theJesuit

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About theJesuit

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    Rocket Surgeon

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  1. theJesuit

    Thinking about a new Colonization mod

    My idea with Simplex was to create a kerbalism profile (kerbalism is unlicense btw so you can rip that code apart as you see fit) that was similar to IFILS as one one unit of resource per kerbal per day. I realised quite quickly (and this is my only gripe with IFILS) is that what is breathed should be separate. So air and consumables. Why? Cause whenever I played with TAC or kerbalism or what then food and water was always the same. Only O2 was different. My suggestion is that you go with the two resource model as you can play with it more. For parts initially just retexture stock models. I think it does the job. Peace.
  2. theJesuit

    Thinking about a new Colonization mod

    @NermNermNerm, yes that is the mod. I'm pretty sure it works in 1.5.1, but if not, Linuxgurugamer I'm sure will update it if asked nicely. With the range of different options. For specialists, I did think that Rocket Surgeon would be a good one for EPL. Engineers not doing EPL builds until level 4 and 5, and instead have a Rocket Surgeon kerbal who can't EVA. @Nertea, what great ideas. The contracts system could be the great reward here. Roll over World First style contracts that require differing solutions on different bodies perhaps, no longer encouraging a one size fits all approach. Perhaps goal of colonisation would be to reproduce - that counts down when two alternately gendered kerbals are present a landed base to produce a kerbal maybe with the Colonists! mod in mind https://forum.kerbalspaceprogram.com/index.php?/topic/149488-14x-colonists/. The contract completes when the countdown (resource reaches a certain level) and generates a kerbal at the base. The more of each gender, the faster the rate increases? A win might be to have a Colonists kerbal on every planetary body. Having a few required insitu resources, but some not available would mean some logistics in planning, but I do like the idea that because 'reasons' the ISRU or EPL construction or greenhouses aren't as efficient. NermNermNerm, are you think of coding a new mod for this or reworking MKS or a couple of others to fit your vision?
  3. theJesuit

    Thinking about a new Colonization mod

    Hi @NermNermNerm. Great articulation and read. So I think you may have something already pushing towards this. IFILS maintianed by Linuxgurugamer is a good start. Pretty sure that special science experiments need to be performed in biomes to enable growth of supplies there. Also I think that tech levels allow an increase in production which I think parralells what your suggestion on tiered food making, but without the multiple food types. My upcoming SIMPLEX Resources will switch Ore for three ores, two of which will make two resources for EPL construction in a similar manner to the RocketParts/Material Kits (Metal Parts) and Specialist kits (CustomParts) but will only have a single step for production i.e. NaturalOre converts to MetalParts, RareOre concerts to Custom Parts. The mod will included reciepe changes for EPL. HydrateOre is the third new Ore and is mined for LFO but also food/water production. I'm still tying that into IFILS. EVA Fuel Transfer might also be a good place to start as well as KAS for a more stockish feel. That's it really. I think you kind of get there with these available and upcoming mods. What do you think? Peace.
  4. Stock version of Research Bodies with the telescope. Also stock version of kerbal konstructs to be able to place multiple launchpads at KSC without having issues of a KK pad stopping launches on the stock pad... Domes that you can drive, walk into via airlocks that open at either side (Or commission Thrimm to complete his work Removal of helmets in closed cargo bays as I've requested. Ability to turn off/on more part modules via the part upgrade system for modders to utilise/abuse as I've already requested. Peace.
  5. Hi all, So this has been at the back of my mind for a little while, but some recent requests for an Unmanned [uncrewed] before Manned [Crewed] update or alternative tech tree got me aiming to implement it. So first up, I'll shamelessly advertise this: and then explain this wacky concept: No Kerbal Left at Home. Rather than relying on probe cores and computers to do the exploring for kerbalkind, let us allow them to face the danger and the unknown eyeballs first. My idea is to either nerf all probe cores to be useless. They won't be able to control anything. One option would be to get rid of the module control. Another would be to simply remove them from the game. A lesser option would make them all as useful as a Stayputnik. The idea being that EVERY craft, include relays would require a living kerbal to be on board, or at least be present for delivery to the desired orbit. So, please vote, on whether this would have a market or not, and offer criticism or advice in the comments. I'm happy for "Noooooos!" and "Why would anyone do such a crazy bottomed thing?"...or something a little more positive. Either way. I'm happy to make and release it. Peace.
  6. theJesuit

    Unmanned Before Manned Tech Tree

    This may be tiredness talking, but I wonder why no one has ever requested a 'no kerbal left behind mod' which would remove all probecores. Make the kerbals earn their ever more expensive purchasing costs. I might make it a hidden option in the next Simplex TechTree edition... Anywho... @dresoccer4, I hope that this is a good solution for you and welcome back to KSP. Suggestions always welcome!
  7. theJesuit

    [1.5.x, 1.4.x too] SIMPLEX TechTree 1.5

    @Therese exactly as @Crusoe said. That will fix your problems. What is happening is that Module Manager loads files in alphabetical order. The AngleCanMods is being loaded first then CTT over the top. The game will place parts, AngleCan Simplex TechTree will re-place them and CTT will re-place them again. If you like the CTT extras I do plan to add the additional nodes in the future but that is looking more like Feb/March. Thanks for the screnshots. That was very helpful! Have some rep. Peace. EDIT - Oh, and welcome to the Forums!
  8. theJesuit

    [1.5.x, 1.4.x too] SIMPLEX TechTree 1.5

    Hi Therese. Sounds serious. Do you have any other part mods? My guess is that I missed that squad may have updated the heatshield names in 1.5 if they did. I'll have a look when I get a chance in a few hours or so. They haven't changed. Peace. EDIT @Therese, I'm not sure why you can't see the stock ones. PM me with the answers - are they available in a sandbox game? Having you looked in Survivability, Command Modules and Field Science? Did you install it half way through a save?
  9. theJesuit

    [1.5.x, 1.4.x too] SIMPLEX TechTree 1.5

    Apparentry CKAN increases sales downloads but it could also be the southern hemisphere school holidays starting. Hope you poeple are enjoying it! The next update will be when KSP 1.6 drops or Christmas (whatever comes first), and will include a slight change to make Universal Storage II betterer and also support ExtraPlanetary Launchpads along with Keridian Dynamics. In other development news SIMPLEX Resources is coming along nicely. It will include EPL configs to alter the recipes and resources required to build crafts along with configs for B9 so that SSPX and KD will cope with the changed resources. The final piece of the puzzle will be the Kerbalism Simplex profile and also some further changes for EPL that would be similar (but more complex) than the awesome Simple Construction. I can't think of a name though. Perhaps Simplex Life or Living or Codex or Culture something else. Suggestions welcome. Peace.
  10. theJesuit

    [1.5.x, 1.4.x too] SIMPLEX TechTree 1.5

    Now available on CKAN. Thank you @HebaruSan! Peace all.
  11. Thank you very muchly! Peace. EDIT - a quick question, I'm assuming Spacedock will count the number of downloads - or does CKAN provide additional usage stats (even if I have to install something?)
  12. theJesuit

    [1.5.x, 1.4.x too] SIMPLEX TechTree 1.5

    Second request for CKAN. I guess I'll look into it. It may mean I'll have to install it .
  13. Hi CKAN people. I've had a couple of requests that my SIMPLEX Tech Tree mod be added to CKAN. Is it enough to just click the 'add to CKAN' in Spacedock or do I have to make a meta data file with all the stuff in it as well? I'm really not sure after looking through the wiki, and I personally don't use CKAN. Thanks for the guidance. Peace.
  14. theJesuit

    [1.5.x, 1.4.x too] SIMPLEX TechTree 1.5

    Thanks @Cruesoe. I might find time to put through an update over the weekend as I'm working on EPL support (and Keridian Dynamics too) in preparation for SIMPLEX Resources release. Once I'm happy with that I'll update the TechTree. I am kinda keen on delaying till KSP 1.6 drops which my guess is pre Christmas as the update Mk2 landercan is likely to have a name change and it saves having to do a second release. It's a little OCD to keep the release numbers the same. It wasn't intentional! Peace.
  15. theJesuit

    [1.5.x, 1.4.x too] SIMPLEX TechTree 1.5

    Looks like this isn't a Simplex TechTree issue. Thanks for the feedback @AlexOand good luck finding the mod conflict! Peace.