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KSP2 Release Notes
Everything posted by Jimbodiah
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Yep, that's the one I installed. Issues are gone for the most part, I see the timer going red in 4x pysical warp, but definitely not constant red when in 1x. Thanks for the tip guys!
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No problem, I am patient, just wondered as I saw your 1.3 Stock plumes. I'm running MM 2.8.1 already, but I will try to find a new SmokeScreen version as that might be the problem.
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Is there an official release for RealPlume itself for 1.3? The release on this pack has disastrous impact on the game calculations (timer goes completely red) when I had no issues or fps loss in 1.2.
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I think the nosecone will not be a seperate part but just a model, like the cap on the apollo that comes off when the chutes open. So no resources. TAC-LS overhaul incoming on the next release by the way
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The upcoming release of SSTU will have TAC-LS support for the Ship and Station core parts, so I will be deprecating some parts from my pack.
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omurgurd.. I went full github.... bacup your save files
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[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Jimbodiah replied to JPLRepo's topic in KSP1 Mod Releases
JPL, how can I check for DeepFreeze in MM? I tried NEEDS[DeepFreeze] and [REPOSoftTech] but it does not find it. LOL, I need a spellchecker... my bad. Time for glasses or just bedtime -
New SSTU version was just released, so I will see what needs to be updated as one or two things might have become standard now in SSTU.
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I have a question regarding adding a general item that is not related to a part, but is dependent on a mod being installed. I have some resource definition being added in mod A, and want to check if mod B is installed and add more resources if it is. So Mod A has a cfg file with this in it: FUELTYPE { name = FuelA ... } FUELTYPE { name = FuelB ... } eof Now I made a patch in a seperate cfg file like this: NEEDS[ModB] { FUELTYPE { name = FuelC ... } } But that doesn't work ofcourse Can anyone tell me how to add a definition conditionally but not related to a part?
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You can optionally use Alt-F12 and set unlimited fuel/electricty I can also highly recommend Near Future Propulsion if you want scifi engines at the end of the techtree. It has super high isp engines. You will need NF Electric for nuclear reactors to power the engines.
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It will check for RSS and SSRSS, so it will not work in a stock game. These patches are not meant to be cheaty, and SSRSS is quite the contrary as it makes stock sized (1/10) RSS even harder vs stock. If you really want, you can text edit the rss.cfg and remove the :NEEDS[RealSolarSystem&!SSRSS] and then it will work in stock as well. You can play with the numbers to change the ratios even more.
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Jimbodiah's Patches v1.2 just uploaded Changes - [ProcParts] Added xenon tank option for NF fuels - [ProcParts] Removed size limitations due to other step sizes than SSTU - [kerbodynePlus] Added four smaller sizes of the XL Landing Legs - [stock] Fixed the Airbrake still blowing up on re-entry - [SSTU] Added a COS hab copy as tourist module that holds 12 kerbals. - [SSTU] Added probe core, reaction wheel and Ec storage to all three Tourist containers
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Kerbodyne Plus; old version, but it works in 1.3 I'll add a rescaling patch to my pack in a few minutes (check the link in my signature). NB: Hey, it's got an SSTU part in the picture, so it's not off-topic ;)))
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Are you kidding me... the COS is fully colorable as well??? Now all we need is colorable docking ports DOoooh, the christmas tree stations I can make with this stuff... OMG. Stealth stations and landers!!! Now I will never go to bed in time... gotta try some more stuff.
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re docking ports: I have never used docking ports on the Gemini, mkI or Mercury pods, as by the time I get to making stations, I have the Apollo unlocked already. Did gemini every have a port that allowed crew to go through, or was the agena test the only reason for the port on that craft? Would an integrated port be desirable is what I am getting at, or could people just slap on the small port if they needed one? Give it a black texture option and it would even look cool on the black mercury.
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0.625m CM top 1.50m CM bottom 1.875m SM bottom Courtesy of Precedural Parts All SSTU parts fit nicely on 1.50m, and it conforms to the BDB version as well. left: BDB 1.5m gemini with small port. center: gratuitous ProcParts replica right: both decouplers shown at 1.5m, which is not a problem for any of the SSTU parts that I know of When you mention adapters, I take it you mean the nose/mount options that give a diameter decrease to match to other parts? If this is the case, then most of these don't match up to the fixed values right now and often leave a small step, either larger or smaller, but it has never bothered me so far. There is a limit to what you can forsee and match the parts to. I don't think this is a major concern; how often do you mate a capsule directly to a tank? If it is a problem, I see an opportunity to make a procedural parts type of adapter that lets you set the top diameters very finely to a custom value, or better yet; auto adjust to the part it is connected to (wishfull thinking). Is it friday perhaps? This is all just brainstorming, not actual suggestions.