JadeOfMaar

Members
  • Content count

    2825
  • Joined

  • Last visited

Community Reputation

3417 Excellent

About JadeOfMaar

  • Rank
    The Purple Kerbal

Profile Information

  • Location In the Karborundum bands
  • Interests Graphic design; Aliens and sci-fi/far future things; Near future things too; Hypersonic craft; Anime; Learning to make mods;

Recent Profile Visitors

7446 profile views
  1. [WIP] [1.3.0-1.3.1] DoubleDouble (DD) (v1.0)

    They are compatible. All of the crustal resources you've met by CRP will appear on their own. No extra configs required. Ore will also appear on its own.
  2. What did you do in KSP today?

    Finally got through with my sandbox Laythe Expedition. It went by surprisingly quickly. Jebediah and Bob launched straight out from LKO, needing no mid-course correction to secure their Jool encounter but needing one near the entry of Jool's SOI to flatten their orbital plane and enable use of Tylo and Laythe gravity braking. The time between these encounters was amusingly short and there was the risk of being flung over Jool into an absurdly inclined escape path. And it took about 27 days from the SOI edge to reach Tylo. The green commnet line leads to a ship carrying a JX2 antenna and orbiting Ike. The rd line leads to Kerbin's DSN. A few light aerobrake passes at Laythe + a braking burn to capture. The periapsis was only about 45km. It wasn't much but the risk of deorbiting in the first pass was strongly avoided. The deorbit burn and aerobrake to land on Laythe was swift, easy, and without an expected heavy gee load on the craft or crew (in spite of literally doing a pancake/belly flop move to slow down), as if Laythe's atmosphere had open arms to receive the plane rather than, say, a typical steep reentry at Kerbin or having one's Pe anywhere under 80km at Eve. The kerbals' stay didn't even last an hour as KAC revealed the Kerbin transfer window was 17 days away. Bob planted the flag and the two sailed back into orbit, meeting with the transfer ship. Things got interesting when the plan's batteries emptied and squeezing EC from the solar panels became vital to prevent wasting the meager supply of 70 MonoPropellant to orient itself to recharge, and to efficiently dock with the transfer ship. Even then, it had to move and use some of its Mono as it carried much more... but it didn't have balanced RCS and wasn't meant to do precise maneuvering for itself. 4 years and 2 mid-course nodes later, these two return to Kerbin and even snatch an encounter with the puny Minmus. The story ends (so far) with a braking burn while passing through Minmus as I was too sleepy to concentrate anymore. For all I know, they're currently bound to crash into Minmus.
  3. [1.3.1] Kerbal Star Systems [v0.7.1 part 1*]

    Consider this. This rendition of TRAPPIST-1 just came out. It's fresh, it's been a long time coming, and it will definitely look better, meanwhile every other TRAPPIST-alike mod is likely dead and gone along with the hype train. As part of KSS there's something more to it. Between this Kelnis system and the rest of KSS there's a degree of consistency that can't be matched when you build your own galaxy by mixing planet mods from various authors. Wherever KSS may lack in "originality" it makes up for with unity and with the story and science mini-game that involves The All. Every star and planet are made by the same team here. So everything blends together perfectly and simply works.
  4. [1.3] Alcubierre Warp Drive (Stand-alone)

    @capi3101 Nope! Not kidding Congrats in advance, man.
  5. [WIP][1.3.1] Galactic Neighborhood

    GPP_Secondary is already setup so that it makes no possibly disastrous changes when installed with GN, but it shouldn't be present with GN anyway.
  6. Wild Blue Industries crafts

    I wonder if these count. They're just station modules made mostly with MOLE parts. One of them contains USI life support parts and a USI kontainer cluster. More designs will come. And this is my earliest science rover in a science mode playthrough. The Blue Mun Rover. It fits a good deal of science experiments in a full + half service bay with racks installed. It has Karbonite rockets and air RCS so it can jump into the claw in the roof of its carrier plane.
  7. Search for megaship engineers.

    Everyone's epic in this thread. That's all that matters. I don't know the super large nose cones on the Minotaur's nacelles, but I know the Mk2 nuclear rocket engine from QuizTech Aerospace. The fly-through hangar is genius.
  8. I had no F9. The game told me so............ And then I went to the astronaut complex and the plane's crew (Jeb and Bob) turned into us. I killed us with HyperEdit.
  9. I was going to get more screenshots, but then HyperEdit put me 6 feet under (the terrain).
  10. Gregrox hasn't made an appropriate tech tree for this mod. Planet packs are very easy to make...but tech trees...
  11. [1.3] - Modular Kolonization System (MKS)

    Kerbalism's incompatibility with MKS runs much deeper than missing a feature that doesn't exist yet. Kerbalism breaks many stock background features, and this breaks MKS. Also they're both giant mods with many redundant features.
  12. [1.3] - Modular Kolonization System (MKS)

    @voicey99 MKS has had the in-flight birth mechanic for a while now (The MedBay is a delivery room I think). Aging and death by old age aren't far behind, but I figure those may end up as part of USI LS, not MKS.
  13. [1.3] - Modular Kolonization System (MKS)

    Certain other USI mods will enable you to get to Jool without needing DeepFreeze or having your kerbals die on the way. There are at least two such mods.
  14. [1.3] - Modular Kolonization System (MKS)

    It should be its own mod and able to easily coexist with any other LS mod, something like Kerbal Health which adds fitness and physical health management and works with any LS.