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Everything posted by JadeOfMaar
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How to Mirrior Parts Symmetrically
JadeOfMaar replied to Starlord Kerman's topic in KSP1 Mod Development
Mirroring parts when attached to a single stack node on another part cannot be done. The way this works (as can be seen in bicouplers to quadcouplers to maybe even the MH engine plates) is as follows: The parent part must have stack nodes in position for symmetry. All of these must have the name node_stack_somethingIdentical = ... Then the part must also have the key stackSymmetry = x (where x is n - 1, the number of these identical nodes - 1). A quadcoupler will have stackSymmetry = 3. A bicoupler will have stackSymmetry = 1. The part can only be configured for symmetry at the one set of nodes so, for example, you cannot get to choose between 2-way and 3-way on the same part. If there are exceptions to this rule in the stock parts or parts that can change meshes and stack nodes then I've never noticed. If you encounter such parts, let me know. The following is from an engine mount with many stack nodes, however the ones for engines are 6 in symmetry around a 7th center one. It therefore has stackSymmetry = 5. node_stack_top = 0.0, 3.961, 0.0, 0.0, 1.0, 0.0, 4 node_stack_bottom = 0.0, -4.088, 0.0, 0.0, -1.0, 0.0, 4 node_stack_finDorsal = 0.0, -1.261481, -2.811267, -1.0, 0.0, 0.0, 3 node_stack_finLeft = -2.43021, -1.117413, 1.401912, 0.5, 0.0, 0.866, 3 node_stack_finRight = 2.428806, -1.117413, 1.401912, 0.5, 0.0, -0.866, 3 node_stack_Engine_Center = 0.0, -2.485, 0.0, 0.0, -1.0, 0.0,0 node_stack_Engine = 0.0, -2.485, 1.0, 0.0, -1.0, 0.0,0 node_stack_Engine = 0.0, -2.485, -1.0, 0.0, -1.0, 0.0,0 node_stack_Engine = 0.8660254, -2.485, 0.5, 0.0, -1.0, 0.0,0 node_stack_Engine = -0.8660254, -2.485, 0.5, 0.0, -1.0, 0.0,0 node_stack_Engine = -0.8660254, -2.485, -0.5, 0.0, -1.0, 0.0,0 node_stack_Engine = 0.8660254, -2.485, -0.5, 0.0, -1.0, 0.0,0 CoMOffset = 0.0, 3.0, 0.0 node_attach = 0.0, 0.0, -1.89, 0.0, 0.0, 1.0 stackSymmetry = 5 You shouldn't care about mirroring wings on stack nodes by the way. Anyone who knows what they're doing will surface-attach in symmetry and then offset to the appropriate position. Placing them on stack nodes will provoke the wrath of the drag cube system. I will publish an explanation on this, which I call "Adapter Drag" soon™.- 27 replies
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
As it turned out, a glitch occurred when the plume update was PR'd to Angel so nobody actually gets to experience the new flames right now. However I saw a golden opportunity to go to town on the already awesome WBI Sledgehammer SRM/SRB engine while fixing/rebuilding that PR. As you'll see below, I've changed the SRB plumes and that the plumes change on their own in the flight-- I've installed thrust curves (stock feature) and engine modes for each of these curves (facilitated by WBIMultiModeEngine{} ). Two of these are more appropriate for use in vacuum and will show it in their own different Isp curve and lousy thrust most of the time. I bet this smoke configuration is going to hurt a few PCs.... It doesn't hurt mine and it's a potato so I doubt. Oh hello @Jso @CobaltWolf you might like this a lot (except where this breaks heat animations. I must confirm whether Nertea's config for a heat animation will work beside this). Imgur Album All of these will be select-able in the update, featuring "Rod And Tube" as the default. -
My wings have no aero/drag effect
JadeOfMaar replied to KerboNerd's topic in KSP1 Modelling and Texturing Discussion
@KerboNerd Try not to make wings with built-in elevons. Make the elevons a separate part. The elevon function will suck if you leave them combined. Make sure that the model lays flat against the XY plane in Unity. The lift surface and control surface modules demand that the 3D model be oriented a specific way in the production environment. (It's okay if the small end of your wing points to the right and not the left like my example. It just needs to lay flat in this perspective.) If you turn your wings as they are in-game to be vertical like this and then launch, will they produce lift properly? Or, if you setup your wings to be as deployed heatshields or airbrakes for maximum frontal surface are and maximum drag, then do they produce lift when you expect that they absolutely would not? I'm pretty sure your dragAtMinAoA value should not be zero. I don't know how your wing looks, but this value ought to be at least 0.1. Any wing thick enough to be a tank cannot be drag-less at 0 AoA. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Use Nicky21's config. Once someone confirms it works flawlessly I'll include it and credit them. I stopped using USI long enough now that I'm very rusty and can't promise any updates to it from my own hand. -
Rover wheel oddities?
JadeOfMaar replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Assuming you use KAS pipes (apparently visible in screenshot) the problem may be that the root part of your rover becomes its KAS connector and you're forced to deal with its orientation when you unlink and try to drive. The wheels don't know how to move when "forward" no longer aligns at all with them. -
In addition to the above, cargo shielding now works in the FlapJack's cargo bay slice and engine mount's bay. Images in spoiler are a visualization of the shielding volumes. And with the tiny Custom Bulkhead Profiles mod by taniwha, when you sort by cross-section, the UFO pieces line up nicely under the mod's name and icon:
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Tech Tree Co-ordinates
JadeOfMaar replied to septemberWaves's topic in KSP1 General Mod Development Help and Support
@septemberWaves @Tyko I have some experience moving tech nodes. It's just enough that I can tell you that the third coordinate is most likely (assumed) the layer that it's drawn on, like layers in Photoshop or GIMP. In case of overlap with another icon, the game knows which is above which. The unit of measurement seems to be pixels at 100% zoom. It could be different but I never tried placing a node at 0, 0, 0 and judging the result. Why the tech tree doesn't start at 0, 0, 0 (rather, 0, 0, 1?) is anyone's guess. -
Hey @Space Kadet I tried whipping up a config for you so you can use TAC LS with Flying saucers (and by extension, any WBI parts with OmniWorks or OmniShop). It's not perfect but it's a great start. Greenhouse modules not included as Pathfinder and other mods provide those already and a greenhouse can't reasonably fit in a FlapJack. TACOmniConverters.cfg There's a notable difference to the TAC modules as well, explained in their descriptions when you load them up but in short, instead of Waste byproduct they will produce appropriate Classic Stock resources that you can use elsewhere. I forget if the FlapJack sections have OmniConverters in them. If they don't have any, I'd like to suggest you use a cargo bay section and place a "Micro ISRU" or two inside (bundled with Buffalo. I do remember that it won't fit well except near the center of the ship) or ask @Angel-125 to possibly provide a clone of the tank section but refit for an OmniShop.
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Making a space material scoop
JadeOfMaar replied to KerboNerd's topic in KSP1 Modelling and Texturing Discussion
Yeah. You're going to need that. Imagine a dozen other modders went and did the same thing you're doing (to some extent this is already true). If everyone defined their own Helium resource it would get ugly fast. Preventing that is why CRP exists. -
Banned because I remember your name.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
Uninstall any mod that directly affects parts in the VAB (such as Tweakable Everything). If you don't have any such mod, send logs. That will happen when someone who understands KSPI tanks configs writes them for MkIV. Any inter-mod compatibility configs for Nertea's mods very largely do not come from Nertea himself. He makes the parts and the core plugins then it's all on the fanbase to do the rest. -
Making a space material scoop
JadeOfMaar replied to KerboNerd's topic in KSP1 Modelling and Texturing Discussion
@KerboNerd Before you see how the numbers work, you must imagine this exosphere resource band as an additional "hollow" atmosphere around your planet, an atmosphere that, as you climb through it, it starts to become thick long after you've climbed from sea level, then it reaches peak thickness, then it becomes thin and zeroes out again. The height of this atmosphere before and after the thickest point is always identical. (But this atmosphere does not carry any pressure and has no physics to affect ships passing through it.) Whether a given planet has an actual atmosphere or not is not important at all and will cause no conflict. Now, resource distribution in space works like this: PLANETARY_RESOURCE:NEEDS[CommunityResourcePack] { ResourceName = LqdHe3 ResourceType = 3 PlanetName = Jool Distribution { PresenceChance = 1000 MinAbundance = 0.2 MaxAbundance = 0.45 MinAltitude = 0.8 MaxAltitude = 10 MinRange = 0.5 MaxRange = 0.5 } } ResourceType's values are as following: 0 (Crustal), 1 (Oceanic), 2 (Atmospheric), 3 (Exospheric). Only the number is a valid input. ResourceName can be anything as long as it's a valid resource defined in the Community Resource Pack or in any mod that adds its own exclusive resource. For every additional resource you want to make available for one planet you must make a new instance of the whole PLANETARY_RESOURCE configNode and change the ResourceName value. PlanetName means: "This configuration is for this planet." For every planet you want to personalize the resource band for you must make a new instance of the whole PLANETARY_RESOURCE configNode and change the PlanetName value. MinAbundance and MaxAbundance are abstract. The RNG picks a number between these two (which can have the same value if you want it not to vary). The picked number, (per save) is the maximum that you can hope to encounter with a scanner. It's the amount that you get at the thickest point, the midpoint in the exosphere. MinAltitude and MaxAltitude are where Math gets challenging. The RNG picks between these, per save. The numbers you put here are calculated as (x * half planet radius) + planet radius and are measured in km from the planet's center (SemimajorAxis), not actually km from sea level (altitude). These values are what decide the height of the midpoint of the exosphere. MinRange and MaxRange are easy. The RNG picks between these, per save. The numbers here multiply by the planet radius in km for the height of the exosphere around the mid-point of the exosphere, half above and half below. -
@MaverickSawyer If you install your mods manually, be sure to delete the mod folders for WBI when you update. If you use CRP mode then you may have somehow triggered the bug where Classic Stock configs and CRP configs are active at the same time and will break all the WBI mods. If you go into the Templates folder and then into Classic Stock or CRP and you see identical .cfg and .txt files, there's the root of the problem. Apart from this, maybe there's the issue of two OmniConverters for an EL metalwork function having the exact same name value which breaks the OmniConverter and also leads to your bug. This was recently fixed. If you have the latest version of everything and you still get this problen then there's something very wrong that you're doing as that kind of bug has been fixed maybe twice already and I haven't suffered it for a long time.
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Making a space material scoop
JadeOfMaar replied to KerboNerd's topic in KSP1 Modelling and Texturing Discussion
I haven't learned to make a part animate except for engine heat/throttle, and it's been quite some time since I did even that so I'm no use to anyone with animation, but for ideas for how the scoop should look, I went with a simple design based on a basktball hoop or laundry basket. And I gave it the same harvester module as in the stock drill but changed the harvester type (from 1) to 3. And I know how to configure resource bands in space so here's a scoop I made, picking up Helium3 in low Jool orbit and showing that there's Helium3 in Jool's atmosphere (through instances of the surface scanner's scanner module with resource types 2 and 3). Lookup "bussard scoop" and you'll see many examples revolving around the idea of a conical frame with extreme outer radius and a framework of concentric rings and supporting beams between the rings. In space where ambient pressure is usually practically zero, useful particles are usually incredibly few and incredibly sparse (except for maybe Hydrogen and Helium?) which force this idea for the scoop shape as to provide enough surface area to capture useful amounts of particles at a given time. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
A little something to look forward to in Angel-125's next update to this mod. Sorry for low quality. The recordings were only meant to be sufficient for sharing on Discord and I forgot that YouTube demands certain aspect ratios and frame sizes. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
Aww yiss. Glad you like.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
Well this little project is finally finished. Except for NuclearFuel and NuclearWaste (and hopefully no others are missing) I've made (and remade) icons for all of the Wild Blue Industries' Classic Stock resources. Also included are just a handful of CRP resources (namely Water, then ExoticMinerals and RareMetals made prominent by the Casa IHM and the GeologyLab template), stock Ore, and @taniwha 's Extraplanetary Launchpads resources. This icon package should arrive in @Angel-125 's next release(s) and will be available to all who use KSP Alternate Resource Panel. The resources whose icons I'm replacing (Ore, MetalOre, Metal, RocketParts, maybe ScrapMetal, and Water) will refuse to pick up my icons at first. Make sure to launch a craft with tankage for all of these and then do this in the Alternate Resource Panel: Settings Section --> Styling/Visuals --> Iconsets (priority) --> Set "Mod" first. The effect of this setting only seems to apply to resources that are present at the time on the active vessel when you use this so you might need to do this again if not all of the resources I've replaced icons for are on a ship. See that Ore and Water change in this example:- 3,523 replies
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@capi3101 I'm using MOLE, yes, but putting wheels on a cylindrical crewed part is usually among the farthest thoughts from my mind. Actually, Bigby is 3.75m. It's the core of my current largest orbiting station. Thanks for the idea, I may add an option for Airline Kuisine's long Mk2 cabin to serve as a lab. You'll see a KIS-sized cube with builtin solar panel on either side of the rover. That is Buffalo's Micro ISRU which has an OmniConverter slot each and can be reconfigured to use any of the dozens of ISRU templates available across WBI. They are there because of the same shortcoming of the Buffalo inline ISRU. I think I'll PR Angel-125 to address this. OPT means Orbital Portal Technology and it's a very prominent large spaceplane parts mod. Click on OPT Showroom in my sig to see what people build with those parts.
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@damonvv The Kingfisher is one of those engines that need Kerbal Actuators, right? Is it present in the offending installs? if an engine still uses RealPlume when you expect it not to, then perhaps configs (within RealPlume or Smokescreen, I think these exist) are active which target all engines that burn Oxidizer. It is also known that Smokescreen takes issue with engines that have more than 2 modes.
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I tried the Doc. It's rather tall and would make things rather uncomfortable in the long run. Fortunately there isn't much science left to gather on Gael, I think, but the rover combo should work very nicely once I get to do manned missions on Niven. Most of the science farming is being done by a supersonic OPT science plane. However, it doesn't have the range to make the largest hops that I want it to and it's not equipped with ISRU. I also need to figure out how to sub with Buffalo. I'd have to make the rover itself longer, maybe even wider to meet all my needs right now and trade the need for a heli. If Pathfinder is installed and the S.A.F.E.R. is available (depending on where you are in a non-sandbox game) you can go with a few of that.
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I designed a transcontinental Buffalo rover a few nights ago. Sadly I don't think its cabin with geology lab can work like a full-featured science lab, largely defeating the reason I wanted to design it. But today I designed its companion, a large heli drone that docks to it to carry it overseas. I didn't check the Isp of its engines so dV has a slight chance of being a problem (2.5x GPP, Gael has quite a lot of ocean on one side). Landing these together is a very delicate procedure. I managed to touchdown at <1m/s vertical speed but I was still near 80m/s horizontal...on a small slope, therefore the slope met me at 80m/s. Anyway... (The mk2 tank with solar panel is Airline Kuisine when installed with Snacks! The heli engines and gas turbine engines EC generators are part of Buffalo.) the rover itself has changed a bit since the picture below. That aside, it has some downscaled Wheesley engines so it can cruise at super-car speeds without me needing to mash W. But I may still be better off installing Bon Voyage.