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Everything posted by theJesuit
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LOL. Panic panic panic. Oh nah it's all sweet as. Peace.
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Personal preference of the mod makers
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Some mods include it @nc8184l others list it as a dependency. It is possible you installed it with something else previously? The first post in kerbalism lists it as a requirement along with Module Manger which is also not supplied in the kerbalism downloads. When you say consumables do you mean oxygen nitrogen ammonia food and water... or actual 'Consumables'? 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 @flart There mod contains the 4 cfg files for the tech tree, all the stock parts, all the mod parts and the the engines reconfigure. A changelog is provided at the top of each file (I recommend using Notepad++ with a ksp cfg editor ) The part name changes were for some of the stock parts. Squad 'helpfully' renamed SOME of the revamped parts (command pods, probes and that adapter) so that the old depreciated parts could be kept. The new names have a suffix of _v2. The rescaled parts are the hex (triangular IMHO) truss from Near Future Construction. Nice of you to notice! It basically scales them up one size which I think looks better for bigger craft. Normally I don't play with the largest NF Construction truses but I keep then in play for this mod. I really like what CPT is doing so I'll look into it thanks. The pic is gr8 thanks andand is kind of what I have in mind for using the CTT nodes as an extension, although maybe combining into 4 then 3 branches (names WIP as I just made them all up) so The Four would be propulsion, electro propulsion, bio electrical, and mega-structure Then Three would be interstellar propulsion, interstellar habitation, interstellar construction. I'm not sure the cup is in the scope of this mod work Great idea to look through CPT. Thanks for the feedback. Peace. Specific rockets such as sounding rockets that aren't made of stock parts aren't supported... yet. But if there is a mod that has them I'll place them in for you. Only a request away! I guess you could make your own using the SRBs, fins and not unlocking any comand pods or probes the engine nerf may help not let them be overpowered. Peace. -
Peace.
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The Community Resource Pack should work regardless of being updated or not. Peace.
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Hi all. I know @Snark has just found a use for some of the new features in 1.6... Could someone please work out how to allow helmets to be removed if a kerbal is within a closed cargo bay. The thinking is that if cargo bay is closed (hiding whatever is in it from aerodynamic forces, even unattached items) then the same ModuleCargoBay could be hijacked for helmet removal. So a kerbal on a command seat in a mk2 or mk3 cargo bay could remain helmetless from KSC into space. Then some idiot (say me), or evil computer AI (kOS/mechJeb/action group) opens the bay door and poof goes the kerbal. Hence the thread title. Then part mods like kerbal tubes, planetary domes, etc. could also have this module as part of their parts (never able to be opened) and we could then EVA helmetless on the Mün or Duna. Wouldn't be awesome to have Mk3 or Mk2 cargo bays with transparent pod doors without those other mods? What say you awesome modders and coders? Can this be done? Anyways, thanks for having a look and scratching your heads. Peace.
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Ksp cinematic i made , I'd like to have your thought
theJesuit replied to Oraldo revak's topic in KSP Fan Works
This is excellent. We'll edited. Great to see the squad cinematics in a new context Also, the first and second time the kerbal shadow fell across the solar panel... awesome work! I enjoyed that. Peace. -
A Basic Remider During Update Periods
theJesuit replied to TranceaddicT's topic in KSP1 Mods Discussions
I like the grey box at the top that reminds people to not bother mods on the discussion pages. I assume that it is temporary. Is it not possible to have that added in the modding forums? And mods to add it to particular mod threads if people start getting angsty? -
Create your own #autoloc and use MM to patch it to the adapter. When I next get a chance I'll have a play PM you the results. May not be till after Christmas though. Peace.
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When I release Simplex Living I'll have a config to use Kopernicus to move Minmus to Eeloo which means not advancing to level 3 in the Kerbin system as you need Minmus. So these mods will be VERY useful to upgrade a group of kerbals that plan to go to Jool with a kerbalism save as the radiation is now cumulative. I have a feature request though. Perhaps make the highest level the same as your best kerbal has. So if Jeb (or another) is only level 2 from the Mün then all training kerbals can only get to level 2. When someone then gets to level 3 then everyone else can train to level 3. Thanks! Peace.
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I got caught by the adapter too! I'd suggest that you keep compatibility by giving it a new title as you suggested. I think that some people may want to keep the old hollow adapter (looking at dasValdez). Thanks for the update though! While setting up for 1.6 initially I missed how these did the placement. 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
@Cruesoe sounds awesome! If the planet holds none, maybe make the launchpad biome hold a certain amount of science to make up for it? Anyway, Hi all! Sorry for the quick update I missed the new fueled adapter, and EPL updated. A couple of minor tweaks as well. Should be it for a while. Peace. -
This would be the only thing that would make it better than KER. Peace.
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Actually if you load the game with the mods you want, then exit the game straight away from the menu option (don't alt f4 it) then start again you'll be fine. You need to do it every time you add a mod that will alter the game generating the partdatabase. Discussion has been in the MM thread. Enjoy! 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
Chore is why I use KEI but seriously happy to take advice. It was the same with HPTECHTREE and also stock. Peace. EDIT: EPL updated. With a new part. Also the adapter with fuel now is in the wrong place. Expect update on next twelve hours -
[WIP] AngleCan SIMPLEX Living 0.10 updated 7 January 2019
theJesuit replied to theJesuit's topic in KSP1 Mod Development
Hi all, Haven't updated this in a while... but it is coming! When this releases it will be split again into SimplexResources and SimplexLiving (both to compliment SimplexTechTree) Resources, like the TechTree will be standalone and support various mods. You'd pick it up if you want to play with EPL and want three Ores to play with, two for rocket building and the other ISRU fuels. It will support Baha EPL drills and Mining Expansion. You'll also be able to extract XenonGas from various places and also obtain various amounts of the Ores from asteroids. The EPL resource chain is more complex requiring two resources, but no scrap metal, and making those resources is a one step process each. NaturalOre to MetalParts then build with CustomParts RareOre to CustomParts then build with MetalParts. The Resources mod adjusts EPL tanks and Keridian Dynamics tanks (thanks to B9 support from @blowfish. Near Future and SSPX will come in an update. The Living mod will include the kerbalism profile. It also could be a standalone mod using Ore rather than HydrateOre. It will add it's own resources such as Consumables and Air and support B9partswitch for Near Future, SSPX and KD with these. Living will eventually incorporate further EPL configs closer to the excellent Simple Construction mod. Eventually I'll also support Kerbal Planetary Base Systems across all three. So, keep an eye out. Resources is to be out by Christmas (if not this weekend) and Living very soon after. Peace. -
1.6 MK2 Lander Can bug?
theJesuit replied to Vandarren's topic in KSP1 Technical Support (PC, modded installs)
In the Module Manager thread it has been deduced that it is the generation of the partdatabase file. The workaround to this issue is to load ksp to the main menu. Quit using the menu. Reload the game and PROFIT. This will need to happen every time you add more mods or change some of the files. -
@blowfish STOP PRESSES! I've done it. currenttextures = <originaltexturefile> was the answer. @PART[KD-T????FS|KD-ST????FS]:FINAL { @MODULE[ModuleB9PartSwitch] { @SUBTYPE[RocketParts] { TEXTURE { currentTexture = KD-StationTanks texture = AngleCanMods/SimplexResources/Assets/ACStationTanks } } etc. This worked. Thank you so much! Peace.
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https://www.dropbox.com/s/hcowtrt07kt2hys/trialingchangingswitching.zip?dl=0 This contains the textures and a mu and cfg of one of the parts, and my own variation texture file.
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Yup, thought I'd had tried this, but now works for the transforms. Hoorah! Except for this issue now. Where the transforms all work awesomely, but the texture on the part seems to be only the transforms of the file even the other . It should look like this: The dark tanks also have issues but not to the same extent. How would I resolve this? Do I need to say currenttexture or something?