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Everything posted by JadeOfMaar
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Yeah, boi
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Howdy. I've ensured that as much as possible in my mod has localization support, so anyone who wants to contribute languages can do so with minimal headache. But anyone who commits will have to keep up as releases and parts appear. I most likely won't do any myself and there's still quite a lot I want to eventually release. -
Lol! I didn't think to make it a real passageway, actually. It's closed off with a black wall. Now I wish I made it so.
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Hi @Fihnakis . Well, here's my contribution. It may not be an answer you're hoping for as much of what I say revolves around making new mods that less reference some existing ones and more are tailor-made to suit this scenario. Achieving minimalism (or keeping things restrained with this as an ideal and not as much a hard target) can be quite a tall order, no matter how you look at things. The required (non-part) mods likely need to be written from scratch in order to work cleanly and do all that they need to and none of what they don't. These mods in particular need to: Manage kerbals (see: Ship Manifest, TRP-Hire and other very hand mods); Manage ship construction costs (some kind of fusion of Extraplanetary Launchpads and Kerbal Construction Time); Replace the contracts system entirely and be built with more basic logic and the distinctions for exoplanets and invalid planets (see: Missing out Duna contracts because you accidentally visited Eve somehow, and getting Ore from Jool and Sun); Reduce the profiteering focus on Funds and Rep and increase focus on Science, resources and manpower at the KSC and any external launch site); Extend the tech tree and populate it in certain ways, or not in certain ways. The experiment system needs to be completely replaced too. Experiments need to require time, resources, other parts, and certain conditions while at certain situations, and even only work at certain worlds. There should be less need to bring every experiment possible, and more value and reward to each experiment, and scatters should have science value to them by default. Wild Blue Industries is my favorite and which allows for all of this with experiments (except for providing and interacting with scatters), however, no one has thought to make a mod that alters progression based on WBI features. For bonus points, let's also replace the default means for attitude control (stock SAS) and steering of planes (binary state of key presses on keyboard). Something more intuitive than Atmosphere Autopilot, if possible, for the most common things people do while handling planes and also quite useful for bring rockets down, and up again. And as for steering input, something like Mouse Aim Flight + a keyboard input influence which eases the input signal and has a readily adjustable quickness (of in/out or attack/release separately). Visual mods are already settled. EVE and scatterer, once the whole Patreon premium thing is over and done with. But also, a mod that improves the skybox and a TUFX profile that changes the lighting to suit (and doesn't make it annoyingly hazy or overexposed in the ship editors). Camera effects need to be tame in there. A new default scatterer sunflare needs to happen too. Audio effect mods can boil down to some combination of Rocket Sound Enhancement, Soundtrack Editor (which allows unique music per planet) and Jet Sounds Updated). The existing Community Resource Pack, resource placement and resource conversion recipes as a whole need an inspection. There's just too much going on when mods that add realism through ISRU enter the scene. This aside, an all-new mod is surely required which provides the functions of marking locations and spawning vessels for resource harvesting and conversion, managing resources across a planet or moon, and spawning and upgrading colonies and interstellar vessels (both being in such size classes as "Huge" and "Damn huge") and handwaving away some necessary but lagfest-inducing practices. MKS and WOLF (of Umbra space Industries) are indeed a pair of mods that are all about planetary logistics, deploying colonies (though this involves deleting craft and crew) and off-world construction with some familiarity to the likes of Factorio. Colony class or interstellar class parts, when they're spawned, should have much less physics by default and should be very configurable in-game without (as far as possible) having to add and remove physical parts. WBI SandCastle allows for printing parts and having the process require diverse combinations of resources and even other parts (for more Factorio goodness) and an unfinished mod, "RackMount" happened, which allows for a host part to inherit the modules and tankage of parts stored in its inventory. A huge gameplay dynamic could arise out of just printing, shuffling, upgrading and scrapping inventory parts which are akin to virtual hardware in a virtual machine. Civilian Population is a poorly aged, but very nice mod that's all about starting and sustaining a large population within huge parts and getting to profit from it, get lots of trainable civilians that can become crew, and there is a measure for how long each kerbal has lived. (I don't think death by old age is a thing in this mod but I may be wrong.) That mod is compatible with USI LS, TAC and Kerbalism, maybe Snacks too. What's missing now is to more creatively use the population itself to influence ISRU and off-world construction with less total player effort required. Parts for interstellar travel? I'll eventually get (back) to that myself.
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Impulse Party I'm working on two sets of nacelle pieces for Blueshift users to enjoy. This set has a slightly larger cross-section than Mk3 and is Excelsior alike (because someone has built a really big ship and has asked for these to complete it). Colors are placeholder of course.
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
To some degree, I realized that you were being quite realistic. I just needed to know this part. gg -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
I know all too well...so I've stopped writing Tweakscale configs. 3rd pic is most interesting. It's the best view I've seen of a Daedalus-alike engine I've seen concerning KSP and outside of the related KSP2 trailers. but I'm curious to what is apparently the conical shadow shield towards the front of the ship. Why is it glowing? -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Heck yes. I know, but I wonder why you say so and how you expect them to stand out or fill a gap. I'm currently considering doing things in this order: Finish and release some hexagon pillar format parts (Refineries, tanks, inventories. They come in 2.5m, 3.75m, 5m, and include circular adapters and side stack nodes.) Make one of these: Solar thermal panels (from very small to very, very large). Aircraft engines. (Rather easy to do. Don't need nearly as much effort put into them as fusion reactors/engines) Make a CryoTanks-alike suite (and not only for cryo-substances). The inventory texture for the pillars: -
@davide96 At real scale it's pretty much mandatory to have some kind of autopilot and have that do your ascent or descent for you. kOS is the mod for command-line computing, enabling your vessel to do any combination of things at a command input or when a target condition is detected. But you need to get the scripts, or as much as possible, write them yourself and share them wherever players share kOS scripts. For ascents, players turn to MechJeb's Ascent Guidance or possibly, Gravity Turn Continued. For descents, there are several options (mods) for applying trim and holding your descent angle.
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[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
If it is, then it's not coming from me. -
This thread has gone ban-anas
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Howdy @EimajOzear. Sorry. Kerbalism wasn't coded with provisions/expectations for bimodal NTRs so there's nothing I can do about that. I released an update to RR Nuclear Family simultaneously with Kerbalism Side Ptches. To prevent the exact duplicate reliability selector problem, the RRNF update is that it has stopped providing the same.- 1,069 replies
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Release 0.3.6 Power for the Christmas lights in the whole village or on your smallest probes! Changelog: Additions Added World Power series parts: Giant vertical windmill and XXL solar panel. Added tiny solar panels. Changes Set Sun shield's System Heat loop temperature to 650 K. Fixes Fixed Thermal nozzle Waterfall plume problem. It needed an Ignition controller. Fixed Upgrades not showing in the CTT nodes. Updated Waterfall configs to respect engines being duplicated and altered by Rational Resources Nuclear Family. -
@septemberWaves Feel free to make and send those patches. They are within scope.
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IRL is shorthand for "in real life." Deadly Reentry makes most if not all parts have realistic heat limits (which are roughly 25 ~ 50% less than what they have by default) and makes heatshields break when they run out of Ablator. That's what I know of it. There may be other features.
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Banned for not wrapping with ban-dages
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That mod is just MM patches, right? It just works. And I think someone posted an unofficial update to it in its forum thread. Snacks! (with its optional extras, Air and Stress, if you want them. It's also highly configurable.)
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Hi @davide96. The obvious answer to your problem is another question. Are you accustomed to playing on real scale? If not, then you haven't learned yet that heat scales with velocity. The faster you go and the longer you go fast means you have to deal with exponentially more heat. There is no "finding a mod to ease the pain." There is only "Gotta learn to fly planes or pods in new and very precise ways" like IRL. On the other hand, perhaps you have somehow not installed FAR and your spaceplane overheats due to being draggy. Or you have installed DRE and don't yet realize how that works.
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Finally getting around to those after quite a while... They'll be released along with the XXL solar panel in previous post. 0.2m height for 0.625m, 1.25m, 1.875m, Mk2 0.3m width (linear, 2m height steps) 0.4m height for 2.5m The timing is pretty good. Gonna make sure every kerbal can cheaply power their Christmas lights.
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@king of nowhere Ah. That's nice to know. I've seen, though, hints of the need for this in other Kerbalism players, and was practically asked to make this by one of them.
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Hey @Ariel Kerman. About the thermal nozzle plume problem, I finally figured it out. That plume requires an Ignition controller which I didn't know was a thing until the other night so that's well and truly fixed. Actually, all the current engines have a System Heat config but they require the System Heat Fission Engines modlet/extra. Perhaps you haven't installed that. (They're not made to depend on any fission related operations, to be clear.) I do wonder what kinds of ISRU you're doing that requires so much in radiators anyway. Some screenshots would be nice to see. ...Eventually I'll deliver more and better (the exotic) radiators, as those are very much required for the highest specced engines in Sterling and FFT. Go ahead and have a blast with configs. I'm interested in what you come up with. -
XXL windmill and solar panel. These parts will be boxed and carryable (to some degree), and clusterable in a hexagon pattern via side nodes to ensure regular and sufficient spacing. The panel won't be upgradeable but will be mid-tier. It will have automatic tracking in one axis and manual control in the other so place it well and choose your optimal heading.
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I did a thing. Folks here may find it very useful.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 1.61 Fix EL System Heat problems. @avectorproductfox Replace Carbon Extractor process with Ore Splitter which outputs Oxygen and Carbon. Split ion engine reliability buffs from RationalResourcesKerbalism into new modlet, KerbalismSidePatches. Split nuke engine reliability buffs from RationalResourcesNuclearFamily into new modlet, KerbalismSidePatches.- 1,069 replies