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Everything posted by JadeOfMaar
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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
Suggestions are welcome for things Airline Kuisine can do in an install with no life support or is nearly purely stock. I'm anticipating crafts at both extremes in operating ranges: crafts that don't leave Kerbin's atmosphere, and crafts that can reach Eeloo. These are my options so far. I don't want this mod to do too much/ go out of scope. Tanks: Ore Battery KIS + experiment results (Needs dedicated tank which is available. Contents will be lost when any life support installed.) Something else (propellants not allowed.) Processors (needs 3 options, pick 2): ISRU (can't un-pick this one. It will always be present.) Bigger RTG or big RTG cluster Fuel Cells with one input option and higher capacity (options are: LF/nuclear, LFO, Ore.) Fuel Cells with 2+ options and capacity divided between them Full powered or super inline radiator (2 of 3 per size are already 2x or 3x as good as the stock curved radiator. But if picked, it will compare to the stock large folding radiator but be inline and suitable for mounting nuke clusters directly onto)- 146 replies
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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
Howdy. Beyond the texture quality setting (which will likely save you some CPU, I have my doubts about RAM), there's nothing that can be done. Since colonization is your thing you're going to lose FPS anyway. Colonization means high part counts and converter modules everywhere, especially once you start gathering base sections in a given place. If you're trying to run any visual mods, I'll simply say "Don't try it. Remove them all." Sadly, I must assume your gaming machine is an old laptop. I'll leave that for Gameslinx to answer, if he decides it isn't spoiler for you....but for a handful of them you can tell by just looking at them in the Tracking Station. Yeah Gameslinx! We want 4K deltaV maps rofl! This is normal when you have several parts mods and lots of IVAs. Planet mods add to this too, especially when their ScaledSpace cache files don't exist yet and are being generated.- 2,454 replies
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I built this today... I felt it as that time of year again where I should build a Mk3 plane and find a use for it. In comes Wild Blue Airlines™ powered by Airline Kuisine, Thor Tech, Pathfinder (see picture above) and Snacks (life support), the last two made by @Angel-125's mods, Solar panels never looked so good! For and with this plane I made the Mk2 lander, and a (not-as glamorous or luxurious) Mk1 lander which currently only has 1 seat (the Mk1 Inline Cockpit). The plane has no VTOL engines. Landing it was basically a theme park ride since it's not meant to land in vacuum. The nostalgia of visiting Minmus again is quite real too.
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@Steeeeve Lol
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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
Go to the readme on the GitHub and scroll nearly all the way down. I'm very sure you can safely install all of Sigma's Replacements mods without thinking twice. As for my sunflares for GPP, also link in the readme, they're packaged for even easier installs than on SpaceDock. But they need scatterer, not Galileo's Flare Replacer. In providing my flares for GPP, stock system, stock sized real solar system, and being new to CKAN at the time, I chose not to allow my flares onto CKAN.- 7,372 replies
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@Geonovast That's a mod. Historian Expanded with a custom layout.
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I use nothing less than OPT J body (also holds 2.5m but less tightly) to hold rovers. Granted...I needed a claw in the ceiling in order to manage this. Last night I did somewhat an RTLS and brought the two pilots back to their base after completing their mission and then some. They delivered all 3 scanner probes to Catullus, stayed in an extreme eccentric orbit there, and carried one of two new station modules (which launched up and met the pilots) to the station before thy landed. But the KAS pipe kraken started disturbing the peace. Very much so.
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Show me your plane and I can give you a few points on what may b causing that.
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ALIEN SKIES: A 6.4-scale playthrough of GPP/Rald
JadeOfMaar replied to CatastrophicFailure's topic in KSP1 Mission Reports
iNTENSITY INTENSIFIES.... I'm not sure if I'm just eager for this story to progress, or the room is being irradiated thanks to the machinations of one of the not so fine Ussari engineers.- 445 replies
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Revisiting the Loki base in 1.3.1, a manned probe dropper ship launches....but not until after a round of cleaning up after the KAS pipe kraken. As a probe control point (to ensure that the Catullus probes have another link through which they're controllable much of the time) the departing ship requires 2 pilots.....that's as many pilots are in the whole crew here so th engineers and scientists are technically stranded except when there's a signal to the station. A shot of Tarsiss exiting Catullus' shadow. The probe-bringer stays in a highly elliptical orbit despite the original plan. This to potentially save (more) dV for its return to the base. The probes will circularize on their own with apparently 15 minute burns each. Only one was done for now-- the one with the high-tier SCANsat terrain scanner. Later I flew a plane......then I had the urge to make a sea vessel. This monstrosity managed to do 60m/s in a straight line, and hold 42m/s while banking, and pretty sharply too. But it couldn't dive at all (a known and very painful problem with aerodynamic parts, or most parts in general). I got around it some by (optionally taking it to KSP 1.4...much less mods in my test install there so startup was fast) writing a patch to crank down buoyancy in all OPT parts. Now with just a little velocity, this craft CAN dive, and I finally have hope to effectively use submarine mod parts (ballast converters) with flashy non-submarine body sections.
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what place is the most beautiful to you?
JadeOfMaar replied to EndTraveler's topic in KSP1 Discussion
The most beautiful place is anywhere in Gauss' SOI, the blue gas giant in GPP. If we need to pick just one place then I'll go with the cloudy High Plateaus on Catullus. Nearly 16km above sea level you're always in the clouds and you eventually get to see Gauss and the other two moons altogether. With the inherent challenge of landing safely on Catullus (and returning to orbit) vs the other moons, this place demands some respect too. It's like a sea of fog around the High Plateaus. For performance reasons, the sea is only one layer thick. But it's enough to scare you when the surface is in the clouds and you need to watch your mod-powered radar altimeter very closely or else. And below that it's clear but dark (and thick like Eve). It's not as beautiful down here, near sea level but just so you know, I'm showing it too. -
[1.11.0] Airline Kuisine v2.5.0 ~ [Jan 2, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 2.0.1 Snacks Mode: Fixed solar panel orientation in Mk2 tanks. Fixed short Mk2 all-purpose tank not being all-purpose.- 146 replies
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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
Sorry. I'm not adding parts. The people will make do with KIS and their imaginations. Plenty of KIS space is provided already, mainly in the cabins.- 146 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
@DStaal That is an issue. Thanks for discovering it.- 3,523 replies
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[KSP 1.4.2] Flare Replacer [v1.0.3] [01 April 2018]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@Gordon Dry There is no problem here..... That's exactly how the stock sunflare mechanism works and has always worked. FlareReplacer uses this mechanism. This may or may not count as an offense but, I'd like to suggest you ease back on the mod count a bit... This is going kinda... really far.- 37 replies
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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
IntakeAtm is for jet engines that don't need Oxygen in order to produce thrust (like some propfan engines, nuclear turbojet/ramjet engines, and my WarpJet type engines). IntakeAtm is not meant to contain any amount of Oxygen (this is what makes it different from IntakeAir) and jet engines in KSP are usually configured to flameout due to atmosphere pressure so even if you do buffer IntakeAir (it's easily done), they can never work in space. I don't want to suggest an additional part mod to you, but if you use another of my part mods, Thor Tech, you get late-game and end-game sci-fi jet engines that work fine (although with low Isp) in vacuum and are powerful in all atmosphere, and my DS Pressure Tanks allow you to buffer the IntakeAtm supply so you can still burn and get to vacuum and spare your Oxidizer at the same time. Atmosphere filters are supposed to work while standing still, yes. They typically should have their own intake fan so that air always moves into the filter and so the filter is always actually filtering. In KSP, however, filter modules are usually not found combined with an airplane intake part/module, which I chose to do. They're usually a separate part. (where your confusion comes from).- 146 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
Suggestions are welcome for other tank types to add. They'll be easy to do. The next little update will have a fix for the warpjet engines' Isp in rescaled systems and likely ARP icons for "Dark Goo" and "Dark Science." -
[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
JadeOfMaar replied to OhioBob's topic in KSP1 Mod Releases
Holy...... That is all. -
I made a new mothership, a very hefty and majestic, somewhat sea creature-themed science vessel. I choose to class it a science vessel as it contains a lab due to the challenge that OPT Reconfig puts on the Dark Drive and that it may be very costly in dV to equip this ship to land (at all, or) on anything greater than Minmus. (The control surfaces are all disabled. This ship is never meant to operate in atmosphere.... I landed the ship too and broke an elevon between its own weight on the wing, and rough terrain.) For my own purposes it doesn't need to go as far as the gas giants in GPP. Part count is estimated to be 73 without the landing engines currently on it; 3 supporting nuclear reactors for them; Lead-filled Buckboards to counter-weigh them; weak relay dishes; All payload space (with Kerbodyne 3.75m tanks for comparison)
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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 Thanks, much. I'm glad you like, and ya I'm well aware Kerbalism is really missing out in functional plane parts. I hope the intakes (see Deep Sky Core) serve you very well in harvesting atmosphere and oceans, in addition to the body parts. (I have yet to get any feedback on my mod serving with Kerbalism). Thanks for the feedback already!- 146 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
What's the intent behind this question?- 7,372 replies
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A fabulous 1st or 2nd post. Welcome to the forum. And that is how you play KSP!
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I finally released Airline Kuisine 2.0. It now uses B9 for resource switching instead of Firespitter, doesn't carry as many textures anymore, and is 200% more awesome if you use it with Snacks! LS and Pathfinder (Angel-125's mods). With working solar panels!
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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
Airline Kuisine...2.0: Snacks! mode evolved! Replaced Firespitter dependency with B9 Part Switch. Removed majority texture-switching feature and at least half the texture files (the download file is now just 62MB from 100MB!) Hopefully fixed Mk2 Long Cabin looking like crud when no life support mods installed. Cleaned up descriptions, use cases, and categories. Enabled parts to appear in part selection when no life support mods installed. Updated Snacks integration: Snacks mode is now Full WBI mode. Replaced/Rearranged some Processor functions. Requires Pathfinder for some additional functions. Uses Wild Blue Tools (WBT) instead of SnacksUtils or B9PS. Parts gain built-in solar panels in fuller WBI convention. Added WBI part tips! Removed unrelated IVA assets and fix lights animation and immense drag problem in Mk2 Long Cabin.- 146 replies
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