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Everything posted by JadeOfMaar
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When We Left kerbin - Chapter Twenty: Epilogue
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mission Reports
First Following Suggestive story title is suggestive. -
During the brief time I played in 2.5x GPP, KSP 1.3.0, I tried my hand at high speed planes that don't need oxygen in order to function. This is one of them. The Fire Strider. Once atmospheric Karbonite is sufficiently abundant this little thing can get up and go...Infinitely, and wit the generous cruising speed of 1100m/s. 4x karbonite turbojets and 2x karbonite rockets with 50% thrust limit. I have my doubts it would perform well on Eve with its high gravity, but it's promising nonetheless on Eve (or Duna if the resource RNG allows). Long before the Fire Strider, in a much earlier version of GPP I did the same thing and tried to get as near to orbital velocity as possible on only Karbonite. I came close, but ~2140m/s was the limit of this plane, the Catullus Surfer, and the target velocity was 3 km/s.
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I think I finally found a place for @TheKurgan inline Warp Core mod. After some serious craft file maintenance at last, I posted this onto KerbalX. One of my prized motherships, The H.M.S. Tieria, it's powered by GN Drives, which are uniquely very difficult for most players to fit into their concepts of "balanced gameplay," but without which this kind of ship and its shuttle are absolutely impossible. Insert Captain Picard's opening speech here. I also posted the mothership from my After Kerbin adventure, the H.M.S. Manta. I stripped out everything from it except the OPT parts themselves and the radial intakes from Deep Sky Core/Thor Tech. I may possibly make them usable in-space harvesters.
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Make the desert not the sun
JadeOfMaar replied to Kerbal01's topic in KSP1 Suggestions & Development Discussion
The desert has been like that for a long time. In the rare events anyone landed there during daylight, they would know this problem. -
When you enjoy modding as much as most people enjoy simply playing, yes.
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KSP mobile game/app
JadeOfMaar replied to katyjsst's topic in KSP1 Suggestions & Development Discussion
Look at how buggy and unstable KSP is and has been on its one platform (PC) (Forget about the Console editions) and add the fact that it still needs to use a lot of CPU and compile the 3D models and features for every single part, every time it starts up. You do not want a mobile KSP. To anyone carrying the idea that Squad stands to profit from the mobile economy, look at this: KSP has cost $40 at most in its entire lifespan. It regularly (almost too much so) dips down to $15. The DLC costs $15. Meanwhile many other games cost in the hundreds. If Squad really wanted to, they could do what's necessary to make the game more eye-catching in the Steam store previews and justifiably raise the base price... But at the same time, a lot of us like KSP's price tags right where they are or think even those are still too high. -
Kerbal Space Program 1.4.3 and Making History 1.2 is live!
JadeOfMaar replied to UomoCapra's topic in 2018
@Mrcarrot It is. I like that they are there, and even in the thread title. But evidently no one goes there so they'll never notice. -
Kerbal Space Program 1.4.3 and Making History 1.2 is live!
JadeOfMaar replied to UomoCapra's topic in 2018
It's ModuleManager. Why would Squad put NyanCats in the game? -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
Changing to Classic Stock won't break anything. Nothing outside of WBI will be affected. The only thing you need to do is to keep CRP installed for any mods that need it. The only danger you'll have is when KSP hangs while trying to compile a part using an undefined resource.- 3,523 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
@Norcalplanner I'm on Loki. I've been putting in a fair share in the background to help @Angel-125 and his awesome mods to be even more awesome. This is totally not an attention-grab lol, but with the way things are going, with Pathfinder at the center, it's time to reveal yet another very awesome thing. The classic stock resource system developed by NovaSilisko and HarvesteR has been quite fun to tinker with and to bring up to contemporary standards. It is entirely opt-in by other modders, but requires mods to come with support for the WBI Play mode system which already changes the resource chains for WBI parts. Full support is already in for all of my part mods and will serve as shining examples for others. Classic resource distributions are already available for the stock planets to enable full use of Pathfinder's Lasso series harvesters but is still WIP in Pathfinder's converters and I'm eager to try it all out myself with the release of the Omni Converter system. The following image is roughly 90% on point, and a great guide to (mined only) resource flows and resource availabilities (see the colored tabs under resource boxes matched with source situation (Oceans, Subsurface etc) boxes). I've also introduced (unreleased) the raw resource Hydrokerbon which refines into two new propellants "RHK1" (Refined Hydrokerbon 1) for LiquidFuel, and Raptium which answers for Methane, all of which pair with Oxium (when needed) for rocketry. Rock, available in crust and in exosphere, intends to serve as the bulk constituent of landable worlds and as space dust, fill the rings (or spherical regions) of ringed planets and ringed stars or stars that host proto-systems, and to be refined for small fractions of Ore.- 3,523 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
Take your time... But be sure to get rolling soon™. I've stalled for months but I'm finally getting somewhere.- 3,523 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 The pad (provided by Pathfinder) indeed uses Extraplanetary Launchpads. its primary power source is a very small nuclear reactor, with a big LFO fuel cell and a Mono+Oxidizer fuel cell in the tall inflatable lab in the small base sitting on the extra base that was on that pad. The base can produce EnrichedUranium to fill newly launched reactors, but I have to HyperEdit it back into the base as launched craft will take from the main reactor and the resource cannot be transfered at all (I don't have NFE installed). The problem(s) with solar are partially why I rather love nuclear power in KSP. Learned it when I launched these probes for Gauss' other moons.- 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
So, ladies and gentlemen. Where is your colonization effort concentrated right now? I'm on Loki, the innermost moon of Gauss.- 7,372 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'm contemplating making the reactors require radiators by default. Currently they do if NF Electric is installed, and this is 80% to offset some of the wild OP that's creeping in, (I blame the two people I consulted on this, one of whom uses BDArmory :p ), and 20% because I'm finally going somewhere in a casual playthrough and enjoying dealing with things and nuclear reactors. I've had it like this due to the messy nature of KSP's part heat system and things seem to cooperate more with Nertea's mods around. I'm also considering bring over this Mk2 WarpJet engine from The Spice but I can't decide on its secondary mode without Spice installed. It could be the one engine that properly answers the RAPIER, being a WarpJet and a SupraLOX rocket. Its rocket thrust may be nerfed a fair bit as it carries the highest Isp among WarpJets (or rather, among Spice Drives that are usable in atmosphere). Appropriately its name is the "Argo" ...which totally isn't a play on moon with the same name in Galileo's Planet Pack. Also, the Ram Air Turbines still don't work in atmospheres without Oxygen. Gahhhh. I fixed it but according to GitHub I unfixed it. -
@Hotel26 You (and anyone) can have this.
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@Hotel26 Pardon me, bud. My KerbalX signature button is very specific to me, implying that the craft in it exists in my account. If you wish, you can send me a screenshot of one of your crafts and I'll make a button just for you. Please remove mine from your sig, thanks.
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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
The models are really old and weren't made with their own animation that could be supported by the stock module. FS was used because it virtually adds the animation and can be applied to anything. -
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
I didn't make that clear in the changelog. I removed the Firespitter dependency...that also unfortunately means reverse thrust too. I've been trying to get the prop engines to work with Kerbal Actuators instead. -
I launched scanner probes, the CubeSat-alike "BuffScan" series (containing nuclear reactors) from the Loki base....and had to HyperEdit the EnrichedUranium back into the base's main reactor because EL took it all from there and not from he Hacienda IMF that's producing it. And I can't transfer it around because that's how the resource is. I also designed but haven't yet launched a probe control point craft. This is going to take both pilots and maybe a scientist from the base, to Catullus and lead the scanner probes in. Details and more pics are here:
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Wild Blue Industries crafts
JadeOfMaar replied to Space Kadet's topic in KSP1 The Spacecraft Exchange
I designed two crafts intent to serve as manned probe control points. This is the much better of the two, I think. Granted its payload is light and the main engines (stock aerospike) has proper, higher Isp, gimbal and new plumes thanks to my mod, Thor Tech. DSEV and a little TweakScale are all that are in this. No other mod parts... Except the Buffalo bodied probe and SCANsat. Whatever dV readout is shown in the VAB is seemingly nearly doubled once the four Chuckwagons are inflated (they can't inflate in the VAB) and filled. It's rated for launch in no more than 0.3g and no atmosphere. As it is, in my game and with just the probe inside, its peak dV is 8400m/s. It will be about 1/4 less without the aerospike buff from Thor Tech. Its power source are a Buffalo Flex Fuel pack and 2x stock RTGs. -
What mod provides those cabins? Or what combination of clipped parts?
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@ARS Dang, man! What universe is that sub from? I'm getting an Aoki Hagane no Arpeggio vibe from it. : D
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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 don't where you're going or what picture you have in mind with this question if it is towards me. Thor Tech and Deep Sky Core provide several intakes but none are built into any reactors. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
These parts are intend to hold industrial cargo and not propellants. Near Future Propulsion, Cryogenic Engines, and Near Future Launch Vehicles will meet your fuel needs. -
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Lol The quoted post and its pictures (if that's what you're looking for) is in this thread.