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Everything posted by JadeOfMaar
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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 3.0.4 [Feb 03, 2025]
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.- 1,069 replies
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Rational Resources 3.0.4 [Feb 03, 2025]
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).- 1,069 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. -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@KIMCHI DeadlyReentry has its own config, right at GameData/DeadlyReentry/DeadlyReentry-OPT.cfg Hopefully you are using the version maintained by Starwaster. OPT Reconfig has its own config: GameData/OPT/OPT_DRE.cfg which should mirror the (fixed) config within DRE. Delete both of these, or delete one and edit the other. -
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
I would think something else is wrong if your asteroids aren't getting resources other than Rock, but additionally, RR doesn't attempt to provide asteroid drill options because I don't have enough interest in asteroids to bother with them. EL adds MetalOre to them. The CRP adds MetallicOre to them (which is easily taken advantage of by @Veronika Kerman's EL-CRP conversion patches). Sadly, that's all I can tell you.- 1,069 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
@KIMCHI OPT is definitely meant to be able to handle reentry very nicely. A few options (not all config manipulation) do exist: Delete DRE's config for OPT. (The easiest means but fully restores the arguably cheaty means by which OPT gets its durability.) The maxTemp and skinMaxTemp (heat limit) values don't get nerfed much actually... It's the thermalMassModifier that's really high (4 through 8) but gets nerfed down to 1. This key is a multiplier and causes parts to absorb that many times more heat energy before rising by the same temperature. Edit the config. Everywhere you see the value "2706" or roughly that, change it to 3250. This will cause all parts to have the heat limit (melting point) of a real material that's considered for spaceplane hulls, and come close to being made of whatever fairings are made of. I don't expect this to be too helpful, but it's a fair buff granted that reentry is supposed to be deadly. OPT's engines (under RO) should still offer very generous Isp. Perhaps try to focus more on: sharp ascents; less air-breathing exploitation and more vacuum optimization (which means longer insertion and deorbit burns); use of more airbrakes (especially OPT's included airbrakes). -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Deadly Reentry has patches for OPT. Makes OPT parts as weak to reentry heat as anything else. That, and OPT cockpits having large surface area makes them soak up heat and threaten to melt very easily. -
Concorde-alike engine body/mount, huh. Very interesting. That would be easy enough to do but I won't make it out of the scramjet body (for proportion/anatomy reasons and) I'm avoiding the scope creep (purely an intake; aero category) associated with it so no. If I do make a suite of intakes I'll be sure to remember this and its associated options/variants.
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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
@Angel-125 @chaos113 Can I get a reference for this Shuttle 2? I'm curious. nvm: I found it. It's quite interesting. -
Scramjets! Gentle reminder that these will be largely useless on stock scale, otherwise they take their rightful place as the cruising engine on your hypersonic planes, and can replace the RAPIER's closed cycle for upper atmosphere flat run phase. I'm doubtful about providing the shcramjet at this time. There are a few obvious texture faults. Those won't remain. Parts: 1.25/1.875m hollow (radial but goes over your fuselage like slipping yourself into some shorts) 1.25m nacelle (radial only) Variants: Colors: White; White + Thermal Tiles; Only Thermal Tiles Mounts (nacelle only): Shroud; Pylon (repeats per color variant) On the side, I received quite a bit of crit on the design for one of the interstellar engines. I spent all the energy intended for unwrapping it into changing the raw model to make more sense for how it operates.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
RR Parts provides the "RR Boxed Compressor/Decompressor/Freezer/Heater" parts which hold the freeze and that processes. ??? That....can't be right.- 1,069 replies
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Finally fixed the unwrapping and got though to texturing for the SaltWater rocket, and produced most of the missing heat emissive textures. This concludes the interplanetary engines suite. There may be other engines that I did not show and will not show. My sights are set now on the interstellar engines suite (just 4 or 5).
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@cinemagic I suppose not. Its tank integration only cares for the stock tanks, CryoTanks and B9 Part Switch. As far as producing RealFuels propellants is concerned, just add a few Ore tanks set to each of the interim resources required, and your final output would be whatever tank that uses MFT and should have all its necessary tank types installed already. Adding tank types to the likes of MFT is out of my scope as I've never used such. I only ever use B9 or WBI OmniStorage.- 1,069 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
@gilflo "Toggle Engine" is not a button (by that name) that appears in flight. It's basically the "Activate/Shutdown Engine" button. Multiple "Toggle Engine" buttons is a weird thing that happens on some engines for some reason because of them being multi-mode and the effect of something I did to give them more functionality. What the condition for that is, I don't know. It helps to activate all your engines at least once via staging as not doing so can lead to a rough spot when using action groups to toggle them.