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Posts posted by UranianBlue
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Introducing UranianBlue's Interstellar Planet Pack for KSP 1.31
Requires Kopernicus
UranianBlue's Interstellar Planet Pack features two exoplanet systems: Sigma Kaurus and Delta Cyclonus. Explore the immensity of interstellar space.
This is a project that I've had done for a while. I must have forgotten to create a release page on the forum.
Planets in the Delta Cyclonus System:
Magmus: an Eve-like planet covered in hot gasses. It has no moons.
Qwerty: an exo-Kerbin with a magnificent ring system and two moons: Segway and Arval.
Tragon: a dusty brown desert world.
Yriga: a gas-giant with two large moons: Weltron and Oblon.
Planets in the Sigma Kaurus System:
Pyros: a hot-Jool with one rocky moon: Jager.
Itron: A water-world with several small continents and a purple ring system. It has two moons: Chalk and Exor.
Gigantus: a massive object, of spectral class L, on the borderline of what's considered a star and what's considered a brown-dwarf.
Download on CurseForge:
https://kerbal.curseforge.com/projects/uranianblues-interstellar-planets-and-parts
Some links to pictures:
Some pictures show clouds as produced with the e.v.e mod.
Currently, the optional cloud extension mod for this pack is under development and has not be released.
Don't ask for it.
Yes, there'll be an update eventually. Be patient though, this takes time, since I'm the only one working on this mod.
I'm also looking for assistant developers who can assist in creation of science defs and improved biome maps.
If you're interested, send me a message.
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14 minutes ago, SamBelanger said:
What do you want
Do you need any extra science defs, or work done on your wiki?
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1 minute ago, SamBelanger said:
It's done!!
what do you need me to do?
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Just now, SamBelanger said:
Ok what's your curse name?
same as my forum username: UranianBlue.
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12 hours ago, SamBelanger said:
Cool!
What is your name on GitHub
I don't use GitHub; I only use Curse.
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11 hours ago, SamBelanger said:
(Do you have a GitHub account?) I accept that you help us with MM code!
SamBelanger is trying to enslave you, run for your lives!"accept" might be a little soft for what you truly have planned.
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19 hours ago, Gameslinx said:
Naaaah!
I've been working 99% alone on my planet mods. You can do it just fine!
Yeah, that hasn't helped me very much. I take forever to get anything made. I just learned that you can hire
slavewriters who will write science defs for you.I hope you're sarcastic, because @SamBelanger is working on a pretty big mod.
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13 hours ago, TheSpacePotato said:
We never said we hated writing sciencedefs for KSS. Sure it can get repetitive at some times with less exciting bodies, but it's always fun
We aren't enslaving people? The point of having other people help is so @StarCrusher96 doesn't have to do everything with the mod and can put more focus onto the mod itself, rather than doing everything with his mod. Tons of modmakers do this; it's nothing new. If you want people to help write sciencedefs, just go ahead and ask.
Hmmmm....
As a pragmatist, I will immediately put this philosophy to good use...
Who wants a job?! -
1 hour ago, TheSpacePotato said:
They aren't timed though. We pick a body that we want to write for, take as much time to write it, then put it into the configs. We have no deadline so long as we're writing sciencedefs for the mod at a decent pace. If you look at the Version History, you can see only 7 bodies had sciencedefs for 0.6. In Part 1, 21 new bodies had sciencedefs written. In Part 2, we're planning on adding sciencedefs for 9+ bodies, and you can check here to see what we've added, and I always update it whenever we finish sciencedefs for a body.
Considering that there is somewhere around 100 bodies in KSS, it looks like there must be at least another 60+ bodies that need science-defs.
1 hour ago, Greatness101 said:To be fair Starcrusher is pretty lenient about how long you take to do sciencedefs. Plus, you usually have two other people helping (TheSpacePotato and me, although admittedly I've been slacking off lately due to my schoolwork) so it's not a lot of pressure at all.
Plus you get the benefit of knowing what's going on behind the scenes and influence development, which if you're into this mod, is a pretty good thing to have.
I need to do this with mods I make. Never though about
enslavingthe community. If only I could get the community to write Science Defs and draw biome maps for me . . . -
On 11/21/2017 at 12:45 PM, TheSpacePotato said:
KSS won't work in Universe Sandbox because the sizes are 1/10th real and the orbits 1/11th. @StarCrusher96 is testing compatibility with Principia, and he says that most of the Kerbol System and Nova Kirbani System is for the most part stable.
You are lucky that the player "Hypercosmic" hasn't been to this thread... Some say that he will troll your thread if your system isn't stable. Still others say that you can summon him if you say his name three times...
good luck dealing with the pessimism
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26 minutes ago, StarCrusher96 said:
The configs are always already provided. It's just working on 1 celestial (just writing the sentences) with the information provided and moving to the next one after finishing.
timed situation could be bad though. If a big release of KSS, say part two, is supposed to have all the new science defs, and I haven't finished them yet, I have a feeling that KSS players are going to show up at my doorstep with pitchforks and torches.
I noticed your configs have weird indentation; do you use a text editor other than Notepad++?
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2 hours ago, TheSpacePotato said:
To be fair, writing sciencedefs and descriptions isn't that hard. So long as you can think of something decent and witty to say, you're pretty much good
yes... but in order to make a complete science def config, which takes forever to write because I've done it before, it would take maybe two hours to get all the required science defs for just one planet. Now, multiply those two hours by the ~100 objects in KSS and you understand this term: Crippling Depression
I'm applying for the job because I only want to do a fraction of the science defs, and I don't want to do them in a timed situation.
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17 hours ago, StarCrusher96 said:
THE KSS TEAM IS LOOKING FOR A NEW MEMBER
TASK: WRITING SCIENCEDEFS, WIKI, DESCRIPTIONS, ... BASICALLY A LOT OF WRITING
SKILLS: CREATIVE WRITING
*English is your mother tongue
CONTACT WITH PM @StarCrusher96
Oh boy...
everybody! run from this forum as fast as you can! The GPP thread isn't looking to enslave you.This is going to be fun. How many people do you think saw this and ran as far away from this forum, then promptly took a job at the DMV to avoid being a
slavewriter? -
4 hours ago, ProtoJeb21 said:
Pulo is 99.9% done. I've finished its textures, fixed its ring, added a nice little haze of an atmosphere, and gave it custom ground scatter. And yet, it's actually solid GS. I also worked on its main moon, Keron. Its one of my favorite Kopernicus objects I've ever made, due to its incredibly diverse landscape and working terrain scatter. Keron is over half the size of Pulo and the two of them are tidally locked to each other, like Pluto and Charon.
Meanwhile, @The Cuttlefish Empire has made Scatterer configs for Eotia, Agnostos, Neverita, and Atmisgi. They're all coming out great!
Also, a new study was published on arXiv the other day detailing how surface activity on red dwarf stars can seriously change radius estimates on transiting exoplanets. The study team found out that the TRAPPIST-1 planets are about 8% smaller than originally calculated and are slightly denser. Looks like I have a lot more work to do with that system now.
this is why monitoring UV Ceti stars and discovering them is important!!
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9 hours ago, qzgy said:
Why?
Because Duna and Mars steal all the spacecraft missions from Urlum and Uranus.
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I hate Duna / Mars!!!!
I had to let that anger out somewhere.
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4 hours ago, RatchetinSpace said:
I've played around with planet mods before, the problem I have with them is that kopernicus seems to bog down my KSP framerate by about 25% for some reason (even if I have no planets installed). I'd like to see extra planets supported by official code so this sort of issue can't happen. I do like some of these mods but they just impact performance too much.
With regards to my comment on extra star systems, I was assuming that a warp drive would never be added to stock KSP, therefore it would be silly to add extra star systems. If a person is hypothetically installing extra star system mods then they can/should by all means use a warp drive mod, I just decided to try it out with stock parts to see how feasible making an interstellar mission would be in the base game. It wasn't too hard to be honest, but the craft ended up being a small ion spacecraft with lots of RTGs for power and loads of Xenon fuel. Burn times were hilariously long, and the mission time took 750,000 years. I just don't think those kinds of missions have a place in the stock game, I would rather keep those to the modding community.
The community, however, is fine with modded parts, like those given in IS Extended. In order for Squad to add in these features, they need a good reason. Right now, the majority of KSP players are happy with the mods that add in the features you desire.
Mods are your friends.
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1 hour ago, RatchetinSpace said:
Asteroid belt: Add two or three Gilly-ish sized asteroids near the orbit of Dres and some randomly spawning untracked asteroids there as well. That'd pretty accurately represent the Solar System's own belt. Asteroids are actually really far apart so they aren't much of a concern to spacecraft. Plus you could never get out of the way in time anyway, they'd be moving several kilometers per second relative to your spacecraft.
New Planets and Moons: I'd like to see two more gas planets. I imagine a larger gas planet than Jool (like 2x as large) with 7+ moons and untracked asteroid moons, and a third gas giant, smaller than Jool with maybe 3 moons and really far away, so that Solar Power is essentially useless. This planet could also be a 'super-earth' as was discussed back in 0.17 with massive gravity and a very thick atmosphere.
Star Systems: I think are a waste of time in this game. They're just too far away to be practical to add. Time Warp would have to be updated to have several more iterations because spacecraft would take thousands of years to reach their targets (believe me, I've done it with mods).
5 Meter Parts: Correct me if I'm wrong but I believe 5m parts are being added in the Making History Expansion.
First of all, extra planets are easy to add in. So easy, that there are many mods out there that do the trick. Try out OPM or KerbolOrigins; they have the gas-planets you want. As for asteroids, those are also easy to make (Here is one of my mods that adds in several Dwarf Planets (in future updates, asteroids too!) https://www.curseforge.com/kerbal/ksp-mods/dwarf-planets-plus, keep an eye on it for more updates). Since the community has made very good mods using Kopernicus, you'd have to give @SQUAD a very good reason in order to get these planets (which are already made in KerbolOrigins) into the game.
You appear to be going about the Interstellar business in a strange way. First, the better interstellar planet packs (KSS, for example) change the max warp rate. If you want to get to another star system, you should probably use a warp drive too (like Interstellar Extended).
On 11/11/2017 at 10:10 AM, Jim123 said: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
Anybody can "make" 5m parts in TweakScale.
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This has got to be the easiest challenge ever. All I need is North Kerbin Dynamics, BD Amory, A Tsar Bomba, and a rocomax fuel tank with a mainsail engine!
Why would we want to blow up the KSC? While Kerbals and Astronauts are "expendable", nobody wants to be nuked.
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54 minutes ago, The-Doctor said:
I must say, congratulations on the work, it looks beautiful. You really worked hard on this.
I can't express how much I love KSS. Just wait till @StarCrusher96 released KSS 2.0!! Already, one could say that this is the best planet pack mod in a room full of KSP players and have that idea unchallenged. I can't wait for the new objects and restored features that are coming out!
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21 hours ago, ProtoJeb21 said:
Oh my Kraken, all the nostalgia! Right-angle overheat bars, tiny fuel gauges...reminds me of the old days.
note that there is no communication gauge on the vessel. maybe the shot was taken even earlier than 1.1!
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Haven't heard a lately. How is the Principia compatibility coming?
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@ProtoJeb21, how many of the planets in the pack were made with SpaceEngine? Tell the truth.
Hot-Jool Mod
in KSP1 Mod Development
Posted
I'll start working on a reboot. anybody who wants to help please send me a pm.