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KSP2 Release Notes
Everything posted by JadeOfMaar
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@masterchief_draws There's a row of colorful little tabs at the bottom of the PAW (part action window) and there should be a row of text above it that says "Kaijuu Tank .... Structural" ... These colors typically represent fuel combinations.
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Tundra's tanks may be defaulting to Structural (hold no fuel), or you do not have B9 Part Switch installed (which is very important for Tundra and allows the various dynamic switching features).
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That is correct. My response in this thread here will help a lot too, though it's not perfect/complete.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
@lane1572 It's possible that you may have that cargo bay attached to the next via its inner node which will break cargo shielding and cause that excessive drag. Make sure that when you attach it and when you try to place another part afterward, that all the nodes that appear inside are smaller, not bigger. You want to avoid this and (for only the Stail cargo bay, I think) you'll see it coming due to Z-fighting where they attach. I'll remove the offset of the inner nodes soon and see if the chance of this happening gets reduced. It's actually annoyingly high. Thanks for noticing. -
I can very confidently say "No" to that. I can very confidently say "Yes!" to that.
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@caipi I made it not as MM patches as I intend at the end for @bcink to receive the (integrated) config updates and release them. Here's a Download Direct (baddum tish) link for the first preview. Unzip and overwrite the MarsDirect folder in your GameData. Nothing except .cfg's (and the MH stuff) are in it. The Readme.txt includes my changelog and to-do.
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I want to see that in action.
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@caipi I couldn't help myself and took a shot at a balance pass for those engines just for the fun of tweaking things. Using a stock Swivel as reference, and loosely considering the nozzle ratios I came up with the following new stats for them. 25kN for the upper stage engines is just right.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
@damonvv Uhh... Can I get some context for that? -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
@MrAndroPC It works on 1.8 so just do it/install it. But don't install anything else that's included in its download. They are ancient and will crash KSP. Also install this because some animated parts will cause your spaceplane to spawn 1km in the air and fall down. Also install this and its dependencies so that you get lots of features and fixes. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
@Atlessa I know your pain very well, but at the time I used this mod (back in roughly KSP 1.2) I wasn't yet aware of the drag cube system and the fact that the warp bubble counted as drag surface. The suggestion by @RoverDude is spot on. The drag area numbers have dropped by several orders of magnitude. Save this as a new .CFG file anywhere in your GameData and let us know how things go.- 1,693 replies
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@Gordon Fecyk I'm enjoying your JNSQ Exploration series. You mention that Mun has only 3 crater biomes... There are actually 5. The two you missed are quite likely the exact two that are explicitly meant to be hard to notice. The team is also using your series for golden feedback opportunities so, much much appreciation to you for doing this.
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Nah. Not me. I have no huge mod to make me worthy of being among such a high class pick of names.
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
I don't think I've used LGG's version yet so I'll assume that's a QoL feature he added. I've never seen the option to configure the marker's length and thickness. If that exists it's not in an obvious place in the UI. I've used just about every button by now and seen no hint of those controls. -
Linking ModuleManager Modules
JadeOfMaar replied to ShakeNBake's topic in KSP1 General Mod Development Help and Support
@ShakeNBake I understand that you want to acieve this with just stock but I'd still like to suggest this: Perhaps try installing just the dll(s) from Nertea's Station Parts redux and configuring your centrifuge to use that. All the centrifuge functions you'll want are in there. You have a great idea there btw, trying to use the Convert-O-Tron setup for it. I'm surprised it hasn't worked out perfectly. -
[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
JadeOfMaar replied to OhioBob's topic in KSP1 Mod Releases
I need to see this. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Azic Minar I havent written a tutorial but you'll need to learn to use this mod to produce the new attachment nodes, then copy/save each one into an MM patch config for the parts you're targeting. Some starting tips: Every stack node's name goes like node_stack_thingyouwant# but there is only ever one surface attach node and it's named node_attach The numbers in a stack node are X, Y, Z, X, Y, Z, S where the first XYZ are position, the second XYZ are rotation (0 to 1), and S is node size (1 for 1.25m, 2 for 2.5m and each higher number is increments of 1.25). OPT tends to use size 4 for J and K, and size 3 for Mk2 and inside the cargo bays. When you press the Show Orientation Marker button in NodeHelper's UI, the selected node will show a red line pointing outward from its center. This line is hard to see when you make the node marker size 3 or bigger. Do not attempt to add, move or rotate nodes while in the SPH. The world orientation is different there and will screw you up. Only use NodeHelper in the VAB. X+ is through the VAB main door, Y+ is skyward, Z+ is ventral/to the flag-bearing VAB wall. -
[1.12.x] Near Future Technologies (September 6)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
The VASIMR has an engine module plugin (behind the Isp slider control). Tweakscale is rightfully unable to deal with it, I guess. -
[1.11.0] Airline Kuisine v2.5.0 ~ [Jan 2, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@linuxgurugamer I could very much look into it and make it happen. I can't give an estimate on time/date yet.- 146 replies
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Those won't happen. Star Theory doesn't like the idea of handwavium tech (FTL) or celestials (portals) and made that clear early on. They also made it quite clear that Metallic Hydrogen and amazing fusion drives will be present. I'm pretty confident that that respect will indeed last a few decades as to make such a DLC after saying they don't like implausible stuff would be quite a shot to their own foot. Star Theory fully respects the modder community and will leave it to the modders to add those things. Galileo and LinuxGuruGamer, to name a few (prominent mod makers) were invited to be on-site at the game studio to give their insight into what to build into KSP2. Granted I think none of the invited crew were part makers who make interstellar stuff. KSP2 effectively has KSP Interstellar baked in. Look at any of the gameplay trailers. There are many instances of fusion drives. Epstein is likely the main engine on the ship approaching the binary worlds (or the ringed giant's ice moon). It would be utterly silly to provide only contemporary rocket engines that can only comfortably lift things up to LKO. To do so is like KSP1 only having SRBs for everything. I'd really hope that Star Theory utilizes uses double-precision floats instead of single-precision floats (basically, 64-bit number strings with a shifting decimal point vs 32-bit). This issue alone is the root of many problems when using planet packs that install distant star systems. The rise or primary symptom of the problem, in a nutshell is: There are only so many digits in a float, and when something needs to be both very far and very precise, crap happens (like flickering, flailing orbit lines). To answer the question in the poll: "Under what circumstances are seemingly fictional technologies ok?" I say: KSP and KSP2 are made to be modded. And to mod a game is to make it your own. If you're into implausible tech or you don't like the waiting game that Harsh Reality(tm) forces you into (actual play time is that much more valuable for us with day jobs, you know ), create the mod(s) for it yourself or wait for someone capable to do so.
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"JNSQNoGhosts" is indeed "supposed to eliminate the pentagon-shaped reflections (ghosts) while keeping the diffraction spikes emanating radially from the sun." What you described sounds like a conflicting situation that shouldn't happen. It sounds like you got the flare to stop showing completely, and the Sun body is now exposed. Delete your ModuleManager.ConfigCache file and restart KSP. That should help. If it doesn't, I'll need to see your KSP.log. The purpose of the scatterer vs Unity flare setting is to reduce our dependence on scatterer to look great. The same great flare powered by scatterer is also built to be able to appear when scatterer is not installed. But scatterer allows for blending and compositing effects not available in Unity to KSP. The Unity flare falls short a few points as a result and they are hard to miss. I can't give you straight answer re: which gives better performance. Ditching scatterer on the whole will save you performance. The asset files (on disk) for both version of the flares are practically the same so it shouldn't be a bother, but I wouldn't be surprised if the Unity version does not swell to several times its size on disk when KSP and the GPU load it up. That's usually the case with any image files that are not DDS format. They're supposed to look identical from orbit. (You shouldn't need to be able to tell the sunflare modes apart. That would be a good thing.)
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
OPT Reconfig is an optional enhancement to OPT's "Main" package. But it is required by OPT Legacy and it is a separate download, not bundled with Legacy. Reconfig does nothing by itself. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
Yes lol. 1.9 is coming so I reeeeeally hope they fix that. There should be a very visible outrage from the stock airplane people alone, let alone the mod-using community. -
[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 gotta get paid to log in on Facebook, lol. Mirror symmetry is broken by KSP 1.8. That's something for Squad to fix, not me. It happens to the stock Mk2 bicoupler too.