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Everything posted by theJesuit
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Without seeing and experiencing the new models, I have a feeling I'll prefer the 3.75 models, however I am most interested in playing with the centri-spinnals I like a tightly run ship, without excessive numbers of kerbals messing it up - a larger ship is more massive, more fuel required, more LS needed! I also prefer to run my space program from the tier two launchpad, which means around 18-20 tons payload to LKO, and aesthetically only the stock size two fairings for aesthetics and so the 5m model may be too large in comparison. But I'll have to hurry up, wait, and see! So, please don't despair! Peace.
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All Reward Sliders at 10%: COMPLETED!! :D
theJesuit replied to xendelaar's topic in KSP1 Mission Reports
Congratulations! A great read over the past wee while! Peace.- 58 replies
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@linuxgurugamer here we go. Bundled is Layered Animations by Starwaster which has a license of Unlicence. The licence for the centrifuge by Porkjet is I understand is CC-BY. This will only be a temporary link. Peace. EDIT - Kerbalism's alogarithm for working out surface area doesn't work so good with this I think you can specify though in a cfg - I just haven't yet EDIT2 - removed link. PM me if you want it.
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Centrifuge from the unreleased LivingSpace mod by PorkJet
theJesuit replied to notJebKerman's topic in KSP1 Mods Discussions
I looked at this the other day, but it doesn't have an IVA unless I missed it? Correct me if I'm wrong please!- 6 replies
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I have a copy that works but still with Layered Animations... I'll chuck it in a dropbox. When i next login to my PC. I truly have no idea where I got it from. It was a singular part download someone put up some time ago, after Tokamak was released. I know that layered Animations have been superceded as well but what I have doesn't seem to work with the workarounds that were posted. You'll get it when you see it I think. Peace.
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I think it looks good! Will it work for whatever KSP mods add to the EVA kerbal so, different resources for different life support mods?
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This is particularly awesome! I look forward to now using it for my Jeremiah Maneuvers when it is necessary for me to get out and push. Would it be possible please to add in the transfer of resources for Life Support and Electricity as well? Peace.
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@Sin_Phi, congratulations on the release! Peace. I believe it is something to do with counteracting precession. See here for details https://en.wikipedia.org/wiki/Precession
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Heya @Stevie_D, Looking forward to this week's video. Have I missed an Alpha somewhere release yet? Peace.
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Congratulations on an initial release! I'm looking forward to giving it a go this evening! Peace. EDIT - Looks great. Funny loading it when launched deployed, the camera seems to have to refocus from the COM that the part would have had before deployment. Quite excited about IVAs now! But this will be an easy addition, even as is, to any space program.
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Take your time. I think this is going to be one of the best additional new parts since Kerbal Planetary Base Systems, as it isn't just another command pod, tank or engine but something unique amd well thought out! Peace.
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I'm just looking forward to the new domes with EVA-though airlocks I wonder if the KK static creators could put nodes on their trees and such to turn them into 'plant parts'... LS mods could just add their own greenhouse module to each tree.cfg It could add a boost to happiness traits in the more complex LS systems too. Actually, there are parts that surface attach only. I may give this a go. Nice suggestion @NNYGamer!
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Hi Thrimm, was there a beta release that I missed or are you still tweaking? Peace.
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Sorry for the double post... but the domes are just structural parts. The kerbals EVA around them, not 'in' them. Unless you can EVA in a hitchhiker, in which case I've been missing something...
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I'd hope not. As I have a built in gas fire with a pane of glass at the front, I expect the pane of glass to get hot and pass the heat into the room. Peace.
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If the airlocks are on Kerbin you can breathe... or if you are wearing your helmet on another planet inside the domes or edit TR to be breathable in vacuum It simply won't work as texture replacer and KIS/KAS look at the body and atmosphere definitions and decide from that. I've suggested before that it someone could look at flagging a breathable atmosphere when contained within an enclosed cargo bay, perhaps the code for occulding items within cargo bays when in atmospheric flight could be used. Planetary Domes could then specify that the dome was basically an enclosed atmosphere. Peace. EDIT - I wonder if this could be done now that TR is being completely reworked? Pinging @HaArLiNsH for thoughts on this...
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@Thrimm I nearly spilt my precious precious coffee when I saw that you had updated on Spacedock Was that just for a CKAN update or something... or a promise of something just over the horizon? Peace.
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Great idea - especially for you and make the map window be more or less detailed, and pop up windows accessible by other means. Maybe make your post script a little larger so that people notice it Peace.
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Nah, I'm a Kiwi, Aotearoaian, from New Zealand. I googled the issue which suggested me to visit a site that allowed for me to watch... *ahem* But, yeah, non copyright material would be good thanks! Peace.
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Unfortunately the music (whatever it is) from SME is copyrighted and has been blocked from my country Peace. EDIT - Watched @Stevie_D. Found a way. Very nice! Looking forward to Alpha!
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Disabling Stock Resources in Favor of Karbonite
theJesuit replied to spacedoctor42's topic in KSP1 Mods Discussions
Agreed, it just really annoys me with the Survey Scanners have resource options for Ore if I'm running a save with modified parts for mining and isru'ing that don't use ore Peace. -
Disabling Stock Resources in Favor of Karbonite
theJesuit replied to spacedoctor42's topic in KSP1 Mods Discussions
I don't use karbonite, however, if you use MM patches you can disable the Stock Ore. Using something like: !RESOURCE_DEFINITION[Ore] {} will get rid of Ore for scanners and such. You may need to adjust stock parts as well. Peace. -
More aerospikes! Yikes! Didn't know about Arca, so thanks for the heads up! And for some reason the infographic is making me impatient in my wait all the more! Peace.
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Hi all, I have a Module Manager question if some could please assist with! I'd like to remove a resource that has been defined by a mod without having to manually delete it from the mod altogether. For example, Kerbalism adds in a RESOURCE_DEFINITION (water), then defines its locations through PLANETARY_RESOURCE and BIOME_RESOURCE. How would I remove it completely so that the Survey Scanner does not pick it up nor would it be able to be drilled for? Thanks in advance! Peace. EDIT - I resolved the issue: !RESOURCE_DEFINITION[Water] {} Certainly did the trick. Phew. Sorry to anyone who spent time on this!