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Everything posted by JadeOfMaar
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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
You can do both depending on how you approach this challenge. Build the station in whole, with an orbital Extraplanetary Launchpad. Have lots of kerbals present with the combined and insane (for you to try ) ability to attach any huge station part by the nodes and using KAS+KIS. Use the docking ports. Simple enough but needs docking skill. B9 Part Switch is the mod that Nertea's mods use to change tank type, textures and models/meshes. It is mandatory but is a tiny mod by itself. Culling the CRP and tank types are something no help will be provided for. Most of the resources should appear by having just CRP installed, and while you may not have a use for some, other players might have a use for them. Currently a couple of them will appear by having any USI mod installed which may be a dumb move on my part. That will be fixed, but I can't promise you that less resources will appear by default. There is absolutely no performance impact from having these options, and you get a Switch xxx button in the part action window so you don't have to scrub the tank type slider to get what you want. -
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Read this then send me logs. (Do not post the contents into the forum. It will overload the forum) -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
dV maps of the interstellar sort are impractical and near impossible. With local system dV maps there is always one static reference frame: the homeworld, and a very modest and manageable range of velocities and inclinations for passing ships, that everyone can be expected to fit within. Once you're interstellar the reference frame can be anywhere, without any standard, and the fact that you can enter the SOI of another star or its planets at ANY velocity from ANY angle makes it pointless to create such maps. The only answer is to install mods that grant you "OP" engines and fuel, use them well, and never assume that you have too much dV. Embedding imgur albums has (afaik) always been broken on this forum...and surely will forever be broken. That said, your album is pure gold. <3- 7,372 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
Uh oh. Well you gotta visit this thread now. Send logs.- 3,523 replies
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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
@majNUN If/when you're done finalizing those numbers, I'll be happy to include them in my PR for the next release of SSPXr, alongside another adjustment for TAC, and one for USI-LS. I'll make sure to credit you in the config file. I don't recall exactly but (as I made the initial config) I did involve a spreadsheet and attempt a process of summing up 1 unit mass of each resource and then cracking them back down so the SSPXr tanks would hold 2/3 of LS and 1/3 of wastes. -
Last night I built a lander for my expedition in @Gameslinx After Kerbin. I like my designs as eccentric as that moon [you] like in that other planet pack [you] have installed. It may not look like much, performance-wise, but with my own engines, it's Tylo-ready without being super-OP. I did run into this infuriating bug where the Mk2 cabin's inline hatches no longer work. I can only use the overhead hatch and I have to set my ladders like stairs (clearly shown) so a Kerbal can get back in when their jetpack is not an option. There's a cargo bay too, containing a Pathfinder hab so the crew can have more living space and better living space while landed. Sadly, that's all I'm going to do with Angel's mods in this install-- use the KIS and inflatable features thereof. I have a bad habit of dropping my (few) playthroughs way too soon. Oh, the curse of loving to invent and tweak things more than simply using them. In addition I've confirmed that my Pathfinder problem in GPP is caused by something in GPP. As a Tylo-capable vessel it can possibly SSTO from the launchpad but it's absolutely not meant to deal with atmosphere. Returning to orbit from a test landing on Nemesis, the dark twin moon of Kerbin Solitude. Aligning for a docking attempt with the main ship "Project Mantis." The star is fascinating on its own with KS3P active and its scatterer flare blocked.
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As shown in the OP, anonymity has an expiration date. Lol
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@adsii1970 Thanks for the nomination, dude. I'm very grateful.
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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
Some of us are sensitive about (even in pretend) dumping it all out the airlock and meeting it again in the next few orbits. Or possibly running through it with the next launched vehicle. In seriousness I think < 5% is still pretty good given both your concern and Pleb's, who mentioned that they would like to have Mulch capacity while a greenhouse is not (yet) present. Excellent answer @DStaal. When I was still new to KSP and used USI LS and MKS-Lite, I actually had the personal issue of not enough Mulch storage on a station and I think there were cases where I explicitly wanted more Mulch storage for a new ship or station build so the greenhouses had a headstart in regenerating Supplies before its first (or next) crew arrived. I could add a Supplies+Mulch+Fertilizer tank type too but I want very much to avoid adding potentially niche tank types and using a given decal more than once. I don't mean to derail the thread but my mod Airline Kuisine provides Mk2 and Mk3 tanks with the option to hold all 3 at once. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
Fully functional? Nope. Most things will still work as it's firstly a parts mod, not a gameplay mod....but expect the inflatables and centrifuges to break. Let us know if everything works flawlessly... But if there are any issues, no support will come. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
@BigJammy @Nils277 Well I can make the matter trivial by keeping both greenhouse modules/modes and adding KPBS detection into SSPXr. I don't want to but there's that. I've never yet installed KPBS tbh so I'm currently clueless how things work. Before I do (like, Saturday afteroon) I have a few quick questions: Do I need to scale the input/output ratios in the KPBS module when I give it to SSPXr (as SSPXr has at least two sizes of greenhouse and different crew capacity in nearly all three of them)? How many kerbals (non-integer even) do the KPBS greenhouse and algae farm support? I'd like this reference for scaling throughput in the absence of KPBS and its custom partmodules. I like the idea of the Algae Farm. SSPXr's Aquaculture module isn't meant to work like other greenhouses (I'm pretty sure some of its fish population serves a purpose other than the views and potential science) so this is an opportunity to have it do something related to its theme. @Pleb those are good ideas. I've already added to the Supplies tank type roughly exactly like your example, thought I provided for 5% Mulch. If you insist (I don't mind, I'm sure you know better as you actually play the game, lol) I'll use 10%. I don't think adding the efficiency matter to greenhouses for MKS would be an unfair advantage. It makes it so that greenhouses perform poorly if something or someone is missing. It adds a nerf or a challenge in order to get the typical output....... I like the idea of BotanySkill over Machinery (though i know very well of automated greenhouses). -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
@BigJammy A quick glance back at the configs for the large USI Supplies tanks shows/confirms for me that they keep a portion of their volume for Mulch... < 5% to be exact. I've found a wiser option and that is to add this to the existing Supplies tank mode as Mulch is not a resource you want to keep a huge tank full of, and it would be a huge undertaking for Nertea to add a decal to his tanks. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
Answered in your thread (inflation needs an Engineer onboard) MCM had but a short half-life and is very obsolete. Don't bother with it. Angel's mods have "part upgrades" scattered about the tech tree. Be sure to buy those along with the parts themselves if you don't already know.- 3,523 replies
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Pathfinder modules not inflating
JadeOfMaar replied to Cadet_BNSF's topic in KSP1 Technical Support (PC, modded installs)
@Cadet_BNSF Inflation needs an engineer. -
@JadeOfMaar sunflares? ! AAAAAAAAAAA! Can I get a link?! @Galileo @The White Guardian
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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
I purposely made no Mulch tank type as USI's many greenhouse parts make mass Mulch storage fairly meaningless... But I'll add one* along with the adjustments for TAC LS (see my previous comment) * Do note that it will use the Soil decal from Snacks LS unless @Nertea makes a Mulch decal and adds it to all the containers. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
@BigJammy @Nertea My template for TAC greenhouses is taken from SETI Greenhouse but modified to use a CRP resource (Minerals) instead of SETI's exclusive resource (Nutrients). I'd be happy to change all my greenhouse templates to that of @Nils277 and his mods. I'll also update SSPXr's mod detection so that the Fertilizer tank type is available for TAC. -
In the spoiler in the OP is this. Reduce the meals per day and raise recycler efficiency. Snacks per meal might already be set at 1 and hence can't go lower.
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Getting out of the SPH and playing the game without modding it even more is a hard thing to do, seriously......especially the getting out part. Here's a small concept plane taking its maiden flight. I'm on the fence about keeping it. If I do keep it, it gets to meet with a main ship that was HyperEdited (for now, maybe) around one of the local moons. (Nope, not on GPP here.)
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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
The old SSPX is completely retired, however, it does not collide at all with SSPXr so you can use both together as long as you want. The extensible crew tubes have the klaw function in them. They will connect to anything. -
@StinkyAce In addition to these suggestions I'd like to add a few to your plate. Add a VTOL transform animation to the ship model or make the builtin engine VTOL/Hover only and make the Impulse engine a separate part. This will fix your "two ModuleEngines" problem and get you what you want. Raise the thrust of these engines by a few magnitudes to compensate when you raise the total mass from 28.5 tons to ...210,000? (Maybe this should be scaled down a bit? Kerbals aren't real-scale after all. Holding back the mass increase will also ensure ease of deployment through mods like Extraplanetary Launchpads) Raise the engine's Isp by a few magnitudes so it doesn't need to consume...or generate... nearly as much as it does now, and maybe have the engine consume a lot of EC along with a little fuel. The Enterprise is 24th century after all. Starfleet engineers would have broken the 340s upper limit by leaps and bounds thanks to things like the Warp Core. You can have just one ModuleGenerator with all your desired OUTPUT_RESOURCE and rates in it but I understand if and why you would keep them separate. Discrete and OP RCS blocks intended to be clipped and hidden would make great use of the MonoProp generator and help a lot with SAS. I'm surprised there's no hype train yet for support with the major gameplay mods.
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@Just Jim I did. The situation is unique to my install as I made sure to grab the latest version of Pathfinder from its repo last night. And the problem is absent in a less-modded install of mine. I need to place a call.....