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Everything posted by JadeOfMaar
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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
@eddiew You have something good there. I did this for OPT Spaceplane Parts but didn't think to do it for Deep Sky. The Razors aren't meant to be particularly powerful for SSTO, which (added to some negligence) is why they sit with the Rapier. I can possibly submit this to Nertea for addition into CTT directly, but I do have updates coming for my part mods. I'll be sure to use your discovery. -
The Fisherman / Blowfish J type. This plane can haul 10 (maybe 20....maybe 30) tons to low orbit and have 4km/s in vacuum without refueling. Its max takeoff weight is unmeasured as it's meant to land on a planet with less gravity and fill up on mined goods. Unfortunately it's not much use to me as it doesn't yet have a means to control its touchdown in thin atmosphere and bumpy terrain. Main engines are a pair of J-60Ds and the nacelles are four WarpJet SAGEs (only two are necessary but four looked good at the time). Once it's at roughly 20km altitude the J-60Ds can shutoff and the plane can cruise to orbital velocity, spending no more LFO during this phase, at least until the SAGEs threaten to flameout.
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I did some pretty hefty modding today... with a pretty big test craft. I'm in the stock system here because I had to clean up some configs that only work in the stock system, and my test install that's a little too heavily modded now is going down the toilet. During my testing in GPP earlier, I tried to build a lander for this station. It's a miner drone but is overloaded with gear and cannot ascend with a desired full cargo. I need my lander to be all-in-one or an SSTO rover plane cargo-only thing because there's no way in heck I'm gonna get a vertical lander to land in the same spot more than once.
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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
Better is coming for OPT. The next Legacy release will use B9 Part Switch. IFS is very, very tedious to provide support for, and B9 Part Switch is far easier to provide support for. Once this is done, fuel options can be added by writing just two small config nodes versus adding to arrays and doing math for every group of parts that share a tank size. Configurable Containers support might come too which is even easier but I only ever had that installed for a very brief time. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
@AccidentalDisassembly Sounds fine by me. In a recent update (I think CRP's final release the other day for 1.3.1) Silicon and another resource jumped to 10x their previous mass, and I rank into tank balancing issues when setting up tanks for it for another mod using B9PS and trying to avoid arbitrary numbers. I'll note that while Karbonite is a fuel, it also converts into other interesting things. The "Distiller" converters can produce LqdHydrogen, Oxygen, Oxidizer and Water due to its known composition name (KaO3). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
@AccidentalDisassembly from my perception, Karbonite is a more pure source material to derive LFO from than Ore is. Karbonite is entirely a combustible material and raw propellant, possibly a dense gas/light fluid as it is modeled on classic hydrocarbons and is available in crust, oceans, atmosphere and in the vacuum. Meanwhile Ore represents the majority component of a planet's surface and can be sifted for everything under the Sun. Its purity in this regard is reflected in its unit cost. I've heard on a few occasions that the resource is expensive, and this justifies it. Karbonite has its appeal in that if there's enough of it in the atmosphere to feed a karbonite-breathing engine, the option becomes very attractive to skip converting it into other propellants and feed its engines directly. I have built cruiser planes, heavy lifters, VTOLs, even a mining base on/in an ocean that run just fine on Karbonite without converting it. -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
JadeOfMaar replied to StarCrusher96's topic in KSP1 Mod Releases
sounds like unrefined combustible goodness.- 4,170 replies
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@CatastrophicFailure I haven't properly watched the Avatar movie so I can't say.
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Anyone mad about mods keeping up with latest updates?
JadeOfMaar replied to Conric005's topic in KSP1 Discussion
I'm bothered, and maybe just a little mad, that the casual player is not aware of how short the time between 1.4.0 release, and 1.4.1 release is, and expect that modders pump out updates for 1.4.0. I'm mad that the casual player so hastily installs the next version of KSP and expects mods to be unfailing or to update on time...every time. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
@Gilph No, I haven't talked to RoverDude. I haven't installed MKS lately so I haven't a clue what it may take to add and balance orbital logistics. @Pulsar would be best to help out. This person setup the Machinery requirement for deploying centrifuges and did at least half (the more complicated half) of the overall USI compatibility. -
I built a station. With Angel-125's DSEV... In order to get familiar with DSEV so I can contribute to it and even more to Wild Blue's Classic Stock Play Mode. This is exactly 100 parts...Or between 100 and 110, and 1 kiloton heavy. No life support or construction mods here but there's a crap load of Equipment on-board for demonstration/placeholder. It has 56 km/s on it and hopefully sufficient ability to refuel its FusionPellets supply. 3.75m cargo bays up front, 3x docking points for a pair of Valkyries and a service lander or payload at the tail. The FusionPellets based propulsion system grants 56km/s, and the station should be able to refuel itself at a decent pace at an atmosphere's edge. I also built a Valkyrie. The Spice flows within this Valkyrie. The Valkyrie VTOLs and it fits the station, well, once I offset the balloons and scoops backward a bit and relaunch the station... I should just as well put the docking points on pylons like in the reference pic below...
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Wild Blue Industries crafts
JadeOfMaar replied to Space Kadet's topic in KSP1 The Spacecraft Exchange
I spent my afternoon finally trying to get to know DSEV and built something along the vein of ISV Venture Star. No life support and not adequately outfitted for producing anything via Launchpads or OSE. It's only configured for replenishing FusionPellets, Coolant and LFO. The white spheres near the forward centrifuge are from one of my mods and contains a whole different sort of fuel, and the exo scoops are meant to get a trial run and refill a couple of things from an atmosphere edge. The frontmost cylinders are full-length cargo bays with DSEV's inflating shields for caps (they're not going to inflate here). Main propulsion is a pair of Hypernovas in Cruise mode so the tanks they're mounted to contain FusionPellets alone and grant 55km/s in dV. Sufficient reaction wheel strength (but no RCS thrusters) is provided by 3x stock 2.5m wheels (1 upscaled to 3.75m, 2 upscaled to 5m). I don't know yet if the tank radiators and 8 of the black folding radiators are enough for these engines, or how casual I can be with a Gael to Grannus (GPP) transfer with the 55km/s. I have OPT Valkyrie planes planned for use with this station. But they're not working out quite yet. -
@touzenesmy Hello there. I just noticed that you wrote "[1.4]" in the thread title. I'd like to let you know that I recently adopted and expanded this mod.
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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
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Evolution [1.3.1] [Kopernicus]
JadeOfMaar replied to The White Guardian's topic in KSP1 Mod Development
Care to update the thread title a bit? You know, the [1.3.1] Evolution <version> <date> kinda thing.- 169 replies
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This needs to be done in the form of a Google Sheet or similar that anyone (at least just the modders) can edit. Otherwise this thread had best be locked. I don't think you're ready for the true burden of maintaining such a list, fella.
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Please do not ask modders to push updates after a game release. They need time to figure out where and how the game release breaks their mod. People ask this question every single game update which makes it annoying and even makes modders quit. They have lives and may be enjoying 1.3.1 too because 1.4 is not as satisfying to them as it may be to casual players. Furthermore, the time between 1.4.0 and 1.4.1 is only 10 days. To update now is a waste of time.
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[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
Wait for 1.4.1. At least a few of us modders are not going to update for a game release with such a short life (10 days).- 471 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 expect it will work just fine in 1.2.2. But there are two issues that will get in your way. In GPP 1.6, the spice planet is among the several bodies that got new textures and biomes. This mod has biome-specific aspects which break in older versions of GPP. I expect you will not be able to drill up White Spice and use the alternative power sources I provide. There is currently no Kerbalism config. The Spice Melange itself and its LS features will be out of your reach. So for the time being this whole mod is only good to you for fuel. I should be able to fix this up for you by the weekend if you're still interested.- 101 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
@Chilkoot Thanks for that. I found it where it is. That biome is actually called Crests, meaning the tallest place(s). If you can, open GPP/GPP_Planets/Eta.cfg and change line 45 to displayName = #LOC_GPP_Planets_Biome_CrestsDisplayName and as for the resource fix, save it as (anything).cfg anywhere in GameData. Congratulations, you are now a modder. Make Uncle Sam Kerman/Gaelan proud.- 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
Test launch (highly inclined) from Tarsiss to confirm that an aero glitch is gone.- 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
@Chilkoot The best option is to go to KSPinstall/saves/savename/persistence.sfs and change the number at Seed = xyz (at line 10). This will make the RNG roll again. Chances are high that Eta will become playable but it will also affect every resource distribution in the game (for that save). If you're already far along in your save and fearful that the seed change will break your existing colonies (heck, anyone would be fearful) you can force the resource distribution. Save this anywhere in GameData. By the way, what version of GPP are you using? The Jeb's Dives biome is gone now.- 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
@Galileo @Chilkoot Actually, resources have a great influence in the descriptions of both of these bodies. Thalia, definitely, is not meant to have ExoticMinerals (most of the time) but Eve Eta not having ExoticMinerals is simply a bad roll by the resident RNGeesus. ExoticMinerals is also rare overall in GPP by design which makes the situation much less a result of bad configs. Honestly though, there ought to be an ExoticMinerals presence on Eta. That's a really bad RNG roll to cause Eta to have none. But you should have no problem shipping ExoticMinerals in (from Gael if you choose). The Gael-Thalia transfer window opens 3x per year.- 7,372 replies
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Nope! This is a GPP feature, since GPP v1.5.88 (The Sigma edition, parallel with the release of the Sigma Replacements mod suite, made by Sigma88). But it should be compatible with MKS too. With just a little digging you'll find the files to add your own kibbles and bits to that new panel. Keyword is "Replacements"
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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
I'd like to take the chance to drop a little note especially to those of us who are not modders. If you have KSS and-or other planet mods installed and you want KSP 1.4, be sure that you do not install, or have not installed 1.4. Remember that Kopernicus is version locked and will fail. Do not come complaining here or at the Kopernicus developer because your game broke. You have had many occasions already to learn how to not let Steam update KSP by itself, and to wait for Kopernicus to catch up.- 4,170 replies
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