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Everything posted by theJesuit
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You need to get the latest Kopernicus.
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It seems development stopped, but it worked in 1.11.2 then it probably still works for 1.12.2. I would think that given the last update was on 2019 development stopped, but the mod author is still active so they maybe had other things to do with the time. Your ping showed me the mod which i hadn't seen before... it does look cool. I'll download when I can!
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Ah. I thought this was a methalox engine so wss going to add support for CryoFuel in Simplex Resources, but adding it to the Tetrix and Simplex TechTrees.
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I was thinking that it would be nice if parts weren't able to be produced in the VAB. Like a special fibreoptics or a science experiement that cant be produced in a gravity... just as you suggested with the gravity option. Is there a manufacturer on kerbin that has access to microgravity or a high gravity area to produce those parts? I'm not suggesting the rabbit hole of Community Categories (or kerbalims) , only a unique one that isnt in the VAB only on the 3d Printer.
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Sounds great. If I understand, then it'll be up to the people patching to make sure that their ratios add up to 1 otherwise Ore will be used? Makes sense. Please do. I seem to have issues getting it patched out. I assumed this was on it's way. Ultimately, the 3D printer is limited by the amount of inventory volume available, but with a massive inventory part added at some point, then this make sense. I like this! Another thought to go with blacklist, what about parts that aren't available on Kerbin? If a part specified say category = sandcastle, then it wouldn't show in the VAB, but you could still print it.
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Very nice. I'll look to integrate this into various simplex mods
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Actually, my suggestion (in case I wasn't understood) given that 6 month old hasn't allow much sleep, was to have a ratio setup somehow, maybe part of the rate if the rate can't be less than one? Also, requiring parts, this also adds to waste, as with the batteries needed for probe cores, the resource + battery is also wastage. Could this be adjusted please?
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totm april 2021 [WIP][1.11.1+] KHSK - Kerbal Heavy Exoskeleton Kit
theJesuit replied to Issac's topic in KSP1 Mod Development
As for lifting ability, if think the right balance could be found by enabling 4 crew to lift the 2.5 ton of the hitchhiker (when the hitchhiker was the cargoPartModule added with SIMPLEX Assembly or Part Volume mods. Currently on Kerbin the original 4 with exoskeletons have a lifting capacity of 3.72 tons. So reducing this to 2.5 would be okay. TBH I'm not sure how that translates to space or say Minmus construction. But i dint want to have to deal with more than 4 EVA kerbals as that is just grind.- 27 replies
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@Angel-125 I'm looking at these configs (nicely commented on thank you!) and I was wondering about ratios of resources to make parts. So if I have part, say pods, that I'd like to be 1/2 MetalParts and 1/2 CustomParts, MATERIALS_LIST { name = Pods RESOURCE { name = MetalParts rate = 1 } RESOURCE { name = CustomParts rate = 1 } } With this, Sandcastle seems to use make the part with the total mass of each resource. effectively making it with double the mass of the resource and producing an equal amount of waste. Against instruction I changed the values to 0.5 but Sandcastle seemed to round them to 1 anyway. Any suggestions?
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[1.12.5] SIMPLEX Assembly 1.6 and SIMPLEX Assembly Plus 1.5.1
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
I would argue that at 0.5 the mod is also almost pure stock as it only removes crewpods inventory and allows all parts to be manipulated. But that is my own version of 'stock' Update soon for Sandcastle and SIMPLEX Resources compatability. -
Swing around Eve. Also, start fully fueled around the Mun then drop down to kerbin for a little deltavee before doing final burn. You'll save 1000ms that way
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[WIP] Nert's Dev Thread - Current: various updates
theJesuit replied to Nertea's topic in KSP1 Mod Development
It is hollow. Put a mk1 landercan inside the ome, launch, and eva the kerbal. Profit. -
totm april 2021 [WIP][1.11.1+] KHSK - Kerbal Heavy Exoskeleton Kit
theJesuit replied to Issac's topic in KSP1 Mod Development
I've release my new mod Simplex Assembly that allows all parts to be manipulated for Construction purposes. This is a must have to go alongside it. Thanks again for providinv this.- 27 replies
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Just released a Simplex Assembly mod. Gives all parts construction manipulation but not storage if it hasn't been specified by volume. This mod though will give the ability to use something like Sandcastle or OSE for any part. Except for crewed parts with inventory.
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SIMPLEX Assembly Download here: https://spacedock.info/mod/2827 Licence = CC-BY-NC-SA http://creativecommons.org/licenses/by-nc-sa/4.0/ Simply, this adds the ability to manipulate all parts in EVA Construction mode, if you have enough Kerbals to handle those part sizes. With Sandcastle you can print any size 2 (2.5m part) including crewed pods! THANKS TO @Gotmachine for getting the MM patching correct! SIMPLEX Assembly Plus Download here: https://spacedock.info/mod/3645 Includes a redistribution of Extraplanetary Launchpads under the GPL 3.0 licence. Thanks to taniwha for Extraplanetary Launchpads and ze0Kerbal for Simple Construction. Licence = GPL 3.0 https://www.gnu.org/licenses/gpl-3.0.en.html WHAT TO EXPECT from both All parts can be manipulated in Construction Mode. Crewed Parts no longer contain Inventories (means that you will be able to build with with Sandcastle) Stock Inventory Parts have 80% more volume rather than a storage volume of half their bounding box size (stock has THICK walls) Keridian Dynamics is now supported. When Extraplanetary Launchpads is installed, the EL parts are hidden as the KD are so much prettier. This also works with the Community Resource Pack OR SIMPLEX Resources. It will default to Simplex Resources if both are installed. WHAT TO EXPECT WITH the 1.6 update Added VAB Organizer Support. WHAT TO EXPECT WITH the 1.5 update Fixed B9 Part Switch errors with SSPXr and KDVA and the SIMPLEX Resources. WHAT TO EXPECT WITH TIDY ADDITIONS the 1.4 update Fixed Localization Removed RocketParts from Assembly Plus Requirements. Without SimplexResources this is now building with Ore! WHAT TO EXPECT WITH TIDY ADDITIONS the 1.3 update Tidied up code, localisation Made Printshop always appearing New Big Workshop part the OAF Onsite Assembly Facility Micro-pad disposable Part added Stamp-O-Tron ground anchor works as Survey Peg (needs Assembly Plus) Extraplanetary Launchpads is included (with Assembly Plus) WHAT TO EXPECT WITH FIXED SOME THINGS the 1.2 update If KDVA Keridian Dynamics is installed, the Simplex Part Printshop is removed. WHAT TO EXPECT WITH FIXED SOME THINGS the 1.1 update The 4x large container has the right number of models in the part. The printer only appears with Sandbox. Corrected the Sandbox printer containers to have the right volume. WHAT TO EXPECT WITH SQUAD EXAPANSIONS, RESTOCK the 1.0 update The different sized printshops are now gone (game breaking), replaced with a simple (KD-PAM style) Printshop. Inventories to enable printing now a thing. Printshop will only print if an inventory is available! ReStock Plus volumes are added Squad Expansion volumes are added Part Volumes only added if SandCastle is installed. Tidied up some code WHAT TO EXPECT WITH EXTRAPLANETARY LAUNCHPADS the 0.8 update Added Keridian Dynamics as a supported parts mod. PAM parts with Sandcastle are printers. Mobile VAB works as the Simplex parts do too. Altered backlist and whitelist for the printers. Lab parts are balcklisted globally, but whitelisted in the lab. Parts too large for the containers are balcklisted, and Printing parts now work by volume not by parts. This mod is now compatible with the Community Resource Pack, if you prefer that to SIMPLEX Resources WHAT TO EXPECT WITH SANDCASTLE the 0.7 update There are three builder parts (based on old Mk2 Lander Can model, with attached Mk3 shaped printing rooms) each has whitelist of parts that they can build. The whitelist is basically what could ACTUALLY fit within the confines of a cargo bay. I've taken the measurements from the Part Volumes mod for size, and then extrapolated (and rounded slightly) for volumes - not using the Part Volume sizing. The concept was that the 3D print room was 3.25m by 2.75m (.25 metre clearance to the outside of the walls), and then the internal heights for Small is 2.5m , Medium 5m, and Large 7.5m This means that MOST stock parts can be printed in the Large, a dozen or so less in the Medium, and around half the stock parts can be printed in the Small. These Builder Parts can be found in the Utility tag in the VAB. The lab is the only part that will produced batteries, fuel cells, parachutes, and eva parts like jetpack, repair kit etc. COMPATABILITY Sandcastle with Simplex Resources requiring various ratios of MetalParts and CustomParts depending on Mods Keridian Dynamics ReStock Making History, Breaking Ground Recommending: Exoskeleton mod: Sandcastle mod: Keridian Dynamics: https://github.com/zer0Kerbal/KeridianDynamics/releases
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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
Both tech trees updated now. Tetrix had a minor tweak too. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Please bare with the thought process... Yes you can... mmm I had issues with parts duplicating across technodes due to MM techtree cache not reloading or something. Usually i delete the MM cache... all 4 files that MM creates when loading when working on the tech tree. Will that remove progress though? Maybe? Not sure. I think tech tree nodes are also stored in the savefile? Certainly science amounts are. I think backup save in case. In the saves folder, just make a copy the folder of that save. If it looks like parts are appearing in two nodes, that wont be a problem if you are working backwards. It will only affect the 1.25m sspx parts that are being uunlocked earlier. Maybe the aquaculture module that was spelled incorrectly in the mod. Sorry for the blob. I wanted to cover all sides Yes. Backup save first. Maybe delete the MM cache files. Should be fine! -
[WIP] Nert's Dev Thread - Current: various updates
theJesuit replied to Nertea's topic in KSP1 Mod Development
One is. You need to clip in a crewed module for them to get in and out of the dome though. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
An update occurred a couple of hours ago or TETRIX. The Simplex one needs another 30mins or so over the next day. Updated for KSP 1.12.2. The alternate new engines (swivel and reliant) had name changes with the variants being added. Also the ground anchor needed updating. A number of stock parts were spelt incorrectly or had v2 which had been missed. I have sorted these now. Also, SSPX had a major update. Centrifuges stay the same, but the new 5m centrifuge is now in tier 8. The 5m parts are mostly in tier 7, but the dome parts are tier 8. The cupola dome is a command pod and looks great with the astroprojection! The 1.25m SSPX parts have been made earlier at tier 2, except the airlock and docking parts. The new 1.875 parts are now in tier 3 (where the 1.25m parts used to be). Except for the science lab which is in tier 4 for heavy landing so that labs don't get added too early. I'll get SIMPLEX sorted overnight for the spelling corrections and the SSPX update, basically the same tier wise, except tier 7 (final) will be populated with ALL the 5m parts. Also, LinuxGuruGamer has put in a request for another dozen or so mods, so I'll get that out hopefully by the weekend. -
Sounds like a fun project. Does this indicate the quality of the planet textures? Peace.