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Cruesoe

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Everything posted by Cruesoe

  1. We will need more information to offer any support. Please read:
  2. I think that's the best approach. I did that myself to confirm that JNSQRealDate works with the latest Kronometer.
  3. It works fine with the very latest Kronometer, as in LGG fixed version, not the bundled one with JNSQ. If your using CKAN just install JNSQ, Kronometer and this and it will work fine.
  4. Final frontier is a ribbon award mod. Kerbals are awarded mission ribbons, that's simply either the ribbons or mod info for Final Frontier.
  5. Hello there, I wrote JNSQ Real Date. I don't believe Kronometer is officially updated to 1.12 yet so I can't offer support at this time. Can you test on a fresh install with the temporary update and no other mods and let me know if you still have the issue.
  6. Delete the Kronometer folder in the JNSQ and install this instead. Do not put this in the JNSQ folder, just install it normally.
  7. Corvus support added thanks to @thunder175 Plus just a few template tweaks.
  8. I found this a little confusing "you will not to go"...
  9. Just a heads up, you might want to give the modders more time than just 24 hours before you start posting feature requests for 1.12!
  10. Thank you, I will update it at the weekend for the new 1.12 release.
  11. These releases are coming so quick that you've gone into the future! Latest release July 2021!
  12. I know you don't require the Community Resource Pack for this but does it play nicely with Rational Resources?
  13. So this is my idea for integrating BDB. A dedicated line in the Tech Tree making handy use of the space available. The idea is BDB are design experts that can design advanced parts for your Space Program. These nodes fall outside the usual costs of the Tech Tree and will be whatever values I think are appropriate for the parts. I plan on splitting the parts by name so largely you will unlock everything required to build one of this in a single node.. The Thor node, the Saturn node etc. I feel that this should allow you to add BDB mid game without blowing up your tree with parts. Everything is work in progress and subject to change. Happy to hear comments and thoughts, let me have it!
  14. Despite my personal interest in Kerbalism this is not a tree for Kerbalism only. Given the sheer number of combinations of mods available I don't intend for this to ever be more than a part adjustment tree. Any other configs that adjust the game will be out of scope of this Tree.
  15. Thank you. I love to get feedback, it really motivates me. The update I'm working on is BDB at the moment. It's notoriously huge but I have a theory I'm working on to integrate it without blowing up the Tree. I'll put up a preview as soon as I'm nearly happy with it!
  16. Yes I use KCT. I am not sure if build times are affected by the larger scale of JNSQ as I have only ever used it with JNSQ. I have used base Kerbalism, JNSQ, KCT and my date mod all together without major issue. The only things to consider when modding for JNSQ are the Habitat timers and Experiment time, both I believe are coded in hours so that results in less 'days'. There is a small bug with the planner showing the default time, so the experiment and the planner Science Archive may disagree sometimes, with the experiment itself appearing to take exactly half of what the Science Archive says it will, due to the 6/12 hour day difference. Habitat can make an early trip to Mun a little challenging so could definitely use a buff for the larger scale.
  17. A year in JNSQ is 365 days exactly. 12 hours per day. I made a real world calendar that works with Kronometer to give you actual dates and months.
  18. Ok so the hours are likely to stay the same therefore the days will be half as each day is 12 hours. That's what happens in default Kerbalism. For JNSQ we might want to look at a custom config to increase duration of experiments and habitat times. Happy to collaborate on this.
  19. Looking forward to this! I almost exclusively play JNSQ these days, will the experiment times scale or are they based on hours and thus will take half the number of days in JNSQ?
  20. Is this a joke post? Mods are the only way to play Kerbal. Mod 'till you break it.
  21. This works largely because of the JNSQ scale. JNSQ is built in a way that each day is 12 hours long and there are 365 days in a year. A stock sized system just doesn't line up so perfectly.
  22. That's not confirmed. I'll test but I think it should work...
  23. @HebaruSan I have tested this on a clean install. JNSQ installed via CKAN and dropped my mod in on top. I've got no errors so please just allow my mod on CKAN and I'll remove the statement in the OP.
  24. It was advice from JNSQ people. I'll test a fresh install and let you know.
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