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KSP2 Release Notes
Everything posted by JadeOfMaar
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Install a mod for OP fuel and engines (whether something mystical like USI's Karborundum, or a half-plausible, half-pipe-dream thing in the nuclear arena such as Nertea's Far Future Tech). And set personal rules for how and when you'll use said engines, and set something like, a global limit on how many of said engines can exist or be in service at any given time. IRL we have yet to find any handwavium propellant. We have yet to send anything crew-rated to Moon or Mars. But don't let that hold back your advancement in a game and in a world of your making. Don't let the current length of the Periodic Table keep you from whatever mega: ship/station/infrastructure you're dreaming of. Good, good.... Now bring one of these to KSP and cross your bridge with it.
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@ARS I've wanted VTOL engine like that for a long time. What mod?
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@GDJ @Triop KK statics are anchored to the planet and ignore physics except for impact with crafts and kerbals. They don't respond to weight and won't bend; are usually indestructible and mass may be irrelevant to them. KK statics also load and unload between 30km and 40km from you. That's a long way out from the physics bubble.
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Stock Visual Terrain (a mod that reskins the stock planets) is known to reduce stress on the game. Stock's settings aren't the pure gold you think they are. Then seek mod updates only when you're ready to start a new playthrough or only if a mod maker announces a major bugfix or only (like a month) after KSP releases, where mods will have caught up. Make your update cycle easier by: using CKAN if you have many mods installed copying KSP out of Steam and not playing in Steam.
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explorables and improved planets
JadeOfMaar replied to jevry's topic in KSP1 Suggestions & Development Discussion
Huge? Far from, actually. Stock scale is but 10% of real scale. A lot of seasoned players are quite unsatisfied by the caps on velocities due to stock scale (which are fine for making it easy for people to get into space and want to learn spaceflight stuff). I personally like 2.5x~3.2x because Mach 6 on air-breathing is where flying in atmo only begins to satisfy me. The problem of rovers can be solved by two things: A rover autopilot mod (Bon Voyage is the best known. There may be other, idk) or a mod that makes rovers apply brakes when they exceed a certain velocity (such as Smart Parts). But such things you've already hinted at. The point of this thread: giving more interactive and exploratory features. Make it more worth it to send rovers and do those long driving missions. -
The addition of "lock position" SAS command
JadeOfMaar replied to 4472TJ's topic in KSP1 Suggestions & Development Discussion
For (most of) the first point, this tiny mod can meet your needs (it enables dynamic control point orientation) and will do so in timely fashion (how long it takes you to install it) vs waiting on Squad to deliver it. On the other hand you can and will come close by setting your craft (especially aircraft) to a given heading and tapping F. That makes SAS hold the new heading until you give another steering input. Also, get creative with spare elevons on aircraft and setting these spares to have no authority except for deploy amount. It'll be like having SAS and Trim enabled simultaneously. I know everything that's wrong or insufficient with my suggestions. I merely took the liberty of throwing some tips... Also, I honestly would also like a "Hold Horizon" option in SAS. Your next point is basically asking for stockified Persistent Rotation, also a tiny mod. This. So much. ^ Sooo much. Steer the craft into the heading you want then tap on F. It makes SAS flicker and then attempt to hold the new heading until you give another steering input. I'd much rather those buttons not be phased out. Who wants to do the required math and otherwise guess which way is which? Also, clicking on the actual "Surface" or "Orbit" text on the navball will make it switch modes. There's your "absolute" and "relative" toggle. -
Extra KSC Nav markers
JadeOfMaar replied to Cavscout74's topic in KSP1 Technical Support (PC, modded installs)
That happened to me too. They didn't invade the runway and the countryside but I did realize there were 5 of them and they could not be deleted except for a rare condition. Try adding waypoints of your own and then switching between and deleting those. Also try quickloads after deleting. -
Made a CFASTT-alike SSTO for 2.5x. It can lift 30 tons to 300km. It took much of my afternoon to build. It needs to spend much more time in atmosphere than I like but it performs quite well. The forward nose is a Thor Tech Shieldnir but Squad's revamp disables the custom texture. The main wings' pieces (excluding elevons) are Tweakscaled but nearly nothing else is.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
JadeOfMaar replied to Thomas P.'s topic in KSP1 Mod Releases
Your thanks is plenty motivation for modders to keep modding. You may want to read back in this thread a bit and learn to prepare yourself for the next KSP release. -
Everything in KSP is heavy to keep from being OP (regarding getting to orbit) relative to how tiny the planets are in KSP. By consequence the planets themselves are believed to largely consist of the likes of Lead or denser elements.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
JadeOfMaar replied to Thomas P.'s topic in KSP1 Mod Releases
There is one other possible reason why 1.5.0 and 1.6.0 aren't available for rollback. Remember, or you gon learn today! ... 1.5.0 had broken aero (...again). Lift was produced in the same vector as drag, therefore drag was exponentially higher, making the game borderline unplayable. The only reason for 1.5.1 was the fix to that. 1.6.0 had a new and horrid PartDatabase.cfg problem which made KSP literally unplayable (causing at least PAW element spam and NRE spam on stock parts, and breaking features in some mod parts) if you were lucky enough to be plagued by it. The symptoms of this problem are aggravated by ModuleManager, the plugin that nearly every mod relies on. Do you really want to be able to revert to that? I don't think so. I don't think Squad thinks so. -
I highly doubt. But as I'll tell anyone who asks for RO configs I'm gonna tell you-- you should learn to make them because it seems like there's nobody who can. I have no faith in the stainless steel thing. Yes it looks fabulous but the fires of atmospheric reentry will have a different story to tell.
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Submarine mechanics
JadeOfMaar replied to Duck McFuddle's topic in KSP1 Suggestions & Development Discussion
I don't know, sorry. That's way beyond my knowledge. -
Fuel in Terrier shrouded variant?
JadeOfMaar replied to RealKerbal3x's topic in KSP1 Mod Development
The stock variant system does not support resource switching. The engine would have to be recoded to use B9PS (or IFS) to enable it to hold fuel and only when its tank mesh is visible. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
@jzroth The whole DIY kit thing is in the territory of its own mod which is all about off-world building, and should not be up to RoverDude to deliver. Ask around in its thread first. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
JadeOfMaar replied to Thomas P.'s topic in KSP1 Mod Releases
That.... is a great question. I'm very slow to update KSP for myself so I very barely get to watch the NyanCats. -
Submarine mechanics
JadeOfMaar replied to Duck McFuddle's topic in KSP1 Suggestions & Development Discussion
If Squad cares about mods, they'll overlook the scant number of oceans in stock and they would cater for the vast community of planet mods by providing more for mods to do with them or, if nothing else, just fix the ocean physics. That said, there is a modest feature set already, but most folks who don't play RSS+RO won't notice because most of these features are off or undeclared by default, but are activated and used by RSS & RO. Part mods will easily fill the gap in making oceans playable if you or Squad give them a chance and give them incentive (introduce mechanics to give the mods something to do). Or, if enough mods achieve something, maybe Squad will attempt to provide a stock version of it: Stock CommNet vs RemoteTech, KSP Interstellar, JX2, and the antenna utility (part-less) mods KerbNet vs SCANsat and Waypoint Manager Stock dV (finally) vs KER, MechJeb, VOID, basic dV... Some of these features exist in stock already. Parts can be configured for pressure limits. Parts can be configured for more or less buoyancy. Spoiler: they default to max and are always super-floaty. Biomes can easily be added within oceans. Just cast aside your assumption that this can't be, and do it if you can edit planets. You'll still technically cross from the Atlantic to the Pacific in KSP, you'll just always be splashed while you're crossing. And resource and science result differences will still apply. Water being dense is only one aspect of the problem. See my mentions of buoyancy and poor physics above. Angel-125's mods are incredibly powerful and I've started a project to use their capabilities to make undersea exploration and science usable. His science modules allow required altitude bands and whitelisting planets so you can indeed make your own experiment which explicitly needs to work "this far" down, only while splashed, on "this" planet in KSP and turn out science. See spoiler and mention of Angel-125's mods. This can totally happen, but don't bet the farm on Squad. Part of what makes new features likely in KSP is whether something related to it is happening or has happened irl, and how far it strays from the literal interpretation of the name KSP -- how far it strays from pretending to be NASA/SpaceX/ULA, etc and running a space program and launching things into space. Once the submarine's engines do work that way that would indeed be neat. Now throw a life support mod in and it gets 1000x more interesting. Lol. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
JadeOfMaar replied to Thomas P.'s topic in KSP1 Mod Releases
As Kopernicus is, it will do nothing expect unleash a NyanCat party on your screen. -
Solar Systems Editor
JadeOfMaar replied to KerbalMax's topic in KSP1 Suggestions & Development Discussion
I would have second thoughts....... Think about the Mission Builder for a moment. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
JadeOfMaar replied to Thomas P.'s topic in KSP1 Mod Releases
Why're you dropping hints for others to unlock Kopernicus? Whoever does so will share it, thinking they're helping, and then the unsuspecting 3rd party will come here and complain to Thomas because it's his mod. They'll expect him, not you, to be able to fix. Thomas knows how to unlock it but keeps it locked for his own sanity. Plugin modders are always welcome. If you're willing to hang around and check for potential problems when later KSP releases occur, that would be epic. -
I see the grounds for your reasoning but I cannot accept it. I consider the Raptor engine for what it is and how it has been made available for use --> a single small individual engine with one nozzle. Which you then have the luxury of clustering with as many of them as you want with as much spacing between them as will fit your needs. But when you do get to the clustering, your logic breaks down. If Damon's raptor was made as a 6-in-1 or 7-in-1 (whatever combination) with a unified attach surface of x large diameter, then I would use x large diameter. If someone else wants to use this engine (as it is) differently, like put a pair on a on a spaceplane or so on, they will come complaining to Damon and myself that the tweakscale config says it's huge when it is not.
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The Tweakscale config is consistent... For a Tweakscale config. Pods, tanks and engines, anything cylindrical (and sometimes including Mk2 which is a gray area) are always measured by their diameter. But who measures wing pieces by a bulkhead size? Stock wing boards and, unless I'm wrong, most srf-attached parts that are not cylinders are measured in percentages.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
JadeOfMaar replied to Thomas P.'s topic in KSP1 Mod Releases
Your intent is noble but the true solution to Kopernicus and Steam is not to use Kopernicus in Steam. Copy KSP out of there, mod it, and play the modded copy. Because this happens every KSP update, and people have repeatedly been caught off-guard by this. Thomas.P knows how the version lock works. If he wanted it out he would have removed it himself. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
JadeOfMaar replied to Thomas P.'s topic in KSP1 Mod Releases
Copy your KSP folder out of Steam and only use Steam for getting updates, then the trolling from Kopernicus & Steam will stop. Kopernicus is version locked because it's better for the modder that you can't play your game than: 100 players report problems in an old version of Kopernicus they're still using in newer KSP which are fixed in newer Kopernicus but might break in the next KSP and then the mod maker has to go out of his way when people complain even more the modder puts out a fix for newer Kopernicus that will break (break worse) when people inevitably try to use this fix in older KSP and then players complain even more players come up with 100 edge cases where a good fix or new feature doesn't work anymore and tries to get the mod maker into a pointless run-around You, the customer, sitting at your table and getting served, have no idea what pressure the cooks and the waiters have to bear when they prep the food and drink for you and for everyone else in the restaurant. Be sure to tell everyone who uses your hack not to bother the original modder if they find any problem while using your hack. Be sure to tell them to report to you.