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Everything posted by JadeOfMaar
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JNSQ Eve doesn't have crater biomes at all...
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 1.32 DOWNLOAD :: GitHub :: SpaceDock Bulk fixes for Classic Stock Resources: Added missing surface templates. Added missing (CRP Antimatter and) Graviolium in gas planet templates. Added missing gas planet, ocean and surface templates. Buffed GrayWater presence (to be partially treated like Hydrates). Fixed Ore presences. Nerfed Rock presence. Removed old gas planet templates. Changed Zeonium abundances (to be partially treated like Substrate).- 1,069 replies
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A little repaint and reconfig can make all things possible. lol thanks
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The KARE package is finally here.
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"Kerbal Aircraft Reactor Experiment" The KARE package is here, meeting the people's need for a suite of high performance atomic jet engines. License: CC-BY-NC-SA 4.0 DOWNLOAD :: SPACEDOCK :: GITHUB
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@eddiew I'd say just patch whatever part to have 2700K heat tolerance (the only stock parts that have this, apart from fairings and heatshields, are Mk3) and a bit more mass, maybe 20%. Thermal protection doesn't come entirely from pasting ablative material over a thing, but the hull's layers are more complex too. OPT includes two space-grade airbrakes and there's an "Ablative Airbrake" mod which provides the stock airbrake but colored like a heatshield (and likely with actual good base stats). Lol! I need to see this. I know it's gonna be good.
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You know it.
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Finally launched an ArgonGas fueled taxi to meet the LKO station and take its crew (4 engineers and 2 pilots) to Minmus. A Mun flyby presented itself and was taken. A fuel cell broke before the deorbit burn, and the one main RW broke during the landing. An engineer could have gotten out and fixed that RW mid-drop... But RCS thrust happened to be sufficient. (Lightewight part failures by Angel-125's EVA Repairs mod) The taxi actually isn't meant to land but it did. @Lisias @eddiew Just building a stock SSTO (not even a useful one) for 2.5x or higher (not just in JNSQ) is a very difficult thing to do. That's because you very quickly begin to feel the true extent of stock dry mass balancing (and very questionable engine tuning) which already do quite a lot to make any stock craft not obscenely OP for stock scale. The ability to pump out SSTOs is a luxury granted by KSP, but is still very much outside the realms of possibility and practicality IRL. I've seen a few instances of "I wish we had form-fitting modular thermal protection for spaceplanes." It would indeed be very nice to have that. Concerning that, I created Rational Resources Blacksmith to meet players' needs for the ability to refill Ablator (and certain other non-transferrables) mid-mission. It introduces just a bit of complex gameplay and gives more use to, more need of the stock science lab, but you can definitely roll with this and arrange for an orbital Ablator refill depot and MM patch the Ablator module and resource into your choice cockpits and launch planes with that supply empty. You'll need the lab of course, some radiators, an engineer with failure repair skill, and an Ore supply. Then you active the Blacksmith module(s) in the lab and the refill converter which appears in the part(s) that hold Ablator.
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You think you're ready for this... But you're not.
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Leaning a bit on the minimal side but still pretty large (using Hydrolox all the time provokes this) is an SR-71-esque SSTO. Just 2x J-60D for engines abut able to lift 15 tons to LKO in JNSQ. It can carry 30 but it may struggle for dV for the RDZV phase or struggle for powered flight time after deorbit. It's been tested since, to have enough battery to perform without a Power Sphere taking up cargo space, and should recharge fast enough on 12x OX-STAT long solar panel (the large one that produces 2.8EC/s). But I have not tested whether those panels will be protected from reentry heat. It needs to have a cabin switched out for a docking port, or to keep the 2 cabins + docking port to be useful.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 1.31 DOWNLOAD :: GitHub :: SpaceDock Added WBI Play Mode UI configs for some Extras. Added Classic Stock Only tank switch to Extras/RationalResourcesSSPXRTanks/ for whoever may find that useful. (Not tested with CRP installed.) Fixed Boxed Compressor and Decompressor. They were being treated as Convert-O-Trons. This issue bricked players hoping to take advantage of CO and CO2. Fixed missing flow mode parameter in all instances in WBI OmniConverter integration. Nerfed the Mk1 and Mk2 SMX generators. They were quite OP. Updated Procedural Gas Tank options to not have so much dry mass. Updated Procedural Gas Tank options to try to be equivalent with short 2.5m tanks for NFP ArgonGas and CryoTanks LH2. Updated Procedural Liquid Tank option to include LqdMethane (unpaired)... CryoTanks does not provide this.- 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
"OPT Kiosk" is just a display name to give you an idea of what exactly would wear and tear in a real world situation. That name is chosen as OPT's comfort functions are treated as highly digitized appliances. In this case, the touch-screen or other toggle is the least reliable part of the comfort device. (Someone in the crew might touch or flick the thing really hard or too often). -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Possible causes are: TweakableEverything mod Empty FerramAerospaceResearch folder Some "realism" mod that contains patches that contain :FOR[FerramAerospaceResearch] If you locate such config files, do let me know what mod, and the path to them so I can confirm and more easily remember for the next time someone has this issue. -
@alberro+ Making me dream about Minmus having a little atmo
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oh, dang
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Don't need capture software. Just press F1 in-game to take a screenshot. Post the screenshot to an image hosting site, get its share link and paste it here.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Yes it does, as the thread title suggests, but mainly only in the resource converting/ propellant production department. Options for fuel cells and RCS aren't all there as I need to be informed on those. I'm not an RF user myself. Argon and Xenon already have very low chances to appear in atmosphere, and extremely low abundance there anyway that it doesn't make sense to me to put them in exosphere. There is a yellow brick road to these, though. Mine Hydrates from a body's surface --> Hydrates Splitter --> Argon, Xenon and other things. As for Lithium, mine Spodumene from the surface --> Spodumene Splitter --> Lithium + Metal (for EL) + Silicates. Thanks for mentioning. I did not remember to show the RealFuels tables there. That's fixed now, and here'se the imgur ablum if you're interested: https://imgur.com/a/1QYI84c- 1,069 replies
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pics or it didn't happen I'm going to do that when next I open KSP, lol
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I've been developing Argon and Lithium fueled transport systems, and updating Rational Resources' procedural tanks config to make sure that it's worthwhile to even design this, let alone launch it. The orb is a 6.25m procedural sphere holding 50 million ArgonGas and bound for Minmus. I have a compact lander design which holds 2Mil at a time and can do 2 landings and takeoffs at JNSQ Mun with that, so this one tank will last a darn long time. After getting this into orbit I absolutely had to install Persistent Thrust, and then proceed to alter its engine config to only target engines that make sense (only ones with certain propellants, then only ones with > 3000 Isp and aren't air-breathers), and not simply target every single engine. Not one of my launch vehicles needs any more PersistentTroubles in them, lol. Heat exchangers are basically heat sinks/buffers. They hold far more thermal mass for their size and are extremely insulated, and they delay or ease the saturation of the actual radiators, allowing them to still be effective after a major heat source has been active for far longer than the radiators can normally tolerate.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Uh, it would seem that I really messed up, and the boxed compressor and decompressor have all the wrong options! Delete this section from this file to fix it: 00_ConvertOTrons_Opt-in.cfg, lines 18 ~ 23 Sorry. I've decided to have no business at all with Space Dust. But it should be easy enough for you to get things done if you get around the B9 problem. Fundamentally, what you do is to patch out the Space Dust specific harvester modules, then patch it into RR via the extremely simple to use technique in the opt-in configs here (whichever is appropriate to each part).- 1,069 replies
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What planets add the Airless oval-ish starter planet?
JadeOfMaar replied to Sky Kerman's topic in KSP1 Mods Discussions
@Sky Kerman I know not of this probe but the planet pack is Whirligig World. Mesbin is that starter planet.- 1 reply
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[KSP 1.8+] Kerbal Konstructs (Continued)
JadeOfMaar replied to NathanKell's topic in KSP1 Mod Releases
I think that can be fixed by placing a MapDecal (not with KK) at the coordinates of those new launchpads. Unless I'm mistaken, planet packs where Woomerang and Desert Airfield are not underwater are doing this. -
From what I see, my drag cube fixes (done and confirmed) have to get in, and the cargo shielding fix which is not done. I seem to have hit a brick wall with that. See my conversation above, with @Manul :
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[1.12.x] SpaceTux Industries Recycled Parts
JadeOfMaar replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer I've opened the PR for this. There's also a set of Waterfall configs for all engines (not made by me). Radiator specs: -
I don't believe I have seen these. Are you hiding them? Because I'm intrigued. Actually that is the case. Thor Tech has an Isp buff for it. I would undo that if I were you, I guess, since: I personally no longer care for the tweaks I did to the stock engines (except the stock spike's gimbal). These tweaks were also beginner modder things but I'm a seasoned modder now and I would make dedicated parts with improved performance if I really wanted them. JNSQ now provides an optional 1.25m aerospike that directly supercedes the stock one. It naturally has gimbal, more thrust, and better performance in thicker atmospheres so I highly recommend using that.