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About theJesuit

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    Spacecraft Engineer

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  1. [1.3.0] Kerbalism v1.2.9

    Great work @HaullyGames. Welcome to the Forums! Peace.
  2. It sounds like you'll have issues every step of the way with your ion engine burns. Have you tried as a mod to assit this these? It may be a game changer. I really enjoyed the BBC series and look forward to this one from you! Peace.
  3. Mechjeb or Something Else?

    kOS. I have a standard set of launchers and so have four standard launch scripts. I let them take me to space the circularise myself because often it is to rendezvous in kerbin orbit. I also feel it is a launcher that I developed myself and so feel justified in automating it. Peace. EDIT my standard launch scripts are standard launch to space with apoapsis at 80km and then repeated with a north and south variations. My fourth is also at the 80km but launches when the target station is at certain distance. I know I could really get deep in the trigonometry and calculate degrees of separation but I find close enough is good enough especially as I do the circularisation or approach and docking manually and also 80km is my standard orbit for heading off to other bodies so that is where I place my stations which do orbital transfers of kerbin system personnel and refeuls. Basically I'm saying that kOS doesn't have to be massively complicated but I use it to make the initial launch from kerbin to be more streamlined. It also flies more accurately than I could .
  4. [1.2.x] [1.3.x] Jimbodiah's Patch Laboratory

    Hi @Jimbodiah, have you recently done a pass on the SSRSS patch as it's still noted as a WIP. Thanks for making great mods greater! Peace.
  5. I think kerbalism makes data transmission take time. Perhas look at the cfg files of the mods suggested and see if they add a 'take time' module to add to the stock science. Peace.
  6. [1.3.0] Malah's Quick mods [2017.05.31]

    Thank you Malah! Peace.
  7. [1.3.0] Kerbalism v1.2.9

    Yea, MM made a tidy up pass and so kerbalism's cfgs will need to be tidied up too.
  8. [1.3.0] Kerbalism v1.2.9

    Is anyone with the skills then willing to create a fork? The Unlicence certainly allows it. Peace.
  9. [1.3.0] Kerbalism v1.2.9

    You're welcome, but the information I have is third hand (at the best second hand) so I wouldn't put a career mode on the line for it. May require some testing first Peace.
  10. [1.3.0] Kerbalism v1.2.9

    Deep Freeze them. That resets the Kerbals I believe. It's possibly a little OPed and I've never used it, but that is a wirk around. I think there is plan for the future to develop a hospital module but I'm not sure and ShotgunNinja is away currently so don't hang out for it. Peace.
  11. [1.3] kOS v1.1.3.0 : kOS Scriptable Autopilot System

    Nice... so much rocket wooshing past Is that what the terminal looks like now?
  12. [1.3.0] Kerbalism v1.2.9

    You can specify the 'recipe' for manufacture of other resources such as shielding I think and then EPL will generate shielding as required when making the parts. This will requite to delve into the cg settings for EPL. The recipe could be as simple as just using Ore. I think I'm on the right track but not sure. It should be the same as manfacturing solid fuel and such. Peace.
  13. I'm sure that there is a mod that preplaces some stations around bodies and you play by purchashing a craft and earn funds by flying between stations. Just not sure what it is called and my brain is too fuzzy to know what to google search. Peace.
  14. To be fair I think that was your original intention Linuxgurugamer, and it may have been my suggestion that swayed you to fully displayed reources. The toggle is a great option. Peace.
  15. [1.3.0] Kerbalism v1.2.9

    No - but hopefully he will make a return around the time of the next update (1.4). He was looking into a major overhaul of kerbalism - but it does work with a little bit of adjustment in 1.3.1. Peace.