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KSP2 Release Notes
Everything posted by JadeOfMaar
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Anywhere in GameData. Due to the :FINAL it doesn't matter. It'll absolutely run last, but if I'm going to accept patches they need to not have that.I've had cases of wanting to tweak a mod but the existence of a FINAL blocked me so I had to choose to do without that mod or edit the mod's files (which would be reverted if I reinstall or update the mod).
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No modded resources show up on any planets
JadeOfMaar replied to Peanut1's topic in KSP1 Mods Discussions
@Peanut1 At some point, due to the development process of my mod, Rational Resources (RR), it was decided that the resource placement feature of Community Resource Pack (CRP) would be better served as a feature of USI's Modular Kolonization System (MKS). Now players have to choose between these mods for resource placement. If you have MKS but you're not getting resource placement then I don't know what else to say. If you choose to use RR then be mindful not to install its "Companion" or anything that depends on it if you don't want the ISRU mechanics changes that come with it. Also, RR (by intent) will make things hard for you if you use MKS (which assumes every resource is readily available on every planet) so "Why not both?" is not a good idea here.- 2 replies
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- mod problems
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discussion Discussion - Community Category Kit
JadeOfMaar replied to RoverDude's topic in KSP1 Mods Discussions
No. Deleting the file would stop the duplicates. It won't affect the mods and their configs. -
@Ariel Kerman Preview of the truss system and pills/spheres (with optional circular adapters). Trusses will be available empty, containing the orbs, drums (for non-cryo storages) and possibly other things. Orbs can be available separately and in larger sizes (because that goes without saying).
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discussion Discussion - Community Category Kit
JadeOfMaar replied to RoverDude's topic in KSP1 Mods Discussions
What you asked for. The duplication problem would stop. I did not give you instructions to delete the configs in the mods. -
discussion Discussion - Community Category Kit
JadeOfMaar replied to RoverDude's topic in KSP1 Mods Discussions
@IgorZ @jeffreymelton24 This isn't a CCK problem. It's a stock subcategories problem. When you click the + button on the upper right of a part icon and add it to a subcategory, KSP creates or adds to this file: GameData\Squad\PartList\PartCategories.cfg ... Unless you're intentionally building your own subcategories, delete this file. KSP will import the configs from mods into this, but also go into a loop, reimporting this file into itself on restart (or scene change?) as long as it exists and those mods are installed. -
@JonnyOThan I was just now introduced to this mod by someone giving me feedback on my mods. In addition to what you've learned, this mod does not avoid parts that have a B9PS module already (namely, upgradeable solar panels such as in NF Solar). This leads to the error situation that multiple B9PS modules affect the stats of the same target module and B9PS doesn't like to do that.
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Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
I'm going to consider having that be its own part. But having it ask for some EC (to drive a dedicated pump, for example) sounds good.- 1,062 replies
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Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Vaskritaya 1, 2. Maybe there is a big hole in my logic that I never realized was there? The idea was: If not CryoTanks: Then RR Squad; If CryoTanks: Then point #3. I personally didn't have much interest in boiloff but I'll address that soon-ish. 3. The part where RR Squad and CryoTanks get along is that RR adds its extraneous cryogen tank types (Ammonia, CO2, Nitrogen...) to CryoTanks-compatible parts from many mods. (The mods are manually added. There's no autodetecting CryoTanks' fuel switcher in them.) @Iso-Polaris Air-breathing RCS assumes pressure-fed power which assumes the same vessel has a turbofan or turbojet engine or a precooler intake for supplying that pressure. In that case, there is no need (and I don't want to open the related can of worms) to find and patch all intakes or engines that are turbofans to generate a "stored pressure" resource. Related: MonoProp RCS use a catalyzer of some sort (I presume resistive heating) to give energy to the MonoProp. These *should* cost some tiny amount of EC like probe core idle usage but they don't. It's handwaved.- 1,062 replies
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Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
I updated the atmo resources to all be liquid type (to skip the step of converting any from gas to liquid after harvesting them) but I had not updated the scanners. I'll post that and other fixes soon-ish.- 1,062 replies
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Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Hey @Vaskritaya. The RR LH2 subtypes are an oversight. I believe that at one time it was like that in CryoTanks but it never occurred to me to update and nerf to keep pace. I used a spreadsheet to calculate the cylinder and (hemi)sphere volumes of the pills so that should be accurate. The formula being: Cylinder volume + sphere volume, in cubic meters, x 1000 = amount in liters, then x units per volume for the amount of the resource. The pill tanks are supposed to be penalized a bit (the extra mass) due to their cages. For their costs, I largely pull numbers out of a dark corner of the VAB lol, and I'm not afraid to let someone know that I'm not too good at balancing parts. Feel free to PR your suggestions on the costs. I'd like to see your numbers. CryoTanks not doing its own thing ideally shouldn't be a problem of RR, but if it indeed used to and no longer does, then perhaps there's a fork of it going around (it's been adopted) and I'm not aware of it.- 1,062 replies
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Do it. https://spacedock.info/mod/3430/The Mun (Pocket Edition)
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Legendary!
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Floor 4464: Every 3 tiles are certain close shades of green and every 4th tile is some random color in its own seeming pattern but with uneven fluctuation to draw and trigger your OCD.
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@viper1 M2X and NMB are, to my knowledge, the names of two mods: Mk2 Stockalike Expansion and Nice MKseries Body.
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Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 2.0.2 Updated RationalResourcesCompanion. Updated RationalResourcesKerbalism: Deleted Squad nuke reliability patch. This should be in the `KerbalismSidePatches` mod. Fixed all B9PS problems. (I hope. ) Updated RationalResourcesNuclearFamily: Restored fix for B9PS warnings with BDB nuke engines and Skyhawk Science mod. Updated RationalResourcesParts: Updated descriptions and stats (mass, cost, tech node). Thanks in part to @Vaskritaya. Added wrapper intake to opt-in as ocean harvester. Un-deprecated and un-nerfed boxed converters. Made these less heavy too.- 1,062 replies
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
JadeOfMaar replied to blowfish's topic in KSP1 Mod Releases
Your KerbalEdu seems to have a problem with scatterer (it assumes there are multiple scatterer folders or a GameData in your GameData, which is very bad in any case). I don't see any exceptions or anything concerning Rational Resources. -
B9 Part switch fatal error
JadeOfMaar replied to More_Heat_Shields's topic in KSP1 Technical Support (PC, modded installs)
Re-download and re-install B9PS, maybe ModuleManager too, and make sure you have CommunityResourcePack which contains the resource definitions that are supposedly missing (namely Ammonia, as named in your screenshot.) If you really have to, re-download these manually or purge your CKAN cache. It's better to isolate and delete the offending mods (and I've given you my suggestion on which mods to delete). It's not exactly wise to delete the one mod that several other mods depend on, and break all those mods too and essentially put yourself in the position of "Why do I even double-click KSP.exe anymore?"- 12 replies
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- b9
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As in, only one can be installed (present in GameData)? That seems unfortunate. But I think @septemberWaves is coming from "If I was the creator of the (famous) Science-Only profile, what is stopping me from delivering that?"
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
I discovered that one for myself recently, and backed off of it. It would make a fine addition to the list fo things handled by KSPCF. It's really nice that the TAC LS converter module does this properly. Maybe that's a major part of why that module exists. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
MKS is a huge mod and has had a few very big and breaking updates since whenever it was that the Snacks support was written. Whatever MKS bits still operate with Supplies is either hardcoded or never received a config to handle Snacks. (This is not a bug. Also, it's not practical by any means to have multiple mods for life support (that is, making kerbals have to eat or drink). Why? Because: (1) They're never designed to allow kerbals to alternate or use one for backup when they run out on the other. If either mod decides your kerbals should be starved and dying, it will have them die and the other mod isn't going to argue; (2) It's excess work for you the player, pointless repeat work for the CPU and pointless repeat mass on your ship: the tanks and resource converters.) -
Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Ohhhh. That's comforting. That means the gas tanks are quite useful too. You can use them to bring or store heaps of H2 and O2 gas in the first place. If they're missing a resource option or their storage density is low, let me know.- 1,062 replies
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Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
I can't say for certain but now you have the 5|100m RR scoop to play with. Don't need the FFT one at all anymore, but I bet you'll need a few times more ElectricCharge to operate it.- 1,062 replies
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Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Iso-Polaris I'll post a fix very shortly. The errors do affect gameplay. If the part switch isn't working then the part can't change its resource options. And currently, I've chosen not to setup the Kerbalism-based ISRU switching. I'm questioning the Chill-O-Tron's usefulness right now after putting in some effort to ensure that the extra step of using that part can be avoided. Posted the fix. All should be well now.- 1,062 replies
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Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@AmanitaVerna Ahhh. My B9PS configs aren't watching for modules renamed by KerbalismSystemHeat.- 1,062 replies
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