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theJesuit

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Everything posted by theJesuit

  1. Ah. I do wonder whether I should make SIMPLEX Resources not compatible with RR on CKAN, but I'll keep plugging away at making it agnostic. @ModHippo, looking through you KSP.log, you have SIMPLEX Resources installed - is there a reason you want both this and Rational Resources?
  2. 2 minutes ago updated - almost like old school forum NINJA'd but in a different way! Will work on now
  3. Quick Changelog 1.22 Fixed bulkheadProfiles for some parts for VAB Organizer Fixed B9Part Swtich Support with ReStock is not installed with SimplexOreTanks
  4. I was so surprised. The new Geiger Counter looks better. The frequency can be adjusted in the settings for each save. I would love to adjust that as standard, but at least it can be adjusted in game, and even part way though a save. In the advanced settings for a save Kerbalism has two tabs, i believe it is kerbalism (2)
  5. @SheepDog2142. If the experiments dont require power then it may work as nothing is drawing power on background. Another thing to look at tonight/ tomorrow.
  6. Okay, the space weather IS turned on as part of the download in 0.5. However, the Geiger Counter science part doesn't load as the cfg file points to the old file pathway. WHY?!?!? This must be quite annoying for people. However, I have now discovered that the model was updated obviously some time ago and I missed it. DOH! I'm also putting in some extra bits that others have sent specifically @Cheesecakefor BDB. Fixed for 0.6 release SOONTM @Streetwind, getting dirty in the cfg files is jogging a long term memory with Kerbalism 1 or 2 or 3 was being developed?! Radiation Science in space IS global. This is intentional as it should matter where in a planetary system you are, cosmic rays come at you in all directions - but there is a point that you may be shielded by a planet, so space low could be a different value. What Kerbalism does add in though is the radiation belts. These should be visualized in the tracking station and I can't work out why not. Maybe I've deleted something I shouldn't. More testing tomorrow. In the settings you are able to disable warnings for the coronal mass ejections, and lessen frequency. I always find these annoying but it is baked into actual code so I don't want to play with this. Removing SpaceWeather in the settings.cfg doesn't remove the science possibility experiment, it would become science you can't access. I could remove the solar storm part of the experiment possibly, I'm thinking about it, but I'm leaning towards leaving as is.
  7. There is a space weather thing. It may give you a warning 2 hours before or so. I haven't had a chance to look yet. it shouldn't kill kerbalsm so it wil only affect comms.
  8. I think it is on, but should no effect on Kerbals as all the radiation processes no longer exist. I think I kept it on for the science, so not sure what is hapening with science from the Geiger Counter only giving generic space stuff . I'll take a look tomorrow morning.
  9. My 0.2Funds... with some new thoughts after reading excellent ideas from others. Looking at this there are a few things. Would I go for diversity, or real solar system equivalent? Here is my diversity stock option: Moho, slow down rotation, make its day half its year. Eve, remove oceans. Turn up heating below datum so that craft really need radiators. Gilly, send to Duna with a very low orbit like Phobos. Low inclination and eccentricity. Kerbin, move KSC to 6 degree for the Mün. Move alternative launch site to the equator. Alter space high and low to give a little more science. Mün, correct all mentions in game to correct spelling. Alter to a 6 degree inclination, move out to take 2 days to reach. Alter Science to be higher to compensate for Minmus not being present. Minmus, move to Eeloo as a Charon equivalent. Duna, keep as is, but now has two moons. Ike, slight inclination and eccintricity like Gilly used to have at Eve adjust Science modifier to compensate. Put in the Asteroid Day mod, as the asteroid travels across multiple orbits. Dres, as is. Jool, as is, with fewer moons, Tylo, Val and Bop Gas Planet 2 with Laythe and Pol. Could be a tinted Jool with rings? Laythe, moved to GP2 but as a Titan equivalent. Unbreathable atmosphere. Tinted clouds. Sits outside rings. Smaller. Poll, moved to GP2 as well. Inside rings. Eeloo, as is, but has Minmus moon Another possibility is to have Jool with oniy 2 moons, and for Bop to be a trojan. Eve is moved to be a Uranus/Neptune equivalent.
  10. Nearly done. A few quiet tweaks. Should release by this time tomorrow.
  11. Updated - only 12 hours after I thought I might. Thanks @Lucky440!
  12. Excellent thank you! I should do a search and replace. Update will come though this evening NZ time.
  13. Right. I have everything lined up for the nodes in OPM and KSRSS, rwsdy tonrelease and then didba check of the contracts and then BAH! So many errors. So the nodes are ready to go but I'm going to redo how I am doing the contract cfg codes. Should take too long as I won't try and be clever and automate the process as this takes longer to debug.
  14. That'll be great thanks. Is this playing still with Luna Mulitplayer?
  15. @Cheesecake - Thanks! Hotfix @Hide1nbush1 - the same hotfix adds in O.R.A.N.G.E.S. Thank you so much for sending that through! Elsewhere in 2.26, updating NearFuture Electrical, adding Rocket Motor Menagerie, correcting SRBs from ReStockPlus. Except, Spacedock seems to be down for a bit. Hotfix release once Spacedock and my awakeness aligns
  16. I am here. Old school am I? Shaking my fist at needed updates. Still it gives me some purpose. How abouut you @linuxgurugamer?
  17. Quick Changelog 1.21 Added Support for VAB Organizer Added Support for NF Electrical 2.0.1 - No longer supporting NF Electrical 1.x Fixed CryoTanks Support Added Support for Rocket Motor Menagerie
  18. Well, Nertea, I'm really enjoying your updates - and the new parts/ renames are certainly keeping me on my toes running to update the SIMPLEX supports!! I'm glad that I'm not the only one who uploads missing bits! Thank you for the most recent update and refresh passes.
  19. Got this wrong. Being the same as the NF changes, methane becomes LFO engine, LH2 becomes CryoFuel. Methane engines are then slightly more powerful LFO engines. I have made these support changes now with RMM's engines and the titles for the Methane Engines will be adjusted as well. What stopped a release was teething the VAB Organizer patch as i kept missing my own partsm and then rethinking how i wanted to adjust with supported and recommended mods in mind. This shouldn't take too much long. You're welcome. Happy to add in support. Expecting to release update Saturday morning NZ time.
  20. RMM has Methane and LH2 engines. In the same ruthlesness as I showed with Nertea's engine mods the Methane will be CryoFuel and LH2 will be LiquidFuel.
  21. Cool. DeepFreeze, Near Future Electrical and Propulsion, are already supported. I'll add support for Rocket Motor Menagerie, and look into Universal Storage II as well. Give me a few days.
  22. Cool. A good list of mods. Yea - definitely CRP. Umm... so, I guess SIMPLEX Resources and CRP aren't really compatible, Simplex looks to replace CRP and support any mods that use it so that CRP doesn't have to be installed - and the Cryotanks are with CRP are triggering the B9PartSwitch LH2 issues you raised. Which of these mods are you using that need CRP?
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