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Everything posted by theJesuit
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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
Hi Zulu! Welcome back. The update will be fine, it only moved the avionicsNoseCone to Start and applied a patch to it, a science experiment, and removed the SAS function until the Specialized Control node. This won't break existing saves, but the science experiment won't be added to existing craft, or craft already saved - they will function exactly as before. Peace. -
Yes this is nearly ready to work. And the uodate is for Near Future Electric compatability. This works but for some reason I lost the kerbalism simplex profile stuff so isnt working with kerbalism. Hoefully have this sorted by the weekend as I want to play!
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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
Added in the avionics experiment to Simplex. Fkr 1.18.1. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Just a small tweak to TETRIXTechTree to 2.8.1 this morning as the new Kerbalism Simplex containers weren't added. Updated SIMPLEXTechTree to 1.18 but this will also get a small tweak later today as I missed putting in the avionics science changes and also there are some Restock+ changes I missed. -
[1.12.2] - CSI Tech Tree [0.5] -- USI Suite Updated
theJesuit replied to Cruesoe's topic in KSP1 Mod Releases
Thats a great idea. Not that i use BDB. I wonder though if you spread them through tiers relating for the part type? But keeping then separate. I also wonder whether it is worth a BDB specific tech tree... Peace. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Update done. TETRIX 2.8. SIMPLEX will get an update sometime in the next 24 hours to also include the avionics science experiment. -
With Kerbalism, the storm shelter really doesn't do anything much in the general mechanics. It is just named that. Peace.
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Rational Resources and Community Resource Pack should be able to be installed without any issues. That means you can use CRP and RR with your Far Future and other Nertea mods I do recommend still Simplex Resources though if uou want something beyond a single Ore.
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The new ground tether is exciting. I can see the potential for this part or the part module being the foundation of a base that is then constructed off of it. The part could also be expanded through a simple rescale patch and have a construction module added to it. Peace.
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@Cruesoe and @CessnaSkyhawk and everyone else. Update uploaded. Changes to science and containers which are gamebreaking, but we have had a number of ksp updates since the beginning of last year... so... I'm pretty sure I've forgotten or missed something. Happy for feedback.
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I saw that and quietly freaked out about whether kerbalism coped with kronometer. Do you play with KCT as well? I wonder how do build times get affected by these.
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Sounds great thanks. Hopefully have it out. I think it could be patched actually, or a :NEEDS config used. What is a year in JNSQ?
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I really have no idea. I want to play my next playthrough on JNSQ... im guessing whatever happens in vanilla kerbalism happens in simplex too?
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I have a single little issue I'd like to iron out in final testing with SSPX and B9PartSwitch which seems to want to load Extraplanetary Launchpads. So I'm guessing this Saturday morning NZ time? I'd also like to start a game this weekend too Peace.
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An update is coming very soon. It is a major update. The only upgrades that you'll have are in the size of HDD and samples. There are only two upgrades each and beginning sizes are increased to compensate. The Science overhaul is game breaking. You could copy out the old kerbalism science which I'll include as an extra. It includes probe core sciences for each tier but for a variety of different situations. Also, non command crew cabin RELAX science, a cupola VISTA and and a greenhouse experiment to give greenhouses a purpose. This last one creates a sample whcih is either returned to Kerbin or analysed in the lab like the goo and the science jr. There are also three science lab experiments. I'm doing the balance of the science amounts currently. The monoprop eva is also fixed. I've also gone through and adjusted properly the supported mods. There shouldn't be an issue having B9 part switch without CRP because of Uranite. As before stock styled conversions for Ore to LFO. But I do still recommend Simplex Resources. Also, the containers for the Air and Consumables are changing. The Air and bad are have been borrowed from kerbalism 4.0 in development (it is a long way away unless some coders want to jump in amd get their hands filthy). The Consumables are slightly altered stock containers copies without the inventories. PEACE.
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Hi @linuxgurugamer MoarKerbals 1.1.2.4 was not allowing me to load the game, getting stuck on various parts in loading. I removed all mods, validated install, and it will load, but won't allow me to select anything from the game start menu. I have sent you the log. Also, could you please give an exemplar of the patch for the PAW alterations so that I might choose what I call 'cloning'? I'm guessing that the KSPField allows for that (but couldn't see any examples to copy). Thank you! Peace.
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[1.12.2] - CSI Tech Tree [0.5] -- USI Suite Updated
theJesuit replied to Cruesoe's topic in KSP1 Mod Releases
I'd also like to congratulate you and say it looks wonderful! -
[WIP] Nert's Dev Thread - Current: various updates
theJesuit replied to Nertea's topic in KSP1 Mod Development
I really like the way the detailing is varied enough that the cargo bags don't look exactly the same. Amazing work! -
Will the new font appear if you don't have it installed?
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Awesome! Look forward to testing this out. Thanks for the update. Peace
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