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Everything posted by JadeOfMaar
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[1.8.x]GN Drive from Mobile Suit Gundam 00
JadeOfMaar replied to flywlyx's topic in KSP1 Mod Releases
Holy chicken nuggets! It's hard to notice but that approach...! -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
You shouldn't need to install Angel's parts packs to access this module. Most likely, it's within Wild Blue Tools (core plugin mod) and can simply be MM'd into the target parts. I must mention it exists as alternative to the USI (MKS) feature. It's in use in GameData/WildBlueIndustries/Pathfinder/Parts/BoxedParts/castillo.cfg Speaking of Moar Kerbals, I never knew that mod existed, and have an experiment to start with Civilian Population. FreshAir and StaleAir's presence in a part depend on whether the part has crew capacity. StaleAir's presence depends on whether a (primarily stock) part is given an Air scrubber (through MM patch). The air resources might be blacklisted in the OmniStorage templates (unlikely, but if they don't appear in search results or the full resource list then yes, they were blacklisted...probably by mistake). The Castillo Depot likely has zero or no crew capacity by default so it doesn't get FreshAir added to it (by the plugin watching for crewable parts...and it's fuel tank, not a hab). I'm betting Angel has yet to use it in his personal game, or no reason to tank so much FreshAir so he overlooked it. Sadly, most of my answer is guess-work. I haven't played enough to have a use for the Castillo parts, especially since they first appeared, so I can't give a precise answer.- 3,523 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
Airline Kuisine 2.4.1 Added Connected Living Spaces config. Fixed leftover misplaced B9 config for Snacks. DOWNLOAD :: SpaceDock :: GitHub- 146 replies
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- life support
- mk2
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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
@Entropius I just added links to "WorldStabilizer" which helps with that. Look in the opening post. -
@hemeac Heh. I wonder how you missed the Restock solar panels and Angel-125's Mk-33. (Well, I bet the solar panels count as probe parts.)
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@hemeac Sorry, I don't have the knowledge to create a working TU config. That first shiny engine indeed was a POC (using just the proper stock shader). I've largely shown already, how and where I want these parts to be shiny for my own interests, and through the POC that I can now achieve this myself and set a baseline for things that are shiny, without or before intervention with TU.
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Mk2 intakes ...I'm still in the drafting phase but I think this covers the entire remainder of the intakes selection. Shock cone (animates; closed and open states shown). Ram. Mk2-2.5m inline ram. (Remember that stock adapter just like this but isn't an intake? Well... what if it was?) Mk2 "Humpback/Fighter" inline ram inspired by Ace Combat series. It somewhat answers the need for a Mk2 version of the stock Mk1 Divertless Supersonic intake. Before these, the following have been shown: Mk3 turbofan, ram, shock. Mk2 scramjet, shcramjet (may or may not be available as separate parts from their engines). Exist but not shown: SABRE 2.5m, 3.75m shock cone (animates) and nacelles. SCIMITAR 2.5m nacelle. Mk2-2.5m adapter intake. More views. I'm unsure whether to keep the intake vanes, reduce them, or lose them altogether.
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Hey @Lisias. The reason I setup those locked modules for crewed parts is to try to fight off mods like All Tweak or TMasterson5's suite which blindly throw the module around with a single setting (assuming one size fits all). I could change my patch to ensure those parts don't get or don't keep the module if you're especially concerned by it. Yeah, I know. But I made sure to test this mod enough that no Houstons will cry. It also has the safeguard of only affecting parts that have Airplane Plus' brand: Kerbal Standard. It won't go after stock parts or other mods. That last one is like that because it -did- cause some panic! at the disco.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
So far I only installed Airplane Plus to develop TweakScale configs for it. I would never notice that.- 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
I'm curious to what mods you're using that provide this. I believe this is only a thing with Tundra Exploration, OPT Spaceplane and my unreleased updates for Endurance (from Interstellar). And I don't believe this mod adds such switches to crewable parts in stock or other mods anyway. If my switching mechanisms are available to the stock command pods then for some reason...I've never noticed that it was there... Likely, whenever I install TAC LS for testing things, I don't touch the stock parts. I have no need to. My development of configs has no business with them.- 1,072 replies
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The difference between sea level engine performance and vac engine performance is more easily notice-able in 2.5x scaled systems and upward, moreso with crafts that are built to operate only in vacuum, with high fuel fractions, and less dead mass (dead mass being plane parts, SSTO gear, ISRU...). Cryo engines as a mod aren't all about the Isp. They're also about the idea of escaping using the abstract, heavy stock resource "LiquidFuel" and using a propellant with the proper density (which is very important to other mods and play styles). Finally, look out for whether your craft's overall mass drops while you don't gain much in dV. That's still a win scenario, I think. It's hard to feel the Isp gain largely because parts are heavy to counter-balance stock size planets being so small and that usually everything uses the heavy LiquidFuel.
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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
@Apelsin No. OPT is 3 separate mods: Continued (of the main parts pack); Legacy (retired parts pack and expansion pack); Reconfig (which carries a lot of configs shared by the two parts packs and was made to support the main pack while I was unwilling to fully takeover. A mod marked as recommended in CKAN should still be optional (that you can uncheck it if you don't want it) but thanks for spotting that dependency. That may have been necessary before, but not now. -
What you're looking for here is to add this multimode key to the throttle effects node that controls the throttle emissive: // Patch should look like this @MODULE[FXModuleThrottleEffects]:HAS[#fxModuleNames[throttleColor]] { %preferMultiMode = True } // Effect should look like this MODULE { name = FXModuleThrottleEffects fxModuleNames = throttleColor // not the one using heatColor responseSpeed = 1.0 dependOnEngineState = True dependOnThrottle = True preferMultiMode = True // this }
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Currently, no. I don't feel like it's big enough a mod or will have enough demand to need a GitHub option.
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Some very welcome patches for Airplane Plus, starting with TweakScale done right, on major request by my favorite KSP streamer, @Rocketology. Currently (at v1.0) the only config is TweakScale. Others might happen but who knows. For Airplane Plus by @blackheart612 DOWNLOAD ON SPACEDOCK :: AIRPLANE PLUS | THINGS LICENSE :: MIT
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--which exchanges the solar panel module for the generator module (as in the stock RTG).
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@epicfailure2020 No mod can be made that lets you spawn and despawn planets mid-game. The way KSP was built absolutely does not allow that. Kopernicus has to do a lot of difficult work already just to make planet modding possible. There is an easy way to make the stock asteroids larger. Some planet packs use that: JNSQ, RSS, Whirligig World... and from KSP 1.10 you have the comets which are natively much larger than asteroids in-game. There is also no mod that lets you create bodies like the planet builders in other games and simulators like Universe Sandbox. If this existed, everyone would know its name and there would be many, many planet packs that were made with it.
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- solar system
- asteroids!
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@RandomKerbal @linuxgurugamer That mod exists. Note: it does not subtract funds when it operates. You get free fuel. @theJesuit KK allows you to have fuel tank statics so you can buy and sell fuel for the active vessel in flight. Rather than have a fuel truck, drive your craft into range of this static (300m) or land it within range if it can't taxi around, and click in the fuel UI (like going to a gas station IRL). KSC Extended and JNSQ have these at their space centers. Assuming you're willing and able to install KK and setup a fuel depot, that's how you fuel the fuel truck.
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[WIP] Nert's Dev Thread - Current: various updates
JadeOfMaar replied to Nertea's topic in KSP1 Mod Development
@theJesuit @WarriorSabe @sturmhauke The is another means to keep science, and therefore, Antimatter, trickling in, but it's very fair vs the MPL exploits. Some Kerbal Konstructs bases I've built or contributed to will have a static with a barracks module (which can receive hired kerbals from the astronaut complex) and at least one static with a research station module (the science farm). It costs you funds to open each facility in addition to the (exponential) cost of hiring the extra crew to put there. And each station will produce science that you most go and retrieve every 150 ~ 330 days. These places are: Some of the unique bases in JNSQ; KSC Extended (not the KSC itself but the TSC that it adds in a far off place on Kerbin). Angel-125's wild Blue Tools has a science generation system too. I think it has an answer to the MPL exploits and it may have a feature for randomly (sometimes) generating a bucket of science points. -
[WIP] Nert's Dev Thread - Current: various updates
JadeOfMaar replied to Nertea's topic in KSP1 Mod Development
Oh dear. That's a lot of enlightenment. -
[WIP] Nert's Dev Thread - Current: various updates
JadeOfMaar replied to Nertea's topic in KSP1 Mod Development
Ah, but Antimatter production is a very delicate procedure that can be made faster if you can do it smarter (more science). It's not something that responds to you throwing your bank at it. (Well, that's just taking a shot at how @Nertea might be thinking.) You can already ISRU. Go farm it in orbit of whatever planet provides it. And if I'm not mistaken, there is an existing feature to upgrade the KSC's underground particle accelerator to produce faster and hold more. In space, specifically, in the equivalent of Van Allen belts is where Antimatter happens. No other environment (as far as I know. And I may not know much. Feel free to enlighten me) would allow Antimatter to occur. So it's only mine-able from space around certain planets and may be available near stars too. FFT has always had a feature that adds a virtual giant particle accelerator under the KSC. It should be upgrade-able and it builds up the underground supply over time. FFT has also always had the parts to detect and capture it. -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
You're very welcome! -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Beetlecat There's nothing substantial in OPT Continued. It's just... precisely this: But I -can- pack just the VTOL engines (or just all of the engines) as its own mod or better, work with LGG to update Legacy's netkan to create/split such a mod out of it and have it marked as incompatible with its parent. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
OPT Continued thread now exists: -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
JadeOfMaar replied to K.Yeon's topic in KSP1 Mod Releases
Attention, everyone! This is finally a thing. Especially the CKAN part. Have a nice day. Please take any further discussion or support requests to the new thread for this: