Jump to content

Search the Community

Showing results for tags 'kopernicus mod'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 7 results

  1. I am making a planet pack as my first kopernicus mod. It is inspired by the old theorized planet Vulcan,However the it seems that it uses the map of its template(Moho) in map view and it is perfectly flat when landed on. I am sure that I am doing something stupid that is very simple but I do not know exactly what I am missing. The code for the ScaledVersion and PQS is ScaledVersion { fadeStart = 60000 fadeEnd = 90000 type = Vacuum Material { specColor = 0.0, 0.0, 0.0, 1 shininess = 0 } OnDemand { texture = planetpacktestthing/PluginData/usvaalcolormap.dds normals = planetpacktestthing/PluginData/usvaalnormalmap.dds//Normal map } } PQS { fadeStart = 90000 fadeEnd = 130000 deactivateAltitude = 130000 //Maybe I will need to make a material{} subnode Mods { VertexHeightMap { map = planetpacktestthing/PluginData/usvaalheightmap.dds offset = 0 deformity = 4000 scaleDeformityByRadius = false order = 20 enabled = true } VertexColorMap { map = planetpacktestthing/PluginData/usvaalcolormap.dds order = 20 enabled = true } } }
  2. THIS MOD IS NOT COMPLETE YET!!! I have created this thread in advance, you can follow dev updates here. Photos soon!
  3. VERY CLEARLY TEMPORARY NAME (Vilviomia is from a random planet name generator and Vilvinet is an edited version of Vilviomia, they are not references to anything there) Welcome to my newest kopernicus project, which takes place in the titular Vilviomia-Vilvinet, those respectively being the larger and the smaller star within the system. This planet pack makes the kerbal start at Istratune, a large superkerbin with a 5 atm thick atmosphere and ZERO surface water, but the ksc starts roughly high enough where the atmospheric pressure is similar to Kerbin. Aside from that, its high gravity means that it takes quite a high amount of delta V to escape it's sphere of influence. This is where it's moons will help. HISTORY WHEN RELEASE? PLANETARY IMAGES PICS
  4. Last Updated: 1/16/2023 This is the release thread for Ahum 2. Here you will find all releases of Ahum 2 Planet Pack, but not active development updates. See the development thread for such updates. A journey awaits. Kerbals have fled from their home system. The warping of the Exodus has made Kerbin fly out of its orbit, sending it into a cold dark hellscape. After thousands of years of cryogenic freezing, they awake on a new home. Now, their objective remains the same. Space. Where do I find the link? Here or on the discord server. Will there be any more mods like this? This will get a final addition to the series and a handful of spinoffs in KSP1 and KSP2 to finish the Ahum Main Trilogy and Extended Universe. Will this installment get a KSP2 port? Yes. You can find the Development thread here with all of the new images relating to the ongoing development here: Download: https://drive.google.com/file/d/1b-OJBJ_XLoQRV2Sgqi4RV_1fnNoKeiCT/view?usp=sharing Parallax Download (may be buggy! report any issues!) Install Instructions 1. Unzip into GameData 2. Go into Extras/EVE/Textures and delete clouds.cfg. This is because the config is incompatible with the current EVE version. Unzip Clouds.zip after deleting the old clouds.cfg, 3. Install this (required): 4. If you want Parallax, go to the Discord and get the link. (the Parallax file is uploaded to MediaFire which is *not* allowed on KSP forums.) 5. Unzip Parallax_StockTextures into GameData. Currently it is bloated with extra files but later I will go back and fix this. 6. Play
  5. https://mit-license.org/ Before I begin, I want to make it clear that this is in no way supposed to mean that the official OPM is worse in any way. I just thought it would be fun to create my own version of it. DL: https://drive.google.com/drive/folders/1i-nc2XNQXYn1s0ff9v5b26-SwIWVBM2i?usp=share_link Snazzy's OPM Out past Jool, there lies an aquamarine-colored gas planet. Alike Jool in many ways, but different in some, too. https://imgur.com/a/W6aUoJt Its name is Gorgis. It has an extensive system of beautiful rings that span wide. Around it are 7 moons. https://imgur.com/a/DTL16Hb Bobo is a small moon and the analog of Mimas for this mod. It has tall peaks that jut out from the surface rippling away from a massive crater. https://imgur.com/a/0dQjEpQ Crycry would have cryovolcanoes if I knew how to accomplish that, but sadly I couldn't. It is the Enceladus analog. It's jagged and rough. Also cold. Very cold. https://imgur.com/a/FtJXfLx Fise is yellow. That's it. It is the Tethys analog. Dione is too boring and does not get an analog. I am sorry to Dione and everyone who wanted to explore bootleg Dione. https://imgur.com/a/NLe4Ezd Ryka is the Rhea analog. It has many craters and rings around it, unlike any other moon in the Kerbolar system. https://imgur.com/a/GRZzdEk Kyti is the Titan analog, as much as it may differ from it. It is like Laythe in that it has an ocean and an atmosphere, but is different in that it has grass. https://imgur.com/a/OnmkSAe Juxapi is the Iapetus analog. It is white on one hemisphere, but dark on the other. https://imgur.com/a/QDoJoLM Twis is the Hyperion analog. It is small, potato shaped, and rotates in mere minutes. This mod supports scatterer and EVE. I hope you enjoy my mod. I worked very hard on this, and I wish you luck. Please inform me of any bugs or glitches. Analogs for Uranus and Neptune will come eventually.
  6. NOTE: This mod is currently ABANDONED Hello and welcome to my development thread of my newest mod, Japris Stellar Neighborhood. What I found I dislike about a lot of other star system planet packs is that in order to get there you need a warp drive mod. Great Eye Candy, but you can't really do meaningful things there, at least in my opinion. So JSN plans to create systems that are relatively nearby and force you to go there in order to complete the tech tree, as well as mixing up the main Kerbol System. I also plan on having a wormhole network to take you to some of the farther systems away. The planned system: Completed Planets and Stars. STATUS: Releasing 0.5 License: CC-BY-NC-SA Dependencies: 1. KopernicusContinued, under a GNU Lesser General Public License, currently maintained by forum user @prestja. 2. KopernicusContiuned's dependencies. Highly Recommended Mods: 1. Kerbal Alarm Clock 2. Interstellar Extended 3. 4. Compatibility: 1. Planetshine Installation Instructions: Drag and drop the contents of the GameData folder, NOT the JSN_v0.5 folder. We now have a discord server. Invite: https://discord.gg/KwccwXK3Wz Beauty Screenshots: Changelog: DOWNLOAD
  7. Greetings fellow kerbonauts! As my first post, i figured i would both announce a planet pack i'm working on, and ask for review/help with some code for planet construction within Kopernicus, (former is a consequence of this post as this is the first i've mentioned this, and the latter being the main focus of this post). So, as the title suggests, if anyone would be willing to help me out with some code i'm working on for my first planet pack, new worlds, it would be incredibly appreciated ^^, as i do not know if i'm on the right track or not in making one of the first Terrestrial planets (Spike), and i also do not fully know how to make height/color maps or textures for these bodies at this moment in time, at least, not to any substantial degree anyways, and to top all that off, there are still a lot of Kopernicus variables i still don't know how to use. regardless, like i said above, if anyone could help me out/guide me through the process i would greatly appreciate it ^^ also, if someone's got a legend or manual somewhere where it describes all of the variables and what they do, that'd be great as well, though it's not necessary as i could probably find them somewhere online. here's the code i got so far: [Spike's Current Config]: @Kopernicus:AFTER[Kopernicus] { body { name = Spike cacheFile = Spike/Cache/Spike.bin Template { name = Kerbin removeAllPQSMods = true removeOcean = true } Properties { description = a dry, lifeless, lonely planet, not much is known about it. radius = 400000 geeASL = 0.5 isHomeWorld = false tidallyLocked = false rotationPeriod = 46800 timewarpAltitudeLimits = 0 6000 7500 15000 50000 100000 300000 ScienceValues { landedDataValue = 7 splashedDataValue = 1 flyingLowDataValue = 1 flyingHighDataValue = 1 inSpaceLowDataValue = 5 inSpaceHighDataValue = 5 recoveryValue = 5.5 flyingAltitudeThreshold = 29000 spaceAltitudeThreshold = 380000 } biomeMap = Spike/PluginData/Spike_biomes.dds Biomes { Biome { name = Midlands value = 1 color = 1,0,0,1 } Biome { name = Pits value = 1.2 color = 0,0,1,1 } Biome { name = Spires value = 2.2 color = 0,1,0,1 } Biome { name = Vast Crater value = 1.2 color = 1,0,1,1 } } } ScaledVersion { type = Vacuum Material { texture = Spike/PluginData/Spike_color.dds normals = Spike/PluginData/Spike_normal.dds } } Orbit { referenceBody = Sun semiMajorAxis = 50000000000 inclination = 2 eccentricity = 0.2 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 7 color = 0.4,0.4,0.4,1.0 } PQS { Mods { VertexHeightMap { map = Spike/PluginData/Spike_height.dds deformity = 3500 scaleDeformityByRadius = false offset = 0 enabled = true order = 8 } VertexHeightNoise { noiseType = RiggedMultifractal deformity = 3300 frequency = 7 persistence = 0.2 lacunarity = 2.5 octaves = 7 mode = low seed = 92745 enabled = true order = 25 } } } } } [end of config] I'm really looking forward to what this pack may become in the future, and i'm excited to start diving into the world of planet modding ^^. I'm still very new to KSP modding and i'd like to start a discussion about planet modding to further supplement my understanding of the required material and to just have a nice discussion about KSP modding in general ^^, i look forward to hearing from you all. Thanks for reading and have a great day! Shadewhisker.
×
×
  • Create New...