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  1. Welcome to the Golder System, a extremely distant extrasolar system. This planet pack adds 4 ringed planets, and 4 interesting moons. Introducing the system's bodies (minor spoilers): Download Required mods: Kopernicus (most recent version) ModuleManager and ModularFlightIntegrator Recommended mods: BetterTimeWarp - Being a very distant solar system, without this mod, a mission to Golder may take forever! Any warp drive mod - to speed up the journey Enjoy the planet pack! (Future plans coming soon) I'm also open for planet/moon suggestions, so feel free to suggest planets to me!
  2. edited cutout licensed under Non-Commercial use, no attribution required. in co-operation with @TheSpacePotato ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Hi there! Galaxies Unbound: Nova Kirbani is all about our closest stellar neighbour, Alpha Centauri. Although we don't know much about the system, a system was made based on various scientific and less scientific ideas. (no worries, Proxima b is also there) For questions or troubleshooting you'll find me and the others involved on this server: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- DOWNLOAD -> see new page ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- About Galaxies Unbound This 'collection' will exist out of several individual mods (systems). All systems will be based on real life star systems and will contain existing discovered planets. I tried to make convincing scientific accurate-ish worlds for you to discover. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- PART 1: Currently 1 system is finished and released. UPCOMING: Adds several starsystems with their own unique planets. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Changelog https://github.com/StarCrusher96/Galaxies-Unbound/releases/tag/1.2.3 ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Special thx to @TheSpacePotato, @Thomas P., @JadeOfMaar, @GregroxMun, @AR3S_TGL, @Adstri, .... ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- This mod is licensed by Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0)
  3. Terras Ignotas "Sail past the stars and wonder" [Placeholder Logo] Terras Ignotas is a mod that adds 2 small star systems to explore, though more will be added and existing ones will be grown. It may not look the best, but improvements are constantly being made! Credits: Hadron, Ayse, Ionis, Gobek, most of Pumilio and Maezenis - @NickRoss120 Pumilio and Maezenis tweaks, Jac, Jil, Hil, Epochon - @DeltaDizzy Patches that need to work - @Mrcarrot Ideas and testing - @RedPandaz Troubleshooting Please provide us (in a zip file) with your KSP.log, output_log.txt, ModuleManager.ConfigCache, and the Logs/Kopernicus folder. You also need to tell us the version of KSP, Kopernicus, ModuleManager, and Terras Ignotas you are using. Kopernicus IS REQUIRED. <--- Github Download! SOURCE License is MIT Come check out our discord server for quicker support! https://discord.gg/xJNe4rj
  4. Greetings again fellow kerbonauts! Hope you're all having a great day ^^, i just figured i'd ask where to put my .CFG (and by extension Normal/height map and texture files) within KSP's GameData folder, as i believe i have everything i require to get the planet working ^^, i have the CFG, the Normal/Height map (both are the same file, idk if that's not something i'm supposed to do or if that'll break anything, if not i'll make a separate height/normal map) and the texture, but i do not know where to place the files exactly, also, for some reason, when i get into KSP, Eeloo and Moho are mysteriously absent from the System, idk if this is because of a particular mod i have or not, but that seemed odd to me considering i never did anything myself to remove them, i know that's not relevant to this post but i figured i'd mention it just in case someone's got any kind of idea as to why this is happening. so yeah ^^", like i said, i just wanted to ask where do i put my files and in what folders do i place them into, i got Kopernicus working and when i put the files i made into the GameData folder, started KSP, and went to find the planet, it was nowhere to be found, alongside that missing planet glitch and a strange texture bug with Kerbin on the main menu screen, if anyone would be able to help me out that would be very much appreciated! ^^ Thanks for reading, stay safe and have a great day! Shadewhisker.
  5. A set of patches to add 1.8+ shaders and textures to stock bodies that are not revamped yet. It uses a workaround, removing and recreating them under the same name to avoid the checkerboard bug and to be as compatible with visual packs, science definitions and others as possible. Uses 100% stock assets. Licensed MIT. Compatibility confirmed with: Breaking ground Stock and BDB science definitions, experiments, EVA reports Corelian and any other planer packs not touching Jool system moons and Eeloo Spectra, AVP, Sci-FiVE, EVE and Scatterer Expect compatibility problems with any mod, touching the bodies above via Kopernicus, but patching will be pretty simple, all other Kop patches should be loaded after mine. Known issues - Pol spiked scatters(stalagmites) are missing. Installation - add the folders from the archive to your GameData folder, start a new game, and you need Kopernicus 1.10.1 Bleeding Edge. Download - Spacedock No pics - no clicks, yes. Thank you all for all the wonderful things you create, and report bugs!
  6. hello kopernicus modders! i have a question for you guys, its whats the largest planet (or any celestial body) you have made with kopernicus! This is my largest planet, it is in my work in progress planet pack, it has a radius of 9,980 km but thats not the main thing that makes it cool. Its rings are crazy masssive! its rings are so large, that you can see them from kerbin (even at day!) its gonna to have one massive moon but i haven't coded it yet. but yea, what's the largest planet you made?
  7. Hi, i am new to the KSP forums so I don't know if this is the right place to make this topic (add on development), but i am creating a planet pack with kopernicus and a continued kittopia tech mod. i know how to create Hight and color maps for planets/moons but not normal maps, I've seen someone say that you can create normal maps using kittopia tech but they didn't say how, is it possible and how?
  8. 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
  9. I've started a series of videos that will be covering the creation of planets with the Kopernicus plugin. Here, you can find all those videos. Episode 1: the basics Episode 2: gas planets Episode 3: Stars There's more to come.
  10. I've been carrying this idea for a few months now and I figured it would be quite neat to have. Its customization and versatility would be at least on par with the Kopernicus feature: HazardousBody, which replaces HazardousOcean and does not require the hazardous body to possess an ocean or atmosphere. Its overall purpose is to add that missing aspect of challenge, of risk and reward to exotic planets in your favorite planet mod(s). The idea first came to me while watching beaucoupzero's video of a KSPI shuttle entering into Deemo, the yellow acid moon in @AndrewDraws Extrasolar mod and sadly not taking damage from the atmosphere. (Video link starts at 10:00, you don't have to scrub it or watch the whole thing.) HazardousBody can be applied and restricted by altitude regions, points with effect radius (making only the insides or immediate areas of volcanoes deadly in-game), latitude regions, possibly even complex toroidal regions. It can even accept a grayscale map texture (which needs investigation). It's an incredibly powerful feature just for manipulating heat. But there is more to a deadly planet that exposed lava. So, what I'm envisioning is a cousin to HazardousBody. With how complex it can get and its deep involvement with parts, I doubt I can hope for it to be fully realized as a feature of Kopernicus, but as its own part failure mod or a sub-feature of another part failure mod, or a certain habitation mod. Suitable existing mods that come to mind are Kerbalism, Kerbal Health, BARIS and Oh! Scrap, owned by @Sir Mortimer @garwel @Angel-125 @severedsolo. Also paging @linuxgurugamer because why not? How I imagine it will work in-game is: Parts carry an HP gauge and a resilience factor (equivalent to this is the DEF or SP DEF stat in monster/magic battle games). Resilience is how reactive or non-reactive the part is to the acid around it, and HP scales with mass by default but can be influenced by one or two factors such as heat tolerance or part category. Depending on the resilience value given to a part, it is implied to largely consist of weaksauce Aluminum sheets...or consist of a very buff, complex Carbon lattice. Some parts, despite having a powerful outer hull composition, may still have exposed innards that aren't and can't be as well protected such as intakes or shrouded solar panels. There will be facilities to refurbish parts and restore HP (very much like any maintenance process within a failure mod), but not all parts can qualify such as early-game crewed parts, delicate science instruments or certain classes of engine. Kerbals would be most vulnerable to corrosion. Just as with EVA fuel, when a kerbal leaves the ship they may take from a limited, onboard supply of dispensable anti-corrosion coating, and when they board or disembark, the part possessing the hatch should have especially high resilience or should take corrosion damage. Planets will have two or three corrosion factors, simply measures of how powerful its acid (or alkali) is. One for ground, for the ocean, and for the atmosphere. Why separate factors? It's possible for a planet to have a corrosive atmosphere and a neutral ocean, or a neutral atmosphere and corrosive ocean. The ground factor will apply to anything immediately touching the ground (such as landing legs or EVA kerbals). The ground could be saturated by acid rain. The ocean...pretty straightforward. And to the atmosphere (basic, scaling in intensity with atmosphere pressure). Additionally, this ideally should also accept a float curve for atmospheric intensity and would enable such things as the boundary in Venus' atmosphere above which it's still completely safe to fly but below which are the acid cloud deck and sudden acid rain. Ideally, the corrosion should only affect the outermost parts of a ship and work its way inward, giving substance to the concept of applying armor to your ship. Advanced features: Certain modules will break and become unavailable if the part bearing this module has sufficiently corroded (taken a certain fraction HP loss). This can easily help simulate breached cabins and greenhouse environments. If a part has an ablator module then whatever resource is used by this would be consumed and would mitigate the corrosion damage. Parts can be destroyed (critical failure) after taking a certain fraction of damage before losing all of their HP, such as a fragile tank full of highly reactive resource like CryoTanks and LH2 or Oxidizer. Kerbals and certain parts can have upgrade-able resilience factor or HP. Life support mods (Snacks, Kerbal Health, Kebalism) will respond to excess HP loss on the kerbal and apply their appropriate negative status (stress!, poisoned, panic, fainted) to the kerbal. This, if it was realized as a mod could add much more immersion, when applicable, to an interplanetary or interstellar experience in KSP. Activate this alongside part pressure limits, and hostile worlds like Venus in RSS, and Deemo in Extrasolar will get that much more interesting and immersive.
  11. Solved. See Kopernicus Continued thread. So, recently after my KSP burnout had ended, I was itching to start working on my mod again. But when I loaded up my modding install KSP, there were always problems. Eventually, I traced the problem to this thing in the KSP.log. There were at least 50 of these things. Kopernicus.Components.KopernicusStar.LateUpdate () (at <a181434f66db4beda31114c09e6a6d74>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 10:48:43.485] NullReferenceException: Object reference not set to an instance of an object Then, I checked the Kopernicus.log [LOG 10:48:25]: [Kopernicus]: Configuration.Loader: Failed to load Body: Theta: Object reference not set to an instance of an object Same thing, and it was Theta. However, it had worked before. So, I decided to check the Theta.log [LOG 10:48:25]: Exception Was Recorded: Object reference not set to an instance of an object What? The problem was, it had worked before! This is Theta's cfg. I couldn't find anything wrong, but that just might be me: @Kopernicus:AFTER[Kopernicus] { Body { name = Theta Debug { exportMesh = true update = true } cacheFile = Valor/Cache/Theta.bin Template { name = Laythe removeAllPQSMods = true removeOcean = true } Properties { description = Theta was first discovered when Kerbin was having a solar eclipse. As such, Theta has always been regarded as "Unlucky". Theta is a Desert world, and like Valor, strangely contains oxygen. It has been reported that the oxygen "smells odd". radius = 425000 geeASL = 0.708 rotates = true tidallyLocked = false rotationPeriod = 26000 initialRotation = 0 albedo = 0.25 timewarpAltitudeLimits = 0 80000 80000 80000 120000 240000 480000 600000 ScienceValues { splashedDataValue = 8 landedDataValue = 8 flyingLowDataValue = 7 flyingHighDataValue = 6.5 inSpaceLowDataValue = 5 inSpaceHighDataValue = 4.5 recoveryValue = 6 flyingAltitudeThreshold = 25000 spaceAltitudeThreshold = 220000 } } Orbit { referenceBody = Valor inclination = 0.22 eccentricity = 0.01678 semiMajorAxis = 48965784 longitudeOfAscendingNode = 12 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 0.760,0.698,0.502,1 } Atmosphere { ambientColor = 0.76078,0.69803,0.50196,1 albedo = 0.52 enabled = true oxygen = true altitude = 70000 temperatureSeaLevel = 230 temperatureCurve { key = 0 204 0 -0.0023 key = 10000 191 -0.0009 -0.0009 key = 25000 172 -0.0018 -0.0018 key = 35000 154 -0.0019 -0.0019 key = 56000 123 0 0 key = 70000 129 0.0008 0 } temperatureSunMultCurve { key = 0 1 0 0 key = 25000 -0.2 0 0 key = 55000 0.25 0 0 key = 70000 0.25 0 0 } temperatureLatitudeBiasCurve { key = 0 11.66 0 0 key = 38 0 -0.591 -0.591 key = 90 -43.34 -0.9599 0 } temperatureLatitudeSunMultCurve { key = 0 61 0 0 key = 38 51.88 -0.462 -0.462 key = 90 18 -0.7505 0 } temperatureAxialSunBiasCurve { key = 0 0 0 0 } temperatureAxialSunMultCurve { key = 0 0 0 0 } temperatureEccentricityBiasCurve { key = 0 3 0 -6 key = 1 -3 -6 0 } pressureCurve { key = 0 4.05300E+00 0 -3.84236E-04 key = 7000 2.04092E+00 -2.07059E-04 -2.07059E-04 key = 13500 1.02843E+00 -1.13057E-04 -1.13057E-04 key = 19500 5.16610E-01 -6.18448E-05 -6.18448E-05 key = 25000 2.61086E-01 -3.34449E-05 -3.34449E-05 key = 30500 1.26726E-01 -1.70558E-05 -1.70558E-05 key = 35500 6.37629E-02 -8.94023E-06 -8.94023E-06 key = 40500 3.11390E-02 -4.56511E-06 -4.56511E-06 key = 45000 1.58821E-02 -2.42331E-06 -2.42331E-06 key = 49500 7.89683E-03 -1.24554E-06 -1.24554E-06 key = 54000 3.85282E-03 -6.19409E-07 -6.19409E-07 key = 58000 2.02409E-03 -3.25113E-07 -3.25113E-07 key = 62000 1.06803E-03 -1.69639E-07 -1.69639E-07 key = 64000 7.78347E-04 -1.22604E-07 -1.22604E-07 key = 70000 0 0 0 } AtmosphereFromGround { waveLength = 0.60,0.64,0.68,0.5 innerRadiusMult = 0.97 outerRadiusMult = 1.025 transformScale = 1.05,1.05,1.05 } } ScaledVersion { type = Atmospheric fadeStart = 0 fadeEnd = 0 Material { texture = Valor/Textures/PluginData/Theta.png normals = Valor/Textures/PluginData/ThetaNormal.dds shininess = 0.05 specular = 0,0,0,0 rimPower = 5.06 rimBlend = 0.3 Gradient { 0.0 = 0.7607,0.6980,0.4313,1 0.4 = 0.7607,0.6980,0.4901,1 0.6 = 0.7607,0.6980,0.5490,1 0.8 = 0.0588,0.0588,0.1568,1 1.0 = 0.0196,0.0196,0.0196,1 } } } PQS { allowFootprints = true FallbackMaterial { saturation = 1 contrast = 1 tintColor = 0.760,0.698,0.502,1 texTiling = 4000 texPower = 0.75 multiPower = 0.75 groundTexStart = 0 groundTexEnd = 6000 multiFactor = 24 mainTex = BUILTIN/RockyGround mainTexScale = 1,1 mainTexOffset = 0,0 planetOpacity = 1 } Mods { VertexHeightMap { map = Valor/Textures/PluginData/ThetaHeight.png deformity = 4500 scaleDeformityByRadius = false offset = 0 enabled = true order = 5 } VertexHeightNoiseVertHeightCurve2 { deformity = 100 ridgedAddSeed = 123456 ridgedAddFrequency = 12 ridgedAddLacunarity = 2 ridgedAddOctaves = 4 ridgedSubSeed = 654321 ridgedSubFrequency = 12 ridgedSubLacunarity = 2 ridgedSubOctaves = 4 simplexCurve { key = 0 0 0.1466263 0.1466263 key = 0.7922793 0.2448772 0.6761706 1.497418 key = 1 1 6.106985 6.106985 } simplexHeightStart = 0 simplexHeightEnd = 6500 simplexSeed = 123456 simplexOctaves = 4 simplexPersistence = 0.6 simplexFrequency = 12 enabled = true order = 200 } HeightColorMap { blend = 1 order = 500 enabled = true LandClasses { Class { name = Bottom altitudeStart = 0 altitudeEnd = 0.7 color = 0.1,0.1,0.1,1.0 lerpToNext = true } Class { name = Base altitudeStart = 0.7 altitudeEnd = 0.75 color = 0.7,0.55,0.2,1.0 lerpToNext = true } Class { name = Low altitudeStart = 0.75 altitudeEnd = 0.85 color = 0.7,0.6,0.4,1.0 lerpToNext = true } Class { name = Grad altitudeStart = 0.85 altitudeEnd = 0.95 color = 1.0,0.9,0.7,1.0 lerpToNext = true } Class { name = High altitudeStart = 0.95 altitudeEnd = 2 color = 0.95,0.95,0.9,1.0 lerpToNext = false } } } } } } } } So far, I am guessing that maybe Theta was loading before Valor, and that i couldn't find Valor because it hasn't loaded yet (Valor is a planet, Theta is a moon of Valor.) My mod is here: It's the 0.2 release that has the problem, 0.1 is just Valor. So, you ask. What are the consequences? Well, KSP gets stuck on the loading screen. Not the one with pictures, the one with the planets on the gray loading thing. However, I can hear the loading music, which is really frustrating. This seems like a Kopernicus problem, but I'm not sure. I am currently running 1.9.1, the only mods I have installed are Kopernicus (Continued), KopEX Footprints (ContinuedEr), KittopiaTech, EVE, whatever ModularFlightIntegrator is (Some dependency for Kopernicus, I think), and my own planet pack.
  12. This is the old forum topic. Please visit the new one! https://forum.kerbalspaceprogram.com/index.php?/topic/182708-181-planets-beyond-home-13/
  13. My kopercunicus show my that "not able to load the custom planetary system due to an exception in the loading process", is there anyone that has the similar situation like me? qwq
  14. Some of you may have heard of the planet mod Gameslinx's Planet Overhaul by @Gameslinx. Personally, I never got to take a proper look at GPO's planets and moons, but it sounds pretty cool. Four new habitable worlds and a beautiful protostar? Count me in, that is if... it were to work properly. I have heard that GPO no longer works on the latest version of Kopernicus. I tried it out anyway on my copy of KSP 1.8.1, with Kopernicus and KittopiaTech 1.8.1-1 with Beyond Home installed. I modified Gaia's config to make sure that it wouldn't become the homeworld and I edited its moons' orbital properties to make sure that it orbits Gaia and not a renamed Kerbin with Gaia's properties. I also reparented Dread, Dres' GPO moon, around Olu'um on the opposite side of Telos' orbit. And it still didn't work. I then temporarily deleted my save and Beyond Home, and it failed to load when it was loading one of its Scatterer sunflares. Now I want to know; why does this wonderful mod no longer work with KSP 1.8.1 and Kopernicus 1.8.1-1? Did something change with Kopernicus in the versions after GPO's last update? Did something required in GPO's supported Kopernicus versions get removed in the newer versions? If anyone can tell me why Gameslinx's Planet Overhaul no longer works on KSP 1.8.1, please inform me. Any support is greatly appreciated.
  15. 6THP Renewed About This is a more improved version of my first planet pack It's a small but decent pack. It adds: -Yela: A cold yellow gas giant. Its existence was unknown for a long time, but scientists managed to find it. -Ucko: A small asteroid moon in low orbit around Yela, it has a small sphere of influence making it sometimes hard to get an encounter. -Ela: An icy world covered with endless sheets of ice and a thin atmosphere. The view is rather beautiful when on the correct side. -Molee: The outermost moon. Its surface is covered with large impact craters, making for some interesting hills. Hope you enjoy! Download Github: https://github.com/RJVB09/6th-Planet-Renewed/releases Dependencies Kopernicus: (optional) EVE: https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases (optional) scatterer: https://spacedock.info/mod/141/scatterer Kottabos Review Screenshots Contact Report issues here: https://github.com/RJVB09/6th-Planet-Renewed/issues For development updates or installation issues, join my discord server! https://discord.gg/gHGupT8 License https://creativecommons.org/licenses/by-nc-nd/4.0/
  16. I was reading through the easter egg list for something, and i read this : "In a forum post from late 2013,Squad member Jeff C.(NovaSilisko) described an idea he had for connecting many easter eggs into a story concerning a civilization which predated the Kerbals. Experiments with interstellar travel resulted in the homeworld of this "precursor civilization" being flung out into an extremely distant orbit. Before they froze to death, they launched monoliths and other messages onto many planets and moons in hopes of seeding intelligent life. Instead, they created Kerbals, not-so-intelligent life. The planet would not show up in any map and would be too distant to be observed with a telescope, making locating it by chance nearly impossible. However, players would be able to find transmitters beaming out SSTV signals on various bodies, each one of which would provide part of the orbital parameters necessary to locate it. The planet would be a bit smaller than Kerbin, covered in ruined cities and frozen oceans, and perpetually in twilight due to being so far from Kerbol. The only element of this narrative which made it into the game is the SSTV transmitter on Duna, which transmits an image originally intended to depict 4 members of the precursor civilization standing on their homeworld, with the logo of their government. Had the narrative story been completed, it would also have contained part of the orbital parameters. Because the story was never implemented into the game, this explanation for the SSTV signal's imagery is arguably non-canon." Is there any mod that adds this frozen planet ?
  17. Why can't I find Kopernicus on Curseforge?
  18. (Hibernating until i find motivation again)
  19. The Verse - Calling All Browncoats For all those Browncoats (Firefly Fans) out there that like to Travel. **The Setup** A new System has been found, and has now been named 34Tauri(2020). Located approximately 20 Light Years from Kerbol, a small collection of stars have been identified. Telescope detection methods have determined that there are the following: - A White Sun (A0) with what appears to be 2x smaller Suns and the Anchor Star. A Red Sun (G5) with what appears to be 2x smaller Suns. First Yellow Sun (G0) with what appears to be 1 smaller Sun and 3 large Gas Giants. Second Yellow Sun (F5) with what appears to be 1 smaller Sun and 2 large Gas Giants. A Blue Sun (F0) with what appears to be 1 smaller Sun and 2 large Gas Giants. [Images to be released SoonTM] We have been unable to determine if any Planets and/or Moons are present orbiting any of the Stars. Investigations are ongoing however, which brings us to our next point on the agenda. PAX Expeditionary Services Ltd (A wholly owned Subsidiary of Pretorian Aerospace Exploration Limited) PAX Expeditionary Services Ltd is going to be exploring this System, however with the possible number of objects (19 confirmed), we feel that putting some of the exploration to tender will help. We at PAX are looking for volunteer organisations to undertake Scientific Expeditions to investigate this small star cluster and ascertain if this System is inhabited, and if so initiate First Contact, but if not to begin the collection of Science to determine if any Planets and/or Moons found could be Kolonised. The Expeditions will be initiated in stages: - Alpha – 4-10 Companies (Obj1) Beta – 10-25 Companies (Obj2) Gamma – Open, but controlled contract launches (Obj3) Objectives: - One: to establish the state of the System and determine if populated. [Alpha Dev] Two: either Initiate First Contact or Collect SCIENCE!!!!!!! [Beta Dev] Three: after SCIENCE!!!!!! is collected begin work towards Kolonisation. (dependant on outcome of Two), at which point the project will be handed to PAX Kolonisation Services Ltd. [Gamma] …………………………………………………………………………………………………………………………………………………………. So I have made The Verse from Firefly with Kopernicus. And so far it seems to work correctly, however I am new to Modding and am fully aware that I have likely missed something. Ok, so that is the premise for why I wanted to build this system, now I need to Test it. So first I would require Testers to help with this. # 'Companies' above is a guide [and a bit of a setup for a possible Mission report thread] ****Testers Required***** **** Alpha Phase**** Firstly to ensure that the System is working in general Secondly to ensure that all bodies work as expected, Suns cook you if you get too close Gas Giants will not be your friend if you get too close Planets and Moons get upset if you hit them too hard ETC… And finally to ensure I have not missed something and tweak things. Also I need advice on the parameters for each body. Once this has been/mostly done then we move on to the Beta Phase. ****Beta Phase**** In no particular order Sorting the Terrain for the Planets and Moons. Add Atmospheres Providing different textures. Others to be added as discovered Once this has been/mostly done then we move on to the Gamma Phase. ****Gamma Phase**** ‘General’ Release …………………………………………………………………………………………………………………………………………………………. ****Download & Change Log**** SpaceDock **Required Mods** Not Included ** Kopernicus [Link] Module Manager [included in Kopernicus] Some form of FTL is advised **Licence** Creative Commons Attribution 4.0 All copyrights are acknowledged and respected. **Acknowledgements** The Kopernicus Team – if it were not for you Guys (and Gals?) then this would not be possible. Joss Whedon – for Firefly J. Chris Bourdier – for The Verse in Numbers v2.1 [http://pics.fireflyprops.net/TVIN-2.1.pdf or http://firefly.wikia.com/wiki/The_Verse_in_Numbers] @daniel l. – for To Boldly Go as I have stolen borrowed the Coronae and Gas Giant Textures @CaptRobau – for OPM as I used it for inspiration @OhioBob - for his 'How to Make Atmospheres' Thread For putting up with my questions: - @Sigma88 @The White Guardian @OhioBob
  20. Terrainium 0.1 - Mahia Launch Complex 1 The objective of this project is to bring detailed and accurate real-worlds height maps into KSP. Realistic geographic features have so much more detail and depth of experience, see the picture above DEPENDENCIES - Kerbal Konstructs & Omega's Stock Structures & Module Manager (not included) TEST RELEASE Terrainium 0.1 Mahia Launch Complex 1 - Brings an actual size recreation of RocketLab's LC1 to Kerbin at the actual latitude. I will port this to RSS at somepoint int the future. more pix: ASSORTED IMAGES (Some areas shown may not be included in download yet.) Mt Hood, Oregon, US I have created these features from grayscale height maps (found online or created in ArcGIS) and bringing them into the game using Kerbal Konstructs.
  21. My name is cyrus playz and I have made a few mods in the past but.........bla bla bla you know the drill,but this is special,this is a collaboration between me and ILoveStars.This is a kopernicus mod that adds a few new star systems. Now this is NOT yet ready for release,far from it.This topic is more for help with the mod,especially visual mods.So any help will be more than welcome.And anyone wanting to review this mods should come back later. Anyways here's the mod download if anyone can help. https://spacedock.info/mod/2414/CAISE Know problems: License:MIT
  22. Welcome to the Gene's Star Remaster Mod. This is an attempt to remaster the Barnard's Star analog mod for later versions, and to give to compatability settings to effectively work alongside other star system mods such as Galaxies Unbound. The pack is focused around a single star system. There are 27 bodies included in the final package. All of the planets are getting new textures alongside EVE and Scatterer Support. A few of the bodies in the mod are being remade to better support realism and make the mod more interesting and the system more appealing. Discord Download: SpaceDock Curseforge Github Requirements: Kopernicus KerbolKurves (if another star system mod is not installed, included in DL) EVE (if clouds are wanted) Scatterer (if enhanced atmospheric graphics and sunflares are wanted) Current Status: Released, update 1.1 queued Special Thanks to: @NickRoss120 for originally developing the mod, and letting me continue development @Mythical Donuts for helping with PQS and VertexHeightOblate License: Creative Commons Attribution-NonCommercial 3.0 Unported First
  23. THE REACH 0.9.2 Creative Commons Attribution 4.0 International License. The Reach is a unique solar system replacer mod, made completely from handdrawn textures. It aims to change the normal Kerbolar system to be generally more interesting and special. Planets: Credits: Me: for the configs and art Squad: ksp Thomas P: Kopernicus Download: https://spacedock.info/mod/2290/The Reach
  24. Hello All!!! I've been working on this mod on and off for about two months now, and I finally got myself to finish it. Dwarf Planets Plus is a mod that (absolutely definitely was not meant to shut up the vesta-lovers and) adds in five extra dwarf planets to the solar system! If you've ever felt that Eeloo and Dres didn't represent Centaur, KBO, and Asteroid Belt objects well, this mod is for you. DPP was meant to be a supplemental mod, meaning that it is designed to work with most planet packs created by the community (including my own mods). Note that the mod currently does not work if you are also using Kerbal Star Systems. If you have any suggestions for future updates, leave them here. Here are some shots of the five objects currently in the mod (more will be inserted in future updates). https://imgur.com/a/wMDVx https://imgur.com/a/9JHBT https://imgur.com/a/ubSlx https://imgur.com/a/Al31t https://imgur.com/a/Vxboc Here is the link to download: https://kerbal.curseforge.com/projects/dwarf-planets-plus Features for the next update: 1: Dwarf Moons (asteroid like moons) 2: Eris analog with 3: Improved Biome Maps 4: Compatibility improvements (to make the mod playable with GPP and KSS, for example) 5: Research Bodies support (maybe) eve support will come after update 2. don't ask for it.
  25. Hi there, I'm currently working on a mod which reparents Kerbin to a new solar system which orbits a star which orbits a black hole which in turn orbits the stock sun. However, upon creating EVE and Scatterer Configs i have found that when I run both I get black EVE Details on every body. I have fiddled around with settings, my scatterer is set to follow the new star and my configs all run okay when I play with just the stock system, but seem to give these black details on every planet when i run both the scatterer and EVE. I can run just the EVE config and find that detail colours are normal, but whenever I run both the scatterer and EVE config I get these horrible looking black clouds. I've been stuck with this problem for several months and am really stuck in development of my mod. Any help would be really appricated as i have asked many other mod developers and scoured numerous forum posts for a solution. https://imgur.com/sLa32XC Here's the logs https://drive.google.com/open?id=1Xm5ljTJXz1AnbAwdHOer348RiuH-0qpp I'm running version 1.7.3.2594x64 of ksp with both DLCs at versions 1.7.1 breaking ground and 1.2.0 making history I'm running the latest versions of both EVE and Scatterer (for 1.7.x), at 1.7.3-0 and 0.0540 respectively Thanks in advance. I hope I've provided enough information
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