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theJesuit

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Everything posted by theJesuit

  1. I moved to this during and haven't looked back since. Also, Update Kerbalism Simplex. Also NF and FFT with Simplex Resources. Redo my career with an updated Kerbalism Simplex and light modded career with Simplex TechTree and Simplex Resources in the stock system. Flags and footprints on all bodies Blog about this. Then complete the same in a modded save with JNSQ. This to include the Tetrix TechTree, Kerbalism Simplex and Resources, and NF and FFT suites.
  2. I feel that i want to make a part that has moveable eyes that works with the Secondary Motion mod.
  3. Can the above. I'm not going to add new nodes. I've tried them out but don't like the look and it means forcing a crewed part early instead of it being optional. Ot would also probably break saves. Instead there will be a new 'stockish' experiment called 'Experimental Avionics' housed in the avionicsNoseCone which will be moved to the start node. The avionicsNoseCone will have its SAS feature nerfed to nill, but will be upgraded to full functuonality later in the tree where it used to be througb a stock PartUpgrade. The experiment will work only while flying in an atmosphere, and flying low will be biome specific. This will help push up to get those initial nodes easier, especially on the recommended 50% science but won't be much use until you reach Duna or Eve. In saying this i wonder if i might put in a basic flight node for those initial propellors if Breaking Ground is installed. I'll keep thinking about it.
  4. Go and ask on the CKAN forum post. They are quite quick at responding. Go and ask on the CKAN forum post. They are quite quick at responding.
  5. Is this fixed in the default config? I'll look into it.
  6. Great idea to get this done for stock as well. Nice! Congrats on the release.
  7. These are new crewed parts? Any specs available? Additional hype. Peace.
  8. Hi, You're welcome for the mod and welcome to the Forums! What is the problem on recovery missions? I don't usually play them, so may have missed some troubleshooting. Peace.
  9. There will need to be an update by New Year? For FFT. Also, I've also decided that I'll have two additional 'start' nodes that can be bypassed if you want. They'll be cheap will contain plane parts for those early biomes as the spread of parts across 5 x 15sci nodes is too grindy much playing on my favoured 50% science. It won't affect starting uncrewed. Peace.
  10. Update on the science... I think I've worked this so that the early few nodes with get 4 experiments. Like 4 for start.. then first few tiers will get 4 experiements eaxh, the next few tier will get 3 experiements each but worth more, and the last few wil get 2 experiements each, but will be worth quite a lot. In reagrds to the Tetrix TechTree that means that for the three tiers accessible on level 1 R&D you'll get 4 experiements per tier, the three tiers of level2 R&D 3 experiements per tier etc. These are spread across crewed, stock, and probe only. I've also decided that I'll have two additional 'start' nodes that can be bypassed. They'll be cheap will contain plane parts for those early biomes as the spread of parts across 5 x 15sci nodes is too much playing on my favoured 50% science. It won't affect starting uncrewed. I've gotten rid of experiment slot and samples slot and HDD size upgrades too. That keeps it very simple. Uodate by New Year?
  11. Just so everyone is happy... I'm not sure that Simpelx Reources still supports this fully if i accidently didn't update to take account of changes I'll do so later. I'm also going to add further support for Kerbalism Simplex as well. Kerbalism has its own configure option for resource switching tanks but this provides the more stockish support if B9 isnt installed. This update will happen around Christmas/weekend. Peace.
  12. Hi everyone, SIMPLEX TechTree and TETRIX TechTree both have been updated to KSP 1.11. Support for the new Far Future Tech and dependencies has been added to TETRIX (not SIMPLEX). I'll update the OP proper in the morning. Peace.
  13. Ooof! Yes. By Christmas maybe. Realised that the Simplex Ores had their kerbalism profile removed . That is now done. Also, ive adapted the new cargo containers to be storage of Consumables as separate parts but a blue droplet and green bowl as a decal. These look better than the phasing out kerbalism parts. Science next after I've updated the TechTrees for 1.11 and taken into account the new EVA science for my plans!
  14. Is that because they arent coded with the cargo module or is the volume too big for the storage container?
  15. So... if i land on landing legs then retract to be sitting on a tank or somesuch, then the anchor gets applied?
  16. Flag and footprints on all celestial bodies except the sun and Jool. Complete a Jool 5 as part of the playthrough. Along with this, don't upgrade the VAB, SPH, launchpad or runway past level 2. That means a hard limit of 255 parts and 140 tons per launch vehicle. No overbuilt monstrosities.
  17. I use kOS for this. For the point of this exercise the mod i don't use one would be CRP. I go to pangs to rejig mods to not need it including releasing my own mods. Peace.
  18. What version were you able to do this in? I missed it this is something i have always wanted to do. I hope someone could get this working again too. Peace.
  19. Probably TAClife and Dangit. Kerbalism provides so much more which, for me, is now quality of life. Kinda. More quality of death. But the science, background processing, and radiation is what i like, along with the reliability, as the reliability with the engines is sort of working as ullage too in my headcanon. Limited fires for engines. Peace
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