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Everything posted by JadeOfMaar
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@Perotis Please explain what you believe is lacking exactly regarding total dV per body?
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@daniel l. Yes. Please don't try to add parts to this mod. Maybe you can make patches for parts, enhancing them if installed along with TBG, as I'm doing for GPP.
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@seanth I and a number of other players have gotten problems with ResearchBodies and Galileo's Planet Pack. Since it's working just fine for you I'm nothing but curious. Based on feedback I've seen in ResearchBodies' thread it seems the telescope's FOV is just incredibly narrow but for some it has glitched and thrown errors. Some players' player.log file gets filled with this and similar lines: I wonder if the other telescope-related mods somehow cover for this.
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@seanth what version of ReseachBodies and KSP are you using? A lot of folks have had problems with the WIP 1.9.0 ans KSP 1.2.2 respectively.
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@daniel l. It's Galileo's Planet Pack (in my sig). It deletes the entire stock system and renames/replaces the Sun, and is also as large as Stock + OPM, which is the root of any conflict with other planet mods. TBG will need reference changes wherever appropriate. The same happened with Planet Cyran which kidnaps and transforms Dres, a stock body.
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The Official Kerbal Dakar 2017
JadeOfMaar replied to Triop's topic in KSP1 Challenges & Mission ideas
The save game should be usable. The only things in it are the checkpoint flags and you'll have to edit the game version inside it for your older KSP to acknowledge it. -
[1.2.X] [Kopernicus] Total Rebuild
JadeOfMaar replied to The White Guardian's topic in KSP1 Mod Development
That look for the Carbon planet is quite possible after seeing what Galileo does with all his planet visuals mods. If Guardian accepts to do this it would be fabulous. TRES-2b, eh? Sounds great and unique but would it really be attracting or fitting in this solar system in the long run? -
[1.2.X] [Kopernicus] Planet Cyran
JadeOfMaar replied to The White Guardian's topic in KSP1 Mod Releases
@ModerndayLink64 You can't share something over the internet if it's not even on the internet, man. Upload your screenshots to an image hosting service like imgur or photobucket. Then you can get to click its Share button and see link options. -
[1.2.X] [Kopernicus] Total Rebuild
JadeOfMaar replied to The White Guardian's topic in KSP1 Mod Development
Someone in a stream recently asked if there was a mod with binary stars for the homeworld to orbit. Seeing as this mod is still very young I thought I'd throw this suggestion here. I'm not forcing it, of course. Maybe it can go to another planet pack of yours. That aside, it's nice to see one of the 'Pisces planets'. It looks really nice. I'm eager to see Syppo now. -
The rover dudes automotive division at Deep Sky were ready before the DAKAR challenge was a thing. Based on the Karbonite powered Tumbler intended for deployment in foreign atmosphere, two sports cars have been produced: the Mk1 "F1" (left) and the Mk2 "Dark Knight" (right). Somewhat an engineering and aerodynamic nightmare the Mk2 was built today, with a little love, some wing panels and hidden elevons. The higher-ups are beside themselves regarding which to use: The Mk1 with all-round superior stats and easy handling during jumps or the difficult but much more photogenic Mk2.
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I happened to create two cars for use in this challenge. The Mk1 "F1" and the Mk2 "Dark Knight" I can;t decide which one to use. The Mk1 is pretty basic and has very good handling during jumps/flight and can safely cruise and touchdown at 100m/s (I know powered flight is a no-no). It's also very tempting to operate at such speed and may be an easy death trap to its crew. I might put some kind of Mk2 nose on this one. The front of it is just a little too plain to me. The Mk2 generates a ton of downforce and is difficult to save from a jump but will likely look far better in photo ops during and after the races.
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[1.2.X] [Kopernicus] Planet Cyran
JadeOfMaar replied to The White Guardian's topic in KSP1 Mod Releases
@ModerndayLink64 just post a url that ends in .jpg or .png and the forum will automatically spawn the image. Once that's done you can drag its corners or double-click to resize it. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
Okay, masochist fella. and @Yargnit go for Ceti first. Ceti is far out like Minmus but has Mun's gravity. Iota has Minmus gravity and this is all on purpose. So....please don't hack the moons.- 7,372 replies
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You're confusing the Big S spaceplane wing parts (which have 2400K tolerance) with the FAT-455 airliner wing parts which have 1200K. By default, a craft's orientation in the VAB is for polar launches. i'd like to see how, if implimented, the second runway clips the first one.
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Okay then. I tend to build my craft with buffs...I spend so much time designing something that's fairly flashy and still works that I can't stand the drawn-out low-altitude warm-up phase of typical launches.
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[1.2.X] [Kopernicus] Total Rebuild
JadeOfMaar replied to The White Guardian's topic in KSP1 Mod Development
Are you suggesting we create the bodies as moons of an open black hole? That's pure genius! While we're at it can we put a spinning rough-textured disk around this black hole? Or make it star class so it can have a flare too? ...and Infernas-based particle streams for its jets? @SAS123 @daniel l. @Mycroft get on this. -
It needs Kopernicus, Windows, and maybe run-as-admin for the galaxy generator.
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Orae System Planets Development Thread
JadeOfMaar replied to Axilourous's topic in KSP1 Mod Development
I'm voting for Helioseptics, but it's hard to think of something other than sanitation when reading "septics." So "Helioseptua" came to mind. I admire that you're dreaming big. But don't stretch yourself too far now. "Seven stars" is a wonderful idea but is quite a stretch for an apprentice modder. -
[1.2.X] [Kopernicus] Total Rebuild
JadeOfMaar replied to The White Guardian's topic in KSP1 Mod Development
You make a parent planet and a moon with close mass ratios (like 4:1 or better) but then you insert a Sigma Binary node into the moon and install the Sigma Binary mod. You will see both bodies now orbiting a shared point in space with its own name "Planet-Moon." If the planet and moon have identical mass they will be perfectly co-orbital. -
@Enceos That gives me a great idea. Can it be done with Kerbal Konstructs and selectable for launching on from in SPH?
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Hey Kergarin. I may be very wrong but shouldn't an efficient plane be one that needs less runway to take off? Your spaceplanes may be in serious need of canards or more general lift surface if they need to blaze the runway in order to nose up. Care to expand on this? I'm curious. I build hypersonic planes.
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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
@MaxxQ that's a sweet looking orbiter you got there. Hope to see more screenshots soon. Simply raising Gael's gravity mightn't be enough but I'm sure things will work out. Also I put a concept ship in Tellumo orbit but I forgot to screenshot that.- 7,372 replies
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[1.2.X] [Kopernicus] Total Rebuild
JadeOfMaar replied to The White Guardian's topic in KSP1 Mod Development
Lightning should be easy to do. If I'm guessing right, all you need are lightning flash textures on very, very tall EVE cloud objects and have them visible for a microsecond. And if possible, give them Luminance and light source powers. @The White Guardian -
[1.2.X] [Kopernicus] Planet Cyran
JadeOfMaar replied to The White Guardian's topic in KSP1 Mod Releases
Happy new year, everyone. @ModerndayLink64 Try your game without any SVE/EVE except Cyran's own. It could be another EVE conflict but that part with the terrain fading in and the horizon standing out quite a lot, I pin that on Scatterer.