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Found 74 results

  1. 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
  2. [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!
  3. ↑ 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 slightly plainer terra 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 48/83 Gas giant textures 0/8 Sunspot textures 0/9 Biomes 0/84 Sunflares 0/10 EVE and scatterer configs N/A Compatibility and resource configs 1/? Part pack N/A Roadmap Initial Release Biome maps and names Sunspot textures for all stars Rings and sunflares (and decide if Dawn or Traverse gets the nebula) EVE clouds and scatterer configs (ocean ref and auroras) Borrow some textures and make a part pack of warp drive, reactors, antennas and other whatnots (separate download as they are balanced for modded games) Star system and planet flags, support for NEBULA and BlackHeart decals Screenshots for LSM CTT, Karbonite, TheGoldStandard and other resources config support Scatterer integration with other planet packs Nice diagrams for KSPedia 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 Figure out how to make LandClasses work and add terrain scatterers Research body, DOE and PlanetShine compatibility Compatibility with GN and KSS "Improvements" that use more RAM Science definitions for stock and DMagic (hopefully will finish before the rapture) 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 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
  4. 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
  5. 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!
  6. 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.
  7. 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: Planned Features: Features Progress Complete the Kerbol System Almost finished The Kepler-296 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.
  8. 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
  9. 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:
  10. 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.
  11. 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. Downloads: > Download Alpha 0.1.2 WARNING: You must download the correct versions of Scatterer, EnviromentalVisualEnhancments and CTTP WARNING: VERSIONS 0.1 AND 0.1.1 DO NOT WORK. Status: Heightmaps Status: 11/11 Colormaps Status: 12/12 Configuration Files Status: 13/13 Recheck of the Configuration Files: 0/13 Clouds Pack Status: 2/5 Scatterer Configuration Status: 3/7 Easter Eggs? 0/3 Asteroid Configuration Status: 0/6 Final Touches: ??/?? Overall Progress: 40/70 (57.14%) Last Version Changelog (alpha 0.1): - Added Cercani - Added Vassa - Added Troni - Added C2-1 Installation: Drop the folder "OtherWorldsReboot" into "GameData" WIP Images: Original Other_Worlds Forum Threads: Original Forum Thread [1.3] Revamped Clouds Thread [1.3] License: CC BY-NC-ND 3.0
  12. 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!
  13. 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.
  14. 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.
  15. 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.
  16. 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
  17. 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...
  18. 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
  19. 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?
  20. 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?
  21. 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 Example: https://pastebin.com/WeXDm3q6 Pictures: https://imgur.com/a/lP8yd Footprints Displays footprints for Kerbals on EVA (if enabled on the planet) Add "allowFootprints = true" to the PQS nodes of the planets that should show footprints 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.) Example: https://pastebin.com/MAgLGnXd 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! TL;DR: You can ship the assemblies with your planet pack as long as you state that they are GPL licensed. 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".
  22. Does anyone know of any ways/mods that allow you to rename planets?
  23. Galaxy Planet Pack

    Galaxy is a mod soon to be released that introduces more stars and planets into the game. The center idea behind Galaxy is to change the sun to be a black hole, scrap the original Kerbol system, and then make a new system orbiting a new star from which players start from. In addition to the new system an additional number of systems will be added. Current stars Alpha Da: A binary star system with a gas giant, Polyphelus, from the Avatar Movie. Polyphelus has four moons, one of which being Pandora. Darkstar: A black hole. Skylis: A small yellow star with one gas giant, Klon. Klon has two moons. Omega: A blue star with one planet, Zoola Future Developments: More Star Systems More planets and moons around stars Darkstar planetary system New Homeworld
  24. Hi I'm trying to write the config for the planet through Мodule Manager , I wanted to change the name and description of the planet (only from mods!), but my experiments did not help, I need guides on patching PLANETS I found, I can tell you what has to be done in the config. Thansk.
  25. 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).