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theJesuit

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  1. 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
  2. This reminds me i need to look at CLS for the SIMPLEX Stayion Parts mod
  3. 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.
  4. Try changing it, then, when you are back in flight, F5 to quicksave and F9 to quickload.
  5. Simplex Assembly gives the ability to make larger stock and Restock parts with a range of larger containers and a custom (stock based) printshop.
  6. 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.
  7. 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?
  8. 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.
  9. 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!
  10. I'm not sure it is possible then sorry!
  11. 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!
  12. Not sure as I've never really tried. I guess one that has an inclination of 45 degrees may work? But it may precess around to enter the heliopause. Isn't there a high rad band that comes in creating a centre of the donut of the poles?
  13. I'm a JNSQ player, but also nerf my engines in atmospheres. I also push the Mun out a little. If i do play a stock sized system i nerf engines still further (see SIMPLEX Propulsion). I like your idea of a personally modded system. I wonder if having a smaller scaled system but with even more nerfed engines would work
  14. There used to be a mod to do this, JSrepo or something? It predated the stock show IVA in flight. Not entirely sure. Edit - https://github.com/JPLRepo/JSIAdvTransparentPods
  15. Resolved the issue - I didn't have a Survey Station on the neighbouring craft. Would people like me to post the MM patch to make the Stamp-o-tron ground anchor a survey stake?
  16. The survey station module addition worked! - with the Ground Anchor. The in-game part description will note it is a 'survey peg'. I think survey stations will be lander cans and the cupola (so not the hitchhiker), along with the new Mobile VAB/ Workshop replaces the printshop for Sandcastle as well. EL would normally make it only a hitchhiker clone, but I think it makes more sense if the part has directional windows. I might ditch the command pods as workshops, but use the hitchhiker as a workshop, slower than the MobileVAB. Working on a name for the MAB workshop part, currently sitting with calling it the 'OAF' Onsite Assembly Facility. The manufacturer will be Integrated Integrals‎ which makes the Science Lab. A further idea is to create SIMPLEX Assembly (Plus) as a Simple Construction alternative, possibly shipping with the Extraplanetary Launchpad dll? Either that or get rid of many of the EL parts through an MM patch. Not sure either way at the moment. Micro-Pad still to be completed. New parts to be added to TechTrees and then release, at the same time as the three TechTrees and the SIMPLEX Station Parts (Station Plate added), and SIMPLEX Resources (added furnaces), SIMPLEX Colonies (updated arcologies to harvest and convert local resources), Kerbalism SIMPLEX to take advantage of everything!
  17. Still having difficulty with the Stamp-O-Tron (ground anchor) getting a EL SurveyStake patch. In that the craft I built to simulate a lander doesn't seen to want to recongise the Stamp-O-Tron Survey stake as a viable build/ launch space. I've left it IRL for a week, but suddenly it occurred to me that I probably wasn't patching in a survey station anywhere. This will be this evening's job (currently 7am in NZ). Currently I have redone the Workshop/MAB. The printshop will be depreciated. The workshop will also be the survey station if that is what the issue is, although I do like the idea of a cupola or a lander cans. The macro-base plate will be part of SIMPLEX Station Parts. This is almost ready for release. I'm thinking that the launchpad and orbital launchpad should remain as the docking clamps. The micro-pad is still to be completed. It will be a back2back version of the radial attachment plates. Peace,
  18. Are those 'launch clamp' type parts? Beautiful!
  19. Almost ready to go. I have FINALLY worked out why I couldn't MM patch the attachment node of the in game LaunchClamp. I now have! One less part to have to ship and now all launch clamps will have attachment nodes. I have designed a Centrifuge type part. I don't like inflatable centrifuges due to Framerate issues, and also, I still have no idea how centrifuges would not leak air constantly at the connection point to the rest of the ship. It makes more sense to me to have a centrifuge part that is enclosed in a small, none rotating sheath. I'm just waiting on permission to borrow an internal from another mod oldy but goodie (a small concession to pay for framerate). The part is really for gameplay, it doesn't rotate unfortunately.
  20. An update with some new parts is just about ready to go. Soon. This update will include a Stock (ReStock) Launchclamp with an attachment node. Why? I wanted a stockish launch tower for crew. Visual appeal only really. Additionally, three towers of 16m, 32m, 64m to sit alongside your rocket, a crew exit and an extendable gantry. All reuseing Stock and ReStock Plus parts. Basically 3 parts to give a stockish crew access tower. All pieces are very low mass so as not to adversly impact max mass on launchpads. The gantry is the most annoying, basically a wider extendible radiator without the heat transfer capabilities. Also, station base plate for landed bases with nodules to connect launchclamps to when constructed with Extraplanetary Launchpads. For 4x 2.5m parts.
  21. Simplex Kerbalism, and regular kerbalism DOES have different values for science, but it is weighted rather than scaled for crew missions as these are harder due to kerbalism. TBF the Simplex TechTree may be a little difficult at 50% in initial stages as those forst 15point nodes are a jump. It is possible from what I remember. 100% science will mean a quick play through with much less grind on the science.
  22. @LittleBitMore, Can i interest you in SIMPLEX Resources? 3 Ores (plus a water equivalent) instead of just one, necessitating considering how and where you look to mine resources.
  23. Maybe I have been going about this using the wrong module - I've been trying to get the ELLaunchpad Module to work with the ground anchor. Where as I think I should have been using the ELSurveyStake module. What this means is the following plan... The Stamp-O-Tron (ground anchor) will get a EL SurveyStake patch. You'll be able to construct rockets or bases nearby. This will be instead of the survey stake. New parts designed like I always do using repurposed models from stock (so as to keep part and texture loads slim): A new micro-pad part , probably using the Radial Attachment point models with an additional node. For constructing new parts to existing vessels. A redesigned Workshop/MAB, doing a better job at designing this than the current printshop! A launch pad similar in scope to the macro base plate below An orbital base plate. A new macro base plate. A 3.75 or even 5m base plate 2.5 meter attachment point for micropad below or other such thing. Additional attachment sections to make it obvious where to attach 4 launch clamps et al. Will be a command core similar to Stayputnik, but with EL workshop abilities and resource containers. The idea would be that with a Survey Stake you would construct this close to ground with launch clamps so that it was level, and then be able to build a colony base, or other styled more typical bases off of it. Perhaps with multiple attachment points. I feel that this is almost a part for SIMPLEX StationParts. Not sure yet. SIMPLEX Assembly may simply add EL capabilities to it. Have a base plate that has connections to allow for a lab, hitchhikers, and ISRU components to be added as modules either by EVA construction or onetime micropads seems neat and tidy. It could need attachment points underneath too to allow for a command pod to exist close to the ground to egress. A soonish future addition to the existing colony parts is an efficient harvester and ISRU to spit out resources without an extensive part count for colonies. Make building the colonies more feasible.
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