Space Engineers

Space Engineers

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Kerbin
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Type: Mod
Mod category: Planet
Tags: NoScripts
File Size
Posted
Updated
114.081 MB
2 Mar, 2023 @ 2:49am
30 Mar, 2023 @ 4:17am
3 Change Notes ( view )

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Kerbin

Description
Important notice: Water mod is optional, but not needed.
This mod contains both a fully vanilla and a water mod ready version of Kerbin.


Planet Description
Kerbin, the homeworld of the Kerbals from the game Kerbal Space Program.

Have you ever looked down and Kerbin and noticed just how beautiful it is?
So many islands, mountains, rivers, plains, lakes, and coves...
Doesn't that just make you want to explore those places?
But like, in first person, and with the tools of Space Engineers?

Well, now you can: This mod gives you an accurate 1:5 scale model of Kerbin.
(1:5 because SE's planets are limited to 120 km and Kerbin is originally 600 km large)

It includes all the landmasses and biomes from the original Kerbal Space Program!
Sail to Nye Island! Go for a river cruise near Baikerbanur! Drive across the Badlands, or go on an expedition to the polar ice shelf!
And of course... fly safe!

Planet Characteristics
Custom Ore Placement
You won't find everything everywhere. This is intentional, so you have to travel to get all the resources.
This means you have a reason to build multiple bases, set up transport routes, and strategise where you explore next.

If you are doing PvP or PvE, this also means there are some key strategic locations to defend or conquer...

That said, here are some maps of where you can find which ore:




(Hint: Open this in your browser so you can view these in full resolution or print them.)

Rover Friendly Terrain
Unless you're in the highest mountains or underwater, the terrain is much more easy to drive on than the vanilla EarthLike planet.
There are no roads though, so huge large-grid rovers will frequently be stopped by trees.
You shouldn't have trouble in the desert and on the ice shelf, though.


How To Setup
(0. Load a new or existing save. Make sure you have creative mode tools enabled or are in creative mode)
1. Go to where you want to spawn the planet
2. Open the spawn menu with Shift + F10
3. Select "Planets" in the drop-down menu, then choose which version of Kerbin you want. Set size to 120 km.
4. Click "Spawn". You will see green circles outlining where Kerbin will go. Move your mouse to adjust where it will spawn.
5. Click to spawn the planet.
6. If you chose the water mod version: Move your character to the planet's surface. Then use the commands "/wcreate" and "/wradius 1.00275".

Recommended Mods
First off: No, you don't need any mods, you can play this fully vanilla!

But if you want to spice it up a bit, here are some suggestions:
  • HUD Compass. A compass will greatly help you to orient yourself on the map. Some ores will be very difficult to find without one, especially the underwater ores.
  • Water Mod, for the engineering challenge of shipbuilding and underwater mining.
  • Modular Encounters Systems, and any MES plugin of your choice if you want spawns to salvage.

(And I may or may not be working on an MES plugin that'll spawn discarded rocket stages and space debris for you to "recover"...)

Credits
Kerbin is from the game Kerbal Space Program, created by Squad.

I've used SCANSat to get the height- and biome maps out of KSP.

I also want to thank Stackoverflow user Salix alba for explaining how to convert equirectangular maps to cube maps,
it was his code that allowed me to convert the data from SCANSat into the format that Space Engineers uses.

Last but not least, the ore placement was greatly inspired by CaptainArthur's Agaris.
I had lots of fun playing his scenarios, so if you haven't heard of them, be sure to check them out on the workshop. ;)
39 Comments
Corki99 29 Dec, 2024 @ 12:48pm 
Is it possible that this could be remade with Kerbin's original size? Given that there's plenty of ways to make planets bigger than 120km now
HanzGetZeLuger 20 May, 2024 @ 2:06pm 
hi, ijust wanted to ask, do you know the deepest point on this world ? im looking to use a planet like this in my naval battle and people will use subs. currently its out of this planet or Typhon. but yeah great work so far !
geraveoyomama 19 May, 2024 @ 6:01am 
hehe platinum smiley
Lanthan O'Ide  [author] 19 May, 2024 @ 12:22am 
Huh, ok, I think I know what you mean. But I'm afraid I don't have a solution.

The sun will always "orbit" around the planet's equator. Thus, when viewed from the poles, the sun will always be near the horizon.
As for how I got my screenshots to look good: I think I picked a distance that's just far away for the pixelation to be less noticeable, but not so far that SE switches to an even coarser pixelation.

You bring up a good point with the tiny atmosphere. I had to think about that a bit, but 2km is accurate for a 1:5 scale Kerbin.
For reference: Real-life Earth's troposphere (the part of the atmosphere with blue sky and clouds and most of the air) is only 13 km thick. Considering that Kerbin is smaller than Earth, and that this mod is 1:5 scale, 2 km seems reasonable to me.
Nevertheless, I might bump it to 3 or 4 km for gameplay reasons, if it doesn't look too bloaty. ;)
TangerineSpaceRaptor 15 May, 2024 @ 12:46pm 
First issue; Let me correct myself, poles oriented towards the sun. Though, it may be a modded skybox issue?

Second: I am referring to those, yes. I'm confused though; you're looking at it from a distance in your screenshots, and it looks fine? It looks really good in your screenshots.

If you look at screenshot 2 I am a few KM above and it still looks really warped for some reason?


Oh - completely unrelated but I noticed the atmosphere ends at like 2 KM? You break through the atmosphere layer and it looks like space past that - I feel it should maybe be extended to 10KM or 20?
Lanthan O'Ide  [author] 15 May, 2024 @ 8:23am 
@Orange Space Chicken:
On the first issue: Hm, I'm afraid I'm not sure what you mean with "poles oriented towards the stars". (Aren't there always stars all around the planet?)
Nevertheless: No, as far as I know, there is no way to rotate how a planet is spawned.

On the second: At first glance, I'm not seeing anything unusual on your screenshots - but perhaps I'm overlooking something?
Are you referring to the pixelated voxel textures, perhaps? Those are, unfortunately, caused by how SE renders distant terrain. It should look fine though once you get closer to the planet.
TangerineSpaceRaptor 13 May, 2024 @ 10:44am 
Hello there! I saw your planet and all the images and I love what you've made. However, I am having 2 problems:

1) I cannot get the planet to spawn with the poles oriented towards the stars. Do you have ideas on how to fix this?

2) While your screenshots look beautiful, something looks wrong here on my side when I spawn it in. The terrain does not look smooth like it should and like it does in your screenshots. It looks like this for me: https://imgur.com/a/4BEKqcr

I don't know why this is happening. I have all graphics settings to max. If you could help me I would greatly appreciate it as I really want to use your planet.
Lanthan O'Ide  [author] 18 Apr, 2024 @ 11:16am 
Sorry, no idea what went wrong there. Just tested it again, and the water spawned just fine.
Did you forget to run "/wcreate" first, by any chance?
darinreynolds90 10 Jan, 2024 @ 10:51am 
some reason i cant get water and have used the water mod any suggestions "/wradius 1.00275". still dont work
toke.exhale 11 Dec, 2023 @ 11:31am 
@Zarsynn, use Configurable Ore to clear the ore mapping for the planet and set custom rarity, depth, size values yourself. It has modded ore support. If you need to find proper name of modded ores type /ore Ores to see all the ores loaded into that game. Then just /ore <Planet> Add <Ore> <Rarity> and follow that up with any further customizations like /ore <Planet> <Ore> (Depth Min/Max) or (Size Min/Max) for that specific ore. E.g. /ore Earthlike Iron Depth Min 50