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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
@RocketPCGaming is starting another stream. Grab your popkorn and run to a seat. https://www.twitch.tv/rocketpcgaming- 7,372 replies
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All glory to the HypnoKraken
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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
Yeah, for performance reasons. You're not the only one to get thrown by that.- 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
Hey @Poodmund Scatterer seemed alright to me, including any weird behavior, if that means anything. I'll message him with a good draft for the instructions.- 7,372 replies
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You're welcome @Mapoko
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Here you go. http://spacedock.info/mod/19
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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
https://www.twitch.tv/rocketpcgaming He's streaming a career on GPP.- 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 will provide official Sigma Dimensions support very soon @MaxL_1023. Please be patient.- 7,372 replies
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... Is it bad that I'm really hoping you eventually launch a Borg Cube?
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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
And fairly tedious....but far better than a wall of pics.- 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 Yes but no. I manually resize the pics underneath.- 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
Lol! @Galileo Incoming Tarsiss hype! In Gauss system you never have to go far to get every other world to show themselves and pose for pics.... except maybe if you're landed on Catullus.- 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
Extra, extra! Read all about it! I've updated my guide post on page 1 to now include Recommended Mods, Suggested Mods, and Included Addons to give some insights into the extras and patches that come with the download. Also on the github wiki I've updated the dossier images for Icarus, Gael, Tellumo, Augustus, Tarsiss, Nero, and Hadrian. See all the new stats (including biome counts) as well as cosmetic changes. Icarus, Niven and Hadrian have completely revised biome maps. delta-V map reflects the new atmospheres and its version number bumped to 1.0 Mega spoiler, do not open!- 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
Sure. Link me. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
He's in awe, indeed. Coincidental sepia tone screenshot is coincidental. (He's one of the white suits here, at Augustus.)- 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've already considered it but also whether I should delete my own wiki or just leave it alone. It's nice to know there'll be help in maintaining it on Wikia.- 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
@Nobody6 The only whole mods we bundle are Distant Object Enahncement, Planetshine, Scatter and three quality levels for SVE. GPP is very heavy by itself with planet textures and the SVE options so all the remaining weight is restricted as much as possible to compatibility with and provisions for other mods. Apart from risking legal issues by bundling a whole large mod like Karbonite, and that bundle getting outdated quickly if its dev updates frequently, not everyone who wants GPP will want to try out karbonite, and for them that's a ton of dead weight inside the download.- 7,372 replies
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Oy, @Sigma88 I got something else for you to do with GPP.... Get Sigma Binary to agree with it. Someone pointed out that with the mass ratio of 1:5, Catullus should be a binary partner with its parent Gauss. The actual Gauss system is untouched but I get this empty thing nearly intersecting Otho's orbit and carrying Jool's description, and I've been trying different tags with no success. @Galileo's use of FOR[GPP] instead of AFTER[Kopernicus] apparently breaks this mod or I'm doing something wrong other than the tags. @Kopernicus:FOR[SigmaBinary] { @Body[Catullus] { SigmaBinary { name = Gauss Plus primaryLocked = true redrawOrbit = true Properties { description = Just when you thought it was bad enough...! } } } }
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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
You are excused. I'm handling the list for recommended and supported mods. We don't need to recommend MJ and KER. They are as much common knowledge as they are vital tools. SCANsat is definite. Its logo is even in the dossiers, (thank you @DMagic) a collection of KSPedia-like images currently only found on my Github. I've never deeply looked into Asteroid Day so I can't recommend it, but the asteroid belt is much wider here. It may make Asteroid Day more useful? As for deep space propulsion I'm going to recommend Cryogenic Engines and Near Future Propulsion, both made by @Nertea. CryoEngines run on LH2 which you can produce from karbonite, and NFP gives you an alternative to Xenon (Argon which is far more abundant and affordable by comparison) and enables Ore ->Lithium in the stock ISRU. I think Lithium is a solid fuel but it is far more efficient than LFO, however you're going to need Near Future Electric or Solar, or the USI reactor pack (appears with any USI mod) to power Argon or Lithium engines to burn those fuels. The resource system is a delicate affair here, yes. It is tuned such that worlds you wouldn't expect IRL to have certain materials indeed may not have them, as an added challenge and as a platform for innovations you won't find in any other mod planet or planet pack. The #1 mod I recommend is Karbonite which enables you to do things that you can't with Ore. It's accessible whether landed, splashed, flying, or in space. By consequence it fits right beside Cryo Engines and TAC LS. KSC's coordinates are 8.510' N, 168.250 W. Altitude...- 7,372 replies
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The basic thing for boating is to layer the underside of your vessel with intakes (and I suppose anything with high lift ratings) as they generate buoyancy. You can put elevons anywhere for pitch and yaw, and airbrakes are quite effective in water too. Mind how you pitch in the water. The water itself will, of course, help your speed or hinder it. Can't help you with subbing though. I don't sub... except on youtube. *badum tish!* Have this too, btw.
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Today I began tweaking something other than resources and biomes... engines! Starting with a really big one (the OPT J-60 ScreamJet) that I had an amusing idea for but almost never use. Its abilities don't scale with its size compared to the other two air engines from OPT so it very rarely gets a place in my craft designs. Note that the other engines on this craft are not from OPT. The aft-mounted pod pretends to be a relay device and appears to not affect CoM, CoT or aero properties. However, there's indeed a relay dish attached by it and clipped into the engine. The forward canards were moved back somewhat after these screenshots. The CoM is behind the Mk1 intake(s).
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I think I'm on to something here. This is the Lawndart. Another very experimental spaceplane. It has a 1.25m Ore tank in the inline Mk2 intake behind the cockpit to counter-weigh the J-60 Screamjet. The pod on top is not an aero hazard and pretends to be a relay device (actual relay device under it and clipped into engine). But the main thing is I've begun to learn to tweak engines and have given the Screamjet a harder kick and a longer stride. Since its power doesn't scale with its size versus the J-61 and J-92, It's been largely useless to me. Also I've wanted to bluntly plug this behind a cockpit and call that a day. If anyone's going to replicate this, I advise you to move the forward canards onto the J-60 itself. The CoM is pretty far back.
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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 estimate that you're seeing the scaledspace (or an intermediate) versions up close, due to the large change in render distance. What do you mean by realistic change? Smoother transitions from low detail to high detail? Iota, Ceti and Mun are respectively 100km,150km and 200km wide, yeah.- 7,372 replies
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