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Showing results for tags 'planet pack', 'slyton planet pack', 'saturn' or 'stockalike planet pack'.
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Low Light Levels Blue {Neutron star!!} [Kopernicus 1.8.1]
RJVB09 posted a topic in KSP1 Mod Releases
What is this? The sequel to the planet pack Low light levels Red. The pack adds in two binary stars and 11 planets and moons. Bodies: Rubo: A white dwarf that was once a mighty star like Kerbol. Loth: A fiery world with oceans of lava that are slowly cooling in the dim light of Rubo. Ufgo: A tidal locked desert with old dried up oceans and ice on the farside. Crof: A small world even more forgotten than Dres. It has a cratered cold surface. Giza: The biggest gas giant in the system, but still small. Most of its mass got lost in the past. Micry: The only moon still orbiting Giza. It has a cratered dead surface. Zec: A gas giant with strong winds and two very clear bands. Thesi: First moon of Zec, it has a thick atmosphere and small oceans of liquid methane. Pece: An extraordinary asteroid, it is in a binary dance with its partner Poco. Poco: The other asteroid roughly the same as Pece, also orbiting the barycenter. Wilco: One of the most mighty objects in the universe, with the size of the KSC and the name of a scientist his dog. Ria: A cold icy world with a beautiful view of Wilco. Qen: A small asteroid orbiting at big distance from Wilco. The series -3LB - You are looking at it right now... -3LR - The other part of this series which adds 2 brown dwarfs. -B2L - A pack that adds in two blindingly bright stars. Download Github: https://github.com/RJVB09/Low-Light-Levels-Blue/releases Dependencies Kopernicus: (optional) Sigma Binary (to make Wilco and Rubo binary): https://github.com/StollD/KopernicusExpansion-Continued (optional) EVE: https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases (optional) scatterer (not the 1.8 go to change log and download the latest 1.6 one): https://spacedock.info/mod/141/scatterer Trailer/Kottabos review Note: The trailer may differ from the real mod due to updates Screenshots VE album: https://imgur.com/a/dEWyqwm Contact/Bug reports For development updates on my mods, questions and other things, join my discord server! https://discord.gg/gHGupT8 Please report bugs here: https://github.com/RJVB09/Low-Light-Levels-Blue/issues License Most of my mods are just licensed by this. https://creativecommons.org/licenses/by-nc-nd/4.0/- 18 replies
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VERSION 2.8! Download from Spacedock Download from GitHub ================================================================================================================= AlphaMensae's Modular Launch Pads Tired of wimpy launch clamps? Feel your KSP launch experience is lacking something? Well, then make any rocket launch an event by making a complete launch facility with launch base, towers and other accessories. Board your crew, start the countdown, then go for ignition sequence start! Modular Launch Pads is a collection of parts, including various launch clamp-type bases, towers, crew elevators, hold-downs and other accessories. You start by either attaching a base to a bottom center node on a rocket; this can be either the bottom node of an engine, or an attach node added by one of the included path files that add an extra node to various mod rocket tanks, stages or engine mounts. Towers attach to the four nodes on the sides of the base. Swing arms and drop umbilicals attach to nodes on the towers; other parts can be attached to the tower tops. Holdd-downs are surface-attached to the deck, frame top or support pad on the base. IMPORTANT: All the parts are now hidden by default from the stock Structural category. This was done to keep from clogging up that category with a ton of non-rocket parts. Use the included custom Community Category Kit tab or the stock custom category (accessed from the Advanced Mode in the part picker, also has subcategories) to find the parts. Delete the Hide_Parts.cfg file from the ModularLaunchPads/Category folder to bring the parts back to the Structural tab. IMPORTANT: Use of the left-shift key with the offset gizmo is required to customize the layout of the bases and towers, holding it down when dragging the gizmo's arrows gives you 20m of offset range; otherwise you won't be able to move a part very far. IMPORTANT: B9PS node-moving function doesn't work properly with rescaled parts, but the latest version of Realism Overhaul has patches to work around this error with the affected Modular Launch Pads parts, primarily the modular service tower sections with the top node that is moved as height variants are selected. I provide no support for RSS/RO/RP-1. Use at your own risk. I don't use RO so I cannot help with it, sorry. Please ask the RO users for help in using Modular Launch Pads in RO/RP-1. IMPORTANT: NOT compatible with Katniss Cape Canaveral, the launch bases will not work with it, they will explode upon spawn. If you want to try to get MLP to work with KCC, then you are on your own. IMPORTANT: The new anchoring system introduced into KSP after 1.8.1 causes a problem with the crew elevators, where the Kerbals riding the elevator car up start to phase through the bottom of the car floor and may even fall out entirely. The elevator car speeds have been slowed down to help reduce this effect, but cannot be eliminated completely. Solutions to this problem are either have the Kerbals jump and/or move while the car is going up, or else attach command chairs to the floor of the car and install Animated Attachment to have them move with the car. ================================================================================================================= NEW in 2.8.0 NEW Vandenberg SLC-6 Shuttle Mount and Tower parts. NEW Atlas-Agena Service Tower. NEW Atlas SLV3-Centaur Service Tower and modified umbilical arms. NEW Atlas I/II Service Tower and custom Umbilical Arm. NEW Modular version of the Delta IV Service Tower with core and top section parts. Remade the Round and Rectangular General Launch Stands and gave them adjustable-height legs. Modified the Shuttle Launcher Base with integrated adjustable SRB hold-downs and custom decks for different shuttle stacks, as well as an SLS variant. Modified many of the launch stands and launch plates by minimizing the stretchy launch clamp module meshes and adding a switcher to turn them off. Added blank decouple animations to all launch clamp bases, stands and plates to prevent throwing an orange-color NRE in the log. Removed the few RO craft files of mine as they are at risk of becoming outdated. NEW in 2.7.0 Revised Atlas Launch Stand by tweaking the meshes of the Atlas Pipes and adding deploy limit slider animations to allow the pipes to be used with the new Bluedog Design Bureau Atlas. Updated BDB Compatibility patch with atatch nodes for the new BDB Atlas 3400 and Atlas V 5300 tanks. Renamed RO Example craft files to begin with "MLP RO Example". NEW in 2.6.0 New General Launch Bases in six sizes--Micro, Mini, Small, Medium, Large and Extra Large--with different styling and fewer exhaust hole options per base. New Ariane V Flat Mast and Scissor Umbilical. New General SRB Hold-Down part with adjustable bolts. New N1 basic modular stackable tower part and separate platform part. New Aerobee Launch Stand-Tower with optional integrated cover New Modular Multi Tower part in three different sizes, each main size has multiple sub-sizes. New separate Multi Top part for all the sizes. New Micro General Strongback Tower featuring partial Electron styling, fits on the mew Micro Launch Base. Minimized the size of the launch clamp meshes in the launch bases, stands and plates that don't rely on them for the visual structure; added switch to turn them off, which does not affect the actual clamp function. Retitled a number of the General Parts to follow a more coherent and consistent naming scheme. Added craft files for the KNES Ariane V, TantaresLV N1, Chrayol PSLV, DodoLabs Electron and Taerobee Aerobee rockets. The three old General Launch Bases have been deprecated in preparation for version 3, they will not make the move to v3.0. Version 2.5.3 Note: Added patch, courtesy of KSP Forum member Zelda, to remove MOARdv's Avionics Systems (MAS) flight computer from the MLP crew arms and elevators that have crew capacity and the stock generic3 IVA. MAS (and maybe with the use of the Reviva mod as well) causes the screen to go black when these parts are present. NEW in 2.5.0 Added crew capacity to all Crew Elevators and hatches (Airlocks) to the elevator cars, so Kerbals can still "ride" the elevators up and avoid the anchoring system shenanigans which plague Kerbals on EVA. The hatches have no mesh, but the colliders are big enough for easy clicking. Elevator car floor should be at least a few cm above any crew arm walkway or tower floor to avoid the hatches being blocked. Greatly increased the speed of all crew elevator cars, as the slow speeds were no longer necessary with the new hatches. Apologies to anyone wanting to use the elevators normally in KSP versions after 1.8.1. NEW in 2.4.0 Added additional height variant, front wall options and umbilical attach nodes to the Mini General Crew Elevator Core. Added new Mini Crew Walkway, a stripped-down short version of the Mercury-Atlas Crew Walkway, designed for the Mini General Crew Elevator. Retitled the crew elevators and crew arms to a standard scheme so they will be grouped together in the CCK category in Simple Mode. Retitled the General Service Tower parts to add "General" at the front so they will be grouped together in the CCK category in Simple Mode. NEW in 2.3.0 Added Delta IV Launch Stand, Service Tower and three Delta IV-specific swing arms. Added attach nodes for rockets to all four launch rails and updated Module Decouple for the rails accordingly. Rockets still can surface attach to the rails, and made the rails surface-attachable too. Modified the Saturn Hammerhead Crane to have a switch between the full crane and the remnant core, which appeared for some shuttle launches. Added v2.3 craft file for the Bluedog Design Bureau Delta IV Heavy using the new Delta IV parts. Updated BDB MLP patches, adding extra attach nodes for the Delta IV lower core tank and the Saturn LRB Engine Mount. Updated MLP Custom Category. NEW in 2.2.0 NEW: Animated Decouplers has been replaced by Staged Animation, graciously provided by NathanKell Staged Animation, It has the same animation staging function and decoupler icon, but no actual decoupler function. It also works with Mechjeb's auto-staging feature. NEW: All uses of the stock ModuleAnimateGeneric have been replaced with ModuleAnimateGenericExtra, contained within the StageAnimation .dll and also graciously provided by NathanKell. This version allows for custom titles of the deploy limit sliders used by many of the parts, and also can fully disable the animation toggle/start/end buttons. The PAWs for those parts are now far more understandable as a result. NEW: Titan III Launch Stand added to the historic launch stands group. It is designed to work with the existing Titan III Auxiliary Mast and Service Tower parts. Can be configured for both the Titan III and Titan IV, and has integrated hold-down bolts that are fully adjustable in position. NEW: General Fallback Umbilical Tower added to the General Service Towers group. It is a generalized, square-truss version of the Thor/Delta Fallback Tower, with many more height variants. NEW: Extra Large General Crew Elevator added to the General Crew Elevators group. It replaces the old 130m height version of the Large Crew Elevator Base, and is compatible with the Large Crew Elevator Section and Side Extension. NEW: Saturn Milkstool Launch Stand has been added. It is a standalone launch-clamp version of the Saturn Milkstool part, with a short height variant along with the default full-height version. REVISED: General Droop Umbilicals have been remade, with an additional size added. An adjustable-length mount extension tube has also been added to provide better custom-fitting to a rocket stage. REVISED: Large Crew Elevator has been revised with new General and Saturn truss styles; the General style is the same as that of the new Extra Large Elevator. The Elevator Tower Section also now has more switchable detail optons to allow it to be used with the Extra Large Elevator. REVISED: Color of the side panels for the Large and Extra Large Crew Elevator towers can now be separately switched. REVISED: More attach nodes for umbilicals and swing arms, including new side mount rails, have been added to the Large General Crew Elevator Section part. REVISED: Large Crew Arm now has an option for a bare hatch interface, with all three sides open and no angled hatch brace. REVISED: An additional height variant has been added to the Large, Medium and Small General Modular Service Towers. More attach nodes for umbilicals and swing arms have been added as well. REVISED: Integrated hold-down support pads have been added back into the Large, Medium and Small General Launch Bases. These have three width options, and are adjustable in position with newly custom-titled deploy limit sliders. REVISED: The Delta II single-piece service tower now has an adjustable-height structural detail group via deploy limit slider, so it can be positioned where desired. REVISED: The Atlas Launch Stand's center clamps are now toggleable like the side umbilicals, for use with the Atlas IIAS (the one with the Castor SRBs). REVISED: The Redstone Launch Stand's integrated umbilical pole can now be switched among 8 positions on the ring, and it's horizontal position is now adjusted with a deploy limit slider. REVISED: The Mercury-Redstone Crew Elevator now has a new long mount rail option, and the tower's rollback position can now be adjusted with a deploy limit slider. REVISED: The Titan II GLV Service Tower droop-style umbilical arms have been revised to match the style of the revised General one, and also include the adjustable extension tube. The Gemini version also has been changed to match. REVISED: The Saturn Launch Stand has been retitled the Saturn IB Launch Stand to make clear what it was designed after. REVISED: The old Saturn V combo swing arm part has been separated into individual arm parts, one for each Saturn V arm (8 total) and one for the Saturn IB's S-IB first stage. Internal revisions have made each arm much smaller in size than those in the old integrated part, and only one animation is now run when retracted. REVISED: The old Saturn Tower General Swing arm has been converted into a telescoping adjustable arm like that of the General Swing Arms, greatly reducing the complexity and .mu size as a result. The pipes can also now be independently switched among 15 variants. REVISED: The Saturn and Shuttle Launch Bases now have the attach nodes for towers and accessories move properly when the base is rotated with the B9PS switcher. The things attached to those nodes won't rotate, but they will be in the right position. REVISED: The Saturn Tower Hammerhead Crane now has an 180° rotation animation and a deploy limit slider to adjust the rotation amount. REVISED: The two crew access arms for the Shuttle FSS Tower have been retitled to "Shuttle Tower Crew Access Arm: Orbiter" and "Shuttle Tower Crew Access Arm: Rodan" to position them later in the part list. REVISED: Title changes for the Saturn Tower sections, Shuttle Tower sections and Shuttle Tower arms to better position them in the part list. REVISED: Nunmerous edits to to the part .cfg files to add/modify B9PS UI Groups and switchers, and to use StagedAnimation and ModuleAnimateGenericExtra where needed. REVISED: Edits to the Saturn and Shuttle custom subcategory names to "Saturn V Mobile Launcher" and "Space Shuttle Launch Platform". NEW in 2.1.0 NEW NEW NEW NEW NEW All parts are now hidden from the stock Structural category. Use the custom CCK category tab or the stock custom category (which has subcategories) to find the parts. Delete the Hide_Parts.cfg in the Category folder if you want the parts back in the Structural tab. The former multi-size merged parts have been split off into separate parts, but the older internal part name is still used for one the new parts. Existing v2.0 craft files will still load, but most likely won't look the same, and will need to be rebuilt. NEW: Historical launch stands for the Bluedog Design Bureau Vanguard, Redstone/Jupiter/Juno, Thor/Delta, Atlas and Titan II rockets, but can be used with other rockets of the same diameters. NEW: Historical service towers for the new historical launch stands. The Titan II tower comes in single-piece and modular section versions. NEW: Jupiter-style Petal Cover for the Redstone Launch Stand. NEW: Mercury-Atlas Crew Elevator, with separate Mercury-Atlas Crew Walkway. Walkway has switchable mounts for use with the smaller crew elevators. NEW: Atlas Mini Modular Tower, which serves as the historical Atlas tower. Has switchable styles for Agena and Centaur upper stages. NEW: Atlas-Agena and Atlas-Centaur retracting umbilical arms. The Centaur arms are also available as separate parts. NEW: Launch Plates, ultra-low profile flat clamp bases for the minimalist style. Three sizes of round and square types. NEW: Falcon 9-style Launch Plate, and interim N1 and Energia Launch Plates. NEW: Mini Milkstool Launch Stands. These are small launch-clamp versions of the Saturn Milkstool, with three sizes, each with two height variants. NEW: Separate non-launch clamp versions of the Mini Milkstools, with built-in decouplers for use with Launch Plates and Launch Bases. NEW: Launch Rails, add-on part for Launch Stands, Plates and Bases. Four sizes with built-in decoupler, can be rotated with Animated Attachment or B9PartSwitch. NEW: Extra-Large General Service Tower, styled after the Titan III/IV fixed service tower. NEW: Titan III/IV Mast, the angled structure which was located on the Titan III/IV Mobile Launcher. NEW: Small General Crew Elevator, comprised of separate modular sections (base, multi-height core, top). Uses the Large General Arm, Small General Crew Arm or Mercury-Atlas Crew Walkway with appropriate mount types. NEW: Mini General Crew Elevator, comprised of separate 2-height core and multi-height tower sections. Uses the Small General Crew Arm or Mercury-Atlas Crew Walkway with appropriate mount types. NEW: Small General Crew Arm, with separate versions for the Small and Mini General Crew Elevators. NEW: Droop-style general umbilicals. Four sizes of simple bent-style umbilical hoses for a bit more realism. NEW: Two more sizes of the basic beam-style swing arms. NEW: Mini size General Fallback Tower, sized for Electron/Falcon 1-style rockets. NEW: Rodan Crew Access Arm, sized for the Tundra Exploration Rodan (SpaceX Crew Dragon) capsule, and used with the Shuttle FSS Tower. NEW: General Mounting Platform, an alternate version of the Mini Flat Launch Base, with solid deck, toggleable railings and side attach nodes. Use for supporting ground structures. REVISED REVISED REVISED REVISED REVISED: General Launch Stand has been split into separate Round and Rectangle versions, and both completely remade. Redstone-style service pole removed from Round version (now in the Redstone Launch Stand), but still available as a separate part. REVISED: Flat and General Launch Bases have been split into separate sizes, with added detail and hole options, and new ladders. Ladders and railings have separate switchable colors. REVISED: General Service Towers have been split into separate size versions, and each split into separate modular section parts: stackable core, multi-height section (except for the Extra-Large Tower) and top section with optional mast(s). REVISED: The former General Crew Elevator and Crew Arm have been renamed the Large General Crew Elevator and Crew Arm. Elevator has been split into modular section parts, with two versions of the base. Large Crew Arm has separate Large and Small Elevator mount types, and more length variants. Large Elevator Tower also has a separate Extension section for mounting on the tower side REVISED: General Swing Arms have been split into separate size versions, and all completely remade. REVISED: General Straight Umbilicals remade. REVISED: Atlas V Service Mast and Delta II Service Tower, with additional details and/or changed styling. Separate modular section versions now available. REVISED: Former Small Test Stand had been split into three separate versions: Cradle type, Tower Type and Engine Type. REVISED: Flat Vertical Bolt General Hold-Down now has a tall bolt variant. REVISED: Saturn and Shuttle Towers have been split into separate modular sections, consisting of the base, multi-heght core, 2-height crew access and top. REVISED: Shuttle FSS tower sections have an alternate SpaceX-style black&white color scheme, and optional mesh side panels added. REVISED: Shuttle RSS Hinge has been split off into a separate part, with the detail being toggleable, and black color option added. Now the current state of the FSS on LC-39A can be recreated without having to add the full RSS. REVISED: Saturn Hammerhead Crane is now an animated part instead of free-rotating. The original-style lightning mast is included, also still available separately. REVISED: The tall white cylinder alternate Saturn Lightning Mast is now the Shuttle Lightning Mast with different mount options. REVISED: Saturn and Shuttle Launch Bases can now be properly rotated using B9PartSwitch--no more misaligned support legs! REVISED: Mass values for the Saturn and Shuttle tower sections have been reduced to tiny amounts. REVISED: The Freestanding versions of the Saturn and Shuttle Launch Bases (in the Extras folder of the download) now have switchable masses: 1 ton for transport, 2000 tons for on the launch pad. REVISED: Soyuz Launch Base parts now have a third blue color option, based on the ESA Soyuz pad colors. REVISED: Soyuz Large Fuel Arm, Small Fuel Arm and Gantry. More height options, straight-sided extension for the Small Arm and switchable-adjustable platform stack for the Gantry. GENERAL GENERAL GENERAL Extensive use of B9PartSwitch transform move and rotate, node move and UI Group features for smaller part sizes and easier to understand Part Action Windows. All launch clamp bases and stands can now have the staging disabled when a milkstool or launch rail or other part is attached to them. Various part title and description changes; part cost is now 1 for everything. Removed simple rescale patch from Extras. Realism Overhaul now directly supports Modular Launch Pads, ask the RO devs for additional support/help if needed, it is their responsibility. Remade all craft files for v2.1. Subassemblies removed, there are now four Example MLP craft files (with a stock rocket for demo purposes), along with bare versions of the Saturn and Shuttle launchers. ================================================================================================================= Recommended Mods: The LC-39 pad statics in particular from KSC Extended are a great companion to the Saturn and Shuttle launchers; the shuttle launcher especially only properly fits on the KSC Extended LC-39, with the RSS sitting entirely on the top of the pad static. The FSS base and RSS both have an alternate variant for the LC-39 pad which shortens the supports so they sit correctly on the top of the pad static. BDB as it is known is the perfect part mod for Modular Launch Pads, as many of the launch stands and towers were designed for and even around BDB rockets. ================================================================================================================= Installation Instructions Modular Launch Pads v2.2 is only for KSP versions 1.8.1 and higher, older KSP versions are no longer supported. Modular Launch Pads v2.1 is only for KSP versions 1.8.1 and higher, older KSP versions are no longer supported. Delete any existing Modular Launch Pads folder. Always do this when updating, as file names can change, and simply copying a new version over the older one can cause problems. In the download .zip file, there is a GameData folder. Copy the folders ModularLaunchPads, B9PartSwitch, CommunityCategoryKit and StagedAnimation from there into your KSP GameData folder. DO NOT put the GameData folder from the .zip into your KSP GameData folder, there can be only one GameData. If you already have the latest versions of the dependencies, then you do not need to copy them over. Otherwise copy over the ones you need from the .zip into your KSP GameData folder. B9PartSwitch is required for all mesh and texture switching, as well as transform moving, node moving and the UI Groups, and must be present in your KSP GameData. CommunityCategoryKit is required, as the parts are hidden from the stock categories by default, and the custom CCK category is needed to find them. The included stock custom category (located in the Advanced mode of the part picker) can also be used, and includes subcategories. Staged Animation is required and replaces Animated Decouplers, but it also has ModuleAnimateGenericExtra, which gives deploy limit sliders custom titles. Staged Animation does the same animation staging function but without any need for a decoupler action (still gives a decouple icon in the staging stack) Craft files go into your KSP/saves/xxxx/Ships/VAB folder. Subassemblies go into your KSP/saves/xxxx/Subassemblies folder The Extras Folder has the older freestanding versions of the Saturn and Shuttle Launch Bases. Copy the .cfg and .mu files into the ModularLaunchPads/Saturn_Shuttle folder to use them. ================================================================================================================= * * * * v2.2 Features * * * * ================================================================================================================= General Bases and Towers: The Core (cick for full version) Multi-purpose non-specific launch bases, launch stands, launch plates, service towers, crew arms, umbilicals and swing arms for mix-and-match creations. Includes: Three sizes of General Launch Bases, launch clamps inspired by mobile launch platforms that carry a rocket to the launch pad. Three sizes of Flat Launch Bases, low-profile launch launch clamp platforms. Launch Plates in Round and Square styles, with three sizes of each. Ultra-low profile minimalist launch bases for when a full base is too much. Also includes special versions for the Falcon 9, N1 and Energia. Launch Stands in Round and Rectangle styles, with integrated switchable hold-down bolts and clamp arms. Great for early career mode when part count is limited. Mini-Milkstool Launch Stands and separate decoupler versions, tiny versions of the big Saturn Milkstool. The stand versions are launch clamps, with three sizes each with two height options. The separate decoupler versions are add-on parts for the launch bases, plates and stands. Saturn Launch Stand, styled after the historical LC-34/37 stool for the Saturn I and IB, but can accomodate rocket sizes from 4.25m to 1.875m in size. Has integrated adjustable hold-down arm and a separate pedestal for a tower. Four sizes of Launch Rails, add-on parts with built-in decouplers for launch bases, plates and stands that provide a rotatable surface-attached rail for angled launches. Four sizes of General Service Towers, each with three modular sections: a base core section, can be stacked with the base pad turned off; multi-height (except for the Extra-Large Tower) addtional tower section; top plate with toggleable masts. Three styles of Mini Modular Service Towers, simple single-piece multi-height towers which can be stacked to create a taller tower. Seven types of cosmetic animated retracting hold-down arms to provide a visual means of "support" to your rockets. Can be animated manually or via staging with Animated Decouplers. Also includes a General ROFI part, or more accurately a hydrogen burn off sparker for your hydrolox rockets. General Swing Arms, Beam Swing Arms , Straight Drop Umbilicals and Droop-style umbilicals in different sizes/lengths for "connecting" your rocket to a service tower. All are animated manually or via stagign with Animated Decouplers. Three sizes of General Crew Elevator towers and two sizes of General Crew Access Arms for boarding your heroes onto your crewed spacecraft. The Large Crew Arm also has a toggleable transfer airlock to allow boarding of spacecraft inside a fairing via the transfer function. ================================================================================================================= General Test Stands: For R&D (click for full version) Need to do some Research & Development? The General Test Stands can handle it! Three styles are available: Cradle type for horizontal testing of stages or SRBs; Tower type for vertical testing of large liquid fuel stages; Engine type for testing only an engine, has built in fuel capacity to power the engine, no tank needed. ================================================================================================================= The Early Rocket Collection (Sceenshots by AlphaMensae; click for full version) Special Launch Stands and accessories for the Vanguard and Redstone/Jupiter/Juno rockets, designed for those from Bluedog Design Bureau. Includes: Vanguard Launch Stand and Service Tower. Stand has integrated hold-down bolts; tower uses the General Umbilicals and/or Swing Arms. Tower has two height options and can be stacked by turning off the base pad. Redstone Launch Stand, with integrated fallback service pole; pole is also available as a separate part. Stand can accomodate the BDB Redstone/Jupiter-C/Juno I, standard 1.25m rockets and 1.5m rockets Mercury-Redstone Crew Elevator, an animated rollback elevator tower with a ladder to reach the elevator car. Designed to sit snug against the Mercury-Redstone rocket, no crew arm or walkway needed. Jupiter Petal Cover, styled after the special cover used for the Jupiter IRBM, attaches to the Redstone Launch Stand. ================================================================================================================= The Thor/Delta Collection (Sceenshots by AlphaMensae; click for full version) (Screenshots by @Zorg; click for full version) For the whole Thor/Delta rocket family, a specialized launch stand and two types of service towers. Includes: Thor/Delta Launch Stand, with three variants: Original Thor ring style, Vandenberg Delta II ring style, and minimalist style with just the hold-down bolts. Hold-down bolts have three height variants to accomodate SRBs like the real stand had. Early-style Thor animated fallback tower with integrated adjustable umbilicals. The Mini Modular Type 1 and Small General Service Towers can be used for the later square-sided tower. Special Delta II tower in both single-piece and modular section versions. Has various switchable detail options to cover the full range of Delta towers, from the simple red open-truss style for the Delta D to the full blue paneled Delta II style. ================================================================================================================ The Atlas Collection (click for full version) The venerable original balloon tank Atlas space booster gets its own collection of parts. Includes: Special Atlas Launch Stand, designed for the BDB Atlas, but can be used with other rockets of the same size (1.875m); has two frame styles. Integrated hold-down arms and umbilicals have three color variants; they are also available separately for use with other launch bases, stands and plates. Has a rotation switcher orient the stand in different positions. Mercury-Atlas Crew Elevator, styled after the real emergency egress tower, but has an elevator for boarding the spacecraft. Separate animated Mercury umbilal attaches to to the tower. Uses the separate animated Mercury-Atlas Crew Walkway. Atlas Mini Modular Tower, like the Mini Modular towers, but designed for the Atlas with two truss styles and a toggleable front wall for Agena arm retraction. Atlas-Agena Umbilical Arm, an upward rotating "swing" arm with integrated adjustable umbilicals for the Agena upper stage. Atlas-Centaur Umbilical Arm, with two upward rotating arms for the original Centaur upper stage. The two arms are also available as separate parts. ================================================================================================================ The Titan II Collection (Screenshots by AlphaMensae; click for full version) (Screenshot by @Zorg click for full version) The mighty Titan II GLV (Gemini Launch Vehicle) gets special attention. Includes: Special Titan II Launch Stand, sized for the BDB Titan II and LR-87 engine, styled after the real one. Has special attach nodes for the Titan II GLV tower. Titan II GLV Service Tower, in both single-piece and modular section versions. Uses either the special Titan II GLV umbilical arms or standard general umbilicals. Remade Titan II GLV Crew Elevator, styled after the real Titan II GLV fallback erector and elevator. Fits snug around the Titan II like real one. Has theee height variants. ================================================================================================================ Soyuz Launch Base Collection (Screenshots by @Zorg; click for full version) (Screenshot by @DylanSemrau ; click for full version) Fully remade and expanded, the new Soyuz Launch Base is a launch base inspired by the actual Soyuz launch pad in Baikonur, but usable with other rockets with a core size from 1.875 to 3.75m. The base and arms have three color variants: the default "Tulip" green & yellow, gray-drab, or ESA blue & yellow. Base also has a full accessible deck and a built-in ladder for Kerbal access from the ground. Features: Mounting pads for the clamp arms can be switched between the default 45° positions or alternate 90° positions, or all of them can be turned on or off. Auxiliary attach nodes for the fuel arms and service gantry. Separately attached animated fall-back clamp arms with adjustable end pad size. Separate service gantry arms with animated retraction andmultiple height variants. The right-hand arm has a working crew elevator, with adjustable-height elevator pad and access platform, and an adjustable-length walkway extension. Optional transfer airlock can be turned on for crew boarding of a spacecraft inside a fairing via the crew transfer function. The crew elevator itself is also available as a separate part without all the overhead of the full gantry Separate small and large fuel arms, each with several height options and adjustable umbilicals, and with an animated retraction. ================================================================================================================= Shuttle Launch Platform Collection (Screenshots by @Zorg; click for full version) (Screenshot by @DylanSemrau) (Screenshots by AlphaMensae) The full NASA Space Shuttle Mobile Launch Platform and infrastructure, presently designed for the Cormorant Aeronology Mk3-based shuttle stack, but can be used with @benjee10's Shuttle Orbiter Construction Kit (SOCK) with a lot of adjustment with the offset gizmo. Version 2.2 of Modular Launch Pads will have direct support for the SOCK shuttle and other shuttles, please be patient. Features: Shuttle Launch Platform base with separate main engine and SRB exhaust holes. It is a launch clamp, but a free-standing version is available in the Extras folder in the download. Fixed Service Structure tower compriese of separate modular sections: Base with the elevators, multi-height tower core, 2-height crew access with separate snap-in access floor, and top for attaching the beanie cap arm and lightning mast. The base has two separate elevators with different maximum height options, and the elevator pads stopping point can be adjusted downward. Intertank Access Structure which mounts to the side of the FSS tower using one of the side nodes. Separate animated retracting service arms: LOX Vent "Beanie Cap", Hydrogen Vent and Intertank Access. Crew Access Arm for boarding shuttle crews. Animated Tail Service Masts with retracting umbilicals and built-in sparkers (same FX as the General ROFI). Animated cosmetic SRB hold-downs with drop bolts. Shuttle FSS Tower sections now have an alternate black&white color scheme and optional mesh side panels for that current SpaceX experience. New Rodan Crew Access arm for the Tundra Exploration Rodan (Crew Dragon) capsule; attaches to the FSS Crew Access Section Assembly Guide: ================================================================================================================= Saturn Mobile Launcher Collection (Screenshots by @Zorg; click for full version) (Screenshots by @Friznit; click for full version) (Screenshot by AlphaMensae) "One giant leap...." The mighty Saturn V Mobile Launcher, complete with the base and the Launch Umbilical Tower (LUT). But it is not just for a Saturn V, the modular nature of the tower parts makes it usable for all kinds of (big) rockets, both real, proposed and imagined. Features: Launch clamp base, with a separate free-standing version in the download's Extras folder. The base has three switchable exhaust hole sizes to accomodate a proper-scale Saturn V (6.4/5.625m), SLS (5m) and Saturn IB (no Milkstool, 3.75m), each with a square and various types of rectangular shapes. The exhaust holes also have switchable hold-down arm support pads in various configurations. Separate tower base section, with two style variants (regular large angled and smaller square types) and two color options (classic red and gray). The base has two separate crew elevators, each with with multiple maximum height options (up to 120m) and furthur downward adjustment via deploy limit slider. Separate "Milkstool", the tall stand used for the Apollo-Saturn IB launches from LC-39. The top ring has switchable hold-down arm support pads that can be adjusted for different rocket sizes. Modular Section Launch Umbilical Tower, comprised of a multi-height tower core section, a 2-height crew access section with a separate snap-in access floor, and a top section with the hammerhead crane mount. All section types have two color options, red and gray. Two separate sets of animated side-mounted angled swing arms: A Saturn V (plus a Saturn IB arm) set modeled after the actual Saturn V LUT arms, with two size options for the the Bluedog Design Bureau and DECQ Saturn Vs, and a general set for use with other rockets, with seven unmbilical types and switchable preset sizes for 1.875, 2.5m, 3.125m, 3.75m and 5.0m fuel tanks. Both sets have the red and gray color options and animated retracting umbilicals, with the swing animation to the right. Crew access arm for boarding your heroes on their Mun mission, with the red and gray color options and animated retraction. Separate animated Hammerhead Crane . Has two color options, either the classic red and yellow version or a gray version. The crane has an integrated lightning mast , switchable between the original Saturn type and the later Shuttle type (first used for the Apollo ASTP Saturn IB launch); can be switched off. Separate Damper Arm, the wishbone-like "arm" that stabilized the Saturn V during the rollout to the pad, with animated raising and lowering, plus the red and gray color options. Separate animated retracting cosmetic hold-down arms, in both Saturn V and Saturn IB versions, and Saturn V Tail Service Masts. Assembly Guide: Version 2.3 Launch Rail Assembly Guide: ================================================================================================================= LICENSE This mod is being shared under the CC-BY-NC-SA license: http://creativecommons.org/licenses/by-nc-sa/4.0/
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0.5.0 Kargatua: Poly Centuri for more info, screenshots, and dev news, please click https://sites.google.com/view/intersteller-colony-challenge/kargatua-mod-suite/karatua-poly-centuri Screenshots! If anyone wants to help with science Def's, I am open stuff to look for in the next updates (0.5 and 1.0) Planned futures, Dependencies (So Far) Kopernicus Singularity kopernicus expansion (for the wormholes) Module manager What I am working on Features that will be in the next few updates (guaranteed) Download here thanks to @Mr. Kerbin for space dock https://spacedock.info/mod/3770/Kargatua: Poly Centauri GitHub https://github.com/Kevin-kerman/Poly-Centuri-System Planed planets I am relatively new to modding, so this probably won't be the best Kargatua extras and Current Features Q&A Thanks to @Sushut for YouTube tutorials thanks to @Mr. Kerbin for Help with troubleshooting and Flars texture thanks to @SQUAD for reasons that I hope doesn't need explaining thanks to @blackrack for the amazing mod singularity, without that mod I could not play with black holes. thanks to @Vabien for maintaining Kopernicus Expansions. thanks to @R-T-B for maintaining Kopernicus. And thanks to @Blurgert and @Eclipse 32for playtesting
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Beyond Jool What lies beyond the green giant? 1.4.3.1. Download on SpaceDock and GitHub! EVE* and Scatterer support! Savefile destrucion-proof!** *Not volumetric support. Yet. **Should be. Hey, it worked with me. Please back-up your save file. Since the dawn of spaceflight, kerbals knew of 5 planets and 2 dwarf planets. Moho, Eve, Kerbin, Duna, Dres, Jool, and Eeloo. The Kerman Telescope, however, has found new bodies in the Kerbol System. Beyond Jool is a planet mod I've been wanting to make since I bought the game. Last year, I finally did something with it. The "version history" is here. Quick planet descriptions. Link here. DOWNLOAD GITHUB And also CKAN! Beyond Jool is compatible with SpaceDust. (Needs SpaceDust Unbound) Minor Planets Expansion Silan Distant Object Enhancement Research Bodies Kopernicus Expansion Here's a little map of where things are as suggested by @Kimera Industries @Kimera Industries also very nicely made a grand tour path, exploring Jool-Sarkin-Plad-Elross (yes the orbits are slightly different from the map, but that because of 1.3.0 updated that) Grand Tour Path And the post. And a challenge thread! - - Plans here. To install, download Kopernicus and dependancies into the Gamedata subfolder. Then insert the following folders from the zip file into Gamedata: 001_DuckweedUtils, Beyond Jool, 000_NiakoUtils. To install Eeloo as moon of Sarkin, go into zip file, into to Extras, then drop Eeloo.cfg into the BeyondJool folder. To install Eeloo as a dwarf planet, go into zip file, into to Extras, then drop Eeloo2.cfg into the BeyondJool folder. To install Anune, go into zip file, find AnuneExpansion, then drop the AnuneExpansion file into the BeyondJool folder. KNOWN BUGS BELOW Beyond Jool-Extras are here. (not to be confused with the folder mentioned above) Images! Special thanks to @Sushut , @FTLparachute and @Lt_Duckweed for helping with the mod, and @Kevin_kerman for hosting BJ on his GitHub and… for something more? Feedback and bug reports are greatly appreciated! Beyond Jool is currently under a MIT license.
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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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Overview After over 2 years of improving and learning, hopefully it is worth the wait to those who watched along the way. I started this project as an innocent curiosity, then a personal project that meant something to me. I wanted to set this one apart from the majority of planet mods. I wanted this to be good; as good as I could make it, and did the best I could with my lil' Macbook; with TextEdit and GIMP. I’ll see to even better as updates come. I hope you all enjoy what I have to share! This pack adds a whole new high-quality star system, Polaris, for you to explore, situated directly above the home system at 4.3 kerbal light years! The system is based on Polaris, but also has inspiration from WASP-12, Mu Arae, and our own Sol. It primarily adds giant planets and their satellites, with more to come in the future. The objects feature various scatters on their surfaces, so they’re not so barren! No pre-1.8 terrain shader either. For those with lower end computers, don’t worry! You won’t need visual mods to see wonderful worlds. I’ve designed it partly with no visuals in mind, but it’ll look even better with them! If Kopernicus Expansion is installed, wormholes will appear that can take you to and fro! SCIENCE NOTE: This is not a fully realistic recreation of the real Polaris System. The real system is quite young, has no detected planets so far, and the outermost star is an F-type, not an Alpha Centauri A analogue. Sorry Star Trek fans! This isn’t a Trek-themed pack. Celestial body list Delta-V map courtesy of @WarriorSabe! Gallery Thanks to @Clonosand @ballisticfox0for taking these wonderful pictures! Required mods --Being a mod that adds celestial bodies, it requires Kopernicus and its own prerequisites. Recommended/Optional mods --Arthur's TiltUnlocker will make Gyro sit on its side! Beware: You may run into some bugs with this. One such is its misbehavior with scatterer. --If you want to take a way of getting there that's less of a hassle, try wormholes with Kopernicus Expansion Continued-er! So far I have the stock system (and by extension JNSQ), Beyond Home, Whirligig World, GPP, Alternis Kerbol Rekerjiggered, and GEP primary. --If you want to get there the old fashioned way, I recommend Blueshift, KSPIE, or Far Future Technologies with Calvin's buffed ISP patch. Oh, and Better Timewarp for your convenience. --If you want a nice home that meshes well with this system, try Beyond Home. If you want to give the lone Polaris system some friends, you cannot go wrong with Extrasolar and Galaxies Unbound. Regarding errors If you encounter a problem, provide a snapshot of your GameData and your logs. I can't help you if I don't know what is wrong! See this thread on how: Mod Support —EVE —Scatterer —Sigma loading screens —DOE —Research Bodies —Sigma Dimensions —Most planet mods. Being a mod that adds a whole separate star system, it does not intrude upon any system replacers, system accessories, or other system adders. Download Github Spacedock Being a first mod and first release of said mod, there might be issues. So just report them and bear with me. FAQ -Is there a way to make the system closer? Yes! There is an optional patch I've included to make the distance 10 times closer than normal -I switched back to the KSC and everything looks all glitchy! What can I do!? The KSC will appear all wonky and glitchy if you switch back to it from a long distance. A simple scene change, like going into the VAB and then back, will fix it! -Is this a system replacer? What's the homeworld? This is not a system replacer, but instead a system adder. There are rough plans for a homeswitch in the distant future. Discord It is not my home server, but you can contact me and say hello on the Kopernicus Discord server! https://discord.gg/XmVp23s Changelog Credits @Exo's Lab - For being an all around wonderful person and very supportive of my endeavor. Seriously, thanks a ton. @WarriorSabe - For extra support, remembering lotsa useful things, being a major science wiz, and dropping in logical input. Also thanks for new planet flares! @GregroxMun - For his amazing star tutorial and making me feel at home in the planet modding community shortly after I joined. @Adstri - For inspiration, support, and camaraderie. @SnailsAttack - Supplied useful references and resources in the creation of this mod. Also gave a few pointers. @TheGhastModding - Helped create Oceanus' initial texture. @OhioBob - For being an all around great guy, providing documentation, and helping out with temperatures/atmospheres. @StarCrusher96 - For occasional pointers, interest, support, and being one of my sources of inspiration! @Caps Lock - He was kind enough to provide me the new sunflares! @wby123 - Supplied the Chinese translation! @Clonos - Great support, nice shots, and hunting bugs! @ballisticfox0 - For taking great shots and helping find problems for me to iron out! @R-T-B - For keeping Kopernicus alive and keeping the line of communication open! @Vabien - For keeping Kopernicus Expansion alive! @Snark - For answering questions about the forum! @Arekva- For making the glorious TiltUnlocker mod! License Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International Public License If for some reason this has become dead or I've gone inactive/left or whatever, go ahead and remind me to look at P.S. I'm a sucker for big ol' spaceships! So send pics of your starships! Not spacex starships, ew. I require true starships!
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Outer Planets Expansion Pack Suggestion Box Spacedock Pack (OPX and associated mods) About Long ago, one of my first planet mods I ever played with was the famous Outer Planets Mod. For a while, I had great fun exploring the various moons, but soon I realized that something was lacking. The moon systems of all the gas giants felt almost... empty. Thus, I set to work to rectify this problem. Now, years later, I actually know how to planet mod, and I am proud to announce the Outer Planets Expansion project! This project will take the form of nine mods which will each modify a different segment of the expanded Kerbol System. Each mod can function independently, but it is recommended to have them all because let's be real none of the OPM gas giants realistically start with enough moons for a gas giant system. Unlike the others, OPX-NeidonPlus was brought into the project by a collaboration between me and @Interplanet Janet after several updates on its own, with several additions by me and a restructure of the filepaths. Dependencies Like all planet mods, each OPX mod will require Kopernicus to function. @Pkmniako's MitchellNetravaliHeightMap plugin will be bundled with each installment as they release. Don't forget it, or everything will break. OPX-StockSystemModifications – Github, Spacedock OPX-StockSystemModifications (SSM for short) is a collection of quality of life modifications for the inner solar system. It exists because I was annoyed by minor problems with the inner system, fixed those problems, and compiled all of them into a mod for everyone. Now with two different new Kerbol options! Features: Dependencies: Kopernicus (obviously) Compatible and recommended mods: No specific compatibility was made. If you like BetterKerbol's sun, just set SSM's sun setting to "Stock" and it'll won't mess with it beyond adding a displayName and a biome map. The Minor Planets Expansion is a good mod if you want more stuff to explore in the inner solar system, alongside the obvious OPX-InnerWorlds. Changelog: OPX-InnerWorlds – Github, Spacedock OPX-InnerWorlds aims to fill out the oft-neglected asteroid belt of the Kerbolar System. It adds a number of asteroids throughout the inner system and as far out as Jool (a centaur got in on a technicality). This mod also supersedes the oft-mentioned Janet's Minor Planets, with Doppler, Dyva, and Quazen included among its objects. Features (if you want to discover them yourself, dont open this): Dependencies: Kopernicus Niako's Utilities: Mitchell Netravali Height Map (bundled) Compatible and Recommended Mods: Minor Planets Expansion by @Exo's Lab – 3 Vant and 433 Edas help fill out the inner system alongside OPX-InnerWorlds. Screenshots: Changelog: OPX-JoolPlus – Github, Spacedock OPX-JoolPlus is the first installment of the project to be released. It comes with full biome support for each object that it adds. Below is a map of the Jool System with this mod installed. All objects are either stock or added by this mod (except Aditel, from JoolRetexture) Features (if you want to discover them yourself, dont open this): Dependencies: Kopernicus Niako's Utilities: Mitchell Netravali Height Map (bundled) Compatible and Recommended Mods: Distant Object Enhancement – OPX-JoolPlus comes with a config coloring the distant points of all three new objects within DOE. It looks great, try it out! JoolRetexture – @Clonos' little mod that adds a new moon and makes a new texture for Jool. You can now install this mod alongside my own, with a settings file in my mod folder that allows you to switch between my Jool and his. Kcalbeloh System Planet Pack – This mod adds a wormhole in Jool orbit. To ensure compatibility I include a patch to reparent it to the new Jool object. I have more compatibility patches planned, but they'll be significantly more complicated. INcompatible Mods: Techo's Planet Revamp – Because of the frankly bizarre and unnecessary way that it deletes every single object in the system and remakes them, the combination of that and OPX's modifications to the stock moons' positions results in none of the stock moons existing at all when JoolPlus and TPR are both installed. This is obviously untenable, so you'll unfortunately have to pick one. Screenshots: Changelog: OPX-SarnusPlus – Github, Spacedock OPX-SarnusPlus, the third insallment of the Outer Planets Expansion, adds six new moons to Sarnus and gives it a new texture and physical characteristics. Each new object comes with full biome support, and orbit modifications are made for most of the existing moons. Features (if you want to discover them yourself, dont open this): Dependencies: Kopernicus Outer Planets Mod (the original) Niako's Utilities: Mitchell Netravali Height Map (bundled) Compatible and Recommended Mods: Kopernicus Expansion – adds footprints when you EVA. Play with it. Or don't, I'm not a cop. ResearchBodies – self-explanatory. I dont personally play with it but if you want to the compatibility is there. TarsierSpaceTech – the mod comes with sciencedefs for when you look at the new bodies through a telescope, if you play with that sort of thing No specific compatibility exists at present. Planned compatibility includes: ReSarnus Distant Object Enhancement Planetshine EVE and Scatterer Parallax (in the distant future) Screenshots: Changelog: OPX-UrlumPlus – Github, Spacedock OPX-UrlumPlus adds two new moons to Urlum, rebalances the orbits of the existing OPM moon system, redoes the appearance of Urlum and its rings from scratch (rings by @TheOrios), and makes sure that the system actually rotates clockwise like the description says it does. This mod is much farther from completion than JoolPlus or NeidonPlus, and future updates will add things like new asteroid moons, a trojan companion for Urlum, biomes for Dathil, and more. Features (if you want to discover them yourself, dont open this): Dependencies: Outer Planets Mod Kopernicus (obviously) Niako's Utilities (bundled) Compatible and Recommended Mods: Kopernicus Expansion – adds footprints when you EVA. Play with it. Or don't, I'm not a cop. ResearchBodies – self-explanatory. I dont personally play with it but if you want to the compatibility is there. TarsierSpaceTech – the mod comes with sciencedefs for when you look at the new bodies through a telescope, if you play with that sort of thing No specific compatibility exists at present. Planned compatibility includes: Distant Object Enhancement Planetshine EVE and Scatterer Parallax (in the distant future) Screenshots: Changelog: OPX-NeidonPlus – Github, Spacedock OPX-NeidonPlus is the second installment to be released. Originally created by @Interplanet Janet as a separate mod, I created two and a half new objects and full biome maps for all the existing ones for its integration into the OPX project. Features (if you want to discover them yourself, dont open this): Dependencies: Kopernicus Niako's Utilities: Mitchell Netravali Height Map (bundled) Recommended mods for compatibility: Distant Object Enhancement – OPX-NeidonPlus comes with a config coloring the distant points of all new objects within DOE. It looks great, try it out! Minor Planets Expansion – Adds several objects to the vicinity of Neidon, making it less lonely. They fit with the artstyle of OPX as a whole, furnishing any Neidon explorer with further destinations beyond. OPX-FinalFrontiers (when I finish it) – Another installment of the OPX project, this mod adds further destinations in the same vein as MPE. This mod doesn't actually exist yet, I just pretyped this blurb to save some time later Screenshots: Changelog: Upcoming Installments: In the coming weeks and months, I will continue work on the four gas giant expansions, adding more features to each. After that, I will begin work on the tentatively named "OPXtras", four installments that add other objects to the edges of the solar system (be they the literal edge or the edge of the size graph): FinalFrontiers (dwarf planets in the Kuiper Belt), UndiscoveredCountries (Planet 9 and 10), InnerWorlds (inner system minor bodies), and CometsPlus; which each fill in a number of gaps left by the Minor Planets Expansion and add unique gameplay challenges that are not offered in any other mods to my knowledge. Please let me know if you enjoy this mod, and if you didn't, what I can fix or add. Thank you for downloading! Credits: Frequently Asked Questions: Licence: MIT
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This project has been discontinued for reasons I am keeping private. All downloads have been removed and no support will be given. The Vulture System The Vulture Star is a main sequence star similar but more massive to Kerbol. It holds 6 planets, all with individual backstories. The Vulture System is my first ever full Kerbal Space Program project, taking about a month to complete. Github Repo Donate Bodies The Vulture System has 6 planets and 13 moons, making for a total of 19 celestial bodies in total. Features 19 detailed bodies with their own individual stories and high amounts of care put into creation. Two gas giants with detailed moons. Hints toward life and the previous existence of it in the system. Scatterer / EVE support. DistantObject support. PlanetShine support. Installation Requirements: Kopernicus (Should also work with the Bleeding Edge however unrecommended). The Mod Itself (Download Latest Release Here) Scatterer - Not technically requied, but due to an unfixable bug with Kopernicus is extremely recommended to prevent this from appearing. You simply need to install Kopernicus (and it's dependencies) + the Vulture System into your KSP's GameData folder. Vulture should work with 1.9.1+ Recommended Mods: EVE - Adds clouds to both Palleo and Desolation. Make sure to get the stock configs (BoulderCo Folder) for this too! Planet Shine - Makes your vessels reflect the colors of the planet. DistantObject - Makes the planets visible from a distance. Interstellar Extended - Interstellar travel parts. These mods follow a similar installation process. Credits Kopernicus Discord Server - Main place I went to for help and feedback. Great community. @Caps Lock - Made Vulture's sunflare and gave a lot of feedback. Support The best way to get support regarding Vulture is to make a reply on the forum thread (where you are now), or to make an issue on the github repo. Cool Screenshots Licence Squad requires all addons be released with a licence. Vulture is licenced under Apache License 2.0. For a basic rundown you can go here.
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FINAL DAWN CC BY-NC-ND 4.0 Final Dawn is the second and best mod I've published so far. The universe has met it's end, but life keeps struggling: as do the kerbals. As two of the blackest stars collided, heat was released and a system was born. Eager to finally have a place to live again, a desert world was terraformed in the greatest mission to terraform yet. All that's left to do, is to rediscover ancient technology, and to rediscover a system forgotten. Final Dawn, being set around a white dwarf, is very hard relative to other planet packs. Approach with caution. Stock screenshots: Screenshots with visual mods: Maps: Download on SpaceDock: https://spacedock.info/mod/2597/Final Dawn Compatible mods: Thanks for reading! I hope you'll have a lot of fun playing this mod -Caps
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THE MINOR PLANETS EXPANSION - 1.0.8 This One's for the Little Guys! I have worked on this mod for a few months now. It all started after I failed to find a mod that added analogues to various minor planets that was on par with something like OPM, or at the very least compatible, and the few mods I did find were all outdated. I took it upon myself to make a mod myself that would fill in these missing niches in the Stock+OPM system. Particularly, asteroids, comets, centaurs, and dwarf planets. I wrote down a list of nine objects, and now, four months later, I have now created my first planet pack! All of these new worlds were made from hand-drawn maps, with very little reliance on real world data to ensure a stock-alike feel. This mod is made to be used along side OPM, think of it as an unofficial, fan-made expansion pack for OPM. The analogue list: Edas - Eros Vant - Vesta Zore - Psyche Lint/Mikey - 67P Crokslev - Chariklo Geito - Halley's Comet Havous - Haumea Kal - Namaka Ki'KI - Hi'iaka Mracksis - Makemake Flake - MK2 (not really, but it's a moon around a Makemake analogue) Ervo - Eris Archae - Dysnomia Soden - Sedna Lon - No Real-World Analogue Images: (taken from the v1.1 update which is still in development, the difference between what is shown and currently released is relatively minor) Bonus Features: (Can Be Disabled by Deleting the "Bonus" Folder) REQUIREMENTS: Kopernicus KSPCommunityFixes (Turn off Stock Maneuver Tool in Settings) DOWNLOAD: SpaceDock Link GitHub Link This mod can also be acquired through CKAN! License - MIT A Word of Warning: SpaceDock/CKAN Still Carries the Initial 1.1.0 Build DO NOT Use 1.1.0's Parallax Config - THEY ARE UNSTABLE MPE 1.1.1 "Not-Minor Update" Patch Notes: If you have a bug? Report it!
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- totm dec 2021
- planet pack
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Welcome to the official Celestial Harmony thread ! Celestial Harmony is a sequel to the famous Beyond Home planet pack by @Gameslinx, set in the distant future where kerbalkind had to ultimately flee the Tempus system after Destiny entered its red giant phase and engulfed Fate during its expansion. Kerbalkind now find itself inside the Harmonia system, a rare and luxurious system featuring an habitable binary : Sanctar & Alia (Alia in current final phases of terraformation), where kerbalkind now calls home. Radio signals seem to be emitting from several bodies in the system, revealing abandonned artificial objects scattered across the system; Kerbals are not the first to have been here. Explore and find all of the anomalies to uncover the mysterious disparition of those who were here before and to trace them to their final destination, where they met or not their Demise. (Future *Chaos* star system that will be available in v1.0) This mod is currently under developpement. Here are the current available features: A complete Harmonia System - Mostly refined planets with unique caracteristics. Custom ground scatters and ground textures. Custom anomalies (easter eggs) / In progress, currently 5. Custom science definitions Custom scatterer and EVE configs + textures This mod is axed towards exploration, the goal is to provide a unique experience without too many repetitive planet explorations (to avoid similar bodies with same characteristics). Celestial Harmony is my first ever planet pack and I am continuously updating it with new aquired knowledge to meet today's standards for planet packs. The mod has a story told across diverse ways in the mod, paying attention to details could be useful. Watch the alpha trailer here (1.0 trailer coming soon) : (Most of the features presented in the trailer have been updated by now and are of better quality) Since Celestial Harmony is a system replacer, it is NOT compatible with other system replacers such as JNSQ, Beyond Home, Homeswitches, etc. Celestial Harmony has its own configs for certain visual mods. See below for more details. KSC Switcher is not supported. This is a list of mods that are NEEDED in order for Celestial Harmony to work: Kopernicus Niako's Kopernicus Utilities* VertexHeightOblateAdvanced by Lt_Duckweed* Duckweed's easy emissives* (* means they are bundled and do not require any external downloads) Celestial Harmony is compatible / provides support for the following mods : EnvironmentalVisualEnhancements - Supports volumetric clouds, do NOT install StockVolumetricClouds, Celestial Harmony has its own configs and textures Scatterer - If your scatterer download has a StockScattererConfigs folder, do not remove it Parallax (Parallax Continued is supported) Parallax_StockTextures is needed Kcalbeloh System -WH3141-A (the wormhole on our side) will orbit around Aklarka. Planet packs that do not replace the stock system. Kerbal Konstruct : Custom launch sites on Sanctar Badly stitched together System map (Click the image above to be redirected to the Github page where you can download the mod) Future plans: At full release (1.0) Celestial Harmony will feature an additional star system, the Chaos system, composed of a Sun-like star and a distant brown dwarf sub-system. Some previews (Those are bodies that will release along 1.0, they are not yet available): Clost and Lorte Sublime Binary planets In the future additional star systems will come along as Celestial Harmony's stellar neighborhood. The first system coming in this sub-mod will be the Misfortune system; the remnants of the Tempus system For any support join the official Celestial Harmony discord server : https://discord.com/invite/rGF5Ge9y7f Licensing : All Rights Reserved by ProximaCentauri (To be changed on 1.0 release)
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So for my first mod release I have made a mod that makes the Mun have life! This does add some new things for it! Gave the Mun a breathable atmosphere New Biome Map Gave the Mun an ocean There is Scatterer and EVE support for it too!! I really hope you guys will enjoy it!! If there is any issues then I will try my best to fix them! Be safe! SpaceDock Link!! https://spacedock.info/mod/3467/Habitable Mun Needs Kopernicus! :0 License: GPLV3
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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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"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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Decided to attempt to revamp the stock system. ill update this topic with my process Dependencies: Latest Kopernicus Kopernicus Expansion v9.1.1 Niako's Kopernicus Utilities Notes: - Parallax continued compatibility is spotty atm, if you have issues try removing it. - Parallax 2 is supported but you need to re-enable the configs in the mod folder, then remove parallax continued configs. - There is still some mystery issues causing some people to be unable to load the mod, hopefully ill find out why eventually. - Please download from github for the latest (possibly buggy) experience, spacedock takes way too long to upload for me to bother until i have a proper release ready. - Finally big credits to Cloverdove for helping me with the Jool system! Downloads: Spacedock Github License: CC BY-NC-SA 4.0 Patreon: https://patreon.com/Techo589
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There are plans to add many new planets to your game in this mod! The mod is currently under development, but the first part of the mod has already been released! Close Planets Expansion - the first part of the mod (New update is ready!) Gallery: Other parts will be released later! Dowload COE: In SpaceDock Good luck! Mod license: MIT
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Development Thread for Asteroidz Plus Release KSP2 Modding Society Thread Current Features 11 new on-rail Asteroids to explore Planned Features More asteroids Comets Texture Reworks Compatibility with ISRU mods once available
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24/01/2024: Important update 0.2.0! Major performance fixes! Read the two sections below "Download" for more info. APP (Avalon Planet Pack or Avali Planet Pack) is a planet pack for KSP, built to tell not the story of Kerbalkind’s first venture into space, but that of the Avali, the avian alien species known from the popular Starbound mod. Avalon comes bundled with a mod to replace some of the Kerbal models in-game with Avali, and some flavour texts have been changed to include Avali references. APP has you start from the Avali homeworld of ’Avalon’ (hence the mod’s name), which isn’t a planet, but a moon orbiting an Ice Giant! This means an abundance of early-game destinations and science, but it’ll only get harder after that. Avalon is orbiting Solakku, a high-mass star near the galaxy’s core. Having a more massive star means planetary orbits are scaled up compared to the stock Kerbin system. Transfer windows are rare, transfer times long, and antennas don’t reach nearly as long as you might want them to. To make it far, you will need to plan ahead, and get the most efficiency you possibly can out of each launch. ISRU will be a heavy part of any playthrough, and Avalon is ready, with complete configs for CRP, SpaceDust and Kerbalism resources. There is also three interstellar destinations in the pack: Crest, a red-dwarf directly orbiting Solakku. Karat, a dead white dwarf a medium distance away from Avalon, and Amber Light, a red giant flying by the rest of the systems, luckily quite far away. Avalon Radius: 0.75 Kerbin Radii Gravity: 0.25g Atmospheric Pressure: 1.5 atm Orbiting: Valaya, ice giant Avalon is difficult to launch from, due to the intense atmospheric drag, through an optimal location for building SSTOs (you can break orbital velocity at sea level or eject to escape velocity using only jets), and, being a moon, also provides an increased difficulty for navigation. Its surface is covered in oceans made not out of water, but of a mixture of water and ammonia, as the mean surface temperature is a round -30°C. It does still posses an ocean of liquid water, but deep underground, warmed by tidal forces. Its surface is additionally cooled by the constant presence of a cloud cover blocking light from reaching the surface. Its perfectly habitable conditions for the Avali, an ammonia-based life form. It shares the sky of Valaya with 5 other moons, some easier to reach than others. They will be your most valuable locations for early exploration, and good spots for fueling up. The journeys between planets here will be long and fuel-intensive. System Layout Full map of all solar systems in the pack (names only, no image spoilers): Map of just the Solakku system, with images of each celestial body (slight spoilers!): Screenshots (spoilers) Tips for playing Build relays! The stock antennas aren’t anywhere powerful enough to reach even the outer planets, so you will need to strategically deploy relays not just around the planets, but also orbiting Solakku itself. Over-do transfer burns! Even getting to the nearest planet to Avalon takes over a decade. Getting to one of the outer planets takes up to 200+ years. It is basically required to burn additional dV on each transfer to get to where you’re going in a reasonable amount of time. Near-Future electric engines are really good for this. Launch multiple missions per transfer window! A few particular windows only come around every few decades (the window to Edith being the longest, only once every 20 years), so you really need to launch all the missions you can for each. ISRU is your friend! SpaceDust is a heavily recommended install. The other moons make for really good places to fuel (or build, depending on your mods) interplanetary crafts. If in science mode, set science rewards slider to 40% in difficulty settings for a more balanced experience. Bundled mods These mods are required, but included with the pack download, and you shouldn’t need to install them individually. Better Skybox (custom-made for this pack, License: MIT) Tholin’s PQS Additions (custom-made for this pack, License: MIT) Required mods These mods must be installed before the planet pack. Kopernicus Kopernicus Expansion Continueder Scatterer KSP Community Fixes (see "Known Issues" below) Heavily recommended mods! The pack will technically load without these, but may be unplayable past a certain point. I designed the pack with these mods in mind. Avali Space Program Near Future Technologies Far Future Technologies Though KSP-IE should also work Community Tech Tree JX2 Antenna EVE In general, you will benefit from having a large set of mods while playing this pack. Mod support Additional, APP supports the following mods, if you have them installed: Community Resource Pack SpaceDust Planet Shine Distant Object Enhancement EVE Rational Resources Kerbalism (resource configs only) Known Issues You will need to install KSP Community Fixes and disable the stock manouver tool in its settings, or else the game will lag heavily, and eventually crash when orbiting one of the other three stars. This happens even when not currently using the manouver tool, as its code is always running in the background. This is a stock KSP bug, and not something I appear to be able to fix, unfortunately. Distant Object Enhancement may interfere with my custom skybox shader, which will appear in-game as the skybox being way too dark. To fix this, go to the Distant Object Enhancement settings in the toolbar, and disable the option for Max Skybox Brightness On some of the smaller moons in the pack, placing a flag will occasionally result in the flag spawning displaced far above the surface. Not technically an issue, but nothing in the interstellar star systems has been playtested in science or career mode yet. Expect typos in flavor texts, broken science rewards, and low terrain detail. Note on upgrading When upgrading versions, always make sure to completely uninstall (delete) the previous version first, or you may end up with duplicate files that break the mod install. Download From SpaceDock Config File A config file exists in GameData/Avalon/0-settings.cfg (as of version 0.2.0). Here, you can change some settings including disabling the interstellar destinations if you have little RAM (it won't disable the stars themselves, but their planets). If you are daring, you can edit GameData/Avalon/2-Contracts.cfg where I had to put the lines forcing Kopernicus' on-demand texture loading on. Only set this to false if you have 32GB of RAM or more. Will provide a really good performance boost when on or near a celestial body's surface, though. 24/01/2024: Update 0.2.0 Introduced the config file Now forcing on-demand loading on so the RAM requirements of the pack are no longer astronomical Download size reduced by almost 2GB Fixed Musoya deleting any vessels in its SOI Asteroid belts added around all stars and some planets I switched to a new kind of custom PQS node for 16-bit heightmaps. This doesn't reduce RAM usage of the mod, but reduces download size, install size and load time significantly. Source Source codes for the plugin components of this pack are available on GitHub: BetterSkybox - Tholin's PQS Additions Source for the pack itself is here! Special thanks Various people in the Luna's Mods discord server, for helping me fix issues in the pack. Techo, for his contributions in the form of the moon Ghorun, and Avalon's cloud textures. Everyone who playtested the pack before release! License This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. CC-BY-NC-SA 4.0
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totm may 2020 [1.8.1] Real Exoplanets v0.9.6 [04/03/2020]
Andi K. posted a topic in KSP1 Mod Releases
About Real Exoplanets Real Exoplanets (REX) is planet pack that adds several confirmed exoplanets into KSP. As the name implies, all of these exoplanets are real, and all of the planetary systems are located exactly where they are in real life. All of the planets have accurate characteristics and the visual appearance of all exoplanets are based off of our current understanding of planetary science (as well as some artistic license when necessary ). Real Exoplanets is compatible with both Real Solar System and the stock, default solar system. With RSS, REX is properly scaled by a factor of 10. DOWNLOAD ON SPACEDOCK OR ON GITHUB Exoplanet List Below is a list of all of the exoplanet systems added into the game by Real Exoplanets. Screenshots Sources Changelog Credits Squad for KSP of course @Thomas P. for Kopernicus @NathanKell for Real Solar System @Pkmniako for being my original inspiration to begin planet modding @ProtoJeb21 for helping me for ages to recreate real life exoplanets that have accurate characteristics Check out this video of someone traveling to Proxima Centauri in Real Exoplanets: License: All Rights Reserved- 354 replies
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Welcome to Asteroidz Plus! Asteroidz Plus is a planet mod for KSP2 aims to give players more places to visit within the Kerbolar system, without significantly altering the layout of the classic Kerbol system. The mod features 11 unique Asteroids to explore. These asteroids are celestial bodies, meaning you cant move them around, but you can land on them and orbit in their SOI. Most asteroids can be found between Duna and Jool, but you might find some suprises if you go looking. Some asteroids even have special features! Warning: this mod is still being developed. celestial bodies subject to change- your kerbals may suddenly find themselves underground or on a crash trajectory after updating. Dependancies Spacewarp Planety (by @StellatedCUBE ) Download Asteroidz Plus here: Asteroidz Plus on Spacedock Asteroidz Plus on Github (License: MIT) Installation Install Spacewarp and Planety Unzip the AsteroidzPlus zip file into the Game Directory: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2 Important: Planety does not change existing saves; please start a new campaign and make sure 'Asteroidz Plus' is enabled in the Planety Settings Follow development progress here Planned Features More asteroids Comets Texture Reworks Compatibility with ISRU mods once available Known Issues: Lighting errors, primarily for for 1935I Gilbert and I-976 IX Controls sometimes freeze when orbiting close to the 'surface' of BN-739 SV Mesh and Surface Texture quality varies from asteroid to asteroid
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Terras Irradient Introduction: Hello everyone and welcome back to my latest Alt-history series focusing on a "What if" scenario in which NASA pursues a program similar to Apollo. That might sound similar because I've done one in the past where you can find it here, but in all honesty it wasn't that great and I was limited to a completely different solar system/modset - not to mention my interest in KSP dropping to an all-time-low. All things considered this will be a remake of the previous timeline but with better rocket designs that aren't just blatant copies of Eyes Turned Skywards concepts. I also have better visuals now and started making posters just to make it even more believable and somewhat plausible. I hope you will enjoy this reimagination/revitalization Inspiration/Special Thanks: @TruthfulGnome and their amazing No Shortage of Dreams Thread @AmateurAstronaut1969/@Jacktical's Artemis Timeline @Beccab's Integrated Program Plan @Talverd's Chasing Dreams Redux: @Jay The Amazing Toaster's Kānāwai: Ares to Mars And finally @PhazzeeYeehaw on Twitter for their extensive knowledge on the Chinese Space program (see latest post) (In all seriousness you should check them out, all of them have awesome posts and builds) Timeline of Events (subject to change):
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CORELIAN - 1.0.5 RELEASE A new home for Dres The system: This mod adds a new ringed gas giant, the eponymous Corelian, to the Kerbal system. It sits right where Dres used to, though with less inclination and eccentricity to make it less inconvenient to travel to. The worlds: Corelian: A pink, ringed gas giant a bit smaller than Jool. 4700km in radius with a gravity of 0.84g; 64% the mass of Jool Thale: a dense, lumpy, Pol-sized body with a fast rotation rate and a close, somewhat irregular orbit. Baseline radius of 52km, with some areas nearly 30km above that. Baseline gravity of 0.113g, though near the highest points on the equator the apparent gravity can be as low as 0.012g due to a combination of elevation and spin rate Pras: a rocky, barren world between Duna and Laythe in size. It has a relatively thin but oxygenated atmosphere, at datum it's 26% of Kerbin's sea level pressure and only 173 kelvins (-100 degrees celsius) in temperature. Radius of 391km, gravity of 0.37g Atraxi: a rocky, Mun-sized world with a relatively high density and large canyons on its surface. Radius of 213km, gravity of 0.246g Dres: the same Dres as before, just now orbiting Corelian with its same eccentricity and inclination. Rotated so that Corelian is visible from the Dres Canyon The mod: Requires Kopernicus Continued. For 1.8.1, instead use the original Kopernicus, and set useAtraxiScatters to false in the settings config. There are no other dependencies apart from those of Kopernicus/Kopernicus Continued, but several mods are supported: Resource configs for Community Resource Pack and Rational Resources Radiation, resource configs, and science reports for Kerbalism Scatterer atmospheres Science reports for SCANSat, SSPXr, and DMagic Orbital Science Configs for Planetshine and Distant Object Enhancement Jool re-patch and tested stability for Principia And a reparenting for if you decide to use this with Beyond Home despite the clashing styles Download: From Spacedock (yes, this mod has actually been around for a while. I just now decided to take a break from developing my next, much bigger mod to give it a touch-up and proper release) From Github Screenshots:
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Edge of Eternity The stars have come and gone, but eternity has only just begun Trillions of years ago, the ICS Mercury departed to set up the first extrasolar colony. As it was en route, it encountered a temporal wormhole, into which it was pulled, hurling it both into the far future and untold distances away. In order to avoid the unstable wormhole's imminent collapse, the crew had no choice but to press forward on a journey far longer than the Mercury was ever meant to travel. Over the decades, more and more of the ship had to be cannibalized until they finally reached their destination: a binary system consisting of a red dwarf and a blue dwarf, hosting several planets including one that could possibly sustain them. Unfortunately, due to the ship's state of disrepair, the landing was hard and much was lost, sending them back to the pre-industrial age. While Haven was habitable, it was only barely so: UV radiation was abundant, it had no native life, the oxygen content was only 60% of Kerbin normal despite the denser atmosphere, and the temperature was low enough that major settlements were restricted to near the equator. Despite this, over time, they managed to regain their technology, and are now ready to look upwards to the unending abyss once again. Edge of Eternity is a WIP planet pack set near the end of the stelliferous era of the universe. Most stars are dead, and those that remain are low-mass red dwarfs (and the blue dwarfs they evolve into); Terminus is one of these blue dwarfs. The system favors flyby missions and probes due to the positioning of Haven in the system, and science is balanced against very roughly 30% of stock for most worlds beyond Haven (with a boost around Eterna and particularly Apep to respect the minimum tech requirements of getting science from there) due to the larger number of similar difficulty targets available at once. Gravity assists also are quite effective in the Terminus system. IMPORTANT: At its current state of development it is highly WIP, with many worlds having only placeholder noise-based textures and no custom biomes, and there are doubtless a good few more bugs than you'd see in a completed planet pack. Everything, particularly balance-related things, is subject to change Beta download for those still interested: On Github Required mods: Kopernicus Kopernicus Expansion VertexMitchellNetravaliHeightMap PQS Mod VertexHeightOblateAdvanced PQS Mod Recommended Mods: Either Sigma Replacements - Skybox or Texture Replacer for the starless void of the end-times (really rather immersion-breaking without it) Kronometer, for synching the clocks to Haven's day and year Custom Barn Kit to rebalance the DSN (including adding a fourth level) for a better antenna range progression (note: due to a few strange bugs, disabling the rebalance through the settings.cfg won't disable the CBK configs) Transfer Window Planner, as some transfer windows can be fairly unusual Custom Asteroids for improved handling of asteroid spawning Supported Mods: Community Resource Pack (all resources) SpaceDust Kerbalism Scatterer EVE (note: volumetrics configs are in development but not ready for release) Principia (stability tested to 500 years in current version, started having memory problems and couldn't continue test. Tested to 7000 years in an older version.) PlanetShine (sorta, configs have not been updated in a long time and so don't work on many bodies) Note: Sigma Dimensions is not required for the rescale, 2.56x and 10x are handled fully internally, just activate them in the settings.cfg and you're set. Credit for the artwork in the loading screen image featuring Zephyr goes to @Exo's Lab Diagrams and dV maps: Future plans: near term (likely next update or two) - finish Portent's terrain revamp, port comets to Custom Asteroid support, update PlanetShine configs long term (at some point before release) - science definitions, proper maps and biomes for all remaining planets, higher quality maps for all planets, kspedia, terrain scatters, more thorough balance testing, whatever other miscellany I discover I'll need to add
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The Xopak System The Xopak System, inspired by my own system of creation, is a planetary system pack that includes 30 bodies, including 14 planets, 15 moons, and one comet. The system is primarily set light years away, but scaled down from 50 light years to 4.55 light years in 1/11 scale, or 43,000,000,000,000 Kilometers away from Kerbol in-game. This mod is in active development, and will be updated as soon as I have the time to. Features This planet pack includes a variety of worlds, from a world melting near the star, to a binary dwarf system cold and far. With many planets to explore, there is unique opportunities to encounter, and even a few secrets to uncover... Taken with EVE, Scatterer, Blackrack's Volumetric Clouds, TUFX, and Deferred Rendering. Notes This mod is in active development as of November 18th, 2024. This mod only includes the inner system planets, and I plan to add next according to the Roadmap below: 0.1 - Inner Planets 0.1.1 - MCWS Compatibility 0.2.0 - Outer Planets (decrease the distance as I realized it takes too long lol) Inner Moons Outer Moons Dwarf Planets Part 1 Dwarf Planets Part 2 1.0 - Full Parallax Support, Full Release This also includes a Wiki in the GitHub page, but it is in a WIP state. Requirements VertexMitchellNetravaliHeightMap (Included) VertexColorMapEmissive (Included) Kopernicus and its dependencies (latest version) ModuleManager (latest version) Community Terrain Texture Pack (Included) Compatibility Distant Object Enhancement Deferred Rendering MCWS (Modular Climate Weather Systems, for climates and wind) To-Do Compatibility Parallax Kerbalism ResearchBodies Rational Resources Maybe other mods, ask and I will think about it. Recommended Mods Environmental Visual Enhancements Scatterer (latest version) Blackrack's Volumetric clouds (Will provide support for 2D clouds soon) Future Part Mods (Near/Far Future Tech, KSPIE, Sterling Systems) Licensing The Xopak System is licensed by Attribution-NonCommercial-NoDerivs 4.0 International (CC BY-NC-ND 4.0). Support No logs, no support. Basic as that. Download GitHub
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About This is a small planet pack I've lately put all of my effort in, the main goal was to make it as good as possible. It adds a super weapon near Dres named "Dreskiller base" as the weapon threatens to destroy Dres. In case you didn't know, this was inspired by the Starkiller base from Star Wars. I hope you like it The time has come, it's time to get rid of this rock called Dres, Wait what is Dres? Anyways, this snowy superweapon is a whole new place to explore! Screenshots Download -Dependencies: --Kopernicus (Continued) --ModuleManager -DKB has support for the following mods: --Environmental Visual Enhancements --Scatterer --Parallax --Distant Object Enhancement --Planet Shine --Rational Resources --Research Bodies --Corelian Changelogs -Fixed Module manager patching errors and warnings. --got rid of unnecessary :HAS tags. -Updated Parallax configs for Parallax 1.2.0. -Fixed the ciyclights by making the planet a main menu body. (yes, what the actual f) -Made all other planets main menu bodies too -Fixed Parallax terrain texture normals. -Filled up the trench with EVE clouds to cover up scatterer artifacts. -1.11 support. (Kopernicus Continued BE) -Added kerbercrystals. --Blue and Green crystals are the most common. --Yellow and Magenta are less common. Contact You can contact me via the KSP forums or Discord (RJVB09#4200). Issues must be reported under issues on the GitHub page of the mod. People who want to help with the localization of the mod are also welcome and will be given appropriate credit. License May the force be with you!
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