Jump to content

theJesuit

Members
  • Posts

    3,202
  • Joined

  • Last visited

Everything posted by theJesuit

  1. Looks like TakeTwo have followed their Civ release model. GAME + expansion pack 1 + expansion pack 2 then GAME 2. Peace.
  2. I'd be really keen and was hoping that Squad might add ModuleResourceConverter (ISRU), as well, and requested it at some point I think through the 1.6 updates. But I guess it is with low priority, or the have some reasonfor not including it. Maybe time for a followup @SQUAD and @St4rdust? Simplex Propulsion #shamelessplug also added some engine upgrades - but it probably needs revisiting Peace.
  3. That's amazing, and I like @Noir's suggestions too but I'd go further... I'd put the staging across the top, or on the bottom with the fuel levels hanging below or rising above. You could then pop the maneuver node and bottom left stuff underneath that so that info is in one place on the screen. Either that or running across the bottom bewteen the navball and the newly position portrait stack. It makes more sense to have the kerbals stack on the bottom right, and keep stacking them up, although their gee-meters should be thinner/ not as wide. I'd also put the icons there as well. I'd also have the toolbar across the top rather than down the right side (like it used to be). The altimeter could be positioned moved/shunted along if necessary to make room for the toolbar icons. I like have a wide screen Peace.
  4. @Nertea I also hope that it isn't a long term wait for inspiration to come back to this! I feel that FF has always been a nice to have, but for career players so many places can be got to without getting to these parts. But I think that for mods like Kerbalism and JNSQ, where radiation, stress and distance add difficukty doing the crewed missions to the outermost planets is only possible with the far future engines to get the speed and ISP. Looking forward to the NF Exploration and your ideas for it. Peace.
  5. Are you using Kerbalism? Inside Laythe orbit is high radiation and will kill your kerbals quickly. Peace.
  6. I personally think the RDU is OP due to the mod being several unique ways to kill kerbals... but kerbalism seems to be a damn democracy. So I suppose it's a good thing Jeb is still with us. Peace.
  7. Unless you have a specific mod that removes the requirements for CRP.
  8. @Thrimm, I have a bunch of ideas dreams but no skills to implement them, thanks for seeking some input! Cycling airlocks would be neat and probably better and perhaps should be the way they would work in practice. I'm not worried about the proximity thing. That sounds complicated to setup! And it might cause hilarity problems if a kerbal had no helmet on inside an airlock and someone walked past on the outside, cycled it and killed Bill... great for storytelling though see more on this below in 3. I've wanted an automatic helmet remove thing for ages. This would be very cool. The only way to implement it currently is cheating like you did on the initial release video by kopernicus' an atmosphere. I was thinking that if I ever did a cinematic i'd put the most tenuous of atmospheres on the the Mun so that I could tell the kerbals to remove helmets, but not affecting ISP too much. Having this concept available as part of the dome mod part would be great and would be available for more storytelling cinematic purposes. In saying that, could you extend the concept by treating the domes as say a 'cargo bay?' and having a plugin that allowed helmet removal inside a cargo bay if it was closed. I don't know if that is possible, perhaps the helmet removal function would check if you are in the box that is occluded from atmospheric forces. I seem to remember that a loose kerbal or part inside a cargo bay wasn't subjected to atmospheric drag if the cargo bay doors were closed. Could you manipulate this to your advantage? from 2 - If a kerbal is in an airlock that cycles, and doesn't have a helmet, could they be thrown out of the airlock to simulate being pulled into space? THAT would be hilarious! More dome types - of course. Larger... even a massively huge one - and the floors to go with them. See 6. Perhaps lights as lights built into domes would be good. But not 'dormitory domes' or 'ISRU domes' have parts to populate them as in 6. The joy of this mod is that you can walk through it. Also, a non transparent dome that has the walls petal open - like a cargo bay. The floor of this dome happens to be an EL launchpad. So when you come to build your craft, you do so in a short sleeve (helmetless) environment, then once finalized, the dome opens up to reveal the craft. @taniwha might help with this? Also, ideas for implementing base building below in 6. using the EL craft extenders. Large airlocks for vehicles. Small domes act as corridor hubs? I have list, a little list, pretty similiar to your suggestions. I like KSPB, but those buildings have airlocks. If you are in a dome, you don't need an airlock on internal buildings, so stackable accommodation units that are bedroom/ bathroom. Cheap and easy, box flats, dormitories. IVA if possible, but easy. Small bed and desk. Command space for the kerbals to get some damn work done for a change, perhaps chat with @Nils277? Storage units for food A lab A factory for ExtraPlanetary launchpads. Water feature like a pool Stackable floors with ramps. You have the floors with nodes, but this would be like a second level floor that you can get into - above the airlock height obviously. In the largest of domes there is a lot of air space that is unusable if you can't get to it, so maybe a floor to be held up by box flats, with a stair built in? Trees. I want to plant trees on the Mun. This. So much this. Please. So that it isn't so sterile! Animation seems unlikely, so adult trees. Bob has no interest in waiting for trees to grow. And a vege garden that would be a greenhouse part for Life Support mods. You don't have to configure that, someone else would I'm sure (I could probably config for kerbalism). The domes would have to NOT occlude light though... I would think that ISRU and drills would be outside of domes. Messy, heat, exhausts is better outside. The floors could possibly be configured with the EL modules that allow you to build onto bases or even reconfigure through via the recycler mod? I have written more than I intended. Thanks for the opportunity. Peace.
  9. @The-Doctor I understood it to be a cure for cancer. Perhaps only in orbit but your need somewhere with low background radiation not to mitigate and loads of resources. Peace.
  10. @The-Doctor... you aren't thinking of... healing thyself are you? IT s called Sickbay. What profile are you using? Peace.
  11. @zer0Kerbal I believe this may have been collated into a different pack, possibly tokamak now maintwined by Linuxgurugamer. However it might be nice to have it as separate download. Peace.
  12. That is very, very, very cool. Hopefully, once complete, you'll get a TOTM for this! Peace.
  13. This. Especially with life support as you can push faster to get there earlier. Peace.
  14. Yea. I feel that LifeSupport is not going to be too far away. Good background processing is what I dream for currently. So many mods useful and extending mods are facing issues around high timewarp. Peace.
  15. You ask and I'll support. Do you want it with Simplex as it currently is or just with the upcoming and soon to be released extended Tetrix? Or both? Probably will do both. I'll do them at the same time as BDB. Peace.
  16. Update soon everyone The thinking in the next update is that they will translate into the basics of 12 usable resources found in the game and used in the Simplex system. It is a simplified and non-onerous resource system. HydrateOre (which will be hard to find) processed to LiquidFuel NaturalOre (plentiful) can be processed to Oxidizer + MexalFuel, or MetalParts + BadAir RareOre (fewer places) can be processed to Ablator + Shielding, or CustomParts + Xenon HydrateOre with RareOre makes OrganicSlurry RareOre with NaturalOre makes SolidFuel NaturalOre with HydrateOre makes MonoPropellant BadAir and OrganicSlurry can be reprocessed to Air and Consumables for the Kerbalism SimplexLiving profile. MetalParts and CustomParts are used withExtraPlanetary Launchpads. MexalFuel is going to be like a proposed Aluminum/ oxidizer rocket that could be used on the moon without needing that valuable water /hydrogen - it would be a later tech tree thing. Something like it exists in KSPIE, but i'll supply one too. Low thrust, low ISP. So, 12 resources coming from three ores. The miniISRU will process Ox only. ISRU will process Ox, LF, MP and Organic Slurry. A heavyISRU rescaled ISRU to 3.75m (suppled by this mod) will process the same but also MexalFuel, and SolidFuel. Furnaces or smelters will produce MetalParts, and also Ablator and Sheilding together. Fabricators will produce CustomParts with Xenon as a byproduct.
  17. I should have said : Name change pending. Still trying to think of ideas otherwise it points too closely to a particular RL element. Something like MexalFuel. Or HeavyFuel. Or GritFuel. Probably lookin at MexalFuel as this ties into MetalParts being formed out of the same Ore but using a furnace rather than ISRU.
  18. The idea for Simplex is that there are three 'mineable' Ore crustal resources. The thinking in the next update is that they will translate into the basics of 12 usable resources found in the game and used in the Simplex system. It is a simplified and non-onerous resource system. HydrateOre (which will be hard to find) processed to LiquidFuel NaturalOre (plentiful) can be processed to Oxidizer + AlumFuel, or MetalParts + BadAir RareOre (fewer places) can be processed to Ablator + Shielding, or CustomParts + Xenon HydrateOre with RareOre makes OrganicSlurry RareOre with NaturalOre makes SolidFuel NaturalOre with HydrateOre make MonoPropellant BadAir and OrganicSlurry can be reprocessed to Air and Consumables for the Kerbalism SimplexLiving profile. MetalParts and CustomParts are used with ExtraPlanetary Launchpads. Alum fuel is going to be like a proposed Aluminum/ oxidizer rocket that could be used on the moon without needing that valuable water - it would be a later tech tree thing. Something like it exists in KSPIE, but i'll supply one too. Low thrust, low ISP. So, 12 resources coming from three ores. Peace.
  19. I believe that resources in vanilla CRP (and ore in stock) juts get global random distribution. This will be more discerning, but I don't know whether it is only for JNSQ and maybe GPP? I'm soon to embark on doing the Simplex Resources in a similar style to RR this though, but that may not be your thing. Peace.
  20. Cheers. It is true that, for the most part, you need a couple of nods to do anything. The real exceptions are jet engines and intakes, and the probes and comms. There isn't a good line to deliniate where it should stop when you think about it you could just have about half a dozen nodes as you need a command pod or probe with tanks AND engines so they should all be in one node. In saying this the logic is that tank construction is a different set of principles to engine building I guess. This way you can potentially unlock any size tank if you only ever want to use the swivel for an entire career. Peace.
  21. Hi everyone, TETRIX is just about there. So close. FreeThinker has been amazingly patient in checking so much of the KSPIE integration and we are pleased with the result in the upgrade nodes. OPT is done with checks from JadeofMaar. This evening I've patched Kerbalism 3.0.2 and the new sciencey stuff. Whilst I had a small hand in its development I never quite got the hang of patching it properly till now. I'll probably have a go at updating Simplex to 1.10 to cater for Kerbalism once I've done Tetrix. The science parts have also been moved so that for stock science pretty much each branch has two experiments at some point and each tier has twoish too. I may look at designing my own experiments at a later point to round off the tech tree in a nice way. I just need to do some testing with the movement of some experiments to make sure that you can actually get to space on 50% science - in science mode, without all the contract science... Peace.
  22. Done some research... Does the MobileScienceLab still work? I mean, this was from 2016. I'd want canResetConnectedModules = True
  23. So that the science is not 'infinite'? And can it be used to reset containers as well?
×
×
  • Create New...