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Everything posted by JadeOfMaar
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How to make multi-mode engine? [1.3]
JadeOfMaar replied to UbuntuLinuxKing's topic in KSP1 Mod Development
Insert these into the LowG mode's ModuleEnginesFX node. This enables th spool effect and gradual, tolerable acceleration. Lower values mean a longer spool time. Examples of the difference in spool time are most stock jet engines with 0.5, and the Panther in Wet mode (which spools the quickest) with 0.8, and the Goliath airplane engine with 0.06 and 0.25 which should take really, really long. My example will have your engine taking roughly a minute to reach full thrust and somewhere less than that to stop thrusting. useEngineResponseTime = True engineAccelerationSpeed = 0.15 engineDecelerationSpeed = 0.3 Also, this... MODULE { name = MultiModeEngine primaryEngineID = AirBreathing //You can safely change this primaryEngineModeDisplayName = LowG secondaryEngineID = ClosedCycle //You can safely change this too, and in its ModuleEnginesFX node secondaryEngineModeDisplayName = HighG } MODULE { name = ModuleEnginesFX thrustVectorTransformName = Thrust engineID = AirBreathing //You can safely change this -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
The engines in the screenshot are the J-81 Nacelle and the J-60D dual-mode ScreamJet. The S.U.R.G.E. (and S.A.G.E.) are in Legacy, yes. S.U.R.G.E. on the left, J-60D on the right. And here's the S.A.G.E. (It performs just fine on Duna, as the S.U.R.G.E. is just fine on Eve.) -
I had a serious need for speed today and built some random large spaceplanes. The earlier ones were rocketplanes primarily using LFO engines. The Mk3 one came close to being an SSTO but failed. The later ones were OPT spaceplanes and didn't need to be SSTOs. Surprisingly, they weren't draggy as heck as usual in KSP, and this discovery (in addition to the engineering) led to the birth of revision 5 of my NOX Crown SSTO. Less engines, much less drag, same satisfying range of dV overall, awesome airbrake potential (military split elevon style) and now it's even a proper VTOL with about 2 TWR on Mun's surface. The design is overall largely unchanged but it just...seems fresh and promising for some reason. I'll see if it's worth a darn when I take it to the 2.5x playground. I'm on the fence about the Mk2 engines and radial shock cones. They're not needed at stock scale, and were for when I felt like accelerating to Ludicrous Speed.
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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
But wait. There's more! There are reports of ships launching on the shoreline without the aid of any form of carrier or stabilizer or HyperEdit.- 7,372 replies
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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
I like this combination better for closed cycle. What say you? -
Howdy. Here's the breakdown. name = is an identifier. It's only necessary if you have more than one under the same EFFECT sub-node (such as power_open, running_closed, running_turbine). if you have > 1 MODEL_MULTI_PARTICLE node and no name, some or all of them will not register in-game. modelName = is the path to a Unity FX model somewhere about. Any mod whose engine uses fancy particles likely has its own .mu files for these particles in its own FX folder in that mod. Now here's the great stuff, curve-centric entries. All of the following FX-related keys have this structure: emission, speed, energy, volume, pitch volume = , pitch = only apply in AUDIO {} nodes, and allow you to same levels of creativity with sound clips as the particle nodes. The first number in the array is the thrust multiplier. The final value of this is the product of the thrust multiplier value in the atmosphereCurve {} (thrust affected by atmosphere pressure) and velCurve {} (thrust affected by speed in atmosphere) The second number is how much the key's effect is applied to the particle when the thrust multiplier has this final value. emission = is how much* of the particle is emitted (particle density) given the throttle setting and thrust multiplier. speed = is how fast* the particle travels (particle trail length) away from the emission point energy = (you'll find this in the Panther's config) is how ecstatic* the particles are. Setting this high can make the particle emit in various directions, and behave in ways that'll be hard to grasp or expect. * There is no fixed unit of measurement. The result depends on how the modder made the particle. To know how high an engine's thrust multiplier can actually go when writing its effects (especially for jet engines), you'll have to know what the maximum thrust multiplier is (in its velCurve {} node), and how much it would be limited by the drag produced by a craft, and thin atmosphere as in its atmospereCurve {} node). The RAPIER's velocity multiplier goes up to 8, but the best place in atmosphere tends to be where atmosphere pressure is < 20% so the thrust is then divided by 4 or 5. Therefore, the highest the first value in your FX keys needs to go is probably 3. For most other engines, you only need to cater for a maximum thrust multiplier of 1. Some FX combinations I've done:
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I've legit delivered craft to every stock body except Eve, Gilly, Vall, Ike and maybe Tylo. But I've only landed on Duna, Laythe, Dres, yes, Dres, Bop, Pol and Eeloo (and of course, Mun and Minmus). In Galileo's Planet Pack which I helped to make I haven't legit had anything arrive anywhere except Mun and Minmus Iota and Ceti.
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I made some iterations on what I just realized was the evolution of my "Palladium" spaceplane airplane, primarily involving the highly experimental Mk2 scifi parts. I can't recall the last craft I made that needed to be as heavy on control surface as this. The "fangs" rear-most wing pieces are envisioned to be whole elevons by themselves, justifying the clipped elevons in them. I also did a lot of troubleshooting on some certain Kopernicus configs of mine. Oh this is all in a stock-scale test install, not the main game. The Gaelean Space Center has aliens in its basement! This insectoid craft is aerodynamically sound. While the F12 overlay will tell you the arms want to tear themselves off at high speed, there's no need at all to wage war with SAS and gimbal to maintain a heading. Lastly, I finished a pair of exclusive sunflares. I can only show this one, Karkua, the black hole in Kerbal Star Systems.
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ALIEN SKIES: A 6.4-scale playthrough of GPP/Rald
JadeOfMaar replied to CatastrophicFailure's topic in KSP1 Mission Reports
You have... quite a way with words, sir.- 445 replies
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ALIEN SKIES: A 6.4-scale playthrough of GPP/Rald
JadeOfMaar replied to CatastrophicFailure's topic in KSP1 Mission Reports
@Geschosskopf Due to the unique nature of Kerbalism and the ability to turn off its LS system if you wanted to, it may indeed be possible to add Vodka to and remove Water from the LS resources.- 445 replies
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@nanomage I don't know if ISRU modules outside of Kerbalism work in the background. I only added what it already provides, into an inline air harvester in my mod, Airline Kuisine. I didn't go beyond that in my exploration of Kerbalism's workings.
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These options aren't likely to happen (officially) in Kerbalism anytime soon (granted ShotgunNinja's ever growing absence ), but all of these (except the Apollo thing, for me anyway) are easily doable and I wonder why so few options are provided to begin with for harvesting resources. Someone would have to be found who is up to writing the requird drill modules and resource distributions, and then unofficially share it around. Interstellar Fuel Switch provides an "ISRU Refrigerator" or two which enables conversions between gas and liquid forms of many resources, and tanks for absolutely every resource. The option for H2 <-> LH2 should be in there already. Open GameData\Kerbalism\Profiles\Default.cfg to find the greenhouse settings. The current parameter is "ec_rate = 2.5". I assume nerfing this is all you need to do.
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[1.7.X] Civilian Population [RELEASED : 07/04/2018]
JadeOfMaar replied to Pamynx's topic in KSP1 Mod Development
@Pamynx You have just let the hype train out of the station (again). Hyyyyyype!- 242 replies
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Shingles??? Oh jeez and ages. I hope the ride doesn't get too rough for you. Get well soon.
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How do I make an engine with multiple operating modes?
JadeOfMaar replied to AeroGav's topic in KSP1 Mods Discussions
@AeroGav This mod will do the trick and let you have 3+ engine modes. -
SPACE STATIONS! Post your pictures here
JadeOfMaar replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Low Gael Orbit science station (science mode game). My first real (non-sandbox) station. It's got USI life support in it and needs to support its up to 4 crew for half a year at a time. The Wild Blue science system is time intensive. Fancier actual stations will come in due time. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
Do you have other saves in your install? Apparently GPP_Renamer doesn't like that. If you do, then for now, delete it from in the GPP folder.- 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
@JohnMcLane Given both of these planet packs have a complex install process the root of the complication must be within SSRSS. I'll investigate when I can.- 7,372 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
@Urses by chance do you mean CCK? -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@JohnMcLane That bit of code is mainly for makers of other planet packs who need to move Ciro so its SOI doesn't clip or creep on other stars or planets' SOI. They have the option to fill that in and involve it in their mod. You can use it yourself if you decide Ciro is too far or too near and you want to change it. If you're just fine with where Ciro is then ignore that.- 7,372 replies
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[WIP] [1.3.1] DoubleDouble (DD) (v1.1) (Abandoned)
JadeOfMaar replied to SamBelanger's topic in KSP1 Mod Development
Well now you know. As for resources in atmosphere, ocean and in space you do need to write configs for those, and that's only necessary if your planet pack is going to be popular with big mods that make use of these such as Kerbalism, TAC Life Support, Karbonite (Plus), and Far Future Technologies.- 167 replies
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