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Everything posted by JadeOfMaar
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[1.5] KOOSE mini reentry pod aka escape pod
JadeOfMaar replied to TiktaalikDreaming's topic in KSP1 Mod Releases
Wut? -
SABR3 Sterling v0.4.0 Pre-release [KSP 1.7.x] [Apr 24, 2019]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
@woeller That........is a very nice spaceplane! Thanks! Your spaceplane will be able to bring much more than it could, or reach higher than if you didn't find my mod. I can say that much. -
I finally finished making this today. The SCIMITAR Advent 2.5m jet engine. With it my LAPCAT mach 5 cruiser analogue is technically complete. (Scaled down to 2m to fit the plane proportions.)
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SABR3 Sterling v0.4.0 Pre-release [KSP 1.7.x] [Apr 24, 2019]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Finally... The SCIMITAR Advent 2.5m jet engine. The ultimate in airline propulsion, based on the real concept SCIMITAR, derived from the SABRE. The power of 4 RAPIERs, with afterburner for subsonic cruise, and efficiency that climbs past the Whiplash. v 0.2 changelog * Added SCIMITAR 2.5m engine * Added emissive animation to SABR3 Precedent engines * Added Isp upgrade for most engines * Updated patches -
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Norcalplanner it's some kind of pig shark bird. (Engineering at its finest!) -
How to Stop a Resource from Spawning?
JadeOfMaar replied to fenderzilla's topic in KSP1 Mods Discussions
@fenderzilla You had it almost right in the second spoiler. What you (and @theJesuit) want is this: !PLANETARY_RESOURCE,*:HAS[#ResourceName[Substrate]]:FOR[MyMod] {} !GLOBAL_RESOURCE,*:HAS[#ResourceName[Substrate]]:FOR[MyMod] {} !BIOME_RESOURCE,*:HAS[#ResourceName[Substrate]]:FOR[MyMod] {} // instead of :FOR[MyMod] you can use :AFTER[CommunityResourcePack] (which only works if Community Resource Pack is installed) // if you plan to share your mod, try not to use :FINAL What's wrong with the original content was the use of [*] which assumes there's a key inside: name = xyz, which there isn't; and the missing # which means you're targeting a key or parameter. ModuleManager has sufficient documentation here: https://github.com/sarbian/ModuleManager/wiki -
I'd like to speak in favor of this PR. I (and surely, many other players) have had my heart broken by CRP concerning, example, ArgonGas, where I kept a save for a very long time, preparing an Argon-powered infrastructure for Duna, but on creating a new save to deploy in I found that there was none at all, making a complete waste of all my planning and test-building. I had no idea how configs worked yet, to tweak them, as most players, so the situation was hopeless. With (particularly) the percentage based system there's: A guarantee of a consistent presence of [x] resource between saves; Always a minimum playable amount of it, however small; Ease for resource modders to see how they're balancing resource distributions for a given planet.
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
JadeOfMaar replied to StarCrusher96's topic in KSP1 Mod Releases
Problems in the space center view are caused by Kerbin being made to orbit something between itself and Sun. The game doesn't like it and it's not going to be fixed. (I wish you the best in convincing Squad to install a planet mod.) As for the long loading screen time, I have seen this for myself while testing GPP+KSS compatibility. I think it comes down to normal processes but being stretched out to accommodate the many stars that shape the galaxy arms. Visual mods may have no weight in this as I didn't have EVE or scatterer in my install.- 4,170 replies
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
JadeOfMaar replied to Waz's topic in KSP1 Mod Releases
Take all my likes @Gameslinx -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
@jestermaximus Several of the current (H, J, K, KH) body pieces have half-sizes to them so I suppose something very wrong has happened with your install. Several parts known in Legacy will have disappeared between now and back when you last saw them. It's only recently I learned of it when someone asked about a specific cockpit that included a docking port, and I learned why that had to be deleted. That issue of the Stail cockpits is very reasonable. Some other cockpits are like that, which is very weird. I'll deal with it at some point. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
Take the following and change @PART[J61] to @PART[J61]:AFTER[OPT_Reconfig] Change "hypersonicFlight" to whatever else you find appropriate but you'll have to open the config file for another part to get the value you want. The display name of a tech tree node is not what you want to put. And maybe preferably don't save it in the OPT_Reconfig folder... -
Craft designs and mission speculation today. I decided I wanted something that could go interplanetary, with life support, and grab and process asteroids. With OPT (excluding Legacy) and some TweakScale (no parts from other mods) I managed this. It was hard to legitimately bring to orbit (due to so much lift surface) but it was doable-- sadly that meant launch straight up until lift no longer mattered. Then let the Dark Drive handle the rest. I decided that possibly it could take a crew to Thalia and back, but before that can happen I decided to build yet another perfectly symmetrical cross-shaped station and try to fit the dV in it to take itself to Thalia. It's got solar panels for daaaaaays. Not every station I design, I care to launch or assemble legally. To the Cheats menu for this one. And lastly, some spaceplane and rescue craft fun. The design challenge for this was to make something that used forward-facing Quiztech Razor engines, and few Thor Tech jet engines, and could deliver a lot of LiquidFuel to the target. This, the original iteration had just one 2.5m reactor and could not break Mach 1, but could have gotten the job done. It was utterly abused by the drag cube system, as every part in the main fuselage was a different size at either end, and cargo shielding not working. Ultimately it ended up with many engines and could break Mach 5 in spite of the drag, but I wasn't very happy anymore by then (mild frustration). Well there's this amusing tendency to snap right here, every time, if it touched down too hard. The cargo bay is the root part. And it was a relief that while I couldn't use the claw to dock this plane to the one it was rescuing (claw is too high and the other plane has low elevation), WBI logistics performed flawlessly and wirelessly transferred fuel to it.
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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
Oh boy. That's very serious... -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
@Sokol_323 Soil is the waste product in Angel's life support mod, Snacks. You may be able to set a Buckboard to contain Soil and then simply ship it up. If that resource is not available then Snacks is a hard dependency for that experiment. -
[1.11.0] Airline Kuisine v2.5.0 ~ [Jan 2, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 2.2.0 [SNX] Fixed exclusion problem where Default mode features still appear when Snacks mode active. [SNX] Rebalanced Snacks templates. [SNX] Added Ponderosa features to Mk3 Rec Centre. [SNX] Upgraded Convert-O-Trons to OmniWorks (will not help with Extraplanetary Launchpads right now). DOWNLOAD :: SpaceDock :: GitHub ::- 146 replies
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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
OPT Legacy 1.1.2 for KSP 1.4.5 Added/fixed science container and Crew Report experiment to Humpback cabin and Stail cockpit Moved J-60 and J-61 to Aerospace Tech/ Exp Aircraft Engines in tech trees :: DOWNLOAD :: Paired OPT Reconfig release: -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
OPT Reconfig 1.2.3 for KSP 1.4.5 Added missing science container and Crew Report experiment to J boarding ramp and J rear hatch Moved HAE-02 Mk2 engine to Aerospace Tech in tech tree Buffed WBI battery storage capacity (x4) Removed erroneous calls for OPT Legacy Removed erroneous references to IntakeAtm when in Classic Stock mode and Community Resource Pack not installed OPT parts will gain/use Atmosphere resource and not IntakeAtm simply if Pathfinder is installed Added radiators to all cargo bays and hollow fuselage except ramps/tails Remove second lift surface module from a 2.5m cockpit :: DOWNLOAD :: -
SPACE STATIONS! Post your pictures here
JadeOfMaar replied to tsunam1's topic in KSP1 The Spacecraft Exchange
oh, it's an EVE Online skybox. There's a link in my signature but I can't guarantee it will work right now with the current confusion of "replacer" mods. -
Exodus Aerospace.
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I made a TSTO spaceplane inspired by a new startup aerospace company somewhere with an epic new approach to commercial flight and the domination of LKO. The small orbiter (manned or just a cargo dropper) is exclusively a rocket plane and is launched as horizontal as can be. It does not ride on the back of the lifter or in the middle of a souped up stratolauncher. They separate near orbital velocity. The lifter safely lands somewhere. I don't need a stage recovery mod. The orbiter has enough TWR to secure a high Ap and fast before either craft leaves the physics bubble. I did not go gentle/quiet into the night... But I could and did on the next try and landed intact. Landed this, easy.
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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
@AbhChallenger Here's the current table of stats. I think it would be sufficient just to provide a range of fractions to multiply by, relative to LFO, to make PropLox thrust higher or lower as needed. Again, I don't normally deal with Hydrolox, so I have no clue yet to how to treat it. Note that the Fulcrum is kindred to the stock Swivel and is a lifter, but the other two are kindred to the Terrier. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
@AbhChallenger I'm glad you're excited. Mission accomplished. I'm not against such re-balancing if more demand is raised for it. But I will need external feedback on it. I hardly play casually anymore and Hydrolox is not a propellant combination I normally deal with so I'm blind to the little things about it. At this initial release, PropLox may indeed be overpowered. Higher vac Isp and equal thrust to LFO, and lower ASL thrust (due to lower ASL Isp) vs LFO. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
Surely everyone who has been to this thread knows of the awesome Fulcrum, Corvette and Hemi-Cuda engines. Well they're getting better..... Better plumes, that is! The ones shown below aren't what will be released, but it's a great start and a great tease. In addition, with Classic Stock still maturing, and the WBI multi-mode engine feature, these engines have become tri-modal. LFO: featuring all-new yellow plumes. PropLox: Equivalent to Hydrolox, with blue plumes. RaptaLox: Equivalent to Methalox, and easily refueled if the vessel carried by them lands on a planet rich in Hydrokerbons; with purple plumes! LFO and PropLox modes will be freely available, but RaptaLox mode will be sealed behind a part upgrade later in the tech tree, after the LFO upgrades. For clarification, and for those interested, PropLox is an alternative to Hydrolox, made wildly popular through Nertea's mods, Cryogenic Engines and Kerbal Atomics. The only thing missing here is a boiloff module, which could be installed easily enough if there is demand for it. The Proplox mode carries the highest vacuum Isp of the three modes but the weakest at sea level. Raptium, effectively Refined Methane, is rather lightweight, and is distilled (and very fast) from Hydrokerbon, familiar to users of Karbonite or Kethane. Hydrokerbon also distills into LiquidFuel but currently with no noticeable advantage in speed or input efficiency, and currently has no other use by itself. Raptium's thrust and Isp are a pleasant surprise to experience-- higher overall than LFO. Given its power and conversion speed, it will be fairly costly to operate its converter, and Hydrokerbon is fairly rare and hard to find in bulk. I wish you well with finding a hot spot on Kerbin or wherever else in the local planetary system. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
This is the best part. Maybe. Lol.- 7,372 replies
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