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JadeOfMaar

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Everything posted by JadeOfMaar

  1. ok lol, well you still helped to make this work so I pinged you. I thought you might have asked my question as well.
  2. @Gameslinx Umm.... Kool-Aid fruit punch planet? If it's not fruit punch I don't think I want to know what it is.
  3. Why did your Minmus trip fail? Does the shuttle not have enough dV to capture around it? To land? Or did the launcher use some of its fuel?
  4. All those wings on the lifter disturb me. But the shuttle itself is very interesting.
  5. I welcome the questions and don't mind helping someone catch up with KSP itself and OPT. The 4x Mk2 engines are the newly made HAE-02 engine. They're in the OPT Main Pack and officially replace the Legacy J-61. The landing gear are Adjustable Landing Gear, part of the revived Kerbal Foundries mod. The underside cabins are the new OPT H-series parts. You'll get the HAE engine and the new/improved H, K, and KH series parts (KH officially replaces the legacy Humpback series) in OPT main pack v1.9.9. When you download, make sure to read the red warning text and the spoiler under it in the OP.
  6. @wrench-in-the-works They are air-breathing engines of a whole new sort, derived from the J-60 and J-61, real concept technology and a little creative license. I do intend for @stali79 to officially include them in OPT Legacy.
  7. I see what you did there *changed your profile photo* :cool:

    1. HafCoJoe

      HafCoJoe

      :P Yeah - changing it's color scheme to match Spectra (Gotta love that pink/blue sepia!) and also updating the portrait to my most recent version of the Volta* to ease my conscience. What's more annoying though is that forum icons are squares, not circles so for even borders the center of the craft isn't in the center of the image :mad:

      *version XIII :>

  8. I can PM you a concept MM patch that can possibly do just this, or if anyone else is interested I can post it in a spoiler here or in another relevant thread.
  9. Pardon me for adding to the nitpicking, and please don't take my word for offense. But I'm among those who would not enjoy having a load of visual mods or heavy lifter parts added to stock. A lot of us would then need mods to prune them out if we're running on potatoes or if for some of us, the era that the game is set in doesn't appeal to us. (I like scifi so the historical vibe doesn't always fluff my pillow ). Any request to add any sort of wide array of mods or any single huge mod will invariably be ignored. I agree with @Avera9eJoe's statement that stock's lack of content has a special appeal to it. Go get your favorite mod to add parts instead of wish there was a mod to remove unwanted stock parts. I also like that Stock's minimal part catalog keeps the game a quick load if I or any modder just wants to troubleshoot something. And if you want to make stock parts beautiful, look up Ven's Stock Part Revamp. Sure, we can keep pushing to have mods added to stock, but we have to push with reason and ultimately, it is up to Squad alone what becomes stock. Unfortunately, due to the various economic situations in todays world, most of us just can't help that. And it's good business to ensure that you can still sell your game to as many of these potato owners as possible. So making epic visuals stock, moreover, in a game that's disproportionately CPU-heavy (a fault of the old version of Unity KSP runs on) is something to be considered with great care. If Squad was owned by Apple or some other elite software maker then they could make KSP as visually and computationally robust as possible and effectively forget about anyone who can't pay for it. Apple's pride and wallets are deep enough to allow them to get away with this. My simple suggestion is to get to know CKAN and build a list for your favorite mod collection, and have it maintained for you by that, or zip them altogether (and your MM cache) and save that archive to manually drop in when you create a fresh KSP install.
  10. This statement should be chronicled for all kerbal History lol.
  11. @CatastrophicFailure That should be enough reason. If you're rushing a transfer window, it will cost you dV.
  12. I'm guessing your exit burn should be 5km/s and your insert burn around 3km/s. Something is definitely wrong. Is the marker in your porkchop planner not in the dark blue? Or is it in the dark blue in a bad time frame?
  13. Some if not all mobile browsers give you the option to pin a web page to the home screen. So there you go. A mobile desktop shortcut to the forum.
  14. When I went renaming those open-bladed engines I ran into this same confusion and had to jump-rope through related Wikipedia articles to decide which it was that one of those particular engines is. That. That, is a ship. I salute you. I wouldn't call the Alcubierre Drives a cheat. Once you know what the drawback is, it's technically clearly no longer a cheat. Some others have mentioned that (and I've seen for myself through personal use) when you use that thing you have to account for conservation of velocity. When you warp from Kerbin to Moho, you still need to have a fully fueled Karborundum Fusion Drive to deal with the escape path that you find yourself on, or worse yet, you have zero horizontal velocity and are already falling very very fast at the planet. About the LS recycler thing, I've run into the same issue. I'm wondering how to configure the recycler part I'm writing among the coming Mk3 parts for my mod, Airline Kuisine. It currently supports 8 kerbals at 70% but I'm unaware of the mass relation to efficiency. It can contain at least 8x RT-500s... Maybe I should nerf the efficiency. I'm a little nervous about making it weigh as much as a Vector engine cluster...
  15. Duuuude. A truly epic man.
  16. Delete the _Radial_01's. An easier point to look out for than the curves is the crashTolerance value. Whichever has the lower value must go, because I buffed that for all of the air-breathing engines. On the side, it bugged me that there are two radial engine models (the turboprop and the turbofan) but there's no *_Radial_02.cfg
  17. @carss Yes, ignore OPT's old MM file. The latest version of everything will work.
  18. This should not happen. When @RoverDude accepted my PR, the deletion of the PropFan_03 config files did not occur. You can safely remove them.
  19. It's one of a few mods that enable fuel load switching. All of OPT's parts need this.
  20. @carss Is your Firespitter 1.3 compatible? You will get crashes there. I did. https://github.com/snjo/Firespitter/releases
  21. I finished bringing USI LS to OPT Spaceplane Parts.
  22. Punny name. Kinda long but I can deal with it. Thanks very much for your work.
  23. If anyone here likes OPT Spaceplane Parts I just published this.
  24. @Fr8monkey @K.Yeon @TDplay I posted my USI LS config but as its own modlet. Feedback is welcome.
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