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KSP2 Release Notes
Everything posted by JadeOfMaar
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[1.11.0] Airline Kuisine v2.5.0 ~ [Jan 2, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Version 1.6.0 Interstellar Flight Inc now available Firespitter no longer bundled but still required for tank resource switching. Hazard level indicators on the 6 processor parts correspond to their function (according to their description) and help to tell them apart: Green for basic greenhouse Yellow for BioReactor Red + biohazard symbol for the Goo-containing MicroBiome facilities All shown parts respect the difficulty-based part-hiding mechanism while the processor parts additionally respect IFI's own tech tree nodes, and will be conditionally available according to IFI's difficulty setting: Except the intakes. They have a partupgrade feature to meet the need to unlock their modules in the relevant tech node without hiding the parts themselves. The intakes are relevant to more things than just life support The static tanks always show The switching tanks need at least Level 1 difficulty to show The inline pocessors need whichever of the 3 levels as appropriate for their role/function Changelog: Added dependency on Deep Sky Core which introduces 4 intake parts, 2 of which are harvesters Added compatibility for IFI, TAC, Kerbalism to intakes Replaced all Mk2 Air processors with greenhouses Updated OPT style to contain Mk2 TAC greenhouse- 146 replies
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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
@Adz I take it you noticed the Known Issues while commenting? -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
Screenshot time! Spoiler, this is TheMissingIrishman @TheRagingIrishman- 7,372 replies
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Hunger for Kerbals
JadeOfMaar replied to FireFoxGaming's topic in KSP1 Suggestions & Development Discussion
Snacks! by Angel-125 is your LS then (if you're interested). Kerbals don't die and don't turn into tourists. They simply become useless and inaccessible until food returns. In non-sandbox games, science and funds start draining too. I don't read these request threads much but I'd like to believe an inherent problem with all these requests for stock LS is the player asking for it likely doesn't go beyond Kerbin's SOI. The OP's request clearly sounds like giving KSP an Orbiter 20xx feel. If Squad produces an LS, shouldn't they also possibly provide a cryostasis/cryosleep feature too? -
Leaving community, dropping mod support.
JadeOfMaar replied to RealGecko's topic in KSP1 Mods Discussions
This is sad, dude. I enjoy the mods of yours that I have installed and have tried so far, which should be most of them. You will be missed. -
[1.12.2] BARIS - Building A Rocket Isn't Simple
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
BARIS is not available for KSP 1.2.- 571 replies
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Today I applied one of my sunflares across a galaxy mod (Zyansias, in the closed alpha development state, owned by @Tynton). Ursa Minor + All The Things : D This is what SunflaresOfMaar are truly made for! How this planet is able to retain a solid form between an O and A class star is beyond me, but unlike KSS where realism is well-fed, realism gets breadcrumbs in Zyansias!
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
@Apaseall That engine is configured to operate best between 48~80m/s and under 2km from Kerbin sea level. It flames out over 192m/s and is useless in any thin atmosphere, sadly. The following is all you need to know to make the engine behave differently velCurve is thrust multiplier by velocity, atmCurve is thrust multiplier by atmosphere pressure. The numbers in each key are respectively: speed (in Mach #) or atmosphere pressure relative to Kerbin Thrust multiplier Tangent In (sharpens or fine controls the curve entering this point. visual editor required if non-zero) Tangent Out (sharpens or fine controls the curve exiting this point. visual editor required if non-zero) At the very last, put 0 for the tangents. They also prevent the curve from going negative as is currently the case with the engine. To fix your MM problem, MM will likely reveal the locations of any files with syntax errors. You can screenshot it by using the PrintScreen key and then paste into MS Paint or any imaging program. If MM doesn't do it, zip up your output log, store it online somewhere and PM me a link so I can help you there too. -
[1.3.1, 1.4.3] The Spice v0.8.2 [May 10, 2018]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@daniel l. Well now. That sounds like a fascinating idea. I can come close to this by having the engines depend on a new kerbal skill, and bundle a new kerbal trait to host the skill, but afaik hiring cost scales only with the number of kerbals hired, not with their trait, and I've only seen life support mods feature a whitelist option to make specific kerbals never hunger (USI and Snacks!) which enters the territory of having Lt Cmdr Data from the Enterprise D among a kerbal crew.- 101 replies
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My Part Mods In developing the coming updates to my part mods: Airline Kuisine, Thor Tech, and (unreleased) The Spice, I've realized that it would be prudent to publish a "Deep Sky Core" modlet which will serve to clean up the messy DeepSky mod folder and contain my shared parts. These in particular will be the Mk2 Voyager Cockpit + Intake, and the Japier engines. (This will break some craft files using Thor Tech). OPT "Industries" Patches Like I've done to produce the OPT_USI patch I've begun producing the OPT_WBI patch: This will add Wild Blue Industries features to OPT Spaceplane Parts and enable lovers of WBI and OPT to use WBI resource switching, Pathfinder functions, MOLE science mechanism, and AirPark, without having to clip or jam the related parts into OPT parts. This, like most mods, is a personal project geared to meet my interests and not expecting wide adoption, but I can call a few names who surely would be happy to know this is coming: @Angel-125 @Space Kadet and @Lord_inter
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[1.11.0] Airline Kuisine v2.5.0 ~ [Jan 2, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
The next release is nearly here. IFI compatibility is finally nearly done. As a bonus, (spoiler,) a "Deep Sky Core" bundle is coming, which will contain the Mk2 cockpit and Mk2 intake from Thor Tech. For life support services, the intake will provide all relevant atmosphere and ocean harvesting features for IFI, Kerbalism and TAC. The Mk2 Air processor for TAC will become an underpowered greenhouse.- 146 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
@Stone Blue Well I've finally made up my mind about it. I'll set a hard dependency on, and integrate the USI Warp Drives. I no longer have any desire to provide/contain my own since the ZZZ models are my only option and USI now provides so many options.- 101 replies
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- dune
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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
The next release is going to take just a little longer and it's gong to break some craft files. The WarpJet engines, cockpits and Mk2 intake are going to be renamed and moved into an upcoming "DS Core" modlet as they are expected to serve not only in this mod but also in my other part mods: Airline Kuisine and (unreleased) The Spice. -
KSP Interstellar Extended Support Thread
JadeOfMaar replied to FreeThinker's topic in KSP1 Mods Discussions
@FreeThinker The problem here is MM is being clearly confused. :FOR and :FINAL are mutually exclusive. (Side note, :FINAL should not be used in public releases of mods.) As mods tend to load in alphabetical sequence of their folder names, nearly any of KSPI's need for :FINAL is covered by :FOR and its folder name "WarpPlugin". -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
Delete GPP\GPP_Renamer\- 7,372 replies
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kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
JadeOfMaar replied to Andi K.'s topic in KSP1 Mod Releases
Read this and install the necessary mods. Extrasolar wouldn't be "extrasolar" anymore if Andrew changes it into just another pack of outer planets. And the idea of using stock engines to go interstellar is pure silliness. No irl space agency is going to use 1960s engines to attempt to send manned craft to Jupiter, Saturn or Proxima Centauri. -
@CaptRobau It's nice to see a post from you after so long. Your wish for OPM to be maintained by others is somewhat already fulfilled. It's already in a few very capable hands. @Galileo and myself currently maintain OPM and CTTP, with some major contribution from @Gameslinx, owner of two and a half three very awesome planet packs of his own, and @Poodmund who is still active and keeping OPM-VO current. Galileo and I have done the following for OPM so far: Update resource configs Update ResearchBodies config Updates wherever needed (mainly in in-game texts) to keep up with Kopernicus releases Fixes to Tekto regarding its ocean Provide support for Localization (so OPM things can easily become readable to non-English players, this is no small feat) Much more in the changelog if you go to its download link Keeping it hyped as an expansion to Galileo's Planet Pack As for Kopernicus, it has come a long way since you were last around. Kopernicus is much more stable now and allows for: many new features in planet making; proper solar panel support for multiple stars; starlight falloff so far-off planets can actually be dark; better ring shader; planets can have a separate display name from the actual body name; and is now phasing out Flight Globals Index: when planets are added or removed mid-game, Kopernicus will remember which planet a craft is orbiting by a fixed name, not a random number.
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[1.10.1] Deep Space Surface Habitat Unit Pack
JadeOfMaar replied to bcink's topic in KSP1 Mod Releases
Big life support mods like the three named ones (USI, TAC, Snacks) should never be installed together. MKS will add a few barely noticeable modules, if any, to these parts. Pathfinder and KPBS I don't expect to add any features at all. The three of these are base-building mods and don't need to affect anything outside of themselves.- 80 replies
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[1.3.1] Imperial Planet Pack v0.6 [Alpha]
JadeOfMaar replied to The Cuttlefish Empire's topic in KSP1 Mod Development
Kyvernitis looks so much better, mah dude.- 117 replies
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Evolution [1.3.1] [Kopernicus]
JadeOfMaar replied to The White Guardian's topic in KSP1 Mod Development
GPP_Secondary, an optional mod within the GPP download, makes GPP a remote destination instead of the home system, and therefore compatible with nearly all other planet mods. To make travel convenient on interstellar scale, I recommend you also install one of these:- 169 replies
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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
I revised the Burst Mode system and took some test flights on Eve. It now handles a "BurstPower" resource with permissive resource flow unlike StoredCharge, and includes discreet supercharger parts (using the radial parachute model) so BurstPower flow can stack and Burst Mode itself can run as long as desired. Now, I realize I only accounted for Eve's atmosphere pressure but not its gravity, making the Japiers and the Ascendant engine much weaker than I expected at Eve sea level. I've also made some test crafts featuring the requested parts: 2.5m Razor, 1.25m Ascendant, and 0.625m RAT, and additional parts: a Mk2 reactor. Those turned out pretty well.