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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, except as indicated, falling under an All Rights Reserved license.
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Grond's Micrometeorite Shield Mod A mod that adds medium sized to extremely large micrometeorite shields for big interplanetary or interstellar ships. Currently there are two shield sizes, 10 meter shield with a 2.5 meter attachment, and a 50 meter shield, 3.75 meter attachment, and a pretty powerful antenna. Download: SpaceDock It is also available on CKAN! Dependencies: Community Tech Tree Recommended: Near Future Construction (heavily recommend) Near Future Propulsion Near Future Electrical (this one as well) Far Future Technologies Restock Restock+ Changelog: 1.1 - Added a 50m shield that doubles as a long range antenna, also fixed the file structure so it's not horrible; 1.1.1 - Quick MM patch to make the mod "technically" work without CTT, but I wouldn't recommend it because it makes all the shields cost the same amount of science; Licensing: All code and cfgs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License.
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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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After having already played on it for over a year I have decided to start posting the results of my KSP career save here,on this career I have set myself the goal of colonizing every single body(except stars) using MKS and EPL as the two main colonization mods. In addition to those two mods I have a huge customized modpack including interstellar engines from Far Future Technologies, a modified version of Beyond Home that adds its system not as a replacement to the stock system but as an addition to it and many more. For other planet packs I also use OPM. Due to the large time already spent playing on the save I had to first go through the backlog of the many already completed missions and already started colonization efforts, so the first 38 chapters were me posting the earlier missions with whatever screenshots I have of them that i happened to take, if I have no screenshots of the original mission I showed the mission vehicle in VAB/SPH. Chapters: Chapter 1: Beginnings https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4287263 Chapter 2: First interplanetary voyage https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4287609 Chapter 3: Launch to Jool https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4289999 Chapter 4: The First Colony https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4291039 Chapter 5: Eve Station https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4291379 Chapter 6: Minmus Expansion https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4291628 Chapter 7: Minmus Trade Route https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4291953 Chapter 8: Orbital Shipyard https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4291998 Chapter 9: Eve Colony Shiphttps://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4292303 Chapter 10: Jool Arrival https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4292438 Chapter 11: Satellites & Mun preparations https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4293995 Chapter 12: Duna Mission & Space Freighter https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4295223 Chapter 13: Moho Mission & Colony Expansions https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4295688 Chapter 14: Mun Construction https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4318324 Chapter 15: Eve Expansion https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4319907 Chapter 16: Gilly Colonization https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4320205 Chapter 17: Mission Returns & Leveling Cruise https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4320228 Chapter 18: Interplanetary Fusion Spaceship & Heavy Mining https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4320909 Chapter 19: Duna Colonization https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4321698 Chapter 20: Harbor Activity https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4321716 Chapter 21: Eve Heavy Industry & Plock Mission https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4322980 Chapter 22: Jool Colonization Fleet https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4322991 Chapter 23: Sarnus Mission https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4323343 Chapter 24: Gilly Station & Eve Karborundum Mining https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4325354 Chapter 25: Jool Colony Fleet Arrivals https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4325356 Chapter 26: Explodium Dragon https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4327871 Chapter 27: Tekto Exploration & Mun Construction https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4328950 Chapter 28: Duna Logistics https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4328955 Chapter 29: Sarnus Exploration https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4329992 Chapter 30: Pol Colonization Beginnings https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330003 Chapter 31: Laythe Colonization Part 1 https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330018 Chapter 32: Laythe Colonization Part 2 https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330148 Chapter 33: Duna Colonization https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330154 Chapter 34: Nuclear Transport & Jool Scooping https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330335 Chapter 35: Laythe City Expansion https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330349 Chapter 36: Bop Colonization https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330373 Chapter 37: Laythe Skyscrapers https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4334600 Chapter 38: Dres Station & Neidon Mission https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4334626 Chapter 39: Laythe Airport & Heavy Mining Preperations https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4341289 Chapter 40: First Laythe Miner & Sarnus Colonization Preparations https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4372662 Chapter 41: Sarnus Colonists & Money https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4384943 Chapter 42: More Sarnus Launches & Financial Disaster https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4401990 Chapter 43: Final Sarnus Launches - For now https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4412566 Chapter 44: Minmus Trading Infrastructure https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4442015 Chapter 45: Laythe Intermediate Miners https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4442245 Chapter 46: Laythe City Fusion Reactor https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4442467
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"Amid the stars, we stand on the brink of endless futures. It is only by stepping forward that we collapse the uncertain into reality." - Unknown Kerbal. Embark on an extraordinary journey through space with the Sternenfront Planet Pack Mod for Kerbal Space Program. Explore a richly detailed new star systems. From the terraformed landscapes of Mars-like planets to the lush green expanses of exoplanets, every celestial body offers new challenges and discoveries. Uncover historical landmarks and artifacts scattered across the planets, remnants of ancient civilizations and epic battles that hint at the complex alternate history. Engage in unique missions and science experiments designed to immerse you in the lore of Sternenfront, guiding you through a narrative that spans centuries of antient innovation and conflict. Prepare for liftoff, and let the adventures of Sternenfront ignite your passion for exploration. This is a work in Progress mod that is based on a project on DeviantArt. This mod requires: Kopernicus, Niako's Kopernicus Utilities, & Duckweed Utils.
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[KSP 1.8.1-1.11.X] (V0.4.1) Interstellar Technologies [Antimatter Catalyzed Fusion Engine Powered Interstellar Spacecraft - Kepler] An Interstellar Propulsion System mod, made by Kepler- At long last, after months of hard work practicing modeling, and after finally unlocking the secrets to textures, The mod is finally released. This parts pack will be used to expand from the mod Kerbal Space Program Interstellar Extended. Those parts are extremely imbalanced with going around the stock system. The engines are made off the base of the KSPI-E engines' statistics, [DEPENDENCIES] All of the required mods for Interstellar Technologies to function properly is now in the main mod folder. Note that the KSPI-E folder is stripped of some of it's parts, due to complaints of complexity of KSPI-E. [RECOMMENDATIONS] Those are recommendations to download to play with the mod. They are NOT required. - Far Future Technologies - TUFX - MEV Heavy Industries - Galaxies Unbound - A Stellar Odyssey - Interstellar Extended (The whole pack in order to get all the parts) - Near Future Mods by Nertea - Singularity (For Galaxies Unbound) The parts pack will be updated quickly, releases will be *quick*. I will be available in the KSPI-E discord server and the Galaxies Unbound discord server, please @ Kepler (No spacing) to make suggestions for future changes. Special thanks to @Cyne for helping me with learning to texture models. [Some of the Parts include...] - Daedalus Inertial Confinement Fusion Drive (v.0.1.0) - Antimatter Catalyzed Fusion Drive (v.0.1.0) - Kugelblitz Drive (Black hole drive) (v.0.1.0) - Laser Core Antimatter Drive (v0.1.0) - Multi Mode Interstellar Afterburning fusion drive (v0.1.1) - Multi Mode SSTO Fusion Engine (v0.1.6) - TRIGA Core Static/Pulsed Trimodal Nuclear Thermal Rocket (0.1.7) - "Coaxial" SSTO Fusion Engine (0.1.7) And so much more as the mod updates! [SCREENSHOTS] [DOWNLOAD] Primary (SpaceDock): https://spacedock.info/mod/2674/Interstellar Technologies - A KSPI-E Expansion For Additional Bugfixes and all (Probably mostly for science mode and that) please contact me through Discord through the KSPI-E or the GU discord server. The mod uses the CC BY-NC-SA License.
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Implementing KSP 2 Exoplanets into KSP 1: A Devlog Sad that you may never get to experience KSP 2's new planets? Don't worry -- the KSP 1 planet modding community has you covered! Focus #1: GLUMO KSP 2's Glumo KSP 1 -- Version 1 KSP 1 -- Version 2 KSP 1 -- Version 3 KSP 2's exoplanets are too cool NOT to explore...which is why I and other planet modders are implementing them into KSP 1 for fun. All textures are 100% custom-made by community members. If you want to contribute to the project, just pick a celestial body you find interesting and replicate it as best you can! Planet modders of all skill levels are welcome. This project has no hard deadlines, is collaboration-based, and only asks that you contribute your best work.
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Kerbol is dying, in a last chance for survive, the entire Kerbal race has started to construct a massive interstellar colony ship capable of sustaining 1000 Kerbals for up to 400 years, they have sent multiple probes to find some habitable choices, they believe that they have found that planet, Kory, a habitable moon orbiting that massive gas giant Poly, has been chosen because of its very close proximity of a ton of recources, they believe that they can go there and set up a suitable place to live and work, they have found wormholes, but the ship is simply to massive to safely pass through. Kargatua;Poly Centuri is the mod that adds Kory, thanks to me for creating that Post your interstellar colony challenge submissions here
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Since @Great Liao made a small discussion page on this part of the forum outlining their take on OPM to see what others thought, I will take a similar direction and create this page for feedback on my flagship mod. Years mentioned here are relative to Hera's, with Year 1 being the arrival of the colony ship. CORE WORLDS Kera and Orwen Kera and Orwen are 2 supermassive black holes, which are in a near-contact binary. Their accretion disks are strangely dim, which has allowed life to spring up near the 2 black holes. Erflam - The first world out from the binary, Erflam is a lava world being shredded by the tidal forces. It has oceans of lava hot enough to melt tungsten. Sarkas - The second world from the binary. It has a breathable atmosphere complimented by 3 moons, a small ring system and plains of salt with small puddles of water in them. Jead - Sarkas' first moon. Jead is the shepherd moon of the rings and has a small equatorial ridge. Raser - Sarkas' version of the Mun. ~133km in size and in a similar orbit to the Mun, indirectly shepherding the rings from orbital resonances. Blok - Sarkas' 3rd moon, being a captured ꞌAylóꞌchaxnim. Blok is named after the fact that it looks like, acts like, and has the aerodynamic qualities like a block. Hera - The third world of the system, being fully habitable! It's where the Kerbals now live. Hera has a moon with a breathable atmosphere and a recently captured comet. The 2 moons are essentially the Mun and Minmus, but better. Simimun - Hera's only major moon, and the first moon, being a large Mun-sized object with a habitable atmosphere, a small magnetosphere and a brown discoloration. Portmanteau of Mun and Similar. Coptare - An abnormally large captured comet with a blueish color. Has a small tail from the fact that it's layer of water ice is sublimating. Binoc - Hera's trojan partner, residing in the L5 lagrange point. Other than that it's mostly unremarkable. Alerva - A Duna-like planet with no atmosphere and a blue tint due to it's surface being coated with copper sulfates. In a binary with Nafva. Nafva - Alerva's binary partner. Has an anomalous non-boiling red fluid on it's surface, contrasting Alerva's copper sulfate induced blue tint. Reara - Circumbinary moon, with all the general characteristics of an average moon. Rich in ore. Leaso - A gas giant with 9 moons and 2 trojan partners, making a total of 11 bodies under it's influence. It's orange-red color reminds some of Sarnus. L/1993 W 1 - The innermost object of Leaso, discovered during the winter solstice of 1993. Teeny shepherd moon that could easily orbit Gilly. Helk - The innermost moon of Leaso that has an actual name. Also a shepherd. Spaedo - The smallest round moon of Leaso. ~240km, the outermost shepherd moon. Conter - A retrograde moon of Leaso. Pretty grey. L/2002 H 2 - Lagrangian partner of Conter, discovered during Harvest of 2002. Tiny little thing with a peanut-like shape. Ceyas - Largest moon of Leaso. Keeps it's tilt in check and stops the moons from going on Apocalypse trajectories. L/2002 H 1 - Retrograde minor moon of Leaso, with a near- polar orbit sweeping between Cwas and Oren. Eroia - 2nd furthest moon of Leaso. Tends to spin fast, making it oblate. Hiight - Furthest moon of Leaso. Portmanteau of High and Sight. 2154 Bradley - L5 partner of Leaso, with a small moon in the 10s of kilometers. Named after famed KSPtuber Bradley Whistance. 74012 Lowne - L4 partner of Leaso with plains of.. sand? Named after famed KSPtuber Matt Lowne. TLOs Plous - Oblate methane iceball with 1 moon. Dubious planetship, which on better days, leads to heated arguments and on bad days, portable boxing matches. Teyo - Plous' only moon, being half methane ices and half kerolox. Spherical despite being ~19km in radius. Haarta - Haumea, now with 100% more cryovolcanoes! Eriio - Eris, Makemake and Hoth rolled into one dwarf planet. Red in colour with a thick, breathable atmosphere and 2 moons. E1 - First moon of Errio, super dark. Bring lights in case you get eaten by a Grue Kraken! E2 - A tiny iceball with magic rushing through its many ravines. THE CLIFFS Miosa- A brown dwarf creating a cliff in Trans-Leasoian Objects, acting as the point where local interstellar space begins. Keri - Europa-like moon with red cracks in its icy crust. Arie - Keri's lagrangian partner. Resides in the L4 point. Dres - By some miracle, Dres survived being ejected after Kerbol died, then smacked into Trans-Neidonian Object 83941 Thule and survived THAT, and finally got captured by Miosa. Still keeps a fragment of Thule in a low orbit. Keo - A fragment of Thule that survived the aforementioned incident with Dres, still orbiting it to this day. 2nd smallest moon. Potyea - A moon of Miosa with rings. Also has heavy contrast in colours between the equatorial ridge and midlands. Okera - Tekto's very angry cousin. Almost Kerbin-sized with 3 atmospheres of nothing but hydrocarbons and poisonous C02, all wrapped up with a giant methane sea, with the only islands being annoyingly mountainous. Ryia - A tiny gas giant caught by Miosa while Dres was migrating. Yellow in colour with some generic asteroids around it. (Other stars will be added as the system evolves)
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[CLICK] VISUALS Eve-Redux: Performance-enhanced Evebuild Scatterer SINGULARITY INSTANTIATOR REQUIRED Kopernicus NIAKOUTILS DUCKWEED UTILS dhttps://youtu.be/5ZM0PJB3dBM?si=tT7TjxV-6w-M84_m
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Thread of the month May 2022. Galaxies Unbound © 2025 by StarCrusher96 is licensed under CC BY-NC-ND 4.0, with all textures, except as indicated, falling under an All Rights Reserved license.
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The Challenge: Plant a flag on this planet, Proxima Centauri! Its the nearest real possibly habitable planet located near Alpha Centauri, about 4 lightyears distance which is made accessible by Alternatively use Centauri Dreams Updated to: https://www.dropbox.com/s/spyd3qnc6ppnocn/CentauriDreams.zip?dl=0 Although Alpha Centauri is our closest neirbour, traveling 4 light years though the interstellar medium might be further than you think The main constraint would be that FTL drives are not allowed, but you are allowed to use any slower than light (STL) engine from KSPI Extended, Far Future or Photon Sailor If you want to chat about the Interstellar challange you can do it at our KSP Interstellar Discord Server like KSPI-E Daedalus engine and/or magnetic nozzle. Here is an simple example : Here is a more advanced example For more info see: The alternative, travel by photon sail Preferred method of proof would be video. The preferred method of win is to be the fastest, but style also plays a large role Entry Player Proof Duration Max Speed Launch Mass Dry Mass Wet Mass Part count Cost DeltaV 3-1-2017 @Nansuchao youtube 690 y ? 61.152 t 129 t 439 t 161 41.963.000 ? 5-3-2017 @superdavekerman imgur 299 y 330d 1.027.340 m/s 9.068 t 129 108 t 129 13.361.780 2,767,705 3-4-2017 @proteasome imgur 69 y 91 d 4,164,000 m/s 4,123 t 68 4,123 t 68 1.236.987.000 0,165,752 9-12-2019 @pmborg youtube part 1, 2 ,3 26 y 23d 119,755,559 m/s 94.705 t 12,977 t 553,788 t 99 4,451,096,064 142 M 19-4-2021 @Zapataz youtube 17 y 149,000,000 m/s ? 59 t 80 t 25 11,543,300 ? 14-11-2021 @GenerallyCompetent imgur 13 y 0.783c 838,198 t 270,554 t 383,896 t 57 7,469,861 275 M unofficial entry: Slow Boats in style Another unofficial entry: Not an entry but it does show how to buid your insterstellar craft in space
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NEW FORUM PAGE UP NOW Project Pile turns to Galaxy Mod 8 months ago, I set out to create an ambitious project known as Trilogy, to which I became very burnt out creating. As an escape from working on the same thing daily, I created Flamed Out, which became my first released mod. After that I began creating new projects and announcing them near daily. It began to get repetitive. Start a new project, cancel a project. Everything fell through. I took a break for a couple weeks. And in an attempt to streamline, I present to you; KIP Systems. My take on a GU style mod. *EXTREMELY EARLY WORK IN PROGRESS* Now, you may be wondering; Where did the name Lazarus come from? Many months of motivation getting less and less eventually caused me to quit modding for a while. I eventually came back with this mod, which is comparable to the story of Lazarus, a person who died and came back to life. "First Look"/Teaser: NEW TRAILER: The Roadmap https://docs.google.com/document/d/1Gcio4zoCganeWupOl5CfWUquvX93POIsGKJL4FQ6Wpk/edit?usp=sharing Discord https://discord.gg/RB5WbrGVar
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Just a very average interstellar starship here. Imgur link just in case of some Discord shenanigians:https://i.imgur.com/1HoIOOu.png
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After exploring Cercani, the agency prepares to aim for the next destination: Nova Kirbani C, a small red dwarf orbiting far out from the binary pair, with 4 planets detected. The mission specialists selected are: Takane Kerman - Chief Pilot: A kerbal with a rather grounded history, she proved her spacial navigation skills inside virtual reality before getting a career at mission control plotting trajectories for probes, including the ships hauling fusion fuel from the outer system. Rayleigh Layman - Chief Scientist: Famous for being the first kerbal born on Laythe, she comes from a corporate outpost set up for prestige before the colonization wave even began. The transition to self sufficiency during her childhood inspired her interest in planetary science Polta Kerman - Chief Engineer: A specialist in fusion technology that oversaw the 3He mining operation around Urlum, he gathered a loyal following back on Kerbin for his series of introspective music, often released in conjunction with the arrival of the 3He shipment Katya Kerman - Second in Science: Hailing from a less developed region of Kerbin, she managed to score an apprenticeship with one of the best scientists on the continent, thus becoming a renowned scientists in the field of stellar wind interactions 16 other kolonists to oversee ground operations Part 1: Planetfall HMS Tempos of Wind Chimes lifts off from the Mun Passing through the glare. Due to a miscalculation the ship ended up with much tighter margins than expected. Some deltaV saving manuvers will be needed. Gravity braking off Sian, the third planet in the system Gravity breaking around your destination is tricky, as you cant change your speed relative to it, only a third body. Instead you must burn at apoapsis to raise your periapsis back to the planets orbit, to encounter it tangentially, thus limiting the normal component of your capture burn relative to the star. About 2/3rds of deltaV can be saved this way if you fly well. Weather this is worth it is another question., as while the capture went from 1400 to 300, another 1100 must be spent to get to low orbit, so the total saving is less than half This little asteroid moon of Sian provides an amazing view of the icy planet bellow Exploring on a lawn chair A mining ship is constructed to source raw materials, as the starship only carries the minimum amount required. The onboard factory and orbital shipyard will turn the ore into material kits. It will also top up the starship with hydrogen as the afterburning mode is much more efficient at conserving fusion fuel Probing Sian. So it turns out the atmospheres in this mod are complete nonsense. I had to rebuild the atmo configs from scratch for this one especially Leaving Sian Trying the same gravity break, this time it wasnt as efficient but the ship is bleeding mass from converting ore to fertilizer so the longer transfer added some deltaV Passing by Narath. While the presence of oxygen is a strong biosignature, the planet is a lot more bleak that it was hoped for. The very thin atmosphere combined with the frequent flares of its parent star restrict life to the oceans, which are slightly greenish Entering low orbit and preparing to deploy the colony. Also is should point out this planet is the buggiest ive ever seen, with bugs i didnt even think were possible Observing the rock formations. For some reason these things are very laggy so ill have to disable them Planetfall. A crumple zone was used on the underside to allow landing with just parachutes with the help of lithobreaking. This will serve as habitat until a large one can be built The colony. Since the planet is tidally locked, solar arrays can provide constant power, even if a mod i cant find is causing them to only output a third of their power when the sun is low in the sky. Does anyone know how to fix that? Time to resupply the starship so it can visit the other planets To be continued... ✶●●● ●
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MEV Heavy Industries (MEV) Daedalus, Bussard and Epstein drives for Kerbal Space Program. Daedalus drive requires KSP Interstellar Extended By zer0Kerbal, originally by @Cyne adopted with express permission and brought to you by KerbSimpleCo Preamble by Cyne See more YouTube review by Kottabos Gaming Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Suggests On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Supports Either 3 Module Manager /L Module Manager KSP Interstellar Extended (KSPIE) Interstellar Fuel Switch (Core) or Interstellar Fuel Switch TweakScale (TWK) Tags parts, config red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @Cynefor creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS: How to support this and other great mods by zer0Kerbal Connect with me Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
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Hello all! I have just completed building the ship Hail Mary from Mr. Weir's latest novel. Now, obviously there are some inaccuracies, one of the most glaring of which I will detail below. (!SPOILERS TO FOLLOW!) The ship in the novel was powered by an alien micro-organism called Astrophage, emitting infrared light at the 25.984 micron frequency. To simulate this I have simply included a transmission module from KSP's interstellar extended mod (henceforth referred to as KSP I-E) in my engine module which was incorporated in the config file of one of their lasers. Then, I added in a new resource labeled "Astrophage", with the approximate density of a cell (even more spoilers; in Weir's book a huge panspermia event occurred at Tau Ceti which means that all living organisms have the same rough properties and hence, same structures.) I then incorporated this new resource into the fuel tanks provided by KSP I-E, and voila! I now added the fuel tanks to fit the correct volume as specified by Weir. Except... not really. For some reason the fuel tanks only hold about 900 tons of fuel as opposed to the 2,000 they should. Despite following Weir's details as closely as I could ("largest diameter they could launch was about 4 meters... three fuel tanks side by side... estimate they take up about 75 percent of the ship's volume), I find that Astrophage has to be either too dense to be a reasonable cell or, more likely, I have messed the proportions up. With all that ranting out of the way, I will below post Mr. Weir's Hail Mary specifications as opposed to my vessel. Weir's ship specifications: Dry mass 100 tons, wet mass 2100 tons, delta-v 0.92c (acceleration to and deceleration from), 3 crew, induced comas, "a few months" of food supplies, 125m^3 internal habitable volume, ~500m^3 total volume My adaptation's specifications: Dry mass 104 tons, wet mass 1012 tons, delta-v not yet measured accurately due to time, DeepFreeze chambers (which Weir unfortunately explicitly said DO NOT EXIST on his ship.. grr.. are there any other mods that can simulate reduced consumption of resources while not eliminating it completely?), 70m^3 internal volume, 7 months of air and ~4 months of food/water for 3 crew. More details to follow on the layout shortly. Thank you all for your time reading this, and I welcome any feedback or input from any fellow readers to try to improve the design replication!
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Estrela Dobre - A unique star system This mod was mostly born out of the idea of a planetary system with a main sequence star that is not the usual perfect (or near perfect) sphere. And that It seems that a star system mod with such a pair of deformed stars is quite rare! Also, there are multiple objects in the system that are a bit rare in other mods, and it has some lore surrounding some of the bodies! The current system Epafi & Adactus These two stars have a few nicknames lol... probably the most accurate one is "Beans", not "balls", because it would be a little... eh lol. When the system was first discovered, it was long thought it was a single star, but when scientists measured the mass and the brightness of the system, something didnt add up, however, when the one Kerbal found out a possible reason by accidentally dropping a mk1 light infront of another, it all made sense. The two stars, Epafi & Adactus orbit so close together, that they actually Touch. The two stars are 95% and 60% the mass of Kerbol respectivley. and they whiz around the system barycenter at 70km/s. Their SOIs do overlap a fair bit, and you can pull off some insane gravity assists of upwards of 70km/s! Ok, enough rambling about the two stars, now onto the planets! But first, a system map! havent done the delta V yet Size is to scale, but not distances Oyst and its moons Oyst is the closest planet, too close for liquid water to exist. It seems like a kinda boring gas giant at first, until you go into the clouds, as there will soon be some alien structures in the atmosphere (havent added them yet lol). Collait and Culair and their moons The reason I want these two gas giants to have surfaces is so there is something to actually explore instead of a GLOBAL BOTTOMLESS PIT OF DOOOOOOM!!!! (lol) Temporalis and its moon Hados and its moons Ichor and its moon Glacios - A large, oblate ice giant orbiting at the very edge ofthe Estrela Dobre system. It is 3 times the mass of Jool and will have five moons orbiting it. I decided to add Glacios due to discovering that the SMA of all of the planets in the system were for 1 solar luminousity instead of the actual system luminousity of around 0.76 solar luminousities. (Epafi is 0.76L while Adactus is 0.08L, but they constantly eclipse so it would average out to be around 0.76L) Glacios is technically landable, but due to general bugginess, its not reccommended to land here as there are 'magnetic anomalies' which upon entering its atmosphere, is like hitting a brick wall and will vaporize your craft. Glacios' moons - Pados - a duna sized moon that orbits near its rings Moon 2 - A kerbin sized moon that is covered in methane and ethane Periculum - an unstable duna sized moon that is covered in methane ice, but also has lakes of liquid oxygen and a thin oxygen atmosphere. Also, in the lore, Glacios is the only place in the Estrela Dobre system not touched by civilization due to its remoteness and difficulty to spot, and due to the way Excelsior was captured during the formation of Estrela Dobre, large bodies beyond Glacios just.. dont exist, the dust was disrupted there and unable to clump into planets. Next update will include these bodies (Scatters postponded to update after due to PQSCity being very difficult to work with) Excelsior - 0.1 solar mass, 12% the size of Epafi, and has 0.00081 solar luminousities. Orbited by a tiny wormhole and four lifeless worlds - system inclination is approx. 1 degree Calidum - eyeball planet dominated by desert, has a ring of water around its terminator, and a thin ice cap. Canite - devastated planet with a large portion of its surface blown off there will be a noticeable gap between planets 2 and 3, where stuff screams 'there should be a planet here' Periphial - a cold eyeball planet that is barely habitable, lost what little life it had in the great event, in a 1:4 resonance with planet 2 Neybiri - a strange, ice planet further out, has techno signatures, but no life. in a 3:2 resonance with planet 3. Pythros - 1.7 solar mass, with 3x the luminousity, it is a white main sequence star with five planets - system inclination is 26 degrees (avg of all planets) Prixos - a hot planet with planet of liquid lead orbiting quite close to Pythros Kataigída (pronuctiation of 'storm' in greek) - a very stormy planet with two moons Proxility - a habitable world that is 80% the size of Kerbin with just 0.8g and three moons that are around 110km radius! Bink and Bonk - a (nearly contact) binary rocky planet! Each planet is 790km radius, but spin so fast that the tips are at 0.6g. The binary will have seven moons, (the first two are Gongi and Dringo, a swamp and desert moon respectivley) Arcturus - 1.9 solar masses with about 10x the luminousitiy, it is a bright, light blue main sequence star with six planets - system inclination is 2 degrees (tho planets 3-5 have 0 inclination) Solis - the core of a gas giant with two asteroid moons, by far the most colorful planet in the sector with its surface coated in Bismuth with some seas of the metal Tumidam- a puffy gas giant with two moons Claudere - a planet between the sizes of Duna and Kerbin with one moon, covered partially in cities (name is 'close' in latin, as its orbit is the closest to Solaris Solaris - a large planet with two moons covered entirely in cities Adurere - a kerbin-like planet with sections of its surface burnt to ashes with one moon and a few fragments in orbit, has some cities Messis - a fairly large gas giant with five large moon, a couple of them having been terraformed for farming, a couple have mutant plants n stuff. name is latin for 'harvest'. the first moon is habenaro. there will be four other moons planet 7 - a gas dwarf with three moons (planned 5th system?? will not add in update due to lack of ideas of what to put around as it is a dying red giant being slowly sucked up by the black hole it orbits) Longinquus - a distant planet around the center of this system Bugfixes in the next update: Fixed normal maps for all planets Adjusted the inverseRotThresholdAltitude of various bodies to be higher than their pqs fades to solve the 'surface breaks apart' bug Distances to: Excelsior - ~44 kerbin au - takes half a year going 100km/s to arrive (by arriving, I mean literally smacking into the star) Pythros - ~771 kerbin au - takes about 12 years going 100km/s Arcturus - ~1800 kerbin au - takes about 27 years going 100km/s The systems are close together to not require interstellar warp drives or crazy engines, but not so close that they illuminate each other. The only exception of this is Excelsior as it is technically a satellite system. A few fun facts: -You can sometimes see Oyst from the surface of Temporalis when they are at their closest to each other! -You might sometimes see Hados from Temporalis due to its dust ring! -(unreleased) The wormholes are tiny, and near the stars, so going too fast past them could result in not going through to the other system, or will send you flying in a very sub-optimal trajectory like straight into a star -(unreleased) Excelsior is in an ideal position for a homann transfer despite its inclination! It will take about 60 years to get there though.. -Ichor's terrain goes sky high! literally! It goes to 19km, meaning theres just 1km between it and space! (next update will move the entire surface 900m downwards so the lowest point is much closer to the actual stated atm pressure) To Do: -Name bodies -Add bodies -Fix various atmospheres -Add biomemaps Misc. To Do list: -Sciencedefs! flavor text for every single experiment in (nearly) every single situation! -Add kerbal konstructs KSC on Termania -Add custom part model to the H-1 hybrid electric scramjet Recent update: -Changed Temporalis' inclination from 3.6 to 7.6 degrees to make it easier to travel to planets without insane inclination changes -Added a few more sciencedefs -Change the SOIs of the contact binary stars to 500,000km. REDOING FORUM PAGE (I DO have access to ksp while at college, am working on planets! woo! tho PQSCity is such a pain) DOWNLOAD Github Release v1.2 Spacedock Release v1.2 This mod is available on CKAN Credit for the gas giant textures goes to NathlessOne for creating them via gaseous giganticus Dependencies: Texturereplacer - adds the custom skybox, if not installed, you will just see the stock skybox Kopernicus and its dependancies - planet packs require kopernicus KopernicusExpansion - for the emissiveFX and wormholes (Glacios has a wormhole config part just for the effect of being right next to it) KSPCommunityFixes (disable stock maneuver planner as the game freaks out over Temporalis being a trojan and far away objects) In the next update, CTTP will be required as some bodies will use textures from there Recommended mods: (while it can be fun with just stock parts, these mods can greatly improve your experience) Near future tech Far future tech Kerbal atomics (dont use a nuclear reactor on Hados, I am fairly sure it wont end well) Procedural wings and parts (mainly reducing partcounts as rockets here tend to be quite big) Known issues: -Odd emissive clipping when next to lava -Desert airfield spawning somewhere on Temporalis when making history DLC is installed (I dont have that DLC, so i didnt know that was going to happen) As usual for planet packs, kopernicus is required for this mod to work. IMPORTANT: the maneuver planner MUST be disabled for the mod the run properly or the game will die attempting to calculate a transfer to Collait-Culair barycenter, which has the exact same SMA as Temporalis (current homeworld) the latest Kopernicus has disablefaraway colliders enabled by default so no need to go into its settings anymore Liscense is All Rights Reserved! this will likely change to one where if i vanish for a while it can be modified but I dont know how to specify that and I am still working on this mod so it is still AAR
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[WIP][1.12.3] The Twelve Colonies of Kerbol (TCoK)
RayneCloud posted a topic in KSP1 Mod Development
Greetings everyone! It's been quite a long time since I was last actively part of this community and game. For those that remember me, I was once one of the Community Managers alongside CaptSkunky way back in the day. A lot of things have changed in my life, including the fact I go by Ciara now (and can't seem to update my display name on the forums) but after a very long time away I'm back! Not only am I back, but I've been inspired by StarCrusher's Galaxies Unbound Project to attempt not only learning how to mod, but undertaking a massive planet mod pack. I'd like to share this journey with you including my workflow, concepts, and successes and failures. So, please come along for the ride and maybe in the next few months I'll have something I can be proud of contributing to the community along with all these amazing and talented authors. Workflow Concept Artist Controlled Procedural Content Generation The concept of Artist Controlled PCG is one that exists in multiple mainline space projects of note. The primary concept is that an artist will use a tool to procedrually generate a planet or terrain and then utalize the output of that tool as a "Canvas" to work off of using said Canvas as a foundation to contorl the following, Atmospheric Color Points of Interest Specific Terrain Features Scatter and Ground Clutter Control Color Palette Main Goals and Features * Utalize a Procedural Star System Generation System to use as a staging point to launch pad off from. * Utalize a Procedural and Fractal Based Terrain Generation Method to make truly unique planets generating 8bit greyscale height maps procedrually * Take Real world Orbital Data and Information Generated by the tools in order to create the proper scaled versions in a Kerbol Stock-a-like manner. Test Map - Low Quality / Low Reolution Step 1 - Procedurally Generated Height Map Step 2 - Lightness (HSL) Color Desaturation Step 3 - Color Inversion Step 4 - Color Correction Obvioulsy this height map wont work, it's just a test of the process that I'm going to attempt to see if I can quickly (a few days or so) generate a height map, normal map, and color map, and with the tools I have work on tweaking the outputs to create unique worlds that are procedurally generated but the final outcome is artist controlled. I'll be running some tests tonight and tommorrow and I hope to have test worlds in game to showcase then. See ya soon! -Ciara (Formerly DR) Quick Color Map Test (The Color isn't final but I wanted to see how it would look.) Tool Used: Wilbur + GIMP Procedures Used: Percentage Noise & 1st Pass Erosion Test (Yes I know the edges are way to sharp, just testing and learning tools.)- 32 replies
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I have been studying concepts for missions, and I think I might have one. It is basically an expansion upon the idea of a Saturn atmospheric probe whose relay will escape the Solar System. As of yet, it is nameless, but I have some ideas for what it will be. The carrier-relay probe will have a wide-angle camera with color capabilities, and a narrow-angle camera with only B&W. This is similar to the Ralph-Lorri dichotomy on New Horizons. It may also have some other instruments from the Voyager probes, such as a magnetometer, radio receiver, UV spectrometer, etc. Finally, it will carry an atmospheric probe to descend into Saturn's atmosphere. It will be released not long before the Saturn flyby, and after the relay passes from the shadow, it will relay the data collected from the atmospheric probe, as well as data it may have collected as well. The carrier-relay would look like a mesh between Voyager, New Horizons, and Galileo (with the atmospheric probe), possibly. It would be launched in mid-2034, have a 1.7-year-long cruise phase to Jupiter, then take about 4 years to get to Saturn. After that, a Haumea flyby may be possible, given enough funding directed toward it. A couple of questions, however: Since it's on an escape trajectory from the Solar System, what cargo will it carry for aliens to find? Would it be feasible to have a camera embedded into the probe to take a picture of the Saturnian atmosphere? To get to Haumea, how close would the carrier-relay have to fly to Saturn? Would it be possible to make a mockup of it using RSS? (preferably both imgur photographs AND a youtube video) These are two possible trajectories I might use. They aren't necessary, but is instead a template or guideline. https://drive.google.com/open?id=14YrJYsIIzYcgSTCZa_DjR8acOjPp26Ks https://drive.google.com/open?id=1GF_xSTJa7mQ37aFmDcRsh06SYOPoPD0e Share your thoughts below.
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I wanted to put this out into the community about the next major roadmap updates to see if anyone agrees. Obviously the team has a plan for what features should come when but they have also said they will be flexible based on what the community wants. Perhaps this can be a thread to show what the community wants first. I am extremely excited for the colonies update and can't wait to see KSP2 finally achieve features that will separate itself from it's predecessor. It is my understanding from interviews and KSP2 development posts that the colonies update really only brings building colonies into the game. The only real purpose they will bring to the game is looking cool and launching vessels from whatever planet/moon you want in the Kerbolar system. That is all fun and good, honestly I would probably have hours of fun with that anyways if development stays on track with the current roadmap; However, this would also mean that the colonies wouldn't get any "True" functionality until after the interstellar update. Once the colonies update comes we will likely see a large gap between that and the interstellar update sense there is such a large amount of new mechanics and development that will need to go into new solar systems and how to get there. There was a 10 month wait for the first big update of KSP2 "For Science!", I understand that was to fix a lot of bugs on launch so I don't expect Colonies to take as long but I wouldn't expect it in the next 3-4 months. If we estimated an average of 6 months between each update that would mean we could get colonies around June or July, then interstellar around December or January of 2025, and then go back to resource gathering by Jun or July of 2025. Having a whole year between being able to build colonies and being able to utilize colonies in the way that I believe the devs want them to be used seems out of place to me. While I and many others are extremely excited for interstellar, I think we would also appreciate the colonies and their functionality being completely fledged out before going into the next "BIG NEW THING" for KSP2. To me it does not make sense to add construction of colonies, have a gap and add interstellar, then go back and add functionality to colonies. Another point to make, sadly, is bug fixes. The colonies update will likely have some things to it that the community will have notes on what could be done better, of course these things can be addressed in smaller updates in between colonies and interstellar, but I think it would also be good to have the next big roadmap goal also be connected to colonies, making the focus of the development team "locked in" on getting these parts of the game perfect before moving on. If resource gathering is next on the list from colonies it would also allow them to add big "second thought"/"lesser priority" things to colonies seamlessly in addition to the exploration roadmap goal (similar to how For Science! added reentry heating). Lastly I would like to talk about integration of the resource gathering and transportation system from interplanetary to interstellar. Resource distribution on this large of a scale seems to me like a hard case to crack, I think there will be some errors in the first version that the becomes publicly available. I would personally rather have those struggles on interplanetary missions rather than interstellar ones in the first implementation of resource gathering. If we switched interstellar and exploration on the roadmap hopefully it would mean that the resource distribution systems can be perfected and easily ported to interstellar. I would rather have headache and be able to look at it as just a problem with the one feature of resource distribution rather than feel like its frustration with interstellar and resource distribution. Overall I love that the development team has been more open with communication and taking advice from their audience (Thank you for fixing wobbly rockets ). I do wonder what the rest of the community thinks about this, and if the developers would consider changing such a big decision. Anyways much love to the devs and the community, I'm sure that we will be happy with whatever way development goes but I think it is something to consider. P.S. this could also mean that you could push the second new star system addition to come in the multiplayer update which could be fun to have the first looks of new territory to be with friends. Just a thought!
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I wanted to put this out into the community about the next major roadmap updates to see if anyone agrees. Obviously the team has a plan for what features should come when but they have also said they will be flexible based on what the community wants. Perhaps this can be a thread to show what the community wants first. I am extremely excited for the colonies update and can't wait to see KSP2 finally achieve features that will separate itself from it's predecessor. It is my understanding from interviews and KSP2 development posts that the colonies update really only brings building colonies into the game. The only real purpose they will bring to the game is looking cool and launching vessels from whatever planet/moon you want in the Kerbolar system. That is all fun and good, honestly I would probably have hours of fun with that anyways if development stays on track with the current roadmap; However, this would also mean that the colonies wouldn't get any "True" functionality until after the interstellar update. Once the colonies update comes we will likely see a large gap between that and the interstellar update sense there is such a large amount of new mechanics and development that will need to go into new solar systems and how to get there. There was a 10 month wait for the first big update of KSP2 "For Science!", I understand that was to fix a lot of bugs on launch so I don't expect Colonies to take as long but I wouldn't expect it in the next 3-4 months. If we estimated an average of 6 months between each update that would mean we could get colonies around June or July, then interstellar around December or January of 2025, and then go back to resource gathering by Jun or July of 2025. Having a whole year between being able to build colonies and being able to utilize colonies in the way that I believe the devs want them to be used seems out of place to me. While I and many others are extremely excited for interstellar, I think we would also appreciate the colonies and their functionality being completely fledged out before going into the next "BIG NEW THING" for KSP2. To me it does not make sense to add construction of colonies, have a gap and add interstellar, then go back and add functionality to colonies. Another point to make, sadly, is bug fixes. The colonies update will likely have some things to it that the community will have notes on what could be done better, of course these things can be addressed in smaller updates in between colonies and interstellar, but I think it would also be good to have the next big roadmap goal also be connected to colonies, making the focus of the development team "locked in" on getting these parts of the game perfect before moving on. If resource gathering is next on the list from colonies it would also allow them to add big "second thought"/"lesser priority" things to colonies seamlessly in addition to the exploration roadmap goal (similar to how For Science! added reentry heating). Lastly I would like to talk about integration of the resource gathering and transportation system from interplanetary to interstellar. Resource distribution on this large of a scale seems to me like a hard case to crack, I think there will be some errors in the first version that the becomes publicly available. I would personally rather have those struggles on interplanetary missions rather than interstellar ones in the first implementation of resource gathering. If we switched interstellar and exploration on the roadmap hopefully it would mean that the resource distribution systems can be perfected and easily ported to interstellar. I would rather have headache and be able to look at it as just a problem with the one feature of resource distribution rather than feel like its frustration with interstellar and resource distribution. Overall I love that the development team has been more open with communication and taking advice from their audience (Thank you for fixing wobbly rockets ). I do wonder what the rest of the community thinks about this, and if the developers would consider changing such a big decision. Anyways much love to the devs and the community, I'm sure that we will be happy with whatever way development goes but I think it is something to consider. P.S. this could also mean that you could push the second new star system addition to come in the multiplayer update which could be fun to have the first looks of new territory to be with friends. Just a thought!
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After around a year of development, I feel that it is finally time to open a Dev thread! Boundless aims to be a mostly realistic, expansive, and detailed interstellar planet pack. This is my first (of hopefully many) planet packs that I'm going to be releasing, and I've learned a lot during the development of this pack. Development started wayyy back in February 2023, and has been steadily undergoing since. The home system includes 8 planets, ranging from the scorched Koron to the far-off ice giant Oura. The homeworld is the 3rd planet from the Asterai-Mikra binary, being more massive and larger than Kerbin, and hosting thin rings and 4 moons. A major point in this pack is focusing on all types of bodies, ranging from binaries to dwarf planets, which I find very little in other packs. There will be a total of 6 dwarf bodies in the home system, and some will even have moons. These will range from small asteroids to mun-sized icy bodies. The system in total will have 41 bodies. I will not be releasing any of the interstellar systems as of 0.1, only the main system. See below for details. A bit of clarification in regards to the soon-to-be 0.1 release: What will be in 0.1: - Most major bodies/moons in the Asterai (home) syste, - Full EVE/Scatterer support (no volumetrics atm) What will NOT be in 0.1 Parallax support (1.0/2.0) Volumetric support Interstellar destinations (I promise I wont do an intercept games with this, lol) Biome maps for all bodies Science Defs (In need of creative writers) Future plans 12+ total systems, 3 of which will be detailed to the level of the main system Homeswitch Full parallax 2.0 support Volumetric support Lore (?) Full list of bodies in 0.1 (And some plans for 0.2/0.11) Images (Spoilered in case you want to go in blind upon release!) p.s. We have a discord! https://discord.gg/pA5eFFhSyA
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It's been 32 years since the founding of the National Space Agency and kerbalkind's foray into space. A first fateful journey into interplanetary space, a momentous first step oh Jool's crown jewel, a self sufficient Mun base, a first spark of fusion opening the gates to the ice giants, a fearless descent into the clouds of Eve and a lonely outlook from the shadow of Plock, the Kerbol system has been thoroughly explored. Talks of colonizing Laythe and making kerbals truly multiplanetary are on the table but the Agency's goals of pushing the frontier ever further now align with another organization: Intervision. Data from the sprite program provides 2 candidates: Cercani, a 3.2Ly K5IV with 5 known planets, 2 in the habitable zone; and Nova Kirbani, a 4.3Ly G2V-K1V-M4Ve trinary with 4 known plants around the latter, 1 in the habbitable zone. The decision will be made for them by the reception of the PRP-2611 signal from the second planet of Cercani. The agency veterans that will be joining this mission are: Jebediah Kerman - Chief Pilot >Duna|Jool|Urlum Bob Kerman - Chief Scientist >Duna|Jool|Sarnus Bill Kerman - Chief Engineer of surface operations Valentina Kerman - Reserve Pilot and partner of Jeb Aiko Kerman(F) - Prodigy pilot >Sarnus|Urlum|Plock|Moho Piko Kerman(M) - Scientist under Aiko Miki Kerman(F) - Engineer >Jool|Sarnus Lupond Kerman(F) - Scientist >Jool Melming "Honeydew" Kerman(M) - Engineer on the Duna mission where he crashed the lander into Ike. Founder of the Mun base. Haifurt Kerman(M) - Pilot >Neidon Danfry Kerman(M) - Fearless scientist that returned from Eve. Also joined Haifurt to Neidon Elibur Kerman(F) - Scientist >Urlum Alming Kerman(F) - Scientist >Urlum Gracal Kerman(M) - Engineer >Urlum Zhandar Kerman(F) - Scientist joining from Intervision From Helion Base lifts the HMS Endeavour, powered by a J45 Fresnel drive, it lifts off under the power of its afterburners With a payload of 200tons and a top speed of 550km/s it will arrive at Cercani in around 6 years. Approaching Cercani, starting deceleration burn After achieving orbit, Valentina wakes from cryosleep to inspect the ship and plot an intersection with Disole, the Duna-like moon of the superkerbin Pequar. However she discovers an anomaly, the Endeavour had started its deceleration burn too early, causing it to arrive a year late. It relied on luminosity to measure its distance however the agency had somehow missed that Cercani was not main sequence, but a subgiant with luminosity compared to Kerbol and ancient beyond measure. Since the system was also much bigger as a result, Valentina will reenter cryosleep as it will take over a year to intercept Pequar Puquar and Disole Arrival While Disole is being scanned for resources, Aiko decides to take a makeshift spaceship and be the first to land on an interstellar body. C3 is a small asteroid inside Pequar's rings which is rich in exotics but lacks all volatiles. This mission will prove to be more than just bragging rights Skimming the atmosphere for argon. Until the base is established the only fuel sources available are argon and the polymers brought from the Mun Resource scanning reveals that Disole completely lacks exotic minerals, as well as being quire metal poor. C3 does however have a lot of exotics. The colony will have to import its exotics from offworld. Fortunately not many exotics are required, a single shipment can produce 10 times the specialized parts carried by Endeavour The habitat truck begins its descent. While most modules have landed withing loading range of each other, the goal of not landing at night requires a shallower less precise descent Crew arrives at Disole colony. Nearby is the cargo retrieval truck and far in the distance is the exotic minerals drop pod. The crew will spend a while building the bays of the processing plant until it works at full capacity. At that point it will start building apartments for the rest of the crew, half of which is still in cryosleep. A name for the colony has not yet been chosen. Disole has been chosen as the colonization target due to its low gravity, thick rich atmosphere and large available land. Specifically its atmosphere contains about 12% O₂ likely left over from past water being lost to space; which will allow lifting material back into orbit via spaceplane. It also contains trace amounts of methane which make fuel production much easier. It is by no means breathable and is poisonous in fact but its much more hospitable than Vessa with its dissapointingly anoxic, sulfurous atmosphere. The crew in orbit isnt sitting idle however. With plenty of leftover materials it starts to produce probes to scan the nearby planets. Troni is first due to its fast orbit. This is what the ancients imagined Moho to be, and its high proximity to Cercani might make it a good location for producing antimatter Landing wasnt planned but with plenty of sunlight, the engine proved capable, except for crash landing here. It was the last destination at least To be continued... ✶●●●●●●●●● ✶●●●●●
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Initially it worked fine and it only became a problem when switching between the planet and KSC a lot. then it started appearing by itself and i had to reboot the game. now it happens almost instantly making the game literally unplayable. I tried updating kopernicus but it did nothing. other problems ive seen are the star flashing through the ground and solar panels making power even when ocluded by the planet im orbiting. Ive never had this problem before and Cercani isnt really that far compared to Plock Also kerbal konstructs bases wont let launch thinks from bases there because it sees everything in the SOI as obstructing the runway including in orbit.