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Everything posted by JadeOfMaar
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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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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@grisby_2133 Delete the Firespitter bundle from your OPT download. After all, that download is for KSP 1.3.0. KSP has had at least 3 large enough changes since, which will break plugin mods. If you use OPT Reconfig, feel free to delete and forget Firespitter altogether, as OPT Reconfig's purpose is to remove OPT's dependency on Firespitter. Fuel and mesh switching is done through B9 Part Switch now. @Arabian_Shadows If you're able to get KSP to finish starting up and OPT parts are missing then you've installed OPT wrong. If you're looking for certain OPT parts from way back then those simply no longer are around. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
@gilflo For lack of experience (I'm not a CryoTanks + CryoEngine person though I do enjoy somewhat the idea of having all my craft run on fuels that aren't so abstract like LF) I truly can't imagine how you're able to juggle LFO and LH2O, especially in OPT's already dual-mode engines. I don't have any hint that you can config your way beyond the stock limit of two modes per engine, so I can't imagine how I've unwittingly made things hard for you. All i can suggest is to delete or crop the cryo configs in OPT_Reconfig/CRP/ ... -
Squad is a very small company and is known well for rushed releases. And anything rushed will lack in quality and stability so I (and many mod makers) would much rather Squad take their good, good time and for players at large to learn to take their game out of Steam and make the most of it. 1.3.1 is technically legendary regarding quality and stability. With how messy 1.8.0 is looking it would be a much better idea if Squad timed this one for Christmas. Furthermore, you don't pay $$ per KSP release so nobody has the authority to rush Squad.
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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
@MaxxQ @grisby_2133 Sorry, fellows. I messed up a release again. I missed a spot when I changed the SAGE and SURGE engines to no longer always need CRP installed. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
@AlexPlaysKSP Does the loading bar say something like "SAGE Engine" when KSP hangs? If so then you're using OPT Reconfig and should need to install Community Resource Pack. If you're using KSP 1.8 then I can't help you but I can tell you that there's something unique to players in the EU that causes KSP to fail to start for them. -
Kopernicus is version locked (Absolutely remember this) and many mods that have plugins (in this case, Kopernicus, a dependency) need to be recompiled because of how big the 1.8 update is. How long a given mod takes to update depends on some very wide variables: Free time; motivation to do anything in KSP; How complicated the mod is; Stubborn issues that crop up. JNSQ is going to take a while on its own because of its size and the next set of new features.
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Most likely, yes (using SCANsat) and that is due to them being available to everyone to use, not just owners of Making History.
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Rational Resources 3.1.0 [Feb 18, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@The-Doctor Rational Resources' own clone of the NERV has an option to burn Methane (single propellant) but you'll not find any bundled Methalox engines. Those are up to the other mod makers to produce. The quickest ones to get are in @damonvv and @Nertea's mods: NF Launch Vehicles at the NFT group thread- 1,073 replies
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The problem is most people don't think to grab Kronometer when they grab JNSQ, this may even still apply if Galileo did mention it there. And we own Kronometer, and it's not going to need to update again for a very long time. This should have been the case with Rational Resources though. A lot of trouble came out of that one.
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I built Woomera2 and Darude specifically to replace and surpass Woomerang and Dessert. My bases have more features to explore beyond just one lonely pad. Unfortunately I don't know the keys to make Woomerang disappear so it and Woomera2 coexist.
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Actually KK can stay, but removing Omega's stockalike structures will cause the MH launch sites to return. They are disabled if both KK and Omega's are installed.
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It's removed because I built the Darude base exactly to replace and surpass it. The same would be the case for Woomerang but I don't know the key for that so they need to coexist, my Woomera2 is a few km away from Woomerang. Now this is not a problem for those who still don't have Making History.
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Ahh. Alright then.
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@New Horizons I fail to see how KK isn't the right additional mod, neither how it's too complicated: Install Kerbal Konstructs Install Omega's Stockalike Structures (very lightweight asset pack that gives you pieces other than the built-in to use) Go to Difficulty Settings in your save(s) and turn off KK's toggle for "Use last launchsite" since it breaks the space center scene I find these statements contradictory. There are 14+ sites waiting to be found in JNSQ, 4 of which let you launch rockets, 2 of which are merely things to find which can help your career mid-game, and while the 9 airports are for decoration they can still be useful themselves. The only possible complication is that players must go out and find them and buy them. KSC++ is a single space center, really only an expansion to the KSC and doesn't give you reason to explore Kerbin, especially this much bigger Kerbin, which is why I have the space centers scattered all around. Also, if KCT no longer works with KK then that's very unfortunate. I understand that. KSC++ needs KK in order to operate anyway, so there's no evading it if you want more space centers, and there's no other mod like KK. Indeed, a separate Kronometer install is no longer needed. Players tend to forget to get that mod separately.
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@Lisias I'm gonna take a moment and strongly point out that the spelling you want in the sample error message is "latter" not "later." I only finally grabbed 2.4.3.4 (after sailing on a much older version for months) expecting reported problems between it and my mods but didn't meet them. So I'm pretty happy for myself but sad for those who reported.
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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
The Tweakscale configs you're looking for do not exist. Wings and engines = yes. Everything else = no. @gilflo I have not met the fatal Tweakscale problem. I installed Lisias' version 2.4.3.4 and everything seems fine. -
@New Horizons There are 5 major facilities (only 4 are actual full blown launch sites), 2 harbors and 9 airports. (In addition there are 2 misc facilities hiding in the mountains.) Yeager's helipad should not be visible. I didn't check these things in career mode (or a fresh sandbox for that matter)... You need to find them all (with much welcomed help from SCANsat) and then you have to go to them and buy (open) their spawn points to use them. To post a picture you need to host it somewhere like Photobucket Imgur, get the direct link, and paste that link to the forum. The forum then embeds and displays the pic. If you have already launched something you will immediately notice two nearest facilities.