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JadeOfMaar

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Everything posted by JadeOfMaar

  1. 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.
  2. 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...
  3. 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.
  4. They would. Everything in JNSQ that has significance in Math is done by OhioBob.
  5. @TheKurgan Try this out. It adds SimpleConstruction's tank types.
  6. Man... There's not enough Gilly to build a space center out of. Much less launch anything with worthwhile size and dV. (Not that that actually matters with infinite mine-able resources in KSP).
  7. 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.
  8. 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.
  9. Dark Mode is finally done. Except for a few obvious glaring faults.
  10. @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.
  11. @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.
  12. 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.
  13. @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.
  14. 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.
  15. @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.
  16. Oh no sir. I haven't buffed lifting modules. I've made nearly every effort to nerf drag where appropriate. OPT K in particular may be the least prone to excess drag. Unlike H and J, there's no abundance of parts with little hollow bits right through them to cause little drag cube problems.
  17. @TheKurgan Shieldnir is also specificially meant to help you survive close encounters with gas giants (if you play the mining giants game). Your SSTO is on the plump side (as usual) Never install Stock Visual Enhancements with a planet pack that changes or removes the stock planets. Any well-made planet pack will tend to include its own cloud pack. Make sure your terrain quality settings are at max. If it's not there, the terrain will be low res and that may explain the "floating trees." @Stone Blue Kek. I should keep that in mind. I'm well aware OPT is "about one size too large" if I may say.
  18. Turn up your gamma? It's the "barely there" kind of ring. Like Jupiter's own. My job is done. Thor Tech's offerings are only cheating if you like stock things and stock performance characteristics, or if you find Thor Tech simply makes certain things too easy. Overall its features aren't really meant for use on stock Kerbin-- preferably it's meant for use anywhere but kerbin: in all atmo without oxygen, on large and dense planets, and in upscaled games.
  19. Shhhhh. We don't speak of Thor Tech in JNSQ. I've deliberately ignored that and tried to engineer my way around it. At large, the No SSTO thing applies to stock machinations as that's what is most prevalent. There are so many Mk1 and small Mk2 SSTO craft around that it's annoying. Yes. You are dead until you roll back to 1.7.1 or Kopernicus updates. Copy your game out of Steam so this doesn't happen again. Open the Kerbin config in JNSQ and copy its entire Orbit {} into your Earth config, overriding what's already there. Then either set longitudeOfAscendingNode to 180 or change meanAnomalyAtEpoch to meanAnomalyAtEpochD and give that the value of 180.
  20. I'm torn between finding the feat fabulous, and the design of the craft to be absolute sin. I assume the design is particularly mass efficient? In any case, you've done well and I honor that... Now do it without FAR. There is always someone...................
  21. It was discovered that the DLC rocks can only be assigned to a mod planet if that planet uses the template of the specific stock planet it was made for. MyRocksAreBiggerThanYours breaks that restriction.
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