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theJesuit

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Everything posted by theJesuit

  1. Would you be able to collaborate with @Stevie_D with the nice looking mk2 land can he did? Peace.
  2. Yes. I do. I prefer the stock solar panels, Command Pods, lights and docking ports. I don't use the additional parts that Ven adds either. I used to use the engines but stopped for the porkjet overhauls. Come to think of it only parachutes and structural pieces now! Peace.
  3. Actually in frustration tried just a copy and paste. Seemed to work. No idea why. Thanks @JadeOfMaar!
  4. This doesn't seem to work still. After unlocking the part (not the upgrade) the option to extract XenonGas is still present on the right click GUI and will work. I'm not sure that moduleIsEnabled works with the harvestor module. Peace.
  5. Hi @SQUAD, Could you please allow for the ModuleResourceHarvester and ModuleResourceConverter to be enabled or disabled to allow the the part upgradesign to be more useful to modders. At the moment moduleIsEnabled only works on a small number of modules and some work arounds have been developed for the science, but not for ISRU. Perhaps if this can't be achieved for 'reasons' then a work around would be to add a harvestertype = say -1 or 4 which would equate to being not available. A part upgrade could then switch them to on by changing the harvestortype to 0 or 1 or 2 or 3. Thanks! Peace.
  6. Now I'm wondering if the PartStatsupgrade can change the category ie to unknown to hide the part so i can add a replicant part with the harvestor module in it. I also wondet and if it would be automatic... Anyone know? Peace.
  7. Great suggestion, unfortunately, it won't work as ModuleResourceHarvester doesn't have that as an option. There is a workaround somebody made for adding Science Modules to command pods (I quite like that neat idea!) but this won't work as the harvest option is always there, even if it is for a fake resource, and I tried with a different module, but KSP didn't buy it. The only possibility is to remove the resource name and converter names into the upgrade. The harvest (converter) option is there, but won't work until the upgrade then specifics xenon. I guess in game I could call it a potential extraction upgrade. It isn't elegant, but it will work. Maybe i'll add it to the suggestion forum to give harvesting the moduleIsEnabled option. Peace.
  8. Hey thanks @SchwinnTropius. I'll give it a go this evening.
  9. Hi everyone, I'm wanting to utilise the sensorAtmosphere (Atmospheric Fluid Spectro-Variometer) to extract Xenon out of the Air, (HarvesterType = 1), but only as a PartUpgrade - to be upgraded once ion engines are unlocked. I've been looking, but can't seem to see an ability to do this without the GUI showing 'something' when in an atmosphere when the part is originally unlocked. Obviously using HaversterType 0, 2 or 3 changes, but then the GUI to extract Xenon appears then. Does anyone know of a workaround? Alternately, I've just thought of a solution - have a separate part (using +Part) with the module to appear at the required tech level, but does anyone know if it is possible to remove a part from the part list when a tech node is unlocked, i.e. using part variants to change category = none? Any help would be appreciated! Peace.
  10. Hi all. I'm considering splitting Simplex Resources to be a separate download that would affect mods that have harvestors and isru and also EPL and maybe GC. But maybe doing a thing like bundling EPL like Simple Construction does. This would allow people who don't want kerbalism to install a mod that makes little more complex by having different ores for fuel and for construction with say EPL but want a different (or no) life support. Then have Simplex Life which includes the kerbalism Simplex profile. Without this Resouces mod the kerbalism simplex profile would use ore for conversion to OrganicSlury and BadAir. This would mean three Simplex mods... TechTree, Resources (including epl and GC changes) and Life (kerbalism). I'm keen to know your thoughts!
  11. Thanks @taniwha. My god... it's full of shadows! Seriously... with ALL the suggestions or which mods should be stock, surely you have to agree @SQUAD that this is the one! Peace.
  12. Why not give this mod a try? http://spacedock.info/mod/134
  13. I don't know, this seems ligit... Peace.
  14. I replaced the wolfhound with the poodle's stats (and renamed it to be the poodle ), but also squished it using an MM patch with the model node rescale and connector nodes adjusted. I also reworked another MH engine to do the same for the skipper, and the porkjet LV-303 to be the spark - ironically looking very like the KSP 1.6 spark. I can post the patch here later if anyone requests. Peace.
  15. I'd like to know too... i'd like to have launch pads set amongst the KSC from kerbal konstructs for rescue shuttles on standby and visible on launch. So... has anyone worked out the difference or anyone know a mod that could help please?
  16. Heyya. Sad but also excited! I too wanted the collars gone. But more so I'd like to see a mod where I can make avstars of my kids faces Good luck! Peace.
  17. Looks like a typical herbal suit to me... Peace.
  18. @The-Doctor I guess that is what the active shields actually do. You could patch/mod them to increase their shielding ability a million fold. Peace.
  19. Maybe, yet IRL there is no way to reverse radiation damage. Sure iodine and calcium tablets to reduce isotope storage in bones and other places, but if you're hot you're hot. Kerbalism is supposed to make the game hard and challenging. The orbit thing (you will have to check becuase i haven't used it and the mod devs may have changed their mind without me noticing) is to not nullify radiation issues. One option considered was to have a resource that was hard to obtain like from Jool clouds or Eve oceans. But I think that say deemed silly. Also one of the major concerns to settle other IRL planets is that radiation exposure is a thing and needs to be avoided rather than avoided. I'd also note that a fully shielded craft in most environments with a few active shield parts will allow a kerbal to survive 21+ years. What should a kerbal life expectancy be in a colony? Peace.
  20. Not sure. It may do given enough time and resources. I think the med bay may also only work in orbit. (Zero gee). Peace.
  21. You have no need for forgiveness for these questions. Other things maybe I'm pretty sure the biome specific EVA reports removed are a kerbalism thing. The science reports and points in general were adjusted by ShotgunNinja originally to remove the need to ladder dance in orbit to get every single bit of science. Once the EC runs out the scrubbers and climate control wont work. They don't need EC to live, but they need the right temperature (otherwise boil or freeze) and removal of CO2 from the atmosphere (otherwise asphyxiation). But you raise a good question as it EC that technically kills the kerbal if humidity is at 100% (shorting switches and such). So a lack of EC shouldn't kill them. Peace.
  22. The deep Freeze exploit no longer works and there is a medbay module and tv module to get in a hitchhiker via high tech tree part upgrades to off set radiation and stress. It may be in a beta update via github if not in the current changelog. Check in discord. Peace.
  23. Kerbalism's life support is comparable in numbers to TAC now. You probably could do away with TAC. It does make it much more complex though as nitrogen is needed for cabin pressure and radiation is an issue.
  24. Congratulations on the release. Looks amazing.
  25. Awesome. Everytime I try I get lost and pass it over - gosh darn it Jim I'm a priest not a coder nor an artist! An IVA in the greenhouse would be awesome! I'd like to request an IVA for the landercans to have a single seat added to the Mk1 esp. but also the Mk2 as well Just a wee suggestion. Pace.
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