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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
@horngeek OPT Reconfig and Legacy make the two ARI engines into dual-mode: the high Isp mode with spool time that you know well, and the quick response mode of typical rocket engines, making them friendly for use in landers. with a little Tweakscale on top of that you can get along well. The J-81 Nacelle in Closed Cycle also works well but it's a big clunky engine and it won't visually work out nicely most of the time imo. -
@King Arthur No, it's not like that here. You only get problems if you uninstall CRP then mods break because the resources they use are no longer defined. (KSP hangs at startup when it loads an engine that uses undefined resource, or B9 Part Switch detects undefined resources). It just works. So have fun.
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CRP itself is just a bunch of configs and only adds resources to your game. It doesn't reduce Ore's availability. It doesn't change your game on its own. It doesn't subtract performance. In this case it's very safe to install and uninstall. However, it is a "foundational" mod, massively important, required by nearly every mod (Many, many mods. Prepare to lose your socks.) that uses resources other than the stock set. It's a "set and forget" thing. Once it's installed you don't have to think about it again and it's always doing its job. CRP is very safe to install, and is very safe to uninstall as long as: You haven't settled into using heavily game-changing mods already; You've uninstalled these heavy mods; Or you're ready to abandon your playthrough.
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I have to remember to consider that when the WBT UI breaks. I've experienced that too much and caused Angel to run around in circles to debug it.
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For some reason... Why 2.7x scale? Because it's 1/4 real scale (and not merely a multiple of the size of stock scale); Because I've joined in with the many players who are extremely dissatisfied with stock scale; Because I particularly enjoy the challenge and the thrill of building and flying a spaceplane that can go faster than Mach 6 and that there's more atmosphere to run through (and use, whether for acceleration or smoother aerobraking) at those higher velocities-- where scramjet engines become practical in KSP. And I'm glad you like it.
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Looking for a stockalike extra-solar system pack
JadeOfMaar replied to EchoLima's topic in KSP1 Mods Discussions
(No. None work with JNSQ. Any that do need to be interstellar-only and preferably made in 2.7x scale like JNSQ is.) I've been a fan of Extrsaolar for a long time. So go with that. I think it still works. JNSQ contains its own outer planets and is larger than stock size so there is absolutely no compatibility with OPM. You surely must be referring to GPP which does have support and moves OPM to GPP's red star, Grannus. JNSQ seeks to set a different standard for how the kerbal universe looks and works: something larger, expansive, semi-realistic and challenging like RSS but still within play-ability for modestly experienced players and for stock parts and where stockalike replica rockets feel right and mostly no longer OP or oversized. Any planet pack that wants JNSQ compatibility needs to see that and step up. We wait to see a decent 2.7x extra system finally appear, one that shares this underlying vision, and not just existing stock-scale ones bragging that they can safely load beside JNSQ. -
My one intentional (or it it?) 2.7x SSTO since JNSQ was released. It has no flashy name and is simply called "A Freight," an Avatar class cargo plane with nearly only legacy parts in it, but also Kerbal Foundries wheels. Its wings hold no fuel and are mounted high (something I normally don't do) enabling some impressive stability during reentry glide, without compromising its handling in every other situation. Its payload rating is 30 tons but its displayed payload may weigh less than that. Those fuel tanks (in 3rd screnshot) do not hold stock fuels.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
That's right. Everything will return to their defaults/randomness. RR was made to help Kerbalism, though, except for the Ore thing. that it does. I'm glad you like. I'd like to see someone implement this in C# actually, but with the ability to escape heavily inflating the MM cache. That might be a massive undertaking and may need to be an entirely separate resource system. Thanks!- 1,072 replies
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@zer0Kerbal thanks- 1,072 replies
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 1.0.0 DOWNLOAD :: GitHub :: SpaceDock WIKI :: Exists Screenshots: Nuclear aircraft in JNSQ Tylo atmosphere. Not an SSTO but able to fly infinitely and refuel its rocket engine from the atmosphere. .. Be sure to delete and re-add any of the extras configs you are using as their filenames have changed. Changelog: Split all added parts and active stock part modifications (except the experiment and the scanners) into their own mod, RationalResourcesParts. This allows RR itself to be a resource placement mod and absolutely nothing more, for those who want to bundle it or those who just don't want parts. Added nuclear engines: "Panther" clone "Main Coon" nuclear turbojet with built-in nuclear reactor. "NERVA" clones. The "O" edition is high thrust and can choose between Carbon Dioxide and Water. The "R" edition is high Isp and can choose between Hydrogen, Ammonia and Methane. Their mode switch feature requires B9 Part Switch 2.10 or later. Added/Updated LqdHe3 presence via ExoRock, ExoIce, Mun templates. Added LqdHe3 to RR Ground Scanner. Added Water to Duna. Reduced MetalOre tank volume. A full tank weighed far, far too much. WBI Classic Stock: Changed nuclear engines to use Classic Stock resources. Added OmniConverters for cycling Atmosphere and CompressedAtmosphere. Provided tank types. Most of Pathfinder's tank types available to all stock tanks through the Extras config. Fixed small error in OPM science config. Fixed XM-G50 intake patch to use harvester modules for ocean filtering. Intake modules showed very undesired behavior. Changes concerning Eve oceans and Kerosene/LiquidFuel: Added large Ore presence to Eve Shallows biome to compensate for a lack of proper heavy hydrocarbon resource outside of RealFuels. Added Extras: RR_EveLiquidFuelOcean.cfg -- what it says on the tin. Also adds a LiquidFuel harvester module to the XM-G50 air scoop. The idea of this is both very necessary on one hand and very silly on the other hand so it will not be active by default and will not be endorsed for use elsewhere. Removed CRP LqdMethane from Eve oceans as this is cryogenic and should not exist at a hot inner planet. It will still appear at any decent world with hydrocarbon oceans-- cold outer worlds. Classic Stock Hydrokerbon presence is unchanged as it meets the mark.- 1,072 replies
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@Sulfur JNSQ's City Lights textures are on this level. No night pics, sorry.
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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 Lol yes -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
CCK and Filter Extensions are mutually exclusive, as far as I see things. Choose one, remove the other. And to my knowledge, CCK doesn't allow for subcategories which is unfortunate. @horngeek Sorry, I have no intentions of making and tuning IVAs. I have many reasons why not. -
[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 Absolutely. OPT Legacy is both an expansion pack and a retirement home for old parts. Nearly all parts were made by the original dev, K. Yeon. -
[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 OPT Reconfig is only recommended for OPT Spaceplane but required for OPT Legacy. -
It really does. Practically every stock world (except Jool and Sun) has 12+ biomes. Add to that the KSC mini-biomes that can't be removed. Actually that's going to change. This chat reminded me that I had a halfway-done project to revise Duna's biomes and so I just finished it so the total is now going to be 13 with resemblance to what was done for JNSQ's Mun: Lowlands, Midlands, Highlands, Mountains, Ice Caps Craters (Notable, Voronoi, Rare, Exotic) Bonus ones: Volcanoes, Plains, Notable Mountains, Trenches (really, corridors between some tight mountain formations). Ideally, as mentioned by @Galileo there is supposed to be contribution by the playerbase for coordinates and screenshots to make biomes out of but nobody seems to be aware and exploring to produce these contributions. If enough of these happen for a given body, the generic Lowlands, Midlands stuff could be replaced entirely. The "Plains" biome might not make it to release. Duna itself is quite abundant in smooth terrain in my experience, so I can turn all that back into Lowlands.
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Well played for your first post!
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That skybox is from EVE Online but with a star map mixed in. I never posted that version but the star-less one is available in a collection of skyboxes I did post, linked in my signature.
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I took this one today. It's supersampled from 1600x900 but should be fine if chosen and scaled back down to 1920x1080. The remainder are old but still very good I think. The flags here represent Kerbin and its moons in Galileo's Planet Pack.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
I doubt there's a config toggle. I asked Angel about it and his answer suggested it would need a code change to deal with it.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
Late response but I can confirm that the Castillo is (at least one) such part. (Of the inflatable industrial complex parts, only this one existed when I discovered this.) The Castillo insists on being landed when it's deployed. Trying to orbit with it is krakenbait. I tried to make a station once (in KSP 1.3.1?) which resembled General Zod's World Engine. It goes without saying, Castillo didn't enjoy microgravity. I have no screenshot of what happened outside the VAB..... Unrelated: Although B9 HX is old, it's still very nice. It just needs to be Reconfig'd™ up to modern modded KSP standards. It could do with some crewed parts of its own too but those are the least likely to happen.- 3,523 replies
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ResourceFlowMode and ResourceTransferMode
JadeOfMaar replied to linuxgurugamer's topic in KSP1 Mod Development
@linuxgurugamer Between the 4 resource flow modes that I know of: NO_FLOW, ALL_VESSEL, STAGE_PRIORITY_FLOW, STACK_PRIORITY_SEARCH one of the latter two should be adequate for you needs but the perfect flow mode for a stack-able SRB mod dos not exist. Such a flow mode would allow crossfeed through only the parts in the stack but not out of or between stacks. If you go the coding route I'd like to throw in a small feature request (which you are not obliged to take on, of course, but would be welcome by many): SRBs by nature produce more thrust if they are taller because more fuel gets to burn at once and there's more room inside the SRB for the fuel to burn. It would be great if such a plugin could read the sum of the segments in a stack (per engine), take a fraction of this sum, and multiply the value of maxThrust by it in the engine module. How eactly that formula works out is beyond my knowledge. A few folks around here would know, I bet, or suggest different logic. -
[1.8.x]GN Drive from Mobile Suit Gundam 00
JadeOfMaar replied to flywlyx's topic in KSP1 Mod Releases
@StinkyAce I tested that once. I think the part name is hardcoded into the module. I wanted to have an additional part with another shape/model to also be a GN Tau drive but it refused to work despite the configs being practically identical. -
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@OhioBob I've given that data on the Propulsion page. I'm open to any changes you have, and any interesting propellant options you want to add entirely.- 1,072 replies