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Introducing Kerbal Star Systems 2 - Embark on a Galactic Journey! Greetings, fellow space enthusiasts! It's with immense excitement that we unveil the next chapter in our cosmic odyssey: Kerbal Star Systems 2! A universe of infinite possibilities awaits you as we venture into the interstellar realm. Remember the thrills and challenges that Kerbal Star Systems brought to your screens? We've been hard at work over the past several months, crafting a spectacular successor that combines the best of both KSS and GU. While this isn't a mere continuation of those beloved mods, it's the culmination of everything we've learned and experienced in those projects. Prepare to take flight once again, with Kerbal Star Systems 2 as your vessel. Stay tuned for more updates and prepare to explore the cosmos like never before. The universe beckons, and your destiny among the stars awaits Support Kerbal Star Systems 2! Kerbal Star Systems 2 now has a Patreon! Support the mod for early access to test versions, exclusive insights, and a Tester role on Discord, with all test versions becoming free once the official update is released. --- Enjoy the mod? Consider donating to help me keep expanding and improving it. Your support truly makes a difference—thank you! Kerbal Star Systems © 2025 by StarCrusher96 is licensed under CC BY-NC-ND 4.0, with all textures and assets, except as indicated, falling under an All Rights Reserved license.
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Screenshots JNSQ Of the French phrase "Je Ne Sais Quoi," meaning "Something (such as an appealing quality) that cannot be adequately described or expressed," JNSQ seeks to be a finely crafted and freshly challenging planet pack. "Galileo's Planet Pack (GPP)" as many have come to know, has broken many conventions and raised the bar very high for high-quality, challenging, career-friendly, and long-term thrilling planet packs. But now it is regarded as only a stepping stone next to this. Everything that Team Galileo has done for and learned from GPP, has been or is being put into practice here. Unlike GPP, JNSQ does not remove the stock planets but rather, does reimagine and reinvent them, destroying what you think you know about some of them, and answering the KSP community's cry for a true stock planet visual overhaul and the cry for the planets to be larger. JNSQ also fills out the local planetary system, providing several all new worlds to discover, with a total body count of 31, the amount in GPP. Logic Many KSP modders have considered that while the stock parts (namely, engines) are overpowered for stock scale, they are tuned just right for 2.5x scale. With this in mind, JNSQ is built in natively "1/4 real-life scale" (about 2.7x stock scale) which is modestly larger than 2.5x. Because of this change in scale, the length of the Kerbin day is now 12 hours. Notes Sigma Dimensions and Rescale! are not required for JNSQ to function, and are discouraged from use alongside JNSQ. When starting new saves under JNSQ, we advise that you enter Difficulty Settings and raise the DSN modifier to 4x. JNSQ applies a patch to increase antenna range by 4x, so leave the range modifier at 1 (changing it triggers a bug that may prevent science transmission). The Making History LV-TX87 and LV-T91 engines have had their thrust, mass and cost increased 25% and 20% respectively. This change was deemed necessary to assure they can lift a Mk2 command pod and service module to low orbit at JNSQ's larger scale. JNSQ retains the stockalike Kerbin-Mun-Minmus system to conform to game elements outside or our control, such as the built-in contract system. Be advised, however, this configuration is unstable. For users of the mod Principia, the orbit of Minmus is moved inside that of Mun to provide orbital stability. JNSQ raises the SCANsat scan altitudes by 3x in order to allow reasonable scan speeds at 2.7x scale, and viable scan work at all but the smallest bodies. JNSQ provides at least 14 facilities powered by Kerbal Konstructs and requires Omega's Stockalike Stuctures. Most of these facilities have gameplay features within them for making use of spare kerbals, launching and refueling ships, farming funds or science, expanding DSN coverage, recovering for funds in career. Most of these facilities are hidden by default and must be found. 9 of these are airports. 2 of these directly replace the MH launch sites (Woomera2 for Woomerang, and Darude for Dessert). 2 of these are mountain-top observatories with science farming and full DSN capabilities. Disclaimer / Barrier to Entry ⚠️ The target audience for JNSQ is the same as, if not narrower, than that of GPP. This mod is made not for the player-base at large, but for seasoned players: who greatly respect rocketry, realism and physics; who do not hold much regard for maintaining "stockalike" and "stock scale;" who are willing and able to mod their way to a great or greater game and who are able to troubleshoot a damaged install for themselves and help us to help them. JNSQ introduces and bundles a new utility mod that depends on the Community Resource Pack and makes Ore even more scarce and challenging than GPP does. This mod is appropriately called Rational Resources, whose purpose is to purge the random resource configurations generated by CRP, grant increased compatibility between planet packs and mods that use certain resources, and encourage the use of mods that use advanced resources. Compatibility for mods that expect the stock planets with default topology, biomes, order or radii is not to be expected and will not be provided by us. JNSQ is not recommended for use with other planet packs. Questions regarding other planet pack compatibility will be ignored. Provided Compatibility Distant Object Enhancement Environmental Visual Enhancements Kerbal Health Kerbal Konstructs: We roll our own extra launch sites Kerbalism Kopernicus Expansion: Footprints MechJeb Planetshine Rational Resources ResearchBodies Scatterer (very specifically 0.05x or newer, for KSP 1.6.1 or newer) Skybox via Sigma Replacements, DiRT, TextureReplacer Strategia Waypoint Manager Requirements Kopernicus (latest version for your specific version of KSP, or latest backport release for older KSP versions) ModuleManager 4 or newer Minimum Hardware: 3 GHz quad-core CPU, 16GB of system RAM and 2GB of video memory Recommended Mods Parts Eve Optimized Engines. An engine pack tailored for Eve ascent vehicles. JX2 Antenna, late-game antennae made to reduce the need to spam RA-15 and RA-100 and preclude the need to install Custom Barn Kit. Utilities Antenna Helper adequately and easily shows the power and ranges of combined antenna in VAB, flight and the Tracking Station. Better SRBs: Although a small engine pack, it is primarily a utility. This mod adds very much needed behavior and appropriate rebalances to SRBs in stock and in a handful of popular large parts packs. CommNet Antennas Info expands the panel info for antennae in the VAB. Kerbal Alarm Clock now works with Kronometer; lets you easily mark the times for maneuvers and encounters in many flights. SCANsat: A tiny mod that adds a few parts but is critical to an exploration or ISRU game. Highly recommended for discovering anomalies including most of JNSQ's KK facilities and identifying atypical resource placements by Rational Resources. Sigma Replacements: A suite of tiny Sigma mods for changing things such as the main menu scene, kerbal suits, and the skybox. Licensing JNSQ is licensed by Attribution-NonCommercial-NoDerivs 3.0 Unported (CC BY-NC-ND 3.0). Rational Resources, bundled, is licensed MIT. 0.10.0 Change log Added dark mode dV map. Added one biome each to Dres and Edna. Added Optional Mods: JNSQ_Rescale for 1x and 10x versions of JNSQ. Changed Eeloo's rotational period to 8 hours. Changed game start time to 6:00 UT--sunrise at KSC (requires Kronometer). Converted celestial body icons to .png (thanks to @yalov cn GitHub). This fixes issues with Strategia and Waypoint Manager. Fixed Bop's rotation to retrograde for Principia users. Included RemoteTech in antenna range multiplier (thanks to @armegeddon cn GitHub). Included part upgrades in antenna range multiplier (thanks to @jsolson cn GitHub). Revised atmospheres (surface pressure unchanged, heights may be different). Revised CelestialBodies.pdf (atmosphere changes). Revised flying altitude thresholds. Revised NavBall switch radius multipliers. Revised asteroids so that they better populate the desired fields. Reduced Minmus' science values for Principia users. Reduced SCANsat altitude multipliers from 3x to 1.5x. Removed KerbalHealth config. KerbalHealth has chosen to host all JNSQ configs in itself. Removed Kronometer from JNSQ (must now be downloaded and installed separately). Removed MyRocksAreBiggerThanYours plugin (now part of Kopernicus). Removed Rational Resources bundle. Updated TweakChutes to hopefully properly respond to FAR/RealChute. Updated KK: Added three more space centers. (Hidden) Added runway section to S. Musgrave. Added barracks to all bases that were missing them, including observatories. Buffed barracks capacities at astronaut complexes. Fixed duplicate launch site names for helipads and rovers. Fixed orientation or offset of some bases. Fixed west vs east runways. This update includes many important updates, bug fixes, and improvements. This update is certified to work only with KSP 1.12.1 or newer. It may work with older KSP versions, though it has not been tested and support will not be provided. Atmospheres have been redone to provide conformity across all Team Galileo products. This update adds an extra 1/2 rotation to Kerbin's initial rotation. This could break existing geostationary satellites if they are strategically placed over specific landmarks. This change can be reverted by deleting the file JNSQ_Configs/OffsetTime.cfg. Adding JNSQ_Rescale to an existing save is not recommended. DOWNLOAD Please consider becoming a Patron and help us continue to create awesome content for our favorite game!
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As a co-developer of OPX and IPX, I thought that players should have the option of a Kerbol system less similar to our solar system. My first experiment in this was the Pylo mod, and it turned out pretty good. When I saw Kerbol System Expansion, I was immediately inspired to do an unusual take on the Outer Planets concept. Presenting... FAR FRONTIERS Download link: SpaceDock Far Frontiers will introduce not three, not four, but FIVE giant planets to the Kerbol system. All giant planets are designed to be very different from any solar system equivalent, per the design philosophy of a unique Kerbol system following the Pylo mod. ROADMAP: SUGGESTIONS BOX: Here it is! DEPENDENCIES (If you decide to try it now): Kopernicus, 000_NiakoUtils, VertexHeightOblateAdvanced (Core), EVE/Scatterer Volumetrics, Parallax (Visual effects, delete Parallax folder if not needed) LIKELY INCOMPATIBILITIES: OPM, KSE, JNSQ LICENSE: MIT
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Threads of the Month: April 2023 Edition Kcalbeloh System is a planet pack adding an entirely new black hole system with 30 unique celestial bodies, including a super-massive black hole, 4 stars, 15 planets, and 10 moons and asteroids, each with its own unique set of challenges and features. This planet mod provides a diverse range of environments for Kerbals to explore, such as a planet with surface torn apart by tidal force, binary gas giants with multiple moons, a planet tidally locked by its parent star, and a small moon with a twisted surface. Like the movie Interstellar, there are also a pair of wormholes available for Kerbals to jump between Kerbol system and Kcalbeloh system, adding another layer of exploration and excitement. If you're looking for an exciting and rewarding space adventure, Kcalbeloh System is an excellent addition to Kerbal Space Program, providing tens or even hundreds of hours of entertainment. I really appreciate everyone who has followed this mod. Also thanks to everyone who has provided suggestions, bug reports, or any other forms of help. Also, if you have a cool idea and want to contribute to this project, feel free to let me know. Get ready to blast off into the cosmos and embark on a thrilling journey through the Kcalbeloh System. Happy launching! System Map Are you sure you want to spoil it? Delta-V Map Credits @R-T-B for maintaining Kopernicus. @blackrack for Scatterer, Singularity, and EVE. @Vabien for maintaining Kopernicus Expansions. @Pkmniako for creating Niako's Kopernicus Utilities (Smoother Heightmaps). Kopernicus Discord Server: a really good community. I developed most of my planet modding skills there. I can't list all of the names but thank you all for your help! @JadeOfMaar for inspiration of the system map, and other help and suggestions. @DY_ZBX for Kerbalism and SpaceDust compatibility. @themaster401 and @Astronomer for some EVE textures from Astronomer's Visual Pack. @Sigma88 for SigmaReplacementsSkyBox, SigmaLoadingScreens, and SigmaDimensions. @OhioBob for atmosphere calculator. @RJVB09 for light curve calculator. @ballisticfox0 @GGzz12321 for nice screenshots. @Davian Lin and Jel for the Russian translation. @CoriW for ResearchBodies and FinalFrontier compatibility. @Iodyne @FrostyArchtide for Principia configuration. @chaos113 for helping with parallax scatter support. @Lithium-7@BadModder54@CashnipLeaf@Fio @Ade0924 @r-ISCO for writing part of science definitions. @Emperor of Ilve for helping with Rational Resources support. Reddit user 0_0_1 for some sunflare textures from Kabrams Sun Flare's Pack. And most importantly, credit to my girlfriend for allowing me to put time into this mod (The names are NOT in order of contribution) Winners of the Loading Screen Contest 2023 Gallery Change Log License Creative Commons Attribution-NonCommercial-NoDerivatives 4.0
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- totm april 2023
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Beyond Jool What lies beyond the green giant? 1.4.3.1. Download on SpaceDock and GitHub! EVE* and Scatterer support! Savefile destrucion-proof!** *Not volumetric support. Yet. **Should be. Hey, it worked with me. Please back-up your save file. Since the dawn of spaceflight, kerbals knew of 5 planets and 2 dwarf planets. Moho, Eve, Kerbin, Duna, Dres, Jool, and Eeloo. The Kerman Telescope, however, has found new bodies in the Kerbol System. Beyond Jool is a planet mod I've been wanting to make since I bought the game. Last year, I finally did something with it. The "version history" is here. Quick planet descriptions. Link here. DOWNLOAD GITHUB And also CKAN! Beyond Jool is compatible with SpaceDust. (Needs SpaceDust Unbound) Minor Planets Expansion Silan Distant Object Enhancement Research Bodies Kopernicus Expansion Here's a little map of where things are as suggested by @Kimera Industries @Kimera Industries also very nicely made a grand tour path, exploring Jool-Sarkin-Plad-Elross (yes the orbits are slightly different from the map, but that because of 1.3.0 updated that) Grand Tour Path And the post. And a challenge thread! - - Plans here. To install, download Kopernicus and dependancies into the Gamedata subfolder. Then insert the following folders from the zip file into Gamedata: 001_DuckweedUtils, Beyond Jool, 000_NiakoUtils. To install Eeloo as moon of Sarkin, go into zip file, into to Extras, then drop Eeloo.cfg into the BeyondJool folder. To install Eeloo as a dwarf planet, go into zip file, into to Extras, then drop Eeloo2.cfg into the BeyondJool folder. To install Anune, go into zip file, find AnuneExpansion, then drop the AnuneExpansion file into the BeyondJool folder. KNOWN BUGS BELOW Beyond Jool-Extras are here. (not to be confused with the folder mentioned above) Images! Special thanks to @Sushut , @FTLparachute and @Lt_Duckweed for helping with the mod, @Exo's Lab, and @Kevin_kerman for hosting BJ on his GitHub and… for something more? Feedback and bug reports are greatly appreciated! Beyond Jool is currently under a MIT license.
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Rational Resources is designed to operate on the Community Resource Pack or the WBI Classic Stock resources and to strip out the entirely random resource distributions and to apply distribution templates (carefully configured groups of resource distributions) according to the logically expected class and composition of a body. Rational Resources is inspired by Realistic Atmospheres made by @OhioBob and is part of the JNSQ (the planet pack) experience. While this mod is installed, un-configured bodies will have no resources at all (except for less Ore than by default). This mod may inflate your ModuleManager cache quite a bit. Notice that the logo image tells the following: Mun has a sizeable portion of MetalOre and Oxygen, but no Water (will be handled by biome specific config) and no Uraninite. Kerbin has a sizeable portion of Rock and Silicates, and there's a display for crust, ocean and atmo. Duna has a sizeable portion of CO2 in crust and atmo (not in legend), MetalOre, RareMetals and Uraninite, but no Minerals or Silicates. This mod enables planet makers to easily assign these distribution templates to their planet packs and skip the headaches of figuring out and writing the individual nodes themselves, and assorting all of their writings into several per-resource config files. Active CRP Resources Surface and Atmosphere Ammonia, CarbonDioxide, ExoticMinerals, Gypsum, LqdHe3, Hydrates, Hydrogen, MetalOre, MetallicOre, Methane, Minerals, Nitrogen, Ore, Oxygen, RareMetals, Rock, Silicates, Substrate, Uraninite, Water. Ocean Carbon, ExoticMinerals, Gypsum, LqdAmmonia, LqdCO2, LqdMethane, LqdNitrogen, LqdOxygen, MetalOre, MetallicOre, Minerals, RareMetals, Rock, Water. Star Ammonia, Antimatter, Carbon Dioxide, LqdHe3, Hydrogen, LqdDeuterium, Methane, Nitrogen, Oxygen, XenonGas. The resources above are preferred and used. are patched to display them all. Ocean resources only show non-zero values when the scanner vehicle is splashed. The Star series templates apply resource bands to a narrow and general classification of stars, automatically making them all viable as mining destinations for interstellar vessels. The expected members of this seres are: Yellow; Red Dwarf; Red Giant; Blue Giant. Due to a very nasty bug in stock, any resource bands around a star can only have a a maximum span of somewhere under 2 Gigameters. WBI Classic Stock system support: Rational Resources shows in the WBI play mode switch UI. (Picture needs to be updated) Assigning a template to a planet is as easy as: Current templates ISRU With omnipotent Ore being stripped of its Godhood, the following ISRU chains are proposed and encouraged for use by seasoned modders. Ore abundance is capped to 5% and its presence chance to 80%. It will be inconvenient for most players... but it will still be around. Ore tanks will be changed, at least, to hold the cryogenic input resources. Players may find themselves forced towards using Hydrolox rocketry since the required resources (Ore or Carbon Dioxide) for LiquidFuel may often be scarce meanwhile the requirements for Hydrolox (Hydrates, Hydrogen, Oxygen, Water) can be quite abundant. Metals* = Can be the Metal and MetalOre resources used by Extraplanetary Launchpads (EL), Metals and MetallicOre used by USI, or Aluminium. Sorry, it can be a bit of a mess here. Oxidizer options do not appear when RealFuels is present. Compatibility Due to the listed resources and the nature of Rational Resources, compatibility instantly extends between configured planet packs and the following mods: Kerbalism (consumable resources only) TAC Life Support Near Future Tech suite Hydrolox rocketry mods (including BlueDog Design Bureau, Cryogenic Engines, Kerbal Atomics) Potential Methalox rocketry mods Some resources and their distributions are conditionally spared while the rest are removed. Spared resources include ArgonGas, XenonGas, but not Karbonite and Karborundum. Purged resources include Dirt (used by MKS alone but supplanted with more Rock) and any other mod that adds resources (and especially extremely handwaved ones) such as The Gold Standard. But a provision exists to allow such resources to not be purged. Requires B9 Part Switch for tank options Requires Community Resource Pack for the resources in the tank options DOWNLOAD :: GitHub :: SpaceDock Wiki :: GitHub LICENSE :: Configs are MIT :: Art is ShareAlike CC-BY-SA
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[1.12.x] Nem - A Mystery of Sand and Fire [Kopernicus]
Lithium-7 posted a topic in KSP1 Mod Releases
Nem - Binary Companion for Eve (All ingame screenshots were taken with Astronomer's Visual Pack, Scatterer and Parallax enabled.) - SUMMARY - A new binary planet companion for Eve, Nem is a volcanically active desert world with sweltering temperatures, massive volcanoes, deep canyons, and an oxygenated atmosphere. We don't know precisely how it's able to maintain this atmospheric oxygen. Some say the planet is actually hiding complex life, but this couldn't possibly be true. How could such a hostile world possibly sustain life? Regardless of its habitability, Nem represents a unique opportunity for our interplanetary SSTO program. Because of its low gravity, reasonably dense atmosphere and oxygen, Nem is ideally suited for an SSTO mission- especially if ISRU technology can be utilized. Ascent with a traditional lander, meanwhile, may prove difficult- as its aerodynamic properties will matter far more than a similar mission to Duna. At least your parachutes will work great! - FEATURES - Nem has an extensive feature set, including full science logs for almost every relevant stock science experiment, spanning each of its 16 biomes. This also includes full science logs for every usable DMagic Orbital Science experiment! For realism, it moves Gilly into orbit of Nem, as its previous orbit would've been unstable. However, as its hill sphere would be too small to be reasonably playable if Principia is installed, it will instead put Gilly at Eve's L5 lagrange point if that mod is enabled. Eve's rotation period is also modified to tidally lock it to Nem. If Alternis Kerbol Rekerjiggered is enabled, the mod will not touch Gilly/Gillian's Comet, and otherwise supports Alternis Eve just fine. (Though enabling Alternis Eve's rings is a tad unrealistic.) It includes custom Parallax surface textures, and even custom-modeled surface scatters- which can be installed optionally. The mod includes its own basic EVE clouds and supports Blackrack's beta Raymarched Volumetric Clouds, but if you have Astronomer's Visual Pack installed, it will hook into the mod and use your AVP install to generate its own clouds and auroras. It also supports SigmaDimensions. This functionality is now dynamic, meaning it will adjust Nem's HazardousBody setup and Eve's rotation period according to whatever configuration your SigmaDimensions install is running. - DELTA-V MAP - - SCREENSHOTS - (Spoilers!) - MOD COMPATIBILITY - Nem supports (but does not require): Astronomer's Visual Pack Community Resource Pack Environmental Visual Enhancements (Supports Raymarched Volumetric Clouds and old-style clouds) Parallax/Parallax_StockTextures Scatterer Distant Object Enhancement PlanetShine Principia ResearchBodies Alternis Kerbol Rekerjiggered DMagic Orbital Science Tarsier Space Technology (ChemCam and Telescope) SigmaDimensions - DOWNLOAD - Requires Kopernicus! GitHub Link Quick disclaimer- this is my first ever full celestial body made in Kopernicus. - CHANGELOG - - ATTRIBUTIONS - Niako's Kopernicus Utilities (bundled) is licensed under the MIT license. Link to Niako's Kopernicus Utilities Kopernicus Expansion Continued-er (bundled) is licensed under the GNU General Public License. Link to Kopernicus Expansion Continued-er Select textures from the old Environmental Visual Enhancements default config are bundled with the EVE support patch (everything except for Nem_Volcano_Smoke.dds), which is licensed under the MIT license. Link to Environmental Visual Enhancements legacy github page Parallax surface and various scatter textures created using Moss 002, Ground 054, Rock 029, Rock 030, Rocks 011, Rock 022, Rock 018, Bark 001, Foliage 005, and Leaf 002 from ambientCG.com, licensed under the Creative Commons CC0 1.0 Universal License. - LICENSE - Nem is licensed under the Creative Commons CC BY 4.0. https://creativecommons.org/licenses/by/4.0/ You are free to: Share — copy and redistribute the material in any medium or format for any purpose, even commercially. Adapt — remix, transform, and build upon the material for any purpose, even commercially. The licensor cannot revoke these freedoms as long as you follow the license terms. Under the following terms: Attribution - You must give appropriate credit , provide a link to the license, and indicate if changes were made . You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. No additional restrictions - You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits. Notices: You do not have to comply with the license for elements of the material in the public domain or where your use is permitted by an applicable exception or limitation . No warranties are given. The license may not give you all of the permissions necessary for your intended use. For example, other rights such as publicity, privacy, or moral rights may limit how you use the material.- 26 replies
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0.5.0 Kargatua System Awaiting Frontiers for more info, screenshots, and dev news, please click https://sites.google.com/view/intersteller-colony-challenge/kargatua-mod-suite/karatua-poly-centuri Screenshots! If anyone wants to help with science Def's, I am open stuff to look for in the next updates (0.5 and 1.0) Plans here Dependencies (So Far) Kopernicus Singularity kopernicus expansion (for the wormholes) Module manager What I am working on Features that will be in the next few updates (guaranteed) Download here GitHub https://github.com/Kevin-kerman/Poly-Centuri-System I am relatively new to modding, so this probably won't be the best Kargatua extras and Current Features Thanks to @Sushut for YouTube tutorials thanks to @Mr. Kerbin for Help with troubleshooting and Flars texture thanks to @SQUAD for reasons that I hope doesn't need explaining thanks to @blackrack for the amazing mod singularity, without that mod I could not play with black holes. thanks to @Vabien for maintaining Kopernicus Expansions. thanks to @R-T-B for maintaining Kopernicus. And thanks to @Blurgert and @Eclipse 32for playtesting Kargatua is currently under an MIT license
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Kerbol System Expansion: MORE TO COME SOON (AS OF 4/1/2025!) Hey, there Kerbonauts! Have you ever wanted a bigger Kerbol system, with more planets to explore? You're in luck! With the new and upcoming Kerbol Expansion mod, 3 new gas giants will be added to Kerbol. Visit vast new worlds, and step where no Kerbal has gone before, in a brand new realistically stylized planet pack. I'm also in need of suggestions, so feel free to drop what YOU want to see from this mod! This mod is newly released, so give some time for bugs to be ironed out. Compatibility This mod will be compatible with Parallax, EVE volumetrics, custom music and more. Requirements This mod comes bundled with Kopernicus Expansion and Niako Utils, however you will need to install Kopernicus manually or through CKAN. Download: Here on Github!, or Here on Spacedock! Best Photos Textures are licensed CC-BY-NC-ND. Configs are licensed as CC-BY.
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Precursors Version: 1.8 - NEW YEAR'S UPDATE OVERVIEW The discovery of mysterious SSTV signals originating from Duna was a monumental leap in the search for intelligent life. Deciphering these signals revealed The Ignotum System, a previously undiscovered solar system 3 light years from Kerbin. Having recently mastered interstellar travel and hibernation technologies, the Kerbals were quick to launch an expedition to this new system. The trip ran smoothly, but upon arrival... … Alone among the stars, you are the future of the expedition. Rediscover ancient rocketry and flight technologies as you explore a vast, handcrafted solar system. Uncover the secrets behind the SSTV signals and the alien race that created them. Precursors is a planet pack designed to provide a fresh and exciting experience to players. Stranded on a cold and barren world, traverse highly detailed celestial bodies and never-before-seen environments. Each planet and moon has a distinct challenge and appearance; hike across scalding volcanic mountains, maneuver through massive forests, and battle against relentless gravity on your journey across the Ignotum System. Collect custom science reports and unearth extensive lore in this continuation of the Kerbal Space Program story. Contents Over 20 unique, ultra-high-detail celestial bodies to explore 1,000+ custom science reports across all bodies Fleshed-out, diverse biomes Intricate worldbuilding and optional story components Custom flags, loading screens, and much, much more Oh, and Easter eggs! Download at https://github.com/WyattPetula/Precursors Older versions can be found at: https://spacedock.info/mod/2869/Precursors Planet Pack Dependencies and Recommended Mods DEPENDENCIES KSP 1.9.x-1.12.x Niako's Kopernicus Utilities Kopernicus Stable Branch 1.9.x-1.12.x Duckweed's VertexColorMapEmissive 1.0.0 RECOMMENDED MODS Latest version of Scatterer Latest version of EVE Redux INCLUDED WITH DOWNLOAD Sigma Loading Screens Resource configs supporting Interstellar Fuel Switch Resource configs supporting Community Resource Pack UNSUPPORTED Other system replacers Volumetric EVE Parallax (for now) Support and Known Issues GETTING SUPPORT If you want to get support, please include a detailed description of the problem, your KSP logs, a list of your installed mods, and—if applicable—screenshots. If you do not include these requirements, you will not receive good support. KNOWN ISSUES None, fortunately! More Screenshots System In-Depth Overview (MAJOR SPOILERS) Delta-V Map by u/Lithium-7 (outdated) Celestial Body Size Comparison Infographic (visuals outdated) License Precursors Planet Pack is licensed under All Rights Reserved. That means you cannot... Copy my work Create derivatives of my work Use my work in other projects You cannot replicate or create derivatives of my work inside KSP 2. The license for Precursors applies to KSP 2 in addition to KSP 1. If you have a question regarding the license, please message me through the forums. Thanks! Proper credit has been given to mods and textures not created by me. These mods are exempt from Precursors’ All Rights Reserved license. Thank you everyone for your continued support! Author's Note Hi there! I'm Wpetula. Over the past four years, I've had a wonderful time learning how to engineer custom celestial bodies with the help of the awesome Kerbal Space Program community, especially the Kopernicus Discord group. Thank you everyone for your support! This has been a one-man project, and Precursors would not be what it is today without you
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i want to add a black hole to the stock system with the singularity shader mod, but i don't know how... no accretion disk
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Outer Planets Mod v2.2.11 This version of Outer Planets Mod has been built to work for KSP version 1.3.1 - 1.12.*. About The Outer Planets Mod is a mod that expands the outer edges of the Kerbol system to create something akin to the real Solar System's. It adds Kerbalized versions of Saturn, Uranus, Neptune and Pluto as well as several of these planets' moons. These faraway planets provide a challenge rarely encountered in Kerbal Space Program; you'll have to figure out new transfer windows, manage your power supply differently, provide your spacecraft with more Delta-V and be ready to travel years or even decades. This mod is being developed and maintain by a group of collaborators, alongside and following the initial development of the mod creator, CaptRobau. Features Explore 15 new highly detailed planets and moons, all in a stock-a-like artstyle. Discover never before seen worlds, such as a sub-satellite, Trojan moon or a set of binary bodies. Collect science in over 140 biomes, with almost a thousand unique science blurbs. Custom terrain textures and improved ground scatter has made planets and moons never look so good up close. A full set of KSPedia entries for OPM's various bodies helps you to navigate the far reaches of the Kerbol system. Includes a Level 4 Tracking Station upgrade (requires CustomBarnKit) to boost your communication range out to the furthest reaches of the system without requiring additional modded antennas. Extensive third-party mod integration means you can play OPM with a whole range of other mods. Download You can either manually download and install Outer Planets Mod via the button and installation instructions below or by installing it automatically via CKAN (first-party support of CKAN is provided and new releases should automatically be indexed by CKAN in due course). Installation Instructions Extract the GameData folder found in the downloadable .zip directly into your Kerbal Space Program install directory. If located correctly, the OPM and CTTP directories should be found at: \Kerbal Space Program\GameData\OPM & \Kerbal Space Program\GameData\CTTP Dependencies The following KSP mods must be installed prior to using Outer Planets Mod (ensure you install the correct version of the dependencies for your version of KSP): Kopernicus (depending on KSP version) Module Manager Community Terrain Texture Pack - bundled within OPM Supported Mods Custom Barn Kit Community Resource Pack Distant Object Enhancement PlanetShine Research Bodies Visual Mods By default, Outer Planets Mods does not come with any included visual pack to support EVE or Scatterer. There are a few mods that add these atmospheric visual enhancements to OPM as follows: Stock Visual Enhancements - Retextures the Gas Giants and adds atmospheric scatter and cloud support to all atmospheric bodies. Does not apply effects if Pood's OPM-VO is installed also. Pood's Outer Planets Mod - Visual Overhaul - Retextures the Gas Giants and adds atmospheric scatter and cloud support to all atmospheric bodies. Not been updated in a while so your mileage may vary. Screenshots The scale of the OPM system compared to the orbit of Jool: Size comparison of Outer Planets and their moons: Sarnus overview: Urlum overview: Neidon overview: Plock overview: Changelog Please expand the 'spoiler' box below to view all changelog details: Credits Please expand the 'spoiler' box below to view the accreditations for Outer Planets Mod: Previous Threads Original thread by CaptRobau: https://forum.kerbalspaceprogram.com/index.php?/topic/93999-121-outer-planets-mod-21-active-development-has-moved-see-first-post-for-new-thread/ Continuation thread by Galileo: https://forum.kerbalspaceprogram.com/index.php?/topic/165854-ksp-15-outer-planets-mod221-25-april-2018/ License Outer Planets Mod is being maintained by a collaborative group. The mod is still licensed under the original Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.
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I'm working on a mod that will add a new Solar System, and I wanted to tell each planet's story in a fun, humorous way through Science reports. How do I implement custom EVA descriptions instead of using the Stock ones? I can't seem to find any info on it
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I want to make my own mod which replaces the stock solar system, but I do not know how to get rid of the stock planets. help pls
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Gameslinx posted a topic in KSP1 Mod Releases
Beyond Home Beyond Home (BH) is the final chapter in the story of Kerbalkind. It can be played independently of Before Kerbin and After Kerbin. Billions of years after Kerbol exploded, a few colony vessels survived and found a new system to inhabit. The Tempus System. The Tempus System is a binary star system, slightly larger than the Kerbol System. The two stars Destiny and Fate orbit each other, almost like a slow dance. These stars are the heart of this expansive system. The Kerbals have begun the colonization of two celestial bodies: Rhode, the home planet, and its moon Lua. Rhode's gravity is slightly less than Kerbin's. Its atmosphere is slightly thinner. It's a lot more modest than what the Kerbals were used to billions of years ago, however it is still a beauty to marvel at. Your task is to explore the Tempus System and uncover its secrets. Beyond Home is a planet mod for Kerbal Space Program that raises the bar by achieving many things once thought impossible. Each planet has custom surface features that the player can explore. These can range from simple rocks to vast structures and crashed starships. Each planet has had at least a week (or more) of time dedicated to making it perfect for the player to explore. Beyond Home may sound easy, but leaving the home planet is no longer the challenge. The journey is what counts - especially what lies at the end of it. Your focus will not be learning how to fly, it will be putting those skills to the test in wild, unique environments never seen before. See the trailer here: https://www.youtube.com/watch?v=K9llIkFVXAE Trailers There are a number of trailers for Beyond Home. Here is the main trailer and a few popular ones, including upcoming features: https://www.youtube.com/watch?v=K9llIkFVXAE - The main trailer https://www.youtube.com/watch?v=zm6vzBzuGGU - Gas giant overhaul https://www.youtube.com/watch?v=jRoTx2NC9Jc - Mining base https://www.youtube.com/watch?v=h3_hijMmj04 - Cities https://www.youtube.com/watch?v=y5PSsIbgoBs - The original trailer I also have my own career mode series where I play the planet pack as a player myself: https://www.youtube.com/playlist?list=PLKfbvijUql4RUpLsJLJ-Zdenn6ArbOPik World-Firsts Beyond Home is the first planet mod to feature a fully functional binary star system at its core. Not only this, but entire structures can be procedurally generated on each planet - yes, you can land on those floating islands. Beyond Home comes with its own visual suite, meaning you can finally bring out the most performance you possibly can with one of the most optimized planet mods in the community. As well as this, Beyond Home offers the ability to collect bonus science rewards from various biomes across every planet - you will know where the challenge lies. There is even the option for you to launch from the moon of the home planet to aid with the system expansion and exploration. This planet pack is entirely about exploration and discovering vast, dynamic worlds that actually feel alive. Structures that indicate that an alien race has been here before you exist. The lore is extremely extensive. And yes, there are easter eggs! Compatibility Beyond Home is compatible with (or provides support for) the following mods: Environmental Visual Enhancements Scatterer Rescale (The recommended rescale factor is 2.5 or 3.7) Distant Object Enhancement Kopernicus Expansion Sigma Replacements: Skybox Kerbal Konstructs Astrogator (Use for transfer windows!) KS3P Principia - Download the patch for Beyond Home here: https://pastebin.com/m2QAyA7S Beyond Home is not compatible with: External visual mods (SVE, AVP, SVT...) External planet mods (JNSQ, GPP, GPO...) Scale Beyond Home is built at the stock scale. Each planet has been hand crafted for use within Kerbal Space Program. Beyond Home avoids all of the pitfalls that the stock planet has and sustains incredible detail even at the stock scale. There is also support for Sigma Dimensions configurations, where the recommended rescale factor is 2.5x or 3.7x for a challenge. You can download Sigma Dimensions here: https://github.com/Sigma88/Sigma-Dimensions/releases Installation Please navigate to the following pages to download and install the version of each dependency for your KSP version: Required To Function Beyond Home - https://github.com/Gameslinx/BeyondHomePlanetMod/releases Parallax - https://github.com/Gameslinx/Tessellation/releases/tag/1.0.1 - DOWNLOAD PARALLAX 1.0.1, NOT THE LATEST VERSION Kopernicus (CHOOSE ONE): FOR 1.10.1 - https://github.com/prestja/Kopernicus/releases Upon starting the game YOU MUST go to settings and enable terrain scatters and turn the density up to 100% for key features of the mod to work! Recommended Environmental Visual Enhancements (Clouds) - https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases Scatterer (Atmospheres) - https://github.com/LGhassen/Scatterer/releases Sigma Replacements (Skybox) - https://github.com/Sigma88/Sigma-Replacements/releases/tag/B_v0.5.0 Hardware Requirements Beyond Home is an incredibly well optimized mod that almost anyone will be able to run, but there are some bare minimum requirements that your system must meet for an enjoyable experience: 6GB RAM (System memory) 1-2GB VRAM (Graphics memory) Delta-V Maps With the amazing help of @JadeOfMaar, the Beyond Home Delta V map is finally here! You can download it in both light and dark modes at incredible resolutions and finally know just how much fuel you're spending Donations I have developed Beyond Home almost completely by myself, keeping outsourcing to an absolute minimum. As of writing this forum page, I have worked on Beyond Home almost every day for just over a year. In 2020 I will not have as much time to develop the mod because I will be in university. Donations are by no means asked for, but are greatly appreciated. Thank you for downloading the mod or if you're a long time supporter, thank you for sticking with it throughout its development Support If think you have encountered a bug you will only get support if you submit screenshots or your KSP log file. Without evidence or logs, I will not help you. Licensing Beyond Home is licensed under All Rights Reserved. This means: You cannot redistribute my work You cannot use my work in another project You cannot create derivatives of my work I reserve all the rights to my work If you would like to derive my work or use my assets elsewhere you must contact me directly requesting permission to do so.- 1,665 replies
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NO LOGS, NO SUPPORT. This solar system completely replaces the stock system. Version 1.6.6.0 Changelog Added Optional Mods: GPP_Rescale for 2.5x and 10x versions of GPP. Added extra launch sites to MechJeb2 config. Added HazardousBody to gas giants. Updated scatterer configs and fixed bugs. Updated CelestialBodies.pdf. Updated KK things to only be read when KK is installed and not when GPP_Secondary is installed. (No more KSC++ on Squad Kerbin.) Revised atmospheres (surface pressure unchanged, heights may be different). Revised rotationPeriod and/or intialRotation of many celestial bodies. Revised flying altitude thresholds. Revised NavBall switch radius multipliers. Revised Lili's fade limits to fix frame rate drop. Deleted MyRocksAreBiggerThanYours plugin (now part of Kopernicus). Deleted GPP KSPedia (doesn't work in current KSP version). Deleted unused MapDecal and FlattenArea in GPP_Secondary. Miscellaneous other fixes and updates. This update includes many important updates, bug fixes, and improvements. This does not include any of the texture or terrain changes that have been hinted about (that's still a work in progress). We're releasing these changes ahead of schedule to correspond with similar updates to JNSQ and GEP. The update is certified to work only with KSP 1.12.1 or newer. It may work with older KSP versions, though it has not been tested and support will not be provided. Atmospheres have been redone to provide conformity across all Team Galileo products. The changes to rotation periods and initial rotation may break existing geosynchronous satellite networks. Additionally, moon bases may find themselves facing a different direction - perhaps no longer with a line-of-sight to the planet. If you suspect your existing save may be damaged, then either consider not updating, or be prepared to redo, abandon, or correct the damage. Adding GPP_Rescale to an existing save is not recommended. For more information about Rescale mods, read here. DOWNLOADS GPP Download GPP Textures Download Optional No Volumetric Clouds (for better performance) Install instructions, Wiki, and other Important Information can be found HERE Tune in everyday except Tuesday at 8:00pm UTC for GPP career action and live support with @RocketPCGaming and the GPP developers. Thank you to @OhioBob @JadeOfMaar @Poodmund @TheRagingIrishman @Sigma88 for taking time out of their lives and helping me with this endeavor. I probably would have never finished if it wasn't for you guys. It has been a lot of fun. If you would like to help keep my motivation up, then you can donate. Any amount Is amazing, really! This mod is licensed by Creative Commons Attribution-NonCommercial-NoDerivs CC BY-NC-ND
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Too long has stock Kerbol gone unloved. No longer will it sit at the center of the solar system, ugly and drab. With new high resolution textures, Scatterer support, and custom light curves, BetterKerbol attempts to remake Kerbol as eye candy worthy of pretty screenshots. Towards this end, the radius has also been tweaked by an imperceptibly tiny amount, to get around a quirk in KSPs engine. This change does not effect the orbits of the planets, as Kerbol's mass is unchanged With additional configuration, experience the searing light of Kerbol as you approach the corona, watch is it dims to a pale flicker as you travel beyond the orbit of Eeloo, and resize it to align better with the scale of the stock system. Changelog v1.1.0 New photosphere texture for Kerbol. Brightness curves and optional rescale replaced with configurable options New configuration file at GameData/BetterKerbol/settings.cfg useBetterSize Default value: false Expected values: true, false Effect: Reduce Kerbol's radius by a factor of 4.24x to match scale with the stock system. useProximityBrightening Default value: true Expected values: true, false Effect: Increasing brightness curve when closer to Kerbol than Kerbin SMA. useDistanceDimming Default value: false Expected values: true, false Effect: Decreasing brightness curve when farther from Kerbol than Kerbin SMA. Features Base 8k Photosphere and Corona textures A visual surface that aligns with the true surface, opening up the possibility for spectacular close passes Scatterer configs for close up corona glow and sky tint when in the Kerbolar atmosphere Configurable Reduce Kerbol's radius by a factor of 4.24x to match scale with the stock system. Increasing brightness curve when closer to Kerbol than Kerbin SMA. Decreasing brightness curve when farther from Kerbol than Kerbin SMA. Notes Due to a long-standing bug in the way KSP calculates solar heat, temperatures near the surface are extreme, with radiant power density approaching infinity! Bring your exploit shielding or it's a one way trip! No sunflare is provided. If using Scatterer, pick your favorite sunflare mod. Gallery Download CKAN GitHub SpaceDock Installation Extract the zip file Place the GameData folder into your KSP directory Configuration BetterKerbol has a few configurable settings, located at GameData/BetterKerbol/settings.cfg useBetterSize Default value: false Expected values: true, false Effect: Reduce Kerbol's radius by a factor of 4.24x to match scale with the stock system. useProximityBrightening Default value: true Expected values: true, false Effect: Increasing brightness curve when closer to Kerbol than Kerbin SMA. useDistanceDimming Default value: false Expected values: true, false Effect: Decreasing brightness curve when farther from Kerbol than Kerbin SMA. Requirements Kopernicus ModuleManager Provided Compatibility Scatterer Known Issues Certain TUFX settings (especially TAA and HDR) can occasionally cause a ring of flickering black pixels between the limb of Kerbol and the start of the corona. Licensing BetterKerbol is licensed by Attribution-NonCommercial-NoDerivs 3.0 Unported (CC BY-NC-ND 3.0)
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Hello there. This is merely a concept, I just want to see a reaction. Test the waters. The idea has multiple stars, each with their own unique characteristics. Star 1 (Deleye) (dell-i) A young star system. A young star around formed 50 Mya, and orange in hue. Large debris disks. Deleye b (Charos) A metal composed planet, large and a ton of lava. Deleye c (Gurdok) A small world, with a thick atmosphere and few craters, and like Mars long ago. Deleye cb A moon made from a collision like our moon. Deleye d (Phatos) A world on an oddly eccentric orbit, with a sphere of gas around it. Deleye e (Letum) A large gas giant spiraling inwards and spelling doom for any later hope of life in the system, lying currently just outside the habitable zone. 5 moons. Maybe dwarf planets after? Star 2 (Calisfinior) (cal-is-fin-or)A star reaching its end. This originally sun-like star is now at its AGB phase, destroying the entire solar system around it in the process. Calisfinior b ( Nebrok) A Laythe-sized world incredibly close to the star, and cracks are visible. This once vibrant world is now just melting away. A faint ring system is visible, most chunks of the planet that cracked off. Calisfinior c (Voom & Voam) This binary system is tidally locked to each other, roughly the same mass. The planets are heating up and the once icecaps here are now blown away from the thermal pulses of the star. Little atmosphere is left. C1 This tiny asteroid is merely orbiting and watching the chaos. Calisfinior d (Ovous) A super-Kerbin, this once Jool like world has had it’s gas blown away by the thermal pulses of the star, now like Super-Tylo, and a large ring system is visible. (Various moons) Calisfinor e (Gigantis) This super-Jool is a far out world, and has gained and took mass from the thermal pulses, and maybe even a ring of gases.
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QuackPack QuackPack is intended to fill out an often neglected portion of the Kerbolar system: the deep inner system, far below the orbit of Moho. Oftentimes, when a player has conquered the stock system, it may feel like the only way to access more challenging destinations is to install full system replacers, or interstellar mods. System expansions such as Outer Planets Mod are a very popular first step, bridging the challenge gap between the stock system and full blown interstellar packs. QuackPack is designed to add an additional level of challenge to a stock + OPM install. Instead of looking outwards towards other stars, it is time to look inwards towards our own. These planets are not for the faint of heart. Transfer requirements are extreme, and their gravity wells are deep. Gravity assists are a near requirement. Failure lurks around every corner, as the unique thermal environments can cause unexpected problems, or outright destroy craft. Aerodynamics will work in unusual ways, as the superheated atmospheres are very different from anything else in the Kerbolar system. However, with smart design, clever planning, and skill, these bodies can be conquered, even fully reusable, or, theoretically, with single stage craft. Bodies Blas, a metal poor, scorching hot desert Superkerbin with a large ring system and one small moonlet. Geet, the lone moon of Blas, and a shepherd to the ring system. Jot, an inflated hot Jool with an extremely large atmosphere. Subon, a captured metallic asteroid in a close retrograde orbit of Jot. Cind, a Kerbin sized tidally locked hellworld, with an atmosphere made of sulfur and boiling metal. Features 5 challenging new bodies to explore. Science and career mode ready, with full biome and experiment definitions. Full scatterer integration. Full EVE integration, with clouds, sandstorms, lightning, aurorae, and thermal glow. Volumetric clouds are supported for Jot with an optional download. Planetshine and Distant Object Enhancement integration. Notes This is my first planet mod, pls be gentle. Delta V map and grid Classic subway style delta v map. A janky delta v grid packed with information https://docs.google.com/spreadsheets/d/1t5JHSCVPWrMVtEfGHV__7xCjVrZGaRFoe4HQmvdFZwI Gallery Download Github CKAN Installation Remove any prexisting QuackPack installations (QuackPack folder within GameData folder in KSP directory) Install ALL listed dependencies, following the links bellow Download and extract the QuackPack zip file Place the GameData folder into your KSP directory Highly recommended to download and install Scatterer, EVE REDUX, and BetterKerbol as they provide massive visual improvement, and QuackPack is intended to be played with all three installed. OPTIONAL (Github release only) Download and extract the Volumetrics zip file Place the GameData folder into your KSP directory Dependencies ModuleManager Kopernicus Community Terrain Texture Pack Bundled Dependencies Niako's Kopernicus Utilities Sigma Heat Shifter Provided Compatibility Scatterer EVE Redux Distant Object Enancement Planetshine Recommended Mods BetterKerbol Outer Planets Mod FAQ Q. Does QuackPack support Parallax 2? A. QuackPack does not currently provide configs for Parallax 2, but it will run alongside Parallax 2 enabled planets from the stock system or other planet mods Q. Will QuackPack ever support Parallax 2? A. QuackPack is intended to support Parallax 2 at some point, when I have the time to sit down and learn it. Q. Does QuackPack support EVE True Volumetrics? A. EVE True Volumetrics support will come in a future update. Q. Does QuackPack support rescaling either natively or via Sigma Dimensions? A. QuackPack does not have native rescale support, but will function with rescales done via Sigma Dimensions. This means you can install QuackPack alongside other 1x scale mods, then rescale the whole thing with Sigma Dimensions, but QuackPack will not function correctly with mods like JNSQ, which have a native scale difference. Licensing QuackPack is licensed by Attribution-NonCommercial-NoDerivs 3.0 Unported (CC BY-NC-ND 3.0)
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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?
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Tilt'Em Adds planetary axial tilt for KSP planets Licence: MIT (don't even ask me for permission to fork it ) Download link Installation instructions Source code I always wanted to have planetary axial tilt with the default planets but I've always read that it was impossible to do it on unity. Principia managed to do it, but you have to use it's cool but complex n-body physics. This mod adds axial tilt to the default planets and keeps the default KSP 2-body physics. Follow the installation instructions to check how to install it and how to edit the planet tilts for each individual planet
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For ages, ages, and yet more ages I have been seeking a particular kind of planet pack - I have achieved similar results to what I want with other planet packs, and by mixing others, but it just doesn’t feel… right, for some reason. I have come to a conclusion. SCREW IT, I‘LL DO IT MYSELF! The goal of this planet pack is very simple. To add star systems, lots of them, and to make sure they feel… real. Too many planet packs are just stuffed with habitable worlds and exotic bodies like neutron stars and black holes. Maybe one of the only exceptions to this is REX, but it’s very outdated and it shows. As well as this it just simply lacks compatibility for most modern graphical mods. So, I’ve decided to make my own! Unlike other system adders, this one won’t add a habitable world or deep-space anomaly every single system. Rather, it will have realistic, believable systems at realistic, believable distances. All systems will be cool to visit, however, and I will try to give them their own quirks and interesting features to make them unique. Keep in mind that they will NOT be inspired by real distant solar systems, though, so they will be all fully my own creations. I can’t wait to share the first system with you all once it’s done! For now, what I have planned is as follows: Yaris - Average yellow star, about the same size and age as Kerbol. Gamgee - Young red Dwarf Kakarrig - Old red dwarf Srovvyvos- Ancient White dwarf Eiga - less Ancient Blue Giant Cloughtarr - Old Yellow star, becoming slightly orange. Kerman’s Star - average red dwarf Jebediah’s Star - average red dwarf Valentina - Average red dwarf As you can see, they will mainly be red dwarfs. I’m currently making Yaris first.
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Oh hai. This is a basic planet pack so far that adds a Near-Kerbin binary asteroid, Doppler-Dyva, a Pallas-like two-toned potato, Quazen, and four binary Jool trojans. Basically asteroids not filled by niches such as Minor Planets Expansion. Download here on SpaceDock. This was the old picture of Doppler, once named Onor (please don't deadname it). It's a relic of my past and how I've improved. Requirements: Kopernicus ModuleManager A good computer
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Like in Real Exoplanets and Kcalbeloh. I am developing a mod that adds several new star systems, and would like to have them be stationary.
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I want to make a kerbalized version of 19521 Chaos, which is hypothesized to be a contact binary. I am very new to Kopernicus, and I am currently developing a planet pack.
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