-
Posts
3,202 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by theJesuit
-
3d model... like a .mu file? @Nightside
-
Okay. Here it is. I'm not a big fan of city lights or tera in that draws a 2d city map on the ground. But how hard would it be to get kerbalised buildings to be placed via terrain scatter? Thoughts? Modders interested in giving it a whack? Then 'alien' buildings could be found on other planets...
-
I wonder if exotopes could be used through a 'language' change? We could have a proper English language pack called UK or QE for Queen's English.
-
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Hi all, I'm planning a 1.8.1 patch just for the updated 1.7 parts. Should be ready by this weekend. I'm then going to do a balance release across other SIMPLEX mods. PSA for Kerbalism 2.2.0. When these officially drops there will be a change in how science is collected and the amount of science available at the KSC using KEI (i.e. none). This will have implications for those who play with the SIMPLEX TechTree, especially on 50% science. What I plan to do, is add a config file into kerbalism itself for when SIMPLEX TechTree is installed. This will buff slightly the amount of science available in biomes on kerbin's surface and in atmoshperic flight over Kerbin, but keep everything else the same. Kerbalism's science balance is geared towards stock based tech trees where the first two nodes are worth 5 sciences points, as opposed to Simplex with five at 15 points each. Plans for SIMPLEX TechTree 2.0 Still on going. This is more likely to a week after Easter. There may be some changes to the cost of nodes in tiers, with distinct early, mid and late game sets I'm currently considering this: Tier 1: 10 (5 nodes - currently 5 at 15) Tier 2: 30 (12 nodes - current 10 at 45) Tier 3: 90 (12 nodes - current 10 at 90) Tier 4: 120 (13 nodes - current 11 at 160) Tier 5: 240 (13 nodes - current 10 at 300) Tier 6: 480 (16 nodes - current 11 at 550) Tier 7: 720 (15 nodes - current 5 at 1000) Tier 8: 1080 (13 nodes) Tier 9: 1620 (12 nodes) Final: 2700 (5 nodes) Currently: Stock requires 18,648 science to complete the TechTree SIMPLEX requires 17,235 science to complete the TechTree with the additional extension it will require 71,630 science to complete that will require KSPIE, so without this KSPIE and so only the Near Future Suite, , i'd expect around 25,000 or so. Peace. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
theJesuit replied to Thomas P.'s topic in KSP1 Mod Releases
Wow - awesome turn-around. Thanks so much for the release. We very much appreciate it. Peace, -
Depends on whether it was built where kerbals drive on the right side of the or the correct side of the road. Peace.
-
Up again. Wow also... no hype train? Peace.
-
Looking forward to seeing how it plays out. To the mod-mobile Modman!
- 243 replies
-
- 1
-
-
- release notes
- room to maneuver
-
(and 3 more)
Tagged with:
-
The latest kerbal loading said this week coming... patience my young padawan.... Peace.
-
I think it is a 2.1.2 issue. Bring it up on the discord server. Link in the OP.
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
Simplex Resources with adds NaturalOre, HydrateOre and RareOre (and should remove stock Ore?) Simplex Living which is the Kerbalism profile - Air instead of O2 and N2, Consumables instead of Food and Water. Engines - an extention of the engine nerf in the Tech Tree. So rebalences the LF and Ox in your tanks, and engine burns to 3:1 rather than 1:1:0.9. LF has same mass as Ox so you end up with the same delta vee, but can only make LF later in the game. Like having to hydrogen to Mars to make fuel, until you begin to mine the icecaps for water. They should work independently or in any combination.
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
I'm about to do the same! But with the Simplex Suite.
- 2,505 replies
-
- 1
-
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
A quick summary of science (from someone who has been play testing it a bit on the 2.2.0 pre release builds.) 2.2 isn't ready yet but as there is some discussion here is a quick overview. Kerbalism already used harddrives to store data. In the early game you'll be limited by the amount of data that can be stored so you'll need to transmit the data often. This shouldnt be an issue really but you will need power to do so. With a command pod power for suborbital science collection isn't the issue. The issue will be storage. Sample experienments (goo, material bay, surface) will have a limited amount of mass. They can't obviously be transmitted. You'll get to choose between leaving Bill on the Mün or taking your precious samples back. (Jks It's not that bad honest) Science experiments now take time. No more dipping 1 metre into Eve's atmosphere on a flyby and collecting all flying high data from a well timed group action key mash. All the science esperiments can be switched on to run all the time and will contniue to collect when you change environments. This makes mods such as x science et al. no longer neccessary. Using kerbalism's automation feature you can set them going when out of comm signal too. KSC biomes no longer feature which makes KEI no longer neccessary to collect experiments. I realise this could be an issue for those (who like me) use KEI to reduce start game grind. A LARGE amount of work is bring put into compatablity with other mods that create science experients such as SSPX but also Orbital Magic? NEOS. This is a WIP. But just a heads up. Peace.
- 2,505 replies
-
- 4
-
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
Yup. In the ingame settings use the the stock messages. Peace.
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
I agree with Tyko. This mod has been a mainstay of my game for many, many Müns. Years in fact. Thanks for your ongoing support. The best feature? Mapping keys to edit the manouver nodes and the circlurisation. Peace.
-
Interesting... in the settings.cfg file there is a reliability setting. Open it with a text editor such as notepad and change it to Reliability = false. Peace.
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
Hi esteemed all, I want to give all probes a little boost in electrical capability. Can you please give me a pointer as this doesn't work: @PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[>0]] { @RESOURCE[ElectricCharge] { @amount *= 5 // 10 @maxAmount *= 5 // 10 } } And the next one does, but with an obvious MM warning: @PART[*]:HAS[@MODULE[ModuleCommand]]:HAS[#CrewCapacity[>0]] { @RESOURCE[ElectricCharge] { @amount *= 5 // 10 @maxAmount *= 5 // 10 } } And I get why there is a warning, two HAS. So can you please let me know how I combine the two HAS in a way that works? Thanks and peace.
-
I'll just put this here as well. Full ups to our glorious foolster Sarbian. If you haven't liked Module Manager you should give some rep!
-
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Hi all, I am aware that with a new normal career save with kerbalism 2.2.0 that it is basically impossible to progress to even tier 1 without MASSIVE grind. I'm looking at how this might be addressed... either with a patch for kerbalism in the techtree , or helping with balancing out kerbalism itself. Peace. -
Hi all, Kerbalism 2.2.0 is out, and will break saves. I think Simplex Living will operate as per normal if you don't use B9 part switching, as the new kerbalism will use B9 part switching for the containers rather than the stock. I'll be working on patching (with US2 support as well) over the week, but I have a busy one. Peace.
- 330 replies
-
- kerbalism
- life support
-
(and 1 more)
Tagged with:
-
Multiuser, not Multiplayer aka: Massively Single-Player
theJesuit replied to linuxgurugamer's topic in KSP1 Mods Discussions
Great idea. Looking forward to seeing what you could do with it. When i first came in I did think it would be a mission split type mod. This is what I think Squad should do as a DLC. People on different PCs would play the same game literally. One mission controller seeing only the map view and hit the time warp. Another constructor who can observe outside vab nut us the only one who can work inside. Another iva only player controlling the vessel. Each person playing can EVA a different kerbal - at that point it is multiplayer perhaps. Observers can see only from Hullcam cameras maybe. Maybe even a mission controller (map view person) can assign and reassign roles on the fly as it were. EVA can be distributed that way. The benefit of this could be that you could then set yourself up with different PCs (or if the mod is powerful enough with an app) to run this at home perhaps even using old tech. Anywho. Thanks @linuxgurugamer for looking at this. Awesome. Peace. -
It will now i think due to science changes. Sorry!
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with: