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Everything posted by JadeOfMaar
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SSTOs! Post your pictures here~
JadeOfMaar replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Skylon C2. The only mod in this one is Tweakscale. The engine nacelles hold no fuel (they're not supposed to) and the Rapiers are 3.75m. It pitches and rolls pretty nicely with just the large fins up-front (and has clipped wing boards within the Mk3 parts for stable and proper lift). It needs a land speed of 130m/s+ to liftoff and brings 50 tons to about 150km easy but needs to do nearly a lap around Kerbin on a very shallow aerobrake so that the nose (a tail cone) doesn't explode due to its low heat tolerance. It stops quickly on touchdown (under 6m/s vertical speed) with 2 full radial chutes and 10g of drag force out of them. -
Nuclear engine to orbit
JadeOfMaar replied to Flying dutchman's topic in KSP1 The Spacecraft Exchange
Holy caramel kraken on a stick... You've done a truly epic thing! -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
JadeOfMaar replied to Thomas P.'s topic in KSP1 Mod Releases
It's... pretty blue right now, unfortunately. -
MKS asteroid scanner has been broken forever (either due to, or regardless to the presence of an empty config file) for as far as I know. Your best bet is to ask in the MKS thread and see if the status has changed on that.
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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 only affects OPT parts and I don't use KSPI. The only thing that can happen between these two is if and where my WBI tank configs allow for holding the resources available to KSPI. (Anything named bay, ramp or hollow should possibly have the options). -
[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 Maybe originally it was meant to hold fuel but I don't remember well enough to confirm. Anyway it was among K. Yeon's later decisions (or the other owners of OPT Legacy) to not have it hold fuel and I will respect their wish. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
A different perspective is taken in how volume is calculated and assigned to parts in WBI vs B9PS (and maybe other fuel switching mods). I tried to balance WBI and B9PS. I suppose I'll mention Tweakscale in the OP but most OPT parts don't have a scale patch. The thrust you're missing may in large part be due to half the point of OPT Rconfig-- to add just a little more balance to all the engines-- make the obscenely strong ones only reasonably strong. But I think it's safe to assume that your design is very flawed if you're in dire need of high TWR and therefore high takeoff speed. -
** Preamble ** Before I started making Airline Kuisine (or in its early days) and I was in the lengthy season of planning just another short-lived playthrough (sometime in KSP 1.2.2 I think) I wanted just to have a Mk2 greenhouse for use with USI life support. USI was the only life support I knew of at the time...and USI's greenhouses were all simply bigger than or otherwise unfit for the Mk2 body. I've wanted to have (roughly) the model below, ever since, and now it's going to become real. I've also made a Mk3 version with and without inner floors (It's divided into 3 decks supporting the height of a kerbal (1m)). ** Development news starts here™ ** I had Kerbalism in mind when I created this, and I have a great idea for how it can perform well alongside any large greenhouse and still have a satisfying throughput (without endangering Kebalism's greenhouse balancing scheme). After showing it to someone I was nudged towards making an accompanying aquaponics part. I've already roughly settled on how the aquaponics will work but it will need its own plugin for perfect behavior.
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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
I think I get the idea. Angel-125's resource switching is incompatible with Tweakscale. Practically none of his parts have Tweakscale configs so nobody would ever know this issue would exist. -
[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 I don't know why the J-60 is so long but I can see functional things that can take advantage of its length, and I have taken advantage for myself, making the basic J-60 an all-range/all-speed jet engine and making the WarpJet SURGE which requires a lengthy combustion chamber. iirc (or is it a dream I think is real) the J60 once held fuel and so was an engine with its own tank. It's also among the earliest of the OPT parts, I think. -
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Aww yeah. New models for the Ascendant VTOL intake + engine. It's becoming even more useful with new built-in RCS as powerful as the existing Thor Tech RCS blocks...Maybe more powerful. Parts are untextured right now. -
[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 is just a part mod and OPT Reconfig is just a bundle of MM configs. This mod should work just fine on 1.3. Just be sure you also have OPT Legacy 1.1.0 or newer too if you use that... But I cannot provide support for RF. OPT Legacy contains jet engines designed for use in RSS. Let me know how those work out as I don't play higher than 2.5x and would never know for myself. -
....More engine things. This (among a couple other random things, none of which are engines) happened late yesterday. Considering the old models currently used for the Ascendant series lift fans in Thor Tech, I thought I'd take a swing at an interpretation of the SHIELD Helicarrier lifter engine... This is the 3m version. The intake and engine remain separate so they can be offset with regards to the thickness of the wing or lifting body they're attached to. The 4 gridded ports are air RCS. Existing parts in Thor Tech...
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[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@boomfox Try installing this older version 1.2.5 and not the latest version. It's reasonable to expect that the latest version for 1.4 won't quite run perfectly in 1.3.0.- 471 replies
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[1.3]Coyote Space Industries - Cargo Freighter v0.2.4
JadeOfMaar replied to dboi88's topic in KSP1 Mod Releases
@dboi88 You have been missed, dude! -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
@Brandon Kerbin The ARI-73 is a pseudo-nuclear hybrid rocket. Its max thrust is 180kN, its Isp is 900 in vacuum, 3000 in atmosphere. It needs only LiquidFuel and has no alternator. And it has spool time like the ARI-75 or any jet engine. -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
JadeOfMaar replied to StarCrusher96's topic in KSP1 Mod Releases
They are like the former (containing their own reactor body section/they are reactors + nozzles) but are unlike either ramjet type as: They are not air-breathing engines. They are rockets only and have no business with intakes. So there's no means to save on fuel. I've considered making the spike a dual-mode engine but no one who has access to the pre-release files has made any suggestion or given feedback. And I really want feedback on them. They are currently not configured such that their propellant is a byproduct out of their reactor module (friendly to the KER and MJ dV panels). Their resource chain is basic: LqdHe3 --> thrust + EC; LqdHe3 --> lots of EC; They are fusion drives needing magnetic containment fields in order to function without self-destructing. I don't know better so as far as I see things, it's not plausible to duct a significant airflow through a fusion reactor core. As TheSpacePotato said, these engines are exclusive to KSS. The bell engine is promised to StarCrusher96 himself-- the spike is a bonus so he can make landers for his screenshots-- landers that actually look like they could return from the surface of Blalo...instead of all those puny things with only Terriers on the undersides. Since you are clearly a KSPI user, I believe your feedback would be golden if you're willing to trial the engines (and the scoop and the resource bands). And anyone is welcome to create a KSPI patch for these things. While I'm writing this I have even MORE hype to share. Along with the scoop, LqdHe3 will be scoop-able at nearly every* known gas giant and star in KSS, and drill-able at most (I think) airless bodies between Moho and Jool's moons (for kickstarting He3 mining base operations) * According to the contents of the KSS wiki at this date. Stars and gas giants after this date or after KSS 0.8 release day are not promised.- 4,170 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
@Senzipo If farming science is really your thing then imo the first thing you'll want to do is add more science parts and a mod that lets you track experiments and deploy them in bulk or with a level of automation to make early science farming easier and more rewarding. I'm personally against having too many science parts to use as that ends up granting too much science, actually may become a burden to carry, and in cases like @eddiew it'll make progression too easy. Here I recommend any combination of these: KrakenScience (many science parts and 2 mid/late game engines that should carry you pretty far, but the mod needs engine tuning and CTT configs) DMagic Orbital Science (many science parts) Experiment Tracker Retracked Automated Science Sampler Tarsier Space Technologies (for the science storage SSDs and a more intuitive way to collect and manage all the science in the craft) Science Relay (to transfer collected science to another vessel possessing a lab) To help you explore GPP faster you may want (instead of just more rocket or ion engines) jet engines that perform well in the absence of oxygen. GPP possesses a whopping 13 celestial bodies with atmosphere, making it a little less worthwhile to depend on, or stay limited by, rocketry as you know it. Here I recommend these part mods: Thor Tech (my mod, provides old-school and sci-fi electric jet engines-- from Day 0 to Single Stage to Anywhere) Thermonuclear Turbines by @Eskandare (nuclear engines for every occasion!)- 7,372 replies
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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
@The_Joe You were using FAR? In what version of KSP? -
These two were just finished. These, the SRX series plasma engines, are made firstly, if not exclusively, for the Kerbal Star Systems mod. However I have fancier engines planned after them which will be available for all to tweak and bundle, just like the ZZZ Things (for which this thread is named). They have radiators and fusion reactor (basic ModuleResourceConverter, really) modules. The 9 ton, 2.5m plug nozzle/aerospike type engine is geared toward SSTOs and works great in both atmosphere and vacuum. TWR is favorable in up to roughly 13 atm on Jool! But its vacuum Isp is < 10% of the other engine. It fits well into a 1.25m stack too. The 3.75m magnetic bell engine weighs a whopping 30 tons and is made for sub-light interstellar travel. Unlike the spike engine (which cannot gimbal), the bell has 1 degree of gimbal. Its TWR falls very sharply if used in atmosphere so it becomes useless at Kerbin sea level. Lastly it has an attach node each for 2.5m and 3.75m. The radiator array is partially a structural adapter.
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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
Ascending from stock Eve with ease. The SRX spike enables SSTO of many shapes and sizes. With 3 radial tanks and weighing about 30 tons, this lander had 8km/s dV at sea level...and a few hundred km/s in vacuum. But its Isp is a drop in the bucket next to the super-heavy (vacuum operation only) SRX bell engine. A little Tweakscale and we have ourselves a spaceplane. Be advised that the KSS Administration does not take lightly to the firing of any ferocious nuclear plasma engines in the atmospheres of colonizable worlds (or Kerbin itself)... Power tends to have a price, huh. These engines also now possess EC generation features. As great as they are for getting around, their fusion power is great too, even invaluable for keeping the lights (and the cryo-sleep chambers) on wile sailing the infinite seas... (The power module isn't available by default. Part upgrades must be turned on in sandbox...or the feature must be unlocked separately in career or science mode). .- 4,170 replies
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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
@The_Joe This problem was known to be caused by one of the K or KH Inline SAS parts I created for OPT Legacy but that was resolved. If you are using OPT Legacy, please be sure to get the latest version or any version after 1.0.9. -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
JadeOfMaar replied to StarCrusher96's topic in KSP1 Mod Releases
I'm driving the hype train today. If you don't like it you can jump out and pray you don't collide with a cactus. The SRX Flux II Engine(s) (Textures are still WIP but they're ready for service) (Left) 2.5m all-range plug nozzle type engine with radiators for landers, planes and probes. (Right) 3.75m interstellar engine with radiator and attach points for 2.5m and 3.75m bodies (this is the new SRX model everyone is waiting for!) The Scoop™ If there is LqdHe3, the scoop will tell. And the scoop will get. (Works in atmosphere too) Finally, a working means to refuel your typically un-landable giant mothership.- 4,170 replies
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