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About JadeOfMaar

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  • Location The dark side of Catullus
  • 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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  1. JadeOfMaar

    [1.3.1, 1.4.4] Thor Tech v0.9.6.3 ~ [July 9, 2018]

    @Norcalplanner it's some kind of pig shark bird. (Engineering at its finest!)
  2. JadeOfMaar

    How to Stop a Resource from Spawning?

    @fenderzilla You had it almost right in the second spoiler. What you (and @theJesuit) want is this: !PLANETARY_RESOURCE,*:HAS[#ResourceName[Substrate]]:FOR[MyMod] {} !GLOBAL_RESOURCE,*:HAS[#ResourceName[Substrate]]:FOR[MyMod] {} !BIOME_RESOURCE,*:HAS[#ResourceName[Substrate]]:FOR[MyMod] {} // instead of :FOR[MyMod] you can use :AFTER[CommunityResourcePack] (which only works if Community Resource Pack is installed) // if you plan to share your mod, try not to use :FINAL What's wrong with the original content was the use of [*] which assumes there's a key inside: name = xyz, which there isn't; and the missing # which means you're targeting a key or parameter. ModuleManager has sufficient documentation here: https://github.com/sarbian/ModuleManager/wiki
  3. JadeOfMaar

    [1.3] Community Resource Pack

    I'd like to speak in favor of this PR. I (and surely, many other players) have had my heart broken by CRP concerning, example, ArgonGas, where I kept a save for a very long time, preparing an Argon-powered infrastructure for Duna, but on creating a new save to deploy in I found that there was none at all, making a complete waste of all my planning and test-building. I had no idea how configs worked yet, to tweak them, as most players, so the situation was hopeless. With (particularly) the percentage based system there's: A guarantee of a consistent presence of [x] resource between saves; Always a minimum playable amount of it, however small; Ease for resource modders to see how they're balancing resource distributions for a given planet.
  4. JadeOfMaar

    [1.4.5] Kerbal Star Systems [v0.8.1] August 13, 2018

    Problems in the space center view are caused by Kerbin being made to orbit something between itself and Sun. The game doesn't like it and it's not going to be fixed. (I wish you the best in convincing Squad to install a planet mod.) As for the long loading screen time, I have seen this for myself while testing GPP+KSS compatibility. I think it comes down to normal processes but being stretched out to accommodate the many stars that shape the galaxy arms. Visual mods may have no weight in this as I didn't have EVE or scatterer in my install.
  5. Take all my likes @Gameslinx
  6. @jestermaximus Several of the current (H, J, K, KH) body pieces have half-sizes to them so I suppose something very wrong has happened with your install. Several parts known in Legacy will have disappeared between now and back when you last saw them. It's only recently I learned of it when someone asked about a specific cockpit that included a docking port, and I learned why that had to be deleted. That issue of the Stail cockpits is very reasonable. Some other cockpits are like that, which is very weird. I'll deal with it at some point.
  7. There's a glitch with the large OPT ramp that makes space planes spawn up in the air ~300 meters.

    1. JadeOfMaar


      Only 300m? You must have a different glitch. ;) Anyway, check this.

    2. Sunpawz


      1000 meters I confirmed later. Thought it was less, but didn't verify. Thank you for replying.

  8. Take the following and change @PART[J61] to @PART[J61]:AFTER[OPT_Reconfig] Change "hypersonicFlight" to whatever else you find appropriate but you'll have to open the config file for another part to get the value you want. The display name of a tech tree node is not what you want to put. And maybe preferably don't save it in the OPT_Reconfig folder...
  9. JadeOfMaar

    What did you do in KSP today?

    Craft designs and mission speculation today. I decided I wanted something that could go interplanetary, with life support, and grab and process asteroids. With OPT (excluding Legacy) and some TweakScale (no parts from other mods) I managed this. It was hard to legitimately bring to orbit (due to so much lift surface) but it was doable-- sadly that meant launch straight up until lift no longer mattered. Then let the Dark Drive handle the rest. I decided that possibly it could take a crew to Thalia and back, but before that can happen I decided to build yet another perfectly symmetrical cross-shaped station and try to fit the dV in it to take itself to Thalia. It's got solar panels for daaaaaays. Not every station I design, I care to launch or assemble legally. To the Cheats menu for this one. And lastly, some spaceplane and rescue craft fun. The design challenge for this was to make something that used forward-facing Quiztech Razor engines, and few Thor Tech jet engines, and could deliver a lot of LiquidFuel to the target. This, the original iteration had just one 2.5m reactor and could not break Mach 1, but could have gotten the job done. It was utterly abused by the drag cube system, as every part in the main fuselage was a different size at either end, and cargo shielding not working. Ultimately it ended up with many engines and could break Mach 5 in spite of the drag, but I wasn't very happy anymore by then (mild frustration). Well there's this amusing tendency to snap right here, every time, if it touched down too hard. The cargo bay is the root part. And it was a relief that while I couldn't use the claw to dock this plane to the one it was rescuing (claw is too high and the other plane has low elevation), WBI logistics performed flawlessly and wirelessly transferred fuel to it.
  10. JadeOfMaar

    [1.4.5] OPT Reconfig v1.2.3 [Aug 10, 2018]

    Oh boy. That's very serious...
  11. JadeOfMaar

    [1.4.x] Mark One Laboratory Extensions (M.O.L.E.)

    @Sokol_323 Soil is the waste product in Angel's life support mod, Snacks. You may be able to set a Buckboard to contain Soil and then simply ship it up. If that resource is not available then Snacks is a hard dependency for that experiment.
  12. JadeOfMaar

    [1.4.5] Airline Kuisine v2.2 ~ [Aug 10, 2018]

    Release 2.2.0 [SNX] Fixed exclusion problem where Default mode features still appear when Snacks mode active. [SNX] Rebalanced Snacks templates. [SNX] Added Ponderosa features to Mk3 Rec Centre. [SNX] Upgraded Convert-O-Trons to OmniWorks (will not help with Extraplanetary Launchpads right now). DOWNLOAD :: SpaceDock :: GitHub ::
  13. OPT Legacy 1.1.2 for KSP 1.4.5 Added/fixed science container and Crew Report experiment to Humpback cabin and Stail cockpit Moved J-60 and J-61 to Aerospace Tech/ Exp Aircraft Engines in tech trees :: DOWNLOAD :: Paired OPT Reconfig release:
  14. JadeOfMaar

    [1.4.5] OPT Reconfig v1.2.3 [Aug 10, 2018]

    OPT Reconfig 1.2.3 for KSP 1.4.5 Added missing science container and Crew Report experiment to J boarding ramp and J rear hatch Moved HAE-02 Mk2 engine to Aerospace Tech in tech tree Buffed WBI battery storage capacity (x4) Removed erroneous calls for OPT Legacy Removed erroneous references to IntakeAtm when in Classic Stock mode and Community Resource Pack not installed OPT parts will gain/use Atmosphere resource and not IntakeAtm simply if Pathfinder is installed Added radiators to all cargo bays and hollow fuselage except ramps/tails Remove second lift surface module from a 2.5m cockpit :: DOWNLOAD ::
  15. JadeOfMaar

    SPACE STATIONS! Post your pictures here

    oh, it's an EVE Online skybox. There's a link in my signature but I can't guarantee it will work right now with the current confusion of "replacer" mods.