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theJesuit

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Everything posted by theJesuit

  1. That's pretty incredible. We'll done on working it out. I'll pass it on. Peace.
  2. Hi all, Just updated. Peace.
  3. Hi all, I'm about to upload 1.7. I'm breaking away from the KSP naming as I make major mod additions. Re-balancing with be minor updates. Included are the inline Mk1 cockpit moving earlier, the separatron, and MISSING HISTORY! @denny99 I did look at the Making History engines, but I couldn't really decide on changes sorry. The engines are where they are for balance against aesthetic, possibly the only tier that does that. I do acknowledge my own stock engine bias. The only change I could see was possibly the Cheetch from MH moving back to Heavy Rocketry. Actually, I'll make that change - this is why I'm typing this before I upload! If anyone can offer more balance suggestions on engines, please do so. I'm away for a couple of weeks. I plan to play the SIMPLEX mods through (maybe with screenshots to make mission reports!) If I get a chance I'll be adding the block variants to the SIMPLEX engine nerf so that you can pay science to upgrade the engines. I'll also start looking at integrating the CTT nodes. This will be a big task as I won't be able to rely on mod CTT configs to do the work (and I suspect that I'm going to use a different logic altogether. Peace.
  4. That sounds awesome... like a stockish docking camera kinda. Could we please have that on the docking port too? Peace.
  5. I wish there was a simple KCT. Don't get me wrong as I like its awesome choices and modability, but not the issues like KK connections. Anyway. Please hear me out for a simple more stockish feel. Basically the game goes to pad and then timewarps (possibly manually) to the build time when the ship appears. If there is anything on the pad then yes, explosions happen. Tie this into a KAC alarm so that launch goes to pad, but adds an alarm so that you can do other stuff before coming back. Crew are assigned and not available when the craft is bwing built as they are 'training' for the mission Length of construction is based on size of VAB or SPH against say number of parts. When the KAC alarm goes the craft appears on the goto the pad. No science stuff unless the same style. No build points. No faster for multiple ships. EDIT from below: The launch button doesn't go to pad, but instead just generates the KAC alarm. The craft then doesn't spawn until the KAC alarm is triggered in which case the craft appears when KAC offers you a 'go to craft'. This would allow for multiple builds even on multiple pads, either MH or KK. Crew are assigned to craft when craft are 'launched' and so won't be available for other builds. Rational being that they are training for the mission. Thoughts?
  6. Can you please make your save available a quicksave and also the ksp.log on Dropbox or similiar so the devs can check it out?
  7. @ThereseIt's not too late and it was a bit of debate when setting it all up initially to have spaceplanes (aero all) in its own branch engines and wings splitting it the mk2 and mk3 later. The reason I decided against was it made more sense putting simple rockets first then complicated planes... but the current UBM crowd, PBK?, they like the idea of planes before rockets which is your preference too. Really all the crewed parts are alltogether that fits the tree better so perhaps if it was moved back to the same node as the mk1 command pod would that work? It is heavier from memory so rocket builders are still likely to go for the Command Pod regardless but mass isn't so much an obstacle for plane builders. Also it doesn't seem to be an issue for science to get that first survivability node either if you get the command pod. What do you think? Peace.
  8. Yea definitly need that popups or in game thing. Peace.
  9. Looks like it is there to me. This is a different mod. TechTree can be found here https://spacedock.info/mod/1848/SIMPLEX TechTree for your convenience. Peace.
  10. Hi all, There will be an update this evening (by Saturday). This will include missing history, moving the separatron srb to the main rocketry engine branch and a couple of other small tweaks, hopefully the Mk 2.5space plane parts too if I have time. Peace.
  11. Hi all, I've been working on the Baha EPL mod integration and realised I didn't put EPL augers in. Nor the Asteroid mining configs. My apologies. I'll try and push out an update by the weekend. The SIMPLEX Techtree will get an update as well and by the end of the weekend the new SIMPLEX Living which will include the Kerbalism Profile. This update will also the ventral drill for stock ISRU mod. EDIT - difficulty in seeing resources on asteroids. I'll delay till tomorrow. Sorry all!
  12. The devs are considering how to put something in to alert if CRP isn't there. My suggestion was to have a resource that only appears in the capsules or planner if CRP is NOT installed. A resource called: You need to install CRP. They think a pop up is more appropriate. Hah! Peace.
  13. Sorry to hear it. Can you please bring it up in the discord server as the coding devs are lurking but also bug squishing currently. Peace.
  14. Hey @The-Doctor. I forgot that I messaged here. Turns out I was having a bug with EL itself. A strange one where I need to save, exit and come back before finalising. Nothing wrong with KD!
  15. What about turning them off from the map view pressing b?
  16. I think they are for the radiation belts, so a feature not a bug? What's your framerate without the shaders?
  17. I fixed something again! There might have to be a think about this. It catches a few people out. Peace.
  18. Do you have Community Resource Pack installed?
  19. SIMPLEX Resources Download from Spacedock Requires Module Manager (not included). Licence is CC-BY-NC-SA http://creativecommons.org/licenses/by-nc-sa/4.0/ Who would like to use this mod? Anyone who wants to flavour their stockish game a little, without jumping down a realism rabbit hole. If there are issues, make contact and I'll add more support Introducing an extended resource system for Kerbal Space Program. Rather than having a single non descriptive Ore for mining and converting to anything and possibly everything, this mod removes the stock Ore and replaces it. HydrateOre ices, and is used for making LiquidFuel or as a part of Life Support mods. Saturate effectively liquid HydrateOre. Where this is availble, either on the surface or under pressure, it requires less energy than HydrateOre to mine and process, but is not widely available. NaturalOre is used to generate MetalParts to build rockets (using Extraplanetary Launchpads). RareOre is used to generate CustomParts used to build rockets (using Extraplanetary Launchpads), and also in Life Support mods. XenonGas is able to be to extracted from the atmosphere of certain planets. NuclearFuel and NuclearWaste are the fuels for Nuclear Reactors (Supplied) and also in NearFuture Electrical. ArgonGas is now available without CRP for mods StoredCharge is now available without CRP for mods specifically NearFuture Electrical. CyroFuel is now available for CryoEngines and CryoTanks and replaces LqdMethane LH2 was been replaced CryoTanks, CryoEngines, and Kerbal Atomics for LFO engines, with names patched too. Asteroids contain NaturalOre, with a possibility of HydrateOre and/or RareOre. Comets contain HydrateOre only. In addition, this mod configures the extraordinary Extraplanetary Launchpads originally by skykooler, and maintained by taniwha. https://forum.kerbalspaceprogram.com/index.php?/topic/54284-151-extraplanetary-launchpads-v633/ Two resources are introduced for this purpose, extending the vanilla approach of EL. MetalParts and CustomParts are used in a unique recipes, making off world construction a little more complicated with two resources needed. Resource Chains for construction of bases and craft https://forum.kerbalspaceprogram.com/index.php?/topic/54284-151-extraplanetary-launchpads-v633/ What else does this mod do? The ration of LiquidFuel to Oxidizer in chemical engines is altered, and tanks ratios do the same. Vanilla KSP has a ratio of .9:1.1. This is now 1:3 meaning that a quarter of the tanks is LiquidFuel and three quarters is Oxidizer. As engines have been altered for this mix, there is no actual change to gameplay. However, it is much easier to find NaturalOre to bake Oxidizer out. HydrateOre and Saturate is rarer and requires higher tech to create LiquidFuel. It means that if tech isn't available, you could ship LiquidFuel and only mine and ISRU Oxidizer instead. Now also with Nuclear Reactors that will power even the most hungry ion engines or ISRU units! What Planet Packs are supported? JNSQ OPM KSRSS GPP Isn't there a resource pack that everyone uses? I have worked to avoid conflicts with the extensive Community Resources Pack maintained by RoverDude. This mod is intended to be used separately to CRP. Mainly because I didn't like playing when mods provided tanks for dozens of resources that I would never use. Taking both pills won't cause serious damage. I'll add even MOAR support if people get in touch. What part changes are made? The stock drills, Drill-O-Matic Junior (small radial drill), Drill-O-Matic (large radial drill) will collect all ores unless supported mods are installed. However, if any of appropriate supported mods are introduced the stock drills will only mine HydrateOre and Saturate. Supported Mods: Extraplanetary Launchpads for construction of bases and craft https://forum.kerbalspaceprogram.com/index.php?/topic/54284-151-extraplanetary-launchpads-v633/ Stockalike Mining Extension for additional drills, harvesters, extractors and condensers https://spacedock.info/mod/354 Keridian Dynamics for addition parts for Extraplanetary Launchpads https://forum.kerbalspaceprogram.com/index.php?/topic/116987-wip122-keridian-dynamics-dev-thread-last-update-2017-01-21/ Baha EPL Redrilled for additional Launchpads, mining drills and ISRU https://forum.kerbalspaceprogram.com/index.php?/topic/116987-wip122-keridian-dynamics-dev-thread-last-update-2017-01-21/ Ventral Drill for Stock ISRU A single stack drill https://spacedock.info/mod/1328 NearFuture Electrical For batteries, capacitors and also nuclear reactors https://spacedock.info/mod/558 Kerbalism Simplex https://spacedock.info/mod/2300 Converts all the ISRU and drills to kerbalism with the Simplex profile. Simple Fuel Switch by Snark https://spacedock.info/mod/2053 The three Ore tanks are now switchable variants rather than separate for each resource. Near Future Construction and Stockalike Station Parts Expansion Redux by Nertea https://spacedock.info/mod/563 and https://spacedock.info/mod/736 The Octo and Hex Girder tanks, and SSPX Cargo containers have Ore removed and Saturate, HydrateOre, NaturalOre and RareOre added. Kerbal Planetary Base Systems by Nils277 https://spacedock.info/mod/173 SimplexOres, MetalParts and CustomParts have their own long tanks, along with iconography on the side. Extraplanetary Launchpad support is corrected Recommended, but not required Mods: SIMPLEX Techtree An excellent techtree that allows for Advancing Before Crew (PBC, UBM style play), and ensures a balance with EL and supporting mods. https://spacedock.info/mod/1848 TETRIX TechTree A more fully extended version of the Simplex TechTree that supports EL and Sandcastle, both of which are supported with the additional SIMPLEX Assembly QUARTIX TechTree An alternative TechTree that supports a limited number of mods SIMPLEX Assembly A set of configs that will work alongside either Sandcastle (for Printing of parts into stock Inventories, or Extraplanetary Launchpads that allows you to build craft/ bases in situ. SIMPLEX Propulsion Slight changes to increase difficulty slightly for engines, but including a late game throttleable powder fuel engine, and end game powerful ion engine. Acknowledgements and Thanks: To @leonardfactory for assisting with Github setup, localisation and cryotank patching! To skykooler, and maintained by taniwha for Extraplanetary Launchpads To Nertea for the basis of the LFO patches for CyroEngines and Kerbal Atomics To allista for inspiration from Global Constuction To JadeOfMaar for inspiration back from Rational Resources and support in setting up planetary resource models To Poodmund for guidance on planetary packs To Eleusis La Arwall for initially allowing a possible inclusion of the KD furnaces. To Nils277 for permission to adapt KPBS artwork MM Patch help for the ISRU Ore to Hydrate Ore from Sigma88 MM Patch help for B9Partswitch with Keridian Dynamics from Blowfish Assistance from GordonDry for what they assisted with. Thank you so much! Peace.
  20. You are a great person for having given us another update. I tip my hat to you. Peace.
  21. You people are amazing. Thank you for your hard work and Happy New Year! Peace.
  22. Hi @Sinan. Welcome to the forums and also the kerbalism discord server. The devs are on holiday or over worked. I think so mentioning your issue on discord might be a good place to try to get the help. I'd have a look but I can't get to my PC at the moment (and I'm tied up with a different mod in my limited time sorry). Have you tried rolling back to an earlier kerbalism version? @bluntspoon give @dxeh's download a go a couple of posts back. That should resolve the issue for now. Peace.
  23. The parts are supposed to turn up in their own tab, not the stick ones hence I think this is why it is set to none. Perhaps the KSP version broke this somehow (or a bug crept into the current release). Changing the categories to utility does solve this. Pinging @PiezPiedPy for thoughts? Peace.
  24. Along the left with these should be a kerbalism tab. Can you screenshot the inside of your gamedata folder please? If you're unsure, send me a Dropbox link or similar of the screenshot of your gamedata folder.
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