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theJesuit

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Everything posted by theJesuit

  1. -15 (+1) Maybe. It may take a while to get back up to the 589 pages though.
  2. Why. Also I'm going to be positive about this thread. -14
  3. Has this not been the case since like forever? But in all somberness, I really appreciate your work @SQUAD, and want to thank @HarvesteR again for the vision he had, and everyone who has continued to work on this game. Peace.
  4. So quick i release' thank you! What's the reason for not integrating this patch though? No hassel, just wondering. Peace.
  5. I hear you and agree. I already have my idea of mods though. My Simplex TechTree, Simplex Resources and Simplex Kerbalism... and Restock Plus and some quality of life mods too.
  6. Hi! Yes, you can even just take the specific .cfg file out of the zip and place it anywhere in your gamedata folder. Alternatively, make your own cfg using the following: @PART[*]:HAS[@MODULE[ModuleEngines*]]::Final { @MODULE[ModuleEngines*] { @atmosphereCurve { @key[1, ] *= 1 @key,1[1, ] *= .7 @key,2[1, ] *= .35 } } } It really makes you need two stages to get you out of the atmosphere. By the time you hit say 20kms, the atmosphere cure is pretty much close to the vacuum, but your first stage engines have only had 70% efficiency and thrust to get you there, and for most stock engines and tank mass that means it is much better to drop them. Where I got this idea from, and all credit should go to here: The difference with the SSRSS patch is that it changes all the keys to .7, meaning vacuum engines are also made less goodly too. On a side note, can I recommend as well, SIMPLEXResources? If you are into ISRU for your bases et al, this gives a slightly more complex feel. This mod changes both the tank ratios and engine requirements from 1.1:0.9 Ox:LF to 3:1 which is more 'real', but doesn't change the ISP or thrust. The main bonus for this is that you have three (or four) different ores to mine for. You need NaturalOre, which is plentiful to produce Oxidizer. And HydrateOre (or Saturate) to produce LiquidFuel. HydrateOre is harder to come by, like polar regions on the Mun. It is plentiful on Minmus, but Minmus has no NaturalOre. Given that most rocket fuel mass is oxidizer (I think in real life?) This means that you could mine for only one resource and take the fuel with you. Kind-a-like suggestions for real life missions, taking hydrogen with us to produce rocket fuel elsewhere.
  7. Links please? I was thinking of exercises or even trees. Ideally i would have habitat parts, but it is probably a little small for that. Simply being able to walk around without helmet off would be a big bonus! But that would require some additional coding.
  8. Well, i did sort out the kerbalism stuff. Now I'm turning my head to wondering if i could implement a cryogenic fuel. I like the idea of cryotanks, but not sure how i want to implement it. Should i create a new fuel like CryoFuel, or perhaps patch the Cyrotanks mod to only use LF in regular tanks and the CryoFuel to put LF in a compressed state in the cryotank tanks with boiloff? The idea is to not have LH2, and either CryoFuel replacing methane, or not methane at all and storing more LF per volume.
  9. Extraplanetary Lauchpads. It is basically the part that contains the workshop module?
  10. Awesome. I keep look at where to download 2.0, to get in ahead of release for my TechTree updates, but can't find it. So, this has made me more excited for release. *... all over the internet, but this is on the forums?! I appreciated the opportunity for hype though. As excited for this as I am for the 1.12 release. No really.
  11. Oh my goodness gracious me. I didn't realise we were getting DOOMs <ahem> domes! Looks like 5 meter jobs too! I assume that they aren't just transparent fairings, but can we walk inside them? Is there an airlock, hatch type facility like the NearFuture LV do coupler or cargo bay or something with the opening hatch? No wonder we aren't supposed to post pictures all over the interwebs.
  12. Next update will include the greenhouse comfort fix, and ensure that the KPBS and SSPX greenhouses have it as well I'm also going to include a special patch for JNSQ, which has days that last twice as long, twelve hours rather than six hours. This will effectively double the mass of the Consumables and Air within pods and containers, but will mean that the units consumed per day will remain the same. The mass amount per day will remain the same as vanilla kerbalism. I'm also thinking of altering the JNSQ Mun's orbit down to be twelve or fourteen day orbit rather than the 25 or so day orbit. This will make it a little easier to get to time wise, but not by much. Non JNSQ saves won't be affected. Peace.
  13. The next update will include the SSPX changes and some fixes. KSPIE will take a little longer to resolve. I plan to release the next update once KSP 1.12 drops so that I can include the new parts from Squad as well. It may take a week or so as I'm snowed under a bit at RL work. Peace.
  14. Sounds like a rescue for Mat Lowne's blunderbirds! Someone know his ping?
  15. One extra solar star sytsem? Red Dwarf? Call it Dunstar... or Dubol. Du standing for the Duna's colour and size. It is the next star out from Kerbol like Duna is. Also, Duos means two? Secondary star. Or second star kerbols visit. Also also, like the duna revamp. Close up pics? Peace.
  16. Perhaps the poodle is making a stand for the people bullying Dres? It's a feature!
  17. Interesting... I'll have a look. I always assumed it never worked as it was a problem in vanilla kerbalism at some point. If you have solved it that is great! Thank you!
  18. I wonder how long it will take people to start complaining that their favorite mods don't work. My guess - 30 mins.
  19. I'm not suggesting different shades at all. The opposite actually. But if TakeTwo are wanting to do diversity well, a great way to showcase this would be allowing skin options that they have already designed and allow hair styles to be moved to every kerbal model... which I'm guessing they have.
  20. I think rather than skin shades and the possibility of this being a n issue, why not diversity in skin types - furry, scaly etc that was showcased earlier? Keep the colour of BADA55. Peace.
  21. I guess we are going to have different shaded kerbals in the next release then? Or at least KSP2 Can we have the female kerbals with the cropped hair, and ponytails on the males too? Actually, the old kerbaliser web and android/iOS app but in-game and meaning we can have any kerbal style however we want it. Also, Kerbals were supposed to be androgynous. Except that they got given male names. So later, female kerbals were introduced. Except that they had rounded heads. And no tongue. Val on the start menu screen didn't have a visor... in space... for ages!
  22. The E3 thing is good timing. If ksp2 was a year away like end 2022 i would have expected another DLC for life support or an extension to the part builder construction like what Sandcastle was, or Extraplaentary Launchpads or something. Peace.
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