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KSP2 Release Notes
Everything posted by theJesuit
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[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Does feel a bit like poking a bear... things take me longer than i think they should, but that is a combination of wanting to actually play the game, a full time job, oh and a family to spend time with. It isnt a matter of simply pluging in the names and releasing. I have to balance in my head where things should go - and balance against other mods too. So if i decide that a whole class of 1.875m greenhouses is wrong then it is more moving about. If i give a time for release then it will be wrong. So maybe this weekend? Also need to look at simplex ore tanks in various guises and also the buffalo 2 mod. -
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
theJesuit replied to tony48's topic in KSP1 Mod Releases
Yup. 0.6.1 is the second to last main release. 0.7 is last realease but is being actively changed which is the Gitlab download.- 1,971 replies
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- totm mar 2022
- rss
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
theJesuit replied to Gotmachine's topic in KSP1 Mod Releases
Given the way Jeb flies i really don't want to drop my parachute. Quite the opposite actually. -
totm sep 2022 THUNDERBIRDS INTERKERBIN RESCUE
theJesuit replied to ColdJ's topic in KSP1 Mod Releases
So cool. And original series too! -
Is there a mod that gives just a single larger ion engine? ReStockPlus gives single larger nuke engine. Just wondering.
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
theJesuit replied to Gotmachine's topic in KSP1 Mod Releases
I don't seem to have this problem. Can you explain further? -
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
theJesuit replied to tony48's topic in KSP1 Mod Releases
I vote Mahia from NZ or the Weir Centre i Kenya... Jks. Florida is the best choice i think, unless people patch to zero inclination Moon and Solar System.- 1,971 replies
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[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
The Bobcat was a balance issue as well, not a soze thing. I remember being asked about it before, but I'll relook at that too. The greenhouses are a balance of increasing capability. You can consider the first appearance as a trial part hence only .5 kerbal support. The consumables generator alage farm? will be treated as i though i had done with the aquacultre from sspx. So that will be higher up the tree. Yes I had throught to put the bioreactors to produce LF will be in the resource utilization and manipultaion nodes. But they are also crewed so should be over in the crewed branch. I'm thinking on how to handle that, amd what tier to start it, particularly with a potential 1.875m one coming. -
Working on an update currently. It will! My thoughts were that the different types woukd do different things. The greenhouse acts as a greenhouse with harvesting. The alge farm? works as a converter and so doesnt need to be harvested - basically a continuous supply. The bioreactor? will make LiquidFuel and RareOre from OrganicSlurry or Consumables. Basically a reverse process, of the ISRU but it means you could replenish your fuel stocks by taking only consumables. Think of it as urine into fuel. Im notbquite sure yet... it may be making mono prop
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Working on some tweaks and rebalancing. The main tweak is the SMX tiny ISRU. I'm going to make it a HydrateOre/Saturate to LiquidFuel to balance the Oxidizer only miniISRU so that with SMX you can process the HydrateOre/Saturate to LiquidFuel, in the same technode, but need different drills.
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[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Possibly. It really comes down to balance -not on the size, but on how it balances with Kerbalism's greenhouse. If the 1.875 ones support .5 kerbals and the 2.5 version has its capacity increased, then the the 2.5 and 3.75 versions will be moved higher. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Maybe... i might just check with @JadeOfMaarwhat the part names of the new parts will be. But balance may need to wait! In other news I'm adjusting basicScience probes branch. I'm adding an imaging series where precisionEng, unmannedTech and advUnmanned are and moving those with probes up into the middle of the branch. The tier that has nuclearElectrics is also going to shift one space up so that nuclearElectrics is directly behind nuclear propulsion. scanningTch (with the Ore scanners) won't be a bridge to resourceUtilisation anymore. The new imagingTech nides in Tier2, Tier3 and Tier4 will be populated by HullCamVDS cameras and ScanSat parts. At the moment they clog uo the batteries and EC generator nodes. Worked on this today finally. Maybe a release tomorrow. Icons are made. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
No... maybe tonight? -
[1.8.0-1.12.x] Draggable Controls (1.0.0)
theJesuit replied to Error_Sophius's topic in KSP1 Mod Releases
I'd love for the toolbar to be horizontal or the staging icons to be horizontal point fuel guages down? -
Yes. I am findingbit a little finickity currently though. It causes weird forces on the craft when you pick up the pipe when you first use it. Jut if you pick it up and drop it straight away to stop the kraken then you can pick it up with no problems at all.
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Also this... https://spacedock.info/mod/134/EVA Transfer
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[WIP/Idea stage] Quatrix TechTree, Resources
theJesuit replied to theJesuit's topic in KSP1 Mod Development
Fair enough. The idea was to keep it simple, but i can see your point. -
I added a biomass experiment that produce a sample, i think requires the BadAir and OrganicSlurry resource, but maybe not. Takes the same time as a harvest. Makes you want to take ia greenhouse rather than just sending prepackaged food which weighs signifcantly less than a greenhouse. Even the comfort bonus the greenhouse didnt make it worth the mass IMHO. I am amused.
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Ah. I understand.
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Hi! So, whilst I've been working on a JNSQ and highly? modded career play through (lots of NearFuture mods, SMX, Kerbalism, Scansat and with the Simplex Suite), to pretty much fill out the Tetrix TechTree, I've been wondering about the performance with JNSQ and all these additional parts. So I did some pre-planning for a (way in the future crewed trip) to Nara to see what I would need. I then decided that maybe I want a different techtree that sits between the Simplex and Tetrix TechTrees. One that is for a minimal list of stockish part mods. In some spare 10mins (at work... so not game or modding time) I considered what I was ACTUALLY playing with, and what I actually needed. Restock (which gives the additional, more powerful nuclear engine), Stock Mining Extension, to allow a better realisation of Simplex Resources, ScanSat, EPL and KD Dynamics for off world building, and NearFuture Construction. The other NearFuture mods like NFLV, Solar, Electric, Propulsion, Atomics, CryoEngines - they are great, but I haven't REALLY got a need for them, as I actually prefer to focus on the stockish parts more. So I've got an idea... Quatrix TechTree This would be an easier tree to build through in the early tiers. It would be split into 4 (not 5) main branches, and each branch would have 4 rows (not 2 or 3). It's design is around a smallish number of mods. ReStockPlus, EPL and Keridan Dynamics, ScanSat, Stock Mining Extension, Near Future Construction, Simplex Kerbalism so other mods wouldn't be supported. The only thing I'm missing really is a nuclear reactor, but I don't "ALL" the NearFutureElectrical parts to go with it. I may introduce one in Kerbalism Simplex as a result. Each tank size would have two tiers. The tiers would be split: Tier 1- 6 nodes, 7.5 science. props and sounding rockets, 0.625m tanks Tier 2- 12 nodes, 15 science, short 1.25m tanks Tier 3 - 15 nodes, 30 science, long 1.25m tanks Tier 4 - 13 nodes, 60 science, short 1.875m tanks R&D upgrade needed Tier 5 - 15 nodes, 120 science, long 1.875m tanks Tier 6 - 14 nodes, 240 science, short 2.5m tanks Tier 7 - 15 nodes, 480 science, long 2.5m tanks R&D upgrade needed Tier 8 - 12 nodes, 960 science, short 3.75m tanks Tier 9 - 4 nodes, 1920 science, long 3.75m tanks This brings total science to 32055. The most powerful long distance engines would be the mass drivers from SMX and the Cherenkov nuclear from ReStockPlus.
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Greenhouses in general dont make much sense with kerbalism which is why i added a science experiment in Simplex. What will the IVA be for these?
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Any coding suggestions to that effect wod be appreciated. The issues are also if mks looks for CRP in its own patching.
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You know what? Yes! Probably. It is just the time... I'm thinking IFI (maintained by LGG), and Snacks are the two to support in this endeavour. Not MKS as it is quite complicated and was designed specifically with CRP in mind. Time in front of the computer is quite limited currently, and there are a bunch of updates stacked up. I also had an idea which I'm bashing out in spare time at work which I'm about to write a development post for. So, yup? Maybe sometime over the next month?
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Life support - a hard or soft limitation?
theJesuit replied to Vl3d's topic in Prelaunch KSP2 Discussion
If Life Support happens i suspect it will be closer to snacks making tourists when they run out. Take2 have a history of release the 2xDLC then new release. See Civilization series. They probably already know what dlcs they will release. IMHO kerbalism would have made an excellent dlc. Still modable. Gives lifesupport, changes science, adds an additional way of dealing with multiple vessels through background processing. -
Rational Resources... no. Requires CRP and the point is to simplify matters without lots of resources, well less RealFuel is the same. If you are wanting some difference in stock, simplex resources and simplex propulsion might be a way to go?
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