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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
@KiraMate The fancy objects that you'll see all over the worlds in this mod are as ground scatters. They are not as anomalies or DLC ROCs so SCANsat will not reveal them. The only way is to get close as with a lander, and have scatter density turned up in terrain settings.- 1,655 replies
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[Old] KSC Extended - v2.2 - Expanding your KSC in style!
JadeOfMaar replied to Damon's topic in KSP1 Mod Releases
No, it doesn't (that is, there is no dependency between them, and neither does one explicitly apply any kind of bonus to the other), but, they are not incompatible so you can use them together. Also, Kosmodrome has not been publicly re-released afaik so the age of the configs might cause problems or just inconvenience from within Kosmodrome.- 403 replies
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- ksc
- totm march 2020
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[1.12.x] Shangsheng Orbital v0.5 - Stockalike NewLine-1 rocket
JadeOfMaar replied to Damon's topic in KSP1 Mod Releases
Kopernicus is not available for 1.9 so no. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
For WBI convertible storage (most cases), divide by 1800. For OmniStorage, multiply by 5. For WBI Multipurpose Habs (functional module templates with some tankage, like Ponderosa, the BrewWorks, greenhouse etc) divide by 8. Otherwise hold on or press 0 and the operator will appear.- 3,523 replies
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- geoscience
- colonization
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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
Modern, yes. Two J-2.5m adapters exist. One has the 1.25m shoulders. It's easy to miss them. It's the alphabetical placement "OPT 2.5m" causing them to show before anything else in order. * Stock fuel tank category, immediately after Squad Mk3 tanks * Custom OPT J category I was given these Isp numbers by someone else and I've rolled with them for a few reasons: Next to all the other OPT engines, the linear spikes have been the least playable or least attractive in my sight-- having the lowest TWR and Isp of them all. There's no way I (or anyone) could build a fanciful long-range spaceplane if they wanted, then again, the aerospike does have its niche... I really don't want to end up boxing it back into a pathetic corner. Then again, practically all the other engines have some demand of ElectricCharge along with their high Isp. Heck, I built something using the spike once and it could not even SSTO at stock scale. But I guess that's the OPT dry mass problem waving at me. Something I rarely do, actually, I may have or could have used the Wolfhound as an excuse for the high Isp in case anyone asked. In connection with the first point, it doesn't have an EC demand. Since I stopped caring for retaining stock performance balance (see: OPT dry mass problem; Mk2 Expansion underwhelming thrust problem) I wanted the spike to visibly promise some bang for the buck. My complaints aside... I'm building a spaceplane and well, I'm liking it now. I don't think I could say before that a single J spike could promise to let me haul 2 Ore tanks any notable distance. And a little more potential RO appeal would be nice. (Using the word "potential" loosely.) Your changes are in and it's measured up against 2x Mainsails. But I still feel like an SSTO design should come more easily. Looks like I'll be approaching the OPT dry mass problem very soon. I didn't yet buff the alternator output. (The Mainsail produces 12EC/s.) It's going to have to make a mad jump to 24 EC/s. -
@Space Nerd JNSQ Tylo is only slightly wider than but slightly less dense than JNSQ Duna. Tylo's gravity is just 0.32 now. So as far as you can kick yourself with Duna...
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@RyGuy_McFly Sorry. I never tested support with the various foreign visual mods since my PC and I don't have much tolerance for 3D clouds. My configs do edits to the Sun node within the scatterer file you deleted. No file --> no node to edit --> no sunflare. My configs don't delete and re-declare that node. When the sunflare shows in other scenes but not in flight, that's a scatterer bug. Quickloading a few times should fix it (?), otherwise search in the scatterer thread for an answer, or ask. Your issue seems very unique. I got really turned off from visual mods at some point about KSP 1.5, 1.6? And the structure of this mod is a real mess (It is both very wide and very tall from a developer POV) which is why I left this.
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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
I need a zip of your KS.log and your Logs/ModuleManager/ The warpjet starts with a magnetic rail structure so it usually needs to be pretty long. and then: -
@Space Nerd Laythe is now the most massive of the Jool moons, and even then, it's not as massive as in stock, having lower gravity (which says a lot for Tylo).
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New Parts to reduce part count
JadeOfMaar replied to KerikBalm's topic in KSP1 Suggestions & Development Discussion
I totally agree with that. I've been around long enough to know. I stated matter-of-factly but I prior made clear that I know that is something that definitely could do well to be answered by stock. It's not too much work, but I'm burned out from working on OPT. -
[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 uploaded the fix. The volume key for the power spheres didn't exist so there was no value to read. -
Ammonia Fuel tank/Fuel switch mod searched!
JadeOfMaar replied to Tachtra's topic in KSP1 Mods Discussions
@Tachtra Here you go. This is primarily a resource placement mod but includes a couple of extra things (in its included parts pack) like a nuclear rocket that burns Ammonia, a patch to change the stock and Restock Ore tanks to hold Ammonia, and more opportunities to harvest it or produce it from other things (namely just Nitrogen + Hydrogen) -
New Parts to reduce part count
JadeOfMaar replied to KerikBalm's topic in KSP1 Suggestions & Development Discussion
@wasml Recent knowledge suggests that giving a higher stack node size to node_attach makes it weaker not stronger. I haven't tested it deeply. If you have the motivation to test this deeply and further confirm, it would be greatly appreciated. I don't have a sharp eye for joint strength (but I do for drag cubes). -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Did you install Community Resource Pack? If yes, I'll need to see at least a screenshot of that message window (to determine whether it's some other mod that uses B9PS but has a component missing or broken). -
New Parts to reduce part count
JadeOfMaar replied to KerikBalm's topic in KSP1 Suggestions & Development Discussion
I've accepted @Northstar1989 's request in the Addon Discussion board for (a mod for) larger jet engines. Sometime soon(tm) I'll produce a 1.875m form of the Whiplash and a 2.5m jet engine based on Reaction Engines co's SCIMITAR, a child concept to its SABRE, and in addition, a SABRE in 2.5m and 3.75m. Knowing that though, they still came to this thread to contribute to the discussion of a very real problem for those who just don't like part mods, and those who can't use mods if they wanted to (the console crowd). I've observed @KerikBalm for a long time and I'm a fan of their spaceplane machinations on their own planet mod and in 3.2x Kerbin. I've never seen them use a part mod so I know better than to say "there's a mod for that" ...but... I'll take this opportunity to tease. "There's a mod for it" is the most appropriate answer. It's what KSP was made for. Someone here raised the issue of the weakness of surface attach joints. I've confirmed it. Unfortunately I don't think anything can be done about that outside of MOAR STRUTZ or Squad making the necessary internal changes. (Remember that joint strengths were weakened because reasons! When Squad introduced Autostrut.) The config for the surface attach point doesn't accept a parameter for node size, meanwhile, the stack node size does affect its joint strength. That's a pretty nice system design. I can see a variety of heat limits and dynamic pressure limits happening here, and a hard dependency on FAR. Semi-related/Kinda off-topic: I love that you can kitbash/DIY ducted fans with Breaking Ground's fan engine parts but there are a few very disappointing details about them. I'd really like it if the engine module was extended so that it could produce lift force as it does thrust, then, for example, the propfan or unducted fan engines in mods like Airplane Plus or Near Future Aeronautics could serve their intended purposes a bit more convincingly. -
[1.8.1, 1.9] [Closed] Endurance Reconfig 1.0 [Jun 6, 2020]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Yes, it does. *Amended thread title -
Endurance Reconfig Made for, and requires the Endurance itself, owned by the awesome dev, @JPLRepo In short it provides a clone of the crew cabin for use with DeepFreeze integration (already given), Kerbal Health and Kerbalism radiation detox; adds engine and RCS plumes (except where unexplained technical issues stop me); rebalances it for use in a modern and larger kerbal universe; and provides integration with the WBI mods made by @Angel-125. (Also) Requires: B9 Part Switch Community Resource Pack Full feature list: Adds a copy of the crew cabin, purposed for integration with DeepFreeze, Kerbal Health and Kerbalism. Adds plumes to nearly all engines and RCS thrusters. (Technical issues beyond my grasp.) Adds stack symmetry (only for 2x symmetry, very handy) to the structural ring. Adds missing built-in antennas and KerbNet modules. Fixes heat limits and heat production to be mostly negligible. Fixes the Viper/Mini-Ranger to: Have some stack nodes (and surface attach) for mounting onto other parts/vessels. Use Kerbal Flying Saucers features if that mod is installed. Makes the engines and RCS use only LiquidFuel and ElectricCharge, and raises their Isp and their Electrical demands to practical high levels. These buffs make Endurance much more fit for use in a large kerbal universe, whether an upscaled one or one with many star systems. Makes use of LqdHydrogen instead of LiquidFuel in CRP (when Rational Resources, CryoEngines or Kerbal Atomics are present). Makes use of Propellium instead of LiquidFuel in WBI Classic Stock. LiquidFuel replacement also applies to fuel cells. Moves some parts further along in the tech tree (when CTT is present) due to their fusion power natures. Replaces the basic, high-powered generator module with convincing fuel cells and Tokamak-alike fusion power sources. Changes ElectricCharge tankage and changes tanks to use B9 Part Switch or WBI OmniStorage. Integrates parts with WBI Pathfinder and Snacks for a very complete gameplay feature set. Changes habitability assessment experiment into 2x WBT experiments that require time and resources and only fully functions at some worlds. Makes crewed parts configurable in-flight. Provides life support mod integration only for WBI Snacks. (There shouldn't be a problem if you use Reconfig but use TAC or USI with it. Reconfig does not try to cancel out or revise prior LS integrations.) Science The transformed habitability assessment experiment (when Wild Blue Tools is installed. You shouldn't need WBI Pathfinder or MOLE) becomes a pair of great and very rewarding experiments. Both of these require time, resources, and specific situations unlike how stock experiments work. The orbital version (when it doesn't tell you that the planet or moon sucks) gives a report that highly suggests it's a good idea to land and try the surface experiment on the target planet. The surface experiment will only work some planets, not necessarily all that are praised in the orbital experiment, but when it does work it's extremely rewarding. Be prepared to recover the results, by the way. You'll get next to nothing for transmitting. The surface experiment uses a whitelisting function available in Wild Blue Tools, and so, is only usable on certain very few celestial bodies. Some planet packs are already supported. Others will be added if demand is seen: Galileo's Planet Pack Grannus Expansion Pack JNSQ Outer Planets Mod Power & Engines Anything that produces power within Endurance no longer contains the insanely strong, always-on generator. Now, as according to source material, these parts contain a powerful fuel cell (for backup or low power situations) and a a primary fusion power source likened to a Tokamak. The Tokamaks use the core heat function for the spool up effect of ISRU, but does not actually need radiators once they're primed. All reaction engines no longer use LFO but require LF and lots of EC. Their Isps are much greater now, allowing for decent mileage in a large kerbal universe (whether I've enabled enough waits to be seen. I need you to tell me. I enjoy building it, not so much doing a playthrough with it,) and RCS are as arcjets, also requiring LF and EC so forget about MonoPropellant tanks. Wild Blue When Pathfinder and Classic Stock Resources are installed, Endurance will use the WBI module template system. Crewed parts will be able to switch features (as any WBI user knows) and all tanks will use OmniStorage, not B9 fuel switching. Support for Snacks!, Stress!, Air and HydrazineVodka is provided but requires Pathfinder be installed. The Viper gains access to all of the features of Kerbal Flying Saucers when that mod is installed. Tech Tree You will find parts have moved to the far right of the CTT due to their involvement with fusion reactors and reentry survival. The Viper is placed in the final tier of the CTT due to its involvement with handwavium. DOWNLOAD :: GitHub :: SpaceDock LICENSE : CC-BY-NC-SA
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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
Weeeeeeird. I'll look into that sometime.