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Everything posted by JadeOfMaar
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So......that one planet in your planet pack is a manifestation of this evil then! ...... and I've been helping it! After who knows how long, I finally opened KSP 1.1.3 on my studio PC and dipped into a fairly obsolete sandbox profile. One that had no flights but the one where the HMS NANC Brown had her test flight to Eeloo but then the Kraken ate her and all the orange suits except Jeb...... I figured I'd pretend to officially resume the Lithia L's Jool mission and try to play for fun while some of us wait for Kopernicus to catch up to KSP 1.2.1.... I even cheated the ship's fuel down to a comfortable (but maybe not exact) low place like it could've been if I arrived for real. Nailing the Pol encounter was far from a happy thing to do. It was quite practically the curse of Moho. I found even more trouble after releasing the LitheProbes and turning on the SCAN features... They don't have enough RTGs inside so, more unhappily, I had to turn on Infinite Electricity. With the aid of Throttle Controlled Avionics, Lithia made an awesome touchdown on a 13° slope--the second time. The first time she landed, the megawatt radiators broke off, and every radiator is vital. My word...there's so much krakenpüpen all over the place. (Yes, I made up that word) It would be the worst thing to step (or clip) into, especially if SVT has spice for it. Jeb quickly made his way into a hot seat on the Lithe Rider; Mk2 pill-style lander and the crew gathered around him for some idle chat as well as important discussion: Things in the far future like new science mods tech and possibly new planets... (as far as the kerbals in this timeframe know, the Galilean planets aren't a thing yet), and things in the near future like Duna colonization and Generation [Ar]...and snacks of course. There go Jeb and Deb (Hah, Debra Kerman) beginning a trek across Pol, hoping to find something other than krakenpüpen on the face of Pol, or to see how far they can get on suborbital hops before the have to consider the fuel level. It's a good thing that the aerospike has an alternator in it or I'd be using infinite Ec for this craft too. This is actually a retro-burn as I needed to save and exit at that point.
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Greetings, fellows. I'd like to state that the ideas for this fuel are already covered by Karbonite (a refillable and multipurpose SolidFuel type resource) and Karborundum (near impossible to find and gather but also ultra-efficient and super-OP). But for the concerns and the theme of this mod I could possibly help out and create the resource cfg's for you. I'm sure the interest in KrakenJuice fuel would go up if some specifications were released, for example: No rare and valuable fuel should be equivalent to SolidFuel, but refining it from KrakenWaste is an awesome start. The proposed KrakenJuice engine (rather than perform like an SRB or Karbonite engine) should have a really high Isp and effectively replace a stock nuke cluster.
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Banned for banning someone because they have or did the best of something.
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I now got the idea to suggest Portrait Stats integration... and the clover would be a perfect symbol. @Rafael acevedo @Vorg If you can do that, Vorg, I'd like to believe that you're actively on OP's dev crew, which is more awesome.
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
@ProtoJeb21 I think we could use some help. Part of the reason for all this math atm is to expedite the completion of a dV map. See this post for the image:- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
@OhioBob I remember the artifact. I figure it fairly negligible too, but not as much. It's sad that it has to be this way: Ciro presenting a false temperature, but everything that really matters works. In the case of stock Sun, "yellow sub-giant" comes to mind. @Jiraiyah That would be pretty awesome, a stockified Alien Space Program. Maybe such game features will come in KSP 2.0? One can hope.- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
TWP mod will show you the phase angle around the active planet but idk about showing angles with Ciro at the center. I think Precise Maneuver mod dos it but that's only available for 1.1.3 as far as I know. Freedom of homeworld choice would be interesting (I tried the Alien Space Program mod to develop my still absent Eve engineering skill) but then there's possibly the issue of replacing the homeworld itself in Kerbin's/Gael's orbit to avoid problems with the game's calendar (and leaving the alternate planet's orbit empty-- a huge gap between two orbits). If that's not a problem it'll be easy to flip a switch in all the planets' cfgs and put them in a separate zip inside the main download-- extract and replace the one you want. But it may be too early in this mod's life to take that option seriously, imo... (Well, for the public, anyway. Privately is another matter)- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
That was among the earliest discussions actually. Gael could have turned out drastically different... But anticipating that a lot of players will jump on this mod...and then eventually complain (or just be quietly frustrated) about how much they have to change all their craft to operate on Gael, it was quickly decided to make Gael very Kerbin-like. I use Transfer Window Planner for that.- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
Yep. I bet the guys already playing Career in this have met the new horror of nailing the runway on return from a mission. I doubt I can hope to ever succeed once at that. I'm quite content just to not collide with terrain scatter on touchdown. XD It's fine. No need to apologize. By the way. Apart from luminosity, what makes Ciro different from stock Sun? I've considered adding some kerb personality to its description and maybe I can squeeze these differences in.- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
It won't be an issue for me to update my dossier images. In total I've only made 9 of 27, and only some of that 9 have to change. I like that Gael has all these more subtle differences from Kerbin and that there's no dire need to apply the suggested patch since this mod's userbase is quite small--there's no large userbase here yet to possibly upset by changing something or leaving it alone. I also agree to leave Gael's gravity at exactly 1, and that it could be unsightly to see 1.xxxx in that info panel. In my dossiers, though, will I have to change "Kerbin masses" for all of them, even rename the field to "Gael masses"?- 1,030 replies
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Banned for being a primitive AI, and for trying to be rude and polite simultaneously.
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
Even the tiniest update to the game can break mods. Even a drop of Mercury can poison an entire reservoir of drinking water. @Jiraiyah You won't be able to ignore minor versions for long. Something will break when that build number changes. And someone will beg for a fix or compatibility update. Also, to you and @OhioBob I just saw this in the official changelog thread. You guys might have to un-revise all your math formulae. ......Oh heck no.- 1,030 replies
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Consider your need, met.
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Download here and install like a mod. Flags will appear towards the top of the global array of select-ables. Yes, flags. Not one but five! Images come at double-res (512x320) and with transparent background but will render as fine as ever in-game and are hence very fit for uses outside the game. Due to the highly wide nature or aspect ratio of the wordmark the 2nd and 3rd flags may tend to vanish on most capsules with their small flag spaces so the 4th and 5th flags which weren't planned for were also made. Honoring @max_creative the owner's impressive designs with stock I incorporated a vanilla flower. In addition, the first flag contains an interpretation of the atomic lander from profile cover image.
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Creativity Aeropsace? Who's that? Here's another spontaneous, highly eccentric and feature-filled craft from me, moreover a completely vanilla one to honor this new flag which indeed, contains the vanilla flower. A drone ship that not only makes it 1/3 around the world and can deliver crew and cargo, and has thrust reversal to seriously ease its landings. The nacelle midsections are 1/4 cargo bays. The NCS adapters (fuel tank cones) under the crew cabin are props for medium gear so the plane has steering while moving on surface and to not suffer the exceeding nose-down problem. Its operating limits are 1150m/s (due to strict heat limits on FAT wing parts) and 20km alt (Whiplashes die). Unfortunately, the craft itself appears quite frail and cannot survive its own landings, even at <40m/s. I'd have to strut the ugly into it, possibly. If anyone wants this to tool around with, let me know and I'll put it on KerbalX.
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Private Mun Landing Challenge
JadeOfMaar replied to AtomicSnails's topic in KSP1 Challenges & Mission ideas
No, no. You're doing it all wrong. This is not how you present a challenge. -
@lsgonline hi there
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
Updated image and previous post. I forgot Eta. But now all that's missing is numbers. The complete visual should help @OhioBob @Jiraiyah and @Galileo.- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
@Poodmund Aww. Slate's story sounds pretty similar to Thalia's. For her I wrote that she may have had an atmosphere but it was quite combustible and an impact ignited, seriously, ignited it. As for your wiki entries, they're fabulous. Blank map with aerobrake and jets-usable markers.- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
I agree fully as well. @OhioBob The Moho reference further explains to me why Moho is so much more dreadful, going by word of mouth, than I've yet experienced. I've laid out all the branches and colors, and most of the little circles for the dV map... I see what you did there.- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
Share your file with Ohiobob. If there's any codefix to do, it'd help him best by enabling him to see into every field that has a formula.- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
I ....have no likes to give.- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
@OhioBob I would go with median, but any wise player would know to overengineer (even more?) a bit, just in case. As for my dV measurements I pad the values I get by just a little... Then again I'm not using career mode to test things. @Jiraiyah This map should come ASAP actually, for that exact reason. Thanks for mentioning it. I wonder how I should format this map? It's going to be very tall or very wide, as GPP has twice as many parent planets alone-- forget about moons.- 1,030 replies
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