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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
I have made scary resource distributions, but they work. That was a goal and it has been accomplished. I'm aware of inverted atmosphere colors. I believe the parameter you're thinking of is AtmosphereFromGround? Wavelength?- 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 I can see that. You planet makers have this fascinating, frightening speed when it comes to, well, planet making. Resource distribution requires a series of config files (per resource) full of nodes and should be clumped together in a folder just for tidiness. Look in GameData\CommunityResourcePack\ResourceConfigs for samples of how most resources are setup. Kethane has a very different format for its distribution so you'll have to download that too. Lastly, Extraplanetary Launchpads uses both Kethane's and CRP's resource distribution formats. As most of CRP's resources have a global resource node you'll have no need to bother with them. The ones you should write for are Nitrogen, Oxygen, Water, CarbonDioxide.- 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
@Galileo True, they have no place anywhere in GPP. Yep, those tings look good!- 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 I've been admiring this mod since I saw v0.4 and I'm glad to see you got help from the best of the best of planet makers. @Raptor22 The first sorts of mods that should be provided for are indeed the resource-focused ones, namely Kerbalism and TAC LS, then Launchpads and Kethane. Resource distributions are my specialty so with a few PMs from the dev here, i can make that part happen.- 2,454 replies
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JadeOfMaar replied to JPLRepo's topic in KSP1 Mod Releases
@GreyKestrel @rasta013 Interestingly, I've been getting the impression that not everyone with RB + GPP has met the issue, and some even still happily use the two together. It helps that whatever craft (even the earliest possible one) carrying the RB telescope has SAS and target hold unlocked. It's nice to read that some other mod(s) must be the offender and not the WIP RB itself. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
JadeOfMaar replied to Thomas P.'s topic in KSP1 Mod Releases
@ProtoJeb21 From what I know, insert these into a ring node. unlit = False useNewShader = True penumbraMultipler = 10.0 Be advised that the shader currently appears to only work with one ring of one planet at a time. -
D: @The White Guardian get over here!
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I need your Historian layout. It is nearly as beautiful as the rest of the screenshot(s).
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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 Sure. I'll accept and re-share whatever update you produce. You have shown your Photoshop powers and I love it. :3 Personally, however, I wouldn't add flare effects to the skybox's stars. It would be (more) silly when the stars themselves are occluded by an object and "half of the flare" still shows... With some help and thanks to @Galileo I'm not too far myself from possibly replacing the Eden sunflare, just so I have another super-awesome sunflare.- 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
SETI Rebalance doesn't concern itself with planets so it should be just fine with GPP. SETI Contracts is another matter. I'll look into it but it's up to you to try it out and provide any feedback.- 7,372 replies
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I did a test livestream on Twitch and built this fancypants Mk3 SSTO but only flew it on-stream. It features what previously failed to work: my SuperStock project. The project's one cfg raises some Mk1 parts' mass and heat tolerance and causes the Whiplash to operate better in thinner atmosphere and reignite as a true scramjet right before Rapiers die. Just two things are missing: See if it survives its own weight on landing, and make the Mk1 Divertless Intake all-powerful like the Shock Cone. * 1.875m RAPIERs (there's a good bit of Tweakscale in this craft) and 4 Vectors at 50% thrust limit inside the Whips. I want to move the Vectors as I don't like clipping functional parts.
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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 mentioned system dll problems? Maybe use Microsoft System Restore? But if even that don't work then go for Mac or Linux.- 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
@Duski Are you by chance launching in 32-bit? Make sure to run KSP_x64.exe.- 7,372 replies
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Today I learned to customize, and gave feedback for a newborn mod, witnessed the resurrection of another mod, and then struggled to pin precise waypoint markers on some planets to collect coordinates for dev work. Nothing screenshot-worthy, sadly.
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Sorry dude but what you're looking for isn't on Squad's red planet. It's all over the place, however, on Galileo's as clearly written below. Actual biome names are actual.
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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
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@Nhawks17 Dragging my name into this heap of Mulch. D: @Vanamonde hi btw : D
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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
Does the glow effect actually make an all-encompassing haze when you're in it or does it fade on approach?- 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
I suspect that the copied EVE profile needs to be matched to Rald's radius and atmosphere height (but I wonder why this wasn't mentioned sooner). That "robustness" is normal for Hadrian as far as I know. It could be intentional due to Hadrian being a mass of solid and liquid Nitrogen.- 7,372 replies
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Here they are. Some forum users (and mods) are tagged. @linuxgurugamer Beefy spoiler! Success! @paulprogart ....But unfortunately it breaks Texture Replacer, causes everything that classifies as or contains a 'part' to fail to load (even asteroids, the part list in VAB is completely empty) and therefore nukes a game save. I'm not crying. I'm using one of my throwaway saves... It's clashing very violently now. My log.