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Everything posted by theJesuit
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theJesuit replied to linuxgurugamer's topic in KSP Fan Works
Shame about the licensing issue you have due to your twitch and forum handles... I think that the alternate one posted is okay, but a little simplistic. Perhaps a more 3d penguin with smaller wings with single boosters brandishing a toy rocket? Peace.- 1 reply
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Shielding effectiveness is averaged over all habitable parts that have habitat switched on. If you want to save them from CME storms then turn off habitability in all other parts whilst they are in the shielded hitchhiker. You will lose the benefits of having lots of space though and you'll lose atmosphere when reenabling the habitat when you arrive at Duna. Peace.
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I use them on 1.2.2. That link for Kerbal Konstructs is to an old thread. The new version is linked at the end of that one I think. Peace.
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What new part do you want?
theJesuit replied to Ferdoni's topic in KSP1 Suggestions & Development Discussion
These would be awesome I agree. I would add in a 3.75m hitchhiker cabin with suitable IVA scene. With the ground anchor it may require a plugin, but for a ground anchor to replicate via a toggle a launch clamp that is not stageable. Peace. -
Great questions, It means that no crewed and inhabited part is completely sealed. Air will always get out. Kerbalism (vanilla lol!) then requires you to top up the pressure with nitrogen for each part that has habitat enabled. Nitrogen then becomes a VERY necessary resource. Simplified (and soon to be Simplex too) simply says, Air leaks and is lost, just keep adding more Air until it is gone. I believe Kerbalism will also eventually add in the idea that you lose atmosphere when you go on EVA. I'll look into this and how it might be implemented in Simplified - it may be just a stock amount of Air is lost each time. Yes, I'd like to implement Soylent too! I've been focused on Simplex, and aside from the mods specifically needed for the function of Simplex I haven't added in extra mods. If I get time I'll chuck it in. It shouldn't be too hard - the easiest way would be to add the soylent parts into the Simplifed Profile, copying the Greenhouse section but changing the part name. You may also need to edit out Soylent's own part configs so that they don't clash. Shouldn't be too hard. Peace.
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Kerbal Construction Time/StageRecovery Dev Thread
theJesuit replied to magico13's topic in KSP1 Mod Development
Thanks @magico13, and wow I even posted underneath that particular one! Edit, and ninja'd by @JeffreyCor. Thanks! Whilst I know that your time is precious, would allowing rollouts to other KK launchpads be possibly implemented by KCT, or is it a KK issue? Peace. -
Kerbal Construction Time/StageRecovery Dev Thread
theJesuit replied to magico13's topic in KSP1 Mod Development
Whilst I'm away from my computer, I remember hearing issues with KCT and KK that needed a work around for launching correctly. Is this still the case does anyone know? Sorry if it's been addressed recently my Goooogling found something from 2014... Thanks, Peace. -
[WIP] AngleCan SIMPLEX Living 0.10 updated 7 January 2019
theJesuit replied to theJesuit's topic in KSP1 Mod Development
AngleCan Simplex development post Ongoing work completed as at 2017-04-26 Simplex Ore System Done, with balancing required (see post 3) Other Resources added: Done (see post 2) Kerbalism Simplex Profile: Done (see post 2) KerbalTrait - Rocket Surgeon This is now done. Rocket Surgeons will increase in efficiency and skill as they level up - 1.0, 1.1, 1.21, 1.33, 1.4 Engineers will also be able to construct things with GC, EPL when they reach L4 and 5, but only at a rate one less than Surgeons. i.e. 0.0, 0.0. 0.0, 1.21, 1.33 Ground Construction So in an update to post 2, you can't build kitsets in kitsets. This does kind of make sense. Some Original Post preamble thought changes below which will be updated in the Beta Release. Kerbal Construction Time Begun looking at pairing the KCT timing with level of the VAB, and way GC applies the timing of builds. Probably not feasible Kerbal Konstructs @Ger_space has been looking into the Stock Statics, but is finding they are buried deep in the code and may be too hard to extract for KK. This may mean the nice looking, but not stock alike graphics. Thoughts on the process so far (the re-looking at the preamble): One of my head goals was to create a more user friendly and visceral Kerbal Construction Time, which I expressed in the preamble. It was also a desire so that the rocket building time of KCT, GC and EPL would be an experience shared whether launching from the KSC, from a base on the Mün, or as far out as Eeloo. I have since realised that to do it the way I envisioned (launch in stock and do the GC builds on the LaunchPad) wouldn't work as I'd never be able to launch a Kit from the KSC Can't have a kit result from as part of a kit build). It was becoming far too convoluted, so I'm going to drop this (perhaps, for now!) So continuing on... Simplex will have its BETA release on 1 May (2017) as planned - with the Kerbalism Profile, Ore System and KerbalTraits that will add Surgeons if GC or EPL are installed as outlined in this development post Ground Construction and Extraplanetary Launchpad Changes: Yet to be done: Clean up of Ore Patch codes. It works, but may have issues with non stock planets. TechTree adjustments. Extraplanetary Launchpad changes for the GC section and also recipes for EPL only. Put aside for another day: Aligning Kerbal Construction Time with Ground Construction and Extraplanetary Launchpads Peace. -
soriddo roketto busuta do, the way of the SRB
theJesuit replied to kermand's topic in KSP1 Discussion
Is soriddo roketto busuta the tagine for your agency? At first glance it sounded like an order of Kerbal ninja monks. Can't help otherwise. I find SRBs, although cheap, are heavier than the LFO tank and engine equivalents, and the launchpads have a limit on mass rather than price :! Peace. -
Thanks for the confirmation @Streetwind. Is there also a modifier/ trait that means Tourists can't EVA, or can they? I seem to remember that they can't. Peace.
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Good to hear that KSP playing has been happening! Peace.
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I think you are in the right place Rule { name = eating input = Consumables output = OrganicSlurry rate = .5 // 1.77 Kg per-day interval = 10800.0 // 2 meals per-day degeneration = 0.03333 // 30 meals, 15 days warning_message = $ON_VESSEL$KERBAL is hungry danger_message = $ON_VESSEL$KERBAL is starving fatal_message = $ON_VESSEL$KERBAL starved to death relax_message = $ON_VESSEL$KERBAL is enjoying some snacks right now } I think you want to either change the rate, or the interval. The rate is how much is consumed in a single 'meal'. Simplified makes the amount 1 unit required per day - at a weight of 1.77 which is what human people need apparently for food and water (based on Kerbalism's original mass of IFI, I can't remember!) The interval is how often the meals are in seconds. 60secs*60mins*3hours = twice a day for a Kerbin 6 hour day. Two meals per day to eat one unit of Consumables (food/water) So to reduce the rate, increase the interval so that meals happen less frequently, or reduce the amount eaten per meal. I honestly have no idea what degeneration does Does this answer your question? Peace.
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The air is thin enough to make the higher ISP engines plausable. Below, Kerbal Konstructs is the mod you want to make bases. Just find yourself a site that you like a voila! As for how high, there may be a discussion around that tells you how high you need to be to make the LV909 or the Nuke engine word efficiently. I'd go for that altitude. Peace.
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Hi all, Can someone who is in the know please explain what the 'modifiers numbers in Kerbal Traits are? Pilots EFFECT { name = GeeForceTolerance modifiers = 1.3, 1.45, 1.6, 1.85, 2.0 } Engineers EFFECT { name = GeeForceTolerance modifiers = 1.1, 1.2, 1.3, 1.4, 1.5 } Scientists EFFECT { name = VesselScienceReturn modifiers = 1.05, 1.1, 1.15, 1.2, 1.25 } EFFECT { name = PartScienceReturn modifiers = 1.05, 1.1, 1.15, 1.2, 1.25 } EFFECT { name = GeeForceTolerance modifiers = 1.1, 1.2, 1.3, 1.4, 1.5 } Tourists EFFECT { name = GeeForceTolerance modifiers = 0.75, 0.75, 0.75, 0.75, 0.75 } I'm assuming that the .75 means that they can EVA or pilot or anything - but how do the numbers relate? Actually, I think I've just worked it out... it's the modifiers based on skill levels right? BUT HOW DOES the game know that Tourists can't EVA? Seems simple when you really look at it. Thanks. Peace.
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Away from computet currently, so i cant test (and it was late last night). I think I tried this but GC would let the Kit deploy but not start construction with an error that Engineers weren't in the workshop this was if I had Surgeons with Construction Skill. If I put engineers in it worked fine. Edit - thanks @RoverDude, and @allista, I did think that the ConstructionSkill was the way to go, but in tiredness last night couldn't get it to work. I suspect spelling. It is working now! I also assume that giving the Engineers the modifier of 0.0, 0.0, 0.0, 1.0, 1.0 that only L4 and L5 engineers will be able to do any construction? Peace.
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[WIP] GoingUnderground - Subterranean Habitats Mod
theJesuit replied to steedcrugeon's topic in KSP1 Mod Development
True. You could add the launch clamp module to the part's cfg, but you would have to deploy from EPL or a GC DIY Kit. That would secure to the ground Peace. -
[WIP] AngleCan SIMPLEX Living 0.10 updated 7 January 2019
theJesuit replied to theJesuit's topic in KSP1 Mod Development
AngleCan Simplex development post Ongoing work completed as at 2017-04-21: On Track for a Beta release 2017-05-01 Simplex Ore system: Was having issues with ISRU parts continuing to have the option for stock Ore conversions. Thanks to @Sigma88 this was resolved, and will result in cleaner MM patches across the board. Thanks! Other Resources added: Done (see post 2) Kerbalism Simplex Profile: Done (see post 2) KerbalTrait - Rocket Surgeon Started work on this, but Ground Construction may be hard coded to only recognise Engineers. If this can't be addressed, then a potential workaround would be rename Stock Engineer to Flight Engineer and use the Engineer for my own purposes... with an in game rename of Surgeon. Ground Construction Started work on this. Looked at stripping out the mod. I think I reduced the mass of a module kit. The ModuleParts will be hard to manufacture for use with EPL (not a concern when spawning at KSC) I'll need to look at reducing cost of MetalParts to nil, and spawning the DIYKit at the full cost of launching a rocket. An issue I haven't yet considered... can you spawn a kitset within a kitset? EDIT 2017/4/24- I think it breaks the Universe! Unbelievably, the first time that has ever happened to me Kareken yes, Hell Kraken yes, Fire Kraken yes. Now this! -------------------------------------------------------------------------- Yet to be done: Clean up of Ore Patch codes. It works, but may have issues with non stock planets. KerbalTrait - Rocket Surgeon - noted above Ground Construction adjustments - as noted above. Launch workshop needs to be decided upon, with major adjustment on attachment node to allow for KSC launch Spawning to occur at a safe distance for the final deployment. Is there Kerbal Alarm Clock functionality? Extraplanetary Launchpads adjustments Tech Tree adjustments Kerbal Konstructs to allow KCTalike multi-build functionality - may need to wait Balance Runs -
Hi @allista, I'm really enjoying this mod. I would like to mod some additional functionality. Is there a way for me to create a new kerbal Trait and not use (or additionally use but make the new Trait equivalent to a L4 or 5 engineer)? Thanks. Peace.
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Heyho, I need some help please in writing a patch config - I've been looking through the documentation, but haven't found what I am looking for. Google also isn't pointing me to the answer either! I am wanting to change the ISRU config to need Ore, with my own resource, HydrateOre. Can someone please point me in the right direction?! What I think I am stuck with is the Input_Resource node has no 'name' associated with it - only ResourceName = Ore. Is there a straight forward way of changing the whole thing? Peace.
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[WIP] AngleCan SIMPLEX Living 0.10 updated 7 January 2019
theJesuit replied to theJesuit's topic in KSP1 Mod Development
AngleCan Simplex development post Ongoing work completed as at 2017-04-20: Simplex Ore system: Removed Stock Ore by making appearance in stock planets nil. Added HydrateOre, MetalOre, and RareOre and may need balancing HydrateOre will appear as often as old Stock Ore MetalOre will also appear as often but will increased concentrations RareOre has 80% chance of appearing on a body Scanners updated for three Simplex Ores Drills updated for the three Simplex Ores. All drills can drill any ore type. ISRU updated for the three Simplex Ores. Kerbalism Chemical Plant only converts HydrateOre to OrganicSlurry + Air Stock Mini ISRU does the same but will also generate the stock fuels Stock ISRU does both again, with increased efficiency and Temporarily will convert MetalOre to MetalParts and RareOre to ModuleParts Other resources added: Consumables, OrganicSlurry Air, BadAir MetalParts ModuleParts Kerbalism Simplex Profile: Profile created based on KerbalismSimplified with change from ConsumedWaste to OrganicSlurry eating and breathing 1 unit per day, atmosphere leakage (1 unit per 30 days), scrubbers, radiation, stress -------------------------------------------------------------------------- Yet to be done: KerbalTrait - Rocket Surgeon Ground Construction adjustments Extraplanetary Launchpads adjustments Tech Tree adjustments Kerbal Konstructs to allow KCTalike functionality Balance Runs -
SIMPLEX Living Seeing the coding among the stars... Now released https://spacedock.info/mod/2067 Please see the release thread https://forum.kerbalspaceprogram.com/index.php?/topic/181681-161-simplex-living-11/ Resources with Simplex Ores and EPL recipies now part of separate mod SIMPLEX Resources. Tech Tree and engine nerf part of separate mod SIMPLEX Techtree. An extension of the Engine Nerf with fuel changes now part of separate mod SIMPLEX Propulsion. Simplex Kerbalism Profile LifeSupport that combines food and water into Consumables, with a waste product of OrganicSlurry. Breathable Air and non breathable BadAir replacing oxygen and CO2. A simplified system when 1 unit of Air or consumables equates to 1 day of usage per kerbal. Masses remain the same as vanilla Kerbalism (i.e. realisitic) although Air is heavier that O2. Air is used instead of Nitrogen to maintain atmospheric pressure. A buildup of BadAir will result in asphyxiation of kerbals, but can be scrubbed the same as vanilla Kerbalism (scrubbers no longer convert BadAir to Air). Rocket Surgeons as a tourist style kerbal that will be used in construction Kerbal Konstructs instances placement of additional stock launchpads at the KSC. ResearchBodies style laboratory contracts Kerbalism and Life Support changes: Kerbal Konstructs: Please let me know what you think. Peace.
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Use KURS style camera for multiple camera shots. Don't know if a camera window will stay open in IVA mode though. Peace.
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Something I've wanted for a while is a mod to intergrate with texture replacer so that if a kerbal is standing within a closed fairing or cargo bay, then you are able to remote the kerbal's helmet, even off world such as in orbit or on the mün. I figure this may be possible with something like the occlusion thing for reentry heat or hiding parts in fairings and cargo bays from the atmospheric drag model. Also a mod that could replace a kerbal head with a more human looking one, with a GUI to adjust the model to my kids faces. Peace.