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Everything posted by theJesuit
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[1.12.x] Funding Floor - Reusable, Reputational Budget
theJesuit replied to ToxicFrog's topic in KSP1 Mod Releases
Great idea for a mod. Looking forward to giving it a go. So, I assume the funding ceiling affect the ability to upgrade buildings at the KSC? I wonder how this would work with AngleCan Progression Plus. Or whether anyone would want to play with both at the same time - the only cost in these is fuel and there is no income stream apart from World Firsts. Awesome work. Congrats on the release. -
Updated to 3.14 Tripled Magnetometer science
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I'm looking at tripling the science from the magnometer. I usually play half science (on one of my trees) and the later location of the magneometer doesn't seem to make it enough to justify the cost of sending it interplanetary to unlock nodes (on QUARTIX it takes 240 to unlock, so visiting Mun, Minmus and Kerbin over for half a year to gain around 85 science makes no sense (14 days per experiment). so tripling it I don't think makes it OP compared to the crew report and EVA report as it takes so long to complete. In effect it pays for itself in the Kerbin system (with 50% science).
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I'm enjoying the download now.
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KSP2 Release Notes - Update v0.1.4.0
theJesuit replied to Intercept Games's topic in KSP2 Dev Updates
Thanks Team! Great update. -
Not yet... but it will be soon. @Dakota maybe troll us next time by saying download will be available by 11.59pm on a date... Samoa Standard Time Time zone in American Samoa (GMT-11)
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[1.12.5] TechTrees: QUARTIX 3.7, TETRIX 2.23, SIMPLEX 1.33
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Fixed in 3.32 update. Thank you! Also, all three have been updated to include the inline parachutes with SIMPLEX Station Parts, and also WaterDrinker prop engines. Peace. -
Update was 6 weeks post 'this evening'. Added in the inline parachutes.
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[1.12.5, and prior] SIMPLEX Resources 1.14
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Fixed. Updated! Thank you! -
Yes there are. Solar storms etc.
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[1.12.5, and prior] SIMPLEX Resources 1.14
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Yup. Yup. When i get a chance I'll sort it. Maybe even this weekend RL permitting -
Any Good Manually installed mods?
theJesuit replied to AverageSpaceEnjoyer's topic in KSP1 Mods Discussions
Download from Spacedock. Many many many are there and they are downloadable for manual install. Almost all require Module Manager which is a .dll. This is downloadable in itself from Github but some mods have it as part of their download. -
GeoKerbal! Simple patch 'n plugin for geothermal power
theJesuit replied to Watermel00n's topic in KSP1 Mod Releases
Now I'm back at my computer after being away for a while, I've properly downloaded and checked how this works. There isn't a need to patch this into Simplex Resources as it will add itself into the modules by itself I'm wondering though whether the patched part would be better suited to being a drill? Basically an inverse of the drill. Next step is to see how this plays with Kerbalism and its background processing! It's early. Edit (or addition) - I will patch as I think it should take Saturate in Simplex resources, and maybe even recycle the fluid. Peace -
GeoKerbal! Simple patch 'n plugin for geothermal power
theJesuit replied to Watermel00n's topic in KSP1 Mod Releases
I'll also patch into Simplex Kerbalism as well. -
GeoKerbal! Simple patch 'n plugin for geothermal power
theJesuit replied to Watermel00n's topic in KSP1 Mod Releases
Nice. I'm going to patch this into Simplex Resources. -
Congrats on a realease! Using a Final patch isn't always good practice. But i can't find the cfg file in github to look at the code and make a suggestion. I love the idea. Thank you! Peace.
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Mod idea: Cabin Temperature Equilibrium
theJesuit replied to JadeOfMaar's topic in KSP1 Mods Discussions
I've been thinking for a while of changing Simplex Kerbalism so all the life support modules (scrubbers, air presure) are on radiators rather than crew cabins. This would only be for the statics, the larger extendible ones generate a made up coolant which ISRU and nuclear generators need. What yiu are suggesting might be possible someway with Snacks. Kerbals require a certain amount of coolant across a vessel, this is a balance for number of kerbals and volume or surface area of parts. @Watermel00n's new mod may offer a plugin for this somehow as well. The trick would be for working in the cases that you thought of. Frigid sea et al. -
I think i nailed it. I was concerned about creating a 0.625m one, but scaling won the day! These are a single slightly squashed cone canopies. The smaller one is 0.625m round to nicely cope with the mk1 and 2 seater stock command pods. It has the same deployed drag as the mk-16 chute. The larger one is a 1.25m round to sit on top of a mk1-3 pod. Single large round canopy but same deployed drag as the mk16-xl parachute. Update this evening then.
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Hi everyone, One part I've wanted for a LONG time is an inline parachute. Ideally one that was hollow to fit bweteen the Mk1-3 capsule and a 1.25 docking port. But alas, the closest is the Ven's Stock Revamp with the its docking port and parachute combo. But i don't want the lot. So in the same manner as the trusses I'm trying a few different techniques. Tried with stretched separtors with the radial parachute. That was a nope. The top attach node seems off I tried simply putting the parachute modules in the docking port using the welder. That was a nope. Chute part is too big and resizing the base part causes the chutes to be funny shapes. I've got a couple more variations to try before I give up.