-
Posts
7,714 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by JadeOfMaar
-
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Clamp-o-Tron There is a "CryoTanksMethalox" patch that extends CryoTanks as @Iodyne is hinting at. I believe it's hiding in NF Launch Vehicles. But there is also, and always has been, a "TankSwitchforSquad" patch hidden in my mod which gives Methalox, among most options, to all Squad tanks via B9 (and might add it to CryoTanks anyway. I'm not sure. Didn't care to test.)- 1,072 replies
-
- 1
-
-
Kerbalism integration for the various ISRU parts in Stockalike Mining Expansion (for any interested parties) is now available through Rational Resources. Most of my pictures don't feature Kebalism but do feature the variety of parts.
-
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Top/Largest picture features Kerbalism; RR categories --> Engines tab; manned water ion engine craft; CryoTanks with many tank options; fuel cell PAW with fuel options; Release 1.8.1 Added Community Category Kit (thanks to @Iodyne ). Added feature patches (where applicable) and stock subcategories akin to CCK for the following mods: CryoTanks. Far Future Technologies. Stockalike Mining Expansion by @SuicidalInsanity. Includes Kerbalism compatibility. WBI Airships (its Convert-O-Tron). WBI Buffalo (its drill and Convert-O-Tron). WBI Pathfinder (Arcology drilling rig, Castillo Factory, and the Lasso series harvesters). Added Water option for fuselage fuel tanks (for use with the Water NTR and Water ion engine). Added WBI OmniConverter modules. Balance pass on harvesters cloned from stock parts. They cost more, may weigh more, some may perform less than before. Fixed Configurable Containers detection in squad tanks patch. Fixed missing Kerbalism drills config. Fixed shroud style selection on NERVA clones. Replaced Extras/TankswitchExtras.txt with Extras/RR_TankswitchFusionFuel.cfg for increased use of the common ground between Far Future Tech and Galaxies Unbound. DOWNLOAD :: GitHub :: SpaceDock- 1,072 replies
-
- 5
-
-
@Emilius73 The forum has a censor bar. Have a nice day. Nara is a very special class of planet. It's not exactly a gas giant. It's not exactly a super-Earth. It's not exactly a mini-Neptune. But it is the signature "ultimate celestial body" for you to face as some planet packs will have. @sturmhauke Not only have players returned from stock Eve with DLC props, but from Jool sea level. I wouldn't be too sure about that. Not every good engine is a rocket. When facing extreme atmosphere you want to have a good jet engine alongside your good rocket. And there are a few mods for jet engines that don't need oxygen and will work fine near Nara's sea level. I could list the mods...but that would defeat the challenge.
-
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
I never installed K. Yeon's Mk3 Airliner mod. Its cockpit is definitely different. The nose seems brighter than that of the OPT cockpit. It also seems less pointy, and the black pattern on top is also different. -
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Nope. Shouldn't be. But...you'll want to add ThermalPower as a PROPELLANT node inside ModuleEnginesFX in the part config and at each point in the B9 module's subtypes that change the PROPELLANT entries.- 1,072 replies
-
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Iodyne 1. In my recent conversation with another Kerbalism user, I settled on the LF and OX converters so actually, LqdOxygen is still in use (for Kerbalism at least). The details are in the release 1.7.0 changelog and a screenshot of these converters is in the post linked here: 2. While in atmosphere, cooling by convection scales with atmosphere pressure and is best near sea level and when the engine's producing less heat (due to low throttle). A nuclear rocket firing in atmosphere tends to produce very little thrust (being very vac optimized) and so wouldn't get to overheat and so wouldn't need much in radiators. Or if it still needs a lot of radiators, those would use convection and operate at their best (unlike in vac). 3. Fertilizer is possible. It's intended. The extras config: "TankSwitchForSquad" adds all relevant fuel options to all Squad tanks, including Oxidizer by itself. Nertea's CryoTanks may also provide Oxidizer by itself. The RR SRBs are almost perfectly matched to two of the FL-Txxx 1.25m tanks when they're switched to OX alone. Re: adding parts to the CCK tab: I've setup the stock drills, converters, fuel cells, the air scoop, and the narrowband scanner (see: the orbital RR experiment). I've also added all the relevant parts from Stockalike Mining Expansion and Far Future Tech.- 1,072 replies
-
The reason the stock small ISRU is that way is because it's "meant to be used in bursts" but the gameplay for this becomes needlessly tedious (starting, stopping, waiting on cooldown) and a waste of time if the craft is wider than 0.3m, and the Squad dev who set this up never changed it to practical settings. I highly recommend baking in either fix and releasing it @SuicidalInsanity. You have no obligation to hold onto settings that are unplayable and can't be justified. I'm finally making configs to extend this mod (Rational Resources) and I'll be using the MaxCoolant fix, thanks for showing it. We know.
-
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
OPT Legacy. -
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Hey there. Actually I think there is no distinction (in practice). I setup LqdOxygen because, at first, I wanted to try and escape from using abstract Oxidizer, or to have it around in case certain mods do use it, like: if Kerbalism: for breathable air and for mixing it with LH2 to make Hydrogen Peroxide (its interpretation of Oxidizer fuel). It may happen as an input or output of other ISRU chains like the CO2 Fuser or Splitter. I didn't realize that inconsistency, actually. I took the idea for the Maine Coon's behavior from the same in the nuclear jets in Mk2 and Mk3 Expansion. The purpose of this behavior is mainly to give the engine a half-life or make it seem less easy or OP (seeing as its fuel, without the reactor behavior, is solely the infinite intake resource). I'd kinda like to see the nuclear rockets have this but it would add complexity that nobody really wants. Phosphorus is just a money maker but it has an unspoken significance in life support. Nobody else uses it and I don't expect that to change. Absolutely! I didn't think much of it as a propellant then but I see it differently now (after recently being pointed to documentation for a microwave water ion concept engine). Look for a clone of the Dawn, the "RR MET" engine. Concerning the NERVAs' fairings, it's likely overlap between the Squad and non-Restock variant switchers. I'm sure I had that covered. The Cryo He3 tank config was fixed quite a while ago. Thanks. I'll use the CCK stuff. It'll be necessary as I've started writing configs for other mods' parts to work with RR, like Stockalike Mining Expansion and Far Future Tech's Hydrogen scanner and scoop.- 1,072 replies
-
- 1
-
-
EnrichedUranium represents the useful radioactive material inside every nuclear reactor, RTG or nuclear engine (when they use the gameplay mechanism of using their reactor not for power but as the combustion chamber). I don't think any size of RTG can produce "tons" of EC per second. It's very mass-inefficient for that. You're looking at average sized fission reactors or portable fusion reactors at that point.
-
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@JonnyOThan @JcoolTheShipbuilder I finally understand what was going on. The problem is that the RCS tank options config adds the LH2O tank type to all inline SAS parts (it cared whether either Kerbal Atomics or Cryogenic Engines was installed) but the tank definition for LH2O cared only whether CryoEngines was installed. This is the disconnect that plagues players who use Kerbal Atomics and not Cryogenic Engines. Well. It's gone now. Reconfig 2.0.7 Finally understood and fixed the KerbalAtomics/OPTLH2O problem. DOWNLOAD RECONFIG :: SPACEDOCK :: GITHUB -
Science finder/degrading solar panels request
JadeOfMaar replied to Souptime's topic in KSP1 Mods Discussions
MM keeps things simple so you're going to have to setup a chain of MM operations to filter out the parts. They are executed in the order that they are read from the top of the config file that contains them: Target all parts that have the module, then insert a placeholder key and value "A" (they can be anything as long as they're not something used by the module). Target the parts that you want to single out and change the placeholder value to "B". Now you have parts with tag value A and parts with tag value B. Target all parts that have "A" and apply your "default" settings. Target all parts that have "B" and apply your higher settings.- 48 replies
-
- 1
-
-
- solar panels
- request
-
(and 1 more)
Tagged with:
-
Science finder/degrading solar panels request
JadeOfMaar replied to Souptime's topic in KSP1 Mods Discussions
@Clamp-o-Tron Yes. In MM operations, ? represents "any single character at this location in a string." Meanwhile, 5 of the stock solar panels have the internal names: solarPanels1, solarPanels2, solarPanels3, solarPanels4, solarPanels5. Targeting solarPanels? means I can hit all of those because of that trend in their names.- 48 replies
-
- solar panels
- request
-
(and 1 more)
Tagged with:
-
Sorry. No to both. I haven't casually played in a long, long time, so I don't know how much my info has become obsolete by now.
- 20 replies
-
- propulsion
- reactor
-
(and 1 more)
Tagged with:
-
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@pmborg Sorry. i just re-uploaded. The problem should stop now/whenever CKAN picks up. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@DefenderX1 KSP is a real heart-breaker sometimes. There is absolutely no way you should get that B9PS warning. There are two configs in Reconfig that setup the B9 switch there, and they are right next to each other. And it's not a complicated config. But I get the CKAN problem. I ended up doing some rapid re-uploads of Reconfig. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
JadeOfMaar replied to politas's topic in KSP1 Mod Releases
@Beetlecat lol! Well you still did good. I'll try to remember that this kind of thing will upset CKAN. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
JadeOfMaar replied to politas's topic in KSP1 Mod Releases
I had one of those moments where you only realize something you really shouldn't have missed ...just after you posted/sent something. So I ended up re-uploading Reconfig ...twice on SpaceDock. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angel-125 I've learned a bit about how CKAN works on the granular level (for mod distribution). You can make all of your mods work fluidly. CKAN can install the Ships folder in your downloads into the proper place (outside of GameData), and can install only the select mod folders from a download into GameData (only Pathfinder) and ignore all the repeat stuff that occurs in all your downloads. Just ping @linuxgurugamer (like I'm doing here, hah! ) and tell him what you want or don't want, and also ask about, or tell him the relationships between your mods as classified by CKAN: recommends X other mod. depends on X. suggests optional X to install with it. conflicts with X. provides (is the source of) X. This works (I think) as when your mod contains some default settings that can be isolated into a sub-mod and omitted when other mods depend on this mod but need to override its settings, like when planet packs provide their own configs, sunflares and clouds for scatterer and EVE. The WildBlueTools download will, for example, provide (by containing) all of these, seen as individual mods: WildBlueTools itself (install these folders: 000ABARISBridgeDoNotDelete, 000WildBlueTools) ClassicStock (depends on WildBlueTools; I'm not sure if it should be merged in under WildBlueTools or recommended by it. I must leave that for you to decide.) Kerbal Actuators (depends on WildBlueTools) All of your mods (Pathfinder, Buffalo, DSEV, Airships, MOLE, Flying Saucers, Mk-33, Decals, your DLC servo thing whose name escapes me) will of course have depends: WildBlueTools. And each of your parts mods that has sample craft included, you'll need to point Linux to their Ships folders. And there will be some unique cases like: BARIS with conflicts: Kerbalism, DangIt!, X other failure mod. (But it works well with KCT, right? So maybe highlight it as a suggests.) Snacks! with conflicts: Kerbalism, TAC LS, USI LS... Kerbal Health too if you consider Stress! Pathfinder could have conflicts: MKS/Kolony Tools since these two base building mods are cores of equal, expansive and opposing game play schemes. Also: recommends: Buffalo, KIS, KAS, OSE Workshop; suggests: Extraplanetary Launchpads. Buffalo (is its own download but also included in the Pathfinder download) recommends: Pathfinder; suggests: ASET IVA/Near Future Props (Whichever IVA props pack you use, per mod of yours that has IVAs). -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Legacy 2.1 Added RCS thrusters to Humpback SAS. Added tags to Avatar Shuttle Cockpit. It was not appearing under CCK. Added Avatar: inline SAS/RCS; short hollow fuselage; short tank. Added Stail: inline SAS/RCS; short tank. Added missing SAS module to K Drone Core. Fixed CoL in Winglet Type D. Fixed texture and material problems in K lab, K cabin, Legacy Wings II (the huge wings and fighter wings). Fixed DepthMask meshes' default material when Restock not installed. Fixed drag cubes in some Avatar parts. Raised crew capacity from 4 to 6 in K cabin and lab. Reconfig 2.0.6 Added stack nodes to KH fuselage for mounting payloads without causing CoM offset. Added B9 switcher for these stack nodes and for KH inline SAS and cargo tails. Changed Covert Aeronautics tech nodes to hide if empty (when obscure tech trees are installed and if they move OPT end-game parts). Fixed B9PS RCS options to properly need or not need CRP where appropriate. Fixed missing Dark Science in K lab. Some housekeeping. DOWNLOAD LEGACY :: SPACEDOCK :: GITHUB DOWNLOAD RECONFIG :: SPACEDOCK :: GITHUB -
Science finder/degrading solar panels request
JadeOfMaar replied to Souptime's topic in KSP1 Mods Discussions
@Clamp-o-Tron Here you go. Well now that you know what this looks like, have a blast modding the mods! @PART[solarPanels?|LgRadialSolarPanel] // stock panels except Gigantor { @description ^= :$: <br><color="orange">Solar cells decay completely after 2 years.</color> @MODULE[ModuleDeployableSolarPanel] { // time is in 24 hour days; 1 = 4 Kerbin days // number of days you want, div by 4, for stock scale Kerbin time timeEfficCurve { key = 0 1 0 0 key = 159.75 0.7 -0.001370175 -0.001370175 key = 213 0 -0.005482669 -0.003286385 } } } @PART[largeSolarPanel] // stock Gigantor { @description ^= :$: <br><color="orange">Solar cells decay completely after 5 years.</color> @MODULE[ModuleDeployableSolarPanel] { timeEfficCurve { key = 0 1 0 0 key = 375 0.875 -0.0008611155 -0.0008611155 key = 500 0.5000001 -0.005242719 -0.005242719 key = 532.5 0 -0.03155332 -0.002034429 } } }- 48 replies
-
- 2
-
-
- solar panels
- request
-
(and 1 more)
Tagged with:
-
Science finder/degrading solar panels request
JadeOfMaar replied to Souptime's topic in KSP1 Mods Discussions
@Clamp-o-Tron I've tested it now and created a patch that gives a short half life to all the stock solar panels except the Gigantor, and a longer half life to the Gigantor. But I have bad news. It does not seem to respect whether the panel is open or closed, so you're losing lifetime even before you open a deployable one. (This is in 1.9. I doubt Squad noticed this and dealt with it for 1.10.) I'd like to know what time spans you want for the smaller solar panels and for the Gigantor separately so I can give you a config to play with.- 48 replies
-
- 2
-
-
- solar panels
- request
-
(and 1 more)
Tagged with:
-
WANTED suggestions for part mod creation
JadeOfMaar replied to Regor's topic in KSP1 Mods Discussions
A landed O'Neil cylinder???