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Everything posted by JadeOfMaar
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[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@NSEP Please edit your previous comment and remove the spoiler and its contents.- 471 replies
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@ItsJebK Did you ensure that your installed version of Kopernicus, MoldularFlightIndicator, and this mod all match your KSP version?
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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
Ooooh, fascinating. I'll see if I can change the current script to use the dive orbit's Pe rather than Ap. The atmosphere already shows; it's the faint gray circle around the colored one representing the body. It will show the geosync altitude and SOI edge too but only if your orbits are near to or will cross them. I've never had this problem, or heard of it from anyone else. You might want to share some logs.- 7,372 replies
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What are you expecting? If you install Galactic Neighborhood and no supported planet packs, you only get the Neighborhood itself which is about a dozen lonely stars. The mod itself is only half of what you're looking for. When you install its supported planet packs they will get their own stars or will populate some of the lonely default ones. If nothing changes at all, like you didn't even install it, then there's a problem.
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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 Resonant Orbit Calculator Plotting your satellite constellations is finally easy. Stock-scale only, atm. I'll add rescale editions soon™ https://jjwadeforever.wixsite.com/kerbal/resonant-orbit-1x- 7,372 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 At this point it doesn't matter if I change the warp drive module. I still have to get acquainted to the new behavior of USI's warp drives, and if I change over (the only working alternative I know of is RealGecko's KSPI-Lite) I still gotta see how that works, or rather than have my own parts, inject my personalization into both warp mods' parts???- 101 replies
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- dune
- no worms sorry
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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
I have reached version 0.7 as promised in the OP but two big things have stopped me from doing a release. So.... 0.8 is promised. Soon™ I've laid out the plans for the science (sub)system of this mod and it's going to be fairly big. Half of it was done pretty quickly. The USI Alcubierre Drive mod finally released again, featuring new engine behavior both far from and near to celestial bodies and I may need to recode the warp drive parts to suit.- 101 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
@eddiew Hmm. You might want to include the 3m VTOL engine in your rescue craft. It's really strong and will operate under Mach 1.5 at any altitude/pressure. -
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 0.8.5 Changelog Featuring the 1.25m hybrid plasma aerospike grouped aerospikes into own folder placed common atmosphere harvester parts behind a part upgrade lock retuned 3m vtol engine (mainly nerfed but its perf curve is less steep) fixed error in 3m vtol intake fixed scale on propfan engines updated engine sounds added Burst Mode upgrade retuned Burst Mode storage and consumption DOWNLOAD They're not tested to be able to get you from the surface of Venus......... But the WarpJet engines will operate at any velocity, air pressure and altitude as long as the intakes can feed them well. They'll even work in vacuum if you close the intakes and store some IntakeAtm before flameout. Also, warning, the Japier class engines are pretty draggy (despite that their thrust compensates for it). -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@eddiew You raised Iota's SOI and made the Broken Stargate geostationary? Epic! @OhioBob should have a formula. Kerbin. Eww.- 7,372 replies
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[1.11.+] ESLD Jump Beacons Revived (1.4.0)
JadeOfMaar replied to Booots's topic in KSP1 Mod Development
I gave you that idea to help with your RP, and only your RP... If I saw this coming I would've kept quiet, lol. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
Have you tried the OPT WarpJets yet? (Nuclear reactors not included) -
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
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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
Cut and paste the contents. Easy. Adding intakes only means you're less likely to flame out at high speed in thin air. It helps as th J-61's intake doesn't hold much IntakeAir. But eventually you will flameout, once you pass the engine's fixed operating ranges (air pressure or velocity). Things don't work the way you are asking for. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@Nightside You can use the same textures. They just need to be put in new directories and setup with a different sort of configNode. You'll find more Sigma suit conifg nodes for example in GPP/GPP_Replacements/Configs/Suits.cfg If you need more help, click Sigma's signature and find his Discord server. Kerbal { Requirements { // Use only one per Kerbal {} node veteran = true //applies to all vets name = Valentina Kerman //applies to just one trait = Pilot //applies to everyone with trait } Suit { bodyTex = GPP/GPP_Replacements/Suits/Textures/IVAvet bodyNrm = GPP/GPP_Replacements/Suits/Normals/IVAvet } }- 7,372 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
Incoming update. Fixing some engine issues and about to introduce a 1.25m aerospike just as good as the Mk2 aerospike (since most craft are not made in Mk2 form). It will come in only this size by default but Tweakscale users will have free reign with it. It will have gimbal too. The gimbal won't animate but it will still work. Side note: There's already a 1.25m hybrid plasma engine in The Spice, but it's a heavy lifter and about 20% less efficient. -
I kinda miss the strong purple. But the subdued purple is fine too. Good job, dude. Keep it coming.
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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
@AccidentalDisassembly Thanks for the feedback. The config was designed with intent to not intrude (have people overwriting) OPT Main files, and that it can be conveniently received through OPT Legacy updates due to the general absence of the Main dev. Also I chose to append "cck-opt" rather than delete "opt" from tags. Some use may come from leaving "opt" among the tags. Also, I added the line "usedByMod = OPT_Legacy". I guess it's not necessary as the config has always worked well in gathering the Legacy parts too. -
My cheating rules (oxymoron?) are mainly: Make full use of HyperEdit and the Debug Menu as needed for testing designs and learning how mods work. IRL space agencies can build all their test environments and have supercomputers to simulate everything. We can't do that so the cheat menus are the way to go. No respawn. Certain mods have uber parts and resources. Their parts get no action "for real" until I establish a base with enough of its required functions for my headcanon, and that base is able to send back at least one "sample" relating to each mod. This rule and lack of casual gameplay has sadly kept me from launching a ship... for over a year. If I'm in a real flight and I'm on the edge of losing kerbals to bad craft design or pilot error, I'll quickload up to 3 times in attempt to escape. If I still fail to escape, I write it off as unavoidable and salute........
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Why does KSP need to be extremely expensive
JadeOfMaar replied to Hans Kerman's topic in KSP1 Discussion
KSP has at least as much replay value as any game that people will stand in-line and wait 24+ hours outside the store to bust their wallet on...And still costs less than them. The infinite mods you can get to remix your game are free, every game update afaik has been free, and the price of KSP very regularly dips to below half? If anything, KSP is way under-priced and doesn't sell well (being a niche game, catering to a narrow audience, and having no built-in visual pack). -
GalacticNeighborhood does not play well with visual mods and is not meant to. The likely problem with visual mods (namely scatterer) is that their references to the Sun causes them to see the Galactic Core as the light source. There is no option to turn off any of GN's default stars. It's not a galactic neighborhood anymore if the neighborhood is totally empty. Related: in its settings.cfg there is a toggle for "LoadAllStars" which means every star for all its supported planet packs. That is off by default. Changing where a planet pack appears is entirely up to Sigma and he likely will not support anyone trying to change GN to meet their needs. The only thing he asks of planet modders is that their kopernicus configNodes are formatted properly. Lastly, some of us planet modders (especially the owners of GPP and Alternis Kerbol) are pretty critical of having anything at all adjusted that could irl upset planetary ecosystems or orbital stability.
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Engine Sound Mod (now with modulemanager)
JadeOfMaar replied to Corona688's topic in KSP1 Mod Development
Ah, right. I didn't remember yet. Notice the particular engine plume of the Mainsail, the LV-N and most other stock rocket engines. That means they use the antique ModuleEngines{} and don't have an EFFECTS{}. If you still want to, you can insert the entire EFFECTS node from another engine and rename ModuleEngines to ModuleEnginesFX. @PART[engine3] { @MODULE[ModuleEngines] { @name = ModuleEnginesFX runningEffectName = running //add this, replace with the name of the desired node under EFFECTS if different } EFFECTS { // copypasta // include your sound patch change } } -
Engine Sound Mod (now with modulemanager)
JadeOfMaar replied to Corona688's topic in KSP1 Mod Development
@Corona688 Why not go big and replace the sounds of the heavy-lifting engines (Mainsail, Rhino, Mammoth), or the engines that players will likely use most such as the Rapier, Dart Aerospike, and the LV-N nuclear engine. As the Rapier is a dual-mode engine, you'll want to target the running_closed{} node inside of EFFECTS{}. I think it's running_closed, but it will be different anyway because there are two nodes like it, one for air-breathing and the one for closed cycle. -
Engine Sound Mod (now with modulemanager)
JadeOfMaar replied to Corona688's topic in KSP1 Mod Development
That's right. No need to invade the Squad folder anymore.