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Everything posted by JadeOfMaar
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Depending on the game (such as any free-to-play) DLC can be seen as a blatant cash-grab and a gateway to players who have money to: stomp on players who have inferior/free/no gear progress much faster, much farther in the game (can easily be seen as unfair advantage) fight for bragging rights and then exercise these rights at every opportunity (with or without stomping on players who have inferior or no DLC)
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It's from Betty & Rodger's™ ...
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Sent up a Hab with Hub to the MOLE station. Sent up this service module? to that station. All it does is provide tankage, part of which is for returning goods (or not-so-goods) to the surface in style. The service module is meant to land back on Gael, preferably undamaged. Then I took care of two moon orbiters (on at each moon) and brought home some science at the peak velocity of 5km/s, with a fabulous fireworks show around it.. And then sent the third thing today up to the station: some crew, plant science and a KIS box in a drone plane (not an SSTO).
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[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
I have a better idea, and I should have done this before. I'll add IntakeAtm to all other intakes. Why? Because it would be a waste to clone those verniers and have these clones only usable on Kerbin, and Oxygen's presence is not important to a thing that uses pressurized gas of any sort for thrust. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
JadeOfMaar replied to Thomas P.'s topic in KSP1 Mod Releases
1.4.4 is a waste of time (Squad just announced 1.4.5, which exists because 1.4.4 was another rushed and half-baked patch). Go back to 1.4.3. Try to see from the mod-maker's perspective and try not to rush for KSP updates. They're never the pure and solid gold you may think they are. Thomas.P knows this. That... may depend on how fast 1.4.5 gets here. -
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Lazerwulf You need to have the latest of these two folders, inside of GameData/DeepSky, like this. And they are both linked on the OP of this thread. Look for these two highlighted things in flight and in the editors. Always make sure to have a few of this DS Burst Mode Charger on the craft so you can use Burst Mode for any decent stretch of time. -
(2.5x mode) I developed a Mk2 science drone orbiter thing. It has 1km/s in vacuum (with 2 tons? dummy payload) and too much sea level thrust (just one WBI Fulcrum or stock Swivel engine is enough for it). This should be more vacuum optimized then it would be more useful, having more dV to spend. For fun I saved some dV in the liquid lifters and fired them back like orbital siege weapons (and at another point, I released them forward at full throttle like ICBMs). I also did the orbital capture of the first Ceti relay sat and launched one for Iota.
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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
@Apaseall You're in the right place to ask. All OPT support is handled here. There's a good chance for H engines but I must mention that the idea of making things for H mounted plus H fuselage is daunting. The front of the J-60 series is Mk2. I can make parts now but I can't devote myself to OPT. I've already developed quite a to-do list for part-making while learning the art. -
Transporting Cargo Off of Eve?
JadeOfMaar replied to DefenderX1's topic in KSP1 Gameplay Questions and Tutorials
The SSTO being the miner would be a great option. But if you already use MKS, you could take advantage of local/planetary logistics and bring extra crew to operate the mining base and activate logistics. This would save the SSTO from the weight of the mining gear and from the need to dock while landed. If you use OPT Reconfig (a mod of mine) it will enable you to use B9 Part Switch for adding Karborundum storage to all OPT parts. You only have to add a config node in up to 5 places and avoid a hellish runaround with Firespitter configs. If you use Thor Tech (linked earlier) or OPT Legacy, you get jet engines that will enable you to SSTO from Eve. I can't guarantee you'll be able to lift much Karborundum at a time as, I repeat, I never thought about mining for things there. The best pre-existing option for storage is USI Core which is just tanks and nuclear reactors. Its tanks will hold it. -
I assume it may be an oversight on Angel's part concerning changing the WBI play mode to CRP (providing for two resource systems isn't easy). But just as much, something in your install (or missing from it) could be the source. I wouldn't know as I'm able to test things and tweak them to the point where i don't need CRP at all anymore, just Classic, and I don't use MKS, which is quite a large mod on its own. If you're looking for "closed loop life support" you won't find it as no life support that gives a decent challenge will allow it, but if USI life support is any indication, life support storage will last for leaps and bounds once you have a decent supply (or input rate) of Compost/Fertilizer. And of course, the smaller your crew, the further the Snacks™ will stretch. The modularity of the mothership saucer slices will help quite a lot in getting a good system setup.
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@vardicd The Buckboards are bundled with Wild Blue Tools so they're absolutely always available if you use any Wild Blue mods. But any part from the other Wild Blue mods which provides convertible storage (practically any tank part at all so you need not worry) will allow it, especially now that OmniStorage is a thing. What you have to worry about is that you cannot transfer the CRP nuclear resources so the SAFER will unavoidably become dead and useless if you use it out normally or it gets drained by Extraplanetary Launchpads (to fill the reactor in a craft deployed from a Pathfinder + EL base). I got all the first-hand experience for this while colonizing a moon a few weeks ago. You can transfer EnrichedUranium and DepletedFuel only between Near Future's parts via its nuclear transfer mechanism, which the WBI mods do not inherit. If you use Classic Stock and the SAFER holds NuclearFuel and NuclearWaste then you can easily refill it (or empty it) when you need to.
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(skipping @MDZhB lol) banned for thinking @FleshJeb does not know about the parrot-- he knows
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Banned for...three times, by me!
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Banned for having just as many U's
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Banned for having no vowels in your username.
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Banned for having heterochromia iridis like 33.3333% of anime characters
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OP comms dish specifically designed for use with interstellar level mods. This variant is currently exclusive but I have ideas for at least 2 more variants. I've wanted one of these very much to include in The Spice but didn't want to borrow any (more) models from well-known mods. I've already done quite a lot of that. 1.25m base ring, 4m at dish rim.
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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
@Apaseall Thanks for the discovery concerning WBI. I assume it's in KSP 1.4.4 (which I'm not using yet so I cannot yet see or deal with it.) Unfortunately I can't give you a straight answer. As long as it's something that can be solved through MM, then OPT Reconfig will cover OPT Main problems, and an OPT Legacy update will provide fixes to itself. Beyond that, I'm currently not in the business of fixing existing OPT models, especially animated ones. -
Transporting Cargo Off of Eve?
JadeOfMaar replied to DefenderX1's topic in KSP1 Gameplay Questions and Tutorials
I have a mod that may help a lot with that... Although, while making this I've only considered merely being able to cruise leisurely at Eve and then SSTO from it, I haven't considered (mining and) lifting very heavy payloads from there. -
@ARS What's the vacuum engine? And did you tweak that OPT engine to no longer need Oxygen?
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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
OPT Reconfig 1.0.7 Fixed J-92 plume problem Added Science Box (Experiment Storage Unit) capacity for Dark Science (need 4 to refill a Dark Drive, useful for spaceplanes that are smaller than or do not contain J body, or simply extending the Dark Science supply) Added ARP icons for Dark Science and Dark Goo Removed (gigantic) smoke FX from HAE-02 (Mk2 engine) -
I perfected the Podracer Stratolauncher and put it on KerbalX. There's not even Tweakscale in it anymore and its part count stays under 80. Then (while declaring a swordfight with @blowfish over craft design and accepting a dare by @DeltaDizzy ) I built an SRB-powered plane. It managed to reach Mach 5 and splash down [this far] over the tip of the moderate land mass just beyond the terminator. Unfortunately its stall speed is very high.
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This is how you Stratolaunch.
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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
Finally made the alternate resource icons for Dark Science and the Dark Goo (devised by K. Yeon and hinted at in the Dark Drive's part description). For anyone who doesn't already know, The OPT labs create Dark Science and the Dark Drive holds, uses and regenerates the Dark Goo. This has been here since the first release of OPT Reconfig. The Dark Goo facilitates the following: The Dark Goo is a very volatile lifeform and a core element of the Dark Drive. As it ages and dies over time, it makes the engine as if it was an RTG, keeping ship systems running until it's all gone. As said in the part description, the Dark Goo feeds on LFO and produces thrust, therefore its metabolism goes up and it wears out just a little faster. No Goo = no thrust, no RTG, no dV! It makes the Dark Drive very balanced for gameplay. No change is made to its performance but players must budget time and Ore storage and babysit this engine. Any OPT Spaceplane headed for the outer planets and using Dark Drives will need to contain an OPT lab or a number of stock Experiment Storage Units for recharging the Dark Drive. (A few days of time warp here) I can't decide how many of the Experiment Storage Unit to require. I'm torn between 4 (for part count reasons and ease of symmetry) and 6 (I don't want a given box holding too much science because then it becomes OP too).