Therese
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[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
Therese replied to theJesuit's topic in KSP1 Mod Releases
This (simplex) tech tree? How does it work? I just did some testing in sandbox, but I think the engine nerf from Simplex TT is making it underperform. Three stages, and could barely make it to more than a couple km. I think the Great Scott also used this mod in one of his series, and he made space. Might have to go back and rewatch some episodes to be sure. Also, the mod required some MKS or USI add on, which added a LOT of tiny parts (again, I was testing in sandbox, these parts might already be in the tree) -
[WIP] AngleCan SIMPLEX Living 0.10 updated 7 January 2019
Therese replied to theJesuit's topic in KSP1 Mod Development
Hullo The link in the first post goes to Anglecan Simplex, and SpaceDock says that is outdated. Should probably be changed to the page for simplex living to avoid confusion? -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
Therese replied to theJesuit's topic in KSP1 Mod Releases
I think maybe Zulu is thinking about this one: it's not updated for a long time last I checked. So, yeah. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
Therese replied to theJesuit's topic in KSP1 Mod Releases
I've thought about trying the simplex Living just to check it out, but I'm running kerbalism on my current save. Would it be safe (assuming I don't loose any crafts) to just remove kerbalism and try simplex Living, without it crashing my save? I like the added realism of kerbalism (duh), but I'm not looking forward to my first interplanetary voyage... Edit: Replaced "resources" with "Living" -
Step 1: Find out that pressurised tanks are unconfigurable. Get annoyed Step 2: Check the forums Step 3: Revert MM version Step 4: Profit! Thanks guys
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[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
Therese replied to theJesuit's topic in KSP1 Mod Releases
I can't say what I would want it to look like or include (not without thinking about it), but I just want to say that I appreciate your continious work on this mod, and improving it. I'm sure you'll end up with something you like in the end My only input now would be to update the "supported mods" list, if it isn't already. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
Therese replied to theJesuit's topic in KSP1 Mod Releases
How do we do this? Is it something in the settings menus? -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
Therese replied to theJesuit's topic in KSP1 Mod Releases
Putting it in the same node as the small command pod will probably work out. Now it is in the node with the 1.875 pod, which didn't make sense to me. My logic: The game starts in the 1950s, so manned rocketry should come later, but making small airplanes should be easier early. With all being said, thouroughly enjoying the tree. Playing at 50% science return and more difficult to launch rockets makes this HARD -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
Therese replied to theJesuit's topic in KSP1 Mod Releases
If it's not too late for this update, I have a suggestion: MK1 inline cockpit is moved to a different tech tree node. This will allow players to make airplanes much earlier. So far, I've made a small research airplane using the MK1 command pod. My thinking is that early in the game, while small suborbital (if even that) rockets are used, the ability to make small planes makes sense from a realistic stand point. If it is moved from "Space exploration" to "Aerodynamics", we'll have all the low level airplane parts in one node. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
Therese replied to theJesuit's topic in KSP1 Mod Releases
Not sure if this is relevant for this mod: I like this tech tree so far (only played it a little bit), but have also been looking for sounding rockets to make it more "historical". Du any users of this mod know of a part more for this that works with the current game version, or do I have to use 1.3.1or something? -
Thinking about a new Colonization mod
Therese replied to NermNermNerm's topic in KSP1 Mods Discussions
Does sound interesting. Also sounds like a few kerbals will die along the way... I've been looking for a little more challenging gameplay where bases and stations aren't essentially useless after initial launch, so I would probably give this a try -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
Therese replied to theJesuit's topic in KSP1 Mod Releases
Hi @theJesuit I haven't got rights to send PMs yet, I made the account to contact you. Heat shields appear in sandbox, no problem. I also tried starting new career and science games. I do get the 0.625m heat shield in field science. Dropboxlink to screenshots of node content and modlist: Thank you for all your help. https://www.dropbox.com/sh/0egt1r3eezmoj6r/AABWtMKnWDdnVduxCmZJfY41a?dl=0 -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
Therese replied to theJesuit's topic in KSP1 Mod Releases
Hullo I'm not getting any heat shields in my save, which is kind of annoying. Is this a known issue? Looking through all the nodes in the tech tree, the only heat shield available is the one that comes with making history