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Everything posted by theJesuit
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Yup. Then run the game. Use alt 2 and alt 3 to start and stop the effect. Copy the config file and make a new profile (think kerbalism profiles) and play with the settings. The setup install instructions using Unity are for playing with config settings on the fly as it were. Peace.
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Two posts above yours.
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Potentially, bit unlikely with satellite contracts. More likely a stock variable regarding contracts. Kerbalism adds 'kerbal days in orbit' sort of thing. AFAIK. Peace.
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The nitrogen issue you discuss is probably still there. One way to stop the tank spam would be to repurpose the largest monoprop tank and fill it with nitrogen. For storm shelters, @geb is right. It still works this way i believe. Turning off the habitat is the only way. I think ShotgunNinja couldn't work out a great way to force players to use a shelter - kerbalism treats kerbals as roaming free across a vessel like engineers manipulating ISRU rates in stock. In saying that, a storm shelter could perhaps be coded like the stock science lab. Only provides shelter when kerbals are living inside it? The weight of shielding would be applied when the module is 'setup' in kerbalism but would operate differently to stock shielding by only working when used by kerbals with penalties of suspending the rest of the vessel's volume counter for stress. Pinging @N70. Perhaps that coding model could be applied to a good, working recieved radiation health clinic or even a pyscho-analysis studio for reducing accumulated stress? Peace. EDIT I'm unsure as to the high warp stability these days.
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It is SoonTM
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Working for me?
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Try heading to spacedock.info and locate it there. Peace.
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Awesome! Looking forward to it. As a heads up I too have a new Profile to upload called Simplex. It will be a step up from classic to default with a slightly more stock-a-like feel with Air/BadAir and Consumables for Food/water. Radiation, stress pressure, leakage etc are all still in, but without all the different real world elements like H and N. I'm planning to post by the weekend. Question How does removing signal affect the slow transmission of science data- or is this more like stock now?
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I personally don't play with kerbalism signal or science but have my own cfg to utilise the science value changes but without the slow drip feed back. I also don't understand why this is an issue for players who didn't like it and could simply switch it off. Has disabling it given a different result? Honest question here. Please don't bite.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
theJesuit replied to cybutek's topic in KSP1 Mod Releases
If you are considering adding in further options to add to HUDs, I'd really like to have the resources available as a KER HUD, nothing fancy, perhaps total values only. Listing the resources in analways up in HUD with KER styling would be marvelous! Please consider this but if it is beyond the scope of KER say NAH and I'll happily move on. Peace. -
Yea, sorry - I thought @navot was wondering about using the .cfg code that so far has only been found used in Squad's DLC parts, and was responding to that question. I think we are singing from the same sheet. Thanks for working with navot to keep this awesome mod relevant! Peace.
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I would have thought it was fine if the code works without the dlc? Modders can use it in their own parts which would be downloadable with or without the dlc. You aren't necessarily distributing assets right? Add a line - 'designed to work with dlc but may work without.'
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
theJesuit replied to cybutek's topic in KSP1 Mod Releases
There is a fork update of KER that works. Perhaps try that rather than noting that old versions don't especially 1.2.2! But on a milder note... the issue of have the chips on is the reason I play 'partless'. I try very hard to keep the game as stock part stockalike as possible. One possibility is to remove everything from the mods except the part cfg mu and dds (png) files and the the game will run stock but keep the vessels in game. Peace. -
Sounds like a massive project! Here is two percentage points of a single Funds. Change the standard docking port to the Clamp-O-Tron Jr Yea, I'm not a fan of the Clamp-O-Tron Jr being a crew passable docking port. It doesn't make much sense - the sizing might be right for a kerbal without helmet, but in the movie Apollo 13, there was quite a lot more room. Ith ink for consitancy though stick with the 1.25 model, but you could shrink the passable model within it slightly to allow for parachutes to be stacked. Also, I'm not sure how kerbals are supose to pass through the new SM-6A Service Module, with the docking clamp on top. I don't think Squad really though that through, but rather went with something that looked cool. Native Plugin for Inflatable Flotation Collar / Landing Airbag Does Comfortable Landing cover this already for you? Might save on work! Thanks for the hard work you do. Peace.
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I think signalling has been disabled completely?
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@N70 There have been many queries over the years as to how this issue that Nathangun resolved for m4ti140. I'm thinking two fold here. The first is that we could do with that kind of 'training' in the OP. The second is an option to have these turned off by default or have global config notification editing like for probes, relays, crewed vessels etc. In my own games I tend to spam satellite contracts around Kerbin, Mün and Minmus but I edit these at contract completion as a matter of course. I'd prefer to have them all off by default and switch them on manually for vessels I have along term care for: i.e. crewed vessels! Would this need an issue raised in the gitlab or such? Peace.
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@NISSKEPCSIM, the Porkalike Gemini-style "Mk1-A" Command Pod. Is awesome! Thanks - looking forward to an IVA... do you have priority for your IVA release schedule? Or is it SometimeTM? Can I please make a request - would you do what you did for the MK1 Command Pod for the Mk1 LanderCan... perhaps using Ven's model. Having a two seater in that form would be great MacLuky created a three seater, but a MK-1 as a two seater with dual windows would be awesome - and an IVA as well Peace.
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- definitely not tantares!
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Awesomesauce. One assumes that in the new build (that is welded onto the building craft) it could include a new micro-pad and therfore build further extensions? That is all. Peace.
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"Moar TrussesTM" for the win. Peace.
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To infinity and beyond (Eve, Jool, Duna on Kerbalism)
theJesuit replied to MacLuky's topic in KSP1 Mission Reports
I liked this originally then realised that it must have been horrendously frustrating! Godspeed for your next adventure! Peace. -
I saw this as soon as it happened. In doing some research (stalking) the mod author wanted it temporarily closed, but the forum moderators were reluctant to close, reopen threads ad infinitum and the mod author said that they would statr a new thread in the future. I have three guesses as to why (you could PM them and ask, or they might see this topic and enlighten us) They have no interest at this time to keep updating the mod, but may return. The mod works fine, but people cannot read nor follow instructions and the author wanted a break. My favourite conspiracy (you heard it here first !) Squad/ T2/ whoever was going to do exactly the same thing - stock sized real solar system - as part of/ update date to MHE or a future DLC pack and asked the mod to be removed for a time while they established it. I reckon that once the bugs are ironed out of Making History, Squad will release Earth/ Moon/ planets and major moons in stock size, because this is what history is all about - or it will be a $5 addon but with axial tilt. One can only dream. Peace.
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Thanks @SpannerMonkey(smce). So the 'normal way' to add to an existing IVA is to put .mu file into blender (there are instructions somewhere for this i know) 3d model/ manipule the objects which includes actual seat, the .seat transforms which is where the kerbal will appear? and .eye transform camera position? for iva and I guess a camera spot to view the kerbal in flight view? Then put back into unity for export as a .mu file for a win.
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Hi modding gurus, Inspired in part by MacLuky and the undersized MHdlc LEM, I want to add a seat in to the stock MK1 and Mk2 Landercan IVAs - as it has been proven that there is plenty of space! Yes I can add a seat via crew capacity - but I want to see the little green lasses and laddies properly. I'm also not interested in additional props like ASET. I have installed Unity, and part tools, added a passenger seat prop, or a pilot seat from the props and 'wrote' the .mu file. Changing the part's CFG for number of seats and for Internal model doesn't seem to work as no IVA shows up? I'm assuming it isn't as simple as this what I assumed. Do I need to be working with both the part and the internal in the same scene? As I've only been loading in the internal. Do I need to include texture files as well? Or do I need to add the seat to the internal in blender and then export to unity? Kinda really starting from scratch here sorry. I've seen that there are a few hour plus videos. I don't have much time, like 30 mins a day to do any 'work' or gameplay, so pointing me at the best tutorial for this would be appreciated if that would be more beneficial. Thank you! Peace.
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Yup that's great thank you - I was hoping that the extra seat would disappear as well it's not quite OCD, just a pedanticness. I didn't see your reply all week, but I have been inspired to download unity but having issues which I'll bring up in the right place. Looking forward to the new series! Peace.