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theJesuit

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Everything posted by theJesuit

  1. @Badie and @SQUAD, just wondering if you know how previous devs such as @HarvesteR are getting on with the current spate earthquakes. Still thinking of you all! Peace.
  2. Hi @SQUAD, Woke up to news of the 7.1 only 100 or so kms from Mexico City. My own experience in Christchurch several years ago helped me understand what it is like when massive aftershocks come through and how unsettling they are. We have a saying in New Zealand from the Maori language: 'Kia kaha' which means 'stay strong' or 'stay resilient'. [pronounced in English: key-ar kar-har]. I pray that your families and friends are safe. Peace be upon you and kia kaha.
  3. Really appreciate the work you all put into it! Thank you! This is a great mod for simplifying repetative tasks and automating landings for cinematics. Thanks everyone for the studious work. Peace.
  4. Just hope everyone at @SQUAD HQ is okay after your massive earthquake. I realise that Squad HQ in Mexico City is a way away, but I'm sure you will know people affected. Prayers are with you. Peace.
  5. Personally I disable both Science and Signal from the start but have my own config which copies the changes to the science experiments such as value changes and one run per biome. I think the science config is included in Simplified in my signature. I like the value changes and not having to run experiments several times, and returning material bay and goo back to Kerbin, but got tired of the long transmission waits. Peace.
  6. Kerbalism does disable the Stock Comm Net. This takes places in the kerbalism settings.cfg file. (Kerbalism's replacement is active when Signal = True). It is a little complicated to reinstate the stock system with a save, and as kerbalism's settings are global (affecting all saves), it even affects old saves once Kerblism is installed and the continue with your old save. Even if you remove the mod, it can mean that the stock system isn't reinstated. For that you must change a line in the save persistence file. If you aren't too far into a Save, my recommendation if you don't want the Kerbalism's signal mechanic is that you start a new save AFTER you have changed to Signal = False. Peace.
  7. I'd also add a request for a kerbalism 'refit' mechanic that would enable a mothership or station to have the parts reliability reset.
  8. It does, but doesn't re-enble it in the save file, so it doesn't work, or there is a second line to be change which kerbalism doesn't change back. But this only affects saves that were started with the Kerbalism's Signal mechanic switched on, then has it switched off. Peace.
  9. That's a little unfair, given that within a minute you then praising someone else who re-bundled Stevie_D's original work in the IXS thread! I'm sure @Stevie_D has been caught up in real life issues as they will and do happen to all of us from time to time. I for one am waiting for the central-spinnals for a new save And if Stevie_D decides never to release them, then, well, we haven't given him anything expect praise for the concept, and admiration for his skill but also the occasional disparaging comment. Peace.
  10. You will also need to turn on Signal (KerbNet) in your save's persistance.cfg file. It isn't kerbalism per say, well it is as Kerbalism's signal option turns off kerbnet, but turning off Kerbalism Signal doesn't bring back the stock signal thing. I don't know if that is clear or not. Peace.
  11. Yup I've done that as the dynamical volume for the smallcentrifude is 115m3 and the surface area was 45m2! I suspect that the torus shape is confusing to kerbalism, so I sorted out the cfg file myself using my own guesstimates . However, I'll load the part in the editor, check its volume is sorted carry on building, but the surface area and volume amounts change as I'm mucking about with the vessel. When I get time I'll start with a clean install and fresh kerbalism rather than the custom profile I keep mucking about with for my Simplex development. Just wondering if anyone else has similar issues or just me. Peace.
  12. Does anyone have an issue that the volume of the tokamak centrifuge and other parts that have contain kerbals in kerbalism keep changing their surface area and volume even in flight. I admit to a highly nodded game but just wondered if other people have encountered it as I'm struggling to identify the culprit mod... Thanks. Peace.
  13. AngleCan Simplex development post It's been a while, but some progress has been made, with testing! Hopefully a next beta up SoonTM Ore System This remains as changed. I'm not happy with the way the Ore system applies itself across the planets. Still deciding on manually specifying biomes. Tech Tree I think I am happy with the Tech Tree now as well. This features 8 somewhat independent branches, with flight stability, electrical, crewed flight, science, then engineering, LFO rocket engines, jet engines, and storage (tanks for fuel and ore). It has a similar design to HPTechTree. There is crossover between several of the branches. Kerbalism Life Support is based on Consumables (OrganicSlurry) and Air (BadAir) with the OrganicSlurry and BadAir able to be converted from HydrateOre and MetalOre. Consumables and Air are each used at a rate of one per Kerbal per day. The Kerbalism Gravity Ring has been removed. Use the PorkWorks one instead! A MM patch for the Tokamak released Porkworks increasing the size of the centrifuge by 5% so that the IVA fits better, and has increased storage of Consumables and Air. Atmosphere Leakage is calculated PER HABITAT PART at a rate of 1 Air every 30 days. I'd like to add back in pressure control, but can't seem to work out Nitrogen being replaced by Simplex Air. When I get this sorted, Atmosphere will be a hidden resource. and you'll only see Air in the planner. I may release without this... An additional thought/ desire is to simulate boil-off/ leakage from stock tanks. BARIS I like the simplicity of this, against the complexity of KCT. EPL and Ground Construction and KerbalTrait (Rocket Surgeon) More testing still required. Kerbal Konstructs Will ship with two additional VAB/ Launchpads at the KSC. Planning next release for 1 September (2017). Peace.
  14. Nice! Did you draw these yourself or pull them from the game? Peace.
  15. That is a relativit-ly modest warranty for a clock... I'll see myself out. Thanks for bring this back! Peace.
  16. Only if there is fuel there Peace.
  17. Either you were thinking the same thing, or your skills in modelling are quite not only proficient but incredibly efficient! Peace
  18. Very much looking forward to the drop... This looks very cool. Great work! Peace.
  19. Looks very awesome. Why not angle from the wide top to the narrow bottom of the intakes? The narrow looks to make more sense for the size of your pipes. Then again but as it is for compression of air, maybe not. In saying that I like the top more for all the reasons you said. Peace.
  20. I had this issue prior to 1.2 I think and it pushed me away from this mod. I was just reading through to see if it had been resolved but this will help. Will changing the cfg fix any issues with current ships?
  21. What a great idea! This saves me having to record into a notebook for each save... Thanks @linuxgurugamer! Peace.
  22. SoonTM then ... Which parts will need the B9partswitch? Also, what .dll are the centri-spinnals using for their animation? Is it WildBlueTools? Peace.
  23. The original small Centrifuge had a capacity of four, with a nicely made IVA to show the seating arrangements. It didn't rotate through, which isn't as big an issue as you would think as inflatables wouldn't necessarily have windows!
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