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Everything posted by JadeOfMaar
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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 Originally made by @damonvv and now adopted by me (on his request).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 3.1.1 [Feb 21, 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.- 1,100 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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- totm march 2020
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Rational Resources 3.1.1 [Feb 21, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
I didn't think of this when I made that patch. Kerbalism doesn't agree with references to MetalOre and Metal made by this mod (because of how Kerbalism loads things, resources with conditional definitions cause serious hiccups) so presumably, installing Extraplanetary Launchpads will cure the problem. That aside, curing the problem should be as easy as deleting the MetalOre and Metal tank options from GameData/RationalResourcesParts/CRP/ProceduralTanks.cfg#L249- 1,100 replies
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Sadly yes, I guess. The guy who produced them, I hardly seem him online anymore. And too few people find it in them to learn to make configs.
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Sorry, dude. As per my chosen license, CC-BY-NC-ND, my visual mod is not open to be used by others to create their own. CKAN lists are the way things are done around here.
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- visual pack
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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
Well when you put it that way... There's definitely something fishy going on. Sorry for my bad answer. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
@JonnyOThan Is is possible that your ship's root part is attached in an orientation other than forward, or the warp engine is? Also do you have any actual warp core pieces or warp rings in your craft? The part where the PAWs say you have 0 / 10 warp capacity suggests so. Your ship needs to have all of these: At least one warp core/warp engine. The engine block, basically. A gravimetric displacement generator (maybe) for added ability to use warp capacity. These are your transmission. The warp engine includes this, but not much. The less you have, the less you can do high gear when your ship gets heavy. Warp coils (either rings or nacelle pieces). These produce warp capacity. They're the wheels and wheel axles of your ship. -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
OPT's FFT tanks patch is among the more simple of OPT's patches overall and shouldn't be prone to this problem. Deleting your ModuleManager.ConfigCache may help to make it go away. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
That's something Angel needs to look into. However, you can see them, at least partially, in the in-flight action group editor. -
Truly. I require.
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@Drupegod02 Yes. It needs to have those resources on it to donate to the built ship.
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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
ohhh. I see it now. Sorry. -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
It is possible. There are B9 switches for the nodes. They allow you to turn off the H nodes and reposition the inner K node so you can prevent attaching by the H node when you don't want to, and to attach a large payload with or without affecting the center of mass of the craft.