-
Posts
3,202 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by theJesuit
-
Spacedock and Github. The Forums are my gateway,
-
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Thanks for the good vibes. Really, the person to thank is @pap1723 who made the HPTechTree This was the best, but when it started getting outdated, I looked into how it was constructed and used it as a model. I also didn't like the repetition of icons and wondered if I couldn't do the same as in stock - for a stockish playthrough. Hence the SIMPLEX tree was born. TETRIX was to allow an extension with Nertea's mods with KSPIE on request. Peace. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
As I don't play with BDB I really appreciate the feedback and troubleshooting. It'll be a couple of days but I can push through an update patch. It's an easy fix thanks! I'm currently getting all my mods sorted. SIMPLEX Resources is done and just needs an upload. SIMPLEX Assembly has a minor change. I have another ANGLECAN part tweaks which is basic docking port snaps, limited fairings sizes and annulment of the Breaking Ground and second EVA science (as they don't play nice with kerbalism). SIMPLEX Colonies needs a BETA release as the changes to Moar Kerbals hasn't occured yet Finally Kerbalism Simplex as well for the alternative reources support. -
Working on balance for the Palox engines currently. Looking at making the Palox 2.5m one cpable for lifting a 36ton (orange tank) to Mun orbit from the surface interms of thrust fully loaded. May have enough delta vee to get to LKO with that orange tank too. I may make this closer to 36.5 ton to allow for probe sections, docking, power comms etc. The Paloxus 3.75m should be capable of lifting say 9ton total into orbit from Tylo's surface but no further. As the engines carry their own fuel, the Paloxus will need to reduce the amount of fuel to a bare minimum to get the TWR from Tylo enough. I haven't started on the heat balance yet so the masses I want to get off each body will have to cope with radiators and power too.
-
If I owned a console... I'd buy this now! Great news for our console playing siblings (siblo-nauts?) Peace.
- 12 replies
-
- 1
-
-
- enhanced edition
- xbox series x
-
(and 3 more)
Tagged with:
-
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Updated. SIMPLEX TechTree has a BIG update as I was behind on the mod support. Biggest changes though is the Engine Nerf is gone. I am working on updating SIMPLEX Propulsion (2.0) which has the same engine nerf, but will adjust nerf for JNSQ and have upgrades. TETRIX TechTree had an under the hood update mostly for Part Upgrades. Also, offworld construction (EL) is fixed and Tracking Lights added, amongst other things including the above adjustment to BDB. -
Which docking port size do you use for refueling?
theJesuit replied to Jestersage's topic in KSP1 Discussion
My head canon says refueling through all, but kerbals only through standard and large. I keep jr for refueling only as it saves on the sweet, sweet mass. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Cool, perhaps we might consult @CessnaSkyhawk who made the config. Does it make sense to move this 0.625 to basicRocketry, maybe as a precursor to the Able series? I don't use BDB, so I'm happy to take advice. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Happy to change it. Which part is it (part name please) There will be an update quite soon. -
Further update - Was getting really bad NREs? Nasty communications in the log with the initial redo of the upgrades. This is now sorted. Obviously atmospheric tuned rocket engines only get upgrades. Not ones designed for vacuum. Making History, Missing History, ReStock engines coded. Will look at NearFuture engines Cryoengines as well. New engine PALOX - Tier 7 engine. 2.5m New engine PALOXUS - Tier 8 engine. (bigger capacity, more thrust, 3.75m) The PALOX fuel will be PF or Powder Fuel. This will be a mono propellant similar to SolidFuel, but the engine will be vacuum and it will be throttleable. The density (mass?) of the PF will be the same as NaturalOre, or MetalOre in CRP. The ISRU (needs SIMPLEX Heavy ISRU, tier 8) recombines the constituent stuff of NaturalOre to be combustible. The fuel tanks will have low heat tolerance, as will the engine. Possibly will need active radiators to work. Peace.
-
Final release. Feature complete. Happy to take suggestions.
-
Hi! I'm looking to finalise AngleCan Progression (where all costs are nullified except for World First Contracts, and Ore for future funding options through mining. All is well, dealt with the Ore Tanks providing negative values (giving funds for launch when empty), and also the Fairings adding cost. But I'm stuck with some B9PartSwitch MM patching. specific case, the NF Construction mod, but this would apply for any B9PartSwitch configure mod. @B9_TANK_TYPE[*] // all tanks cost none. T { @tankCost = 0 } @PART[*] { @MODULE[ModuleB9PartSwitch] { @SUBTYPE[*] // Universal subtype nerf doesn't work! { @addedCost = 0 } } } @PART[*] { @MODULE[ModuleB9PartSwitch] { @SUBTYPE[Hollow] // Per subtype works { @addedCost = 0 } } } Basically, I can't seem to universally remove costs. Only when I specify the subtype does it seem to work. This is evidenced above, where subtype[*] doesn't remove costs on same part, different transfroms/subtypes Help please!
-
Update as this is being worked on... Im wondering about adding more ignitions in upgrades when kerbalism is installed. Also... The idea for a late game engine that is analogous to an Aluminium Oxygen rocket. The new fuel will be Powdered Fuel. The engine will be called PALOX. ISRU will require only Natural Ore. So this will be a single source Ore fuel... hence late game. ISP will be 285 in vacuum. Not sure about thrust yet. Oh, and the engine will be throttleable.
-
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Upcoming release for both TETRIX and a catchup one for SIMPLEX. TETRIX is having the upgrade nodes redone under the hood. If you are using KSPIE or Kerbalism these MAY be save breaking? Not really sure. But it won't change where upgrades are. HabTech2 is being moved one tier up. -
Hi one and all, Is it possible to use a rotator, hinge, etc to point a thing at a target using the KAL controller? Like a docking port. I was thinkibg also of a hullcam camera or neptune camera that was attzched to hinge and rotator to follow an object. Thanks!
- 1 reply
-
- 1
-
-
Hello everyone! I'm brushing off this mod again as I'm wanting to use it with the TETRIX TechTree and have it applicable to making JNSQ and other 2.5ish size systems harder TERIX is having a little 'under-the-hood' update in regards to the upgrade nodes, so this needed updating to remain compatible. Also, there have been stock engines which are renamed to "v2" so these need updating too. So the plans are: Have only 1 upgrade block rather than two The SAFIRE inspired change in Resources will be taken out as SIMPLEX Resources does this more comprehensively. With JNSQ upscaled systems, the overall abilities will be nerfed to 90% overall rather than the scaled atmospheric curve. The upgrade will restore it back to it's full 100% vanilla thrust and ISP requiring more science! With vanilla sized systems, the curve will be reduced to 70% at sea level but remain at 100% in vacuum. The upgrade will bring it back to 85% at sea level. The SIMPLEX TechTree will have its engine nerf removed (it had been for TETRIX anyway) This will apply to all Solid Fuel and LF only and LF/O rockets.
-
Would someone help me get started with mods? Thanks!
theJesuit replied to SOXBLOX's topic in KSP1 Mods Discussions
See my signature for my favourite tech trees. Usually any tech trees has some advantages and disadvantages. -
Would someone help me get started with mods? Thanks!
theJesuit replied to SOXBLOX's topic in KSP1 Mods Discussions
Depends. Simplex Resources might be a small step in complexity. #shamelessplug oniy if you are used to ISRU and just want it ti be a little mkre involved. Kerbalism does tend to be on the more compex side of things. Snacks is a good place to start. But once you get kerbalism i found there was no going back. There is a simpex version of kerbalism too. -
[1.12.X] Neptune Camera - Basic Camera Utility [4.3][21.06.2023]
theJesuit replied to Beale's topic in KSP1 Mod Releases
Oh thanks. Shame really.