theJesuit Posted January 25, 2019 Share Posted January 25, 2019 (edited) 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 NEW IN 3.7: Localisation, English and Italian thanks to @leonardfactory The KerbalismSimplex/Profiles folder there are an additional 3 profiles which, if used will alter the 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 NEW IN 3.9: Coolant Requirement for ISRU and Nuclear Reactors, and SIMPLEX Resources Nuclear Reactors TinyISRU unit to produce Liquid Fuel. Chemical Reactor no longer does this. Support for Moldavite Machines Support for QUARTIX TechTree 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 Moldavite Machines 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. Localization and moving to Github was leonardfacatory. Inspiration from IFILS originally by Stavell, now maintained by LinuxGuruGamer. Blowfish and the MM team too. Changelog 3.9 QUARTIX TechTree Support - Stayputnik no longer has TITE experiment Added Coolant Resource for ISRU and Nuclear Reactors, coolant generated by radiators Added SIMPLEX Resources for Nuclear Reactors Added TinyISRU based on the Chemical Plant Added Support for MoldaviteMachines Previous Changelogs: Spoiler Changelog 3.8 Support for US2 improved, science and localization Valves fixed Changelog 3.7 Fixed the sensorAtmosphere Science config and ability to extract Air, BadAir, Xenon and ArgonGas (with NearFuturePropulsion) Updated the support for Stockalike Mining Extension, 1m inline ore drill not having old modules removed Stock drills only drill Saturate and HydrateOre when Mining Extension installed Keridian Dynamics - removed science experiment that gets added to the RadialDrill (mainly the science relatability) Added localization en-us and it-it (leonardfactory) with MM patch tweaks to make this work Added US2 tanks (leonardfactory) Added SpaceStations Contract Pack suppport (leonardfactory) Fix transmitter passive EC factor (leonardfactory) Changed SIMPLEX Colonies support NearFutureElectrical RareOre Processor now dumps NaturalOre rather than RareOre as it takes NuclearFuel and Natural Ore from RareOre. Lithium extraction from RareOre to be resolved by Simplex Resources update Kerbal Planetary Base Systems still has its nuclear fission removed as it conflicts with NF Electrical 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 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 November 26, 2022 by theJesuit SIMPLEX Kerbalism update to 3.9 Quote Link to comment Share on other sites More sharing options...
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