

DareMightyThingsJPL
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Everything posted by DareMightyThingsJPL
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Rational Resources 3.1.1 [Feb 21, 2025]
DareMightyThingsJPL replied to JadeOfMaar's topic in KSP1 Mod Releases
Hello. Fuel switching works well, however when in flight, the fuel flow & engines seem to constantly stop and start. This problem only affects engines that have the fuel switching (this includes SterlingSystems SULEU engines). Is this a limitation, or is this a bug that can be fixed? If relevant, I have the mods BetterTimeWarp, Sterling Systems, CRP, and if more/logs need to be listed, I will happily do so. Furthermore, enabling infinite propellant in the cheats menu fixes the issue, but with the consequence of having infinite propellant.- 1,100 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
DareMightyThingsJPL replied to Exo's Lab's topic in KSP1 Mod Releases
Wait, I'm so sorry i checked in the save where I'd already discovered the resource band. It does work. Sorry for any confusion- 359 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
DareMightyThingsJPL replied to Exo's Lab's topic in KSP1 Mod Releases
Hello. Sorry, I have now realized that I have miswritten Ervo's SpaceDust config in some way. I'll post the new one soon. I have confirmed that the spacedust configs for Havous & Crokslev work. Again, there may be an issue with the copy pasting of the Tab key, but I'm not sure.- 359 replies
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- totm dec 2021
- planet pack
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What are the best new release mods?
DareMightyThingsJPL replied to kittyfart101's topic in KSP1 Mods Discussions
I have a few you might want to try: -
Sojourner from "For all mankind" (w mods)
DareMightyThingsJPL replied to pooptrain's topic in KSP1 The Spacecraft Exchange
Nothing like leaving the wherever you go glowing after, am I right! Seems like a very Kerbal idea. -
I wish it weren't this way, I can agree. Whenever I can, I try to purchase games from independent developers, that way you aren't supporting these massive media agglomerations/conglomerates. I feel like the KSP2 was doomed because the higher ups in TakeTwo prioritised shareholders over anything else. The lack of solid gameplay in nearly all of the trailers rang as a code red for me.
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Sojourner from "For all mankind" (w mods)
DareMightyThingsJPL replied to pooptrain's topic in KSP1 The Spacecraft Exchange
Impressive delta-v! What engines did you use? -
LETS COUNT! (Lets see if we can reach 100,000 Posts!)
DareMightyThingsJPL replied to Dr. Kerbal's topic in Forum Games!
7758- 7,618 replies
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
DareMightyThingsJPL replied to JadeOfMaar's topic in KSP1 Mod Development
Thanks! -
Thanks for the patches. When i saw this mod, I knew that it was just what I needed - Slower tech tree progression, whilst having a more rational approach to research. Also an addendum to my earlier request for the 'Cherenkov' NTR added by Restock+ - Turns out i was wrong, it was another NTR duplicate added by the Rational Resources: Nuclear Family patch that used the oxidating agents. The normal Cherenkov is perfectly fine. (BTW, in RR, each NTR gets duplicated to have an oxidating, and reducing counterpart. The Reducing one is just the original, but the oxidating agent NTR is a new part. Thought this may help in future patches.)
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
DareMightyThingsJPL replied to JadeOfMaar's topic in KSP1 Mod Development
Hello. Not exactly sure where to post this, as it involves interaction between multiple mods, but the issue is with Sterling Systems, so I'll post it here Long story short, when the patch for system heat covering fission engines, sterling system engines, and the RR Nuclear Family patch is installed, all the system heat settings for the SULEU engines are removed, and replaced with core heat parameters. A fix would be appreciated, I'll post my logs if needed. Thank you. -
I've just installed this mod, and i noticed a few mods that were unsupported: - Moldavite Machines. -- A parts mod by JadeOfMaar adding some more options for Closed Ecosystem Life Support Systems (ie, hydroponics, aquaponics, ect) - Apoapsis Motors -- SRBs for upper stages - Rational Resources -- Whilst RR does seem to be supported mostly, the optional patch called NuclearFamily isn't included, As well as some of the parts in the various patches. - Rocket Motor Menagerie -- expansion of engines, supports cryofuels. - Silly Photon Drives -- Photon-propelled rockets. Uses only EC and has the max ISP possible... at the cost of tiny thrust. - Teakettle RCS -- Nuclear thermal rocket-based RCS - KARE -- Short for Kerbal Aircraft Reactor Experiment. Made by JadeOfMaar, it is also added to by the NuclearFamily patch in RationalResources, as such, it's Oxidating- agent Nuclear Thermal Jets are not covered. Interkosmos -- More science experiments mod. Restock+ -- Specifically, the 2.5m diameter "Cherenkov" Nuclear Thermal Rocket Restock -- Specifically, it's optional patch for rigid landing gear. To be clear, all the mods listed appeared in the Lost and Found tech node, as you have said should happen to mods that don't have support in the mod, so they are still accessible. Thank you for reading. PS: The node 'Ablative Materials' has no description
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If you were the first person on mars, what would you say?
DareMightyThingsJPL replied to KleptoKat's topic in Forum Games!
"Why do I hear DOOM music?" -
[1.12.x] [Planet Pack] Minor Planets Expansion
DareMightyThingsJPL replied to Exo's Lab's topic in KSP1 Mod Releases
Alright, just looked over the configs and they should work - They are working on my end. Possibly the 'Tab' key isn't properly copy and pasted when doing this. I've noticed that the spaces are a lot smaller than they should be on the KSP forums. If this is the case, then reference the configs in the stock system to figure out where and how many time you should click the 'Tab' key.- 359 replies
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- totm dec 2021
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[1.12.x] [Planet Pack] Minor Planets Expansion
DareMightyThingsJPL replied to Exo's Lab's topic in KSP1 Mod Releases
Hmm. It is possible that Rational Resources may be required. The mod adds tanks to store the resources among the other things it does, and given how SpaceDustUnbound requires it, it is likely that it may also be required Furthermore, I'll look over the configs. I believe that I may have listed some dependencies where there shouldn't have been. If that fails, there is a possibility that it may not be set up properly on your end. When adding the configs, make a file in MPE called Patches (if this already exists, go in that file and move to the next step). Next, make a folder called SpaceDust (letter for letter, capitals included.) Finally, make the config (needs to be named for the planet), and then paste the configs I've written. Hope this works.- 359 replies
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- totm dec 2021
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[1.12.x] [Planet Pack] Minor Planets Expansion
DareMightyThingsJPL replied to Exo's Lab's topic in KSP1 Mod Releases
Here are the SpadeDust/SpaceDustUnbound cfgs for Crokslev and Havous Crokslev Havous NOTES: - All of the configs for the rings require SpaceDustUnbound to function properly.- 359 replies
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
DareMightyThingsJPL replied to JadeOfMaar's topic in KSP1 Mod Development
You'll need the mod Waterfall installed, as well as Stock Waterfall effects. -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
DareMightyThingsJPL replied to JadeOfMaar's topic in KSP1 Mod Development
Yes, I see the wisdom in that. There would indeed be no point in implementing an underperforming antimatter propulsion system when, indeed, you are already have the PCAM to develop. Not a lot of return on investment. Hmm. Sound like an interesting idea, it may be worth testing. I think that going the whole way with the nozzles & reactor being independent parts is a bit much, it's hard enough to test the delta v of thermal engine crafts. Bruh. Yes, indeed Bruh. I've now rescued the fellows, and I'm are going to reattempt the mission with the correct engine this time! It was an asteroid-hopping mission similar to that of the Dawn space probe by NASA. I was intending to collect samples from a multitude of asteroids to which the craft would return to Kerbin to recover the science. The ejection burn from Kerbin was done using a dedicated stage. By the time I'd realized the mistake, The crew were already out of Kerbin's SOI. Ion engines were chosen due to the major inclination changes which would have to be done in deep space... Well, they should have been. We all know what happened. I could do that but Sterling's thermal nozzle package answers the call for that. The current nozzles lean toward thrust optimized but lately I've entertained (rather, stopped resisting) the request for ones that grant more impulse. I think the request can be put on hold: seeing as what you need to work on, I think that you should focus on what you are already working on. But that's my opinion - It's your mod, and your choice on what to work on, and in what order, when concerning it. -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
DareMightyThingsJPL replied to JadeOfMaar's topic in KSP1 Mod Development
I kinda knew that Solid Core AntiMatter (as both you and the acronym put it: SCAM) was bad - thing is that I've never seen a mod that adds them. Even if they are poor in ISP, I find the idea as an interesting one. I like that you're planning on both Antimatter catalyzed fission sails and plasma core antimatter - Again, concepts which are lacking on implementation in any mod (at least, that I can find). More BCAM is cool. I've heard that, unless you can get a significant portion of the antimatter to undergo annihilation, it is a rather low-thrust system. Maybe there could be one that you unlock earlier that has that lower ISP (still relatively high, ~2,000,000 seconds) and low thrust. Or you could initially unlock it as a low thrust systems, and then though tech tree upgrades, you can get the full thrust and ISP potential. Yeah, it would be difficult to implement the pros & cons effectively. It likely would require lots of game-testing to figure out. Also, yes: I did have D+D and D+T mixed up, thanks. Cool! I may give the mod a shot. You've already got a lot planned, so it's best to leave that which has already been done off the the wayside in terms of additions to Sterling Engines. Thanks. Already have Rational Resources installed and will have a look for the engine. Now that I think about it that might explain my ion craft not working. I think I accidentally used the engine on some of my craft, and now that i know the issue I'll send a rescue mission to Jeb and Bob, who are currently stuck on a Solar Kerbolar orbit. -
Sorry for the necropost, but I have a few questions about this mod: 1. Is it still under active development, if not, are there any plans to have someone else work on it? 2. If it is still under active development, is SystemHeat compatibility a possibility for a future update? Thanks for taking your time to read this! Love the mod.