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theJesuit

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Everything posted by theJesuit

  1. 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.
  2. 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
  3. As a modder, @Thrimm wasn't happy with EULA changes. So at that point he gave up work on this mod. Which was a shame, not least because there was to be a reworking of the domes and the airlocks that would mean that you could drive or from the outside to the inside. The models are very good. I, for one, was quite disappointed, but respected his decision. Peace.
  4. Except when they help find that person who will save the universe... Peace.
  5. This would have to be the best ksp meme ever. It covers so many aspects of the game. Little green people. Stuff falling apart. Mün landing, potentially faked, but faked whilst on Duna. The amount of effort to have set up the craft that the picture is on and get it to Duna far exceeds getting to the Mün. Also... the landing legs on that Mün lander. What mod are they from or is an early version of stock legs? Peace.
  6. We need a new cinematic with cake like they had for kerbalkon 2 and 3. Peace.
  7. Hi everyone. Tetrix is kinda almost ready for an initial release. For the first time I've added Kerbal Planetary Base systems as well. I've done most of Nertia's part mods and even drawn some new icons. I was hoping not to as I'm a priest not a graphic artist or a coder... but I'm okay with the way they turned out. The tree isn't 'full' yet though. I guess that will come with a KSPIE retrofit. I'm also going to change the cost of the nodes. Tier 1 starts at 15 points and every node will double. 15 30 60 then upgrade R&D for 120 240 480 then upgrade again for the final three tiers of 960 1920 and 3840. The final tier 9 will reduce to 5 to replicate the tier 1. The recommendation will still be to play on 50% science. Do people want a Beta release? Due to MM and save game issues sometimes the techtree breaks if it is modified during a save. Peace.
  8. Yup. The 2.0 is being worked on now. The 2.0 will actually be launched under a new name, Tetrix Tech Tree. It will support Nertia's mods and eventually KSPIE. It will have additional nodes, see above posts for a quick rundown. If I get a chance today I'll put up where I'm at with it. Peace.
  9. Not a problem. So you want support for B9 procedural wings right? I'll look into it.
  10. Hi @Nertea, Just opened an issue on Github. NFSolar I think is missing the nfs-static-truss-3 in its CTT patch. Peace.
  11. That's stupendously amazeballs covered in awesomesauce. And it looks like you can send the delivery craft back to pick up more? That will be how I build my Duna base in JNSQ. Wow. Thanks for sharing. Peace.
  12. I too am looking forward to playing this, just waiting for kerbalism configs to catch up to the 12 hour days and the radiation belts to be outside the planets again Peace.
  13. Try removing the folders and files in making history so that only the parts,spaces and localisation folders remain. Peace.
  14. I'm not sure how you would have KSP 1.3.1 and the making history parts. Try deleting the SquadExpansion folder if it is there. Peace.
  15. Has the Minmusic issue been resolved yet? Another suggestion is that you simply increase the SOI of Kerbin. The minmus could be even further out. But then, I'm sure youve consider it. Peace.
  16. We are reasonably forgiving in the discord server. Peace.
  17. Hi everyone. Kerbalism 3.0 is out (and I heard of Kopernicus too so wow!) Very exciting. I have some more work to do in getting everything properly setup. Included in Simplex will be a modification of Science values, as Science has changed. I may also alter how the mod is setup to make it more obvious it is for Kerbalism too - and release on CKAN. It'll be sorted by next weekend. Peace
  18. I did have a goo, which, as it was running sank. Not sure if it resolved in for the new Beta.
  19. Yea. It will require a dlc to add in functionality with a new module I think. If you take some code from the dlc science parts and put them on the survey stake you can place it... but I'm not sure you can do a build. Maybe something in EL stops that functionality if KIS isn't installed. I'll need to investigate further. Peace.
  20. Has anyone had a go at planting Extraplanetary Launchpads survey stakes using the new inventory system? Another thought less serious but awesome idea... what about other parts? Could you plant say a launchclamp with a docking node to secure bases to the ground? This would have loads of issues I'm sure. Thoughts? Peace.
  21. Hi everyone. I've done a little bit of balance work as I realised that Air is not particularly balanced. So I'll do a release 1.2 once I've done the US2 containers. But there will need to be a 2.0 release in the next couple of weeks as Kerbalism 3.0 will come out. This is going to be a new way of implementing kerbalism where the base code (like kopernicus) is released with the config stuff separate. Part of this will mean that the fancy new kerbalism science system needs to be included. I'll probably be creating my own balance eventually for this too. Peace.
  22. My two cents for Minmus... Put it in orbit around Eeloo as a Charon equivalent.
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