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KSP2 Release Notes
Everything posted by Jimbodiah
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When FASA starts using your textures... optionally ships a first TexturesUnlimited config for the same parts, but is disabled by default I think this was one of the first mods to have a reflective texture (apollo). Good to see more traction for this API.
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I am fine with the current resource chain, just that CRP already has similarly named resources and it would be nice to see EPL use those so as to keep the resources to a minimum between mods. - SSTU uses RocketParts to inflate all their inflatable habs and tori because it would fit in with EPL and not invent new unique resources. - USI-MKS changes RP to MK/SP when it detects EPL, but as SSTU also needs RP, I removed that patch in order to keep using RP instead. MKS uses CRP resources which means MetallicOre and Metals instead of the EPL resources MetalOre and Metal. - USI-ART's asteroid drill thingy spits out both MetalOre and MetallicOre. Just hoping for unification at some point :))) Only three letters need to be added BTW: I always love this mod for end-game use as I am soooo tired of doing launches to get what I need into space. Having an orbital/lunar EPL factory makes life so much simpler And that recycler, that's a god-send :))) I have patched EPL functionality into other parts to keep with the look of the rest of my ships, but the idea of EPL is just genious.
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Would it be possible to switch over to CRP resources on a future release? This would prevent double materials and needing two converters when playing alongside other mods. MetalOre -> MetallicOre Metal -> Metals
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v 1.7.4 uploaded to spacedock Still for KSP v1.3.1 as most are based on SSTU parts, other changes should work fine on KSP v1.4.x Added resource support for USI MKS, Karbonite, Karbonite+, TheGoldStandard Fixed a glitch in the SSTU RCS units using NearFuture fuels Reworked the SSTU RCS clones using NearFuture fuels. Now has fuel switch for Argon/Xenon/Lithium Reworked the entire ISRU/Converter units and added two new ISRU units for MKS and nuclear fuels. [SSTU] Changed unlocks for tank sizes to allow a faster progression after the 2.5m parts for RSS [SSTU] Changed unlocks for solar panels in the stock techtree to allow earlier acces to certain panels. [SSTU] Added SSTUVolumeContainer to Apollo SM and Orion SM, removed fixed resources [SSTU] Added a vacuum version to the LR87-LH2 engine, uses scaled model of the J2X (engine does not exist IRL but I wanted a vacuum version of it to mirror the J2/J2X set) [MOLE] Added COS unit to contain MOLE science experiments [MKS] Added Gypsum and Uraninite to the two stock drills [FTL] Added a Long and Short COS module that holds an FTL Drive (powered to RSS, so may be OP for stock) [KSPI] Changed tweakscale values for the trapezoidal folding radiators to allow them to be a lot smaller. [MKS] Added MKS modules to SSTU/JPL parts for local/planetary warehousing WARNINGS - [FTL] Removed the old 500KiN COS FTL-Drive and replaced with new parts. Please beware! - [JPL] Changed the names for both LR87 engines, so it will break your craft. Please beware!
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New release v1.5 - Works with RSS v13.x - Added a cfg to change the launch location to Alcântara, Brazil which is almost on the equator.
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[1.12.x] Near Future Technologies (September 6)
Jimbodiah replied to Nertea's topic in KSP1 Mod Releases
They work just fine. I put one with an engineer and a huge tank outside of KSC if I need extra funds. Couple of days to fill over 1M funds worth. -
[1.12.x] Near Future Technologies (September 6)
Jimbodiah replied to Nertea's topic in KSP1 Mod Releases
Just checking, but: You need HeatControl for radiators. -
You cna actually run a TU patch to make them shiny like with stock parts :))) It feels horribly wrong somehow, but it works :)
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[WIP] AngleCan SIMPLEX Living 0.10 updated 7 January 2019
Jimbodiah replied to theJesuit's topic in KSP1 Mod Development
My remarks are not meant to burn down your efforts by the way, just posting the current problem with all the other mods and trying to form a unity is becoming very hard. Stock is too simple, MKS is too complicated for the casual player. There is no middleground basically, hence your effort to make one. I'd really like to see where you go with this :)) PS: the RSS/SSRSS patches work in 1.4.3 as well as they are very simple changes, I just have not updated my own gameplay to 1.4.x yet as SSTU and RSS is still on 1.3.1. -
[WIP] AngleCan SIMPLEX Living 0.10 updated 7 January 2019
Jimbodiah replied to theJesuit's topic in KSP1 Mod Development
I actually have my own resource setup as I use ART/EPL/MKS/NFP/FFT/NFE/USI-LS etc, and some of the processing is too magical, basically I also got fed up with naming differences and processing rates between mods for the same materials and just made my own processing units for all the mods I use. MetalOre is already added by EPL itself on the drills, and MKS has it's own MetallicOre, so when you use ART the asteroid drill produces both resources. Then the fact that Ore is a magical resource that can be turned into basically any fuel somehow. This may work in a stock game to keep it simple, but not so much in a game where you want a more reallistic resource stream. Through the years I always wished someone would come up with a universal and balanced way to mine and process things so that other mods could hook into this, but too may mods want to use their own resources instead of using existing ones in CRP, which is why none of them integrate well with each other. You also have MKS that changes EPL Rocketparts into MK/SP which unlike RP, is not used in any other mods. It's up to the user to dig into config files and patch the living snot out of some mods to get them all in line. CRP already offers: Rock, Dirt, Ore, MetallicOre, Metals, RareMetals, Hydrates, Gypsum, Substrate, Uraninite, Water, Waste, and lots more. I really think you should stick with these resource names so that things can be balanced across mods. I kind of hoped EPL would also change their resources MetalOre>MetallicOre and Metal>Metals so that it is CRP compliant. The main issue is probably that the smaller mods are all aimed at stock players, but I find that when you start using mods and mining, you quickly need CRP anyway and most likely already use mods like MKS/EPL. It would be much more flexible to try and meet up with each other. For the tl;dr crowd: MKS already has a lot of the resource conversions you are doing, but uses CRP materials for standard resource names. -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Jimbodiah replied to Shadowmage's topic in KSP1 Mod Releases
1.4.2 is completely borked for wheels, you really need 1.4.3, if that even fixed the issues. -
Well, the longer it takes, the better the code will be checked and the more functions will be implemented. So; when is the upgrade for 1.4 coming??? On a lighter note: ISS v4.0 plans almost final (running 1.3.1 with full enjoyment, no need for a 1.4.15 release just yet).
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[1.12.x] Near Future Technologies (September 6)
Jimbodiah replied to Nertea's topic in KSP1 Mod Releases
Use mechjeb, it takes away 90% of the chores of launching, landing, rendez-vous, docking... I've been playing since 1.0.4 and have probably done over 10.000 launches. Doing them manualy is such a bore; I just use mechjeb and set physical time-warp to 4 until it has circularized. Install these mods: - Near Future Propulsion for "electrical" engines and rcs - Near Future Electrical for reactors - Near Future Solar for solar panels: always have some panels as backup when a reactor fails - Heat Control for better radiators - SSTU for modular tanks and a better assortment of normal engines, comes with patches to hold NF Propulsion fuels (as well as other mods by Nertea, USI etc) - Optionally Cryo-Engines for some engines using LH2/Ox instead of LF/O, but if you have SSTU you will not need this, although it does come with more OP tanks for LH2 compared to SSTU Except for SSTU these are all mods made by Nertea and all are completely awesome for playing a more future-ish endgame. -
[1.12.x] Near Future Technologies (September 6)
Jimbodiah replied to Nertea's topic in KSP1 Mod Releases
That is where the challenge is. Depending on the gravity of the planet, the NFP Lithium engines could do low G bodies without atmosphere (needs a reactor and cooling). I use NFP in Real Solar System and have no problems getting around. For high-G or atmospheric bodies I still use conventional engines on LF/O or Hypergolics (SSTU), but NFP engines to move between bodies. -
[1.12.x] Near Future Technologies (September 6)
Jimbodiah replied to Nertea's topic in KSP1 Mod Releases
You're asking for a cheat engine. Wrong mods -
[1.12.x] Near Future Technologies (September 6)
Jimbodiah replied to Nertea's topic in KSP1 Mod Releases
NO That is not reallistic. You might as well just turn on "Infinite Fuel" in the cheat menu, and Infinite electricity so you don't need a reactor or cooling. -
Is there any way you can make a sort of Procedural Fairing option but made-by-SSTU? The stock fairing don't go with anything but stock parts; the simple angled contour is the reason I never use them on anything.
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USI-LS needs MKS to get a closed loop. You can convert Minerals or Gypsum into Fertilizer, but you need to mine to close the loop. In real life it's not possible to get a closed loop either, so trying to get one without needing to mine or send resupply ships and you may as well remove the LS completely haha I was actually looking if there was a patch for 1.3.1 for this mod.
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While you're on the RCS: Check the structure options when rescaling the rcs. Right now there is a gap between the support and rcs blocks. Want me to make it an issue on github?