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Everything posted by JadeOfMaar
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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 3.1.0 [Feb 18, 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.- 1,073 replies
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Rational Resources 3.1.0 [Feb 18, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Version 0.9.2 is nearly here. It pains me (with regards to @OhioBob and @Snark) to mention that more parts are on their way in. This time: nuclear engines. Their purpose is to open up even more use cases for the propellants emphasized by Rational Resources, and to make deoxygenated atmospheres even more approachable. After this I'm highly anticipating making only a 0.9.3 release then finally, the 1.0 at which point the borrowed models and and temporary parts will be phased out and parts will be moved to Extras in anticipation of (other) mod makers who don't want bunches of parts appearing with "just a resource mod." The GitHub wiki for this is now well populated and should be sufficient for planet modders to see how the templates work and how to make these work for them, and part modders and casual players to see how the engines and ISRU chains work. The RR J-406 "Main Coon" NTJ is a clone of the J-404 "Panther," including and requiring a small nuclear reactor in order to operate (good for 15 EC/s). Its cruising speeds are Mach 2.5 ~ 2.8, and is by design "experimental" and powerful but prone to overheat. It consumes IntakeAtm + ThermalPower (produced by its reactor) rather than IntakeAir + LF. so it's very good for use on Eve and surely Duna. The RR LV-N-O and RR LV-N-R are clones of the stock NERVA. These use B9 module switching, rather than the stock multimode engine module to properly carry more than 2 engine modes and additionally be able to show helpful info while choosing between them in the VAB. The "O" edition is high thrust, low Isp and burns CO2 and Water. The "R" edition burns LH2 (same effect as the Kerbal Atomics mod) but also Ammonia and Methane. Image is somewhat obsolete. The Water mode has 130 kN thrust.- 1,073 replies
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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
OPT Reconfig contains its own FAR config which will cause problems if another FAR config exists for OPT parts. I do not include FAR itself so you must download it separately. -
I made mischief with Stock Kerbin and Kerbal Konstructs. Please ignore the fact that the harbor rebelliously rotated the wrong way and refuses to be fixed right now. I cloned the Panther and NERV to make advanced or feature-rich nuclear engines to include in Rational Resources. As a proper nuclear turbojet, the panther clone no longer needs LiquidFuel or Oxygen, but it now has a nuclear reactor feature and requires that to not be in the red in order to function. Users of NF Electric integrated nuclear jets will find this one easier to operate. Thermal load by throttle isn't a thing, except when in runaway thrust in thick atmo. The NERV clones together can switch between 5 propellants (maybe 6 soon) excluding LiquidFuel, thanks to B9 Part Switch 2.10.0. B9 does not allow plume switching but these clones will use my plumes, not Nertea's, just so they can be distinguished from the normal NERV while burning fuel.
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Rational Resources 3.1.0 [Feb 18, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
You don't need another fuel switch mod (though KSP Interstellar supplies an engine or two that lets you use literally anything as a propellant). There are a few Extras configs included in the download now. One of these ( TankswitchForSquad.cfg ) will apply B9 fuel switching to all stock tanks and avail all these options to you (see screenshot). You should not be seeing a carbon NTR option as I had removed it due to its conflict with Kerbal Atomics. That option will return soon™ as a clone of the NERVA. Your installed version of RR should be 0.9.x.- 1,073 replies
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[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Concerning Thor Tech parts there shouldn't be a problem. The parts should still appear in-game and be useable. They are a cockpit and some noses that appear in the Thermal (heat control stuff) category. -
Rational Resources 3.1.0 [Feb 18, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
The parts are there to give you something to do with the resources and to show the major ISRU chains concerning the hydrolox and methalox rocketry mods. Converter boxes: Can't refuel your hydrolox or methalox (or liquid CO2 nuclear) rocket or split Hydrates to get ArgonGas and Water without them. Scanners: Can't spot the resources in the oceans, skies or in space around a planet or moon without them. Exoscoop: Can't harvest the resources in space around the celestial without it. Bread Tank clones: Not terribly important but they show you what processed resources (not all are fuels) to expect from RR.- 1,073 replies
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Rational Resources 3.1.0 [Feb 18, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@The-Doctor Kerbalism may not support directly, but this mod directly supports Kerbalism by providing these much-needed resources and options in the stock parts for storing, mining and processing them.- 1,073 replies
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Rational Resources 3.1.0 [Feb 18, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@The-Doctor RR doesn't touch the Ore abundance in asteroids. I forgot to mess with that and I don't want to now. I don't play with asteroids anyway and I don't think this mod's main demographic (replica and historical rocketry players) does either. CO2 is actually very abundant in gas form (the primary component of inner rocky world atmospheres) and in all of Duna's surface but may be found in liquid form in exotic planets' oceans (that's up to the planet mod maker, not me). Kerbalism support is exactly why Ammonia is featured and provided. Ammonia is valuable in real-world applications for agriculture (and has a place in early rocketry) and is also valuable because it's a Nitrogen + Hydrogen compound. Each of these are very important elsewhere in Kerbalism. The emphasis on Mars mission gameplay is why CO2 is made into a big deal. RR provides options for using CO2 to make: LFO; Liquid Methane for Methalox engines; Oxygen for breathing. At some point I may provide the options for nuclear propulsion using CO2, Methane and maybe Water. I came close to making a JNSQ Duna Ascent Vehicle that could run on just CO2. Tank balancing was off, which held it back. No ISRU options are provided for turning liquid resources back to their gas form. I wanted to avoid adding another ISRU part and needing to borrow more models. I want to leave that to the other mod to provide. The Kerbalism dev told me he would wait until I finalized my ISRU chains so then he could write his own versions for Kerbalism's ISRU scheme.- 1,073 replies
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Nope. @MOPC I'm quite bugged by the Sub-Arctic Sea thing so I've included an updated Kerbin.cfg with the biome map image update here: OneDrive link. Try them out and let me know. Aaaand I'm getting biome names mixed up. It's Arid Mountains, not Arid Peaks.
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@MOPC @Starwaster Landed on sea biome contracts are one of those biome issues you get as I hinted at above. The biomes themselves are jumbled up since the color for Arid Peaks is missing.
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I've been developing my KK skills for some time now... Today I finally got water launch working with this KSC Harbor, part of my pet project codenamed "KerbinSide for JNSQ." With this success I finally completed a "rival space program" space center elsewhere on JNSQ Kerbin (not featured). Never put spaces in your KK group center's name or water launch will bug out and cause crashes. :|
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I've been developing and flexing my muscles with KK. Behold, the JNSQ KSC Harbor (approx 15km ahead of the KSC Runway) with working launch points for boats, helis and rovers, and other KK modules for gameplay value. Eventually I'll build up something that'll compare (just a bit) to KerbinSide but I say "just a bit" because it currently only involves a very small asset pack made by @Omega482. This does not intend to be super flashy like @damonvv Tundra's Space Center or @Eskandare KerbinSide Remastered (Omega's contains windmill towers but doesn't contain trees and bushes...and it's a horror to place all those things anyway) but it'll come close. I've completed two other very nice and reasonably large space centers in addition to this.
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We're glad you're enjoying. That's always great news. I can't speak for TWP. I'm hoping osomeone else answers soon who does use it. I'm betting you have an edge case of a problem. There shouldn't be any errors in the biome map except that the color for Arid Peaks is missing and that is the cause of any biome related issues in-game.
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@MinimumSky5 Make sure that you have the latest version of Kopernicus (1.7.1-5 I think) and that you're on a version of KSP that Kopernicus is available for (Not 1.6.0 for example). Download JNSQ again for good measure. You may have a rare case of file corruption.
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Should we make a Community Mods Wish List?
JadeOfMaar replied to GoldForest's topic in Prelaunch KSP2 Discussion
Now, for a legit response to this thread: It is far too early to bother with this kind of thing. With the current state of things (very insufficient data about what exactly KSP2 has or hasn't) I think a speculation thread is actually just provoking people to run their mouths and talk soup. Its only value, as I see it, is to keep interest in KSP2 visibly high. That said, I'm not out to crush a KSP2 hype train but there are better things to pour your energy into typing and discussing while you wait for Star Theory's next serving of game info (or shall I say... "Game Data" ) Since KSP2 has not been released yet to anyone to play and review I would like to say very clearly that yes, the idea of this wishlist thing is premature. We don't know what the early-game is like and what's been added or removed compared to KSP1. But... In the spoiler I have provided a list of what mods I have found or well guessed to be built-in, from the trailers and articles I've seen so far. Indulge yourself. -
Should we make a Community Mods Wish List?
JadeOfMaar replied to GoldForest's topic in Prelaunch KSP2 Discussion
Secret organization of modders? That's about the silliest thing I've ever read in this forum.- 48 replies
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[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
JadeOfMaar replied to _Zee's topic in KSP1 Mod Releases
Planet packs do not affect whether a tech tree works or not. The only factor is if your desired part mod is configured into it. GPP itself slows your science game by providing less biomes and less science multipliers in order to force you out of the homeworld SOI for that science.