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Everything posted by JadeOfMaar
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adding artificial gravity
JadeOfMaar replied to Lowi_Sace's topic in KSP2 Suggestions and Development Discussion
Can't talk about artificial gravity and not mention thrust gravity. KSP2 lets us have proper torch ships with persistent thrust and can be left alone to burn in background. Those need to be considered too. I'm quite sure that time will be quite short between that gameplay loop coming in and someone modding in an Epstein drive or the like. -
Rational Resources 3.1.1 [Feb 21, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Nuclear engine behavior I've been stirring up a big update to RRNF. What it does is it brings forward the idea of having an NTR be primarily a heat source and secondarily an engine. Here, the reactor's first resource converter module produces hundreds of megawatts of thermal energy but can only hold enough for 1 or 2 seconds of burn time. Ideally, as far as I know, the same amount of thermal energy is required by the engine to accelerate the player's choice of propellant so I'm working on that. The engine should never try to use more ThermalPower resource that it produces. A second module replaces the alternator but has a low output and low efficiency. Next, engine heat production is lowered because the idea of overheating the part is changed from "the risk of melting things off" to "the risk of causing the primary converter to overheat and weaken or shutdown (which may count as the SCRAM event), disabling the engine." Most of the reactor's heat goes out with the exhaust anyway so it doesn't make all that much sense to me that the engine is trying to melt itself after a long burn and that stockalike mods follow this idea. I say "bring forward" as this approach to NTR behavior was once brought into KSP through NF Electric but now lives in System Heat. In my case, this dodges the need for a mod dll and happens to give more use to NFE's thermal/electric planner for folks who use NFE but not System Heat. I'm trying this because of my intense interest in thermal nozzle engines which are purported to provide the same great thrust as chemical sustainer engines and better baseline Isp than what stock KSP sets one's expectations for. Also, I seek to use this behavior for ther thermal nozzle engines I will provide in Sterling Systems. There is one, just one, big problem with this, though. Between Squad's dV calculator and KER, KER only calculates properly when a ship is launched/flying. (I don't use MechJeb so no answer here.) The calculators only account for the amount of thermal energy resource that's in the ship at the time and will only report anywhere < 100 m/s. This suggests that the behavior [when an engine requests ElectricCharge, KSP doesn't care how much there is, and dV calculators give true, high numbers] is hardcoded to the ElectricCharge resource and is not friendly to other massless resources. (I've been informed that, supposedly, KSPIE fixes this for its ThermalPower resource. That would be really nice to have without KSPIE attached.) I tend to not build very big so I can put up with doing test launches to see dV but I expect most players might not be inclined to put up with it. I'd have to keep this to myself or include a dummy part which includes a zillion ThermalPower so I can skip the test launching.- 1,098 replies
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Rational Resources 3.1.1 [Feb 21, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Saturn1234 The extras all have a README.md in their folders. These are plain text files so you can read them in any basic text editor, however, they use some amount of wiki markdown so they have some styles and icons and look much better when opened in a markdown viewer or at their GitHub locations in-browser. For example, here's the RationalResourcesBlacksmith folder (and its README in view) on the web. The core folders names should be self explanatory if you know the names of the other mods, well, except companion. Amusingly, each next item in the list requires the previous. RationalResources: Only the resource placement RationalResourcesCompanion: All integration setup for ISRU part mods (harvesters, refineries (resource converters), fuel cells and some tanks) RationalResourcesKerbalism: All integration setup for ISRU part mods and Kerbalism RationalResourcesKerbalismRF: All integration setup for ISRU part mods and Kerbalism with RealFuels options It's recommended you install the first 3 main folders and also find and install the mod Stockalike Mining Extension for more options for drills, filters and refineries to install onto your ships. If by chance, you choose to use CKAN then you can read each and every RR mod's short description in there when you click a mod's name. Release 1.48 Added (missing) Freeze Deuterium option to omniconverters. Added Carbon Monoxide fuel tank options in RationalResourcesSquad. Added Explodium (Classic Stock) resource definition to cure fatal issue when Classic Stock does not define this resource because Far Future Tech is installed ( @Nori ). Updated energy demand in EL System Heat converters in RationalResourcesELUtilities. Updated Ore tank integration (to do nothing) when InterstellarFuelSwitch installed ( @kurgut ). Updated Silicates and ISRU chains to reflect SiO4. Updated: RationalResourcesBlacksmith: To apply its changes late in MM runtime in order to allow NTRs affected by RationalResourcesNuclearFamily to get nuclear fuel refill and nuclear waste disposal options. To prevent inserting duplicate work or furnace factor tags into parts (in case of parts that specify their own factor). Rebalances with respect to System Heat mechanics and ThermalPower now being treated as Megajoules or Megawatts by Rational Resources. Updated detection of CRP vs Classic Stock. Updated RationalResourcesNuclearFamily: Added Bluedog Design Bureau to opt-in. (selection by @dangaffa ) Added SpaceTux Recycled Parts: FTmN Atomic Rockets to opt-in. Added SpaceTux Recycled Parts: LVN Clusters to opt-in. Moved CO propellant option to Reducing Agent side. Updated detection to only apply to engines that use ModuleEnginesFX.- 1,098 replies
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
Ah. Oops. Not looking to shamelessly promote but I take care of the presence of Deuterium and other very important resources with my mod, Rational Resources. Everywhere that you expect to find Hydrogen or water, you can mine Deuterium. You will find a lot of Hydrates and not water in places. This is actually other resources bound in water molecule cages. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
It would be far too easy if Graviolium was there. So it's not there. There'd be no point to "boldly going" if you only have to "go" as far as your kitchen garden. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
My advice may not be too solid but, if you want to move an asteroid or comet, use reaction engines that run on something better than LiquidFuel. If your warp drive can even move such mass, you may burn out all of the Graviolium in it. It's better you focus your warp potential on bringing the equipment to build a big and fast mining rig, and on running back to Kerbin with your haul of mined resources. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
From what I know you simply have have to do this. OPT has some RO configs already so some engines should show an ignition count already and require ElectricCharge since no ignition resource is specified. I don't play RO so I never confirmed it and don't have further knowledge to share. @PART[myEngine]:NEEDS[RealismOverhaul] { @MODULE[ModuleEnginesFX],0 // the first engine mode { %ignitions = 0 // 0 is infinite %ullage = True // in case you want this too } @MODULE[ModuleEnginesFX],1 // the second engine mode if it exists { %ignitions = 0 } } Alternatively you can try this but there's a catch. @PART[myEngine]:NEEDS[RealismOverhaul] { // I don't think this works with multi-mode engines which are most of OPT's engines MODULE { name = ModuleEngineConfigs type = ModuleEnginesFX configuration = Default // replace with the name of a reference engine. No spaces please origMass = #$/mass$ modded = false CONFIG { name = Default // replace with the name of a reference engine. No spaces please description = TBA //description specLevel = operational minThrust = 0 maxThrust = #$/MODULE[ModuleEnginesFX]/maxThrust$ // default max thrust heatProduction = #$/MODULE[ModuleEnginesFX]/heatProduction$ // default heat production PROPELLANT { name = LqdHydrogen ratio = 0.7454 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.2546 } // atmosphereCurve{} needs to exist in here so do A or B, not both // A: MM copy-paste node magic /easymode #/MODULE[ModuleEnginesFX]/atmosphereCurve {} // B: manually copy-paste the atmosphereCurve{} atmosphereCurve // fixme { key = 0 301 key = 1 262.1 } ullage = True // ullage pressureFed = False ignitions = 1 // ignitions IGNITOR_RESOURCE { name = ElectricCharge amount = 0.5 } IGNITOR_RESOURCE { name = TEATEB amount = 1 } } // add another CONFIG{} if you want to change stats including fuel mix and Isp } RESOURCE // add me if included above as an IGNITOR_RESOURCE { name = TEATEB amount = 1 // multiply by number of ignitions maxAmount = 1 // multiply by number of ignitions } } -
[WIP] Stock Aircraft Expansion SAE
JadeOfMaar replied to Kartoffelkuchen's topic in KSP1 Mod Development
3.75m cylinder but the flat sides are 3.25m -
SSTOs! Post your pictures here~
JadeOfMaar replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Body and main engines are OPT. Tilt engines are Mk2 Expansion. Colors by TURD. Looks like there are Procedural Wings too and a Conformal Decal (for the Rocket Lab logo). Gears are idk. -
[BETA] ALIENATION - Hycean Homeworld
JadeOfMaar replied to Heliocentric's topic in KSP1 Mod Development
Unplayable though. Remember how hard it is to make things sink when you want them to. Worse yet if these things are trying to be fuel efficient and aerodynamic.- 18 replies
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KSC Extended doesn't depend on KerbinSide so this list you ask for cannot exist. Mod links and relationships are clear in the opening post. KSC Extended is designed to fit well with the additions from KerbinSide. Jerbinside ok. If you say so.
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Batteries (With examples of height variants.) They're primarily colored white so they can visually fit with fuselages or stacks which are also largely white (and all of the white is available to Simple Repaint's color switcher).
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Rational Resources 3.1.1 [Feb 21, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Hi there. EL Utilites contains EL CRP. What it all does, currently, are: EL-CRP: It also forces parts that hold Metal or MetalOre (without the involvement of fuel switch mods) to hold Metals and MetallicOre instead. I don't think MKS can get any benefits from this since it goes further and deals with MaterialKits and SpecializedParts instead of RocketParts. If there is demand, I can make that optional switch but I must ask how USI's own vessel assembly function works and why people prefer EL over it. I don't know it well since I largely stopped using the USI mods a long time ago and wouldn't do well to keep up with USI developments. EL-SystemHeat: What it says on the tin. If I need to explain this then I'll rephrase this since it seems to not be clear enough. Did you mouseover your maps before and after, and see the abundance percent at a given point? Maybe the abundance changes were sucessful but SCANsat's map visuals didn't change for unknown reasons. Perhaps deleting your MM cache will help. Otherwise there's something I was supposed to think of but didn't for the abundance multiplier patch I showed you how to do (so while it's error-free it was not effective).- 1,098 replies
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
It's not an SSTO anymore if drop tanks are involved. Easily done. Though the subcategory thing uses stock features, not CCK so you know -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Nori That kinda bloat is definitely interesting. Hah. Part of the point of OPT's engines is so you don't need bigger drop tanks. And yet I'm sure I've felt the need for it too but mainly because I tend to playtest on 2.7x scale. I don't think there's a means to address that AM tank problem. The only solution might be to stop providing AM storage. FFT's tanks easily don't have that problem because they don't offer to hold other resources. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Nori Switching on the engines, yes. Sadly, the stock multimode module only acknowledges two modules (because it was designed with only Skylon SABRE in mind). A part can have 3+ engine modules but you'd need to do a load of action grouping to ensure only the mode you want to run is running, or 2+ or all can run at the same time, producing a very broken (unbalanced) behavior. I don't want to add an engine mode based on whether CryoTanks is installed because the engines that are already dual-mode will get left out. In this case I would simply default to Methane if CryoTanks is installed and have Hydrogen be an override patch for folks to install if they want that. Having that patch be split up per-engine so players can choose seems like a bother but I get that some of OPT's LF engines might lend themselves better to that if they're high thrust and the player wants to use them like RS-25s...or if the player wants to use them as the main engine on a Hydrogen-fueled non-OPT vessel. This isn't outside of scope. The existing OPT LH2 and LH2O tank types already subtract some mass but not nearly enough given this discussion. I could just change those or apply heat limit reduction to those (and therefore, to all OPT parts) because everyone who uses CryoTanks knows to expect their stuff to pop if it gets even a little steamy. On that note... It may be a very good idea to take the radiator module out of the wings and cargo bays. It didn't take too long after releasing it to realize there's some cringe in having a given part be a cryotank; a high temp radiator; reentry grade all at once. But back then I had very little hope of making the needed parts. The situation is very diferent now as I've made a few form-fitting wrapper radiators. -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
JadeOfMaar replied to blowfish's topic in KSP1 Mod Releases
@Kerbal410 Generally, any mod that works as far back as 1.8 will work in any KSP later than that. As far as I know, B9PS hasn't broken. My guess is that whatever mod provides the affected parts uses B9PS to change resource converter recipes and engine stats but doesn't account for mods that are known to rename the modules whose stats are changed. The mods or their bonus patch packs that tend to do rename modules, that I can think of are respectively, SystemHeat (for ISRU) and RealFuels (for engines). Like @Rodger said, you'll need to post your logs and also, ask the modmaker to write configs to detect and respond to these mods. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Nori I'm not gonna shy away from adding mass to some engines so thanks on the reminder for that. OPT and Hydrogen are a particularly bad combination indeed. I have to fudge Hydrogen Isp quite a bit to deal with the dreadful dry mass issue. I've considered lowing OPT fuselage masses but I would lower their heat limits too and I don't think anyone's going to enjoy that. I do want to consider Methane as the default cryofuel now and I wonder how to approach fuel switching: I want to prefer supplying an easy, optional patch that locks the engines to a fuel and not to provide an in-game fuel switch as people love to tweakscale engines, and B9PS and Tweakscale don't get along well. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Nori The ARI-73 is and has been in a very weird and uncertain place. I did set it up to be something of an atomic RAPIER but recently I realized it's trying to be other kinds of engines and not in a good way at all. OPT's engines are primarily hybrid electric (rather, hybrid plasma) variety so they should, if nothing else, be more demanding on a power supply to justify their high Isp. The ARI-73 works out, I guess, as close to microwave electrothermal since it specifically shouldn't be nuclear thermal (I don't want it to weigh a lot like an NTR) and I don't want it to become a Warpjet (I'm thinking of supplying a 1.25m warpjet with its own new model). But then, what do I do with the other "hybrid plasma LFO" engines (collectively, the "SCOOP" engines), starting with the ARI-75 which needs to be the same kind of engine as the ARI-73? The other engines being the J-60D, Egg Dog, Helicarrier VTOL, and Bubble. I could change all these into hybrid plasma single propellant engines/modes (with performance like upper tier solid core NTR). OPT's engines have a planned total rewrite on the way because I've grown to realize how badly they stink of half-baked fantasy tech and how scattered/disorganized they are in terms of behaviors. Re-defining the engines requires quite a bit of effort (including re-balancing EC consumption, and production by the power spheres) and I'm going to have to dump a bunch of feature patches but I think it'll be worth it. I can't say when I'll get around to this because it's so much and such a mess to sort out. After a few hours of plotting since reading your statement, I came up with this layout for re-definition of (most of) the engines. Let me know what you think. Opinions from others are welcome. "Upset" means how much will this upset, even break craft designs. Yellow is light, orange is medium and red is heavy. -
Fuel Cells (Sterling Systems) Specifically, Metal-Air Electrochemical Cells. Largest one is 5m. Their purpose is to burn metal-oxygen combinations with higher specific energies than most people will be aware of and they will stand as a very nice chemical power source for cases where nuclear and solar aren't viable (as long as you can secure a steady supply of the metal you choose to burn). Where burning conventional fuels is concerned, I'm leaving that to: Stockalike Mining Extension which provides fuel cells in most of these sizes Rational Resources to add options to them Panel style is still WIP. Finished.
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@UltraJohn (Short answer: There's no effect.) Actually it appears that there is no MetalOre config (so whatever MetalOre shows up is fully random as default). There's a MetallicOre config but on its own EL has no business with it. This mod's bundled resource placement configs don't seem to have tags in them (such that RR would leave them alone and conflict with them) so that's good news.
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Hi there. How would this add value to the game? How does this make players want to have more (not less) to do with oceans? There needs to be more reason than "Because it's cool!"
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Notepad++ configs for Module Manager files
JadeOfMaar replied to dreadicon's topic in KSP1 Tools and Applications
@Stratickus Ok... Well since the language name is custom it's not important at all what the previous name was. And it's hard to miss (as a selection) when it's in the "User Defined" section at the bottom of the context menu for picking languages. I think anyone can relate to the difficulty of reading a config without syntax highlighting. You're welcome.