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Everything posted by JadeOfMaar
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
Made fixes. But I wonder if to put back Elite's Universal Cartographics logo, or keep this one, the SCANsat logo.- 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've been seeing errors after posting it, part of why I put [Incomplete Image] in the upper right corner. Thanks anyway for the spell-checks as they're quite welcome. I actually guessed at the atmo composition because I don't exactly remember Earth's own (I think 87% N2 and 12% O2), and Gael can indeed have less Oxygen since it's still not Kerbin. It would go under trace gases, perhaps. Indeed I accidentally wrote Gratian's semimajor axis.- 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
From the inception Galileo gave me.- 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
If we may, an Ovok inspection might be in order (maybe Sarnus has two ring configs and Ovok safely sits between the two. But the rings will get more preference versus Lili. If indeed the ring plane and Lili's path are not allowed to coincide then a minor inclination difference will be welcome. For my Elite style chart, which planet should be highlighted and featured + info revealed? Gael?- 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
Oh perfectionism. Is the Longitude of Ascending Node already taken care of? Lili the (last) remnant. Or, the one proto-moon. Has a nice ring to it. Now what shall I stuff that potato with, resource-wise...or forbid it from having? The floor is officially open to ask for resource biases for bodies and biomes, either to accompany themes or just because.- 1,030 replies
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Yes. Yes you can do that. : D The B9 HL (Mk3 class) cargo tail will fit the bill. It's even white on top and black underneath just like the Valkyrie.
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Got some play time in (and it has become rare now) but I used it and a custom probe to confirm my new skill at writing CRP configs. Now I can customize the resource bias of a planet; even a whole star system.
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
Well. Everything works that needs to, then (I don't think I need to test actual drills). The karbonite scoop did well to receive Argon gas. Finishing the resource definitions should be a walk in the park. But Ore needs to be tamed. Its abundance is way too evenly spread across planet surfaces. It was mindblowing to see though. ASL, the scoop took up a mere 0.2u per second on Gael, but over 32u per second on Tellumo.- 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
Looks like I need not worry much about resources and SCANsat. My configs are working even though the mod still says a lot of stuff is missing or just isn't right... They're showing in my scanners. My test proportions appear to be working too. Argo is successfully full of water. Now to test Argon and Xenon.- 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
........Hadrian. It's Hadrian, isn't it?- 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
Faked the scatter. I hope it sells well. I wanted a solid image of how the biggest moon in there stacks up against those 4 planets, and a solid image of the scale of its atmosphere. Sure it still has a hard edge but just to help the mental image. With that done, I can fire up KSP in a bit and do something.- 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
The question is..... How tall...and how wide?- 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
Writing some configs now. I've set up a few more resources. But an amazing question just came up that can only be answered in Photoshop. Resources prepared (but not posted on GitHub yet: Argon, Xenon, Water, Oxygen, Dirt, MetallicOre.- 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
@Duski If Uranus is up there : o (And I pronounce it differently, I try to avoid that joke), let me know if you can see its rings. Because Urlum.- 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
If anyone has Near Future Propulsion instead, use the AIReS Atmospheric Sounder (scanner) and M-2 Cryogenic Gas Seperator (harvester) to test for those gases. Tellumo update.- 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 some barely-there definitions already for Argon, Oxygen, Water and Xenon on a handful of bodies. I can't access the game right now (the secondary PC is currently d/c'd so I can access and service someone else's PC). If anyone has The Karbonite low-altitude scoop, they can DL the cfg's from my GitHub, plug them in, and test the scoop's Argon and Xenon filters on Tellumo.- 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
^ Tease- 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
Science templates now available in my GitHub. Choose your planet type and roll.- 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 can't wait, either, but I won't have the luxury to play the game for a while and screenshot the planets. Oh yeah. I did two tests last night but didn't think they'd be too important to mention. I designed a turbocharged spaceplane which happened to very loosely resemble the Normandy. Under 40t and with 8 Rapiers and only LF, it can make an 80km superjump on Gael/Kerbin. Reference condition: Rapiers die at 30km. IntakeAir stops at 38km. The plane could only 'superjump' to 20km in Tellumo's atmosphere (with the 40km height)... but with enough heat protection it can cruise at Mach 5.2 max at 10km up. Result condition: Rapiers die at 20km. IntakeAir stops at ~24km. I plugged SCANsat into my game to go out and map terrain. That mod politely left reminders for me in the Debug window that the CRP configs need some love. I didn't take it too seriously then, but now I'm giving this highest priority. This planet pack can't reach v0.8 and there's that high probability that no one's mining equipment will work. Okay I did three tests. I drove the test plane into a boulder and the heat shield exploded. : D Terrain confirmed!- 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
Tempted by @Galileo, went to sleep. Woke up, now I know exactly what to do with all the planets like with just those four for the cover art. I've been hit with Inception in the truest form. *plays the theme song*- 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
Oh look. Moons are creeping.- 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 suspected as much when I saw this post and your question above, in the Scatterer dev thread, about 3 places where code needed to change. I'm gonna update that fancy poster with a better-looking Gael and Gauss.- 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 see what I did there. Scatterer behaves now (v0.2.55?) but the sun flare is not what I installed. Not a problem but now I really see the difference in Gauss with(out) it. I see your pain @Duski I feel it for Gael.- 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
Maybe I should've deleted MM cache while juggling Scatterer's.- 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've tried a few things, even installing Scatterer from the v0.5 package but that gets me a flood of Null Ref.- 1,030 replies
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