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Everything posted by theJesuit
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Simplex Suite and other AngleCanMods
theJesuit replied to theJesuit's topic in KSP1 Mods Discussions
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 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. I usually also add the following: KER, KAC, kOS, Precise Maneuver, HullCameraVDS, TWP, and ANGLECAN Part Tweaks. -
@LudificorPayne here is a forum post that I'm working on to answer your question. https://forum.kerbalspaceprogram.com/index.php?/topic/205603-simplex-suite-and-other-anglecanmods/
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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
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Updated to 2.1 PowderFuel resource added so as not to rely on Simplex Resources. Stock Teach Tree supported again. This can be a standalone mod.
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Okay! A couple of added 'features' With JNSQ, the Mun is moved to 55,5000 km instead of 90,960 km. This means that it is a ~1510ms-1 delta vee transfer (not 1545), which is crucially just under 2 and a half days. It also means taht a pod in Kerbalism with 5 days supplies in their pod can get there, orbit and return before the crew die! EVA Science, that is the newer crew experiment that needs a backpack? This won't show unless Breaking Ground is installed. The reason? I don't really use break ground as the deployable science doesn't play neatly with Kerbalism 3. The EVA science pack is the same. If you don't like either of these you can delete the individual files! Also, the docking snap feature is configured to work with JPL Repo's docking fix.
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Updated. Added better support for KPBS with tanks for Simplex resources (Ores, EL resources etc) Sorted wrong resources with EL smelters Added support for GPP Added biome with some HydrateOre as the ksp wiki suggested that ices were there.
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Thanks for letting me know about CKAN. I don't use it myself, but Ill have a look at it over the weekend and request it. This is a good idea. I'm very happy to do a list and clarify. I also want to do a playthrough to highlight them. Something I'm hoping that I'll actually have time to do MKS and WildBlue mods aren't necessarily supported. I think all Nertea mods are supported now, except FarFuture Tech. Simplex Kerbalism is, Simplex Propulsion, and both TechTrees. Simplex Colonies isn't impacted. Simplex Assembly AngleCan Progression is supported. I'll make a big post at some point this weekend
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Is it not there? I will indeed. Update is actually ready but i need to have time to post it You can keep requesting. At worst I can say no or at least say to wait for a couple of years. At best it happens in a couple of days! Peace.
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Nice. From memory Tetrix tops out at 76000, but in recommending playing 50% science I see it as 150k. Does this mean you get 5 tiers before upgrading R&D and then another 2 tiers before final upgrade?
- 120 replies
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- probes first
- skyhawk
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done JNSQ check GPP added to do Check scanners Release
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There is a lot to read in this debate already, but as someone who ahs created and tried to balance TechTrees v. science collection and manipulated science returns for Kerbalism Simplex I feel that I could contribute something. I think this is great in KSP1. It gives a point - the only 'end game' thing we have that is a visual completion task is the TechTree. KSP1 would have been more awesome if there was a 'tree' that filled out when we flag and footprinted on every accessible surface. The real issue with having to go somewhere to get science to unlock better tech is that this isn't how the real world works. We currently invent (unlock a tech) to be able to get somewhere - and do science for science sake. The helicopter on Mars for example was a lot of tech developed (sure with understanding of Martian atmosphere), but it was all developed on Earth. Even the recent flying in lighter summer pressures was developed on Earth. Possibly the closest that gets to 'real science' applied to part unlocking is the part testing contracts - as disgusting as they are, which aren't really related to the science tree unlocking as you can spend the points on a decoupler being staged on the ground to a new probe core, or solar panels. A better 'science' system would be based on monthly money you spend on R&D and licensing of the technology. Make it more about the contract and testing, and the money you get money from contracts, or world firsts. The tech tree will unlock a node or a tier every x years, but you can speed this up or slow it down by allocating more or less money to it. You have to complete contracts to earn money per month to keep up with the unlocking. KINDOF the way in which KCT does it, kind of Monthly Budgets. Then it is less about the grind of going to every biome to deploy every experiment. Sure you can time warp, as that is the point of time warp, but this can be mitigated by having to go places and test parts through a contract system: Contracts could then be offered to say company X wants to research Mun quakes for future colony building or lander leg safety. They offer a contract to 'deploy seismographs /accelerometers in three different biomes. Once you do this then you unlock certain parts, or tech tree nodes. Another example might be The contracts could use their flavour text to say, actually we can build a bigger and more efficient radiator, but before we do so, we want to test our current radiator on Duna. Deploy a current one there with a temperature sensor so that we can design a better part and once that is done, research funding can be spent on that node. Yes, this becomes fetch tests, but it is also optional in parts and give purpose. This way the science couldn't be done on a single launch. Ultimately there should be a flags and footprints visual tick box/ tree for 'completeness' as well.
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Nice that this is an around shield - including passivity for Kerbalism. What's the mass like for a solar flare shield? Peace.
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Awesome. I'll add suppport for the TETRIX TechTree. Looks great! Peace.
- 16 replies
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I'll add my interest as well please @RoverDude.
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You can put a ground anchor on it. I managed to do so but then my kerbal accidental bumped up and into an escape velocity. But Kerwin didn't have an EVA pack. It was a trial sandbox run anywho. Once the ground anchor and a structural piece is there then it is trivial to place more parts to reach the 93 or so metres to geosync orbit Also potentially it would also make a cycler to Duna. With kerbalism itbcould have all the amenities, but massively shielded. Then a small craft with minimal delta vee could make the run from kerbin to the place then off at Duna. Lighter craft means less delta vee! Will need to see this with transfer window planner.
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done Fixed the Extraplanetary Launchpads issues with weird resources and EL tanks now have their titles renamed to reflect their content. Kerbal Planetary Base Systems EL package with the workshop (makes CustomParts) and Smelter (makes MetalParts) will be supported better Kerbalism Simplex. Exciting though that the RocketPart, MetalOre, Metal and ScrapMetal tanks are retitled and have a new look. to do Scanners need checking that are aren't scanning for stock Ore. JNSQ added some biomes in its last updated so I need to check that out... and move the Mün in an AngleCanTweaks update so that it is only 3 days travel away. I also want to add support for GPP as well and check KSRSS biomes.
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@KerikBalm so... downloaded and had a small amount if time to try and land. Harder than Gilly . the landing leg springs can launch into space. Rotational period is liken 2 hours 15mins Turns out, according to KER, that synchronous orbit is 93 meters. So, well within a physics bubble.
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Ah... someone who is living the dream! I'm thinking that I'm going to try and do this with my limited kOS ability I'm wondering about the space tower with the Didymos. I wonder how far out it would have to go. It's rotational period is quite high I understand?
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Another thought... 2. A space tower tall enough to give a radial velocity that exceeds escape velocity for an interplanetary transfer
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I always figured that a 'Falcon 9' returnable rocket would be easier in stock: Using a booster that lofted a payload into a high apogee Then the booster landed at the stretch of land that is west of the KSC. It might be possible to land it before switching to the payload? Then refueling the booster via plane for a backwards hop back to the KSC (or recovery or whatever). For the DART download mod #shouldbestock Has anyone thought of doing these things? use ground anchor to create a space tower and grapple the asteroid
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totm dec 2021 [1.12.0 +] D.A.R.T. Range Challenge [1.0.0] [01 Nov 2021]
theJesuit replied to Galileo's topic in KSP1 Mod Releases
Love it. Thanks everyone! #shouldbestock That is all. Peace.