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Everything posted by JadeOfMaar
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@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...
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Soon™ New stock-scale spaceplane. It includes the boarding ramp and features a deployment bay with 15 tons payload. This is a test-bed for full Hydrolox conversion-- the aerospike ran on Hydrolox and the plane parts themselves held that fuel mix. The wings were not allowed to hold fuel, and the plane had assistance from 8 short SRBs on liftoff to spare some dV on ascent so it can't count as an SSTO. It's better off only carrying crew and maybe a life support refill for a low orbiting station as it is. Some style points sacrificed for ensured yaw stability. There's no RCS thruster on this.
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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
@horngeek I've revised/updated the CLS config (OneDrive link). I've added more parts to it since I considered passable volume when I did the tank volume balance pass in Reconfig v1.5 and 1.6. Try it out and let me know. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
@Cloakedwand72 You're welcome. @gilflo Ah. Well insert the ModuleCryoTank module into GameData/OPT_Reconfig/CRP/OPT_B9PS_Cryo.cfg before the line that says "// Cabins" so that it looks like this. Please do not accidentally duplicate the existing stuff around it. When you restart KSP, all OPT tanks will be applied to. // Apply subtypes @PART:HAS[#manufacturer[OPT*Division],@MODULE[ModuleB9PartSwitch]]:NEEDS[B9PartSwitch,CryoEngines,!Pathfinder] { MODULE // The cooling/boiloff module { name = ModuleCryoTank // in Ec per 1000 units per second CoolingEnabled = True BOILOFFCONFIG { FuelName = LqdHydrogen // in % per hr BoiloffRate = 0.05 CoolingCost = 0.05 } BOILOFFCONFIG { FuelName = LqdMethane // in % per hr BoiloffRate = 0.005 CoolingCost = 0.02 } } // Cabins @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[OPTcabin]] { SUBTYPE { name = LH2 tankType = OPTLH2 title = OPT LH2 } SUBTYPE { name = Hydrolox tankType = OPTLH2O title = OPT Hydrolox } SUBTYPE:NEEDS[CryoTanksMethalox] { name = Methane title = #LOC_CryoTanks_switcher_fuel_methane tankType = LM } SUBTYPE:NEEDS[CryoTanksMethalox] { name = Methalox title = #LOC_CryoTanks_switcher_fuel_methalox tankType = LMOx } } I would really like to know how Thor Tech is involved with Cryo Engines. I assume you've patched its LiquidFuel engines to burn LH2. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
@RaiderMan Yep. That answer is sufficient. And I'd call those RCS blocks "shirt buttons" lol! OPT has a small array of RCS thrusters to use, all of which are decently powerful and fit for use on heavy spaceplanes. But there's no compact 5-way thruster. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
@RaiderMan Heh. It's the best thing when something steals focus and makes you type into nothing. At least, I had anticipated you'd know a thing or two better and could have had advice to share. I'm sad now that I didn't get to see it. And that is a very interesting situation-- the shuttles and their MonoProp balance. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
On the front page of the forum there's a block on the right called Featured Streamers. When you see the name Rocketology appear in there, go to his Twitch channel and ask him. He makes it his business to teach proper aircraft design. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
Install Community Resource Pack. The SAGE and SURGE engines require IntakeAtm resource which is present in any planet's atmosphere, representing atmosphere usable as working fluid or reaction mass regardless of having Oxygen or not. Those engines can operate in any atmosphere, not just Kerbin and Laythe. -
[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. I didn't add the Ore tanks to the wings. I put them in the rear deployment bay, towards the bottom, and offset them down enough so that KER measures near zero thrust torque. I also made sure that the wheels are offset down enough and the wings not offset too high, all for that zero thrust torque. These things can be quite delicate. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
@RaiderMan The design of the spaceplane may objectively be very bad. Answering someone's query for design help with an autopilot mod is not the way to go. It does not help the person to design their craft better, and if the design is poor enough then the autopilot will miserably fail. @Callistoan Your spaceplane design was objectively bad. I removed the forward service bay as it contributed the most to omni-directional body lift (see light blue aero effect lines in album) and replaced it with a down-facing extra deployment bay. I raised the main wings to raise the CoL to fortify the plane against flying upside down, and added some loaded Ore tanks to control the CoM (since these wings are heavy). I then added some down-facing stabilizers to increase very badly needed yaw control (see omni-directional lift problem), and I removed the elevons from the underside of the aerospike as they lower the CoL and make the plane want to fly upside down. Also, flaps around an aerospike sounds wrong to me-- especially when the aerospike rightfully has gimbal and lots of it. Finally, I added some stabilizers (as canards or forward flaps) to increase the plane's forward pitch authority which is also needed very badly. Note, I keep these wings dry. I don't like clipping things into loaded tanks, and the wet mass CoM offset is not worth the dV. Pitch authority lies equally in an aircraft's ability to force its tail up, and its ability to force its nose down to resist flipping out at high AoA. Either have canards or (preferred) have lots of rear control surface area near the CoM. I no longer needed to empty my RCS to guarantee a stable reentry. It's no longer the shuttle you may dream of...but it's a stable one and not that much bigger. You could skip the down-facing yaw stabilizers and pack more RCS fuel or more sideways RCS thrust to compensate. Imgur Album -
Not happening imo. There is no fixed referenced frame or point to build a dV map on when you go interstellar (There are so many variables for approach at the next system that a given map would only be relevant 1 in 1 million times). By the time you can send anything interstellar, dV should no longer be a problem. KSP2 will readily show you through its end-game engines and propellants.
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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
Kerbalism creates its own VAB category and moves things out of the other categories and into its own. CCK allows other mods to create and occupy their own category. Either you didn't look in the Kerbalism category or Kerbalism and CCK are somehow fighting (and they will most likely only fight over life support and habitation parts) and have somehow made these parts disappear completely. -
[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 If you're not already using OPT Reconfig I highly recommend you do. It makes OPT more compatible with popular mods, re-tunes the engines to have more believable behaviors and fixes many lift/drag issues. There is a cryo tanks patch in there but it requires you to install Nertea's Cryo Engines. By popular demand this patch does not add the boiloff management to OPT. If you're interested I started on a config to make OPT engines run on LH2 as well. It would be nice to have someone to test it and give feedback. -
DAKAR 2020 concept open for suggestions
JadeOfMaar replied to Triop's topic in KSP1 Challenges & Mission ideas
(I take it you read the spoiler) Heheheh. My job is done. -
DAKAR 2020 concept open for suggestions
JadeOfMaar replied to Triop's topic in KSP1 Challenges & Mission ideas
Yes. -
DAKAR 2020 concept open for suggestions
JadeOfMaar replied to Triop's topic in KSP1 Challenges & Mission ideas
Yeahhhh... I noticed that there's a river. More like a Strait. My immediate thought was to build my own highway over it (Konstructs) and let loose with my car (with all ability to prevent unplanned ascent or other change of vector). I managed some flying cars too, some months back, but completely lost the skill for it now. -
DAKAR 2020 concept open for suggestions
JadeOfMaar replied to Triop's topic in KSP1 Challenges & Mission ideas
Hmmmm. This gives me the idea to try Smart Parts on a car, and inspiration to mess with cars again in general. -
Rational Resources 3.1.0 [Feb 18, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@infinite_monkey Chances are the stock tanks are defaulting to the Structural subtype. That's either my intention or one of those tiny harmless quirks or oddities that KSP has. If you can still choose from RR's options in the stock tanks then my only advice is to live with it, sorry. Personally, sometimes I like that the stock tanks default to Structural for the cases where I want to play with fuel other than LFO. I tend to ignore the stock dV system as much as possible since it has a few false assumptions from Squad built into it which makes it useless or unreliable in some situations. It's worth mentioning that Tundra Exploration and possibly Shangsheng Orbital now contain a config that changes some (if not all) of their engines to use Methalox if RR is detected. You may want to go into the respective rocket mod's Patches folder and delete their "MethaloxEngine" config file.- 1,073 replies