

jpkerman
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Everything posted by jpkerman
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My need for a LS mod is simply to give a limiting factor to missions other than the infinite shelf life a Kerbal has in a can around the Mun. IFLS did this. I believe an optional depth to the mod would offer it a wider user base and support the work even if i may not use it. My main two points are: 1. I always felt the argument that a greenhouse only needs EC to produce infinite LS overlooks an arrangement that the greenhouse is a Closed loop system of seeds/plants/growth medium/O2-CO2 exchange and foodstuff production that used the EC for growth lamps/heat-cool/ electrolysis. I envisioned that it may need occasional restock of Greenhouse Supplies which would keep IFLS as a simplified two component mod, LS and GHS to keep Kerbals alive. A Greenhouse with GHS + EC = LS. It was not simply making LS from only EC, there were Greenhouse components being abstracted. 2. I use Dang It! as a malfunction mod. All resources can leak or fail (including LS) so I have to have backup or plans for aborting a mission/escape pods. I would like to ask that as you design an enhanced IFLS if you would keep this mod in mind and provide that if I do not play with the slurry/sludge (or whatever you finish with) options that a background processing does not let Dang It! create leaks in tanks or resources that I have no access to repair in the game. In effect that not turning the options 'on' will be recognized by Dang It! Thank you for keeping this mod and all the others you safeguard alive. I truly do not know how you keep it all up. You seem to be the Dr. Frankenstein of mods by bringing so many dead mods back to life.
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[1.3.X] Lionhead Aerospace landers and probes pack continued v2.0
jpkerman replied to Jhorriga's topic in KSP1 Mod Releases
While it is early in the revamp, if you also work it out with some other modders to have MM patches to integrate the parts into Community Tech Tree, SETI Tech tree, RealChutes for any chutes and DMagic Science Configs it may increase the number of players who will DL. BARIS is also gaining popularity. -
Tested the newest version on my modded 1.3.0 game. Works great. I am also using the DMagic flex/extending docking ports and this does not seem to adding to those. Just as an observation, the seven options of filters seem to range from poor/noisy to color/clear combinations. If it was possible in a career game to have the video quality go from poor to better (docking cam upgrades) as you progress up the tech tree that might be a feature to add.
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Tested it in my 1.3 modded install. Worked OK for what I did. I also have the HullcameraVDS docking port camera patch installed but they both worked without any noticeable conflict. It was actually nice to be able to go from full screen (VDS) back to windowed at a whim.
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[1.12.2] BARIS - Building A Rocket Isn't Simple
jpkerman replied to Angelo Kerman's topic in KSP1 Mod Releases
FYI, i am using the ALMOST FREE LAUNCH CLAMPS mod which allows launch clamps to refill tanks. This lets me empty the fuel tanks in the VAB (saving money) and fill the tanks on the launch pad for an pre-launch ready experience. With BARIS this will produce tank failures which is fairly realistic. My observation however, is if it is a probe or has no engineer in the crew I have to roll it back into the VAB (I'm using KCT) and take off/ put on a new tank because there is no provision for workers on the launch pad. Any way to allow repairs while on the pad? Love the mod even if KCT helps attain reliability without working at it.- 571 replies
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- baris
- part failures
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OOOOOH!!! Interesting thought Vorg. I will have to try that first thing in the morning.
- 36 replies
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- module manager
- fuel clamps
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OK. Got it. Like it. I always double check my staging before launch so now I can fill the tanks and listen to the chatter (mod) as I make my Go/No Go checks. Users be aware. The clamp seems to follow crossfeed settings. it only fill the tank/tanks it is connected to. So if you build a design that has tank/tanks isolated by a part that cannot be crossfeed enabled then you will need a clamp adhered to those tanks. It also seems to keep feeding the tanks if you start your engines before releasing launch clamps unless you stop the fill-up. I have been making a set of fueling clamps in addition to stability clamps so I 'release fuel clamps' before starting the countdown (mod) and releasing all remaining clamps at launch. If there was a way to 'attach clamp', the reverse of 'release clamp' then a player could make a refuel station.
- 36 replies
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Dang. Link is 404. Looks like it got nuked. Should have been quicker on the DL. Wanted to give it a try.
- 36 replies
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- module manager
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Alcentar Rescue system v1.1 new details and KURAN 24.06.2017
jpkerman replied to Alcentar's topic in KSP1 Mod Releases
Nice features since I make so many unintended landings on the non-wet parts of Kerbin. one note, the descriptions for the ARSLS125 and the RSL125 have "Thermal screen with integrated chassis and retro motors" when the RSL125 should have "Thermal screen with integrated chassis." If I may ask, since these sizes match stock sizes, why did you make the ablator,drag,lfts...etc config values different. I would be more likely to use these if they were interchangeable with stock. I can understand a mass increase because of the added features but they all have ablator values of 50. I read the description which states a burn rate at 2000k of 0.1 unit/sec as apposed to the stock 0.5 units/sec but why the different values? Are these heat shields for thinner non Kerbin atmospheres? -
Usual after new release post. Tried it in 1.3, did not work for me. Does it work for anyone else? Planned to update to 1.3 ? This is my preferred LS mod.
- 292 replies
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- life support
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It's simple and valid as a KSP mod but, To be proper closed loop, I envision his system is supposed to encompass some sort of: 1. hydroponic artificial grow light algae/plant components to produce O2 and edible fruits and vegetables . 2. Waste recycle systems to reclaim H2O for consumption and CO2 for plant growth gas and Kerbal organic waste for plant/animal nutrient compost. 3. Small animal (high reproduction/low space care i.e. worms, crickets, small fish...etc) incubation and harvesting system to provide dietary protein requirements. To run all this with only an electrical requirement would not be entirely unbelievable but would probably need quite a bit of components (at least for humans) and require quite a bit of crew attention but these are Kerbals, may be they need less.
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Would this not depend on the OP mentioned 'Core Mod' requiring all mods to be in one format (albeit, a simple or loose format) to allow a bug free parse? Could this not set up a "Microsoft" type gatekeeper for mods?
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
jpkerman replied to Nereid's topic in KSP1 Mod Releases
Totally acceptable and understandable. Thanks for letting me know. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
jpkerman replied to Nereid's topic in KSP1 Mod Releases
My Kerbals are not earning there basic job ribbons, pilot, engineer, science after making a flight. They earn contract, first in space, science earned...etc. Anybody else? Any quick thoughts? -
Part testing is used to provide valid data to be used in a simulation. If you intentionally bug the simulations (random) you could just run multiple sims and average your results to validate the design. Personally I use the sim mode to check for 'stupid' mistakes such as staging confusion and throttle settings, A sim mode I could not trust, I would not use. Enough can go wrong in the actual (no revert setting) launch to make a sim 100%. For those for it, making it an optional setting would be the best way to keep the mod universal in it's appeal. I like KSP as a game more than a real life simulation.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
jpkerman replied to nightingale's topic in KSP1 Mod Releases
Not Kerbinshaking but just to mention that using CC + Additional Progression Contracts 1.0 (7/23/16) , I encountered a World's First Landing on Kerbin completion when I jettisoned my heat shield (Mk1 capsule) and it hit the ground. My capsule was still in the air under parachute and actually landed in the water. I do not know if it is CC or APC.- 5,225 replies
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
jpkerman replied to Nereid's topic in KSP1 Mod Releases
Currently in FF, deleting the graphic of an unwanted ribbon allows the event without conflicts (example, removing the 'splashdown' ribbon causes no bugs when a splashdown lading occurs). If CC ever incorporates FF, I make the request that contract makers let the deletion of the graphic allow the contract to complete without the award of the ribbon. I like the GAP contracts but I do not want ribbons for them. I play a very limited ribbon game. Thank you all for your fine work on these mods. -
In order to get a two Kerbal capsule that fits with the stock sizes (no special mod parts needed) someone needs to break away from the Gemini side-by-side clone mentality and make a 1.25 tandem seat capsule. An one Kerbal behind the other arrangement. That way, the aesthetics of fitting two into a 1.25 diameter will be answered. An elongated capsule, single forward window, two side windows for the 2nd position, use stock heat shield, COM for stable re-entry.
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- totm march 2020
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