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[KopernicusTech] Terrestrial Planet Pack 0.3


sdj64

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This is an old planet pack and it will not work with 1.0.5.  If anyone wants to update it, please send me a message.

 

 

The Terrestrial Planet Pack (help, I need a better name) aims to introduce new planets that are focused on gameplay challenges and filling in the gaps in the stock planet lineup. The goal is for these planets to be fun to land on and to provide additional challenges that are not present in the stock planets.

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Download from Kerbal Stuff

Planets:

Cantor

A high gravity desert planet with a thin atmosphere. The atmosphere will help you slow down, but you'll probably also need a fairly hefty retro-burn to land. A lander returning from this planet must have high TWR but doesn't need quite as much dV as Eve. Atmosphere contains oxygen, so a plane might be able to fly here, if it had high lift and thrust.

 

 

Blane

 

Cantor's moon, which has a surface gravity of 0.5g, is a large moon, but not quite as large as Tylo. Blane is really a mini-Tylo in terms of gameplay. A unique characteristic is being much lighter in color than the Mun, Tylo, or Ike.

 

 

Laurentia

A gas giant with an oxygen atmosphere. Send your best spaceplanes! It might be difficult to fly here, though. Orbital speed is much higher than Kerbin's, so it will be harder to escape.

 

 

Ixium

 

This moon has a very thick atmosphere and low gravity for its size. Planes will fly very well, except there is no oxygen in the atmosphere. The distance from the sun will complicate electric propulsion as well. This planet was inspired by Titan from our solar system.

 

Igno

 

Igno is like Mars, but more awesome. Very very thin atmosphere and mountainous terrain make this a challenging landing.

 

Mira

 

A small Gilly-like moon that orbits on an inclined orbit of Laurentia. It's hard to get to but easy to land on, and great for taking in the views of the system.

 

 

Stenci

This gas giant is bigger than Jool, with higher gravity. It is a challenge to get to because it orbits far from the sun, but it would be great for gravity assists if there was anything further away to assist to. The inspiration for this planet was the hypothetical "Planet X". To this end it is very darkly colored to explain how it can't be easily seen with telescopes. It also has black rings.

 

 

Kyto

 

A shiny, flat moon that orbits Stenci. Its gravity is slightly larger than Moho's.

 

Pecc

 

A spiky asteroid moon that shepherds Stenci's rings. It's dense for its size but shouldn't be too much of a challenge. Pecc's SOI is very small due to it being so close to Stenci. Aim for an orbit under 20 km.

 

 

Feel free to suggest more planet ideas or positions / what orbits what.

V0.2 changes:

added Laurentia, Igno, Mira, and Pecc

updated terrain on Ixium and Kyto. Slight polish to Cantor and Blane

corrected normal maps for all planets

V0.3 changes:

corrected scaledspace size on Cantor to match its actual size

Cantor now has biomes and most of its science definitions

V0.4 changes:

Ixium now has biomes

clouds config added for Environmental Visual Enhancements

Current issues to fix:

adding biomes

adding science definitions

Credits:

textures from Space Engine

Gravitasi for KopernicusTech

Teknoman117 for Kopernicus

CaptRobaru and Augustus, looked at your config files so I could see what I had to do

This mod redistributes KopernicusTech, DDSLoader, and ModuleManager

License:

88x31.png

This mod redistributes:

KopernicusTech (GNU General Public License v3.0)

ModuleManager (Creative Commons Attribution-ShareAlike 4.0 International)

DDSLoader (MIT License)

Edited by sdj64
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Added download link. The planets are all really early WIP, so don't use this mod with anything important!

Cantor is between Dres and Jool, Ixium is slightly beyond Jool, Stenci is out about 2x Jool's orbit, beyond Eeloo. FlightGlobalIndexes start at 450, but you can change them to whatever you want.

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So I played around with Ixium a little. When I went to it I noticed the terrain didn't really match up with the scaledmesh, and the oceans were really just small lakes. I also noticed the map view uses a texture to supply ocean color which has the side effect of making it look like terrain instead of ocean, and doesn't match up with the rest of stock bodies. I took the liberty of trying to tweak it some and here's my results.

URSO8jh.jpg

aogUAEX.png

Notice the terrain now matches up pretty well, and the oceans are full on oceans. I also added the atmosphere effect to map view so it actually looks like there's an atmosphere over the planet.

If you want my new height map let me know. I basically took the heightmap and selected all the ocean and changed it to black so that the terrain will actually drop down a substantial bit. Then it was just a matter of tweaking the offset a bit, I think -1680 is what I ended up using.

I like what you're going for though. I also really like Stenci. I saw the pictures, but once I got ingame and really looked at it I thought it was a pretty cool idea for a gas giant.

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Yeah, I wasn't perfectly happy with Ixium. I might end up going with an entirely new texture that has a bit more color variation. My original goal was more of a snow and ice world, but the snow terrain shows up too bright.

I should have used Kittopia to export the scaled afterwards, so the oceans line up.

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Yea, the other thing it could use is a little more variation in height. Overall it seemed relatively flat. Btw if you want to know how to get the atmosphere to show up in map mode, add a gradient to kopernicus config, and make sure ModScaledAtmoShader = False in Ixium.cfg

If you're going for a snow/ice world, I'd try light blues and maybe some greys. Going pure white is likely to come off really bright.

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I'm planning some new features to keep up with the suddenly crowded market for planet mods.

What to expect in the next download (probably later this week):

some new textures

higher resolution (4k, can go 8k if people want it)

new gas giant with an oxygen atmosphere - Ixium is placed into orbit around it.

fixed normal maps and more accurate scaled space textures

Picture of the new Ixium. Overall more interesting terrain than before in my opinion.

Df3jrEl.png

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I'm planning some new features to keep up with the suddenly crowded market for planet mods.

What to expect in the next download (probably later this week):

some new textures

higher resolution (4k, can go 8k if people want it)

new gas giant with an oxygen atmosphere - Ixium is placed into orbit around it.

fixed normal maps and more accurate scaled space textures

Picture of the new Ixium. Overall more interesting terrain than before in my opinion.

http://i.imgur.com/Df3jrEl.png

When will the new Ixium be for download???

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SOI is calculated by asking "what celestial body has the strongest gravitational pull here?" You are in that body's SOI. Most of the planets and moons have fine SOIs, you're right, I may have been reading the numbers wrong or they may have not been represented correctly when I was testing.

Unfortunately by that definition, you're pretty much out of luck trying to orbit Pecc, since it is a really small moon orbiting relatively close to a really large, dense gas giant. Its SOI is 67 km, which extends only 17km above the sea level surface. Much of the terrain is between 3000-6000 m, so you're left with about a 10km range of stable orbits. I tried to lessen the problem by making Pecc denser, it's already smaller than Minmus with almost twice its surface gravity. So that's why the fix is needed.

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SOI is calculated by asking "what celestial body has the strongest gravitational pull here?" You are in that body's SOI. Most of the planets and moons have fine SOIs, you're right, I may have been reading the numbers wrong or they may have not been represented correctly when I was testing.

Unfortunately by that definition, you're pretty much out of luck trying to orbit Pecc, since it is a really small moon orbiting relatively close to a really large, dense gas giant. Its SOI is 67 km, which extends only 17km above the sea level surface. Much of the terrain is between 3000-6000 m, so you're left with about a 10km range of stable orbits. I tried to lessen the problem by making Pecc denser, it's already smaller than Minmus with almost twice its surface gravity. So that's why the fix is needed.

I like having challenges landing on tiny moons..

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New update available! This is a much smaller update than the last one, since I think the mod is probably finished in terms of the number of planets. Cantor now has biomes and most science definitions. I know it's missing some, but they take a long time to write and I'm not an infinite font of wit. Therefore...

I'm looking for helpers to fill in the science definitions in a stock-alike style. If anyone wants to help add science definitions to the planets, please PM me.

Also, since I can't add a poll: What do you want the development to focus on next - clouds for EVE, biomes and science defs, or compatibility with other stuff (i.e. Planetshine, Distant Object Enhancement)?

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new update available! This is a much smaller update than the last one, since i think the mod is probably finished in terms of the number of planets. Cantor now has biomes and most science definitions. I know it's missing some, but they take a long time to write and i'm not an infinite font of wit. Therefore...

I'm looking for helpers to fill in the science definitions in a stock-alike style. If anyone wants to help add science definitions to the planets, please pm me.

Also, since i can't add a poll: What do you want the development to focus on next - clouds for eve, biomes and science defs, or compatibility with other stuff (i.e. Planetshine, distant object enhancement)?

eve!!! Eve!!! Eve!!! Eve!!! Eve!!!

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New update available! This is a much smaller update than the last one, since I think the mod is probably finished in terms of the number of planets. Cantor now has biomes and most science definitions. I know it's missing some, but they take a long time to write and I'm not an infinite font of wit. Therefore...

I'm looking for helpers to fill in the science definitions in a stock-alike style. If anyone wants to help add science definitions to the planets, please PM me.

Also, since I can't add a poll: What do you want the development to focus on next - clouds for EVE, biomes and science defs, or compatibility with other stuff (i.e. Planetshine, Distant Object Enhancement)?

Science and compatibility. I have made a betteratmospheres config for this.

Also can you fix the annoying blackness near Stenci that blocks out the rings?

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The dark haze around Stenci is the atmosphere (it extends farther up than Jool's), and haven't we been over that atmospheres block rings in KopernicusTech? Not sure I can do anything about it.

Would you mind sharing the better atmospheres config, so I can include it in the pack? I'll give you credit for it, of course.

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The dark haze around Stenci is the atmosphere (it extends farther up than Jool's), and haven't we been over that atmospheres block rings in KopernicusTech? Not sure I can do anything about it.

Would you mind sharing the better atmospheres config, so I can include it in the pack? I'll give you credit for it, of course.

Here:

CLOUDS_SETTINGS{

GUI_KEYCODE = N

CLOUD_PACK = BoulderCo/Clouds/cloudLayers/CLOUD_LAYER_PACK

}

CLOUD_LAYER_PACK

{

volume = True

CLOUD_LAYER

{

SAVED

{

body = Laurentia

altitude = 110000

volume = True

color

{

r = 5

g = 5

b = 20

a = 0.15

}

main_texture

{

file = BoulderCo/Clouds/Textures/aurorajool

scale = 1

offset

{

x = 0

y = 0

}

speed

{

x = 9.5E-05

y = 0

}

}

scaled_shader_floats

{

falloffPower = 2

falloffScale = 3

detailDistance = 0.00875

minimumLight = -0.4

fadeDistance = 0.4

rimDistance = 1

}

shader_floats

{

falloffPower = 2

falloffScale = 3

detailDistance = 2E-06

minimumLight = -0.4

fadeDistance = 8

rimDistance = 0.0001

}

}

}

CLOUD_LAYER

{

SAVED

{

body = Laurentia

altitude = 120000

volume = True

color

{

r = 15

g = 15

b = 15

a = 0.25

}

main_texture

{

file = BoulderCo/Clouds/Textures/aurorajool

scale = 1

offset

{

x = 0

y = 0

}

speed

{

x = 9.5E-05

y = 0

}

}

scaled_shader_floats

{

falloffPower = 2

falloffScale = 3

detailDistance = 0.00875

minimumLight = -0.4

fadeDistance = 0.4

rimDistance = 1

}

shader_floats

{

falloffPower = 2

falloffScale = 3

detailDistance = 2E-06

minimumLight = -0.4

fadeDistance = 8

rimDistance = 0.0001

}

}

}

CLOUD_LAYER

{

SAVED

{

body = Stenci

altitude = 210000

volume = True

color

{

r = 5

g = 5

b = 20

a = 0.15

}

main_texture

{

file = BoulderCo/Clouds/Textures/aurorajool

scale = 1

offset

{

x = 0

y = 0

}

speed

{

x = 9.5E-05

y = 0

}

}

scaled_shader_floats

{

falloffPower = 2

falloffScale = 3

detailDistance = 0.00875

minimumLight = -0.4

fadeDistance = 0.4

rimDistance = 1

}

shader_floats

{

falloffPower = 2

falloffScale = 3

detailDistance = 2E-06

minimumLight = -0.4

fadeDistance = 8

rimDistance = 0.0001

}

}

}

CLOUD_LAYER

{

SAVED

{

body = Stenci

altitude = 220000

volume = True

color

{

r = 15

g = 15

b = 15

a = 0.25

}

main_texture

{

file = BoulderCo/Clouds/Textures/aurorajool

scale = 1

offset

{

x = 0

y = 0

}

speed

{

x = 9.5E-05

y = 0

}

}

scaled_shader_floats

{

falloffPower = 2

falloffScale = 3

detailDistance = 0.00875

minimumLight = -0.4

fadeDistance = 0.4

rimDistance = 1

}

shader_floats

{

falloffPower = 2

falloffScale = 3

detailDistance = 2E-06

minimumLight = -0.4

fadeDistance = 8

rimDistance = 0.0001

}

}

}

CLOUD_LAYER

{

SAVED

{

body = Ixium

altitude = 20000

volume = True

color

{

r = 5

g = 10

b = 0

a = 0.4

}

main_texture

{

file = BoulderCo/Clouds/Textures/aurorajoollarge

scale = 1

offset

{

x = 0

y = 0

}

speed

{

x = -7E-05

y = 0

}

}

scaled_shader_floats

{

falloffPower = 2

falloffScale = 3

detailDistance = 0.00875

minimumLight = 0

fadeDistance = 0.4

rimDistance = 1

}

shader_floats

{

falloffPower = 2

falloffScale = 3

detailDistance = 2E-06

minimumLight = -0.4

fadeDistance = 8

rimDistance = 0.0001

}

}

}

CLOUD_LAYER

{

REMOVED = True

DEFAULTS

{

body = Ixium

altitude = 25000

volume = False

color

{

r = 0

g = 0.38

b = 1

a = 0.16

}

main_texture

{

file = BoulderCo/Clouds/Textures/atmo

scale = 1

offset

{

x = 0

y = 0

}

speed

{

x = 0

y = 0

}

}

}

SAVED

{

body = Ixium

altitude = 25000

volume = False

color

{

r = 0

g = 0.38

b = 1

a = 0.16

}

main_texture

{

file = BoulderCo/Clouds/Textures/atmo

scale = 1

offset

{

x = 0

y = 0

}

speed

{

x = 0

y = 0

}

}

}

}

CLOUD_LAYER

{

DEFAULTS

{

body = Ixium

altitude = 1500

volume = True

color

{

r = 1

g = 1

b = 1

a = 0.5

}

main_texture

{

file = BoulderCo/Clouds/Textures/duna1

scale = 1

offset

{

x = 0.3052678

y = 0

}

speed

{

x = -2.5E-05

y = 0

}

}

detail_texture

{

file = BoulderCo/Clouds/Textures/detail1

scale = 1

offset

{

x = 0

y = 0

}

speed

{

x = -7E-05

y = 0

}

}

scaled_shader_floats

{

falloffPower = 2

falloffScale = 3

detailDistance = 0.00875

minimumLight = 2

fadeDistance = 0.4

rimDistance = 1

}

shader_floats

{

falloffPower = 2

falloffScale = 3

detailDistance = 2E-06

minimumLight = 2

fadeDistance = 8

rimDistance = 0.0001

}

}

SAVED

{

body = Ixium

altitude = 2000

volume = True

color

{

r = 1

g = 1

b = 1

a = 0.5

}

main_texture

{

file = BoulderCo/Clouds/Textures/duna1

scale = 1

offset

{

x = 0.3052678

y = 0

}

speed

{

x = -3.5E-05

y = 0

}

}

detail_texture

{

file = BoulderCo/Clouds/Textures/detail1

scale = 1

offset

{

x = 0

y = 0

}

speed

{

x = -7E-05

y = 0

}

}

scaled_shader_floats

{

falloffPower = 2

falloffScale = 3

detailDistance = 0.00875

minimumLight = 2

fadeDistance = 0.4

rimDistance = 1

}

shader_floats

{

falloffPower = 2

falloffScale = 3

detailDistance = 2E-06

minimumLight = 2

fadeDistance = 8

rimDistance = 0.0001

}

}

SAVED

{

body = Ixium

altitude = 4000

volume = True

color

{

r = 1

g = 1

b = 1

a = 0.25

}

main_texture

{

file = BoulderCo/Clouds/Textures/kerbin1

scale = 1

offset

{

x = 0.3052678

y = 0

}

speed

{

x = -3.5E-05

y = 0

}

}

detail_texture

{

file = BoulderCo/Clouds/Textures/detail1

scale = 1

offset

{

x = 0

y = 0

}

speed

{

x = -7E-05

y = 0

}

}

scaled_shader_floats

{

falloffPower = 2

falloffScale = 3

detailDistance = 0.00875

minimumLight = 2

fadeDistance = 0.4

rimDistance = 1

}

shader_floats

{

falloffPower = 2

falloffScale = 3

detailDistance = 2E-06

minimumLight = 2

fadeDistance = 8

rimDistance = 0.0001

}

}

}

CLOUD_LAYER

{

SAVED

{

body = Ixium

altitude = 3500

volume = True

color

{

r = 1

g = 1

b = 1

a = 1

}

main_texture

{

file = BoulderCo/Clouds/Textures/kerbin1

scale = 1

offset

{

x = 0

y = 0

}

speed

{

x = -7E-05

y = 0

}

}

scaled_shader_floats

{

falloffPower = 2

falloffScale = 3

detailDistance = 0.00875

minimumLight = 2

fadeDistance = 0.4

rimDistance = 0.001

}

shader_floats

{

falloffPower = 2

falloffScale = 3

detailDistance = 2E-06

minimumLight = 2

fadeDistance = 8

rimDistance = 0.0001

}

}

}

}/code]

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