Jump to content

Search the Community

Showing results for tags 'kerbalism'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
    • KSP 2 Dev Diaries
    • KSP 2 Suggestions & Development Discussion
    • Show and Tell
  • Kerbal Space Program
    • KSP Discussion
    • KSP Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL



About me



  1. SIMPLEX Kerbalism A kerbalism profile that is more stock-a-like, and allows kerbalism to be stand-a-lone. Download from Spacedock Installation: Install KerbalismCore https://spacedock.info/mod/1774 Install Harmony https://github.com/KSPModdingLibs/HarmonyKSP/releases which is required by KerbalismCore. You don't need KerbalismConfig, or Community ResourcePack Put the KerbalismSimplex folder into GameData Requires: Module Manager (not included). KerbalismCore (not included). Harmony (not included) Recommended but certainly NOT required: SIMPLEX Resources (to extend the Stock Ore system) TETRIX TechTree License is the Unlicense http://unlicense.org/ Introduction: SIMPLEX Kerbalism ultimately is simplified profile of Kerbalism, maintaining the features of life support, but in a more basic way, with only two life support resources. There no additional gases to worry about, nor balancing food and water. The CommunityResourcePack is not required for Kerbalism to function with Kerbalism Simplex. NEW IN 3.0: Unique Science experiments and also new containers for Consumables and Air. NEW IN 3.5: Telescope based experiments for mod telescopes (Hullcam, KPBS, SSPX), Also, no JNSQ profile, next update will do this better. NEW IN 3.6: Different Day Length Profiles - Use with JNSQ, KSRSS, Sigma changes to day length The KerbalismSimplex/Profiles folder there are an additional 3 profiles which, if used will alterthe mass(density) of Air /BadAir, and Consumables /OrganicSlurry and the rates to which they are used in game. This will keep the standard of 1 unit per day. It will also keep the mass consumed as a standard, as an example in stock, 1.251kg of Air is consumed per day. In stock 6 hour days, this is 1 unit. With the 12 hour day, 1 unit is now 2.502kg. The correct ratio splits have been made for 8 hour and 7.5 hour days. Greenhouses have also been adjusted to still harvest correctly every 72 days. Use the 12 hour day with JNSQ Use the 7.5 hour day with JNSQ resized to stock with Sigma Use the 8 hour day with KSRSS resized to 2.5x with Sigma Life Support: Consumables replace food and water. (OrganicSlurry replaces WasteFood, and WasteWater) Air replaces Oxygen and Nitrogen gases. (BadAir replaces Carbon Dioxide gas) The units for these resources are based on a typical use per kerbal per day. 5 units of Consumables will last 1 kerbal for 5 days. 15 units of Air will last 3 kerbals for 5 days, however Air is also used to maintain pressure due to atmospheric leakage, so you'll need to take more. Kerbals will constantly breathe in the atmosphere around them, which is replaced immediately with bottled Air, but as they breathe out, the BadAir must be removed with scrubbers otherwise the kerbals will die. Greenhouses, can be used to restore BadAir to Air. Kerbals consume half a Consumable unit twice a day. They also produce OrganicSlurry as waste. OrganicSlurry can be converted back to Consumables using a greenhouse. OrganicSlurry can also be converted from Ore. Note: Air and Consumables are balanced to have the same mass as Nitrogen + Oxygen or Food + Water. This means that a craft that is designed in Simplex Kerbalism will have the same delta vee for craft with the same mission profile as in vanilla kerbalism. Configurable Life Support modules: Life Support modules are available to be installed on all crewed parts - only two per part These modules are available on kerbalism’s external life support part as well. Scrubber - used remove BadAir out of the atmosphere Pressure control - used to maintain atmospheric pressure due to leaks Air Pump - used to maintain atmospheric pressure if an external atmosphere is present with Air in it. MonoProp and Air FuelCell Greenhouses: These require only BadAir and OrganicSlurry to produce Consumables. The kerbalism greenhouse (standard) will produce 36 units of Consumables every 72 days, supporting a ½ kerbal per greenhouse. Conversion of BadAir to Air occurs every second of growth, and is the equivalent of ½ kerbal. With two greenhouses and with a supply of Consumables, a closed loop lifesupport is able to be created with a small amount of mining to replace lost Air due to atmospheric leakage. Greenhouses also contain a science experiment (see below), making them more useful for taking on interplanetary missions due to Science! Greenhouses also contain a comfort bonus (plants), making stress increase more slowly. Greenhouses from mods are supported. See inside the spoiler: ISRU returns to Stock resources: Mining and ISRU has been adjusted to replicate stock behaviour, but using the kerbalism modules. This also means that there is no requirement for heat management with drills and in ISRU as kerbalism does not simulate heat. The drills mine Ore as in Stock KSP. The ISRU and mini ISRU converts Ore to LiquidFuel and Oxidizer, to MonoPropellant, or to OrganicSlurry and Air. The LiquidFuel and Oxidizer will fill whatever tanks are available, even if one of those resources is full. The Fuel Cells now operate on LiquidFuel & Oxidizer (stock behaviour), or Monopropellant & Air. Fuel Cell modules are available as part of the Life Support modules. Storage: With the Life Support, kerbalism’s containers can be configure to hold their particular resource or counterpart. The Air/ Bad Air containers are a unique kerbalism part. The Consumables/ OrganicSlurry containers are retextured stock KSP inventory containers. Science: The science experiments are different to vanilla kerbalism. These are either probe or crew focused, aside from the stock experiments. The final tier of experiments is only available on extended TechTrees, either TETRIX TechTree or Community TechTree. Mods Supported: Planet Packs: Beyond Home, ExtraSolar, GEP, GPO, GPP, OPM, QSRSS, RSS, SSRSS Fuel Switchers: B9PartSwitch Tech Trees: Community TechTree, TETRIX TechTree, SIMPLEX TechTree Note that the following mods have specific patches. Other mods should also work fine. Requests happy to be accepted. Community Category Kit Contract Configurator DeepFreeze Extraplanetary Launchpads HabTech2 HullCameraVDS JX2 Antenna Kerbal Atomics Kopernicus (for solar panel fix) Kerbal Planetary Base Systems (KPBS) Keridan Dynamics NearFuture Electric NearFuture Exploration NearFuture Propulsion (with SIMPLEX Resources) NearFuture Spacecraft Planetside Exploration Technologies ReStockPlus RLA Reborn SCANsat SIMLEXColonies SIMPLEXResources StockalikeStationPartsExpansion Redux (SSPX) Stockalike Mining Expansion Thanks: So many people have helped on this. The great people developing Kerbalism including ShotgunNinja, N70, PiezPiedPy, Sir Mortimer, Gotmachine, Arthur, Arkolis who designed the parts that contain Air and Bad Air for Kerbalism. Inspiration from IFILS originally by Stavell, now maintained by LinuxGuruGamer. Blowfish and the MM team too. Changelog 3.6 Moved kerbalism Greenhouse to its own file SSPX 2.5m greenhouse to a 72 day harvest Added number kerbals supported to the Greenhouse descriptions Fixed some profile numbers that didn't include a 0 before the . Added alternative profiles for different day lengths, greenhouses, pressurization, fuelcell changes, and mass changes for Consumables and Air Added a fudge for Planetside Exploration Tech and the wind turbines Previous Changelogs: Peace.
  2. Kerbalism Companion Calculator [1.8.x - 1.11.x] About: Kerbalism Companion Calculator (KCC) is a plugin that allows you to plan your antenna connectivity during your mission in Kerbalism. This Calculator auto-adapts its selection options, so support is provided for every planet pack. In addition to that, support for NFeX reflectors and ResearchBodies is also provided. It's fairly simple to use, select the planet you're going to visit, choose your distance (consisting of the minimum to maximum distance to the home world) and get your result: But why?: This fairly small plugin is aimed at Kerbalism players. All already existing antenna planners only calculate the signal strength and not the data rate, which can be crucial to Kerbalism players, since science points are not immediately transferred as it is in Stock. Download: GitHub SpaceDock CKAN Installation: Move all Contents in GameData to your KerbalSpaceProgram/GameData Changelog: v1.3.0 * Name change to Kerbalism Companion Calculator * ResearchBodies support ----- v1.2.0 * Unity UI Overhaul * Add version file ------ v1.1.1. * Add editor undo event * Fix bad antenna strength calculation ------ v1.1.0 * Add 'exclude from planner' button into calculation * Include range modifier from settings ------ v1.0.1 - Hotfix * Fix UIStyles ------ v1.0.0 - Initial Release * K³ implements a Antenna Range Calculator specifically made for Kerbalism. * Support for NFeX Reflectors. * Support for all kind of Planet packs. Source Code Source Code can be found on GitHub (Source Code) Known Issues No Issues are known by now, if you find any please report them to this thread or open a GitHub issue. Special Thanks & Credits @woeller for creating the Header Image, App Icon, testing & feedback @Jacky_Rabbit for testing & feedback Nertea for the UI Sprite Sheet - License This work is licensed under CreativeCommons Attribution-ShareAlike 4.0 International License
  3. Everytime i try to launch RSS in 1.10.1 i get stuck on the file KerbalismConfig/Parts/ChemicalPlant/kerbalism-chemicalplant.cfg there are no problems with module manager, its just this file it gets stuck on forever.
  4. Hello, I have kerbalism and another mod (I think it's kerbal acadamy) that wants me to do an eva report at the mission control. But kerbalism removes the ksc science locations making it impossible, how can i get them back? i've seen this post: talking about unity tags but where can i find those, i've already browsed the config files of both kerbalism and squad but to no avail. Any help would be appreciated.
  5. Image of the UI When an engine malfunctions due to Kerbalism, mechjeb Ascent Guidance seems to bug out and the only way to disengage it would be to let it continue running until complete. This is a strange bug and doesn't happen all the time, and thankfully it hasn't been a catosrophic bug for my space agency. However, this isn't the first time one of these UI things have bugged out for me. During a RP-1/RO career playthrough, the Ferram Aerospace Research UI would be broken 9 times out of ten, in a similar way to the way the Mechjeb UI looks. All the buttons dissapear. Anyone know what might be causing this? It can be very annoying sometimes (and like I said, it's not happening all the time). Cheers everyone! EDIT: I'm playing on 1.11.2, all the mods are updated to the most recent releases
  6. Anyone had any luch integrating these two mods? RO is amazing, but there are some key realism features I miss without Kerbalism, like radiation belts, solar flares, crew comfort/sanity, and limited part lifespans with breakdowns/repairs. On first glance, it looks like I can install Kerbalism over an RO install, and I don't get any errors on startup. I'm mainly looking to see if anyone's made an RO profile for Kerbalism, as the default one is only for the Kerbol system, and I had to make up my own rough estimates for my RSS/Stockalike install. Also, I'd love to know if there are any conflicts between the two mod, before I've spent hours on a career. Thanks all!
  7. 1020-273: The Kerbal Space Administration of Cape Town has submitted a formal budget request of the MacKerman parliament for an ambitious plan to follow up on their successful and still ongoing Triton landings on the Mun and Minmus. Says director-general Cernan MacKerman, “The completion of the first round of kerballed landings has allowed the technology to catch up. Using this the plan is to test long-term habitation in space with a visit to Gilly, as well as gather important scientific information to share with the space international group.” Critics of the plan and Cernan’s abandonment of first-generation Triton landings say that the wide reaching plan is trying to do too much, too quickly, and not for enough scientific gain. Amberger Kerman, a science journalist and leading skeptic, claims that the plans involve “both too much legacy hardware and too many new components. They threw out the stuff [Triton first-generation] that was working well, and want to replace it with equipment that have never been tested.” Many also express the opinion that the program cost too much, more than the barely acceptable Triton program, when that money could be used for safer, cheaper, and more investigative unkerballed craft, or just used on Kerbin instead of shot into space. Skeptics of the wide-reaching plan in the parliament that have expressed their opposition do not number enough to strike down the budget request. However, many are wary of Cernan’s decisions after the KSA decided to abandon Triton Munar landings in favor of service to Munar-orbiting space stations which will be supplied by a much-delayed Pegasus lander. Nonetheless, members of the scientific community and KSA are excited about the possibilities of this proposal.
  8. Hello, I have KSP 1.8, with kerbalism and CTT. Trying to get fuel cells to work, but they dont. The fuel cell says running, but there is no electricity generated. Also, the small pressurized containers seem to hold nothing. Any idea how i can fix this? Solar panels are 90 science, I can't get that without working fuel cells.
  9. An episodic account of the next great step. Index: I’m using obscene amounts of mods (my sig has the current number), but only a few should significantly alter how this Sandbox save and these missions play out: Engine Ignitor EVA Fuel FAR Improved Ablator (seriously nerfs heatshields) JNSQ Kerbal Construction Time Kiwi Tech Tree (part upgrades) Kerbalism on hard with my own profile KIS/KAS KoS KRASH Mandatory RCS Rational Resources RealChute Several home-made patches to nerf stuff that's too powerful/not the way I want it to be About a billion parts mods I’ve set a completely artificial deadline of Year 10, Day 0 for a Duna landing, the KCT settings so it takes 15 days to build a rocket, and will do things to the save as if there was political pressure from Kongress, like grounding kerballed flights for years at a time if something goes wrong and a crewmember is lost. That’s enough talking, have the actual introduction:
  10. Are there any mods for kerbalism that removes science time
  11. After deciding to get rid of my last 3 mission report threads I then decided to make a new one! Why do I do this to myself? But this time using Kerbalism! Why do I do this to myself? Kerbal Aerospace Rules: No reverting Quicksaves and quickloads are allowed Full difficulty Kerbalism Career mode Normal mode settings Mod list: Flag: Goals: Not change the mod list (a big problem of mine that leads to major bugs) Land on every planet and moon. Have bases on every planet and moon. Try not to kill the Kerbals. Try not to abandon this thread.
  12. So, I've come across a curious hiccup in the logs of this ... [LOG 20:13:42.805] [ModuleManager] Running post patch callbacks [LOG 20:13:42.836] [ModuleManager] Calling SolverEngines.EngineDatabase.ModuleManagerPostLoad() [LOG 20:13:42.848] [ModuleManager] Calling B9PartSwitch.B9TankSettings.ModuleManagerPostLoad() [LOG 20:13:42.853] Generating field configuration for type B9PartSwitch.TankType [LOG 20:13:42.862] Generating field configuration for type B9PartSwitch.TankResource [LOG 20:13:42.863] B9TankSettings: registered tank type LiquidFuel [LOG 20:13:42.863] B9TankSettings: registered tank type LFO [LOG 20:13:42.863] B9TankSettings: registered tank type MonoPropellant [LOG 20:13:42.864] B9TankSettings: registered tank type Battery [LOG 20:13:42.864] B9TankSettings: registered tank type bdbSupplyOre [LOG 20:13:42.864] B9TankSettings: registered tank type bdbSupplyWater [LOG 20:13:42.864] B9TankSettings: registered tank type bdbSupplyOxygen [LOG 20:13:42.864] B9TankSettings: registered tank type bdbSupplyHydrogen [LOG 20:13:42.864] B9TankSettings: registered tank type bdbSupplyH2O2 [LOG 20:13:42.864] B9TankSettings: registered tank type bdbSupplyMaterialKits [LOG 20:13:42.864] B9TankSettings: registered tank type bdbLH2 [LOG 20:13:42.864] B9TankSettings: registered tank type bdbLH2O [LOG 20:13:42.864] B9TankSettings: registered tank type bdbLFOX [LOG 20:13:42.864] B9TankSettings: registered tank type bdbBalloon [LOG 20:13:42.864] B9TankSettings: registered tank type bdbBalloonLH2O [LOG 20:13:42.864] B9TankSettings: registered tank type bdbMonoProp [LOG 20:13:42.864] B9TankSettings: registered tank type bdbSkylabLH2O [LOG 20:13:42.864] B9TankSettings: registered tank type bdbSkylabLFOX [LOG 20:13:42.864] B9TankSettings: registered tank type bdbSkylabLab [LOG 20:13:42.864] B9TankSettings: registered tank type FTPOxidizer [LOG 20:13:42.864] B9TankSettings: registered tank type FTPLiquidFuel [LOG 20:13:42.864] B9TankSettings: registered tank type FTPLFO [LOG 20:13:42.864] B9TankSettings: registered tank type FTPMonoPropellant [LOG 20:13:42.864] B9TankSettings: registered tank type FTPXenon [LOG 20:13:42.864] B9TankSettings: registered tank type FTPOre [LOG 20:13:42.957] B9TankSettings: registered tank type Food [LOG 20:13:42.958] B9TankSettings: registered tank type Water [LOG 20:13:42.958] B9TankSettings: registered tank type Supplies [LOG 20:13:42.958] B9TankSettings: registered tank type Waste [LOG 20:13:42.958] B9TankSettings: registered tank type WasteWater [LOG 20:13:42.958] B9TankSettings: registered tank type Sewage [LOG 20:13:42.958] B9TankSettings: registered tank type Oxygen [LOG 20:13:42.958] B9TankSettings: registered tank type Nitrogen [LOG 20:13:42.958] B9TankSettings: registered tank type Hydrogen [LOG 20:13:42.958] B9TankSettings: registered tank type Ammonia [LOG 20:13:42.958] B9TankSettings: registered tank type CarbonDioxide [LOG 20:13:42.958] B9TankSettings: registered tank type XenonGas [LOG 20:13:42.958] B9TankSettings: registered tank type Uraninite [LOG 20:13:42.958] B9TankSettings: registered tank type KGExXenon [LOG 20:13:42.958] B9TankSettings: registered tank type KGExArgon [LOG 20:13:42.958] B9TankSettings: registered tank type KGExSupport [LOG 20:13:42.958] B9TankSettings: registered tank type KGExOre [LOG 20:13:42.958] B9TankSettings: registered tank type KGExH2Ow [LOG 20:13:42.958] B9TankSettings: registered tank type KGExLiquidFuel [LOG 20:13:42.958] B9TankSettings: registered tank type KGExOxidizer [LOG 20:13:42.958] B9TankSettings: registered tank type KGExLFO [LOG 20:13:42.959] B9TankSettings: registered tank type KGExMonoPropellant [LOG 20:13:42.959] B9TankSettings: registered tank type KGExBattery [LOG 20:13:42.959] B9TankSettings: registered tank type KGExRocketParts [LOG 20:13:42.959] B9TankSettings: registered tank type Oxidizer [ERR 20:13:42.959] B9TankSettings: The tank type XenonGas already exists [LOG 20:13:42.959] B9TankSettings: registered tank type OX [LOG 20:13:42.959] B9TankSettings: registered tank type RR_CryoA [LOG 20:13:42.959] B9TankSettings: registered tank type RR_CryoC [LOG 20:13:42.959] B9TankSettings: registered tank type RR_CryoH [LOG 20:13:42.959] B9TankSettings: registered tank type RR_CryoHLOX [LOG 20:13:42.959] B9TankSettings: registered tank type RR_CryoM [LOG 20:13:42.959] B9TankSettings: registered tank type RR_CryoMLOX [LOG 20:13:42.959] B9TankSettings: registered tank type RR_CryoN [LOG 20:13:42.959] B9TankSettings: registered tank type RR_CryoO [LOG 20:13:42.959] B9TankSettings: registered tank type RR_Ore [LOG 20:13:42.959] B9TankSettings: registered tank type RR_MetalOre [LOG 20:13:42.959] B9TankSettings: registered tank type RR_Metal [LOG 20:13:42.959] B9TankSettings: registered tank type RR_Ammonia [LOG 20:13:42.959] B9TankSettings: registered tank type RR_CarbonDioxide [LOG 20:13:42.959] B9TankSettings: registered tank type RR_Hydrates [LOG 20:13:42.959] B9TankSettings: registered tank type RR_Hydrogen [LOG 20:13:42.959] B9TankSettings: registered tank type RR_Methane [LOG 20:13:42.959] B9TankSettings: registered tank type RR_Nitrogen [LOG 20:13:42.959] B9TankSettings: registered tank type RR_Oxygen [LOG 20:13:42.959] B9TankSettings: registered tank type RR_Rock [LOG 20:13:42.960] B9TankSettings: registered tank type RR_Water The single error in it is ... [ERR 20:13:42.959] B9TankSettings: The tank type XenonGas already exists I've managed to track it down to a conflict between @Sir Mortimer Kerbalism and @linuxgurugamer OctoSat Continued. If I understand MM correctly, it processes patches alpha-numerically. So, Kerbalism's patch ... \GameData\KerbalismConfig\Support\B9PartSwitch.cfg B9_TANK_TYPE { name = XenonGas tankMass = 0.00010627500 tankCost = 0.25 primaryColor = Manilla RESOURCE { name = XenonGas unitsPerVolume = 85 // see https://www.cobham.com/mission-systems/composite-pressure-solutions/space-systems/xenon-propellant-tank-datasheet/ } } ... is being applied before NSSOcto's patch ... C:\Games\Kerbal Space Program\KSPwin64-1.9.1\GameData\NSS\TextureSwitch\B9TankTypes.cfg B9_TANK_TYPE { name = XenonGas title = #autoLOC_501003 //#autoLOC_501003 = Xenon Gas tankMass = 0.0005 tankCost = 0.25 RESOURCE { name = XenonGas unitsPerVolume = 15.7142 } } ... which is subsequently being thrown away. So, the question is who to use and how? Can we add :NEEDS[!####] to one or the other? (I'll be dropping this thread in the respective addon threads.)
  13. Right, let's give this a go, shall we? This mission report will chronicle the (mis)adventures of yours truly, a mediocre KSP player, and the stupid intrepid kerbs of my budding space program. I originally intended this post to be a one-shot Jool-5 with Kerbalism, but I figured I had better become semi-knowledgeable in its workings first, lest I send many kerbonauts to their inglorious deaths. Depending on how far I get I may actually attempt the Jool-5—but who knows. Modlist (1.9.1) can be found here. Self-imposed rules: Reverting and quickloading are only allowed in case of Kraken encounter. HyperEdit is also allowed in such an event, but should be used if absolutely necessary. Any kerbonaut losses due to Kerbalism malfunctions and/or operator error are final. Boo-freakin'-hoo. With all that out of the way, let's get started! Table of Contents Chapter 1 - Project MinMun
  14. Hi guys, what do you think about this design? It's meant to be used Apollo-style with the lander going on the surface and docking back on the mothership. Total dV: 8,233 I would like to aerebrake to save up some fuel entering Duna Orbit. But i never did it before. I'm so bad in making graphics but Kronal Vessel Viewer is so dope. The launch stage brings the payload on LKO pretty easily. Its basically 2 Stages, Solid Boosters and Mamooth. Mamooth firing from the launch too. The lander is meant to be small and light, no science there. Tested: can land with chutes only and get back on Duna orbit around 80km. I'm using Deepfreeze module to..... survive Kerbalism! I have almost 60 days of total life support to do science and manual flight operations. All modules have 100% shielding. The service bay module has a lot of KOS computers (i play multiplayer with a friends who connects thru Kos terminal and play as mission control), life support and science. As Apollo teaches: mothership docks the lander, not viceversa. i'm not totally satisfied of the mothership, i could do better, but this one seems working. it gives me 4000 km/s dv from LKO, seems enough for the travel, isn't it? Thanks!
  15. I am trying to install kerbalism on KSP, however it comes without install instructions. I have downloaded the file, but am unsure as to what I need to do next.
  16. For those who fell in pursuit of science (Tellumo on Kerbalism) A picture heavy story of the voyage to Tellumo on Kerbalism. Lest we not forget those who have fallen in the name of science. Chapter 1: What came before Chapter 2: The Jebediah Chapter 3: Sights and sighs Chapter 4: And so it begins Chapter 5: Breaks and mistakes Chapter 6: Arrivals Chapter 7: Redecorating Chapter 8: Exploring Chapter 9: Local fireworks Chapter 10: The flight of the Eagle Chapter 11: The Jade Diver Chapter 12: Radiation Chapter 13: Going home Chapter 14: Riding the storm
  17. SIMPLEX Living Seeing the coding among the stars... Now released https://spacedock.info/mod/2067 Please see the release thread https://forum.kerbalspaceprogram.com/index.php?/topic/181681-161-simplex-living-11/ Resources with Simplex Ores and EPL recipies now part of separate mod SIMPLEX Resources. Tech Tree and engine nerf part of separate mod SIMPLEX Techtree. An extension of the Engine Nerf with fuel changes now part of separate mod SIMPLEX Propulsion. Simplex Kerbalism Profile LifeSupport that combines food and water into Consumables, with a waste product of OrganicSlurry. Breathable Air and non breathable BadAir replacing oxygen and CO2. A simplified system when 1 unit of Air or consumables equates to 1 day of usage per kerbal. Masses remain the same as vanilla Kerbalism (i.e. realisitic) although Air is heavier that O2. Air is used instead of Nitrogen to maintain atmospheric pressure. A buildup of BadAir will result in asphyxiation of kerbals, but can be scrubbed the same as vanilla Kerbalism (scrubbers no longer convert BadAir to Air). Rocket Surgeons as a tourist style kerbal that will be used in construction Kerbal Konstructs instances placement of additional stock launchpads at the KSC. ResearchBodies style laboratory contracts Kerbalism and Life Support changes: Kerbal Konstructs: Please let me know what you think. Peace.
  18. Preamble. Good morning all. I have an idea for a collaborative story, a format that has worked on another game forum I spend some time on, and I am curious what those who value "story" here would think about it. The general premise is that "my" KSP is ready to attempt a manned (balled? no, can't do it) Duna flight, but that some major decisions need to be made about the program and a "proceed" call made. It strikes me as a moment in my game's history when some artistic drama could occur. So what I am asking here is if anyone would be interested in participating. What I envision is writing up a "history" of things to get the story to this point, then lay-out the present situation by having a main character (probably Gene) give a presentation and then open the floor for discussion. Other writers would then "introduce" their characters at the meeting, and we would all weigh in on the topic and debate. Eventually the meeting would conclude, and I would then "pay-off" everyone's participation by chronicling the ensuing mission(s). At this point I am only proposing this as a possible story- it will depend both on feedback and health (a faint concern), but at the moment I feel highly inclined to proceed. First post would probably be next week. So, would anyone be interested? (For what its worth, the following event occured in the same game, and would be part of the discussion's history;)
  19. I am trying code a patch that will adjust crew r&r's recovery time when a kerbal experiences health issues due to kerbalism. I know that need c# to write the plugin but am lost as to where I should start. I should add that I am still learning C# so I am not super knowledgeable about it.
  20. Hey guys I wish to modify how close that the engineer needs to be to repair to broken items in kerbalism. I have gone through the entire kerbalism folder and cannot find the line I need to modify so I am guessing that it is located somewhere inside the Squad folder. I have had trouble find it. Could someone who know tell me the file I would need to modify?
  21. Brief This thread will tell the tale of the brave four kerbals that traveled to Duna with kerbalism. The Kerbal Space Agency has mastered the Kerbin system and with regular flights to Mercury Station in LKO and Atlantis Base on the Mun the time is right to go out in the great void and travel to the red planet. Will they make it? or will they die in the process? So far only one kerbal died on the moon when the fission reactor of the Atlas 4 roving lab collided with the terrain, but there were many near misses. Time will tell if they are prepared enough. I will update during the mission and it will be picture heavy. Contents 1.) The dawn of the Odyssey 2.) Some assembly required 3.) Arrival and farewell presents 4.) The chosen ones 5.) The bucket of bolts 6.) The Magic Carpet Ride 7.) Return of the Falcon and the great silence 8.) The Great Abyss 9.) The kiss of the Dunatian 10.) The ride of the stung bull 11.) First flags 12.) The face of Duna 13.) Snowstorms 14.) A sparkle in the sky 15.) Household chores 16.) Flight of the red dragon 17.) The unexpected detour 18.) A hike on Ike 19.) Up, up and away 20.) The return 21.) Epilogue
  22. Hey guys, I have a relativly 'huge' RSS/RO install with 132 mods and encounter the same problem over and over... When I look at parts in the VAB/SPH the first weird thing happens. The 'configure Pod' text is already doubled. This continues when I place e.g. a Command Pod. There are now two scrubbers and two pressure controlls instead of one each. Moreover all different features(monoprop fuel cell, waste processor...) are in the menu, which is obviously not itended, because you should only be able to choose two in configure Pod (they don't work neither). But the worst is that the presurrised tanks for storing gases and such, break all GAP's when I try to put in Nitrogen and Ammonia (I then can't open any right-click menu). PC: AMD Phenom II X4 965, GTX GeForce 750Ti, 8GB RAM+ ~10GB paging file And before you ask: i disabled all functions of TACLS, so that I can use the parts, but the LSS of Kerbalism Mods(only those which are in AVC): Thanks for help!
  23. So in a bit on insanity, I've decided to revive my KSP obsession and try some new mods after playing realism overhaul for awhile. For bonus points, I'm going to be playing on the stock hard setting which disables respawning, and quicksave/reload (I'll conditionally re-enable it if something glitches, but if I screw up, I'm rolling with it). There is a loose metaplot going on, starting in Chapter 5.1 Dreaming in Light/Skipper, but it's not the main focus for this thread. Current Achievements of This Space Program Here's a quick reference guide for what we've done thus far. I'm not using the Return Chevron as it makes it hard to see each. For the craft type, I'm going with whatever is the most challenging or what I was most impressed by, hence why Kerbin has a plane ribbon, and not a capsule or station. Guidelines Mistakes will be permament, if I blotch a Duna landing, you're going to get to see it Exception: Atmospheric flight is quicksave/quickloadable as otherwise I won't get the epic photos. Exception: For plot relevant stuff, I'll generally allow quicksave/quickload. This happened during the first lunar mission as I was trying to get a good screenshot of an anomaly for the thread and flew too low. I'll note in each chapter where quicksaves/quickloads were done. I've never played with Kerbalism before, so expect hilarious failures The save is in career mode, stock tech tree. I'll likely be running some missions without posting about it (no one wants to read 300+ part testing contracts) I'm sticking to a 30 day minimum delay between mission launches for the most part. On rare occasions, I'll bend this rule for special/planned events This is primarily to avoid Mun landing in-game day 2, and then fastforward to Duna at the first launch window For missions that don't leave the planet (i.e., launchpad part testing), I won't bother advancing time The mod list will be somewhat fluid, list is at the below Rough goal of at least doing a kerbaled mission to each planet. Will take suggests for mission ideas/craft names/etc. Will also edit the save file if someone wants a kerbal beyond the original four. Current Mod List Kerbalism Kerbal Engineer Alarm Clock Better Burn Time SCANsat Scatterer/EVE Astromauner's Visual Pack + KSPRC was added starting in Chapter 7 DMagic TAC Fuel Balancer KAS/KIS KRASH FAR Gravity Turn Redux NavUtils Chapter 1: K-3 Project (full imgur album: https://imgur.com/a/Kov5g)
  24. So, I'm playing with Kerbalism installed. It's only got a couple of options for food/water containers, none of which I particularly like all that much. I'd love to expand the number of cargo options I have, and I really like the KIS inline container models. I'm attempting to add Food/Water to these containers, but nothing I try seems to be working. Either the parts load in normally, or they fail to load at all - never with food/water. Ideally I'd love to have something like a B9 part switch option that allows me to switch from a cargo container with KIS inventory to something carrying food/water, to something carrying just food, and finally just water.. if not that, I'd take simply adding the food/water to the container with KIS inventory as well (I rarely use it anyway). So far, I've tried simply adding something like Resource { name = Food amount = 8200 maxamount = 8200 } to the .cfg for the part, and that made them not load at all. Creating a .cfg in the gamedata folder with something like @PART[KIS_Container3]:NEEDS[Kerbalism,KIS] { Resource { name = Food amount = 8200 maxamount = 8200 } } makes them load, but doesn't add the food to them. I don't know a lot about modding in KSP to be honest. I've modified plenty of parts before to make them more to my liking, but mostly by ripping out chunks of one part and simply dropping it into the .cfg of another. Bluedog Design Bureau had a comparability folder filled with .cfg's making the mod compatible with various other mods. Kerbalism wasn't one of those, but I was able to take the Snacks! compatibility .cfg and alter it to create new B9partswitch tanks for food/water, then get those parts to load those tanks. What's particularly frustrating is that BDB has a KIS tank of its own that now has food/water as I'd like (though it maintains the KIS inventory as well). Does anyone have any idea how I could do this, or what I might be doing wrong? Even something as simple as just adding these resources to the normal part would be a workable solution for me.
  25. SPACE EXPLORATION INITIATIVE I was going through the 90 day study that NASA did back when George Bush senior asked them to draft a mission to Moon and Mars. That report looks quite superfluous and overblown at some places, but the report had several good points, and a clear roadmap to Mars. Somehow I felt compelled to think about the consequences, had the report been agreed upon by the US government. And thus I started writing this story; I hope you enjoy it! "Why Duna? Because it is Kermanity's destiny to strive, to seek, to find!" - President George Kush On the fifth anniversary of the first Mun landings, a massive ceremony was held at the KSC, honoring the brave Kerbonauts who walked on the surface of another world for the first time. The President himself graced the occasion with his presence. He also presented his vision for space exploration. And it did not lack in ambition. The President called for a return to the Mun, this time to stay. His vision culminated in permanent self sufficient bases on Duna and Laythe. It was an ambitious project, but certainly achievable. The mun and minmus missions looked daunting when they were conceived. But that did not stop KSC from making history. The plan is in several phases. The first phase outlines the colonisation of Kerbin's Sphere of Influence, and the subsequent phases describe colonisation of Duna and exploration of the outer planets. Following are the important steps in phase one of the Space Exploration Initiative. 1. Space Station Liberty: Space Station Liberty, the first step on the pathway, will provide the essential scientific and technological foundation for later kerbal missions to the planets.For example, a particularly critical factor in planning kerbal exploration is the determination of the physiological and psychological effects of low gravity and long-term habitation of the space environment, which will be studied on Liberty. Initially, crew members will remain on Space Station Liberty for 2 months; research will focus on understanding the various mechanisms responsible for adaptation to weightlessness and the physiological problems encountered upon return to Kerbin. Later, an extended-duration crew certification program will prolong visits to 180 days or more and will include enhanced countermeasures for low gravity and radiation effects. Systems developed for use on Space Station Liberty will enhance and strengthen the technological base for kerbal planetary exploration. Liberty will serve as a controlled test-bed for developing and validating systems and elements, such as habitation and laboratory modules and life support systems, to be used later on the Mun, Minmus and Duna. In addition, Liberty will support technology experiments and advanced development in mission-critical areas, such as spacecraft assembly, servicing, and system development. 2. Munar Outpost: The next step in the strategy is the development of a permanent munar outpost which will begin as a small, 2 kerbal base. This base would be a proof of concept with arrangements made for further expansion. A science and an agricultural module is planned for the MunBase. Missions to the MunBase will be of two types: Crew and Cargo. In the initial stages a piloted mission will feliver a crew of 3 and some cargo to the surface of the Mun and return with 3 crew and some cargo to Liberty; a cargo mission will deliver only cargo, and the vessel is either expended or returned empty. Power capacity at MunBase will be expanded to support increased demands. The increased power capacity at the outpost will be used to begin operational processing of the Mun's resources and to help reduce the outpost's dependence on Kerbin. For example, water extracted from the munar soil can help make up losses from the outpost's life support system and on further processing, the by products could be used as propellants for the excursion vehicles. 3. Minmus Outpost: The MinMax industrial outpost will be the final step in the development of a robust infrastructure, one which would allow fast and continuous off world development of interplanetary vehicles.This outpost will have a mining rig to mine ore and water. Conversion units will manufacture propellant, metal and in an optimistic vision, even uranium in significant quantity. Unlike the MunBase, MinMax will be assembled in Low Minmus orbit and dropped on the surface as a single structure. The low gravity of Minmus will allow the use of relatively small and disposable skycranes. The Minmus base will house at most 2 kerbals. It will be supplied almost entirely by KSC. At the moment, no plan for a 100% self sustained base is being discussed. This concludes the Phase 1 of the space exploration initiative.
  • Create New...