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Everything posted by theJesuit
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Hi awesome Mod makers! There is a new mod Planetary Domes, where the promo video includes the domes on Eve and Duna and shows the kerbals running around inside the domes with their helmets off. This was one with camera and config editing quackery. In thinking about this further, would it be possible to add some function to Texture Replacer with the helmet off in nonbreathable atmosphere or airless moons in certain conditions like in a cargo bay with the the doors closed? Perhaps using something similar to the stock occlusion rules. Peace.
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I just had another thought, but this also might need some plugin .dll magic from somewhere. Could a similar system that stock uses to 'occlude' parts inside fairings, or storage bays, or cargo bays, be used to suggest that anything within the collider area of a dome or tunnel be specified as 'atmosphere breathable'. I might add this as a request to the Texture Replacer people and link that back here as nodoubt a few modders could utilise this to there advantage. This would be especially useful if you made the domes like the SSTU option, selecting types of airlocks. When an airlock is 'open' that would then remove the breathable toggle, (like when cargo bays are open and they don't occlude the air flow of the internals), so that texture replacer then puts the helmets back on the kerbals with the dome. Peace. EDIT - asked a query in the Texture Replacer mod forum. http://forum.kerbalspaceprogram.com/index.php?/topic/96851-11-texturereplacer-2413-442016/&page=58
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I also wondered about this and assumed it was cinematic mod trickery! It would be nice to know if that would work. Though to remove helmets It would also be great for a feature part if there was an 'airlock' or door like Kerbal Tubes' docking iris to be able to drive rovers into a tube or dome. Thoughts on how domes could be passable: looking at SSTU's way of having one part with options or KPBS' corridor nodes that change shape and colliders when items are placed on the attchment nodes, could you build this in with the iris style door, when it is attached the dome section changes shape allowing for it to be seamless. Possibly you could use their .dlls to achieve the desired results. Peace.
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That sounds perfect, reducing to 1x would be best because it really does focus the attention that something is happening. IIRC 50x was to avoid the errors creeping in from the orbital characteristics by time warping too fast with the active vessel. One further suggestion would for your stockish replacement for KAC would be for your mod to allow for a slow down in the same way for SOI changes, or to have this as an option to be filtered as well. It isn't a biggy, because we can set a manoeuvre node as a placeholder to achieve this. You've created this at the right time now that we can go straight to the tracking centre too! Amazing! Peace.
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[DISCONTINUED] DropAManeuverNode [v0.2]
theJesuit replied to Superfluous J's topic in KSP1 Mod Releases
Looks good, and a help (and extension) while PreciseManoeuvrer gets updated. Peace. -
I know that KAC has been discussed above, but this is much more 'stock-a-like' and really should be in the game. I've even pointed people to here who have waited for KAC to update to 1.2 Is it possible that while in the tracking station, to build in a feature to slow down timewarp when the next manoeuvre node is coming up? I'm not suggesting this feature across the board (as a replacement for KAC), but that would help those of us who time warp too fast too slow down quickly enough. Great work. Thanks and Peace.
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Thank goodness for planners and yours is built in. I'm always worried when I don't have access to KER! Kerbalism certainly makes game play a more realistic experience. I'll wait for my first big career until you're sorted Thanks for the clarification. Peace.
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Great that shielding is based on surface area, and the ISRU changes to stop the one size fits all solutions, but I'm a little worried that the life support, which I'm guessing will be similar to TACLS may be a littel complictaed. Do you think that it the next update will be good to go when 1.2 drops for real? Great work! And I look forward to the more stuff to come! Peace.
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Agreed. I'm only trialling and stress testing options for my first career play through. It helps for a github update of KER though. I can't in all honesty create a serious program without KAC. A new mod that sorts craft by the next manouver node from the tracking stations is helping with the KAC deficit. The debug cheating menu is filling in for KEI. I'm justifying it by calling it Black Market science, and not starting my next full game. However I'm so pleased the RSS issue has been solved. Thank you again! Peace.
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Kerbals are made of code. They are projections of digital numbers run on the edge of the universe. See https://en.m.wikipedia.org/wiki/Holographic_principle Peace.
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Tokamak Industries Refurbished Parts - Dev thread
theJesuit replied to Tokamak's topic in KSP1 Mod Development
Awesome! I applaud your commitment to extending yourself and it will fold up smaller? Sounds great! I'm always a fan of parts that fit within 2.5m fairings! It would make less work for yourself to make the inflatable the same dimensions as the porkjet original as then you can reuse his IVA. Look forward to where you go with it! Peace. -
Very cool! Does this work in IVA? (I mean the kerbals, but also the background as well) Looking at future options, is it possible to make the kerbal's themselves, rather than the suits, greenscreen? Actually, i wonder what happens if you use texture replacer with a 'transparent' kerbal head... off to test this evening... Thanks for the ongoing work. Peace.
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Thank you oh so much. I really appreciate this, and your time and effort! Peace.
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Thank you for your work and dedication KasperVId. Blessings in your future endeavours.
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Sleep is good. Gives you time to dream. Unless you are getting up in the wee small hours to post dev notes. But seriously, thanks for the heads up. I'll continue with some work now. Peace.
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Such a shame! I'll just have to live with an adjusted Kerbalism ine with a cfg edit for 4 kerbals and the interal pasted on top. (The kerbalism one doesn't fit in a 2.5m fairing ). Thanks for giving it a go. Perhaps @Porkjet could find a tiny amount of time to deal with a small polygon issue. But I'd rather he spent his time making the stock game more awesomer. Peace.
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That makes me happy! Peace.
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Hi Shotgun Ninja, I'm totally enjoying my playthrough with Kerbalism and KCT currently, and I 'm looking forward to the current 1.1.1 update that I am downloading. Thanks! I have a request: would it be possible to have a display like the heads up display of KER for the current vessel for radiation, food, oxygen, malfunctions, etc. I manipulate the KER ones to my own liking and place them at the base of the my screen between the NAV Ball and pitch yaw thing. It would be really useful to see the stats for the current craft on the left at a glance without having any GUI blocking my view. Cheers and much peace.
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Devnote Tuesday: Many hands make light work!
theJesuit replied to SQUAD's topic in KSP1 The Daily Kerbal
Fanwork Friday submission? -
You are getting me excited and interested in finally using EPL. I've only just started using KCT together with Kerbalism in all its own glory. Glad you've settled on the torus G and H. If your intention is to build insitu or on an airless body then I would worry about 'deflate' too much. Deflating might be to rearrange to fit inside a fairing, or to balance on a rocket. I'm also glad for the lower crew count version. Hopefully IVA's will spawn the Kerbals sitting on treadmills or gazing at pictures of Kerbin or rockets:) The science lab balance could be a suggestion as a stock module? Great work! Peace.