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Everything posted by JadeOfMaar
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So are you saying a kerbal can gain exp... at relativistic speeds??? Like when saiyans use the Hyperbolic Time Chamber?
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
JadeOfMaar replied to Ger_space's topic in KSP1 Mod Releases
I look forward to your report. Yes, KSC Extended is completely missing anything with a barracks module and I've made some effort to address that. But I may need to talk to Damon about it again. And I've taken care of JNSQ but I'll have to release the KK updates as a "service pack" or "Patch Tuesday" like Microsoft does. There's quite a lot to do in total before another JNSQ release can happen. -
My next Reconfig project... is for this mod, the Endurance. But I regularly entertain the idea of having a portion (most?) of it merged into this mod itself, or...well... all of it, to reduce or erase the need for a Reconfig mod. Concerning the GitHub issues in the spoiler, I have an answer to three of them. The major features of this project include: Much needed plumes for nearly all engines. Reduced dependency on Oxidizer and heavy use of B9 Part Switch for choosing tank loadouts. The engines and RCS all consume LiquidFuel and a lot of ElectricCharge (so imagine plasma/fusion engines and powerful arcjet RCS). There is no longer any LFO engine or multi-mode engine. I very, very strongly disagree with the movie having these vessels largely use historical and contemporary propellant chains. The dV losses implied are actually immense. Everything will properly change from using LiquidFuel to CRP's LH2 or WBI's Propellium when the relevant mods are detected. This enables the prospect of bringing an exo harvester and fuel scooping while visiting stars or gas giants. Isp values are raised by a few orders of magnitude in order to be playable in today's KSP; either a vast game with many planet packs at once, or a huge game like real scale. How "cheaty" this may become for you will depend entirely on how much you find yourself relying (more) on fuel scoops or gravity slingshots in spite of the greater dV capacity in a smaller universe. Actual/Proper Community Tech Tree integration. Some parts will appear in tech nodes far, far away. The habitability assessment experiment becomes far more believable when any of Angel-125's mods are present. It becomes 2 experiments with advanced functions and requiring time, an altitude range, and WBI science processors: The orbital assessment and the surface assessment. The surface assessment will only be usable on certain planets and will be far more rewarding when it gets to run. The stock system, OPM, and JNSQ are already supported. GPP and GEP will very soon be added. Anyone who uses WBI Pathfinder will find its template/feature switching system and its OmniStorage system (Note, there will be no fuel templates. That is legacy now.) in all Endurance parts (and custom template arrangements in some) if WBI Classic Stock is active. Full support for Snacks! is included. B9 Part Switch features will all be disabled. Warranty void at any attempt to mix Classic Stock stuff with USI. The Viper will use features of Angel-125's UFO mod (KFS) when that is present. I've considered cloning the Endurance cabin to create that DeepFreeze module. I've confirmed that the DeepFreeze module doesn't like being hot-swapped so it can't be made an option within WBI templates.
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[Old] KSC Extended - v2.2 - Expanding your KSC in style!
JadeOfMaar replied to Damon's topic in KSP1 Mod Releases
You must have an older version of this mod and JNSQ (or another system replacer planet pack). There is a problem where the TSC's MapDecal (the thing that flattens terrain for a KK base) becomes invalid when Kerbin is changed and KK breaks completely... But I'm surprised that KSC2 appears.- 403 replies
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@CraigCottingham The Dorothy thing is an inside joke brought about by our preferred streamer, @Rocketology. When you realize what lengths you have to go to to get off of Nara, you'll find yourself putting on those slippers, clicking the heels and saying the phrase.
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@5thHorseman @Beetlecat The longitude is -91.8
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Hi there. By chance do you have a different mod that applies fuel switching to the Ore tanks? If yes then that is where the root of the problem is and I will need to know that mod's name. The Ore tanks should have a switcher name "RR Input" and should have menus like this:- 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
Spawning half underground is a new issue. I get something like that but only when I use Kerbal Foundries wheels but forget to install KSPWheel (their plugin). Spawning 1km in the air is caused by certain animated parts (including some J bays/ports, the Humpback cargo ramp but excluding K series) and can be controlled by using WorldStabilizer. But once you use that you must avoid putting launch clamps on crafts that have the problem parts or they'll spawn 1km up and stay up there. In the first few sentences (large text) in the OP, you'll see that Reconfig "supplies much needed config files" and "is an optional enhancement." Reconfig was made this way because: Other maintainers of OPT were still active at the time and I didn't want to try to violently take over; I was not, and am still not fully able to take over OPT (there is quite a lot to do if that happens/for that to happen); Initially this mod was only to make the main pack's engines less screaming OP (overpowered) but then I rolled in my life support mod patches, started fixing drag cubes, aaaaand Bob's my uncle. Congrats on the working first spaceplane. -
[1.9.x] KSC Harbor (From JNSQ) v1.2 (Mar 25, 2020)
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Maaaaaybe.... -
what is wrong with these wings?
JadeOfMaar replied to Lechu's topic in KSP1 Gameplay Questions and Tutorials
The thermometer's purpose is to show the ambient temperature around the craft. It doesn't show the temperature of itself or any nearby parts. Outside of being an experiment, it's useful for if you find yourself in the atmosphere of a lava planet and the exact temperature of the atmosphere suddenly becomes very interesting. As someone else tells you, turn on the Thermal debug in PAW option via the console. As @DeadJohn mentions above, OPT Spaceplane and Mk2 Expansion provide options for scramjets or augmented air-breather engines that don't hold themselves to the conventions and limits of typical jet engines. This mod here also provides a (radial Mk3) scramjet among other things, particularly if you're looking for a Mk3 scramjet. I must mention by the way that since you're playing stock scale, you're going to have a hard time either: enjoying trying to reach 4km/s; staying in Kerbin's atmosphere at 4km/s; surviving at all at 4km/s. You may quickly grow to want more room to stretch your new-found legs if you try the mods. And you may find yourself looking for Sigma Dimensions and going to 2.5x or 3.2x. Scramjets are half the reason I don't like stock scale anymore. -
Part of the 0.8.6 release. I even made a banner image introducing it: The numbers in a dV map are always estimates or average of repeat calculations. Always build your rocket to be capable of more than the map tells you.
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@iteranthypatic Snacks is supported in SSPXr, but only enabling the basic converter that requires Ore and providing Snacks and Soil options in al the tanks. The other features (Air! and Stress! and the various Snacks options in Pathfinder) are not supported. I don't casually play anymore so I haven't updated the configs for this.
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Not necessarily. KS3P's default settings were excessive mainly to clearly show what it's capable of, all at once. But I took it that documentation for the settings and profiling were non-existent. Used well, post-processing mods add to how the universe itself feels and helps that much more in their own special way to making KSP look/feel [realistic; or like it was built to fully exploit the GPU like high class games of this generation]. Just the advanced shadow effects (AO, more point lights and shadow casters, best example is the Mun crash scene) can do wonders for a game with barely there graphics. The shadows round the KSC are a misfire (way too much spread) imo. It tells me that the AO raytracing length (or shadow strength) may be excessive. But, like KS3P, that may just be to clearly show the power of this mod, or I haven't seen examples that confirm that shadows between buildings would behave like this.
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This mod alters the way that KSP sends data to the GPU to draw onto your screen. It is technically immune to conflict with any mod, except others like itself (KS3P, Reshade...) @Shadowmage congrats on the epic new release!
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
JadeOfMaar replied to Ger_space's topic in KSP1 Mod Releases
@infinite_monkey I had a hard time with that as well (yep, no unit conversion) but I can share my findings with you. Once I found a stock LFO tank (or a fitting number of it) that nicely measures up next to a static, I summed up the total amount of LFO it would hold and then I multiplied that by 5 (due to the stock propellants having volume = 5 in their resource definitions). For the standalone utility building in Omega's Structures I chose 1.5x the amount of the Kerbodyne medium tank: // <LFO amount> * <tank multiplier> * <resource volume> = <storage amount for KK> (3240 + 3960) * 1.5 * 5 = 48000 I worked out some volumes for 3 statics that I use in the bases that I build: Standalone utility building (small triangle, Omega's Structures) = 48,000 Spherical LOX tank (small triangle, Omega's Structures) = 192,000 Spherical LOX tank, (large, no tile, probably Squad's) = 768,000 -
@PocketBrotector No, this compatibility doesn't exist in either mod. I question the use of Hydrates but it does prove most fitting: Hydrates is the primary substitute for Ore where RR encourages fuel production (mmmm. Hydrolox) The idea of using a water-focused resource takes me to Subnautica where hydroponics is serious business. I believe Ore is presumed to be mostly water anyway. On the other hand, Rock comes in close 2nd: Rock can or should be sift-able in Classic Stock for other resources. Some omniconverter processes should already support this. Unlike Ore, Rock is pretty dry and shouldn't allow for extracting water or other abundant liquids. My vision for it lends it towards industrial processes--namely production of Konkrete required by Pathfinder's huge inflatables. Rock is available in both CRP and Classic Stock where Hydrates does not have a Classic equivalent. Rock has a very even spread across all planets, even the frostiest of ice types (of course, its abundance is lowest at those but is non-zero).
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Rational Resources was designed specifically to take (most of) the tedium out of customizing resource distributions per a planet's expected composition. It's built upon the experience from manually configuring them for GEP (and in the same way, GPP before it). It's as easy as setting just up to 4 of the +PLANETARY_RESOURCE{} MM operations per body (one for each harvester type applicable to the body) and it is documented here on its GitHub wiki. Biome-level stuff remains pretty manual since biomes vary as part of the body's unique "personality." @OhioBob himself contributed a lot to its development and it is by nature a cousin to his mod, Realistic Atmospheres. Though RR exists now, GPP and GEP are setup to preserve their manual configurations in spite of RR's presence, and RR is not setup to forcibly remove them, to not waste the (still valid) efforts that were invested into the manual configs (especially the biome configs). I do want to overhaul GPP at some point, largely to prune it of its excessive Karbonite presence (which at the time was a cool and novel hype device/gimmick). @GEPEG_Unconscious I don't mind taking on the RR configs. This is a very small mod and is easier to push frequent updates for unlike planet mods with their great weights in texture files. As for lava oceans I have a hard time considering them because lava oceans aren't a regular occurrence in planet packs; when they occur they're likely unplayable (configured to obliterate you when you get close); and I haven't seen any gameplay opportunities that will make interaction with them worthwhile.... Now that you brought it up I'm getting ideas but to manifest these ideas I will need an additional drill part or two, something(s) specific to exploiting lava. Several certain crustal resources could be found much more abundant, and geothermal energy now looks very, very attractive, especially when it can be paired with a wireless logistics mod, and maybe, a corrosion effect mod.
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Currently, no. None of us in Team Galileo use NFX or even play enough to care whether buffing reflector power is important. If there is demand, we'll make it so, but we may need whoever's asking about it to not be a basic player and to bring a good explanation (a sense of scale to roll with and write the buff upon) and not simply ask us to write the buff. While the idea of the reflector system is epic, we're not going to make the time to learn its mini-game. There is plenty else for us to walk knee-deep in to make JNSQ better and better by itself.
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[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
I presume the 6 "repeats" are actually short burns that just barely succeeded at saving you from falling into the atmosphere after ascent? I can see that happening. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Not all air-breathing engines run on LiquidFuel and oxygenated air. OPT Legacy's WarpJet engines run on IntakeAtm and lots of ElectricCharge and are distinctly able to operate in any atmosphere, making the likes of Eve and Duna much more appealing to bring planes to. In order to not restrict them to being fed by only OPT's intakes (there are only the Mk2 ram and the 2.5m Nebula Shock), that patch exists. A few other part mods also add such engines: Mk2 and Mk3 Expansion, NF Aeronautics, surely even KSP Interstellar. Here's a joyride on JNSQ Duna featuring OPT's WarpJet SAGE for main engines and Thor Tech WarpJet VTOL engines. WarpJets are my interpretation of the holy grail of jet engines. You can virtually SSTO on them (and SSTAnywhere with your favorite liquid/ion rocket engines in addition) once you reach them on the tech tree and are equipped to meet their power demands. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
It's a resource, yes. It simulates time and CPU power spent observing the experiment, and so, each experiment requires different amounts of it. And you're welcome. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
JadeOfMaar replied to Angelo Kerman's topic in KSP1 Mod Releases
How you use MOLE boils down to: You first need to unlock the science processor (I forget its exact name) which sips on time, EC and ResearchKits and produces LabTime. This simulates the experiment running and being observed (as is the nature of LDEF (Long-Duration Exposure Facility) experiments). You need to unlock the experiment wedges themselves and preferably, the mounting structures for them. Once you have them, check their advanced info and see what their requirements are. Some demand certain stock experiments, some demand certain situations, some demand crew, some even demand resources. The Botany experiment requires parts that can produce "Plants" and these include a botany wedge or a MOLE greenhouse. All experiments require LabTime. That's the default. Some science parts have the ability to load multiple LDEF experiments into them such as MOLE itself (in the proper science lab mode), the WBI Buckboards, and the stock Experiment Storage Unit (actually I think this only holds 1). The MOLE lab and compatible labs also hold a LabTime generator which you can supplement with the wedges for the same. And you'll want to. Time is precious. MOLE labs also have a feature or a mode just like the stock science lab. These require scientists and sip on EC + something (I don't remember, likely ResearchKits) and produce science points that you transmit back to KSC. I like it much more than the stock science data processor. ResearchKits largely replaces the Science Data mechanism, and with some effort and the requirements, a base or station can make new ResearchKits.