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Everything posted by theJesuit
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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
Simplex is updated everyone. In the process of uploading the TETRIX TechTree -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Ya'll may have noticed that the 24hr release never occurred. I'll do another 24hr notice period now. Maybe it'll actually happen. This will be for Simplex 1.10 and Tetrix 2.0. Simplex will keep things as they are and Tetrix will be one with extentions both update. A new kerbalidm profile will be released too and after New Year the Simplex Resources too. Peace. -
Yes, I'm working on it currently. Before New Year I hope. Peace.
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Hi people. I have a question on patching the UPGRADES. Say I have this upgrade in a part: UPGRADE { name = A-upgrade UPGRADES { name__ = UpgradeActual techRequired__ = specializedConstruction stuff that gets upgraded } } But with a new tech tree I want to patch the techRequired to a different node, how would I achieve this? Would the best way be to remove the Upgrade completely and start again in the patch file for the tech tree? Thanks for taking time to look at this! EDIT - I think I have it. Sorry for the ping.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
theJesuit replied to Thomas P.'s topic in KSP1 Mod Releases
Merry Christmas to you both, and to all! -
I should add... maybe Christmas release?
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@The-Doctor I'm kinda working on everything at the moment. Simplex profile, simplex resources and the Tetrix (simplex 2) tech tree. Do you want to PM me with what you would want more stockish? The simplex profile basically leaves science, comms, radiation alone and only affects the LS resources. Air and consumables. Also the fuel cells are MP and Air or LFO. And the isru becomes the stock formula's again ie. Ore to LFO or MP. Peace.
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Nice to have extra buttons on your mouse I assume it isn't left or right click But if it could be made automatic like as soon as you hit vacuum after a launch which would be an internal mod. I think there may be a mod that does action groups when leaving atmosphere. Maybe it could also do this? Peace.
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@sskacy in a word... no... but there is a stock option If you want a mod, do you want to stop reverting to launch or back to the VAB? One option for you would be to play with KRASH which is a simulator to make sure rockets can get to orbit. Then play your game with reverts off. The stock option you have is to quicksave and quickload every time you get to orbit. This stops the ability to revert. Or exiting back to the tracking station or space centre. Peace.
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Life Support Combo: TAC + Kerbal Health or USI-LS?
theJesuit replied to Minwaabi's topic in KSP1 Mods Discussions
What you may be looking for is kerbalism. TAC alike values (so kinda realistic), radiation, part failures including engine burn ratings, science that takes time and has a point to bases. Even fuel cells use correct resources. You can turn off or adjust all the options too. For colony parts use SSPX and KPBS. However, if you want babies or new kerbalnauts from your colonies then none of the above will help. Peace. -
If it isn't photoshop and it works in game... I second this. Peace.
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Okay, I'm waiting for a particular mod WHICH SHALL NOT BE NAMED... apologies to Bob Dylan Please add your own verses. Theme for verse one: Mods How many days must a man log in For a mod that has yet to be updated? And how many saves must a man start afresh As mods are staggered out to the masses? And how many mods will it take till he knows That his new computer bought has just fried? The answer is my friend is blowin' in the wind; Yet the flag seems to blow without any wind. Peace.
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I would... to hide from the evil Empire and it's forces. Peace.
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Stockalike Realism Overhaul Release 1.5.33
theJesuit replied to LudicrousFun's topic in KSP1 Mod Development
Hi HyperFun, welcome to the Forums for last month. What does this mod include? Peace. -
Are the life support mods like usi actually challenging now?
theJesuit replied to paul23's topic in KSP1 Mods Discussions
Kerbalism. Also, in the next version of kerbalism the issues that it has had around high time warp will be fixed. Kerbalism includes stress, radiation, part breakdowns, the next version will include part breakdowns on engines. You lose some resource needed if you EVA. Peace. -
I just watched the Mat Lowne to the Mün and back cockpit only. But this is three years old. I'd like to request anyone to do a similar video perhaps with Mün Apollo style maybe to Ike/ Duna and back. Perhaps using the map screen and HullCam VDS. With the cameras on extendable boons that enable right click on the parts of the ship to Eva kerbals and such. Anyone up for a cinematic challenge? Peace.
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KSP2 and the Rockwell Space Plan
theJesuit replied to Lord Aurelius's topic in Prelaunch KSP2 Discussion
You might do an outpost for refueling and habitation/life support or something on Ike if playing JNSQ (2.7 times stock size). With kerbalism, the Ike option becomes viable so that you can refuel through a robotic base on Ike for crewed craft on high delta vee but short trips to minimise radiation exposure. Peace. -
I cam to find out why i couldn't like. Thanks for the topic. thumbs up! Peace.
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Good. I bring sacred 100% perique tobacco for the peace pipe. It'll put hair on your teeth Peace is how I most often sign of my posts I look forward to my teeth being much warmer for the cold spring we are supposed to be having. As long as don't have to vape. That's just wrong. Peace.
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And yet when you go into a communications shadow you can't control your vessels My pick is that this will be an option with signal delay. Also, with advanced tech nodes, engines and such I'm tginking thsy there will also be an advanced AI that functions as a kerbal - otherwise why have anything othet than an OCTO2? Peace.
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Welcome to the forums @KerbalInPeace. This mod does indeed work in 1.7. But the opening and shutting airlock is only available in the trial which is available a few posts up as a google drive download. Peace.
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KSP2 Science System - The limits of science points
theJesuit replied to Challyss's topic in Prelaunch KSP2 Discussion
Have a two tiered system: Science Points - provide a baseline that allows the Engineering Points to be generated. Engineering Points - replaces the Part test contracts but these are points to unlock tech tree nodes. Parts types have tests that can be run in different places. So for: Crewed parts - pressure test Low atmo, high atmo, vacuum. Engine parts - isp test Low atmo, high atmo, vacuum. Structural - strength test Low atmo, high atmo, vacuum, in light, in shadow, or perhaps an acceleration test in each environment. Run these at different places to unlock the next node up from where they are. Even remove or nerf the bonus system - you have already completed a structural part test in orbit around kerbin, try around Minmus for some more points! These allow progression up a branches of the tech tree, ie to better engines, bigger capsules etc. The science experiments continue to have a role. The science needs to be done first in order to form a base line for the parts. In order to unlock the engine engineering tests on the Mun, you need to run the barometer and the materials bay there first. Therefore science points unlock ability to gain engineering points, giving you new technology. Biomes would still exist but primarily for ISRU which is more important for colonies. Peace.- 38 replies
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