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Simplex Suite and other AngleCanMods


theJesuit

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WIP FORUM POST as it takes so long to compile all this I've had to restart it several times.  I'm continually updating it.

It was suggested that I compile a guide to all the Simplex mods and others that I have made, and the other mods which are recommended to work across the board.  So in this post will explain the reasoning behind each mod and how they fit together. 

All SIMPLEX mods are designed to be standalone, or work together in any combination, however only use one of the TechTrees at a time!

SIMPLEX TechTree
Only adding a couple of extra nodes to the stock tech tree, this reimagines technology progression via branches of engineering types, and tiers based on sizes.

TETRIX TechTree
An extended TechTree that provides more nodes through the early, mid and late game beyond stock to better allow for mods to flow through a similar progression.

SIMPLEX Assembly
Allows all parts to be manipulated by kerbals in EVA construction and tweaks inventory sizes. 

  • Removes inventory from crewed parts to allow them to be constructed with Sandcastle and give cargo parts a purpose.
  • Also provides support for part or craft building mods, Sandcastle and Extraplanetary Launchpads

SIMPLEX Colonies
A simple colony purpose idea - place colony part, bring colonists, get kerbonauts out.  

  • Requires MoarKerbals to spawn new kerbonauts,

SIMPLEX Propulsion
Makes rockets harder to launch from Kerbin by affecting all sea level thrust and ISP.   

  • Allows for upgrades (via upgrade nodes in addition to the techtree) to increase efficiency.   
  • Allows adds a 'PowderFuel' rocket engine, throttleable SolidFuel engine in late game.

SIMPLEX Resources
One of the biggest changes to game play and is an alternative to the Community Resource Pack.

  • Removes stock ore to and replaces with four different resources and provides templates for its distribution around the stock planets and supported planet packs.  This includes some underground lakes.
  • NaturalOre is plentiful, is used to make Oxidizer and MetalParts for building.
  • HydrateOre is like water ice, Saturate is like water, and both are used to make LiquidFuel. 
  • RareOre is used in with HydrateOre or Saturate to make OrganicSlurry (fertiliser/biological waste) or CustomParts for rocket building.
     
  • Ratios for rockets fuel/ oxidizer is changed and affects both tanks and engine ratios.   Efficiency of engines remains unchanged.  Natural Ore mining is more beneficial as it makes 3/4 of the fuel payload.
     
  • Whilst it will work on its own, particular support for mods like the Stockalike Mining Extension is provided.
     
  • With Extraplanetary Launchpads or Sandcastle (with or without Simplex Assembly) makes Rocket Building require MetalParts and CustomParts.
  • With NearFuture Electrical, stockalikes the reactor fuel options NuclearFuel and Nuclear Waste
  • With CryoEngines stockalikes the fuel to CryoFuel (which will boiloff)
     
  • Supports B9 Park Switch in all supported mods for resource changes. 
  • Mod supports includes changes to harvesters, scanners and ISRU or smelters including ScanSat
     
  • Not supported with FarFutureTechnologies, or the Community Resource Pack.  FFT adds in a number of game play mechanics that go beyond the simple life that I don't have time to provide support for.
  • Not compatible with Community Resource Pack.  On its own is fine, but with it installed than other mods add patches that mess up the configurations made here.

Kerbalism SIMPLEX
A simplified version of the Kerbalism mod. 

  • Requires KerbalismCore and Harmony, but NOT Community Resource Pack, or B9 PartSwitch
  • Life Support requires Air and Consumables.  Kerbals produce BadAir and OrganicSlurry which can also be generated from Ore, or the Simplex Ores if SIMPLEX Resources is installed.
  • Kerbalism ISRU is more stockalike.
  • Kerbalism science is different with experiment (besides stock) being either probes OR crewed ones and these are simpler than vanilla Kerbalism.

ANGLECAN Progression
Career mode closer to Science mode by removing cost of parts and almost all contracts except for world firsts.

  • Works with any mod that doesn't need funds (probably not KCT) or particular contracts such as contract packs.

ANGLECAN Part Tweaks
A collection of little tweaks that enhance or make for some little challenging gameplay.

  • Fairing widths are smaller
  • Docking Ports snap lock every 15o
  • JNSQ Mun is closer (2 day trip there (2*12hour days))
  • EVA science part only available if Breaking Ground is installed
Edited by theJesuit
Continual updates
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Setting up a Career (or not) game with the Simplex Suite:

SIMPLEX Stockish Setup
For low end, mostly stock saves, with the stock system (not kopernicus), perhaps with KSRSS

Spoiler

SIMPLEX Assembly
For ability of EVA Construction with any part

SIMPLEX Propulsion
To make rockets require two or three stages to orbit.

SIMPLEX Resources
Without mining mods the stock drills will mine all the Ores.
This extends Simplex Kerbalism too.
The fuel ratios tie in nicely with the increase difficulty slightly.

SIMPLEX TechTree

Kerbalism SIMPLEX to complete the Tree at the crew tier 7 node.

ReStock and ReStockPlus to rest of the Tree.

Kerbal Heavy Exoskeleton Kit (KHEK) to allow for large parts to be manipulated by kerbals with SIMPLEX Assembly

TETRIX Minimal Setup
For extended saves using part mods and planet packs.  This suggested list will complete most of the TechTree, with only photonic sails, fusion propulsion and three of the Tier 9 nodes missing.

With the upgrade nodes that are part of the supported mods, this comes to 62,598 science required.  With 50% science this is effectively 125,196 science to unlock the tree.

Spoiler

SIMPLEX Assembly
For ability of EVA Construction with any part, and support for ExtraPlanetary Lauchpads or Sandcastle

SIMPLEX Colonies with Moar Kerbals for functionality

SIMPLEX Propulsion

SIMPLEX Resources
Without mining mods the stock drills will mine all the Ores.
This extends Simplex Kerbalism too.
The fuel ratios tie in nicely with the increase difficulty slightly.

TETRIX TechTree

Moar Kerbals for functionality of SIMPLEX Colonies

Stockalike Mining Extension (harvesters, drills) SIMPLEX Resources delineates which drills harvest which Ores. 

Kerbalism SIMPLEX with alternate supplied profiles if the day length is changed (JNSQ, GPP etc)

ReStock and ReStockPlus

Kerbal Heavy Exoskeleton Kit (helps kerbals carry more)

Extraplanetary Launchpads OR Sandcastle (off world building) but functionally building of parts is not the same amount of resource.

Keridian Dynamics (with SIMPLEX Assembly)  better looking Extraplanetary Launchpads or Sandcastle parts

Kerbal Atomics (nuclear engines) SIMPLEX Resources changes fuel to LiquidFuel

Near Future Electrical (nuclear reactors) SIMPLEX Resources changes fuels to NuclearFuel and NuclearWaste

Near Future Launch Vehicles (larger tanks and fairings)

Near Future Spacecraft (crewed parts)

NearFuture Propulsion (ion engines) SIMPLEX Resources supports 

Extras depending on your mod load and preference
Near Future Construction
Cryogenic Engines
Stockalike Station Parts eXpansion redux
Kerbal Planetary Base Systems
Planetary Exploration Technologies 
HabTech2

To completely fill the tree:
IXS faster than light craft would fill Tier 9, or use FFT or KSPIE to completely fill the tree.  KSPIE even adds a tier 10.

I usually also add the following:

KER, KAC,  kOS, Precise Maneuver, HullCameraVDS, TWP, and ANGLECAN Part Tweaks.

Edited by theJesuit
Continual Updating
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Still a WIP...  next up: popular mods and how they relate to the Simplex Suite

CryoEngines

  • TETRIX  recommendation
  • SIMPLEX Resources adjusts for Methane engines to use CryoFuel, and the Hydrogen engines to use regular LOX.

HabTech2

  • TETRIX or SIMPLEX TechTree recommendation
  • SIMPLEX Assembly removes Inventory from crewed parts
  • Kerbalism SIMPLEX has special part modules such as for science,  life support, greenhouses, laboratories

HullCameraVDS

  • TETRIX or SIMPLEX TechTree recommendation
  • Kerbalism SIMPLEX has special part modules such as for science with telescopes

Kerbal Atomics

  • TETRIX  recommendation
  • SIMPLEX Resources adjusts for nuclear engines to only use LiquidFuel

Kerbal Planetary Base Systems

  • TETRIX or SIMPLEX TechTree recommendation
  • SIMPLEX Assembly removes Inventory from crewed parts
  • SIMPLEX Resources adds SimplexOres instead of Ore and specialised tanks.  ISRU changes for Extraplanetary Launchpads
  • Kerbalism SIMPLEX has special part modules such as for science,  life support, greenhouses, laboratories, and cupola

Kerbalism

  • TETRIX or SIMPLEX TechTree recommendation
  • Kerbalism SIMPLEX is instead of Kerbalism Config. 
  • Kerbalism SIMPLEX provides unique resources, based on 1 Unit of Air or Consumables per day.
  • Kerbalism SIMPLEX  provides unique science and greenhouse balance.

NearFuture Construction

  • TETRIX or SIMPLEX TechTree recommendation
  • Both TechTrees alter to handle logic of tanks in the construction branch
  • Both TechTrees add resized Hex Trusses to be 1.875 compliant.
  • SIMPLEX Resources changes the LF:Ox tank ratios and adds SimplexOres instead of Ore

NearFuture Electrical

  • TETRIX TechTree recommendation
  • SIMPLEX Resources changes fuel type to NuclearFuel, and waste to NuclearWaste, NuclearFuel 
  • SIMPLEX Resources allows NuclearFuel to made made with ISRU from RareOre, or processing NuclearWaste.  Xenon can also be extracted from NuclearWaste
  • Kerbalism SIMPLEX supports reactors for EC generation ONLY if SIMPLEX Resources is installed too.

NearFuture Launch Vehicles

  • TETRIX TechTree recommendation
  • SIMPLEX Propulsion reduces engine atmospheric ISP and thrust at sea level 
  • SIMPLEX Resources changes engine ratios

NearFuture Propulsion

  • TETRIX TechTree recommendation
  • SIMPLEX Propulsion reduces engine atmospheric ISP and thrust at sea level 
  • SIMPLEX Resources allows for Argon and Lithium so that CRP doesn't have to be installed

NearFuture Solar

  • TETRIX or SIMPLEX TechTree recommendation

NearFuture Spacecraft

  • TETRIX or SIMPLEX TechTree recommendation
  • SIMPLEX Assembly removes Inventory from crewed parts
  • Kerbalism SIMPLEX has special part modules such as for life support and science

Planetside Exploration Technologies

  • TETRIX or SIMPLEX TechTree recommendation
  • SIMPLEX Assembly removes Inventory from crewed parts
  • Kerbalism SIMPLEX has special part modules such as for science,  life support, greenhouses, laboratories and a fudge for wind turbines

SSPX 

  • TETRIX TechTree recommendation
  • SIMPLEX Assembly removes Inventory from crewed parts
  • SIMPLEX Resources adds SimplexOres instead of Ore.  I should add MetalParts and CustomParts to this too.
  • Kerbalism SIMPLEX has special modules such as for science,  life support, greenhouses, telescope, cupolas, and laboratories

USI Suite

  • USI Konstruction is supported by both TechTrees
  • The remainder of the USI Collection support only by the TETRIX Tech Tree
  • Not specifically supported by other SIMPLEX mods

 

Edited by theJesuit
Continual Updates
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  • 1 month later...

I am trying to run a TETRIX minimal Setup. I've installed almost all the mods listed except SIMPLEX Colonies and Moar Kerbals. But when I start the game it gives me a B9 fatal error:

 Module ModuleB9PartSwitch threw during OnLoad: System.Exception: Fatal exception while loading fields on module ModuleB9PartSwitch on part  ---> System.Exception: Exception while loading field subtypes on type B9PartSwitch.ModuleB9PartSwitch ---> System.Exception: Exception while loading fields on subtype PartSubtype LH2OCryo ---> System.Exception: Exception while loading field tankType on type B9PartSwitch.PartSubtype ---> System.Collections.Generic.KeyNotFoundException: No tank type named 'LH2OCryo' exists

Is there something I have done wrong or are there additional steps to do? Like do I delete the CRP folder?

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@Lach_01298 I think CryoTank & CryoEngine require CRP in order to work.

 I've found furthermore some issues with Kerbal Atomics & Far Future Technologies too, so I think MM cfg patches for these  aren't present in the TETRIX mods, so they don't play well together. I ended up uninstalling them, but I don't know if there are some other solutions (without installing CRP) 

Edited by leonardfactory
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Hi!  Everything should work without installing CRP.

FFT isnt supported yet.  I haven't really had a chance to play with it properly.

13 hours ago, leonardfactory said:

@Lach_01298 I think CryoTank & CryoEngine require CRP in order to work.

 I've found furthermore some issues with Kerbal Atomics & Far Future Technologies too, so I think MM cfg patches for these  aren't present in the TETRIX mods, so they don't play well together. I ended up uninstalling them, but I don't know if there are some other solutions (without installing CRP) 

 

2 hours ago, Lach_01298 said:

I do have CRP installed. But if your saying Kerbal Atomics & Far Future Technologies aren't configured then that might be my issue.

Install CryoTanks and CryoEngines without CRP and see what happens.

 

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I did some tests and I'm going to report my partial findings here @theJesuit.
So, I tried re-adding Cryo Engines & Kerbal Atomics, but the loading screen got stuck and I saw this error:

[EXC 03:45:01.584] NullReferenceException: Object reference not set to an instance of an object
	SimpleBoiloff.ModuleCryoTank.GetInfo () (at <febaf0f23bb3405bb0d4697c2f4076b6>:0)
	PartLoader.CompilePartInfo (AvailablePart newPartInfo, Part part) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0)
	PartLoader+<CompileParts>d__56.MoveNext () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0)
	UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0)
	UnityEngine.DebugLogHandler:LogException(Exception, Object)
	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

Checking Cryo Engine source code I've found that the exception could be linked to a missing fuel resource (due to the GetInfo method) which Kerbal Atomics or Cryo Engines is looking for.

Digging further, I've found a MM patch in Near Future Exploration when CryoTanks is installed, referencing explicitly the LqdMethane resource. Since the error shown before is thrown right after a NFX part loading, I’m pretty sure this is the critical point.

https://github.com/post-kerbin-mining-corporation/NearFutureExploration/blob/c449ef790bb99b2aa8074b2deafe4bd13c0fa940/GameData/NearFutureExploration/Patches/NFExplorationCryoTanks.cfg

So I'm thinking the boiloff system may be related, or an order in the MM patches. I'll update you if I find something else, anyway I'm attaching my logs here in case they can be helpful:
https://1drv.ms/u/s!AqQ0YW9so_5OgQ7QnLDxo61c9FuD?e=WrItcg

Edited by leonardfactory
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  • 3 weeks later...

@Lach_01298, the B9 Part Switch issue will be as Keridan Dynamics is probably asking FOR something which makes MM patch B9 without heright tanks in place, so its the combination of mods at issue.  Sorry this has taken a while to get to - it is the next thing to do.

@leonardfactory FFT isn't supported (yet).  Not having it will probably make things work. :)

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@Lach_01298 I haven't been able to replicate issues.  I think it was definitly having CRP installed.

@leonardfactory yes NF Exploration has cryotank boiloff patches.  Nice find as it makes much faster to patch.  In my linited time this morning i made a patch the deletes the boiloff config which resolves the issue.

What i haven't had time for today is to see what the NF Exploration tanks are for, both Methane and Hydrogen?  If so they need to be patched for CryoFuel and nothing else and have the boiloff for CryoFuel added back in.  Should be straight forward and I'll hopefully do so tomorrow.

I think release 3.12 after this.

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  • 6 months later...

I am working in some updates both for bugs and new features and tweaks.

New parts that I'm adding...

A more powerful ion engine, when restock is installed.  Less effeicent, but higher thrust. More power needed as well.  The part model is a stretched stock engine.  This is a parallel with restock plus additional nuke engine.  This will get added with Simplex Propulsion.

Speaking of nukes, i wanted to add a simple style nuclear reactor.  But without the complications of Near Future Electrical.  So after mashing together some stock parts with welding i think it looks okay.  The real question is which mod to add it to. 

Kerbalism Simplex? Simplex Resources?  

I guess Simplex Resources as it would using the NuclearFuel and NuclearWaste resources and this would end up being a dependancy anyway.  It would help with mining as well at Jool or at night and will provide energy to do so.

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