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Everything posted by JadeOfMaar
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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 with that statement and also pondered whether that's indeed all the reason there is for that scale existing. I'm sure Eddie would've been just fine --not eventually getting frustrated to heck holding back with his upgrade mod if 2.5x was a standard option instead of 3.2x and I wonder whether many other players feel the same way.- 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
@eddiew No need to worry about spraying nuclear waste in space. The gamma rays and Kerbalism's Van Allen belts are already going to kill everyone anyway. I don't mind that you can't switch between LF and LH2 on the fly. Plan accordingly. But I guess I'd be grateful if Nertea made dual-mode a thing in that regard...? I rather like your idea of having a giant inline Convert-O-Tron and exiling the classic ones. My ISRU philosophy is rejection of omnipotent Ore (evident in GPP itself). The stock ISRUs for me are stripped of their Ore-consuming and fuel-making modules and reserved for smelter work: converting MetallicOre for RocketParts and into Lithium (NF Propulsion) and the drills will take up Ore (in case I decide to switch my installed LS mod to Snacks! or it's necessary for something else not associated with fuel) and MetallicOre. The Karbonite ISRUs will fill all my classic fuel needs.- 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
@eddiew I tinkered with Kerbal Atomics when I was still super new to KSP; didn't know an Iota about writing MM configs yet and completely lost when every other engine started consuming LH2 against my will. To transfer EnrichedUranium you need to put a kerbal on EVA (Engineers only, perhaps) and use them to right-click the nuclear-carrying part then select the next nuclear-carrying part (which ideally should be a drum or other mass storage part). Transfers are as though you're shuffling crew. It goes until either part is completely emptied or filled. There's no pumping and stopping midway. I learned this from the nuclear engines in Mk2 and Mk3 Stockalike Expansion which cooperate with NF Electrical. The idea of swapping 11 ton parts with KAS is scary indeed. I'm thinking about having to do the same with equally heavy OPT Dark Drives for engines even cheatier than them! I'm not worried about my tanks leaking away. I love nuclear stuff, I can replenish LH2 from Karbonite alongside or without Ore, and I like that that little threat is there. I'm not going to make Kerbal Atomics easier for myself by deleting the boiloff feature or making EnrichedUranium flow like LFO but I had the idea to write modules to produce LH2 from Water and atmospheric Hydrogen or gases containing it. Kerbal Atomics is built not to need NFE right out the gate (example is if a ship never goes past Duna a few Gigantors will always be enough to keep the tanks charged), but Kerbal Atomics is built to fit right in with NFE because imo NFE sets the standard for nuclear parts and mechanics. I've been a KSP user for 15 months... After all that time I'm still tinkering with the design for one officially un-launched mothership. But there are ones that are suddenly all there like the Stork with a baby in its bag. This vanilla Mk3 ship (with no minor ship inside and 8 NERVs) has 8km/s dV. With the figurehead SSTO (4km/s by itself) nearly 9km/s dV. They came together in an hour or 2. Now I wonder what their range would be like with that mod.- 7,372 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
JadeOfMaar replied to Gameslinx's topic in KSP1 Mod Releases
@Gameslinx Kerbalism support doesn't appear that hard. It's mostly science definitions for that mod's single added science part, not biome-specific at all, and then some radiation profiles for some of the worlds. You'll have to find a Kerbalism fan who knows the finer details of radiation belts and who enjoys your planets. @CatastrophicFailure and @Chimer4 offered some for Galileo's Planet Pack. My offer still stands to do resource configs for you. I'll start with the Kerbalism ones and PM you.- 2,454 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
There are very deep reasons for why the current and standardized scale options exist. For example I believe 6.4x is where Kerbin is real-scale relative to the height of a kerbal whereas 10x is where Kerbin is absolute real-scale. The realism mods that re-balance stock parts to a raised system scale (because they are intentionally vastly overweight at stock-scale) are an immense labor to prepare and are immensely important to the practicality and fun of an upscaled solar system experience. Thanks for pointing that out @eberkain I may be wrong so take my word with a grain of salt. @eddiew I AM DISPLEEEEASED! But wow, I only briefly had anything to do with Kerbal Atomics and Cryogenic Engines. I'm amazed at how capable those engines are. The only thing I remember is that they indeed make excellent upper stage engines in Kerbin ascent.- 7,372 replies
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@ShotgunNinja I've got a modest grasp on that example code for configuring parts. Just looking at parts and modules in the VAB I can see why people loves this so much. I'd personally add atmosphere and ocean harvesting to intake parts and replace their default tankage with a converter-- namely anything that calls itself a precooler as they already serve the purpose of drawing air at superb rates, compressing that air and providing tankage for something. I'm not expecting all this in a tiny science part. When I get to coding I'll bring other questions like: Does the efficiency or processing rate scale with the volume of the part? The syntax seems so simplified that this seems to be the case. Also, do I have to delete the profile cfgs I'm not using? I have them all in and I guess that's why I can't actually configure anything in flight and can't configure the sensor part at all.
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@ShotgunNinja The presumed new feature was an atmospheric harvester as I'm exploring your mod right now and haven't seen any part that hints at being it. I can't do much in terms of coding (I can't do DLL magic) so I might need you to program the features yourself if you prefer not to have my parts use Firespitter for resource switching. So far I can do well with MM patches and have made my mod, Airline Kuisine, compatible with the other major life support systems. Airline Kuisine provides 9 parts in Mk2 body shape: 2x long tanks for holding goods and wastes 3x short tanks for holding goods and wastes (one of which is switchable between everything) 3x processors (short tank size) for injecting converter modules a modified crew cabin that holds only 2 kerbals explicitly so there's more room for intangible things like comforts/ hab enhancement I've reserved two procssors already. One for all air functions and one for standard convert-o-tron functions but the third is blank and can become the Monoprop fuel cell.
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@ShotgunNinja Are you by chance interested in a small suite of Mk2 parts dedicated to the life support experience? For Kerbalism by itself I think I have everything figured out (what each of my parts will hold or do) but Kerbalism + TAC complicates things. I've grouped Nitrogen and Oxygen under Essentials; Carbon Dioxide and Ammonia under Wastes; and just happen to have a neutral place to put Hydrogen since I don't know which group it goes into. I'm also intent on providing some functionality apparently not already provided by Kerbalism.
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
JadeOfMaar replied to Gameslinx's topic in KSP1 Mod Releases
In Gameslinx' answer right there I read GPP and honestly thought he meant our GPP so I raised a brow... Oh dear.- 2,454 replies
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[1.2.2] The Dwarf Star (Kopernicus)
JadeOfMaar replied to electricpants's topic in KSP1 Mod Releases
Yes, it is.- 64 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
Ceti's colors and resemblance to organics are why it is described as gross and already digested. (...Except that one thing in the science about caramel at the poles) your salamander interests me. Career or sandbox?- 7,372 replies
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[1.2.2] The Dwarf Star (Kopernicus)
JadeOfMaar replied to electricpants's topic in KSP1 Mod Releases
@electricpants Whenever you're ready I'd like that editor privilege on SpaceDock.- 64 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
JadeOfMaar replied to Gameslinx's topic in KSP1 Mod Releases
All of the crustal resources you can drill for by MKS should appear in their own. Resources in atmospheres and oceans are not guaranteed, however.- 2,454 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'm not worried about them and I wouldn't say they look alike. Hox ought to get plenty of attention because it has an atmosphere and a moon. And there is someone out there with a mission thread looking to get to Leto in 10x GPP.- 7,372 replies
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[1.2.2] The Dwarf Star (Kopernicus)
JadeOfMaar replied to electricpants's topic in KSP1 Mod Releases
Yes you should. @ProtoJeb21 Is that view from Rekiesse?- 64 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 anticipated that Hephaestus and especially Jannah would go ignored (I even hint at it in Jannah's description) but that was when they had very bland appearances. Hephaestus back then.- 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
@Antonio432 Off-topic? Not a problem, especially once you have Galileo chatting it up in here with you. About Dres... I doubt it'll happen but as Galileo says, time will tell. All of the galilean worlds are loved by its makers... Meanwhile even SQUAD hates Dres. @rasta013 The skybox is Minmatar #4 from my EVE Online skyboxes. Link in 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
DISTRACTION!- 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 must resist the urge to make a horrible MKS inferrence.- 7,372 replies
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@Thrimm Don't go giving yourself a stroke over making your mod glamorous with animations. I'm sure many of us (anyone who's played an RTS) would appreciate and even find it humorous if you made the dome unpack animation into an RTS-style affair where the domes themselves appear chunk-by-chunk or transparent with something serving as a progress gauge. Everyone with sense knows that KSP has its limits, and multiple animations and certain restrictions to combinations of modules on a single part are some of these limits. Anticipating your hurdles I therefore suggested that (maybe) you add a variant of the airlock part, one with a clearly marked docking node on the outside instead of a hatch to keep a handle on the docking part count problem, and add angle snap to the nodes to fix the docking rotation problem. There's an MM patch for this and some connectors in Near Future Construction have it. Your parts are already beautiful enough. They don't need any more flair if said flair is going to hold you back.
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[1.2.2] The Dwarf Star (Kopernicus)
JadeOfMaar replied to electricpants's topic in KSP1 Mod Releases
@MysterySloth I must have you know that some features of your planet cannot be done (as desired, or at all) in KSP. Undersea oceans are possible but pointless (you can't open holes in the terrain to get to them). With EVE some plumes can be done. To help @electricpants along or just sprinkle his imagination I can see this planet having most of its land above or near the "trace atmosphere" edge with the uppermost regions white-ish and the rest brown and gray, and maybe have the atmo and ocean colorless with a very minor green tint, and most of the visible atmosphere would be where the ocean or lakes are.- 64 replies
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On the subject of docking base segments I'd like to suggest adding to the airlock part (or a variant of) with the features of a shielded docking port. It shouldn't have an actual shield that fully opens or closes but maybe some small bits slide or rotate, or a light turns on that shows it's ready for docking. I suggest shielded docking nodes as it's a known thing that unshielded ones are passively searching for a partner and that means lag. I'm not asking that USI Konstruction's welding port be replicated but if there's any tiny update that would be appreciated immensely and immediately it'll be this.
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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
Looks like we didn't make Catullus difficult enough. it's been conquered with a dart for a dartboard. In seriousness and honesty, congratulations on making something mass-efficient and effective. This is a spectacular feat as far as I'm concerned. The problem is that it appears that once a custom science definition is written for an experiment the experiment becomes valid/repeatable only for the instances that the custom science was written for, and not in an easily acceptable way. For example I wrote 3 possible results for GaelFlyingHigh (no biome specifics) and by consequence, the experiment appears to only be good once ever for FlyingHigh... If I had written GaelFlyingHighLowlands and GaelFlyingHighMidlands then most likely the experiment would be repeatable for each biome too. There's nothing in my science files with mask paramaters or any fancy stuff --just experimentID, PlanetSituationBiome and Statement. I never took the time to lookup those mask things.- 7,372 replies
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@Galileo Why are you excited?! Fascinating. My concept for a heat control mod turns out to have a close companion in Kerbalism. Lol! ...RoverDude must feel the same way. I've never seen MKS or Karbonite mining parts with radiators attached to them. So... Near Future Propulsion ion engines are a good example of new things to watch out for? The largest of them consume thousands of EC per second.