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theJesuit

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Everything posted by theJesuit

  1. If that's what I think it is... 'gardening'... creating objects to plant?! If not, but rather a more RL garden, then happy Easter planting! Peace.
  2. Coding. And it stops the kerbals returning to their stations too early. And forces you to taken into account stress for being cramed in a hitchhiker for a couple of days because that the design team didn't make the centrifuge and cupola the storm shelter...
  3. I don't know about 1 and 3 as I don't use those mods. As for 2), yea, undock or turn off habitation in unshielded modules as this will force you to cancel warp, move your kerbals to the intended shelter for the duration of the CME. I guess kerbalism can't or won't read your mind in terms of where you think your kerbals might be hiding and the intention behind a particular part being your storm shelter. IMHO radiation and CME is one of the must have elements of the game that Kerbalism provides. But that's just me. Peace.
  4. @Ger_space or anyone else @SpannerMonkey(smce)... a couple of question(s). Is it possible (or could it be) to have a kerbal 'construct' a static ingame... I'm thinking along the lines of Ground Construction regarding time and such. Land where you want, then mark out a site, then 'build' a static, but it happens only the course of a number of days and requires particular part to be present nearby such ISRU, drills, or resources 'available' to the kerbal? Is it possible to make a static such as a flat pad that has colouring dependent on the biome that you are in? I'm not asking if its in the game, only whether it may be possible. I don't want to delay current the current project (especially and hopefully stock static additions!) Ger-space's time is too valuable, and I am sure SpannerMonkey's is too. Peace.
  5. Thanks @taniwha I really like EL, especially as it does the orbital builds and I find it works okay, especially more recently as I've come back to it alongside Kerbalism and KCT. I appreciate the detail going into the storage of rocket parts, and as I thought about the added resource of MetalOre, the more I like it (discussion held previously). I think though that previously the recipe system the MKS introduced with Material Kits and Specialised Parts was good. It was basically the only thing I had MKS installed for from memory. On my current career play thorough the Ore only patch (removing MetalOre) and simply creating rockets in a couple of steps has been just a little too simplistic. I obviously like simple... but maybe just not too simple. So thanks for the clarifications, and the work going into this particular mod. Peace.
  6. Congratulations on your release! Peace.
  7. Big update and after 7 hours not a single complaint! Great job @ShotgunNinja! Thanks for the ongoing, amazing work. Peace.
  8. That's why you need 500 labs... I like the idea of generating a experimented resource in a lab that is returned to kerbin for science.
  9. Just make sure that you also move all your kerbals into the shelter
  10. In regards to the storm shelter solution you suggest, if you had single hitchhiker that was max passive shielded, and during the solar storm put your crew in there, then turned off 'habitation' in all your other crew parts, does this not produce the same effect as decoupling from the ship? The rest of your post was very useful. Thanks!
  11. @TheFranchise1024, yes. I do remember having the issue myself at some point - but I can't remember, I think it was because I update Kerbalism itself and didn't change the settings again! I'm a little tied up at the moment so I'll have a look later. Thanks for the encouragement. EDIT - Think I found what may be the issue based on experience noted above too. Close the game Go to your Saves folder (instead of Gamedata), then the folder of your save. Find the persistence.cfg file. This is your SAVE. If you break it, you lose your hardwork! Make a copy and call it anything. Like, persistence-copy.cfg Open the persistence.cfg using Notepad (or Notepad++ if you have it installed) Look for the difficulty settings entitled DIFFICULTY, should be about 70- 80 lines down. If EnableCommNet = False, then change it to EnableCommNet = True Save the file. Load the game and see if that helps. Let me know if that worked for you! Peace.
  12. Totally agree with the resource system comment/ clarification. I know the reason for Squad calling the standardised resource Ore but Hydrate seems to be a better fit for what you can use it for in stock (couldn't think of that term for my above post). This conversation has been quite useful for me and I think if I ever did a Simplified pack across GC EL Kerbalism et al. Then I'd probably redo the resources for it to make it quite clear. Thanks! Peace.
  13. I'd really love a kerbal model reshaper to be able to replace a kerbal head with those of my children... Then when we play KSP together they are in the craft with Val and Bill. Couple of Christmases ago I turned a moon mission into a story book and got it printed in hardback as a present. That required some bad mspaint-shopping of face photos into various scenes.
  14. I myself am in two minds. I like the idea of KISS [Keep it Simple, Stupid] that Squad went for in stock. Ore as the magical substance within the crust in some areas that can be utilized for fueling rockets. I've carried that idea across to my Kerbalism profile (shameless plug for my sig) as Ore being the source for generating Air and food/water as Ore isn't just rocks per say, but elements that are able to make fuel and oxidiser and monopropellant, so why not the base elements for food/water air as well? What is the question in my mind is that if Ore is actually elements/ organic chemistry chemicals (fuel etc), and only makes up 5-10% of the rock in a reasonable location, then what is the other 90%? Surely that is the stuff we want to build solid rockets from? So MetalOre then makes a bit more sense, in density and use. But it lessens the KISS principle. Having only Ore, and not worrying about what I said above however, if you are on a planetary body then Ore is basically free you just need to extract more (more time) to be able to make your rockets. Asteroids won't give you a much bang for your buck. Peace.
  15. Funnily enough, there is a mod for that. What would also be useful, is for the stock contracts such as satellites et al, there is a time factor in them appearing (perhaps to coincide with a stock KCT), rather than complete contract and get the similar straight away. If it has been done before and uses a rocket within 10% of the original (replacing only science parts or something) then a separate 'launch' option to repeat would be. Perhaps no reputation bonus, science or lesser funds received for the contract would be good as we have 'outsourced' the contract. If the contracts only newly appear every ten days or so this would reduce spamming then as being a little OP - or if we completed ourselves then we would get higher bonuses. It would save on the grind!
  16. We are playing a simulation of a space program . I'd like a KCT that is stock. And the load screen, your actual craft being transported to the launch pad, but even if it was just out of the VAB's doors! Peace
  17. You're best bet is to create a Profile and then manually point kerbalism to it. That's what I've done with KerbalismSimplified (see sig). Copy the default profile and just edit the processes you wish to change.
  18. Not sure about the tower but the gantry was moving with Infernal Robotics part rework. Peace
  19. I seem to remember an idea of putting up a retrofitted USA yellow school bus being mooted on the forums or elsewhere. I cant find it. But the discussion talked about sealing for atmosphere, airlocks rcs etc. It was some time ago. Then... https://arstechnica.com/science/2017/04/spacex-to-launch-silliest-thing-we-can-imagine-on-debut-falcon-heavy/ Anywho maybe Mr Musk would consider this for his Falcon Heavy test. What an educational joy that would be! Anyone with his email want to pass this idea on? Peace.
  20. Agreed, but not to bug Tokamak who I'd obviously caught up with other things possibly RL. I'd hope that a refurbishment would also include a rotating internal as well but I think that would be a whole new part not a retrofit. Peace.
  21. Hi all, An Update! Rescue contract gift resources should now be fixed with updated values of approx 15 days - I may have to alter this as I still give 1000units of EC. Any suggestions? I looked at adding in the new non-regen scrubbers for EVA kerbals, but decided not too. Peace.
  22. @ShotgunNinjaI think from Kerbalism 1.1.9? you changed the name of resque to rescue? I just noticed comparing the latest download to my profile as I still had rescue spelt with the q. All in all, probably a spelling mistake from my end. Sorry! Peace.
  23. Just wondering... what would it take to change the density of stock ore? Could that be achieved through an MM .cfg patch? In which case I could write up a download patch for it that would also adjust the parts from EL. I had been thinking of doing something like this anyway. However now that I know the reasoning do like that stock ore is something spongy and light to make rocket feul and life support stuff from. Metals are then a different kettle of fish. Peace.
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