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theJesuit

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    Rocket Surgeon

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  1. Hi ksp modding gurus! I have a QoL request below please : Request: If a Part Variant contains only ONE option then could it not show in the VAB PAW, possibly even having the tear drop removed in the VAB thumbnails (not so important I guess?) I do a fair bit of ubiopart welding to make new 'parts' out of stock parts, but often with ReStock. I have to work around the PartVariant textures which fight each other. One way of dealing with this if I have used a model that has part texture variants, to only use one and to remove all but of the variants from PartVariant module in the part.cfg file. But this leaves variant choice in the PAW in the VAB, even though it has one option. So, hence my request please to please have variant thing not show in the PAW in the VAB. Peace.
  2. Hi everyone, So I've worked through how this mod will add some functionality to a stockish game, rather than simply being something interesting to look at in a low mod install. As a standalone mod this effectively will be 'free' way of producing resources such as fuel and oxidizer on a planet once you have established a base. It will require some investment, but establishing this base on Laythe or Duna will mean that you won't have to worry about massive part counts. It will still be recommended to have Extraplanetary Launchpads, or Simple Construction to actually construct these parts in place. I've now got the new ISRU and Harvester parts looking about right - it doesn't help have 30 to 45 mins a morning total most days to get things done Now it is time to add in the support and mechanics. A localisation pass has also been completed. We'll end up with 7 parts, 3 of which are new, using existing models and textures from the stock game. With some additional Module mechanics in place. Colonists are a heavy resource per unit which are stored in either an arcology, or a taxi part. Colonists can produced (reproduced?) using a nursery part. This requires a certain number of colonists to be present. Arcologies will now also produce 'work' as a resource massless, this resource will be non-transferable, the only place to store it will be an arcology. The 'work' resource is produced from colonists (no colonists to be harmed in the production of 'work'. This 'work' will be used instead of EC as the input for harvesting local ore, and converting whatever ore to a resource like fuel. Heat issues are handled by the arcology in game lore. Parts Colony Arcology - existing, ground based arcology, will produce 'work' from colonists. Space Based Arcology - existing, space based arcology, will produce 'work' from colonists. Colonist Nursery (produces 'Colonists') - existing, use either landed, or in flight Colonial Taxi - existing, this part is used to transfer colonists from Kerbin, or from location to location. Unable to produce 'work; Colony Arc Establishment Containers - new, contains the exact amount of rocketparts (or metalparts & custom parts) to build an arcology or other buildings. Saves having to carry extra, or finding you don't have enough shipped in to build using Extraplanetary Launchpads Colony ISRU - new, this uses 'work' to convert ore to fuel, oxidiser, rocketparts etc. Colony Harvester - new this a 'garage' style part that in game would be where colonists would exit an arcology in their own purpose built craft to harvest the in-situ resource. External mod support: MoarKerbals! will be required if you wish to recruit a Kerbonaut. This isn't a requirement for the mod. Simple Resources is supported for the Simplex Ore system, rather than stock Ore. This isn't a requirement. Adding other conversions and harvesting, such for Liquid Hydrogen, methane etc. with CRP support will be done on a request and time available basis.
  3. Hi everyone, A wee update that I've been working across all my mods. Over this year, I've slowly been working a proper, real playthrough of everything using JNSQ. I'm now gearing up for first crewed trip to Duna with orbiting probes around Eve, and orbiting and landing probes off Edna and Dres. So... time for a change and restart as I've run out of funds (thanks AngleCan Progression!). ReStock had an update. Also, SIMPLEX Progression turns out wasn't working so I was 'cheating' in my own way. Again time for a restart, and a rethink of what I want to get out of my full playthrough. AngleCan Progression and Progression Plus No changes upcoming, but I recently adjusted the price of Ores to make their mining and recovery more lucrative for reasons AngleCan Part Tweaks Additional part tweaks will include a 85%or 90% nerf of the 1.875m engines as they are better, and it is pointless upgrading to the bigger engines. As always it is easy to delete individual cfgs. AngleCan Achievment Tree no changes Kerbalism SIMPLEX Will be updated to support additional parts from SIMPLEX Station Parts, SIMPLEX Resources, and SIMPLEX Colonies SIMPLEX Resources Furnaces and a Fabricator being added (using stock models and Ubio Welder), which converts NaturalOre to MetalParts, RareOre to CustomParts SIMPLEX Colonies Keeping the MoarKerbals support to generate/spawn fresh kerbals, but added in an end game Harvester and ISRU to be able to produce resources for very little hassle from the player. This functionality will require the 'Colonists' to be present. As I don't play interstellar mods (I'd never actually get there! The idea is that these have functionality beyond requiring MoarKerbals! SIMPLEX Station Parts Adding several parts A 'sheathed' habitat centrifuge using the original Porkjet IVA. The idea is that this model doesn't rotate, all the moving parts are inside to minimise air loss, and with kerbalism you'd get sheilding on it too. IVA assets borrowed from Tokamak. A variation of Keridian Dynamic's Mobile VAB which is habitation only. Assets borrowed from Keridian Dynamics. Adding stockish style launch tower parts, including an attachment node to the launch clamps Adding in a station plate for off world colony building. A 20 meter wide circular plate with 1 plus 4 nodes ( one in centre and four surrounding) that JUST fits 3.75 m parts on all nodes. SIMPLEX Propulsion Fixing a problem with the upgrades and engine nerfs (i.e. it doesn't work as intended!) SIMPLEX Assembly Considering creating a standalone SIMPLEX Assembly Plus to give a stripped out Extraplanetary Launchpads .dll Adding in a VERY similar functionality to Simple Construction but also allowing the stock Stamp-O-Tron ground anchor to be a survey peg. 'Launchpads' will be the docking ports. Adding in a 'micropad' part to allow construction onto existing craft. Adding a Mobile VAB. Tidying up the Printshop to look nicer. QUARTIX, TETRIX, SIMPLEX Tech Trees New parts to be added for Assembly, Colonies, Station Parts, Resources
  4. This reminds me i need to look at CLS for the SIMPLEX Stayion Parts mod
  5. From memory, the limitation is on having a cargo part with an inventory with a volume size big enough for the part volume defined in the part cfg file of what you want to print. LGG's part volume mod adds volumes to all parts, and Simplex Assembly does for stock and Restock only. The issue then is getting that cargo inventory part to 'print' the parts into i think.
  6. Try changing it, then, when you are back in flight, F5 to quicksave and F9 to quickload.
  7. Simplex Assembly gives the ability to make larger stock and Restock parts with a range of larger containers and a custom (stock based) printshop.
  8. I'm not sure this makes your point. Is this not a win for consumers? I wwomder if right to repair laws could be used to open source software that goes into early access but gets shuttered.
  9. Hi everyone/ anyone Has anyone used generative AI to create 3D models in blender or even direct to .mu files? Would you like to share how it went?
  10. KCT has different 'profiles' that you can select. One that I submitted/ designed was for your build time was only based on the number of parts on your craft. Faster build times with upgraded VAB.
  11. Wow! Great find. I was wondering about on my latest playthrough - I guess i thought it just worked. I am planning an update to this in the very near future. But I need to go and work out where I went wrong with this. Thank you so much!
  12. I'm not sure it is possible then sorry!
  13. I asume youvmean CRP (community resource pack) rather than CTT (Community Tech Tree)? I believe if you use Kerbalism Config rather than Kerbalism Simplex which means installing Community Resource Pack you would have better luck. Kerbalism Simplex is designed to lessen complex resource sets, hence why it supports only Ore to the stock resources. Simplex Resources also doesn't support Liquid Hydrogen, but there is an analogue to use with cryo engines. I wouldn't switch half way through a save though! You won't be able to switch Kerbalism types half way through a save though i don't think. Sorry!
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