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KSP2 Release Notes
Everything posted by JadeOfMaar
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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
@captinjoehenry The engines aren't configured to use the standalone DepthMask mod, but only when Restock is installed the cutaway works... I really didn't think many people would be using the standalone so I'll actually fix that. Note that the intake animation only works with the first intake toggle. It doesn't work with the second (which typically exists because of the part having an intake module each for IntakeAir and IntakeAtm). -
[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'll check for that IntakeAir problem. If that's indeed a thing I'm truly surprised I missed that. I've boosted the thrusts of a few engines including these for the next release. Note that the closed mode of a warpjet is vac only. It is in essence an ion engine, and ions don't work in atmo. Stick to the open cycle in atmo. You want OPT Spaceplane Continued which is setup properly on CKAN if you use that. And you want at least B9 Part Switch, OPT Reconfig, and Community Resource Pack. You'll want OPT Legacy for parts that should be in main but couldn't be added like the K and KH inline RCS, the K cabin and lab, the 2.5m intake for the Nebula engine, and the J and K fuselage wrapper engines (which make the J or K tank look like it has engines built in). Feel free to delete the Stail, Humpback and Avatar bodies from Legacy. Their textures are a great weight you don't need to carry if you're not a fan of the vintage wares. Ah. Covert Aeronautics (1) is only populated by engines from OPT Legacy. You don't have OPT Legacy so that node is empty, and it's set to hide when empty. I didn't foresee this one. They fit just fine on the K fuselage. However, their cutaway effect requires Restock's DepthMask module. If you have Restock then the shader is malfunctioning and you may have to restart KSP. The intake shutter animation requires B9 Animation Modules. This plugin will also enable the intake animation in the Helicarrier engine, the 2.5m Nebula Shock intake, the MARGE and Valkyrie Tilt, and the Bubble engine. You will also see most or all of these intakes close themselves depending on your speed in atmo, like Skylon's intake does. *paging @NHunter in case he doesn't know this* Side note: All of OPT's RCS are able to change fuel if you didn't already know. But I bet their shapes aren't very pleasing. (I'm noticing your use of the low profile B9 RCS block). -
Quicksave and quickload before trying to stage them. That will cause KSP to notice that they're no longer shielded. Unfortunately Tundra has to abuse the cargo shielding module as it wasn't designed to be used by non-procedural fairings like these, so when the fairing eject, the cargo shielding remains until you do a scene change. The shielded parts haven't moved so KSP doesn't assume or realize they should no longer be shielded.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
@wkwied Try changing the value of GravFactor inside the USI_ModuleWarpEngine{} node in the part config. Expect side-effects to happen like increase power demand near the planet, continued inability to use the engine, itchiness, dryness, nausea and vomiting, or rash. Do not actually try this if you're allergic to MM, ExoticMatter or have a strong aversion to magnetic fields.- 1,693 replies
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Low Light Levels Blue {Neutron star!!} [Kopernicus 1.8.1]
JadeOfMaar replied to RJVB09's topic in KSP1 Mod Releases
@Kikin8034 @Nebulagoodies @RJVB09 Scatterer flare drifts when the star itself is incredibly small and you come close to it.- 17 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Releases
@The Minmus Derp Thanks for noticing. Sounds good. I'd like to mention that GPP has been around for nearly a solid 4 years and it wasn't trending back then to have star systems really far apart (afaik). GPP can be me moved out some but I would think only up to 20/100 that distance. purely curious: what is Ciro's distance relative to Cercani of Other Worlds Rebooted?- 7,372 replies
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[Min KSP 1.11] Mk-33: X-33-inspired parts for KSP!
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
@Z3R0_0NL1N3 Mk-33 is explicitly meant to SSTO in JNSQ so it easily balances well for 2.7x. Many top-quality mods easily balance for 2.7x as well. That's the scale that matches the best with stock part performance and real-ish proportions for your rockets before you have to start using SMURFF and FAR. -
[WIP] 1.10.1.2 - The Martian for KSP (MAV Release)
JadeOfMaar replied to bcink's topic in KSP1 Mod Development
MAV is looking GOOD, folks. I was enlisted by @bcink to make sure that all will be well when this releases, and you know, I can't let stock plumes fly. ___ -
Good question. But that won't be a thing anymore. I will have bcink post an update soon which does away with those. I've changed the first stage to have a proper CO2 harvester, some tankage for LH2, CO2 and LqdCO2, a converter to freeze CO2 into LqdCO2, and adjusted the main fuel converter (Sabatier)'s resource chain. I will make most of these happen. Technically all except for RealFuels (specifically: any such engine configs) as that's out of my scope as a player. Also @caipi as I'm here again I'll make very sure that bcink doesn't forget a second time. (And I'll be providing some much needed fixes to the hab mod too, as implied in screenshot).
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[1.10.1] Deep Space Surface Habitat Unit Pack
JadeOfMaar replied to bcink's topic in KSP1 Mod Releases
@DeadJohn I just enlightened bcink re: points 1 and 3. 1) Tokamak Refurbished Parts has a flat inflatable command module with several docking ports in it. 3) That solar panel is set to produce only 0.35 EC/s which is much less than the RTG's 0.75 EC/s. You'll only barely notice the solar panel's input on a good day on Kerbin. I measured it against the stock static XL solar panel and got a value more like 38 EC/s. So feel free to MM this huge difference into it. In this screenshot it has the test value of 10 EC/s and so, is producing half of that on JNSQ Duna. That's a visible effect.- 80 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 don't add the boiloff module to other tanks. You'll have to insert the patch to add the boiloff module to this config at lines 78, 147, 216, 285, 354, 423 (in each node that adds tank types to tanks per stock manufacturer when CryoTanks installed).- 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 Add Extras/RR_TankSwitchForSquad.cfg to your GameData, and have RationalResourcesParts installed if you don't already. This will enable all squad tanks and the CryoTanks to hold LqdXXX.- 1,072 replies
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I can totally relate. I was there. For a time, while helping Angel-125 develop his Classic Stock resource system, I saw the opportunity to replace LiquidFuel with RHK-1 (inspired by RP-1 fuel) where appropriate, while other engines would be changed to Propellium (Hydrogen equivalent) and Raptium (refined natural gas, Methane equivalent). It's really aggravating that LF is so highly abstracted and used both in heavy hydrocarbon engines and in hydrogen engines like the stock NERVA. To counter this, even today, is why I encourage hydrolox rocketry, nerf Ore's presence, and hype up Hydrates ISRU. Be my guest and change the display name of LiquidFuel. That alone helps a lot while saving you the effort of trying to patch nearly everything that holds, makes or uses it. Rational Resources has helped to drive the production and use of some Hydrolox and Methalox mods and their ecosystems so I'm satisfied.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 1.11.0 DOWNLOAD :: GitHub :: SpaceDock Added Extras: RR_TACLS.cfg changes TAC Life Support: To use the proper resources (Hydrogen, Methane, Carbon) and cease abstracting them with Waste in its converters; Its Air Filter becomes an all purpose atmo harvester; affect TAC patches for Airline Kuisine and Station Parts Redux. RR_TACLS_AirlineKuisine.cfg to similarly affect Airline Kuisine's Mk2 and Mk3 converters. RR_TACLS_SSPXr.cfg to similarly affect Nertea's station parts. Added LqdNitrogen propellant option to Reducing agent NERVA clone. Added missing Rock extraction options to RR exoscoop and for Kerbalism. Added support for Deep Sky Core intakes. This update brought to you mainly by @Clamp-o-Tron!- 1,072 replies
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@boribori If you will, study my mod Rational Resources. It brings some of the RealFuels flavor, and succeeds Coherent Resource System. It focuses, however, not on the various classical hypergols (MMH, NTO, AZ50 etc) but on Hydrolox and Methalox rocketry (meanwhile treating LFO as Kerolox and MonoPropellant as Hydrazine (N2H4)) and NTR using diverse propellants (LqdCO2, LN2, Water etc), and includes, in its supplemental parts pack, a couple of demonstrator engines (cloned stock parts, yeah) for diverse concepts like (Microwave + Water) Ion, (Metal + OX) hybrid SRB, and NTJ. Where ISRU is concerned, I don't have the knowledge of, and don't care to make the distinctions of converter types (Sabatier, "metal fuel cooking" etc) and I don't interfere with MKS resource chains except that I replace the Dirt resource with Rock, but I provide for scanning, drilling, scooping (not just crustal), storing and processing of nearly every resource relevant to several of the most popular part and gameplay mods hopefully outside of RO: (Near Future and Far Future; TAC LS; Kerbalism; EL; and some of USI) and relevant to new use cases created by Rational Resources. There is even an orbital experiment for detecting the resource classification (powered by a template system) of each star and planet you visit, and knowing the classification gives some insight into what resources to expect before you send your SCANsat probes. If you want to make communication interesting without RemoteTech, consider CommNet Constellation + CommNet Antennas Info + CommNet Antennas Consumptor. For base-building, try WBI Pathfinder which features inflatable and KIS-powered base pieces (some incredibly large and costly, but all are feature-filled) and wireless logistics with finer control than USI or Simple Logistics. However, it support for life support mods other than Snacks! is up for debate, especially with Snacks! evolving into its own LS + habitation system: Snacks! + Air! + Stress!). Pathfinder may not get along well with Kerbalism so do try it out at least and give feedback. The WBI mods overall will offer you some nice directions with your sci-fi progression plan. And try out the OPT suite (Continued + Legacy + Reconfig) instead of Mark IV. OPT is (hopefully) very ready for use in real scale and provides many sci-fi and VTOL engines for spaceplanes. OPT is very compatible with Kerbalism. And I'll throw this in for (more) shameless self-promotion: Finally, you'll find "modern tech tree" solutions in either of these:
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
JadeOfMaar replied to Gameslinx's topic in KSP1 Mod Releases
@Gargamel The bodies are in Beyond Home, Linx's signature planet mod.- 3,159 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
JadeOfMaar replied to Gameslinx's topic in KSP1 Mod Releases
It means you're not allowed to put this up for downloading elsewhere (if you're gonna share it, only link to where Linx put it), not allowed to make another mod out of it, make it a feature or dependency of another mod (this may count as derivatives), or release any edits you make to its files. Once it is released with Beyond Home, you'll get to use it in cinematics. Simply using Parallax and playing the game is okay. That's the typical situation with ARR licensed mods.- 3,159 replies
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@TranceaddicT Yes. Do not install DRE with JNSQ. It gets even deadlier.
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@Nori JNSQ is more aggressive with shock heating. Effectively it has Deadly Re-Entry baked in. Consider carrying fuel or more wing, whichever helps your entry slope to be less steep or helps you to stay higher for longer while slowing down.
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I'm very sure that this issue cannot happen when the engines are using LiquidFuel. And I fixed it when this happened while they would use LqdHydrogen (activated by installing Cryogenic Engines or Kerbal Atomics). The engines are supposed to use only a few hundred and up to 3000 EC/s which are within the abilities of the "tokamak reactor" converters within the parts that provide power. Ensure that you're using Endurance v1.12 and not using Endurance Reconfig (which is now obsolete and has probably unreleased fixes). Once you've done this and you're still having problems then I would need to see your KSP.log, your Logs/ModuleManager/ and your ModuleManager.ConfigCache in order to possibly spot the source. Better still, I would need you to sift out any mod that may be affecting how EC works. No mod maker is obliged to recreate a user's massively modded install. You say there's no challenge because you're likely using Endurance only in the stock system. I've rebalanced this mod to be able to perform alongside the popular planet packs which add incredibly distant stars and planets, and to hopefully perform well in RSS. Managing fuel consumption immediately becomes a big deal when you go further than the stock planets and where Endurance doesn't contain an obvious means to refuel the main ship, and where it would be extremely tedious to do so even when it is possible because LiquidFuel and Oxidizer are not things you can scoop up in space like you could do with LqdHydrogen in Far Future Technologies. You'll find yourself actually watching your dV when you plan to visit multiple gas giants or closely bound stars and their gravity weigh in on your budget. It is possible (I've always considered it) that I've made dV too generous on the main ship and I've waited for anyone at all to give feedback on it, but whoever gives feedback must be a user of insterstellar systems or up-scaled systems. This patch will strip out those plumes: @PART[ENenduranceEngine] { @EFFECTS { @running_light { !MODEL_MULTI_PARTICLE,* {} } @running_heavy { !MODEL_MULTI_PARTICLE,* {} } } }
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@EimajOzear Thanks for noticing that. I indeed forgot to add Rock extraction options. @Clamp-o-Tron I just noticed. Are you targeting any and all parts here? Or did you forget to put something in the square braces to limit the scope? (SSPXr has one part that gets TAC's air filter feature.)- 1,072 replies
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@LN400 Modular Rocket Systems is still fairly up to date, being rated for 1.9.1 on SpaceDock. There is an MRS Lite mod too. A tidbit to remember: Part mods that have no serious gameplay or visual features (beyond carrying MM patches to integrate into other mods) will almost never break. So there's no real worry except that if they stopped being updated, you won't find them on CKAN with CKAN's default settings. Go ahead and download these now and start playing.
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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
@Chase842 Hah. I never left. After all, Legacy 2.0 happened and you were there. I don't correctly remember right now how things are but I would choose not to do that as it could cause complications where the KH body is attached by this outer H node and not the outer K node. You will get this outer H node on the KH Inline SAS. -
You don't. Lol. That's like expecting IRL to launch any meaningful payload to Saturn (planet) on a Saturn (rocket). And by "meaningful payload" I mean something at least as heavy as a Mars Direct facility. That's like expecting Starship™ to actually be a star ship.