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Everything posted by theJesuit
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I'm currently updating Simplex Resources, but I'm going to give this an update in the near future as well... MOAR parts! I think the inner ring could be its own part. Currently that it is the nursery. It would be good if multiple nurseries could exist, and not necessarily have to stack on the arcology. This also means that on long trips (interstellar?) a group of 10 kerbals across two taxis could potentially produce more Colonists. It also suggests that I should have a ring type station. It won't rotate though. It'll be a static - the idea being that the rotation part is with an enclosed space. No windows either. I think it may be twice as heavy but it will hold the same number of kerbals. I won't depreciate parts either!
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I'm back to working on a small tweak update on issues I have become aware of. It looks like the scanners are picking up Ore? Even though it doesn't exist. I'll try and rid us all of that issue. I see that using with Restock has some tank issues with MetalParts and CustomParts. I'll get that sorted. Also, align the 3.75m tank with RestockPlus. Kerbal Planetary Bases Systems, along with ExtraPlanetary Laucnhpads has 'tanks' that contain the wrong parts. I'll resolve this too. Then we can all relax again!
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Updated to 3.6 Moved kerbalism Greenhouse to its own file SSPX 2.5m greenhouse is now a a 72 day harvest The number kerbals supported to the Greenhouse descriptions in game. Fixed some profile numbers that didn't include a 0 before the . Added alternative profiles for different day lengths, greenhouses, pressurization, fuelcell changes, and mass changes for consumables. Added a fudge for Planetside Exploration Tech and the wind turbines.
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Patching for 12, 8 and 7.5 hour days is done. This will have to be a manual file adjustment. Planetside Exploration Technologies Managed to get a 'Winds' resource going and the turbines to 'harvest' the Winds resource, then 'convert' it to EC. This was fairly straight forward. What doesn't seem to be is a RR style patch that I use in SIMPLEX Resources. So, still working on this. Also need to see if I can get the turbines to animate! Can't get the models to animate. Which is a shame. So I'm going to fudge this. The fudge is that the mod adds its own module that seem to be able to generate any resource. This means that it will be able to generate the Winds resource rather than EC. A converter will then generate EC from Winds, but won't deplete the resource so that in the background you can have "wind power" forever. What this will mean is that once you have set up your base the turbines will continue to generate forever. The additional fudge is that even if you shut them down it will still be able to generate power. Just don't shut them down! This should take too long as I've already started it. Need to check I've sorted the sspx greenhouses correctly. Then 3.6 release and onto checking the SIMPLEX Resources tanks with ReStock.
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Profiles for other length days. Patching for 12 hour days is done. Should be easy to do so for other day lengths. As I have been told now about day lengths, when JNSQ is rescaled back or stock scale. The year length is increased to 461 or so days which, means 6.5 * 72 day 'seasons' for the year. I'm just going to shrug. Obviously with 6 hour days you wouldn't put in the patch 12 hour patch. Planetside Exploration Technologies Managed to get a 'Winds' resource going and the turbines to 'harvest' the Winds resource, then 'convert' it to EC. This was fairly straight forward. What doesn't seem to be is a RR style patch that I use in SIMPLEX Resources. So, still working on this. Also need to see if I can get the turbines to animate!
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Reaction Wheels Don't Feel Realistic
theJesuit replied to Krazy_Kerbal's topic in KSP1 Suggestions & Development Discussion
Disappointed the dirty fix wasn't increased the tonnage to 5. But otherwise it is a very stockalike fix I'll see myself out. -
Can someone tell me if the stock size JNSQ using sigma is 365 days/year and 6 hour days? Or is it back to 426 days/year as in stock.
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Currebt working: Turns out i was wrong about the greenhouse from SSPX. The 2.5m and 3.75m are supposed to suppoort 1 kerbal each but the 2.5 every 18 days for regular harvests. Given the mass increases i think I'll keep the amounts as I've set them but i forgot to keep the change to the 2.5m one to 72 day harvesting. I've also tidied up some code in the profile. And started on the profile file for 12 hour days. Basically it adjusts the density of the LS resources by MM patch, then in the profile the speed at which LS resources are consumed (to keep 1 unit per day). Other things like keeping pressure for atmosphere leaks using Air also has to be adjusted also the amount of mass for the MP /Air Fuel Cell meaning it will use fewer units but the same mass. I think this is fair as a 'day' is longer. I may have to adjust the Simplex Resources ISRU profile as well. I'll test to make sure I'm not creating mass! If not it'll be left as it requires ALOT more effort Atmospheric harvesters will also be left. The great thing is that the MM patch with profile will allow for ease at adjusting all parts for whatever the length of day. However, profiles themselves in kerablism 3.x can't be patched so it isnt enough to just have a single download. I'm going to have an 'extras' set which you'll have to manually install. This will be for 12 hour, 8 hour or 7.5 hour days. You'll replace the Profile file. This is instead of having four different unique downloads.
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Possibly. I went for Kerbalism a long time ago as it was easier to manipulate. The last time I looked at this, 3 years ago maybe, USI had some hardcoded use of particular resources, although my understanding of MM patching has grown since then. When kerbalism had hardcoded resources I was able to ask for them to be changed and they were. There is a lot going on in MKS? but USI just has Supplies and Mulch, which I guess are Consumables and OrganicSlurry analogues. It may be possible? Happy for someone to make a suggestion! So if I do look at USI it won't be anytime soon - if even before KSP2 though sorry.
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Mod with similar science to Kerbalism?
theJesuit replied to Vauxian's topic in KSP1 Mods Discussions
Are you looking for something like only the experiments, or the time delay in getting them? -
Updated - Changelog here: Changelog 3.5 Moist Atmosphere removed as humidity was removed from Kerbalism! Fixed double code for atmospheric harvesters. New telescope experiment (TeleView) modded telescope parts (not adding to Sentinel). Support added for SIMPLEX Colonies - Background processing for Colonist Creation and Interest RLA Reborn smallest engine has more ignitions with suggestion from @jlcarneiro SIMPLEX Resources - MetalParts and CustomParts ISRU re-added for Extraplanetary Launchpads and SandCastle with SIMPLEX Assembly - Lithium production for Near Future Propulsion - PowderFuel production for SIMPLEX Propulsion Kerbal Planetary Bases Systems (PlanetaryBaseInc) - fixed science experiment placement in parts - RELAX experiment only in parts that aren't workshops, geenhouses, command, cupolas - greenhouse supports .5 kerbals - greenhouse container has BioMatter experiment and plant comfort but not Consumables production - fixed ISRU - large control room has lab, but not lab crew experiemnts (these are only in the lab) - Laboratory has Lab crew experiements and TeleView experiment - Given both drills the chance to shine with Simplex Ores Stockalike Station Parts eXpansion Redux (SSPX) - part science experiments - fixed science experiment placement in parts - added support for the 1.875m parts, 5m parts - 1.25m Inflatable "The Volleyball" had too low volume compared to the squished version so adjusted to match - 5m centrifuge "Cronus" has a volume now of 380m3, for comparison the 3.75 centrifuge 'Mercury' has only 260m3 - 1.875 lab is earlier on TechTree, doesn't get crewed experiements - 5m centrifuge has lab (and crewed experiments) as well as RELAX. - experiments removed for most 1.25m parts (except command), too small for experiments. - greenhouses updated 2.5m supports 1 kerbal, 3.75m supports 2 kerbals, 5m supports 4 kerbals, 5m dome suports 2 kerbals - aquaculture requires Saturate or Ore, and now produces Consumables constantly supporting 4 kerbals. - 1.25m cupola greenhouse has BioMatter experiment and plant comfort but not Consumables production - 1.25 cuopla crewed is too small for VISTA, only provides comfort. - 1.25 cupola telescope has TeleView experiment - Removed utility-125 special treatment with the radiation shield. Planetside Exploration Technologies - Laboratory setup - Greenhouse setup, supports .5 kerbals as in vanilla greenhouse - Assigned crew experiments appropriatly, inflatable lid for habiat is considered a tent. HabTech2 - Laboratory setups correctly - cupola is too small for VISTA, only provides comfort. HullCamVDS - Telescopes given new TeleView experiement
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A further update looking into JNSQ and KSRSS and the alternates that sigma dimensions provides. Thinking of rather than an alternative profile, having an EXTRA's folder as profiles can't be MM patched. Basically for advanced users - hopefully with people using JNSQ, or even KSRSS can cope with deleting and renaming a single file. This will mean that people don't get confused by scaling JNSQ which is an option. The parts themselves, including greenhouses can be patched however, so the alternate profile files will patch thesemaybe even as a FINAL. It will take a little longer to do, so I'll get the mod out first, then do another update in a week or so after testing. It will mean that I would probably do four... 24hour days, 'Real Scale' 12 hour days, JNSQ scale 8 hour days, GPP scale 7.5 hour days, KSRSS 2.5x scale Simplex Resources will need to make sure it supports these planet packs for resource distribution. I'll need to look into this as well.
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
theJesuit replied to tony48's topic in KSP1 Mod Releases
Cool, this complicates things a little. I'll need to rethink how I want to achieve compatibility. Thanks!- 1,967 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
theJesuit replied to tony48's topic in KSP1 Mod Releases
Hi! Can someone please confirm the length of day with the 2.5x Sigma Dimensions? Is it 12 hours, or 7.5 hours? Looking to support this with an alternate KerbalismSimplex, as JNSQ is a 12 hour day, but if it is 7.5 hours then it will need another profile. Thanks,- 1,967 replies
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So much closer... I'm thinking that I'm a day away from a standard release - maybe two days from a JNSQ release? But for now, my thoughts on greenhouses in JNSQ/ 2.5 KSRSS with 12 hour days and 365 days a year? Been thinking about what these will mean for the extended year lengths in terms of number of seconds. Currently in vanilla Simplex I have greenhouses harvesting 6 times a year, 71 days till harvest (71 * 6 = 426 days or a kerbal year, but rounded up to 72 days for fun. So, in JNSQ I'm going to change it to 5 times a year of 365 days, so 73 days per harvest, but rounded down to 72 days for Profit! I've removed the harvesting feature of the mini greenhouse container in KPBS as harvesting every 4 days is not fun, as well as the 2.5m SSPX greenhouse. What I hadn't done when setting up the JNSQ profile was actually configure this properly, i.e. half the rates. So that is still to do. They will continue to support a 1:1 ratio of BadAir and OrganicSlurry in to a continuous supply of Air and a 72 day harvest of Consumables. A better explanation on mods and their greenhouses: Kerbalism 'Stock' - regular greenhouse supports 0.5 kerbals, with experiment and comfort so every 72 days you get our 36 consumables Kerbal Planetary Base Systems: - regular greenhouse supports 0.5 kerbals with experiment and comfort - container greenhouse no growing, only experiment and comfort Planetside Exploration Technologies: - regular greenhouse supports 0.5 kerbals with experiment and comfort Stockalike Stations Parts Expansion Redux (SSPX): - 2.5m diameter greenhouse now harvests the same as everything else and supports 1 kerbal with experiment and comfort (so every 72 days you get 72 consumables) - 3.75m diameter greenhouse supports 2 kerbals with experiment and comfort (so every 72 days you get 144 consumables) - 3.75m diameter aquaculture now operates as an ISRU, requires Ore or Saturate, air and consumables produced ongoing and supporting 4 kerbals with experiment but no comfort - 5m diameter greenhouse supports 4 kerbals with experiment and comfort (so every 72 days you get 288 consumables) - 5m diameter dome greenhouse supports 2 kerbals with experiment and comfort (so every 72 days you get 144 consumables) - 1.25 cupola greenhouse no growing, only experiment and comfort I'm thinking as well in the future of support the Soylent mod with no harvesting, just ongoing production which is more efficient closer to the sun.
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Getting closer. Done - SIMPLEX Colonies background colonist and interest growth. Interest will take 4ish days to develop Colonists will take two years to produce, although I'm considering reducing this to six months. Done - New Simplex Telescope experiment TeleView for mods with telescopes. In space and surface, but not on bodies with atmospheres. Two years to get all scince. Done - Extraplanetary Launchpads ISRU conversion also for Sandcastle for Metal Parts and Custom Parts with SIMPLEX Resources Done - ISRU For Lithium and PowderFuel for Near Future Propulsion and SIMPLEX Propulsion along with SIMPLEX Resources, Done - Kerbal Planetary Base Systems habitation, greenhouses, isru, tanks. the container greenhouse (not the habitable one will allow for BioMatter experiment and plant comfort but not food growth) Done - SSPX with corrected simplex experiments. The 1.25m parts don't have experiments, except for the core. Cupolas (but not 1.25) have VISTA only, except the dome one as that is more of a command pod so has crew report. The 5m centrifuge has both RELAX and the Lab experiments. SSPX greenhouses : The small 1.25m cupola greenhouse is not for growing food, only plant comfort and BioMatter Experiment. SSPX aquaculture - 4 kerbal suppport. This one however needs Ore (or Saturate with SIMPLEX Resources). Consumables and Air are produced constantly for a year where the 'harvest' is Ore (or Saturate). For balance, the harvest is only half the Ore/Saturate that was put in, but the Consumables and Air are a one to one with the Organic Slurry and BadAir. The 5m greenhouse will be a double the 3.75m one so 8 times vanilla supporting 4 kerbals. The 5m dome greenhouse is only half as good, support 2 kerbals. SSPX 1.25m Inflatable "The Volleyball" had too low volume compared to the squished version. SSPX 5m centrifuge "Cronus" has a volume now of 380m3, the 3.75 centrifuge 'Mercury' has only 260m3 for comparison Done - Planetside Exploration Tech, greenhouse is smaller than SSPX ones, but similar in mass to vanilla kerbalism one so supports 1/2 a kerbal. Not implementing the inflatable as a habitat as it doesn't hold kerbals (no crew capacity or IVA), think of it as a storage tent. Done - HabTech2 small cupola only panorama - too small for science. Each of the Labs can do all the experiments. Done - RLA Reborn suggested balance for its tiny aerospike as suggested by @jlcarneiro STILL TO DO Migrate all changes to a standard install as it is currently mixed in with most JNSQ changes! Recheck the JNSQ profile settings which will mean greenhouse changes which I'm not sure are correct. RELEASE 3.5 Some Simplex Resources work around drills (KPBS), and EL smelters (strange resources) and also strange tanks (with ReStock). Some work with Simplex Colonies to give an additional part for colonist growth to speed this process up. May need additional resources as well, such as more food input to the colony to produce colonists. This will only be with Kerbalism Simplex. Planetside Exploration Tech wind turbines Have special biome specific atmosphere resource for the wind turbines to be used with Kerbalism Simplex. They become harvesters for EC from the air. This may be coded for each biome particularly High pressure needed, not Duna. Large EC collection at oceans and high biomes Medium EC collection at shores by the water Light EC collection everywhere else
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I'm sorry I missed the females being added. So this being quite late feedback. The female Wow and Awe are quite similar, again harder to tell apart on small screens. Don't know whether I like the female wow looking at me with an 0 mouth and tongue hanging out, looks more like she is panting? That may just be my interpretation? There is no 'sobbing' or 'wow' in the male lineup. Do males not do this? The grin looks more like a grimace as if she is pushing something painful out? Full disclosure, I don't like the new ones, male or female. They haven't grown on me, so I won't use them. I think my feedback is justified though.
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Getting close Done - Simplex Telescope experiment TeleView. I nearly went down a rabbit hole with this, ideally, it would have been once per major system, like at Duna or Ike, Eve or Gilly, Kerbin or Mun or Minmus, landed OR space. But I can't see a restriction allowing this... so, surface and space (two per body), but not in an atmosphere. Takes one year to complete. I'm trying to make the surface a shadow only experiment at the moment. Not available in an atmosphere. So, not on Laythe, Eve, Duna or Kerbin surface. This will be available on Sentinel (along with the other orbital one with the scanning), but removed when HullCamVDS or SSPX is installed. Tt will be on the two telescopes in HullCam, the small one (good for surface bases too) and the Pictozoon_2000 Hubble one. The Pictozoom will also be moved in the two TechTrees. SSPX this is available in the cupola telescope which also needs to be moved. Again, fine for surface bases or in space. With KPBS the Laboratory has a telescope, so only installing KPBS (without HullcamVDS or SSPX, then sentinel will keep it. STILL TO DO SIMPLEX Colonies background colonist and interest growth with no part failures - still working on at the moment! Both of these need some Simplex Resources work around drills (KPBS), and EL smelters (strange resources) and also strange tanks (with ReStock) It's been a while since I set up the JNSQ profile, so now I feel I have to go back and check it. Actually, I just realised I did all the additional changes on that install with the JNSQ, so actually have to transfer back again . Then release!
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New Ovin. Mildly confused as per lighting and shadows with the 2020 version.
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Hi! You're welcome. Sideways glance... disable in favour of mks... kind of? Easier if I know what you want or don't want. By renaming to false in the settings.cfg (in the KerbalismSimplex folder) you can turn off: Reliability = true // component malfunctions and critical failures Deploy = true // add EC cost to keep module working, add EC cost to Extend\Retract (Deploy.cfg has the modules supported list) Science = true // science data storage, transmission and analysis SpaceWeather = true // coronal mass ejections Automation = true // control vessel components using scripts But, if you ae wanting the LS, consumables and air gone, then not really. KerbalismConfig I think has an none profile so you can use say TAC and keep science, space weather and automation and such, but is very out of date. You could try that. I'm not sure you could copy the Simplex science experiments over either. MKS and kerbalism have quite different attitudes towards most things. I don't provide a none profile, so
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Done - EL Conversion for Metal Parts and Custom Parts Done - Planetary Base Systems habitation, greenhouses (the small one doesn't produce food, only plant comfort and BioMatter experiment), Greenhouse is .5 kerbals equivalent to kerbalism greenhouse. ISRU effectively a standard (stock large ) ISRU. Lab experiments add to Lab, Control centre can process experiments (as it is a lab, as well) but not do the crewed lab experiments. Smelter done as well. Both of these need some Simplex Resources work around drills (KPBS), and EL smelters (strange resources) and also strange tanks (with ReStock) STILL TO DO SIMPLEX Colonies background colonist and interest growth with no part failures - working on at the moment! Simplex Telescope experiment for Sentinel, (Stock), HullCamVDS, and SSPX although sentinel gives science when it does its job?
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Okay. Adding resources to another config is a good way to go. I'm happy to take a look at the SSTU configs though. With FFT, heat management is a big deal, which kerbalism doesn't touch. It's on my list on things to do so happy to look at what you come up with to! My first thoughts are this: KSPIE uses a cooling resource, so maybe use this. One way I've though about it was to have radiators generate a hidden Cooling resource that is generated like an RTG, whilst active ones could also have a converter resource of power to Cooling. The cooling resource is then needed by the reactors or engines to work - they shut down if overheated.
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Some modules can be upgraded but not all. You also can't add modules to a part only change them. But for an example look at my SIMPLEX Propulsion mod. You'll see the upgrade created and then added to the part. These are are engine ones. Also a part that has SAS functionality changed is the avionics nose cone in both the SIMPLEX and TETRIX TechTrees.
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Done - ISRU For Lithium and PowderFuel, Done - RLA Reborn suggested balance for its tiny aerospike as suggested by @jlcarneiro STILL TO DO EL Conversion for Metal Parts and Custom Parts - having some issues, particularly around tanks and ReStock but this is a Resources issue. SIMPLEX Colonies background colonist and interest growth with no part failures. Planetary Base Systems greenhouse and experiment check Simplex Telescope experiment for Sentinel, (Stock), HullCamVDS, and SSPX although sentinel gives science when it does its job? MAYBE NEXT UPDATE - Planetside Exploration Tech - not sure what to with the wind turbines - as kerbalism doesn't support the background processing of wind variations. Maybe a biome specific EC amount from the atmosphere? oceans and mountains/highlands high, shores medium, everywhere else low. Still thinking about it. May ask in the Planetside mod. This could be a SIMPLEX Resources addition perhaps. Still thinking about it.
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Was this in a usable form? Looking at updating soon if you wanted me to include it
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