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Everything posted by JadeOfMaar
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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 3.0.4 [Feb 03, 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- 1,072 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.
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@New Horizons I assume you haven't installed Omega's asset pack then. Nobody should have trouble picking a launch site once they're in the SPH or VAB. (Click the clear KK button to the left of the yellow wrench icon in the lower right toolbar.) The ability to pick a launch site while in flight might be gone but idk. I've never clicked on a runway or launchpad since the days of GPP and its KSC++ (KSP 1.2, 1.3).
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The changelog in the thread OP or the version file in the download has the answer. KSC Switcher is very much not recommended.
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
This would affect the stack node size and likely attach strength, but won't affect the docking node size and might not affect the docking magnetism strength (feel free to correct me, anyone). An up-scaled junior clamp-o-tron will still only be compatible with other junior clamp-o-trons. -
In my recently acquired addiction to KK I learned it well and explored it far, and so I found (and showed to Galileo) every reason for him to hate it. I don't want to spell it all out as I might deal a savage hit to its reputation and appeal to the casual player. In my case, personally, the fun I had learning it was enough to outweigh the points that turned me off. The most obvious bits I will mention, though, are: When you return to the space center scene after visiting or launching at a KK site (or at any point, as long as KK is installed), the terrain and space center models get shredded and shuffled like confetti or the little folded papers with lottery numbers in a raffle box. Now, that might just be me and my ancient GPU (Nvidia GT 630) but that kind of thing even happening grosses out anyone who cares a lot about immersion factor and a stable game. The "Use last launchsite" toggle (in Difficulty Settings) being on by default and causing the space center scene to lock itself onto the old, useless KSC2. This one trips up everyone who's new to KK and angered me a lot, and angered Galileo the most. (Half of why I'm mentioning this is so that others who are new to KK will read this and tell their friends? Until that toggle is set to off by default, or fixed.)
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Everyone who's into Chemistry knows of Heavy Water... But this is the first I've ever seen of Lighter-Than...Water. It will be dealt with.
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[1.12.2] BARIS - Building A Rocket Isn't Simple
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
The FOR means: Run this patch as part of the loading sequence of the given mod [BARIS]. This mod [BARIS] exists so execute every other patch that NEEDS this mod. And it's good to know that FAR doesn't like that so Angel can put a prevention mechanism in for future releases of BARIS. If there are other modules that FAR doesn't like BARIS messing with, please reveal them ASAP.- 571 replies
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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
@Nio9345 I assume you're not familiar to how OPT works without FAR, so here's a heads-up. Nearly all OPT parts are either wings or lifting bodies (possessing lots of surface area on one axis so that they have the basic ability of a wing) like Mk2 but not Mk3 parts. In addition to that, tweakscaled engines get very heavy very fast, easily dragging your CoM to the back and making things hard for you if you simply put all your engines at the back. But this is a basic principle that everyone should already know soon enough. The way you approach plane parts needs to change. Actually I linked the OPT Reconfig thread specifically to show you the changelog featuring the change/adaptation of OPT engines into CryoEngines, not for anything else. Though, as @linuxgurugamer suggested, since OPT Legacy and Reconfig are involved, and I own that thread, it's more appropriate to bring support requests there. (I still watch this thread actually, mainly to point people to Reconfig when they come asking for X fix or Y compatibility.) -
@EnderKid2 You're missing Community Resource Pack. Station Parts Expansion needs this to define all of its B9 tank types, without which, they don't exist, then subtypes become invalid, and B9PS will throw fatal errors.