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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
One way to find out. Hey @GregroxMun are you on duty right now?- 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 gotta be painful. I feel for everyone who has KSP for consoles right now.- 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
No map. Heating is evenly generated all around due to the effect used. The only thing by which heat received varies is altitude. It would be great if the sunny side was indeed much hotter than the dark side without using that effect but that might require dropping its SMA and no one is going to like that.- 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
Once mods (at all) are able to work on consoles we will see. Also, what "Loud and Clear" patch? Wasn't Loud and Clear tied to an earlier KSP release?- 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 agree. This sounds like quite a thing and we're honored that you thought of us. You may want to mention this to @StarCrusher96 as well. Kerbol Star System would benefit the most from this project.- 7,372 replies
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Edit active vessel in VAB
JadeOfMaar replied to Blackline's topic in KSP1 Suggestions & Development Discussion
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Another Star System
JadeOfMaar replied to Scotskerb's topic in KSP1 Suggestions & Development Discussion
That is correct. A great majority of players actually never go past Minmus so a stock additional solar system would be a waste of CPU cycles for them. Such a thing would need a wide array of "OP" "stock" things (antennae, fuel, engines, related mechanics, mutually exclusive terms ) in order to make this second solar system viable from any realistic stance. The OP should know better than to ask for any huge feature like planets when the first thing to hope for if they're on console is for mods to work, or for a more enjoyable basic experience (bugfixes, intuitive control scheme etc) Unfortunately you'll have to try to make do without those mods. I have confidence that there's always at least one exact alternative to any particular sort of mod...excepting a few huge ones like Kopernicus itself and Scatterer. All you need is Kopernicus (and granted the performance hit problems don't happen to you because it doesn't happen to everyone) and a good new high quality planet pack that, as you stated, adds a star and doesn't only add to the home system. If you're really, really looking to get around in interstellar space I recommend this. It's current, finally becoming very stable and adds 5+ stars and 50+ planets (not stockalike). Or this: the procedural galaxy mod (stockalike). It's also current and you can create as many stars as you like but there'll be a bit of compromise on the planets. Planet count is a little low because the sheer scale of this mod can be immensely taxing on any CPU. There are a lot of planet mods out there but I can barely think of any that are mature enough, current (rated for KSP 1.2.x) and add separate solar systems.- 22 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
@RoverDude I mentioned in your stream last night that there's a Kopernicus dll that must be installed to make rings work. The full instructions, updated as required with every release, are here:- 7,372 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
Don't give me more ideas. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@Tynrael I think slope has a lot to do with that. His shadow mostly vanished around KSC's foothill and he was after some contract waypoint markers there.- 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
A terrain texture in scaled systems making it difficult to see your own shadow and judge altitude while landing Lack of terrain detail might be a thing too. He had to put ground-facing spotlights on his craft to compensate.- 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
@RoverDude mentioned this problem in his stream yesterday? and he was just messing around on the KSC Island. Can I get confirmation on this fix there?- 7,372 replies
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@CatastrophicFailure That's awesome! ...I ...have no likes to give.
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What mod contains Molniya?
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The DOWNLOAD link is right under the video in the OP. The dev is holding back on publishing any kind of update but you have seen that it works just fine in current KSP.
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Made an Augustus SSTO. Exotically fueled. Karbonite Turbojets and Lithium MPDs. Now I want to write a patch to make Mk2 Expansion's parts hold the same. It has roots in a much leaner, smaller Lithium-only SSTO I had before GPP existed. I haven't tested its sturdiness on landing. I'll quite likely destroy this and try to remake, even adapt the predecessor. Nearly quite empty it struggled and made low orbit on Niven. I wonder if it would have succeeded with a better flight profile and 'enough' Lithium in the tank.
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Yes. I didn't specify how many. There's really just that mountaineer contract, and when I learn KK I might go wild with base building. And then perhaps I'll talk to the maker of GAP: Giving Aircraft a Purpose...on Gael.
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Good idea. There are plans for those.
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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
Are you trying to bribe me sir? Because I think it's working LOL- 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
Sir I have a warrant for your arrest. Our many reports give us strong reason to believe that you are operating a brothel of planets in this establishment.- 4,170 replies
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Today (in-game, year 1 day 379) was a day for an Iota eclipse. Unfortunately no one would ever notice. Iota is Minmus-sized and twice as far as Mun after all so its shadow didn't even register on Gael's face. The next month or two in-game ("month" being a very ambiguous term in KSP sadly) was full of joy and adventure. There was another 2-kerman launch to Iota to reap ripe science, moreover with 3 science crates aboard to ensure a plentiful harvest. Only 2 biome hops were done with the intention to save dV to rendezvous with Prudence station afterwards, otherwise (and the smarter choice, in retrospect) 3 maybe 4 with a direct return to KSC may have been quite possible. Another freak turn of events somehow placed Haidrien (pilot) in one of the seats at the lab, holding back the research process so later on a crew transfer mission was arranged to exchange her for a scientist. During that transfer the whole crew (2 lady pilots, 2 lady scientists) spent 20 days in low orbit to catch up and keep spirits high. Later on the Gratian probe made its plane change to seal its encounter and 2 new SCANsats were launched to Gael and Iota, now with DMagic parts and resource scanners. Mining and base-building equipment are still far away in the tech tree but an OPT engine and most of Omicron has appeared. The age of spaceplanes and flying cars has begun. What will Deep Sky's engineers come up with...? * In a Midlands trench between some Highlands and the high-up Skids.
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"Jet" engines on Eve for Alien Space Programs?
JadeOfMaar replied to Gordon Fecyk's topic in KSP1 Mods Discussions
I replied in the CRP thread concerning atmosphere harvesters if anyone's interested.