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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
@The-Doctor Perhaps this? It's fairly minimal and (therefore should work just fine in current KSP) intends to supplement other base-building mods. It's still growing so don't mind the old game rating.- 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
@The-Doctor Alright then. Have fun. That's too bad about [x] Science, though.- 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
I meant to say, in waiting on our update you'll get to keep more of the novelty of the experience of GPP, there'll be more to see for the first time and without most (hopefully all) of the issues present in the current release, rather than you see these things, meet more potential issues, then it's not as fresh anymore when you fly around and see the changes. I myself am waiting for this release so I can start my real science or career game and not have to think much about finding many new issues to address.- 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
@The-Doctor I think it's best you wait and play RSS until Galileo returns; Save yourself a lot of novelty points for when our release finally arrives. The alternate launch sites and RemoteTech stations are indeed coming, along with perfect 6.4x and 10x Sigma scales. By the way, do you still have this plan in mind and will there be a mission log thread on it? I'm curious to how that works out.- 7,372 replies
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I want to post a facepalm meme pic so badly due to Jebediah's sheer Jebness. Anyway, this is an awesome post. Keep going!
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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
Gratian is quite an awesome planet, yes. Great screenshots are to be pursued there. Has this occurred since updating to KSP 1.2.2? I've noticed this myself, especially with EVE installed, but I thought it was just me. Anyway, it'll be diagnosed when Galileo returns. See above post.- 7,372 replies
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Granted. You manage to buy an ultra-expensive headset and end up a beggar, suffering and starving in the harsh snow because you broke yourself and can't pay rent or buy any sustenance. I wish solar panels IRL would become affordable to the middle-class.
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One of the mod ideas lingering in the back of my mind has been a thermal solution that uses Water or a superior liquid coolant, perhaps LqdNitrogen. But I couldn't create such a thing myself. I'm glad I got pointed to this thread. I encountered a modlet that adds Ablator generation to the stock ISRU to refill heatshields on-the-fly, and I've done some experimentation (though, with no success yet) to make Water and IntakeLqd resource useful outside of whatever niche mods may exist for them, and which fits into future plans in OP.
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
JadeOfMaar replied to SuicidalInsanity's topic in KSP1 Mod Releases
@Karamon This is why I love the M2X Scramjet. It's not a "hybrid" that starts like any other turbojet and has just a little more lifespan than the next engine. This is the real deal, a thoroughbred scramjet. Sadly I don't think @SuicidalInsanity has made any other scramjets (I do hope he makes a Mk3 one as well) but if you lookup the old parts pack Mk3 Hypersonic Systems in the meantime, you will find a a suite of beastly 2.5m and 3.75m turboramjets and a super-heavy radial Mk3 Scramjet. I very rarely use Mk3 parts, personally, but I'd be as happy as anyone if an M3X scramjet appeared!- 1,520 replies
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SSTOs! Post your pictures here~
JadeOfMaar replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
@Vanamonde Yes, it counts. + for such a unique and purposeful design too. You're the banana man! -
[1.2.0] Newbier Newb's Revamp of Civilian Population
JadeOfMaar replied to Tralfagar's topic in KSP1 Mod Development
@Jiraiyah I don't have the programming skills to answer that question. And it seems @Tralfagar the OP hasn't logged in on here for some time. I'm hoping they return soon or that someone jumps on this thanks to its permissive license.- 99 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
JadeOfMaar replied to SuicidalInsanity's topic in KSP1 Mod Releases
@Fireheart318 @FirroSeranel @SuicidalInsanity Pardon me for poking a dead horse. On the subject of SCRamjets, I've had much fun learning for myself and designing crafts around the Hyperblast since I first encountered it in KSP 1.0.5. I find this engine quite magical and easy to use, actually. The issues I have are that: Other M2X ramjets aren't OP enough (even modestly) to help get the Hyperblast going, and certain M2X fuselage parts don't have the heat tolerance to survive the levels that my hypersonic vessels can go or intend to go. I don't mean to offend but the M2X hypersonic cockpit and nose don't have the skin to keep up. My NOX family spaceplanes all end up with OPT cockpits or a stock heatshield on their nose... Or both, which is actually very reasonable, IRL physics and their rated speeds considered. This craft, the NOX Palladium, is a small treasure. It has 1x Hyperblast, 2x J-58 Afterburn and 2x Rapiers in their own action groups for efficiency if not intended to hypercruise, or if intending to trample through the Stratosphere and get to hypercruise. By the way I welcome the suggestion that the Afterburn should be buffed, or a higher end ramjet be added as it saddened me to add the Rapiers for this reason. The palladium easily claims an apoapsis of 500km before running too low on fuel to circularize in orbit--and that's without a stock nuke attached so it can operate in space, but then the craft falls out of its very delicate TWR profile and can't build the prerequisite speed anymore to be worth anything. http://imgur.com/a/6RzO5 This one is the NOX Crown, my pride and joy among spaceplanes. It's a very heavy, and near-perfect multipurpose vessel. Despite its many OPT engines, those alone are not enough to make it a king among spaceplanes. It has 4x Hyperblast engines and can clip Eve's Periapsis (but useful remaining dV ends there) before leaving Kerbin's atmosphere. The best part is that it and any other NOX family planes need No Oxidzer™ to do their jobs.- 1,520 replies
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[1.2.0] Newbier Newb's Revamp of Civilian Population
JadeOfMaar replied to Tralfagar's topic in KSP1 Mod Development
This mod is calling for a function that exists in KSP 1.2.1 but no longer in 1.2.2, causing the NRE flood. Kopernicus, MM and GPP are not part of the problem, but I must note that the bundled MM is very old.- 99 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
Civilian Population is calling a function that exists in KSP 1.2.1 but no longer in 1.2.2. Its maintainer alone has the power to fix this. That said, I have not tested its old bundled MM 2.6.x with the latest Kopernicus as other tings might break.- 7,372 replies
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[1.2.X] [Kopernicus] Planet Cyran
JadeOfMaar replied to The White Guardian's topic in KSP1 Mod Releases
@The White Guardian Quick question. Maybe I'm asking in the wrong place, but... How do the ring radius values work? I'd like to know what formula or what situation and unit of measurement are applied to them. Meters, kilometers; semi-major axis, altitude from sea level; scale factors involved with the planet body radius? I'd like to precisely control or at least precisely gauge a planet's ring dimensions. I'd also like to know if I should PM you any further questions or which of your other threads to post them in. -
Whatever technique yo guys come up needs to be really easy for the less tech savvy of us with non-Win PCs to replicate, alternatively, an assortment of pre-made galaxies will need to be build and stored somewhere or the generator somehow converted into a web page.
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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
KSP (if it's completely fresh, like a first-ever install) should run once with no mods at all installed so it can generate some basic settings. After that you are okay to install system-altering mods like Kopernicus.- 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
I'm not home, currently, so I cannot open KSP and investigate the problem but I will do what I can, when I can, to figure this out or to make it easier for CPR's dev to find and fix.- 7,372 replies
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KerbinSide or Kerbal Konstructs may be the answer to the off-world Space Center problem, assuming you can set and build such places on a planet other than whatever the planet pack's homeworld is. Planet and Sun descriptions and science definitions are the best way to visibly insert a story into a planet pack. It helps if the planet screams at you that it has a story to tell.
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@Mycroft Concerning easter eggs, GPP has a related problem. My theory is that the easter eggs are PQSMods and are wiped by the use of the removeallPQSMods function in a planet's config so anomaly-hunting is a no-go. At the mention of HarvesteR are you suggesting that some rare planets have/keep the Kerbin template and have functional ground stations? That would actually be very nice. Also, the lead developer of GPP is @Galileo. For what I know, his hands are full with RL matters and ensuring the next release of GPP--and its many, many changes before Christmas Day but it's quite possible he'll still be willing to donate textures for this mod. @daniel l. Just do it. Don't let your dreams be dreams. *shot for horrible, horrible response* There is a mod that simplifies and stockifies Extraplanetary Launchpads. It's called Simple Construction. Also, the Science Relay mod and interstellar science hub vessels become quite viable between planets that use Kerbin's template.
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Leaping tall buildings in a single bound. Waaaaay back Superman opening themes.
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It also means incredibly high levels of infra-r-- Krypton!!! Superkerbs!!! Leaping over Mun Arches in Duna gravity without a single tap of their EVA thrusters!
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[1.2.X] [Kopernicus] Planet Cyran
JadeOfMaar replied to The White Guardian's topic in KSP1 Mod Releases
@Elowiny I don't know that much but it I'm confident that the danger is real. -
[1.2.X] [Kopernicus] Planet Cyran
JadeOfMaar replied to The White Guardian's topic in KSP1 Mod Releases
@Elowiny Because the highlight at the moment is a moon that's actually melting and feeding the giant's rings. ...Also, Piggies! -
Galileo's Planet Pack removes the stock system. There's no addition or alteration to that. Thanks for tagging me btw. I needed a spark to get into making planet textures. I've contributed a lot to GPP but planet textures aren't in that lot. Unlocking planet information by entering its SOI is part of ResearchBodies' functionality. Only if you have a warp drive and semi-infinite fuel you can afford to blindly fly at a planet and unlock it this way. (I've seen it by merely HyperEditing a manned vessel while testing this mod with GPP and unwittingly starting the ResearchBodies Hype Train). A more practical or less cheaty means to a similar end would be contracts to do science in space or on its surface with certain instruments, or with a second mod dedicated to locking and unlocking planets or just sciencing them with telescopes. I'm thinking Tarsier Space Technologies from the same maker of ResearchBodies. They integrate.
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