-
Posts
7,724 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by JadeOfMaar
-
@Tiberius @linuxgurugamer @Jognt the JNSQ repo (and so, its downloads area) is public again (since Monday), as Galileo promised. Temporary server invite link if anyone is interested: https://discord.gg/ZrZF566 We're highly concerned with security so this link has no time limit but a use limit.
-
[1.12.x] NodeHelper - tool used to edit node positions
JadeOfMaar replied to linuxgurugamer's topic in KSP1 Mod Releases
OPT's HAE-02 (non-Legacy) Mk2 engine and the ZZZ engine mounts are big-time offenders. (Their scales are in the order of 100s.) The ZZZ boxes used by my Rational Resources have a custom rescaleFactor I set (0.85) but due to this conversation I'm more alert (and more confused) to it now. -
[1.9.x] KSC Harbor (From JNSQ) v1.2 (Mar 25, 2020)
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Space_Coyote I blundered with the zip file. The correct thing is posted now. You can type @ and then a portion of my name to get my attention without having to quote a post. -
[1.9.x] KSC Harbor (From JNSQ) v1.2 (Mar 25, 2020)
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 1.1 Moved and rotated harbor to north-west position. Added connecting roads to Squad KSC and some KSC Extended facilities. Added billboards (will show the active flag) and a roundabout for TOKYOU DURIFTU shenanigans. Raised costs and adjusted craft mass limits on hangars. Confirmed compatibility with KerbinSide Remastered. -
[1.12.x] NodeHelper - tool used to edit node positions
JadeOfMaar replied to linuxgurugamer's topic in KSP1 Mod Releases
The problem of NodeHelper displaying differing node distances to what's in the config is related to the scale or rescaleFactor key. One of these (likely rescaleFactor), when set to a value other than 1, or not declared in the config, scales the node distances accordingly. NodeHelper reads this output and not the input (before rescaling) when it gets to the part. You only need to declare rescaleFactor when you use MODEL{} to link a mesh to a part, and either scale, rescaleFactor, or both, default to 1.25 if you don't declare them, which will mess you up by design. When I say "by design" I refer to some deep and obscure way that the standard part sizes are setup in-game. crossfeed as an argument of attach nodes is obviously deprecated and need not be supported in this mod. It is its own key elsewhere in the part config. Decouplers, many structural parts, and possibly engines, will have the line crossfeed = false set within them. Note that the problem, if any, with scale = x does not apply when you're concerned with MODEL {} as then you use it inside of MODEL {} if needed, and it's a vector3 and defaults to scale = 1, 1, 1. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
@FreeThinker I cannot edit a post or thread I did not make. The Reconfig thread is indeed the new discussion thread. I merely have not asked the forum mods to lock this one, and that is because I have not fully taken over this mod. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
I don't fully understand it myself but if you understand layers and hierarchy in 2D or 3D art, then the thing is that these parts were put together in a very messy way and what I've been told are: the origins of some of the animated sub-pieces are far from the actual geometry and technically end up under the terrain; KSP also may not like the way that certain animated objects are nested. Up until KSP 1.4, the Unity engine didn't care but then it started to care. It can be fixed but it is beyond me to deal with the UV unwrapping that needs to be re-done afterward because of another complex issue with these parts. K. Yeon is long gone but thanks for pointing it out. I've changed the link to the OPT Reconfig thread. -
Originally made by @CaptainKipard and availed in open alpha dev state in December 2014. It's close enough to "finished" in looking good and being playable. Umm, no, I do not intend to add parts. Before anyone asks. Ideal fuel loadout for default build: [main tanks: LH2O], [aux tanks: LH2]. Main Features 5m diameter at the midsection. 3.75m engines. Its Payload Bay comfortably holds 2.5m or tightly holds 3.75m. Runs on Hydrolox (not LFO) by default: SABRE, OMS/tail engine, Payload Bay's builtin fuel cell and RCS. Balanced for 2.7x ~ 3.2x scaled systems. Rated for 30 tons to 600km in 2.7x with its own bay. Drone core contains 4 control points: Forward, Up (Docking), SABRE thrust vector, OMS thrust vector. Precoolers each create up to 200 Oxidizer per second between Mach 1.2 ~ 6. (This is off by default. At first I needed it but now I realize I don't, and have left this in as a toy to play with, and reference material for other modders to view.) Shock cones animate if B9AnimationModules mod is installed. SABRE (as per true turborocket nature) sips on Oxidizer in air-breating mode which explains its enduring power in higher atmosphere than most other jet engines. Aerodynamics stats thoroughly tested but there's always the inherent issue of the center of lift being under the center of mass due to the wing placement. Bonus Features Added custom cargo bay for use as a service bay. Can comfortably hold 3.75m and can provide a wide selection of inner node clusters for mounting useful 1.25m things. Can sweat Liquid Hydrogen for thermal control/transpiration. (Extras config) Includes reconfigured, recolored stock wheels to fit its profile. Includes some part upgrades. Variant themes: Black & White, All Black. Dependencies B9 Part Switch Community Resource Pack (though I say this, the required CRP resources are defined separately within this mod and will activate in CRP's absence) Integrations B9 Animation Modules (bundled) WBI Classic Stock Issues Some lasting issues that I've discovered in the process of this takeover include: A drag cube problem with the largest tank pieces. I am not sure if they can be properly fixed. Until then these tanks have an extra stack node added to them and must receive a 3.75m nose cone there. Feel free to hide (but do not scale down) the cones afterward. The pre-made wheels run on Firespitter but misbehave even with the current version of Firespitter (as at KSP 1.8.1). While these remain un-usuable I have supplied customized stock wheels to use in their place, and removed them from the game. They can always be fetched from the "Broken" folder in my GitHub repo of this mod. Warning Players who at least have an idea how aerodynamics work already know that Skylon, by nature, is incredibly unstable due to having such little lift surface and having all of its lift surface under its CoM. Players who can't get their own planes to liftoff before the edge of the KSC runway or liftoff in one piece are not ready for this mod. Drag fix illustrated: Original thread: DOWNLOAD :: GITHUB :: SPACEDOCK LICENSE : CC-BY-NC-SA
- 27 replies
-
- 22
-
-
[1.11.2] B9PartSwitch v2.18.0 (March 17)
JadeOfMaar replied to blowfish's topic in KSP1 Mod Releases
Hey @Jiraiyah. No, there's no documentation. But fuzzy logic is straightforward. When I target parts I look for a very specific combination of known keys or nodes, and values in their configs. For the :HAS block, I have a comma-separated list of what I want to see for the part to qualify to be patched. Like OPT Reconfig's patch that enables OPT RCS thrusters to dynamically change between MonoPropellant and other things, and Rational Resources' Extras config that targets all stock branded fuel tanks, what @zer0Kerbal used above in this thread, for their B9 config with less subtypes. Be very careful when you start yo use this. It becomes easy to miss a ] when you start getting into nested/recursive :HAS blocks. // OPT Reconfig RCS fuel switch // Parts that HAVE (manufacturer OPT, RCS module that HAS (resource name "MonoPropellant")) @PART:HAS[#manufacturer[OPT?Aerospace?Division],@MODULE[ModuleRCSFX]:HAS[#resourceName[MonoPropellant]]]:NEEDS[B9PartSwitch,CommunityResourcePack] { @description ^= :$: <color="green">This part can change its RCS fuel mix.</color> MODULE { name = ModuleB9PartSwitch moduleID = OPTRCSSwitch switcherDescription = RCS Fuel Mix switcherDescriptionPlural = RCS Fuel Mixes switchInFlight = True ... // lots of stuff } } // Rational Resources fuel switch for Squad tanks // Parts that HAVE (manufacturer "X stock brand", no B9 module already, LiquidFuel tankage) @PART:HAS[#manufacturer[Jebediah*],!MODULE[ModuleB9PartSwitch],@RESOURCE[LiquidFuel]]:NEEDS[B9PartSwitch,!CryoTanks]:FOR[RationalResourcesSquad] { // refVolume takes the stock tank's full amount and preps it for use as B9 baseVolume refVolume = #$RESOURCE[LiquidFuel]/maxAmount$ @refVolume += #$RESOURCE[Oxidizer]/maxAmount$ !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = ModuleB9PartSwitch moduleID = RRStockSwitch switcherDescription = RR Fuel switchInFlight = True baseVolume = #$../refVolume$ ... // SUBTYPES are added later } } // Parts that HAVE (manufacturer "Y stock brand", no B9 module already, MonoPropellant tankage) @PART:HAS[#manufacturer[C7?Aero*],!MODULE[ModuleB9PartSwitch],@RESOURCE[MonoPropellant]]:NEEDS[B9PartSwitch,!CryoTanks]:FOR[RationalResourcesSquad] { refVolume = #$RESOURCE[MonoPropellant]/maxAmount$ !RESOURCE[MonoPropellant] {} MODULE { name = ModuleB9PartSwitch moduleID = RRStockSwitch switcherDescription = RR Fuel switchInFlight = True baseVolume = #$../refVolume$ ... // SUBTYPES are added later } } // Add SUBTYPES to all stock parts that were given the tagged B9 module through fuzzy logic @PART:HAS[@MODULE[ModuleB9PartSwitch]]:NEEDS[B9PartSwitch,!CryoTanks]:FOR[RationalResourcesSquad] { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[RRStockSwitch]] { SUBTYPE { name = LFO tankType = LFO title = LF + Ox } ... // more SUBTYPEs } } -
Nah, man. GNU_KSP. Its spirit lives on as an open source and somewhat lackluster clone built from scratch.
-
In my reasoning, its form is very unique (curved, built into the hull, not blue) so it could be hard for players who are not close followers of SpaceX to notice, and they may add solar panels over it, possibly blocking it. It's blue in order to make itself obvious, as nearly all solar panels in KSP are blue. It's a major design convention.
-
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Yeah. In stock scale it's very easy to brute force and ignore the dag problem if you balance aesthetics and high TWR. (That said, I've answered a few complaints where folks' planes just couldn't exceed Mach 1. But that's digressing.) There may have been a time when it worked, but that time was likely before KSP 1.4 and its underlying major Unity version hop, and likely before I started making OPT Reconfig (which was back then only to re-tune engines). -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@DeadJohn If by chance you are using the K or KH Inline SAS parts in K/KH spaceplanes, I just discovered that the drag cubes for those aren't fixed so they'll chomp out your spaceplane's performance at hypersonic+ speeds. Ignoring the inline SAS, K and KH spaceplanes will perform just fine, whatever their fuel load and enough TWR). The Humpback cargo ramp has been broken forever and is unplayable. It needs more than just a config fix (cleaning of the geometry and re-unwrapping it for its textures) and I don't have the drive to do all of that necessary extra stuff to put it back into working conditions. -
How come Restock isn't implemented into stock yet?
JadeOfMaar replied to Bej Kerman's topic in KSP1 Mods Discussions
It's not the game dev's place to absorb people's mods. If they did then legal and maintenance nightmares would result. Anything that Squad builds in that clearly resembles a mod tries very hard to not be identical to that mod, which could also cause legal nightmares. Stock delta Vee is not™ Precise Maneuver + DMagic's Basic dV (rather, Basic dV hijacks it like an evil spirit). Stock CommNet is not™ RemoteTech. KerbNet is not™ SCANsat. The Mk2 plane parts are not™ PorkJet's Spaceplane Plus (the fuselage shape is different). The mods made by Squad members themselves do not™ resemble anything built-in. TriggerAu's Alternate Resource Panel is a mod of the stock resource panel... TriggerAu's Kerbal Alarm Clock has no built-in counterpart... JPLRepo's ResearcBodies, Endurance (Interstellar movie) ship, TAC life support.... RoverDude's USI suite...... (though, RoverDude made the stock ISRU system) It is, however, the game dev's place to try to come up with new features that have not yet been done by mods and usually, virtually cannot be done by mods. The new planet surface shader. Uh... New shaders in general (see the reflective metal shader where it all began). Making History's Mission Builder. Krakentech-alike parts (robotics) that don't break down as easily as raw krakentech. (Robotics mods came first by a long shot, actually, but have been pretty...scarce and non-functional.) Dynamic heat limits when deployable parts are deployed. Potential would-be features not listed as to not derail the topic into "What I want Squad to make..." -
Looking for a Liquid Fuel Tank Only Mod
JadeOfMaar replied to Admiral Naismith's topic in KSP1 Mods Discussions
Better to lean on these as their purpose is to make existing tanks (including adapter tanks) able to hold any resource, eliminating the need to look for a parts mod for even more parts that are only fully effective in a certain situation. Two of these (Snark's SimpleFuelSwitch especially, and B9 Part Switch + zer0kerbal's B9 patch) linked above are among the best and simplest options. -
[1.9.x] KSC Harbor (From JNSQ) v1.2 (Mar 25, 2020)
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Space_Coyote @RealKerbal3x Here ya go. Can't do anything more about the coloring of the roads at the harbor edge. That's as good as it gets. I also added a roundabout to attract TOKYOU DURIFTU! players possibly including @Triop (Also, borrowing their car) I'm not adding anything else not immediately important to the harbor as I'm starting to scope creep, and performance cost will rise that much more. -
[1.9.x] KSC Harbor (From JNSQ) v1.2 (Mar 25, 2020)
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@adsii1970 Everything that isn't strikethrough above. You'll still have to open everything individually that you want and is closed by default, but the price tags become as nothing and are to be ignored. The business and research modules (farm funds and science) do nothing in sandbox and cannot have kerbals assigned into them. I mention this part for the sake of my various space centers in JNSQ which carry these. -
[1.9.x] KSC Harbor (From JNSQ) v1.2 (Mar 25, 2020)
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
I was already pondering that. It will be done. -
Ohhhhhh. That's embarrassing. I literally don't scroll past the OP post when on the front page. I'd never notice.
-
There is no RO patch for Tundra. It's better you learn to make them because other RO users have asked...and those configs.....still don't exist. Thanks for spotting. The Super Heavy tank was missing its RF entries-- fixed now on GitHub. MM patching is arguably the easiest form of KSP modding and many mod makers start out this way. So I'd recommend you learn to write MM patches, and eventually, write RO patches yourself. Truthfully speaking, I have the impression that nobody who plays RO can write for it. Hi there. There is no RO patch for Tundra. I could write them...but RO is far out of my scope as a player. So, as I'll tell anyone who asks, it's better you learn to create these configs because months have passed, and months will pass, and others come asking for them, and nobody has come saying "Hey. I made RO configs for this. Try'em out."
-
[1.9.x] KSC Harbor (From JNSQ) v1.2 (Mar 25, 2020)
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Space_Coyote I'm considering your suggestion. I'm in favor of moving it but I'm getting mixed responses and no strong answer as to where exactly, yet. Personally, I'm liking the one suggestion for in the bay to the north-west. That bay seems equally far off if you ignore KSC Extended, but seems much nearer due to the added VAB north of the runway. Since you mention it, that one pad that's really close and parallel to the helipad... -
[1.9.x] KSC Harbor (From JNSQ) v1.2 (Mar 25, 2020)
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@linuxgurugamer The thread title says "from JNSQ" so clearly you've been missing out. It's been in JNSQ for quite a long time now. You just never installed the two requirements listed here. -
Features Spawn points: Helipad, Rover, Water (directly over the submerged giant triangle). Payload Integration Complex has a business module. Assign kerbals to it and it farms funds and pays for itself in 3 years with 1 kerbal or 1 year with max kerbals. Hangars can store craft and retrieve crew. Mass per craft and number of craft will vary. Do not place other vessels where stored vessel was. Bad things will happen when retrieving vessels. Medium Dish Station near the Helipad is a GroundStation, closed by default due to proximity to KSC. Standalone Utility Buildings will hold 1.33x the amount of a mid-sized Kerbodyne tank and accept any resources held by active vessel. Two fuel depots allow for refueling the active vessel if near enough (and if player has $$ in Career). Compatible with CRP and @Angel-125 WBI Cassic Stock. Requires Kerbal Konstructs Omega's Stockalike Structures: No Textures Required DOWNLOAD :: GitHub :: SpaceDock LICENSE: CC-BY-NC-SA KSC Extended in background is from @damonvv and is not included. Do not install this alongside JNSQ. It was and is already there.
-
@CDSlice Undo your tweak or remove KS3P entirely and see if that's where the problem is. If you still get that problem then double-check you have the proper scatterer version for your KSP (not the one for KSP 1.5 o older, not the one for KSP 1.8 since Kopernicus is not available yet for 1.8). The Welcome Back Island is getting an upgrade... A harbor! Zoomed a bit closer but slightly outdated.
-
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
I would think not. There's no reason to not try GPP on any particular KSP version. It will work fine in KSP 1.4.5+ and should be just fine in 1.7.3.- 7,372 replies
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with: