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Everything posted by theJesuit
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In real life we should send people to Saturn for this very reason when we send the atmospheric flyer. I volunteer. I'll swing by Mars on the way to give the rovers a gee up. I don't want to go to Jupiter. Nasty rads there. Saturn is much more pleasant. kOS becomes a must when using mods like Signal Delay. But also it encourages a crewed presence though just so you don't have to deal with that unfortunate lag feel. Peace.
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Yes thanks. It was Stevie_d that was looking at making a larger one but seems to have left the forums. Oh well!
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Thanks @taniwha! Peace.
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Hi everyone. I had a feeling that someone was working on a larger variant of the IXS Enterprise, scaled up slightky so that the opening forward hull was big enough to fit something functional within it. I can't find a forum thread, who was working on it, whether they want to consider finishing it (for glory). If anyone knows the reference that would be great. Peace.
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Nice. Will the MFD be a telemachus display? Peace.
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I'm a part count nut. And also don't upgrade the vab and launchpad past tier 2. So orbital 'construction' in LKO is where it is at. In saying this, I tend to send what I can in as fewer packages as possible and final assemble there. Transfer stages are deorbited wherever they are. Solar panels and probe cores are part of those Transfer stages and they are deborbited too. Stations or large robotic vehicles don't pack huge amounts of redundancy. Peace. kOS script that launches when your target is a certain distance away so you don't have to babysit the rocket on takeoff AND can physics warp. That takes so much grind off. Peace .
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
theJesuit replied to nightingale's topic in KSP1 Mod Releases
I haven't had any pings yet, I'm assuming that my contract in the post above isn't possible. Would it be possible for a contract that when a resource reaches a certain level in a craft, a contract appears (or is able to be fulfilled) that allows for a kerbal to be spawned even nearby the part and reduce the resource to nill? In a stock environment this could be done by manipulating the RTG code to produce the resource constantly. That would work as an early iteration of the mod as a concept showcase and hopefully get some support for a coder. Thanks for any advice. Peace.- 5,206 replies
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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
Have fun and enjoy! Peace. -
I disable rescue contracts too but use the upscaling cost of kerbals to price against the insane contract rewards around for satelites around other planets. Also disable ISRU, field research. And also part testing as I expect the contractors to have sorted that for me. Too much muchness. Science 50% all the options stated around but i do concede to action groups at start and KER HUDS partless.
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In kerbalism Dres' poles have a great place to set up camp. 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
Hi everyone, Yes, I will put this on GitHub at some point, along with the TETRIX TechTree which is the name of the 2.0. I've changed name as it moves away from stock only nodes, and node values. So, here is the Tetrix TechTree, a couple of icons need redoing: Also, I've had a first run at the KSPIE integration - phew. 220 parts. Still need to rework the upgrades. 49 parts needing upgrades. KSPIE will need a small update of one file to make everything sweet as. Here are where things are currently (after a 1.1 pass). The release will be when I have finished how the upgrades will work with KSPIE as there are not enough tiers for the current raft of upgrades. I have some thoughts on this, a similar system to the SIMPLEX Propulsion upgrades, but I haven't implemented this yet. In addition to all the mods SimplexTechTree has, pretty much all of Nertia's mods are supported: NearFuture, KerbalAtomics, MkIV spaceplane, FarFuture etc. The Stevie_D IXS warpship, Spacedocks, and Roverdude's Alcubierre Warpdrive are also supported, and before release, Deep Freeze, and possibly OPT. OPT may be in the first update. So, as you can see five main trunks of Propulsion - aero engines (for plane people) - rocketry (for rocket people and eventually integrates with the aero engines at tier 7 - precsion propulsion splits at tier 4, heads into ion and nuclear and continues to develop Electrical Systems - electrics (solar, splitting with nuclear electrics (stock RTG) this carries up eventually fusion, with the nuclear propulsion splitting off from the rtg) - probes and communications eventually pairing with the non-nuclear electric systems Engineering and Construction - flight control, continuing to actuators and resource exploitation - engineering (landing legs, wheels, heat shields, pretty much anything so that you can landing legs and wheels without crew. This is a change from where things were placed in Simplex) - construction (girders, docking, decouplers, mounts, etc) Tank and Aerodynamic Systems - tanks (size steps: 1.25, 1.25, MP+0.625+1.875, 2.5, 3.75, 5, 7.5, 10, ???) - xenon and argon tanks step out in tiers 6 and 7 - aerodynamics (nose cones, fairings, wings, cargo bays, hull sections, etc.) Crewed - Support (crew cabins, life support et. al.) - Landing and Science (landing pods, ladders, labs) - Command (command modules) The tier 9 end points of the 5 trunks mirror the tier 1 beginning. They are Interstellar Propulsion, Codified Field Forces and Singularity Oversight, Quantum Engineering, Astronautical Systems, Interstellar Colonization. The energy/electrics one is The idea behind this is that each KSC R&D level will have three tiers. As such the tier node values have changed. I'm considered altering the end values to make them "more pleasing", but the idea is that each tier simply doubles the cost:15 < 30 R&D level 1: 15 < 30 < 60 - early flight techs R&D level 2: 120 < 240 < 480 - ending at around the present age with nukes, ions, and beginning of long term habitation R&D level 3: 960 < 1920 < 3840 - moving into the future Giving a total requirement of 87915 science to unlock the tree. My recommendation is to play with 50% science. This is effectively doubling the cost of each node, but still allowing for the three sets of three tiers to sit nicely at the upgrade levels. I didn't want to adjust the science points for experiments, Update and released, possibly next weekend, but that always slips. Peace. -
Hi everyone, I'd like some help to develop a mod that will: Spawn fresh new kerbals in a part that has already been placed/ build on the surface of a planet. Don't worry about parts, it is the coding which is critical. Allow for kerbals to be retired (not KIA or MIA) without penalty from the same part. Reason 1: You travel all the way to a new solar system. Even on the highest warp it takes several tens of minutes of real time to actually arrive. You land, mine and start using mods to build new craft and begin exploring. Then, the unfortunate happens... your engineers and scientist all die in a most horrific crash! How will you replace them? Reason 2: People like the idea of an 'end game target'. Setting up ACTUAL colonies that really do supply you with kerbals on every and all bodies could do this. This isnt micromanaging colonies. Although with LS mods you could add colpkexity by needing to supply resources from time to time. Reason 3: with the upcoming release of the Tetrix TechTree (which is Simplex TechTree 2.0) I have a couple of colonization nodes in the end game. There isn't anything really like this, and this would be able to be used alongside every single LS mod. NOTE I had the idea of using Contract Configurator to spawn the kerbals, but I'm not sure that it can spawn a kerbal into a part but I'm waiting on someone from that thread to let me know if it is possible. Also, this mod would work better than simply collecting rescue kerbals from random places even other star systems. So here is the idea: There is single part that is basically a large flat cylinder called a colonyPart. With a few IVA spots (using the hitchhiker or plane crew cabins) to spawn kerbals into. This part is an arcology. This could be made with a retexture and rescale sizeup of a another part. There would also be a taxi part called a colonyTanker; again retextured parts could be used. Colonists are effectively a resource (colonistBodies) so that the game doesn't have to account for hundreds of kerbals and IVAs and such. The in game explanation is that the arcology is supposed to be a closed system. You fill it initially with colonists like a resource - colonistBodies are only available from Kerbin or generated from the colonyPart once some colonist Bodies appear. This could be done using the RTG mechanic of always generating more. So far so easy. This method doesn't deal with small ten/twelve people 'colonies'. It doesn't break head canon for anyone who thinks kerbals lay eggs/ live birth / need both genders to reproduce. It just says colonists get on with their own lives. But some colonists may wish to join the kerbonaut core. The mod would then spawn a kerbal of random skill with messagr notification that this had happened. This would happen after a certain amount of time. Ideally there would be a couple of sizes of colonyParts. A smaller one would spawn a single Kerbal, a larger one three kerbals. If you don't want the kerbonaut then you can retire them back into the colony with no penalty. Extension possibilities. There are ways in which this maybe extended through contracts. Tourists spawned with contract to head back to kerbin. Tourists who wish to go to the colony to join, or move from colony to colony. Kerbonauts who wish to retire to a colony. Also, if an age mechanic is introduced, then before they die of old age, the kerbonaut could retire. This could also introduce the concept of geneators ships to the interstellar save. So the request is that someone writes or borrows from somewhere some code to spawn a kerbal with particular conditions that could be modded by config file. That kerbal would spawn in a part. Also with the same part allow for kerbal retirement. Sooo. Please help or let me know how I could do this currently! Thank you! Peace.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
theJesuit replied to nightingale's topic in KSP1 Mod Releases
Hi everyone, I'd like some help to develop a contract(s) that will: Spawn fresh new kerbals in a part that has already been placed/ build on the surface of a planet. Allow for kerbals to be retired (not KIA or MIA) without penalty from the same part. Reason 1: You travel all the way to a new solar system. Even on the highest warp it takes several hours to actually arrive. You land, mine and start using mods to build new craft and begin exploring. Then, the unfortunate happens... your engineers and scientist all die in a most horrific crash! How will you replace them? Reason 2: People like the idea of an 'end game target'. Setting up ACTUAL colonies on all bodies could do this. Reason 3: with the upcoming release of the Tetrix TechTree (which is Simplex TechTree 2.0) I have a couple of colonization nodes in the end game. I'd like to use Contract Configurator to spawn the kerbals. Ideally, a modder would create a small .dll that does this, but as my skills are lacking, and a few approaches haven't resulted in this being taken up, I figured that CC could help! So, what would happen, is that I'd have a part called colonialPart that contains a new resource: colonialBodies. The resource simply shows that the colony is full of people. Think of it as a closed ecosystem. Don't worry about getting people in there, I'd also have a tanker. Once the colonialPart is landed on a surface, the contract is able to be started. After a certain time, it starts spawn kerbals to add to the kerbonaut core, but in the limited IVA seat of the part. Possibly the contract could be declimable if you don't want a new kerbal at that time. I've looked into the code, but I need some help. CONTRACT_TYPE { name = spawnNewKerbal title = Spawn New Kerbal genericTitle = Spawn New Kerbal // group = colonialGroup // Probably need to make this description = The colonial arcology is keen to export one of their own to the kerbonaut cause. Please go and collect them. genericDescription = A new kerbonaut is ready at the colony. synopsis = Go and collect the new kerbonaut and give them a task to do. Quick, before their air runs out otherwise they'll head back to the arcology. completedMessage = Well done for collecting the new kerbonaut. Treat them well! // agent = Techtrix Arcological Colonies minExpiry = 0.0 // never expires right? maxExpiry = 0.0 // never expires right? // deadline = no deadline is default? cancellable = false // can't cancel the colonial contract declinable = true // can decline the new kerbonaut. autoAccept = true // does this defeat the purpose of declinable? prestige = Exceptional targetBody = null // assuming this is only where the colony part is right? maxCompletions = 0 // 0 is unlimited maxSimultaneous = 1 // I could specify one per colony part right? // weight = 10.0 // Don't really need a weight I suspect // DATA // Is this used to specifiy that the colony part exists?! // { // type = Vessel // targetVessel = AllVessels().Where(v => v.isOrbiting()).First() // } PARAMETER // that the generation resource amount has occured. { name = has_colonialBodies type = HasResource resource = colonialBodies minQuantity = 20 maxQuantity = 40 } REQUIREMENT // that the part exists on the surface and has had a delivery of the colonialBodies resource. { name = is_colonialPart_present // GOING TO REALLY NEED HELP WITH THIS! } BEHAVIOUR // not sure I need one yet { name = SpawnKerbal type = Behaviour KERBAL { // kerbal = // not needed? kerbalType = Crew owned = true addToRoster = true // targetBody = Kerbin // But I want to spawn where the colonialPart is? // lat = 10.595910968977 // lon = 239.804476675472 // alt = 387.929475510377 } } } If you could PM with some advice, that would be awesome! Thanks, Peace.- 5,206 replies
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Harnessing geothermal energy of Vall
theJesuit replied to lajoswinkler's topic in KSP1 Mods Discussions
I'd be keen for a simple heat exchange generator which a long permanent drill type thing near a hest source. As thermoelectric generator. Peace. -
I wish. So much to do on intergrating KSPIE with the new Simplex TechTree.
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Looks good from the forum. Haven't tried it yet @Dafni.
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Hi @taniwha, Could this mod be used as a retirement/ old age mechanic? Once kerbals reach say 30 years service (once hired) they are no longer rosterable, or once they reach 35 years service they die, incurring the regular reputation penalty basically for working them to death. I've another idea to extend this further with EL but I'll PM you about it. Peace.
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Yes I saw this the other day. The use of the stock engine gave me the idea for the model. 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
The source files are what they are. It is only .cfg files. If icons or textures are present then they are also what they are. There is no spoon source to speak of. Peace. -
It is nice to see you around! I am staying VERY tuned. Peace.
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[WIP] Nert's Dev Thread - Current: various updates
theJesuit replied to Nertea's topic in KSP1 Mod Development
Thought I'd ask The scope is what it is. Thank you for your amazing work on everything! Looking foward to the ongoing work on this. Peace. -
[WIP] Nert's Dev Thread - Current: various updates
theJesuit replied to Nertea's topic in KSP1 Mod Development
@Nertea, Do you think you'd add habs/command modules into the scope of this mod? May Iplease humbly request some. I was thinking a large cylinder habitat like a small O'Neil cylinder but NOT Rama size one possibly twice as wide as widest SSPX hab. IVA contains plants water etc. Holds 30 odd kerbals as it is supposed to be self sustaining. That style habitat as well as a full ring station habitat (not self-sustaining but similar number of kerbals) would offer the kinds of end points in CTT for habitat design as these engines do. Perhaps even modular, so the funtion smaller ones rotate with lower gee and clip on the end for as command modules or even cupola style. Also have non rotating docks. A babylon 5 style external girder for support and adding parts to craft for the large rotating habs. Thoughts? Peace. -
Because they were his. The issue was with the potential of Squad, actually Take Two, uplifting the design models et al and the IP that Thrimm had spent his time on the packaging it for sale without having to pay any royalties. This is a bit off topic though. The parts as they are do work I think in 1.7.x. They are what they are. Peace.
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Hi everyone, There will be an update at some point. I'm going to add an engine! Theis will be a aluminium/ox throttleable (sp?) Rocket engine. The idea being that it is to SolidFuel what LF/ox is to MonoPropellant. The idea being that it will be a low ISP med thrust vacuum only engine. Suitable for lifting off the Mün. With ISRU and SimplexResouces the fuel and Oxidizer will come from NaturalOre only. The concept comes form a NASA study into a rocket fuel using only Moon abundantin eras in the regolith. Hydrogen in a few small spots in polar craters doesn't qualify as abundant IMHO. No ETA yet. Peace