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Everything posted by theJesuit
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[1.12.5] Restock - Revamping KSP's art (August 28)
theJesuit replied to Nertea's topic in KSP1 Mod Releases
Hi awesome peeps. Just through up an issue #527 on Github. Wasn't sure if it was corrected in the 'minor fixes' of 0.1.1 Restock+. If it was, apologies. Peace. -
[1.12.5] Restock - Revamping KSP's art (August 28)
theJesuit replied to Nertea's topic in KSP1 Mod Releases
There has been many a congrats already in this thread So just a few more perhaps... no, you will not be spared. We appreciate the work; the skills you have at art. It takes us out of a murk; a rebirth of each part. No more shall we meddle combining bits of mods in vain... We will push hard on the pedal: stunning screenshots to be our gain! Peace. -
[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've done the configs for a sounds a rockets the mk2.5 and flat bottom craft and HabTech2 I think. I've also done the engine upgrades as well. With Restock but more importantly Restock+ being released, I'm going to add this in and push out 1.8. Expect it by the weekend. I AM going to have the Engine upgrades as a separate cfg. The main reason is that I'm personally not going to use them (I like the current max) so this will make it much more optional. Peace. -
Tokomak parts have it. SSPX I'd a very large mod. Loads of parts. Tokomak is much smaller. But use MKS if you want USI life support. Ifils is a good life support mod to kick off with. Easy and straight forward. Peace.
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Customizable Life Support Mod Recommendations
theJesuit replied to Nightside's topic in KSP1 Mods Discussions
Yes. Kerbalism is very moddable to do what you like with it. You can even disable all the non-food/water/oxygen stuff. Happy to help with any queries. -
Hope things have settled down for you and the rest of the year goes well. Peace.
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I will do so. A request is a small step to fulfill a greater dream. It is already supported by Simplex TechTree so I'll do this and also for Simplex Resources. Peace.
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I'm having issues with KCT. I'm not getting a menu or settings menu. https://www.dropbox.com/s/14g7nljn5d285tj/KCT logs.zip?dl=0 I only have KerbalConstructionTime 1.4.5.4, AngleCan Mods, KER, Kopernicus, ModularFlightIndicator, TrriggerTech (with KAC) installed. Latest MM 4.0.2. AM I missing something - magicore or something else? Peace.
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@Tyko, I just downloaded as I'll include this specifically as working well with Simplex TechTree (staying in miniaturization, but speicifcally naming it as it fits nicely - like the HullCamVDS cameras work well as they are) At first I was confused at the multi-model approach in the cfg file. Was it part variant what's happening? Then looked hard at the model in game. GENIUS! This is spectacular. I wonder if something similar would work with clamp-o-trons and parachutes... <starts project musings> Peace.
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[WIP] Restock: KSP Part Art Revamp (Released March 06)
theJesuit replied to Nertea's topic in KSP1 Mod Development
This made me wonder. Time for release. I held my breath as I read through... thinking that the time is only Friday NZST (daylight savings still too). My hopes fizzled... Until this: and I WHOOPED for joy. Also I like what you've done with the place (looking around the Mk2 and kicking the attached tyres). I'll be in to pick it up next week then? Thank you peeps. Peace. -
I'd assume so...
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If you find the resources on a planet then it will be infinite. AFAIK nitrogen is only available in atmospheres such as Duna or Laythe or Kerbin.
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@MassoudGL can you please start the game, open your save game copy for ksp.log to a file sharing site (like dropbox) and give me the link?
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Hi @MassoudGL CKAN install might be your issue. A manual install from Github may be the answer. But before that, are you using a different TechTree? Peace.
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To be fair requests and conversation and debate! about features does occur on the discord server where the coding devs hang out often. In fact one of them is musing about putting an unlimited science generator akin to stock back in. It may be they haven't yet because life and bugs. Some of my humble requests and suggestions have been added. Some haven't. Try requesting there. Peace.
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This would be better IMHO than the stock lab science generation.
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Why not just turn off the science mechanic in kerbalism and be done with it? Peace. EDIT NVM just reread and you want the analyse samples thing.
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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
@zulu354. Had some more play and discovered some funky little parts. It's gonna get sorted. Peace. -
That's why we send humans kerbals :). They do the analysing in situ rather than send the stuff home. I agree with robotoic samples not being done. 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 @zulu354 I've now had a wee play around with Sounding Rockets. TBH I'm not convinced I'd do much more then what they currently do, or change where they are placed. Would you like to make a suggestion? Looking at it, I can see a balance issue issue with those SRB engines being in the same node as the swivel. Im not sure I'd change the swivel of the face of it. Perhaps make all the sounding engine parts in 'start'? Even the engine nerf I can't see as being an issue. As has been noted above ny others, Sounding Rockets potenially don't get to space, only maybe to near vacuum conditions say at around 45 kilometres. If the engine nerf DOESN'T work for you, the you can delete the simplexengines.cfg which will affect all new craft designed and then launched. I'll be grateful if you can tell where you would suggest the parts should be placed. Peace. -
Do NOT press the red button.
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