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KSP2 Release Notes
Everything posted by JadeOfMaar
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Large fuel cells for colonies
JadeOfMaar replied to Strawberry's topic in Prelaunch KSP2 Suggestions & Development Discussion
If you're near to a star, my friend Concentrated Solar would like to have a word with you. As some folks point out, fusion is late-game and you can't count on something that's not available yet IRL or available for a hot minute in-game. Geothermal is great when: the celestial body gets sufficient insolation; it gets enough tidal force from a companion body to keep its mantle churning; it's geologically active by itself despite being far from its star...But it's going to be a challenge or unviable on what's likely majority dead worlds of ice and frosted rock. Dyson swarms would also be great. KSP2 would need to have a UI and a bit of a mini-game for setting up the swarm and partitioning the total collected energy to be beamed to wherever that needs whatever amount of it. There's a standalone beamed power mod right now which paractically allows this, I think, so it shouldn't be too much of a problem to remake and expand it for the new game. -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
It's an open cycle thermal control mechanic which tries to embody the idea of using the engine to dump waste heat from reentry shock or onboard reactors. The engine merely produces it while running but the intake can produce it by being fed with a propellant (like Starship sweating Methane for a heatshield) or possible other substances. The intake is an active radiator which runs on "Cooler" and ablates it so it can reject heat very well in thin atmosphere. -
Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 1.42 Added Air Maker OmniConverter option for the presence of WBI Snacks! with Air! Fixed output resource flow mode in RR Boxed Compressor and Decompressor. Fixed template error with JNSQ Lindor. Updated (hopefully) Extras/RationalResourcesELCRP to catch any resource converters that consume/produce Metal to do Metals instead; consumes MetallicOre to consume MetallicOre instead. Updated Extras/RationalResourcesNuclearFamily so integrated nuclear jets produce and consume more ThermalPower, and convert to ElectricCharge without needing to throttle up the engine. Updated Extras/RationalResourcesSquad to handle Kerbodyne branded parts that hold LiquidFuel but not Oxidizer. The presence of Buffalo 2's bioreactor caused an error where MM will not save the config cache. Updated Extras/RationalResourcesSSPXRTanks to catch all such tanks and replace Metal subtype with Metals. Updated Procedural Tanks (thanks to @Veronika Kerman ): Alphabetically sorted tank types. Added Helium and/or Helium3 gas form tank types. Added boiloff config for Deuterium and Helium-3. Fixed (hopefully) Ore reappearing after selecting another tank type. If folks are interested, I have an update ready where ISRU parts are changed to: Depend on @Angel-125 WBI Pathfinder, not WBI Classic Stock Use OmniConverter for fuel cells' fuel switching Use WBI harvester module (one module to handle every resource available) (foreign drills are from Stockalike Mining Extension)- 1,062 replies
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Sorry, idk. I haven't looked into the GitHub to know what other templates do or don't exist in your version of it.
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Find and replace stock-nuclear-upper-2 (two instances). Your sample config shows stock-nuclear-upper-1 which clearly exists.
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That's the Restock-based DepthMask feature. IF it breaks for KARE then it breaks for all Restocked parts in your game. That's just a Unity bug and I know at least one person who regularly suffers it. Can't be helped. Perhaps the particular nuclear engine plume doesn't exist yet or it has a different name.
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[1.12.2] Tea Kettle RCS 1.2 | Dec 22, 2022
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Can't and don't want to use anything Nertea makes. They have their own plugin(s) for energy generation and they don't support multiple resource output. (Why should they?) And patching into Nertea's things to change their behavior puts a bad taste in my mouth. I hear that SystemHeat in itself provides a resource that represents heat but I still haven't played with that mod so idk if I can access it. That RCS is weeeeeeak. "For balance. Of course." -
[1.12.2] Tea Kettle RCS 1.2 | Dec 22, 2022
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
That's the idea, and additionally, that reactor must produce a resource that represents heat (namely, ThermalPower, used by KSPI-E). However, I don't intend to introduce that mechanic except where the reactors are parts made by me or parts that aren't too involved by other ISRU mods. I'm working on an update right now for Rational Resources Nuclear Family, where the nuclear jet engines from KARE and other mods can make good stand-ins, as using ThermalPower directly is how both those engines and this kind of RCS work. I forget what the performance is like for those, but in any case, I'm quite sure that my thrusters are quite high thrust vs those. -
Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Yes- 1,062 replies
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Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
You can open GameData/RationalResourcesCompanion/CRP/Opt-in_ConvertOTrons.cfg and delete this section from the very bottom: // If mod parts, purge untagged converter options @PART:HAS[#RRConverter[isSet],~isStock]:NEEDS[!KerbalismDefault,!ClassicStock]:FOR[RationalResourcesCompanion] { !MODULE[ModuleResourceConverter]:HAS[~Tag[RR*]],* {} } Note that RR purges any Ore processing functions from mod refinery parts but not from the stock ones. This is because of the known condition that players simply gravitate to the stock parts for Ore processing, and mods will fight over those parts for adding functions to them. MM cache poisoning, as I like to call it. I had a feeling that was the case.- 1,062 replies
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[1.12.2] Tea Kettle RCS 1.2 | Dec 22, 2022
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 1.2 Added Waterfall configs. Raised thrust from 4kN to 8kN. Split fuel switch patch for CRP vs Classic Stock. Hey @HebaruSan I'd like to get a recommends: StockWaterfallEffects (made by @Knight of St John) -
Release 1.1 Added FAR config. Fixes CoL problems when involving these Mk2 parts. Added missing IntakeAtm patch for intakes. Added Waterfall configs. Fixed engineID values (changed from Dry & Wet to AirBreathing & ClosedCycle). Some mods, namely BDArmory, do trip over this. Reduced engine heat production values. Hey @HebaruSan I'd like to get a recommends: StockWaterfallEffects (made by @Knight of St John)
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It could, but there's no inventory box big enough to contain any single one of SSPXr's parts (except the 1.25m ones, I guess), and it's arguably impossible to have the number of kerbals around, necessary to haul and attach them. If the part's mass isn't a problem, it's the distance from the kerbal to the CoM (assuming there's a finite range like in KAS&KIS).
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For the most part, you don't. The sentinel module would need to be altered by someone who can write DLLs. (I see this being within scope of Kopernicus but I don't see it being worth it to bother its devs.) What can be done about it (and this would require a bit of effort from @StarCrusher96 ) is that GU would need to be setup that all of its asteroid belts are toggle-able and disabled by default so that you can have only asteroids in the home system.
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The existing models and textures of nearly all of them are quite practically stepping stones to getting good. Now that I'm good, I have better ideas and I want better for them. Additionally, I recently encountered this KSP2 dev thread and I want to have all my engines follow better defined visual cue templates. Some of these cues needed me to make other parts which occurred after them, such as the interstellar series engines and the molten salt reactors.
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A new JNSQ and GEP Career with Principia and some realism
JadeOfMaar replied to Joontry's topic in KSP Fan Works
Install Omega's Stockalike Structures if you're inclined to use the extra airports, space centers, the harbors and misc complexes on JNSQ's Kerbin. -
Except for engines? Likely. Looking back, I've found myself quite unhappy with how most of the engines are, so I want to redo most of them.
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Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@RB101 I just tried it and didn't encounter your problem. What's your KSP version?- 1,062 replies
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I'm pretty sure it goes without saying that this solar panel was deprecated long before Nertea planned for (or started acting on and plans for) Restock. While I consider Tweakscale when making things, I want to avoid Tweakscale being very important to, and causing odd situations with parts I make and which involve B9PS for performance tuning, such as causing a 0.1m upgradeable solar panel to happen. Well I'll see how things turn out.
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I've been designing HX body ships for a Lindor 5 challenge. This is my 3rd one so far, assembled last night. Life support is involved so I want the ship to be spacious (to crew) and helpful, and able to take the interplanetary freeway. It turns out that Angel-125's Bison parts (Heisenberg/Airship mod) fit really nicely with HX because they have a box/cube profile. I didn't do this last night but these box cabins (and greenhouse, lab, tank) are from Heisenberg. I plan to have the ship's crew land a habitat and stay in it for the majority of the mission.
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This, right? Or was it non-deployable? In that case I never met it. You say "ultra" so... 0.2m? (Reference size shown in-game is 2m except for the Mk2.) I can easily enough make a part that is 0.2m long for some profiles and a 0.2m x 2m linear strip.
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Nooooo. They're supposed to resist fire. D: (I see a pattern forming here.)