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Everything posted by JadeOfMaar
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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
All of OPT's parts have IVAs now, except maybe the Stail class parts. You have to install the mod(s) for yourself to see them all, as screenshots of IVAs are few and far-between. And some IVAs are more complete than others, of course. In other news, I've just released this addon for OPT. -
Today I finally finished this.
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[1.3.1 only, replaced] OPT_WBI v1.1.0 [Jan 23, 2018]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Space Kadet @Lord_inter Come and get it!- 11 replies
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This mod is obsolete. Replaced by OPT_Reconfig A single-config mod. Converts all OPT Spaceplane Parts for deep integration with the Wild Blue Industries mods. Due to the popularity of OPT_USI, and interestingly, my migration to WBI, this was bound to happen. This modlet has been provided as its own mod due to the complexity of WBI. The many adjustments expected to come may make it impractical to provide this as merely one among the static MM patches already provided within the OPT downloads. Download :: SpaceDock :: GitHub This modlet will: Remove dependency on Firespitter and Interstellar Fuel Switch (except for the required portion used by Night Mode made by @stali79 ) Support Snacks and TAC LS. Do not install together with USI LS and my OPT_USI. You will get no support. Integrate Pathfinder, Snacks and AirPark. This modlet does: Adds resource switching to all parts with few, OPT-specific templates to reduce clutter when picking modules. Cockpits and cabins get fuel, KIS and snacks options. Cockpits get AirPark feature. Nose parts also get a SAS package. Cargo and hollow bays get fuel, KIS and snacks options. Remaining fuel tanks, inline SAS and wings get only fuel options. Labs get Doc Science Lab features. H cabin gets KIS and snacks options, and Geology lab, but no fuel. H noses get fuel, snacks and SAS options. Antenna gets WBI Geo scanner features. This modlet does not: Afford access to the full spectrum of WBI tankge options. If anyone asks (and I'm expecting it), I will gladly allow this but only for the cargo bays and hollow fuselages. Support other life support mods.
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I built this and did some test flights, revisiting my sandbox adventure save with BARIS active.... Which I had ragquit from when my moonbase vanished. This plane had crew in it and a nuke reactor in the cargo bay exploded... Fortunately the sheer horror of such an incident happening irl is of no concern whatsoever to kerbals in my game. I also prepared (but haven't posted) the next release to my sunflare packs for GPP. I finally have a standardized file/folder convention. And for GPP (v 1.6+) specifically, these packs support the new star that appears if GPP, GEP and OPM are installed together. Although not clear in the above screenshot, I repainted the Japier engines...
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[WIP] BattleTech/Mechwarrior Dropship Parts Pack
JadeOfMaar replied to wenth's topic in KSP1 Mod Development
@wenth You're doing it all wrong! That complete lack of texture is just cruelty! Volunteer artists won't know their thumb from their toe on an empty canvas!- 26 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
Finally finished the main part of the science aspect here. Four LDEF cartridges requiring @Angel-125's MOLE mod. These things require time and some resource samples but will yield so much more science data. The highlighted non-MOLE science part (see part window) borrows the Karbonite sample kit model (which I'm hoping to replace) but contains two classic style experiments. I haven't written custom science results for the stock experiments (and possibly experiments from other mods) yet, but lately, I've felt less motivation to write them, and I've been putting my all into the next DS Core and Thor Tech update.- 101 replies
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- no worms sorry
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
No one who respects how warp drives work is going to help you there, sorry.- 1,694 replies
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[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
JadeOfMaar replied to OhioBob's topic in KSP1 Mod Releases
@Jeb's Pirotecnics Guy This is OhioBob's first (and currently, only) planet pack. -
@Space Kadet @Angel-125 Try this?
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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
Thalia's heat hasn't been touched. Your situation must be pretty interesting then. KK is required for the extra anomalies to appear. But so will our KSC++, the seagulls and Tellumo's birds. You're free to figure your way around the GPP\KSC++\ folder. But I can't promise you any help if (other) things break.- 7,372 replies
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[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
JadeOfMaar replied to OhioBob's topic in KSP1 Mod Releases
We're glad you're enjoying but consider this. Stock Sun's gravity is only 1g and it's way oversized. That's quite a no-no, whereas OhioBob does all his modding based on realism and Pure Math. The innermost planet, Taranis, is incredibly close to the star, but the star itself is so dim, weak and small that the planet is landable. If the star was as healthy as Sun, Taranis could not even exist. -
I brought some development to my codename "Corsair" dropship-esque plane. A recent build and my first in a long time that uses the OPT Dark Drive. Its VTOL engines and (unseen) nuclear reactors are from Thor Tech. Landed in this ocean just in time for an eclipse. I built a MkIV spaceplane, looking at possibly getting my feet wet in a spaceplane program that doesn't contain OPT. (Blasphemy, am I right? ) I used only my own engines as I'm aware of a few possibly unresolved issues with a number of Nertea's air-breathing engines. This plane ascended very steadily at under Mach 1 and cruised into orbit once the VTOL fans flamed out. And finally, after a very long time I built something out of mostly procedural wings. I wish the feature could return where you could raise any dimension of these things with virtually no limit. It would save me the CoL hell and spamming angled Big S elevons for next-to-nothing. Well its part count is 140 but mods are very few on this particular install so it doesn't lag my PC in any noticeable amount.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
JadeOfMaar replied to Thomas P.'s topic in KSP1 Mod Releases
@MrFancyPL Interstellar Adventure is known to break in KSP 1.3.1. Unfortunately your options are to attempt to use it on KSP 1.3.0, or install Galactic Neighborhood (GN) and any number of small planet packs in its compatibility list. Visual mods break in GN btw (which I hope is not a deal-breaker). -
Some advancement on the "Corsair" spaceplane today. Finally tried OPT WarpJets on it and had to account for some serious aerodynamic instability that added up due to the change of lift ratings and weight at the back of the craft. Adding on a pair of SAGEs with the SURGEs made it just enough that it has decent TWR at Kerbin sea level and has much less need for VTOL power, and no longer needs the Dark Drive to operate in atmosphere. Without payload it has 12km/s in vacuum. I'll put this on KerbalX later.
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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
GPP 1.6.0.1 Changelog Fixes a null spam problem caused by Sigma Loading Screens when KSP-AVC not installed. For players already using GPP 1.6.0, download Sigma LoadingScreens from right here and copy the LoadingScreens folder into your GPP folder. Allow file overwrites.- 7,372 replies
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You're welcome. I'm glad you're looking forward to enjoying. There's more than one of Astronomer's mod. Please link the exact one you used. It might be of value to my investigation into this problem. Have you tried editing my config file such that the line "assetPath = folder\sunflare" matches where you moved the sunflare folder to? (Do not include "GameData" in the path. Everything is relative to GameData).
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[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
JadeOfMaar replied to OhioBob's topic in KSP1 Mod Releases
<reserved> I might need to put a tall post here sometime. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
Click this. You know you want to.- 7,372 replies
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[Yesterday actually] I finally installed NF propulsion and NF Spacecraft and built vertical ships: the main ship below and a lander (not shown) using Mono engines. Last time I built something beautiful, vertical, and quick, umm.... well, it was just a long time ago. I miss you, lithium engines. Awesome TWR for ion engines, the ship's mass is little over 100 tons, 13km/s dV, plenty crew capacity, 5 docking ports and plenty service bay space, and with 2x stock RA-100 I think I could transmit science from this far? (See Neidon's distance, and assume I even get this far in a not-sandbox game). I made an alien dropship spaceplane too. Too bad though, that its main bay doesn't open downwards, but at long last I built something with an OPT Dark Drive attached. From Gael/Kerbin sea level and with no payload it needs to STOL, with mains and VTOL engines all on for a combined TWR just over 1.0... But any planet with less gravity or atmosphere pressure makes things easy, of course.
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I have no idea what to name this, but it's intended to be a dropship (on Duna-like or airless planets). I've thought of using KH for the main body, not Humpback, so it can actually open on the underside. That super-rare event has come again-- where I build something that has an OPT Dark Drive attached.... I didn't think to try OPT WarpJets and not Deep Sky WarpJets. It's an STOL/VTOL featuring Deep Sky/Thor Tech aerospike engines on its undersides, and is meant to operate on planets with 0.7g and preferably also an atmosphere (for fuel economy while equipped with WarpJets). If the WarpJets are replaced with OPT J-81 nacelles, it may be perfectly fit for use on the likes of Tylo. However, I really made this plane just for grabbing screenshots so its payload rating is unknown. The setting is Catullus in Galileo's Planet Pack. It's Eve-like but has just 0.9g, no ocean, and is a borderline gas giant.
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You may want to try this. It's an in-game tool for creating a tree from scratch. I haven't installed it myself so I can't give any advice but since Linux owns it now, it's definitely in a working state and current with KSP.
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Hello there. There's nothing else for you to do and no need to start a new campaign. This is a library type mod which is required by many other mods which use resources other than KSP's built-in ones. Life support mods, USI mods, KSP Interstellar, Mk2 Expansion, the Near Future mods. All of these and more use resources that are defined in this mod.
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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
Pressure tanks are done. Only these 3 (short 1.25m to Mk2 set) and they'll be in Deep Sky Core, usable without Thor Tech. Apart from the resources shown in pic, options will appear for other mods: currently Argon Gas (NF Propulsion), Karbonite and The Spice. Suggestions for other gas or liquid propellants (please name their associated mods too) are welcome. Why is Water in the list? Well, my personal ablator mod uses Water, and the Mk2 Voyager intake harvests this. Also, I took the green tint out of the Voyager Mk2 parts. They finally blend well with everything else as shown here.