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Everything posted by JadeOfMaar
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How to Stop a Resource from Spawning?
JadeOfMaar replied to fenderzilla's topic in KSP1 Mods Discussions
Hmm. Maybe the ,* needs to be before the :AFTER !BIOME_RESOURCE:HAS[#ResourceName[Substrate]],*:AFTER[CommunityResourcePack] {} But it's nice to know you got things working. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
Nope. This is deep, plugin-level stuff.- 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
Some "persistence" problems unique to 1.4.x are breaking Angel's mods pretty badly. It is known that the Hacienda drill forgets that it's supposed to be running, after a quickload. I haven't messed with resource lodes so I have no suggestions for you or for him, sadly.- 3,523 replies
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Pardon me for mis-diagnosing, guys. I finally see how the connection is, between BetterSRBs and the errors.
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[1.12.x] Near Future Technologies (September 6)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
I'd like to think this is a thing. Lol Check for a MkIV update. There may be a release where these parts are properly deleted. I don't expect MM to be a valid approach to this as the identical parts are caused by two configs with the same PART {name = x} value. It would be much easier or more worthwhile to sift and delete files (if the presumed MkIV release does not exist). -
[1.12.x] Near Future Technologies (September 6)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
NF Aeronautics contains engines, tanks, mounts and intakes from MkIV Spaceplane System. Check MkIV and very likely, delete everything but the MkIV class parts. -
@JH4C @Patrick_the_big @theonegalen The errors are from this mod's SXT RealPlume configs. The configs are failing to reach configNodes elsewhere in given part configs to copy from them. There's a problem with the RAPIER RealPlume config too. The entire RealPlume portion of these configs need a inspection.
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Yep. You'll see that the stock resources similarly have volume = 5.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
@Lightning_Gamer Nope. To my knowledge there never was a Stail class cabin. -
[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
JadeOfMaar replied to Gameslinx's topic in KSP1 Mod Releases
@Maichin_Civire The contract system is very dumb. You can guide it by sending a probe anywhere else, at any time, as you see fit. Once you enter a new SOI, contracts will start pouring in for that body.- 2,454 replies
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That's a fault of Squad, not of this mod (though, the mod can stop provoking the bug). KerbNet breaks when resources for ISRU are added to an install. I can tell @TheProtagonists what to do about it. Also, you can install SCANsat and Waypoint Manager, which together are what KerbNet compares to but the mods are far superior to it.
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Is there a mod that adds asteroid collision?
JadeOfMaar replied to ocso639's topic in KSP1 Mods Discussions
There is no mod but check the link near the end of this quote. It's a stock feature of KSP 1.5 (coming soon™). -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
That's a harmless issue of the tree shader and EVE cloud shadows iirc.- 7,372 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@Enceos Just install Sigma Dimensions and the Rescale! config that matches what you want. About the red text you can ignore it. It works fine. BUT Galileo's not providing support right now (and you can expect visual mods to lose some of their crap).- 7,372 replies
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I experimented in Jool-diving in 2.5x for resource harvesting, with a special-made OPT spaceplane. Nominal orbital velocity is about 8.6km/s so this plane would likely have exploded long ago if not for epic thermal control system. Four 1.25m Lassos from Pathfinder are hooked on under the wings for the actual harvesting, but for whatever reason, they appear to be broken for me again so I used only their atmosphere input rate as the yard-stick for performance and how deep I should dive. I saw this on the way in and seriously asked myself how people can resist and reject mods so harshly... I ended the experiment session by casually re-entering on Kerbin and testing its handling while landing. It was alright but it needs chutes. That's no Mun. I swear. ~ _~
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Longer re-entry
JadeOfMaar replied to Cheif Operations Director's topic in KSP1 Suggestions & Development Discussion
A couple of factors are in play here and easily observed: The command pods can take a lot of heat, likely without a heatshield under them. Your Kerbin periapsis may be quite low, encouraging exponentially higher drag and faster deceleration. If an IRL re-entry vehicle came down straight from the Moon, I'm sure it would do several passes with high Periapsis and aerobrake very gently as, unlike kerbal, we're very sensitive to air pressure and blazing hot plasma. Everything is relatively quick and easy and safe at stock scale. Install Sigma Dimensions and Rescale! and inflate your universe, then see if your question is still valid. -
What is the Spaceplane parts?
JadeOfMaar replied to minhthu215's topic in KSP1 Suggestions & Development Discussion
Yeah it could still be useful then. I typically always include a 2.5m or larger probe core as I'm paranoid of losing kerbals-- so I personally never see a use for the part. -
What is the Spaceplane parts?
JadeOfMaar replied to minhthu215's topic in KSP1 Suggestions & Development Discussion
Assume that a lot of us play only sandbox/never career, and typically with kerbals pre-leveled-up. From this POV this part is always useless. It is not a common thing that a manned ship MUST have a pilot in order to be fully controllable. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
Pathfinder isn't exactly a system (among the inflatables) that you make something "inline" for. The entire reason for the Hacienda is what you're asking for. It includes a drill in right-click -> Start Ore. You can skip the KAS pipes by right-click anything -> Manage Operations -> Distributor tab -> toggles. Use WBI Logistics and even share EC around.- 3,523 replies
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So good......... Is it big enough to hold a squadron of mobile suits and arrays of siege weapons?
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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
@Nicky21 The root of the issue may be that those wings contain both a lift surface and elevon control surface. Maybe Tweakscale doesn't like that. Also, note that the CoL for those are not in the center of the wing area, they are (with the part's origin) at the attach point, which complicates the use of them. By consequence it (and the aero overlay lines) won't move when you resize them.... But if, say, the CoL marker for the craft doesn't move when you resize them, that's a serious problem. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
You will get to produce it via one of the templates of the Hacienda IMF or possibly any OmniShop capable part in the other WBI mods. Well......... Chuckwagon got chucked. I wanna give you a medal for that.- 3,523 replies
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A bit of messing about in 2.5x again and culling OPT Legacy (namely, the fuselage parts and keeping the engines and other little things) has yielded two capable SSTOs. The [K]arrier which holds 45 tons. The forward cargo bay opens downward while the rear one opens upward. The H mounted parts are completely dry. The rocket engines are scaled to 1.875m. It's hard to tell whether these or the jet engines (on both planes) are the mains or the boosters. Their handling on descent hasn't been tested but overall performance has been quite nice for both. Overheating hasn't been much of an issue. The [K]arrier has 4 of my customized ramp intake underneath to sufficiently feed the jets all the way. The Karrier [J] weighs half as much and holds 30 tons. Compared to my NOX Crown spaceplane this one is less ambitious (style and TWR) and tries to be more efficient, saving on part count, width/wing span, and possibly surface area (for drag) too. The 1.25m tank on its back is countering thrust torque by holding a Classic Stock resource and weighing twice what you would expect (it weighs 5 tons). Maybe if I move the wings up I can ditch that mass.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
The idea for the weak maxVolume value is so that while KIS as a feature will always be available (I assume it can't properly be enabled/disabled on demand for a (usually crewed) part that has the module), it's not meant (in mine and Angel-125's opinion) to be usable while the given part is set to hold other things such as fuel. This is specially true for fuselage parts but exceptions may be made for cockpits and cabins. Re: the number of slots you want for fuselage parts, I think you made a very funky mis-statement of what you're hoping for. If I provide that kind of Y slots, the KIS inventory window would be disturbingly tall, and one X would make it uncomfortably narrow. In accordance with your request (roughly), I've simply buffed the numbers of inventory slots. 20 ~ 48 slots (8 ~ 12 wide on X by 4 tall on Y) will be provided for inventory in the large fuselage parts that allow KIS. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
@Jesusthebird Another thing, Tweakable Everything (if you have that) has been known to mess with attachments in OPT parts. I'm really curious now. What makes my SABR3 a great companion to OPT? I've seen a hint of it myself but I'd like to know what the other players think.