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KSP2 Release Notes
Everything posted by JadeOfMaar
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Not a bug but a feature that's off by default. Go into Difficulty Settings and turn it on under KK: Enable CommNet GroundStations.
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Bigger Reaction wheels.
JadeOfMaar replied to Arugela's topic in KSP1 Suggestions & Development Discussion
IRL, reaction wheels are actually incredibly weak (just enough to hold a precise heading or orientation in vacuum) and RCS thrusters are where all the SAS muscle is. It's directly the opposite to how KSP presents them. IRL, if reaction wheels had the kind of power to turn a ship around easily, they could very possibly threaten to deform the ship and even tear themselves off. That imbalance in KSP is why this mod exists: If you look at the huffs and puffs of RCS from the F9 lower stage (from 3:16) in this video, you get an idea of how strong RCS really should be, and how it should behave while firing. There's no single long burn of weak-sauce RCS like you're accustomed to, neither does the stage turn itself on plume-less magical over-torque from its reaction wheel. -
Does the Kraken actually exist in KSP?
JadeOfMaar replied to jimmymcgoochie's topic in KSP1 Discussion
Definitely. I once launched a very large, ambitious manned expedition to Eeloo. But I summoned a kraken through abuse of a shielded docking port. When the ship reached Eeloo and aimed to land (or just the lander did) the kaken fully manifested and ate the main ship and everyone but the kerbal in the lander. Things got messy along the way too, I think. So I had a hint it was coming. Once upon a time, there was a galaxy mod (adds lots of stars and planets) whose name shall not be named, but it possessed a black hole and what I call the "black hole kraken." The black hole's gravity was so strong that it broke physics and spawned a silent, vicious kraken that filled Mun's SOI. Anything that went to Mun would vanish when the player switched scenes. -
Bigger Reaction wheels.
JadeOfMaar replied to Arugela's topic in KSP1 Suggestions & Development Discussion
The need for a mod, and the casual player becoming a mod maker, often arises out of the burning need for Squad or a previous mod maker to fix their stuff. Simple problems like the reaction wheel and RCS thrust problems can be solved with a teaspoon of MM config knowledge. A stock mk3 drone core and inline reaction wheel would be nice, tbh. And a proper Mk3 nose and tail for making Skylon. -
These mods and an established path to realism exist already, they are called Sigma Dimensions + Rescale. The first thing to do is to up-size your universe. Once you do so, your rockets are no longer clearly large and OP for their jobs, and you grow to realize that stock scale is too small. 2.5x or 2.7x are the ideal scale for beginners and most seasoned players, and SSTO design becomes reasonably hard to accomplish. After that (at higher scales) you'll want FAR which adds a realistic aero model and ends the drag cube system. Finally (after 3.2x scale), you'll want SMURFF which deals with parts being super-heavy. Alternatively, if you're hoping to nerf all engines so they fit better into stock scale... Uh... Have fun setting that up and actually playing with the engines afterward. For example, Skylon's SABRE operates up to Mach 5 on air, and Mach 25 is the equivalent of orbital velocity. So you'll want to nerf the RAPIER to operate up to just Mach 1.5 on air...... You can still use SMURFF at stock scale and fix the part mass thing but the rest of it...nobody's going to want to do it, to be honest.
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Stock parts are OP for stock scale. Everyone who plays 2.5x and higher scaled games knows this. Wouldn't that add to the over-thrust and dynamic pressure problems though? Exactly. Thrust curves are the answer. The intense drop in acceleration when an SRB flames out in-game has bothered me for the longest time when I'm concerned with manned vessels or I otherwise want smooth transitions in TWR between stages. This mod is compatible with Making History and the Moar Boosters. I don't know if you can select from different thrust curves but they are applied and they will make your day.
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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
@Nemesis bosseret Logs? I haven't met your problem. -
To put it eloquently, trying to fathom the scale of this update after seeing the changelog and all these screenshots, is like standing in Godzilla's footprint and somehow not knowing yet what Godzilla is and that he was just here. It's simply so big and so great, and I agree with Nertea in that I've seen just how sensitive and eager @CobaltWolf is towards ensuring all the little details are present in any part he makes. Congrats on this gigantic release. It's like a whole new mega parts pack in itself due to all those new and improved part families.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 1.0.2 DOWNLOAD :: GitHub :: SpaceDock Updated SSPXr extras config. Caught redundant/overlapping subtypes. Added WBI logistics module to all stock parts when TankSwitchForSquad patch is active and Rational Resources is in Classic Stock play mode. Tiny adjustments to nuclear engines.- 1,072 replies
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Fabulous. over the top and fabulous.
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If Star Theory posted as frequently as people are demanding, they'd quickly spoiler the entire game then you're no longer care about it when it arrives. The whole discovery element of the game would be destroyed. The fanbase has already been given a great serving of knowledge of what's inside and what to expect. Software development involves very granular work to build and to test. With that kind of thing in mind, asking for a news flash after not even 2 months is kind of greedy.
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
Tech tree = Yes Probes Before Crew = No. Ask in that thread. -
@linuxgurugamer @IkranMakto From the description of this mod it is easily assumed that it only works on ModuleLiftingSurface which produces the blue aero overlay lines. It was clearly only made to target craft that takeoff/land horizontal and have wings (see: no screenshots feature helicopters or other VTOL). BG's heli blades, however, use ModuleControlSurface, the elevon module. It produces the yellow (and pink for DLC features) aero lines.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@todi I've responded to the Git issue and sent a request to CKAN about the parts package.- 1,072 replies
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Better question: Why does the one jet engine (the Whiplash, I think) have engine light? Simply put, KSP started out as a very, very, basic game. Many of its little features tend to be an interpretation of a very necessary mod. Engine light can be handwaved by adding spotlight parts to your ship. It's not worth Squad's effort, I suppose, to add the feature to engines, and especially, add a module for customizing it. No. Any mod that's installed, tweaked or uninstalled needs KSP to restart to notice the change.
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Yep. Scaling the universe. (And it's 2.5x and 2.7x, not 1.5 and 1.7.) Stock scale, where Kerbin is 1/10 or 1/11 the size of Earth, is too small. You realize that when you become an advanced player and don't like it anymore how easy it is to make SSTOs and get to and from places with stock parts or you don't like it anymore how little "room to run" you have when you want to accelerate with hypersonic jet engines, or aerobrake at length with reentry devices. Scaling the universe is mostly done through Sigma Dimensions but some planet mods exist where the planets are written to be large by default and do not need Sigma Dimensions. The major scale factors are: 2.5x (what many of us wish KSP was by default. Surprise: stock parts are actually balanced for this one. They're OP for stock scale, making SSTOs so easy.) 2.7x "quarter real scale" 3.2x (stock parts are nearly unplayable without re-balance mods at this point. some of these are SMURFF, FAR, KRnD.) 6.4x 10x "real scale" (the scale of the "Real Solar System" mod which bring the real solar system to KSP) 10.625x "true real scale" (where Kerbin's radius is much more precise and nearly spot on with Earth's radius) gilflo is a 10x person. I'm a 2.7x person. The slight derail is fine. You asked a question. I answered.
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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
@papasid The problem is that you're doing things wrong. There's no problem with KSP: Your planes are designed so the CoL is directly on the CoM. Don't do this for airliners, cargo planes or spaceplanes. It's only fine for small stunt planes, fighter planes, and helicopters imo. Always leave some room behind the CoM for flight stability and for the plane to have some resistance easily against flipping over. The CoL marker shown in stock can be very inaccurate at times. Always expect it to move forward or backward by maybe 1.25m. (For that reason, mods like CorrectCoL exist, however, you mostly don't need to get such mods.) Related: You put too much of the fuel mass towards the back. When the fuel runs low, the CoM will move behind the CoL and the plane will become flip-happy. Design your plane so that the CoM is in or near the center of the cargo area and that it barely moves when fully fueled and when empty. Once that's done, there will no longer be the danger that the payload will move the CoM far out of place and you'll have much less need to move your wheels when you insert different payloads. Wheels. Always use large(r) wheels for the back of your aircraft. This is so they better support a large plane's weight and so there's sufficient ground clearance for the plane's rear at liftoff or touchdown. The "main gear" as these rear wheels are called, must always be immediately behind the CoM. This is to enable the plane to pivot on them and lift its nose for liftoff. The main reason your planes can't liftoff is that you have your wheels very far back. See how a see-saw or a pair of scales pivots about their center. What you're doing is giving yourself, what I call, the "table legs" problem. Once you do wheels corectly, you won't need the SRBs anymore and you can liftoff at normal speeds like 60 ~ 90m/s The moment you attach something that's meant to fall off when it doesn't work anymore (the SRBs for example) your plane stops being an SSTO. One of your planes has 3 front wheels in a row along the long axis of the plane. Don't do that. That just looks too silly and is entirely impractical. If you really need to add strength to your front wheels (you won't until you start building kiloton crafts), place them in a pair in mirror symmetry and very close together. You don't know how to use the engines. Some of your planes have WarpJets on them but no Power Spheres to meet their ElectricCharge demands. One of your planes has 4 completely different engines attached. Each of these has different fuel needs, different performances at any speed and altitude, and they have efficiency ratings that vary wildly. These factors can make it impossible to anticipate how much of each fuel to bring or not bring for different situations, and make it so that more of your engines become dead weight when they're no longer in the situation where they work well or work at all. All of your planes will be fine once you grasp these things. -
@hoover2701 What it looks like to me is that map data is encoded in this region within persistence. Delete all the Body{} nodes within Progress{} and you may get what you wish. SCENARIO { name = SCANcontroller Progress { Body {} } }
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Inline air intakes & SSTO parts?
JadeOfMaar replied to Cloakedwand72's topic in KSP1 Mods Discussions
@Cloakedwand72 There's nothing in my mod that makes it urgent for me to update it to 1.8 so just try it out and see. I will revisit it soon and update it myself in due time. Also yes, it's very well balanced in power and career progression. If it seems OP (when you get to the oxidizer generation) remember this: The real SABRE creates is own liquid oxygen mid-flight, breaking the need to launch with the full amount required. This is at least half of why the SABRE exists. The converter for this is on by default and can be action-grouped to turn off. @Cavscout74 It's fine. No problem at all. Since it's unfinished I'm fine with people not knowing about it. -
Inline air intakes & SSTO parts?
JadeOfMaar replied to Cloakedwand72's topic in KSP1 Mods Discussions
@Cloakedwand72 If you're looking for a proper Skylon engine setup you can try my WIP mod. It's meant to be exactly what you're looking for. But just don't ask me to finish it. It's in working condition and overall great as-is and it supports Nertea's CryoEngines, but is just a bit lacking in texture options. P.S. You can do @ and type out a person's name. It's generally bad practice to quote an entire large post (typically, a thread's opening post) to get someone's attention. @Cavscout74 Near Future Aeronautics is actually the best bet since it's only an engine (and intakes) pack and contains RAPIER-alike engines, both standard and atomic versions, and inline intakes. DSEV's RAPIER solution is indeed way overpowered and in need of a re-tuning. As it is, it's meant for large aircraft to get off of Kerbin with both high power and high efficiency, but it feels like a quick fix kind of thing and it's only usable in atmospheres with Oxygen. I could have fixed that for Angel-125 but I don't think anyone uses it anyway. I anticipated no demand so I found no motivation. Mk2 and Mk3 Expansions are exactly that. There's not going to be a 2.5m intake or engine. (Feel free to prove me wrong, I haven't used these in a very long time.) As for OPT, OPT itself contains a 2.5m dual-mode (turbojet, scramjet) engine, and OPT Legacy contains a 2.5m intake specifically for it. OPT is based in sci-fi and handwaves a few things so it's not going to fit your bill if you're fussy about stockalike performance. There's a Mk2 engine in Legacy that serves as a RAPIER, but due to the sci-fi nature, its LFO Isp is excessively high for folks who want stockalike performance. This is fine, however, when you get to consider the masses of OPT planes overall and when you grow to stuff super-heavy 2.5m ~ 3.75m payloads into them. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@papasid If a plane can't liftoff at 300m/s then you're doing something very, very wrong or your KSP is broken, or you're using FAR. The OPT Legacy wings don't have FAR settings so they're useless to you. Craft files would be nice so I can see if there's a serious design problem. If you have a very heavily modded install, please take the time to create a new install with just OPT and its associated mods (B9PS, CRP) and use the Ore tanks to create a dummy weight version of your payload. That makes it easier for both of us to diagnose your craft. -
@therealcrow999 Just rename Air.txt to Air.cfg. Same thing with Stress if you want that too. Assuming you're in Windows 10 (this might apply to Win7 and 8.1) just go to the View tab in an Explorer window and check the checkbox (to the far right) to show file name extensions. That's how you can change a .txt file to .cfg and so on.
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