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theJesuit

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  1. Hi! You're welcome. Sideways glance... disable in favour of mks... kind of? Easier if I know what you want or don't want. By renaming to false in the settings.cfg (in the KerbalismSimplex folder) you can turn off: Reliability = true // component malfunctions and critical failures Deploy = true // add EC cost to keep module working, add EC cost to Extend\Retract (Deploy.cfg has the modules supported list) Science = true // science data storage, transmission and analysis SpaceWeather = true // coronal mass ejections Automation = true // control vessel components using scripts But, if you ae wanting the LS, consumables and air gone, then not really. KerbalismConfig I think has an none profile so you can use say TAC and keep science, space weather and automation and such, but is very out of date. You could try that. I'm not sure you could copy the Simplex science experiments over either. MKS and kerbalism have quite different attitudes towards most things. I don't provide a none profile, so
  2. Done - EL Conversion for Metal Parts and Custom Parts Done - Planetary Base Systems habitation, greenhouses (the small one doesn't produce food, only plant comfort and BioMatter experiment), Greenhouse is .5 kerbals equivalent to kerbalism greenhouse. ISRU effectively a standard (stock large ) ISRU. Lab experiments add to Lab, Control centre can process experiments (as it is a lab, as well) but not do the crewed lab experiments. Smelter done as well. Both of these need some Simplex Resources work around drills (KPBS), and EL smelters (strange resources) and also strange tanks (with ReStock) STILL TO DO SIMPLEX Colonies background colonist and interest growth with no part failures - working on at the moment! Simplex Telescope experiment for Sentinel, (Stock), HullCamVDS, and SSPX although sentinel gives science when it does its job?
  3. Okay. Adding resources to another config is a good way to go. I'm happy to take a look at the SSTU configs though. With FFT, heat management is a big deal, which kerbalism doesn't touch. It's on my list on things to do so happy to look at what you come up with to! My first thoughts are this: KSPIE uses a cooling resource, so maybe use this. One way I've though about it was to have radiators generate a hidden Cooling resource that is generated like an RTG, whilst active ones could also have a converter resource of power to Cooling. The cooling resource is then needed by the reactors or engines to work - they shut down if overheated.
  4. Some modules can be upgraded but not all. You also can't add modules to a part only change them. But for an example look at my SIMPLEX Propulsion mod. You'll see the upgrade created and then added to the part. These are are engine ones. Also a part that has SAS functionality changed is the avionics nose cone in both the SIMPLEX and TETRIX TechTrees.
  5. Done - ISRU For Lithium and PowderFuel, Done - RLA Reborn suggested balance for its tiny aerospike as suggested by @jlcarneiro STILL TO DO EL Conversion for Metal Parts and Custom Parts - having some issues, particularly around tanks and ReStock but this is a Resources issue. SIMPLEX Colonies background colonist and interest growth with no part failures. Planetary Base Systems greenhouse and experiment check Simplex Telescope experiment for Sentinel, (Stock), HullCamVDS, and SSPX although sentinel gives science when it does its job? MAYBE NEXT UPDATE - Planetside Exploration Tech - not sure what to with the wind turbines - as kerbalism doesn't support the background processing of wind variations. Maybe a biome specific EC amount from the atmosphere? oceans and mountains/highlands high, shores medium, everywhere else low. Still thinking about it. May ask in the Planetside mod. This could be a SIMPLEX Resources addition perhaps. Still thinking about it.
  6. Was this in a usable form? Looking at updating soon if you wanted me to include it
  7. Hi @benjee10! I'm adding specific support to Kerbalism Simplex for this however, I have a couple of quick questions/ observations to gauge some feedback. I'm going to balance the hydroponics module as the same as the yucky kerbalism greenhouse. It is about the same mass and supports 1/2 a kerbal in food production, it also shows significantly less green mass than the SSPX ones which are typically multiples of support over the vanilla greenhouse, but have higher masses. For the wind turbines, kerbalism won't support the variable winds in its background processing. In considering this, I think I'll need to make it biome specific, and effectively an EC harvester from the atmosphere. Oceans, and high biomes, highlands/ mountains, and poles will have high winds, shores will medium winds and everywhere else low winds. Any feedback on these?
  8. Done - JNSQ mass changes, process changes for breathing, consuming, isru processes Done - SSPX with corrected simplex experiments. The 1.25m parts don't have them except for the core. This includes the 1.25 cupola. Cupolas have VISTA only, except the dome one as that is more of a command pod so has crew report. The 5m centrifuge has both RELAX and the Lab experiments. The small 1.25m cupola greenhouse is not for growing food, only plant comfort and BioMatter Experiment. SSPX greenhouses done. The 5m will be a double the 3.75m one so 8 times vanilla supporting 4 kerbals. The 5m dome is only half as good, support 2 kerbals. Done - Special - SSPX aquaculture - 4 kerbal suppport. This one however needs Ore (or Saturate with SIMPLEX Resources). Consumables and Air are produced constantly for a year where the 'harvest' is Ore (or Saturate). For balance, the harvest is only half the Ore/Saturate that was put in, but the Consumables and Air are a one to one with the Organic Slurry and BadAir Done - SSPX The Volleyball 1.25m Inflatable had too low volume compared to the squished version. The 5m centrifuge 'Cronus' has a volume now of 380m3, the 3.75 centrifuge 'Mercury' has only 260m3 for comparison Done - Planetside Exploration Tech, greenhouse is smaller than SSPX ones, but similar in mass to vanilla kerbalism one. So, one of these will support 1/2 a kerbal. volume, greenhouse and experiment check. Volumes okay, the inflatable had doesn't hold kerbals, so I'm not implementing volume, think of it as a storage tent. Done - HabTech2 small cupola only panorama - too small for science. Each of the Labs can do all the experiments. STILL TO DO MAYBE NEXT UPDATE - Planetside Exploration Tech - not sure what to with the wind turbines - as kerbalism doesn't support the background processing of wind variations. Maybe a biome specific EC amount from the atmosphere? oceans and mountains/highlands high, shores medium, everywhere else low. Still thinking about it. May ask in the Planetside mod. Planetary Base Systems greenhouse and experiment check SIMPLEX Propulsion, Making History, Cryoengines, NearFuture xxx, kerbal atomics engine configs. Also RLA suggested balance, have upgrades potentially increase ignitions ISRU For Lithium and PowderFuel. Also conversion for Metal Parts and Custom Parts. SIMPLEX Colonies backgroubd colonist and interest growth with no part failures. Simplex Telescope experiment for Sentinel, (Stock), HullCamVDS, and SSPX although sentinel gives science when it does its job?
  9. I want Jeb to be strapped to the top of one, surrounded by pumpkins and a witches hat for a aerodynamic cone. Jeb then yells... 'LETS LIGHT THIS CANDLE!' It's been a long day without enough KSP. I'll see myself out.
  10. Lol. The jollly roger bone cross are rockets! What's the ISP of the candles in vacuum?
  11. Done - jnsq mass changes, process changes for breathing, xomsuming, isru processes Done - sspx with corrected simplex experiments. The 1.25m parts dont have them except for the core. This includes the 1.25 cupola. Cupolas have VISTA only, except the dome one as that is more of a command pod so has crew report. The 5m centrifuge has both RELAX and the Lab experiments. The small 1.25m cupola greenhouse is not for growing food, only plant comfort and BioMatter Experiment STILL TO DO Sspx greenhouse nearly done. The 5m will be a double the 3.75m one so 8 times vanilla supporting 4 kerbals. Then habitat volumes, for some of the inflatables. The 5m centrifuge is done. Planetside Exploration Tech, volume, greenhouse and experiment check HabTech2 volume, greenhouse and experiment check Planetary Base Systems greenhouse and experiment check SIMPLEX Propulsion, Making History, Cryoengines, NearFuture xxx, kerbal atomics engine configs. Also RLA suggested balance, have upgrades potentially increase ignitions ISRU For Lithium and PowderFuel. Also conversion for Metal Parts and Custom Parts. SIMPLEX Colonies backgroubd colonist and interest growth with no part failures.
  12. So I'm finally getting sorted. Things done: Pass for a 12 hour day. This is for JNSQ but also KSRSS 2.5? This decreases by half the consumption per second so that a unit of Air or Consumables equated to one day. Consumables are still eaten (consumed?) Twice a day, six hours apart. To compensate the Air/BadAir and Consumables/Organic Slurry have been doubled i mass. The processes that have these, like greehouses, ISRU, fuel cells that use or produce Air/ BadAir consumables whatever have been adjusted so that the mass ratios still play nice. It will be a separate download unfortunatly. Things to do New SSPX things to do. Greenhouses, science, habitat volume. Look at RLA engine configs? And Simplex Propulsion. Have the new Simplex Resources ISRU for things like Lithium and PowderFuel. Also conversion for Metal Parts and Custom Parts for EL and Sandcastle. SIMPLEX Colonies to have colonies grow in size in the background.
  13. Full 1.0 release. Update, changelog in the OP. Restock, Making History, Breaking Ground. Oh, and supplied Printshops have changed. Save Breaking warning.
  14. Update being worked on. I found very straight forward to sort out the parts for the DLCs and ReStock... Should be out like in 24 hours? A future update will be Mining Expansion, Kerbalism, various NearFuture mods as well, SSPX. Maybe also planetside exploration and HabTech2.
  15. Version 1.0 will be released in the near future. The old mk2 landercan printshops will be amalgamated into a single one and three diffent sized inventories will be available instead. All on the same theme of stock models being reused. ReStock will be supported so that some models don't disappear. I supposed I should support the stock (making history) and restock plus 1.875m models.
  16. For the JNSQ patch, or Patch Manager? I really don't have the head space in the next wee while. I have two more things to get done before I can have a good playthrough again! How would that work with a potential kopernicus patches? Well, I'm happy to have someone make a suggestion of how to patch it in. Looking at it @theonegalen , yes it could be helpful to pick and choose and change you are right. Thanks for the suggestion, sorry for the flippant remark back
  17. Possibly. Sounds like another thing to learn though Next update will include a patch to move the Mun in JNSQ to have orbital period of 12 days.
  18. ANGLECAN Progression Download from Spacedock Requires Module Manager (not included). Licence is CC-BY-NC-SA http://creativecommons.org/licenses/by-nc-sa/4.0/ This mod contains a couple of Module Manager patches that tweak parts in a stock fashion but often to make life a little more interesting. Docking Port Snap Docking Ports will only lock in 15 degree implements. Sure, you could use the 1.12.2 rotating docking port thing, but this forces a correct alignment first time. Fairing Limiter Fairing widths are nerfed. For most it gives a width of .75 metres wider than than the base plate. This was to stop ridiculously wide fairings on toothpick rockets. For the 1.25m fairing, this means the octagonal Mk1 LanderCan JUST fits. For the 2.5m Fairing, the bulgy Mk2 LanderCan fits reasonably well.
  19. A couple of hours times four - about right for my estimates on release dates. Pictures are up of the two arcologies.
  20. @zer0Kerbal Are you looking at breaking this up for others like Simplex Colonies?
  21. SIMPLEX Colonies Download from Spacedock Requires Module Manager (not included). Requires for functionality MoarKerbals, otherwise this is just parts - cool parts, but just parts nonetheless. Note that currently the @linuxgurugamer version is needed. @zer0Kerbal has readopted and currently working on updating. I'll change the links here to reflect current status. Below is the link to the version of MoarKerbals required currently and this also requires the following mods, SpaceTuxLibrary, Click through Blocker, and ToolbarControler https://github.com/linuxgurugamer/MoarKerbals/releases https://spacedock.info/mod/2210 https://spacedock.info/mod/1689 https://github.com/linuxgurugamer/ToolbarControl/releases Licence is CC-BY-NC-SA http://creativecommons.org/licenses/by-nc-sa/4.0/ What does this mod do? Adds three parts: two massive Arcologies, or self contained cities for Colonists to live out their lives, and a taxi for you to transport Colonists to an established Arcology from Kerbin Uses MoarKerbals to recruit (spawn a new) kerbonaut from the Colonists one sufficient Interest has been generated. The Arcology and Taxi parts look familiar... You'd be right in thinking that. They've been made using UbioPartWelder. The arcologies consist of a hithiker, some structural fuselages and Mk3 crewcabins. The taxi is made of Mk3 fuel tanks, structural parts and resized small nosecones to avoid part variants. They are compatible with ReStock. How does this work? Using the ISRU system, Colonists are able to generate Interest, but only once the colony is near capacity When Interest reaches 1, a kerbonaut must be present for you to Recruit a new kerbonaut of random skill set. In actuality it uses a renamed MoarKerbals klone function and requires all the Interest Resource. Recruiting only works when landed. These are supposed to be planetary cities, not orbital cities. The Arcology Parts are huge! How do I get them to the Mun, Minmus etc? MoarBoosters! Extraplanetary Launchpads and lots of resources https://forum.kerbalspaceprogram.com/index.php?/topic/54284-18-112-extraplanetary-launchpads-v6990/ How do I get more colonists? Pay for them at kerbin, or get 10 together and they will generate more Colonists in the Propagation Arcology. Pics or it didn't happen Arcology. A singular ring that provides all the needs for 100 colonists. Kerbonaut entry is only to the Hitchiker Can in the centre, but only that far to keep the community secure from outside pathogens. Note that the arcology ring is raised from the center to allow for undulating terrain from the point of securement to the ground. Escape hatches are there for decoration only. Propagation Arcology. Note the additional nursery ring which can create new colonists in record time!
  22. Thanks for keeping us all together! Peace be with you.
  23. Awesome! Thank you. I use this for performing interplanetary burns. It's a great tool. Peace .
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