Search the Community
Showing results for tags 'outer planets'.
-
Beyond Jool What lies beyond the green giant? 1.4.3.1. Release 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 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. Beyond Jool uses a MIT License. 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, and @Kevin_kerman for hosting BJ on his GitHub and… for something more? Feedback and bug reports are greatly appreciated
- 281 replies
-
- 10
-
- outer planets
- planet mod
-
(and 3 more)
Tagged with:
-
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
- 19 replies
-
- 6
-
- outer planets
- kopernicus
-
(and 1 more)
Tagged with:
-
Kerbol System Expansion 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! Join the discord server, for support and screenshot sharing! Follow me on Twitter, where I will be posting updates! Best Photos Textures are licensed CC-BY-NC-ND. Configs are licensed as CC-BY.
- 95 replies
-
- 15
-
- outer planets
- kopernicus
-
(and 2 more)
Tagged with:
-
In my previous mission report for Beyond Jool, I sent a Cassini style mission to the mod's Saturn analogue, Sarkin. This completed the mod's 'Sarkin Surveyor' challenge. The next challenges were probe exploration of minor planets analogues for Pluto, Haumea and Eris in the 'Robau Belt'. However, as there was no Comnet range past Sarkin, and as I wanted to keep this mission stock, I decided on the logical solution - doing a full crewed mission to each. And throwing in a mission to another body for good measure. Mission Objectives: Land on Plad (Pluto analogue) and its moon Chau Land on Hamis (Haumea analogue) and its moon Haki Land on Elross (Eris analogue) and its moons Mrokrok and Bongbong Land on all moons of ice giant Anune Fly-by Jool at least once System map for reference: Rocket The rocket being used for this rocket is a remake of a launch vehicle I used extensively on console - the Finale series. It uses a fairing-protected MK3 fuselage (+ some MK1s, which is still less fuel than the fairing volume could hold) and 7 NERVs, assisted by a 2nd stage of 4 Wolfhounds and a 1st stage that is bolted together. This, alongside the placement of the Wolfhounds and a set of struts along the rocket, was to lower the amount of joints and keep the rocket as rigid as possible. The lander is fairly solid, however the Science Jr is stuffed into the side of the cockpit. There is also the problem of the command stage having the radial tanks slightly clipped into each other. I suffered for that mistake. NBs If you want to have a go at these yourself, note that Anune is part of its own pack, AnuneExpansion. See the Beyond Jool Thread (link above) for details. Halfway through this mission, I re-installed AVP, so the skybox will change in some of the pictures Missions I have a lot to say about each, so they've been put into dropdowns. Arrakis 1 (Anune) Robau 1 (Hamis) Robau 2 - Plad Robau 3 (Elross) Conclusion The combined efforts of all the crews netted me over 50,000 Science. Werner was content with all expeditions except for Elross, where the loss of a single gravity scan over the lowlands triggered a perfectionism. I think these have also passed the remaining challenges, though there seems to be some more in the works. @Mr. Kerbin, bring 'em on. (btw, this took over 2 hours to put together. why did i do this)
- 5 replies
-
- 2
-
- beyond jool
- outer planets
-
(and 3 more)
Tagged with:
-
@Poodmund is taking over development and maintenance of OPM. Please see his link in the last comment of the thread for the download. The new thread for Outer Planets Mod can be found by following this link: https://forum.kerbalspaceprogram.com/index.php?/topic/184789-17-outer-planets-mod-v224-27th-may-2019/
- 471 replies
-
- 35
-
- kopernicus
- opm
-
(and 1 more)
Tagged with:
-
I'm currently deciding which mods to use for a modded career game. I'd like to use both Outer Planets Mod and Kerbal Planetary Base Systems. But Kerbal Planetary Base Systems uses two non-stock resources, Enriched Uranium and Depleted Uranium. Those resources are added by one of its dependencies, Community Resource Pack, and it appears that combining Outer Planets Mod with Community Resource Pack leaves me with some blanks to fill in. Community Resource Pack adds many resources and planet specific configurations for some of them. For example, the resource Alumina isn't found on gas giants, so the Alumina.cfg file has a section setting all of its values to 0 for Jool: PLANETARY_RESOURCE { ResourceName = Alumina ResourceType = 0 PlanetName = Jool Distribution { PresenceChance = 0 MinAbundance = 0 MaxAbundance = 0 Variance = 0 Dispersal = 0 } } It has no such sections for Sarnus, Urlum, and Neidon, so those are some of the things that need to be in the configuration file that I'm missing: PLANETARY_RESOURCE { ResourceName = Alumina ResourceType = 0 PlanetName = Sarnus Distribution { PresenceChance = 0 MinAbundance = 0 MaxAbundance = 0 Variance = 0 Dispersal = 0 } } Note that Outer Planets Mod itself already has these sections for the outer gas giants and the stock resource Ore. And in the exact same file where Outer Planets Mod has those sections (OPM_Resources.cfg), there is also a section to disable ISRU contracts to extract Ore from the new planets that don't have it: @Contracts { @ISRU { @RESOURCE_REQUEST[Ore] { Forbidden = Sarnus Forbidden = Urlum Forbidden = Neidon } } } Community Resource Pack's configuration files don't appear to have any sections to disable ISRU contracts to extract new resources from Jool. Is this because the stock configuation for ISRU contracts can only generate an ISRU contract for the stock resource Ore, so there's no need to disable them for new resources? Regardless, is disabling ISRU contracts for new resources from the new gas giants something that should be done in case another mod enables them? I imagine that this would require a configuration section like this: @Contracts { @ISRU { @RESOURCE_REQUEST[Alumina] { Forbidden = Jool Forbidden = Sarnus Forbidden = Urlum Forbidden = Neidon } @RESOURCE_REQUEST[Dirt] { Forbidden = Jool Forbidden = Sarnus Forbidden = Urlum Forbidden = Neidon } } } Is multiple @RESOURCE_REQUEST sections in a single @ISRU section in a single @Contracts section the correct syntax? And will it combine badly with the stock configuration for ISRU contracts that doesn't generate contracts to extract non-stock resources? And where would the new configuration file need to be installed? Add it to the GameData/[ModName] subdirectory for Outer Planets Mod or Community Resource Pack? Or in a new GameData/[ModName] subdirectory? Would it need to be loade d after both of the mods that it affects? And if so, how do I ensure that? Am I re-inventing any wheels here? Has someone already created this missing configuration file?
- 1 reply
-
- outer planets
- community resource pack
-
(and 1 more)
Tagged with:
-
Hello everybody. I have a simple but intricate question on how would you think it's the best way to schedule science data gathering on a kamikaze probe burning on a gas giant atmosphere. I use remote tech, I love the additional difficulty in it, but I think I hit a wall here. When I want to send a probe to a gas giant I can't get the science before the probe is destroyed due to signal delay. Is there any way to automate or trigger the science gathering from the probe itself? Do you have any ideas on how this task can be done in a efficient way. Thanks to all your ideas. As always, forgive any grammar mistakes and feel free to correct me. Be good Zeke
- 5 replies
-
- remote tech rt
- rt
-
(and 2 more)
Tagged with:
-
Silicates, dust and ice Frozen craters, forgotten valleys… Nothing seems to be nice… In this planet full of dead alleys… Dres Bright green dot in sky Place where wonder dwells Desperate moons that asking, Why? But at the same time being well… Clouds that walking over surface high And the master planet says, It’s mine We will live there in some time… Jool The tiny icy speck Looking distant, freezing But it has It’s own feeling In a tiny icy wreck Which is circling there… appealing Eeelo Pls forgive me for all bad rhythms and stuff im really tired while writing this
-
Chapter 1: In Space, No One Can Here You Scream… Bob was screaming. No one heard him of course, he was drowned out by the giddy laughter of Val and Jeb. They freaked him out sometimes. He squirmed in his seat, almost trying to escape the claustrophobic seat. He was strapped in, but not tightly. He was shaking too much to pull tightly before launch. Bill looked over to him and put his finger over his mouth. Shhh... Bob started to relax a little. Jeb and Val fell silent. Bill and Bob perked up. Now, this was an occurrence. “KSC?” Bob began to tremble. No one was smiling anymore. When Jeb and Val weren’t smiling, that was terrifying. Mission control gave no response. That was unlike Gene. “KSC, please respond…” Nothing. Jeb adjusted the radio signal to the KSC2. It had been abandoned years ago, but the old tracking station was still operational in case of malfunction at KSC Prime. “KSC, this is the Alternis capsule, please come in.” Static. Val looked back on Bill. He looked at his console. “Nothing Val. Nothing on our end.” Val sighed. Jeb put down the com controls. “We need to make our transfer burn in the next three minutes, if we don’t, we lose our Plock encounter.” Bob shuddered at the thought. He looked up. “Jeb, how long specifically until the burn?” “2 minutes, 37 seconds and counting.” Bob unstrapped himself. “What are you doing,” asked Bill. “I’m checking my experiments,” replied Bob. “Not so close to the manuever, you aren’t” “There are seats in the lab, I’ll strap in.” Bill grabbed at the hatch, and pulled himself into the science lab.he loked on the mystery goo. It was moving, as if probing for a way to escape the sealed pod that contained it. Bob took no notice, blaming the strange motion on the Gravioli detector nearby, even though Bob new all well that that wasn’t how the detector worked. “Strap in!” It took Bob a second to recognize Jeb’s voice and acknowledge what to do next. A second too long…
-
- fanfiction
- original 4
-
(and 1 more)
Tagged with: