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theJesuit

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  1. I feel that my SIMPLEX Assembly is becoming redundant. Lol. All to happy for that! Peace.
  2. It's been a while, and I have FINALLY cracked this issue. On incorrect and additional overlaid decals on the SSPX container (and recent logistics ) parts. I couldn't work out what I was doing wrong, I now have it SORTED. SSPX has 32 transforms for the decals basically for mod support. Without any mods additional mods (MKS, EL, etc, in each container file it has all 32 theme listed as transform = etc, but helpfully at the top transform = Ore is commented out. SSPX then patches this to remove the transforms when certain mods are installed. I couldn't for the life of me work out how, or when to repatch for Simplex Resources. I'd get the green diamond decal for everything. Or I'd get the first few, and then a repeat of whatever I have first. I had worked out to remove the whole then using AFTER, and start from scratch. But still no luck! What I finally realised is that the transform lists have to be in a specific order. For my patch (below in the spoiler) I have moved the removed deacals to the top. These have to be in the same order that they appear in the part.cfg file of the container parts. Same with the others. Even mixing them seems to muck it all up. Basically, there are two patches now, as it works. So I'm leaving it, from the second you can see that the decals now used with Kerbalism Simplex are kept in the same order. So, a couple of years now and I have got it sorted. transforms to be kept in order. The part switch for tank types that use these can be in any order. Peace,
  3. Sure. I'll PM you a link when i get the chance. Peace.
  4. Happy to give you some pointers. I use a combination of excel, word and notepad plus. Ultimately, to keep your sanity it is best to use something to keep you organised. Hence my use of excel. Word is only for an intermeadiate copying step. Step 1 planning: if you are using only the Stock nodes, rearranging the existing nodes. If you look in the Simplex Tech Tree file you'll find all the names neatly laid out. PM me if you want some help.
  5. JNSQ also adds additional planets to extend yhe stock system to mean that OPM may not be quite as needed?
  6. What about a 350ton arcology? Jks Thanks for the insight. Peace.
  7. This looks awesome. Thanks for the release!
  8. Updated! Thanks @Morphisorfor the BDB contracts adjusted in TETRIX Added SIMPLEX Colonies to the TETRIX support Moved telescopes for HullCamera VDS and SSPX, and adjusted connections in the electrics/ unmanned section. SIMPLEX doesn't show off the rocketry upgrade nodes if SIMPLEX Propulsion isn't installed.
  9. Yes you will need Simplx Resources. Sorry this is one of the very few exceptions to the standalone rule of the Simplex mods. You won't need CRP when NFE is installed though, only Simplex Resources.
  10. The Footsteps to Mars programme is a possibility. Use Ike as your refuelling station location and go on sorties to Duna's surface from low Duna orbit. If you are looking at a constellation style programme, then the following: 3 launches for fuel infrastructure: Send Ike ISRU robotic base to land and mine Ore, process fuel. Send fuel depot infrastructure for low Duna orbit Send robotic refueler craft to Ike that, when full, takes off from Ike head to Duna, aerobrakes, circularises to rendevous with a fuel depot but has enough fuel to return to Ike and land at the ISRU base. When fuel infrasture is ready, Send reusable Duna landing and ascent vehicle. (Modifed duna ssto cre dragon?) Send landing bases for surfaces. For every site send a new surface base each with a rover, some nice roomy cabins, lab etc. Send your Station crew transfer hab. The hab goes from LKO to LDO and docks with the fuel depot. The Dlaav docks too and takes crew to surface by a surface base. Dlaav returns crew to orbit, is refueled and used again. Once at Duna all fuel including for the hab's return is supplied from Ike. Put your surface bases near multiple biome intersections for rover exploration, but only for a 10min real life drive otherwise it becomes a grind IMHO.
  11. Thanks @Morphisor! Sorry I missed your post from a couple months ago, is there a suggestion on the parts moving about for contracts etc? Expect an update this weekend then as i want to move telescopes to the electrics branch and add in Simplex Colonies too.
  12. A quick question... Would it be please be possible to rename SIMPLEX COLONIES to SIMPLEX Colonies? I got it wrong in setting it up and it is simply annoying me. https://spacedock.info/mod/2868 Peace.
  13. Hi everyone, Moar Kerbals is updated SoonTM I understand, and this is pretty much ready to update with it does. This is the current Planet based Arcology with new additional Nursery part. The arcology with nursery attached will be depreciated. This is the new microgee - space arcology. Note the dual rings. Each ring contains a centrifuge - they run in opposite directions to balance out precession To keep them contained, the centrifuges are internal to the structure so you won't see them spin because LORE and IMMERSION. It is also a MASSIVE SAS wheel. EC and command module not provided. Yes, there is a hitchhiker in the middle - on both arcologies for recruiting your colonists using Moar Kerbals. Another pic with a couple of Nursery parts So these are all able to be surface attached. for lights etc. There is no additional textures - they made of size manipulated resized stock squad parts, Mk3 cabin, fuel tank engine adapter, structural fuselage, surface attachment part? and hitchhiker of course.
  14. If Private Division's profits are not great for this financial year to March 2022 then it will be released between now and March... Christmas being an obvious time. If PD is doing okay then they'll release after so as to write off the development costs (tax reasons) and look maximise sales next year and someone will have alogarithmed the organic waste out of it to look at demographic and what they will be doing with summer holidays, vacations, long days vs cold winter conditions stuck inside etc. My pick sep/oct release so that a 10% off after a couple months for Black Friday/thanksgiving/ Christmas sale. But yes, Christmas 2021 would be great!
  15. FINAL is pretty final as most mods try to avoid it as it doesn't play nice with others like if two mods both try and pur FINAL to do something to a part. If you choose to use FINAL in your own patchs it should be fine as noone else should have used it.
  16. Hi everyone, Yes, the inner 'colonist reproduction' nursery ring will be its own part, so planet arcology, nursery, and taxi will be in the next update and the dual nursery one will be depreciated. MoarKerbals is going to offer the opportunity to use 'funds', 'science', and 'rep' as a resource. I'm going to use this instead of 'interest'. So a kerbonaut will require 1 colonist and 2 rep maybe? Gives rep something to do! Colonists can be reproduced with only 5 other colonists, probably over a year in a nursery, and will require Ore (or HydrateOre/Saturate and RareOre) Still trying to work out about orbital colonies.
  17. I just dont normally bother upgrading the VAB or launchpad to level 3. Keeps my rockets honest. With Simplex Propulsion then 4 skippers can just lift 140tons. Replace with two mainsails later for high payload to orbit.
  18. I first read this as 1 - 15 years away and thought it was more accurate than what i reread.
  19. This. Or this? https://www.curseforge.com/kerbal/ksp-mods/eva-transfer
  20. Hi! So... if you have a look at AngleCan Progression you'll see a manipulation of the contract system that is quite severe. However, I know that if you can adjust the science gain from these contracts, and with Contract Configurator you can even grant tech nodes with a contract completion. If you tied something like this into say this new tech tree which is focused on the BDB mod for 50s 60s rockets perhaps suggesting and adding a parralell pathway for tantares in the same tree You could set up a contract system that rewards a new tech node when you take a certain parts to certain destinations even like part testing contracts but with tech node rewards instead of funds and science. That way tech tree progression is based on where you go and what you do instead of farming science and temperature readings everywhere. Remove the science!
  21. 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
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