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Everything posted by JadeOfMaar
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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
GPP_Secondary makes GPP a remote star system to not collide with everything-replacing planet mods, however, and it's embarrassing that I forgot this, GPP_Secondary largely disables itself and only spawns a non-homeworld edition of Gael if KSS is present. KSS is expected to provide the bulk of the compatibility, to avoid colliding with GPP_Secondary. Eh? What dos that mean?- 4,170 replies
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- kopernicus
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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
Are you new to the Community Tech Tree? Its purpose is to provide many additional, specific nodes for (many) mods to fill vs the stock tech tree's few and somewhat ambiguous nodes. They get filled in depending on the (other) mod you have installed and if it was made for the CTT. The areas you've named are most likely only filled by Nertea's mods, KSP Interstellar, and USI MKS.- 7,372 replies
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[1.7.X] Civilian Population [RELEASED : 07/04/2018]
JadeOfMaar replied to Pamynx's topic in KSP1 Mod Development
Pardon me for butting in. The "standard" for simplicity, as practically set by Near Future Electric is EnrichedUranium --> DepletedFuel. 1:1 conversion, no byproducts. Room can be left for ease of writing, and collision free compatibility with other reactor reactor-intensive mods like FreeThinker's own, KSP Interstellar.- 242 replies
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- civilian population
- revamp
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
There's your problem. There should never be another GameData folder within GameData. It exists in the zip as a point of reference for where everything goes when extracted and is not part of the mod. -
There's AURUM in them thar hills! This challenge (to anyone interested) is an evolution of a mission plan I had in the (I don't recall well) late KSP 1.0.5 days, but abandoned as a resource scarcity (before I knew about making mods or changing the seed of a save) fundamentally wasted my efforts and my many intricate crafts. Short and sweet: it was a grand Duna colonization plan involving MKS Lite, USI life support, NF Tech mods, old SSPX, and SpaceY Heavy Lifters. How it works Deploy SCANsats (or at least the T.E.R.R.A.I.N. Geo Scanner device which is equivalent to the M700 stock orbital scanner but with some added features) and infrastructure at a target planet supporting a crew of at least 4 (life support recommended but not absolutely required). Once the scans are done and the infrastructure is far enough along or finished, send a manned mission to this planet and execute an intensive mining and exploration mission between arrival date and the first return transfer window. The intent is also to potentially have fun making your castle on the planet you're rushing at it. The mining mechanic is familiar to MKS users but to everyone else it's like this: The precious resource can't be located just by running a scan and dropping a waypoint on it. You must operate a rover or any other capable land vehicle equipped with a Buffalo cabin or any Pathfinder enabled Geology Labs. Every 3km (default setting) you must use the Prospecting tool and test for a resource lode. If you uncover a lode, deploy only WBI's drills and mine it dry. A resource lode is a finite and dense concentration of a resource like Kethane or the giant kidney stones unknown-type scatter objects that appear on the terrain in MKS. It is pure so its yield is massive and the containers will fill the fastest from it. Be prepared to have to haul way over 9,000 units back to the KSC! Crew are required to prepare and (most likely) occupy these parts while they need to be used. Gold! The mission objective Treasure Quest using Wild Blue Industries: GoldStrike. With any number of the yellow Gold Digger Portable Mini-Drill or the rover-body Buffalo Drill, mine at least one resource lode dry and bring home the bounty. Terms of engagement™: Wild Blue mods (Buffalo rover and Pathfinder bases) required. USI kontainers not allowed. WBI provides many tanks for holding the treasure. (Aurum also only exists in WBI. USI kontainers will not support it.) The best storage parts in WBI are the MC-6000 Buckboard, Mule MLM, Chuckwagon IMW. No rescue missions. No missed window. No kerbal left behind (I hope). Bring the full bounty or none at all. Resource must be one of the 4 GoldStrike resources: Aurum, ExoticMienrals, Karborundum, RareMetals. But Aurum is #1. Your report must at least include screenshots of: The location(s) with a GoldStrike waypoint marker and showing how much is in it before mining. The mothership that returns the bounty to Kerbin/Gael/whatever... with the resource panel open, showing GoldStrike tankage. The ascent vehicle, capable of carrying any significant amount of treasure. You need not actually reply in this thread. Feel free to use this in your own mission report/kerbal story and let me know you did so. Any OP engine mod is allowed if desired, but as Karborundum is a propellant, and can be scooped in space, you're not allowed to pick this for the treasure and have engines from its mod on any ship. (You can mine Karborundum with the WBI drills and without the Karbonite mod(s) installed) Any other USI mod is allowed. The levels Easy mode: Perform challenge at the nearest low-gee world: Duna; Niven in GPP; the moon(s) of The Atlas™ in Gameslinx's Before Kerbin; and whatever applies in Gameslinx Planet Overhaul. Normal mode: Perform challenge at a nearby planet except Niven or Duna. If using life support, this is any planet near enough that DeepFreeze is not required to help the crew and the food to last longer. Hard mode: If using life support, perform challenge at any distant planet without the use of DeepFreeze. If not, perform challenge at any high-gee world such as Eve or Tylo; Tellumo or Catullus in GPP; or in Gameslinx's planet mods: Fume, Sonus, Tillos, Thalius, Reaper. Very Hard mode: Mine at least 2 lodes. Perform challenge at Thalia or Icarus in Galileo's Planet Pack, or any lava planet in Gameslinx's planet mods. Otherwise, do Hard Mode (just 1 lode and the previous planets) with BARIS installed. Let me see your Equipment boxes. Super Mode: Impress me. I'm shamelessly directing hype towards @Angel-125 @Galileo @Gameslinx. Problem?
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@cpy That's a problem with TAC life support and its included background process plugin. It's not a Near Future problem, sorry.
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[1.3] Physics Calmer aka "gentle drop on the runway"
JadeOfMaar replied to Morse's topic in KSP1 Mod Releases
This other mod is for that. -
Yes, it is. I've never seen a complaint on this subject concerning Nertea's mods.
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Update to the Gray Falcon. I swapped out the Avatar body for K body. The Avatar to Stail short adapter was amazingly draggy. Between the pictures I changed the forward control surface and added OPT-W Large Pylon. With my personal tweak, the J-92 operates up to Mach 12 (for 2.5x scale), and I was amazed by the amount of drag I did not get while holding Prograde. This design turned out quite efficient in addition to sufficiently powerful.
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Precisely today (right after midnight, missing out on the NyanCat Parade ) I got to play KSP. All hands boarded the Mantis Flier and descnded onto Aridos, the dying Laythe. i was pleasantly surprised...and a bit disturbed, to find that my plane easily dives (and wasn't intended to) when any sub I purpose-built could not. It strolled on the sea floor, even, beyond 400m below. Other screenshots, including a powered swirve to stop while landing, and a sunset. Before signing off, the crew plotted a chain of 6 or 7 waypoints to fly low over and observe with their naked eyes before returning to space and moving to the next moon, whichever that is.
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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
In that case, change the top of the patch I gave you to be like this. +PART[h_3m_crew_mm] { @name = h_3m_lab_mm @title = OPT H Mounted Science Lab @category = Science @TechRequired = advExploration @description = Someone wanted an H sized science lab! It wasn't too hard to produce it... Let's hope the client isn't bothered that the science computer is a little slow and a little short on storage. } @PART[h_3m_lab_mm]:NEEDS[Pathfinder] { MODULE { name = WBIScienceConverter ... -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
If your KSP version is not 1.3.1, the plugin for it may be broken and is not expected to work on older KSP. If you have USI MKS installed you need to have MaterialKits in the vessel, and if I'm right, use an Engineer on EVA to interact with the centrifuge. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@Maldouran It hand't occurred to me (oversight) to add to the Known Issues section that KSC++ and KSC Switcher are incompatible. But this new find is interesting. So the game is somehow still counting the KSC's default location apart from where you switched the KSC to? And with or without a valid setting for "DefaultSite"? @Xein On behalf of Team Galileo I'm happy you're enjoying. GPP has done its job. But sorry, we're not going to help you to make GPP operate like that.- 7,372 replies
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How badly do the stock planets need a retexture?
JadeOfMaar replied to Gameslinx's topic in KSP1 Discussion
This. I'll bark and snap at the level of detail in the stock planets too, (and I generally can easily do without visual mods) but I agre that how mucch you can do with the stock planets is more important than how they look. I watched a Twitch stream last night an the person raised a hellfire about basic things in KSP. Planting flags and mining are really all you can do to interact with planets directly... but that's straying from the topic. The high biome counts are probably someone's wise™ decision to artificially give us more reason to interact with the stock planets. More terrain mechanics in addition to better textures would be icing on everyone's cake. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
Yeah, it is. And you're asking all the right questions. OPT Main indeed doesn't have a version file for whatever reason. H body is few in parts because it's only meant to complement K and KH, and was never meant to be very capable on its own. (which is why there's no H cockpit and the H bicoupler isn't very practical to be honest). The OPT_WBI patch allows all OPT parts to function like the WBI parts, including making the J and Stail labs (if you have OPT Legacy installed) to do everything Pathfinder's own labs can do, and all cabins can do the geology survey as the buffalo cabin(s) can do. By "H Half" you must mean "H mounted" versus "H fuselage"... To apply Wild Blue's complete storage selection options to the H body parts, change any of these lines 1563 (short noses), 1597 (inline tanks), 1648 (long noses) in OPT_WBI.cfg to templateNodes = STORAGETEMPLATE To make just the H mounted cabin into a science lab, save this in the OPT_WBI folder, preferably with a suffix to the filename so it loads alphabetically after OPT_WBI.cfg, or add it into the end of the main config. @PART[h_3m_crew_mm]:NEEDS[Pathfinder] { MODULE { name = WBIScienceConverter scientistBonus = 0.25 //Bonus per scientist star - need at least one! So 0.25x - 2.5x researchTime = 8 //Larger = slower.Exponential! scienceMultiplier = 5 //How much science does data turn into? fundsPerData = 100.0 // How many Funds per point of data reputationPerData = 1.0 //How much Reputation per point of data scienceCap = 700 //How much science can we store before having to transmit? powerRequirement = 5 //EC/Sec to research ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } MODULE:NEEDS[KIS] { name = ModuleKISInventory maxVolume = 100 externalAccess = true internalAccess = true slotsX = 5 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = WBIMultipurposeLab enableLogging = True showGUI = True // isInflatable = False // animationName = // startEventGUIName = Initialize // endEventGUIName = De-initialize // inflatedCrewCapacity = 2 capacityFactor = 0.6 fieldReconfigurable = true templateNodes = PATH_SCIENCE defaultTemplate = DocScience logoPanelTransforms = // logoPanel001, logoPanel002, logoPanel003, logoPanel004 decalsVisible = False // If KIS mode baseStorage = 0.001 maxStorage = 3000 resourcesToKeep = ElectricCharge;Snacks; } MODULE { name = WBIEfficiencyMonitor efficiencyType = science } } Lastly, it's not in my power to make parts from scratch, especially animated ones so a K Service Bay isn't going to happen, sorry. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
@bob_kelso As in Nertea's reply, this mod does not and will not contain a Kerbalism patch for itself. Whatever supply tankage you are trying to use are either meant for TAC life support or for industrial uses excluding life support. -
New short range utility spaceplane, Codename Gray Falcon. As an SSTO it can take a fair payload to possibly a few hundred km altitude. With the droptanks it makes orit with over 3km/s dV. Three legacy ARI-73 on the underside are enough for it to VTOL on Duna. It has a bit of inspiration from my watching Guardians of the Galaxy last night. I might take some more. Inside the cargo bay is a Buffalo cabin, short tank, airlock, and up on the back are Buckboard boxes filled with Lead to counterweight the three VTOL engines for horizontal flight. The big radial intake is from my mod: Deep Sky Core. I'm experimenting with different engine combinations but not getting very wild with it to avoid having too much dead engine mass in vacuum (and in atmosphere without Oxygen), and avoiding using any of the long Mk2 engines. Lastly, the tiny Oxidizer supply on this plane is only for the fuel cell.
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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
So punny. I'm glad things worked out. And again, it's fine. No one would be upseet by pruning parts. I'm tempted to prune parts too like with Mk2 Expansion. It brings a lot that I do and don't want. But I never actually get around to it. Maybe I should do as you did and prune the Mk3 parts myself. I hardly use those too, and the cargo space can't fit anything good that has wheels. You're speaking my language. If you're ever up to it, feel free to do some Show & Tell in the OPT Showroom in my signature. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
What you want to do is delete only OPT_FS.cfg (well I guess OPT_MFT.cfg, OPT_RF.cfg too as they're useless to you) and not the whole mm_config\ folder. This folder holds all of OPT's compatibility files, including the custom category. Also change the original OPT_Resource_Defaults.cfg so everywhere that says :NEEDS[!Firespitter,!RealFuels,!ModularFuelTanks] now says :NEEDS[!RealFuels,!ModularFuelTanks] this will cause that config not to disable the default tanks while Firespitter is installed. Once a B9 Part Switch (which all of Nertea's mods use) config exists for OPT you'll want to have :NEEDS[!B9PartSwitch] in the defaults config. About the broken MFT config, the main modder @K.Yeon is sadly never around, and I don't use MFT so that config is not going to be fixed anytime soon. And I have no problem with you installing OPT for just its wings. No one has mad a mod which is solely a large and fashionable wing pack (which would be cool to have). -
At the time when the graphic was made it would be so, perhaps as examples only Nertea's mods are named in the comment markers in the interactive version (which I'm surprised is functioning again), and KSPI-E with its immense scope is able to fill quite a lot of tech nodes. Also all of the specific mods represented by colors are titans (huge mods, it's a sin not to know their names lol). I agree that the chart could do with an update, if only so that the unlinked nodes aren't unlinked anymore and a comment like mine above be added to give insight into approaching groups of these nodes to know which ones fit X new mod's new parts.
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No, that color table isn't accurate. It's more like this... @Nertea @Angel-125 @Stone Blue @FreeThinker Please veto this. (Disclaimer, portions of this I clearly know... portions of this are clearly assumed as I've never installed all the mods that fill these, or if I have, I never checked them in the R&D building because I mostly play sandbox. I also believe there may be new tech nodes not featured in the graphic) Stock Nodes Near Future Electric, Far Future Tech, KSP Interstellar [Nuclear and super-advanced EC sources, and engines that bend physics like Epstein and Alcubierre] USI Life Support and MKS [Greenhouses and habitation things go here] ? Specialized Science Nodes [parts ought to go here that are dedicated to autonomous, unmanned, checkpoint-like surface bases. This is the foggiest to me. Curiously, DeepFreeze appears here. I guess these checkpoint bases would have facilities only for skeleton crews] (upper gray region) ? Actuators and Orbital Nodes [parts for robotics, giant or super-giant station parts, parts that can endure extreme conditions in space, and parts/systems for spawning vessels in orbit] (lower gray region) MKS and possibly Freight Transport Tech (USI) [Parts for mass resource storage and sharing-- try to exclude propellant tanks, there are plenty nodes for those] Heat Control and KSP Interstellar [Radiators and maybe heatshields, whatever keeps you below melting point] Near Future Spacecraft (upper red-purple) [heavy lifter mods: part categories: command, utility, payload, structural-- again, there are plenty other nodes for propellant tanks and engines] ? Mechatronics and AI Nodes (lower red-purple) [supercomputer like parts, super-advanced drone cores perhaps] Near Future Propulsion (purple) [epic ion engines and ion engines that run on things other than XenonGas] Far Future Technology, KSP Interstellar [fuel tanks and big engines you really don't want to use or lose in Kerbin's atmosphere] Near Future Solar, KSP Interstellar? [super-powered solar and EC-intensive utilities] ??? [more places for airplane parts]