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theJesuit

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  1. Hi @benjee10! I'm adding specific support to Kerbalism Simplex for this however, I have a couple of quick questions/ observations to gauge some feedback. I'm going to balance the hydroponics module as the same as the yucky kerbalism greenhouse. It is about the same mass and supports 1/2 a kerbal in food production, it also shows significantly less green mass than the SSPX ones which are typically multiples of support over the vanilla greenhouse, but have higher masses. For the wind turbines, kerbalism won't support the variable winds in its background processing. In considering this, I think I'll need to make it biome specific, and effectively an EC harvester from the atmosphere. Oceans, and high biomes, highlands/ mountains, and poles will have high winds, shores will medium winds and everywhere else low winds. Any feedback on these?
  2. Done - JNSQ mass changes, process changes for breathing, consuming, isru processes Done - SSPX with corrected simplex experiments. The 1.25m parts don't have them except for the core. This includes the 1.25 cupola. Cupolas 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. The small 1.25m cupola greenhouse is not for growing food, only plant comfort and BioMatter Experiment. SSPX greenhouses done. The 5m will be a double the 3.75m one so 8 times vanilla supporting 4 kerbals. The 5m dome is only half as good, support 2 kerbals. Done - Special - 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 Done - SSPX The Volleyball 1.25m Inflatable had too low volume compared to the squished version. The 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, one of these will support 1/2 a kerbal. volume, greenhouse and experiment check. Volumes okay, the inflatable had doesn't hold kerbals, so I'm not implementing volume, 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. STILL TO DO 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. Planetary Base Systems greenhouse and experiment check SIMPLEX Propulsion, Making History, Cryoengines, NearFuture xxx, kerbal atomics engine configs. Also RLA suggested balance, have upgrades potentially increase ignitions ISRU For Lithium and PowderFuel. Also conversion for Metal Parts and Custom Parts. SIMPLEX Colonies backgroubd colonist and interest growth with no part failures. Simplex Telescope experiment for Sentinel, (Stock), HullCamVDS, and SSPX although sentinel gives science when it does its job?
  3. I want Jeb to be strapped to the top of one, surrounded by pumpkins and a witches hat for a aerodynamic cone. Jeb then yells... 'LETS LIGHT THIS CANDLE!' It's been a long day without enough KSP. I'll see myself out.
  4. Done - jnsq mass changes, process changes for breathing, xomsuming, isru processes Done - sspx with corrected simplex experiments. The 1.25m parts dont have them except for the core. This includes the 1.25 cupola. Cupolas 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. The small 1.25m cupola greenhouse is not for growing food, only plant comfort and BioMatter Experiment STILL TO DO Sspx greenhouse nearly done. The 5m will be a double the 3.75m one so 8 times vanilla supporting 4 kerbals. Then habitat volumes, for some of the inflatables. The 5m centrifuge is done. Planetside Exploration Tech, volume, greenhouse and experiment check HabTech2 volume, greenhouse and experiment check Planetary Base Systems greenhouse and experiment check SIMPLEX Propulsion, Making History, Cryoengines, NearFuture xxx, kerbal atomics engine configs. Also RLA suggested balance, have upgrades potentially increase ignitions ISRU For Lithium and PowderFuel. Also conversion for Metal Parts and Custom Parts. SIMPLEX Colonies backgroubd colonist and interest growth with no part failures.
  5. So I'm finally getting sorted. Things done: Pass for a 12 hour day. This is for JNSQ but also KSRSS 2.5? This decreases by half the consumption per second so that a unit of Air or Consumables equated to one day. Consumables are still eaten (consumed?) Twice a day, six hours apart. To compensate the Air/BadAir and Consumables/Organic Slurry have been doubled i mass. The processes that have these, like greehouses, ISRU, fuel cells that use or produce Air/ BadAir consumables whatever have been adjusted so that the mass ratios still play nice. It will be a separate download unfortunatly. Things to do New SSPX things to do. Greenhouses, science, habitat volume. Look at RLA engine configs? And Simplex Propulsion. Have the new Simplex Resources ISRU for things like Lithium and PowderFuel. Also conversion for Metal Parts and Custom Parts for EL and Sandcastle. SIMPLEX Colonies to have colonies grow in size in the background.
  6. Full 1.0 release. Update, changelog in the OP. Restock, Making History, Breaking Ground. Oh, and supplied Printshops have changed. Save Breaking warning.
  7. Update being worked on. I found very straight forward to sort out the parts for the DLCs and ReStock... Should be out like in 24 hours? A future update will be Mining Expansion, Kerbalism, various NearFuture mods as well, SSPX. Maybe also planetside exploration and HabTech2.
  8. Version 1.0 will be released in the near future. The old mk2 landercan printshops will be amalgamated into a single one and three diffent sized inventories will be available instead. All on the same theme of stock models being reused. ReStock will be supported so that some models don't disappear. I supposed I should support the stock (making history) and restock plus 1.875m models.
  9. For the JNSQ patch, or Patch Manager? I really don't have the head space in the next wee while. I have two more things to get done before I can have a good playthrough again! How would that work with a potential kopernicus patches? Well, I'm happy to have someone make a suggestion of how to patch it in. Looking at it @theonegalen , yes it could be helpful to pick and choose and change you are right. Thanks for the suggestion, sorry for the flippant remark back
  10. Possibly. Sounds like another thing to learn though Next update will include a patch to move the Mun in JNSQ to have orbital period of 12 days.
  11. ANGLECAN Part Tweaks Download from Spacedock Requires Module Manager (not included). Licence is CC-BY-NC-SA http://creativecommons.org/licenses/by-nc-sa/4.0/ This mod contains a couple of Module Manager patches that tweak parts in a stock fashion but often to make life a little more interesting. If you don't like any of them you can delete the individual files! Docking Port Snap Docking Ports will only lock in 15 degree implements. Sure, you could use the 1.12.2 rotating docking port thing, but this forces a correct alignment when you dock. Also, the docking snap feature is configured to work with JPL Repo's Docking Fix in 1.1 Fairing Limiter Fairing widths are nerfed. For most it gives a width of .75 metres wider than than the base plate. This was to stop ridiculously wide fairings on toothpick rockets. For the 1.25m fairing, this means the octagonal Mk1 LanderCan JUST fits. For the 2.5m Fairing, the bulgy Mk2 LanderCan fits reasonably well. JNSQ Mün move JNSQ, the Mün 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 rather than several. This also means that a pod in Kerbalism with 5 days supplies in their pod can get there, orbit, and return before the crew will get hungry, or suffocate! EVA Science This won't show unless Breaking Ground is installed. I'm talking about the experiment that needs an inventory part. The reason? This EVA science pack doesn't play neatly with Kerbalism's awesome science setup. I also don't really use Break Ground. I did think about remove the deployable science but <insert kerbal shrug emoticon here> MacLuky Landercans Only the Mk1 Landercan with 2 seats is added. BahaEPL Tanks BahaEPL tanks removed. KER Parts KER parts removed. kOS Parts kOS parts removed, instead kOS is available on all command parts. Cyro-engines Parts Hydrolox Engines no longer installed. KDVA Tanks Only some of the KDVA tanks remain (the grey ones), others are removed. ReStockPlus Engine NERF This reduces the thrust by 10% (now 90%) of the ReStock 1.875 engines specifically: Schnauzer, Ursa, Caravel. The reason was that these engines are OP compared to the next iteration, i.e. Poodle and Skipper. These engines are still better than the Stock Terrier, Reliant and Swivel. TETRIX Limiter Some TETRIX TechTree nodes are removed. Duplicate Adapter Parts now with LFO The NCS Adapter and the FL-A10 Adapter are duplicated with LFO
  12. A couple of hours times four - about right for my estimates on release dates. Pictures are up of the two arcologies.
  13. @zer0Kerbal Are you looking at breaking this up for others like Simplex Colonies?
  14. SIMPLEX Colonies Download from Spacedock This mod answers your big 2.0 questions: Want colonies in a stockish fashion? What do you want from colonies? Low RAM implications? DONE! No new textures. Uses stock textures and models. ReStock compatable! A colony could be as little as 3 parts for use as a refuelling depot. Colonies groundside and in orbit? DONE! An arcologies for each! Somewhere to get 'free' fuel for your rocketships? DONE! Once established with Colonists, new parts will be able to generate stock fuels. No EC or Thermal parts necessary. You may need to consider ways to transfer resources. Use and Engineer to place docking ports and get your rocket or your own transfer vehicle close enough to kiss, or use EVA Transfer. Somewhere to build new rocketships? DONE! Requires Extraplanetary Launchpads, and a kerbal to establish the base in the first place, perhaps to place a survey peg, or a ground anchor, and shipping in plenty of rocketparts or MetalParts and CustomParts Check out the new SIMPLEX Assembly Plus mod! Somewhere to spawn new kerbals so that you don't have to ship them from Kerbin? DONE! Requires MoarKerbals for this functionality. Requires Module Manager (not included). Recommended because the parts are VERY mass heavy: Extraplanetary Launchpads. Recommended to transfer your free fuel: EVA Transfer https://spacedock.info/mod/134 Recommended for additional functionality: MoarKerbals, otherwise this is just parts - cool parts, but just parts nonetheless. https://www.curseforge.com/kerbal/ksp-mods/moarkerbals Please note that this mod changes the localization files of MoarKerbals, making the separate mod of MoarKerbalParts incompatible lore-wise. Licence is CC-BY-NC-SA http://creativecommons.org/licenses/by-nc-sa/4.0/ What does this mod do? Adds six parts noted here: Two massive Arcologies, or self contained cities for Colonists to live out their lives and provide WorkTickets One taxi for you to transport Colonists to an established Arcology from Kerbin. One Nursery to generate more Colonists A local resource Harvester that uses nothing more than WorkTickets to extract the local ore from the ground for FREE! (no EC or Thermal parts needed) An IRSU to convert Ore resources to LiquidFuel, Oxidizer Monopropellant etc. for FREE (no EC or Thermal parts needed) Uses MoarKerbals to recruit (spawn a new) kerbonaut from Colonists and using some of the Reputation that you have been gathering across your whole career. (NOT REQUIRED) The Arcology, Taxi ISRU and Harvester parts look familiar... You'd be right in thinking that. They've been made using UbioPartWelder. The arcologies consist of a hitchiker, some structural fuselages and Mk3 crewcabins. The taxi is made of Mk3 fuel tanks, structural parts and resized small nosecones to avoid part variants. They are compatible with ReStock. How does Kerbal spawning work? With MoarKerbals, a kerbonaut must be present for you to Recruit a new kerbonaut civilian who needs to be trained to a skill set with the Lab. In actuality it uses a renamed MoarKerbals klone function. In a Career this also costs Reputation - it gives a reason for Rep to exist ingame. In a Science or Sandbox play through Rep is not required. Recruiting only works when landed for the Arcology, and only in space for the MicroGee Arcology. The Arcology Parts are huge! How do I get them to the Mun, Minmus etc? MoarBoosters! Extraplanetary Launchpads and lots of resources https://forum.kerbalspaceprogram.com/index.php?/topic/54284-18-112-extraplanetary-launchpads-v6990/ How do I get more colonists? Pay for them at kerbin, or get 5 together with some Ore and they can generate more Colonists in the Nursery Part. What about the Lore? Arcologies are self contained cities, providing space, perfect recycling and anything a kerbal might be need. The Arcologies are kept enclosed for safety reasons, to keep leaks away, or bugs out. Colonists hibernate in a taxi, they are happy to wake up for nursery duty though. Nurseries will allow generation of new Colonists but require 5 Colonists to already exist on the craft. WorkTickets are generated by Colonists keen to contribute back to kerbalkind. The Harvester unit includes a garage of sorts that Coloniests pop out from to extra the local Ore from the ground. Pics or it didn't happen Arcology. A singular ring that provides all the needs for 50 colonists. Kerbonaut entry is only to the Hitchhiker Can in the centre, but only that far to keep the community secure from outside pathogens. Note that the arcology ring is raised from the center to allow for undulating terrain from the point of securement to the ground. Escape hatches are there for decoration only. Note the additional nursery ring which can create new colonists in record time!
  15. Awesome! Thank you. I use this for performing interplanetary burns. It's a great tool. Peace .
  16. More thoughts. I had a new idea to sit with this mod, sit alongside this mod. The idea uses Extraplanetary Launchpads. So, the idea is to only allow Extraplanetary Launchpad parts to be launched, to the runway or launchpad. You then have to build your rockets with this. How to do this? Not sure. Maybe make all parts in game super expensive - like, off the scale expensive. Only the basics of a EL launchpad and mobile VAB and some storage are able to be constructed. This means that you need kerbonauts to actually build stuff. Maybe a new specialist of Builder. You can't launch ANYTHING without building on the Launchpad. You'll be able to recover the buildings and replace them, but this mod would have three tiers corresponding to the size of the pad - so the first EL VAB and launchpad would be 35.9 tons (or whatever the max weight of the tier 1 launchpad is). The second tier with faster build times, larger rockets would be 139 tons, and then a really big facility. A new resource of rocketparts, or whatever recipe I use something would be able to be mined from Kerbin, so that you didn't have to keep coming back to the VAB to get the parts. I though about the EL parts generating them like an RTG, but then that would be the same off world. Better that they mine the stuff - or have launch clamps mine it. This may be a different mod to the Progression mod. Maybe, ANGLECAN Launchpad Builder or something?
  17. Hi everyone. So I'm just about there on a release for a new SIMPLEX Colony Mod. Basically... colonists are a resource, and expensive. There will be three parts using stock part models, although I'm now thinking of a fourth part Two Arcologies, and one Taxi (and maybe a kerbal training facility) The Arcologies are around 45m in diameter, a ring of mk3 crew cabins (internals removed) connected to a central hitchhiker via structural fuselages and have a mass in excess of 350 tons. The suggestion is to either have a massively oversized rocket, or use Extraplanetary Launchpads, or Global Construction. The Taxi is a Mk3 tank with some minor greballing carrying 5 kerbals - twenty parts to fill one arcology. Using the Moar Kerbals mod (zer0Kerbal and LinuxGuruGamer), a kerbonaut visits the arcology which has been filled with Colonists. The kerbonaut then generates Interest (another resource, not tweakable, not available in the VAB) and once this is full, the kerbonaut then 'Recruits' a fresh kerbal. The Interest returns to nil and a Colonist unit is reduced by 1. The interest generator is a ISRU module with no heat. It also requires a certain number of Colonists to work, so 96 of the 100 capacity of the Arcology. A second arcology with an additional ring has the ability to generate more Colonists, but needs 10 or so to start, requiring "a village to raise a kerbal". In-game lore (as this will be a late techtree part) will say that through specialised growth and brain coding, it will only take weeks/months to bring about a fully realised adult colonist. This will be at eth end of the Techtree. Moar Kerbals 'klones' kerbonauts spawning a civilian, but this mod will rename that process to recruiting. For training, I currently had this in the Lab, but I may create anther part for training civilians to pilot/ engineer, etc, before release.
  18. @linuxgurugamer, just popped in to say thanks for putting the ability to change the PAW GUI for kloning kerbals when you last tweaked this. I didn't realise you had done it. Very much appreciated. Hopefully a SIMPLEX Colony mod coming in the next few days to utilise this! Will be tier 8 and 9 for the crewed sections on the TETRIX Tech Tree.
  19. Spacedock and Github. The Forums are my gateway,
  20. Thanks for the good vibes. Really, the person to thank is @pap1723 who made the HPTechTree This was the best, but when it started getting outdated, I looked into how it was constructed and used it as a model. I also didn't like the repetition of icons and wondered if I couldn't do the same as in stock - for a stockish playthrough. Hence the SIMPLEX tree was born. TETRIX was to allow an extension with Nertea's mods with KSPIE on request. Peace.
  21. As I don't play with BDB I really appreciate the feedback and troubleshooting. It'll be a couple of days but I can push through an update patch. It's an easy fix thanks! I'm currently getting all my mods sorted. SIMPLEX Resources is done and just needs an upload. SIMPLEX Assembly has a minor change. I have another ANGLECAN part tweaks which is basic docking port snaps, limited fairings sizes and annulment of the Breaking Ground and second EVA science (as they don't play nice with kerbalism). SIMPLEX Colonies needs a BETA release as the changes to Moar Kerbals hasn't occured yet Finally Kerbalism Simplex as well for the alternative reources support.
  22. Working on balance for the Palox engines currently. Looking at making the Palox 2.5m one cpable for lifting a 36ton (orange tank) to Mun orbit from the surface interms of thrust fully loaded. May have enough delta vee to get to LKO with that orange tank too. I may make this closer to 36.5 ton to allow for probe sections, docking, power comms etc. The Paloxus 3.75m should be capable of lifting say 9ton total into orbit from Tylo's surface but no further. As the engines carry their own fuel, the Paloxus will need to reduce the amount of fuel to a bare minimum to get the TWR from Tylo enough. I haven't started on the heat balance yet so the masses I want to get off each body will have to cope with radiators and power too.
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