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Everything posted by theJesuit
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MAJOR ISSUE WITH RESCUE CONTRACTS FOUND! thanks @fourfa. I'll update sometime in the next 16 hours and check if Kerbalism 1.2.3 has made changes. Peace.
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@fourfa and @ShotgunNinja, Kerbalism Simplified changes the resources, removing Food, Water and Oxygen, and adding Consumables and Air. Kerbalism is probably trying to add resources that don't exist and killing Kerbals as they dont have the proper resources added. I don't play with Rescue Contracts so didn't realise this was an issue! I'm very sorry for this oversight. I'll update KerbalismSimplified regarding this tonight NZST and check other changes in the latest Kerbalism version. Peace.
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Opinions about life support mods?
theJesuit replied to onlinegamesz's topic in KSP1 Mods Discussions
If you are new to life support and simply want to try it our without, then I recommend IFI LifeSupport, as the units are basic, but balanced for mass. I'd also recommend investing your RAM in Kerbal Alarm Clock, as you will then be able to set alarms for resupply runs on your long time warps to other planets, making accidental killing of kerbals less likely. Peace. -
@sal_vager Have a great time exploring the world. One hopes that you'll meet some of the ksp players across the globe who are also forum users! Peace.
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[KSP 1.3.1] Stock Size Real Solar System [0.0.3.1]
theJesuit replied to Galileo's topic in KSP1 Mod Releases
I, no doubt for many, wish to that thank you for havin the vision to redo this. Thank you... And peace.- 598 replies
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- ssrss
- stock size
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This would be useful with or without kerbalism. Why not request it in addon discussions? Edit - and while a button would be nice... Google reminded me of this:
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Am I right in assuming that debris aren't included in this mechanic? So Kerbalism doesn't bother with notifications as it isn't watching the EC on it. So, although it is laborious, you can change your abandoned or completed missions to debris by 'renaming' them. Then later on if you need them again you can 'rename' then back! Peace.
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Now that Kerbalism 1.2.2 is out... Simplified should still play as it has done. Simplified doesn't contain the latest additions such as converting waste to shielding, or the monoprop to water+ nitrogen (as their is no need). I like the idea of waste to shielding, if shielding was something that was lost. I'm unsure that it would really add anything to Simplified. If I'm wrong someone let me know and I'll create an update. ... unless shielding is something that you want to add later if you are shipping an unmanned base to the outer system and want to add shielding when your kerbals arrive... I'll contemplate it. Again, let me know what you think.
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@MaxZhao you were ninja'd on 28 Feb 2017 by the OP when I stated the licence was Unlicence. This is the same licence used as ShotgunNinja in Kerbalism as I use some of his code. You also aren't the first to bring it up, and so prompted me to add the same link to Unlicence as Kerbalism has in its OP. Thanks for the prompt! Peace.
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Hi all, Updated - fixed are re-simplification of the transmittable rates for science if you want stock signal and science (keeps the altered Kerbalism values and transmittable still) Added atmosphere leakage. Instructions on how to not have this especially for current saves. Enjoy.
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This... Or HullcamVDS which I believe in the config settings for it will allow you to not switch to the 3rd person view. You can have as many cameras as you want and even use the right click menu if you can see a part. Peace.
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As far as I can see, Kerbalism runs along the same path as TACLS. You can delete the LS modules in the default profile of kerbalism and just use any life support you would like! Peace.
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Infernal Robotics is what you need. Peace.
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Only the default profile has them. Peace.
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Awesome! Thanks for the clarification. Looking at this, in the next update I'll include a simplified pressure mechanic as I talked about two posts up. Shielding and Living Space continue but poisoning has been removed with the simplification of the simplified life support; if the kerball runs out if Air, it dies. Peace.
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Thanks for the suggestion, it didn't take unfortunatly.
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Kerbal Construction Time/StageRecovery Dev Thread
theJesuit replied to magico13's topic in KSP1 Mod Development
Thanks for the update @magico13, I've been dreaming on KCT having a rewrite recently, wondering how i could be done better. You are on to it (or will be)! This would be the best, perhaps with integration with Kerbal Konstructs. I'd prefer to have the up three launch sites arranged with a KK static for the crawlerway having a junction and two additional stock launch pads flanking the crawler way. Then you can have each of the launchpad tiers for different sized rockets. Peace. -
Hi all, I've developed a Kerbalism profile, and i'm getting ready to update it but want to simplify the process for its installation. Can someone please point me in the right direction for how I set up a MM patch to adjust Kerbalism's settings.cfg? I've looked through the MM wiki and I'm so lost! I want to change the line: Profile = default to Profile = simplified Thanks for your help! Peace.
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No worries! To be fair I haven't had the time myself to have a decent play through with it, it has only been play testing. I am thinking though that I will probably go for the atmospheric pressure module to need a resupply of atmosphere every so often, if only to suggest that a trip to Eeloo isn't just having a greenhouse on board for a closed life support. Otherwise, we may as well increase the mass of the habitat modules and play with no life support at all! The big question is how much should be lost - I'm thinking 1 unit (i.e. 1 day) of air every 30 days. I believe Kerbalism vanilla uses a formula to work this out based on the amount of volume of inhabited space. I'll have to spend some time on it in the weekend. Peace.
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I deleted the Habitat.cfg completely, and shielding is now removed. Before this, when disabling the habitat option in the GUI (in teh editor) it also crosses out shielding so it appears that this is tied directly together, which makes sense as the Habitat.cfg defines the surface area and therefore amount of shielding mass to add to the craft (the volume I'm guessing would relate to the mount of atmosphere and pressure, but that is currently not used in Simplified!) Shielding is a resource that is defined with the Resources.cfg and is located under the heading of Kerbalism mechanics. Unfortunately there doesn't seem to be way to disable FeatureHabitat, as it isn't listed under the settings. It may be that @ShotgunNinja could shed some light but only if he wants. I don't see any issue if you want to delete the habitat.cfg, but given the Simplified doesn't remove the radiation mechanic, you may find that shielding is impossible. Peace.
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Hi rkarmark, Unlicense is the same license as Kerbalism itself. Thanks for the interest, and pointing out the prior inclusion of the licence diomedea! Peace.
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I'll look into getting rid of the Habitat option thing and putting out an update after the weekend. Thanks for the help! Peace.