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JadeOfMaar

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Everything posted by JadeOfMaar

  1. @RealKerbal3x The way you steer Starship with its fins is nothing like you'd steer any airplane or shuttle. Treat the elevons as airbrakes and supplement them with RCS thrust. Deploy the head or tail pair of flaps for pitch. Deploy the port or starboard pair for roll. RCS for yaw, which you want to avoid needing at all anyway. Aircraft in real life don't use their vertical stabilizers for yaw. They use them for coordinated turns which are balanced use of pitch and roll to effectively yaw. Sometimes, for unknown reasons, they default to deploying inverted which you must manually fix. It happens to everyone and is a stock bug. Sadly, you have no option but to deal with it while you're in the VAB or at any point in flight before you need them again.
  2. I've been keeping watch and I must say I'm surprised, and yet, not, at what's going on here. It is unfortunate that you dare to use the word "realistic" in defense of the balance of stock parts for stock scale. It is disappointing and insulting that, in like manner, someone would call BS on JNSQ because it breaks their ability to make the usual single-stage-to-anywhere spaceplanes that can make 70% of their ascent on air-breathing alone whereas in the real world we would need something huge like a Skylon with at least a 5m wide body just to make low orbit. The ability of a properly sized Saturn V in KSP, to reach Jool by itself in stock scale is no lie, and no joke. You even got the maker of a mod for this, @CobaltWolf to take his time and give a statement. Where JNSQ says it is career friendly actually means it provides a decent amount of support in itself for career progression mods, and several such mods quickly made themselves compatible with JNSQ, or players quickly developed wisdom and advice to share and to help each other make career mode viable at scales other than stock. Most Kerbin-replacing planet packs cannot call themselves carer friendly. Anyone who knows what "realistic" actually looks like in KSP, and is at least aware of the kinds of lengths a rocket needs to go to or be built for IRL would argue in favor of this logic and would openly agree that their favorite analogue rocket would be OP for stock scale. Everyone who plays in 2.5x or above would agree that when they build their rockets for 2.5x and up, their proportions and their payload fractions would feel more appropriate. And so, they quite accept JNSQ's standards and eventually, our options to make the planets even bigger because when you play the higher scales, the lower scales feel like a cheat. Realism is HARD. Stock scale is EASY. And it is so easy so that any newbie to KSP can make it to orbit with a small rocket, feel accomplished, and be motivated to keep playing and learning. Remember that and be careful the next time you say "realistic" or "realism" in the defense of stock scale and the completely unwarranted bashing of a hugely popular mod that calls itself realistic. The reason that this section exists in the thread OP and the README is so that players who aren't ready for hard mode will at least get the hint that this mod itself is hard mode, and see that it is not for them. JNSQ is not supposed to be easy. It is not supposed to be everyone's cup of tea. And it is not supposed to be stock scale.
  3. @infinite_monkey The methalox situation is because I don't know better. I don't follow SpaceX very closely (so I was unaware that Falcon etc specifically don't use methalox) but I enjoy coming up with features for some mods, and when possible, writing configs for them. Since I created it, I can fix it.
  4. 24,000 kN thrust either way. 25,000s Isp on Karborundum + Water or 12,000s Isp on Explodium. For Explodium, that's the Isp an existing engine has so I used that.
  5. @Natokerbal I don't know. I've never looked for or stumbled over the feature. But if you can indeed dock Damon's starships by the butt, the feature is there.
  6. Right click the docking port on the other vessel (without switching to it) and you get to select as target. All docking ports (in addition to command parts) have a "control from here" button so you can control from Starship's butt........? You're not missing a config. You have an active config. Rational Resources or CryoTanks Methalox are triggers for that config. Uninstall them or delete or disable TundraExploration/Patches/Extra_MethaloxEngine.cfg ...
  7. @SpaceX I'm glad you like. I wasn't expecting anyone to be so happy, though!
  8. @siro That bug has existed since KSP 1.4. Install this mod to deal with it. But when you do, don't put launch clamps on any craft that contains the bugged parts. If you do, the craft will spawn 1km in the air with the clamps attached and will be stuck up there.
  9. Having some very special fun with the Endurance ship. More than just adding plumes (the obvious bit) I'm giving it the Reconfig™ treatment, "the works," and making it fit for service in any large kerbal universe.
  10. Deliberately designed after Elite: Dangerous system maps. Have a nice day.
  11. Hey there. Sorry, but JNSQ is not for you if you're new to KSP. Galileo does, however, have an equally amazing stock sized system with nearly the same layout if you're interested in trying it. It has just as many bodies as JNSQ and plenty of challenge in itself too. Just take note that the stock planets themselves do not exist, and the KSC is not on the equator.
  12. @Doc Shaftoe Many thanks for discovering it. Now I know what to do and I can produce configs to reposition the TSC itself t o fit JNSQ Kerbin.
  13. @Lisias Not a bug. It's just -- The downside of a new feature / new use case. But I'd be extremely grateful. If I may throw in a feature request... Can I ask for compatibility with Angel-125's storage modules? It's for that one reason I didn't (re)make Tweakscale configs for the bulk of OPT's parts. I could do so anytime, and have done so for Restock Plus.
  14. @EchoLima If by chance you're using KSC Extended, remove that and let us know how things change. For some reason, KSC Extended and JNSQ together somehow cause KK to break.
  15. @Lathari For your SSPXr problem I figure that (for whatever reason) you did not install Community Resource Pack which is required by both this mod and SSPXr. The SSPXr patch is perfectly fine. For your second problem, some of the RR extras configs require RationalResourcesParts, the parts mod portion of this mod, which is not installed. RR Parts contains the tank definition for 'RR_Work'.
  16. OPT Legacy 1.6.2 Tuned drag cubes for OPT K inline SAS and Humpback family. OPT Reconfig 1.9.1 Added missing LH2 tank options to inline SAS parts. Changed Power Spheres to use B9PS for input switching. Requires quicksave + quickload after applying. Added options to "Tidal Force" Power Sphere (No longer just LFO, but LF, Mono, LH2O, LH2.) Removed erroneous line that removes B9PS from H noses under USI LS. Removed lift surface from I series parts. Updated Power Sphere "Tidal Force" to accept LH2O if CryoEngines is installed. Warning: Tweakscale effects will no longer apply to B9-enhanced converters. DOWNLOAD - OPT Reconfig DOWNLOAD - OPT Legacy
  17. Release 1.1.0 DOWNLOAD :: GitHub :: SpaceDock Added input fuel switch to fuel cells. (Not available for Classic Stock due to OmniConverters.) LFO, Hydrolox, Methalox for stock. MonoProp, Ammonia for Restock+ APU. Warning: Tweakscale will not affect their rates. Added Silica surface template. Added splitter (converter) for Alumina and Mopedantte. Added B9 tanks types for Alumina, Carbon, Mopedantte, Phosphorus (visible to Ore tanks). Added CryoTanks detection for fuel cell patch. Added Kerbalism detection (Do not activate patches for drills, converters, fuel cells if Kerbalism is installed). WIP config exists to add ISRU chains to Kerbalism processes. This config is not in the download. Added Phosphorus resource. Phosphorus is a vital element in life as we know it, but is incredibly hard to come by and will be priceless in generation ships. Fairly rewarding to produce for funds. Added resource distributions: Alumina and Mopedantte. Their max abundances are heavily nerfed to fit this mod's pie charts for resource compositions. Their harvesters in the stock drills have been buffed to compensate. Fixed variants in Restocked cloned bread tanks. Removed support for Karbonite and Karborundum as they are handwavium and not rational. Stopped purging KSPI resources. They should coexist now and should appear in SCANsat's resource overlay selection. Updated Extras/ configs: Added "Blacksmith" facility for refilling non-transferable resources. Introduces pseudo EVA work resource. Has upgrades. Converter inputs switchable. RR Blacksmith currently caters to heatshields' Ablator and SRBs for SolidFuel. Disabled LqdHe3 tank type as it upset some players. Updated Ore tank types (certain heavy resources have reduced capacity due to their mass differences being an order of magnitude apart for other resources).
  18. I was DM'd concerning this. Their order of appearance in-game depends on the order they're listed in the config file or read by MM (across config files) but apparently, special treatment is given to the Structural subtype if it exists. I don't list this first in any of my configs yet every part that I configure will default to this in-game. Subtype priority will force the highest priority subtype to be pre-selected when the part is picked but does not visibly rearrange anything. You can force the visual change by deleting all the subtypes and then re-adding them in your order (and likely, not adding the Structural subtype).
  19. @garithmar Revival.... To a very narrow extent, but yes. @rettter3 Sorry, no. I don't have the love for the bulk of B9 Aerospace that's necessary for me to provide for it all. Long story short, when I was still very new to KSP and helpless/unknowing to explore for mods, I grew to fall in love with OPT, and for a time, Mk2 and Mk3 Expansion on the side. There was no room left to develop a love for the B9 plane parts. But I indeed have tried them. @caipi Better believe it! : D
  20. @Space_Coyote @Starboost88 Simply: The stored vessel will re-spawn where it was when you stored it. If you have something else there now, they'll clip and there will be much RUD.
  21. B9 HX was king of megaship parts packs back in its day but times have changed. There are so many fancy fuels to mess with now, HX is out of style and no longer "stockalike" at all, and the kerbal universe has grown far, far wider than Eeloo's orbit. The performance ratings of its one mighty engine mean nothing to today's megaship junkies. B9 Aerospace (HX and the plane parts), alongside OPT Spaceplane, were the first two part mods I met and quickly grew to adore. Eventually, in essence, this needed to happen once I was far along with OPT Reconfig. I'm not adding parts to this (except for the clones of engine and RCS thrusters). Just as with OPT Reconfig, HX Reconfig's purpose is to enable a good old parts mod to keep up in today's game. Requires B9 HX itself. Owned by @blowfish Requires B9 Part Switch or WBI Classic Stock for tank options Requires Community Resource Pack for the resources in the tank options if you don't play in WBI Classic Stock mode Makes all parts less fragile on impact (30m/s versus their default 15m/s...I might buff it if I see demand for it) and more tolerant to aero heat (by very modest amount: 2400K vs 2000K). Makes the one fission reactor a weaker RTG but also compatible with Near Future Electrical and Wild Blue Industries: DSEV. By default it has a ~100 EC/s RTG, and demands 1MW of cooling while producing 6000 EC/s. With NF Electrical it will demand 6MW of cooling. In Classic Stock mode with WBI DSEV, it's a fusion reactor, producing 12000 EC/s but requiring an investment of 8000 EC to start. Clones the RCS blocks and enables switchable RCS fuel feature: Mono (CRP): MonoPropellant; IntakeAtm; ArcJet (LH2 + EC); Mono (WBI): MonoPropellant; CompressedAtmosphere; Nitronite; ArcJet (Propellium + EC) Bi (CRP): LFO; LH2O; Bi (WBI): LFO; PropLox; Clones the heavy engine. Now there are three of it: The original engine is a proper hybrid plasma LFO and super plasma nuclear rocket. One clone will use [Karborundum +Water] or [WBI Explodium] and behave as a nuclear saltwater rocket, providing unreal TWR and Isp at the cost of the entire ecosystem of any world it is used on. One clone will use CRP Liquid Hydrogen [or WBI Propellium] and serve as an Epstein-alike fusion drive with secondary afterburning mode. Integrates with WBI Play Mode switcher to change from using B9 Part Switch for resource switching and use Classic Stock equivalent of propellants, WBI OmniStorage for tanking and preserve B9 mesh switching separately. Provides unique and all-new plumes for each engine mode and for RCS modes where necessary. DOWNLOAD :: SpaceDock :: GitHub ::
  22. Ohhhhh. That's plenty reason for me to provide for that. I'll do so. I've created documentation for the Blacksmith system on the whole for players to check out at their leisure. At the bottom of the wiki page is the Clients section which lays down a few potential other use cases for this facility.
  23. @Lutenar https://github.com/Galileo88/JNSQ/tree/master/GameData/JNSQ/JNSQ_Localization
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