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Everything posted by JadeOfMaar
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Lol! I'm thinking of renaming Galileo's Everest to Everpoof or Eversnooze.
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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
The purpose of that forward flow is to make for a wispy, almost alien effect to the engine's workings. Since you're seeing it so that it becomes a problem I have a good idea how you have it attached. The plume is made to flow that way and I don't think giving it negative values will work. This will at least keep the plume from going so far forward at high thrust. Save it as anything with a .cfg file extension in GameData/ @PART[opt_mk2_engine_short] { @EFFECTS { @running_thrust { @MODEL_MULTI_PARTICLE[flamethrust] { @key,1 = 1 0.4 !key,2 = nope } } } } -
@Aelipse But those engines are plenty balanced already. They're really far away in the tech tree. They're very heavy. As rockets they suck in atmosphere. They produce lots of heat (I think). I consulted someone who uses KSP Interstellar. And the fuel should be hard to get. (You're not supposed to be able to launch from Kerbin with full helium tanks because Kerbin is far from rich in Helium but that's just how KSP is. It will let you do that.) @Xurkitree . _. Just. Why, dude.
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In that 500 years kerbalkind's technology would reach the point where OP becomes just enough though...
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On the interstellar scale, transfer windows become irrelevant. All that matters is how dV you can pack and how much irl time you can spare for a trip. Point, shoot, enjoy the ride.
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Currently it's for just the stock planets and JNSQ, however, it's been adopted by Whirligig World made by @GregroxMun and is in the sights of a few other planet pack makers. Install SCANsat then do an orbit survey as usual. Then you can use the window as shown in the link ahead, and easily toggle resource overlays (only in map view, of course): Alumina (one of the defaults in the SCANsat resource overlays) is that resource, representing Aluminum Oxide.
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@5thHorseman I think your issue is simply because there so few resources. I think the exact same happened to @theJesuit and his Simplex system which also has only 3 crustal resources. It becomes much less obvious when you have more resources. You can get around perhaps, by changing the seed value (not the DLC's ROC seed) at the top of your persistence file (the save itself).
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@Snark It would be juuuuust right if you could do that in 1920x1080
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
JadeOfMaar replied to blowfish's topic in KSP1 Mod Releases
From what I see, only the stats that will be changed by a particular switch module will show in the tooltips so if you never touch those, they'll never show. -
@OhioBob Yeah..... Snark opened my eyes regarding how much feature creep happened. That's due to what and how much I wanted to use Rational Resources as a catalyst for. @Snark The micro-biome thing sounds pretty interesting. I must warn you that there's currently a problem with the biome map. The color for "Arid Mountains" biome is missing from the biome map texture so the biomes in-game are messed up. I know there's a fine point somewhere very near the equator but on the far side of Kerbin from KSC, which is a mountain peak in Aird Mountains so maaaaaybe I know what you mean. But I don't know for sure because I don't own MH and won't know where Woomerang is, so if by chance you have coordinates (KER, SCANsat or Waypoint Manager will do) I could make that mountain micro-biome happen. But also, I bet it's a glitch of PQS noise and Galileo may want to deal with it, or maybe he already did.
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Rational Resources 3.1.0 [Feb 18, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
With today's release of B9 Part Switch 2.9.0 comes a change in its UI. It now works like the stock variant system and no longer like Firespitter or Interstellar Fuel Switch. Its major feature is the ability to allow color definitions for subtypes just like stock variants so I've taken the pleasure of ensuring a colorful experience. In addition to no longer deleting the stock options from the Convert-O-Trons (A happy @Snark is one of the best things to have ) I will be providing this as an Extras/ config for players who don't want to see those options. Featured in the screenshots is another Extras/ config to apply all this to all of Squad's tanks. I've had this config long before Snark made his SimpleFuelSwitch mod but I never had good reason to release it until now. All of these subtypes and their colors not pre-defined by B9PS.- 1,073 replies
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[WIP][1.7.3] UPR (Unique Planetary Resources)
JadeOfMaar replied to Lach_01298's topic in KSP1 Mod Development
Howdy, stranger. I just noticed you and would like to let you know that I've recently already paved the way for a few of the things you're aiming for with your mod. CRP's random resource distribution thing has been dealt with, replaced by a template system according to the expected composition class of a planet, already supporting or being adopted by a few major planet packs. It's super easy now to apply a close-fitting combination to each planet and moon, however, this causes great bloat to the ModuleManager cache, and gets very big, very fast, with more installed, supported planets. Some proper Ore-avoiding fuel and life support ISRU options have been done (Eyes are on the prize re: Kerbalism and TAC Life Support). A quick glance through your GitHub found that you're using Argon resource and I'd like to mention that the popular ion drive mods use ArgonGas. CO2 from atmospheres and Hydrates or Water are the most basic of requirements to produce Methalox and Hydrolox. Ore abundanced is nerfed heavily, but not completely destroyed. The bar has been set for Hydrolox and Methalox rocketry. Methalox is finally directly supported by Nertea's CryoTanks mod and I'll soon be providing an optional config to grant these tank options to all stock tanks via B9 Part Switch (WBT tank modules don't agree with Tweakscale). What's left is for you or others only to create methalox engines. -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
JadeOfMaar replied to blowfish's topic in KSP1 Mod Releases
The pics for the clicks! Custom colors for tank types defined by myself and not B9PS. // Some of the subtypes. Using XKCD color names. // Whole catalogue is in the B9PS GitHub wiki. SUBTYPE { name = LNH3 tankType = RR_CryoA title = LqdAmmonia primaryColor = BurntRed secondaryColor = BurntRed } SUBTYPE { name = LN2 tankType = RR_CryoN title = LqdNitrogen primaryColor = PeacockBlue secondaryColor = PeacockBlue } SUBTYPE { name = LOX tankType = RR_CryoO title = LqdOxygen primaryColor = CadetBlue secondaryColor = CadetBlue } All custom tank types on the Ore tank, and most of their custom colors (as far as the PAW allows at a given time). Heat tolerance switch. I haven't defined a custom color for that. B9 Part Info apparently shows only the relevant part stats in the switcher, which is quite okay. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
There shouldn't be a particular version requirement for CCK. It should just work afaik. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
Filter Extensions, or Community Category Kit. -
Rational Resources 3.1.0 [Feb 18, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
I know of that mod and of someone who's looking at enabling the stock rockets to use methalox. I've been thinking of adding the feature to @OhioBob's Eve Optimized Engines (with his permission) but I somehow never got around to asking him that and if Methane rocketry is practical on Eve's surface.- 1,073 replies
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Absolutely not the case. It would be stupid to make Ore completely not appear. It will still be present on every planet, just not in every biome on each. I respected at least that much.
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@Snark Ahhh. Thanks for spotting that huge discrepancy. I've seen another instance of someone being unhappy about the convert-o-tron dealings. For the next update I'll not remove those options then, and make a fitting blurb adjustment. I've been thinking of adding or sifting a few things into Extras and not having them active by default anymore. No, there's no other converter that makes MonoPropellant from Ore. But for now the stock converter options are restored by creating GameData/RationalResourcesEasy/ for the "easy mode." That feature has been available from the start. As is setup, MonoPropellant can be made from Ammonia (see "MonoPropellant B" converter) or can be made from Nitrogen and Hydrogen (see "MonoPropellant A" converter). Nitrogen is in every solid world's atmosphere, and Hydrogen is in Hydrates or Water which are available everywhere. The audience I targeted is indeed at least somewhat on the "logistics" side of the game. Thanks for the feedback. It is golden. I must confess I've grown out of touch (again?) with the concept of simply playing KSP. Messing with mods is nearly all I do.
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@Snark It is by design that the Ore-consuming converter options are nearly gone. Ore is omnipotent, and I am among those seasoned players who are fairly unhappy about that. It's not my intent that the KSC is the only place you can get MonoPropellant. It's typically related to Hydrazine which is composed of Nitrogen and Hydrogen. Every atmosphere has Nitrogen in them (also Minmus' surface has it) and you can get Hydrogen from Hydrates or Water which can be drilled up everywhere so you'd be surprised. LiquidFuel, not MonoPropellant (as a propellant) is technically what is shoved out the door by Rational Resources because it's a very Carbon-heavy resource and is hard to come by in the depths of the solar system, and it's inferior to Hydrogen (for Hydrolox) and Methane with regards to availability for mining, and performance in an engine.
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@Snark Hmm? I go out of my way to provide separate options for LF and OX. However, there never was, and there shouldn't be a config that changes any of Squad's tanks apart from clones of the bread tanks and the Ore tanks. You must mean the Convert-O-Tron options. I do remove those, actually. Create a folder in GameData and name it RationalResourcesEasy to stop that.
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Rational Resources 3.1.0 [Feb 18, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
You're welcome. I'm glad you like. You're welcome. There are no true methalox rocketry mods yet but I know of several that come close but would need to be patched and play-tested to work properly. And I know that people are busy rolling their own already. Sadly no methalox engine pack is current and available afaik, but with CryoTanks officially supporting it, at least you have tanks. And with the cloned stock bread tanks provided by this mod, the ISRU chains are complete. NF Launch Vehicles has methalox engine stats and many engine sizes, but uses LFO. Tundra Exploration is also all about that Raptor engine but has LFO stats and uses only LFO. The stock XM-G50 Radial Intake is enabled to harvest everything necessary from an atmosphere, and options are added to the stock drills, converters, and the box converters added by this mod.- 1,073 replies
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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
All engines in KSP allow you to go past that speed. This is confusing. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
@Stephen Locksley Look at your navball. 320m/s is the speed of sound in KSP, however it drifts a bit when atmosphere temperature and pressure changes. Sonic booms only exist when you're in a static position and something else passes you at the speed of sound. You'll never experience a sonic boom while you're in the object moving at incredible speed. And lastly, KSP does not , and will not, model that. Also, what's with the quote? -
Rational Resources 3.1.0 [Feb 18, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 0.9.0 DOWNLOAD It's finally a great time to get this update out, with CryoTanks now officially setting the bar for Methalox fuel ratios. Added atmo edge distributions for Default and Terra templates. Added ExoRock and ExoIce templates for airless worlds. Added Hexagen to Mun crust (Helium presence for CRP pending). Added MetallicOre presence. Added MetalOre and Oxium to scanners for Classic Stock. Added Ore tank types for SimpleConstruction. Added Planet Classification experiment. Added to stock M4435 Narrow-Band Scanner. Supports JNSQ. Added several stock scanner modules to RR Scanners: GPS to all. KerbNet to all. Biome scanner to ground and sea scanners. Asteroid analysis to ground scanner. Added temporary clones of the stock 'Bread' tanks with B9PS and Tweakscale patch. These can hold all RR tank types. Better tank models and sizes coming. Changed Ore tanks patch to only target stock Ore tanks. Added Hydrates, Rock options. Fixed distributions settings for worlds changed by JNSQ. Fixed gas giant Hydrogen, Helium presence. Fixed mini drill abundance threshold, leave it unchanged from stock. Finish balancing ISRU chains. Removed CO2 multimode patch for stock NERV engine. It was found to conflict with the Kerbal Atomics multimode patch. This patch may return as an example for making other CO2 NTR configs. Treated stock Oxidizer as LqdOxygen, remove LqdOxygen -> Oxidizer option. Due to balancing reasons, these two have a redundancy problem. Treated LiquidFuel as Dodecane.- 1,073 replies
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
JadeOfMaar replied to blowfish's topic in KSP1 Mod Releases
That's the way KSP was made. The original devs, who aren't around anymore, would tell you that.