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Everything posted by theJesuit
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[WIP] Nert's Dev Thread - Current: various updates
theJesuit replied to Nertea's topic in KSP1 Mod Development
What is your mission time and how does a nuke cope with radiation in kerbalism? Hate to think what happens when the kerbalism devs put the rads heavy on that. -
Can't do it. Dont have the time to really get my head round it sorry. Peace.
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Well, this is why modders are so very, very important. Looking at you, Nertea and team, Galileo and team, LinxGuruGamer and many many others. Also, it means the Squad devs might release another DLC, and have longer in their jobs! Yay! Personally, it means delaying an upgrade to my gaming laptop for another year as well. Oh well. Peace.
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White fluff might come in major release... like 2.0
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I found the crashed mun or bust csm, you believing me right... (FAKE)
theJesuit replied to T-20000's topic in KSP1 Discussion
I dont have any reason to doubt this. -
[WIP] Nert's Dev Thread - Current: various updates
theJesuit replied to Nertea's topic in KSP1 Mod Development
Kerbalism magnetic fields FTW then. But only if kerbalism provides support for all Nertea's code around the Heat codification magic. Peace. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Yes. Yes it is. Peace. -
[WIP] Nert's Dev Thread - Current: various updates
theJesuit replied to Nertea's topic in KSP1 Mod Development
IMHO, Methane from Duna doesn't feel right. If hyrdocarbons could be converted to Methane, then have an underground lake on Duna's surface. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Thats what i'd anticipate. I havent had time to work on this. My usual 30 hour a day is reduced to an hour a week if that at the moment. -
TETRIXTechTree. #shamelessplug. Peace.
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Used to but maybe not anymore. Bug fix possibly. I think also they used to add tonlag as well. Not no longer for a while Peace.
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Definitly kerbalism. This affects life support and science collection. But it really comes down to what you find harder? Do you want something a little more challenging or a lot? And how far down the mod rabbit hole you want to fall. Perhaps if you introduce a patch that reduces the efficiencies of engines to make it more difficult to get off Kerbin too. I have a patch for that in the Simplex Tech Tree which you could move if you don't want the tree itself. Peace
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For this very reason i have done some of the hard work for you. In the Tetrix Tech Tree every stock parts is patched even if it doesn't move. I made the decision at the very start of that development to just patch everything is that i wouldnt have to go looking in the future for a part that i wanted to move. The original the nodes arent there unfortunatly, but all the parts names are. The simplex tree hasn't been update dto 1.10.1 yet (maybe over the next week or so) and arohnd 50% of the parts are in their original locations. It is there as a resource if you want it. Peace.
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[1.8.x-1.12.x] kOS addons: StockCamera, EVA, SCANSat, Career
theJesuit replied to JonnyOThan's topic in KSP1 Mod Releases
I showed my 7 year old a kerbal on a pod ladder moving by himself on the ground, alking round the front of the craft, planting a flag, returning and reboarding the pod. I wrote a script file and showed him how i simplified the proces for writing a script. Now he wants to learn coding. Bless. Peace. -
[1.8.x-1.12.x] kOS addons: StockCamera, EVA, SCANSat, Career
theJesuit replied to JonnyOThan's topic in KSP1 Mod Releases
Ah. So good. Thank you. Now to work out the camera job. Can I please have an example of usage? Peace. -
[1.8.x-1.12.x] kOS addons: StockCamera, EVA, SCANSat, Career
theJesuit replied to JonnyOThan's topic in KSP1 Mod Releases
@JonnyOThan, and I guess @Ger_space, using the EVA addon, I can get off a ladder, and even grab a ladder, but the move function doesn't seem to work addons:eva:move(forward). etc or on a ladder with up down etc. any ideas, or am I instructing wrong. This is using ksp 1.10.1 however. -
Why not combine the two into one, and take it off LinuxGuruGamer's hands? They have both become a new must have addition. Also, looking at this, there could be an argument for keeping this at level 3 and moving the current level three option of SAS following manoeuvre node following to level 4? Give another reason to send a Kerbal to Duna or Eve! Peace.
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I'll try. My machine broke down whilst ive been away (screen on laptop packed in) so i havent been able to. I'll be using CC. I can get a kerbao to spawn but not repeat a contract in the same part. So I'll have another go. When I'm home. The mod would be called something like Simplex Colonial Contracts.
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Thats great! Thank you very much! Peace.
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I want to be able to make kerbals that look more like my kids ") or maybe shrink the heads a little so that i can photoshop MS paint their faces over the kerbal head without the garish head size verses body.
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[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
theJesuit replied to OhioBob's topic in KSP1 Mod Releases
What's the reason for the kerbalism issues with JNSQ or used as a secondary system? Is it the scaling or another issue? -
So this is for a 1.9.1 kopernicus? Asking for a friend... Peace.
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I might have some time to play with this again in CC tonight/tomorrow. Once I've done my flags and footprints on every planet i stock with the Simplex TechTree and kerbalism Simplex i want to do something similar with a few additions for OPM and then Tetrix with JNSQ. But with Tetrix i want to be able to fill out the colonising branch more properly.
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Yup. Just had a look on Github. It is all hardcoded. So no joy there.