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Everything posted by JadeOfMaar
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[1.12.5] Restock - Revamping KSP's art (August 28)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
ReStock only changes what parts look like, so yes, it will work with such mods. -
It's been rather hard to find, much less hold my Zen for anything KSP lately, especially mod-making. I managed to revisit this today and made a polished draft for nearly all the parts I'd like to have for building a "Baby Shark" vehicle, and listed hopefully all of the remainder-- yet to be drafted, in MS Excel. I won't show off the entirety of that preview render so far, but this chunk alone is a lot, as is. Featured here are the standard "hollow tail" and an additional "tank tail" with 0.625m adapter and inline 0.625m/1.25m propfan engine (the fins aren't part of the fan). These parts have not been prepared at all as yet for KSP.
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How to Mirrior Parts Symmetrically
JadeOfMaar replied to Starlord Kerman's topic in KSP1 Mod Development
@linuxgurugamer @Starlord Kerman @Lisias @Stone Blue My apologies, fellas. I'm sure I made you waste some precious time on this. Using the stack node in mirror symmetry does not work at all for things like curved wings and that stock wheel. You're better off using only surface attach, just counting on the collider of the wing root part (preferably with angle snap off, I think) to align the mirrored wing, and removing the B9PS-powerd toggles (well, except for fuel). What I did here was to orient both the symmetry involved stack nodes to point rearward together like the nodes on the back end of the mk2 bicoupler and I got this far. This is not a problem if you attach engines, cabins, tanks .....but the original issue "Why must it be this way? Can I change this?" returns. Additionally, symmetry seems to only be usable at all for nodes created through node_stack_xx keys, and not through NODE {} and linked transforms. (See: vertical tail fin refused to symmetry at all as attached via transform-based stack node.)- 27 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
JadeOfMaar replied to Gameslinx's topic in KSP1 Mod Releases
Well I'm waiting for your report. GPP should spawn very far away from Kerbol (to reduce the need to entertain this question) and not be involved in any problems but there is a major variable in the barycenter of Rhode's pair of stars. Planetshine is supposed to be broken with regard to interstellar bodies (if that is in your interests) so if you will, do test that thoroughly, too.- 1,656 replies
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How to Mirrior Parts Symmetrically
JadeOfMaar replied to Starlord Kerman's topic in KSP1 Mod Development
The issue is in the parent part, not the wing, as I explained clearly in my post on February 21st, that @Lisias is pointing you at. The parent part needs to have (some) stack nodes with near-identical names for symmetry to work properly. You should have, example: // Yes node_stack_top = ... node_stack_side1 = ... node_stack_side2 = ... node_stack_bottom = ... stackSymmetry = 1 // No node_stack_top = ... node_stack_left = ... node_stack_right = ... node_stack_bottom = ... stackSymmetry = 1 Where symmetry will recognize the similar "side" nodes. You should never be meeting this problem. There's also no need to try to "toggle between stack and surface attach." It's easy to do that just by holding the left Alt key and that's when you want to use the stack node. The reason everything other than wings mirror well on stack nodes is that everything (especially tanks) is symmetrical in every axis that matters so it really never matters how you attach them. Edit: I stand corrected. The parent part seems to be configured right. (It doesn't need to have the mirrorRefAxis key, though). Perhaps reduce the "left" and "right" suffixes on the stack nodes to just one digit or to none/nothing at all.- 27 replies
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[1.12.5] Restock - Revamping KSP's art (August 28)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
@MuchozolF ReStock used the Mk2 plane parts as a reference and only added normal maps to them. No need has been seen (yet, anyway) to upgrade them. It's the RealPlume conflict, due to the thrust or effect transforms being named and positioned differently. -
[1.12.5] Restock - Revamping KSP's art (August 28)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
Yes. ReStock packs its own plumes, though with none of the functionality of RealPlume, they're something and they look much better than the generic stock plume. -
[1.12.5] Restock - Revamping KSP's art (August 28)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
@kurgut RealPlume and ReStock do not get along well. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
@MSA Go into Difficulty Settings mid-game (or the similar place during save creation) and find the Pathfinder tab (among all the tabs for mod names in a left side column). There are switches for requiring resources and skills. And the inflatables demand Equipment, not RocketParts.- 3,523 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
@banditsan KIS does not work that way except if you're using Angel-125's mods (specifically, Pathfinder). If you are using Pathfinder, then the option is available in the cargo bays, hollow bodies, cockpits, some couplers/engine mounts, and tails/ramps. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
@MSA Whenever you see a GameData folder in a zip, it is to provide a reference point for where to place the zip's contents in the real GameData folder. If there isn't a GameData folder, assume that the top-most folder (the one with the full name of the mod like WildBlueIndustries and with no version numbers in the name) goes into GameData. As you are supposed to have: GameData/WildBlueIndustries/Pathfinder/ GameData/WildBlueIndustries/000WildBlueTools/ No other GameData folder should exist so GameData-13 and GameData-14 need to be taken care of.- 3,523 replies
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Stock clouds... is one thing. Stock clouds that won't tank your PC like any "crappy" visual mod does is another. KSP needs to be rewritten for that to deliver. And what's the likelihood of that happening?
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Kopernicus Expansion (separate mod)
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[1.12.5] Restock - Revamping KSP's art (August 28)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
I had that problem with the spotlights, actually. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
@MSA The WBI mods add their own category under Pods, Payload, Aero... Most of their parts only appear in their new categories. Also be sure you have a proper version of MM. Be sure to install all the other things in a WBI download. They are important.- 3,523 replies
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[WIP] Restock: KSP Part Art Revamp (Released March 06)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Development
Talk to the RemoteTech devs. ReStock will not provide the configs for that. That's the idea of ReStock. It makes all stock parts beautiful, as if made by one person with one vision, yet made by several. Look at the release albums in the release thread. -
That's unfortunate. @Puggonaut It's surprising that the parts for one of these don't show up anymore. I assume the parts that aren't showing are all that have a transparent mesh? I guess the Unity upgrade at KSP 1.4 somehow breaks them.
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@GoldForest No such mod exists that works at all or is designed for launching crafts along a physical ramp. You would have to build your own out of normal-looking runways in KK and it will have to be perfectly straight (no curves) as running across the bump or dip in the curve of a composite runway at supersonic speeds will easily destroy the ship.
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Here you go.
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Pathfinder by Angel-125 is your best bet, having actual inflatable greenhouses and not only inflatable habs that might have recyclers. Pathfinder entirely revolves around having nearly everything you need for a base be inflatable and easy to pack up and shuffle when you're done in a given situation. However, I can only assure you of its compatibility with TAC LS, and with Snacks! which is easier than USI LS but can be configured for death and for more (or less) food demand by the crew. USI LS and Kerbalism I cannot recommend with Pathfinder.
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[WIP] Restock: KSP Part Art Revamp (Released March 06)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Development
I'm as eager as anyone to see this release. I loved Ven's but it inflates MM part count quite a bit and for my PC, that's a no-no. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Critter79606 This has been a thing since KSP 1.4 and its Unity upgrade. (Other mods with animated parts are affected too.) Keep this nearby. -
It's easy for me, however, I don't play in the realm of replica rockets and knowing or ensuring the CoM and CoT for RCS will always be on-the-spot. Docking is fun indeed, as long as I can get it done swiftly and the ports don't bug out. And sometimes they do and I spend the whole night cycle of an orbit trying before I realize I'd best deorbit and run back to the VAB. Now, if I was suggesting to install MechJeb and have it do the docking for you, have at me with righteous anger, because people utterly ruin themselves on that.
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@ARS I lol'd. Add a utility mod to help you with docking. It's vital to have something in the HUD to show you the orientation of the active vessel's control point and the orientation of the target ship's target docking port. Using just your eye and judging the ships in 3rd person view is a futile exercise. This one adds a big, separate UI: This one adds an extra marker onto the navball with orientation component.
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Meh. I'd name an actual god (Loki) (or goddess, Eris) of mischief, and not God himself. Level 4, halfway to 5, sounds like me.