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theJesuit

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Posts posted by theJesuit

  1. Hi everyone,

    In the screen grab posted to discord from the Dev video the other day, this picture has the file name of SneekPeak_Hole.png.  Is it just me, the perspective or what, but it looks like caves could be  a thing?

    Spoiler

    SneakPeek_Hole.png

     Peace.

  2. 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.

  3. 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).

  4. On 8/14/2023 at 8:43 AM, Rodger said:

    Looks like there's a small bug where the patch "AngleCanMods/SIMPLEXTechTree/SIMPLEXTechTree-KerbalismConfig/@PART[FuelCell]:NEEDS[ProfileDefault]:FOR[KerbalismDefault]" is using FOR instead of NEEDS, causing other mods to trigger kerbalism patches.

    Just need to change it to NEEDS[ProfileDefault,KerbalismDefault], if that's the intended behavior at least

    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.

  5. On 8/14/2023 at 9:22 AM, AverageSpaceEnjoyer said:

    I have a couple of mods on ksp and I want more but cant find any good ones that don't require a mod manager. I tried to install Ckan but my windows defender marked it as potentially harmful and even though tons of people use it I'm still a bit nervous to download it

    So I'm looking for either an easy to use mod manager or some basic mods like some better graphics and SOI boundaries being displayed.

    Thanks!

    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.

  6. 37 minutes ago, Watermel00n said:

    0.16.0 "Scientific Breakthrough"

    Adds new module LT_ScienceResourceModule

    • Converts a custom resource into science points with a custom efficiency.
    • For example,
      MODULE
      {
              name = LT_ScienceResourceModule
              resourceName = ScienceResource
              efficiency = 1
      }

    So, we could set this up to be  an unlimited science generator by pluging in Ore as the resource?

  7. 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

  8. 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. 

     

     

     

  9. On 6/18/2023 at 7:10 PM, kurgut said:

    Hi,

    Do you know if it would be possible via a MM patch, to make the science lab produce science at a fixed rate, rather than being dependent on data stored ?

    Maybe via some formula I'd guess to counteract the exponential aspect of the data stored ...? But my maths skills (and also math MM mahts writing skills) hit a limit there ^^

    Thank you ! :) 

    Peace

    I dont think that this is possible.

    But also, are you just wanting the science that is not tramsmitable to be processed without an exploit?

    If that is the case then kerbalism has you covered :)

  10. 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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