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KSP2 Release Notes
Everything posted by JadeOfMaar
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Core heat (from reactors, drills and converters) are a separate thing from general heat as from the atomic engine or aerobraking. Once your radiators are near enough to the part that generates core heat and their total cooling power in kW meets or exceeds the total amount of core heat, that's it. There's no more math. Do know that static radiators can only be attached as far away as the immediate parent part of the drill or converter but folding radiators can be attached anywhere at all. General heat as from aerobraking or atomic engines thrusting is what is handled and considered by the cooling rate in %. The hotter your ship is, the harder the radiators work, the faster they become the hottest part on the ship and the higher that cooling % goes up.
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@GhostboyDB @Streetwind
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Kopernicus: Elite Dangerous Space Stations
JadeOfMaar replied to GhostboyDB's topic in KSP1 Mods Discussions
You can claw an asteroid but you cannot claw a planet or moon, therefore my earlier suggestion of making a very tiny object for a planet and then use it as the core of the station developed as a Kerbal Konstruct. You don't have to go very far to get what you want (for starters) by tweaking someone's existing engines and an ISRU or two to get a prototype of your propulsion ecosystem going. But when you start looking to make your own parts, your best friends will be Unity, PartTools, and Blender.- 19 replies
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An identical Iota lander was launched and and set into an 18km polar orbit. With a fraction of the same grace and timing of eddiew's pilots, this one launched up and secured an encounter without needing to wait an orbit, but not before a quick check of the science loot was done. Since this first one had no probe core, Eiyuu had to personally deorbit it and use his EVA pack to catch up again with the rescue vessel. Powered aerobraking was the method of choice for the return to Gael's surface, namely because the heat tolerance of the adapter part for the lander's stubby feet are unmeasured, and the CoM isn't as far down as desired, making it easy topple when the engine stops, but best of all, with that rogue crossfeed switch disabled the missing nearly 1500m/s dV from before was available. With 40% science return and just 2 science parts, Eiyuu and Samael brought home 300 science points, adding up to about 400 and just over enough to open 2 precious tech tree nodes.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
JadeOfMaar replied to Thomas P.'s topic in KSP1 Mod Releases
I have some insight into understanding the log files. But the thing is I always have Kopernicus and Scatterer (0.02x) installed. I've installed current Scatterer before and didn't encounter much more than a little extra performance hit but I stay with older Scatterer because while I need visual mods, I need FPS more. But what I just described happened while juggling Kopernicus versions along with Scatterer and testing for asteroids (a Kopernicus asteroids config, not a config for the revived Custom Asteroids mod), which happen to be featured in the NRE as linked by @LordAssault. I even met the FPS loss at KSC screen in my very brief time between it showing up and getting into the tracking station to warp. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
Yes. Too much Math and not enough art/photography. I'm pretty eager to get my science game out of Gael SOI because Gael screenshots are many. And yet, that piece of skybox and of sunflare towards the far left, they just work. And then launching from Iota's south pole to meet a rescue ship.- 7,372 replies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
JadeOfMaar replied to Thomas P.'s topic in KSP1 Mod Releases
I had installed the current Scatterer and maybe current Kopernicus in my low mod-count testing game, entered the Tracking Station and started time warping (testing asteroid spawn). My computer locked up like anyone having an allergic reaction to seafood or latex. I had to cold reset and revert/remove Scatterer right away. -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
JadeOfMaar replied to StarCrusher96's topic in KSP1 Mod Releases
I'm listening. <-- *wide-eyed intrigue, not casual smiley this time*- 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
@OhioBob Oops. Sorry. But now I'm quite confused as to how KSC 2's island is no longer clear in the image files for Gael but it persists in-game.- 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 @Duski KSC default inclination is < 1 degree from that of Ceti. If you learn to time Ceti you can save near entirely on plane match dV. @BeastlyBean No, Sigma does not cover fuel balancing. You'll have to find and install SMURFF for that, and if it works with current KSP.- 7,372 replies
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I did a bunch of test flights again, mainly playing with the buffed Whiplash engine again. I replaced the vector engines with two more Whips so no more engine clipping, and am now able to effectively use both modes of the Rapiers. Landing this plane was a little trouble since it's a lawndart. Afterwards I tried to make a Gratian SSTO and failed. Not wanting to trash this design I figured it would work on Niven. It works very well going up but landing is as always, another chapter and another time.
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@astroheiko @Flamingo GPP's Planetshine settings are nice and strong, yeah. Sandboxing a couple of days ago I dropped something on Gratian and I was quite taken by the orange tint, and even way back in the prerelease phase.
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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
@DMagic The size of this update is amazing! Is @Angel-125's Waypoint Manager code already implemented? I've been trying to gather coordinates (precise to 5 dp) for a contract pack and would really like this integration between the two so I can finish this collection with ease. -
[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 kinda like that it's out there on that lonely island not much bigger than itself. But the dish problem is another story. Those "three" bugged dishes must all be underwater and I'm sure neither of us want to carve up a hill under them to put them above sea level.- 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
@Galileo I know of KSC2 being present and I also know exactly where it is (on an amusing tiny uppercase I or H-shaped island). When RocketPCGaming went there it was above water and just fine. Ohio's sea level tweaks surely caused it to go under.- 7,372 replies
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@Angel-125 I'm glad you like and thanks for the codes and suggestions. The simplicity is a little surprising, yes. I was expecting to have to write some FS or IFS resource switching but I think I don't even need that unlike with the other LS mods. The tanks are all fine with just stock Resource nodes. I feel a little torn now over my greenhouse part and may have to replace the grassy window with hull panel. Actual greenhouse and composter seem interesting but I likely won't use them since they add resources and complexity. UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 UseSpecializationBonus = true SpecialistEfficiencyFactor = 0.1 If I may pry, why does your code contain two of "SpecialistEfficiencyFactor"?
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Hey @Angel-125. I've started developing a small part pack that adapts to life support mods. Maybe you already know it from my earlier screenshots. So guess what. For Snacks! the functionalities of the parts are or will be as follows. I've only just made the textures and haven't started coding so suggestions are welcome, especially for what to do for the discrete processors. Custom Cabin: Soil Recycler, only seats 2 and intended to have more room for luxury overall and utility modules so perhaps higher than average efficiency, or extra shelves for snacks themselves. Greenhouse: Snack Producer. Discrete Processor #1 (yellow): Undecided. If nothing else it will be an Ore-consuming fuel cell with battery. Discrete Processor #2 (magenta): ISRU with stock options and efficiency buff. Port tanks: Snacks + Ore + Soil. Starboard tanks: Snacks, Soil (or Soil + Ore?), Snacks respectively.
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It's official. I just turned 17 today. (Outdated)
JadeOfMaar replied to daniel l.'s topic in The Lounge
@daniel l. Yooooo. Happy birthday! -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@CatastrophicFailure The things you do and discover...- 7,372 replies
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Orae System Planets Development Thread
JadeOfMaar replied to Axilourous's topic in KSP1 Mod Development
@Red Iron Crown The OP has requested this thread closed. -
[Visiting my science game finally] Deep Sky's engineers finally rolled out a crewed vessel and launched 2 namesake kerbals to Iota for science and for glory. Jebediah had the honor of test-flying and confirmed everything that needed to be confirmed for escaping Gael's atmosphere and facing it again later. Passing boldly over Iota with a periapsis of only 3km before capturing, Samael Kerman, woman of knowledge, stepped outside and produced the first ever EVA report in space, but not after the pilot Eiyuu raised the periapsis and performed the capture burn. Only modestly over-engineered (or was it?) it became apparent that it was very affordable to sample more than one biome and why not plant a flag at each one, to boot? After the 3rd launch it then became clear that a shedload of dV had gone missing. Crossfeed had been turned on but not off again for the decoupler between the final stage and the transfer stage. Nothing was left for Samael and Eiyuu to do except make a 4th biome landing and wait for a rescue. An LS mod is present so "the clock is ticking" against them.
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Oops. I missed that part. I believe RealPlume has an intuitive GUI so you could adjust the emissives if they don't scale automatically.
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[Haulted Development] Canine's Planet Pack
JadeOfMaar replied to The CanineCraver's topic in KSP1 Mod Development
@The CanineCraver Please scale down the text in the OP (normal 12 or 14 size is just right), and the warning/disclaimer needs to change or simply be removed. It's quite discouraging to a potential fanbase and is even offensive. No one is going to want to keep you in mind, let alone scroll down and get to the promises part after getting that literary smack to the face. -
@Streetwind Try Cryogenic Engines. It had (and may still have) a bundled patch to make them use LFO instead of LH2. I don't know about RealPlume but this should be as good as it gets, being made by Nertea.
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Make New Kerbin - Kopernicus
JadeOfMaar replied to Rifio Efendi (pio)'s topic in KSP1 Mods Discussions
@Rifio Efendi (pio) Give Kerbin Properties > isHomeWorld = false.- 4 replies
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