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theJesuit

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Posts posted by theJesuit

  1. 7 minutes ago, JadeOfMaar said:

    This is actually quite savage if you think on it for a bit, lol. I foresee a hard dependency on this little monster of a mod

      Reveal hidden contents

    "My grandfather used real mules back in the day. Keeping up the tradition!"

    (If you know, you know)

     

    Yes indeed.  Although it would reproduce those same colonists.  Effectively making a resource from nothing, bypassing the need to send drills etc. as the colonists handle it themselves.

    The really big deal focus now is getting some way to 'unpack in game the arcology part, changing the craft from being a couple of .mu files to many .mu files.  I'm not sure that B9 can do that to be honest.

  2. Hi everyone

    I'm thinking of dusting this off with some new ideas to add some functionality if you aren't wanting Moar Kerbals, but want to have some end game purpose.

    First, realistically you need EL to build this.  I'm wondering though whether to remove an EL dependency by turning a setup module that can have the equivalent mass of MetalParts and CustomParts and then switch it to the arcology.  I'm going to try this using B9PartSwitch.  It may be a good idea to have it attached to a ground anchor first.

    Also, having a custom harvester module that needs colonists to extract a resource at no cost, and then ISRU to useful resources.  So, set up a base on Pol and the Jool system can be yours!

    This may mean that EL and MoarKerbals could both be optional for some functionality.

  3. 1 hour ago, ttikkoo said:

    Wait, isn't KerbthulhuKineticsProgram same as Moar Kerbals?

    Also, I definitely have to try out this mod list, I'm always looking for a list that gels well and this definitely seems to!

    Thanks!

    QUARTIX TechTree as designed to be my base minimum standards list, but as I've been playing slowly through I've been wondering how to reduce modcount further.

    Perhaps to give the colony parts another purpose and have them as resource generators instead/ too so that with colonists they effectively become places to refuel without grind.  I'm hoping to think of a way to build them without EL too, to make an even more basic mod install.

  4. 3 hours ago, bigyihsuan said:

    I'm trying to run a SCANSAT AltLoRes scanner, but for some reason the scan keeps stopping because of not enough data storage space. I have a Communotron 16 on the vessel.

    Is there a way to see the amount of data the scanner is generating? How can I make sure the scans are being transmitted?

    This is the error message it's spitting out:

    q93pyIW.png

     

    EDIT: It seems to be working fine after turning on the scan, then leaving to the KSC//Tracking Station. Though, I'm getting "Not enough EC" warnings even though I left it pointing at the sun.

    Communotron 16 might be okay, but kerbalism deines how much data can be transmitted, so speed of the upload/download, and probe cores have a limited storage space.

    If the craft goes into the shadow of the planet then kerbalism's background processing will take that into account and you may not have enough storage.

    Using the VAB kerbalism planner (for craft, not the scoence archive) by clicking on various parts of the UI you can see how much power is beong generated and consumed.  In the VAB you can also see how this would look in shadow... you may find that your battery only lasts a few minutes in shadow.

    You can also turn off these warnings in flight.  Using the kerbalism planner from the in flight toolbar, one of the tabs allows you to turn off warnings.

  5. A couple of likes on the post above.

    I had a revelation last night for landing the medium RareOre container - loaded up with 800 RareOre it is just over 29 tons!  on water it separates from the other parts and sinks, and on land I couldn't seem to get the drogues to release early enough to slow down for the standard parachutes.

    So I tried with two Airbrakes.  It slowed enough.  Then I tried with an open Service Bay from orbit.  It seemed to slow enough again.  So... really there is no need for the industrial parachutes? I'm on the fence now with them.

  6. I'm having difficulty landing a full 1.875 RareOre container safely from  kerbin orbit.  It detaches and sinks on water, and can't slow fast enough on land.

    I'm thinking of adding two larger inline paractutes... 1.875m inline parachute and drogue.  For industrial use really. Higher tolerance for safe deployment.  Latish game availability.  A buoyancy mod may also work, but that means another mod to install for a single use case.

    The tower didn't work out months ago.  The issue was a wanted to create an attachment node on the launch clamp but for some reason it didnt stick.

     

     

  7. 1 hour ago, Cruesoe said:

    Might be time to fire up another play through myself. 

    Time to dust off KSP and take another trip around the solar system.

    If, dear @theJesuit, you wouldn't mind sharing your mod list. I feel like jumping back in.

    :)

    • 000_ClickThroughBlocker
    • 000_Harmony
    • 001_ToolbarControl
    • 001_CommunityPartsTitles
    • AngleCanMods
      - ANGLECANAchievementTree
      - ANGLECANPartTweaks
      - ANGLECANProgression
      - ANGLECANProgressionPlus
      - Flags*
      - QUARTIXTechTree

      - SIMPLEXAssembly
      - SIMPLEXColonies
      - SIMPLEXPropulsion
      - SIMPLEXResources
      -SIMPLEXStationParts
    • B9 Part Switch
    • BahaEPL
    • ContractConfigurator
    • EnvironmentalVisualEnhancements
    • EVATransfer
    • ExtraplanetaryLaunchpads
    • HullCameraVDS
    • JNSQ
    • JX2Antenna
    • KerbalConstructionTime
    • KerbalEngineer
    • Kerbalism
    • KerbalismSimplex
    • KerbthulhuKineticsProgram
    • KeridianDynamics
    • KHSK
    • Kopernicus
    • kOS
    • Kronometer
    • KSPCommunityFixes
    • MacLuky**
    • MagiCore
    • ManeuverNodeSplitter
    • ModuleFlightIntegrator
    • MoldaviteMachines
    • NearFutureProps
    • PreciseManeuver
    • ReStock
    • ReStockPlus
    • SquadExpansion
    • StationPartsExpansionRedux***
    • TriggerTech
    • WaterDrinker

    Just a small number of mods really.  Very stock-a-like.

    * The Flags folder are my own personal flags that are like my profile pic.

    ** I only use the 2 seater version

    ** I actually only have this for one of the inflatable rational habs that I use instead of the kerbalism one.  I deleted all other assets in SSPXR.  Sorry Nertea!

    What is missing is Moar Kerbals to give the Colonies some functionality.

    I play on 50% Science, 100% Funds, 100% Rep.  Kerbalism I have reduced number of solar flare events and tweaked down the breakdowns affecting one sort as I lost almost all SAS modules across 90% of my 50 or so craft in the space of 40 days. 

  8. I've been working my way slowly on a playthrough using JNSQ and all the Simplex and AngleCan mods.  Having progressed further than ever, I'm finding the need to tweak a few things here and therem hence a few smallish updates recently.   

    I do have another balance update in the works for this mod.  It is to increase the cost of the Ores by doubling it. The reason is that with JNSQ, getting RareOre back for Profit! From Minmus is rather tricky in a cost benefit with Progression Plus and the cost of Fuel to get them there.  So, doubling the cost back seemed to be the right move.  For more stockish setups it means not having to grind as much to get the funds to upgrade the expensive parts of the KSC!

    Also, I hadn't really appreciated how amazing heavy RareOre is. This ain't a big problem, except trying to get a full RareOre  Container back.  After a number of configurations I've decided to up the crash tolerance to 21 by multiplying by 3. That should mean that you don't need to spam parachutes.

  9. Hi everyone,

    Updated this to 3.16.  Some issues addressed.  Sorry I wasn't able to fix the CommNet issue, or the Habitat issue.  I've no idea what causing that Habitat issues with the disable Habitat button disappearing.

    However have fixed:

    • Fixed extra converter reliability with ISRU 125
    • Fixed NFSpacecraft running a KerbalismDefault thanks @Rodger
    • Fixed RITE, NITE and FITE default assignments for Stock and CTT tech trees thanks @Vaskritaya
    • Also Increased VISTA results by 4 times

    Peace.

  10. 4 hours ago, JadeOfMaar said:

    As in, only one can be installed (present in GameData)? That seems unfortunate. But I think @septemberWaves is coming from "If I was the creator of the (famous) Science-Only profile, what is stopping me from delivering that?"

      Reveal hidden contents

    I'd like to have a Radiation-only profile, for example.

     

    I should have qualified... what you do is change the named profile in the settings.cfg for Kerbalism.  It requires a manual change by user.  The kerbalism simplex download already has it changed from default.

    Changing the profile in the settings.cfg has unintended consequences as so many of the part patches rely on default profile.

    From above you can't have two default profiles is what i really meant.  I think the first one loaded through the MM magic (which kerbalism may mess with via Harmony? I can't remember) is the one that sticks

    You can add in extras to what ever Profile though. I think it adds some for SSPX farms or something.

     

  11. On 12/23/2023 at 12:18 AM, septemberWaves said:

    Here are my preliminary BDB compatibility patches: https://www.dropbox.com/scl/fo/gj62p00qyjlklzp5u17pg/h?rlkey=v8f4nj2wd2z8nem02pnvv6m8c&dl=0

    Every crewed spacecraft has been patched to have enough life support resources to accomplish its historical missions (or, for those that never actually flew, they've been patched to accomplish the mission profiles that they are intended for). Additionally, some of the space probes (particularly early ones) have been patched to have enough electricity to run their associated Kerbalism experiments (at least, the ones that currently exist). I have not yet added custom Kerbalism experiments in the many places that they are missing.

    It's important to note that these patches strictly require a custom Kerbalism profile. Otherwise, my edits to the amount of life support resources in capsules (the most important adjustments) get overridden by Kerbalism, and I can't find any way of preventing that without using a custom profile. The only required edits are removing the "supply" line from food, water, and oxygen sections right at the start of the profile; I directly patch crewed parts to provide these resources in quantities needed for historical mission profiles. Stock crew parts are currently not patched in a similar way, but that's one of my next steps (and presumably most people who use BDB will make very little use of stock crew parts anyway).

    Additionally, I cannot find a way of making a custom Kerbalism profile actually function. I have no idea what I am missing, but all attempts at making a custom profile result in Kerbalism refusing to recognize the custom profile as one which exists. As a result, I've been working with a directly-edited "default" profile. If you know how to make a custom profile that Kerbalism won't ignore, I'll put one together properly.

    There can be only one kerbalism profile - which is initially why I released Simplex.  But I would have thought you should be able to patch in changes to resources in crewed parts - it is done for the hitchhiker as an example.

    Perhaps patch in before kerbalism a temp module or a tag, then after kerbalism has finished patching then edit resources at that point.  If these are command modules, perhaps remove the command modules and add them back after kerbalism.

    Peace.

  12. Was it included as part of the bdb?

    4 hours ago, DeadJohn said:

    @theJesuit What are your thoughts on using TETRIX with Tantares parts?

    I searched the thread and saw it discussed 3 years ago but probably never implemented. That's ok; I'm not bugging you to change TETRIX.  I fully accept that Tantares is not officially supported so I assume the risk. However, many tech trees do reasonably well with any part mod as long as those parts work with the stock tree.

    I'm happy to implement it, however there is a time issue.  If someone was happy to create a cfg file then I'll include it.

  13. On 12/18/2023 at 12:48 AM, Venchez said:

    Hello there!

    Thanks for your mod! I'm just getting acquainted with it and have noticed a few cases where it seems to work as intended:

    1. Is it possible to deactivate habitats that are already active? The button disappears after I activate them

    2. Boost Mk3 Shuttle cockpit and Science Lab Air storage - not working

    @PART[mk3Cockpit_Shuttle]:NEEDS[ProfileSimplex]:FOR[KerbalismSimplex]
            {    @MODULE[Configure]:HAS[#title[Pod]]
                   {    @SETUP[Pressure?control]                                            -
                            {    @RESOURCE[Air]
                                    {    @amount *= 3
                                        @maxAmount *= 3
                                    }
                            }
                    }
            }

    In KerbalismDefault   this increases the nitrogen storage in Setup[Pressure Control]  If I also add Resource [Air] to the Setup[Pressure Control] it will work but will remove stock air in all POD without Setup[Pressure Control]

    3. Rotation of the GravityRing also cannot be turned off

    Hello!

    I've been looking at it today - I don't have too much time to look into things.  The Habitat disable enable button is interesting - I wonder if it is related to not using nitrogen.  The GravityRing may be  the same issue.

    Ill keep looking into it today if I can.

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