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KSP2 Release Notes
Everything posted by theJesuit
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[1.12.5] Modular Kerbalism - Science Only Profiles
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Cheers. Any extra mods? -
shape of tech tree nodes
theJesuit replied to theJesuit's topic in KSP1 General Mod Development Help and Support
Had a very quick trial today. No go. It is a stretch of smaller icons to the square shape. -
[1.12.5] Modular Kerbalism - Science Only Profiles
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
I think that may be a setting that can be switched off somewhere, maybe in the settings.cfg. testing would be great then i can correct for a release. Are you able to givr feedback as I don’t use MKS and I'll miss something if I try. -
This is great thank you @linuxgurugamer. I have a question, would this work across models? As an example, if I was to use Ubioweld to put two or more models together in a single part.cfg, like a light and a deployable solar panel, could I use this to animate them together? Peace.
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Hi anyone, I just had a thought, but not being near my computer for another 23 hours, could anyone please tell me what the answer might be? Could tech tree icons be changed to be rectangles? Possibly by changing the shape of the png file? Currently the tech tree icons can be 64x64 pixel png files. What happens when you simply make it 64 x 32? Is it stretched, failed to load and replaced by a generic icon? Thanks for any heads up!
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Thanks. I'll look at that today hopefully.
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I have no idea. Possibly. The science is exacy the same, with additions for data and samples. Crewed parts may have issues possibly.
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Possibly. There is a great mod called the Kerbalism Companion Calculator that would help you i think
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Hi everyone! Look here and try this! https://spacedock.info/mod/3691
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Kerbalism Modular Science (A Science Only profile) Kerbals working to Science the OrganicSlurry out of Kerbalism. DOWNLOAD: vanilla Science Download from Spacedock Kerbalism Modular Science from Kerbalism SIMPLEX (A Science Only profile) DOWNLOAD: SIMPLEX Science: Download from Spacedock Installation: Install KerbalismCore https://spacedock.info/mod/1774 Install Harmony https://github.com/KSPModdingLibs/HarmonyKSP/releases which is required by KerbalismCore. You don't need KerbalismConfig, or Community ResourcePack Put the KerbalismModularScience, or KerbalismModularScienceSIMPLEX folder into GameData Requires: Module Manager (not included). KerbalismCore (not included). Harmony (not included) License is the Unlicense http://unlicense.org/ Source is on Github https://github.com/theJesuit/KerbalismModularScience This is an updated Science Only Config for Kerbalism. Background processing is still in, but you don't need to worry about radiation, life support, kerbal comforts, non stock resources. Looking for feedback on how other mods cope with this. Patching will continue. *** Changed 0.7-S second mod Changed the Science to SIMPLEX Renamed the EVA Samples experiments to fit nicer in the Kerbalism UI window *** Changed 0.7 Nerfed MonoProp Fuel Cells capacity - noted by @Streetwind Removed Habitat volume and Radiation requirements - found in testing by @Streetwind - Thankyou! ** Changed 0.6:** BDB update thanks to @Cheesecake Geiger Counter part fixed CRP no longer checked for (as it isn't needed!) ** Changed:** Profile name Changed NEEDS and FOR to reflect profile name Changed FuelCell resources to stock LFO or MonoProp Settings: Reliabilty to false, everything else to true Removed all CFG instances of: Reliability Life Support, ECLSS Volume and Surface Area Emitters Most Parts (keeping Radiation counter and small antenna) ** Keeping:** EC changes Keeping Background processing for all modules for now - for background science. This might change for ISRU and Harvesting et all as I think I found the CFG code for it somewhere MonoPropellant as the EVA jetpack fuel Science experiments from vanilla Kerbalism including data storage and upgrades Deployment of parts needing EC. This might also change. ** Still to come:** Some Localization updates in support folder Modular Comfort and Radiation addons ModularScienceSIMPLEX
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Hi everyone, I've been thinking about updating and adding in the support for OPM and KSRSS, but as I was doing so I was getting annoyed at some of the functionality of the world firsts contracts and the misalignment of the order of things in my recent playthrough., like reach orbit around Mun (I used a probe), rendezvous around Mun and return from Mun, then rendezvous around Mun In the 1.2 update I made the Flag contract and node dependent on the Landed node (makes sense) and Landed dependent on Orbit, but in my last playthrough I felt that having a fourth contract of flyby was a good idea - basically, entering the SOI, but not necessarily orbit. So I'm thinking of a 2.0 release. I haven't started working on it yet apart from napkin sketches, but the following would change: TechNode sets would be four quarters of a square rather than a large square with two additional nodes Kerbin's four nodes to unlock would be: reach space orbit (contract available once reach space is completed) crewed orbit (contract available once reach space is completed) landing (contract available once reach space is completed) Gas Giants (Jool et al.) would have flyby orbit (contract available once flyby is completed) crewed orbit (contract available once flyby is completed) landing (contract available once flyby is completed) Planets and Moons you can land on would have flyby for Mun and Minmus (available once orbit around Kerbin is reached) for planets orbiting a star (available once orbit around Kerbin is reached) for moons of other planets (available once flyby of the parent planet is reached) orbit (available once flyby is completed) landing (available once flyby is completed) flag planting (available once landing is completed) In saying this, I am thinking of also knocking out World First contracts altogether when installed with AngleCan Progression which removes all stock contracts except World Firsts. I'd replace these, with a series of milestone mini ones for Kerbin first launch, with Kerbin, Mun and Minmus also having orbit docking (unlocked by orbit) and EVA (unlocked by reach space or flyby), and the same for Mun and Minmus. All the Achievement Tree contracts would then grant funds and award science bonuses instead of relying on World Firsts to do assign the bonuses to you.
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Mod that makes science transmission time instead of power
theJesuit replied to Bored Kerman's topic in KSP1 Mods Discussions
Kerbalism.- 1 reply
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I don't know, but this mod uses a verison of True Volumetric Clouds that is currently only available to Patreon supporters of Blackrack. This may have violated the licence in someway. That's my guess, and anyone can speculate... for whatever reason rbeap has removed it and that is completely up to this modder. They don't need to give reasons why. I also guess that it may return in the future, but for now we should know that an amazing mod is possible for JNSQ and look forward to what the future may hold when someone else might create something similar.
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Thanks! It seems we are working towards a similar goal. Are working on the code base of Kerbalism as well to remove things? If that is the case can I humbly suggest that you also rename the folders as well so that people don't get the different versions and flavours of Kerbalism mixed up. If you have removed some of the other background stuff, does it affect stock harvesting and ISRU? I suggest also changing the profile from ProfileDefault, and changing the Kerbalism folder name. You could probably combine the lot into a singular download and put it in a KerbalismScienceOnly, folder. The .dll is already called KerbalismBoostrap anyway, so I think pretty much all MM patches from other mods either look from ProfileDefault, or the folers KerbalismConfig or Kerbalism. My plan is somewhat similar expect I am working towards a modular release set. I give apologies for the slow work on this, on a good day I have 30-45mins of time in the morning to spend in front of my PC to work on things - and holidays finished recently . The main release would be Science Only - similar to this, but without editing the original code. I plan to support with other mods science as well. ISRU and Harvesting is to be as in Stock, as in I think vanilla Kerbalism will still run these in the background even if they part Modules aren't changed to Kerbalism specified profiles. I'll need to check how the system heat addon mod that works with Kerbalism will cope. An addon to this will also be released to add in stress and radiation sickness too - but not Life Support. Hence why I'm not going to be removing stuff from the code. @Cheesecakehas helped by providing the updates to BDB science that have been added more recently then Kerbalism 3.19. Once I get it up on Github I'll provide a link for people to contribute and test across all their favourite mods.
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All my ChatGPT missions!
theJesuit replied to theogameren's topic in KSP1 Challenges & Mission ideas
This has actually inspired me to create a series of 'AngleCan Progression' contracts. Usually I rely on the World Firsts to give some guidance, but when you are ratcheting up up the Rep, then it can run ahead of a natural progression. I would get also get ChatGPT to suggest mods to go add with each phase of this playthrough! -
Simple colonization mod with above 100% sustainability?
theJesuit replied to Kergarin's topic in KSP1 Mods Discussions
These come too mind #shamelessplug SIMPLEX Kerbalism if you want Life Support, Science and Background Processing for ISRU SIMPLEX Resources if you want an extention of Stock Ores, but not too complicated - I could support an extra solar mod if you suggest which one. SIMPLEX Assembly for off Kerbin Construction SIMPLEX Colonies (will generate Colonists with MoarKerbals) SIMPLEX Station Parts for low RAM extra station parts, (but will need to include ReStock as well) -
HI eveyrone, Update to 3.18 Added an in between version of the Pressurized Air tanks so that each of the Consumable Containers has an equivalent Pressurized Air one. Consumables Containers are now localized, spelling errors fixed, and adjusted in the tech trees. For some reason I have to have these assigned here and not in the tech trees. Rejigged some titles of the Pressurized Air Tanks to align better with equivalent Consumables tanks.
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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 everyone. QUARTIX was updated to add move the SIMLEX Station Parts larger inline parachute to the correct spot. The stock inventory containers were moved around a little. The Scanning and electrics branches can follow either option to go to the next level. It'll make sense when you go into the game. -
Awesome idea! Will this work with sustems that use 12 or 8 hour 'days?' L such as JNSQ?
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The current devs are still around but not maintaining it. it is complete. You should plan to install as instructed with the Scatterer version 0.772 i think. Read back over this and the previous page for instructions on adding the newer dependencies. Peace
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On steam changelog there was a note to say sign up to PD for feedback re. KSP2 Features. Feels like the wrong game!
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Will you make this available? Perhaps create a pull on Github.
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Hi everyone, The following is my full Simplex loadout in 2024 July. The goal of Simplex is to extend the stock game but keep things as simple as possible. when you see this below, you won't believe me. The suite and other tweaks, seek to bring extended playthroughs that bring a little more realism for as smaller a RAM footprint as possible - hence a liberal use of stock models and textures. Whilst I would like to say I'm a minimalist, the following mod list is what I consider to be standard for a full play though in either Stock or JNSQ*. I don't tend to use the Making History or Breaking Ground DLCs because of the load time and RAM issues, but do prefer ReStock and ReStockPlus. However, these are modular. You can drop what you want, and mostly mix and match. AngleCanMods ANGLECAN Achievement Tree adds progression type Achievement Contracts with a visual representation towards Flags and Footprints on every rocky planet and moon ANGLECAN Progression removes contract grind by leaving only World First Contracts, making a career playthrough like a Science mode, with upgrades to the KSC and kerbal hiring using only your limited Funds. ANGLECAN Progression Plus adds rocket efficiency motive by making Resources such as LiquidFuel and Oxidizer cost Funds. ANGLECAN Part Tweaks a range of part tweaks such as limiting fairing width to provide some realism, and set docking angles. QUARTIX Tech Tree a branched Tech Tree that allows for a separation of technology groups SIMPLEX Assembly mods external construction mods such as Extraplanetary Launchpads or Sandcastle for onsite construction SIMPLEX Assembly Plus a distribution of Extraplanetary Launchpads to tie in with the Simplex Suite. SIMPLEX Colonies colony arcology parts that allow for kerbals to be spawned off world (using Moar Kerbals), and provides a refuelling base SIMPLEX Propulsion nerfs engines within an atmosphere that forces a need for two or three stages to orbit rockets to provide some realism SIMPLEX Resources replaces the singular stock ISRU Ore with three main types, HydrateOre, NaturalOre, RareOre. Rocket fuel ratios are changed to provide more realism without changing vanilla performance. SIMPLEX Station Parts adds in station trusses, platforms for base building, and stock-a-like launch towers SIMPLEX Station Parts Habs adds in a larger kerbal storage parts KerbalismSimplex Kerbalism provides Life Support background processing, an improved Science system, but keeps the stock resources for ISRU as opposed to vanilla Kerbalism. Life Support is simplified to two main resources used at one unit each per day: Air and Consumables. BadAir and OrganicSlurry are the waste equivalents. Required Mods Module Manager for EVERYTHING! Contract Configurator for ANGLECAN Achievement Tree Harmony for Kerbalism and KSP Community Fixes Kerbalism this is Kerbalism Core, not Kerbalism Config ReStock for SIMPLEX Station Parts Strongly Recommended Mods BahaEPL provides additional drills for SIMPLEX Resources EVATransfer allows an EVA kerbal to arrange resource transfer KHSK allows EVA kerbals to do heavier construction work KSP Community Fixes gives better performance all round MacLuky provides two seater Mk1Lander Can Moldavite Machines provides nicer looking greenhouses than vanilla Kerbalism ReStock Plus provides 1.875 and 5m parts for more natural progression Water Drinker provides early game parts for collecting science in plane form *JX2Antenna for use if JNSQ is installed Quality of Life Mods Community Parts Titles for standardised part names helping sort in the VAB and SPH Kerbal Engineer as the readouts in flight should be stock kOS for automating launches Maneuver Node Splitter for automating launches Precise Maneuver for assisting in tweaking manoeuvre nodes SCANsat for extending the discovery of resources and biomes for science Kerbal Alarm Clock from TriggerTech as it is better than stock Transfer Window Planner from TriggerTech as it is also better than stock Fun to have B9PartSwitch with only the above mods this only changes Ore tanks, reducing the need to have four times the Ore Storage option. HullCameraVDS as I like to imagine playing in IVA mode only. Kerbal Construction Time as I enjoy the limitation of waiting for build to occur. KCT requires Click Through Blocker Toolbar Control Space Tux Library Kerbthulhu Kinetics Program (Moar Kerbals) for Spawning capabilities of SIMPLEX Colonies *JNSQ planet pack JNSQ requires: Environmental Visual Enhancements Kopernicus Kronometer MagiCore ModularFlightIntegrator
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Awesome work and congratulations on a first mod release.