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KSP2 Release Notes
Everything posted by JadeOfMaar
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When you go to the sort by manufacturer (advanced section) in the VAB. The factor that decides whether a mod's brand appears there is if there's an agency/agent config for it. By extension, the agent config is what enables that manufacturer to appear on contracts.
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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
All of the "regular" resources, yes. Water is among these (not with Karborundum) and has a 20% chance to appear in very large amounts nearly everywhere (including the lava oceans). Karborundum (and the others like it, within CRP and typically end-game sci-fi rocket propellants) will need to be manually placed where you want. Rational Resources fixes the Water/Lava issue and handles a few of those end-game propellants: Antimatter, LH2, LqdDeuterium, LqdHe3 to be exact. If you have more resource questions bring them to that mod's thread. I've hijacked this one enough.- 1,655 replies
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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
SCANsat simply works. There is no "I need compatibility" thing here. Install Waypoint Manager as well and you'll be asking loudly why you've been clinging to KerbNet. If you simply install Community Resource Pack or WBI Classic Stock you will get (typically randomized) resource distributions on every planet. There is no "I need compatibility" thing here either, except when you reach the point of the few resources that are only configured for the stock planets which no longer exist when you install Beyond Home. If you install Rational Resources alongside CRP or WBI then the resources get curated: to fit certain basic expectations of each world, and mining becomes more interesting and challenging (less Ore presence is the main thing)... (If you use MKS or Karbonite, you will find yourself missing a few resources, those seen as "irrational" like Karbonite itself, Karborundum, and Dirt. But you get more of the resources necessary for life support (namely Kerbalism) and non-stock rocketry like hydrolox and methalox, and several concept rocketry standards (CO2 NTR; hybrid metal/LOX SRB;), and more opportunities to mine resources (the oceans, atmospheres and exospheres have a lot to them). You get a related experiment added too, and it's more worth your while to go into low orbit of a star, especially including the ones added by Beyond Home. This screenshot highlights the potential of Lua, the first moon you'll want to visit. Home of the "Lua base" that Linx will often speak of.- 1,655 replies
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Kerbal Hypersonic Missile Program
JadeOfMaar replied to uprise951's topic in KSP1 Challenges & Mission ideas
Not happening, sorry. I rather enjoy hypersonics, but also 2.7x scale since stock scale is really cramped with regard to speed. (Mach 5 is where hypersonic territory begins.) You might as well have anything mach 5 do double service as an SSTO or a TSTO's lower stage. -
Mod Request: Larger Jet Engines
JadeOfMaar replied to Northstar1989's topic in KSP1 Mods Discussions
Yeah. Kipard's Skylon is like that, unfortunately. It's a "specialized" parts pack in that sense. You build it one way. It does one job. You will find yourself needing to play an upsized system anyway with how large Skylon is, and hence how much dV it allows you. Similar situation as Bluedog Design Bureau and Tundra Exploration. They are, by nature, best fit for use in 2.7x scale, and OP for stock scale. My engines will use stock fuels by default. They are fully expected to be used in the greater majority of craft designs and with stock fuels with them. -
[KSP 1.7+] Kipard Skylon v1.3 (July 02, 2020)
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Well played! -
Mod Request: Larger Jet Engines
JadeOfMaar replied to Northstar1989's topic in KSP1 Mods Discussions
With input from my favorite KSP streamer, I've settled on a reference for a 1.875m afterburning turbofan (Whiplash alike), and already drafted it. I've worked out the "turkey feathers" so that they can animate. That'll be epic... But I won't be making a 2.5m such engine. It's improbable IRL. My pre-existing SCIMITAR will have that seat. The roster is now (as of this post): 1.875m turbofan "Whiplash" (new codename TBD) 2.5m turbojet SCIMITAR 2.5m SABRE 3.75m SABRE I would like to add other engines by class as well, specifically propfan, turboprop/UDF, and scramjet. But they're not immediately important to this topic and my to-do list has quickly gotten full. The 5m Skylon is here. Note that its engines, although 3.75m, are far more powerful than a 9x RAPIER cluster (or my custom engines = 7x RAPIER) due to the sheer amount of mass they're meant to push. -
[KSP 1.7+] Kipard Skylon v1.3 (July 02, 2020)
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@panarchist lol! I haven't a clue. Yes, Skylon and SABRE are a pair. Read the warnings and have fun! -
[KSP 1.7+] Kipard Skylon v1.3 (July 02, 2020)
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 1.2 Fixed missing service bay (broken model path in config). Added RealFuels tank support. Links in OP -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
JadeOfMaar replied to SuicidalInsanity's topic in KSP1 Mod Releases
Please try not to share/release stuff that has :FINAL in them. It's really bad practice to do that because of how powerful the FINAL MM pass is, and that lots of mods make that basic mistake.- 1,520 replies
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@AccidentalDisassembly @somnambulist Most of RR's flowcharts are documented here. If that means anything: https://github.com/JadeOfMaar/RationalResources/wiki/Resources I haven't added mention of Carbon itself, Alumina, Mohpedaunt ;D and Phosphorus to the wiki, but I've created a calculator (MS Excel) for converter I/O. It only partially supports MKS, of course.- 1,072 replies
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@linuxgurugamer Take your time. I haven't seen reason to suggest that you dropped this. I know you are and can still be committed to this as you still (apparently easily) maintain a few hundred mods. I've been engrossed elsewhere in modding so I haven't minded this topic much.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@somnambulist No, I haven't. But that's epic!- 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
It's not about the intake module. It's about the resource harvester module when set to type 2 (atmospheric). The intake module should not be used for resources other than IntakeAir or IntakeAtm. It will create a huge and ugly, balance-breaking exploit. It will create whatever resource you set, at torrential rates (depending on atmo pressure) with no regard to global or planetary resource limitations. IntakeAir and IntakeAtm don't have such configs restricting them but they're always there and the flow in at those rates. That's how the intake module works. The use case is having a landing, static, atmo mining base, not an atmo skimming aircraft/airship. You'll see that not only do the Karbonite scoops rely on having a high static speed value like I do, but they use an even higher value than I use. Nertea confronted RoverDude about this sometime ago because it causes Nertea's Argon/Xenon harvester (the Cryogenic Gas Separator in NF Propulsion) to be useless because it's designed to sit still and operate (set and forget), not to be part of an aircraft. It does not or did not use high static speed values and it should not need to. That sounds like something you'll find in Advanced Jet Engine or KSP Interstellar. The Karbonite scoops are built that you fly (move) around in low and thick atmo and collect lots of the desired resource. Whereas Nertea and I want ours to be non-moving. Lol!- 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
There's this thing where if you enter Difficulty Settings and reduce resource abundance that apparently, presence chance is also affected. The ones that have a 1000 chance value are therefore set so that when the 1000 is divided by the difficulty settings fraction, it still returns > 100% so it will still always appear. That's a thing I'm aware that I would end up stumbling over in the beginning. The resource chains in question do require a heater or de-compressor part. Soon™ enough I will have a new part just for that and new models to replace the converter boxes. Originally I named this mod "Realistic Resources" which is why the gas forms and extra ISRU steps are there. I regret having done that. However it would be very discomforting to, by definition, redefine Kerbin's atmosphere to be composed of LqdNitrogen... The gas form resources are available in atmosphere and in crusts: I see them as solid and like snow/ an ice cap, or sedimentary layers, and not as gas pockets. The liquid forms of these resources don't entirely exist for use as fuel. Nothing uses pure Nitrogen as a propellant. A major part of why they're there is for use by life support mods, especially Kerbalism, and some planet makers would be happy to have these resources present and in-game in their oceans. This mod exists to enrich planet packs for life support compatibility as well as to encourage making fuel for engines that don't use stock fuel, and making industrial resource gatherin games more challenging. The intake rates are super high so that they're useable in super thin atmo like JNSQ Duna, or OPM's Thatmo. When you sit perfectly still (with lower speed settings), the intakes will then produce nothing and will waste the effort you spent to build your NASA-inspired Duna atmo ISRU base because the stock atmo harvesting system is broken in that way. Harvester rate is scaled by atmo pressure, static air speed, and for whatever reason, how fast your craft is moving, with no regard for when you're sitting still. So when you're not moving, you get a very near-zero number to multiply, along with the near-zero of Duna's sea level pressure.- 1,072 replies
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Longer/wider Runway
JadeOfMaar replied to Northstar1989's topic in KSP1 Suggestions & Development Discussion
The argument for a larger runway is an old and repeating one. That is no surprise. But this answer definitely is. Possibly related, it makes sense that the KSC's runway is as short as it is because in a scaled down system, keeping a real length runway would be excessive. FAR problems aside, and aside from the inherent issues of trying to launch an X-37 horizontally, The 2.5km runway is quite enough in most cases, once you know what you're doing when designing an aircraft, and in the case of FAR, when you're able to elegantly address your lift:mass ratio without needing to install SMURFF at stock scale. Aspire to be able to design any capable large or small aircraft that has a low stall speed and can nose up worth a damn. But there will always be a case like X-37 or Skylon which have very little lift surface ratio and need a very high runway speed (and to fall off of the runway) in order to lift off. Having a wider runway would be nice since sometimes the craft yaws just enough to threaten to hit the runway lights and have a RUD, but would be nicest for landings/touchdowns when your craft is heavy enough that even with a lot of wheels, it takes really long to slow down with brakes on. To that end I would extend the runway westward. On a few occasions I've had a larger runway. GPP with KK and its included KSC++ has an upscaled runway. And in JNSQ I added that extra runway myself but for some reason it kept drifting and mis-aligning. I didn't get many chances to enjoy it though as I generally open KSP just for a joyride with a spaceplane or to troubleshoot mods. ... There definitely is something to be said about a design being fundamentally bad if it needs an airbrake to help [on landing]. It's only good at Mach 1 or higher speeds, generally in the stratosphere, and within its weak thermal limit (so anyone knows, that airbrake is from fighter planes. It's not for spacecraft, therefore its weak tolerance and the existence of mod that makes it also a heatshield).- 53 replies
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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
@Gryphorim Reconfig is an accessory and is optional to OPT Main... but is mandatory for Legacy. The easy answer is to install both/all but go into Legacy and delete the folders for the Stail and Avatar bodies. They are redundant and antique next to Main's J and K. (Amusingly, I forget to do this for myself.) Humpback is obsolete next to Main's combined KH body, and you can save on RAM and performance by deleting this too, but I personally like the curves of Humpback more than of KH. Once Stail and Avatar are out, you're left with only the unique parts: the wings, engines, power sources, airbrakes and the 2.5m intake nacelle. Everything I'm adding will appear in Legacy. The Main pack will remain in a frozen state...most likely indefinitely. -
Mod Request: Larger Jet Engines
JadeOfMaar replied to Northstar1989's topic in KSP1 Mods Discussions
@Northstar1989 I wholly agree. It took me quite a while, actually, to learn to tune out OPT critics. Incidentally I now hope (likely in vain) for RSS players to notice the potentials for use in RSS that I've added into OPT since I started taking over. But OPT is far from realistic(tm) so, meh. There's no real life parallel in OPT's engines...Except the WarpJet concept that I devised, partially based on a real concept for a high powered ion engine that uses air and could lift airliners and later empower SSTOs, and partially based on something that I believe is hard sci-fi and would be easily possible once magnetic confinement and magnetohydrodynamics become easy to us. OPT is half inspired by the Avatar Valkyrie shuttle, and half inspired by an anime OVA movie. Tweakscaled parts aside, the one thing out of place here is that the J-60 ScreamJet (center engine, not obvious) isn't K or Humpback sized. I never considered the potential of exposure by someone big like Kottabos or Scott Manley. That's a big duh. *facepalm* But in retrospect, I'm glad that hasn't happened. Now that I'm pretty good at part making, I'm very unhappy with how SABR3 looks and I'd rather take it down than finish and release as-is. Before I made SABR3 I wanted to have a whole parts pack based on CFASTT-1, an aerodynamically sound, blended wing-body derivative of Skylon. But with my takeover of OPT Legacy and Captain Kipard's 5m Skylon, it would be really redundant to make that. I have a lot to ponder re: making (and re-making) engines but I'm highly considering revising and expanding SABR3 (vs stuffing even more engines into OPT). Once I get far along, I'll be sure to ping you so you can see. ... ooooh! -
[1.9.X] Special Delivery - Stockalike Cygnus [1.1][20/05/2020]
JadeOfMaar replied to Beale's topic in KSP1 Mod Releases
That's intended, yes. B9PS by default allows 20% the amount of Ore for a volume vs most other resources because of how dense it is. With regards to wet mass, it would be OP and you'd have by far an excessive mass of Ore in your craft if its ratio was 100%. When the tank holds other resources, the amounts line up with an FL-T100 or Rockomax X200-8 tank Tweakscaled to 1.875m. The balance of an Ore tank by itself is therefore its own topic of discussion. -
@mabdi36 Lol. It's fine. Nothing meant by that.
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One of the original devs (HarvesteR? or Felipe? I can never remember) for KSP1. And Nate Simpson of Star Theory for KSP2 both said it.
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Any mods for food production?
JadeOfMaar replied to keksmonster0991's topic in KSP1 Mods Discussions
@keksmonster0991 I have a mod that provides Mk2 and Mk3 greenhouses and woks for TAC. It's one of my earliest mods so the grass (if any) is a pretty amateur paint job on the hull of a borrowed stock part, but it gets the job done. I don't use the soylent scheme, only TAC's nutrient supplement thing. -
Mod Request: Larger Jet Engines
JadeOfMaar replied to Northstar1989's topic in KSP1 Mods Discussions
@Northstar1989 oh hello again. I didn't think of it earlier (because it's WIP and semi-abandoned) but I have something already (outside of OPT) that you might really like. There's no 1.875m engine but a large part of why I made this is what you're asking for-- saving on part count (and drag issues) when building heavy spaceplanes. Included is a rather long but very capable 2.5m engine derived from SABRE, "SCIMITAR," a Mach 5 jet engine and the proposed main engine for the LAPCAT family concept hypersonic airliner. I left it alone because I got the strong impression that the audience I made it for...will largely never notice it or accept it...and I like scramjets more so my own desire for it faded. SABR3 is release ready. It's just "meh" on textures. -
Try it and find out. It's a tiny mod. You'll be helping out by having the answer and not just waiting for it.