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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 did not notice this question and it seems fragmented. Tellumo is intended to be breathable. Your favorite air-breathing engines work here and with Texture Replacer installed kerbals can take off their helmets. Also, no planet is left behind in Kerbalism support. If some particular additional code or feature is required for oxygenated planets other than the homeworld in Kerbalism, let us know.- 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
@4d4Garrison Be fair now. Pick only one body.- 7,372 replies
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Oh no. That would've been some icing on the cake.
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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 was supposed to do something important with KSP last night but I ended up making a Duna/Augustus SSTO with only nukes, stock parts overall and 4km/s ...and to an extent Eddie's bi-cockpit design feature (see his Squeakbat SSTO). Only because I want it to hold more than one person and it's too heavy in the back because of the nukes leading to easy flip-out. I dislike how the front looks. Pardon the low graphic quality. This is my testbed game so nearly no parts mods and no SVE. Jannah's photo-bombing from under Otho.- 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
That is the Foreign Eagle skybox. There's a link to all of my skyboxes in my signature but check out his version with some extra cleanup work and optionally extra sunflares in the background itself. Don't let her hear you. She's very sensitive about her figure you know.- 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
Please do not use the latest Scatterer or SVE with GPP, only use the bundled versions. Galileo will provide fixes for those in due time. Black clouds are a known problem to him. No, full support is not present. Resources are all there for keeping your greenhouse and atmosphere in good condition but there's no radiation config yet. Lol. *dramatic SFX*- 7,372 replies
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@Rock3tman_ No restriction on parts.
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@Norcalplanner Yea, they'll work.
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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 Gauss is a troll and its SOI has many surprises by itself.- 7,372 replies
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The next release of Galileo's Planet Pack is finally in sight. One or more of its new features will prominently feature screenshots so I humbly request the GPP fanbase to produce some and post them here. This is not a contest and there's no definite release date quite yet so there's no rush, no competition, no explicit challenge to warrant a post in the Challenges/Mission Ideas subforum. There are requirements, however, and it would be welcome if an established objective (high prestige contract or long-term personal mission) leads to the screenshot happening. At least 1920x1080. In-game detail settings must be very high or full. No visual mods required but are welcome. All HUD elements must be hidden and no Historian overlays if you use that mod. Each participant can reserve one planet or moon and produce two images. At least one of each image must have their chosen body close up behind their craft or kerbal (such as low orbit or flying low/high) or directly under them (such as landed/splashed). In addition to the above requirements, each posted image must show a interesting situation: Whether the arrival of a crewed vessel very far out with or without life support parts clearly visible, a dropship full of probes arriving somewhere, a large glorious base being setup, or some form of milestone being completed, some form of EVA madness or even epic failures and accidents.
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Mod for Inflatable Ring habitat for 1.2.2
JadeOfMaar replied to gowthamn's topic in KSP1 Mods Discussions
@DStaal Here you go. It's a little old but the dev is on a hiatus from KSP. @gowthamn Try it out and let us now how it fares. -
[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 is no precise analogue. The Ciro system is semi-fictional and does not attempt to mirror any particular real solar system. Rald is a terraformed Mars-like planet and a nomad among planet mods. There are quite a few Rald fans in this thread. While they help make GPP even better, they help Rald fit in with it for the win.- 7,372 replies
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The Xenon Koaster Z, a 2-person manywhere all-stock lander with nearly 6km/s dV and 3min 15s full-burn times. Replacing the solar panels with a handful (2 to 4) of tiny reactors lowers its TWR and dV by a very modest amount but then it can burn endlessly and safely operate on Mun and Eeloo. It was revived partially for my Jool 5 concept ships and is available on KerbalX. Why I even created this was because I wanted to learn to use ion drives in the first place or to try to make one with the relative TWR of any chemical rocketed vessel so it's arguably my first ever ion craft. And this was before the Dawn got nerfed. It lifted like a champ on Mun back then but no more now. The Kraden Purple. A concept mothership and science vessel with 10 km/s dV and parts from only 1 mod: Mk2 Expansion. It has 8 medium docking ports and 2 cargo bays to plug probes and landers onto so kerbalkind can science the next moon dry...in style! It's a very frail design, though, so it should only be spawned at a base with less gravity than Mun and even then it may need (more) struts. Its namesake is a forum user, and is a gift to them. Taking a large step now, I'd like to mention one of my many ion crafts that run on something other than Xenon. This is Lithia L, a more practical deep space science vessel. its main propulsion is Lithium (see Near Future Propulsion) but carries LFO for VTOL and for the dewdrop lander in the open cargo bay in the back. It only has 6km/s unlike the Kraden mainly because OPT parts and the reactors are rather heavy. I love Lithium because it's very appropriate for heavy ships and it can be refined from Ore whereas Xenon can barely be harvested with its scant concentrations. StarProbe. With that kind of deltaV this is my answer to Moho. It runs on Argon (see NF Propulsion) and is the last craft I built (or the only one I have screenshots of) that runs on Argon otherwise I'd feature one of my Argon-powered crewed Duna SSTOs. And why I did those is because I'm a defiant person and wanted to have Duna Ascent Vehicles that run on something other than LiquidFuel + anything. And Argon is more abundant than Xenon.
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Jet engines on Eve (and Jool)
JadeOfMaar replied to Human Person's topic in KSP1 Suggestions & Development Discussion
@Physics Student Your ambition is already realized or provided for with the Karbonite mod by RoverDude. Karbonite is a biofuel with composition KaO3 so technically you only need a spark plug instead of Oxidizer for it to burn. You'll get fans, a turbojet and rockets that all consume it, Monopropellant instead of EC from the rockets' alternators, scoops to harvest from atmosphere, drills of course, and the ability to refine into LqdHydrogen for cryogenic engines, and Oxygen for Kerbalism or TAC Life Support if you use those. Karbonite defines Eve's atmosphere and oceans to be full of it so you'll never be dry. There's so much more you can do with it than you can with Ore, LiquidFuel or IntakeAir but there's no hype train. Most of it is on Eve, where most players don't go. WIP Forum Thread, GitHub.- 25 replies
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
JadeOfMaar replied to sirkut's topic in KSP1 Mod Releases
The important matter is when a working (1.2.2 or later compatible) version becomes available. CKAN after. -
[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
JadeOfMaar replied to Gameslinx's topic in KSP1 Mod Releases
@Gamel0rd1 pfft.- 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
@Gamel0rd1 If you can, setup an EVE particle effect with emissions pointing retrograde in the crumbling body's orbit. Also about the cave thing, change the desired body's template to Eve and don't remove all its PQSmods. This way, Eve's anomalies will remain and will appear. You don't get to control where they appear but they should respond to terrain alterations around them. There's something I'd like to add to it and experiment with but it's a secret.- 2,454 replies
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I noticed that myself and also wondered why that is. Fascinating. Perhaps make it a toggle and put a huge disclaimer on it.
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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 pretty happy with this video and I'm looking forward to the rest of the series. If I may pester you though, I'm only asking that you feature GPP's in any more flag planting scenes. Read about them here.- 7,372 replies
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Click on the link "Report post" next to the time stamp at the top of any post.
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@GhostboyDB report it with the message of a thread close request.
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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
Pardon my French... Jannah has some serious lady lumps. Her looks are also overall far better than I or anyone first came to know. I went to Gael's highest places and measured them too. Mount Cilos, 6,333m tall, west of KSC and halfway across the Pligia continent. Coordinates: 6.55063984 167.87415977 Mount Iodos, 6,115m tall and somewhere in the north-west parts in the Uakora super-continent. Iodos has some generous turf so you can drive up or drop in and brake with an STOL plane meanwhile Cilos is VTOL or bust. Coordinates: 25.91019 -60.12251- 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
@EleSigma One such mod comes to mind. SETI: Unmanned before Manned. It rearranges parts and or nodes in the stock tree and in CTT. The contracts part is the only questionable area with GPP so it's up to you to find and report any issues if you take my mod suggestion. Strategia is optimized for GPP so if (and however possible) you can mix SETI and Strategia, go ahead and do this.- 7,372 replies
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[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
JadeOfMaar replied to DMagic's topic in KSP1 Mod Development
I'm going to try this out now. I'll be happy to provide feedback and logs if I encounter anything. @DMagic -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
. Gael's atmosphere is modestly different due to being modeled realistically and having more fine details than Kerbin's atmosphere does. Particularly, it's rather warm in the Stratosphere (the variances in the atmosphere itself from Kerbin's making a Stratosphere actually exist here) meaning the air is thinner than expected which will upset air-breathing engines and aerodynamics in general. It's not stated obviously in the new documentation @OhioBob and I are developing but for most folks it's not terrible enough for anyone to really notice or for us to explicitly write. I'm surprised that there's finally a case of someone's ships being crippled by this. Those images are indeed a prototype for GPP's KSPedia. The KSPedia itself does not exist yet and is intended to be part of the next release. They'll be more comprehensive, showing more practical in-game information (namely atmosphere composition and science multipliers). I'm just short on an a few arrays of numbers, after which it can then be converted from .psd to .ksp It's always pleasing to read that we've made KSP new again for someone. We're glad you're happy.- 7,372 replies
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