Jump to content

Cruesoe

Members
  • Posts

    289
  • Joined

  • Last visited

Everything posted by Cruesoe

  1. These releases are coming so quick that you've gone into the future! Latest release July 2021!
  2. I know you don't require the Community Resource Pack for this but does it play nicely with Rational Resources?
  3. So this is my idea for integrating BDB. A dedicated line in the Tech Tree making handy use of the space available. The idea is BDB are design experts that can design advanced parts for your Space Program. These nodes fall outside the usual costs of the Tech Tree and will be whatever values I think are appropriate for the parts. I plan on splitting the parts by name so largely you will unlock everything required to build one of this in a single node.. The Thor node, the Saturn node etc. I feel that this should allow you to add BDB mid game without blowing up your tree with parts. Everything is work in progress and subject to change. Happy to hear comments and thoughts, let me have it!
  4. Despite my personal interest in Kerbalism this is not a tree for Kerbalism only. Given the sheer number of combinations of mods available I don't intend for this to ever be more than a part adjustment tree. Any other configs that adjust the game will be out of scope of this Tree.
  5. Thank you. I love to get feedback, it really motivates me. The update I'm working on is BDB at the moment. It's notoriously huge but I have a theory I'm working on to integrate it without blowing up the Tree. I'll put up a preview as soon as I'm nearly happy with it!
  6. Yes I use KCT. I am not sure if build times are affected by the larger scale of JNSQ as I have only ever used it with JNSQ. I have used base Kerbalism, JNSQ, KCT and my date mod all together without major issue. The only things to consider when modding for JNSQ are the Habitat timers and Experiment time, both I believe are coded in hours so that results in less 'days'. There is a small bug with the planner showing the default time, so the experiment and the planner Science Archive may disagree sometimes, with the experiment itself appearing to take exactly half of what the Science Archive says it will, due to the 6/12 hour day difference. Habitat can make an early trip to Mun a little challenging so could definitely use a buff for the larger scale.
  7. A year in JNSQ is 365 days exactly. 12 hours per day. I made a real world calendar that works with Kronometer to give you actual dates and months.
  8. Ok so the hours are likely to stay the same therefore the days will be half as each day is 12 hours. That's what happens in default Kerbalism. For JNSQ we might want to look at a custom config to increase duration of experiments and habitat times. Happy to collaborate on this.
  9. Looking forward to this! I almost exclusively play JNSQ these days, will the experiment times scale or are they based on hours and thus will take half the number of days in JNSQ?
  10. Is this a joke post? Mods are the only way to play Kerbal. Mod 'till you break it.
  11. This works largely because of the JNSQ scale. JNSQ is built in a way that each day is 12 hours long and there are 365 days in a year. A stock sized system just doesn't line up so perfectly.
  12. That's not confirmed. I'll test but I think it should work...
  13. @HebaruSan I have tested this on a clean install. JNSQ installed via CKAN and dropped my mod in on top. I've got no errors so please just allow my mod on CKAN and I'll remove the statement in the OP.
  14. It was advice from JNSQ people. I'll test a fresh install and let you know.
  15. Looking forward to this update, it's about time I had another Kerbalism game on the go!
  16. Hello There, I'm not sure my mod has been picked up by CKAN, I know this can happen occasionally. Here on Spacedock Can you look into this please, I know there is a way I can do something on Github but I am not sure how!
  17. There is already something like this for RSS, that's what started this. I wanted something like RSS Date Formatter for JNSQ.
  18. I'm unable to see a fault and I have tested this on multiple installs. My only thought is that it must be a mod conflict. As you say you have 80+ mods including some I haven't heard of. Please could you try a clean install and let me know if the issue persists.
  19. Post your logs and I'll look. Just to confirm if you start a new game and fast forward you don't see 1st February but 32th February on month change?
  20. Interesting! Might have something to do with the planet rotation changing mid game. I'm not sure what would cause this as I have used this personally for months and haven't seen this before. I'll update my post to recommend a new game.
  21. CKAN has been requested, give it time.
  22. JNSQ Real Date This is a patch for Kronometer that replaces in the in game D001 Y001 clock with the real world Earth clock and calendar. Features: Earth days and months are used, no leap years involved. Starts 1st January 2001 Days remain 12 hours long but Months and Years display as you would expect. Pics: Install: Download from Spacedock CKAN of course Dependencies: Module Manager JNSQ Kronometer Licence: This work is released under a Creative Commons Attribution-Non Commercial 4.0 license. Thanks: Thanks to @JadeOfMaar for the assistance in creating this and the Kerbal rotation to make sunrise 6am. Thanks to @TeamGalileo for JNSQ
  23. Updated to 0.3 Updated Folder structure Updated Stock part locations, created separate configs for expansions Updated USI MKS patch Updated USI Kontainers patch Added MechJeb support for Upgrades Please delete previous versions before installing this one, it should be available on CKAN now and Spacedock.
  24. Always happy to take suggestions from you if you have some thoughts on those mods as I don't personally use them. (With the exception of NF) Message me your idea or have a look at the github and submit a pull request. Whichever you prefer. I'll be pushing out an update at the end of the weekend but this is mainly background stuff and file organisation. I remove some nodes and create others, I'm reducing the number of nodes I remove and renaming them instead of making new ones. Should help smooth any mod support issues.
  25. Thank you, I am working on it this weekend and have the next update almost ready to go, but this won't change much as its mostly getting my files organised for easier updates in the future. Is there a specific mod you want me to take a look at? I am always really keen on feedback and will accept pull requests!
×
×
  • Create New...