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Everything posted by JadeOfMaar
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Banned for having to write the names of all your spammy shuttles in your sig, making an even more spammy sig.
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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
@Pinchy Ven's adds a bunch of new parts and new modules to some parts and has a small risk of making ships in flight look awkward. But I think you're safe. It's when you get accustomed to Ven's and its new parts that you're at risk of breaking ships when you remove it, or forget to reinstall it.- 7,372 replies
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[1.12.x] Near Future Technologies (September 6)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
If you have many more like that you can open the NFT Showroom yourself, you know. I have one or two craft waiting to post there. What did it run on to have 27km/s? And surely the burn times would have driven you mad. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@Pinchy I will look into the KSC Switcher issue between today and tomorrow, but I can't promise any answer on the ocean thing. Porkjet's nuclear parts are called Atomic Age and are still on SpaceDock. I think it has quite a permissive license too as the same habitat part in @Tyko's ship is in Ven's Stock Part Revamp. Atomic Age is not in GPP's recommendations because I wasn't fully aware yet that Porkjet's parts are transcendent. Also with the size of GPP I'm trying to encourage people to use new, fancy things optimized for getting around beyond the likes of Eeloo's orbit. Now that I think of it, it would be nice to see (if possible) nuclear jets sailing in Niven's skies.- 7,372 replies
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Banned for having a "signature in progress." Go finish your sig, dude.
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[1.12.x] Near Future Technologies (September 6)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
An NFT Showroom? I wanna see! I own the OPT Spaceplane Showroom and in it someone posted a mothership with sistership, both of which run on Lithium. According to the poster they have near-exact dV, around 15km/s. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
@voicey99 Can you link me the resources for balancing USI stuff, like that spreadsheet? I would like to be sure that I'm plotting my numbers right for habs and recyclers. I'm bound to improve USI support in another very popular mod soon™, so... -
@carss The center engine is the J Linear Aerospike, an LFO engine. And my next entry into the showroom, a semi-replica of a prominent KSP streamer's heavy SSTO, the "Zues, Type C" by @RocketPCGaming rated for 50 tons to 150x150 km. Its original engine cluster is: Each nacelle has a Rapier surrounded by 6 more with their own Precooler for their mount, and uses all 14 engines at all times (essentially, emulating a single pair of 3.75m engines). Compared to that, this engine setup seems pretty silly, especially in its looks, but is efficient in that only these 8 are necessary, and all engines are on at all times, and there's still plenty dV available after orbital insertion. This plane is also carrying 60 tons, not 50 tons, and I finally made use of the OPT Mk3 cockpit.
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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
Herecy! Witch! Burn the witch! Yes you can restore Kerbin the same way in the next release. Also, GPP_Secondary is coming where you can easily make GPP (just another far-off) star system if that's what you really want. And there will be new features (again ) that help keep things fresh.- 7,372 replies
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Yes... Mix in a few custom patches and it can go up to Plaid too.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
JadeOfMaar replied to Thomas P.'s topic in KSP1 Mod Releases
// temperature Curve temperatureCurve { key = -0.2385731 700 That number probably should not be negative. -
@Sigma88 Thanks for the heads-up. It's pretty sad news though.
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@The-Doctor Think of CRP as an elite membership for resources... Hardware is not getting in, lol.
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@RoverDude Indeed. Habitation aside, it's indeed rare that folks get to know how far USI's difficulty dial can turn.
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That sounds like a neat idea. One thing I'd like to point out, though, is that Kerbalism has enough problems with inconsistencies of resources. It would be wise of Ninja to adopt CRP's Machinery or SpareParts resources instead of inventing Hardware. The only thing that would need to be done is to (however the SpaceDock mod does it) give EngineerSkill to a part so a craft can build/fix the craft. It may be more wise, also, to integrate with OSE Workshop which lets you build individual parts in flight (from MaterialKits) instead of having to go to the VAB, make a craft out of the desired parts, go back in flight, and pick that craft from EPL's UI.
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It is not wise to mix life support mods. Please do not complain anywhere when you run into problems as a result of this.
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Need Rigid/Lockable Docking Ports
JadeOfMaar replied to gchristopher's topic in KSP1 Suggestions & Development Discussion
It'll be hard to find as it is a tiny MM patch and can be in-built to docking ports. //From @5thHorseman @PART[*]:HAS[@MODULE[ModuleDockingNode]] { @MODULE[ModuleDockingNode] { captureMinRollDot = 0.999 snapRotation = true snapOffset = 45 //rotation limit. Change to 90 or whatever else you like } } NF Construction has a few of these, including square ones to go flush with their matched styles of trusses. To increase their holding strength it may be as simple as declaring and raising their breakingForce and breakingTorque values. That may be doable. So far I know a craft can be split in the same way through KAS. On top of this there would need to be a patch that hides the Decouple and Undock buttons. My suggestions assume that whoever needs them is in a position to use them (i.e., not on console). -
@overkill13 No one may have used Tantares with Kerbalism for the simple fact that most or all mods associated with historical progression, real replicas and RSS primarily are tied to TAC Life Support, and Kerbalism has some resource-related inconsistencies with TAC and CRP. It is up to you alone to find and give the answer to this first question. By "MKS Rovers" do you mean the USI rover mods: Karibou and Malemute? They should be no problem. The issue of Kerbalism and solar panels is generally mostly that if you time warp, every crewed vessel on rails becomes an Iron Maiden. Given that, a lot of us are patiently waiting for ShotgunNinja to fix that so we can fully enjoy this epic mod again. There is another special problem (that I don't know the full details of) that SSTU's solar panels don't register at all with Kerbalism. This may apply to Tantares too. It's fairly easy to write a Kerbalism config for new things but its syntax is not your standard MM thing as there are added levels of abstraction to the patch code.
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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
We have quite a handful of those guys here. I'm sure you'll get a swift answer. @Pinchy astroheiko, Norcalplanner, MaxL_1023, eddiew and Luovahullus come to mind, most of whom play upscaled or otherwise super hard GPP games. You may need to specify whether ISRU is an option or not.- 7,372 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
@StarCrusher96 Please tell me those things need a nuclear reactor in order to operate. It can only make sense to transmit science back from Kerolon (or an RT command to Kerolon) with no less than the power of a Death Star laser.- 4,170 replies
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Banned for thinking "centre" is the proper spelling of the word in this context.