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Everything posted by JadeOfMaar
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@steddyj I must assume you have RealFuels-Stock or whatever RealFuels-related mod that affects Bluedog's NTRs. Such mods rename the engine module from ModuleEnginesFX to ModuleEnginesRF and this breaks RR Nuclear Family.- 1,069 replies
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Release 0.4.0 Liquid Film Radiators More heights now available: 60m, 90m, 120m, 150m, 180m (but with only 10m width). Low temperature wrapper radiators For habitation and cryo tanks. This suite follows @Nertea balance sheet data for System Heat compatible radiators and challenges the stock radiators and the baseline itself. Stats for nerds: Changelog: Additions Added low temperature wrapper radiators. Added taller Stackable LFR. Changes Changed System Heat engine configs to require System Heat but not its Fission Engines extra (mostly). Changed MSRs and PBRs to contribute to System Heat loops. Changed SULEU engines to have built-in Pebble Bed reactors. Moved thermal reactors out of Electric category and into Thermal category. Moved World Power out of Electric category and into distinct download. Moved all localization files into Agency folder. Updated Sterling Tankage: Added stack nodes that don't trigger the trusses. Updated radiators tech tree positions (stock and CTT). Updated radiators overall based on an RO dev's advice: Their temperature curves are no longer linear but parabolic, following the 4th power of the given temperature. High temperature radiators are passive and consume 0 ElectricCharge. High temperature radiators do not sub-cool parts but low temperature radiators do. Fixes Fixed Super heavy shield tooltip saying "Ablator? enabled" when it's not, in ThP variant. Fixed Icarus ICF engine's ISRU not asking for Deuterium under System Heat. Fixed a tank having the wrong title and description. Fixed excessive System Heat production in SULEU and thermal nozzles. Fixed node and ground collider offset problems in World Power parts. Fixed weak joint strength on LFRs. -
Project Helios is a whole other beast. It is not Project Orion. Unfortunately for @kerman001, Project Helios is objectively a terrible concept and not worth making a mod for. It's equivalent to making a pulsejet nozzle that's a few sizes too large and making it out of glass.
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@kerman001 @MashAndBangers I saw this post and thought I'd write in the mod's actual thread concerning this.
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Stackable Liquid Film Radiators In case folks didn't already know, this mod provides these (currently just 10m and 20m tall) with some width variants. They absolutely are compatible with System Heat, with the loop temperature options of 650K, 1100K and 1600K. They grant a very fashionable and much needed escape from the spamming of Graphene radiators for FFT fusion or antimatter powered vessels. The current maximum in a single part is the 20 x 20m handling 150MW at 1600K. Taller ones are on their way. -
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
At some point recently I had decided to only have liquid resources present so the player has less to think hard about for their harvesting. I did not think to update those tables and the thread.- 1,069 replies
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Thanks for reminding me. I really did not remember that this was a thing and I likely clean put that out of my mind after finishing the MISPLACED series atmo scoops in RR Parts. There's a Mk0 size among them. Try it out and let me know how things go.- 1,069 replies
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@mateusviccari The exoscoops require Rational Resources Companion in order to have their extraction options and they only work in vacuum. They don't have animations. I meant to remove that deploy toggle but forgot that too.- 1,069 replies
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SimpleConstruction! (SCON) Stock rocket building
JadeOfMaar replied to zer0Kerbal's topic in KSP1 Mod Releases
@Ariel Kerman I've noticed that nearly all of this mod's compatibility configs contain a CCK patch. You'll have to edit out the relevant lines. If I remember right, CCK does not allow parts to exist in more than one CCK tab at once so the parts are being prioritized to the one provided by this mod. Since the affected parts secondarily become EL workshop parts it stands to reason that this mod shouldn't be trying to sort them in this manner. -
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 2.0.7.1 Updated RationalResources: Added ExoticMinerals option to Ore tanks. @Kai_LSS Updated RationalResourcesKerbalism: Hopefully fixed Chill-O-Tron issues of resource switching and KerbalismSystemHeat.- 1,069 replies
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Sorry. I haven't seen your request as bothersome. Thanks for reminding me. I've forgotten and been trying to remember. I'm currently between burnout, geting into another speedrun maintenance phase (and getting tunnel-vision) and thinking a lot on things outside of KSP.- 1,069 replies
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@Grenartia It's far better for someone to get the answer themselves for a question like this and share that knowledge (because it's in your power to do so -- It's your GameData. It's a simple task to clone your install and try it) than to ask and end up waiting forever... It's a common practice here for folks to ask and and end up waiting forever. Personally, I expect the CurseForge app will get along just fine and would hope that it's not garbage enough that asking about it was justified.
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Buffalo 2 Modular Space Exploration Vehicle
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
WildBlueTools provides a tiny nuclear reactor, the S.A.F.E.R. Put that on your ship. -
@Incarnation of Chaos You got any pics of previous monster plane builds? Some folks want to see.
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@Incarnation of Chaos Doesn't FAR make it so seaplanes (anything that's partially but not wholly submerged) are unplayable? Consider making your pontoons (if any) out of procedural parts and maybe consider not even having wheels. Seaplanes don't land, right? Anything that's low mass and high volume makes for a good floatation device. Better if it's a single part so it should handle heat better and not partially break off at splashdown. Scatterer's ocean physics (in case you were away even before KSP2 happened) enables vessels to be much more resilient at the moment of splashdown so they can splash harder without being destroyed. But that physics also adds wave motion so the boat will rock and the invisible rope will trip the runner (meatphorically, these new hazards to look out for. There are invisible physical tides). Since runways are a problem just build a lot of DLC robotic heli engines and make your seaplane also a VTOL. smh
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@Spacedude9 You're better off using some free in-browser art app and deciding on your flags far in advance (which would easily count as part of your mission planning). As far as I see things, it's not worth the effort to make an in-game art app.
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Atmospheric gases + liquid fuel engine?
JadeOfMaar replied to Genry1stikman's topic in KSP1 Mods Discussions
@Genry1stikman This mod is of the reverse fuel mix variety (see: flying on Titan), where the atmosphere doesn't contain the oxidizer (namely Oxygen) but contains the fuel (namely Methane) and you must carry the oxidizer instead. Alternatively you can try any mod that provides atomic jet engines and skip out on carrying LiquidFuel (for the most part). My mod provides atomic hybrid engines which empower hypersonic cruisers and Eve SSTOs (if that's what you want, and are empowering as long as they don't overheat). The kind of mod you're looking for typically won't exist because of the fact (rather, the more prominenet belief) that Eve's atmosphere is mostly CO2 which kills combustion and simply makes most air-breathing engines useless. -
[1.12.x] Psi Wedge 0.9.5.1 (May 21, 2024)
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
I'm not sure what the case is (I see that the CKAN marker is missing on the spaceDock page) but this mod is indeed on CKAN. @JonnyOThan your thoughts on this? Should I hit that tickbox again?- 23 replies
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@Xtra Dirt is primarily a mined resource that's used by MKS' ISRU chains. It's a low-grade alt to stock Ore (literally, low-grade ore) and represents the continuous but tiny presence of all other crustal resources that you happen to need and do exist on the current planet but might not exist in the current biome. MKS has parts and processes for sifting Dirt. If you don't use MKS then help yourself and write a converter recipe for yourself for (inefficiently) splitting Dirt into whatever you need. Soil is primarily the waste resource of the Snacks! LS mod (equivalent to Mulch in USI LS) but is treated differently by another mod who's name I can't remember and I don't think it's a LS mod. Part of how Snacks works is that it adds the Soil Recycler converter to some stock parts (namely the Hitchhiker can) and it adds resources to crewed parts at the points of reloading a craft file in the editor or launching from the editors. I don't think it adds Soil tankage to every affected part so be mindful of that. Snacks! adds a few 1.25m tanks (they look like the un-Restocked FL-Tx00's. Can't miss the green on them) which are switchable between Snacks and/or Soil. They'll be in either the Utility or Payload? category or the CCK LS category. Soil is not a CRP resource, I think, so expect it to be inaccessible without the mods that use it.
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[1.12.x] Near Future Technologies (September 6)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
I have a nice idea for you to try while you wait: NF Construction trusses for a container and inside is Procedural Parts with whatever texture set fits your style. I don't see Nertea agreeing at all to make LiquidFuel tanks mod #120. -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Within my solar thermal panel suite is a 50m Solar Moth alike panel expecting to be rated for 98 ThP/s at Kerbin insolation. Two of those will actually only be sufficient for the 1.25m thermal nozzle at 6% throttle (156 kN at 970s, assuming the propellant is LiquidFuel). I'm hoping my math isn't wrong. (I heard @KspNoobUsernameTaken likes stats.) -
The feature is promised but is not currently implemented. I want to use Beamed Power Standalone for it but I haven't gotten around to playtesting it for myself and its dev has left the modding scene, by my understanding. I want to make a suite of parts but that's far down in my planned parts timeline and it'll be expecting (at minimum) that beamed power plugin or another lightweight alternative to KSPIE.
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@Dcseal Perhaps this? (It uses TU though, and I'm not sure it has a hex value input)
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Not by default but I could make it so. I've been thinking hard about custom and proper locked clamps for a long while. The floor itself or the example pylon can be a clamp.