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Everything posted by JadeOfMaar
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Something about low tech solutions a few posts up... I made this fairly simple plane. All electric, 5 engines, and effectively self-sustaining at the cost of a bit of part count. It roll stabilizes rather nicely and the tiny tail fins, whil deployed and adjusted, make for decent finely-controlled attitude without using Trim or SAS... It can hold Mach 1 easily but it lacks in cargo capacity for holding experiments. "Tourista" aka Buffalo Wings finally launched on its brief journey northward in the pursuit of science, with 4 science boxes attached. The journey should have kept on going (to the north pol, just to test the Snacks storage and to say a partial elcano was done, but I checked out at around 11 deg north (from 8.6 where the space center is). Well thecrew got to spend 2 days on the road, in the water, and trek over a mountain. They even literally rolled the vehicle a few times without braking things off. But when things did break off, I hit F9. I had not yet thought about my gameplay rules concerning death and craft damage. Technical things: It can liftoff at about 40m/s and cruise in air at near 80m/s. It can cruise in water too but then it suffers net power losses due to insufficient solar capacity. The crew tagged two Aurum lodes while on the ground. Small ones.
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[1.12.x] Near Future Technologies (September 6)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
That's quite easy. Just copy out one of the configNodes and change two values in it. You don't even need the existing DecayingRTGs patch to be in your GameData if you want to affect just one new RTG part. @PART[xyz] //xyz being the "part (name) added to ship" as can be seen in the Console when you attach it to a craft in the VAB/SPH { @cost *= 0.5 !MODULE[ModuleGenerator] {} MODULE { name = ModuleRadioisotopeGenerator BasePower = 0.75 // this is the EC/s value. Change it to what the new RTG currently puts out HalfLife = 8.35 EasyMode = true } } @Jimbodiah KSPI does, but it's not complete. The NFE plugin does not agree with whatever the KSPI people are trying to get from it, therefore the struggle. -
[1.12.x] Near Future Technologies (September 6)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
@b0ss Whoever can write an MM config can simply strip out all of Nertea's custom modules (set them up as any brand new, feature-less part) and then insert all the KSPI-related modules, and calibrate them as needed. Concerning this very same subject, I've seen Nertea dragged around in circles in wasteful efforts to (what I assume) make his plugins and modules compatible with KSPI. -
Looking at the code I see a name that suggests the small (size 0) circular intake. The problem is that you need a model that has two transforms in it: One with a transform for the intake module (facing forward) and the second with a transform facing backward for thrust. The only transform available to you is the one used by the intake module and you don't want that. You'll have to learn part welding and manipulation of multiple models in a part via MODEL {} config nodes. Ultimately you'll need to add (for example) the Juno engine's model, scale it down even more and then you can think about whether the part behind it is blocking thrust.
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I tried some Buffalo Wings And there's actually a Microwave Oven (science part) in there so the crew can always have them warm when it's time to grab a bite. Well, the oven was not in there yet at the time of this screenshot or it would have shown in [x] Science! Problem?
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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
@Tyko aww yiss- 7,372 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
You're making an expansion for GPP? Cool! We'd love to see that.- 7,372 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
@Tyko This is why I changed things to Sun and Kerbin and left comments about them for you to catch. Save the patch I gave back to you, unchanged, and restore GPP/GEP's asteroid config to prevent or cure any new issues and you'll be fine.- 7,372 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
@Tyko Thanks for trying this out. It has revealed an oversight elsewhere. Since GPP no longer internally uses Ciro and Gael for body names (unless you have GPP Secondary), and I didn't think to update the asteroid config, the GalileanBelts should actually be broken now, and logically Gael does not exist so your custom asteroid belt will never appear. Instead of altering GPP's Asteroid.cfg directly, start your config as an MM, placed anywhere in GameData. Take this (whole config). It includes a fix for the Sun/Ciro asteroids. @Kopernicus:AFTER[GPP] { @Asteroid[GalileanBelts] { @spawnGroupMinLimit -= 10 // You're not gonna care much about the ones out here much? @spawnGroupMaxLimit -= 10 // More room for spuds elsewhere! @Locations { @Around { @Body { @body = Sun // Ciro is invalid without GPP Secondary } } } } Asteroid { name = NGO author = Tyko interval = 15 probability = 35 minUntrackedLifetime = 9999 maxUntrackedLifetime = 9999 spawnGroupMinLimit = 3 spawnGroupMaxLimit = 13 Locations { Around { Body { body = Kerbin // Gael is invalid without GPP Secondary probability = 35 reached = False // You want this to be False, to be unlocked immediately semiMajorAxis { minValue = 33000000 maxValue = 50000000 } eccentricity { minValue = 0 maxValue = 0.05 } inclination { minValue = 0 maxValue = 15 } longitudeOfAscendingNode { minValue = 0 maxValue = 360 } argumentOfPeriapsis { minValue = 0 maxValue = 360 } meanAnomalyAtEpoch { minValue = 0 maxValue = 360 } } } } Size { //D and E class most likely key = 0 0.6 0.4 0.4 key = 1 1 0.4 0.4 } } } To make KSP properly pick up on the change and refill the asteroid belts you'll want to open persistence (the save file) and delete every VESSEL {} associated with asteroids. (name = Ast.* and type = SpaceObject) They should ideally all be in a contiguous block, making them easy to delete in bulk. Be sure to backup first! I can't guarantee you'll get lots of NGOs. Raise the spawn max limit or decrease untracked lifetime (and track them as they come) for variety.- 7,372 replies
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@TheKurgan It may help to have the ratio value of your single resource (that has mass) to be 1. If you're trying to raise the consumption rat of LqdDeuterium you can: Lower the Isp (even to extremes like 0.00005). You can raise the maxThrust of the engine and set the thrustTransform key's value to null (no value. It's safe to do this. The ZZZ warp drives have no thrust transform as far as I know). The one problem after this is players will read the module info and think the core might actually produce a shed-load of thrust. What kind of performance balance are you trying to achieve with your impulse drive? Extreme mileage and great thrust out of small supply of it?
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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
Interesting... but it likely will be ignored. Completely harmless tiny visual anomaly.- 7,372 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
If the main author was around I'm sure he'd appreciate your praise. I know I would if it was me. :p I don't get the question. I figure you want simply to rotate the engine (if it's a Mk2 shaped engine) after attaching it, or use the Mk2 bicoupler. Nothing exists if you're looking for an engine or engine shroud that blends into the KH shape. Mk2 Stockalike Expansion provides the following with which you can get creative: Mk2 short bicoupler Mk2 inverter (flat-wise to tall-wise adapter, may cause a lot of drag) Mk2 noses (stubby and long vs OPT's Mk2 nose) Mk2 tail(s) -
@Victor3 Report your own thread... But in the message box just say you want it moved to Addon Discussions.
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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
Judging by the author tag in the config files, the other K cockpits were not made by K. Yeon. If they were (and the quality suggests so, actually), he never got around to making IVAs for them, or they were lost along with other legacy IVAs. In the Avatar movie, 2 is about as many people as could fit in the cockpit. I'd have to re-watch that movie to see if i can faithfully raise the capacity to 4 or more. The Valkyrie was as much a military warplane as it was a civilian transport. Only a military pilot and co-pilot needed to be up there. -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
JadeOfMaar replied to StarCrusher96's topic in KSP1 Mod Releases
@The Minmus Derp Go to the KSS wiki... and use the search bar.- 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
It's fine. It was a small thing to do... Probably imbalanced but it's something. Looking at them I think I can gather why I didn't, and it's worth nothing that while K Spaceplane Cockpit seats 10, the other two that look like the Avatar Valkyrie (the K TAV, and K Avatar Oulette Custom), only seat 2 and would need fitting adjustments. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Esendis It's been a while. I don't remember why that is. I guess I'll add some. -
[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
JadeOfMaar replied to OhioBob's topic in KSP1 Mod Releases
@Norcalplanner Perhaps cheat a new instance of the ship into proximity of the current one? Adjust its fuel wit HyperEdit? (I hope it's not filled to the brim with kerbals. That'll be hell to transfer ) -
[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
JadeOfMaar replied to OhioBob's topic in KSP1 Mod Releases
@Norcalplanner aww. losing gimbal on the beastly engine can be a hard blow. The crewed mothership, right?