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Posts posted by theJesuit
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4 hours ago, JadeOfMaar said:
As in, only one can be installed (present in GameData)? That seems unfortunate. But I think @septemberWaves is coming from "If I was the creator of the (famous) Science-Only profile, what is stopping me from delivering that?"
I should have qualified... what you do is change the named profile in the settings.cfg for Kerbalism. It requires a manual change by user. The kerbalism simplex download already has it changed from default.
Changing the profile in the settings.cfg has unintended consequences as so many of the part patches rely on default profile.
From above you can't have two default profiles is what i really meant. I think the first one loaded through the MM magic (which kerbalism may mess with via Harmony? I can't remember) is the one that sticks
You can add in extras to what ever Profile though. I think it adds some for SSPX farms or something.
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On 12/23/2023 at 12:18 AM, septemberWaves said:
Here are my preliminary BDB compatibility patches: https://www.dropbox.com/scl/fo/gj62p00qyjlklzp5u17pg/h?rlkey=v8f4nj2wd2z8nem02pnvv6m8c&dl=0
Every crewed spacecraft has been patched to have enough life support resources to accomplish its historical missions (or, for those that never actually flew, they've been patched to accomplish the mission profiles that they are intended for). Additionally, some of the space probes (particularly early ones) have been patched to have enough electricity to run their associated Kerbalism experiments (at least, the ones that currently exist). I have not yet added custom Kerbalism experiments in the many places that they are missing.
It's important to note that these patches strictly require a custom Kerbalism profile. Otherwise, my edits to the amount of life support resources in capsules (the most important adjustments) get overridden by Kerbalism, and I can't find any way of preventing that without using a custom profile. The only required edits are removing the "supply" line from food, water, and oxygen sections right at the start of the profile; I directly patch crewed parts to provide these resources in quantities needed for historical mission profiles. Stock crew parts are currently not patched in a similar way, but that's one of my next steps (and presumably most people who use BDB will make very little use of stock crew parts anyway).
Additionally, I cannot find a way of making a custom Kerbalism profile actually function. I have no idea what I am missing, but all attempts at making a custom profile result in Kerbalism refusing to recognize the custom profile as one which exists. As a result, I've been working with a directly-edited "default" profile. If you know how to make a custom profile that Kerbalism won't ignore, I'll put one together properly.
There can be only one kerbalism profile - which is initially why I released Simplex. But I would have thought you should be able to patch in changes to resources in crewed parts - it is done for the hitchhiker as an example.
Perhaps patch in before kerbalism a temp module or a tag, then after kerbalism has finished patching then edit resources at that point. If these are command modules, perhaps remove the command modules and add them back after kerbalism.
Peace.
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Great! I'm away from 'the office' but i look forward to looking at this soon. Thanks!
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Was it included as part of the bdb?
4 hours ago, DeadJohn said:@theJesuit What are your thoughts on using TETRIX with Tantares parts?
I searched the thread and saw it discussed 3 years ago but probably never implemented. That's ok; I'm not bugging you to change TETRIX. I fully accept that Tantares is not officially supported so I assume the risk. However, many tech trees do reasonably well with any part mod as long as those parts work with the stock tree.
I'm happy to implement it, however there is a time issue. If someone was happy to create a cfg file then I'll include it.
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On 12/18/2023 at 12:48 AM, Venchez said:
Hello there!
Thanks for your mod! I'm just getting acquainted with it and have noticed a few cases where it seems to work as intended:
1. Is it possible to deactivate habitats that are already active? The button disappears after I activate them
2. Boost Mk3 Shuttle cockpit and Science Lab Air storage - not working
@PART[mk3Cockpit_Shuttle]:NEEDS[ProfileSimplex]:FOR[KerbalismSimplex]
{ @MODULE[Configure]:HAS[#title[Pod]]
{ @SETUP[Pressure?control] -
{ @RESOURCE[Air]
{ @amount *= 3
@maxAmount *= 3
}
}
}
}In KerbalismDefault this increases the nitrogen storage in Setup[Pressure Control] If I also add Resource [Air] to the Setup[Pressure Control] it will work but will remove stock air in all POD without Setup[Pressure Control]
3. Rotation of the GravityRing also cannot be turned off
Hello!
I've been looking at it today - I don't have too much time to look into things. The Habitat disable enable button is interesting - I wonder if it is related to not using nitrogen. The GravityRing may be the same issue.
Ill keep looking into it today if I can.
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51 minutes ago, mattihase said:
Is the date for the update still today?
It is 5.55am in NZ ... not unusual and I expected it on the 20th... Mat Lowne has a stream starting in an hour 7am NZ time, so by then?
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17 hours ago, Watermel00n said:
Hey @theJesuit, i have been using Tetrix with Ground Construction. However, the placement on the ground DIY kit in the aerodynamics strand make no sense to me. Is there any reason for this?
Probably not. It may not be configured properly. Ill have a check in this evening hopefully.
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2 hours ago, WhatALovelyNick said:
That's great! But can I convert an asteroid to some kind of space habitat with this stuff?
Possibly. Stick one on the back of a grapple and see what happens!
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On 12/1/2023 at 9:27 AM, Scarecrow71 said:
A quick review of the tech tree (through what we were shown) reveals that we will still be building rockets before we build planes. Why was this decision made, and what went into making that decision? Is it because the game is supposed to primarily be about rockets and space, or is it because the (perception of the) majority of fans/players of the game are more interested in rockets? Or did you just have to make a decision and here we are?
I can see tech tree modding happening quickly, perhaps not in a massively extensive way straight off, like with Simplex et el. but certainly in a Probes before Crew way, and I think sounding rockets/ fireworks before crewed rocket flight.
My thoughts on planes before crewed rocketry are that it should be at least parallel.
So I'm already wondering how that first 'tier/ tab page' (I really can't think this early in the morning today which one it is) can be manipulated to my head canon.
Peace
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7 hours ago, symphons said:
@theJesuit I think the main problem with a lot of tech trees seem to be the airplane parts, and this is coming from someone who has basically tried every tech tree. Even with GAP, ultimately planes seems to be a dead-end in terms of a career play through.
They simply do not net any science gains considering their value. I can spend upwards of 500science on a career play-through just to unlock an x-1 type craft air-dropped from a bigger plane.
Planes below SSTO capabilities I think should just be much lower science value. A slow flying cargo plane should not take a lot of science to unlock.
I agree, but the limitations of the game allow you to pretty much take a mk1 cockpit and fly it jool with enough boosters. SSTO aircraft are quite straight forward as well.
I think I understand what you are looking for though, as science around kerbin for planes to collect is limited, a large wing subsonic aircraft should be earlier if not fairly early in the tech tree so that we can replicate a X1 rocket to send a kerbal into orbit?
This is what I intended with Tetrix, the Mk3 stuff coming before the Mk2. Not perfect though according to this logic that we are discussing.
I'll have a think about it. Any suggestions?
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@symphons, you make great points and I learnt a lot when i made the newer Quartix tree in regards to balancing and how the early tiny and small size tanks might work.
It some repsects it was a replication of the stock tree, but yes i agree now it seems a bit odd. It looks like i may need to revisit perhaps when I'm on vacation in a couple of weeks.
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Has anyone tried this with Kerbalism?
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4 hours ago, NexusHelium said:
So, these drops actually have a general workaround. It drastically improves frames during launch and just in general when I save the game in a landed state (For example, on the launch pad) and then quit the game and load that save. For me it gets my frames to about 30-40 on average and sometimes even 60 on relatively simple planets (like Moho)
Just a little trick I found that works pretty frequently.
I had seen this - but I haven't had the chance to really give it a go
1 hour ago, NexusHelium said:Of course... My computer is not the best so (presumably, unless my computer is some special piece of hardware) better computers will perform better when using this trick.
KSP Early Access is all about finding work arounds (and reporting bugs). I'm looking forward to giving it a go.
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36 minutes ago, The Aziz said:
Reduce the cloud and water options to low. Clouds become pretty much flat, and water is much less detailed but you can't turn it off like scatterer where it was a fancy shader or whatever, that's how water was made in 2.
Yup. But given i purchased the gaming laptop in 2014 (Asus ROG) it is possibly also a user issue!
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Whist I am sooo pleased at the visuals updates and the amazing performance enhancing in 0.1.5, playing now I get performance stutter when the camera is facing the oceans, clouds whether in atmosphere or in low orbit, FPS drops markedly. I used to get this if I installed Scatterer or whatever KSP1 mod made oceans look much nicer. If the camera is pointing to the stars then FPS is so good!
So I wonder if there we can have an option to remove clouds, or ocean prettiness or both please?
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11 hours ago, kaputzz said:
Hello guys, can someone tell me if this mod is still functioning with current game version? CKAN says it is not! But it looks so good!! Any chance this was adopted by another modder at least? Cheers!
2 hours ago, JadeOfMaar said:It works just fine. It's just parts. Generally, all mods since KSP 1.8 work just fine on any later version. Just tick the checkboxes for KSP versions back to 1.8 and you'll be fine. (Exceptions may exist but are unlikely.)
The mass drivers may have some issues around textures from when the stock part refresh occurred (these used the old mainsail texture) refresh but the parts themselves work fine!
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@Mitokandria, Snacks is added to QUARTIX in 3.7 updated now!
@SpudNutimus, TETRIX update to 2.23 and I've used some for SIMPLEX as well in 1.33 Thank you!
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3 hours ago, dansiegel30 said:
Are there plans to have resource consumption while on EVA? It would be nice that a Kerbal just can't sit outside the capsule with unlimited oxy and subsistence.
Except on Minmus... eating that minty icecream :!
Oh wait - Minmus is now a glassy body, not a sweet sickly dessert. My bad.
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1 hour ago, SpudNutimus said:
Alright, here's the config. It includes TETRIX support for:
Sweet! Thank you. I'll update over night nz time and add in the Snacks support as well.
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35 minutes ago, SpudNutimus said:
Hello, so I'm building a new KSRSS+TETRIX install right now but some of the parts mods I want to use aren't supported. I'm about to try and put together some extra custom configs to place them on the tech tree for my own personal use and I was wondering if you (or anyone else) might want them for TETRIX proper once I'm done so you don't ever have to go through the trouble of supporting those mods yourself. The mods I'm looking to add support configs for are: Ablative-Airbrake, Bumblebee, CryoEngines Extensions, Heat Control, Kerbal Reusability Expansion, Missing Robotics, Near Future Aeronautics, and Supplementary Electric Engines.
I'd love to add them if you want to share the config. Thanks!
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18 minutes ago, Safarte said:
First of all thank you, and modifying the resources consumed and produced in the mod should theoretically be as easy as writing a Patch Manager patch that overrides the values I set in the mod and making sure this patch would be applied after mines.
However changing the UI to take into account those changes would be pretty hard with the way I deal with it now, I could make it more modular in the future, I'll look into it.
When I get some time I need to start looking into the whole modding thing as it seems a little more complicated than the MM patches I am used to manipulating (damn it Jim, I'm a priest not a coder!).
Thanks for looking at modularity .
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19 hours ago, Safarte said:
Kerbals consume Food, Water & Oxygen, producing Waste, Waste Water & Carbon Dioxyde
Well done! This first chance to mod a mod is coming!
I'm a fan of fewer resources to deal with, like combining Food and Water together, and then O2 to Air to keep balancing the mass changes from O2 to Co2 and Food/Water to Waste. How easy would it be to mod your mod to swap out the resources?
Congrats on release!
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15 minutes ago, Chachi_3 said:
click through blocker, tool bar control, astronomers visual pack, scatterer, chatterer, fmrs, harmony, kerbal alarm clock, kerbalism/simplex, mechjeb 2, navyfish, simplex tech tree, trajectories, transfer window planner
i uninstalled my modes and started reintsalling them starting with visuals then simplex. Each time testing the scanner to see if that button option is there. It’s the perform orbital survey button that I’m missing and can’t do. When simplex was installed next is when it disappears from the gui
Ill try and have a look in the next couple of days
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3 hours ago, Chachi_3 said:
I’m using the M700 survey scanner. The toggle gui doesn’t work and it’s displays a message clicking the color monochrome button. I have power and polar at medium altitude and all that stuff, but it only gives me the “no survey data available for the mun”. Is this possibly pertained to simplex that I missing or do I need to take out mods one by one. I didn’t think it was a mod issue because of the message it gives me. The only other thing is I have the scanner clipped in the craft a bit. But I’ve never had an issue with that before. I can provide additional info
Strange. What mods are you using?
[1.12.5, and prior] SIMPLEX Resources 1.14
in KSP1 Mod Releases
Posted
Thanks @JonnyOThan, @Aelfhe1m and @Shadow Wolf TJC,
Haven't had time to kerbal this year really so I'm hopefully able to offer a patch soon to include this fix.
Thank you @Bimo1D for the translation!