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Everything posted by JadeOfMaar
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They do have that. It's not in their titles (display names, what you read in-game), but their functional name (at the tops of their part configs) which doesn't have spaces but dashes or underscores, and is some kind of cryptic/shorthand. I forgot to mention but the greenhouse parts are released now. Enjoy.
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There are no pure ramjets, though. At stock scale, you almost can dodge having an LFO engine for your SSTO plane or have a perfect air-breathing hypersonic plane that never needs Oxidizer. A stock jet engine that works between Mach 2 and 6.5 would be pretty sweet. Sadly, because KSP2 is obviously inheriting stock scale for its game scale, there isn't going to be a stock scramjet. There's literally no room for it because you're already orbital before you reach peak cruising speed with it. Sounds like me. Unfortunately, most of the atmospheres you can encounter won't allow chemical jet engines so what about... nuclear thermal turbos and rams? Your Eve taxi and Jool skipper would be happy for sure.
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This mod provides new, freely licensed greenhouse parts as alternative to the tried and true, but aged, ZZZ greenhouse and other parts from that era. Introduces two weightless resources: Algae (specifically for light-based water splitting for Hydrogen (for fuel) and Oxygen (the waste product, but needed for breathing)). This is held and produced in the Algae Farms. Photoculture (representing microbe life which specializes in feeding on Carbon Dioxide and producing Carbon-based useful chemicals). This is held and produced in the Photobioreactors. Designed for use with TAC life support and Interstellar Flight Inc (IFI) life support. Compatibility (Bundled) B9 Part Switch Simple Repaint Snacks! TAC life support Real Fuels USI life support Kerbalism License: CC-BY-NC-SA Download :: GitHub :: SpaceDock
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I'm glad you like. ETA is early afternoon today [Friday]. The basic function configs (for without any LS mods present) can wait.
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The current state of affairs: [cover pic] 2 models, 3 roles, 6 parts. The 3 roles are derived from @linuxgurugamer's IFI life support mod but this project aims at providing a modern and very functional alternative to the popular but aged ZZZ greenhouse, and solidly filling the gameplay gap that TAC life support leaves wide open (there's no greenhouse mechanic within the mod, and the Mineral Siphon thing is surely awkward to everyone, not just me). Outside of IFI life support, I now envision the Algae Farm as not contributing to food production (because no life support mod provides for multiple snack types and one being more or less filling than another, why bother having two very different parts do the same thing? One will just become redundant and obsolete). I envision the Algae Farm as being particularly able to produce Hydrogen (for cryofuel) and Oxygen (for breathing); and the Bio-reactor providing some degree of waste processing and producing useful complex chemicals like alcohols and long hydrocarbons (Ethanol in RealFuels, Methane and LiquidFuel otherwise...).
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Recovering from a burnout on making Sterling Engines, I decided to make my own greenhouse (cylinder shape) for use with any of the life support mods. Apart from just a greenhouse, there will also be...what is possibly a very useful algae farm/ bioreactor. I am not inclined to provide many compatibility or feature configs for this. Expect to have to provide that yourself if you want it.
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I have one guess but it's not a perfectly sure one. I will assume that you're warping while you warp. In which case it's quite likely that KSP crashes because you're provoking the already unhappy condition where the game stalls for an instant when calculating your orbit on SOI change. If this is the case then you'll need to exercise your patience and not do that. If you're not time warping then you may want to mind the throttle on your warp drive as you approach, and use a mod (such as KER) that tells you how far you are from the SOI of your targeted celestial body, so you know more precisely when to watch your speed and/or stop time warp.
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Consider that a lot of the stock physics is geared towards easily getting to orbit and granting that gameplay satisfaction to fresh players, but also to trying to compensate for the smallness of stock scale. Much of the OP of the stock jet engines imo is that orbital speed is only Mach 7, not Mach 22+, and that we're able to freely attempt things with technology in the game that can't be done IRL because of issues like funding, the efforts of engineers to build the things, and risking human lives when something goes wrong mid-flight. Intakes are OP too, or rather, it's just the intakes that are OP, not the engines. They provide too much air and there isn't much of a tangible gameplay dynamic to them other than that. I'm sure you know that 1 shock cone and 0 precooler can feed 2 maybe 3 RAPIERs and at near-zero velocity. A fair portion of the answer to your argument lies in the reasons that FAR (Ferram Aerospace Research) and DRE (Deadly Reentry) exist: FAR makes it so that planes are less draggy (the stock fuselage parts that have lift surface are actually double-draggy) but that more IRL physics are added such as: Clipping and hiding wing boards doesn't work; You can optimize for 1 or 2 of these but can't have all 3 (subsonic, supersonic, hypersonic) and will be penalized accordingly; Forward wings can occlude and stall rearward ones if you build wings as usual and don't know their fluid dynamics. DRE: Many parts in KSP are actually excessively resilient against heat and so can be presumed to be built out of a Handwavium. With DRE installed, you wouldn't dare attempt a Mach 4+ flat run at sea level, or if you do you won't last long. Mach 2+ might be fine as we have things like "Supersonic Low Altitude Missiles." Intakes have speed curves and become better or worse at given speed ranges because of it. That makes them fairly diverse already. But these fixes and additional dynamics can possibly float your boat: Fix: Ram and shock intakes should be poor or useless when subsonic. Add: Choke and starvation could occur when going too fast in thicker atmosphere. This may somewhat already be paralleled by suffering extreme drag when transsonic in thicker atmosphere. Add: Air temperature limit when received by engines, and the precooler exclusive ability to (try to) keep the air cold... If your inlet temperature matches or exceeds exhaust temperature then you're not adding useful energy and you get no thrust. The AJE (Advanced Jet Engine) mod makes you care about closing your intakes to prevent reentry plasma getting into your turbines and exploding things. KSPI-E also makes a big deal out of SABRE-alike precoolers and SABRE-alike engines. Such an engine without a compatible cooler will quickly threaten to overheat and explode.
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Renewable xenon
JadeOfMaar replied to imcute's topic in Prelaunch KSP2 Suggestions & Development Discussion
I'd like to know the details by which you're able to say this. As far as anyone knows, you cannot transfer it because of how it's put into the solid rocket IRL. It is pumped in and molded like freshly mixed concrete and given time to dry. You can't casually relocate such a material by any stretch, and re-melting it is an absolute no-go as you might sooner ignite it (or waste a lot of energy) than actually re-melt it. Perhaps you have an MM patch that enables this convenience and you've forgotten that it's there. NF Electric's nuclear reprocessor produces Xenon from DepletedFuel. There's some related info in this part of its Wikipedia page. If you ask me though, it might be better if KSP2 defaulted to Krypton or Argon since these are less rare and are easier to grab and KSP2 is being made by pro nerds. Xenon makes sense for KSP1 because it's the heaviest noble gas (before Radon which is radioactive, and Oganesson which is radioactive and synthetic) and heavy resources are part of the deal with everything being supermassive in KSP1 to be balanced with the system scale being so small. Wikipedia also mentions that Jupiter happens to have an excess of Xenon in its atmosphere so +1 to diving and skimming (some) gas planets...But that excess is relative, not an asbolute, and still not something to party about. -
This. I've seen several greenhouse mods arise, and they very much tend to use the ZZZ greenhouse model since it's the only real option that's freely licensed. @victorsierra Can you show an example of your skill? A command pod? An engine?
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That's how that config works. All parts whose names start with "bluedog" and contain anything else after, represented by "*" are selected. It's good practice for any parts maker to have an identifying prefix for all their parts in order to show the mod they belong to and help for targeting with MM. Unfortunately, OPT parts (not made by me, therefore, the vast majority of them) are not named this way so I have to target all parts that have the mod name for their manufacturer: @PART:HAS[#manufacturer[OPT*Division]] { ... }
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@chaos113 Weird. From my brief experience, I had to nudge Simple Repaint to notice my parts. This tiny config should help you out: @PART[bluedog*]:BEFORE[SimpleRepaint] { %SR_Ignore = true }
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Now that is just more KSP weirdness and not necessarily something I need to try and find the source of. However, it might be worth mentioning that for use with Angel's anti-grav engine, the part needs to have certain extra "transforms" (meshes or empty gameobjects) facing in practically the 6 cardinal directions. KSP might be getting confused with them, especially with Angel's mod present. That's all I can say. All interplanetary category engines are in-game now. Some texture work still needs to be done in many places... On request I've made these engines to be especially friendly to the Simple Repaint mod (The white or repainted surfaces are meshes with a single name which is singled out for targeting).
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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
You are aware that the "+" in "[1.9.1+]" in the thread title means that, right? "That version and beyond." I regularly (re)-install mods that were last updated for 1.8 onto my 1.12.x install. The only real concern I have with versioning is the Unity version that KSP runs on, and the stock shiny shaders which only go back to 1.7. The only things that can cause lift surface problems are: If you have an empty FerramAerospaceResearch folder in GameData, or; You have some realism mod installed that has a patch that contains :FOR[FerramAerospaceResearch]. Either way, MM thinks FAR is installed, and FAR patches are running when they shouldn't. When FAR is present, stock lift modules go poof. -
I'll check that out. Seems like just another random, stupid, aggressive KSP bug though. That kind of crap really happens. The feeling is mutual and has been present since I took the screenshot showing the scramjets in-game. I don't have Restock in that particular install but unless I'm mistaken, Restock doesn't touch the Mk1 airplane fuel tank so it looks all kinds of sad next to the scramjet. My own tank pack requires its own great deal of time and effort so it'll take some time to arrive and I've given it lower priority because I can easily substitute with Procedural Tanks for the most part. I plan to make it purely to provide for fusion and (some new) fission fuels, but that's where most of the effort is. ...I intend to ship Procedural Parts configs and textures in the meantime. I will include option(s) for shuttle tiles. Thanks for suggesting. That can happen.
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Just MM actually... B9PS actually isn't a hard dependency for this one but you'll miss the ability to change the plume style of the impulse rockets, and the warp coils upgrade config won't work.
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Not necessarily. In electromagnetism, there are a few ways that the magnetic field of a thing can "flow." The two most likely flows (and the only two that matter to engines, in KSP at least) are "Axial" and, I suppose "Rotational." One of these is where the flow follows the circular profile of the device and goes round and round. The other is where the flow tightens at the top, goes down the center, spreads at the bottom, goes back up around the outside, then tightens at the top to flow back down. If you choose one flow for the electric or plasma current, the magnetic field takes the other. Example of the electrical flow (axial) and magnetic field (rotational). Depending on the device's purpose, swap the roles of the blue and orange arrows. Same situation as if you make an electromagnet by wrapping an Iron rod with a Copper wire and supplying a current. Example of the electrical flow (rotational) and magnetic field (axial).
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Rakete Try with/without and find out, but OPT's IVAs work fine with RPM or ASET. There's a listing for IVA mods in the opening post of this thread. As far as the "newest/latest" goes, OPT is directly supported by JonnyOThan's fork of RPM: About the Mk2 drone core. Its drag profile was originally mismatched to the Mk2 profile itself since it has hollow regions unlike any other stock Mk2 parts. The effect is the same as using a random undersized fuselage piece and not knowing it, and you know that aerodynamically that makes no darn sense. I think Squad finally fixed it but for players on older versions of KSP, the patch remains. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Hi there. About compatibility I have to say: Partially yes. Cryofuels definitely but no System Heat and Far Future. CRP: Yes. There are a few resource options for the tanks (when using B9PS) but several of them depend on installing other mods. Apart from B9PS, OPT's tanks will instead use the tank switch from RealFuels, WBI or Configurable Containers if they are found. Bluesihft: No. Waterfall: No. OPT doesn't mess with anything outside of itself except for patching the Mk2 drone core's drag cubes. -
It is. Just delete the relevant subfolder (I think they're organized by category) of the parts folder. Don't delete the patches.
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Hah no. I just come up with many, many ideas and want to see them happen. I do want to reduce the number of them since my intentions for KSP have changed more as time passes.
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This month is near its end. Similarly, all SSTO engines!
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Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
RSS compatibility is largely already done but it indeed lacks in some places such as the He3, airless exospheres in general, Moon's polar ice, and other worlds' polar ice.- 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 have to use the stock surface scanner, I think. RR's scanners are not setup for checking asteroids, I think. Ask Angel-125 in either the Blueshift or Kerbal Flying Saucers thread. He recently did some kind of fix and feature addition concerning asteroid ISRU (and particularly, the Graviolium resource).- 1,062 replies
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@cinemagic I'm aware of OPT's dry mass problems when using cryofuels (or just, dry mass problems in general) but every little new piece of knowledge like this is very welcome. WBI brings its own cryofuel tank balancing problem as it's designed around industrial tycoon ISRU and not propellant storage. I cannot alter this balance without affecting every other thing that's using OmniStorage. I can't do like in B9PS and create a separate tank type that can hold more LH2 per unit of tank volume. If you know how to mess with configs you can save and build upon this sample config. I'm curious to what the ideal fraction is and in what other situations (such as RO) to use this and make it the default: @PART:HAS[#manufacturer[OPT?Aerospace?Division],@MODULE[WBIOmniStorage]]:NEEDS[Pathfinder]:AFTER[OPT_Reconfig] { @mass *= 1 } I chose not to make the parts lighter as that could upset many people's designs for VTOL and however asymmetric planes, but I would personally use it myself.