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KSP2 Release Notes
Everything posted by JadeOfMaar
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@linuxgurugamer I've finished my work and opened a PR. I gotta say that while I did get to reduce the lift ratings for some parts, I had to increase the ratings for roughly as many parts. The parts for this mod may just be too good, especially those large wings, and folks will have to accept it. While I'm not a FAR user and wouldn't playtest, I went out of my way to make complete FAR configs. Finally, I noticed no parts that need the cargo shielding module had it so I added it. Someone else is going to have to playtest. All they have to do is juggle some numbers or not use a test craft like I did (made of only hollow/cargo parts). Maybe it's fundamentally broken to do this combination of parts. By simple observation, if the drag vector values aren't all zero, it'll produce drag when moving so only 1 of 4 fuel tanks inside this is properly shielded. (Test craft included in PR.)
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Buffalo 2 Modular Space Exploration Vehicle
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
I don't see why it couldn't be adapted. Have its "static thrust" depend on not the throttle of an engine but how many total units of the resource used for buoyancy are held in the craft. Lift/Buoyancy force per units of a resource in a whole vessel. Then (assuming you want a non-gravitic version) there's the matter of what gas you're using (with a reference table of popular gases to use and their molar masses) vs the molar mass of the atmosphere the vessel is deployed in. This avoids the problem of having to create a reference table of what every planet in any planet pack has in their atmospheres, meanwhile, the Kerballoons mod is unfortunately hardcoded in some way to the stock planets' atmospheres. A hot air balloon style plugin would derive from the original gravitic airship plugin, however, its acceleration would be measured in kN, not fractions of standard gravity, or, it would not be an engine and would have no throttle (to hopefully avoid having time zoom restricted on it) but it will constantly be burning through whatever fuel mix is chosen and stored on the vessel. The burn rate depends on the vessel's mass, airship envelope size, fuel mix efficiency and desired altitude. -
The focus of this mod is set on these two things: Solar thermal rocketry. Instead of using nuclear reactors, you use vast, reflective, lightweight curved mirrors to concentrate sunlight into points in a specific engine to heat the propellant. The mirrors take up a lot of space and would be quite fragile but they're safer and lighter than a mass of radioactive material and its shielding, and its fuel (the Sun itself) never runs out. A solar thermal rocket safely runs hotter than nuclear thermal so the engine's Isp can easily be 1.2x to 2x as good as NERVA-esque nuclear thermal. Beamed power. Instead of concentrating solar energy into an engine's chamber, it's converted to electricity to power a laser gun that produces an extremely powerful beam of whatever radiation between Microwaves and X-rays, whatever works for the distance and target environment at hand. The beam target is either a field of specialized receiver panels on a celestial body's surface, or it's a spaceship with a very large receiver surface like the Solar Moth. The principle is the same as the microwaves that are used to carry Wi-Fi connections or whatever the frequency of a Samsung Galaxy wireless charger is. A beamed power infrastructure can also include chains/relays of satellites that are able to send and receive from each other and can send power to odd places like Earth's south pole when it's nighttime 24/7 for whatever fraction of a year, or a small planet that happens to be in Lagrange Point 2 (always in the shadow) of a larger inner planet. The principle is the same as setting up two or more mirrors so you can see the back of your head.
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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
You're better off releasing it standalone if you're gonna wait that long for the other modder to respond, sorry. Then describe its relationship to other mods so the CKAN folks can set that up for you.- 1,512 replies
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[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Sorry, no. I figure it wouldn't be necessary to make one. The features, namely within engines, I tend to write adequate descriptions for those, and the filenames of those patches give a clear hint at their effects. The Dark Drive is the most handwavium of OPT engines. ZeroHandwavium = this engine probably goes poof. I don't see the need to put them in subfolders. They're all patches that affect the parts of the same mod (OPT) not parts from other mods (like other mods with lots of compat configs will typically do). Most of them (typically) only activate when the mod they're named for is also installed. I've spun myself into too thick a spider web with compat and balance patches for OPT. The pain is called "Needs to be compatible with too many things" and is caused by "This mod is too useful." I could rewrite and fix all the configs but it's too much effort and my ambitions are elsewhere. -
I haven't had to use DDS converter tools (guilty of being set in old ways and doing things manually) but perhaps try this: duckar/img2dds on GitHub or ask @cineboxandrew. I'm sure they have something great.
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Tempting but no thanks. I leave ownership to you.
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Leave it to me. I'm also looking to setup localization and to re-title the parts so they aren't all over the place in a given category.
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@linuxgurugamer I'll help you out with that. If there any particular features you want that can be config'd, let me know. I can handle the lift ratings easy.
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[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@WhoTookZero I must assume you unknowingly installed all of Reconfig's extras configs which include LessHandwavium and ZeroHandwavium. These will nerf and delete engines. @AmpCat I must assume you unknowingly installed all of Reconfig's extras configs which include OPTReconfigCryoEngines which forces engines to use LH2, not caring for the presence of Nertea's mods. -
@GoldForest Beamed power would be a fabulous addition to KSP2. The selling point of it is that the craft that needs power can skip from carrying the mass of an internal power source and the fuel for it. Since distance and the Inverse Square law make for a fundamental problem with beamed power and solar power, if the craft isn't super-heavy from carrying a nuclear reactor, it's super heavy from carrying lots of solar panel. A beamed power receiver still needs to have lots of surface area like a solar panel but it will have a much better power to mass ratio. Tracking a vessel and catching beamed energy aren't a problem. Everything will be easily calculated and automated. Setup your infrastructure right and it would be like having a railway system. The problem then becomes if a ship ever has an emergency and needs to deviate from its set course. It better have a backup power source or be near to a planet with a beamed power relay system (so any wait on the power system to track it remains as short as possible). Not all beamed power would be microwaves. KSP Interstellar allows for several options between that and UV rays and hard X-rays. Not all beamed power has to be sourced from solar either. The source can easily be a fusion powered station on or near a planet. While it is sourced from solar, there's another thing that very much needs to happen. That is Dyson Swarms. It can easily be worthwhile to deliver dozens of concentrator vessels (these would be very large vessels) into low orbit of Kerbol, then liberally/freely tap into the total concentrated power and deliver it to Jool, Eeloo, or far beyond them.
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Open the EL window in the editors. The dry mass of your vessel translates into RocketParts. The unit of measurement shown in the window is "ku" which means "thousand(s) of units" so numbers will be smaller and might confuse you. The ratio (tons to RocketParts) is easy to get. I might remember wrong but I think it's 1:4000 (or in kilograms to RocketParts it's 1:4).
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
If you can avoid adding a partmodule to every part in the game, do avoid. This seems like a very inefficient way of approaching things. Exactly........... This, Jebediah Kerman asked calmly while walking towards his spacecraft to board it, a spacecraft whose build could only be described as "from the mind of Tim Burton." -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
@SkyFall2489 Waterfall can be expanded to make the desired effects happen, but it's far out of scope and it's FTL stuff so you know Nertea isn't making this happen. The animation's concept boils down to emitting particles along the spline (path object in 3D modelling) or rim of a dynamic shape that depends on where the vessel intersects/clips a 2D plane, and shading all parts in the vessel ahead of this plane with the hyperspace object material. Yes. Yes you are. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
Such an animation requires its own plugin which not only applies the shader(s) (the thing that provides the materials and visual effects to an object, including the camera) but also the transitions and form-fitting boundaries for the effects. This is far beyond what Waterfall is meant for. In the case of a jump drive these effects have very little business responding to throttle (which is what Waterfall is also all about) since a jump is usually instant, or if the jump is a long one (like in Elite: Dangerous) there's only going to be one speed -- the speed by which the game loads the target planet. -
Yes, if: You're not playing career mode. (The contracts system breaks very easily.) You have nothing in the SOI of the planets that have been uninstalled. If you do, bye bye to them.
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That's how the dragons do it in the Clash of the titans (2010) movie. The fuels are stored in glands in the cheeks, and these glands have amazing squirt force to give the fire breath its range before it ignites. Now... in comes the problem of something piercing those glands simultaneously or causing a nervous input to cause accidental release, or the glands releasing their contents through decay after death -- all of these making one's mouth into a combustion chamber. A humanoid doesn't need their mouth to be bomb proof. If it was then in comes the very serious question of what kind of encrusted madness this humanoid is supposed to be able to eat.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
I sourced it from this line: I think that number is supposed to be "6420." I reduced it to "642" and established "Wherever I provide Hydrogen or Water, provide 1/642 the amount in Deuterium." I reduced the number for playability, to reduce the waiting game to harvest it. My target audience is in large part, interstellar ship builders and players of Galaxies Unbound, and they're going to want to hold lots and lots of Deuterium so why not give them this handicap?- 1,069 replies
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Good idea. There's always room for LqdDeuterium. I already have a set value for the fraction of D to H so I likely won't use the exact number you're giving me.- 1,069 replies
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Aww man. I can't believe that problem was still there. I must have had it confused somehow with the RealFuels version (where the Water input is the same). You can download and replace GameData/RationalResourcesCompanion/CRP/Opt-in_ConvertOTrons.cfg to apply the fix.- 1,069 replies
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
JadeOfMaar replied to Snark's topic in KSP1 Mod Releases
@Snark Hi there. Feature discussion if you're interested. I'm interested in the CoreHeat state indicator in your planned features list. Unless you've already figured it out, I propose that you "simply" get the following data: Optimal core temperature, the current core temperature (which is the sum of outputs from multiple running modules on the same part). These are shown in a PAW via ModuleOverheatDisplay{} and probably calculated within ModuleCoreHeat{}. To keep things simple: If the core is cold/sub-optimal, the indiciator color is blue, blinking; if the core is optimal: steady blue; if the core is overheating at all: blinking orange. Possibly, also get the core shutdown event flag and if it's set: steady orange emissive (flat-line). I know not to assume that programming is super easy so I put "simply" in quotes. I also figure that it might be redundant to check for a core heat shutdown status if the player can simply loook and see that a part is obviously not running when it should be, but this only works for parts that have a running animation. Not all converters or harvesters will have a running animation or that animation might be overly subtle. This mod came up in a chat on a discord server, and I and a few folks agreed that visual cues of parts' dynamic states are really lacking in KSP, even in the modding scene. So I thought I'd come share this idea and share that I'd like to have some form of support for this mod in parts I make. -
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Hi there. I didn't anticipate System Heat renaming the modules in the atmo scoops. Thanks for spotting. You can download and replace RationalResourcesParts/Patches/MISPLACED_RRCompanion.cfg from here and B9PS will calm down.- 1,069 replies
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It's a suite of tiny modlets for extra features for Kopernicus. The best known among these features are footprints, emissive and wormholes.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Testing some all-new parts with Kerbalism. If there are things other than FusionPellets that players need that are produced with the crushing force of the depths of a gas giant, let me know. Should I provide a heater version of the Chill-O-Tron? This is what the Boxed Freezer has been ...warming the bench for.- 1,069 replies
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