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Everything posted by theJesuit
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Does this work alongside, instead of, or in spite of Textures Unlimited which is a recent awesome eye candy mod? Peace.
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Great work @HaullyGames. Welcome to the Forums! Peace.
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THIS IS PEGASUS: VOYAGE TO THE PLANETS(Chapter 4: Laythe)
theJesuit replied to DAL59's topic in KSP1 Mission Reports
It sounds like you'll have issues every step of the way with your ion engine burns. Have you tried https://forum.kerbalspaceprogram.com/index.php?/topic/154935-131-bettertimewarpcontinued-customizable-time-warp-and-lossless-physics-warp/ as a mod to assit this these? It may be a game changer. I really enjoyed the BBC series and look forward to this one from you! Peace. -
kOS. I have a standard set of launchers and so have four standard launch scripts. I let them take me to space the circularise myself because often it is to rendezvous in kerbin orbit. I also feel it is a launcher that I developed myself and so feel justified in automating it. Peace. EDIT my standard launch scripts are standard launch to space with apoapsis at 80km and then repeated with a north and south variations. My fourth is also at the 80km but launches when the target station is at certain distance. I know I could really get deep in the trigonometry and calculate degrees of separation but I find close enough is good enough especially as I do the circularisation or approach and docking manually and also 80km is my standard orbit for heading off to other bodies so that is where I place my stations which do orbital transfers of kerbin system personnel and refeuls. Basically I'm saying that kOS doesn't have to be massively complicated but I use it to make the initial launch from kerbin to be more streamlined. It also flies more accurately than I could .
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Hi @Jimbodiah, have you recently done a pass on the SSRSS patch as it's still noted as a WIP. Thanks for making great mods greater! Peace.
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Mod that makes Science / Experiements take time.
theJesuit replied to Qwarkk's topic in KSP1 Mods Discussions
I think kerbalism makes data transmission take time. Perhas look at the cfg files of the mods suggested and see if they add a 'take time' module to add to the stock science. Peace. -
Thank you Malah! Peace.
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Yea, MM made a tidy up pass and so kerbalism's cfgs will need to be tidied up too.
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Is anyone with the skills then willing to create a fork? The Unlicence certainly allows it. Peace.
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You're welcome, but the information I have is third hand (at the best second hand) so I wouldn't put a career mode on the line for it. May require some testing first Peace.
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Deep Freeze them. That resets the Kerbals I believe. It's possibly a little OPed and I've never used it, but that is a wirk around. I think there is plan for the future to develop a hospital module but I'm not sure and ShotgunNinja is away currently so don't hang out for it. Peace.
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
theJesuit replied to Dunbaratu's topic in KSP1 Mod Releases
Nice... so much rocket wooshing past Is that what the terminal looks like now?- 1,363 replies
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You can specify the 'recipe' for manufacture of other resources such as shielding I think and then EPL will generate shielding as required when making the parts. This will requite to delve into the cg settings for EPL. The recipe could be as simple as just using Ore. I think I'm on the right track but not sure. It should be the same as manfacturing solid fuel and such. Peace.
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Req: a mod that places orbital stations to planets?
theJesuit replied to Spraki's topic in KSP1 Mods Discussions
I'm sure that there is a mod that preplaces some stations around bodies and you play by purchashing a craft and earn funds by flying between stations. Just not sure what it is called and my brain is too fuzzy to know what to google search. Peace. -
No - but hopefully he will make a return around the time of the next update (1.4). He was looking into a major overhaul of kerbalism - but it does work with a little bit of adjustment in 1.3.1. Peace.
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You know... I've never considered this. Off to the drawing board! Peace.
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Possibly. @Stevie_D hasn't been around for a few month's nor does he seem to be active on his twitch account, or posting to youtube. Have a go with the IXS Warpship that Stevie_D designed a while ago and is maintained separately. Pray too Steve_D returns to compete this awesome work! Peace.
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
theJesuit replied to JPLRepo's topic in KSP1 Mod Releases
I agree. It would make sense to have longer wait times but fewer goes at the contract grind. Even paying more Funds to reduce the time (pay more eyeballs or lease larger data crunching power). Don't you play with multiple missions at once or are you time warping to get through your RP contracts? That's the only way I deal with the tedium! It's also why I nerfed the telescope wait times. If you can land on the Mün and return within 3 days and then do that from scratch 30 times till you research 10% of Minmus it does seem silly. Peace. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
theJesuit replied to JPLRepo's topic in KSP1 Mod Releases
You can reduce the wait till completion on telescope contracts for whatever you want. This is adjustable in one of the .cfg files. You can't adjust the observatory contract wait values though. I'd like to point out that long wait times more sense if you are playing with the Kerbal Construction Time mod - but 90 days still seems too long - I adjust it to 20 days. with KCT or 5 days without. Peace. -
[1.12.x] Interstellar Flight Inc. Life Support
theJesuit replied to linuxgurugamer's topic in KSP1 Mod Releases
Congratulations on this massive addition to the best and simplest life support mod. This is a great jumping on LS mod for anyone who wants to wet their feet in extended gameplay. Peace. -
You need to have full shielding on all habitable parts that have 'habitat' enabled... the radiation exposure is calculated based on kerbals moving around the vessel unobserved. Turning off habitat on parts that are not in use during flight, like your landers and such and only having shielding on one remaining part where all your kerbals are will solve this radiation issue. But then you reduce the space available for comfort. Peace.
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Extraplanetary Launchpads Just Ain't Enough
theJesuit replied to Kernel Kraken's topic in KSP1 Mods Discussions
Oh I see. Possibly a custom screen for a SPH then? Surely that's doable... as for entering the mobile VAB/sph from clicking on the part that maybe harder, but it could be from the KSC as new building like the Observatory in Research Bodies, but call the building the Offworld Logistics Centre or something. As mentioned before, launching to a non specified location maybe possible using the Kerbal Konstructs or else an EPL mechanic I wonder if KK can be manipulated to a part rather than a static? Peace. -
Hi @linuxgurugamer, I'm getting ready to begin a new career, and ditching Kerbalism in favour of Kerbal Health and IFILS. Given that it takes me several weeks to move through a career, do you think will the 'Enhanced' version be able to dropped in over the top of an existing install with IFI being used? Peace.
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I believe it works, as Kerbalism itself sees that RemoteTech is installed and uses it. Peace.