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Everything posted by theJesuit
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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
@Taki117. It is better to support other mods without people having to delete additional files. Also, having two tech trees installed at the same time doesn't seem like a good idea. Peace. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Yea, KSPI(E)?) is a much larger mod than I initially expected so this may be a medium term project I think and I'm afraid. The best bet for easier intergration would be to look at KSPIE's HPTechTree patch and go from there. Happily too all the parts are already setup to use the CTT nodes, almost as if it was expected you had CTT, ETT or HPTechTree installed, so the over patching won't be an issue. As long as my nodes are called the same it should slot right in. So, I'll look into it, but it won't be a next couple of weeks I'm afraid. Peace. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Yes they are not compatable as CTT is alphabetically later than the AngleCan mod folder so applies its patches after Simplex hence the mess. My plan is actually to 'borrow' CTT nodes and start from stratch. If you can wait a few weeks then I'll do it. I have another couple of days of the other mods (Simplex Living needs to come out of Beta) I'd also like to do some playing then I'm going to create the extension for the Simplex TechTree. I'm still not sure about a separate mod for it yet. I also want to get the engine nerf part upgrades working. Also, if KSPI works with Stock then all should be well mostly. Without the mess. Peace. -
[Old] KSC Extended - v2.2 - Expanding your KSC in style!
theJesuit replied to Damon's topic in KSP1 Mod Releases
I always had an issue with launching from the vanilla launchpad if something was on another laucnhpad at the same time. Does this have that issue? (it was probably because I could never set it up properly). The idea being having a second shuttle on standby as a rescue shuttle. Peace.- 403 replies
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- totm march 2020
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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
It probably would only on stock. Give it a go and try . But not looking at it closely does it not require CTT? I'm probably not going to put in ALL the CTT nodes, and the mod that will not find CTT installed so I'll have to supply the configs. That could be an easy copy and paste but it depends on the logic I apply. Peace. EDIT I'm going to update the SIMPLEX Living and Resources first, the come back to the tech tree next week. -
You are not stupid. You play Kerbal Space Program. AFAIK there is no option to have solar panels work in multi star systems sorry. Devs still haven't been able to commit time to change it. Peace.
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- life support
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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
Great idea. This may be part of a yet to be worked on 'extended' mod using some of CTT's nodes. I'll add it to the list. Personal preference basically. -
Nice @Snark! Is Jool area at the 'surface' or at top of the clouds? Peace.
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[WIP] Restock: KSP Part Art Revamp (Released March 06)
theJesuit replied to Nertea's topic in KSP1 Mod Development
I LOLed. So very true. Peace. I LOLed harder. -
[1.5.1] Baha EPL Redrilled v1.3.02 (12/21/18)
theJesuit replied to Eskandare's topic in KSP1 Mod Releases
Hi @Eskandare Looking forward to the 1.6.1 update :). Just a note as I'm looking at streamlining my game, the ksp.log has an error saying that the Texture 'BahaEPL/scienceDrill/nrm_NRM' not found! Thanks for ongoing work on this EDIT: also the Extra planetary Launchpad has changed some of its things so ExLaunchpad has changed to El Launchpad or something. Peace. -
Well @BlkBltChemie, I tried BARIS again. Looks fun but so many options. In playing around, it wasnt entirely intuitive with the bay loading and such. Basically, with no part failures, it automates the KAC alarm setting to NOT LAUNCH rocket till this date... but with some other mechanics too. But you can still launch the full craft immediately if you accidentally hit Launch which breaks the immersion. KCT deals with this (apparently in a hacky kind of way). My hope is that the mod would spawn the craft on the launchpad when KAC alarm triggers... Peace.
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Cheers, just need someone to make it a reality! I haven't tried BARIS, well when it was first released but before all the stuff that was added. I'll need to look at it now. Thanks for the heads up. I have reached out to one dev but they weren't keen as they don't play with KCT. So hoping someone might want to pick it up to run with it. Peace.
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I was also wondering whether the Contract Configurator could be manipulated to do this as well... Perhaps if someone new how to manipulate CC really well... Launch vessel... then as launch from VAB occurs, it triggers an automatic(maybe) contract that also despawns the vessel only to respawn on launchpad at the determined time with correct kerbals of course. But the initial concept still stands. Maybe utilising the spawn despawn code from CC? Anyone have thoughts of willingness to pick it up? Peace.
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In the VAB there is a planner that will tell you. Most likely culprit I reckon are the antenna. They use EC all the time to maintain connection. Peace.
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[1.10.x, others] Drop-in Replacement Textures v1.10.0.0
theJesuit replied to Cydonian Monk's topic in KSP1 Mod Releases
This has now replaced texture replacer for now for me I only used TR for helmet removal and skybox... but ksp now does the helmet removal. So cheers! Peace. -
[WIP] AngleCan SIMPLEX Living 0.10 updated 7 January 2019
theJesuit replied to theJesuit's topic in KSP1 Mod Development
Hi all, Made great progress whilst I've been on vacation so I'm almost ready to drop a full release, and I'm expecting kerbalism to update to KSP 1.6.1 if it hasn't already. For people who want SIMPLEX Resources, then this will change all the ISRU, EL smelters, furnaces and custom parts to kerbalism modules. This will be in its own cfg so you can use SIMPLEX Resources with all the stock modules if you want. If you don't want SIMPLEX Resources and don't install it then this will still rename Ore to HydrateOre but won't do anything to Extraplanetary Launchpads. NOTE. With this profile you will not need to install CRP for kerbalism. Hope to drop next weekend. Peace. -
That's right. Kerbalism makes life quite a lot more difficult. Labs in LKO dont do much at all. They do a little bit If you don't like the way the science works you can change the settings.cfg with a text editor and change the science = true to false which makes science collection stock. I'm not sure why you'd add a lab to a small probe though. To make the lab work you'd need to also to staff it making it not a small probe.
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Basically it allows on transmitable science (goo and Sci jr) to be transmitable using the kerbalism mechanic. Otherwise it is not transmitable. There was a thought to give you 1.5 science from those but I don't know if that happened. Also you can use the lab to reset goo and Sci jr without having to eva. Peace.