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Everything posted by JadeOfMaar
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Rational Resources 3.1.1 [Feb 21, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
I'm not sure if this is where the fun begins but the fun surely will be there afterward.- 1,104 replies
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Rational Resources 3.1.1 [Feb 21, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Only one? ... Nah. I started cooking these up because, for the longest time I've wanted Classic Stock Resources to have an entry in chemical rocket progression that's very distinct from Equivalent Kerolox, meanwhile, Equivalent Hydrolox (using Propellium) and Equivalent Methalox (using Raptium which I introduced) quite figuratively and practically didn't get off the ground in @Angelo Kerman's mods. These will run on a classic stock oxidizer I'm introducing, named Halide Cider (representing either pure Fluorine or the likes of Bromine TriChloride). The fuel will be Propellium or maybe Water. By consequence they will be available as CRP engines that run Fluorine or whatever other super-powered forbidden bipropellant mix that players dream about.- 1,104 replies
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
I don't believe I have. Whatever Ore represents in Ore burners in other mods is likely not something that we can actually expect to find on any and every exoplanet. By my reasoning if it is a synthetic or extracted substance then it should be questionably worthwhile as it would take a lot of energy to sift out the handwaved fuel. If it is naturally occurring it must be a very dirty fuel and I doubt anyone wants that. The metal fuel cells are already burners with some ThermalPower output. They could be patched so they dump their EC output and not dump their ThP output). I'm not a fan of Omnipotent Ore so I'll be very slow to provide a recipe that consumes Ore. -
[1.12.x] Near Future Technologies (September 6)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
Remote Tech -
NeistAir Reupdated - updated by KerbMario (1.12.x)
JadeOfMaar replied to kerbmario's topic in KSP1 Mod Releases
Do you have an empty FerramAerospaceResearch folder or do you have GameData/CustomFARAeroData.cfg? Delete these.- 127 replies
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[1.9.1+] OPT Spaceplane Continued 3.4.9.4 (beta) [Mar 24, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@kananesgi There is no adapter from K to KH. What you do is attach the KH after the K like normal then put an H mounted nose on the forward opening. You may need to check the B9PS on the KH part and turn on the upper nodes there. They're toggled because I don't want KH parts attaching by their H body nodes. OPT is FAR compatible. I've made sure of it. The problem, I guess, is that players briefly try FAR and then uninstall it but it leaves traces that trick MM into thinking it's still installed proper, and that's how things break. It seems to me that you're making some beginner mistake(s) that consistently cause your CoL to be far forward: One such mistake (which isn't obvious because the CoL indicator doesn't account for it) is if you make a noodle plane (it's very, very long) and even if you keep the CoM and CoL very close you've given a long lever arm to the aero forces to swing you with. Another mistake is if your plane has very high lift ratings and you have truly excessive thrust. You're setting yourself up for extreme dynamic pressure. The slightest steering input will allow enough aero force to knock you over. Another mistake is if you make your plane with anhedral wings (your wings are swept downward like an A-wing from Star Wars or the Harrier jumpjet fighter plane). This fundamentally makes your plane extremely unstable which is good for some fighter planes but horrible for airliners and spaceplanes. If none of these apply to you I might need to see screenshots of your designs. -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Of course. I'll be placing ThermalPower just like any other resource -- using the stock mechanic. I've created a tier system for celestials to fall into. The stock worlds are tier 1 at best (note: some bodies don't even register and Moho is not deep enough in-system to count as tier 2). They are currently further divided into 3 sub-tiers for fine detail but I may change that and have only the lower half of the tier be used for all general placement with special biomes always having top of the tier values. Now that the tier system exists and the huge generator is coming I've thought to make optional sockets on the geothermal loop for the existing inline TECs for settlements that will run on tier 1 and lower tier 2 power generation, meanwhile, the huge generator shown previously is tier 5 and would need some throttle options to come down to tier 3. -
That's fine. I expect it. Just throwing ideas and hoping. Someone may come along and offer to make models for you. Until then feel free to borrow the models from any ShareAlike-licensed mod to test with.
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Currently getting these World Power items prepared for texturing. They are: Turbine TEC. It has nearly 4x the capacity of the 5m inline one. It will accept 84.48 ThP/sec and produce 42240 EC/s (and 42.24 MW waste heat) Beam drilled Deep Geothermal loop. A harvester that draws ThermalPower from the ground. I've sorted the stock worlds into tiers for deep ThP extraction, with some having zero value. Wind turbine type 2 which is inspired by the Venturi effect. Ideally it should be more powerful than the classical type 1 but we'll see.- 413 replies
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@Scarecrow71 You're about to begin making something huge here and I wish you nothing but the best. A discovery telescope mod with more dimensions and better UX is one thing that many players have been crying for. Here are some suggestions for possible gameplay: The telescope parts themselves would need to come with incremental tech for resolution and detection type. They need to be revisited in order to upgrade their lenses once those are unlocked so they can see further or see more types. Shielding tech is needed so that in case they point at the home star their sensors don't overexpose and fry. It would be necessary to build constellations of telescopes and have them treated as a single vessel -- for simplicity, the master vessel gains the capacity of all the slaves it has, and collectively they can increase the discovery rate of a target. Maybe constellations (as wide as Mun's SMA) or scanning periods of whole years (to make use of Parallax, and I don't mean the visual mod) would be required in order to detect orbit lines. Feature Creep: Not all telescopes deal with visible light so a constellation tuned to cosmic signals could be purposed for use as an interstellar antenna. This keeps the system relevant when discovery starts to lose importance. Celestial bodies should have science value buffs due to what they are (exotic kinds) or certain stats (is marked as a binary with another body or its orbital period is in days) or first discovery of their kind (it's really rewarding to find the first giant black hole but not as much when you find the 5th giant black hole).
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Yep. I don't use Blender for most things so I can't help much. Simply, you have 5 objects. One has the "mesh renderer" component or whatever equivalent component that allows it to have a material and be visible in-game, and the other four do not have this and only have the collider component. The collider objects can all be children of the visible object but they don't have to be.
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Adapter Shields: Online- 413 replies
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
I intend to do for fusion engines what I've been trying to do with ThermalPower resource for thermal rockets. And I intend to deprecate the existing fusion engine models sometime so I'm not quite inclined to make a wiki page for them. I suppose I still should. They're not going to be hard deprecated anytime soon. -
[KSP 1.8.x+] Universal Resource Transfer, V1.0.1
JadeOfMaar replied to KspNoobUsernameTaken's topic in KSP1 Mod Releases
@KspNoobUsernameTaken The person figured it out. They were (for whatever reason) filtering out parts where I'm the author, but I'm the author on these parts.- 10 replies
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There should be a community ckan file (or a selection of) and its forum thread at this point. Someone. Get it done.
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@RFP Ensure that you have neither of these: GameData/FerramAerospaceResearch/ (empty FAR folder after uninstall) GameData/CustomFARAeroData.cfg -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
@Syczek Blueshift includes its own anomaly spawner. It does not depend on Kopernicus. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
We await your report. -
It does now. Release 3.0.3 Added RSS compatibility. Updated Beyond Home compatibility: Moved TSC to a riverside location near the opposite side of Rhode from the KSC.
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[1.0.2] Firefly - Revamped Atmospheric Effects
JadeOfMaar replied to MirageDev's topic in KSP1 Mod Releases
@kaputzz Deadly Reentry causes parts to have realistic (lower) heat tolerances and heatshields to break when they run out of ablator. It's really not the same kind as this mod. You might be trying to remember Reentry Particle Effects. That one is a similar kind to this mod. They shouldn't be incompatible but you absolutely wouldn't want to keep that mod around now. -
It is a given that the taller the order, the less likely it will get done. You are asking for a whole separate simulator game to be made. Beyond Home (a planet pack) does this. It has several unique plant objects that can be used for science but they do not involve Parallax and if you change them to appear through Parallax they cannot be used for science. Linuxgurugamer does not make parts. He makes part modules. He could certainly contribute with part modules but the main thing (making assets) is not his thing.
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
I actually forgot all about that but I won't rule it out. I'm going to need some nerdy nerds to guide me with this one! @slyfox023 Thanks for naming the Coyote mod, and the request as a whole. You've given me a very good thing to consider with my tank design. -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
@DareMightyThingsJPL I would have RR do it. As much as possible, Sterling Systems will not carry patches that affect other parts mods. In an ideal scenario I would release my revised and complete antimatter ecosystem all at once and then there would be no case for patching the PK-50. The major part of that ecosystem is the Accelerator Kit™ which is a bit of a puzzle in itself and has greater demands and more options for late-game, even end-game resource conversion. @slyfox023 That mod's license doesn't readily allow me to adopt it and I'm not inclined to ask anyway. If/When the time comes I'll make the parts for my own freighter solution. Related: The center of the upcoming release is actually a suite of inventory tanks which use, not B9PS, but the stock variants selector and the WBI OmniStorage module, and I have a few reasons for this decision.