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Everything posted by theJesuit
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Is this a fan fic or a mod discussion?
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[WIP] Nert's Dev Thread - Current: various updates
theJesuit replied to Nertea's topic in KSP1 Mod Development
Possibly it would, but Nertea may also decide to wait 17 years for the next release. Peace. -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
theJesuit replied to R-T-B's topic in KSP1 Mod Releases
Oh my... i am so tired i missed that. Thanks! -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
theJesuit replied to R-T-B's topic in KSP1 Mod Releases
I see that kronometer isn't updated for 1.12 yet and breaks the game. Shame - I was looking forward to a JNSQ run! I'll just have to wait I guess. -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
theJesuit replied to R-T-B's topic in KSP1 Mod Releases
Needed the :AFTER, but otherwise it worked! Thank you! I used the new SOC mod from @linuxgurugamer, but I may not have installed the latest Konometer and so that may be the issue. I'll go back and check in out. EDIT - yes, don't have the new kronometre thing - also, running in 1.11.2... so time to update versions Thanks for the updated figures -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
theJesuit replied to R-T-B's topic in KSP1 Mod Releases
@Kopernicus:FOR[JNSQ] { !Body[Mun] {} Body { all the Mun details copied with new orbit } } Hi! I'm wanting to patch kopernicus, specifically JNSQ to move the Mün closer to an semiMajorAxis of 350000000 to give an orbital period of 12 days (12 JNSQ days) But this patch doesn't seem to work. Even adding a :FINAL doesnt do the job. Any ideas community? Peace. -
Still working on the update. The drills had me confused as i had doubled up on the configs and couldn't work out why. But this is sorted now. I'm also adding support for the excellent Mining Expansion and this is about done. With Mining Expansion and Simplex Resources installed the stock drills and Mining Expansion stock looking drills will have drill for HydrateOre and Saturate. The Mining Expansion larger drills will mine NaturalOre and RareOre. Mining Expansion also provides Ocean and Atmospheric harvesters, and large Fuel Cells too. Should be pretty much be ready to go at that point. Hopefully tomorrow morning. TETRIX Tech Tree, SIMPLEX TechTree, SIMPLEX Resources will all get updates too.
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[1.12] SOC: Simple Orbit Calculator
theJesuit replied to linuxgurugamer's topic in KSP1 Mod Releases
I just realised I wanted something like this again. Thank you! -
Congratulations on moving! Unless it is commiserations, in which case that. Peace.
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[WIP] Future Technologies Expansion - Alpha Release!
theJesuit replied to Apelsin's topic in KSP1 Mod Development
*Alpha But seriously nice work! Will there be a fusion reactor too? Peace. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
theJesuit replied to Gotmachine's topic in KSP1 Mod Releases
I didn't realise i needed this. Thanks! Could this be applied to all the things like vessel naming too please? Peace. -
Is it EVE or scatterer that gives the dust storms on Duna and mist on Minmus ?
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What/who introduced you into Ksp?
theJesuit replied to Aerodynamic Kerbal's topic in KSP1 Discussion
A kotaku.com article which must have linked to scott manly video. Downloaded demo and an hour later bought the game... lurked on the forums for about 5 months... so I think it was around 0.17. Maybe 0.16? -
I think so, although the mod developer i think is the same who made the stock version so i suspect that the official one will get some hefty update.
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I haven't heard much positives about it yet - I was planning on sticking with KAC till 1.12.2 at least.
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An update but still a question @sarbian In the Tetrix Tech tree I used the following code: @RDNode:HAS[#id[advMetalworks]] { @pos = -1828,1140,-1 @cost = 240 !Parent,* {} Parent { parentID = specializedConstruction lineFrom = RIGHT lineTo = LEFT } Parent:NEEDS[NearFutureConstruction] { parentID = largeVolumeContainment lineFrom = RIGHT lineTo = LEFT } } Adding a second path to advMetalWorks when NearFutureConstruction was installed. This no longer works and it always puts in the extra path. I need a second patch now. @RDNode:HAS[#id[advConstruction]] { @pos = -2068,1140,-1 @cost = 60 !Parent,* {} Parent { parentID = generalConstruction lineFrom = RIGHT lineTo = LEFT } } @TechTree:NEEDS[NearFutureConstruction] { @RDNode:HAS[#id[advConstruction]] { @pos = -2068,1140,-1 @cost = 60 !Parent,* {} Parent { parentID = generalConstruction lineFrom = RIGHT lineTo = LEFT } Parent { parentID = fuelSystems lineFrom = RIGHT lineTo = LEFT } } } Was this an intentional change as may explain the issues I've been having?
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Only advisable on the start of a new save as it changes how Ore works, tanks are setup, and engine ratios with no other change to gameplay.
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I seem to be having an issue where :NEEDS[!whatever] doesn't seem to work. Is this a feature or a bug? Or something that just seems to be very very wrong with my instals? This is happening on the Simplex and Tetrix TechTrees where a node is moving which should only happen if Near Future Construction is installed. It has also has affected users of Kerbalism Simplex. This is on ksp 1.12.1
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@uglyduckling81It seems that the :NEEDS[!AngleCanMods/SIMPLEXResources] doesn't appear to be working. I have no idea why. Because of the "!" MM should load those resources if the SimplexResources isn't present. So, quick fix for your game, in the folder/file KerbalismSimplex/ResourceConfigs/SIMPLEXKerbalism-Resources.cfg remove the 12 :NEEDS[!AngleCanMods/SIMPLEXResources], or install SimplexResources. I'll work on a fix for the next update. Thank you for bringing this to my attention! Peace.
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Right, had a look, and setting up as with your mods had the same problem in my Steam install. But with my with my 'WIP' installed, version it does work. It would seem that somehow it is needing SimplexResources to load and use correctly when I add it in everything seems to work fine. Another question for me is "why isn't this killing them in without the resources?" So I'm looking for a fix right now if you don't want Simplex Reources, and given that you want Community Resource Pack (which you shouldn't need for a simple install with Kerbalism Simplex but assume another mod that you want it for), Simplex Resources may conflict with other mods. Hopefully sort this out soon.
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Yea, I really need to take that out. Too much - it was an idea that didn't work, and the more I think about it, the more that needs to change. I may do an alternate mod for JNSQ.
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Yea, the save game might help please.
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Seems unusual. Everyone should be using food. I'll have a look overnight and get back to you. Just checking you have kerbalism core installed and the latest harmony?
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[WIP] Nert's Dev Thread - Current: various updates
theJesuit replied to Nertea's topic in KSP1 Mod Development
Only to bed though right? -
Looking to update this weekend. A good number of tweaks... including mining and getting rid of any z fighting on the consumable containers. Also, support for Stockalike Mining Extenstion which will mean that stock drills will only extract Saturate and Hyrdate Ore as the larger mods will have Tweaks to the fuel cells will mean MP+Air comes first at basic science with LFO being an upgrade later. This is mainly in line with the TechTrees. CryoFuels in SimplexResources will be supported too. The Chemical Plant will now process to get Organic Slurry. Simplex Resources and the two TechTrees will get an update too
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