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Everything posted by JadeOfMaar
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@Galileo No comment.
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@Galileo Which base? (Add them to GPP directly?) Those resource configs are specific to GPP.
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
Those are okay numbers. Karbonite's percentage doesn't go much higher than that. -
Here's another new little thing. Resource distributions for Far Future Technologies: Antimatter, Liquid Deuterium, Liquid Helium 3, Liquid Hydrogen. DOWNLOAD
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
JadeOfMaar replied to SuicidalInsanity's topic in KSP1 Mod Releases
Reinstall HyperEdit? Doing so fixes other problems with it, namely when you add/remove planets and its Ship Lander stops working. Also, add VesselMover to easily move landed craft around.- 1,520 replies
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
It was intended, given the descriptions on the UHB propfans that the should be stupidly powerful and resource hungry within their performance envelope. I can't say for sure anyone as someone changed specs in a few engines after me, likely including these. There is also a fault in Karbonite that it doesn't include any form of provision for as effective input of IntakeAtm as for intakeAir so currently they're doomed to starve for a propellant. The Torch drives had their Isp curves changed along with their now accepting Water instead of Ore. I'm no wizard but I believe that either there is an error in this curve or Torch drives are intended to no longer work on places like Eve... Which would be quite a bummer. @RoverDude Is this right? atmosphereCurve //current setup { key = 0 25000 0 0 key = 0 175 0 0 //is there supposed to be a leading 0 in this second key? key = 6 0 0 0 } atmosphereCurve //previous setup { key = 0 5000 key = 1 3500 key = 6 2500 } Are your percentages all pretty low? Perhaps the RNG has dealt you a bad hand. Create a new save and see if things turn out better. It is. Karbonite will appear on every planet by default. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
That's due to a new feature in Kopernicus 1.3.0-5 so reinstall 1.3.0-4 or older in the meantime. All star system mods have to deal with it.- 7,372 replies
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@Jacke I see what you did there.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
JadeOfMaar replied to Thomas P.'s topic in KSP1 Mod Releases
@alex_1313 Psst......... psst.... Don't forget to crank up the black hole's gravity to over 9000. Right now it only has as much gravity as Eve. -
SSTOs! Post your pictures here~
JadeOfMaar replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
@Korsakovski I'll remove the radial intakes then. It's not an issue at all to me. @AeroGav You would be surprised. I happened to get far more lift than drag in this design. It cuts the air fairly cleanly on ascent and works very well with the shallowest of AoA. I'd much rather use a mod engine (in addition if not all/only mod engines) and brute force to orbit because stock drag's cement slippers will always clothe my feet in this game. The last thing I worry about with parts and drag is the cockpit. If it's very draggy I ignore it but I do tend to see a hellspawn of drag from the 1st through 4th parts behind the cockpit and that gets me annoyed. What drag I did experience with this plane was very tolerable. I'm concerned for you and the suggestion of empty Mk2 tanks. If ever I have to drain fuel from some, my mind is firstly on what dV I'm going to lose to wasted volume. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
JadeOfMaar replied to Thomas P.'s topic in KSP1 Mod Releases
Revert to Kopernicus 1.3.0-4 and read back a few pages for further answers/insight. 1.3.0-5 adds new sun params, without which, every star will light things over infinite distance. -
SSTOs! Post your pictures here~
JadeOfMaar replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
@Korsakovski It's fine. I know I don't need the radial intakes. Those were purely aesthetic. Maybe IRL (or with a modlet I made) they would contribute to dV like Skylon's intakes. However, the slanted Mk2 nacelles are part of the core of the design and wouldn't be replaced. The craft's performance is great but I haven't stretched the design and tested how much more dV I could add to it. -
Lol! You're right, it does look touched by the AllSpark.
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So I painted an intake last night... Made it look like a ZZZ Thing. Then it took its turn in testing as part of another new big thing I'm brewing.
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Help me understand : Exhaust effects
JadeOfMaar replied to genericeventhandler's topic in KSP1 Mod Development
Maybe the problem is that both engine modules call on the same effects nodes. (If that's a thing it's a very sad thing) But also your patch doesn't add an engineID to the first engine module. Insert this before your module additions. -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
JadeOfMaar replied to StarCrusher96's topic in KSP1 Mod Releases
Please revert to 1.3.0-4. Release 5 introduces new parameters for stars which will cause this exact light problem with all planet packs. I don't think this will fix your other problem, though. The other devs here may know.- 4,170 replies
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Help me understand : Exhaust effects
JadeOfMaar replied to genericeventhandler's topic in KSP1 Mod Development
@genericeventhandler Post the whole patch somewhere so I can see, and identify the engine if it's from a mod. I had this problem too when I got into this kind of modding. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@AntoniusCDXXXII It's fine. No one's going to stone you for this promise. Take your time.- 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
Maybe KerbNet doesn't like non-Squad resources... Unfortunately I find this confirmation quite a waste of Galileo's time. I never could fathom how and why a resource definition built in Squad's way but with different parameters, breaks Squad's own (other) feature (KerbNet). So it comes down Pure Stock vs Moderately Modded. KerbNet and Ore alone vs ScanSAT and CRP. In addition I don't think anyone has ever complained in this thread about KerbNet until just now...- 7,372 replies
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