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KSP2 Release Notes
Everything posted by JadeOfMaar
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Rational Resources 3.0.4 [Feb 03, 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.- 1,072 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 3.0.4 [Feb 03, 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.- 1,072 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 3.0.4 [Feb 03, 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.- 1,072 replies
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Rational Resources 3.0.4 [Feb 03, 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.- 1,072 replies
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Rational Resources 3.0.4 [Feb 03, 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.- 1,072 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. -
@Xavven Everyone who's been around here a long time should know that KSP is and has always been dying. It's been going on for 8 years now with "outdated graphics" and most of its updates don't bring new content (parts, gameplay mechanics...) like you expect from other major games. Aside from DLC, most of the weight of KSP updates are performance buffs and bugfixes. It's official that Squad is still going to go on for a while maintaining and updating this KSP. KSP 2 is also incredibly harder, more faithful to real physics so most of us casual players may not be able to jump on it and hence, will stay on KSP 1.x. This thread is finished now. Have a nice day. Edit: lol that sarcasm/rhetoric at the end. You got me good.
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It's not Squad that's making KSP2, it's Star Theory Games, a proper game dev studio with two well-made titles of their own. Chances are high that they know how to do things right, specially for consoles, meanwhile, Squad continues to make/support this one, the original KSP, and will not have much of a hand in KSP2's production.
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Let Hollow Parts Protect Contents from Drag
JadeOfMaar replied to OHara's topic in KSP1 Suggestions & Development Discussion
It is. Help yourself to this if you need it. -
@Peter JY Well perhaps one of these rename Sun into something else. Or they have obsolete code in them that interferes with TWB. KSP 1.3 and 1.7 are known points where Kopernicus changes can break planet mods. I'd suggest removing Hypothetical Worlds first as that one is older.
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You can use TWB with anything. It spawns very far away from the stock planets and doesn't do anything to them.
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With a warp drive mod I bet it would take you 2 or 3 hours IRL. The OP won't know the answer as a major part of the reason for the wormholes is you'll never need to ask that question. This mod will need to have patches made to place wormholes in GEP and OPM (when Jool no longer exists). Most likely not. And it won't be worth anyone's time and effort to try to do so.
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Thanks. Sadly no, no such mod exists.
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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
It is normal for parts that have a CCK tab to be set to no longer show up in stock categories. I know a few popular mods that do this. Possibly, Kerbalism is adding/moving the SSPXr parts to its own tab.