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Everything posted by JadeOfMaar
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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
@AccidentalDisassembly Consider whether the target isn't the CoM but the root part. I suppose you'll need a secondary vessel (A) which is over 1km long and whose root part is at one end but the CoM is in the middle, and a secondary vessel (B) which has its root part and its CoM both in the middle in order to truly and easily confirm. -
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
That's a good question, actually. I should change that.- 1,069 replies
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Correct. It's supposed to show 180kN, not 1200. There is noting that can be traced to why the part info shows 1200, that's the output of a certain calculation somewhere. -
Don't install RealFuels. You need to action group the deploy button on the fins in pairs: the forward ones as one pair, the tail ones as one pair. (Do not do sides as pairs, do not turn on their normal steering responses. Their orientation makes those useless and N/A.) Then you treat them like airbrakes, not elevons. Try to avoid yaw, and RCS is sufficient for roll and helping with pitch in atmo. Starship is a vertical craft, not a horizontal one so always treat it as VTOL. That's how you pilot Starship.
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@DiegoKeys Sorry, dude. If Parallax is involved, you've voided your warranty. StarCrusher hasn't begun to do anything with that, and with what I know of his PC, he's physically unable to start if he wanted to. Alternately, your drills might just be a bit too high. The point where the drill considers ground contact may be higher up than you think.
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Yomin I've tried very hard to get this engine's specific behavior correct and for stats to show correctly in the part info, but little things about how KSP works proved to be a real pain and nearly impossible to get over without compromising performance. That engine is supposed to always produce 180kN of thrust while its Isp changes. As long as that's what happens, I'm satisfied, sorry. I -might- try to wrestle it again... -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@siro It has a placeholder IVA. I don't make IVA so that's what you get, sorry. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
@CDSlice No. "Classic" Stock, WBI's alternative (to CRP) resource library. @AccidentalDisassembly Perhaps a simple gradual ramp up (easing on/off of the brake) is the solution. The change in warp speed is applied over (at most) a 3 second span when entering or leaving an interstellar situation, and 1 or 2 seconds when interplanetary. The auto-circularize is a cheat, and I'm sure most users won't be concerned. By definition (being a cheat) it shouldn't be so easy to reach. But when it is indeed enabled, it would make sense to have a PAW button, most likely in the style of a mode toggle. @Spaceman.Spiff Okay. I'm not making it a big deal. From my brief play with a pre-release version, I'm aware of an Auxiliary Power generator in them so they do (and should still have) the ability to produce EC in bulk. Angel has very much an engineer's mind, so he would have a solid vision of what his power sources should be capable of. You should ask him. I'm interested in seeing that answer. ...I just remembered. Omniconverters. The best thing to consider doing is writing Omniconverter templates so that any WBI switchable converter can use FFT resource chains. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
@Spaceman.Spiff Fusion Pellets exist in Classic Stock and CRP. There should be no need to create "CRP configs" and "FFT compatibility" for this mod. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@totos_totidis OPT Continued is the main parts pack. OPT Legacy is older and obsolete versions of parts and (for most of the time) also an expansion pack. The original OPT dev allowed parts to be added to by players into Legacy but not the main pack which is now Continued. -
Rational HydroDynamics 1.1 [Apr 23, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
No, there is no performance cost. Your KSP will only take a bit longer to startup because MM will have more work to do. Buoyancy stats are permanent. What you will see is what you should expect from stock. You can make any tank intake its own resource to induce sinking, but patching tanks to do that is out of my scope. You still have to get a ballast plugin mod. -
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Brigadier This mod works fine as far back as maybe KSP 1.6.1. That's why the KSP version is no longer in the title, but the version file still has a fixed KSP value just in case. @Clamp-o-Tron is on point.- 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 can skip out on the converters, harvesters, tank options, RCS fuel options, engine fuel options etc by not installing RationalResourcesParts (where all the part changing is) and not installing any of the extras configs. But you can't skip out on resources being added and placed. You might as well not install RR at all, or go into all the CRP templates and hack out the resource nodes that you don't like.- 1,069 replies
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
JadeOfMaar replied to Ger_space's topic in KSP1 Mod Releases
You can go ahead and do it. I've released updates but only to 1 or 2 Discord servers. -
@Norcalplanner That's what Kopernicus LoadOnDemand exists for. It's what makes it even possible to have all of GU activated/loaded in your install. But you'll still need a GPU with 4+GB of video memory in order to hope for smooth sailing. I finally have one and my PC chugs a bit (but this includes the performance hit from the Scatterer ocean shader). I don't think I've actually landed or entered the atmo of any GU planet yet, so I can't say anything about performance anywhere other than Kerbin.
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oh. That's way out of my ability to help or suggest, sorry. Wild estimate but check back at Christmas 2021. It's actively on the way to expanding by ANOTHER order of magnitude.
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If you enter X body's SOI you cannot target X body. That's how it works. Once you're in there, aim your ship to Radial In.
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@Souptime
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Is there no simple solution to ballast tanks yet?
JadeOfMaar replied to eberkain's topic in KSP1 Mods Discussions
I have yet to see evidence that any ballast plugin mod has addressed this, so I did something about it. Actually, all ballast system mods are decent, however, none are known to be effective because they are inhibited by parts all having maximum and excessive buoyancy. They should be quite effective now... Let the testing begin. -
Sinking isn't so hard anymore, but now it's also more perilous... This tiny yet powerful pair of mods, aimed at undersea engineers, does what no submarine/ballast plugin has done yet: It addresses the problem of all parts having maximum buoyancy and the same part pressure limit. ADVISORY: It may bloat your MM cache rather fast, as does Rational Resources. Depending on a modest array of characteristics expected of parts (primarily their categories, then certain keywords in their titles or certain modules or resources they hold) they are dynamically granted with buoyancy ratings. It becomes far easier to use normal Ore tanks as ballast, and adds to the sinkability of submarines powered by ballast plugin mods. How to use: Be mindful of the new stat ratio: average buoyancy vs mass. To keep things afloat, make sure that your ship contains more of parts that hold crew, are lifting surfaces, or are thermal category (the stock heatshields and radiators are pretty spacious and flat, and so, should be rather buoyant). And also make sure that your ship isn't very massive. Expect to sink at any time. Wings remain the most buoyant thing. The more you have, the more you float. Ore tanks are the least buoyant thing. The more you have, the faster you sink. (See screenshots) By default you'll always experience the first half of this mod: Rational Buoyancy. But to experience the second half, Rational Pressure, you must go into Difficulty Settings -> Advanced -> Turn on part pressure limits. If you plan to never use Rational Pressure, delete its config file and save your MM cache some weight. Included is a Cheat config that you can edit just 2 simple numbers in if you feel that the new buoyancy and pressure ratings are rather tight for you. Complementary mods or strategies that you'll want to prepare: Low-mass floatation devices and devices that enable you to thrust upward, to quickly shed mass, or to otherwise lift when splashed will become very important very fast. Lifting body science or resource return vehicles. Except for science labs, all science parts will very easily sink. Boats and subs of all sizes, even for the EVA kerbal as the kerbal can just barely float now in a stock game. Adding any mass (like life support) may cause him or her to start sinking. Known issues: My personal experience so far: your ship's average center of buoyancy may go anywhere now, and a submarine design may easily become heavy on one end with no regard to where the CoM or CoL are, so "buoyancy symmetry" or "buoyancy offset" may be a very important new thing to watch out for, and if possible, a mod will need to be made that can compute and show the ship's center of buoyancy. When you sink in lava... Recommended mods: KSP Ground Effect (not compatible with FAR). Any planet pack with abundant or exotic oceans. Includes special support for: Kerbal Planetary Base Systems Stockalike Station Parts Redux WBI Pathfinder (namely, its Castillo parts) DOWNLOAD :: SpaceDock :: GitHub License: MIT
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 1.15.0 DOWNLOAD :: GitHub :: SpaceDock Added Extras: RR_RCSFamily.cfg with modlet RationalResourcesRCSFamily to add fuel switching to RCS thrusters whether MonoProp, LFO, or MonoProp (WBI Classic Stock). Has default support for NF Aero, NF Spacecraft, most of NFLV, MKIV Spaceplane, KRE. Added ISRU options (specific to other mods or parts in them): Water-consuming NSW production to FFT 3.75m smelter part. Blacksmith (Ablator refurbishment) to FFT 3.75m smelter part. EL recipe for KerbalHealth Radiation Shielding. Blacksmith based Shielding refurbishment to all parts equipped with KerbalHealth Radiation Shielding. Added/Updated WIP tank options for NF Propulsion (Lihtium,Argon,Xenon). Added opt-in ISRU options: Deuterium: Freezer option to RR Boxed Compressor/Freezer. Deuterium: as byproduct of Water Splitter. Glykerol production (for DeepFreeze users). KerbalHealth Lead Extractor. Added opt-in ISRU options (stock mode only, should already be provided by Kerbalism): NFE Uraninite Harvester. NFE Uraninite Enricher (converter). Fixed missing Kerbalism MRE Rock definition. Moved Kerbalism patches to their own mod folder to prevent their config nodes loading when they need not (when Kerbalism not installed). Due to how Kerbalism operates, configs are parsed before MM runs, making MM conditions irrelevant, and which is the cause of RR processes involving Metal and MetalOre to cause cascade problems because these resources' definitions haven't gotten to load at the time the processes are parsed. Updated Extras: RR_ScienceLabBlacksmith.cfg: Blacksmith is now its own modlet RationalResourcesBlacksmith so it can be targeted by patches or used as a dependency. Its converters are SystemHeat compatible. Updated Water Splitter to produce proper amounts of H2 and O2 gas (was broken and would produce 20%) and to produce Deuterium (gas).- 1,069 replies
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Fatal Error with B9
JadeOfMaar replied to bubbabeast81's topic in KSP1 Technical Support (PC, modded installs)
The screenshot specifically contains the line "No resource definition named Lithium could be found." CRP is missing. NF Propulsion (which is required for OPT's Lithium subtype) would suffer from broken engines alongside OPT's problem. Also, why do you have OPT Reconfig and none of the OPT parts packs? That's not how OPT works now. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
The stock asteroid is a part. Treat WBI anomalies just like you treat the stock asteroids. You know how the green monolith works. Otherwise, they may need you to switch to them and activate their breakthrough science module (a feature that should already be known to KFS users). -
Mod Authors, Need review of various bulkheadProfiles
JadeOfMaar replied to linuxgurugamer's topic in KSP1 Mod Development
I could see value in having the HX parts have their own bulkheadprofiles...But I'd rather sort them via stock subcategories (config, left) than via the built-in sort by bulkheads tab. (Right) is irrelevant... it's a CCK mod tab. Can't have sub-tabs on those. Also, I'm surprised B9 Aero's HL, S2 and S2W didn't show up in Linux's initial list. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
I'd give a hard no to that. Things could get messy fast if anyone got to ship any artwork made by Nertea. But if Angel made that bussard ram scoop in his own style then heck yes.