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Everything posted by JadeOfMaar
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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
@Swithmario On behalf of the main dev, sorry about that. Now that you came around, I'm sure compatibility will come. @Benjamin Kerman Sorry, no. There's a lot more to converting an image than changing its file extension. There's a lot more inside a DDS file than inside a PNG.- 4,170 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
Sorry. That does not exist. Evidently, no Mac user has tried KSS until now so this problem wasn't expected.- 4,170 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
Guys... The problem is the typical thing where DDS format planet textures fail (because Mac/Linux...). The textures all need to be saved with different settings/technique, or a Mac-friendly version of KSS needs to be made with PNG versions of the textures. And it'll be murder for StarCrusher to have to maintain the latter.- 4,170 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
That's the Foreign Eagle. Link is in my signature.- 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 ran out of likes to give. Your screenshots are always so awesome!- 7,372 replies
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Evolution [1.3.1] [Kopernicus]
JadeOfMaar replied to The White Guardian's topic in KSP1 Mod Development
@The White Guardian I am summoned!- 169 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
@sDaZe I can't believe you either.- 4,170 replies
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Shut up and take my money. D:
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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
Glad that things are working out. Let me know if you run into the prominent resource problem. Make a sandbox game, then put a probe core with a surface scanner on just the KSC runway. If its window says "Ore(Surf): No Data" like this screenshot, that's bad and may be quite a bother for you. It seems to affect Gael and both moons, and some other worlds here and there. As for TextureReplacer: That's right. Use RangeMachine's fork of it. It's that simple to change your skybox once installed correctly. Choose from Poodmund's own, my selection (linked in signature), or wherever else you know to get a good one.- 7,372 replies
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Kerbalism and TAC share some resources but are otherwise not recommended to be used together due to some persisting bugs and maybe also some lack of explicit compatibility code. Maybe there is but I've never installed them together to see. You might have to roll your own support for Kerbalism in other mods. How you write that support is fairly different to how you'd write the typical MM patch. This may explain the lack (imo) of mods that support Kerbalism, much less Kerbalism + TAC. *Preliminary answer before ShotgunNinja comes and delivers the real info
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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
Kerbalism is more than just an LS. It's an overhaul and changes fundamentals of gameplay. And it includes means of replenishing consumeable resources off-world, including its own greenhouse. Kerbalism adds little things to deal with like space weather, cramped cabins, part failures and CO2 poisoning. The only real interoperability Kerbalism has with TAC imo is they share most resources but they are known to conflict so it's better to use just one. That said... Kerbalism is quite the mod and I'd personally hold to it and use it myself if I wasn't entrenched with USI. But it has a serious problem with solar panels and timewarp right now so be careful with manned missions if/when you decide to change from TAC.- 4,170 replies
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SSTOs! Post your pictures here~
JadeOfMaar replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
I've been itching to post something here for weeks. Concept interplanetary SSTO with USI LS, no DeepFreeze, no jet engines, and room for a big rover. The Voyager M. With consideration for USI's hab mechanic (although I don't use that myself so it's turned off), this ship is meant to only hold 8 crew at a time, and the Dark Drives enable high-energy transfers which means hab and food can be used more liberally and more crew can ride along at a time. OPT's 1.25m ARI-75 rocket engines make great lifters and have 940 Isp at 1 atm pressure, supporting the Dark Drives up to 18km where their TWR alone is sufficient to finish the ascent. The Voyager M is intended to travel to, and operate in not 1 but 2 atmospheres within the equivalent orbits of Eve and Dres, and in both of these any air-breathing engines are useless. In Galileo's Planet Pack that means Niven and Gratian versus just Duna of the stock planets. For landings in vacuum there's a Vector under the cockpit to control nose-up and nose-down. Also included is stock ISRU for Ore -> Fetilizer, Ore -> Fuel, and Karbonite for the Karbelectric generators to power the stock ISRU and prevent excessive use of the hidden nuclear reactors. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
There are two fundamental things to mind in your spaceplane design. Failing this, your craft cannot liftoff on its own power and is highly at risk of striking the ground like a missile or a wet paper plane. Your rear wheels must be aligned very near to or directly under your CoM. The aircraft needs this in order to pivot properly when trying to nose-up for liftoff. Be careful with this. The weight distribution of your parts can cause your plane to fall on its tail and explode before it starts moving. You need sufficient wing area and control surface ahead of the CoM without bringing the CoL ahead of the CoM. Your craft needs to be able to generate enough lift to nose-up as well as to tail-down. -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
JadeOfMaar replied to StarCrusher96's topic in KSP1 Mod Releases
I haven't heard anything yet about KSS + Stock Visual Terrain... Even if Kerbin goes "unchanged" I hope it still looks like Galileo made Kerbin in the first place. Pardon me. I'm doing as they say in my country... "Playing the devil"- 4,170 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
@iontom There's no such option in GPP but in this: @astroheiko While testing my SSTO posted above, I ran into the same resource problem (mentioned by a few others before you). I absolutely don't get how or why this suddenly happens. Maybe installing CRP before GPP helps it. I seem to have fixed my copy of the problem but I have a new problem.- 7,372 replies
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Same here...with USI Life Support and room for a large rover. I like your answer to the question "How can I -not- have the Dark Drive hang off the back and drag the CoM so darn far?!" There are Ore and Karbonite drills, Convert-O-Tron, and a Vector all underneath for gentle nose-down on touchdown, and some tiny nuclear reactors for the outer planet it'll be visiting. There's a little tweakscale in it too (the rear stabilizers for pitch and roll). And no air-breathing engines here. In Galileo's Planet Pack there are 3 planets with atmosphere within the reach of this plane, but only 2 of which it can enter. Two is still plenty, and air-breathing engines are useless in both of those so I've chosen the ARI-75s to be the ascent phase engines. (I chose not to use the J-81 for the ascent engines because that might make things too easy, and there's plenty room for them on other spaceplanes.) In particular, I finally have a major use for the ARI-75. There'd be more screenshots but I found myself going bug-hunting as a dev.
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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
Nice. I hope you don't get bored of the streamline. There's a lot of planets and moons here. KER will work fine with GPP and any other planet/star mod.- 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
The kraken was supposed to nest in Gauss' SOI. Maybe they have a migration cycle and your probe crossed their path. Meanwhile I'm developing an SSTO with LS and intended to operate between Thalia and Gratian. I might have to add a nuclear reactor... It took me a while to realize that solar panels suck at Gratian's distance.- 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
All of the worlds are special with resources. Thalia is among the most special of them so any "problem" there is actually reasonable.- 7,372 replies
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Probe Communication Loss Mod Request
JadeOfMaar replied to Brent Kerman's topic in KSP1 Mods Discussions
You want that error image to fill your screen? ...Why? Such an obtrusive notification that your probe is useless sounds silly. (To put it lightly.) -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@astroheiko That's really terrible, man. Try this too; Open KSP\saves\My Game\persistent.sfs in Notepad and change the number for Seed. Change it to anything with the same amount of digits then load it in-game. This will cause all your resource distributions to change but it might have a welcome effect. GAME { version = 1.2.2 Title = My Game (CAREER) Description = No description available. linkURL = linkCaption = Mode = CAREER Status = 1 Seed = 1803639460- 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
Well. Tell us how you fixed it! And we're glad you're happy.- 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'd like to know where you got this version. As far as I can tell, 0.6.6.0 is the current version. Try playing your game without Community Resource Pack since you have no mods other than what's needed for just GPP to function. The variety of resources mean nothing if your game is otherwise pure stock.- 7,372 replies
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--been seen by Kottabos.