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[1.12.x] SIMPLEX Kerbalism 3.6


theJesuit
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SIMPLEX Kerbalism

A kerbalism profile that is more stock-a-like, and allows kerbalism to be stand-a-lone.

Download from Spacedock

Installation:

  1. Install KerbalismCore https://spacedock.info/mod/1774
  2. Install Harmony https://github.com/KSPModdingLibs/HarmonyKSP/releases which is required by KerbalismCore.
  3. You don't need KerbalismConfig, or Community ResourcePack
  4. 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:

Spoiler

Kerbal Planetary Base Systems
KPBS habitat form factor greenhouse, supports .5 kerbals
KPBS container greenhouse, only Comfort and experiment

Planetside Exploration Technologies
1.875m greenhouse,  supports .5 kerbals

Stockalike Station Parts Expansion Redux
2.5m greenhouse, supports 1 kerbal
3.75m greenhouse, supports 2 kerbals
5m greenhouse, supports 4 kerbals
5m dome greenhouse, supports 2 kerbals
1.25m cupola greenhouse, only Comfort and experiment

3.75 aquaculture part, supports 4 kerbals, no harvesting

 

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.

Spoiler

PROBE EXPERIMENTS

  • TITE    Telemetry Information Transmitting Experiment
    - basic start telemetry checks from anywhere and everywhere.
  • RITE    ReEntry Imapaction on Technology Experiment
    - reentry experiment onto atmospheric bodies.
  • NITE    iNfrared Investigation of Terrain Experiment
     - a low space investigation of how biomes reemit infrared light, but only in solar shadows, and requires a solar panel to detect the infrared light.
  • SITE    Signaling Impacting Telemetry Evidence
    - looking at how telemetry is impacted outside of the Kerbin SOI, and requires a transmitter.
  • FITE    Frictional Inquiry over Terrain Evaluation
    - a surface movement experiment for rovers, requiring  a short drive over a biomes and attached wheels.
  • BITE    Bathometry Investigation of Tidal Environments
    - a splashed experiment requiring submersion.
  • HITE    Heliological Illumination Thermal Experiment
    - a low sun orbit investigation.
  • KITE    Katabatic Investigation of Topological Extremes
    - a gas planet low orbit  experiment looking at clouds.
  • CITE    Codifying Intelligent Teleological Emergence
    - testing on how AI cope with the rigors of being very very far away in interstellar space.
    - CITE should only be available with CTT or TETRIXTechTree as it is a high tier tech

CREWED EXPERIMENTS

  • RELAX (crew cabins that are not command modules i.e. Hitchhiker)
    - Surface or in space.  Crew cabins that are not command pods now have this experiment (and not crew report). 
    - This is 71 day duration experiment to give the hitchhiker or station parts a purpose.
  • VISTA (cupola parts; crew report also removed from here)
    - low orbit over biomes. 
    - Spend one cumulative  hour over each biome to observe it fully.
    - This will mean it will take MANY orbits to complete for all biomes. 
  • STUDY   Scientific Testing of Universal Data Yields
    - a lab only, orbit only experiment that takes 142 days to complete.  Requires a level 2 scientist.
  • TRIAL   Testing Resistance of Intelligent Applications for Life
    - a lab only, surface only experiment that takes 142 days to complete.  Requires a level 3 scientist.
  • PROOF   Pondering Resonate Orbits with Ontological Frequencies
    - a lab only, orbit only experiment that takes 213 days  to complete.  Requires a level 3 scientist.

GREENHOUSE EXPERIMENT

  • BioMatter
    - uses Organic Slurry and BadAir to produce a 12 kilogram sample (equivalent to a full harvest) over 71 days, in space, or on surface. 
    - Analyse the sample in a Lab or return to Kerbin for the Science!

TELESCOPE EXPERIMENT

  • TeleView
    - data only for telescopes used in mods HullCameraVDS, SSPX, or KBPS

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:

Spoiler

Changelog 3.5

  • Moist Atmosphere removed as humidity was removed from Kerbalism!
  • Fixed double code for atmospheric harvesters.
  • New telescope experiment (TeleView) modded telescope parts (not adding to Sentinel).
  • SIMPLEX Colonies
    - Background processing for Colonist Creation and Interest
  • RLA Reborn smallest engine has more ignitions with suggestion from @jlcarneiro
  • SIMPLEX Resources
    - MetalParts and CustomParts ISRU re-added for Extraplanetary Launchpads and SandCastle with SIMPLEX Assembly
    - Lithium production for Near Future Propulsion
    - PowderFuel production for SIMPLEX Propulsion
  • Kerbal Planetary Bases Systems (PlanetaryBaseInc)
    - fixed science experiment placement in parts
    - RELAX experiment only in parts that aren't workshops, geenhouses, command, cupolas
    - greenhouse supports .5 kerbals
    - greenhouse container has BioMatter experiment and plant comfort but not Consumables production
    - fixed ISRU
    - large control room has lab, but not lab crew experiemnts (these are only in the lab)
    - Laboratory has Lab crew experiements and TeleView experiment
    - Given both drills the chance to shine with Simplex Ores
  • Stockalike Station Parts eXpansion Redux (SSPX)
    - part science experiments
    - fixed science experiment placement in parts
    - added support for the 1.875m parts, 5m parts
    - 1.25m Inflatable "The Volleyball" had  too low volume compared to the squished version so adjusted to match
    - 5m centrifuge "Cronus" has a volume now of 380m3, for comparison the 3.75 centrifuge 'Mercury' has only 260m3
    - 1.875 lab is earlier on TechTree, doesn't get crewed experiements
    - 5m centrifuge has lab (and crewed experiments) as well as RELAX.
    - experiments removed for most 1.25m parts (except command), too small for experiments.
    - greenhouses updated 2.5m supports 1 kerbal, 3.75m supports 2 kerbals, 5m supports 4 kerbals, 5m dome suports 2 kerbals
    - aquaculture requires Saturate or Ore, and now produces Consumables constantly supporting 4 kerbals.
    - 1.25m cupola greenhouse has BioMatter experiment and plant comfort but not Consumables production
    - 1.25 cuopla crewed is too small for VISTA, only provides comfort.
    - 1.25 cupola telescope has TeleView experiment
    - Removed utility-125 special treatment with the radiation shield.
  • Planetside Exploration Technologies
    - Laboratory setup
    - Greenhouse setup, supports .5 kerbals as in vanilla greenhouse
    - Assigned crew experiments appropriatly, inflatable lid for habiat is considered a tent.
  • HabTech2
    - Laboratory setups correctly
    - cupola is too small for VISTA, only provides comfort.
  • HullCamVDS
    - Telescopes given new TeleView experiement

 

Changelog 3.4

Adjusted upgrades on SIMPLEX TechTree
Adjusted upgrades on TETRIX TechTree
Added Ores to Organic Slurry functionality to Chemical Plant and moved code to the ISRU file  Chemical Plant should only process Organic Slurry.
Altered Fuel Cell to have MP+Air first, then upgrade to LFO later at Large Electrics
Fuel Cell now only at basicScience if RestockPlus is not present due to ReStockPlus APU.
Added ReStock APU MP+Air Fuel Cell at basicScience
Fixed amount of Air storage on SSPX Greenhouses - should be enough to turn habitation on.
Fixed duplicate Saturate Mining with the Drills
Switched dependency for Air, BadAir, Consumables and OrganicSlurry to Simplex Resources.
Simplified the ISRU mechanics for Simplex Resources - no longer efficiency, rather capacity
Added CryoFuel to the ISRU, but only when CryoTanks are installed
Rebalanced Fuell Cells for Simplex Resources (LFO ratio now 3:1 rather than 1.1:0.9.
Mining Extension works well with the ISRU and mining, tested Kerbin, Laythe atmospheres and oceans

Changelog 3.2 and 3.3

Added medium inline consumables container (1.875m)
Fixed comfort on greenhouse, and added this for SSPX greenhouse, but not KPBS as it disables habitat - spotted by Forum user SingABrightSong THANK YOU!
Added sentinel fix from vanilla kerbalism

Added profile and consumables for alternative JNSQ profile Reorganised ISRU and ISRU for SimplexOres
Added JNSQ special profile to keep unit per day concept for 12 hour days

Changelog 3.1 

Fixed containers not there
Apparently Near Future Electrical works!  With Simplex Resources and no CRP.

Changelog 3.03 Game Braking

Fixed Monopropellant EVA with KSP's update to 1.10?
Changed Science
Removed old containers, replaced with new ones
Replaced kerbalism science experiments

Changelog 2.0.2

Fixed LFO Fuel Cells and reduced MP consumption in its Fuel Cell type

Changelog 2.0.1

Fix Air not appearing in pods.

Changelog 2.0:

Change Mod name to SIMPLEX Kerbalism

Now installed as its own profile.

Peace.

Edited by theJesuit
SIMPLEX Kerbalism update to 3.6
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Hi all,

Thanks for the positive response!  I'd be happy to know how you are finding it - feedback is key.

A small update, a hotfix really.  Will stop a ksp.log error and an MM one apparently.  It will also let the part upgrade thing work so that with electronics you get a third slot on your craft :)

Peace.

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Hi all,

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, what oxygen is.
Near Future Construction's Hex and Octo tanks have Support!

Very exciting.

Peace.

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  • 4 weeks later...

Very much enjoying this SIMPLEX Living, I like the simple resources but still the challenge of Kerbalism.

I would like to make one small request though :)

Can you look into adding support for Universal Storage 2.  It has a handy number of parts that I feel help you build really good looking rockets.  However its life support elements are things like Oxygen rather than air.

I have looked into changing the resources myself but for balance I could do with you taking a look.  Please and thank you!

(Note: There is Kerbalism code in the part.cfg files, just needs your Simplex balancing and thoughts)

Edited by Cruesoe
note
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1 hour ago, Cruesoe said:

Very much enjoying this SIMPLEX Living, I like the simple resources but still the challenge of Kerbalism.

I would like to make one small request though :)

Can you look into adding support for Universal Storage 2.  It has a handy number of parts that I feel help you build really good looking rockets.  However its life support elements are things like Oxygen rather than air.

I have looked into changing the resources myself but for balance I could do with you taking a look.  Please and thank you!

I will do so.  A request is a small step to fulfill a greater dream.

It is already supported by Simplex TechTree so I'll do this and also for Simplex Resources.

Peace.

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  • 4 weeks later...

Hi all,

Kerbalism 2.2.0 is out, and will break saves.

I think Simplex Living will operate as per normal if you don't use B9 part switching, as the new kerbalism will use B9 part switching for the containers rather than the stock.  I'll be working on patching (with US2 support as well) over the week, but I have a busy one.

Peace.

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  • 5 weeks later...

@theJesuit I found your wonder suite of mods and was trying it in a new career save with Kerbalism 2.1.2 (and other mods) and ran into a bit of a hiccup. Universal Storage wedges don't recognize your SIMPLEX Living changes to Kerbalism's resources. Is there somewhere in the files you can point me to for volume needed to make a module manager patch for US2 so I can make the wedges work? It's still early days in my space program (using your Tech Tree as well) and I'm only just getting 1 kerbal pods into orbit. Any help would be appreciated.

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11 hours ago, Daelkyr said:

@theJesuit I found your wonder suite of mods and was trying it in a new career save with Kerbalism 2.1.2 (and other mods) and ran into a bit of a hiccup. Universal Storage wedges don't recognize your SIMPLEX Living changes to Kerbalism's resources. Is there somewhere in the files you can point me to for volume needed to make a module manager patch for US2 so I can make the wedges work? It's still early days in my space program (using your Tech Tree as well) and I'm only just getting 1 kerbal pods into orbit. Any help would be appreciated.

Yea, that's planned as someobe did request it but I've been busier than expected and helping playtest the next kerbalism.  I'll look at this tomorrow. Hopefully!

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  • 1 month later...

Hi everyone.

I've done a little bit of balance work as I realised that Air is not particularly balanced. So I'll do a release 1.2 once I've done the US2 containers.

But there will need to be a 2.0 release in the next couple of weeks as Kerbalism 3.0 will come out.  This is going to be a new way of implementing kerbalism where the base code (like kopernicus) is released with the config stuff separate.

Part of this will mean that the fancy new kerbalism science system needs to be included.  I'll probably be creating my own balance eventually for this too.

Peace.

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Hi everyone. Kerbalism 3.0 is out (and I heard of Kopernicus too so wow!)

Very exciting.

I have some more work to do in getting everything properly setup.  Included in Simplex will be a modification of Science values, as Science has changed.  I may also alter how the mod is setup to make it more obvious it is for Kerbalism too - and release on CKAN.

It'll be sorted by next weekend.  

Peace

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  • 2 months later...

@theJesuit this profile really interests me, as I've noticed that I've missed out on a lot of great stock parts and experiences due to kerbalism, like I never do isru cause kerbalism makes it complex and different and how it affects the mobile processing lab and making gaining science so much different and take much longer

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1 hour ago, The-Doctor said:

@theJesuit this profile really interests me, as I've noticed that I've missed out on a lot of great stock parts and experiences due to kerbalism, like I never do isru cause kerbalism makes it complex and different and how it affects the mobile processing lab and making gaining science so much different and take much longer

Thanks! 

Just so every one knows, I haven't put a new thing up for kerbalism 3.x.x because the scope has been to keep everything close to stock/ and mass ratios.  The science is something i'd like to rework in a Simplex way, but for now the science is what the science does and keeping the current mod sitting alongside KerbalismConfig as opposed to replacing it (see RO config) is the only way I can manage it.

Peace.

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  • 4 months later...
4 hours ago, Silent1_87 said:

is it me or command pods don't have air resource only consumables 

A bug! Don't know.  I'll fire up and have look.  BRB.

EDIT: Not just you.  I'll work on a fix now.  That's embarrassing... I'd have Bill flogged but he's only working for snack bytes now. 

Thanks for pointing it out.

Edited by theJesuit
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Kerbalism 3.1 indicates that Dmagic Orbital Science is a compatable mod.  When I add KerbalismCore and Simplex Kerbalism as directed I lose functionality to my Dmagic science experiments.  Remove them and Dmagic works.  Known issue or do I need to research more and post mod log?

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