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KSP2 Release Notes
Everything posted by JadeOfMaar
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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
Every time a planet is added or removed from an install, the flight global values will change and things in the SOI of a given Kopernicus world (it can happen to stock worlds too) will move to another. These can be coded into bodies to keep them from changing and stop this from happening. This is a nightmare for anyone running a career, grand tour, or any significant sandbox mission. I like how that magic boulder has the same color veins as Olu'um. That show-off.- 2,454 replies
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[1.11.0] Airline Kuisine v2.5.0 ~ [Jan 2, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@danielboro I'm not wise in CKAN so that won't be fixed by myself (immediately) but I've started on it. Looking at it right now in KSP I can indeed buff the Mk2 Recycler to support 4 kerbals at 65% or a little more.- 146 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 have a secondary PC with 8GB on it. That is indeed the lower limit for KSP + GPP afaik. There's no room to install and run enough mods for any serious playthrough. That'll all be deleted fixed soon enough. You'll have to get whatever copy of Rald's cfg, or supplemental cfg for Rald that actually has scatter nodes in it. I find it odd that your sample has none but ground scatter and even LandControl are working. Surely eddiew's Rald.cfg has them.- 7,372 replies
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
JadeOfMaar replied to politas's topic in KSP1 Mod Releases
Here's a netkan I scraped together for my own little mod, Airline Kuisine. This is as far as I get since it's my first CKAN anything and while the CKAN tag appears on SpaceDock, it doesn't show in the UI. It requires (one but not multiple, of course) LS mods installed. And I'd like the ability to separate the mode configs (or most preferred, if someone could show me what to do to the TAC configs) because there's the problem where when Snacks! is installed, TAC resources will add to parts alongside Snacks! resources. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
https://www.twitch.tv/videos/125895934 Here you go. How to install GPP, produced by @RocketPCGaming- 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 already tried that. Look how it turned out. Lol- 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
Go ahead and start. The new features won't be blocked.- 7,372 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
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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
@Tyko It will break any save from any version but there will be a career saver patch so that the save-breaking doesn't have to happen.- 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
Invaders!!! ...Is that an OPT engine? And KW radial SAS?- 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
@Gamel0rd1 Atmosphere pressures in KSP are (float?) numbers, not percentages. One Kerbin atmosphere is 101.325 kPa. Then Olu'um which I believe has 6 atm should have 101.325 * 6 for its sea level value.- 2,454 replies
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That moment when I build a stock mothership and consider it good for practical use... And then come up with a back-heavy [Duna] SSTO and even make it a figurehead.
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OMICRON - Flying Space Car Development Thread
JadeOfMaar replied to Climberfx's topic in KSP1 Mod Development
^ This. @Climberfx I have yet to try out this mod for myself and I think it will go very well with my vessels (not all spaceplanes) made with OPT spaceplane parts. I have yet to notice screenshots of a cabin that kerbals can disappear into (example to refill their EVA portion of life support). Is their life support somehow refilled from sitting in Omicron's seats? I don't mind if it doesn't work out. I'll just happily know whether yes or no and I'll plan accordingly. -
Five stars. Pictures of Catullus and Tarsiss would be welcome. Take your time, of course.
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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
Meat planet? I dare you- 2,454 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
I know your pain. You're welcome.- 2,454 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
@ProtoJeb21- 2,454 replies
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I decided to test the muscle that I built into my life support showroom plane. It has shown the ability to SSTMun. It previously had 2 scramjets and 1 nuclear engine but I swapped the number to see if it would get Mun-landing TWR... Barely there but yes. I'll flip that number back as this configuration wastes fuel in atmosphere and Mun-landing ability is not worth the trouble for me. With very few things installed in this game I finally got to enjoy Scatterer (GPP's version, specifically) in its full glory (for a change) --didn't bother to turn off the Ocean shader. <3
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[1.11.0] Airline Kuisine v2.5.0 ~ [Jan 2, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@DStaal Done.- 146 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
@Submho Olu'um is a borderline Hot Jool/Brown Dwarf. It's supposed to burn you.- 2,454 replies
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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
You know it! -
I believe so.
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Pardon me if it may seem like advertising but I made a release for my Mk2 LS parts. If anyone here likes spaceplanes the gate is now wide open for feedback. Main things that need input or close observation are the known issues: The TAC Mode configs misbehave and activate along with Snacks and should be deleted afaik. The Mk2 Convert-O-Tron is missing Core Heat functionality and is untested. It should work just fine without stock Core Heat but (unless @Angel-125 is fine with that or has better ideas) it's supposed to need radiators attached...maybe less than the default amount since the design has a somewhat vented look to it. Featured in picture are the Mk2 Snack Grinder on starboard nacelle and Ore-consuming Mk2 Fuel Cell on port nacelle.
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
JadeOfMaar replied to JPLRepo's topic in KSP1 Mod Releases
Pardon me if it may seem like advertising but I made a release for my Mk2 LS parts. If anyone here likes spaceplanes the gate is now wide open for feedback. Main things that need input or close observation are the three converter modules. Since TAC's converters seem decently powerful in tiny cylinders (1.25m) I've buffed my parts according to that size, and therefore might need cost and mass re-balancing: Mk2 Triple Core Air Filter has 3x the conversion rate of the pre-packaged one. Mk2 Quad-Core Water Processor has double-powered versions of the two TAC water processors combined. Mk2 Quad-Core Carbon Processor has double-powered versions of the two TAC carbon processors combined. -
Pardon me if it may seem like advertising at this point but I made a release for my Mk2 LS parts. If anyone here likes spaceplanes the gate is now wide open for feedback. Main things that need input: The Mk2 Rec Centre may have too many kerbal months attached; The Mk2 Modular Converter (does Ore -> Fertilizer by default) is open for MKS module switching but it's up to someone else to create, or show and tell the actual code for it.
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