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Everything posted by JadeOfMaar
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@lemon cup You have my attention. You have all of it.
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The pulsar and its planets are named after undead mythology. In other news, I spotted a secret "lore" planet. It's described as being a fictional item in kerbalkind's sci-fi entertainment, but then it was found to actually exist. @StarCrusher96 deserves yet another special award for having this idea.
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star trek Maybe the Enterprise is hovering, not orbiting
JadeOfMaar replied to HebaruSan's topic in Science & Spaceflight
@magnemoe The Trek wiki (memory-alpha.org) says that the Impulse drive is a composite of a fusion rocket and low power warp nacelle, having "driver coils" which are essentially warp coils, and which are fed by the exhaust plasma, but the impulse drive itself is not a warp drive. The coil assembly is only an efficiency buff. (Yes! It runs on Efficiency™!) As I said, the interia dampers could be a lateral form of the gravitic floor plating. They would project their force in tandem with the ship's acceleration, canceling out that lethal inertia moment that you'd face otherwise. There is a decent number of occasions where inertia dampers are threatened or compromised, which is cool. Hah! We don't talk about the Millenium Falcon.- 25 replies
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star trek Maybe the Enterprise is hovering, not orbiting
JadeOfMaar replied to HebaruSan's topic in Science & Spaceflight
In Star Trek: Enterprise (featuring the NX-01 ship) there is at least one episode, likely in the early half of eason 1, where it's made clear that gravity is provided by "gravitic floor plating" (and related, primitive shields provided by "polarized hull plating" which deflect enemy beams via extremely powerful EM fields. Shield emitters aren't a thing yet,) and I've contemplated that ever since. Observed "gravitic waves" is a real thing apparently, so we can actually gauge gravity to some extent and hope to be able to control it. So at that point in time (Early 2200s, right?) they've clearly developed a means to cause gravitons(?) assuming gravity has a particle, to flow along the proper vector, otherwise, and this is a fun and insane idea I have, the ship creates a singularity, or several singularities at some far off location under the ship, and the ship subtly resists being pulled into it/off course. Granted the faux dimension "Subspace" exists and allows FTL [particles, travel and comms], and can be shattered by attempting an Omega particle, I try to handwave artifical gravity by gravitic plating creating a subspace "Waterfall" onto and through itself, and the ship passively thrusts against it, or the waterfall affects everything on the periodic table as we know it, and not the handwavium metal (Duranium) that the plates are likely made of. By extension, inertia dampeners (the thing that prevents crew from being splattered by the ship's acceleration) could be a lateral variant of gravitic floor plating. In general, since being introduced to the Expanse meta, I try to remind myself that most of the Trek series is built upon hand-crafted ceramic scale model ships, and is an old series, so any of these conditions, and more, may be true: The budget didn't exist to allow the producers to model weightlessness and other physically accurate scenarios. Nobody at the time, especially Gene Roddenberry himself, knew of the nuances of orbital mechanics, or if they did, didn't care to implement them as these would subtract from Trek's premise of telling a seemingly whimsical story and exploring dilemmas of individuals and civilizations. The technology didn't exist, or was beyond their reach, that allowed for brewing or serving more creative juice in an episode. Holodeck scenes are pretty intense when you think about the era that Trek was produced in. I've seen enough in KSP planet modding chats to have a solid answer but further complicating question to this. Sure you ascend to orbital heights in what is effectively a space elevator. but as you go, you still acquire a lot of lateral velocity because you're effectively increasingly getting slingshot by the structure. Gravity's downward pull weakens, so you ultimately end up "in endless freefall" just as if you were on the ISS. There are some super-size planets that if you land on them, you will roll and tumble because surface gravity and rotation speed don't balance out. Depending on your altitude, you can meet a point between being pulled down by gravity, and being constantly slingshot by your fraction of orbital speed. You could find yourself in a semi-centripetal state.- 25 replies
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@EimajOzear Deleting GPP's configs would allow for CRP's RNG to fill back in, and all planets would get the typical random blends of most of the same resources. But if you do this and don't delete the bit that I pointed you to in RR, which removes untagged resource placement, you should end up with the GPP planets having nothing but Ore. GPP's resource configs are structured where each resource has its own file so you could remove all Gypsum by deleting GPP/GPP_Resources/Res_CRP/Gypsum.cfg- 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
@EimajOzear The quick and dirty would be to delete the commands to delete untagged resources. The long way around is to tag every instance of planetary and biome resource that have GPP planet names in them, which I could do as part of an update. Due to my having to quickfix something some time ago, I chose to place the B9 tank definitions in RR and not RR parts, and RR parts is not meant to be use-able standalone so I wouldn't have looked out for that exception.- 1,069 replies
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
JadeOfMaar replied to blowfish's topic in KSP1 Mod Releases
@alexv86 @blowfish Endurance Reconfig is discontinued since it was merged into Endurance for its KSP 1.10 update. No one should be using it in KSP 1.10+ -
GU SRX engine has been getting some tuning. Delta-V should be much better, and it will work fine up to 100x time warp with Persistent Thrust. Sample attempt at a Brachistochrone burn to Dres. Dres Direct in under 14 days.
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Not yet, officially. But compatibility between the two is promised.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
The problem doesn't exist anymore with that patch. Resources can be changed mid-game. An existing save that was lacking Dirt will have it now. Totally OK.- 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
@Gilph The stock converter catch-up mechanism has always had certain shortcomings. Calculations and resource levels will always get weird to whatever degree when you timewarp. What you're experiencing is probably nothing new. Presumably, MKS's own mechanism doesn't work too different (the stock ISRU system was made by RoverDude) and so would be prone to the same problems under warp. I hope my answer helps. @Brigadier MKS is aligned to CRP. After all, RoverDude is one of the stakeholders, and the CRP is where nearly all popular modded resources are defined. I'm fine with the concept of Dirt, however, I feel that it's largely redundant with Ore since it is equally as OP (you can get nearly everything out of both, and both are present in huge amounts on any type of world), and WBI Classic Stock shares he Rock resource but not Dirt. My use of the Rock resource imposes certain restrictions but also certain advantages. The provision you're looking for is undocumented but it exists. Save this as a new config anywhere in GameData.- 1,069 replies
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There's no real reason why the answer would be no. This mod is a very simple mod and it's meant for use to make extreme distances easily traversible. The only thing you really need to watch out for is if you'll need to meet proprtionally high resource demands for a jump over the distances in RSS.
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
JadeOfMaar replied to blowfish's topic in KSP1 Mod Releases
@blowfish I know that problem. It's unique to KSP 1.11. I've been getting this overall impression that either B9PS or MM is improperly noticing or acting on changes to patches, so these duplicates are happening. That said, a problem I had with B9PS in 1.10 seems to be gone now. That said, I think I've still been using B9PS 2.16. I wasn't aware of 2.17 until just now. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Warning. WorldStabilizer no longer suppresses the 1km spawn bug as of KSP 1.11, and seems to actually evolve it into a new and vicious kraken. Take extreme care when spawning crafts containing the following parts, or just don't use them anymore: J Deployment Bay J Inline Large Docking Port Avatar Cargo Ramp Humpback Cargo Ramp Stail Cargo Bay (Mk1, not Mk2) OPT Legacy 3.0 Added KerbalChangelog support. Added Localization support. Added missing attach nodes to Avatar Inline SAS. Added missing SAS module to all drone cores. Added 2.5m "Tidal Force" power sphere. Produces 600 EC/s on LFO. Re-titled all power spheres. Adjusted air-breathing performance of these engines: J-60D. It was really lacking the high altitude runaway thrust behavior. I officially have a love/hate relationship with this engine. J-60 stationary thrust to match J-60D. J60, J-61: Added scramjet upper speed limit (Mach 15). Shcramjets don't have this so the Nebula doesn't get it. Changed J-81 title and engine behavior to reflect new fusion ramjet/rocket behavior. Decreased RCS thrust in Rudder engine. Fixed broken heat limit key in Stail bicoupler. (Spotted by @ Lisias.) Fixed cost (was way underpriced) in Bubble engine and Stail cockpits. Fixed K Drone Core's SAS module still missing. Increased thrust in these engines: J-81 engine. Valkyrie tilt & WarpJet MARGE. VTOL wrapper engines. Moved the following to OPT Main: 2.5m Nebula Shock Intake. VTOL Wrapper engines for J and K. Avatar tilt and WarpJet MARGE engine. DepthMask assets. K cockpits (custom, TAV). All 3 K cockpits are now there. K cabin and lab. K and KH Inline SAS. The following VTOL engines remain: Bubble. EggDog. HeliCarrier. Low-Profile series. Slipstream rudder engine. Wrapper engines for Humpback. Nerfed excessive undeployed drag of airbrakes. Removed obsolete keys from some air-breathing engines. Removed extra lift module from K lab. Updated DepthMask patch to detect standalone DepthMask plugin. Updated offset between inner and outer stack nodes of Avatar and Humpback bays to make it less likely to attach them the wrong way and break cargo shielding. Updated Retro RCS. It can now be used as an engine, and has toggle-able staging. It also now has 3 color variants. OPT Reconfig 3.0 Added heat limit upgrades for H noses. (Bundled with Mk2 nose upgrades.) Added KSP 1.11 stock inventory to crewed parts. Added Localization support. Added Realism Overhaul support. Fixes to IntakeAtm and CryoEngines patches. Removed GPOSpeed fuel patch. Unknown if it supports WBI Omnistorage. Rewrote WBI integration and phased out Pathfinder legacy templates. It's all OmniConverters and OmniStorage. Always has been. OPT in ClassicStock play mode uses "PropLox" fuel mix (Propellium + Oxidizer, equivalent to Hydrolox). DOWNLOAD LEGACY :: SPACEDOCK :: GITHUB DOWNLOAD RECONFIG :: SPACEDOCK :: GITHUB -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Warning. WorldStabilizer no longer suppresses the 1km spawn bug as of KSP 1.11, and seems to actually evolve it into a new and vicious kraken. Take extreme care when spawning crafts containing the following parts, or just don't use them anymore: J Deployment Bay J Inline Large Docking Port Avatar Cargo Ramp Humpback Cargo Ramp Stail Cargo Bay (Mk1, not Mk2) OPT Sapceplane 3.0 Added KerbalChangelog support. Added Localization support. Added missing SAS module to all drone cores. Fixed bulkheadprofile in Nebula engine. (Spotted by @ Lisias.) Fixed bulkheadprofile in some I and J parts. Fixed K Drone Core's SAS module still missing. Fixed K and KH cargo bays and hollow fuselages appearing in Fuel Tank category (moved to Payload). Fixed missing bulkheadprofile in RCS ports. Increased thrust in these engines: Valkyrie tilt & WarpJet MARGE. VTOL wrapper engines. Moved the following in from OPT Legacy: 2.5m Nebula Shock Intake. VTOL Wrapper engines. Avatar tilt and WarpJet MARGE engine. DepthMask assets. K cockpits (custom, TAV). All 3 K cockpits are now here. K cabin and lab. K and KH Inline SAS. Removed obolste parts: some RCS thrusters, some Avatar fuselage parts. Craft files that have these will break. Reduced node size on H parts. Updated DepthMask patch to detect standalone DepthMask plugin. OPT Reconfig 3.0 Added heat limit upgrades for H noses. (Bundled with Mk2 nose upgrades.) Added KSP 1.11 stock inventory to crewed parts. Added Localization support. Added Realism Overhaul support. Fixes to IntakeAtm and CryoEngines patches. Removed GPOSpeed fuel patch. Unknown if it supports WBI Omnistorage. Rewrote WBI integration and phased out Pathfinder legacy templates. It's all OmniConverters and OmniStorage. Always has been. OPT in ClassicStock play mode uses "PropLox" fuel mix (Propellium + Oxidizer, equivalent to Hydrolox). DOWNLOAD CONTINUED :: SPACEDOCK :: GITHUB DOWNLOAD RECONFIG :: SPACEDOCK :: GITHUB -
I just posted an update to HX Reconfig. That's fixed now. Or should be.
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@LadyAthena @Lisias Oh damn, sorry. I meant to say GameData/KerbalismConfig/ Where the hell did my mind go at that exact point? You should have: GameData/Kerbalism/ GameData/KerbalismConfig/ I can't imagine why CKAN is doing GameData/Kerbalism/KerbalismConfig/for you. It hasn't done so for me. Delete your your CKAN/ folder (it is beside GameData, not inside it.) or otherwise refresh your CKAN install and try again.
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[1.11.0] Airline Kuisine v2.5.0 ~ [Jan 2, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Airline Kuisine 2.5.0 Added KSP 1.11 stock inventory to cabins. Fixed missing NEEDS on CLS patch. DS Core 3.2.0 Added KSP 1.11 stock inventory to DS cockpits. Links in OP- 146 replies
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HX Reconfig 1.1.0 Added Kerbalism radioactivity to engines. Added NSW support. Fixed Tweakscale patches. Reduced Karborundum support. Links in OP
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@Lisias Thanks for spotting the B9 HX issue. I've inspected and it should be fixed now. I'll post that in a release soon™. However, your issue with Kerbalism and the Mk2 cockpit should not have happened. The variable search requires GameData/Kerbalism/KerbalismConfig/ to exist, which I assume it did not in your test install.
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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
I forget who asked for this but I managed to make the retro RCS thruster also be an engine. (Engine mode is hidden from staging but can be toggled in the editors.) And I gave it color options. 6kN as RCS thruster 12kN with 380s vac (sips on EC like an ARI-75) vs stock Twitch engine's 16kN with 290s vac. Weirdly the aerodynamic OMS doesn't respond to throttle anymore. I hope that's a new stock bug because I touched nothing with this part. -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
JadeOfMaar replied to blowfish's topic in KSP1 Mod Releases
@linuxgurugamer Ah, no problem. No offense taken. What I was going to suggest, which sounds appropriate, is that (when possible) you could read the atmosphere molar mass value from the planets and calculate your lift and buoyancy based on that vs the molar mass of whatever lifting gas you use. This is where "being lighter than air" actualy happens. Avoiding the dependency on Kopernicus, KerBalloons could have a field, per planet, that needs to be manually filled in with the molar mass value. -
[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
JadeOfMaar replied to Gameslinx's topic in KSP1 Mod Releases
No. This mod has an alternative system to DLC ROC science. Take a kerbal on EVA and interact with the custom scatters and you will get new and different science results. This was done because the DLC ROC objects are hardcoded to their planets and it is impossible and unattractive for modders to make their own new ROC items. Beyond Home does not have that option. If it did then the white dwarf Kerbol system cannot exist as it is (... "was") the stock system.- 1,655 replies
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
JadeOfMaar replied to blowfish's topic in KSP1 Mod Releases
Pardon me for possibly derailing the thread with this question: @linuxgurugamer Why does Kerballoons need to be sensitive to what planet it's used on? If I assume the correct answer, I can suggest something that'll save you a lot of trouble with B9 but will require some potential Kopernicus integration instead.