Jump to content

theJesuit

Members
  • Posts

    3,198
  • Joined

  • Last visited

Everything posted by theJesuit

  1. That file moves kerblaism science experiements and any upgrades to appropriate nodes in Simplex Tech Tree.
  2. Simplex Propulsion too? It may be accidentally doubling the nerf. Can you screenshot the AngleCanMods mods folder?
  3. So... many... mods... any other mods in AngleCanMods folder? I'll have a good look sometime in the next day or so.
  4. That sounds amazing and would have been great for KSPIE - will it pull details out of localization files too? Peace.
  5. Kinda. Yes. I have a spreadsheet that has all the nodes listed and i use to generate the techtree but not the parts. That was done over a period of time and basically is only adjusted as is needed. When I get to my PC I'll dropbox it for you. Peace.
  6. Thanks for continuing development on this! Peace.
  7. Thank you so much. Will you be doing any work on the models and textures themselves? Whilst great I always thought that the opening space inside the forward hull was a little cramped to work well. Look forward to playing with this again. Peace.
  8. Can you please post an image of your craft showing delta vee, isp and twr at sea level. Also, what other mods are you using?
  9. I want to thank you all very much for the hard work you have put into the update... Peace.
  10. Nice idea. You could break the techtree by removing the prequistites or make the prerequisutes new nodes. Using Contract Configurator you could then award a node once a prerequisite is completed. I'm not sure that breaking the tech tree like this would work... maybe make these nodes horrendously expensive instead inserted just before the nodes you want to block. Then use Contract Configurator to unlock thsee. That might work. But it would look a little odd with such expensive nodes methinks. Worth a shot though. So... good luck! Don't get me wrong. It is an interesting idea. But to solve the same issue for myself i do two simple things (and use the SIMPLEX or TETRIX tech tree #shameless plug). The first is only play with 50% science. That effectively doubles the amount of science to complete the tree. The Mün is only half as useful as is Minmus. The second is that I use Kopernicus (when available) to hide Minmus out at Eeloo. Peace.
  11. I suggest you delete the SIMPLEXTechTree-Engines.cfg file found in Gamedate/AngleCanMods/SIMPLEXTechTree folder. That contains the propulsion adjustment. It won't affect current games for new craft. Note that in a vacuum there is no adjustment. This goes if you are using the Simplex Techtree with scaled systems like JNSQ. It really means that it is a little more difficult to launch craft from the surface of Kerbin (and Laythe and particularly Eve too I guess). On Duna you probably wouldn't notice much change. Think of it as a subtle tweak in lieu of more difficult worlds so that you need a second stage to complete orbit. As far as I'm aware, KSP Delta-Vee and KER take the adjustment into account for your TWR and ISP calculations. Yup. When I released the TETRIX TechTree, I removed the engine nerf file. I figured that JNSQ by 2.7 rescale does the same thing and the TETRIX Tech Tree is really there for better support. I figured not many would play JNSQ without some additional part mods that included more efficient engines. Peace.
  12. I dunno - it's like some people DON'T want to kill their kerbals! Please take this post in the humour of which it was intended. We would have to define the ballooning inflatables against the rigid ones (see SSPX). Perhaps it should be an upgrade that all ballooning inflatables get built in shielding (like half) once a certain tech level is reached. This is a serious thing.
  13. I'm also planning a documentee career play through with Simplex TechTree, Simplex Resources and Kerbalism Simplex with only Restock Plus and quality of life mods. May also include HullCamVDS as well. I plan for this to be a flag and footsteps career basically stock to land kerbals on Eeloo and do a Jool 5. I'll do the same with other mods to complete the Tetrix Techtree with JNSQ once I'm done with this. Not sure if will be an actual Jool 5 with mods and such. Peace.
  14. No it doesn't. With mostly only the stock nodes there just simply wasn't the room. TETRIX pushes it together more than what CTT does. But the latest SIMPLEX is closer TETRIX in terms of layout so there isn't much difference. Peace.
  15. Not sure about harvesting automation. One of the SSPX greenhouses does indeed do 5 food every three days. When you look at the part it was designed (modeled) on a rotating harvest so the idea is that you get a constant supply of fresh food rather than a lump of it every five months (or whatever the other greenhouses do). Obviously without Kerbalism (or any supported LS mod, the greenhouse does nothing. Peace.
  16. I think it is the Air filter/ science part. Peace.
  17. Hi everyone. I am considering a colonising mod that utilises Contract Configurator to allow kerbals to be 'spawned' on a base that you establish. The idea is that you are tasked in a contract to establish a base. The basic plan is that you have to launch and move several VERY heavy parts to a location on a body, possibly needing to construct in orbit to transfer them. Once landed, the contract completes and CC deletes what you Once this base contract is complete, another contract fires giving initial kerbonauts. Hopefully you'll be able to see what types you are getting. There will be a delay before getting ongoing contracts to receive them. But basically every half year or so another couple will pop out. Bases will be scaled stock models (maybe re-textured?). The idea is that each base is a closed arcology - no-one in, no-one out. Colonials maybe treated as a resource if at all. This would be a late game career only feature obviously. Unless a modder wishes to create some code that gives the option of spawns a kerbal after a certain amount of time, perhaps connected to a resource - then it won't work in a science or sandbox game. Happy for feedback. I'm slowly working on this at the moment. If someone thinks this is a great idea, has a different way of implementing it and releases under their own name/concept/whatever then I'd be happy with that! Peace.
  18. I want to too. JNSQ and ReStock should limit the 'grass is greener' view of updated part and terrain visuals IMHO. Peace.
  19. SIMPLEX TechTree 1.11 is live. IT WILL BREAK SAVES New Node layout, hence the breaking of saves. Support added for KerbalismSimplex, KerbalismConfig, SimplexPropulsion with specialist upgrade nodes. Support added for Near Future Exploration Landing legs are now in construction, not landing for probe only careers, Payload and cargo bays are mixed with wings and fairings in an aerodynamics strand. Swapped Mk3 and Mk2 space plane tiers. Mk3 now Tier 5, Mk2 now Tier 6 Engine nerf (for slightly more realistic launch profiles, more likely to need two stage to orbit) is disabled with JNSQ. Peace.
  20. Hi! This is now patched. It took a while, but has resulted in some pedantic code. MM patching with :LAST turns out to be very picky. Thanks for the bug finding @Tahvohck. Peace.
  21. Yeah. Especially if you are adding things. Also kopernicus will change or add modules for solar panels? So maybe current craft won't work. Best bet is to only use kopernicus on a fresh save. Peace.
  22. Ah. Damn. Okay. That is definitely a mistake. I'll fix when I get home this evening. Sorry about that! Tetrix techtree should be standalone and not need anything. I've probably set up the kerblaism science patches to look for kerbalism simplex only. Yes, KerbalismSimplex is incompatable with KerbalismConfig.
  23. I think I may need to download CKAN and have a look. I assume then that there isn't an asterix or something that can be added to show breaking save things at the tick box if that is the update notes above waiting to be added to CKAN. Thanks for your help and advice everyone! Peace.
×
×
  • Create New...