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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
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 3.0.2 [Sep 24, 2024]
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- 1,062 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 3.0.2 [Sep 24, 2024]
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).- 1,062 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.
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Brief Deep Sky (a sci-fantasy, far future agency... mine) would like to test the muscle of any agency capable of producing interstellar class ships. The challenge: To gather at least 2 super-heavy asteroids in orbit of either the homeworld or whatever celestial body that your space program doesn't mind performing full industrial exploitation of. The asteroids are presumed to be rich with 1 or more rare resources that won't easily, or at all, be found in the surfaces of most planets. This challenge is of the sort "something for you to do and use for progression" and is not "a comparison of ships built with the same parts/performance" so you will find generous limits on part mods. In fact... this should simply be impossible to do without part mods. If you wish, you may emulate this as a contract in a career game with the following specs (as a baseline anyway. Tune them as you see fit): +1 million investment +/- 5 times the invest amount if you succeed or fail +/- 30 if you succeed or fail Mission Reporting Provide at least these details of the vessel(s) you use: Ship dry mass, wet mass, propellants, launch cost. Mission start time, elapsed time, per asteroid, and total mission time. If you use one ship for all asteroids, then idle time between pursuing asteroids counts. Less time is better. Mass of each asteroid at the time of capture; Mass after you used out whatever necessary resource(s) to fuel your ship and parked the asteroid. Screenshots or video highly recommened but not required. (Honesty is key.) Mission Unique Bonus Participation (Anyone can get this) Big Daddy ISRU Program (A): Use the Ore to produce propellants other than <any stock resource> or LqdHydrogen. Big Daddy ISRU Program (B): Use resources other than Ore to produce your propellants. (You must keep all the Ore. The rest of your space program will find use for it.) Champion (Only one can get this) We run on efficiency!: Use the least average asteroid resource out of all the space programs. (Does not count if you rely heavily on gravity assists. We want those asteroids within the next decade at most, not next century.) No order is too tall: Bring the most asteroids. Rules You must be using a planet pack that makes asteroids wider and heavier. Known packs allowed: Galaxies Unbound JNSQ Whirligig World RSS HyperEdit, VesselMover and other obvious cheat tools not allowed, obviously. No restriction on part mods (except for propulsion systems). Propulsion system mods allowed: KSPI-E OPT Continued (for its Dark Drive) Far Future Technologies (especially with "Calvin's patch" or equivalent, that buffs their Isp's so that they're properly interstellar grade) Karbonite Plus (for Karborundum) MEV Heavy Industries Interstellar Technologies Propulsion mods and techniques disallowed: Wormholes, Jump gates or (other) FTL tech Anything resembling EM Drive, GN Drive, or other self-fueling/infinitely fueled engine Anything that causes engines to be infinitely fueled (I know of mods that contain "fuel cells" and "generators" that produce fuel, Ore or EelectricCharge for practically no cost) Any obviously extremely imbalanced or "sandbox fun" propulsion mod Goals / Points +1 for basic finish +3 if you bring a 3rd asteroid +2 for each asteroid (after 3) that you bring +1 if the target body has > 1g +1 if the target body has > 2g +5 if you use one ship and don't do parallel missions Un-scaled Asteroids If you would like to attempt this challenge without the asteroid sizing then the requirements are as follows: You must bring home 3 E-sized asteroids. Goal changes: +3 if you bring home 5 asteroids +1 for each asteroid (after 5) that you bring
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@Spaceman.Spiff That somewhat reads to me like the opposite of how I feel about the finish. KARE means "Kerbal Aircraft Reactor Experiment." I don't intend to provide things other than air-breathing engines. There are enough mods already for atomic rockets.
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Looking good in the SPH but in flight, under atmosphere... I'm really not feeling it. (Using the stock shiny shader. I could swear there were parameters that would allow for what I want: crisp yet very faint reflections... not this blurry super-gloss look. Maybe they're not where I think I remember them to be.)
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
@Sarxis One of those parts is also broken and unusable, I think. Watch out for that. -
It works for me. I just checked and it absolutely needs just Graviolium and Propellium. (I don't have Blueshift here so I don't get to choose FusionPellets over Propellium.) Type "buck" in the parts list search bar to get to the WBI buckboards, and set one each for each resource...and set the inventory ratio slider to zero. (In most cases, only WBI parts will provide Propellium. Don't expect your other favorite mods to do it.) After that it's a matter of handling the UI behind the black helicopter button in the app bar in flight. And that's simple enough. Press HOVR when you need to float. Press FWD, REV or VTOL for the thrust direction. All I had to do was make sure it has its propellants, stage it once launched, and press what I need to in the UI. I didn't have to right-click anything.
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Real textures WIP
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Which ones? Expect a very visible measure of added difficulty. Orbital velocity is no longer a walk in the park, and JNSQ has aggressive shock heating which will threaten (more than usual) any cockpits, most stock cylinder parts and externally surface-attached electricals. On the other hand, you've flown on GPP's Tellumo, right? Then you have experience to fall back on. If you're into jet engine mods, you'll find the niche engines like scramjets and air-augmented rockets much more worthwhile than not. There are many stock spaceplanes that can do that... Expect most of them to not even pass as suborbital hoppers here. Stock scale and its very low orbital velocity allow for SSTO planes to be very small, rely almost entirely on air-breathing for the ascent phase, and minimize their Oxidizer use for orbital insertion. The LFO-burning phase of ascent is much longer now, which means more LFO needs to be carried, which means more engines are needed to maintain good TWR for that fuel and every burn phase, which means more dead engine mass to take stock of, and the tyranny of the rocket equation blooms quickly.
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@RoverDude I hope you don't mind. I took your idea and did the $6M man thing for LGG's sake. ...And it made a mighty fine addition to my collection.
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Add any part whose title resembles "gravitic displacement generator" and a supply of Graviolium and whatever else it needs (likely Propellium or ElectricCharge). The GND engines handwave the gravity wave production step since it's a "self-contained" device and meets its own intermediate needs by itself. The GND engines aren't meant to be able to meet the needs of other devices.
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Release 1.1 Added these tools! Includes real scale ruler (2 forms) and bulkhead compare tool. @Friznit Includes a reincarnation of RoverDude's HoloTape mod. @linuxgurugamer The beam allows its hull to be turned off so you can chain it very neatly for ultra long rulers and aviation guidance strips. TOOLS INFO
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What if I remade this for you? It indeed doesn't need the help of a plugin, other than B9PS for length (and hopefully, emissive color) options.
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Some new toys for the truly tinker-minded amongus. It is effectively a spiritual successor to Jeb's Big Stick but its heart is the compass & protractor multi-tool. There's also the shape tool which I use to measure the shielding radius for cargo bays. LICENSE: MIT DOWNLOAD :: SPACEDOCK :: GITHUB REQUIRES B9PartSwitch RECOMMENDS TweakScale NodeHelper TOOLS INFO
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