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Everything posted by JadeOfMaar
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[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. -
The LES's offset thrust is by design. It's meant to pull the crewed pod out of the path of the remaining vehicle, otherwise they'll meet again and the crew will get splattered. Try shifting the CoM or you'll have to roll your own LES (by welding things, making a sub-assembly, or using 3D modelling skills and sculpting your own) This is the key to use and an example of where it goes in a config. PART { CoMOffset = 0, 0, 0 // x, y, z coordinates in meters }
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How to make an electric thruster?
JadeOfMaar replied to eberkain's topic in KSP1 General Mod Development Help and Support
You'll want to use a propellant that has mass, yes. Anything that produces thrust in KSP needs some amount of mass to use in its calculations. And it would be best to use the IntakeLqd resource that's provided by CRP. It's not guaranteed that every ocean has water and a thruster in this situation won't care what it's pushing out to move the ship. -
KSP 32Bit
JadeOfMaar replied to Michel-Ange's topic in KSP1 Technical Support (PC, unmodded installs)
@antipro @linuxgurugamer (Well, I don't really have to ping LGG but) it should be common knowledge that if your OS (particulary, Windows) is 32-bit then you simply cannot run a 64-bit app on it. Correct me if I'm wrong @Michel-Ange but I would assume you went from a PC with 64-bit OS to a PC with a 32-bit OS: an entirely different PC (so saying that you changed your CPU would be serious misinformation). It would make no sense for any maker of desktop CPUs to still produce any at this point that can't provide for 64-bit. But it does make sense you could come into contact with a new PC that has whatever 32-bit super basic edition of Win 10. I know those things exist...and are likely in the bargain bin at the computer store. -
GU can be used alongside a planet mod that uses Parallax. But it was not said that GU itself is using Parallax. Please read more carefully.
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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
@siro No plans, sorry. Stail body already has a drone nose and that has thermal upgrades just like the J nose. -
[KSP 1.10] [WIP] (Space) Dust Bunnies 0.2 [Nov 19, 2020]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
@Starhelperdude It does. Though I'm not keeping up with Space Dust now so I don't know how much my things may have become irrelevant or unbalanced. -
oh yes definitely. If his ship is big enough in order to support that many and the industry required to keep them fed and happy, and any large shuttles, expect to suddenly see a 5m USI warp drive.
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@Jiraiyah To keep things brief: What you're looking for is well within your power as an experienced mod maker to produce, and in this thread, your request seems very niche so it's on you, not RoverDude, to pave the way for that feature. I've seen a few folks who adore both GU and MKS (and a couple of folks who don't like warp drives) so there is possibly already a great audience waiting for you once you produce the thing that you've been asking for. I'm sorry that you've wasted your time. I urge you to not waste any more, and make your mod. Long story: (And pardon me. There may be some unintended bitterness) The USI LS ecosystem is not designed with generation ships in mind, that's not how RoverDude plays (...I honestly can't see him installing any planet mods) so expect that he won't answer you favorably. I've seen or heard him hint at possibly making an alternative to DeepFreeze, and he owns a warp drive mod, so you can see the angle of his approach to keeping kerbals alive while crossing the stars. He likely also feels very strongly against having a closed loop solution, as it can't be done IRL and may cause the LS to largely become just a tax on your CPU. RoverDude will likely use DeepFreeze for himself and have his crew and colonists sleep for the ride, whether or not he uses warp for an interstellar ship (and he will likely use warp). I really don't see him being the type who will spare the time and energy to mind a single ship crossing GU's distances at sub-light speeds. I had my own great desire for an extension to USI LS way back... Mk2 and Mk3 parts that do everything. I didn't think to come and ask for them to happen... I made them. And that was my first parts mod.
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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
Welcome. I think it's in my power to fix that so I'll see what can be done. I'm hoping I can "simply" weld a new object with a new target transform for the docking module. It still waits to be seen whether I can import these parts and not break the texture mapping (because they are atlased). -
Is there no simple solution to ballast tanks yet?
JadeOfMaar replied to eberkain's topic in KSP1 Mods Discussions
Parts are defaulted to have max buoyancy when not set in a config. This simple patch lets you calm that aggression (or shows you what to target). I've gone as low as 0.85 or 0.8. @PART:HAS[#buoyancy[*]] { %buoyancy = 1 // The valid range is 0 to 1. Do not exceed or bad things happen. } This is a way to target parts in a mod to give them low buoyancy. This example assumes all parts with a certain branding but also a certain feature, so let's take for example... @PART:HAS[#manufacturer[Something?Corp],@MODULE[ModuleSomething]] { %buoyancy = 0.3 } // Angel-125's "Castillo series" boxed parts @PART:HAS[#manufacturer[Wild?Blue?Industries],@MODULE[WBIPackingBox]] { %buoyancy = 0.3 } And give them super low buoyancy because they have zero dry mass and might float anyway because of their great surface area when inflated. -
This behavior has been there forever, though. It would be better to have landing gear lights go into their own action group, or have dedicated lamps to light the road under you and never use the wheels' lights.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@EimajOzear You shouldn't need to update "RR_TankswitchForSquad.cfg" (which is still important) but copy the two config files highlighted in that commit: GameData/RationalResources/CRP/zTankTypes.cfg GameData/RationalResourcesParts/CRP/TankTypes.cfg You also should have NF Propulsion installed. The subtypes are setup not to appear without that mod.- 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
@EimajOzear I've delivered your request. See these two altered files at this commit. I have not added any cost or mass penalty to them as that's out of the scope of things I'm personally interested in. The tank options will be available only when NF Propulsion is installed. Let me know if they should be available always or when some other mod is installed such as FFT or KSPI.- 1,072 replies
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Concerning insane EC demand, I assume that you're using Kerbalism and WBI Classic Stock together. This is an unsavory combination and I highly discourage it. I have a report about this, and a solution, in the link below. As for why FusionPellets get removed (and not from all parts that hold them) see the quote and see the spoiler at the bottom of the linked post: Endurance should work fine with KSPI (that is: they shouldn't interact and so shouldn't conflict with each other). Ranger's aerodynamics should be fine imo. There is a tiny change I could make to help it but it should be of no real consequence. Details are welcome.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 1.14.1 DOWNLOAD :: GitHub :: SpaceDock With obligatory "I forgot something" Added Spodumene Splitter ISRU. Its primary output is Lithium, used by Near Future engines. Added Spodumene-related B9 tank options. Added Spodumene presence to planets. Most abundant in vulcan and metal worlds and warm mud and lava oceans. Changed some engines to be inoperable when submerged. Rewrite converter options/configs to use Kerbalism side profile system. Rewrite ISRU mod integration system, create opt-in system to more easily integrate other ISRU mods. Updated Extras: RR_NuclearFamily.cfg to handle bimodal rockets and assume their secondary mode, if present, is Lox-Augmented. RR_NuclearFamily.cfg to handle nuclear jets and give them characteristics like the example "Maine Coon" NTJ. RR_NuclearFamily.cfg to handle Restock+ Cherenkov and the Space Tux/Atomic Age engines by default. RR_NuclearFamily.cfg to to add Kerbalism radioactivity. RR_SSPXr_ContainerTypes.cfg to not activate when WBI Classic Stock active.- 1,072 replies
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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
@vareta I posted a fix. Thanks for spotting that issue. Download it anytime or wait on CKAN to notice it.- 146 replies
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@Fishbones Perhaps you're missing this dependency: Omega's Stockalike Structures. A few buildings (around the SPH) should also be missing then.
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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
Oh right. I had a brain fart and forgot about the B9 problem. Typically, a B9 problem is due to my mod being not the same play mode as the WBI mods. And this is the control window for the play mode. I still need to see a screenshot of the B9 fatal errors.- 146 replies
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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
@vareta Have you been using WBI mods and possibly their Classic Stock mode? If so then: Open the play mode selector at the KSC view (click the "WBT" button). Click on CRP and click OK (which will cause KSP to rename files). If you're using Classic Stock: Open the play mode selector again Click on Classic Stock and click OK again Restart KSP. If not then show me a screenshot of the B9 fatal error.- 146 replies
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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
@vareta Do you have Community Resource Pack?- 146 replies
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
The next update is finally nearly here. The center of it is improved Kerbalism integration (which required a very large config rewrite effort), and the idea is that harvesters and converters from various mods should be able to opt-in as easily as nuclear engines can with RR Nuclear Family. This system is also meant to easily add all relevant ISRU options to parts through stock modules when Kerbalism is absent.- 1,072 replies
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[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@siro How odd. I would need to see your KSP.log/player.log. If you don't install Deep Sky Core you're supposed to have a bigger problem.