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Everything posted by JadeOfMaar
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@atomiclabmonkey @kish167 These crafts are supposed to have two power sources in them: the fuel cell (for backup power) and a tokamak fusion reactor (primary power) which requires FusionPellets. If you're not getting these then I must assume you don't have Community Resource Pack which is required for the primary power.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
It's very possible. I would need to know what resources to target ...or not, and I assume Kerbalism configs will have to happen too? I'll make converter and harvester configs but not tank configs. Anticipated (let me know what to add/remove) Aerozine 50 Ethanol Hydrazine Kerosene (will replace LiquidFuel in the oceans of Eve and other warm hydrocarbon worlds, and in harvesters) NTO UDMH UH25 Already present LqdAmmonia LqdMethane LqdOxygen- 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 1.19.1 DOWNLOAD :: GitHub :: SpaceDock Added support for planet pack: GPP. Added to Uraninite abundance in Vulcan template. Added template: AtmPandora which is akin to AtmTerra but has roughly 7% composition reserved for undefined toxic chemicals. Added Uraninite to drills and Ore tanks. Added Silicates Splitter (+1 path to Oxygen). Added Extras/RR_Aluminium.cfg. This causes Alumina and Spodumene splitters to produce Aluminium instead of Metal; reveals this tank type in propellant tanks; changes the hybrid SRBs (in RR Parts) to consume this. Fixed Kerbalism upgrade slot amount in Freezer and Heater boxes. Minor adjustments to Spodumene Splitter. Removed Extras/RR_EveLiquidFuelOcean.cfg. Any supported ocean harvester parts will gain LiquidFuel harvester module.- 1,069 replies
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Oh yes. (Real textures WIP. Please ignore any broken normals. That's my renderer having a moment.)
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
CryoTanks now includes an "opt-in" system (derived from RR) by which you can simply tag converter parts to integrate them. This system purges any existing converter modules that have Hydrogen or Methane among their outputs to ensure that modules (its own) that have these outputs are balanced in CryoTanks' way. If there's something else going on (and so, indeed making a mess) I have not looked into it. I provided the "Boxed Convert-O-Trons" in anticipation of issues like this. Multiple ISRU mods fighting over Squad's parts will absolutely and eventually make a mess, so (in spite of the sad fact of their looks) they are there. I'll talk to the CKAN folks about this too. Kerbalism is trying to add pseudo-resources of its own (including but not limited to) "_WaterElectrolysisH2Priority, _SabatierH2OPriority, _WaterElectrolysisO2Priority" but they are not defined so the mod is crashing. Some component of the mod must be missing from your install. Or there may be a fault in the mod and you should bring this up with its devs.- 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
ohhh.... the CKAN relationship. That's a tough one. Fortunately RR is already setup in a modular fashion concerning this. I'll talk to the CKAN guys- 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
No. Classic Stock is entirely an alternate system to CRP. However, most of the mods you like that do depend on mod resources may not have Classic Stock configs.- 1,069 replies
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Hype is real! I need to catch up
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I was given some IRL aviation corrections for a test airplane I made (specifically, how to handle canards). As it turns out, the design which already smelled like Ace Combat...decided to go up a level and so a Morgan happened.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Some all-new parts to fulfill a function that I've been on and off contemplating for ages. Every few months I encounter (basically) the question: "How do you implement a planetary atmosphere that has Oxygen for stock jets to work but just not enough for kerbals to take off their helmets?" Well here's my answer: the M.I.S.P.L.A.C.E.D series of intakes/atmo scoops. They build upon the concept LACE technology which consumes cryofuel as part of the process of sifting Oxygen from the air and flash-cooling it into LOX to feed direct to the engine. Once in-game, they will hold a generous supply of IntakeAir, and how they actively work is they will draw in the Oxygen gas that occurs in RR's own atmosphere templates and either: Mix this with IntakeAtm and produce IntakeAir for regular jet engines Convert into Oxidizer resource for rockets They will also be able to scoop and flash-cool other atmo gases, namely Carbon Dioxide, Methane and Ammonia, but they will not and should not be allowed to do Hydrogen and Helium. In this house we obey the laws of Thermodynamics! They will also have clone parts for ocean scooping (and will replace the "temporary" RR Hydroscoop part). I'm not quite sold yet about their lengths yet but they are 1.25m (x 3m), 2.5m (x 5m) and 0.625m/radial with flush mount variant. These parts existing will allow me to dodge the idea of cloning and repurposing more stock parts. Part of their volume allows for turbine internals so by principle, they directly replace the stock precooler and don't need to complement it. Finally, as per RR's licensing, once these are released, other part makers are welcome to assimilate them.- 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're welcome. And yes I had to do all that. It was way overdue.- 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
Currently that is the case. Sorry, this mod is not built so you can easily have the ISRU functions and skip the resource placement. But I've created two options for you and either one should be sufficient. (The first one is temporary and is in conflict with the second once that is released. Once released though, you can delete the two files mentioned in option 2 and keep the config in option 1). You can protect GPP's legacy resource configs by trying this (not tested but simple enough in how it works): Or you can download the two configs here: Pack_GPP.cfg (created today, includes RR experiment results) and Pack_GEP.cfg (updated today with needed edits to hopefully not conflict with the GPP config)- 1,069 replies
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@rocketman525 dV costs between moons isn't done because there are too many variables to consider, especially including, and only just beginning with, what your initial orbital situation is, in Jool's SOI. Everyone will approach Jool differently, and no one will spend the effort and the dV to put themselves into a fixed ideal start position. Transfer Window Planner will answer you. It allows for inter-moon dV calculation so input each departure and arrival situation that you prefer, take down the numbers, and add them up for yourself. It's a bit tedious but it's relatively easy, and it's that or nothing. You'll still likely be required, however, to put yourself in a zero-inclined, perfectly circular orbit, but you have the freedom to use an orbit of any size and not be forced into the orbit size given on the map.
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- jnsq
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No. Beyond Home compatibility was made with an old version of Beyond Home (before Parallax existed) so I can't help someone who's using Parallax until Linx updates his mod to use a newer, more optimized version. My PC cannot run the current BH Parallax version. All I can suggest is you make sure that your terrain detail is at maximum and not the lowest. And in case you're using rescale, the warranty is void. I don't bother testing rescaled X planet packs.
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Here's the thing. Anyone in @lemon cup position would not rely on a dV map. They would use the Transfer Window Planner mod (or the equivalent in MechJeb, or if possible, the stockified one in KSP 1.12), get a visual readout that shows (as a map) every possible point where they can exchange time for dV, and easily choose their perfect timing for the transfer burn and know exactly how much dV to spend. They can easily choose between a slow, super-efficient transfer, or a quick, super-expensive transfer. Sample screenshot: In this kind of playthrough you want engines with 5+ digit Isp (but thrust will usually suck very badly). dV is nearly no longer a problem.
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- jnsq
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Rough textures featuring panel lines (3D body painted). Please ignore the seams due to quarters and halves of the models. Body paint doesn't respect UV bleed...as far as I know. Kelvin series 3.1m to 2.5m warp nacelle. The tail piece has two rotation varians. Mk2 batteries: 0.4m. Holds 2000 EC. 1.6m (with 1.875m adapter-- the length of a Mk2 fuel tank). Holds 8000EC. The emissive is now planned to be in the bevel of the walkway, not the floor and ceiling. Panel lines subject to change. Will have accent colors and clones for other energy resources. I'm looking at NFE StoredCharge, WBI ElectroPlasma and KSPI MegaJoules. Mk0 warp nacelle. I've decided not to try to make this double as an impulse rocket. Instead I'll produce an aerodynamic engine pod loosely resembling those of USS Voyager. I meant to do the same with the large impulse rocket but that clean slipped my mind.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Sorry, no. There are no plugins of any kind here.- 1,069 replies
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GU Parts includes 2 extremely high powered antennas (one of which may be broken). They should be more powerful than those in any other mod since GU absolutely needs this. But realistically, there cannot be an infinitely powerful antenna so you have to deal with that and make do with what you get.
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I finally got around to unwrapping all of these. (Shown with basic materials. Not textured yet) The Mk0 nacelle The nose and scoop are separate parts. Choose between either or none (put whatever else you like but which can fit) This scoop will have color options like the others. The shorter mid-section is its own part and a warp coil. Stack/Repeat it like any warp coil segment. The longer tail section was initially meant to be an appropriately stronger warp coil (not by much) but will instead be equally (or less) strong + impulse rocket. (Does not get plume options) The S3 engine. 3.75m goodness fit for use on your Star Destoyers. Will have all plume options like the other rockets.
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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
I found the source. It's the :FOR[SnacksFreshAir] that occurs in the Snacks mod's own Stress.cfg when it's enabled. Change that to :NEEDS[SnacksFreshAir] or :AFTER[SnacksFreshAir] to fix it. -
@Starslinger999 Perhaps something is producing obscene drag somehow. Press F12 and see if there's an absurdly long red line leading back/down during your flight.
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RR handles Dirt without purging it (since release 1.19) so it's available for your use now. I could make them multimode...but I'd rather players make up their mind which resource to use and to stick with it as my presentation of the Rock resouce intends for it to do exactly what Ore partially does (being an abstract, omnipotent resource).
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Release 3.0.2 Added filler tiles between the KSC runway and north side SPH when KerbinSideRemastered not installed.
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Release 3.0.1 Added TSC custom MapDecal. Fixed TSC heading and position on Squad Kerbin. Made it cliff-side as it should be. Fixed TSC heading and position on KSRSS Earth. Made it cliff-side as it should be. It's supposed to be in California, not Florida. Updated spawn points (rotated 90deg counterclockwise and made them invisible). If you're on KSP 1.12, I can't help you. I have no incentive to get on that version myself, in which case, maybe there's some fundamental KK breakage going on. Alternatively, did you install CustomPreLaunchChecks which is included beside KK? That's a hard dependency for KK itself. Lastly, you may be using a very old version (where this problem existed) but you think you have v3.0... I've had this issue of "you think you have the latest" a few times with OPT Spaceplane. I'm not sure I get it. But at the time KKtoSD was necessary, the KK bases had a different config syntax or they were setup very wrongly (I know this is the case with GPP, and will be so until I finish remaking those myself). The distance between statics was somehow dependent on the terrain tile size and so, that distance between them increased as the planet was enlarged via rescale. Aside from in in GPP, KKtoSD should no longer be required. Spawn point rotation: done. Note: I am not a rocket person so I was not aware of what the default orientations should have been. I've been advised, however, so it should be fixed now. I've tried to fix that but not yet succeeded. The spawn points were visible for debug purposes (as I said in the opening post). Debug should be done now so they're no longer visible.