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JadeOfMaar

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Everything posted by JadeOfMaar

  1. I spent all of yesterday and maybe the day before, messing with planet packs and setting up a Homebrew Interstellar Adventure for sandbox only, or science mode with less gameplay things to be concerned with during progression. Here I have GPP + OPM + @The White Guardian's mods: Planet Arkas (in low Grannus orbit), and Planet Cyran with its star mode force-activated. 3 stars, roughly 60 planets and moons. I might arrange for a fourth star and put Arkas and Dres (Cyran's revamp) around that... I previously tried Cerillion but its visuals, I think, are broken worse than Cyran's. For gameplay I have nearly all of the Wild Blue mods installed, including Snacks! instead of USI LS. I also nearly finished the ARP icon pack for Wild Blue. Just gotta polish off/or do a solid concept for one last icon. https://imgur.com/a/H49LV Featured screenshots here are where I put Cyran (5~6x the SMA of Grannus, and different values for its other orbital parameters), and it's Laythe-like moon Iltan. (Ignore the USI LS icon. This is a test install with nearly no other mods in.) I haven't been to any of Guardian's planets/moons up-close so I don't know yet what to expect when their PQS actually load up.
  2. Today I made a couple of ARP icons. The set of 21 icons is nearly complete, and it's exclusively for @Angel-125 and the Wild Blue Industries mods. Here are a few of them. I was hoping certain others would show but I guess they don't appear in sandbox. In order: Lead, ExoticMinerals, Fertilizer, RareMetals, Water, FusionPellets, ResearchKits. Blue texts are my icons. I got some inspiration to finish this after seeing the ARP in a screenshot by @Aelfhe1m in the thread of one of the Wild Blue mods.
  3. Pardon me. A few modders, Nertea and RoverDude included, have licenses such that you are free to do as you want with their code... But the models and textures you shall not copy. It may be hard to catch in the sea of sharealike licensing on mods, but it is there. And it's already well known that some of Nertea's things are in KSPI and he does not like it.
  4. According to @Aelfhe1m's spoiler it looks like there's definitely a potential for demand for my WBI ARP icons. Looks like I have a few more resources to cater for.
  5. @Galileo Is your signature gaining mass still growing? o .O
  6. The first official and active SSTO for my 2.5x main game. At stock scale is likely quite able to do a Duna landing, but it's not proven to work well on the likes of Duna. It's a low orbit retriever for 2.5m payloads and a high orbit science plane, with capacity for its small crew to keep themselves entertained for possibly the whole flight.
  7. The second orbital Ceti probe returns, using 3 aerobrake passes and half its fuel and RCS to ensure a safe desecent into the depths of the atmosphere. It crashes at a little over 11m/s, destroying the lowest, shortest tanks (all part of the plan), delivering a hefty 1100+ and allowing the unlock of 3 tech nodes. Oh... RIP solar panels. They were separate parts from the main ring which was also pretty vulnerable to heat. The first SSTO, an upgrade of the Blue Mun globetrotter science plane, gets parachute testing and decent equipment for retrieving 2.5m modules from space, and keeping the crew efficiently sustained for a week or two. It's not intended to reach anywhere near Iota, though. Bigger, better SSTOs shall come. It's currently bound to reach the Bigby Zero probe that was stranded at Ceti and now hangs in low Gael orbit, and may become the official shuttle between the the Gael station and the surface. The IP Seer, bound for a Tellumo flyby. It runs on ArgonGas and was lifted on a rather powerful launcher with M2X air-augmented solid boosters. Each of the two WBI Telegraph dishes are more powerful than the stock RA-100, I think, so loss of comms at the greatest distance between Gael and Tellumo hopefully is a non-issue. It's about time to plan moon stations and lengthy manned missions within Gael's SOI... And maybe to raise my main-game to 1.3.1.
  8. @gilflo Yes it does. @helaeon I removed those pesky modules. 1.0.9.1 Preview (Configs Only, keep your install, allow overwrites) DOWNLOAD Made agents non-redundant with OPT Main K SAS (Solid) Removed cargo modules Fixed tech tree location WarpJet engines become more efficient in upscaled systems Updated J-60D engine particles again (WIP) Cargo bay fixes...again. Confirmed Stail and Stail Freight work just fine This is mainly for anyone willing to test the cargo bays again (and maybe the WarpJets in upscaled systems) but also for players at large to get some much-needed fixes before the actual next release.
  9. One does not simply get their resources added to the Community Resource Pack. You'll also have to make or get a patch to make it usable in your favorite mod parts.
  10. Install it and let us know. @Nertea has too much to do to concern himself with backwards compatibility.
  11. Concerning GPP which deletes the stock planets, I respected GPP's premise of "the stock planets never existed" so I never arranged for Eeloo to continue to exist as part of OPM in GPP+OPM. That'll change soon though.
  12. Eeloo is broken and I never fixed it. GPP deletes the stock planets by default which is mostly why I didn't fix Eeloo. Why do you ask about Dres. What business has OPM with Dres?
  13. Hey Doc, what's up! As for your problem, click the red button in Galileo's signature. I recommend you also click the red button in Galileo's signature. Your description suggests the KSC itself is rotated oddly, putting one end of the runway up in the air. Your situation is very unique. About having more than one space center to launch from, install KSC Switcher then enter the Tracking Station. The KSC can only exist in one place at a time so don't launch from one spot and hope to find the KSC at another spot.
  14. I don't know if CA suppresses Kopernicus' asteroid spawner. I haven't installed it since it became active/usable again... As far as I know, OPM does not have a Kopernicus asteroid config, which was implied when I said "That can be done" below.
  15. Custom Asteroids has or is its own asteroid spawner engine and is of course, separate from and not involved with Kopernicus. From its thread, CA seems to require more patience from the user (you have to wait longer for them to appear? Or there's some trick to them appearing.) OPM's CA config is still present in OPM_Galileo, and CA itself is back from the dead so it's up to you (preferably before Galileo reports on it, as I'm sure you have OPM and CA installed) to confirm that everything is working. That can be done. The asteroid configs can coexist as well with the proper NEEDS setup. One question comes to mind and that is if CA ignores the apparent global limit of 99 untracked asteroids (implied by the counter in the Map View vessel filter bar). If CA ignores this limit then it has a great thing going-- you can have several, densely populated asteroid fields especially if you have many planet packs installed that have asteroid fields. The other thing is CA allows for asteroid groups (flavors, essentially) which possess certain groups of resources and related science blurbs (Carbonaceous, Metallic, Icy...) The main thing about Galileo's restriction on updating this mod is, he's not going to change the settings and textures that make the planets, i.e., no cosmetic facelift, orbital adjustments or overall revamp of any sort can happen. Feel free to make your visuals pack like @Poodmund did with OPM-VO, or an OPM "expansion" that adds moons and so on, or any modlet that adjusts OPM to fit with another planet pack as GPP does, but it won't be accepted to be integrated into OPM itself. OPM expands stock perfectly, (except for the issue of its antenna range booster) and it's his desire to preserve that as much as possible. Concerning science defs specifically, you're free to post a PR adding science for non-stock parts, but he might not accept changes to the original science defs except for grammar checks. TL;DR In most cases yes, he'll be restrictive on receiving PRs here. If you have something to offer, just ask before you start working on it.
  16. @Space Kadet great base, great plane, great episode. I've been enjoying your series.
  17. USI is harder or easier than TAC because you can control: EC consumption rates LS consumption rates Starvation grace period length Punishments for running out of anything The altitude on Kerbin where crew recover from homesickness Possibly more stuff.
  18. The SAGE and SURGE are based on a real concept for a plasma pulse jet engine which intends to be able to lift an aircraft to the edge of space using only EC and any inert gas (any atmosphere). They are "SSTO air-breathing ion drives" and can accelerate infinitely past Mach 6 and enable OPT spaceplanes to: Save a lot on fuel mass and engine mass when designed to operate on worlds without Oxygen Return from hard planets like Eve Become a little easier in upscaled and real-scale systems So they use the mod resource IntakeAtm, and need a nuclear reactor mod to sufficiently power them. I made them because OPT has enough engines already...that only work on Kerbin and Laythe. And I play in 2.5x. In addition to making these, I changed the old ARI-73 engine (assuming you didn't already notice). It is now a hybrid nuclear rocket. Great like a thermal turbojet in atmosphere; better than 3 stock nuke engines in vacuum.
  19. The SAGE and SURGE engines use a non-stock resource. Install Community Resource Pack.
  20. Every time I see @Sigma88 cover art here.
  21. @Urses I doubt our installs are alike, but it's an amusing thought and I'd like to confirm this. On the subject of easter eggs, GPP has by far the largest of them ever seen in KSP. The entire planet Gratian is and has been an easter egg. Yes, you'll have to wring them out for water. Unless you visit the poles because spoiler, Gratian's dirty ice caps happen to have water.
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