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Everything posted by theJesuit
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Damn. I'm going down that rabbit hole again. MoarKerbals... that is what i want. And it works? What is the issue with release then? This could be what I need for SimplexColonies... a resource of colonists that is treated as a resource but from whom kerbals are recruited from closed arcologies. Once a certain population is reached (import resource from kerbin) you send a kerbalnaut to 'recruit' a fresh kerbal. Okay. Maybe a request to LGG to tidy up the code then? With this in mind I humbly withdraw my feature request. Peace
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Well, this does look like a different solution to tbe OSE workshop which has KIS issues? I'm waiting for a simple solution that uses the stock system. EL still requires KIS for full functionality too. But i did wonder about the base parts as you started it was the sequel to Pathfinder. Now we know! As for patching, I'll be making it compatible with Simplex Resources straight away methinks.
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Fair enough on the Structural Support. For the Androgynous Docking Port, it calls itself an intermediate port, but has a diameter that doesn't extend to 1.25m like the stock 1.25 does with its skirt? Is it supposed to dock with stock docking ports? if not ie ADP to ADP only, could they be wider? It doesn't 'fit' over the doors of the crewed parts neatly.
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KSP: From Kerpollo To Interstellar- Trailer 1
theJesuit replied to lane1572's topic in KSP Fan Works
Very cool. Looking forward to seeing thebprogresaion. But i did like the montage especially -
Nice compilation. Are they all missions to elsewhere or is it all about the reuse?
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Sounds like a typical Startrek episode. So... working as intended?
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Well, yes. Except I've horrendously RLing and haven't had time to update. In KerbalismConfig there is an MM patch that you can copy over. I'll look it up and paste it here soon. EDIT: put this into a file, perhaps called EVA.cfg in the KerbalismSimplex/System folder. // ============================================================================ // EVA propellant patching : KSP 1.5 > 1.10 // Use Monoprop as eva propellant, and set the initial amount to zero // Patch for Kerbalism Simplex // ============================================================================ @PART[kerbalEVA*]:FOR[KerbalismSimplex] { @MODULE[KerbalEVA] { @propellantResourceName = MonoPropellant } // This won't do anything in KSP 1.11+ @RESOURCE[EVA?Propellant] { @name = MonoPropellant @amount = 0 @maxAmount = 5 } } // KSP 1.11+ handling : propellant is stored on the jetpack inventory part @PART[evaJetpack]:FOR[KerbalismSimplex] { @RESOURCE[EVA?Propellant] { @name = MonoPropellant } } // Patch the 1.11+ "eva fuel cylinders" inventory item with MP @PART[evaCylinder]:FOR[KerbalismSimplex] { @RESOURCE[EVA?Propellant] { @name = MonoPropellant } } // ============================================================================ // EVA Kerbals can remote control a probe // ============================================================================ @PART[kerbalEVA*]:HAS[@MODULE[ModuleTripLogger]]:FOR[KerbalismSimplex] { %MODULE[ModuleProbeControlPoint] { %minimumCrew = 1 %multiHop = False } } @PART[kerbalEVA*]:HAS[@MODULE[ModuleTripLogger]]:FOR[zzzKerbalismSimplex] { %MODULE[ModuleCommand] { %minimumCrew = 0 %hasHibernation = False } }
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Im gonna turn this into a flag to put on the Mün
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Thank you! Peace.
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It will need updating probably. @linuxgurugamer could this be on the update list please? Peace.
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[1.12.x] NavBallTextureChanger Updated, now with UI
theJesuit replied to linuxgurugamer's topic in KSP1 Mod Releases
Please excuse ignorance... Does this mod give you the flight NavBall in IVA mode, or does it just change the texture of the Navball prop? Peace. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
theJesuit replied to Nils277's topic in KSP1 Mod Releases
Nice to see you around. I hope you are safe and healthy. I have a request please. You have a configs for Kerbalism, but with KerbalismSimplex there are different (less) options in regards to resources, and with together with SIMPLEXResources I am supporting a modified system of nuclear fuel. Would it be possible to bake in these changes with your own support, or alter the :NEEDS to KerbalismConfig, rather than Kerbalism so I can put in my own? Looking forward to the update! Peace. EDIT - Does the nuclear reactor with Kerbalism require Near Future Electrical as well? -
Anyone know how to make your ships look cooler
theJesuit replied to cebu516's topic in KSP1 Discussion
Sheesh. 550 is heaps. I wont go above about 200. 150 for a launch. -
Anyone know how to make your ships look cooler
theJesuit replied to cebu516's topic in KSP1 Discussion
I hear you and wish to say that you are not alone. Do you have a self imposed upper part count on your craft too? -
Does this mean that it uses the Breaking Ground whatsits rather than Infernal Robotics?
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Magneticity (1.8-1.11) (Early Development)
theJesuit replied to assimo's topic in KSP1 Mod Development
Cool, you could possibly tie it somehow to Kerbalism's radiation belts. Also, you could create a resource called 'mag field' as a band or a shell or something using Space Dust. This might be the easiest option.