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KSP2 Release Notes
Everything posted by JedTech
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
JedTech replied to Claw's topic in KSP1 Mod Releases
I'm signing off for the night. But I will definitely test tomorrow and will report my findings. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
JedTech replied to Claw's topic in KSP1 Mod Releases
Has any one tried the ChuteQuickLoadFixer while using the RealChuteds Mod? Just curious if it could cause a problem. I guess I'll try it and see. -
Take-Off!
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I think Squad should brainstorm and find something besides physics that they can alter in order to give the player benefits from having happy/experienced kerbals. Ok, I'll brain storm for them: Experienced Kerbals require less life support and electricity. Their happiness meter could stay higher for longer missions. Experienced Kerbals can run faster during EVA. Experienced Kerbals get higher science returns due to their scientific skills.
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:cool:"What if I told you..." that when a Kerbal is in a spaceship they are connect to a Matrix. This Matrix provides energy to the ship by sucking it from the bio energy of the Kerbals. The more experienced/badass a Kerbal is, the more bio energy they provide. This energy is then used to increase the efficiency of the engines!?!?
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Perhaps this would be better done by having more accurate SAS when better pilots are present.
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Follow me on Twitch We'll be landing on all 5 Jool Moons Friday night starting at 10pm Eastern. Mission Objectives: Primary objectives (required) Loss of any of these objectives will constitute a failure of the mission. Jool Transmit Science data from Jool SOI Obtain Stable Orbit around Jool Laythe Transmit Science data from Laythe SOI Obtain Stable Orbit around Laythe Transmit Science data from the surface of Laythe [*]Vall Transmit Science data from Vall SOI Obtain Stable Orbit around Vall Transmit Science data from the surface of Vall [*]Tylo Transmit Science data from Tylo SOI Obtain Stable Orbit around Tylo Transmit Science data from the surface of Tylo [*]Bop Transmit Science data from Bop SOI Obtain Stable Orbit around Bop Transmit Science data from the surface of Bop [*]Pol Transmit Science data from Pol SOI Obtain Stable Orbit around Pol Transmit Science data from the surface of Pol Secondary objectives (expected) It is expected, but not demanded, that most of these objectives will be met. Jool Transmit barometric, atmospheric, and temperature data from Jools upper atmosphere. Collect High and Near science using all relevant experiments onboard the Mothership. [*]All Moons Transmit High and Near science using all relevant experiments onboard the lander spacecraft. Transmit Surface science using all relevant experiments onboard the lander spacecraft. [*]Laythe Transmit barometric, atmospheric, and temperature data collected from Laythe’s upper atmosphere. Tertiary objectives (desired) These objectives may be attempted, though they may be skipped in favor of the above objectives. Bop After transmitting initial results, perform experiments again retaining information for a return trip to Kerbin. Return high value science to Kerbin orbit (for SSTO pickup). Pol After transmitting initial results, perform experiments again retaining information for a return trip to Kerbin. Return high value science to Kerbin orbit (for SSTO pickup). [*]Laythe Transmit barometric, atmospheric, and temperature data collected while Flying in Laythe’s lower atmosphere. Transmit science from both Land and Sea. May require unconventional use of ION Thrusters and SAS. CAUTION: May result in catastrophic damage to spacecraft.
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Collect science like a pro! Learn all about Minmus Biome Hopping. Thursday at 11am Eastern time. Follow me on Twitch!
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Module Manager or maybe a texture compression or memory management mod. Part Catalog would be great.
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I think I need more instruction, or something isn't working as intended. I've got my landingsites.cfg placed in my mechjeb folder (due to lack of any other instruction). I copied the contents of this file: https://raw.githubusercontent.com/MuMech/MechJeb2/master/LandingSites.cfg and notice the 3rd site I've added to LandingSites. MechJeb2Landing { LandingSites { Site { name = KSC Pad latitude = -0.09694444 longitude = -74.5575 // body = "Kerbin" // if not set defaults to the starting world (Kerbin, Earth for RSS) } Site { name = VAB latitude = -0.09694444 longitude = -74.617 } Site { name = Mid Runway latitude = -0.049284 longitude = -74.621956 } } Runways { Runway { name = KSC runway // body = "Kerbin" // if not set defaults to the starting world (Kerbin, Earth for RSS) start { latitude = -0.050185 longitude = -74.490867 altitude = 67 } end { latitude = -0.0485981 longitude = -74.726413 altitude = 67 } } Runway { name = Island runway start { latitude = -1.517306 longitude = -71.965488 altitude = 132 } end { latitude = -1.515980 longitude = -71.852408 altitude = 132 } } } } I would expect my new "Mid Runway" site to be available in the Landing Guidance module, but still my only options are VAB and KSC Pad.
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
JedTech replied to Arsonide's topic in KSP1 Mod Releases
Try playing with much lower Funds rewards. Then you will be grateful for the strategy option. -
That will obviously vary by person. I personally have been using a 40% science and Fund reduction and a 60% reputation reduction. This has been a fun balance for me. But some people do not like to work hard to collect all the science. People just like different things. Soon, I want to restart my career again and reduce funds even further so that I am forced to make really efficient designs.
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Reading his license link on the OP, it appears you are allowed to remix, transform or build upon according to the Creative Commons license So you just need to attribute Gaius, don't sell it, and use the same Creative Commons license: and then you are free to share.
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What would you want in the next update (0.90)?
JedTech replied to EvilotionCR2's topic in KSP1 Discussion
1. Gas Planet 2 1.b volcanic moon (hellish planet with atmosphere) 2. Just a few Biomes per planet (not too many) 3. More powerful RPG or nuclear Power generation part -
Is Reputation Useless?
JedTech replied to Andrew Hansen's topic in KSP1 Gameplay Questions and Tutorials
I am playing with 40% Science and Funds gains, so I have found that Reputation is the currency I have enough of. Therefore I am using the new Administration building to use strategies that sacrifice reputation for science and funds. -
[0.23.5] Goodspeed Automatic Fuel Pump v2.14.1
JedTech replied to Gaius's topic in KSP1 Mod Releases
FYI, I've been using GoodSpeed Automatic Fuel Pump with KSP 0.25 without any problems. (Using Windows 32 bit) -
Gaius hasn't been around for a long while. We may need to remap the textures ourselves. Let's see if the license allows us to help out.
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Here's what I've decided to use for my first 0.25 Career: Allow Revert Flights: ON I like to test and quickly get back to the VAB. Allow Quick Load: ON Mostly so that the Kracken does not ruin my flight after many hours of play. I'll try not to use it for other reasons Missing Crews Respawn: OFF Once dead, always dead. Auto-Hire Crewmembers before Flight: OFF I want to hire them myself. No Entry Purchase Required on Research: OFF I'm excited for the difficulty added by having ave to purchase these! Indestructible Facilities: OFF Boom! Allow Stock Vessels: OFF Starting Funds: 10,000 (Hard) Starting Science: 0 (Hard) Starting Reputation: -100 Might be fun to role play that I am starting a space program with a bad reputation. Science Rewards: 40% I want to work hard to get through the tech tree. Funds Rewards: 40% Funds have been generally easy in the past. I want it to be Hard but not impossible to proceed. (I don't do part testing) Reputation Rewards: 60% (Hard) Funds Penalties: 200% (Hard) Reputation Penalties: 200% (Hard)
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What difficulty settings are you using in your new Careers? Let us know Easy, Normal, Moderate, or Hard. Of if "Custom", post your response in this format: Allow Revert Flights: Allow Quick Load: Missing Crews Respawn: Auto-Hire Crewmembers before Flight: No Entry Purchase Required on Research: Indestructible Facilities: Allow Stock Vessels: Starting Funds: Starting Science: Starting Reputation: Science Rewards: % Funds Rewards: % Reputation Rewards: % Funds Penalties: % Reputation Penalties: %