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Everything posted by JadeOfMaar
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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
Your version of GPP must be one where the home planet was (at all functional levels) named Gael but now GPP uses "Kerbin" and only applies "Gael" as a display name. This move prevents or reduces mod breakages where they expect Kerbin to exist (at all, in your install). This kind of effect is to be expected.- 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
I'm testing another new evil machination of mine. I've personally added oceans to the gas giants. These oceans can be nearly 100% LiquidHydrogen (or its equivalent Propellium) and various fractions of other gases known to exist, likely in liquid form, in real gas giants. Otho Gauss Nero- 7,372 replies
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[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
JadeOfMaar replied to OhioBob's topic in KSP1 Mod Releases
I believe that's (still) in 1.3.x, but Rescale works fine. It's just the Rescale configs need updating to cover the little things (visual issues). -
[1.11.0] Airline Kuisine v2.5.0 ~ [Jan 2, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@TeslaPenguin1 you don't have to worry about that. all of my parts adapt. there is no part that only works with a certain life support.- 146 replies
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There's mine which adds Mk2 and Mk3 ones and is purpose built for life support (provides a snack grinder and a greenhouse in each size, plenty storage options and more nifty things..... actual greenhouses and some functions may require Pathfinder, Angel's base parts mod) Then there's this big and really awesome one... (2.5m and 3.75m only, I think there are 2 snack grinders, but also lots of storage options) Then there's this base parts mod but who's stopping you from making a station with base parts? :p (Only has 1 snack grinder. I think it's rather lacking in Snacks support) No, you won't have to start a new save but you'll have to disable Snacks as soon as you get into your save, so your kerbals don't starve while they're waiting for you to attach Snacks parts.
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The requirement for antimatter is a norm, otherwise the best reference point for how warp drives ought to work, but it is not a rule for how they should work. Not every species in Trek uses antimatter. The Romulans use excitable singularities to power their warp drives. Also, Alcubierre (the IRL scientist) proposed that we need as much energy as maybe several of Sun crammed into the space of a golf ball, but while a matter antimatter mix may be the best we can hope for as a power source, it doesn't need to be the only one we can hope for. Also the core functionality this mod depends on belongs to RoverDude. Good luck convincing him to change that.
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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
@HebaruSan I could do with a little help here. Thor Tech's netkan apparently still needs adjusting. -
Do you Space: 1999 often?
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I took someone's KSP 1.4 reentry flame pic and photoshopped it into a pic of my Enterprise D from KSP 1.2.2. PEW PEW PEW!
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
JadeOfMaar replied to Gameslinx's topic in KSP1 Mod Releases
Modders don't like being asked about release dates. A lot of people do this so it adds up.- 2,454 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
@DeadMazay2000 Do you have Cryogenic Engines installed? If yes, then go to [KSP folder]/GameData/CryoTanks/ and tell me if this folder is empty. And did you install it through CKAN. Also do you have any Deep Sky mods installed? Is there a GameData/DeepSky/ folder? -
I went 630m below, in GPP and used the SCANsat zoom window as a pseudo sonar. I found it quite easy to leave the water (just dive a bit then exploit the upward acceleration of lift in water) then I could have the ship serve as a seaplane. It had a nice top speed of Mach 1......unfortunately I crashed it (FOR SCIENCE! Yeah, for scince). The cockpit and all crew magically survived, and that was that. This happened after I tested my Gratian plane, the "Spice Finder" after aerobraking and dropping its orbital scanner probes. I wanted to know its limits for the possibility of orbital insertion purely by aerocapture. Some of the air RCS (very important) melted, which was bad, but otherwise the potential is there. I crashed this too because I didn't think to balance the VTOL thrust after dropping the probes and before I needed the VTOL thrust. (old pic, I took no screenshots. )
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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
@Kielm Karbonite... I think you meant karborundum. But okay. The warp drives don't work with KSPI if you're interested in them (I don't use KSPI). You'll need to reach Experimental Science (I think, right after where you unlock the Convert-O-Tron) to get to store the spices. And if you have CTT installed (KSPI's bundled one doesn't count), you get to produce them at Resource Exploitation, the end of the same row with the ISRU things.- 101 replies
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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
The Refinery module is a feature of Angel-125's mods (since KSP 1.4. It's likely unavailable in 1.3). It enables you to store and produce exotic resources at/under the KSC...resources that generally are nearly impossible to find in nature and may need to be synthesized by something like a Large Hadron Collider. Since the Spice only exists on one planet, I plugged into this so it's easy and with limits/gameplay balance to deploy a ship with the Spice in it. Your craft is emptied on launch and you have to dip into the bank to fill back up. If you have used Nertea's Far Future Tech, that mod does the same with Antimatter.- 101 replies
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The Mun is entirely changed. The way it looks in ScaledSpace is directly reflected up close when you get to land at it. It will be the same new kind of awesome when you're near like when you're far.
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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 1.0.4 Fixed WarpJet Rescale config (these engines will perform properly again if used in 2.5x up to RSS) Fixed Oxidizer tank option in OPT_WBI -
That would suck very badly, yeah... If it means anything, solid Nitrogen is known to be prevalent in the crusts of ice worlds so three certain stock bodies should fit the bill for your drill.
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Some deja vu hit me. I did this exact thing back in the earliest (or was it the latest?) of KSP 1.1 days. But this craft has purpose beyond measuring its stride. Aptly called the "Re Layer" It's a stylish, overblown relay type vessel with a pair of powerful stock dishes in the service bay, and WBI solar panels for the main power source. I finally took great advantage of the J-61's new/extended performance envelope and accelerated up to Mach 8 or so before having to dump the J-61 and burning on LFO up to Mach 10 and setting my Ap at nearly 8000 km. The red+black flag on the side is the GPP Gratian flag, clearly marking where this craft is going. (Stock SRB scaled to 2.5m. This design seems promising for use in 2.5x but I doubt it can go interplanetary then.) Dumping the lifters right before flameout is always cool. Keeping your warranty while doing so is even cooler. This thing really looks like Star Trek Voyager...
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[1.11.0] Airline Kuisine v2.5.0 ~ [Jan 2, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@4x4cheesecake I've wanted a Mk2 and a Mk3 reaction wheel for a long time and without installing a whole large part mod for them...... Hmm. I can make these and the intakes happen but they won't appear in Airline Kuisine. I could do the Ore crusher thing. A little industrial boost in a far corner of the luxury accommodation wouldn't hurt.- 146 replies
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The "Atmospheric Fluid Spectro-Variometer" science part is Kerbalism's atmosphere harvester if you didn't know it. It already mines Nitrogen but does not do Ammonia. Kerbalism also only lets you drill for Ore and Water. CRP does not provide crustal Nitrogen so you can't drill for it anyway. If Kerbalism is indeed fully dependent on CRP now then I have bad news for you or would like confirmation of a bad situation. I can't find the stock system resource configs in this mod's repo (so I assume they are deleted) and CRP does not have a distribution config at all for Nitrogen, Ammonia, or Hydrogen, so these cannot be found at all in the stock planets.
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@ARS