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Everything posted by JadeOfMaar
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[WIP] [1.3.1] DoubleDouble (DD) (v1.1) (Abandoned)
JadeOfMaar replied to SamBelanger's topic in KSP1 Mod Development
They are compatible. All of the crustal resources you've met by CRP will appear on their own. No extra configs required. Ore will also appear on its own.- 167 replies
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Finally got through with my sandbox Laythe Expedition. It went by surprisingly quickly. Jebediah and Bob launched straight out from LKO, needing no mid-course correction to secure their Jool encounter but needing one near the entry of Jool's SOI to flatten their orbital plane and enable use of Tylo and Laythe gravity braking. The time between these encounters was amusingly short and there was the risk of being flung over Jool into an absurdly inclined escape path. And it took about 27 days from the SOI edge to reach Tylo. The green commnet line leads to a ship carrying a JX2 antenna and orbiting Ike. The rd line leads to Kerbin's DSN. A few light aerobrake passes at Laythe + a braking burn to capture. The periapsis was only about 45km. It wasn't much but the risk of deorbiting in the first pass was strongly avoided. The deorbit burn and aerobrake to land on Laythe was swift, easy, and without an expected heavy gee load on the craft or crew (in spite of literally doing a pancake/belly flop move to slow down), as if Laythe's atmosphere had open arms to receive the plane rather than, say, a typical steep reentry at Kerbin or having one's Pe anywhere under 80km at Eve. The kerbals' stay didn't even last an hour as KAC revealed the Kerbin transfer window was 17 days away. Bob planted the flag and the two sailed back into orbit, meeting with the transfer ship. Things got interesting when the plan's batteries emptied and squeezing EC from the solar panels became vital to prevent wasting the meager supply of 70 MonoPropellant to orient itself to recharge, and to efficiently dock with the transfer ship. Even then, it had to move and use some of its Mono as it carried much more... but it didn't have balanced RCS and wasn't meant to do precise maneuvering for itself. 4 years and 2 mid-course nodes later, these two return to Kerbin and even snatch an encounter with the puny Minmus. The story ends (so far) with a braking burn while passing through Minmus as I was too sleepy to concentrate anymore. For all I know, they're currently bound to crash into Minmus.
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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
Consider this. This rendition of TRAPPIST-1 just came out. It's fresh, it's been a long time coming, and it will definitely look better, meanwhile every other TRAPPIST-alike mod is likely dead and gone along with the hype train. As part of KSS there's something more to it. Between this Kelnis system and the rest of KSS there's a degree of consistency that can't be matched when you build your own galaxy by mixing planet mods from various authors. Wherever KSS may lack in "originality" it makes up for with unity and with the story and science mini-game that involves The All. Every star and planet are made by the same team here. So everything blends together perfectly and simply works.- 4,170 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
@capi3101 Nope! Not kidding Congrats in advance, man.- 1,694 replies
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GPP_Secondary is already setup so that it makes no possibly disastrous changes when installed with GN, but it shouldn't be present with GN anyway.
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There's no trick. It's on purpose. @Kuldaralagh
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Wild Blue Industries crafts
JadeOfMaar replied to Space Kadet's topic in KSP1 The Spacecraft Exchange
I wonder if these count. They're just station modules made mostly with MOLE parts. One of them contains USI life support parts and a USI kontainer cluster. More designs will come. And this is my earliest science rover in a science mode playthrough. The Blue Mun Rover. It fits a good deal of science experiments in a full + half service bay with racks installed. It has Karbonite rockets and air RCS so it can jump into the claw in the roof of its carrier plane. -
Search for megaship engineers.
JadeOfMaar replied to ArmchairPhysicist's topic in KSP1 The Spacecraft Exchange
Everyone's epic in this thread. That's all that matters. I don't know the super large nose cones on the Minotaur's nacelles, but I know the Mk2 nuclear rocket engine from QuizTech Aerospace. The fly-through hangar is genius. -
[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 had no F9. The game told me so............ And then I went to the astronaut complex and the plane's crew (Jeb and Bob) turned into us. I killed us with HyperEdit.- 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
I was going to get more screenshots, but then HyperEdit put me 6 feet under (the terrain).- 7,372 replies
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Gregrox hasn't made an appropriate tech tree for this mod. Planet packs are very easy to make...but tech trees...
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
Kerbalism's incompatibility with MKS runs much deeper than missing a feature that doesn't exist yet. Kerbalism breaks many stock background features, and this breaks MKS. Also they're both giant mods with many redundant features. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
@voicey99 MKS has had the in-flight birth mechanic for a while now (The MedBay is a delivery room I think). Aging and death by old age aren't far behind, but I figure those may end up as part of USI LS, not MKS. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
Certain other USI mods will enable you to get to Jool without needing DeepFreeze or having your kerbals die on the way. There are at least two such mods. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
It should be its own mod and able to easily coexist with any other LS mod, something like Kerbal Health which adds fitness and physical health management and works with any LS. -
Why is there a ....gas giant in the picture? What planet mod do you have?
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Decided to attempt a quick sandbox adventure in the stock system. Something without life support and which I can race through. So in comes the prototype "Laythe Sailor" medium SSTO and its transfer ship. The plane was supposed to not be an SSTO and have some drop tanks but for whatever reason, staged tanks of any sort just wouldn't drain first.
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This intrigues me. Congrats on the release @GregroxMun
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@Mrcarrot Please delete the log post and host it somewhere off-site. Text walls are bad for the forum software.
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[1.2.2, 1.3.1 only, replaced] OPT_USI v1.3.0
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@ErevanGaming you're welcome. I'm curious to what you plan to do with this knowledge.- 30 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
@drswagboss lol what the devil???- 4,170 replies
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kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
JadeOfMaar replied to Andi K.'s topic in KSP1 Mod Releases
Not for me. I may or may not have added it after creating the save so the epoch may be offset. The seam is within daylight. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@The-Doctor Well you already have your "Galileo's Colonials" thread. So why not stick to it? Not filming your adventure will save you some PC performance in the long run too, I bet.- 7,372 replies
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kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
JadeOfMaar replied to Andi K.'s topic in KSP1 Mod Releases
Psst... @AndrewDrawsPrettyPictures ....Unless the Extrasolar version on SpaceDock is out of date, or you already know, I believe you have some texture seams to fix. Heba, Serex and Solyth I have it installed without visuals. -
The botany lab and the non-propellant tank modules arrived at the MOLE core station. Afterwards I tried designing a 2-seat escape craft, and did a suborbital test launch and test landing. It went very well-- even perfect. I'm hesitant to send it up as I'd like it to have 3+ seats. As I write this I realize I'm designing it wrong-- giving it enough dV to get to the station from low orbit, rather than just enough to deorbit. Later on I setup Galactic Neighborhood, GPP, Extrasolar and OPM in a fresh 1.3.1 install. I forgot to actually look for OPM in the neighborhood as I was happy enough just to finally see some neighborhood stars and see Extrasolar up close-- though without any visual mods installed.