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Everything posted by JadeOfMaar
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There's a rather large red-orange spot which suggests a lava pool. I want very much to see that up-close. Furthermore, I'd like to know if there is potential to have mixed ocean types as well as non-uniform ocean levels. Water here + lava there + mountain lakes.
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That's for me to do. They're visible for troubleshooting. TSC on Squad Kerbin or on JNSQ Kerbin? TSC's orientation is different between Squad Kerbin and any planet packs.
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Ideally there should be no problem here. Shipping off the distribution system would only threaten mods that are concerned with finding and harvesting resources. The definitions remaining is all that matters. I expect RoverDude will put CRP's distributions into USI Tools or USI Core (as he hinted, I think). One of these absolutely must be present when anyone intends to use any other USI mod. (The other one is just the freight tanks and reactors.) ...Or it would be a new tiny modlet, not explicitly named "USI something" but still mandatory in the face of the other USI mods.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 1.19.0 DOWNLOAD :: GitHub :: SpaceDock Added Graviolium Ping experiment. This will appear in any part that is a Graviolium scanner. Changed resource whitelist system to only target the resources that RR handles, and no longer purge Handwavium resources. Their owners no longer need to tag them to protect them. This reduces incompatibility with USI on the whole. Added support for planet pack: Galaxies Unbound: Graviolium placement and experiment. (Complete.) Majority resource placement (Carried in GU itself, actually.) Planetary Classification experiment (Virtually complete. Will lag behind due to that mod trickling out updates with new planets.) Added support for planet pack: MPE (Minor Planets Expansion) in part from forum user @AtomicRocketBooster. Added support for planet pack: RSS (Real Solar System). Science and planet level configuration done. Pending biome-specific configuration. Fixed missing Deuterium in Default, Terra atmo templates. Fixed for Kerbalism: Enabled Hydrates Splitter an Spodumene Splitter without Metal outputs. Procedural Tanks config will not provide Metal and MetalOre options. Reduced abundance values of LqdHe3, Graviolium. Replaced Hydrogen with LqdHydrogen to reduce incompatibility with mods that involve mining of this resource. Restored and nerfed Dirt resource abundance to reduce incompatibility with MKS. Regularized Ore presence so it can be found everywhere. Note: Abundance still nerfed by default. Update Extras/RR_TankswitchForSquad: Isolate parts that are tank + engine and allow them to only hold certain bi-propellants and immediately use the chosen bi-propellants. This affects the stock Twin-boar and Restock+ Pug. Supports Classic Stock. Updated support for planet pack: JNSQ: Added results for splashed on Huygen. Changed Nara's assigned templates. Changed experiment results to templated form.- 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
@AtomicRocketBooster I'm working on an update right now. I'll definitely include this and release it soon.- 1,069 replies
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@RoverDude You're welcome. This oddly, suddenly seems quite comforting. Ah. I get that much more clearly now. I eagerly wait to see what release day looks like.
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@RoverDude Okay, then. After taking time to think, (and seriously considering the playground analogy) I've come to this position... Rational Resources will only purge resource placements concerning each resource that it actively (re)distributes. That is: It will only affect resources that it manipulates and will not purge resources apart from that. This effectively ends the whitelist system (for mods that add their own resources) so those who make them will no longer need to tag them to not be purged. This will fundamentally cure the USI conflicts and overall incompatibility. For these resources, it cannot, however, obey the additive-only/"optimistic" philosophy, as @FreeThinker and I have stated: good balancing does not and cannot only reside in the (greater) abundance of resources, but also resides in the scarcity and even total absence of a resource. Additive isn't the end-all and be-all. It is only one side of the coin or dice. This is fine for players who don't want challenge beyond how MKS operates, but it is not fine for the many players who welcome the challenge of resources being selectively abundant where appropriate. A believable system that requires balance and stability needs Subtractive operation as well as Additive. Examples: One cannot expect to find much or any of all desired industrial heavy resources on an obvious ice planet; One cannot expect to find much or any Water on Venus. In a KSP universe where everything is Additive, the planets would all tend towards being magically perfect for all ISRU operations. That's not what a believable or realistic™ universe can look like; In terms of life support (Kerbalism), a planet's atmosphere may be haphazardly given a lot of Nitrogen but is presumed by RR enthusiasts to be composed of Carbon Dioxide. Logically, the Nitrogen cannot stay there. Simply pouring on enough Carbon Dioxide to dwarf the Nitrogen is not the correct answer. That's as good as it gets, and the only real issue that I can see remaining is if a resource mod insists on setting the globals for any resources that Rational Resources handles. In which case, the author of the config (if it contains non-zero values) may still need to be tagged in order to apply and override. That's an issue for me to answer, and I'll happily teach that author the needed MM skill to do that and more if I'm asked and available. My stance here should be quite sufficient to no longer warrant a mark of incompatibility with CRP or splitting off of its resource placements into its own mod. So... Is this satisfactory?
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Lol! If there are issues with the spawn point orientations and size limits, let me know. I'm seriously waiting for feedback on that.
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@RoverDude Allow me to confess that I heavily underestimated how much difficulty I've created for MKS users and I apologize for causing you undue support trouble. I'm aware of the issue of the Dirt resource which is crucial to MKS, and that will be fixed very soon. If there are other MKS specific resources that are very needed and very missing, do let me know. As for Ore, its appearance is setup to be a gamble-- to appear in most but not all biomes. I will undo that, and have it appear in all biomes so there should be no need for you to take action. However, I do not believe that I have bypassed a perfectly functional system or otherwise broken anything. The premise of Rational Resources is to make resources more scarce or more abundant depending on what a given planet is presumed to be made of. It says so right in my mod's description so anyone who installs it knows what they're getting into. If one does not like it, one does not install it. RR also resists the installation of Handwavium resources like the Gold Standard mod's actual "Unobtainium" and USI's Karbonite and Karborundum. It's easy enough to counter that if someone really wants these, but this goes against the point of RR. RR's resource distribution is an opt-in system, so fundamentally, there is no conflict and no need for you to split CRP's resource placement into its own mod or do defensive modding. This may actually cause more headaches than help to cure them. Also, I and other modders will disagree where you say that ISRU balancing should only apply to what harvesters are provided, and that resource placement should only be additive. Getting to harvest a resource, and how easily, is only part of balancing. Whether the resource is even there, as per the nature of a given planet, is also part of balancing. The reason why Ore is made scarce is that it's omnipotent by default (everything can be made from it) which disenchants a subset of players; those who lean not so much toward stockalike but any amount towards Realism Overhaul. Ore is made scarce (as a fundamental part of the overall challenge of RR) so that players are encouraged to use the various specialized resources with new resource chains, and to use the mods that use them best (with the most emphasis towards cryofuels).
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@DasSkelett In spite of the gap between the runway and the north-side level 4 VAB which is meant to be filled by a KerbinSide road, I've always viewed KerbinSide as a recommendation, not a requirement, as KSC Extended is quite complete with only Omega's and Tundra's statics packs. But that might just be me, and maybe KerbinSide should stay as a requirement. (Or not? I'd like other users of CKAN and KSC Extended to weigh in.) As for the version file issue, thanks for noticing. I'll fix that soon-ish. There are other little things I need to address. @jimmymcgoochie Green text. ^ I could setup a thing where that gap is closed when KerbinSide is not installed..... Or use some thick edged triangle tiles to fill it.
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
JadeOfMaar replied to blowfish's topic in KSP1 Mod Releases
There's an example here: RR Science Lab Blacksmith Yes, it's simply a matter of creating a stock part upgrade ( PARTUPGRADE {} ). Its name value is then what you give to upgradeRequired in the subtype. I have a web of fancy config stuff in there, so, gentle warning to tread cautiosly and not get webbed up. -
TSC (the asset pack) doesn't need to be adopted. There's no need to add or fix statics, and if I could make statics, I wouldn't make any that would belong in TSC.
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Expand! Space Center! For (nearly) all your space program needs! Originally made by @damonvv and now adopted by me (on his request). Imgur Album Fixes Statics grass colors for all supported planet packs (by disabling their built-in launch site module and adding Universal Spawn Points over them (they are currently visible for debug purposes)). Major clean-up to the TSC (Tundra Space Center). Additions Runway to the TSC. Expect support for it in the JNSQ GAP contracts pack made by @Caerfinon. Support for these planet packs: Beyond Home (used a legacy version before Parallax as my GPU cannot handle it). KSRSS (old school, 0.6.1). Questionable support for this in 2.5x scale due to known PQS issues. Remaining issues or To-Do Support for Edge of Eternity if requested. Place a barge in the water downrange of the KSC for LVs with kOS to target, if requested. This might only make sense in 2.5x scale. Support for upcoming fork of KSRSS. Custom MapDecal for TSC to restore its original cliffside/seaside position on Squad Kerbin. It's somewhat far inland now due to using a plain square MapDecal. Warning: I don't use KerbinSide so if support for that happens to break, it's not on me to catch up or fix that. Not compatible with Galileo's Planet Pack. This may change... One of these days. TSC is aligned nearly polar on Squad Kerbin but laterally on planet mods. Requirements Kerbal Konstructs (for KSP 1.8+) Tundra's Space Center (2.0 or later) Omega's Stockalike Structures - NTR (0.0.12 or later) Module Manager Recommended mods Tundra Exploration (For your rocket landing needs) (Also making your TLC-40 worth it! ) BlueDog Design Bureau (To make your TLC-41 Atlas V, TLC-19 Titan II and TLC-46 Minotaur ready) Cormorant Aeronology (To make use of the runway and TLC-39A) reDIRECT (For your SLS needs on TLC-39B) Modular Launch Pads (To make your rockets ready for launch) KerbinSide Remastered Compatible with these planet packs JNSQ Beyond Home KSRSS License MIT Download SpaceDock :: GitHub
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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
Sorry, no. I have no desire to learn to make IVAs. -
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@cxg2827 The Hydrates Splitter is commented out because it involves MetalOre or Metal (these two specific resources whose definitions have NEEDS on them -- Rational Resources defines them if Extraplanetary Launchpads is not installed). Kerbalism processes resources before ModuleManager does anything so Kerbalism gets fussy if it handles resources that haven't been defined yet. You can prevent the Kerbalism issue by de-commenting the Hydrates Splitter but deleting any mention of MetalOre and Metal in it... I should do this myself actually, as Hydrates are a very big deal.- 1,069 replies
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That's the stock dV applet (since KSP 1.7) which shows all the important info and control sliders for your dV and TWR (and which enables this info in the staging list). You don't need these much if you rely on KER or VOID, or if you use DMagic's Basic dV and Basic Orbit (which hijacks the stock UI and turns off stock dV). Note that there are several players who have seen KER to be unreliable and will count on stock. All of these, actually. (I haven't gone this far with airplane wheel settings as I haven't understood them, but I totally agree with brake strength aft of CoM.)
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One default that always bugs me is when I get to docking and off-world assembly: docking alignment. Stock has always had an alignment function built in but it's unused, and if turned on, there's no UI anywhere that you can choose your own angle limit. So I tend to ensure to have this MM patch and I set it to 30deg (snapOffset) and I keep the offset margin (the value of captureMinRollDot) at its default equivalent to 1deg. If I was to implement this as a mod, I'd have 15deg be the default. // Add angle snapping to all Docking ports (12 increments as on Squad's textures) // Author: Psycho_zs @PART:HAS[@MODULE[ModuleDockingNode]]:FINAL { @MODULE[ModuleDockingNode] { // If you want X degrees margin, use cos(0.5*X) as captureMinRollDot // 0.5 degrees = 0.99999048 // 1 degree = 0.99996192 // 2 degrees = 0.9998477 // 3 degrees = 0.99965732 captureMinRollDot = 0.99996192 snapRotation = true snapOffset = 30 } } Stock angle snap will both reduce the need for stock docking port rotation, and make it more useful (provided the rotation range can be boosted beyond +/- 15deg).
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@KSPStar I happen to have some Romulan (Trekkie) sounding name ideas: TAHAR: Trans-Atmospheric Hybrid Atomic Rocket TAMMAR: Trans-Atmospheric Multi-Mode Atomic Rocket
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Sorry, and no problem. My focus has changed over to Mk0 nacelle piecess (for Trek shuttle-alike tiny warp ships or SSTO) and a 3.75m impulse rocket with plume switching goodness. The Mk2 battery got bumped down in priority, and down there with it are the coming Kelvin type 3.1m to 2.5m nacelle pieces (to stand beside the Kelvin 3.1m to Mk2).
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Sterling Engines will still happen. I only drafted all those parts.
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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
My guess is you have a proper recent version of OPT Reconfig, but your installed version of OPT (the parts) is very old. I could, but I don't make IVAs so the cockpit will be quite a disappointment if you're hoping for IVA action. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
If you're hoping to get a dV reading with warp engines, you've got a wrong idea about what you need to know about warp engines. dV is not a thing here. What you need to know are to simply: Have plenty Graviolium to spare Have enough warp capacity and enough warp core (with extra gravitic generators if needed) that your ship can go faster. The less massive your ship, the more efficient your warp drive is, and the faster you can boldly go. Once you fly a long trip or two with a warp ship, you get a feel for the fuel consumption. After that, it's only a matter of "If you're worried about fuel, may you just don't have enough" If, on the other hand, you have a ship that has both warp parts and chemical engines, then maybe the warp engines shouldn't be in the same stage as chemical engines. (I'd advise to avoid that in any case.) -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Zeehorse I'm not sure what to tell you. You have RasterPropMonitor installed, right? That's what makes OPT's MFDs work. I don't typically keep IVA mods in my install so I can't say how things will go if you have MAS/ASET/anything else and not RPM. -
After a long time of consideration, and watching as Scatterer evolved, I'm going to (re)do this mod the complete and right way. But I'm not going to prepare every flare at once. Choose your flare from the attached poll (open until July 8, 2021...time might extend). The right way: Full Spectrum (OBAFGKM+T) Scatterer + Unity As far as I can manage, produce a mechanism for easily applying the right flare to each star
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[Old] KSC Extended - v2.2 - Expanding your KSC in style!
JadeOfMaar replied to Damon's topic in KSP1 Mod Releases
Try deleting the TSC folder(s) from within this mod. There's a MapDecal issue that I needed to fix to cure this problem for JNSQ, but the detection in that fix only covers JNSQ.- 403 replies
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