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Everything posted by JadeOfMaar
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
JadeOfMaar replied to Gameslinx's topic in KSP1 Mod Releases
This is the earliest of Gameslinx's mods so there are things that may break pretty hard. He's aware of most major problems already and is working on them.- 2,454 replies
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- kopernicus
- gpo
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
JadeOfMaar replied to Thomas P.'s topic in KSP1 Mod Releases
Install GPP_Secondary (in GPP's optional addons). New Horizons keeps and rearranges some stock planets but breaks because GPP deletes them all first. -
I might add to OPM_Galileo's Karborundum config. But yes you're doing something very wrong.
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There are two such engines, the (short) WarpJet S.A.G.E. and the (long) WarpJet S.U.R.G.E. The SURGE is a main engine specifically made for use on Eve and other high-gravity planets. It's as powerful at Eve sea level as it is near vacuum. The SAGE only works well in thin atmo so it's a great upper-stage booster for Eve ascent vehicles.
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@Destructogaming I believe I've already informed you that no one makes planet mods the way you want, and to get what you want you'll have to take the time, install them, and do the surgery for yourself. In addition, your problem of SOIs bigger than SMAs and HyperEdit issues can easily be solved by: Don't use planet packs rated for KSP <1 Don't use planet packs that need something other than Kopernicus to function Use Ksp 1.2 or older, where HyperEdit works better.
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- request
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Made a Mk3 spaceplane today and tried out Snacks LS, my ARP icons for Snacks and Soil, the EVAFuel mod, and my own mod Airline Kuisine (which is waiting on IFI LS). And found glitches or deficiencies that are easily handled. The plane in its current form is rated for only 15 tons to 100km but it handles well. And I finally met with (the return of) the dreaded "jumping" of landed craft after time warp or physics load. * Scenic landing screenshot on bingo fuel. * In stock-scale side game.
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
JadeOfMaar replied to StarCrusher96's topic in KSP1 Mod Releases
Most of KSS parts have a CTT patch. Assuming the copy in your install is error-free (see above conversation) the SRX Flux engine should be in Improved Nuclear Propulsion and unaffected by SETI.- 4,170 replies
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- kopernicus
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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
Yeah. Messages in the result window that aren't the ones you already know and expect when using the experiments.- 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
Yes. It will work just fine, but there's no custom science reports for it. GPP and DMOS together are too big for us to handle writing science for.- 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
Delete the GPP_Renamer folder from within GPP. It's unstable and currently seems very unfriendly to USI's hiring mod. We've been working on it and it should be fine for the next release. Thanks for the appreciation.- 7,372 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
JadeOfMaar replied to StarCrusher96's topic in KSP1 Mod Releases
It's fine, dude.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
JadeOfMaar replied to StarCrusher96's topic in KSP1 Mod Releases
@Shkeiru @Krastynio I have tested the KSS parts and Ven's alone, with CCK and CRP, and the parts all appeared. However, Ven's changes some of their models and I see now how that's happening. The problem of missing parts is surely the old issue of the broken CTT patch for the parts. It changes their category when it should change their tech node, resulting in an invalid setting and the parts being unavailable to pick. If you can, open GameData\KSS\Parts\KSS_CTT.cfg and change the three instances of @Category to @TechRequired This has now become a FAQ-worthy matter.- 4,170 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
JadeOfMaar replied to Gameslinx's topic in KSP1 Mod Releases
To everyone involved in the matter of Kargantua, there is a second reason Gameslinx stopped using the accretion disk plugin: It breaks in KSP 1.3. Kottabos made his review using KSP 1.2.2 and would have never encountered any errors.- 2,454 replies
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Now that The Spice is no longer top secret I can show pics and give commentary. I decided to integrate the "codename Mk2 Scifi" parts (an engine, intake, 2 cockpits) and added/changed modules between them and prior parts. Any red plume is Spice mode. Any plume without red is codename MetaLOX (Hybrid Plasma LFO). Thanks to @SuicidalInsanity for making these screenshots possible. There's supposed to be more yellow and less Vector/SSME engine plume in the circular engines. I fixed that since I took this screenshot. Over here I flew a SPICEplane spaceplane on some moons of Cyran. The cockpit and intake from "Mk2 Scifi" clearly visible.
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Flying a sci-fi testplane on some moons of Cyran after partially reviving its visuals and giving Cyran itself (in its star system mode) one of my sunflares.
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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
It works. The rover design is very nice.- 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
@RobinVerhulstZ Congrats on that first landing. Your imgur link is very broken btw. The GPP team is full of visual artists and coders, but empty of novelists, so we can't write science for every planet. 30 of 31 bodies have many biomes (including the stars but excluding Lili) so that's many bucketloads of science to write.- 7,372 replies
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@Cyrus Playz Here's the heads-up: If you have the scatterer mod folder inside of another folder (assumed from your assetPath), put it back into the root of GameData. Do not put spaces in folder names. Practice setting up your sunflare configs outside of the scatterer folder. It's bad practice and obsolete technique to overwrite another person's mod's files. How you should arrange your sunflare stuff is: GameData\YourMod\sunflares Try not to name any folders "scatterer." It can confuse other mods that expect the real scatterer. Open scatterer's planetList.cfg and scroll down to the very bottom. Inside of sunflares {} add "Item = Cannus". This is where scatterer knows that a star is supposed to have a sunflare. This part cannot be edited easily by MM. You can do something about it but that's another lesson. Scatterer_planetsList { sunflares { Item = Sun Item = Cannus } }
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[1.2.X] [Kopernicus] Planet Cyran
JadeOfMaar replied to The White Guardian's topic in KSP1 Mod Releases
The visual packs within all of The White Guardian's planet mods are obsolete and broken due to how much KSP and scatterer have changed. I've tried Arkas, Cyran and Cerillion within the last few days. They haven't been updated since the KSP version they were made in. I've gotten clouds to work for Cyran's moons but their altitudes are much lower than I remember. I have some screenshots here. https://imgur.com/a/H49LV -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
Yes. It does. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
Every part in KSP hangs from one mount point (an attach node). The problem of the OPT wing (or any very large wing) becomes obvious when it has great weight and great surface area, and that OPT parts have weak joint strength for their size (especially in the Main Wings and Humpback fuselage). This is a normal engineering situation in KSP, and its answer is always: Strut it to another section of the craft. Autostrut to Grandparent is usually quite enough. Autostrut to Root is just as good but not always appropriate. -
Yep. But its scatterer atmosphere isn't working. How much prettier then, if I manage to fix/replace it? I'd like to fix Arkas too. Scatterer effects loaded for it but it's in a very terrible state. (And I'm no visual modder)
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That feature is currently unstable but should be stable in the next GPP update. For the time being, just delete GPP\GPP_Renamer\ to restore "Kerman" and cure its problem(s).
- 5,673 replies
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- usi
- life support
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