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Everything posted by JadeOfMaar
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I brought NOS to KSP. Just like in Need For Speed and similar games, you start empty and have to move to accumulate it. The faster you're going, the better. And the NOS engine (rescaled Vector) only has one throttle notch... Full throttle. (Will work on Laythe too) @Triop @SpannerMonkey(smce) Interest?
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Don't the LS parts have Category = None? They're known to show only in CCK's life support category.
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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
Indeed, the stock aero overlay is not to be fully trusted. This is old news. Be confident in your extra fuel and your TWR in your OPT spaceplane, and call it a day. As explained by Das Valdez on a stream a few nights ago, the way KSP visualizes a ship's drag model is this: Imagine you have a J cockpit and a J fuel tank, but a 2.5m tank between them. The frontal J body surfaces not covered by the connections to the 2.5m tank are always visible for drag calculation. Offsetting the parts to hide the 2.5m tank does not work. The game will still see what is effectively a barbell shape, not the conic shape you're making. Any radially attached part that's clipped and visibly hidden will remain exposed to drag unless it counts as shielded by a hollow fuselage or cargo bay. About mods and KSP 1.3, if I may add my 2 ...I'm not riding that hype train and I'll wait and enjoy 1.2.2 until: I finish a grand tour mission. Enough mods I use are confirmed to work in KSP 1.3. ... And in other news it looks like I'll be regularly designing fancy crafts again, so... OPT Showroom hype! I just built a space freighter/battleship. -
I started with the 2.5m probe core and 2 big oranges, then I added (OPT) pylons and started building the long sections from hollow fuselage pieces as cargo bays do not surface attach. It contains OPT Spaceplane Parts, OPT Legacy, Tweakscale (the wing panel runway is all scaled 200%), Ven's Stock Revamp and Near Future Electric.
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Random Gundam-inspired freighter. It's currently got 11km/s dV and loads of ability to hold and haul stuff (maximum use of KH hollow fuselage here). But damn, I should've built with two KH cargo bays a side (for hatch clearance) for stuff to slip in or out through. clearly, though, since this is inspired by Gundam, it's better for making into a battleship than a civilian freighter.
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Deep Sky don't sleep. The engineers all huggled together in front of a station screen and watched some Gundam before going to bed....whenever that was... and they pumped out something gigantic. They experimented with three different sets of engines too and this happened. Why someone chose to build runways onto a ship that can never enter atmosphere, nobody knows.
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Yea I do. While leaving Gael I had another engineer fix the wheels but he went between them and triggered a kraken (maybe they don't like being scaled). The rover broke off from the station and he was kicked with 4km/s of acceleration into a retrograde escape vector. Now I know an engineer has plenty distance over which to stand back and fix KF wheels. No more worries for more kraken... I think.
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If you play in Steam you have the option to revert your KSP install and to copy it out so it doesn't auto-update. No one's forcing you to play in 1.3 and wait for your mods to catch up.
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Jeb, Bill and Bob touched down on Icarus. they've altogether already had a few close encounters with disaster, here. Being forced to land in the mountains, with no SCANsat map to reveal any flats, the giant drills not offset vertically enough--they barely clip the ground, the rover and station nearly getting crippled while landed, and hence risking the lives of their frozen crew mates... Icarus is a very hot planet...
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Icarus Encounter at the innermost planet. It took, what, 7km/s to get here from Thalia? Believe it. The next step on the mission plan was to change to a low polar orbit and scan for Ore and Karbonite then perform the first station landing on this tour. Rather than use the spaceplane (the wise idea), the rover was deployed, with Jeb, Bob and Bill aboard. Bill had to fix the wheels first, since they all broke in timewarp during the Gael departure for... Reasons™. Unfortunately the leisurely drive was far shorter than ever expected, once landed. This was even near 2km up from sea level and it was still blistering hot. The real problem was that no one thought to buff the command seats' thermal protection. Neither did Jeb have much time to pose with the rover and flag, nor was there any time fo Bill and Bob to get out and pose with him. With just 1200K heat tolerance in the seats, Jeb once again had to scramble and get back to orbit ASAP. The command seats reached 95% of their limit before heat stopped coming. After a brief meet-up with the station they hopped aboard, leaving the rover in orbit, and proceeded to execute the landing strategy. Unfortunately, the design plan, which leisurely left out SCANsat terrain scanners didn't account for the rush for a good landing which would be induced by Icarus' heat. The risk could not be taken to land near or at sea level even with apparently enough heat control.... What if the DeepFreeze chambers get compromised and the 5 sleeping kerbals died? Bill hops out from the (illuminated) J Crew Cabin and promptly falls and breaks a medium solar panel, and somehow gets his footing on the stub. The loss is accepted (within reason) and Bill proceeds to the ground to plant a flag marking the landing site. Then he runs to a DeepFreeze chamber to escape from getting scolded by Bob (immediately anyway). At this point, Jeb and Bill also go into cryo-sleep and let Mission Control handle the ascent, recovery of the rover, and the journey to the next planet, after which they will wake again. Between now and the transfer window, the only thing to do is to let the station refuel and restock Fertilizer. Unfortunately it turns out that I need to cheat and move the station just far enough that slope is minimal and the drills can clip the ground. They weren't vertically offset enough in the VAB and now barely manage to clip indeed. It's really displeasing to have to think of that. Also, Bill's flag gets lost. Timewarp made it fall into Icarus and explode. I'm canonically accepting the lost radiator. Did I mention that without a SCANsat map it was fairly harder to land this? The only option is to land in the mountains.
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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
The separate Ciro.cfg back then was only to enable a properly colored stock sunflare when Scatterer was not installed, but now, that is controlled by an MM toggle. There's no need to have the "Alternate Ciro config" as in GPP v1.1. The default GPP sunflare now is rather pale and bright thanks to some guy whose name will not be called and who asked for a specific pale sunflare.- 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 noted this in the install instructions for GPP 1.2.3 that the Scatterer files organization changed again. Unfortunately that breaks anyone's custom sunflares, but it makes sunflare customization (and even packing and sharing) more convenient per star. That is the GPP default sunflare. I should have highlighted this like I highlighted GPP_CareerSaver.- 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
It's a struggle to not let my opening line also sound like a sales pitch, lol. In seriousness, it would've been quite a lifesaver if I could play and was playing an Ironman game and if I had some Near Future capacitors onboard too. Once I figured out what needed to turn off I could then discharge some and have a hope to remedy the situation without using a single F9. -
[1.12.x] Near Future Technologies (September 6)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
Added Reactor Control UI to my tutorial. Capacitor Control UI will come soon. @Nertea @Streetwind There's even a prime example of a situation to not end up in with (only) a reactor onboard! -
Added reactor control UI information. Capacitor control UI coming soon.
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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
Landed on Icarus (mostly... The rover stayed in orbit). Story post here.- 7,372 replies
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Kerbal Space Program update 1.3 Grand Discussion thread.
JadeOfMaar replied to UomoCapra's topic in KSP1 Discussion
The features are primarily Localization, the whole point of this update.... And modders have plenty time to update. It's that the casual player needs to have patience and wait for the modders to catch up. I'm sure a lot of planet pack users are on KSP 1.3 right now and crying because Kopernicus will not work (and several of them will never memorize that).- 465 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
You've definitely captured Io. Have some more As ever, green Jool is green.- 4,170 replies
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@SufficientAnonymity That's a splendid concept you have there. I miss playing with Lithium engines. So is the dropship a sister-ship or daughter-ship? I assume one is treated as a drone most of the time and the crew mostly inhabits the other? And lastly, what's their dV ratio like when fully loaded.
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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
@kraden @AG5BPilot Here you go. Thanks for the headsup. Fixed.- 7,372 replies
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Jeb landed on Thalia's moon. Landed near a canyon. Jumped into canyon. Jumped back out and waited in low orbit for the station to come and pick him up.
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ALIEN SKIES: A 6.4-scale playthrough of GPP/Rald
JadeOfMaar replied to CatastrophicFailure's topic in KSP1 Mission Reports
I ....like this probe. Hah.- 445 replies
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Eta Jebediah scurried off to Eta, once he got everything under control. He came in and near-equatorial but then decided to go for the poles, curious to whether his "Dives" were still there. Unfortunately, they apparently were not, or he forgot where they were, so he had to make do with the nearest trench available to jump into. It was a 3km drop to still only 1km above sea level but it was well within his badS powers and those of his jetpack to handle this jump. Sorry for all the dark pics. The monitor (and separate PC) I play on has high gamma, but the monitor I'm writing this post on has low gamma. The screenshots didn't seem as bad then. Additionally I had to turn off lights for some of these screenshots as the ship lights would shine on the planet or moon in the background at that time. Since the trench's floor happened to be another biome, he was able to plant a flag down there in addition to the landing site. Come departure time Bill called in and advised him that it would be a better idea to bring the station to Eta, rather than he run back to the station. The spaceplane does not run on LFO, and the station has no means of restocking its Karborundum supply in flight so a refuel would have to be requested and shipped from Gael, or wherever Karborundum can be mined from. A particularly dumb kerbal in charge of things forgot to load the station's Karborundum tanks before the initial departure. The Thalia-Icarus charter, with an additional 3km/s capture burn following all of this. Found a very annoying lingering bug with the station itself. for some reason, fuel will drain slower from one of the three arms, including either draining before the other two of a given part in symmetry with it, or draining slower than them. I never thought TAC Fuel Balancer would become so necessary.
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