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Everything posted by JadeOfMaar
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@RedParadize I imagined this rover being wall mounted (or stored in a horizontal craft) so that it would have less need to animate, and being lightweight would grant it less concern for taking damage (realistically) when it falls into proper position if it was delivered in a vertical craft. If it needs to be extensible like any live-able all purpose rover body, it can't be concerned with being stowed horizontally in a vertical lander. The only thing that would then need to animate is the ramp or wall that it's mounted to, and that ramp (or the rover itself) could have an extending claw or port for capturing if it needs to be picked back up. My thoughts should apply to the tiny rover as well. It can "simply" flip if needed via an OP reaction wheel, which can be set when not needed, to only respond to the navball heading buttons or provide 0% wheel authority (the name of that slider) so it doesn't cause problems when you hold W to drive.
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@RedParadize Rover discussion (and my concept art) can happen here.
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Buffalo 2 Modular Space Exploration Vehicle
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
Release it as your own mod and put it on CKAN (with the hard requirement of Buffalo 2 itself, of course) so players can get to it more easily. The responsibility of maintaining it stays where it belongs (on you) and the ease of updating it stays high (you can update it anytime you want/need and your download will be tiny and not complicated). Once players notice and try it, you'll get lots of feedback and surely there will be a phase where you have to update pretty regularly, then you'll eventually settle and be stable. Try to plan ahead with your patches to avoid complications with the mod name later on. Example: You might want just to provide for Buffalo 2 now, but later you may want that mod to provide USI configs for other part mods you really like. It'll be weird if the mod name was just "USI for Buffalo 2" but it also covers benjee10's Planetside, bcink's "The Martian" series parts and so on. -
Buffalo 2 Modular Space Exploration Vehicle
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
There is a plugin mod "Animated Attachment" which allows stack nodes and child parts to move when the parent part animates. Yep. This is for certain with wheels. It's likely with seats. I too have hoped in advanced that one part can have multiple seat points but I have just as much doubt. The Dark Knight's Tumbler. Change my mind. I would love to have a small rover body of my own, actually, especially with sporting capacities. I haven't made a working wheel yet so I can't promise or even show teaser model pictures. Also I'm not one who can make IVAs so I'd put the placeholder thing for crewed parts when I make them. I'd rather avoid animating rover parts but if I had to (and this is coming from just guessing, as I hardly play with rovers) I'd make it just so the ground clearance due to the suspension is minimized. Say the 2 front wheels are on a forward stretching arm. The arm would rotate (from its elbow) such that the wheels' ground contact is upward, not downward, and the arm wouldn't angle down as much. The rear wheel(s) would simply slide up or rotate at their mount point. Aside from the arm rotating, the rover would become as though a formula racer. It could still operate as-is but would have zero tolerance for potholes and speedbumps. ...Just a few hours ago I was trying to draft (rather, sculpt) an idea for a 2-seat, 4-part shuttle (2 command chairs + shuttle body + engine) with built-in docking ports and hatches on its sides, and that its canopy could pop open and also provide cargo shielding while closed. -
Buffalo 2 Modular Space Exploration Vehicle
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
Can you detail this? Seating, if any, and how? Dimensions? I'm curious to how this takes shape in your mind. -
[1.8.1] DaMichels Parts [1.1.0.0](2020 02 17)
JadeOfMaar replied to zer0Kerbal's topic in KSP1 Mod Releases
Hmm... I would have forked that CargoBays repo and PR'd to it if I noticed it. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm sorry, Dave. I can't allow you to commit that idea. I think you should have Graviolium on asteroids. Why would Angel deprive himself of his own resource when his own resource pack (CSR) is installed? My one guess is you happen to have my mod (Rational Resources) and it's misbehaving again somehow. - - - EVA Repairs is actually pretty nice. Much gentler with the horse-kicks than BARIS. There's a generous degree to where you can make the mod even easier on you. Angel generally makes his mods very tweakable for more or less difficulty. You can say it's only just as hard as life support (USI or Snacks' level) so if you consider adding life support, skip it and throw in EVA Repairs instead. It gives you a lot of use for the kerbals' stock inventory slots and the stock repair kit. Your focus is not on keeping the food stash full but on designing with redundant engines and reaction wheels (especially if unmanned), and you can keep the repair kit supply full via an Ore drill and Angel's SandCastle mod. -
[1.8.1] DaMichels Parts [1.1.0.0](2020 02 17)
JadeOfMaar replied to zer0Kerbal's topic in KSP1 Mod Releases
I'm aware of the split. I forked both DaMichel and DaMichelPartsPack before actually looking or confirming that GameData wasn't around. I posted a download (including a localization fix for the crossfeed button on the 3.75m bays) on my sandbox repo for you to grab and repost for yourself. Changelog and version are filled in too. -
[1.8.1] DaMichels Parts [1.1.0.0](2020 02 17)
JadeOfMaar replied to zer0Kerbal's topic in KSP1 Mod Releases
@zer0Kerbal Yo! I'm having a hard time finding the GameData folder on the repo for this mod. I would like very much to officially share this... On the side I'd like to know why the repo contains a license file for CC-BY-NC-ND. That's very concerning. -
I've been getting into the swing of making quite a few parts elsewhere, but I've come back to here to finish off the parts roster and develop a hull style (specifically, paneling style) unique to my far future/sci-fi agency "Deep Sky" and later, a panel style for my more general purpose agency "Sterling Systems/ Sterling Age." Here are all of the Sea Quest parts. Now including the 1.875m racks. (The boxes stick out from these, sadly, so you need to put this in a 2.5m fairing if you need to be aerodynamic.) The 1.875m rack comes as: The cylinder (with doors) with vertical and horizontal variant (includes rack) The rack (standalone) with vertical and horizontal variant The cylinder (without doors)... I don't know what to do with it but it can get a 2.5m companion
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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
@Ooglak Kerman Having similarly come up with your entire response there ........I chose not to entertain @Admiral Fluffy's request. In short: To properly engage in such a shenanigan, you must forget about warp drive (because of how it works) and gain your acceleration and direction via any of the "old fashioned ways:" whatever combination of cheats or krakens lights your solids. -
Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
You need to have RationalResourcesCompanion along with RealFuels. The Companion is where all the ISRU patches are. Parts is just parts, and RationalResources itself is just definitions and resource placement.- 1,062 replies
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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
Nah... Not all things get better if you try to add to them. Why water down a pure gravitic engine to enhance something that's never meant to even be used as a ship's main engine? Just one gravitic engine can provide just over 1 TWR for a ship with any mass value (but Graviolium consumption scales with the ship mass, so if you weigh more, you burn more). So simply add another gravitic engine for 1+ more TWR. And once you're using gravitic engines or equivalent, you're not going to be concerned about Isp. It becomes irrelevant. You'll only be concerned about when your tank is down to 10% full. The main thing you'll need ElectroPlasma engines for is a heavy plasma vernier for RCS rotation of a very large ship. Gravitic RCS only provides translation so that's why that exists. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
@Ooglak Kerman It's kind of a good thing that you can't use a gravitic engine and a warp engine simultaneously. (It doesn't make any sense to attempt to do so.) -
I just replaced that. GU Parts has all of these now: And sometime very soon, there will be all these too. Highly customizable fusion fuel tanks.
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Hi there, and sorry. Fixing Parallax is not a task for StarCrusher. It's a task for Linx, the maker of Parallax. (Don't bother him, please. He knows.) It's also up to you to choose not to use Beyond Home or to download an older version from before Parallax was created (before 1.5.0, I think. This is the best choice for most players), or figure out how to turn it off in Beyond Home's configs.
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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
You do not want to lean on ye olde chem engines for a warp ship. I highly recommend you find a mod for fusion rockets, or try those nice cone-shaped gravitic engines in Angel's Kerbal Flying Saucers. The "GND" series. Pics here: -
You know what these are, and you know they are for this mod.
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Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Heh. Thanks. Since you asked, and tanks are the easiest thing to make, I'm drafting for both profiles now. The 12-37 will need 6x symmetry, however, as this most closely and near-perfectly fits the 1.25m stack profile. I have an epic plan for Convert-O-Trons. Incidentally it provides 1.875m, and I'm going up to 3.75m, but why do you want 5m? (I will make 5m. It does seem to have some good demand behind it.)- 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
@Vexxel I've seen mention of my revised config within SSPXr causing issues...I'd like to think Nertea has disabled it or someone came up with a fix and PR'd it by now. Most likely, those who have problems installed some mod that somehow causes weird interactions. I'd like to know just what you did for your edit. It would be very welcome if you change that. I'm curious to whether there's an oversight on my part in this basic combination, or if there's an outside interference. Upcoming Parts preview 2 (2560x1440) Textures nearly finished. Additional parts: Giga-Tron™ (Name not yet settled) A 3.75m device containing 3x (or multiples of 3) Diamond Anvil Cells (or whatever handwavium machinery fits and can produce gigapascals of pressure) for creating Fusion Pellets and the like. Wrapper parts Not just the Convert-O-Tron but tanks with shroud options (standard aero, and engine mount for 2x 0.625m engines), and an intake... A pair of wrapper profile engines are also planned.- 1,062 replies
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@AtomicTech You should know that I'm going to call you "MothMan" now. I look forward to seeing how this project unfolds.
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Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Hi there. Rational Resources Parts includes a patch that affects the stock XM-G50 radial intake, and overall integrates the Stockalike Mining Extension mod which includes purpose-made atmo harvesters. This mod doesn't yet have its own parts for this role.- 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
Upcoming parts Cryomat™ 2.5m 1.2m tall, I think. 1.25m inner stack, 2.5m frame can be toggled. There will be an instanced part each for heating and for freezing, just like the existing boxed ones. 5x the throughput of the boxed version. Wrapper Convert-O-Tron Fits 1.25m body, equivalent to any conventionally shaped 1.25m Convert-O-Tron (maybe). Has toggle-able aero shroud at the head and tail. Might also have a 1.5x length sibling. Bussard Collector 2.5m/5m bottom node, 100m x 25m span. Part of why I decided to create this is so it can have an EC guzzling fuel generator module for use with the Bussard ramjet engine in the MEV Fusion Tech mod. I might make my own such engine as that one looks like a Daedalus and I'm not fond of that. The basket structure will remain "untextured" as it would be too much pain to unwrap all those spine and truss-like bits.- 1,062 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
For the most part they should not be incompatible but don't expect actual support (configs or plugin interaction) to exist. Try them together and find out. Then the next person who asks will have their answer. Pathfinder bases are meant to be low-maintenance, portable research facilities, and not permanent, sprawling, industrial settlements like MKS. Like the thread title says, you're "space camping." Ideally, you can carry your whole base as deflated pieces in a large KIS container on a rover; take them out, assemble and do your work; deflate and put the pieces back in the container and continue trekking. But there's nothing to stop you from making a sprawling industrial settlement as if it was MKS. Pathfinder doesn't have a maintenance mechanic like whatever revolves around the Machinery resource, but it can have the requirement on WBI's Equipment resource in order to inflate something or change what it can do. WBI's OmniConverter system is a godsend. Each part that is an OmniConverter can have any number of slots and each slot can have a value that scales the throughput of the converter module that you slip into it, and there's a tagging system to restrict what converter modules can be equipped. I've never used USI swap bays so I can't contrast the two well, but I'm quite confident you'll have equal or more options with WBI. There are easily a few parts that have more than 1 OmniConverter slot. Pathfinder also provides OmniStorage which lets you set any supporting tank to have any fractions or any number of resources, even including KIS volume and stock inventory volume all at once. If a resource exists in your game, you can search its name and tank it...unless it's blacklisted. If you're looking for part wear and failure, check out Angel's EVA Repairs mod. Anything that contains these stock modules (engine, converter, harvester, reaction wheel) can wear down, fail, and will require stock Repair Kits in order to be restored, and can optionally permanently wear down and need to be replaced. About "space camping" ...Pathfinder happens to include some very large boxed parts which require Equipment + Konkrete resources (so they're really expensive to deploy) but they have great capacities and several OmniConverter slots so it's really rewarding. They are the "Arcology"-ish permanent WBI settlement. Among these parts is a fusion reactor which requires FusionPellets and possibly a downpayment on ElectricCharge (see: FFT reactors). Pathfinder includes its own rover mod, Buffalo. It tramples USI's Malemute with tank space, battery capacity and cargo space options. I'm comparing these two as they're in the same size class... But I bet USI's Karibou tramples back on Buffalo because it's bigger while having several of the same features.- 3,523 replies
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