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About me
22nd century kerbal engineer
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Interests
Graphic design; Aliens and sci-fi/far future things; Near future things too; Hypersonic craft; Anime; Learning to make mods;
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Rational Resources 2.0.4 [Feb 22, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
To some small degree, yes, but with how much is going on with KSPI-E and that I don't use it, largely no. Compatibility exists (as far as I'm aware) in that: Alumina, Mopedantte and Spodumene are kept around, they get placed and get abundance bonuses in some planet templates. Every compatible planet gets rich resource loadouts in their atmospheres, near space and oceans. If there's anything in particular that you're interested in, let me know. I'm curious enough but I can't simply promise it since I want to not end up committing to a big project I might not be very motivated for.- 967 replies
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Some Japanese Anban for you
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Rational Resources 2.0.4 [Feb 22, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
This should be quite helpful. TANKTYPE { name = RRMetals UsefulVolumeRatio = 1 TankCostPerSurface = 1 PossibleResources = Aluminium 1; Lithium 1; MetallicOre 1; Metals 1; RareMetals 1; } TANKCONF { name = RR Metals TANK { TankType = RRMetals CurrentResource = MetallicOre InitialAmount = 1 Volume = 100 } }- 967 replies
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Rational Resources 2.0.4 [Feb 22, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
You won't have the RR MaterialKits chain because the screenshot doesn't apply to Kerbalism. However, since you mentioned it, I've written a Kerbalism version of it. Is this sufficient?- 967 replies
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The ones here: PQS { Mods { VertexHeightMap { offset = -1150 // raises or lowers the terrain geometry. The sea level is static and the reference for the offset deformity = 7500 // Vertical scaling of the terrain. Makes your mountains taller and your valleys deeper ...
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For a beginner: Perhaps use exactly 50% gray as your midpoint, where sea level should sit. (If you know better, you don't have ot do this.) Also ensure that your heightmap uses the entire grayscale: 0 (black) ~ 100% (white). I don't know for sure but you may have problems if you don't do this. And another thing: There's terrain deformity and terrain offset. Your offset might be too high of a positive value which is why your water is all underground.
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Edit your terrain textures so that the perceived sea level is higher then offset the terrain down so the sea level in the texture matches the sea level in-game. And if it really matters, increase the body radius too.
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@AmanitaVerna I don't actually play with FFT so I was never aware of this behavior of the antimatter containment module. I just wrote a config for Sterling Systems so the containment cost scales with the height options of the tanks there so I already have a solution for this problem. That would be to make the containment cost 0 when not set to hold antimatter. Or perhaps OPT should just not offer the tank type anymore. It could be really inconvenient to have to break one's plane to eject the one or two OPT fuselage pieces that are set to hold it in case of a situation. Thanks for bringing this up. I'll have to similarly update the Sterling Tanks config (to cost 0 when set to hold something else or nothing). Also: The cost is going to go way up. By 8x (along with storage density by as much).
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JadeOfMaar started following [Mod Request] Plugin for excusing resources from dV calculators
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It is a given that engines that consume ElectricCharge don't have their shown dV limited by how much or how little (even zero) ElectricCharge is currently in the vessel, however, I make heavy use of ThermalPower (which is massless and represents energy, just as ElectricCharge) and dV calculators tend to come up with < 10m/s because volume density of tanked ThermalPower for engines is quite low and KSP seems hardcoded to treat ElectricCharge a certain way. If anyone is willing and able, it would be very welcome if this feature could be extracted from KSPIE and released standalone or written anew and made to easily allow resources including, but not limited to ThermalPower to be treated as ElectricCharge is. I'd like to eventually use other resources similarly and make or update several parts to use them, hence this request.
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Run and scream in fear! I'm about to drop an update and mess with your craft files again! These... Are finally being cleaned of their krakenbait. CryoTanks seal of approval All parts' dry masses have been tuned. Anything that holds fuel should weigh appropriately less. I've seen 2 or 3 parts drop weight by factors of 10 and 20! Engine types I've changed these. Again. The Dark Drive is now an Antimatter type. Dark Goo and Dark Science are gone. Warpjets are Pulsed Inductive Thruster type (but still run on IntakeAtm and still have great thrust), single-mode only and may rely on the NF Propulsion function for PIT engines tweakable Isp with constant thrust. The previous B9-powered Isp selector is gone now. Any SCOOP engines no longer are. No more hybrid-plasma business. Some engines have become thermal nozzle type, namely the 3.75m Helicarrier engine and the ARI-73. Some air-breathing engines will run LFO+IntakeAtm (but be no less efficient) in order to remain useful in unbreathable atmosphere while simplifying fuel switch options. The J-61 will be changed to scramjet only (will only function between Mach 4 and 12) or shcramjet (Mach 4 to any. Its appearance lends itself well to this). The reason for this change being that the J-60 (a long engine) exists to fill the role of all-range air-breathing engine but the J-61 makes it and the HAE-02 (short turboramjet engine) pointless. LFO engines will be (or already are) properly compatible with cryofuel switching via Rational Resources Jet Family. The optional extra configs: Less Handwavium, Zero Handwavium, CryoEngines should no longer be necessary.
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@Bootycheeks752 You have Textures Unlimited installed so Proc Parts' config(s) for that will load, giving them their bland silver look. Delete the configs named "ProceduralsUnlimited" or "TexturesUnlimited" or get accustomed to colorizing it and keeping presets. I don't care for Proc Parts' foil look either but customizing that can get pretty good if you know the UI and you like shiny parts.
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[1.12.5] Sterling Systems v0.3.7.1 [Mar 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Absolutely. But as this mod grows, more downloads to choose from will appear and existing ones may split. I don't want to grief the CKAN ecosystem with that.