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KSP2 Release Notes
Everything posted by theJesuit
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
theJesuit replied to tony48's topic in KSP1 Mod Releases
Actually it’s a bug, I think it does that on Moon too and maybe other bodies. Will be fixed in 0.7. I'm looking forward to the IRL Earth update to 0.7 too. Peace.- 1,967 replies
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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
In don't think Simplex has been updated to 1.10.x sorry. -
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
theJesuit replied to tony48's topic in KSP1 Mod Releases
I mean Earth IRL has one of these it's just that everyone agrees to never mention it.- 1,967 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
theJesuit replied to tony48's topic in KSP1 Mod Releases
A terrain feature.- 1,967 replies
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5 years isn't long enough for some missions. I'd boost it up to 20 years or 25 years.
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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
That has bden raised before. You know what? I may change that. I'll look back and have a think. In the mean time the challenge is to have a second heatshield that decouples from the first. Peace. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
theJesuit replied to Angelo Kerman's topic in KSP1 Mod Releases
Excellent. Looking forward to making some engineering decisions around these. The monoliths could have the squad images om them perhaps -
Is this the place yo have a discussion on how old they should be to retire?
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Don't patch, just take them into account. So, kerbalism adds radiation belts. At Jool, there is so much radiation that it kills kerbals which a few hours, even in a well shielded craft. A moon that is below these belts would be hard to get to for crewed kerbals. Also, the Joolian moons wouldn't work in world where gravitational pulls work realistically. That is, the moons would push each other out of orbit. Principa moves the orbits to compensate. I think Tylo and Val move a little and Bop gets put in a retrograde orbit :). You might need to explore and test with principa wherre you put your moons, but make them so that they are in good orbits. It helps those of us who have OCD.
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Do you have a list of the five that you would make? I do A moon that zips around close to the atmosphere. Think below the magnetic fields in kerbalism. Have an Eve atmosphere moon but without oxygen. No liquid on the surface though. Have two moons that are in resonance, but overlap. They might be each half spheroid each. Something else. Ensure that this all works with principa
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[WIP] Nert's Dev Thread - Current: various updates
theJesuit replied to Nertea's topic in KSP1 Mod Development
Actually I think you would pretty much get the interstellar experience with: FarFutureTech FreeThinker's Photon Sailor mod, then either Roverdude's Alcubierre Warp Drive (Stand-alone), or the Interstellar Warp Drive standalone that was last maintained by LinuxGuruGamer. The wardrives are probably going to look out of date as Nertea's awesome modelling keeps getting better and better, not just here but the last sweep across the NearFuture suite, SSPX and the team's ReStock. Peace. -
[WIP] Nert's Dev Thread - Current: various updates
theJesuit replied to Nertea's topic in KSP1 Mod Development
AFASIK Interstallar Extended is a conglomeration of several mods, including this one? Or at least the models from Nertea here. But yes. This is a more refined experience. Peace. -
That's what Im saying. If green monliths grant a technode, make it a technode that only improves stats slightly but has no new parts. Like a oh, aliens before us used this alloy, not the one we've been using. Fancy that! And we have a .5% decress in mass on our engines. Thanks aliens!
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I'll refer you both to what Arthur C. Clarke had to say on the matter, his "Third Law: https://en.wikiquote.org/wiki/Arthur_C._Clarke "Any sufficiently advanced technology is indistinguishable from magic." I wonder if there it opens up the cheapest available node. If so, there could be nodes which have no prerequisites, but are very cheap, which only contain upgrades, such as all engines increase thrust, solar cells increase efficiency etc. This would fit well with "alien" takes on tech, rather introduce magic.
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Twelve seems like a lot. They would have to be different in some way to make it worthwhile. Peace
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@taniwha and @SQUAD, even @Nate Simpson for KSP2 planning.... this is why I love the KSP community. What was for years a bug, possibly even getting a fix in upcoming release, turns out to be a feature! Peace.
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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
It is a fair enough comment. There are a couple of other mods which are now doing this which may lead users to find that they have multiple processes which I think is what you are saying. As you have brought it up as an issue, I will remove this in the future. The next update won't happen until early December however. Peace. -
So... my simple mod list to keep things not very stockish Community Part Titles KER with an extensive HUD setup KAC TWP Navball Docking Alignment Indicator Smart Docking Aid EVA Transfer Precise Manouverer Simplex Resources to push for a slightly more complicated ISRU process and better fuel/mass fractions without changing gameplay. But still very stockish. The engine nerf that comes bundled with the Simplex TechTree. I also play with kOS for launches only. And kerbalism which changes a whole bunch included jumping to craft and background processing. But thatbis out of scope for the OP.
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[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
theJesuit replied to hemeac's topic in KSP1 Mod Releases
I don't usually do the lesser funds and rep to reduce grind on money. 20% science makes sense if the early nodes are cheap. This is an issue with the Tetrix and Simplex early nodes admittedly. Repeating missions with kerbalism is neccessary unless you think of ways to fly multiple experiments on the same rocket... at least initially... Peace. -
Filmed on Dres?
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[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
theJesuit replied to hemeac's topic in KSP1 Mod Releases
Yup. I figure that anything accessible from a low altitude sounding rocket without too much direction control is fine and reasobabke for early grind hence the two biomes and ocean. Other biomes at kerbin are really for... "I really need just a couple more science to unlock that next node but another trip to the Mün seems overkill... " Simplex and Tetrix TechTrees are both recommended for 50% science for a reasonable playthrough meaning that you can't complete it without a trip to another planet. Kiwi TechTree looks like a more extensive and expansive playthrough with many more nodes to unlock. How does it compare to CTT for total science needed to completely unlock? Peace -
[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
theJesuit replied to hemeac's topic in KSP1 Mod Releases
@hemeac with kerbalism, I like to only visit a couple of biomes, like grassland, shores and ocean (water?). From memory, this worked out to be the same without kerbalism as no biome visiting, but using KEI to instantly harvest all the KSC biomes, just to get to orbit with a vacuum engine. -
[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
theJesuit replied to hemeac's topic in KSP1 Mod Releases
Hey! Me too! I have special formulae set up and then copy into Word, replace tabs and linespaces, then into NotePad++. Wow. Peace. -
[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
theJesuit replied to hemeac's topic in KSP1 Mod Releases
Nice work @hemeac. Comgratulations! What software did you use to put it all together? -
[WIP] Nert's Dev Thread - Current: various updates
theJesuit replied to Nertea's topic in KSP1 Mod Development
Awesome. Nice to see that kerbalism is still kling as many kerbals as possible, and that these, for now at least, aren't going to make the fancy new toys impossible to use.