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Everything posted by JadeOfMaar
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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
Built-in radiators? How about yes. (At someone's request, somewhere). Applies to all cargo and hollow bays but not the ramps/cargo tails. Currently their ratings are 300W, 400W, 800W + will cool all vessel. The J and Stail parts (by KSP's logic) will hold the least amount of heat absorbed from other parts and will saturate the quickest. Those will need the most help from discreet radiator parts but it shouldn't be too bad. -
Is there a stock or mod feature for replacing the unknown ? icons with custom ones? Surely there is one as I know of the use of a stock feature to add custom category icons beside Pods and Engines, and is as simple and straight-forward as Community Category Kit. Please do not suggest Filter Extensions. I generally don't mind a little complexity in things but I'm of the opinion that Filter extensions is overblown for a utility, namely where it comes to adding to its database. I don't mod my installs to the point where I would need to keep Filter Extensions around.
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Aukury Planet Pack (InDev) KSP 1.4.2-5
JadeOfMaar replied to qazqazqaz's topic in KSP1 Mod Development
Normal maps are very necessary, however, you very much misunderstood how to use them. In a normal map, white means maximum extrusion/protrusion and black means maximum depression. You need to take care when arranging the gradients (and how far you move from 50% gray) in these images or you will meet with that problem every time. That said, you should totally continue developing this, and with normal maps. The idea of a tan gas giant with many moons is very interesting. -
I took my Podracer Stratolauncher and tried a Virgin Spaceship kind of thing. The conditions are entirely different so I cannot call this in anyway a replica. Namely, the real stratolauncher was effectively powered by Junos, and Virgin's plane likely runs on SolidFuel.
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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
@Shaneaphone GPP by default replaces all the stock planets so you start out within its all-new planetary system, and it adds its star in an orbit only modestly far beyond its outermost planet. There is an optional mod within GPP called GPP Secondary which perfectly makes GPP and Grannus into a remote system and leaves the stock planets alone. @Jammer-TD I have the impression that KSP 1.4.5 broke more in the planet modding sector than just PQS.- 7,372 replies
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- gpp
- kopernicus
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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
@juanml82 Thanks for the feedback. Yes it's balanced for stock, mostly. There will still be a modest and convincing challenge in using it to get to orbit if used to its fullest (with its intake and nacelle, and maybe if you play the intercooler's game). Same thrust as 4 RAPIERs, but 20% less combined mass due to the efficiency of the expected, advanced, irl construction material and process (and sometimes, a monolith is simply superior to a cluster), less drag (hopefully due to being just 1 or 2 parts vs the original 4 plus whatever is used to mount them), and modestly higher Isp. My engines are not improperly scaled. They're designed to fit in their nacelle like the cork to its wine bottle and not really meant to attach to things other than that. -
// Change all of these. This should be the most of your issue @PART[*]:HAS --> @PART:HAS // Possibly do the same with line 288 @TANK_DEFINITION[*] // Resources don't have a title key; lines 415, 419 @RESOURCE_DEFINITION[...] { @displayName = } // line 275 // I don't think you can use MM on kerbals. If you can, that'd be great. I was unable to... // line 424 @PART[ISRU]:HAS[@MODULE[ModuleResourceConverter]]:HAS[#category[Utility]]:FINAL // line 635 @PART[MiniISRU]:HAS[@MODULE[ModuleResourceConverter]]:HAS[#category[Utility]]:FINAL // It should not be necessary to check for parts that have a certain module or key if you're already targeting the parts' exact names. The entire :HAS segments should go. I don't recall if Kerbalism moves them but I bet it does not move them. // You also used :HAS incorrectly. Just so you see how it's written, it should be like this: @PART[ISRU]:HAS[@MODULE[ModuleResourceConverter],#category[Utility]]:FINAL @PART[MiniISRU]:HAS[@MODULE[ModuleResourceConverter],#category[Utility]]:FINAL This will sum things up nicely for you, as far as I know. If you plan to share this, try not to use :FINAL. Too many mods try to run last and that can cause issues among them.
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I sent up this very large multipurpose storage module to my MOLE station. At the time I considered making it into a fuel depot so another launch was planned after this, to bring up an exosphere scoop. This little project can only be just to see how things work because the station has a polar orbit and it's impractical to use such as a launch point for missions. Before even starting KSP to do this, I expanded my B9PS config for stock parts to enable them to switch between nearly all Classic Stock resources. So these Kerbodyne tanks can hold nearly anything the Wild Blue parts can. I may want to make or carry a whole lot of something other than LFO in them.
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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
@NHunter Thanks for noticing. The next release will fix that. -
[1.3.1, 1.4.3] The Spice v0.8.2 [May 10, 2018]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@AmpCat Betwen the clock (Kerbal Alarm Clock) and the WBT button is the Refinery button. Click that to access its panel.- 101 replies
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- dune
- no worms sorry
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[1.3.1, 1.4.3] The Spice v0.8.2 [May 10, 2018]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@AmpCat No object appears in the tech tree for it afaik. Once you open the set tech nodes, the refinery should be available and you should have the resources and the buttons to enable production at the KSC view like in my screenshot earlier on this page.- 101 replies
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- dune
- no worms sorry
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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
Adjustable Landing Gear is an infamous and old pack of highly configurable landing gear. That same pack is bundled in Kerbal Foundries now and may be th same mod you're thinking of. Do like myself and @Apaseall and keep all your re-modding in a patch folder with your name or brand. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
JadeOfMaar replied to Thomas P.'s topic in KSP1 Mod Releases
One thing I've learned from being around (re: KSP) for 2 years is: It's very safe to expect and trust that mod-makers who are still active will know soon enough, if not right away, when a new KSP release has landed. There's no need at all to drop "just a notification" for them. There is a need, however, for players to copy their game out of Steam and be less eager to receive game updates, less proud about their Steam hours, or disable auto-updates in Steam. Because updates break things, and updates make Kopernicus stop working. And then players want to nudge the mod-makers and think it's smart and perfectly acceptable to do so. Every single update. Thomas knows 1.4.5 is out, and life is harsh and/or deeply involved to some of us, as hinted by @4x4cheesecake. Much thanks for their comment. Everyone should read it. This statement is carefully crafted to inform you, Trekkie, satisfy the voices of others who will want to come and comment, and prevent another pass by the forum mods. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@AmpCat That's out of my hands, and someone mentioned it in one of the WBI threads. Install an older version of Wild Blue Tools to cure it. -
SABR3 Sterling v0.4.0 Pre-release [KSP 1.7.x] [Apr 24, 2019]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
@linuxgurugamer It's no longer "OP" at stock scale. I made sure of it since you asked in RocketPC's stream. -
SABR3 Sterling v0.4.0 Pre-release [KSP 1.7.x] [Apr 24, 2019]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
I tried making a LAPCAT A2 last night. Four SABR2 ramjets (without their rockets and scaled down to 2m), the body set to hold 100% LF through a new config I made to add B9PS fuel switching to all stock parts. It cruises at up to Mach 5.3 at 17km ~ 20km and while holding 30t Ore. It can theoretically do 1/3 maybe 1/2 a lap around 2.5x Kerbin but I lose signal range and hence lose connection. (I should turn CommNet off). Having so much fun with this plane has motivated me to make the engine for this type of plane, the SCIMITAR concept. This SCIMITAR is nothing like the one made by Nertea for the MkIV spaceplane mod. The true SCIMITAR is not a hybrid engine whose rocket mode can help you get to space. -
I polished off this Skylon-alike and made my mod pre-release-ready, which provides the aftermarket parts. The craft works in 2.5x, hauling 30 tons to about 100km, but (on suggestion) I dropped the atmosphere height from 90km to 70km because 70km is realistic™ at 3.2x. and I am quite fine with that. Also this is the first time I'm experienced 2.5x stock system. I'm usually "GPP or Bust!" when I take the planet system seriously.
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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
Pre-release time. v 0.1 :: Come and get it :: Where's your 2.5x Skylon-alike? -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
Nah, it's fine. I'm not bothered. This is a good chat. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
@HaydenTheKing Every engine in OPT Legacy was even more OP (before I took over) than they are now. They are reasonably OP. I've even gone to the trouble of writing new part descriptions, as well as changing (mostly lowering) stats to line up with existing (unchanged) part descriptions, to lay some justification for their yet high stats. Remember that their fancy looks are tied to the inspirations behind them........ anime and sci-fi. Expecting stock performance from fancy and polished things like these is weird in my perspective, and @AmpCat lists very well the problems with "stock balance." Feel free to make suggestions for where you want me to move parts, and what new costs they can have, for the next releases of Legacy and Reconfig (whenever those happen. ). Save this anywhere in GameData, preferably in the OPT_Reconfig folder... I really should put the J-61 and maybe the J-60D in Experimental Aircraft Engines. Hmm. @PART[J61] { @TechRequired = hypersonicFlight // put it where the Whiplash is } // use @TechRequired = aerospaceTech to put it with the Rapier // use @TechRequired = expAircraftEngines to put it after that if you have Community Tech Tree -
[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 :: OPT Reconfig :: I've considered moving the J-61. I left it because I felt a lazy urge to not move it, but as somewhat compensation it's the most gas-guzzling of all. I don't quite get it. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
There's no worry concerning the KSP version. It's all safe to use in 1.3