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Everything posted by theJesuit
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Would you like to share please? Or a screen shot at least.
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Fantastifc. Thank you for making such a great mod.
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Stockalike Lunar Lander inspired by SpaceX lunar starship
theJesuit replied to UCTech's topic in KSP1 Mod Development
Looks like you are ahead of the game... this lander is taking us to the Moon! -
@Rylant welcome to the Forums You need the latest one. You also want to use the HUDS. Also in the VAB change the settings to be partless, and take off any career mode options so you always have access to it. Peace.
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
theJesuit replied to Poodmund's topic in KSP1 Mod Releases
Should be, but only for the stock planets that have configs, unless someone has written configs for the others. -
So, you could then have a map only mission playthrough, with some camera views showing what is happening in flight, although the lighting and terrain will be borked. Interesting. Or an IVA only playthrough with stock IVA rather than fiddling with RPM (as good as that is). Hullcam has the option of not going to flight view methinks? Peace,
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No need. I use a combination of Excel to plan and manipulate numbers, Word to copy the Excel formulas i planned out and to put in the tabs and returns, then finally Notepad++ for the actual cfg editing. I don't really know how to code, just manipulate through MM patching. Download Simplex and have a look. Peace.
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Sounds perfect. I really like the option to stream as well. Peace. Also, if you are streaming, What happens when you IVA or go into mapview. Do the screens disappear?
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This will be an instant download methinks. Can you adjust the resolution of the cameras?
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The idea really is that it is a standalone part. You have to fill it with colonists (let's say that the colonists are either in suspended animation (deep freeze) or self sufficient in their taxi (more likely) but you never see them. The head canon is that there is no interacton with anyone outside to keep the environment regulated. You ship some more colonists in with a taxi tank, but you can't move the interest resource. At this stage you won't be able to 'retire' kerbonauts into the colony, although the 'accident' mechanic in MoarKerbals might be the way to achive that. I'll wait till Linuxgurugamer updates the mod to see if that's possible. MoarKerbals doesn't have the ability to produce parts or lay them out in building them. I'm thinking of a arcology part that is 200 tons or more. You'll probably want to use Global Construction or Extraplanetary Launchpads for this really.
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Okay everyone, this is an idea which is going to see the light of day! LGG is adopting MoarKerbals and making some small GUI changes. That will be the basis for this mod. There will be a large Arcology colony part which is effectively a tank for a colonist resource. When an actual kerbonaut is in the part then they can generate an interest resource using a convertotron module. The interest resource is what is used by MoarKerbals to generate a kerbal, which under the hood will be cloning the recruiter kerbal and produce a civilian, but the immersion will show it being a enlisting... The lab will then be able to train them into a profession. The kloning mechanism will continue to exist but will appear further up the tech tree. In the Tetrix Techtree the colony will be available on the 8th tier and cloning then at the final 9th teir.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
theJesuit replied to Nertea's topic in KSP1 Mod Releases
I do hope this may on the cards for Nertea to look at next it would be great to have this working as well! Peace. -
I agree, and I wouldn't ask you to support kerbalism - you have been clear about that in the past, sorry I didn't make it clear when removing and everything working as advertised. Also, in a further test, I changed the resources needed to some SimplexOres - NaturalOre, RareOre and Consumables (which is not kerbalism simplex, that had been removed). Again, all worked totally fine. But then adding kerbalism back into the mix game loading got stuck attempting to the MKS-Loading bay - that wasn't the same issue from before in 1.11.2. I'll pass on the issue to them. But I also want to see if there is an issue with the Dynamic Battery Storage from Nertea's Near Future suite given EC and background things. Back to actual feedback! Kloning kerbals is working a treat - Dynamic Battery Storage is not having an effect, so all is well. However, when producing a kerbal, their inventory is getting filled with a free jetpack and parachute, even if the kerbal being cloned doesn't have one. Would it be possible please to have the 'Initiate Klone' button implemented as an MM patch name? I'd like to patch it for a SimplexColonial mod, where the 'resource' is 'Colonists' that produce 'Interest'. 'Interest' (a non tweakable resource and unable to be obtained in the VAB?) would then be required to Recruit rather than Klone a kerbal. Peace.
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Yup. I get why they are there, and I think it is a great option, and I may use it, but it wasn't in my original Simplex concept of two build resources - why build a battery and probe and reaction wheel and monoprop storage and rcs thrusters all with x and y resources, then extra x and y to build the pod itself? Just build the pod from scratch! But that is just for Simplex, I don't see it is a stripping of bits out of existing parts, but rather the duct taping of various components to make a shiny new part. I think that is very kerbal . I wonder how many people out in forums have tried patching the laucnhclamps, printing them and then trying to put them on a base... that's my next piece of play! Peace.
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Had a quick look now - got confused with the cool docking port thing to start. With kerbalism installed, there seems to an issue with the Kloner seeing the EC. had plenty (ie 16000), and the debug said it needed EC, and told me I needed EC saying 8000/8000. Removed kerbalism, and Moar Kerbals worked as advertised. First test resulted in an accident . Hoorah for the The Fly reference. lol. Second test got me a kerbal. It was a beautiful thing. So... next step will be to test to see if kerbalism mucks if no EC is needed.
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Ah, the build times are specific to the parts themselves. Along with a faceplam emoji we need a steepled fingers emoji. The suggestion didn't work - perhaps a patching order issue. I tried a :FINAL and it doesn't like it. The module specific resources don't then appear, and the icons in the Printshop for only the pods seems to disappear when hovering over some and it doesn't want to print them at all. I'll keep plugging away, but maybe release just comments it out <quietly hides eyes in a humble way and raises voice in question> Another suggestion - if say I all command pods to have the battery, a reaction wheel, etc, etc will it conserve mass? I mean, when using my MetalParts as above, then also adding say then I think it is building the whole mass of the part using twice over. So, request, could there be a ratio thing perhaps?
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@Angel-125 Back to topic I've been playing with a SimplexResources config for this, and based on my idea for two simple part types: MetalParts and Custom Parts. Custom Parts get added for every stock module in I have couple of questions question though The module specific recipes get added to the part config by MM - and so does requiredComponent for probe cores? What kind of of MM-fu can I use to rid myself of this? Also, the build times are deliciously fast. Is there, will there be a way to slow things down? I like it for now, but will probably break immersion. When it is slowed down will the builds continue off rails?