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KSP2 Release Notes
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
@gilflo I've been keeping my distance from Tweakscale and I know all about that since Tweakscale was rewritten. I'll look into it soon and I'll have to rewrite OPT's Tweakscale configs but until then you'll be fine on older Tweakscale. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
You're welcome. Lol! Well... I released that change a moment ago... it complements/completes the OPT CryoTank option(s). If you don't like it, delete OPT_Reconfig/CRP/OPT_CryoEngine.cfg and let me know. You shouldn't need to add more tanks to your plane. -
[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 The folder FerramAerospaceResearch exists in your GameData folder. Just being there is enough for FAR patches to trigger. Delete it. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
To access this, click the mode switch button by the search bar as if you were going to access subassemblies. OPT Legacy 1.4.1 Ensured OPT Mk2 intake always has normalized heat tolerance. Updated WarpJet engines to now default to IntakeAir if CRP not installed. (No more KSP freezing on the SAGE and SURGE engines.) Fixed drag cubes for Stail and Stail Freight parts. OPT Reconfig 1.7.0 Added Rational Resources tank types patch. Added boiloff module for OPT CryoTanks. Delete the plugin for it if this feature is not desired. Added Subcategories config. No extra mod required. Fixed duplicate vesseltype keys in cockpits. Fixed drag cubes for J body, particularly the inline drone cores and SAS/RCS. Surprise! These were quite a nightmare too! Fixed Connected Living Space patch: Added many parts to this as passable volume was considered in the tank volume re-balance in Reconfig 1.5 ~ 1.6. Fixed entries for a 2.5m cockpit in B9PS, WBI, IonCross and CLS integrations. Ensured OPT Mk2 intake always has normalized heat tolerance. OPT engines become CryoEngines if CryoEngines is installed. Updated WarpJet engines to now default to IntakeAir if CRP not installed. DOWNLOAD - OPT Reconfig DOWNLOAD - OPT Legacy -
I assume you have something installed that I made. Send me your KSP.log and ModuleManager.ConfigCache
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Just shamelessly helping to spam this page of this thread with this pic. Lol. I eagerly await my turn: to write configs for this.
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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
Compatibility (or lack thereof) between Kerbalism and Angel's mods is unknown and anticipated to be negative. I personally would advise starting a new game when changing your failure mod, and especially, going into Difficulty Settings and turning down the BARIS settings because it's on hard mode by default and will very likely upset all of your crafts that are in flight already. It's worth a shot to try the mod switcheroo mid-game, just so that there's feedback and finally a solid answer for others who will come along asking the same question.- 571 replies
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Hey @gilflo I got blown away by what you're doing here. This is what peak performance looks like! And it's something I've wanted to see for a long, long time: OPT Spaceplanes (using OPT engines) in real scale. I'm curious to how you met the J-81 engines' EC demands since you removed the RTG cluster from the spaceplane's back? Is there a "Tidal Force" power sphere in the service bay? I also notice you have very little LH2 now. Care to explain?
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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
Assuming you have FAR (which I doubt. I don't see the app button for it) you may have the "other" OPT FAR config. If that one and the FAR config in OPT Reconfig are present, they cause conflict. I also suspect you might have TweakableEverything which is very incompatible with OPT for reasons. If you don't have either of these, send me your KSP.log, your KSP/GameData/ModuleManager.ConfigCache, and the folder: KSP/Logs/ModuleManager/, preferably all in a nice zip file. If you don't know how to share logs there's a red button in my signature. -
I borrowed a Mk2 Expansion engine to convert into OPT engines and went for a test flight. Returning from that flight I decided to try landing on the VAB. This was done because lack of fitting VTOL engines has become a new barrier to play-ability for me.
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Are the life support mods like usi actually challenging now?
JadeOfMaar replied to paul23's topic in KSP1 Mods Discussions
What you described sounds like alcohol rocketry and ammonia rocketry, past and inferior means vs what we have now (hydrogen and methane rocketry). Unfortunately I don't think there's any mod that makes these a thing in-game (apart from Realism Overhaul which is far too much of a game changer for your needs). What you may be looking for includes: For the early game: more 1.25m parts, preferably with MonoPropellant or SolidFuel engines (perhaps "Streamline" and MOLE); For the mid-game: parts that focus on Hydrogen and Methane such as Nertea's Cryogenic Engines, NF Launch Vehicles (part of the NF Tech suite), and mods that enable/encourage cryo-fueled rocketry: CryoTanks (bundled with Cryogenic Engines) and Rational Resources which, in itself, adds some of that fat you mentioned, onto the MM cache and tries to reduce the dependence on Ore and LiquidFuel. Raising your planetary scale may be very necessary as well. I wouldn't push for real-scale, though, just up to 2.5x, or 2.7x (quarter real-scale) where stock parts are said by many to be perfectly balanced and SSTO spaceplanes are no longer insultingly easy. At this scale it's refreshing but not yet overwhelming to have to reconsider dV requirements to get anywhere, and hydrogen engines start to show their worth. Stepping up to real-scale only makes dV calculation and time expenditure a major issue, but once that is conquered, the original problem of "things becoming easy once a permanent base is deployed" returns. -
Are the life support mods like usi actually challenging now?
JadeOfMaar replied to paul23's topic in KSP1 Mods Discussions
@paul23 KSP is at its core a rocket builder game with the use of "science points" and its own form of in-game currency to drive its progression systems. The kerbals give soul to the game but little else, I think, so matters of life support, socialism and the individual's mental faculty are out of its scope (unlike The Sims and every RTS game out there where the population and not the physics, are at the core of the game). As previous folks have pointed at, what you're looking for include habitation mods (these increase the mortality of, and add mental and social needs to the kerbal) and part failure mods (what it says on the tin). Habitation is separate from life support so to be clear, most life support mods are not also habitation mods. Life support: Kerbalism (Effectively TAC with extra resources and situations for them wrapped around it, namely the uses of Ammonia and radiation shielding materials.) USI (Two resources in (EC + Supplies), one resource out (Mulch). Allows death.) TAC (Three resources in, three resources out. Allows death.) Snacks! (Is even more easy mode and simplified than USI but allows death.) Air! (Part of Snacks!. Can operate standalone.) Habitation: Kerbalism (features availability of crewed space, cabin pressure and resource loss, loneliness and mental degradation, atrophy in microgravity, space radiation and solar flares.) USI (features availability of crewed space per kerbal, time spent in differing ships affects mental degradation, ability to toggle Kerbal Health (features availability of crewed space per kerbal, loneliness, atrophy in microgravity, space radiation, random illness and outbreaks/quarantine, social chemistry between crewmen. ) Stress! (Part of Snacks!. Can operate standalone. features stress buildup from [microgravity, starvation, suffocation, loneliness, no homeworld connection], random illness.) Part failure: Kerbalism BARIS! (also produces random events where your space program directly experiences gains or losses including: new hires, sudden profits, budget cuts, political swings, ragequits, deaths, breakthroughs...But it's in hard mode by default and very configurable.) DangIt! Oh Scrap! (Requires ScrapYard) Un-rapid planned assembly: KCT ScrapYard (superior inventory system to that of KCT) -
Makes an absolute magical combination with:
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In the main window (where you filter and select statics to spawn) there's a row with four input fields (RGBA) under there to set a new default color for spawned statics. In the tall (individual) static editor window for an existing object, go near to the bottom and you'll see two buttons for Gras Color: Preset, Edit. "Preset" is self-explanatory. To add presets you have to create or edit a config for it. "Edit" gives you a small window with RGBA inputs and a somewhat useless terrain normal selector input field. Do note that as you increase the Alpha value, this normal texture gets stronger and darkens the final color. I didn't think to update the KK preset color since I avoid adding onto the KSC (because other people have done and will do so). So... that's very obsolete now. Also, I didn't save many presets as it quickly turned into a dumb idea to do so. The KSC Harbor color is very different from the C. Yeager Harbor color, which is annoying as both harbors sit on sea level and blend into the shore. I picked various latitudes and altitudes to build the other bases on and I had no expectation that others would come along and build their own bases.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Lach_01298 I use MetalOre because I'm a fan of EL and SimpleConstruction but not a fan of the USI mods and I never got into playing with Ground/Global Construction. From my knowledge, SimpleConstruction users tend to have very few other mods in their install so they would have no use for MetallicOre, meanwhile, EL's resources were defined at first by EL and not by CRP. The resource placements for MetallicOre that are "already there" in RR are actually there now because I got a few requests to provide MetallicOre. Originally I did not have RR provide it and I saw this resource as the redundant one. Tell me. What is your exact reason for needing EL to use MetallicOre? I can't promise I'll produce such patches as I haven't used any base-building mods in a very long time now.- 1,072 replies
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ClF3 as a replacement for Oxidizer
JadeOfMaar replied to KeranoKerman's topic in Prelaunch KSP2 Discussion
@KeranoKerman "Unambiguous" is not what I would describe LiquidFuel and Oxidizer as. They are abstract and are open to the player's imagination. Because of LiquidFuel's density it's actually primarily considered by the Realism Overhaul community, to be RP-1, a form of Kerosene. Meanwhile, its use in the one nuclear engine, the NERV, suggests that should be Liquid Hydrogen. Of course, it's far too dense to be Hydrogen, and Kerosene would utterly suck in an NTR. But here we are: abstract stock propellants being stretched across use cases far too wide for any one specific propellant to fit. I will agree that Oxidizer is quite a gray area. Most, I think, tend to equate Oxidizer to LOX simply because "It contains Oxygen. It's liquid. So it must be Liquid Oxygen!" However, Kerbalism (and I think, KSP Interstellar) interpret it as HTP, which persists at room temperature for a generous but not indefinite time. With a quick look at the Wikipedia page, I see that ClF3 is stored well in quartz vessels, and reacts quite well with Water. In such a world I imagine kerbals would have tanks made of diamond, and Water would directly replace LiquidFuel as the main fuel. I'm honestly concerned for what would go into an NTR that can operate on Fluorine (and not dissolve). Finally, I imagine that Kerbin wouldn't be green for long if Fluorine rocketry became a norm. -
@Nicky21 JNSQ is 2.7x scale. Kerbin has 1600km radius. 3400m/s is stock scale dV. We strongly advise against changing your home planet after starting a save and continuing to use that save.
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If you have any planet packs that change Sun or move Kerbin. If you have any planet packs that add galaxies. If you have any visual packs installed. Remove all of these. If you're using Scatterer version less than 0.5, fix that. And try to keep your modded KSP out of Steam. Steam's auto-updates of KSP leads to Kopernicus stopping and people complaining. Oops
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A deltaV map's numbers are always estimates. Sometimes rough, sometimes sharp but they can never be exact. Always over-engineer a little and pack more dV than you think you need. Because you'll need it. Kronometer is built into JNSQ now (see JNSQ/JNSQ_Plugins/ folder) so we no longer recommend people download it separately. I don't remember for sure but evidently it did become conflicting on its own.
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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
@Callistoan Initial analysis (pure assumption with some rules of thumb for design) I'm not sure what else I can advise you on as I gave you an extensive report already. My guess is that either your canards are too far forward (bringing the CoL too near to the CoM and making it too easy to pitch or roll) or your CoM moves behind the CoL as your fuel nears empty. Always take the time to check the CoM when empty before you launch, and rotate the craft by its root part in the SPH to see how the CoL will move around. You may still be lacking in yaw control too. It's just a personal issue for me but I don't like having all my yaw control pieces only above the CoM. From what I know, the large vertical fin's purpose is actually not to help you yaw but to enable "coordinated turns" (see: Coordinated Flight: flying and turning without sideslip), so by consequence you only think you have yaw control but actually have too little or none, and no power to control the "phantom yaw" that OPT planes sometimes experience. Professional analysis (after test flights) After replicating your craft I saw a perfectly placed, perfectly static CoM and its steering (pitch) and gliding ability were quite fine. Its handling was great as long as I set my roll degree (as close to zero in this case) and never touch it after, and keep my pitch angle within 20 deg of prograde. The plane has an annoying long moment of inertia with roll and will tend to flip out when the roll leads to sideslip (see "coordinated flight"). With this kind of handling I must conclude that you're lacking a lot in pilot skill as this plane flies very, very nicely once you know how to recognize and anticipate its handling. Again, I shall point you to, and link him this time, @Rocketology Rocketology (Twitch stream). He streams KSP very regularly and he makes it his business to teach piloting and good aircraft design. I have him to thank for my ability to teach you through this post! Test flight album #2 Once I understood the handling I didn't need RCS at all. I think I would lose the stock elevons though. They may be deflecting the wrong way and can be redundant and useless with mustache canards if you don't know and use the concept of leading edge Slats and trailing edge Flaps. As for the 1km spawn problem, the mod linked above is the solution. -
Here you go: Avatar Revival Shutlle. I had to edit it a bit, I replaced the forward fuel tank with more cargo bay. I don't have use for the extra space but I'm sure you and others will. The extra fuel mounted in there is only needed for 2.5x and 2.7x scaled system. The craft's handling shouldn't change a lot without that. Looking pretty good there @gilflo. I guess the cryo stuff is working out for you now.
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Here's my single next submission: Climb-able palm trees (they are JNSQ's new scatters, not a part mod, not DLC) near the KSC. Is this kerbal enough?
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@Deltac Go to Difficulty Settings and turn off KK's "Use last launch site" setting.
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... With this release finally out, y'all are in for a huge treat. Duna dust and Laythe fog! More space centers! (Requires Kerbal Konstructs and Omega's Stockalike Structures) DLC sufarce features work now! Other little things waiting to be found...