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Everything posted by JadeOfMaar
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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
Yesss I can't help but feel those SRBs are scaled. Either you have SpaceY Extended or you inflated those things to 20m wide.......or both.- 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
That problem has to do with the rover wheel suspension being compressed by the docking port magnetism and possibly the wheels clipping into the bay floor when connected. Once the rover decouples, the suspension decompresses, and added to potential not-immediately-deadly clipping, the rover is launched up. Once you can find the tiny adjustment(s) that need to be made, and make them, this problem will go away. Also, word on the vine is USI parts particularly dislike being clipped. -
Laythe StarEagle: SSTO Seaplane to Laythe
JadeOfMaar replied to gilflo's topic in KSP1 Mission Reports
I've been waiting for this thread. The decals really liven things up! -
What mod adds the extra stars? Interstellar Adventure Revived?
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
JadeOfMaar replied to Thomas P.'s topic in KSP1 Mod Releases
Close enough. And now I am a float curve's factor wiser. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
JadeOfMaar replied to Thomas P.'s topic in KSP1 Mod Releases
@HebaruSan Try this. The values are a multiple of the planet's radius with the decimal point shifted forward 3 places. I don't know what the logic for this is called. This should translate into this -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
JadeOfMaar replied to StarCrusher96's topic in KSP1 Mod Releases
Tease.- 4,170 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
Yes. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
Does Andromeda's package contain a Ghost3.png? If not then you're getting null spam along with the reversion to stock flare. Just insert anything named Ghost3.png and it should behave. Also, its config file may be obsolete. Scatter config structures have been changing. Those sunflares are a WIP and my creation. They're not release ready.- 7,372 replies
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Earlier today I made the SETI Greenhouse(s) 20% more awesome. Actually read it, it says so right in the panel. Then I gave my OPT SAGE airliner a Karbonite RATO system and leveled up as a spaceplane engineer. *cue Super Mario FX* This plane is so good it stalls at around 50m/s and landed on tiny island undamaged. Then I partially revived a stand-up guy deep space explorer ship design from before I knew other bodies than Kerbin, Mun and Duna existed. Neither vessels were SSTO. Instead of trying to climb to the sky on what would loosely resemble a Prometheus VTOL made with Kerbodyne tanks and engines, this smaller vessel just needed a few drop-tanks, and is a rocket plane. The aerospike engine is the primary engine and is active from launch. This plane whispers to me that it can land on Mun before refueling but I don't believe that whisper. There's no payload or other systems in it yet.
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[1.3.x] SETI, Unmanned before Manned [Patreon]
JadeOfMaar replied to Yemo's topic in KSP1 Mod Releases
I was just as concerned about the previous tech node selection (short term habitation) and I decided tochange it on the single basis of what this part serves as. So it's a greenhouse, I put it in Hydroponics (alongside all of USI's greenhouses so players notice it right away) whereas I expect everything that specializes in keeping hab timers buffed will go under Short-Term Habitation. Feel free to make that MM node separate and USI-specific with :NEEDS[CommunityTechTree&USILifeSupport] or change it back to Short Term Habitation. Your reasoning is quite legit. For my own greenhouse parts, shown in screenshot, I actually have them set to appear alongside the prominent spaceplane parts (in the "Aerospace Tech" node)- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
JadeOfMaar replied to Yemo's topic in KSP1 Mod Releases
@Yemo Finished. Check for PR. Not enough total greenhouses imo. And indeed they will support 1 and 3 kerbals respectively.- 2,515 replies
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@kasurmen ModularFlightIntegrator is missing. It's a vital part of Kopernicus.
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[1.3.x] SETI, Unmanned before Manned [Patreon]
JadeOfMaar replied to Yemo's topic in KSP1 Mod Releases
Thanks @Yemo I'll post something in a few minutes.- 2,515 replies
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We have only just begun to make ourselves known in the cosmos.
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JadeOfMaar replied to JPLRepo's topic in KSP1 Mod Releases
The Outer Planet Mod contains its ResearchBodies config. Every planet being invisible now and the other new features are how it is supposed to be with this mod. That said, every planet mod's ResearchBodies config is now out of date by some amount. -
[1.12.x] Near Future Technologies (September 6)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
Fabulous banner photo for the release of a new mod. 20% more awesome because @Galileo Sunflare -
Search for megaship engineers.
JadeOfMaar replied to ArmchairPhysicist's topic in KSP1 The Spacecraft Exchange
USI contains some mods for far superior engines. Why limit yourself and your awesome MKS ships(s) to only LFO tanks and Mammoth clusters? -
I checked in to the Hotel California in GPP. It only took me two F9s to walk safely through the revolving door... And it turns out I was low on a propellant (Ore) so I actually nearly didn't check out of the hotel. D: The station's fertilizer production nearly ate all the Ore. There are so many ways to die in KSP it's never boring. Back on Gael, the KarbFish II successfully completes its first mission. It returned all of the core stack of a splashed spaceplane: a manual recovery project. It should only need to fly once more to recover the engines. They're just slightly too big to fit in the already large KIS containers. The Mk2 tail was detached and stored in one of the containers, making for a flat surface for the claw to grab onto. Offset weight was not a problem at all. The KarbFish II literally returned to KSC at fifteen minutes to midnight.
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Tellumo The station arrives and slides into an equatorial 2000km orbit. Three hands awaken and board the spaceplane, targeting Lili first. Word on the vine (might be a watermelon vine. I like watermelons.) said to go for the poles, not the equator, so they did. The only problem encountered was that at a point, Lili swept herself through the orbital descent path. That meant, if the pilot went for a restroom break without noticing, the plane would get surprise T-boned and its pieces sprayed into Tellumo's rings. The descent itself was so slow, forcing Lancott to thrust down at the moon to nudge things along. Maybe I should have personally actually tested this plane, because it took me two failed tries to get down smoothly...without retro-burning too much. Moreover, the plane is extremely lawn-dart-alike and can't pitch up without thrusting. Once again the surprise docking port parachute came in handy but only to end a powered horizontal run. At touchdown the shield struck the terrain and crumpled. Landing vertical was not an option. On top of this I feel guilty F9-ing again after the Thalia incidents. After the hors d'oeuvre were sampled it was time to dig into the main course and hopefully not break all of one's teeth. Too bad, though, because exactly that had happened. Tellumo is vicious and the pilot is a newbie. There was no smooth, tumble-free descent. Fortunately kerbal seat belts can hold a kerbal's body in despite whatever unspeakable g force is being applied to the craft. F9! Boldly, everyone stepped out of the plane and into the super-thick (this is at 1.1km from sea level, so the pressure is over 9x normal) but apparently safe atmosphere and beheld the sunrise. It was quickly discovered that dV was incredibly restricted at these low altitude so heading far for more scenic snaps for the album was ruled out--that plus the pitching problem. Ascent was sharp and easy with > 1.5 TWR, and circularizing was a pressed affair with 10g of force. The crew took some time to reflect and remorse. It was a burning shame that three more hands couldn't come down with them, and that the plane was only half full on Ore. If there was any less there would be the very real risk of the Hotel California thing happening and this tour possibly being aborted. Return to the station was uneventful and quick. The Gratian window was 100 days away at this point, and no one was going back on ice for this trip.
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Banned for continuously producing blasphemous artwork of planets as pyramid-like shapes.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
JadeOfMaar replied to Thomas P.'s topic in KSP1 Mod Releases
Sad reality. Kopernicus gives us many things, but that's not one of them. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
JadeOfMaar replied to Thomas P.'s topic in KSP1 Mod Releases
Axial tilt cannot be done in KSP. If any planet looks tilted it's because it's likely a gas giant with a deceptive texture and its rings alone are tilted and rotation-locked. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
@PanzerAce It's a bit of a spider's web between both mods. For instance, OPT Legacy will have new parts that go along with OPT Main form factors without waiting for a release of OPT Main and without waiting for K. Yeon to make them himself (like literally all the OMS parts). Any parts that are retired from Main will move into Legacy. I hope this answer works. Yes, the OPT mods themselves are 1.3-compatible.