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  1. The Dwarf Star is a mod that adds a tiny red dwarf carbon star1 that, as of now, adds 2 planets, which orbit the star (Which is named 'Phoenix'). I'm also going for a user-based approach, where users here can suggest planets/moons2 to be added around Phoenix. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Current Objects: PHOENIX: Phoenix is a tiny, tiny L-type main sequence carbon star with a soot-grey3 atmosphere and 1 planet orbiting it. REKIESSE: With its great bulk, deadly features and great proximity to the star, this planet proves the most daunting of all the Phoenix worlds and it eludes all reasoning. The only supporting knowledge for its presence is that it formed at or beyond the outer border of the habitable zone and migrated in. SEPTIS: A planet just a tad larger than Kerbin, but with a bit less gravity. It's close enough to Phoenix to feel quite a lot of tidal friction, but isn't close enough to be a molten wasteland. The surface is dotted with volcanoes, as well as patches of blue-black bacteria. No water is on the surface, but there are pockets underground that the bacteria feast on. NEEBRILLE: Neebrille is a large planet almost entirely made of water, except for the iron core, and some small archipelagos floating ontop of the liquid water. Most of the water is frozen because of low temperatures or high pressures, but there is a wide equatorial 'river' that is liquid. ABRAXA: Abraxa is a cold, dark world with a hot side covered in liquid ammonia. The planet is smack in the middle of the ammonia based habitable zone, so it's feasible for hosting alien life, and Abraxa will likely be the last refuge for kerbalkind once the Sun dies. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Thanks to: Me, for making the mod @ProtoJeb21, who helps with the planets. @JadeOfMaar, who makes the resource configs so you can mine the $%&# out of the planets! -------------------------------------------------------------------------------------------------------------------------------------------------------------- DOWNLOAD: https://spacedock.info/mod/1261/The Dwarf Star PICS: DEPENDENCIES: Kopernicus (Packaged with the mod) RECOMMENDATIONS: KSP Interstellar Revived RoverDude's Standalone Warp Drive -------------------------------------------------------------------------------------------------------------------------------------------------------------- 1: I specifically stated that it's a red dwarf, as most carbon stars are red giants. 2: They have to be plausible. So no moons or magnificent, Saturn-like rings around a planet that orbits Phoenix every 1 day. Also, try and make them unique, not something everyone and their mother has done before. Even better, if your planet is supposed to have life, research the solvent liquid for this life to confirm it can make life of some sort occur naturally. 3: Yes, I spell grey like that. Deal with it. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Also, please note that Phoenix doesn't just have an ammonia-based habitable zone. It also has methane-based, water-based, chlorine-based, sulfur-based, etc habitable zones, just like every other star (Including the Sun).
  2. I've decided to discontinue this mod. While I am perfectly capable of developing it, my PC specifically dislikes planet mods which of course means I am not able to test any new additions. If anybody would like to revive this mod then feel free to contact me. This is my second mod for KSP so again, do bear with me as I am still learning. A redo of this mod: The Original Kerbol Mysteries Presenting the re-imagined Kerbol Mysteries mod, the point of this mod is to add some interesting new stars, planets and moons. Let's dive in shall we? STARS PLANETS MOONS TO BE DONE Add a white dwarf star (i'm hosting a competition for the name!) Give Aquatica a Moon (i'll also host a competition for it's name, Aquatica-B is a placeholder!) DOWNLOAD Spacedock LICENSE: MIT REQUIREMENTS Kopernicus INSTALLATION Move "KerbolMysteries" folder from the .zip file to the GameData folder. KNOWN ISSUES Moving the camera underwater on Aquatica during the daytime seemingly puts you in a dark void with light only coming from Lobrek (is only a graphical glitch, don't worry) Re-entry also does not align with the atmosphere's height. In map view, double clicking on Lobrek from Kerbin (and potentially any body in the Kerbol system including Kerbol itself) may cause crashes. (This is so far an issue only I've experienced, tell me if you manage to reproduce the error). Lobrek's orbit line freaks out, this is only a graphical issue within Kopernicus so I cannot fix this. Lobrek's "aura" is too big, will be fixed by next update. Any advice, tips and people willing to help with the project are greatly appreciated.
  3. A while ago I've installed @GregroxMun's amazing mod called Revamped Stock Solar System (RevSSS for short). But recently I decided to play with stock solar system and go visit some easter eggs. The problem is, that deleting RevSSS broke my quicksave. Something that should probably be mentioned is, that I deleted the bodies it added to the game (currently just a few small Joolian moons). The rest of the mod is replacing the stock models/textures of the planets and moons. Anyways, when I try to load the latest quicksave, the clock resets and a bunch of vessels dissappear. Does anyone have the same problem/clue about what's going on? If needed, I can provide the save (if that would help)
  4. Planet Staus: A Concept, No ideas or textures. Just Started making, May be a name and texture. First Prototype. May be planet pictures. Pre-Release: I will leave a link to download the planet for peeps to test. I want some feedback if you were to test it. PLS This means the planet is complete and it will be downloadable in a planet pack when it is released. The Planets Helios:A Hot-Jool style planet. it does not have moons yet. Moon 1: A lava moon. May have another small moon orbiting it Moon 2: A less Lava-y Moon. May have a big crack in it Moon 3: A very small red Asteroid moon Moon 4: Another moon may be a small moon or an asteroid one. This planet would have rings Fazo/Faza : An asteroid Moon of Moho Moho may be re-textured A third Kerbin Moon/Probably a asteroid Moon 2 water planets, 1 between Eve and Kerbin and one between Kerbin and Duna Get rid of Ike for 2 smaller duna moons. Sarna: A Gas Giant bewteen Duna and Jool Dres and Vall are moons Keelus: A massive moon that orbits quite far from sarna Will Probably add more moons Jool will have many more Asteroid Moons and will probably. Goal 20 moons. Uarnus: Has a odd ring and many moons orbiting in weird inclinations Nedo : A Planet with a heavy atmosphere which gives it oceans Neiden : A Light Blue gas giant with not as many moons as Jool. Will have many weird and Interesting moons. Armedia: One of a few dwarf planets on the kerbol system outskirts Pluti : Another Dwarf Planet. Erno: A third Dwarf Planet Xi : A Rouge planet that entered the outskirts of the Kerbol System Stars: Sol: This star holds our home system. Alpha Centari Trappist:1 A couple rouge planets. Maybe a random pulsar. A made up 2nd solar system. Contents unknown Click me for a survey about the mod. This are my ideas so far. If you have any ideas or name suggestions pls comment them. I want more things and this is all i got.
  5. My Kopernicus Planet is not wanting to load: I found some trouble points in log: [LOG 18:48:04.280] Load(Texture): Galaxy/Planets/Sarna/Color [ERR 18:48:04.283] DDS: File is not a DDS format file! [WRN 18:48:04.283] Texture load error in 'C:\Kerbal Space Program\GameData\Galaxy\Planets\Sarna\Color.dds' NOTE: My color map is in .dds format [LOG 18:48:32.773] [Kopernicus] Bad DDS header. [LOG 18:48:32.774] [Kopernicus] failed to load C:/Kerbal Space Program/KSP_x64_Data/../GameData//Galaxy/Planets/Sarna/Color.dds These are all the errors kopernicus wentrough in startup log. Here is planetary Config @Kopernicus:AFTER[Kopernicus] { Body { name = Sarna Orbit { referenceBody = Sun inclination = 5.6 eccentricity = 3 semiMajorAxis = 113549713200 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 0.5,0.1,1,1 } Properties { description = Sarna is the second gas giant of the kerbol system. It has host of about 10 moons and is ''alot better than Jool'', according to Jeb. radius = 7560000 geeASL = 1.4 rotationPeriod = 36000 rotates = true tidallyLocked = false initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 30000 30000 60000 100000 300000 600000 800000 ScienceValues { landedDataValue = 8 splashedDataValue = 1 flyingLowDataValue = 5 flyingHighDataValue = 5 inSpaceLowDataValue = 7 inSpaceHighDataValue = 5 recoveryValue = 5 flyingAltitudeThreshold = 12000 spaceAltitudeThreshold = 140000 } } ScaledVersion { type = Atmospheric fadeStart = 0 fadeEnd = 0 Material { // Common scaled space settings texture = /Galaxy/Planets/Sarna/Color.dds shininess = 0.1 specColor = 0.0,0.0,0.0,1.0 // Atmosphere settings rimPower = 2.06 rimBlend = 0.3 // Atmosphere color ramp texture Gradient { 0.0 = 0.094,0.220,0.643,1 0.6 = 0.0549,0.0784,0.141,1 1.0 = 0.0196,0.0196,0.0596,1 } } } Atmosphere { // effectively the ambient lighting color for all objects on the ground of this body (provides a slight tint) ambientColor = 0.006,0.187,0.8,1 // // shader.invWaveLength = Color( 1 / r^4, 1 / g^4, 1 / b^4, 0.5); // lightColor = 0.709,0.788,0.543,0 // General atmosphere settings enabled = true oxygen = false altitude = 25000.0 // Atmosphere Pressure // pressure (in atm) = multipler * e ^ -(altitude / (scaleHeight * 1000)) pressureCurve { key = 0 1722.525 -3.68761403636364E-02 -3.68761403636364E-02 key = 13750 1215.4779 -2.89618181818182E-02 -2.89618181818182E-02 key = 27500 926.0747733 -1.70812909090909E-02 -1.70812909090909E-02 key = 41250 745.7422867 -1.22066367272727E-02 -1.22066367272727E-02 key = 55000 590.39232 -1.03885874909091E-02 -1.03885874909091E-02 key = 68750 460.0561533 -8.63595672727273E-03 -8.63595672727273E-03 key = 82500 352.9034533 -7.05044647272727E-03 -7.05044647272727E-03 key = 96250 266.1688867 -5.6660456E-03 -5.6660456E-03 key = 110000 197.0872333 -4.48274916363636E-03 -4.48274916363636E-03 key = 123750 142.8932733 -3.50056581818182E-03 -3.50056581818182E-03 key = 137500 100.8216733 -2.71949803636364E-03 -2.71949803636364E-03 key = 151250 68.1071 -2.13953963636364E-03 -2.13953963636364E-03 key = 165000 41.98433333 -1.65774109090909E-03 -1.65774109090909E-03 key = 178750 22.51922 -1.00126501090909E-03 -1.00126501090909E-03 key = 192500 14.44954667 -4.06759432727273E-04 -4.06759432727273E-04 key = 206250 11.33333333 -2.27824727272727E-04 -2.27824727272727E-04 key = 220000 8.184366667 -2.25669374545455E-04 -2.25669374545455E-04 key = 233750 5.127426667 -2.06283192727273E-04 -2.06283192727273E-04 key = 247500 2.51158 -1.61502101818182E-04 -1.61502101818182E-04 key = 261250 0.68612 -9.13301818181818E-05 -9.13301818181818E-05 key = 275000 0 -4.98996363636364E-05 -4.98996363636364E-05 } // temperature Curve temperatureCurve { key = 0 141.67 -0.002333333455 -0.002333333455 key = 33000 104.4583677 -0.0003304941091 -0.0003294753455 key = 57750 104.4583677 0.0003294753455 0.0003294753455 key = 85250 131.0381051 0.0001800779636 0.0001800779636 key = 154000 131.0381051 -0.0002483375636 -0.0002483375636 key = 220000 90.44359713 -0.0003304941091 -0.0003304941091 key = 247500 90.44359713 0.0001722816364 0.0001722816364 key = 275000 111.2241191 0.0002525833091 0.0002525833091 key = 343750 0 -0.0001634942182 -0.0001634942182 } } } } Does anyone know how to fix this.....
  6. In this thread, I will evaluate multiple planet packs to determine to top 10 most popular mods of this category. What I will do is pick out the top 10 from different download sites in terms of downloads, and then find the most popular fan-wise. However, with the wide variety of planet adding and changing mods currently available, the definition of planet pack is a bit confusing. Here are my criteria for a mod to be called a planet pack: It must add in new celestial bodies. It must not depend on another planet pack. If made with RSS, it must have celestial bodies separate from our own solar system. It can change the look and orbits of the stock bodies, unless it creates a copy of our own solar system or something too similar to the stock system. It must depend on Kopernicus or RSS. With this in mind, RSS (Real Solar System) and its add-ons are NOT planet packs, so they won't be on this list. If they were, they probably would've smashed all competition. Things like Centauri Dreams and Uncharted Lands are planet packs, but KASE is not. Now, it is time for Round 1. Round 1: SpaceDock Popularity This round will determine the popularity of a planet pack by its downloads and followers. #10: Saru Planet Pack (957 downloads, 16 followers) #9: Kumar's Dwarf Stars (1,025 downloads, 13 followers) #8: Larinax Solar System (1,291 downloads, 21 followers) #7: Antares Solar System (1,504 downloads, 18 followers) #6: Kerbol Origins (1,594 downloads, 24 followers) #5: Other_Worlds - Cercani System (2,653 downloads, 50 followers) #4: Interstellar Adventure Revived (2,906 downloads, 27 followers) #3: Constellations - The RSS Star Pack (Formerly RSS Extrasolar) (4,518 downloads, 34 followers) #2: Extrasolar - Planets Beyond Kerbol (9,347 downloads, 63 followers) #1: Outer Planets Mod (33,452 downloads, 222 followers) Round 2 will take place next week, and will look at GitHub downloads.
  7. Welcome to the official forum thread for ASSO. This is the main mod for all of my mods and currently has on addon: Ace's Galactic Expansion Version 0.1 Changelog: Screenshots: Download: https://spacedock.info/mod/1288/Ace's Stock System Overhaul Link for AGE Add-on:
  8. Hello everyone! This is an upcoming addon that I plan to release ~April 2017! You lucky lads and lasses might get it earlier if I can work hard enough. Right now, we only have space engine alpha screenshots. I'm looking for Devs to help me (For free, it's voluntarily, as all coding is) as I am stuck. I can do stars at the current moment. Gas Giant Hedsa. Orbits star Kernius. Largest moon of Hedsa, named Flairion. Smallest moon of Hedsa, dubbed Encharged, as it contains a huge amount of Thorium. It was formed from a Mars / Duna sized rock that hit the planet that was primarily made from Thorium, Plutonium and Urainium, so as it decayed over thousands of years, it heated the planet so it was warm, resulting in a mini star. This is the remains of this. A mini gas planet, which was knocked off from Hedsa and clumped together, resulting this gas ball that looks like it is moving. Unnamed moon 1 That all so far! Hope you enjoy!
  9. Dear people, The tutorial @Poodmund suggest me to watch really helped but now I got another problem. I made a texture for the gas giant but there is something I'm missing. It's hard to explain so I'll just show you: https://postimg.org/image/p9kulykod/ The texture has this line. I mean, it doesn't blend well. I don't know how to explain it but I'm guessing you can see it for yourself. Hopefully somebody can help me with this! Thanks for taking a look
  10. The Phoenix Red Dwarf System is a mod that adds a tiny red dwarf carbon star1 that, as of now, adds 1 planet, which orbits the star (Which is named 'Phoenix'). I'm also going for a user-based approach, where users here can suggest planets/moons2 to be added around Phoenix3. Current Objects: PHOENIX: Phoenix is a tiny, tiny L-type main sequence carbon star with a soot-grey4 atmosphere and 1 planet orbiting it.
  11. ...Is a mod that changes the Kerbol System to absolutely new star system with new planets and new challenges. Backstory: In 666012 Kerbol became a red giant and life on Kerbin became impossible. The Kerbalkind was needed new home. In 666013 the interstellar cruiser with a 50 000 kerbals on board had started from dying Kerbin and went to find another home for kerbals. After 3 years of searching Kerbals had found a small blue-white star and a little green planet orbiting it. They called the star "The New Hope". In 666017 the 12 droppods from the cruiser had landed on a planet orbiting The New Hope. This planet became the new home for Kerbals... Their "Eden". There are some screenshots: The mod link will be provided when the mod will become playable
  12. Can I request a mod that uses kopernicus to make those elite dangerous or no mans sky space stations? less work on the CPU because they aren't parts, and they could have gravity, and you could hyperedit yourself into orbit of the station!
  13. this is a first config for my solar system What it is? !Body,* {} or !Asteroid,* {}, explain me? then first planet as Home world (Earth) (i take this config from Real Solar System) this result is make earth as home world and without any other planet. Main menu body is earth then i am make config for Kerbin result is Main Menu body is Kerbin and cannot load save games or start new game how to fix. how to make Earth as home world and kerbin as other Planets? or How use kerbin as Kopernicus Templates?
  14. I was coding my first habitable terra-planet in Kopernicus, am I missing something?
  15. Creating Procedural Planet Textures (Heightmap & Colour) using Adobe After Effects Abstract To create an Adobe After Effects template that will allow for the generation of Planet/Moon Heightmap and Colour Maps for use with KSP by utilizing fractal noise layering to allow for ease of use by those that may not understand noise generation or subsequently, PQSMods/libnoise functions. The Adobe After Effects project can be download and used from here: https://www.dropbox.com/s/zss8ydp80zm6h7b/Planet Textures.aep?dl=0 ----- I recently rediscovered the power and effectiveness of After Effect's Fractal Noise libraries whilst working on unrelated projects and considered that it would be a powerful tool when used to create base textures for planetoids in KSP; if utilised correctly. Due to the way After Effects generates the noise, most noise created would be generated outside of the -180 to 180 degrees phase and therefore would not be seamless in the workspace and also the noise is created in a rectangular image space and therefore there would be significant 'pinching' distortion at the poles. To rectify this, the noise image space can be distorted using polar deformation to remove this issue and finally some manual seam blending can be introduced using a small mask to cover any inconsistencies that blends in with its surrounding environment. Finally, the resulting greyscale heightmap can be colourized depending on the lightness using a custom gradient scale to create a coloured ScaledSpace texture that varies with colour proportional to altitude. These textures can be rendered out of After Effects (at 8192x4096 in the attached project) for further use within KSP or for additional image manipulation work. The greyscale heightmap can be passed through a normal map generator to give you the bump map to be used in-game (remember that KSP uses inverted Red to the Alpha channel and the Green channel duplicated to RGB). Anyway, I have done some quick and dirty previews as to what can be achieved with not a terrible amount of effort, as you can see, bodies with complex and noisy terrain can be generated alongside those with mostly flat, rounded slopes: The above planetoids have all been generated using textures rendered straight from After Effects with the normal maps used being from the http://cpetry.github.io/NormalMap-Online/ tool by utilizing the greyscale heightmap. Above is a preview of one of the example bodies shown from Front, Left, Back, Right, Top & Bottom respectively to show the total lack of polar 'pinching'. Mini-guide Below I will list the respective stages of the process within After Effects to allow for the easy use of the attached project above. Panel 1: Noise Layers In this panel, you are required to generate the main features of the terrain by using multiple layers of fractal noise to build up a greyscale, rectangular base for your heightmap. As you can see, in the example above I have layered 6 noise layers to create the shown effect. The parameters listed against the Fractal Noise effect can be changed to alter the generated noise to your liking with a dynamic preview being shown in the composition work space. Ensure to layer blend your multiple noise layers to obtain the result you desire. Panel 2: Polar Distortion This panel requires no input by the user and simply takes the generated image from Panel 1 and applies the polar distortion required to create an even and consistent terrain distribution at the poles. Panel 3: Seam Blend for Heightmap The source image from Panel 2 is shifted horizontally by half a phase to show the seam error in the center of the image space. The mask in this composition can be resized, the feather adjusted and the opacity altered etc. to try and completely remove the seam whilst maintaining a good transition in the terrain on either side. This process can be seen below: This finalizes the greyscale heightmap for your body. Panel 4: Colourization The Colorama effect is applied to the source image from Panel 3 that allows you to create a gradient map that is directly proportional to the brightness of the texture. Many effects can be created here in the way that LUTs are used to colour terrain maps, realistically or not and even to reflect habitable Earth-like worlds. In the example below a simple rocky style gradient has been applied. Panel 5: Spherical Preview In this panel, you can rotate the colour map on the X, Y and Z axis (Y axis being the most useful) to give a real time preview of the body as a sphere. ---------- Once you are happy with your terrain maps, simply add Panel 3 and 4's composition frame to the render queue and generate your heightmap and colour map textures respectively. Ultimately, a Kopernicus config will be required to be written to use your textures to create the body within KSP. ---------- Disclaimer: I appreciate the fact this may not be a desirable way to generate terrain for use within KSP as basing your terrain of a heightmap texture can cause some rough, pixel'y terrain at the pixel boundaries... especially on larger bodies. Nonetheless, PQSMods still remain a confusing matter to many people and this method may be "good enough" for some to achieve the results they require. I post this up as a fleshed out proof of concept and nothing more.
  16. This thread is an attempt to document the Kopernicus planet mods various PQS modifiers and how they affect a planet. NOTE: while this will give you information about the pqs mods, it is best to mess around with the values to fully understand what the mod actual does (plus it's more fun that way) people should post information about various PQS mods such as VertexHeightNoise and add information and a picture of it in game there is a list of PQS mods here: https://github.com/Kopernicus/Kopernicus/tree/master/Kopernicus/Kopernicus/Configuration/ModLoader (link found in post by killashley) the ultimate goal of this thread is to be a complete dictionary of the various pqs mods so planet makers don't get scared off (though they should still play with the mod on their own) this will also allow more advanced planet makers to find a good PQS mod by looking through this instead of trying to remember them all Kopernicus mod thread: What the values mean AerialPerspectiveMaterial coming soon AltitudeAlpha coming soon BillBoardObject coming soon FlattenArea coming soon FlattenAreaTangential coming soon FlattenOcean HeightColorMap coming soon HeightColorMap2 also coming soon HeightColorMapNoise coming sooner LandControl coming soon MapDecal coming soon MapDecalTangent coming soon MaterialFadeAltitude coming soon MaterialFadeAltitudeDouble coming soon MaterialQuadRelative coming soon QuadEnhanceCoast coming soon SmoothLatitudeRange coming soon TangentTextureRanges coming soon VertexColorMap coming sooner VertexColorNoise coming soon VertexColorNoiseRBG coming soon VertexColorSolid coming soon VertexColorSolidBlend coming soon VertexColorSolidBlend coming soon VertexDefineCoastLine Coming soon VertexHeightMap coming soon VertexHeightMapStep coming soon VertexHeightNoise VertexHeightNoiseHeightMap coming soon VertexHeightNoiseVertHeight coming soon VertexHeightNoiseVertHeightCurve coming soon VertexHeightNoiseVertHeightCurve2 coming soon VertexHeightNoiseVertHeightCurve3 coming soon VertexHeightObolate VertexHeightOffset coming soon VertexNoise coming soon VertexRigedAltitudeCurve coming soon VertexSimplexColorRGB coming soon VertexSimplexHeight coming soon VertexSimplexHeightAbsolute VertexSimplexHeightAbsolute coming soon VertexSimplexHeightFlatten coming soon VertexSimplexMultiChromatic coming soon VertexSimplexNoiseColor VertexVoronoi VoronoiCraters Make object main menu body:
  17. Does anyone have a calculator for pressure and temperature curves in KSP for Kopernicus? My planets are going great but I just need help for this.
  18. Hello! I've put together an image of some planets I have spent the last 2 weeks making. I would like to ask you guys whether I should compile this and turn it into a mod for you to use. The only reason I am asking this is because the creation is still in its beta/early stages. There are only 5 planets, though they are mostly complete (still lacking biome maps for three of them). I'll add a poll and the images below so you can make a vote!
  19. Note: this is not yet downloadable, nor will it be until it or many others are complete. Yesterday morning I decided "Hey. Let's make planets!" After 7 long hard hours of analysing and doing my best to interpret the Kopernicus format, my first ever planet is nearly complete. The planet is called Olei (placeholder name, pronounced: "Oh Lie" or "Oh Lay") I've spent most of today ironing out the issues for it, and making the next two planets for a *possible* modpack! The next planet is called Dusk, because well... It looks like (dust?) Dusk! It's aimed at a smaller, non-atmospheric version of Duna with a more brown texture. Those spots are NOT volcanoes, just brighter splashes of colour. Reference orbit body: Eve at roughly 12,000,000m Here's Niebos, an earth-like planet. The black on the surface will be replaced with water once I learn how to do that. It has an atmosphere depth of 60,000 and some very rough terrain, as I'm still getting used to SpaceEngine. There are flat beaches to land on, similarly to Laythe, with some great base-making spots. Please, if you have a moment, I'd really appreciate some feedback on these planets. If you want me to turn this into an official mod, please drop a reply below! Have a GREAT day!
  20. I've been messing around with kopernicus, modifying the stock bodies, and I've run into an amusing problem. If I reduce a planet's radius with the planet shrinks alright, but for some reason its peaks stay at a similar height value. I made bop 1/10 Phobos's size and it looked like a hedgehog! I admit this is pretty funny, but how can I shrink a planet so this doesn't happen? Nevermind, this was easily fixed by using SigmaDimensions.
  21. The Stock Planet Revamp/remake pack Is a planet pack for kopernicus that remakes or revamps current stock celestial bodies Features (as of now) No weird space engine height maps or textures! Screenshots of currently changed planets(warning big images) Laythe\/ Duna\/ Eve and Ike\/ Dres and Vall\/ PLANS Full fledged biome maps. Support for visual mods such as EVE and Scatterer Changes for every stock planet and moon.
  22. Hello, I am developing a mod with Kopernicus. Everything seems to be in order...Except it isn't showing up. I Checked the logs with minimal Errors found. The only Errors were: (Body Log) (KSP Log): Note that these are the errors from the log, and I didn't put the entire log into the Spoiler as I saw it was unnecessary. Any Help?
  23. Dear readers, What's best to do for getting textures for gas giants? I know you can't really use PQS mods and SE (Space Engine) isn't the best choice either. I've really done enough research, but I still can't figure out what's best to do. Hopefully somebody can help me with this! Thanks! Just leave suggestions down below.
  24. THIS THREAD HAS MOVED! CLICK HERE: Kerbiting System This planet pack, which is in very early alpha phase, is a planet pack that rearranges all the planets in the stock Kerbol System. In later versions more planets and moon will be added, the star will change, and a lot more will come! This is what I let you guys decide. I like to make a planet pack which makes people as happy as possible. For that to happen I need your advice on what to do/add/edit. For now this is all you will get. I'm working hard on it and next version will come out soon! Very important to know is that this is my first work. So if any bugs are encountered, report them immediately! Let me know what you think and give me some advice on what to do next! I'll make a poll to know what you guys want to see first/next. Changelog: Alpha v0.2: Added correct science values for all the planets Alpha v0.1: All stock planets rearranged Given some different properties/orbit settings for some of the planets That's all for now. Images: POLL: Strawpoll Installation instructions: Just place the "Kopernicus" folder inside the "GameData" folder. DOWNLOAD: Kerbiting System Download DEPENDENCY: Kopernicus ModuleManager Thanks for downloading and have fun with my work! Big credits to the developers of Kopernicus and ModuleManager of course!
  25. I was wondering if someone could help me with altering a set of planet packs for personal use. I want to use Antares Solar System, Kerbol Star System, and Kerbol Origins, but they conflict with each other. Can someone tell me or link me to a video that shows me how to alter the planet packs to work with each other, move planets around, delete planets, etc. Also, can someone link me to a video/txt. Document that has a notepad file for a planet/body to use as a template for my own planets I want to create, like binary planets that are VERY close together in a horseshoe configuration that share an atmosphere.
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