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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Gameslinx posted a topic in KSP1 Mod Releases
Beyond Home Beyond Home (BH) is the final chapter in the story of Kerbalkind. It can be played independently of Before Kerbin and After Kerbin. Billions of years after Kerbol exploded, a few colony vessels survived and found a new system to inhabit. The Tempus System. The Tempus System is a binary star system, slightly larger than the Kerbol System. The two stars Destiny and Fate orbit each other, almost like a slow dance. These stars are the heart of this expansive system. The Kerbals have begun the colonization of two celestial bodies: Rhode, the home planet, and its moon Lua. Rhode's gravity is slightly less than Kerbin's. Its atmosphere is slightly thinner. It's a lot more modest than what the Kerbals were used to billions of years ago, however it is still a beauty to marvel at. Your task is to explore the Tempus System and uncover its secrets. Beyond Home is a planet mod for Kerbal Space Program that raises the bar by achieving many things once thought impossible. Each planet has custom surface features that the player can explore. These can range from simple rocks to vast structures and crashed starships. Each planet has had at least a week (or more) of time dedicated to making it perfect for the player to explore. Beyond Home may sound easy, but leaving the home planet is no longer the challenge. The journey is what counts - especially what lies at the end of it. Your focus will not be learning how to fly, it will be putting those skills to the test in wild, unique environments never seen before. See the trailer here: https://www.youtube.com/watch?v=K9llIkFVXAE Trailers There are a number of trailers for Beyond Home. Here is the main trailer and a few popular ones, including upcoming features: https://www.youtube.com/watch?v=K9llIkFVXAE - The main trailer https://www.youtube.com/watch?v=zm6vzBzuGGU - Gas giant overhaul https://www.youtube.com/watch?v=jRoTx2NC9Jc - Mining base https://www.youtube.com/watch?v=h3_hijMmj04 - Cities https://www.youtube.com/watch?v=y5PSsIbgoBs - The original trailer I also have my own career mode series where I play the planet pack as a player myself: https://www.youtube.com/playlist?list=PLKfbvijUql4RUpLsJLJ-Zdenn6ArbOPik World-Firsts Beyond Home is the first planet mod to feature a fully functional binary star system at its core. Not only this, but entire structures can be procedurally generated on each planet - yes, you can land on those floating islands. Beyond Home comes with its own visual suite, meaning you can finally bring out the most performance you possibly can with one of the most optimized planet mods in the community. As well as this, Beyond Home offers the ability to collect bonus science rewards from various biomes across every planet - you will know where the challenge lies. There is even the option for you to launch from the moon of the home planet to aid with the system expansion and exploration. This planet pack is entirely about exploration and discovering vast, dynamic worlds that actually feel alive. Structures that indicate that an alien race has been here before you exist. The lore is extremely extensive. And yes, there are easter eggs! Compatibility Beyond Home is compatible with (or provides support for) the following mods: Environmental Visual Enhancements Scatterer Rescale (The recommended rescale factor is 2.5 or 3.7) Distant Object Enhancement Kopernicus Expansion Sigma Replacements: Skybox Kerbal Konstructs Astrogator (Use for transfer windows!) KS3P Principia - Download the patch for Beyond Home here: https://pastebin.com/m2QAyA7S Beyond Home is not compatible with: External visual mods (SVE, AVP, SVT...) External planet mods (JNSQ, GPP, GPO...) Scale Beyond Home is built at the stock scale. Each planet has been hand crafted for use within Kerbal Space Program. Beyond Home avoids all of the pitfalls that the stock planet has and sustains incredible detail even at the stock scale. There is also support for Sigma Dimensions configurations, where the recommended rescale factor is 2.5x or 3.7x for a challenge. You can download Sigma Dimensions here: https://github.com/Sigma88/Sigma-Dimensions/releases Installation Please navigate to the following pages to download and install the version of each dependency for your KSP version: Required To Function Beyond Home - https://github.com/Gameslinx/BeyondHomePlanetMod/releases Parallax - https://github.com/Gameslinx/Tessellation/releases/tag/1.0.1 - DOWNLOAD PARALLAX 1.0.1, NOT THE LATEST VERSION Kopernicus (CHOOSE ONE): FOR 1.10.1 - https://github.com/prestja/Kopernicus/releases Upon starting the game YOU MUST go to settings and enable terrain scatters and turn the density up to 100% for key features of the mod to work! Recommended Environmental Visual Enhancements (Clouds) - https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases Scatterer (Atmospheres) - https://github.com/LGhassen/Scatterer/releases Sigma Replacements (Skybox) - https://github.com/Sigma88/Sigma-Replacements/releases/tag/B_v0.5.0 Hardware Requirements Beyond Home is an incredibly well optimized mod that almost anyone will be able to run, but there are some bare minimum requirements that your system must meet for an enjoyable experience: 6GB RAM (System memory) 1-2GB VRAM (Graphics memory) Delta-V Maps With the amazing help of @JadeOfMaar, the Beyond Home Delta V map is finally here! You can download it in both light and dark modes at incredible resolutions and finally know just how much fuel you're spending Donations I have developed Beyond Home almost completely by myself, keeping outsourcing to an absolute minimum. As of writing this forum page, I have worked on Beyond Home almost every day for just over a year. In 2020 I will not have as much time to develop the mod because I will be in university. Donations are by no means asked for, but are greatly appreciated. Thank you for downloading the mod or if you're a long time supporter, thank you for sticking with it throughout its development Support If think you have encountered a bug you will only get support if you submit screenshots or your KSP log file. Without evidence or logs, I will not help you. Licensing Beyond Home is licensed under All Rights Reserved. This means: You cannot redistribute my work You cannot use my work in another project You cannot create derivatives of my work I reserve all the rights to my work If you would like to derive my work or use my assets elsewhere you must contact me directly requesting permission to do so.- 1,649 replies
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Outer Planets Mod v2.2.11 This version of Outer Planets Mod has been built to work for KSP version 1.3.1 - 1.12.*. About The Outer Planets Mod is a mod that expands the outer edges of the Kerbol system to create something akin to the real Solar System's. It adds Kerbalized versions of Saturn, Uranus, Neptune and Pluto as well as several of these planets' moons. These faraway planets provide a challenge rarely encountered in Kerbal Space Program; you'll have to figure out new transfer windows, manage your power supply differently, provide your spacecraft with more Delta-V and be ready to travel years or even decades. This mod is being developed and maintain by a group of collaborators, alongside and following the initial development of the mod creator, CaptRobau. Features Explore 15 new highly detailed planets and moons, all in a stock-a-like artstyle. Discover never before seen worlds, such as a sub-satellite, Trojan moon or a set of binary bodies. Collect science in over 140 biomes, with almost a thousand unique science blurbs. Custom terrain textures and improved ground scatter has made planets and moons never look so good up close. A full set of KSPedia entries for OPM's various bodies helps you to navigate the far reaches of the Kerbol system. Includes a Level 4 Tracking Station upgrade (requires CustomBarnKit) to boost your communication range out to the furthest reaches of the system without requiring additional modded antennas. Extensive third-party mod integration means you can play OPM with a whole range of other mods. Download You can either manually download and install Outer Planets Mod via the button and installation instructions below or by installing it automatically via CKAN (first-party support of CKAN is provided and new releases should automatically be indexed by CKAN in due course). Installation Instructions Extract the GameData folder found in the downloadable .zip directly into your Kerbal Space Program install directory. If located correctly, the OPM and CTTP directories should be found at: \Kerbal Space Program\GameData\OPM & \Kerbal Space Program\GameData\CTTP Dependencies The following KSP mods must be installed prior to using Outer Planets Mod (ensure you install the correct version of the dependencies for your version of KSP): Kopernicus (depending on KSP version) Module Manager Community Terrain Texture Pack - bundled within OPM Supported Mods Custom Barn Kit Community Resource Pack Distant Object Enhancement PlanetShine Research Bodies Visual Mods By default, Outer Planets Mods does not come with any included visual pack to support EVE or Scatterer. There are a few mods that add these atmospheric visual enhancements to OPM as follows: Stock Visual Enhancements - Retextures the Gas Giants and adds atmospheric scatter and cloud support to all atmospheric bodies. Does not apply effects if Pood's OPM-VO is installed also. Pood's Outer Planets Mod - Visual Overhaul - Retextures the Gas Giants and adds atmospheric scatter and cloud support to all atmospheric bodies. Not been updated in a while so your mileage may vary. Screenshots The scale of the OPM system compared to the orbit of Jool: Size comparison of Outer Planets and their moons: Sarnus overview: Urlum overview: Neidon overview: Plock overview: Changelog Please expand the 'spoiler' box below to view all changelog details: Credits Please expand the 'spoiler' box below to view the accreditations for Outer Planets Mod: Previous Threads Original thread by CaptRobau: https://forum.kerbalspaceprogram.com/index.php?/topic/93999-121-outer-planets-mod-21-active-development-has-moved-see-first-post-for-new-thread/ Continuation thread by Galileo: https://forum.kerbalspaceprogram.com/index.php?/topic/165854-ksp-15-outer-planets-mod221-25-april-2018/ License Outer Planets Mod is being maintained by a collaborative group. The mod is still licensed under the original Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.
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Precursors Version: 1.7.1 - ODYSSEY UPDATE OVERVIEW The discovery of mysterious SSTV signals originating from Duna was a monumental leap in the search for intelligent life. Deciphering these signals revealed The Ignotum System, a previously undiscovered solar system 3 light years from Kerbin. Having recently mastered interstellar travel and hibernation technologies, the Kerbals were quick to launch an expedition to this new system. The trip ran smoothly, but upon arrival... … Alone among the stars, you are the future of the expedition. Rediscover ancient rocketry and flight technologies as you explore a vast, handcrafted solar system. Uncover the secrets behind the SSTV signals and the alien race that created them. Precursors is a planet pack designed to provide a fresh and exciting experience to players. Stranded on a cold and barren world, traverse highly detailed celestial bodies and never-before-seen environments. Each planet and moon has a distinct challenge and appearance; hike across scalding volcanic mountains, maneuver through massive forests, and battle against relentless gravity on your journey across the Ignotum System. Collect custom science reports and unearth extensive lore in this continuation of the Kerbal Space Program story. Contents Over 20 highly detailed celestial bodies to explore 1,000+ custom science reports across all bodies Fleshed-out biomes on all celestial bodies Intricate worldbuilding Custom flags, loading screens, and more Easter eggs galore! Download at https://github.com/WyattPetula/Precursors Older versions can be found at: https://spacedock.info/mod/2869/Precursors Planet Pack Trailer (outdated as of V1.6.1) NOTE: This trailer was exported from Lightworks Free, which has a max resolution of 720p. It's also my first-ever attempt at making a video. Dependencies and Recommended Mods DEPENDENCIES KSP 1.9.x-1.12.x Niako's Kopernicus Utilities Kopernicus Stable Branch 1.9.x-1.12.x RECOMMENDED MODS Scatterer EVE Redux INCLUDED WITH DOWNLOAD Sigma Loading Screens Resource configs supporting Interstellar Fuel Switch Resource configs supporting Community Resource Pack UNSUPPORTED Other system replacers Volumetric EVE Support and Known Issues GETTING SUPPORT If you want to get support, please include a detailed description of the problem, your KSP logs, a list of your installed mods, and—if applicable—screenshots. If you do not include these requirements, you will not receive good support. KNOWN ISSUES Lack of fog when "swimming" on Maar More Screenshots System In-Depth Overview (MAJOR SPOILERS) Delta-V Map by u/Lithium-7 (missing Odyssey) Celestial Body Size Comparison Infographic (outdated) License Precursors Planet Pack is licensed under All Rights Reserved. That means you cannot... Copy my work Create derivatives of my work Use my work in other projects You cannot replicate or create derivatives of my work inside KSP 2. The license for Precursors applies to KSP 2 in addition to KSP 1. If you have a question regarding the license, please message me through the forums. Thanks! Proper credit has been given to mods and textures not created by me. These mods are exempt from Precursors’ All Rights Reserved license. Thank you everyone for your continued support! Author's Note Hi there! I'm Wpetula. Over the past four years, I've had a wonderful time learning how to engineer custom celestial bodies with the help of the awesome Kerbal Space Program community, especially the Kopernicus Discord group. Thank you everyone for your support! This has been a one-man project, and Precursors would not be what it is today without you.
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What is this? The final part of my Light Levels (LL/2L) series It adds in two stars with a handful of planets and moons ready to be explored I also added wormholes for the people who don't want to use interstellar drives ^ you can also remove them easily if you don't want to play with them Bodies: Rigos: A hot and bright A type star, its twice the size of Kerbol and has a decently sized system. Ben: The innermost planet of Rigos, no REALLY innermost. It orbits so close that its shape got distorted. Teros: A really hot and bright Eve like planet, its atmosphere is so thick that almost all engines don't work. (Tip, use propellors) Gert: The only moon of Teros. Its surface has a nice cratered brown color. Termina: A type II gas giant with water clouds, making the planet very white and bright. Erto: Erto is a small cratered minmus sized rock with a grey color. Tempora: Probably the best place for an interstellar colony. It's very similar to Kerbin, but a bit more dry with vast deserts. Gosa: A mega Kerbin disguised as a gas giant. Probably the most Aqua colored planet ever to be found. Lilk: A cracked Icy inner moon of Gosa. Mago: Cold, covered with craters, a thin atmosphere and some interesting cryovolcanoes. Pjotter: The outermost planet of the Rigos system. Visit him now to make him less lonely! Rouger: A gigantic star, If it were placed in the Kerbolar system, it would just fit in the orbit of Jool! Col: A hot selena getting roasted by this ginormous star. Ufer: Very similar to Tylo, but a tad bit bigger. Qualia: A boiling wet moon of Ufer covered in endless oceans. Spol: The perfect place to insta freeze your ice creams in the nitrogen lakes. Rol: It has had a recent asteroid bombardment covering it in craters. Wol: A weird icy moon between the size of Minmus and the Mun and a bit bigger than its counterpart of Rol The series -B2L - you are looking at it right now -3LR - The other part of this series which adds 2 brown dwarfs. -3LB - A pack with a binary white dwarf and magnetar neutron star, and a whole lot of planets to explore Kottabos Review Download Github: https://github.com/RJVB09/Blinding-Light-Levels/releases (secondary) Spacedock: https://spacedock.info/mod/2395/Blinding Light Levels Dependencies Kopernicus: (optional) Kopernicus Expansion (Wormholes): (Already combined with download) (optional) EVE: https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases (optional) scatterer: https://spacedock.info/mod/141/scatterer Screenshots Imgur Album: https://imgur.com/a/uhveiKZ Contact For development updates join my discord server! https://discord.gg/gHGupT8 Please report bugs here: https://github.com/RJVB09/Blinding-Light-Levels/issues License https://creativecommons.org/licenses/by-nc-nd/4.0/
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Exactly as the title. I have been experimenting with an idea to revamp the inner system, like OPM does for the outer system, but add really crazy planets with eccentric orbits and unique ideas that are hard to get to, but rewarding when you get there. Some of my ideas are: - A blue mars due to copper oxides (not cold, actually hot) - A hycean Kepler 22 b with glass storms that can shred your craft - A carbon world that blends in with space with tons of exposed diamonds in an eccentric orbit - A yellow/green sulfur gas dwarf - A torus world - Vulcan analogue with lava - Dwarf Planets i.e Sedna, Eris etc... Analogues - Pure Iron Planet -Radioactive Moon of Eve, Binary with Poison moon, with rocky moon orbiting them - MonMonMon, the third moon of Kerbin - Salt Flats planet with Helium Atmo - Kerbal Rock? So yeah, those are my ideas. Any tips or suggestions on how to go about this?
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[1.12.x] Lithium-7's Miscellaneous Module Manager Mods
Lithium-7 posted a topic in KSP1 Mod Releases
I've amassed a small collection of handy Module Manager configs that I use whenever I play KSP, but none of them are really worth releasing on their own. So I'm not. I'm releasing them all together. Github Repository This repository contains a wide variety of configs. There's one to make the Mun more realistic, one that dynamically fixes Parallax compatibility with SigmaDimensions, one that makes SunkWorks engines cheaper, and a bevy of small tweaks to the tech tree; some of which support the stock tech tree, Community Tech Tree, and Unkerballed Start. I've included a folder that slightly buffs USI Life Support parts, and there are 3 more involved tech tree mods that add new nodes for SunkWorks, DeepFreeze, and WarpDrive (Interstellar standalone) to the Community Tech Tree/Unkerballed Start tech tree. There's a small patch here that adds Astronomer's Visual Pack support for Minor Planets Expansion bodies- mostly glows for the airless worlds, but also clouds and a Scatterer atmosphere for Ervo. There are also new science logs- one for Minor Planets Expansion, and one for Parallax_StockTextures(which replaces some existing science defs, and adds new ones). Both support stock and DMagic Orbital Science experiments, and the latter also supports Crowd-Sourced Science. That's about it. More details are in the readmes on the repository. I might add to this in the future, too. The Mun Realism config works well with my Minmar Kerbin Rings mod, which places Minmus close to Kerbin. Without any additional patches, Minmus and the Mun are close together. Mun Realism is meant to be used with MKR- and if you do, I've made a small modified delta-V map for this combination of mods. MIT License Copyright (c) 2023 Lithobraker Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.-
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Hi there This is a parts pack for Kerbal Space Program v1.2.2+, to recreate the glorious Eagle Transporter (N° 3) from the 70's series "Space: 1999". It's my first "mod" and it's a work in progress, so any suggestions and feedback from you are very welcome. Hope you enjoy it. Gallery http://imgur.com/a/zgmVI Tutorial: Launching the Eagle into orbit Downloads SPACEDOCK CURSE Changelog Version 1.03: - Added the Eagle Cargo Pod, with retractable legs, built-in generator and 15 attachment nodes (besides from the 4 VTOL ones at the bottom and the docking one at the top). - Added a dockable Nuclear Canister for storage and transportation of Deuterium and Tritium. - Added the MA-2500 ISRU with built-in radiator and Ore container. Now you can extract Ore and convert it into Deuterium and/or Tritium. - Added two access hatches to the Command Module, one at the back door and another at the bottom (emergency exit). - Changed Tritium to LqdTritium, using Community Resource Pack definition and adjusted Isp accordingly. The fuel rate of the RCS thrusters should be 0.06 L/s. - Adjusted the Main Engine fuel rate (LqdDeuterium) to 7.0 L/s and the VTOL Engine (LiquidFuel+Oxidizer) to 7.353 L/s. - Increased RCS thrust power and RW torque on the Command Module, for stability purposes. - Fixed antenna range on the Service Module and removed built-in antenna on the Moonbuggy, so you can attach one of your choice. Version 1.02: - Changed Deuterium to LqdDeuterium, using Community Resource Pack definition and adjusted Isp accordingly to avoid conflicts. The fuel rate on the Eagle Main Engines should be 7.27 L/s. - Added some more ASL thrust to the Main Engines. - Fixed a problem with a collider on the Eagle Passenger Module, so now you can re-dock it to the ship. Version 1.0: - First release Credits - Mr. Brian Johnson, original designer of The Eagle, worked on Thunderbirds, "2001: A Space Odyssey", Alien and influenced the spaceship designs of Star Wars and others. - James Murphy, original author of the beautiful Eagle 3d mesh and Andy Marrs for the Lightwave conversion. - Roger Clow for his cool Moonbuggy mesh in Lightwave format. Licensing This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/.
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Ill be updating the roster as i make more note worthy stuff Decided to compile a little pack of my slightly more note worthy builds. Its got both commercial and military craft. Sadly i cant fully realize some of them yet due to bugs, but there at least visually where i want them to be, more or less :p Commercial 1. Draken falcon 1x LKO delta.v: 1000m/s Parts: 21 Weight: 9.5 / 4.3t Dimensions: 1.6 / 9.4 / 7.1m Rapier count: 1 Objective: Small single seater private plane with ample delta.v reserves Notes: Takeoff is a bit hairy since i didnt want it to have a horizontal stabilizer for reasons. 2. Draken skipper 4x LKO Delta.v: 500m/s Parts: 28 Weight: 12 / 6.5t Dimensions: 2.4 / 11.7 / 11.3m Rapier count: 1 Objective: Compact commercial ssto capable of ferrying 4 passengers in to lko or a mother ship/station Notes: Re-entry is kinda sketch as you got very little elevator authority, probably want to enable ailerons to work as elevators. 3.Draken minotaur 35 LKO Delta.v: 1000-200 (depending on payload) Parts: 44 Weight: 48.5 / 18.8t Dimensions: 3.9 / 20.1 / 18.15m Engines: Rapiers-4 / Poodle - 1 maximum payload - 35t Objective: ability to lift medium mass payloads in to lko. In theory it should be able to lift the classic orange tank, but the cargo bay is literally the exact same size as the tank so it cant realistically fit it. Notes: If you want to lift anything in to orbit, you have to make sure both ends of the cargo bay, and your payload are capped off with aerodynamic cones, the cargobay is bugged. Once lifted off the ground, reduce elevator authority to 5o or the ship will rip it self apart if you try to pitch up at speed. This craft 100% requires either strutting or increased joint rigidity in config files. Ship could probably use some rcs which i was to lazy to add, as it barely has any authority in a vacume. 4. Ark royal LKO Delta.v: 1200m/s Parts: 43 Weight: 26.4 / 11.2t Dimensions: 2.25 / 12.6 / 15.2m Rapier count: 2 Objective: Luxury private jet capable of lifting up to 4 fancy kerbals and 2 pilots in to lko with ample delta.v for small tours. Military 1.HMS Daring LKO delta.v: 500m/s Parts: 71 Weight: 29 / 12.5t Dimensions: 3.25 / 14.7 / 14m Engines: rapiers - 2 / whiplash - 2 armament: 2 nrb30s medium range hybrid atmospheric / interplanetary missiles. Objective: Heavy fighter/interceptor/ssto. This ship is meant to be a single craft solution for any first response mission. In the atmosphere, this ship posessis high speed and good maneuverability with high twr (1.65 fully loaded) which allows it to intercept targets quickly as well as engage them in a dogfight. It can also achieve lko to fire off its interplanetary armament. Notes: Due to its ability to pull high aoa (or have good maneuverability at low speeds) , frontal canards should be disabled, and aileron authority should be reduced when attempting to reach lko. Nrb30s firing sequence: 1.Disable main engines 2.Open the bomb bays 3.throttle up and engage rocket engines 4.decouple the missiles. 2.HMS Vulture LKO delta.v: 2000m/s Parts: 51 Weight: 37 / 11.4t Dimensions: 2.8 / 11.3 / 13.35m Rapier count: 2 Objective: Medium torpedo destroyer, capable of lifting 2 medium torpedoes in to lko and intercept capital ships. Notes: Due to cargo bay bug, i wasnt able to add torpedo bays or torpedoes them selves. Just imagine that the side board fuel tanks are torpedo tubes xD 3.HMS Lightning LKO Delta.v: 3000m/s Parts: 40 Weight: 74 / 18.4t Dimensions: 4.1 / 17.8 / 19.6m Rapier count: 4 Objective: Patrol frigate capable of intercepting crafts within the near solar system. Notes: Very low thrust-to weight makes it difficult to get off the runway. Once at speed, reduce elevator authority. Additional notes for all ships: 1. Ive modified my game files to reduce the noodle effect by increasing joint rigidity. If you run stock noodle mode, you may need to add struts (or just change the config, stock rigidity is not right). 2. Since there is no re-entry heating, i didnt really feel like testing re-entry or dry performance of these ships, so some of them may be a bit jank on re-entry. Since half of these are basically not finished due to bugs, ill likely revisit them at a later date and finish up additional features along with re-entry balancing. Download link: https://www.mediafire.com/file/96629klfuix2s55/ssto_pack.7z/file Hope you guys enjoy
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Reworked Stock System [v1.0] About Reworked Stock System is a modification that improves the stock system by changing by replacing terrain. Screenshots ( More screenshots in spoilers) Moho Eve Gilly Minmus Duna Ike Dres Laythe Vall Tylo Bop Pol Eeloo Changelog Coming soon... New biomes for reworked planets. New Duna terrain. Better surface textures. Installation To install this mod you have to: Install Kopernicus. Download mod release from Github Remove old mod directory from your game data folder ( If exists.) Unzip downloaded .zip archive. Move contents of mod GameData folder into your game GameData folder. Run the game. Dependencies This mod requires: Kopernicus Credits Ikarus and Demin uses Phobos height map from http://planetpixelemporium.com/ I also used textures from this page as a base for editing. Eeloo uses Moon map from http://depthfields.com/downloads/tag/moon-displace-heightmap-craters/ Eve uses Tekto height map from Outer Planets mod, all credits for this map goes to OPM developers and contributors. Special Thanks to: Thomas .P and other Kopernicus mod developers. CaptRobau and other OPM mod developers. Polish KSP community. Download Primary Download, Spacedock: https://spacedock.info/mod/1176/Reworked Stock System ========= LICENSING ========= The contents of this pack are distributed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (http://creativecommons.org/licenses/by-nc-sa/4.0/). Enjoy
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About Planet 9 (P9) is a KSP planet pack that adds the theorized 9th planet of the solar system plus it’s moon system into Kerbal Space Program. However, unlike other planet packs, this pack is entirely proceduraly generated. This also doesn’t mean that the pack’s textures are pre-generated. Infact, the pack download comes with no textures in it at all. Instead, it ships with a custom application that you need to use before being able to play the pack, that proceduraly-generates a new set of textures and models, just for you. Everyone who downloads and plays this pack, will play using a completely unique system of moons around Planet 9. You can even customize your moon system inside the application, and create the perfect system for yourself. This is accomplished through my "ProceduralPlanet" procedural celestial body generation software library. Though it is intended for general use in game development, I am using it here to produce this proceduraly generated planet pack for Kerbal Space Program. Currently, this project is still only a proof-of-concept and will receive further development. Therefore, any bug reports and suggestions are greatly appreciated. However, please note that only the textures and models of the major moons are proceduraly generated. Their physical characteristics and orbits are fixed, though they were determined initially by an algorithm as well. Screenshots Note: because this planet pack is proceduraly generated, the screenshots shown here only represent random examples of the generator's capabilities. Though the pack download does come with some default assets for Planet 9 due to technical reasons, none of the shown moons will appear in your game exactly as seen. As explained previously, your system will be completely randomly generated. Installation Planet 9 is a little bit more difficult install then your regular planet pack, due to the requirement of needing to run the procedural generator first. The download link below will contain a .zip file which, as you're probably used to, needs to extracted into your KSP install's GameData folder. This pack does require the "VertexHeightMap" Kopernicus Expansion from VabienArt’s fork of the Kopernicus Expansions, which can be found here: https://github.com/VabienArt/KopernicusExpansion-Continueder/releases However, a compatible build of this expansion should always be included with the download for this pack. Additionally, while this isn't a strict requirement, it is recommended to have OPM installed, simply so that Planet 9 actually is the 9th planet from Kerbol. You may also want to install an Orion Drive Mod. Just trust me on this. You will need it. Before being able to run your game, you need to run the procedural generation application to create the textures and models unique to your system. However, instructions on using the generator application would blow up this forum post. Instead, I have added usage instructions to the GitHub repository for this project, which can be accessed at this link: https://github.com/89Mods/Planet9/blob/main/README.md Please read the contents of this page very carefully! The generator application in a sensitive piece of software, and will not work at all if you do not follow the instructions to the letter! Visual mods This planet pack comes with scatterer configs for the two celestial bodies in it that have atmospheres. Otherwise, no other visual enhancement mods are utilized in this pack. Support If you have successfully ran the generator application, but cannot start your game, you must provide the Kopernicus log files, or I will be unable to help. If you are trying to run the generator application but get an error, you must show me the exact error message. If the generator application instead freezes with no error, ensure that you have correctly followed the usage instructions for the application. If you did and are still experience this problem, you can send me a message, and I will do my best to help. Licensing This planet pack and the generator application are published under the GNU General Public License v3. Download The current version of the planet pack is 1.2.0 for KSP version 1.12.x, and can be downloaded from the project’s GitHub page here: https://github.com/89Mods/Planet9/releases/tag/1.2.0 Please make sure to carefully follow the installation instructions above, as this is not a simple planet pack. Changelog Credits
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PARA-SCI HIGH-PERFORMANCE ATMOSPHERE PACK For use with KSP 1.2 and the EnvironmentalVisualEnhancements mod Since many of us are sometimes, or always, forced to play KSP on laptops and other devices with weak GPUs or otherwise not optimized for gaming, I present the Para-Sci High-Performance Atmosphere Pack, wherein I have done my best to combine good visuals with minimal graphics demand. FULL PREVIEW ALBUM: http://imgur.com/a/pKsCk Notes: - Most bodies, with the exception of Kerbol and the particularly lumpy minor moons, include a "glow" layer that enhances their appearance at long distances and fades away on approach. - Many of the glow layers make use of the original KSP planet textures; naturally credit goes to SQUAD for these and I advise against attempting to redistribute them or use them for things other than KSP, KSP mods, or KSP fanart. - None of the cloud layers have a "layer3D" (volumetric clouds) component. While this does cause us to miss out on that feature, the numerous large particles it involved rendering tend to be a major performance drain and thus they have been left out. - None of the cloud layers cast shadows either. - All bodies have a maximum of three cloud layers; most have only one. - The pack currently does not include aurorae, noctilucent clouds, or dust storms, although some of these may be added in the future if I feel up to it. - Some textures are the original textures packaged alongside the main EVE installation. Like the SQUAD textures, I advise against violating their licensing terms, etc. - Jool's glow layer uses the beautiful Jool texture painted by @Felsmak. Naturally credit goes to him for that, don't steal it, etc. etc. etc. DOWNLOAD
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Here's an idea for a drastically different game: Stock KSP system, but all the planets (that can fit) go in Kerbin's sphere of influence, maybe with Jool as a body in a synchronous orbit. To accommodate all the planets, I'd increase Kerbin's mass/gravity and decrease those of the other planets, and tighten up the orbits of satellite bodies (muns). Of course, I'd also increase thrust, ablator and Isp to keep a vaguely stockalike reentry and ascent profile. Would also increase the cost of propulsive parts, to scale nicely to the vastly smaller system. Makes for fast travel, makes life support easier, and would look stunning.
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THIS IS NOT ANOTHER VERSION OF CUSTOM ASTEROIDS. IT IS COPYRIGHTED AND I DON'T KNOW HOW TO CODE LIKE THAT. Hey all, this is my first mod. It's a planet pack that I have been working on for the past few days. I created it because I noticed the lack in mods that provide smaller celestial bodies in the Kerbol System. It adds a few small rocks similar to Gilly, Bop and Minmus (A few smaller!). It will attempt to provide you the gamer with greater challenge. Sorry of the lack of info, I did this in a rush. REQUIRED MODS: Kopernicus Module Manager SUGGESTED MODS: Outer Planets Mod Trans-Keptunian (Look at the final post, it is a version that works with 1.3.0+) What ever mods help you transverse the Kerbol System Pics: Plans: Another asteroid for Eve Moho asteroid Comets Rogue comets and asteroids for extremely experience players Trojans Trans-Neptunian objects (like TK, but different) Capabilities with OPM + TK and maybe KSS and GPP. This is unlikely, as I plan to make more planet packs. Make some Dres-like bodies, not weirdly shaped. Download © CC-ND-SA-DC
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It's a busy day at the Space Center as the new T.R.A.P Engines arrive from General Universal and Kerbal-Tech. These engines were predicted to have a much better performance at a higher altitude than previous engines. Jeb's test flight was scheduled for the next day. This gave the engineers only half a day to mount the three new engines on three identical planes. The next day Jeb goes on his test flight, testing the "Mouse T.R.A.P" engine. Jeb reports that the engine is performing as expected at high altitude. Jeb tests the other two engines successfully. This is a mod which adds three new engines: The Mouse T.R.A.P, the Bear T.R.A.P, and the Rhino T.R.A.P. The engines all have the same model, that of the stock Rapier engine. The way they work is by having better performance at low altitude, at the cost of using more Intake Air, and better performance at higher altitudes by using more liquid fuel, but less Intake Air. These modes automatically switch, but you can also manually switch the modes. The engine switching works pretty much like the Rapier engine. I made the actual changes to the .cfg files, creating this mod, but the idea was all my friend @Lucast0909's. He's given me permission to publish this mod, and he says that I don't need to credit him, but as we all know, the idea is half of the mod. My idea for version 1.1.0 of this mod was to use the variant switching introduced in KSP 1.4 to enable you to have more than one model for the engine. The idea is that you can have the model of the Rapier, or say the Panther, even the Swivel, picking the look that works best for your plane. However, I found out that that is not possible. I will try to learn to model, to give these engines better textures. I think these engines are tech tree and cost balanced, but please let me know. Please give me any feedback you have. If anybody has a better name for the mod, please tell me. License: Unlicense Download: Spacedock
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Rooster's Planet Pack Explore a star, 5 planets and 12 moons with this new awesome mod! [WIP] The new planets and stars: Ilvan Sweater Giro Miner Blue Gold ARAUCANA DENIZLI ScienceDefs: 1/17 complete QUESTION: Are all planets called like chicken breeds? ANSWER : Yes. QUESTION: It has compatibility with other mods? ANSWER: No yet, but I plan that (Is still a WIP).
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https://www.youtube.com/watch?v=NEgAMREz0GY&feature=youtu.be I just completed my manned return from Niven in GPP 2.5x scale. It was a challenging mission due to the use of stock parts in a scaled-up save but with MOAR boosters and a good bit of Kerbucks it is doable.
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Welcome to the release Thread for Ace's Galactic Expansion This is an interstellar planet pack for KSP Please post your screenshots below!! *Requires Kopernicus* Download: https://spacedock.info/mod/1258/Ace's Galactic Expansion?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E Requires Ace's Stock System Overhaul Thank you to @MeerkatMan25 - Co-developer (MeerkatMan handles all creative stuff like science defs) @Galileo for his brilliant advice @StarCrusher96 for his star Corona and great advice @The White Guardian for his great tutorials without which this would not be possible Recommended you play with KSPI-E Changelog: Screenshots: All Rights Reserved
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UPDATED! Hello Fellow kerbals! I have now been a member of the KSP forum for almost a year now, and now that its christmas time i wanted to make a mod that NO ONE has ever made before. So i give you the Medieval Weapons Pack for KIS ! This is a mod which adds some weapons from the medieval era. Currently there are only four parts and they are: Dagger, Spear, Short Sword and Long Sword but i want to add some more weapons (they are listed bellow). Scimitar COMING SOON! Shield Helm Siege Weapons Rapier Battle Axe Bow and arrow and a lot of other parts! Alright... Tired of Big Ugly and heavy guns? Just wishing you could stab someone? well now you can! Review by kottabos games. This is a review of the OLD version. Download:Medieval Weapons Pack DOWNLOAD! Requires the Kerbal Inventory System mod. License: MIT
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*NOT USING THIS PAGE ANYMORE MOD WILL HAVE MORE DEVELOPMENT BEFORE RELEASE*
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I've been making mods as zip files for a while now, and I seem to recall there was some requirement that the mods be packaged as a zip. But recently I noticed that I get almost half the file size if I switch to 7Z format. And, now that I look for some sign of "why am I using .zip?" I can't find it. I'd love to save everyone (well, 70-odd people plus spacedock) some bandwidth by switching to 7z, but I'm a bit hesitant due to half remembering some reason not to use it. And not knowing how CKAN deals with it. If CKAN can't unpack 7z, then it's out as far as I'm concerned.
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While there are many planet packs that you can download that will give new a whole new set of places to explore, my planet pack attempts to do that and provide some of the most unique planets ever while also staying true to stock naming style. Keep in mind that this mod is still in development and it will require Kopernicus. As of right now, I don't even have a beta version ready yet, but hopefully, that should change soon. When I get my first beta version ready to release, I will link it in this post! I don't have all the names finalized yet, so suggestions will be greatly appreciated. Feedback and opinions are also greatly appreciated. Until it's decided that more than 3 solar systems will be added, Zaywa will orbit Kerbol with a semi-major axis of roughly 8 light-years. Zaywa: A blue star about twice the size of Kerbol that emits normal sunlight so players can fully appreciate the beauty of the other bodies in the solar system. One of the problems I see with blue stars emitting blue light is that they tend to make the planets darker and/or mask a lot of the beautiful colors, so by having it emit the same color sunlight as Kerbol, players can fully appreciate the beauty of all the planets and stars in the pack. Zaywa-2: *Naming suggestions wanted* A tiny red dwarf star that again, emits a small amount of normal sunlight for the same reason as its big brother, but orbits Zaywa in a very close orbit to give us a binary star system. Hade: A moonless dark gray gas planet that has a tight orbit around Zaywa. While being roughly the same size as Jool, it's far less dense due to the high temperatures. Crafts should be able to survive a high-altitude flight here as long as you have a heat shield protecting the front of your craft. Pike: A rocky planet with towering volcanoes, lava lakes and a thick, smoke-like atmosphere. Touching the lava is a great way to fry your Kerbals. Overheating in the lava lakes WILL be incorporated in the initial release! Rayn: *Naming suggestions wanted* A large water world with an endless ocean beneath a beautfil blue sky. It features an atmosphere with a small amount of oxygen. Kepler: A green and blue gas planet in the habitable zone of the Zaywa system which has its own set of rings. Its moons are thought to contain life. Atlas: A Kerbin-like world complete with mountains, deserts, oceans, rivers, lakes, grasslands and ice caps. May add in an alien space center Easter Egg if I can figure out how to. Sahra: A world that has vast deserts, tall mountains, ice caps and small oceans all beneath an atmosphere rich in oxygen. Small lakes and rivers are scattered about the desert landscape. Galleon: A large, tidally locked, terrestrial planet that has rings and a few moons... All in a polar orbit! Galleon is meant to rotate on its side, similar to how Uranus from our own solar system does. The dark side is a large ice-covered flatland while the light side is mountainous and rocky. Moon suggestions for Galleon would be greatly appreciated. Kale: A bluish rocky moon that orbits just outside of Galleon's rings. Zomg: A gas planet so large, its mass rivals that of a brown dwarf. It makes Jool look tiny by comparison and it has rings in a rainbow of colors. Unlike most gas giants, it has an ocean formed from the immense heat and pressure. Woh: A gas giant about half the sie of Jool that orbits Zomg. Hyperion: *Naming suggestions wanted* A Dres-sized rocky moon in orbit around Woh. It can be a bit tricky to encounter thanks to its moon. Dingus: *Naming suggestions wanted* A large moon placed in the perfect position to screw with missions to Hyperion. Sur: A boring asteroid-like moon in orbit around Woh in a mostly Geostationary orbit. Ched: A Moho-sized rocky, yellow moon that orbits Zomg with enormous craters and a few mountain ranges beneath a thick, yellowish atmosphere. Might make an integration for Environmental Visual Enhancements that adds a few layers of yellow clouds that hide the surface. Swish: A greenish-yellow rocky moon that has many craters on its surface. Glace: An icy moon in a highly eccentric orbit around Zomg. The decription will mention the possibility of a warm ocean beneath its icy surface. Herb: A dark green rocky moon with a surface peppered with large craters and deep, vast canyons. Kierra: A mountainous moon with a few peaks that rise above a thin atmosphere. Kyro: An oblong rocky moon with a high orbital inclination that makes a complete rotation approximately once every 30 minutes. Borag: An ice/snow-covered planet that features lakes and volcanoes that spit out ice instead of magma. It also features a very tiny set of beautiful cyan rings. Hiemal: An ice-covered asteroid-like moon in a distant orbit around Borag. Special thanks to @ProtoJeb21 for letting me use his planet pack's configs as a base so I could see how Kopericus works and understand how to begin making my own planet pack. Be sure to let me know what you think of my planet ideas thus far and do tell me how I can improve upon the Zaywa system.