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KSP2 Release Notes
Everything posted by JadeOfMaar
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JadeOfMaar replied to JPLRepo's topic in KSP1 Mod Releases
The Aim Camera is an advanced tweakable and only focuses your viewport to the selected part and off of the CoM. It has nothing to do with ResearchBodies. Randomly pointing and shooting is afaik the way to go to find a body, and I have my ways. (I only play sandbox so I'm not going to spoil you) -
Req: a mod that places orbital stations to planets?
JadeOfMaar replied to Spraki's topic in KSP1 Mods Discussions
Hack gravity while you're in the VAB. Reset gravity while you're in orbit. Teleport to the same place again to restore your orbit. (Resetting gravity while in orbit will deorbit anything in physics range) And use all of the orbit options in the teleporter (stock or Hyper) as Galileo said. -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
JadeOfMaar replied to StarCrusher96's topic in KSP1 Mod Releases
I don't think I deserve any praise. I don't recognize this image at all.- 4,170 replies
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[1.12.2] BARIS - Building A Rocket Isn't Simple
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
It's a multipurpose box. It holds nearly every resource that's used by the WBI mods and it doubles as a KIS storage.- 571 replies
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OPT Legacy is still OPT. Currently all of OPT Legacy's parts are still the handiwork of the OPT main developer (well, except the blade antenna). I don't know what the deal there is, since I never used Kerbal Atomics. Despite that, I've only made one OPT spaceplane fully able to land on one planet then the next... And I never used it. I have much more fun modding and designing a craft than flying it.
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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
@stali79 Your logs give me reason to suspect the retired parts folder within the REKT mod (see SHED main folder). As Linux hinted, at, also scrutinize any mod that installs a tab in Difficulty Settings, like TAC, DeepFreeze, Wild Blue, DMagic... I also suspect KSPModFileLocalizer.dll, it feels like a wide-reaching hack kind of mod and possibly unstable. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
New skybox. I hope you like purple. Links in my msignature.- 7,372 replies
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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
Yes it is. I haven't forgotten it. The IFI LS mod has finally matured so this will get its whole big update very soon.- 146 replies
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I dropped a skybox! "UltraViolet" (Download if you like purple) : Gallery : Collection
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The idea(s) you just described are largely the whole purpose of this Addond discussion subforum, but I like you unique ideas of a round table (chat group) and an open journal.
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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
I'm surprised you say that. A frequent poster in here got several contracts to do sprints around 5+ bodies and return to Gael. The contracts were named just like this but the contract names didn't use a stock body. That part is new. @Galileo ?- 7,372 replies
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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
My first step out of the SPH to savor the Sigma Edition and what did I think to do? Deorbit a main ship and chase it down with the rescue craft. : D Album link: https://imgur.com/a/uw1y2- 7,372 replies
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I did some more development on my engine pack, and later I indulged in pure madness! A sandbox deep space ship (damaged by 1.3.1's ground jump bug) was swiftly returned to Low Gael Orbit and a manned shuttle sent up to retrieve its crew of two: @Galileo and a random female scientist. The large ship had no probe core (oh right. There was one but it got blown off...) so the thought occurred, why not have the captain bring the ship down (deorbit both craft together) and then hop over and have the shuttle chase down said ship? This took two tries ... *cough cough* Album link: https://imgur.com/a/uw1y2
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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
Towards the bottom of the log file you'll see rows like this. Body: Name: Index The file is Kopernicus.log, not abc.Body.log- 471 replies
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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
Every launched craft and planted flag has a VESSEL {} node within persistence. I believe the numbers (see path below) are what you need to change to catchup to the new flight globals. // persistence GAME { FLIGHTSTATE { VESSEL { ORBIT { REF = # // looks like FGI } } } } Kopernicus stores all of the FGI outside of GameData... KSPinstall\Logs\Kopernicus\Kopernicus.log If you're still up to it, let us know how it works out.- 471 replies
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[1.4.2] Before Kerbin - 2 Billion Years before Kerbol
JadeOfMaar replied to Gameslinx's topic in KSP1 Mod Releases
There is no fixing that. Please ignore it an carry on. (The "mine Ore from Sun" contract thing is very, very well known. No planet mod is immune to it.) -
I've been brewing another new parts mod (mainly an air-breathing engine pack) populated with oldie goodie models. They are a "What if Deep Sky never met OPT and never shared the WarpJet technology?" scenario. I just built this very loosely SHIELD inspired VTOL to test engine FX alignment. Air RCS included.
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[1.12.2] BARIS - Building A Rocket Isn't Simple
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
Is the smallest Buckboard part (the size of the default KIS box) too big? Or are you unaware of the Buckboards? They should also hold Equipment.- 571 replies
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(In Development "Zyansias" Galactic Cluster Mod)
JadeOfMaar replied to Tynton's topic in KSP1 Mod Development
I can't, sorry. But @Thomas P. himself can, and I'm sure of @Gameslinx too.- 11 replies
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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
@Gilph Seems like a reasonable expectation that Renamer's updates would cause problems. Also, Renamer is a thing that should never be introduced mid-game. It should be very stable now, but we're waiting for feedback on that.- 7,372 replies
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(In Development "Zyansias" Galactic Cluster Mod)
JadeOfMaar replied to Tynton's topic in KSP1 Mod Development
@Tynton The official Kopernicus discord is here (also linked in the thread OP), along with many planet modding brothers.- 11 replies
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KSP does model aerodynamics. Unfortunately it almost entirely only contains Newtonian laws. It's missing Bernoulli's Principle and a 3rd item on which things like fluid dynamics and ground effect would function. Adding those things would make KSP's CPU requirements skyrocket but if I'm right, a little magic could be done that requires a little extra math, and the KSPWheel API (and this is just for ground effect. I'm not going near fluid dynamics)
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@eddiew That sounds like something to expect, alright. I'd be a little sad if it doesn't work out for you.