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[INDEV]-[1.4.3] - To Boldly Go | An external application designed to procedurally generate an entire galaxy for KSP.


daniel l.

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3 hours ago, JadeOfMaar said:

Galileo's Planet Pack removes the stock system. There's no addition or alteration to that. :P Thanks for tagging me btw. I needed a spark to get into making planet textures. I've contributed a lot to GPP but planet textures aren't in that lot.

Yeah I know GPP replaces the stock system. Sorry I wasn't clear on that. I pinged you because I remembered the 'planet porn' stream :D and how pretty GPP was. I would have pinged the other dev, but it seemed like he would be rather busy with the upkeep and development of that mod (and I wasn't sure what his name was). I  knew you didn't contribute a ton to the actual textures but you worked with an expert and I'm sure you picked up many things that will be of great value. I very much look forward to seeing this amazing mod grow, and want it to be as awesome as it can be, and also I've had multiple ideas for planet packs that don't seem to fit mods as well, small, as GPP. It is only one solar system, if a beautiful one. :) I've also been looking for an interstellar mod that allows the player to accomplish new things that nobody else has done. Because almost all the interstellar packs I've seen have added maybe one or two stars that are all well known and I've always wanted to break new ground. That's part of why I make 100 - 200 kiloton space battleships, because they are unusual (but mostly just because they are freaking awesome)

 

3 hours ago, JadeOfMaar said:

Unlocking planet information by entering its SOI is part of ResearchBodies' functionality.  Only if you have a warp drive and semi-infinite fuel you can afford to blindly fly at a planet and unlock it this way. (I've seen it by merely HyperEditing a manned vessel while testing this mod with GPP and unwittingly starting the ResearchBodies Hype Train).

A more practical or less cheaty means to a similar end would be contracts to do science in space or on its surface with certain instruments, or with a second mod dedicated to locking and unlocking planets or just sciencing them with telescopes. I'm thinking Tarsier Space Technologies from the same maker of ResearchBodies. They integrate.

Good idea. The thought behind this was to encourage exploration and colonization. This could very well be a blanket mod that supports a ton of mods to make interstellar exploration practical for KSP. I would like to have lots of very lucrative contracts for bringing Kerbals èn masse to habitable planets (Earth analogs) or even slightly smaller colonies on planets that are theoretically terraformable (Mars analogs). This would be mainly for late game players who are bored with the current star system, and know how to do massive missions. 

So let me run a scenario of what I'm envisioning by @daniel l. and anyone who is interested. So you could basically be done with the tech tree, and you are branching out into parts packs (maybe once you unlock a certain number of nodes in a given career save, like 80%). About that time, you get contracts that maybe pay a million and a ton of reputation to find a habitable planet (perhaps with the use of a telescope that you have to make to certain specs and then launch to Kerbosynchronous orbit. Your onboard scientist who is in some small hab module docked to the ship then takes a few days to find a few candidates for potentially habitable systems.

You then get another lucrative contract to send a probe to each one with say a full scientific pack of instruments that could very well be stock but repurposed (like the seismometer to determine how quiet it is, the gravioli detector to see if the gravity is a reasonable strength, and the atmospheric spectro-variometer to determine the oxygen percentage of the atmosphere, and the thermometer to determine that the temperature is viable) to determine if the planet is open air inhabitable, and once it reports back (sends the science back) you get another contract, this time to send an absolute ton of Kerbals in a habitable colony ship that could use KAS and a simple version of interstellar launch pads (optional) to create a colony with the crew capacity to hold every one comfortably. The colony ship would then either remain in orbit or be sent back after refueling. 

Then you can rinse and repeat but also have contracts to go back to those colonies and expand them. Obviously to accomplish all that, this will need a ton of streamlining, but is that a good idea to shoot for in the long term? I know that that will add a TON of playability to KSP, and the potential is absolutely enormous here. If even half the things I listed above make it in, this will make this mod one of the best planet packs out there, just from a perspective of playability. 

But obviously the highest priority is new textures for these systems. I think that rare planets are an excellent idea.

2 hours ago, daniel l. said:

I am announcing that any Kopernicus planet creator can if they wish send me one of their creations, If it is unique enough from anything i would be able to make procedurally, Then i will integrate it as a "Rare Planet" featuring custom sciencedefs and a unique backstory, These planets will be placed in random points within the player generated galaxy and there can only be one of each rare planet.

I have many idea's already for what rare planets may be like, And with author permission i would be highly interested in integrating a few worlds from other planet packs as rare planets, This would give the game much more meaning as a rare planet would be an important player goal, And could function as an advertisement for the planet pack which it originally came from.

I hope this idea meet's the approval of the Kopernicus community. (I also hope i'm not alienating people with my overblown narcissistic formalities.)

No you aren't overblown or narcissistic. Dream big. In fact, dream bigger. I think those are excellent plans. I do have one thought. You know that Kerbin has Easter eggs, right? I think that it would be an amazing feature to have procedurally generated Easter eggs like buildings and maybe some in the form of crashed ships. I think that they should not be as rare as the rare planets, with maybe a 75% chance that a planet will have Easter eggs and a 70% chance it will have lots (like five). Also one needs to be a HarvestR monument and I think that abandoned bases like the island airport but bigger are an excellent potential feature. Idk, what do you guys think? Cause this is an awesome mod with a ton of potential! Thank you Daniel!

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2 minutes ago, daniel l. said:

Thanks :) if you check out this old thread of mine here you might read something interesting :wink: 

 

In that case, we might ping @Sigma88 to see what his ideas are. :) 

Can't hurt :)

Be right back after I go tell people about this. 

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@Mycroft Concerning easter eggs, GPP has a related problem. My theory is that the easter eggs are PQSMods and are wiped by the use of the removeallPQSMods function in a planet's config so anomaly-hunting is a no-go. At the mention of HarvesteR are you suggesting that some rare planets have/keep the Kerbin template and have functional ground stations? That would actually be very nice. Also, the lead developer of GPP is @Galileo. For what I know, his hands are full with RL matters and ensuring the next release of GPP--and its many, many changes before Christmas Day but it's quite possible he'll still be willing to donate textures for this mod.

@daniel l. Just do it. Don't let your dreams be dreams.

*shot for horrible, horrible response* :D

There is a mod that simplifies and stockifies Extraplanetary Launchpads. It's called Simple Construction. Also, the Science Relay mod and interstellar science hub vessels become quite viable between planets that use Kerbin's template.

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15 minutes ago, daniel l. said:

BTW what if i snuck in a little bit of a storyline? Perhaps an origin story for Kerbalkind?

Oh man I was tossing that idea out, but I didn't mention it for a few reasons. First, KSP is not a story based game so that makes adding a story that much harder. Secondly keep in mind that anything we come up with is not canon.

 

8 minutes ago, JadeOfMaar said:

@Mycroft Concerning easter eggs, GPP has a related problem. My theory is that the easter eggs are PQSMods and are wiped by the use of the removeallPQSMods function in a planet's config so anomaly-hunting is a no-go. At the mention of HarvesteR are you suggesting that some rare planets have/keep the Kerbin template and have functional ground stations? That would actually be very nice. Also, the lead developer of GPP is @Galileo. For what I know, his hands are full with RL matters and ensuring the next release of GPP--and its many, many changes before Christmas Day but it's quite possible he'll still be willing to donate textures for this mod.

@daniel l. Just do it. Don't let your dreams be dreams.

*shot for horrible, horrible response* :D

I'm pretty sure that that can be worked around, and I suggest we look for a way. But also to have the ability to open up functional space centers on other planets in other systems could be massively useful. I know there is a way to do it, because I've seen it done, but I don't know how. But there is surely a way to either delete the RemoveallPQSmods from the code or a way to make a detailed and textured piece of terrain. It only has to look the part. More than one way to skin a cat, no matter the size.

I tried simple construction but it didn't work for some reason.

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3 minutes ago, Mycroft said:

Oh man I was tossing that idea out, but I didn't mention it for a few reasons. First, KSP is not a story based game so that makes adding a story that much harder. Secondly keep in mind that anything we come up with is not canon.

I'd figure it to be just a little easter egg, You know... Coming across a planet with some clues. Not overbearing but fun.

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1 minute ago, daniel l. said:

I'd figure it to be just a little easter egg, You know... Coming across a planet with some clues. Not overbearing but fun.

Yah that's what I was thinking of but it will require lots of work thinking of a story and also how much to hint at.

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Just now, Mycroft said:

Yah that's what I was thinking of but it will require lots of work thinking of a story and also how much to hint at.

Perhaps a little snuck into the sciencedefs. Or maybe a super unique rare planet that has city ruins and an unusual amount of green :wink:

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KerbinSide or Kerbal Konstructs may be the answer to the off-world Space Center problem, assuming you can set and build such places on a planet other than whatever the planet pack's homeworld is.

Planet and Sun descriptions and science definitions are the best way to visibly insert a story into a planet pack. It helps if the planet screams at you that it has a story to tell.

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1 minute ago, JadeOfMaar said:

KerbinSide or Kerbal Konstructs may be the answer to the off-world Space Center problem, assuming you can set and build such places on a planet other than whatever the planet pack's homeworld is.

Planet and Sun descriptions and science definitions are the best way to visibly insert a story into a planet pack. It helps if the planet screams at you that it has a story to tell.

:wink: I think a little bit of a story to uncover would be great, Imagine the player going from star to star searching for clues! :D 

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28 minutes ago, AnonymPLAkaWściekłaMangus said:

What about Solar Panels in this mod? Do panels work with stars other than Sun?

One word: Yes. Each sun has code, and that code includes solar panels. There are many interstellar packs that have new suns. All allow solar panels. It would be genuinely bad design if they did not.

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34 minutes ago, Mycroft said:

One word: Yes. Each sun has code, and that code includes solar panels. There are many interstellar packs that have new suns. All allow solar panels. It would be genuinely bad design if they did not.

I remember that some versions of ksp ago solar panels couldn't face at other star than Sun. That's good that it's workin now

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1 hour ago, AnonymPLAkaWściekłaMangus said:

I remember that some versions of ksp ago solar panels couldn't face at other star than Sun. That's good that it's workin now

Yeah it is! I never knew it was actually broken as I didn't get into mods until almost 1.1. Also welcome to the forums! 

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Is there currently any way to recover a "seed" that the generator uses to produce the requested galaxy? I've always wanted something like this in KSP, but for everyone else to have access to your exact galaxy if they so choose. Basically, how Minecraft does its procedural generation. 

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