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  1. alrighty. you think its stable enough for save game use yet, or is it better to just wait for the full release?
  2. Just making sure I'm not just being an idiot, but I can't find the download link anymore? Is it still somewhere on the first page or is it in a different spot now?
  3. Yo I'm currently trying to decide what planet pack to use for my first real playthrough since wrapping up Skyhawk Science System, but can't really decide which planet pack to go with. I enjoy relatively realistic planet packs that are still challenging/fun to explore. I had originally been planning to wait for the Galaxies Unbound home system but it seems like that's still a bit far out from release. Currently I'm mostly torn between JNSQ, GPP, or KSRSS. JNSQ is one I've always wanted to try for a while, either on its own, or mashed together with OPM, but there's a few small issues that keep pushing me off from it - I've heard people say its boring, theres a weird visual bug with Kerbin's shorelines that I don't like, and the big visual mod for it (Ad Astra) seems to have some funky glitches. GPP seems really awesome, and challenging too, but it also definetly seems to be a bit dated (especially I remember some of the planet textures being kinda low res last time I tried), and I'm thinking I should probably just wait cause I remember hearing some rumors about how there might be a revamp at some point. KSRSS is really cool, especially the new Reborn version, but I'm not sure if I should start a playthrough there either because reborn still is in development and I'm not sure if it'd be better to wait for it to be fully released so that all the visuals are as good as they can be (especially cuz it seems like a lot of the outer planet moons still look a tad fuzzy). What do y'all think - which one do you think I should try (of the three, or a completely different one entirely), and do y'all think I'm being a little too harsh with worrying about the visuals as well? Ik its not ever gonna get to real life levels of quality, but sometimes the textures just seem very off-putting to me if they are slightly lower res)
  4. Do you have B9PartSwitch on and part upgrades enabled - those are both needed for the mod to function. Aside from that, if you just started the tech tree, you will be limited to only kerolox. You unlock more fuel tank switches as you unlock new engine types. Nah - unfortunately Skyhawk Kerbalism is dependent on Skyhawk Science System. It's hard to explain, but the best way to make configs balanced is to halve the values of all the various supply rules, so that they only use them once every JNSQ day or so. It's not perfect but I think it's close enough If you want to send them here, I could take a quick look
  5. Finally took a look and identified the issue - it's a pretty dumb mistake on my part. The SkyhawkKerbalism folder is named SkyhawkKerbalism12HoursDays in the 12 Hour day version, which messes up the file paths to the textures, which expect just "SkyhawkKerbalism". If you rename the file they'll be there. I'll release an offical version once I idenfitfy the other major issues, but for now renaming the file should do the trick. Do you have part upgrades enabled? The SAS upgrade system relies on part upgrades, so you need them enabled, even in sandbox mode. I'll check out those typos - by chance could you give me the names of some of the experiments which are causing issues so I can troubleshoot them. Also, are you on the 12hr or normal length days version? EDIT: I just saw your issue and will be investigating it later today or tommorow As long as they aren't throwing errors that may be intentional - by default, only probe cores in the "probes" or "science" branches of the tech tree should have storage space. Others don't - this is supposed to help differentiate true probe cores and buses from control/drone core types things (like all the various BDB control blocks)
  6. Skyhawk Science System Version 1.1.0 - "For Science" & Skyhawk Kerbalism V1.0.0 - "A Long Journey's End With this release finally adding Kerbalism support, I am now, nearly 9 months after I first started this mod, I am finally considering it effectively feature-complete. I will still do small updates to fix bugs, and to add features/things I need for my own saves, but I do not plan on doing anymore large-scale support patches anymore. Thanks to everyone who's helped me on this journey, and I hope you all enjoy the end result Skyhawk Science System - Mod Support and Enhancements Multiple Implemented PRs which I can't remember Full Support for Skyhawk Kerbalism, and by extension, Kerbalism as a whole The addition of a automatic patching system to allow for unsupported mods to have their parts still show up properly in the tree Updated the Localization Files Skyhawk Kerbalism - First Full Release A full custom Kerbalism LS profile with semi-realistic mass rates and resource ratios (eg, one kerbal eats one unit of food and two of water a day) designed to make it easy to plan A full breadth of science experiments balanced around the Skyhawk Science System, including support for BDB Many experiments which give you reasons to continue putting early-game science parts on late probes, and to encourage realistic "extended-missions" Multiple "drip-feed" experiments which reward you for maintaining satellites, infrastructure, and bases for long periods of time. A fully-remade ISRU system with realistic rates to force interesting decisions about propulsion choices, and with support for the SSS resource suite Multiple profiles to allow for solar systems with different day lengths (currently only stock 6hr days/426 day years and JNSQ 12hr/365 day years, but more may be added)
  7. Could a mod please lock this thread? I'm not going to be needing it anymore
  8. Good News! i'm almost done with support patches and may try and get a fully functional beta out later today. It's been a very long road since I first envisioned SSS and SK (10 months at this point!) but the end is finally in sight...
  9. That's correct, SSS really only has issues with other part mods and maybe some B9PartSwitch tankage. Aside from that it doesn't touch much else.
  10. I'm assuming you pulled directly from the git? If that's the case then that would explain them both - I'm currently about halfway through the lab rebalance, and both those are errors which are due to that, and should hopefully be fixed soon.
  11. Hi everyone - I've got a quick balance question I'd love to hear people's thoughts on. Right now, Science Labs serve two functions - they can either be used for converting samples into transmissible data, or for a selection of science experiments for a variety of different situations (one each for things like orbit, landed, and splashed down, etc). I'm thinking of changing this to something different to give them more utility. There would be three different ways you could use them: General Studies, where they can process samples into data, and also perform a general science experiment that produces a low amount of science anywhere(like 10 a year at Kerbin, increasing as you go to more distant planets, and can be done either in orbit or landed (slightly more science for being landed)) but is effectively infinite, "Projects", which have specific requirements but give lots of science (two that currently exist are the Lunar Radiotelescope Array and the Colonial Feasibility Demonstration), and a "Sickbay", which has a lot of built in things like Radiation Decontamination Units and Stress reducers to help make bases more viable. Most of the current experiments would then be offloaded to other parts (Off-World Observatory to a telescope, Plant Growth Study to Greenhouses, etc). I think this would be more interesting than the current system
  12. Is that the Corgi from Restock? If so, than in should so long as the proper CryoEngines patch is present. I don't directly engage with converting LH2 engines, as I don't want to step on CryoEngine's toes Thanks for the heads up - should be all fixed now!
  13. Thanks for the heads up and for the narrative to go along with it - makes reading bug reports much more fun. This is a classic example of me realizing there is an issue and then forgetting to fix it - I had meant to add in an early-game parachute for exactly this reason (should be called "Osiris Recovery Chute" or something like that, but then apparently failed to do that. Just pushed an update onto the git repo that should solve that issue. Same deal with the storage space - I had meant to code in a special hard drive for sounding rocket control cores, and then never did it. As for the experiments both being present, that is intentional - SK takes a different tack in regards to experiment configurability than standard Kerbalism. All probe cores only have the standard telemetry report, meaning additional science instruments are needed on most probes (unless they come with other science experiments built into them, like in some BDB probes). This was done to encourage people to actually use all the really nice science instruments that BDB has, rather than just using the probe cores to do all the heavy lifting as they sometimes ended up doing in stock Kerbalism, and also to allow it to play nicely with the tiered experiments that I do instead.
  14. They'd certainly help, but as mentioned in the main post, I would not recommend using it in careers you actually care about - it's still got a lot of bugs and unfinished parts, and is still liable to have save-breaking changes
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