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Everything posted by JadeOfMaar
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[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
JadeOfMaar replied to theJesuit's topic in KSP1 Mod Releases
@theJesuit Well this has gotten my attention. I helped myself and peeked through the configs and spotted a major issue. The use of :FOR in the SimplexISRU....cfg. This command does 2 things, not just 1. It allows patches to run as part of the sequence of a specific mod (in your case, run during Kerbalism's runtime). Everyone knows this part. But it also announces the presence of the specified mod. Patches in other mods that are waiting for Kerbalism will run (MM will think it is there when it is not). And that will cause conflicts that no one is expecting. :FOR should not be used if the specified mod is not yours or is not the main part of your download. -
[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 surprised you can even launch KSP on a computer with only 4 GB of RAM. That said, you'll have to delete the respective files for the bodies you don't want at these locations: GPP/GPP_Planets/ (configs) GPP/GPP_Textures/ Yyou may want to remove these folders too: GPP/GPP_KSC++/ (delete all of this. this is the KK stuff. you really won't need it.) GPP/icons/ (if you don't use Strategia or Waypoint Manager) GPP/Stripes/ (these are all the extra flag and decal options if you use blackheart's Decal Stickers mod, they're < 20KB each though) Be sure that if you delete the config for a planet that you delete the configs for all its moons or you will get null spam and be unable to use GPP.- 7,372 replies
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[1.2.2] Kolyphemus System - the kerbalized Polyhemus
JadeOfMaar replied to Artyomka15's topic in KSP1 Mod Releases
@Lisias Since when did the license change to CC-SA?- 96 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
@maja @StarwasterAlright, guys. Thanks. This is something very pleasant to wake up and read.- 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
Is this just a reference to something in th movie...?- 101 replies
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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
Deep Sky Core 3.0.1 Updated LOX distiller function Added WBI part tips! Fixed RBM intake drag cube for real Adjusted intake speeds and areas Added missing FX for 2.5m Razor Added Rescale! support for Argo WarpJet engines Thor Tech 0.9.6 Found missing checkForOxygen parameter in RATs Buffed Shieldnir effect to some categories of parts Added WBI part tips! Made Kemonade Turbofans lighter Fixed a hole in Shieldnir patch (many fuel tank parts still use category "Propulsion") Added enhanced radiator; ablates supported resources for superior performance but does not use EC Reduced heat production in 2.5m Razor Moved radiators and Shieldnir to heat management row in CTT Added Mk2 engine (RAPIER equivalent) "The Argo" with greater performance in thin atmo, lesser performance in thick atmo Updated engine texture Blue marker is Thor Tech edition, Orange marker is Spice edition -
[1.3.1, 1.4.3] The Spice v0.8.2 [May 10, 2018]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Links in OP of thread Deep Sky Core 3.0.1 Updated LOX distiller function Added WBI part tips! Fixed RBM intake drag cube for real Adjusted intake speeds and areas Added missing FX for 2.5m Razor Added Rescale! support for Argo WarpJet engines The Spice 0.8.1 Fixed broken FX links in Geminus engine Added tank options to OPT Spaceplane (needs OPT Reconfig) and SSPXr Added WBI part tips! Mk2 engine update (name, title, desc, performance, texture) (craft breaker) Changed logos and (slightly) performance stats on warp drives Doubled antenna range in warp drives Fixed gimbal speed on Sirona series engines Restored custom drill texture thanks to bugfix in KSP 1.4.3 (it breaks in 1.4.0-1.4.2)- 101 replies
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Nope. The problem is Squad is really bad at balancing things. There are issues and complaints over everything, like the tech tree locations of some parts (certain ones you unlock before or after others should be reversed in some way), the stock aerospike cannot gimbal, that DLC Wolfhound engine having insane 420s Isp, and that (for example) wheels are not the first thing you unlock. How can you bring the construction material to where the KSC is, to build the KSC in the first place and you haven't invented the wheel or battery yet? It is up to Squad to provide consistency and balance in the game, even if only for themselves and not so much for mods to use as a guide..... But Squad as thrown all consistency out the window now with at least three prevalent and very different art styles now on all the parts since KSP 1.4.0, and very high irregularities with part stats.
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[1.2.2] Kolyphemus System - the kerbalized Polyhemus
JadeOfMaar replied to Artyomka15's topic in KSP1 Mod Releases
@The Minmus Derp I'll have you know that this mod is very dead.... This mod maker has not been around since the last update to their mods (for KSP 1.2.2). Due to the license it is not allowed for anyone to revive and update this mod directly or use its configs or textures for new things.- 96 replies
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I'm hoping this is the case already, since you merely change the resource name there. The snippet from MM is how it should be. But no, don't apply it to Oxidizer. That should actually make things worse. If you build a plane right now with the J-34 Zephyrus and a bix Oxidizer tank, will KER give you reasonably high numbers (like a few thousand m/s)?
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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
With the release of Pathfinder v1.26 for KSP 1.4.3, I wonder how much I may need to revisit the configs for integration in this mod. The main thing being the arrival of the OmniConverters and OmniStorage functions. Also I may do another wide pass on the textures for the WBI mode. @Angel-125 parts have a great tendency to have built-in solar panels. I can make it happen for my parts (where appropriate) too. This picture is a milestone, mainly to show the Mk3 textures. I'm considering having this solar panel feature available "by default" (when no life support mods are present) so that Airline Kuisine can be useful in that situation. Thanks to feedback from @Geonovast and @Krakatoa. Consideration is open for features to add for when Airline Kuisine is indeed installed in a game with no life support.- 146 replies
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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
I've brought over the Mk2 WarpJet engine from The Spice (such that there's two of it now if you install Thor Tech and The Spice). Its Isp is higher than the Japiers and any other WarpJet or SupraLOX plasma rocket, but it has its limits. It will be relatively weak(er) in very thick atmosphere and its EC demand is overall higher. I've also moved the Shieldnir parts from the aerodynamics region in the CTT to the radiators row along with the radial heat exchanger and the new "Code Blue" radiator. Shieldnir is at the far end of it. -
[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 planet is fixed. The only variable is combinations of certain planet packs, as a handful of them have very nice candidates for a spice planet (all of which are better than Duna).- 101 replies
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You don't write compatibility configs for KER. Everything simply works. The part where you'll get dV problems is where this mod, I think, does not provide tanks for ExplodiumVapor. So you only ever have the total amount that the intakes are holding so dV calculations will always be short. However, what I think (but am not absolutely sure of) @Gordon Fecyk may need to do is ensure that for all his engines, the PROPELLANT[ExpVapor] nodes contain this key ignoreForIsp = True so KER will use only Oxidizer to calculate dV for the engines.
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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
Nope. And I'm not anticipating its appearance in anyone's videos anytime soon.- 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
I would encourage people to build ships using mods. Mods provide parts much more appropriate for what you're building, and can save immensely on part count. Spice will be very helpful for colonization. It can directly replenish and extend life support resources...except the Kerbalism ones. i don't mind you ignoring the warp drives. Those are for people who like to get where they're going fast. And this fusion drive is for folks who don't like warp drives (and for folks to most efficiently normalize their orbit after using a warp drive).- 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
Do you mean to have an image be a link? (Click on image ---> open web page?) Here is a demo ship I made that uses the engine I mentioned. The spaceplanes are SSTA and VTOL too.- 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
It includes warp drives (which need the USI warp drive) but there's also an engine that works just like the one in KSS. For folks who like Epstein drives and torch drives.- 101 replies
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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
Possible, but no one is going to fulfill that request. Helium3 is hard enough to mine already with KSPI like default settings on it, and it is something that's very gently dispersed onto all airless solid bodies around a star, from a star. And KSS currently has no parts in it for harvesting this. So really the only option right now is to launch your ship magically jam-packed with all the Helium3 it's going to need for its mission.- 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
@The-Doctor I do. What's up?- 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
You might want to read a little more closely in forum threads. I answered the problem right above you. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
Yes and yes. -
Put your image on a hosting site like imgur (but not Photobucket) then get its share link (anything that ends in .jpg or .png), copy it and paste it into the forum. And now, a base segment with wheels and a seat, and more base parts inside 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
@reducing Regarding your KSC in-mountain issue, you may want to delete this file and this folder: GPP/GPP_Configs/LaunchSites.cfg GPP/GPP_KSC++/ And something is causing scatterer to throw null spam. I have an idea of what I may need to do about it.- 7,372 replies
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