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Everything posted by theJesuit
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I realise that it is still months away, but can the devs give any indication of whether the TechTree will be easily moddable? Or whether modders can see in the background any indication of things already in the not implemented code? I love the concept that you have going with missions to unlock 'tiers' within the tree and the drop down model - but I'm wondering when official modding support will be released too. Peace.
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KSP2 Tech tree and For Science! VAB (and analysis)
theJesuit replied to Strawberry's topic in KSP2 Discussion
Career mode with the science from Kerbalism Simplex and with AngleCan Progression FTW, one of my TechTrees and 50% science setting FTW. #shamelessplug I disagree - especially if you are looking to make better spaceplanes for flying on Venus. Knowing the atmospheric conditions of Mars meant that engineers could design the current Mars Helicopter. -
Agreed - Science is going to be a heavier mass load from its parts, and ISRU should be too, with a higher EC requirement. SSTE wouldn't be an option probably if the ISRU and drills massed twice as much as the fully fueled plane!
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[1.12.5] TechTrees: QUARTIX 3.7, TETRIX 2.23, SIMPLEX 1.33
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
I think i suggirt IFI-LS in Tetrix, but I might look at supporting Snacks with Simplex Resources in the near future that will have Air and Consumables. -
[1.12.5] TechTrees: QUARTIX 3.7, TETRIX 2.23, SIMPLEX 1.33
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Hi. Quartix only has a small number of mods supported, but the accelerometer listed twice is definitly an issue. KPBSS is a big mod to bring over, but i can have a look. I've never supported TAC-LS but i could add it in. The accelerometer is in this place as it is a science part derived from seeing acceleation from vibrating rockets from the logic of the placement, and allows a science part to be in that branch. I'll have a look at the issues over the next few days possibly. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
theJesuit replied to Nils277's topic in KSP1 Mod Releases
Freeiva with this mod would be awesome! -
Does a science checklist for Kerbalism exist?
theJesuit replied to JohnG's topic in KSP1 Mods Discussions
I'm not sure that what you ask for exists. But it would be great. -
Not in KSP1 or in KSP2 yet! I've thought that myself. It would be cool. The only way I can think of is to make it SO VERY EXPENSIVE so that you only want to harvest it or produce it off world.
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You can removed solar cells with an Engineer on EVA but you can't turn them off unless they are retractable. From memory the fuel cell mechanic works on demand. So if you need .1 EC/sec the you'll get that or .2 EC/sec and you'll get that. The corresponding amount of fuel is consumed and water produced based on the amount of EC that is needed up till the max output. It isn't an ISRU which is really what you want but I don't think exists.
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Yes
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Thank you! I'll download and add it in over the next few days. I've also been considering using the procedural fairings to create a crew loading tower of sorts, or parts to create one. I'm going to spend some time today and tomorrow looking into this.
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They can, like with vanilla kerbalism (Kerbalism Config) this is in the KSP settings menu for the save. Unfortunatly no edition of kerbalism has ever shown anywhere the current % for kerbals back in the KSC. I'm a config manipulator not a coder so I can't help with that sorry.
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Trying to move part upgrades to different tech nodes
theJesuit replied to EleSigma's topic in KSP1 Mods Discussions
I don't have a detailed way of doing it and I'm away from my machine... nor can i remember the exact mechanisms i use... But kerbalism Simplex changes upgrades as per tech tree. It'll be in the Kerbalism Simplex/System/RedoneScience or something and called upgrades. Simplex Propulsion does as add this as well. Have a look at those. -
Hi everyone, I'm sitting here wondering whether I could make a SIMPLEX Asssmbly alternative to KDVA and Simple Construction. Maybe SIMPLEX Assembly Plus, so that you can still use Simplex Assembly with Sandcastle. This would using the welder to create stock based parts, probably with RestockPlus. The idea would be to use the ideas of Simple Construction - the lab would be to create CustomParts, and possibly the ISRU makes MetalParts. A Mobile VAB would possibly use the old mk2 cabin with a resized 1.875m pr 2.5m storage bay with opening doors. I'd make it 5m wide. A 7.5m or 10m wide orbital launch and with too. This would be the same as above but have wide scaffold around it. Using panels to make the scaffold. Another idea is to make a launchpad from a ground anchor. This is only a thought currently. Keep using KDVA for now!
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P7
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[1.12.5] TechTrees: QUARTIX 3.7, TETRIX 2.23, SIMPLEX 1.33
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
QUARTIX Tech Tree updated to 3.6 - Changelog 3.6 moved Ground Anchor to composites (engineering branch) composites Node can be researched from specialisedConstruction OR specialisedEngineering differentialVolumeContainment only needs one previous node to unlock advancedMotors only needs one previous node to unlock -
Updated to allow for some of the parts to be stored in cargo containers.
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Updated to version 3.15 Changelog 3.15 Kerbalism parts now can be manipulated in EVA, and the smaller parts can be stored in cargo containers
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[1.12.5] TechTrees: QUARTIX 3.7, TETRIX 2.23, SIMPLEX 1.33
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
So, working up my current Quartix save, I think that the Ground Anchor works better in the engineering branch with the Ground Tether rather than in the Construction branch with the docking ports. This means it is a more natural progression with landing legs in the Engineering branch and would be in the same node as the Grabber. I also think that i may allow a cross from the construction to engineering branch to potentially skip the landing legs if you want. So that will be a Quartix only update to 3.5. -
You're talking about the basic report for probes? That is renamed as TITE. In any of my tech trees you get acess to it at tier1 i think - not the start, or stayputnik can't do it.
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#shamelessplug AngleCanProgression. Only World First Contracts which are needed to upgrade the facilities and purchase new kerbals. Progression Plus adds in cost of resources such as fuel, but not the parts themselves.
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I actually quite like this. Science and new tech could be implicated by this as well.
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
theJesuit replied to Gotmachine's topic in KSP1 Mod Releases
Ya canneo' change the laws of physics! Unless you are a startrek writer in which case the you never let physics get in the way of a story. or... you are incredibly talented coders. Thank you for another happy update! -
Hi everyone, In the screen grab posted to discord from the Dev video the other day, this picture has the file name of SneekPeak_Hole.png. Is it just me, the perspective or what, but it looks like caves could be a thing? Peace.