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theJesuit

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Everything posted by theJesuit

  1. New Zealand is on the release map! I would say first in the world, but i suspect it'll be on the 25th
  2. In NZ it won't be released until the 25th apparently... and I'm going to be busy that day and away from my computer for another week. So we'll see what happens. I also need to know what specs are required as my trusty 8 year old might not cope anymore.
  3. Sommeone should show this to Mr Bezos and Blue Origin.
  4. I prefer to tab through the bodies in the tracking centre.
  5. What happens if you fly a craft hard into it, like at orbital speeds?
  6. Having now fuelled my cognitive brain with caffine I reckon it will be a progressive reveal over the next several weeks that will reveal the new solar systems of ksp2.
  7. So that is interesting. I'm wondering if they are going to be related to other solar systems.
  8. My potato works well, and is 8.5 years old. But tbf i dont mind if ksp2 demands an upgrade if it is too slow... as long as it works.
  9. Gorgeous four letter wordage in these shots. BETA seems so much more exciting than Pre Alpha Capture.
  10. Nice. What a great idea! Why havent I seen this before, or even considered it? Thanks for adopting this.
  11. CanI make a suggestion thay you use the kopernicus configs to alter the science multipliers. With Minmus gone, make the Mun 3, 3.5, 5 for landing. Then it gives a boost to science collection before heading to Duna. You may want to increase Minmus as well otherwise it is low compared to other equivalent moons.
  12. Kerbalism can also unlock some things with tech tree. Like science experiments. So there is a possibility that hard drives can be done as well.
  13. Kerbalism will do this for you. I'll have a lock vut you cam play around in the Support/science folder maybe in Tweakables. Start the harddrive off woth 0 data and make the first update where you want it on the tech tree.
  14. Quartix TechTree updated. The 0.625 decoupler moved back to Tier 1 so you can stack the small SRBs. Also, the Launch Clamp is now Tier 2. with the 1.25m parts.
  15. Released ANGLECAN Progression Plus. ANGLECAN Progression updated. Kerbalism reliability upgrade costs are no longer!
  16. So, yes to AngleCan Progression Plus being a separate release. Still haven't had a chance to check balance on the cost of fuel and oxidizers. Air and Consumables now cost 10 and 40 funds each. BadAir and Organic Slurry cost nothing. I've realised that Kerbalism adds costs into various things such as science and data upgrades, and even reliability. The reliability costs are coded as a percentage of the cost of the part. But this includes any resources, so 1000 funds of resources adds into the cost of the upgrade! Next release will sort that as with Progression Plus this is an issue. So it'll remove also any reliability upgrade costs (funds, not the mass increase). The hard drive and science capacity upgrades through will stay. For science experiments that are configurable such as in the lab, these costs will remain as well. But science experiments that are not configurable will stay at cost none. The greenhouses have taken a wee bit of configuring though.
  17. Found a 'bug' which is that stock variants can potentially change costs of parts resulting in the structural cylinders of restock plus creating negative funds. This fix will be in the next release. Also with Simplex Ores HydrateOre and Saturate will cost funds. Not much. There will be an option extra as well for fuel to cost. I'm trying to get a good balance. Ideally it won't be detrimental to the concept of not needing contracts. No parts will have a cost, but it means you won't be wanting to spam craft or making massively inefficient rockets - trying to maximise payloads. I might even make this config part of AngleCan Part Tweaks. What I'm wondering is whether to make Oxidizer cost. I'm thinking not. But liquidfuel might be something like 2funds per unit. MonoProp and SolidFuel would be 1funds per unit. Or maybe Ox at 1, MP and SF at 2, and LF at 3. Xenon would be at 1. With Kerbalism Simplex, Air, BadAir would cost or at 1. Consumables would be quite expensive though. 1000 per days worth/unit. OrganicSlurry at 50 per day. Gives greenhouses a purpose and makes you want to use them. It would mean using greenhouses to literally farm funds. But also wanting to grow excess food in space at stations for your long haul flights. The resource cost could be an additional download like a Progression Plus.
  18. Big job and good luck! I look forward to see how you make it work.
  19. I think this all is fantastic. The naming thing bothers me a little. I'll mod it into my KSP 1 game and get used to it. That'll solve any doubts. Will you rename solid fuel to aluminium/ammonia perchlorate? This would add to consistency If i can have one humble request please. Fix the ratios of methane /liquid oxidizer mix. Instead of the .9:1.1 make it an easy round 1:3. The old SAFIRE mod had an excellent explanation which I adopted for Simplex Resources. Bring on Feb 24!
  20. It could be a bug? But I've never encountered it. I also tend to play with all ground stations on. That could be an issue as well with no extra ground stations? A direct antenna should connect though a separate craft with a relay if the direct craft is in a shadow, or the antenna is not powerful enough to reach kerbin.
  21. I've just trialled them with various relays around the Mun and direct antennas going into shadow - stock solar system. I didn't seem to have any issue. What direct antennas are you using? Are they stock or modded ones? Can you please send me your ksp.log
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