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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
I'm far from putting out a significant update, still........... But I'd like to proudly announce that this Avatar cockpit is coming back! It's completely fixed. (IVA is not promised. And I haven't docked it to anything yet.) Along with it will be the direly needed drag cube fix to the Avatar hollow parts. They've been unplayable forever. The Legacy winglets are going to lose their lift surface module but gain faster elevon response. I personally have seen no fault with this decision and I do believe this fixes the aero lines acting weird for them. Well then. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Failer I've investigated this matter and sadly I must say that OPT Reconfig's FAR config simply does not contain entries for the legacy wings. I have no understanding of FAR that I can guess values to make a config for them. -
I played WAYYY too much KSP today. Power outage while KSP was open, and possible file corruption may have contributed.
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We're not doing anything for contract packs. Any effort in that department is being left to the players who want enough to have a compatible contract pack. Unlike GPP, however, JNSQ only re-imagines the stock planets, it doesn't replace them, so compatibility is easier than before. Strategia is a gameplay device and an alternative to the stock contract system itself. It's not a contract pack. I've seen some debates concerning contract rewards and earning rates in general. I just happen to be working on something on the side that can help out with that. What tech tree works with a planet pack? Is not a question that can be answered. A planet pack has no influence at all on how a tech tree fits well in a game. Your choice of tech tree depends entirely on how you want progression to flow, and what part mods you want to progress with. That said, JNSQ is made for mods like BDB. Team Galileo has two very solid thumbs up from @CobaltWolf. As solid has his SRB models! (I'm sorry. That's terrible. Lol.)
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I'm not sure how to tell you what ISRU mods you need without being spoiler. CRP (or Wild Blue Industries for its Classic Stock Resources) is required to define the resources. Then RR reorganizes them. RR is still very young and its ISRU chains are all unique following their own new and unique patterns, so compatibility between its resource arrangement and existing mods do get a bit of an added hiccup, and this is why RR includes its own WIP ISRU parts to try out and build from: Gaseous resources are abundant or given greater emphasis. If you choose to farm these you must follow the added intermediate step of chilling them into their liquid forms which are what are widely used by other mods. RR chokes out the production of LiquidFuel and kerosene-alike fuels (by consequence, not by design). Much emphasis is given to Nitro-based substances (Ammonia and MonoPropellant (equated to Hydrazine (N2H4)) and all roads lead to a Hydrogen economy with great presences of Hydrogen, Hydrates and Water. Emphasis is also given to Methane rocketry: the middleground between Kerolox's ranges of thrust (or rather, the ability to exceed that range) and Isp ranges between Kerolox and Hydrolox. This precisely invites the production and use of Methane ISRU and rocketry mods, and mods among these to take advantage of, and make more use of Eve (whether JNSQ's version or not). But this raises a question I've been holding onto for a while: Would it be viable IRL to produce cryo-fuels on Eve's surface? It's hot down there. I'm aware of the "no resource problem." I recently fixed it but I bet I haven't released that fix as yet. Clone the repo and re-test please.
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@DJ Reonic @Galland1998 I've produced some configs for RealFuels. They are on the github now. Try them out and let me know. Note that tanks for things other than fuel (like the cargo boxes and for life support things) will continue to use B9.
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SABR3 Sterling v0.4.0 Pre-release [KSP 1.7.x] [Apr 24, 2019]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
@Redacted Define "both" engines. At the very basic there are three: the two sizes of SABRE and the SCIMITAR airliner engine. But I bet you mean the two SABREs. And no, I have no plans for a perf boost. -
B9 Part Switch all day, e'erday. =D But I'll get to that. Since some Tundra tanks use B9 for more than just fuel it would be dumb to simply delete or full disable the B9 configs.
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The idea for this has been open for a while but it's time I made a thread for it and made it clearly known. Players are invited to get creative with our biome maps and supply something to find other than just Poles, Highlands, Lowlands...
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JNSQ Collab Workshop [Current project: Custom biomes]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
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Just as with GPP [Galileo's Planet Pack] this thread serves to gather community efforts and link all published contributions to JNSQ (without derailing or cluttering the release thread). The current project is Custom Biomes The point of this project is to allow you, the player, to submit interesting new biomes for the worlds (whether the stock or added ones). What exactly we [Team Galileo] are looking for are new biomes based on: Interesting portions of terrain (such as the tiny but prominent white splotches on Edna or great places with names such as are given to mountains and canyons on Mars); Sites of eruptions or impacts (volcanoes, craters...); Crater maps in particular would be desired for cratered bodies for adding to the ISRU experience. There are just so many on a given world and they need to be hand-drawn. Note that JNSQ Mun has many craters divided into 5 flavors for this reason. Can you spot its Exotic Craters? Regions not bound by altitude ranges (like Highlands, Midlands...) but based on other characteristics such as basins and vast dry seabeds. Existing examples are the Krenwich Sea on Kerbin and Laythe, the Joolward and Polward Seas on Laythe; We're also looking for an alternate geo-political themed biome map for Kerbin: divide its surface into countries and nations for the #AlternateHistory crowd. (Well, I'm personally willing to facilitate this one.) How to submit biomes It should go without saying that you need to be able to use Photoshop or GIMP, and a DDS converter. For longitude-based biomes (such as JNSQ's Krenwich Seas) take note that the left half of the map is the Western hemisphere and the midpoint within that half is the 0 longitude, GMT/UTC point, the initial rotation vector. (The Krenwich Seas are not perfectly centered on these by the way.) Also, be mindful that the textures are horizontally flipped due to being projected from the opposite way to what we would expect. The KSC is marked on the Kerbin map, almost dead center there. Laythe's Joolward and Polward Seas. The clearest divide. Producing a submission (Basic) Submitting coordinates alone. Find an interesting location in-game and save its coordinates. You must be using KER with the SURFACE panel open, the equivalent (if any) in MechJeb, or SCANsat or Waypoint Manager. Describe at any length what is there that makes these coordinates interesting and worth making into its own biome. (Advanced) Image editing. Download any of the image files from here on the JNSQ GitHub or copy them out of your install. It helps to also open the main color or heightmap textures (and vertically flip them) so you can see the terrain for what it is so your biome map is fully accurate. Open them in your choice advanced image editor Add a translucent layer over them Draw in new layers over the translucent layer with any pixel-edged tool (I mean Photoshop's Pencil Tool, NOT its Brush Tool). Each distinct biome must have a distinct color. You have great liberty with color values but do try not to make them too similar. KSP has tolerance limits between two similar colors. When you're done, make the translucent layer a fully opaque white layer. Save a PNG image with at least the resolution of the source JNSQ biome map. Save it online and share both it and a table of the hex values for your colors and the associated biome names.
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They would. Everything in JNSQ that has significance in Math is done by OhioBob.
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Rational Resources 3.1.0 [Feb 18, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@TheKurgan Try this out. It adds SimpleConstruction's tank types.- 1,084 replies
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Rational Resources 3.1.0 [Feb 18, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Pre-release 0.8.6 Download at GitHub Please delete Realistic Resources before installing, if you somehow still have it Added CarbonDioxide and Hydrates splitters to ISRU. These and other ISRU chains pending balance pass. Added Star exo band templates (Population 1 ~ 3) with decreasing amounts of most things but Hydrogen and Helium. Added Water to Mun and Minmus polar biomes. Added MetalOre to stock Drill-O-Matics. Added small MetalOre presence to Minmus (purely for play-ability) to help with base-building. Change SimpleConstruction ISRU to consume MetalOre (untested). Fixed Ore tank patch to only active if CRP present. Fixed intake harvester patch to only active if CRP present. Enabled several non-MKS resources to appear in SCANsat resource overlay selection. SCANsat populated, no longer just with MKS stuff. Water in JNSQ Mun's poles (more Water in stock Mun's poles/polar craters) Oxygen in Minmus (and Mun). Currently it can only be found in the crust of Rock-Ice class worlds and no other. I might adjust that later on.- 1,084 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
I'm aware of a couple of remaining tank balance problems so thanks for pointing out that particular one. I'm waiting on a large contribution from a very awesome helper before I can resume posting updates. -
SABR3 Sterling v0.4.0 Pre-release [KSP 1.7.x] [Apr 24, 2019]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Dark Mode is finally done. Except for a few obvious glaring faults. -
Rational Resources 3.1.0 [Feb 18, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Yep.- 1,084 replies
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Rational Resources 3.1.0 [Feb 18, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@CoriW I've been working at replacing all the ambient "liquid" gas resources with the gas/ non-liquid forms for consistency™ and adding an ISRU step (a cryogenic converter) to produce the familiar liquid form from the gas input. Helium (most likely) and Deuterium are next to be made non-liquid actually. Arguably I'm breaking FFT compatibility, meanwhile I'm still providing for FFT. Hydrogen, Helium, Deuterium and Antimatter will still be easily placed/place-able at stars and gas giants.- 1,084 replies
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Perfection.
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Rational Resources 3.1.0 [Feb 18, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@juanml82 I hadn't thought hard enough on that actually. Oxygen is quite abundant for making Oxidizer. Hydrates are abundant, from which you can get Water and make Hydrolox...I haven't released an ISRU chain to handle Hydrates. Unfortunately I haven't given Mun any direct sources of Water yet, with which Hydrolox could be made more easily. Sorry about that. I'll include that in the next update.- 1,084 replies
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Rational Resources 3.1.0 [Feb 18, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
I have no idea why SCANsat misbehaves. I have a config that changs SCANsat but it's not active. It's a .txt file and it shouldn't be in the download. The reason for CO2 NERV needing Restock is because ReStock changes the NERV (from ModuleEngines) to use ModuleEnginesFX which is used with the multi-mode engine module. I've never tested whether ModuleEngines is usable with multi-mode engine. It's also none-too usable until I settle on how to provide tanks without conflicting with mods fuel switching mods that change the stock tanks.- 1,084 replies
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@TheKurgan Yes that's a conflict. The ISRU module is being deleted before it can be copied. I'm surprised you have the converter module. it should be unable to exist. You can either: Change line 1 to be @PART[MiniISRU,ISRU]:AFTER[SimpleContruction] or Change line 5 to be !MODULE[ModuleResourceConverter]:HAS[#ConverterName[Mono*]]:AFTER[SimpleContruction] {} ... Create a folder named RationalResourcesEasy to trigger that first edit node to not delete any of the stock ISRU modules.
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Snacks! (a very simple but satisfying system) by @Angel-125 is your first choice. He's preparing for a JNSQ game so he has already accomplished this.
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@jefferyharrell JNSQ's support for Kerbalism extends only to providing the resources that kerbals need for LS, and adding magnetic fields to planets. The rest of your issue is beyond our scope and has been relayed to Kerbalism's devs. In short, the obvious detail is that Kerbalism cannot detect the custom length of a Kerbin day.