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Everything posted by theJesuit
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Out of interest, was this mod not able to cope with the fancy additional Squad models, or are these new models for the mod? 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
@Monniasza, this could be your issue, so when setting up your dev install it was fresh perhaps? I don't normally use HideTechTreeNodes so that could definitely be a bug with that mod when it doesn't like being installed and reinstalled. It would also explain a problem that was expressed on page 1 on by Gordon Dry. When I'm debugging around Tech Trees I do find that starting a fresh default save every time I go back into the game helps as well. I have had experiences where things haven't updated correctly on multiple use saves. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Hi Monniasza, and thanks @Cruesoe - you are correct, CTT is NOT compatible. @Monniasza, you are quite right. This doesn't look correct. I hadn't noticed your SSTO Project before - looks interesting, but I don't have time to play around with it unfortunately. I did however explore it on Github to see what you meant by a tech tree mod. TETRIX will need specific support in either your mod or in TETRIX - the best way you can support is by patching your parts to fit in with the nodes that come in TETRIX, I can provide a list for you if necessary, but they are all listed in the cfg files. Any nodes you make won't fit particularly well into the aesthetic i'm guessing. Either that or you can provide a list of where you think your parts should go and I'll include them as a patch. When you add nodes in the best support is by having :NEEDS[!AngleCanMods/TETRIXTechTree] when the node is created and whenever a part is referencing that node. SpaceY, KSPIE, and others add nodes, which TETRIX Tech Tree suppresses. Where this gets difficult is when mods natively support CTT, ETT or whatever, and I have to patch around. But it has been done before. SpaceY has only recently been added to support, in 2.4. If you are using SpaceY, try using a newer version of TETRIX even on KSP 1.8.1 and see what happens. I'm not really bothering to support older versions with TETRIX, and tend to remove soft depreciated parts and KSP and mods update. You are right, the screenshots show that it doesn't look right. I can't tell the difference between these two images. My guess is that the Tetrix Tech tree isn't installed correctly, but to know this you'll need to post a screenshot of your GameData folder. Is the techtree in Gamedata/AngleCanMods/TETRIXTechTree? Having it in the AngleCanMods folder is important. I'm happy to include your mod, but I don't have much time at the moment. I'll on school holidays in a couple of weeks so I could look at it then if you want. Peace. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
No. This is instead of the Community Tech Tree. You can't use them both at the same time. Peace. -
Thanks @linuxgurugamer for picking this up. I was using it quite happily in 1.9, not knowing if there were issues with it, but I now know that it will be always be available! Many, many thanks! Peace.
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I agree with @Streetwind. But I like the idea of this setup as i limit the size of rockets by only ever upgrading to tier 2 launchpad and runway. Howevet the carrier and orbiter together, once the carrier has refueled, returned to orbit and docked... what kind of delta-vee do they have? Think of a real world scenario... A Starship and Super Heavy launch. Starship is reaches orbit. The Super Heavy lands, refuels, and launches again with no payload, but is able to achieve orbit and redock with the Starship?
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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
Airplane Plus you say... Well, I did rearrange airplane bits and pieces a little for SMX so I'll have a wee look. Trying to get Simplex Resources updated though currently. So no time line. Thanks for the suggestion though! Peace. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Just updating the OP. Updated both TETRIX and SIMPLEX TechTrees. Just adding SCANsat's update to both. SCANsat is spread from tier 1 through to tier 7. Low resolution through to hi resolution. Altitude first (tier 1), biomes added in tier 2, resources added in tier 5 which is also where the stock scanners lie. Happy for feedback. Peace. -
I do have issues from time to time of craft, after undocking from a station in LKO then setting a manouver node in map view, throttling up and then the navball goes crazy. Switch back to flight and find that I collided with the station. Lesson: even though parking orbit for everything in LKO is 80km, I should drop periapsis to 75km and place nodes for leaving LKO at the perapsis. Then I'd always be ahead. Peace.
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@allista I was definitely thinking of suborbital, or escape trajectory. However, capturing decelerators (which are accelerators) in orbit would possible resolve the suborbital issues - but this would be REALLY difficult to line up accurately this may not be a goer. Actually - would ground base decelerators be something to consider too? Imagine having different mining facilities such as at the poles, far side crater etc, mine your resource, throw it over to your equatorial base where it is caught - then transferred to the more powerful 'return to Kerbin' cannon, where it is launched, aerobrakes and the apoapsis that it ends up with is timed to coincide with an orbital decelerator, or more probably, a capture craft that the player uses to rendezvous with the projectile like an asteroid. Empty canisters could then be fired back to the mining stations to be refueled as well. Coming back down from orbit (not on an atmospheric body) would need quite precise calculations. Again, not sure. now this would work. But the suborbital shots could be on craft that have suicide burners, so capturing isn't needed. Just accurate ballistic launches.
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Also to note thathat HydraSaturate name is a WIP. Obviously it's analogy is water but I'd like a name that fits with the HydrateOre ide. Possibly calling it Saturate on its own is a possibility or else HydrateFlow HydratePure or just LiquidHydrate
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Hi everyone, I'm in the process of updating this mod -finally as I've been doing my most comprehensive career playthrough in years and I'm about to unlock scanning... so it was time to update. Changes will include: A 4th mineable resource which is HydraSaturate (think water) this is the basis of the oceans in KSP. HydraSaturate requires less energy to convert to LiquidFuel. Oceans will either be Fresh (not in stock), Acid, or Base. Acid oceans contain 5% NaturalOre, Base oceans contain 5% RareOre along with HydraSaturate of 95%. Kerbin and Laythe have Base Oceans, Eve has Acid Oceans as it is supposidly rocket fuel anyway, and LF and Ox require HydraWhatever and NaturalOre respectively. Underground reservoirs of HydraSaturate could be found in places and mined as per usual. Antimatter fuel will be available and LH2 as well. LH2 will be made by refining LF further - twice as much energy from HydraWhatever to produce. I'm still not sure how the antimatter will work if I'll provide patches for KSPIE and Far Future engines. I'm also going to add in Argon to support NF engines. This will mean 4 gases Air, BadAir, Xenon and Argon. Bodies with atmospheres will have combinations of these. I've dubbed atmosphere's as Good, Bad, Ugly and Gassy. Good is 95% Air, trace everything else (Kerbin). Bad is 100% BadAir, (Duna). Ugly is 50/50 Air and BadAir (Eve). Gassy is mostly BadAir with more Xenon and Argon. So effectively not much will change. Still three Ores to replace stock. Now there is better ocean support and also atmospheric setups for mods such as kerbalism. For a stockish game where you don't worry about atmospheres and extra gases, the drills will be able to collect HydraSaturate from oceans. Peace.
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I'd like a ground based one to fire Ores back from the Mün to Kerbin, to aerobrake into orbit (or get caught by an orbital decelerator). For Minmus it would need to wait until the body was at the right point of the rotational cycle. Maybe it should be in the UI that when you fire it remembers the angle so you can rinse and repeat only at that time. For Kerbin and maybe Duna the force might cause atmospheric heating so not that practical. Peace. Maybe the ground based one should be more like a turret cannon so you can aim in the directio if it is too heavy to move.
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I'm working my way through a 'Stock' game. That is to say... Simplex Tech Tree Simplex Resources (which I'm in the process of updating as I'm about to unlock the scanning tech) Kerbalism Simplex HullcamVDS (as one day I'll record a video and I want this for cameras) ReStock and ReStockPlus KER, kOS, KAC, TWP, Precise Manouverer, NodeSplitter My first crewed craft to Duna just aunched in the first transfer window available. This is an Ike only landing. Future mission's will require ISRU. lander, LS supplies and fuel sent separately.. The goal of this save is to have flags and footprints on all bodies, which no additional mod engines apart from ReStock Plus. And with Kerbalism's science, radiation, habiation and part reliability issues to contend with. This is a career mode save. Peace. Edit. I should also say that it is a 50% science but 100% funds and reputation. 120% reentry heating. Lifetime radiation too, and many of the contracts turned off. No asset recovery or rescues, no part testing, no tourists, no 'go to this place and do a thing'. Basically bases, satellites and flags.
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Kerbalism may do all that you ask... Or perhaps Kerbalism SIMPLEX if you want to use ore. It is 'relatively' straight forward to learn how to make your own profile if your have no experience in coding such as myself. 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
@linuxgurugamer ouch! Okay. I'll have a look at this when I can tonight or tomorrow morning. Is your mod list still the same? -
Stockalike real engines kinda but not really????
theJesuit replied to Souptime's topic in KSP1 Mods Discussions
You may be looking for SMURFF which means stock or mods engines for RSS. Peace. -
Fair enough. If you can get to space, then all science can be got That's why I recommend a 50% science in settings with both TETRIX and SIMPLEX (and using KEI) as it makes the exploration more meaningful - you can't unlock the TechTree with Kerbin's moons, and this effectively doubles the size of the tree itself. Another thought - and I haven't had time to try this - is whether exactly 500 science for a node requires the Level 3 R&D upgrade - If so, the tree may find a better balance if that level was reduced so that only the top two tiers required the level 3. TETRIX's tier costs were setup for that. You might look at making the ScienceParamModifier and possibly the science value changes not applicable when used with Kerbalism as Kerbalism changes the science values in its own way. It removes the KSC biomes, but not the planetary biomes.
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Perhaps a new science part that is atmospheric only - like windshear - that is available at the start. Gives a good chunk of science points to offset the loss of a few biomes around the KSC, shores, grassland and water splashed. Then this is an experiment that will give a science boost on Duna, Eve, Laythe and Jool only. Perhaps make it a 'sample' so as not too OP. Borrow a nose cone part or better yet a basic fin - or even betterer the stayputnik. Peace.
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I would like to add my welcome to the techtree design club. Nice work and a unique design! I'm going to give a spin soon. Also, how did I not know about the ScienceParamModifier? This is great! I like your take on the science grind business as well. Well rounding out you intentions. Will the changes for the nuclear engine have mod support as well? Peace.
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Ah. I thought it was just me. I haven't had time to investigate though.
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Yes. One tier along from the stock Mk1 lander can. Mmm. Actually not sure. I'll have to check. Peace .
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You have a pair and hang them from their suits' O2 umbillicals like a pair of fluffy dice. Oh wait... they don't have umbillicals. 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
Sure! Also, scansat apparently needs an update too. Peace.