-
Posts
7,730 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by JadeOfMaar
-
Lol. I bet Skylon has to deal with that.
-
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.
-
@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.
-
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.
-
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.
-
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...................
-
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.
-
Everything except the grass is solid. It's one of Galileo's little things.
-
Rational Resources indeed needs CRP (or Wild Blue Industries in Classic Mode). It's not required for JNSQ's operation at all but exists to add to the overall gameplay challenge. Rational Resources also indiscriminately tries to add tank types to any tank that holds Ore. I didn't think of SSPXr when I wrote that config. SSPXr's tanks are all Ore tanks by default. Absolutely. JNSQ is specifically made to break SSTOs. OPT spaceplanes can't handle it! Believe me, I've been trying. See @OhioBob's response above. In addition to his, I hate that players go out of their way to create the tiniest, most efficient SSTO possible. Everyone and their mom has a single-stage to Duna (or Eeloo) by now in stock-scale. There will be none of that here. Well, until you develop a working strategy or find fitting engine mods.
-
A quick art piece I did last. Nothing amazing. I've never drawn an OC in the presence of canon characters and to do so feels weird and rather guilty.
-
Rational Resources 3.1.0 [Feb 18, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
I have not made the templates blank (yet) when KSPI is installed. The idea behind that is that when someone comes along with surface templates, I'm expecting that the existing applied resources would be portioned very differently to accommodate extra resources that aren't very rare, like certain common or semi-rare things like Lithium, Alumina, and crystal line materials. Since you asked, I won't do so. Sure, I'll make an airless moon template. Exosphere templates and likely a re-tune of the existing converter options are the bulk of the next release.- 1,085 replies
-
- 1
-
-
I'm not aware of a practical performance difference. The Unity one is there for when you don't have scatterer. And Galileo prefers it over scatterer anyway.
-
The Unity sunflare is updated to be near-identical to the scatterer sunflare. It is always the cool new one now.
-
What Ever Happened To Part Upgrades?
JadeOfMaar replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
@Tonka Crash Thanks a million, man. That's what I needed to know. The PartStats{} portion. -
What Ever Happened To Part Upgrades?
JadeOfMaar replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
I'd really like to see your config for this, and see what was missing from my config that sought after heat tolerance. This is the use case I was trying (and really hard) to think of when I came up with that point. What if you had a really good reason to reuse a previous upgrade? -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
@COL.R.Neville The J-60 and J-61 engines are in OPT Legacy. The J-61 went there when the HAE-02 Mk2 engine was created. -
What if I told you that the asteroids already are bigger and heavier? (Surface features and gravity aren't happening. They're not planets.)
-
Set the boolean (scatterer sunflare shader) to true: @fullLensFlareReplacement = False
-
Get in line. When I was starting out modding, I went far with experimentation into Karbonite's engines. I gotta mention that Explodium Breathing Engines does not happen to contain any rocket engines. It's meant to explicitly be the flip-side of the coin to OhioBob's Eve Optimized Engines (LFO rockets).
-
Rational Resources 3.1.0 [Feb 18, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Nightside Yep. Look at my tall post before this changelog/feature post.- 1,085 replies
-
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
@Davaeron I don't have my own Patreon or PayPal actually, but I share in this one. https://www.patreon.com/TeamGalileo -
@Iso-Polaris The intention is that Realistic Resources (I've just renamed it to Rational Resources) makes those removals. Dirt seems like an equivalent of omnipotent Ore, and is not vital (as far as i can tell) to the operations of MKS or USI life support. It is supplanted with more of the Rock resource. Karbonite is very much an omnipotent handwavium like Ore. It is not removed, just not allowed to overflow on Eve. Persons in the realism camp who want methane engines specifically for casual flight on Eve can try out a Mathematically sound alternative made by @Gordon Fecyk
-
What Ever Happened To Part Upgrades?
JadeOfMaar replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
@ZooNamedGames There is a pretty bare, but definite implementation of Part Upgrades in stock. I've experimented well with it and I can precisely name some places where it falls short and where it can grow. I and Angel-125 use it in our mods and we have enabled engines to be upgrade-able, but again, shortcomings. Does not support every stock module The ones I know of are ModuleSAS (The SAS levels), ModuleEnginesFX (Thrust and Isp of course), ModuleRCSFX probably, and ModuleResourceConverter (ISRU), but not ModuleResourceScanner (surface scanner modules) and obviously, no modules added by mods. Root level properties cannot be upgraded Mass, cost, heat tolerance, title, manufacturer and so on. Nope. Not happening. I wanted to affect heat tolerance to provide a construction material upgrade. Boy was I dis-heartened. If I couldn't affect that, what hope is there in testing anything else. Only the first instance of a subnode For example, a resource converter that takes two or more input resources. You can only change the one of these nodes. The upgrade parameters don't support targeting multiple. Visual upgrades There's no means to tie a change of model or texture to an upgrade so there's never the opportunity to tell that one of two identical objects standing beside each other is better just by looking at them. Not all upgrades should be overrides Tanks, for example, could be made to support new options for fuels, namely the fussy ones like cryogenics (Liquid Hydrogen) or high toxics (Red Fuming Nitric Aciddddddd). Procedural Parts gets around this somewhat. Tank lengths are bound by tech node unlocks as though part upgrades. Upgrade in-flight It would be a great thing if an engineer, or a group of them, could huddle around a part and apply an upgrade. As it currently is, upgrades cannot be applied retroactively (which is fine actually, but the option for an engineer to make it so on EVA likely does not exist). -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
It is available. Just install it / just tell CKAN to not be stiff about compatible versions. But you will need WorldStabilizer to prevent the 1km jump bug when you launch with certain animated OPT parts. And you'll want OPT Reconfig (and its dependencies/recommendations linked in the red text) for much-needed compatibility and performance adjustments.