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The AngleCan SIMPLEX TechTree is divided into five branches, each with two strands. DOWNLOAD from SpaceDock Requires Module Manager (not included). Inspired by the Historical Progression Tech Tree by KSP Forum User @pap1723 https://spacedock.info/mod/855/Historical Progression Tech Tree?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E Licence is as for HPTech Tree = CC-BY-NC-SA http://creativecommons.org/licenses/by-nc-sa/4.0/ All nodes are based on Stock, and around half the parts have been moved for balance. Making History is supported. Additional mods will be supported over time. It is possible to play non-crewed before crew (unmanned before manned). This mod includes also includes an Engine reconfigure to make it a little more difficult to launch from Kerbin (and any atmosphere). This is within its own cfg file and can be removed. The purpose of this minor reconfigure with Stock engine parts is to make it more likely to need a two or three stage rocket to achieve orbit. Vacuum thrust and ISP have not been adjusted, so all craft designed for vacuum will not be affected. DOWNLOAD from SpaceDock CHANGELOG 11 January 2019 Removed the accidentally included SIMPLEXResources and SIMPLEX Living. No other changes. Compatible with KSP 1.6.1 CHANGELOG 6 January 2019 Moved the Separatron to advRocketry (by request) Moved the Mk1 Inline to to survivability (by request) to allow planes to be developed in first tier. Moved the Making History Cheetah LiquidEngineLV-T91 to heavyRocketry Moved the Keridian Dynadmics FabricationContainer to advScienceTech Added support for: Missing History with thanks to @Cruesoe for supplying the config Ventral Drill for Stock ISRU CHANGELOG 23 December 2018 Fixed adding the new fueled adaptor (now in highPerformanceFuelSystsmes Moved fairingSize1p5 in Making History to advAerodynamics Fixed: kv3Pod spelling which now lets it be seen! Keridian Dynadmics 3.75 ST tanks moved to highPerformanceFuelSystems ExtraPlanetary Launchpads updated with depreciation of runway and a new landing pad Tree Branches and Strands 1. Propulsion * Atmospheric Propulsion * Rocket Propulsion 2. Flight Control * Stability Controls (SAS, RCS etc) leading to Small Propulsion * Aerodynamics (wings, cones) 3. Electrics * Power generation and storage * Probes and Communication leading to ISRU 4. Crewed Flight * Landing (landercans, legs and wheels) leading to on location science * Command 5. Enginering * Construction * Tank storage Tiers and Sizes Tier 1 - 15 Science - basic size 1 rocket systems parts (1.25m) Tier 2 - 45 Science - remainder size 1 rocket system parts (1.25m) Tier 3 - 90 Science - advanced rcs systems and with Making History expansion size 1.5 rocket system parts (1.85m) Tier 4 - 160 Science - heavy size 2 rocket systems parts (2.5m) Tier 5 - 300 Science - large size 3 rocket systems parts (3.75m) and Mk2 spaceplane parts Tier 6 - 550 Science - Mk3 spaceplane parts, xenon storage and with Making History expansion size 4 rocket systems parts (5m) Tier 7 - 1000 Science - Future proofing! Recommended Mods to play with: Kerbalism and AngleCan Simplex KEI (for Science around the KSC) To play with 50% science settings Mod support included (not supporting the mods, just included a patch to balance in the techtree!): Making History Baha EPL Redrilled Dock Rotate ExtraPlanetary Launchpads EVA Fuel Transfer FASA-RCS Interstellar Flight Inc. Life Support HullcamVDS Kerbalism Keridian Dynamics kOS Missing History Near Future Construction Near Future Electrical Near Future Propulsion Near Future Solar Near Future Spacecraft Procedural Fairings Research Bodies SSPX (redux) Stockalike Mining Expansion Tokamak Universal Storage II USI Konstruction Ventral Drill for Stock ISRU Further mods to come. Known possible issues: the Node Hiding mod apparently is causing issues. I'm still looking into it you shouldn't need it as the only nodes that are missing something at the end of branches anyway! Peace.
theJesuit posted a topic in Add-on DevelopmentSIMPLEX Living Seeing the coding among the stars... 0.10 Fifth release now live BETA at Spacedock - contains a Kerbalism profie and a move for Minmus. More to come SoonTM. 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. This is a work in progress: Feedback and advice is sought. Licenses for each section will be based on the original licence of the changes. Pretty much all other cfgs are Unlicence. 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.
SIMPLEX Living A kerbalism profile that is more stock-a-like, and allows kerbalism to be stand-a-lone. Download from Spacedock Installation: Install Kerbalism (you do not need to install the Community Resource Pack) Open the settings.cfg in the Kerbalism folder. Change the Profile line to read Profile = simplex Unzip (extract) SIMPLEX Living it to your GameData folder. The file structure should read: Gamedata\AngleCanMods\SIMPLEXLiving and contains the licence, a pdf, and three .cfg files: SIMPLEXLiving-Kerbalism.cfg This contains the profile outlined below. SIMPLEXLiving-Kopernicus.cfg This file can be deleted if the user wishes, but recommended only with new saves. This contains Kopernicus settings for use in a stock system that moves Minmus to be a moon of Eeloo. This gives Eeloo a friend and encourages the Mün to be more utilised as a refuelling station. Requires Kopernicus and dependencies. SIMPLEXLiving-Science.cfg This file can be deleted if the user wishes at any time. This contains a setting that removes a scientist’s ability to restore a Science Jr (Materials Bay) or Mystery Goo. With Kerbalism, you are able to do this with a Mobile Processing Lab (Science Lab). The idea is to encourage use of the MPL further. Requires: Module Manager (not included). Kerbalism (not included). Recommends: Kopernicus (includes a config to move Eeloo to Minmus) SIMPLEX Resources (to extend the Stock Ore system) SIMPLEX TechTree Licence is the Unlicense http://unlicense.org/ Introduction: SIMPLEX Living 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 Simplex Living. 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, and Air Purifiers 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. Configurable Life Support modules: Life Support modules are available to be installed on all crewed parts include, typically with 2 modules each which is upgraded to 3 with the Electronics tech tree node: These modules are available on kerbalism’s external lifesupport part as well. Scrubber - used remove BadAir out of the atmosphere Pressure control - used to maintain atmospheric pressure due to leaks Humidity controller - used to remove excess fluid that accumulates from kerbals. With SIMPLEX Living this process is mass neutral, and doesn’t produce or use any resources except EC. Air Pump - used to maintain atmospheric pressure if an external atmosphere is present with Air in it. Greenhouses: These require only BadAir and OrganicSlurry to produce Consumables. The kerbalism greenhouse 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. 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 kerbalism vanilla. 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 not 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. Thanks: So many people have helped on this. The great people developing Kerbalism including ShotgunNinja, N70, PiezPiedPy. Inspiration from IFILS originally by Stavell, now maintained by LinuxGuruGamer. Blowfish and the MM team. Changelog 1.1: Cruesoe pointed out an issue with perpetual Air when the scrubber was on, along with erratic EC usage. It was the Air Purifiers. These have been pulled. The Radiation Detox Unit now requires Air, not oxygen, whatever oxygen is. Near Future Construction's Hex and Octo tanks have Support! Changelog 1.0.2: I seem to have an issue in occasionally giving everybody everything in the same download. Again, this is resolved with no code changes. Changelog 1.0.1: The partupgrade module had extraneous information that caused errors. This is now resolved. Peace.
SIMPLEX Resources Introducing an extended resource system for Kerbal Space Program. Rather than having a single non descriptive Ore for mining and converting to anything and possibly everything, this mod removes the stock Ore and replaces it. HydrateOre contains organics, and is used for either support Life Support mods, or making rocket fuel (comparable to stock ISRU with stock ore). NaturalOre is used to generate MetalParts to build rockets (using Extraplanetary Launchpads). RareOre is used to generate CustomParts used to build rockets (using Extraplanetary Launchpads ) but is a scarcer resource. XenonGas is now able to be to extracted from the atmosphere of certain planets using an upgrade of the Atmospheric Fluid Spectro-Variometer. Asteroids will contain these resources. Due to limitations of KSP, all drills will harvest all resources from an asteroid. Download from Spacedock Requires Module Manager (not included). Licence is CC-BY-NC-SA http://creativecommons.org/licenses/by-nc-sa/4.0/ Who would like to use this mod? Anyone who wants to flavour their stockish game a little, without jumping down a realism rabbit hole. In addition, this mod configures the extraordinary Extraplanetary Launchpads originally by skykooler, and maintained by taniwha. https://forum.kerbalspaceprogram.com/index.php?/topic/54284-151-extraplanetary-launchpads-v633/ Two resources are introduced for this purpose, extending the vanilla approach of EL. MetalParts and CustomParts are used in a unique recipes, making off world construction a little more complicated with two resources needed. Isn't there a resource pack that everyone uses? I have worked to avoid conflicts with the extensive Community Resources Pack maintained by RoverDude. This mod is intended to be used separately to CRP. Mainly because I didn't like playing when mods provided tanks for dozens of resources that I would never use. Taking both pills won't cause serious damage. What part changes are made? The stock drills, Drill-O-Matic Junior (small radial drill), Drill-O-Matic (large radial drill) will collect all ores unless supported mods are installed. However, if any of appropriate supported mods are introduced the stock drills will only mine HydrateOre. Supported Mods: Extraplanetary Launchpads for construction of bases and craft https://forum.kerbalspaceprogram.com/index.php?/topic/54284-151-extraplanetary-launchpads-v633/ Stockalike Mining Extension for additional drills, harvesters, extractors and condensers https://spacedock.info/mod/354 Keridian Dynamics for addition parts for Extraplanetary Launchpads https://forum.kerbalspaceprogram.com/index.php?/topic/116987-wip122-keridian-dynamics-dev-thread-last-update-2017-01-21/ Baha EPL Redrilled for additional Launchpads, mining drills and ISRU https://forum.kerbalspaceprogram.com/index.php?/topic/116987-wip122-keridian-dynamics-dev-thread-last-update-2017-01-21/ Ventral Drill for Stock ISRU A single stack drill https://spacedock.info/mod/1328 SIMPLEX Living https://spacedock.info/mod/2067 Converts all the ISRU and drills to kerbalism with the Simplex profile. Simple Fuel Switch by Snark https://spacedock.info/mod/2053 The three Ore tanks are now switchable variants rather than separate for each resource. Near Future Construction by Nertea https://spacedock.info/mod/563 The Octo and Hex Girder tanks have Ore removed and HydrateOre, NaturalOre and RareOre added. Further mods to be supported: Global Construction, Life Support mods. Recommended Mods: SIMPLEX Techtree An excellent techtree that allows for Advancing Before Crew (PBC, UBM style play), and ensures a balance with EL and supporting mods. https://spacedock.info/mod/1848 SIMPLEX Living A kerbalism profile and optional move of Minmus to Eeloo. https://spacedock.info/mod/2067 Acknowledgements and Thanks: To skykooler, and maintained by taniwha for Extraplanetary Launchpads To allista for inspiration from Global Constuction To Eleusis La Arwall for initially allowing a possible inclusion of the KD furnances. MM Patch help for the ISRU Ore to Hydrate Ore from Sigma88 MM Patch help for B9Partswitch with Keridian Dynamics from Blowfish Assistance from GordonDry and JadeOfMaar, for whatever they assisted with. Thank you so much! Peace.