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Everything posted by theJesuit
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[1.12.X] Neptune Camera - Basic Camera Utility [4.3][21.06.2023]
theJesuit replied to Beale's topic in KSP1 Mod Releases
Do you know what would be the transform name for the launchPadLamp from the same TrackingLights mod? Also, @Beale, the resolution change in the quote doesn't give a larger window. Is there anyway of getting a window say 600 by 600? I tried it with 256 each way and had the same result a 128x128 camera view. Thanks! -
I'd be grateful for some feedback on balance, amd whether introducing cost of fuel would be a help or hindrance? I haven't gameplayed it enough to see if the purchasing of fuel is going to be more of a hindrance.
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For my own reference to add in later in the next update (1.1): // For the OreEconomics file @RESOURCE[Ore]:NEEDS[TheGoldStandard] { @cost = 5 } PLANETARY_RESOURCE { ResourceName = Ore ResourceType = 0 PlanetName = Kerbin Distribution { PresenceChance = 0 MinAbundance = 0 MaxAbundance = 0 Variance = 0 Dispersal = 0 } } Lol. @zer0Kerbal we came up with the same unit cost of 50 Funds for minable Ore or Gold Ore. So funny. If Gold Standard is installed, then the price of Ore will drop to 5 Funds per unit. Looks like this will be an easy drop in. and could work right now if people wanted.
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Released!
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Moar Thoughts: ANGLECAN Builder (Progression Released)
theJesuit replied to theJesuit's topic in KSP1 Mod Development
Now released, this will be in next update - next weekend? Please go here for further comments/ suggestions/ frustrations. -
ANGLECAN Progression 1.7 Download from Spacedock Requires Module Manager (not included). Licence is CC-BY-NC-SA http://creativecommons.org/licenses/by-nc-sa/4.0/ This mod is designed for Career Mode. Designed to make it more like Science Mode, but with building upgrades, and kerbal hiring costs. It removes all contracts, apart from World Firsts Progression contracts. World Firsts still give you all the funds, science, rep that they normally give, but that is all you will EVER get! Also ANGLECAN Progression Plus 1.7 Download from Spacedock Requires ANGLECAN Progression and Module Manager (not included). Licence is CC-BY-NC-SA http://creativecommons.org/licenses/by-nc-sa/4.0/ Adds in Fuel Costs back in! This makes searching out the World Firsts a Funds limited experience. Efficient craft all round! Who might like to use this mod? People who dislike contracts, yet want to have the option of upgradeable facilities not possible in Science Mode. What does it do? Removes all contracts except World Firsts. Removes all part costs (including fairings). Removes all resource costs (except Ore). This means all flights are free, without cost, not for fuel or anything! (Unless Progression Plus is installed!) What does this mean? It'll take a trip to orbit to receive enough World First Funds to unlock the Mission Control, and Tracking Station for node planning. A trip around the Mun will unlock Funds to upgrade other facilities. Unlocking all facilities will most probably take a trip to Duna, Eve etc. Hiring kerbals still costs Funds. You'll need to get other places if you kill your kerbals off as there are no free kerbals from rescue contracts. As per normal gameplay, kerbals hireage costs increase with every hire! What can I do to get Moar Funds? Go to Mission Control and actually accept the World First Contracts. This will net you Moar Funds for that World First. Strategies to convert Science/Rep to Funds (obviously only from those World Firsts). Introducing OreEconomics. Ore is the only resource that costs. And the cost has been increased 5000% to 100 Funds per unit. Expensive if you want it from the VAB or SPH! Go to the Mun, or Minmus, or an Asteroid, mine it, return to Kerbin and recover the Ore container. Moar profit the closer you are to the KSC! Of course you'll need to get the science first to unlock the Tech Tree to get the parts in order to mine the Ore. What other options? This is still too easy, unlocking the TechTree on half a dozen launches to Mun and Minmus as the World Firsts are still too juicy. Play on hard mode and reduce Funds, Science et al. to 60%, or less! Use ANGLECAN Progression Plus https://spacedock.info/mod/3178 Increasing Penalties in the game settings makes building upgrades and kerbals moar expensive! Play a different TechTree? OreEconomics and Mod Compatability The in-game canon reason for Ore being so expensive? It is no longer available on Kerbin (with your available drills). You can't sit on the launchpad, or the Shore, or Grasslands, or anywhere to mine Ore for instant recovery and Funds. With The Gold Standard mod, Ore is reduced to 5 Funds per unit as The Gold Standard has Gold, GoldOre, and Unobtanium located around the solar system for you to mine and return to kerbin for Funds. https://spacedock.info/mod/963 With Simplex Resources, RareOre is more valuable, NaturalOre less so, but you could mine both for profit. https://spacedock.info/mod/2045 With Kerbalism (not required) reliability upgrades cost nothing. What will come next? Pretty much done. Happy to take suggestions. ANGLECAN Progression Plus This addon mod adds fuel costs. LiquidFuel, Oxidizer, SolidFuel, MonoPropellant, Xenon. Also for some SIMPLEX Resources, and Kerbalism Simplex. You will want to limit rocket launches and make them more efficient so that you can get to mining Ores. Not compatible, in keeping with the spirit of this mod Contract Configurator and various Contract Packs - I mean, probably not, but I thought you didn't want contracts? Thanks to @Gotmachine for assistance with B9PartSwitch shenanigans. Peace.
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[1.12.X] Neptune Camera - Basic Camera Utility [4.3][21.06.2023]
theJesuit replied to Beale's topic in KSP1 Mod Releases
This is something I've really been wanting. Why did i not see this before (or realise i could?!) Thanks. -
Moar Thoughts: ANGLECAN Builder (Progression Released)
theJesuit replied to theJesuit's topic in KSP1 Mod Development
Okay so it is feasible cost wise - see above post: Part cost is 0 entryCost seems to be non useful when cost is 0, so licencing fees are able to be implemented Have the Fairings dealt with. Fairings add cost depending on size. This is no 0. Resource costs are 0. This causes an issue with Ore Tanks I think. Especially adding in the Ore Economics part where you can return Ore to Kerbin for FUNDS! I set the cost of Ore to 50 per unit initally, and I am working on setting the OreTanks back to a neutral cost. Might have to make Ore not available from Kerbin as well to balance. This will mean landing a massive asteroid will result in a big pay out! Jokingly, I wonder if Ore on asteroids can ablate? So nearly ready for a 1.0 release. Stock only. Contract Configurator mod and Contract packs not going to be compatable! Will look at mods at a different time. B9-Part switch might funks costs around with tank switching. Then, make it work with SimplexReources, and the Gold Standard! Mod. What do you think @zer0Kerbal? -
Moar Thoughts: ANGLECAN Builder (Progression Released)
theJesuit replied to theJesuit's topic in KSP1 Mod Development
Okay, so tested this now, in terms of costing it out. 100% normal settings. As long as you ACCEPT the World First contracts (which gives you MORE funds), but only the world firsts, I got to orbit - no part costs - no fuel costs. That is the initial 4 World Firsts, followed by the Explore Kerbin return from orbit. Obviously, the regular amazing amount of science is now held. I have 482600 Funds - Mission Control 75K* - Node Planning Tracking station 150K* - Node Planning Now 257600 Funds Accepted WF contract flyby of Mun now 344960 Funds Completed WF contract flyby of Mun with science and return to Kerbin Now 887200 (total 1,112,200) Funds from World First Contracts only. Mission Control 75K - EVA off Kerbin's surface Launchpad 50K VAB 225K R&D 486K * surface samples Now 86000 Funds. So it all looks feasible. Just to get removal of those pesky other contracts (as the first try doesn't work) and removal of the fairing cost? -
Moar Thoughts: ANGLECAN Builder (Progression Released)
theJesuit replied to theJesuit's topic in KSP1 Mod Development
Good to know. Thanks! Not sure how far i want to take this really. An interesting exercise for sure. The part test coming back even with the above patch is quite annoying. -
Moar Thoughts: ANGLECAN Builder (Progression Released)
theJesuit replied to theJesuit's topic in KSP1 Mod Development
So, initial testing, the Test Part contracts keep coming up - tried removing them with the @Contracts and the Part Testing module. but, I've only spent 30mins on this so far. The entirety of the Mod is currently: // ==================================== Seeing the coding in the stars // *** ANGLECAN SIMPLEX Progression *** // ==================================== by theJesuit // // A work in progress Version 0.2 // // Contents: // Get rid of all contracts excpet Progression // //Get rid of all Contracts @Contracts { !ARM {} !Base {} !Flag {} !Grand {} !ISRU {} // !Progression {} !Recovery {} !Satellite {} !Science {} !Sentinel {} !CometDetection {} !Station {} !Survey {} !Test {} !Tour {} !CometSample {} !RoverConstruction {} !VesselRepair {} !RoverConstruction {} !OrbitalConstruction {} } // World First Contracts @Contracts { @Progression { @Funds { @BaseReward = 80000 // The base funds reward of a progress node including passive and contract income } @Science { @BaseReward = 8 // The base science reward of a progress node including passive and contract income } @Reputation { @BaseReward = 16 // The base reputation reward of a progress node including passive and contract income } } } // Remove all costs for fuel and parts // Potentially the entryCost could be added as a one off 'licensing fee' @PART[*] { @cost = 0 } @PART[*] { @entryCost = 0 } // Potentially the entryCost could be added as a one off 'licensing fee' @PART[*]:HAS[@MODULE[ModuleTestSubject]] { !MODULE[ModuleTestSubject] } @RESOURCE_DEFINITION[*] { @unitCost = 0 } But I should say that you should get 122000 Funds from a first launch with a flea, and accepting those two contracts, science and launch a vehicle. With no part costs this should be a piece of cake! -
I love it! Also, when editing the OP, at the bottom right of the edit window is a button to insert media. Out the imgur link there.
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I'll just leave this here.
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New idea: ANGLECAN Builder More thoughts. I had a new idea. The idea uses Extraplanetary Launchpads. So, the idea is to only allow Extraplanetary Launchpad parts to be launched, to the runway or launchpad. You then have to build your rockets with this. How to do this? Not sure. Maybe make all parts in game super expensive - like, off the scale expensive. Only the basics of a EL launchpad and mobile VAB and some storage are able to be constructed. This means that you need kerbonauts to actually build stuff. Maybe a new specialist of Builder. You can't launch ANYTHING without building on the Launchpad. You'll be able to recover the buildings and replace them, but this mod would have three tiers corresponding to the size of the pad - so the first EL VAB and launchpad would be 35.9 tons (or whatever the max weight of the tier 1 launchpad is). The second tier with faster build times, larger rockets would be 139 tons, and then a really big facility. A new resource of rocketparts, or whatever recipe I use something would be able to be mined from Kerbin, so that you didn't have to keep coming back to the VAB to get the parts. I though about the EL parts generating them like an RTG, but then that would be the same off world. Better that they mine the stuff - or have launch clamps mine it. This may be a different mod to the Progression mod. Maybe, ANGLECAN Launchpad Builder or something? ANGLECAN Progression Released! Thought: SIMPLEX Progression Idea/concept most recently from this thread: Basically, the request was to have a science mode with building upgrades. Comments also that contracts are repetitive. Imagine keeping a kerbal on the Mun to pop out every so often and plant a new flag (that she painted in the capsule?). Funds have a funky balance. Also, why pay for a large rocket when I can build it with Extraplanetary Launchpads at no cost? So what to do? My idea that I am now looking into using only MM patching... Remove all contracts except World Firsts Remove cost of all parts and fuels* Balance World Firsts rewards to suit Balance Strategies to convert science to funds This would mean that to upgrade facilities and hire kerbals you need to keep progressing on further and further to get those juicy World Firsts. but you'll be able to launch as often as you want! Just don't kill your kerbals as they get increasingly expensive, and there are no more rescue contracts. Effectively Career Mode becomes a Science Mode. World First rewards would have to balance the progression, visiting Mun and Minmus and completing all the World Firsts should not allow upgrades to all facilities perhaps. Obviously you NEED to upgrade some facilities to EVA, progress the TechTree further, or even get to the * Fuels might still cost? Possibly add back in the cost of some resources such as fuels to keep you on your toes? Having fuel as a cost would mean maximising payload. In which case shipping fuel, ore, back to kerbin equates profit? So, while this would not be in a contract, it is a way of allowing upgrades/ firing kerbals through the return of fresh Ores from your company. It would also mean a potential rush for ISRU to be able to upgrade facilities. Which is Tier 6 in the TETRIX TechTree, tier 5 in the SIMPLEX TechTree. Keen to know what people think? Peace.
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That is where i think Strategies may come in handy along with a rebalance of reward Funds for the milestones... Oh boy... now I want to make a SIMPLEX Science Career mod. I'd need a good name though. Maybe SIMPLEX Vocations? I'd need to compete SIMPLEX Colonies though. If fudns are an issue I want to have colonies that can spawn more kerbals.
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Anyone Have a Copy of the Hollow Structures and Hulls mod?
theJesuit replied to KyleKidd's topic in KSP1 Mods Discussions
Wow. I can't believe i never knew about this... and now sad that it isnt currently avaialble. -
@KawaiiLucy, @Cruesoe, @DaBakonAder I have had a quick think this morning when i saw this post. First I wondered if Custom Barn Kit had this option? However this isn't updated maybe and I couldn't find documentation to see if it was possible. Second I can't remember if Kerbal Construction Time has something LIKE this. Then I thought about what the issues are... and whether they could be mitigated with .cfg MM patches without a .dll mod. For the most part Funds are used to purchase parts and fuel. Also to upgrade/ fix the buildings and purchase kerbals. Building upgrades and cost of kerbals are tied to failure rate penalty? In the save settings. I'm not sure it is possible to MM patch these costs. Contracts are there to support this 'economy' by providing funds (and a small science boost). Rep relstes only to when contracts come up? But I've always ignored rep. It is possible to remove stock contracts with MM patching... so I suggest this: MM patch to remove all contracts EXCEPT for world firsts. MM patch to adjust world first payouts that would match upgrading facilities based on say, orbit is enough to upgrade Launchpad, Mun flyby for VAB, Minmus flyby for Tracking, landing on both for R&D. The other consideration would be Strategies. Potentially to get more funds you would have to convert Science to Funds, so limiting your Science collection overall to get enough for the Tracking Centre upgrade or purchase that 9th kerbal. This would make more sense canonically with say Extraplanetary Launchpads which costs nothing with mining and time to create any parts that you then recover for profit.
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Congratulations on release. You've worked hard on this. A great mod! Peace.
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[1.12.x] Near Future Technologies (September 6)
theJesuit replied to Nertea's topic in KSP1 Mod Releases
Ah. Right, all the mpdt engines are massively OP according to the thing. I wonder what I'm doing wrong. Thanks, @danfarnsy, I'll look into it further. EDIT - maybe this was because lithium wasn't specified with SIMPLEX Resources, and so the game was making assumptions. It'll need a test tonight -
Further additions to next update - Apart from NF Construction, the b9 part switching for some of Nertea's mods such as Near Future Launch pads is also wrong for the Fuel Ratios. This will be fixed. Also, the Mass drivers engines and RCS in the Stockalike Mining Extension will use NaturalOre, rather than Ore. Makes them actually work with this mod which removes Ore storage and mining options. I've also realised that NearFuture Propulsion has options for 'Lithium' which is for the MPDT engines, but lithium doesn't exist in SIMPLEX Resources. I have added Argon, but mainly as the Argon switch to Xenon seemed too samey - but I had done that with the hydrogen engines elsewhere which are now kinda samey with LFO. The way MPD engines work is by storing Lithium as a solid, then vaporizing it for acceleration. I'm thinking that if the Mass Driver in Stockalike Mining Extension uses Natural Ore, then perhaps I can replace lithium with RareOre. Lithium is used in lots of different things (according to wikipedia) and I use RareOre for creating the 'components' in ExtraPlanetary Launchpads, so I think it does kinda work. In a simplified world. Gameplay wise it would mean that as RareOre isn't really found on the Mun, Minmus becomes the best "close to" Kerbin place to mine for this as RareOre is everywhere apart from the Flats is RareOre. (I'm kinda wishing again that I had created a TETRIX Resources mod about six months ago for the additives <shrug>).
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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
Yup. It was a way of catching where i had missed parts. Expect an patch in the next hour or so. I've also moved the NFPropulsion RCS back to the engineering branch.