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Everything posted by JadeOfMaar
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Muetdhiver Huh. I've been doing my math based on molar mass and not resource unit density. (Not all the resources I use/add are defined well or at all in-game.) My using molar mass would therefore cause some things to turn out funny. I also can't claim that I'm great at this math so thanks very much for pointing out the Hydrolox imbalance. Also I'm aware of the Xenon thing. I fixed that and was just about to do a release, actually.- 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
Yes it is.- 1,072 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
Are you using v0.7 or 0.8 of this mod? The newest/latest version of it is NOT to be expected to work in KSP 1.3.1. Also be sure that it is installed correctly (Example: Do not have another GameData folder in your GameData folder).- 1,693 replies
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Making Minmus more challenging
JadeOfMaar replied to desert's topic in KSP1 Suggestions & Development Discussion
There's another camp in the argument of the balance problems of science progression. The stock planets, all of them, have too many "biomes." idk about KSP 0.9 and older but my guess is the reason that Mun and Minmus have so many biomes is that the tech tree was fleshed out and most other stock worlds didn't exist yet so the moons were given so many biomes so that you could mine enough science to finish the tech tree. Now, though, the bigger problem is that you can easily finish the tech tree before leaving Kerbin's SOI which defeats the idea of visiting the other worlds. Some will say that biomes are rightfully plentiful only on worlds that can have a wide and thriving ecosystem and several climates (Kerbin, Laythe, maybe Eve and Duna) and the remaining "biomes" on the lifeless worlds should not exist (or better, be properly made into a separate geography based system to help with charting the surface of a world. Not important to science but maybe still important to ISRU). It's likely that Gameslinx agrees with this, and so kept the biome count short on those moons (also they're all really low gravity. There's little reason for them to have many biomes). If your tech tree can be completed before you leave Rhode's SOI you have much less reason to leave, and that makes for a great waste of the efforts of Gameslinx or any planet maker. Squad won't nerf the stock moons because that will (sadly) needlessly upset a lot of existing players, and in any number of ways, it won't be worth their effort to do so. But I'll mention that there was a base game update where several stock bodies had their biome counts raised by a lot to make them more attractive in the progression games. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@KSPNoob All of OPT's engines should be using LH2 then. The patch for that activates if you have Nertea's CryoEngines or Kerbal Atomics. You can delete OPT_Reconfig/CRP/OPT_CryoEngine.cfg to stop it. -
If you're using the scatterer flare, got to JNSQ/JNSQ_Configs/Scatterer/sunflare01.cfg and reduce the first number (the 0.5) in the arrays for flareSettings and spikesSettings. If you're using the Unity flare, go to JNSQ/JNSQ_Textures/Flare/Flare.cfg and reduce the first 3 numbers (the 1, 1, 1) (or only the 4th number. Either should work) in the arrays for sunLensFlareColor. How to tell which one you're using? The scatterer flare may be yellow tinted and it changes color as it passes the terminator on Kerbin. The Unity flare zooms in/out at the terminator when a planet blocks it and does not go away when you're controlling a ship and the ship blocks it.
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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
JadeOfMaar replied to blowfish's topic in KSP1 Mod Releases
@nonono I have published that project with updated details and different plumes to what were shown at the time: I haven't seen any interest in other propellant types so for now, I believe that the Hydrogen "Epstein-alike" drive with 100,000s Isp "should" be sufficient for most players' end-game propulsion needs. The improved LFO/LF primary engine is meant to make launches from Kerbin (or any permanent colony on its moons) less painful to some degree, far reducing the need for tankers. I've provided more options for RCS where: The existing thrusters can switch between MonoPropellant, IntakeAtm (infinitely usable once a ship is in atmosphere), and Heavy ArcJet (LH2 + EC) with 1200s vac Isp, 200s ASL Isp. Clones of them can switch between LFO and Hydrolox. I already want to provide an HX-sized scoop but I haven't the energy to make parts right now. I don't intend to add any parts at all after that, especially crewed parts, though I also would like to have a few options for bridges, labs and habs. In order for any of those to happen, someone else really does need to come along who's passionate for B9 HX.- 641 replies
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If that line is not leading to the KSC then there's a stock DSN dish there. If it does lead to the KSC then ask in the CommNet Constellation thread.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Fixed. (Updated release post above)- 1,072 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
lol! Patch Manager is part of the KSP Interstellar bundle. Mainly used by IFS. -
[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 need to see the contents of Logs/ModuleManager/ and your GameData/ModuleManager.ConfigCache too (with Reconfig installed and loading). But I'm almost clueless to what would delete OPT's Ablator tank type. I'd suggest removing any of the following (groups of) mods to see if and how OPT Reconfig behaves differently: WBI Pathfinder. Many of OPT Reconfig's B9PS functions won't activate if this is present. Several WBI functions will activate instead, and most of OPT's B9 tank types will not appear. KSP Interstellar, Interstellar Fuel Switch, Patch Manager. This is overall a huge combination whose patches reach very deep and very wide. There could be configs in there that are doing things that the author is not aware of or not intending. Strangely, your log does not tell me that the OPT_Reconfig folder exists. This suggests that you tried using OPT_Legacy without it, when the hard dependency on Reconfig is there. -
[1.12.x] Near Future Technologies (September 6)
JadeOfMaar replied to Nertea's topic in KSP1 Mod Releases
I'm betting on NF Spacecraft, MkIV and CryoTanks. The LFO and LFOX tank types don't need (anymore) to exist at all if their reason for being is a possible time when B9PS did not carry tank type definitions. (B9PS caries tank types named "LiquidFuel" and "LFO".) The OX tank type is purely for use with CryoEngines, I bet. And yes it's non-destructive. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Most of the engines are now release ready (textures finished) excepting little things like fine tuning plumes and performance, and making heat emissive textures. The un-textured heli / tilt engines will take a while. My unwrapping app is being a major pain. And they need a few big adjustments to their models. With regard to performance they are elease ready too. Cutaway effect powered by Restock DepthMask shader. -
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 1.3.1 DOWNLOAD :: GitHub :: SpaceDock Added converters: Carbon Extractor CO2 Fuser Added detection of Configurable Containers (stops the Ore tank B9PS problem for some players). Enabled "dump excess" on outputs of other converters (namely: Hydrates Splitter) Fixed resource definition issue with SimpleConstruction.- 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
Many thanks. I'll include a patch (rather, detection) accordingly.- 1,072 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
@Szumi The opening post of this thread will tell you a lot. You need B9 Part Switch and Community Resource Pack. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Don't use that. Practically nobody supports it these days. CKAN is the mod manager to use. Also, don't allow the included Firespitter and MM to install. They are ancient and might crash KSP or will cripple your experience. If you said that no parts are showing up at all then the Twitch app must be installing OPT in a very wrong way. As @overkill13 says, OPT Reconfig is only a collection of patches. It does not contain parts. That's what this mod does. It replaces the Firespitter dependency with B9 Part Switch. -
And there was more testing.
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Heh. I can relate. I don't play anymore. I just mess with mods and fly the occasional test plane.
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Tested more of my own VTOL engines. Cruised like a boss and landed 8/10.
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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
Flies like a dream. Oxygen not required. The engine in the vertical stabilizer is an air-breathing omni-directional RCS thruster, unlike the main engines on the sides. Note: these aren't textured at all yet but are colored by Unity's basic shaders. Textures will come when they come. They will possess blade blur effect powered by WBI Kerbal Actuators.