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Everything posted by JadeOfMaar
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I assume you have the RCS thrust on. It is extremely powerful and you can easily flip due to that. Aside from that, Ranger's stability is rather fair as far as I know. If RCS is not turned on then I must assume your piloting skills are very rusty or very misinformed. JPLRepo fixed aerodynamics problems a long time ago. Camera shake is either due to difficulty settings (affecting your IVA view) or you're accelerating quite a lot and tumbling wildly.
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No, but in-game you can search "gua" and find all parts with manufacturer "Galaxies Unbound Administration" if you installed the GU_Parts mod. You will find: Antennas (2). These are immensely powerful. One is powerful as far as Nova Kirbani, leagues above the range of the stock RA-100 and even the KSPI engines. The other antenna is strong up to 1.6x this distance, so, even stronger. (Ideally they should have a great cost to using them but there isn't much in terms of stock or popular utility mods that can be done to make this a real thing for the player to deal with). A high-powered ArcJet linear RCS thruster. Great for turning huge ships. A couple of tanks which can switch between a few of the tank types familiar to FFT. Engines (3). Two of these are 3.75m main engines (using the same model, unfortunately) with different purposes. One is an ICF, the other is an MCF. One has better thrust. One has better Isp. The 3rd engine is a fusion powered 2.5m aerospike that works well in atmosphere and is great for landers and SSTO spaceplanes. The engines are also sufficient as main reactors to power ship systems. A very large white heatshield (cosmetic whipple shield) A folding radiator (the ZZZ kind). It handles 2MW. A basic 1.25m exo scoop for harvesting materials from in space low around GU's planets. (But only those that matter to GU's engines. You'll need to use scoops from other mods and you may need to install Rational Resources for more in-space and even in-atmo resources.)
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Rational HydroDynamics 1.1 [Apr 23, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
That... is weird as hell but I like it, lol. Free energy for crossing the Atlantic. I wouldn't know. I don't use Firespitter, and I know about FAR's molasses problem when anything that's splashed is not completely undersea. I don't use FAR either so I can never say I can (or do) support Firespitter or FAR. Well, I can make FAR wing configs but that's not important to water physics. I wonder where @theonegalen went... -
I finally fixed the Mk2 profile issue I didn't know I had, and updated the plume selection: (2.5m engines video) Sprinkles (Trek) Red-Orange, Yellow, Cyan + Torch (Star Ctiizen) Blue + Ions (Star Wars X-Wing) Pink https://imgur.com/gOxupGuhttps://imgur.com/gOxupGu
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@flart I have a calculator spreadhseet (MS Excel only, sorry) which allows you to measure resources (up to 5 inputs and outputs) either by kilograms (always available) or molar mass (when available). Either way I can then see my mass ratios and whether they are equal; the input is too much or the output is too much (the spreadsheet will precisely say this, which is very convenient). Once I have my numbers I setup the converter modules, and additionally, I have a system that tags converters with a multiplier key ( "RRPower" ) and automatically scales all the resource values for that part according to the multiplier. I also recalibrate the 1.25m Convert-O-Tron to not be deliberately crap and broken, because it is.
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RJVB's mods (The "Light Levels" series of 3 mods, cross-linked in one another's threads) may be a good test for your warp ships. They are very recently made and great quality, but they don't have the ability to scale themselves to JNSQ's size.
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@SpaceX_Boi I've made several contributions to this mod in the time that you've been away, so it's very much/ more worth it now than it was before. * A new experiment to carry * Engine and RCS plumes * Compatibilty with the top life support mods (Kerbalism, Snacks, TAC, USI) * Engines and reactors have better behaviors, performance and requirements, and Isp's are sufficient to allow Endurance to operate in large star systems and alongside mods that involve B9 Part Switch, LH2 fuel, fusion power and interstellar travel. The provision for LH2 makes it easier to refuel Endurance without trying to land it (or anything) to mine fuel. * Built-in antennas should be much better (as far as reasonable for not having a visible large dish somewhere) than before. * There's a new crew compartment to install on the ship ring. It's a medical bay purposed for Deep Freeze and radiation therapy (as in Kerbalism or Kerbal Health). * The habitability assessment experiment is better when Wild Blue Tools is installed. It will only work at planets that are designed to potentially be new homeworlds for kerbalkind (not all planet packs that have these are supported) as it's meant to, like in the movie, so you can't cheat science out of it by running it at every planet that has atmosphere, but at planets where it does work, you'll need to spend time on the experiment, and you'll get a lot of science (orbital and landed). There are several other little details. Try it out and find them.
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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
Yes. Many of the parts also have reference to that movie. -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
JadeOfMaar replied to blowfish's topic in KSP1 Mod Releases
I finally published my update to Rational Resources (1.16) which should finally stop the RR_PLM (and its like) fatal problem. That's precisely what's going on. I discovered this with my OPT updates (3.1.x) a few days ago. The FORs are completely unneccesary where they were. Apparently this has been fixed on KSPI's GitHub but it may be some time before it's published, without how big the KSPI bundle is. -
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@dxeh I fixed the AtmoScoops problem. Look for a 1.16.1 download. Thanks for spotting. But the Pump problem is due to you having old files left over. That pump config should no longer exist. When you install a mod update, delete its folders first.- 1,072 replies
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 1.16.0 DOWNLOAD :: GitHub :: SpaceDock Added Restock+ APU to, and removed CryoTanks from RR CCK. Added drill support for the standalone "Ventral Drill for stock ISRU" mod. Added integration for Snacks! LS: Create Snacks from Hydrates (CRP) or Rock (Classic Stock). Added Extras: RR_BlacksmithFamily.cfg which allows for parts to opt-in and have Blacksmith style furnace or workshop (compatible with EL) and does opt-in on EL workshops and smelters. Changed part desc heads-up color from green to blue. Enabled Convert-O-Trons that opt-in to have configurable efficiency multiplier and configurable slot count (for mod plugins that facilitate module switching such as Kerbalism and WBI OmniConverters). Fixed (inaccessible) bug with LqdHe3 placement in Mun (specific) template. Fixed and revised Kerbalism integration. Revised opt-in patches for converters, harvesters and Ore tanks. Updated Extras: RR_ScienceLabBlacksmith.cfg: Added 4th level (not available in stock tech tree) and added support for nuclear material tanks for use when NF Electric not installed; Added Classic Stock support. RR_BlacksmithFamily.cfg: Added Classic Stock support. Updated NEEDS and filenames concerning CRP vs Classic Stock to reduce fatal errors concerning WBI Play Mode switching. Thanks to the watchful fellows on GitHub with their PRs and contributions.- 1,072 replies
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@DatSparrow @EimajOzear I've fixed the Kerbalism integration but I'm working on revisions elsewhere and a mechanism for planet makers to easily assign results to the RR Classification Experiment, and also enabling the experiment to operate when splashed.- 1,072 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
Howdy, X. The "BARIS Bridge" is only a vital component needed by the other WBI mods to function. It does not contain BARIS itself, so you're free to stick with ScrapYard + Oh scrap. But if you choose BARIS, be sure to read its wiki. It has a lot of Difficulty Settings to play with if you find it's too hard..................or not hard enough, or you're hoping for certain things to behave differently. CRP support should be decent enough as Pathfinder has been around a very long time. The only, if not main advantage CRP has over Classic Stock mode is that CRP has every resource under the Sun in case you prefer these, and the most popular mods like the USI or NF suites, where Classic Stock has a pretty narrow selection (which is fine for Angel-125 and myself). Pathfinder works very well with EL. You're welcome to install EL normally and delete all of its parts except the micro pads and recycle bins (I don't think Pathfinder has alternatives to these). I don't see a problem with SimpleConstruction being installed as well so try these mods together.- 3,523 replies
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This new issue is due to my expecting that users would have System Heat's generic extras patch that changes all supported ModuleResourceConverter into ModuleSystemHeatConverter. The errors point at my patch for a B9PS module that changes the options of an EC-consuming converter in the Dark Drive engine.
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[1.12.x] Near Future Technologies (September 6)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
Your best bet is to use OPT plane parts. You're never going to see circular plane parts greater than 2.5m, and circular spaceplane bodies have a serious aerodynamic flaw or more (which is known well by anyone who tries to make or fly a Skylon). OPT K and the MkIV body can hold 3.75m cargo and are lifting bodies unlike any Skylon-derived design. A space program has plenty to do with the atmosphere, aerodynamics and aircraft. You will meet the term "Aerospace" frequently, which means the involvement of both aero and space in whatever's going on, and SpaceX Starship is a shining example of that. -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
This is due to System Heat and its generic extras patch that changes -all- compatible resource converter modules into system heat converters. Unfortunately I cannot provide for both cases at once where users do and do not install that extra config so for the time being, you must install that for yourself to relieve this problem. You're welcome BTW -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
@Souptime Angel-125 isn't a planet maker. And Galaxies Unbound has plenty in it already that concerns extreme interstellar distances and alien ruins. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
That should be fixed now. I've posted an update. -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
seriously how in the-- You're welcome. -
[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 Spaceplane 3.1 Added missing science module to K lab, without which, science operations and transmission were broken. OPT Reconfig 3.1 Added kOS Processor to all drone cores. Added a system so you can turn off B9 feature switching to cure Tweakscale problems with these parts. See OPT_Reconfig/OPT_00Tweak.cfg Added Far Future Tech derived system: Dark Drive now uses OPT Black Hole resource instead of Dark Goo. Dark Drive is now a true interstellar grade engine derived from Kugelblitz sci-fi engine. No longer useful in atmosphere. Dark Drive is useless without OPT Reconfig as Reconfig contains Black Hole resource definition. Enabled OPT bodies to hold FFT propellants including Antimatter and to carry the containment module. Fixed RO antenna patch to detect RealAntennas and not RO. Revised "Dark Energy" power sphere fuel options. Revised Dark Goo system: "Dark Energy" power spheres hold this by default and not XenonGas. Dark Goo is its own fusion fuel option and no longer a component of all other fusion fuel options. Phased out Dark Science. Tiny fixes. Updated Tweakscale configs to be less likely to be overlapped by foreign Tweakscale modlets which then cause fatal exceptions. Updated file names and NEEDS concerning CRP vs Classic Stock to reduce likelihood of fatal issues concerning WBI play mode switcher. Updated detection concerning stock inventory system. DOWNLOAD CONTINUED :: SPACEDOCK :: GITHUB DOWNLOAD RECONFIG :: SPACEDOCK :: GITHUB -
[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 Legacy 3.1 Updated "Dark Energy" power spheres to hold and use Dark Goo, not XenonGas. OPT Reconfig 3.1 Added kOS Processor to all drone cores. Added a system so you can turn off B9 feature switching to cure Tweakscale problems with these parts. See OPT_Reconfig/OPT_00Tweak.cfg Added Far Future Tech derived system: Dark Drive now uses OPT Black Hole resource instead of Dark Goo. Dark Drive is now a true interstellar grade engine derived from Kugelblitz sci-fi engine. No longer useful in atmosphere. Dark Drive is useless without OPT Reconfig as Reconfig contains Black Hole resource definition. Enabled OPT bodies to hold FFT propellants including Antimatter and to carry the containment module. Fixed RO antenna patch to detect RealAntennas and not RO. Revised "Dark Energy" power sphere fuel options. Revised Dark Goo system: "Dark Energy" power spheres hold this by default and not XenonGas. Dark Goo is its own fusion fuel option and no longer a component of all other fusion fuel options. Phased out Dark Science. Tiny fixes. Updated Tweakscale configs to be less likely to be overlapped by foreign Tweakscale modlets which then cause fatal exceptions. Updated file names and NEEDS concerning CRP vs Classic Stock to reduce likelihood of fatal issues concerning WBI play mode switcher. Updated detection concerning stock inventory system. DOWNLOAD LEGACY :: SPACEDOCK :: GITHUB DOWNLOAD RECONFIG :: SPACEDOCK :: GITHUB -
Magneticity (1.8-1.11) (Early Development)
JadeOfMaar replied to assimo's topic in KSP1 Mod Development
This isn't the kind of propulsion system you can have discreet tanks for. Only the sail or the engine can possibly hold its propellant. Re: @theJesuit's suggestion, you can take advantage of Space Dust's advanced abilities to position, shape and size a resource band, or multiple per body, (and its ability to provide extremely large bands, as aroud a star, unlike stock which breaks when you try that) and use that resource as your propellant. I'd also like to mention that, while I don't know better about this very specific propulsion method, I do know enough about the cousins to this method: the Bussard ramjet and the Solar (or Laser) Sail. In both cases you need a very expansive, very frail, scoop or kite like object which is mounted ahead of the craft and pulls the craft. You're on to something impressive. I wish you well in its execution, and in the part designs.