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Everything posted by JadeOfMaar
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[KSP 1.7+] Kipard Skylon v1.3 (July 02, 2020)
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
2.5x scale minimum. It might be perfect for 3.2x to 4.8x. -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
I only adopted OPT. I didn't make (most of) it. You attach the FVT engine to the exact equator of the tank with angle snap on (and not at any angle, not from the upper surface, not from the bulkhead faces) and then rotate it by pressing the key combo which should be given in the part description (it should be just Q for this one). Note that if you attach it to cargo bays, the intake is blocked and counts as aero shielded. -
Gas Core Chinese Lanterns! That is all.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Veronika Kerman Sure. Go ahead. While you're there, I have to draw your attention to this:- 1,069 replies
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I decided to reach into the old plans and recycle some drafts. The intention here is to include these among the nuclear thermal rockets in the SSTO engines section and fill a very certain gap left wide open in stock: Circular Scramjet Stock provides only the RAPIER for its particular role of being an efficient (if only by sparing you the mass and volume of a dedicated sustainer rocket) upper ascent phase engine for your (usually SSTO) spaceplanes. Why a scramjet? Although it's heavy and inefficient in itself, it still offers far better fuel economy vs an LFO engine and better empowers hypersonic cruisers. Parts: 1.875m hollow scramjet body. Allows mounting your choice 1.25m engine through it. (But there is a bug that arises between symmetry and crossfeed through an engine to another engine.) 1.25m radial-only scramjet nacelle. May include a short pylon. Circular Shcramjet Functionally superior form of the scramjet, named by the Chinese as "Sodramjet." This is of the oblique/standing detonation breed of engines and is directly superior to the scramjet. Technically, this engine is quite overpowered on system scales lower than 6.4x as it virtually has no upper airspeed limit, so it is provided primarily for players of real scale and Realism Overhaul, and secondarily because it's (afaik) the apex of chemical ramjet technology. The orange glow represents my intention for some of the throttle/combustion light to shine through the intake side due to near-zero combustion chamber volume. But this might actually apply to all of these engines. Parts: 1.25m radial-only shcramjet nacelle. May include a short pylon.
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Today: A tiny fix to the Z-Pinch engine model; Drew the heat emissive forthat; And made the remaining textures for this, the Mini-Mag Orion with proper nozzle model (in opposition to the image earlier on this page). I wanted to have more progress today but got royally sidetracked by something to test and learn (when the manual is poorly translated from Chinese to English). 2.5m profile, 9.5m tall, physical gimbal I had gone through mostly texturing the LSWR in the interim somewhere (somewhen) but learned that the unwrapping failed miserably for the AO so I threw it aside.
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My vision for procedural (chemical) engines is as follows: The primary body: The combustion chamber, turbopumps and misc plumbing. This allows you to progressively unlock and access the combustion types/cycles like "Open cycle staged combustion, Full-flow staged combustion" however those work. Some engines are better (say: cheaper but wasteful) because they dump some of the propellant without burning it while others (more expensive, massive and prone to failure because they can efficiently use all of the propellant but involve far more moving parts. The base stats that you get to tweak are: Chamber pressure (provides base thrust, heat production) Combustion cycle (provides base efficiency, controls complexity and cost) Material (who's to say we can't have a little material science handwavium to allow for an engine to run hotter and safely thrust harder? This is a gentle nudge in the direction of MetallicHydrogen. This also controls mass, complexity and cost) Mount and fairing: When you want it to fit flush onto your procedural tank of any radius, and the stage under it (which should be same radius). Nozzle: Everyone who visits this thread should know how this works, but for those who don't, see the tweakables below: The throat diameter (the combustion chamber's exit. Note that if it reaches the combustion chamber's diameter, Isp drops like a brick in water.) The exit diameter (the open end of the nozzle). "Nozzle ratio" is the exit vs throat. The greater the ratio, the greater the vacuum optimization, but you'll see diminishing returns if you push it. Nozzle length (note that the overal nozzle volume will affect total mass). Cooling method or Material (Regenerative; None; Ablative are the kinds I know and each has their use case. Your choice affects the engine's mass, cost and heat production). Solid rockets have a place in this as well with points 2 and 3, but for point #1 you control length, diameter and grain/cavity shape which affect chamber pressure, heat production and the thrust curve. And you can eventually access Hybrid Solid where the solid fuel is pure alkali metal and the Oxidizer is a liquid, by which you can throttle and restart it, refuel it more easily, and gain some Isp from the high reactivity of alkali metals.
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The default fusion rocket: Magnetic confinement. Its mounts: 2.5m, 3.75m. It has physical gimbal, is also afterburning, and will accept a 3rd propellant (which can vary and will be selectable via B9 Part Switch).
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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
Past experimence tells me that the minimum radius is that of the planet -- Kerbin's 600km. I do hope that @Angel-125 is having a senior coder moment or the restriction now uses atmosphere height if the body has an atmosphere. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
@DoktorKrogg As I have your attention. I've been wondering about how much or how little WOLF can be used for transport of resources between the moons of a single parent planet (preferrably between landed complexes). (I really want to ask about interplanetary but I shall be cautious and assume that something about this would require more effort from RoverDude to invest than he's willing to.) I ask as there are those among us who may be interested in colonizing (for example) a volcanic planet and having shipments come in from an ice planet and a gas planet. Or more gently: to colonize an ice moon but to import metals from a not-ice moon and gases from the gas planet that owns these moons. -
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Yes. And no. (In that order)- 1,069 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
@craidie Once upon a time, that broken link wasn't. That's why they're around. RoverDude eventually moved, which is why they're broken now. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
@Xtra The KSPedia format changed at some point (likely KSP1.8). All mods' KSPedias broke at that point. Any that still work have been re-made from scratch, and making a KSPedia is a very un-fun job, from what I've heard. I take it that RoverDude put plenty effort to make USI documentation available in spreadsheets (as well as on GitHub) and maybe even video. It won't be worth his time to re-make the KSPedia. -
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@jimmymcgoochie The most that I expect you will need to do is switch your tanks and dump your supply of EL's resources. @Veronika Kerman prepared this change all by themselves with Kerbalism compatibility in mind so the bump in the road should be quite soft.- 1,069 replies
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I lied. Not all of the engines can gimbal. Say hello to a new default NTR for interplanetary vessels: The Pebble Bed. It is not another classic solid corve NERVA family NTR. This engine features a spinning core (as it were a liquid core, but to hold the fission pebbles in) and a visible counter-spinning wheel (styled like a reaction wheel). This engine is 3.75m but is actually aimed at 2.5m, with switchable mounting ring for each. At half-size, it is 1.875m, aimed at 1.25m. Why the apple? It's the result of one of the idea guys repeatedly mis-pronouncing "Pebble Bed" in a way which eventually led me to remember the [Despicable Me] minion that says "bapple" at the end of the minions' banana skit.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@N3N You're welcome. About RationalResourcesAluminium: You only need this if you actually have a use for the "Alumina" and "Aluminium" resources. This is only likely (as far as I know) if you enjoy KSPIE's hybrid SRB which burns Aluminium + LqdOxygen. About RationalResourcesELCRP: It is recommended if you use Kerbalism and Extraplanetary Launchpads. This extra was written by someone who loves and uses those two mods, and doesn't want Launchpads to continue to exclude itself by using its own non-CRP resources. This is the only condition that matters.- 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
Release 1.40 DOWNLOAD :: GitHub :: SpaceDock Added Advanced Jet Engine detection to RationalResourcesSquad jet engine patch to prevent a significant conflict. Added LqdDeuterium + LqdHe3 options to ProcTanks. Fixed tag issue with opt-in system in RationalResourcesNuclearFamily. Fixed SSPXr TACLS patch in RationalResourcesTACLS. An error in root node configs was the cause of serious problems. Thanks to @Vexxel. Fixed "duplicate subtypes: Methane, Methalox" B9 issue. Fixed repeat tank types in ProcTanks (causes game-breaking bug): MetallicOre, Metals Major change: Rational Resources now favors MetallicOre and Metals instead of Extraplanetary Launchpads' own MetalOre and Metal. Authored by @Veronika Kerman. Added extra: RationalResourcesELCRP. Forces Extraplanetary Launchpads to use MetallicOre and Metals instead of its own MetalOre and Metal. CKAN metadata update @HebaruSan Hi again and thanks in advance. I have another modlet to add, in RR's Extras directory. RationalResourcesELCRP name: Rational Resources EL-CRP abstract: Changes Extraplanetary Launchpads to use CRP resources. tags: config depends: Extraplanetary Launchpads, Community Resource Pack- 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
Thanks for spotting that. I can add a detection quick to stop this from happening again. And I'll take a swing at resolving the duplicate subtypes bug RationalResourcesSquad can be found in both the folder and in a FOR patch somewhere. You might have been in an odd position concerning that since it was a big deal.- 1,069 replies
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
JadeOfMaar replied to blowfish's topic in KSP1 Mod Releases
That's the effect of an experimental config within Rational Resources Squad interacting negatively with a mod I didn't anticipate. -
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Just delete that then. (And the classic version in case that's around.) It's experimental and expected to still be rough around the edges but I didn't expect that bad of a failure with it. Maybe some other mod you have that affects the stock jet engines is causing a conflict but it's not worth your while to diagnose it.- 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
@N3N Deactivated. I was briefly interested in Kerbalism Science at the time of writing it, but I didn't finish it because I don't have the impression that folks use that experiment (with or without Kerbalism) and I never got to playing with Kerbalism Science. If you simply rename it and activate it, expect it to misbheave and need fixes.- 1,069 replies
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[KSP 1.10] [WIP] (Space) Dust Bunnies 0.2 [Nov 19, 2020]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
@N3N It's abandoned. Sorry.