green: Completely finished unnamed: lava planet close to the sun half the size of kerbin Moradus: second moon of eve, purple, 50km radius. Planet K: Planet X analogue Kyche: Very high orbit (Planned)Special features: -Large nebula surrounding the kerbol system -Force field that is actually hazardous -Animated star surfaces (currently implemented) Want to help? Just ask and I will reply suggestions gladly accepted DOWNLOAD V0.1.1 HERE AT SPACEDOCK Installation- Put the HW file into your gamedata folder. Includes configurations for EVE. Download it here This mod requires Kopernicus, get it here Pics: http://imgur.com/a/1RGr2 Special thanks; @Gameslinx for giving me some tips on creating planets.
  6. 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:
  7. 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.
  8. 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.
  9. Kerbol Mysteries: Third Coming "I am not giving up this time!" Release Progress: 5% This is the third attempt at creating the Kerbal Mysteries 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, including the obligatory blue second gas giant. 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 helping to make Sentus' texture and giving advice. @TheWanderer05 for their advice. @The White Guardian for his Kopernicus tutorials. Can't wait for the release? Join Gameslinx's discord for planet pack fans and devs alike!
  10. What Is EVOLUTION? Evolution is a planet pack that aims to push everything to the limits. From the star itself to the outermost regions, experience 4K quality planet textures and 8K quality cloudmaps, as well as planets created with realism and beauty in mind. Revolutionary Features - Deeply-integrated compatibility allows for extensive editing of Evolution to make it blend in with other planet packs with ease, as well as making third-party mods an easy possibility. Is one of Evolution's planets in the way? No problem, just target the specific planet! Don't like one of Evolution's worlds? Then you can delete it with ease! Want to add your own twist to Evolution? Then you will find it to be surprisingly easy to do so. Due to Evolution's file structure it is very easy to install or uninstall specific parts of the mod to maintain both high quality and FPS. Every planet in Evolution has been created with both uniqueness and realism in mind, as well as providing players a beautiful, yet fun and challenging experience. Preview of EVOLUTION Download EVOLUTION Coming Soon! Special Thanks @SQUAD for Kerbal Space Program @Thomas P. for maintaining Kopernicus, the building block of all planet packs out there @Galileo for inspiring me, giving me advice and helping me out @Waz for maintaining Environmental Visual Enhancements, a mod that truly lives up to it's name @blackrack for Scatterer's amazing shaders and Kopernicus' epic new ring shaders @CaptRobau for inspiring me to get into the planet modding business, and for OPM, from which I have learned the basics of Kopernicus myself back in the day @Sigma88, @KillAshley and @Thomas P. for having the patience to help me out every time @OhioBob for explaining to me the wonderful (and complicated) subject that is atmospheres
  11. What is this? Kopernicus Expansion was a mod written by @MrHappyFace that added a variety of visual effects planet makers could use with Kopernicus. It had some pretty cool features, like the Comet Tails, or the ModularNoise PQSMod. So I used a bit of my free time to update most of the features to KSP 1.3 / 1.2.2 and newer Kopernicus versions. Link to the original thread: So, what are the features? Comet Tails Realistic, good-looking comet tails who are rendered with a special shader (using turbulence noise). The tail will fade and change it's intensity based on distance from the sun. Pictures: EmissiveFX: Glowing Planets Can be applied to the PQS (surface and ocean), or the Scaled Space Pictures: Footprints Displays footprints for Kerbals on EVA (if enabled on the planet) Pictures: http://i.imgur.com/i4xLN9u.gifv ModularNoise: Allows you to compose your own noise function You can combine predefined noises (like perlin, billow etc.) using operators (like add, mult, power etc.) Examples will follow Procedural Gas Giants Custom shader that renders storms and other effects on the otherwise static scaled space map Can be used for every type of body (in theory - untested) Demo: (very early version) FAQ What about the other features of Kopernicus Expansion? I will probably add them. I am particulary interested in the particle grass, and the refractive atmosphere stuff sounds interesting too What about the aliens / creatures? No. If you want feel free to update and release them seperately, but I won't add them, because I dont think they add anything useful. Sorry. Which Kopernicus version do I need? You need at least 1.3.0-3 or it's backport 1.2.2-8. Older versions will not work Do you have examples? Not right now. I will write up example configs at some point, especially for Modular Noise, but for the moment please look through the old Kopernicus Expansion thread. Most of the configs haven't changed. (Modular Noise has though, so you can ignore that) Am I allowed to bundle theese dll's with my planet mod, or will my users have to download them seperately? Ok, this is a bit tricky. Kopernicus Expansion is licensed under the GPL, which is a viral license that will force every derivate to use the GPL too (if I could I would've changed that, but hey!). I am by no means a lawyer, but after reading the GPL I have the impression that the license won't go viral on the configs, because they are not a derivate of KopernicusExpansion. They require it, but all of the parsing goes through Kopernicus (otherwise it would be like saying that KSP has to be GPL'd because some GPL mod reads your settings file) If I am wrong with this assumption, please correct me! Why no ingame editors? Because fragmentation is bad, and before I start adding a seperate editor toolset to this mod, I would rather extend KittopiaTech to be moddable so I can integrate the CometTails and so on. Is this an end-user mod? No. It's meant to be used by planet makers to make their planets fancy again. Don't you have more questions? No I am bad at posing myself questions about stuff I made. Download You can download KopernicusExpansion on Github: https://github.com/StollD/KopernicusExpansion-Continued/releases It is licensed under the terms of the GNU General Public License: https://gnu.org/licenses/gpl-3.0.txt KopernicusExpansion depends on Kopernicus which is licensed under the Lesser GPL: http://forum.kerbalspaceprogram.com/index.php?/topic/140580-130-122-kopernicus-release-2-may-30/ Copyright: @MrHappyFace - Creator of KopernicusExpansion - when he decides to come back he can take whatever I made and continue to build on that @Thomas P. - Update to KSP 1.3.0 / 1.2.2, small improvements @GregroxMun - Name idea and the one who is pushing me to do a release asap 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".
  12. 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.
  13. So... A few months ago I created a mod that adds the system from movie Interstellar to your game. And that I thought "Why not make a mod that adds a system from another Sci-Fi movie?" So, let me introduce... THE KOLYPHEMUS SYSTEM This mod adds the kerbalized version of Polyphemus and its moons from the movie Avatar. NOTE: Two of the bodies in the mod (Kolyphemus and Pandoor) is fully based off the Polyphemus and Pandora. Other moons of the Kolyphemus are not canonical. The system: Kolyphemus - a gas giant with oxygen atmosphere that orbits between Eve and Kerbin Kalatea - that weird moon is often called "The Space Cheese" due to its strange shape, orbits between Kolyphemus' rings Moei - a lava world Pandoor - a habitable planet with giant trees on its surface (the trees are WIP and may glitch) [MORE PICS] [DOWNLOAD FROM SPACEDOCK] If you like my mods, then why not leave a small donation to keep me be motivated doing another one? It really helps me out! Thanks to: @Artem Kerman for helping me a lot with the visuals @Samio for uploading the Moei color map in the Posiible planet additions thread
  14. 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...
  15. ^Model is not actually 8-bit After lots of research, lots more math, and lots more tinkering, I am proud to present this 3D model (version 2.0!) of the KSP solar system. This tool provides accurate visualization and measurement of KSP’s celestial bodies with respect to one another using GeoGebra, a free and open-source graphing software. Sure, it’s pretty to look at, but its real strength is that you, the user, can use it to model and/or measure just about anything in-game. All planets and moons are represented accurately in terms of scale, eccentricity, orientation, inclination... all of it. The base state of the model has all bodies located where they would be in-game at UT=0, and can be run forward from there to 1000 in-game years (and beyond if you really need). Scale is in megameters (1Mm = 1,000km = 1,000,000m). ^Applet screenshot All stock planets and moons are represented accurately on their orbits. Semimajor axis, eccentricity, inclination, longitude of ascending node, argument of periapsis, orbital period, phase angle, body size (including atmosphere), and sphere of influence are all modeled. All bodies start exactly where they would at the beginning of a game (UT=0), and can be run forward from there to 500 in-game years (and beyond if you really need). Scale is in megameters (1Mm = 1,000km = 1,000,000m). Some of the data have been extracted directly from KSP (v1.2). Everything else is calculated within the model using that raw data. See below for the code used for the extraction. To use: To use the base tool (a version that is not easily modified or customized), follow this link to view and use it in the GeoGebra web app. You can get the customizable version at this link. It is strongly recommended that users download and install GeoGebra to their computer, as it’s faster and more stable. You can download the source file for the model by navigating to the appropriate link above and clicking in the top right corner of the applet. Full Instructions on using/customizing the model are available at the wiki. This project was very much an adventure for me, so I would not be surprised if there are (still) things I've missed, inaccuracies, etc. Please don't hesitate to bring them to my attention, along with suggestions for how to fix them, if available. I'm also open to ideas about additional features. Licensing: Because I've published the model on geogebra.org, it is subject to the Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) license. Keep in mind that Geogebra is something altogether different. I have had no part in developing it, and it is subject to its own licensing, terms, and conditions. Updates: 05/20/2017: Major update with updated/streamlined calculations, fixed mathematical errors, improved accuracy (thanks to a script for the direct extraction of data from the game), new basic/customizable versions, and a wiki! 04/08/2017: Addressed crowding of AN/DNs & Pe/Aps by replacing the checkbox for each with a drop-down menu, allowing users finer control over what is shown/hidden. Added hide-able stats pane for body in focus, displaying orbital/physical parameters and time to AN and Pe. Changed auto-zoom levels to depend on body in focus. Original 2D model updated/converted to 3D. Known Issues: Body in "Focus View" drop-down often needs to be selected twice in order to display the target body at intended zoom level. Suggestions welcome. When focusing view, viewVector should orient camera to particular angle. It does not. Commented out for now. Discrepancy between JS syntax accepted by the web app and desktop versions causing error in customizable version's web app at launch. Not sure of reason, no "proper fix" at this time. Works fine in desktop version. Simple workaround is here. ^Joolian system
  16. 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.
  17. 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
  18. Rooster's Planet Pack Explore a star, 5 planets and 12 moons with this new awesome mod! [WIP] The new planets and stars: Ilvan Sweater Giro Miner Blue Gold ARAUCANA DENIZLI ScienceDefs: 1/17 complete QUESTION: Are all planets called like chicken breeds? ANSWER : Yes. QUESTION: It has compatibility with other mods? ANSWER: No yet, but I plan that (Is still a WIP).
  19. To Squad: A Kerbal Suggestion , Decaying Orbits Decaying Orbits , (as seen on the title) So You may ask what does "Decaying Orbits" mean? , Well if you're asking that , Then i will explain as briefly as i can below . -1 What is the meaning , 2- The Concept , 3- The Main Planets Different amount of pull , and 4- Why i think it should be added to KSP. 1- What is the Meaning of "Decaying Orbits"? Decaying orbits or "Orbital Decay is a process that leads to gradual decrease of the distance between two orbiting bodies at their closest approach (the periapsis) over many orbital periods. These orbiting bodies can be a planet and its satellite, a star and any object orbiting it, or components of any binary system. The orbital decay can be caused by a multitude of mechanical, gravitational, and electromagnetic effects. If left unchecked, the decay eventually results in termination of the orbit where the smaller object strikes the surface of the primary; or for objects where the primary has an atmosphere, the smaller object burns, explodes, or otherwise breaks up in the larger object's atmosphere; or for objects where the primary is a star, ends with incineration by the star's radiation (such as for comets), and so on. 2- The Concept (In game) I Think Decaying Orbits or "Orbital Decay" should be adjustable based on the player's level of experience , For instance , When you make a new game and you choose "Easy Mode" the Orbital Decay won't have effect on the spacecrafts at all . At "Normal Mode" the "Orbital Decay" would have effect on the spacecraft at 50% Efficiency , and on Hard Mode it would have effect on the spacecraft at 100% Efficiency. Each planetary body , depending on its mass and gravitational pull would have a different amount of decay . For example , Someone launched a satellite to 150 km on Kerbin's orbit , the "Orbital Decay" at Normal Mode for example would be 1/km per 60 Days , on Hard Mode it would be 2/km per 60 Days or 1/km per 30 Days . If the player wants a much more Decaying effect , He can adjust it in the settings , Or if he wants to lower the effect , He can also adjust it by using the settings. Also If the player has a spacecraft in orbit he can prevent the "Decaying Effect" by Doing Pro grade Burns to boost the orbit , the higher the player's orbit is the weaker the Orbital Decay effect , would effect the spacecraft , For instance i have a Probe at 150 km of kerbin orbit , and another Probe at 1500 km of kerbin orbit , the probe at 1500 km would Decay 10x Slower , for clearance the 150 km orbit would decay (Fully) in 150x60 Days if the rate was 1/km per 60 days ,and it was normal mode . and the probe at 1500 km would decay (Fully) in 1500x60 Days Of Course the player will be able to edit the rate , either using cheats where he would hack gravity which would slow down the orbital decay effect , or increase it . he can set both (Cheats or in the settings) 3-The Main Planets Different amount of pull (What i think) (all descriptions below are at 300 km which in that altitude would have the normal decay effect) To make the game a little bit fun and with a little of science , i think it should be around 1-5 km / per 60 Days in Kerbin Moho- Not yet settled Eve- 1-3 km / per 60 Days Duna- 0.5 - 3 km / per 60 days Jool - 5 - 10 km / per 60 days You Decide about moons and dwarf planets the sun , (Note: the description was written by me and my mind , not figuring out the masses and gravtitational pull and all of that stuff, i just put atmospheric height in my head) 4-Why I think it should be added to KSP I think "Decaying Orbits or Orbital Decay would be an awesome additon to KSP and would make it more realistic and fun and in the same time , Challenging and this concept sounds easy to implement in the game , i would like to know if it is possible or not , but nonetheless i think this would be a great idea. Thank you for reading (Look at Poll) -Wilford Kerman -Year 104 , Day 48 btw , write what you think about this idea in the comments section below
  20. Hey guys, my idea here is to add parts to construct actual planet bases, with a life support system. I know you can get both of these things in mods, (In fact I'm running a mod that gives me planetary base parts) but I think they should add a life support system and base parts to make them stock. One because it would add so much more to the game, two because I know for some people mods can slow their game down, and I think something like this should be in the game anyway. Plus as I found out with an earlier idea, that the game developers try to keep the game realistic (Which I totally understand) and this would not really be detracting from the realism of the game, in fact a life support system would make it more realistic (if people new to the game found having to add a life support system to their ships to hard for them the game developers could make the life support system an option when a person is creating a new game) Any comments?
  21. (Project files, names, and everything else have all been given to @TrooperTK_0421) Click For Screenshots! Remember to rate FAIRLY! Now Available On CKAN!(not anymore!) CurseForge Link Click This For My Discord Channel for An Easy Way To Post Bugs or Ideas! SpaceDock Link To K.G.R. Completed Star Systems With Planet Names: -Abbadon System --Aphrodite --Icy --Nix --Violetta -Erevate System --Eden --Helios --Sehera -Gargantua System --Edmund's Planet --Mann's Planet --Millers Planet -Nim System --Nothing Yet! -Oblok System --Aelion --Phoenix --Sunflower -Opete System --Hypat --Krush --Krush-B --Poseidon -Osiris System --Ida --Isus --Rocko --Volco -Polaris System --Cite --Hoth --Pandora --Ryla ---------------------- Thanks To: GotBread for updating from 1.0.5 to 1.1.3 _Augustus_ for creating StarSystems config Samio for creating Possible Planet Additions Thomas P. for creating kopernicus Retrograde for creating the amazing logo! Included mods: Kopernicus Module Manager ----------------------
  22. 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
  23. Time to introduce announce a new Kopernicus mod, one that changes everything: Total Rebuild! This is where we'll post updates on development as well as screenshots, ideas, that sort of thing. Expect a true page makeover for release. Current completion: 90% So what is 'Total Rebuild' exactly? True to it's name, it destroyes every stock KSP body save for Kerbin and the Sun, before adding a completely new planetary system, counting more bodies than the stock system, with currently 23 planets & moons on the planner versus stock KSP's 16 planets & moons, with possible planetary expansions in the future. What can I expect from it? Expect to find a new solar system to explore, with vast, diverse and unique worlds. It'll come with custom Scatterer and EVE configurations, as well as new, HD surface textures and nice ScaledVersion resolutions. Ergo: quality overload. Too demanding for your computer? Don't worry, we got you covered! The default package should be more than enough for your computer to handle, if it can take stock KSP it can take this mod as well. If your PC can already run KSP at max res plus stuff like EVE and Scatterer, then go ahead and install the quality upgrades provided with the mod! You can never have too much eyecandy. Any sweet pictures to show, TWG? Feast your eyes, Kerbals! Here's what we have so far! With the new EVE clouds: So who's in charge of this? Total Rebuild is being created by @The White Guardian and co-written by @Agent-Daniel_46 (winner of KCM3) What can I do? Any feedback (and ideas) is much, much appreciated! Download link
  24. Hey all I was playing my KSP and in the middle of capturing an asteroid, when I had this idea. Why not make it possible to land on Jool? I was thinking that they should keep the green gas cloud totally around it to impossible to see anything but green, until it disappears like 150M from the surface and then give Jool a planet surface that always looks like it is night time. I thought this would be fun challenge to, not only make Jool a Kerbal destination, but to also make a cool challenge for someone to try and land on a planet where you can't see the ground until you've almost landed. Any thoughts?
  25. Xen's Planet Collection: Hey! This is a collection of stock-alike and (mostly) procedurally-generated Kopernicus planet mods I've created. They can be downloaded separately, but I plan to later add one download for all of them. All of the mods work independently of each other, so if you don't want to download all of them you don't have to. Download link: SpaceDock (I'm no longer updating the CurseForge mirrors, it's too much extra work for very little gain) Requires: Kopernicus Mod Support: - If installed with Outer Planets Mod, only Kyx and Beros will be added, and will orbit Plock. - If installed with SigmaBinary, Eeloo and Alu will orbit a barycenter between them. - Other mod support is planned but I'm too busy to implement it all properly. Installation: - Install Kopernicus (v1.2.1-1) - Drag XPC folder into KSP's GameData folder (If the folder already exists, merge them and allow it to replace any old files). - Enjoy! Current mods: - Mios system (1 planet, 2 moons) v0.5 - Moons of Eeloo (3 moons, changes to Eeloo) v0.6 - Richell system (1 planet, 1 moon) v0.2 - Moons of Eve (2 moons) v0.1 - Moons of Duna (1 moon, rings around Duna) v0.1 Future Plans (v1.0): - Settings.cfg file which can be edited to chose which planets you want enabled - Configs for Distant Object Enhancement and Planet Shine - Additional science reports + science reports for Dmagic Orbital Science - Delta V map including all added bodies + documented transfer windows - Planned additions to each body (almost all bodies will receive added procedural craters): - Mios: Oxygen atmosphere, more varied terrain + Serc will have three massive craters - Eeloo: Change Eeloo's texture + possibly add liquid nitrogen oceans (like Pluto may have had previously) - Eve: Add changes to Eve and Gilly + rearrange the orbits of all moons - Duna: Big changes to Nyke's appearance + minor changes to Ike - Richell: Add another moon - Minor Planets (new): Add analogues for Vesta and Ida/Dactyl (Italicized/underlined features are done) **Community-made Mission Reports**: See photo albums of the mods in action! Extended Kerbol System Exploration by eloquentJane features the planet collection alongside the Outer Planets mod and potentially others. ==================================================================== The Mios System Mod: The Mios System Mod currently adds one planet with two of it's own moons between the orbits of Dres and Duna. This is my first mod so please, constructive criticism is very much welcome! ==================================================================== Moons of Eeloo Mod: I hate to say it, but Eeloo looks pretty... boring. And seeing as it is (most of the time) the farthest planet from Kerbin I've never felt the urge to actually visit it. I made this mod to make Eeloo a lot more interesting, by adding 3 new moons and an atmosphere to Eeloo. ==================================================================== The Richell System Mod: This was my entry to the second contest of the Kopernicus Creativity Marathon. I have since given it a moon, Iber. Richell orbits between Dres and Jool and has large polar oceans and a thick atmosphere (inspired by Saturn's moon Titan). ==================================================================== Moons of Eve Mod: This mod adds two new moons to Eve. ==================================================================== Moons of Duna Mod: This mod adds a new moon to Duna, as well as a ring system. ==================================================================== Acknowledgements: - The Kopernicus team (Thomas P., NathanKell and KillAshley) - Especially big thanks to the creation of Kopernicus Examples which are soooo helpful - The White Guardian, whose PQSMod tutorials started me off - Sigma, for creating the Sigma Binary mod - r4m0n for his FloatCurve editor - CaptRobau's Outer Planets Mod, which inspired me to create a Kopernicus mod - Probably more people but I can't think of any