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Everything posted by JadeOfMaar
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@martianrock Try using a KAS pipe and some KAS struts to attach and secure your ship to the pad.
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[WIP] Nert's Dev Thread - Current: various updates
JadeOfMaar replied to Nertea's topic in KSP1 Mod Development
I can make it so and give the same treatment (though not as much of it, hopefully) as with Rational Resources which (optionally) alters parts to provide tanks, harvesters and converters for CO2 and so on, but the increased requirements and granularity of a Space Dust config (and how much more than stock style resource placement configs these will inflate your MM cache) do take away from my motivation to produce a resource placement template system for Space Dust. I would like to ensure that OPM is immediately supported but I'm in no hurry to provide support for any planet packs after that. -
Simply rescaling BH won't do anything about Rhode's Laythe-like stats. Morphisor's setup is rated "3.56x" and changes Rhode's stats (especially gravity) to be like Kerbin, for those who don't already know. At stock scale, definitely. Gameslinx has the white dwarf Kerbol close enough that you can easily reach it on stock NERVA. Once you add in rescale (particularly, 3.2x or Morphisor's 3.56x) the concern goes away. Nertea's Far Future Tech (whatever state it's in) would be the better choice since KSPI involves far more than just what you need-- a handful of options for late-game ion engines and torch engines. If you like aircraft (and rescale) you'll want Kerbal Atomics Near Future Aeronautics: for its jet engines that don't need Oxygen, for the few planets that have un-breatheable atmospheres; for its jet engines that can run electric so you don't need as much to carry LF in your planes. (Oops. I confused KA with NFA. But I'll add/keep this suggestion just in case.) Unfortunately I don't know of any good mod that provides only highly advanced and interstellar capable engines, and not a lot of extraneous stuff as well..... Well I could suggest B9 HX + B9 HX Reconfig. This combo should fit the bill quite nicely actually. It's actually two very small downloads, only structural parts and tanks, some engines, and RCS.
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EL is not OP in any way. It's actually a convenience whose absence in stock (and that we aren't capable of yet IRL) is actually a huge de-buff/cripple. And its presence in this challenge actually easily equates to the deal with KSP2 where you will have a fixed upper limit on how massive you can launch from the KSC. You're forced to build your megaton ships in orbit. EL provides all of these challenges, for perspective: You need to mine something other than Ore (MetalOre) and process it. You get waste material (ScrapMetal) which can be and should be re-processed to keep RocketParts production at or near top efficiency. EL's smelters use a different kind of CoreHeat system. They are known to consume LFO to warm up (and to cool themselves). You have so much more reason to bring lots of Engineers. The more and higher level ones you have, the faster EL things get done. And you will find yourself struggling to gather them due to stock exponential hiring cost (in career) or the RNG populating the Astronaut Center with lots of what traits you don't want. You need to have the tanks and battery supply to contain all the construction material and other resources (not all at once though, you can progressively top things up) to get your new ship ready. The bigger your ship, the bigger your ship yard in order to ISRU faster and save time. You have to design and build a bootstrap craft that can deploy your starter EL base with minimal hassle. The design challenge is greater if the bootstrap aims to be reusable and not consumed by the base that it deploys. Some of its benefits (including what it saves you from): Building, launching and docking segments to your ship-- segments which tend to contain their own probe cores, lots of RCS thrusters, lots of RCS tankage, structural support (for use by tugs and launch vehicles) to put them in place in orbit...All of these things become useless and dead mass once you've docked your segments. EL provides a pad that replaces itself with whatever spawns through it (like welding docking ports). Sending your heavy return/ascent ship with your main ship (assuming kerbals in your headcanon are sufficiently advanced and don't have to do like us and send it well in advance of the manned mission). Build that when you're landed, provided you have a bootstrap as part of your descent vehicle. Your kerbals on some planet waiting for a return, replacement or support ship to arrive when, for whatever reason, they broke their existing one. They further they are from Kerbin, the more you feel its significance. Especially when interstellar. As with Lewie here, quite a lot of players are into building ships that are unfathomably large or too complex in shape and function to safely launch from sea level. In a sensible universe you just don't do that and you can't afford (or be bothered) to build the kind of launcher required to pull it off anyway. No one in their right mind is going to build the likes of the KSP2 Deadalus ship and the super-massive, horribly shaped, liquid fueled launcher for it. Then again, I often say (not necessarily on the forum), "There's ALWAYS someone who will try that."
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@jimmymcgoochie Sorry, dude. I haven't gotten around to really looking at your issue yet. But let me tell you that's incredibly strange behavior. B9PS itself absolutely should not be doing that, and your mod list is incredibly short so I'm quite confused. And if that happened to me while I was building up all these new features for Endurance, I would have squashed it or made a way around it.
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Oh. I remember being told that once before... But pardon me, I don't have enough of an eye for Chemistry to easily remember the finer things like how valence(?) works... But I easily went with (digested) the concept that an NTR's reactor core can be shielded or otherwise prepped to deal with propellants that specifically do or don't have Oxygen in their molecule chains.
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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
@gilflo SAGE is specifically very poor at Kerbin sea level and quickly becomes useless in thicker atmosphere (therefore the ARI engines). Atmosphere pressure is more important to it than to most other engines. @O YEAAAAAAH Mr Crabs I've fixed the B9PS issues. I had to update the B9 engine features to recognize ModuleEnginesRF, which ModuleEnginesFX is renamed into. I've also setup ullage, ignitions, non-zero minimum thrust, disabled the heat upgrades (part of adding/extending support for DRE) and settled the EC demands in the EC-using engines. (Re-download just the OPT Reconfig folder and probably the config file for the J-81 engine (if you plan to use that) from GitHub.) I've peeked into the RP-0 tech tree but actually doing the tech tree setup needs a generous chunk of time all to itself. That will happen by Wednesday and you'll likely find most OPT parts very near the upper-right corner of that tree. -
[WIP] Nert's Dev Thread - Current: various updates
JadeOfMaar replied to Nertea's topic in KSP1 Mod Development
Well... you're not wrong. -
@ensou04 I believe what you're looking to do looks like this: // Tag parts, in succession, for each module you disagree with. // Can't use OR boolean anywhere except in :NEEDS @PART:HAS[@MODULE[ModuleWheelBase]] { %RSENoFX = True // % prefix means create if not exist, edit if exist. This prevents the key repeating later on in parts that have other blacklisted modules } @PART:HAS[@MODULE[KerbalEVA]] { %RSENoFX = True } // Do the actual operation on all parts that don't have this key. // The :AFTER is only there to provide an opportunity for other modders to tag their own parts (if ever needed) before this operation happens. @PART:HAS[~RSENoFX[*]]:AFTER[RocketSoundEnhancement] { %MODULE[ShipEffectsCollisions] {} @RSENoFX = Done // change this key's value to prevent infinite loops }
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
@DeadJohn I think that's an "Ooooooh boy. I didn't actually define that" incident or an "I accidentally pushed the obsolete version" incident. Try this. Save it anywhere in GameData, even in the MOLE folder: @PART[WBI_Sledgehammer]:NEEDS[MOLE]:BEFORE[BetterSRBs] { @MODULE[ModuleEnginesFX],0 { maxThrust01 = 1360 // 80% of maxThrust maxThrust02 = 2040 // 120% of maxThrust } } -
Mathematically you can add N2 and H2O and get N2O and H2. But who knows what particular process would be necessary (rather, what it would be called) and if it can directly be done that way. More appropriate ISRU chains would be: Adding N2 and O2; Splitting Water for its O2 for adding to N2; Processing IntakeAir which contains both. If you have enough understanding of B9 and configs, I can help you out and you can study my mods (specifically, Rational Resources and OPT) which make very heavy use of B9 for expanding what engines, tanks and RCS can do.
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KSP's multi-mode engine module only allows for cycling between two engine modes. Effectively you could dodge that module and have all the engine modules you want in a part but you'd have to manually trigger (or action group) the deactivation of the current module when you no longer want it, and the activation of the next module you want, separately. The extra steps you need to take to do manual cycling goes up very fast. Some solutions for handling truly multi-mode engines do exist: GT Industries (I never tried this one to be honest. It may be better than WBI but I'll never know, lol.) B9 Part Switch (This is great and allows you to pack an array of propellant options and performance characteristics per engine module-- you can have several engine modes per engine mode!-- but the extra effort needs to be spend to make the informative tooltips per option so the average player has an idea what details are behind the extra options. Also you can't action group these.) WBI Kerbal Actuators (straightforward and the best option if you want to just add engine modules onto an engine and it replaces the stock multi-mode engine where you choose to use it...but you can only action group cycling forward, not reverse.) Yes you can make Nitrous Oxide. It exists in CRP so it doesn't need to be defined by the part mod that uses it. But its Isp is roughly equal to MonoPropellant and it's actually only used in sports cars (and in hospitals). I'm pretty confident no KSP mod uses it.
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@mcwaffles2003 No. By oxidating agent I mean the NTR burns things that contain Oxygen (and is not bi-propellant). You can choose between CO2 and Water for this NTR. And for the other NTR, the reducing agent, you can choose from propellants that do not contain Oxygen, so Nitrogen alone, Ammonia alone and so on.
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I have something greater than and equal to, my dude. I have systems for NTRs to switch between reducing agents (Nitrogen, Hydrogen, Methane and Ammonia) and oxidating agents (Liquid CO2 and Water), and for RCS (as cold gas thrusters) to switch between most of these too. These use B9 Part Switch so you can have all in one engine module that and still have the Hydrolox (LANTR) second engine module if it prior existed as in some of Nertea's Kerbal Atomics engines. The fuel switch can also be tied (but isn't actively tied) to stock upgrades so you can progressively unlock them. If this kind of mechanism does end up part of stock in KSP2 that'd be grand, eh? These systems aren't released yet.
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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
@gilflo It's not that the Mk2 intake is a bonus for SAGE. The engine's own built-in intake is the bonus. It's not much but it's there and not a separate intake. When the intake supply reaches zero in high atmo and the engines start failing, that's what we call "Asymmetric flameout." KSP doesn't cause all engines to flameout (as it ought to) but decides to pick an engine to starve. And this happens to any craft with multiple jet engines in symmetry. Once you're near enough to vacuum you can use SAGE's closed cycle without much change in thrust, and keep on accelerating on air when the intakes fail. But with the new behavior of the J-81, you'll need far more ElectricCharge and your stored IntakeAtm will drain faster but high altitude performance will be better, and performance at all altitudes will be more even. -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
The work I'm doing altogether adds up to another mega-update (including the Tsunami which I'm currently not actually naming Tsunami) I just have to settle the inconsistencies of ElectricCharge demand by all the engines and then I can look at releasing. Go check the changelogs on GitHub to see how much is done already. I noticed I have this infuriating little issue of the fuel switching on the Tidal Force doesn't actually work. The B9 module visibly works but the part still asks for LiquidFuel and is therefore useless in a game of cryofuels. I need to know if it's just me. (using KSP 1.10.1) --- I'm surprised that the SAGE isn't working out for you. The method is pretty straight-forward: Once you get to an ideal altitude, fly level and accelerate virtually infinitely on the warpjet, as far as the cockpit's thermal limits and intake supply allow. You should also be able to get fairly far on the SAGE's closed cycle and the Mk2 nose changed to its somewhat secret IntakeAtm tank type. You should be able to make maximum savings on the use of your J-81 and LFO. If you will, I'd like you to download and install all of the GameData folder on the GitHub. You can try out the increased thrust and new behavior of the J-81 engine, the 2.5m Tidal Force LFO power sphere, and Localization support. --- @O YEAAAAAAH Mr Crabs I think I'm finished with the RO setup (That is: It's ready for trial). I recommend you download and install the whole GameData folder from GitHub, and not just OPT Reconfig. But the RO stuff is concentrated in GameData/OPT_Reconfig/OPT_RO.cfg and GameData/OPT_Reconfig/CRP/* Some engines have their titles and descriptions changed to be less kerbalized/ more like real engines. Also note I have not actually installed RO so stuff is untested. -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@DeadJohn Color me skeptical. I don't believe that radiators have -that- kind of utility (particularly in thin atmosphere). But I guess the feature would help the parts themselves (wings and cargo bays) to survive the heat. @gilflo When placing the FVT engines, go for the left side of the fuselage part with angle snap enabled, and press Q to orient them properly. Treat them like you're attaching a wing. -
Holy.... Well that'll help to settle the de-abstract LF camp. But we'd still welcome LH2 as a discreet propellant. LH2 still has its uses after all. Not only as the main fuel beside the oxidizer, but in cases such as diluting the Metallic Hydrogen ignition to that its engine doesn't evaporate itself, and as the propellant for the NERVA and other NTRs. ( @DAFATRONALDO2007 IN SPACE )
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I'm hoping with every fiber in my being that Liquid Hydrogen gets split off from LiquidFuel (typically seen as Kerosene). KSP2 is already bringing an expanded set of stock propellants. It would be a sin to leave LiquidFuel as an abstract, all-purpose thing.
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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
@gilflo Instead of 24x small Tidal Force power spheres (with total output of 3600 EC/s) you could carry just one of the 2.5m Dark Energy power sphere (with output of 5400 EC/s) but I totally understand if you're not interested in dealing with the Dark Goo. The Valkyrie Tilt, Warpjet MARGE, and FVT series engines are all getting a thrust buff since actually, part of the point they exist is to be able to lift without needing so badly to find and spam engines that may have the muscle but weren't made to fit. I also intend to change the J81 to a sort of fusion drive, inspired by a KSP Interstellar fusion rocket/ramjet I saw in action in a YouTube series. It's worth it, I suppose. The point of WarpJet is to reduce the struggle of using finite LiquidFuel and to make unparalleled use of the atmosphere itself as you ascend. However, it is explicitly not meant to be the main engines for a heavy craft. That's what the SURGE (lacking a closed cycle) and the MARGE are for. -
@DAFATRONALDO2007 IN SPACE Nate Simpsons has already made it clear that KSP2's stock tech tree will be appropriately larger than KSP1's stock tree (assume it's at least as big as CTT). Engines of all sizes will be there. But progression between them will be smooth and drawn out. Also, by the simple fact that great and powerful fusion rockets are present, you know that the Dawn ion engine is no longer the best (and only) means to non-nuclear, high efficiency propulsion. Intercept Games is indeed using Nertea's achievements as one of their yard sticks to deliver a base game that we'll all judge harshly and enjoy deeply so we can expect VASMIR and other fanciful ion drives between the Dawn and the awesome and deadly nuclear engines shown in the trailers. Also, the giant text and proclamation of killing kerbals for science is making you look bad. No need to scream in your posts, my dude. Now for my own comment: I do hope all of that industrial background goodness is capable of resources other than just Xenon. Argon (and whatever variety of other inert gases used by mod things) would be quite welcome to be supported here. Of course... I expect that to be left up to the mods to do. And having player colors for kerbals and structures is a legendary idea. A lot of novel gameplay mechanics can come out of that. Friendly empires and trade tycoon mini-games, anyone?
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[1.8.x, 1.9.x, 1.10.x] Stock Default Settings
JadeOfMaar replied to linuxgurugamer's topic in KSP1 Mod Releases
Have you any idea how long I've waited for an answer to the problem of "I need to remember to turn on Advanced Tweakables and Double-click Mouse Look per save" ...???? Thanks a BILLION, LGG! -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Davaeron I must assume your break from KSP has gone on for a few years if you're not a FAR user, or FAR gets installed (as recommended by other mods) and you somehow never notice. Generally, the complaints about wings not producing lift are due to the legacy pack's wings not having FAR configs. This should no longer be the case (finally fixed) as of OPT Reconfig 2.2, published 8 days ago. -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
All OPT labs have a converter to produce Dark Science resource. These require ElectricCharge and a scientist. Then the Dark Drive (and the Dark Energy power spheres) have a converter "Regeneration" to produce Dark Goo (from Dark Science, Ore and ElectricCharge). The stock Experiment Storage Unit also holds Dark Science, useful if you need to save on mass or volume by a great margin. I've been waiting to see that happen, actually. I'm surprised that apparently no one has done it, and I figured the VTOL engines suite would be a huge help in that.