Jump to content

JadeOfMaar

Members
  • Posts

    7,714
  • Joined

  • Last visited

Everything posted by JadeOfMaar

  1. Brain... Can't... Nearly drool... Too epic Deep Sky's engineering division finally came up with something akin to the Federation Runabout but with the general shape of, and can fit inside the Nero L.... The Nero S. It's been touring the system for new geographical features to publish and general screenshottery for the knowledgebase, but along the way it had to pass at Tarsiss and retrieve Jornard Kerman who had roflkoptered in on the same original mission. Little did he expect that most things, namely his wreckage...and including himself, will sink into the soupy abyss that the moon he's on has now become. Undersea rescues are quite difficult, since Jornard had to jog up to near sea level and the Nero S shows itself defiant and insists on floating! After that the fellows went to a mountainous region and camped out, watching the sunset, sharing stories of past fails and near-fails, and munching on little somethings that were packed under all the seats for them. Then finally they tested this craft's atmospheric ascent capabilities. It could do with more batteries or more RTGs.
  2. I'm leaning towards novelty's sake where it would be better to hold back and finish the science, unlike the case of Galileo's Planet Pack where I'm the only one who's done the literary work (descriptions and personalities, wiki, guide post supplemental to the OP...though I happily obliged myself for all that) but there are too many planets for it to be feasible to hold back and devise science for them all. The alternative is to release the mod sooner and get the hype train at high speed asap. Assistance and notoriety really start flowing at that point/once there's any official download.
  3. @TheKurgan Here's your answer... I have to do something about crustal and exospheric Karborundum too. I haven't tested it at all but I've learned and developed a lot otherwise, and used that on most of the other CRP resources. I never went about testing this (until yesterday) so I'm quite content with just being able to provide more Argon and Xenon in an atmosphere, since the default settings provide quite nearly none --on Kerbin anyway, and for a time I loved designing manned vehicles that relied heavily or only on Argon, and a Duna base to support them. I still make probes using Argon. It would be really nice, however, to have that functionality...then players could deploy airships full of harvesters and hover at the edge of IntakeAtm presence where everything other than Oxygen should be. It was brought to my attention that the stock resource distribution mechanics are pretty limited and it would be very nice if atmospheric (and oceanic) dispersal worked and if crustal resources could vary by altitude. I didn't mind much since it's stock and the very many vanilla players and mod-users short of realism aficionados don't need to care about these things. I do mind this limitation now as I'm deeply into resource tweaking and I've done so for several celestial bodies. I want resources to be more of a challenge and more of a reward. It'd be very welcome to have an option to specify something small and precise (in the manner of exospheric settings) to make a resource only abundant in the valleys and zero in the plains and hilltops....or only in the plains ASL and none in the hills and valleys. The gold would literally be in them thar hills!...all of them, and not all over the biome they're in, if someone wanted.
  4. @SuicidalInsanity Without RCS burning it can barely SAS (and there's a good number of Mk2 and stock SAS in it). Acceleration is okay but I haven't taken it much higher up than the VAB's roof. Sadly, flying horizontal is a complete no-go. It goes right over like any person or tall object getting pushed off of a ledge.
  5. Oh yea, I forgot a FlyingLow screenshot. Maybe you should make those cliffs pearly white. @Galileo
  6. Actually yes. Well you made them! All part of the plan, I see.
  7. Did someone say Hadrian? Caught an eclipse while splashed. In the final pic, Gauss shines through Nero's rings.
  8. Thanks for noticing. This is a fascinating issue in that you didn't name all of the gas giants. Those two happen to have larger texture files than Otho does.
  9. Updated banner. Now includes all moons. I could've done Dres and Iltan better. Style issues are the root of it and I'm kinda exhausted now. I'll fix that soon™.
  10. @The White Guardian One of y'all coulda pinged me. But seeing one of my posts get a like was good enough. An update will come very soon.
  11. Tarsiss does have a Duna class atmosphere so Just Do It™ Yes I'm moving prograde there...plus I was hunting for anomaly-like geological features.
  12. RoflKoptering through Tarsiss atmosphere on the dark side. Managed to catch Gauss and Catullus in the sky at once. Jornard Keman is a very happy victim test pilot. .....Valentina died. All in the name of SCIENCE and development of this star system mod, of course.
  13. @Starwaster Never thought to use OPT engines for retro/braking. Nice! And Imgur embedding did break several months ago. It itself updated but the forum software hasn't caught up with it.
  14. That pic belongs to neither of us actually but contains @Poodmund's OPM Visual Overhaul for older OPM.
  15. Mk3 Stockalike Expansion has you covered. It adds Big S wing segments. I don't remember or never minded but, if you still use KSP 1.1.x you can add a Procedural Wings mod too.
  16. Yeah... No one should touch CommonResources.cfg at all. That's where flow modes, densities and costs of resources are. GPP_Resources is equivalent to ResourceConfigs folder inside CRP and you may trim them equally. However, you should keep the Ore.cfg inside GPP_Resources. That one's very important, especially for players who don't use other resources. I mentioned on the previous page, and @Nhawks17 just met it too. GPP will cause issues with mods that explicitly require the stock planets to exist. OPM merely sits with them so there'll be no problems tweaking as you like in there. No other planet pack removes stock planets like this one does, so bad things will happen. When I began writing GPP_Resources I had problems where if a cfg file did not exist for GPP, while it existed in CRP its resource would still be absent.
  17. I see them all now and I like. Maybe I can use Smith's Shield and drop KPBS outposts around Gael. Feline Sword reminds me of this SSTO. It had 4x J-61, 2x J-92 and either a J Aerospike or in the extreme case, a Dark Drive. it intended to be a Mun-and back dropper with mining gear and eventually, my first Duna-and-back SSTO. Since I try not to put too many, or only OPT engines on a craft I doomed it to be a fail and I quickly retired it. The J-60 and J-81 hadn't returned yet so I never knew of and never tried them on this.
  18. I did install Smart Parts once and will easily put them back and find uses for them. I'm also interested in KPBS after making bases for a long time with only MKS Lite and Procedural Parts. Aviation Lights are nice too and I tried them but they didn't seem bright enough and didn't have freedom of colors like I wanted. Surface-Mounted Stockalike Lights should fill in well. Only thing is they don't pulsate. What I needed custom lights for, doesn't contain OPT.
  19. Feline Sword has the Smart Part, Lucy's Ascension has Mk4, Sapphire Zeus A has...that's alotta parts. I didn't notice but a bunch of KKAOSS pieces, Sapphire Zeus has Mumech, Smith's Shield - D has aviation lights.
  20. @stali79 The invalid parts I'm reading are: km.smart.fuel lightstrobe.white mk4rcsblister-1 mumech.MJ2.AR202
  21. Made a small thing based on what a famous player built on his YouTube stream recently. I held to his trend of avoiding fins/elevons up front (and forgetting parts for yaw control) and compensated for it all with a customary spoiler, then added ARI engines to make it an SSTO. With it I went for nearly a lap around Gael and found an amazing bundle of peaks and plains at 1' N, 1' W. it's a nice design but it's not a long-term practical craft and there are enough of those already. There was plenty more tooling around after that, with an OPT bundled ship (which I now intend to use to populate bases and stations), and flying another impractical, racing-only SSTO just to remember how to use it properly. I succeeded at that, then I went to far or too fast and the cockpit melted, killing kerbals. ... F9
  22. I have version 1.0.2 of it... but it appears I'm behind on the main pack. I'm going to fix that...and really hope I don't have to fix my big flagship.
  23. @stali79 Oh yeah. I'll be keeping Smoke's Future very close for when I start building bases and stations again. Most of the prepackaged ships are invalid to me. Remind me what mod is in them.
  24. Made a small thing based on what a famous player built on his YouTube stream recently. I held to his trend of avoiding fins/elevons up front and compensated with more in the back, but added my style of fins for yaw control, then ARI's to make it an SSTO. Then I did a good bit of tooling around with the ISC Smoke's Future. Being a scientist and not a pilot, my meager piloting style requires less low-altitude cruising and proper to mildly excessive power for smooth and sharp ascents rather than really long, drawn-out flat runs to build speed. Like any OPT engineer, or any kerbal I saw the opportunity for MORE BOOSTERS staring me in the face and attached 4 J-92's to it (those open J Bicouplers)... and clipped 4 OPT mk2 intakes to feed them. the J-81 is a very complicated engine where atmo performance is concerned, and insufficient by itself on this super-heavy (300+ tons) plane. @stali79 seeing as you made this thing. What is this sorcery that you've done to embed TAC-LS capacity in the cabins?
×
×
  • Create New...