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Everything posted by theJesuit
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[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
Thanks. To be fair I like the stock feel as it is now, but I can see that loading up on the NF tech solar and electrical the stock nodes don't leave much space. That and mods like SSPX really gum up the construction and crew module nodesso more would be helpful there too. The engineering branch can get crowded too. But rest assured there will always be the current Simplex stock based tree the extended will be an optional extra. Next update will be adding in part upgrades (blocks) for some engines that will give better atmospheric stats that are nerfed. This won't take them back too ksp stock though and the base nerf may get ever so slightly more severe. Still considering levels. Peace. Still keen on more feedback though please. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theJesuit replied to theJesuit's topic in KSP1 Mod Releases
@Taki117 Here we go... a Simplex CTT mashup as I would place them in. See the old with the new. To be honest, I hate it. It is in't perfect, there are a couple of tweaks that would still be needed... nuclear power and the fusion branch are still out of whack. The original command pod line should switch around. And the heading off to the distance isn't great but that is my mistake at this point. Needless to say, this would be something like the patch to put into CTT. So, I'd be looking at a scaled back CTT tie in I think, regardless I think next update i'd moving the resources scanners up to sit with largeProbes. So for the CTT stuff, what to people think/ want? -
[1.5.1] Baha EPL Redrilled v1.3.02 (12/21/18)
theJesuit replied to Eskandare's topic in KSP1 Mod Releases
Great to see you @Eskandare. Just check to make sure it does actually launch with EPL. I'm not sure it did with me. Peace. -
Not sure I can help with the bugs listed above. Best to ask on the Discord server please. However I think I've nutted out the Extraplanetary launch pads issue which didn't allow for the modules for ECLSS to work at all when building craft using EL. I'll be doing a little more testing and will do a PR tonight. Peace.
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- life support
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Awesome! Keep me posted
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Hi all, Updated, it was only adding Near Future Construction support, but it was at the same time as doing the SIMPLEX Living support for the same. Peace.
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Hi all, Changelog 1.1: Cruesoe pointed out an issue with perpetual Air when the scrubber was on, along with erratic EC usage. It was the Air Purifiers. These have been pulled. The Radiation Detox Unit now requires Air, not oxygen, what oxygen is. Near Future Construction's Hex and Octo tanks have Support! Very exciting. Peace.
- 326 replies
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Yea. I learnt a while after posting from the Kerealism discord that Kerbalism code tricks MM into treating profiles as mods but that broke with MM 4. One option to use kerbalism would then be to go through and remove the NEEDS ProfileDefault from the cfg. But for ongoing stablity kerbalism withbothe profile mods, kerbalism needs to get it sorted. Peace.
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@theonegalen did you start work on Simple Fuel Switch? What were you planning to do? Also @riocrokite now that Simplex Resources and Simplex Living are both released/ updated I'll be looking intergrating with this. Maybe over the weekend? Current ideas for compatability with Simplex Resources. Make the mini ISRU only produce Oxidizer. Big ISRU can also produce Liquid Fuel but is either made later in the tech tree or the mini ISRU placed earlier or both. Split the drills with them and ore containers too (Note that this already the case in Simplex TechTree, man I dislike the stock one). NaturalOre (a general metal ore) is used to produce Oxidizer. HydrateOre is for making LiquidFuel only. Make it MUCH more scarce which I'm thinking of now doing anyway as a balance run. So that would keep your balance somewhat there. Either have two mining setups or ship the LF. For mining and transporting both the Simple Fuel Switch mod would be helpful even if just using tinted stock tanks to be a visual indictor. Does SAFIRE do anything to Monopropellant? Should it? Peace.
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Hi all, Thanks for the positive response! I'd be happy to know how you are finding it - feedback is key. A small update, a hotfix really. Will stop a ksp.log error and an MM one apparently. It will also let the part upgrade thing work so that with electronics you get a third slot on your craft Peace.
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Try the Simplex Resources mod. Change all the NEEDS Profilesimplex to ProfileDefault. There are heaps in there. Otherwise all the patches for ProfileDefault are in the default.cfg. The profile is only the first section supplies, rules and processes. The rest of the .cfg file are the patches using ProfileDefault.
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I have added support for this mod to SIMPLEX Resources. https://spacedock.info/mod/2045/SIMPLEX Resources Previous SIMPLEX Resources contained a different colour coded Ore tank, based on the stock ones, ie. Large, Small, Radial for each for the SimplexOres. Using the variant system, these are able to combined into one of each size! And the colour variants choose which resource. Thanks @Snark! Peace.
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Hi all, Just updated (well, a few hours ago). Now includes a small config for https://spacedock.info/mod/2053 the new Simple Fuel Switch by Snark. If this is installed, the Ore tanks will appear as one, with their colour variants impacting the resource that is contained. Enjoy! Peace.
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SIMPLEX Kerbalism A kerbalism profile that is more stock-a-like, and allows kerbalism to be stand-a-lone. Download from Spacedock Installation: Install KerbalismCore https://spacedock.info/mod/1774 Install Harmony https://github.com/KSPModdingLibs/HarmonyKSP/releases which is required by KerbalismCore. You don't need KerbalismConfig, or Community ResourcePack Put the KerbalismSimplex folder into GameData Requires: Module Manager (not included). KerbalismCore (not included). Harmony (not included) Recommended but certainly NOT required: SIMPLEX Resources (to extend the Stock Ore system) TETRIX TechTree QUARTIX TechTree License is the Unlicense http://unlicense.org/ Introduction: SIMPLEX Kerbalism ultimately is simplified profile of Kerbalism, maintaining the features of life support, but in a more basic way, with only two life support resources. There no additional gases to worry about, nor balancing food and water. The CommunityResourcePack is not required for Kerbalism to function with Kerbalism Simplex. NEW IN 3.0: Unique Science experiments and also new containers for Consumables and Air. NEW IN 3.5: Telescope based experiments for mod telescopes (Hullcam, KPBS, SSPX), Also, no JNSQ profile, next update will do this better. NEW IN 3.6: Different Day Length Profiles - Use with JNSQ, KSRSS, Sigma changes to day length NEW IN 3.7: Localisation, English and Italian thanks to @leonardfactory The KerbalismSimplex/Profiles folder there are an additional 3 profiles which, if used will alter the mass(density) of Air /BadAir, and Consumables /OrganicSlurry and the rates to which they are used in game. This will keep the standard of 1 unit per day. It will also keep the mass consumed as a standard, as an example in stock, 1.251kg of Air is consumed per day. In stock 6 hour days, this is 1 unit. With the 12 hour day, 1 unit is now 2.502kg. The correct ratio splits have been made for 8 hour and 7.5 hour days. Greenhouses have also been adjusted to still harvest correctly every 72 days. Use the 12 hour day with JNSQ Use the 7.5 hour day with JNSQ resized to stock with Sigma Use the 8 hour day with KSRSS resized to 2.5x with Sigma NEW IN 3.9: Coolant Requirement for ISRU and Nuclear Reactors, and SIMPLEX Resources Nuclear Reactors TinyISRU unit to produce Liquid Fuel. Chemical Reactor no longer does this. Support for Moldavite Machines Support for QUARTIX TechTree NEW IN 3.11: Added bahaEPL drills and ISRU, and scinece drill to collect surface samples! Added RemoteTech Config support, but this reliant on Kebalism itself supporting RemoteTech which may not be the case Life Support: Consumables replace food and water. (OrganicSlurry replaces WasteFood, and WasteWater) Air replaces Oxygen and Nitrogen gases. (BadAir replaces Carbon Dioxide gas) The units for these resources are based on a typical use per kerbal per day. 5 units of Consumables will last 1 kerbal for 5 days. 15 units of Air will last 3 kerbals for 5 days, however Air is also used to maintain pressure due to atmospheric leakage, so you'll need to take more. Kerbals will constantly breathe in the atmosphere around them, which is replaced immediately with bottled Air, but as they breathe out, the BadAir must be removed with scrubbers otherwise the kerbals will die. Greenhouses, can be used to restore BadAir to Air. Kerbals consume half a Consumable unit twice a day. They also produce OrganicSlurry as waste. OrganicSlurry can be converted back to Consumables using a greenhouse. OrganicSlurry can also be converted from Ore. Note: Air and Consumables are balanced to have the same mass as Nitrogen + Oxygen or Food + Water. This means that a craft that is designed in Simplex Kerbalism will have the same delta vee for craft with the same mission profile as in vanilla kerbalism. Configurable Life Support modules: Life Support modules are available to be installed on all crewed parts - only two per part These modules are available on kerbalism’s external life support part as well. Scrubber - used remove BadAir out of the atmosphere Pressure control - used to maintain atmospheric pressure due to leaks Air Pump - used to maintain atmospheric pressure if an external atmosphere is present with Air in it. MonoProp and Air FuelCell Greenhouses: These require only BadAir and OrganicSlurry to produce Consumables. The kerbalism greenhouse (standard) will produce 36 units of Consumables every 72 days, supporting a ½ kerbal per greenhouse. Conversion of BadAir to Air occurs every second of growth, and is the equivalent of ½ kerbal. With two greenhouses and with a supply of Consumables, a closed loop lifesupport is able to be created with a small amount of mining to replace lost Air due to atmospheric leakage. Greenhouses also contain a science experiment (see below), making them more useful for taking on interplanetary missions due to Science! Greenhouses also contain a comfort bonus (plants), making stress increase more slowly. Greenhouses from mods are supported. See inside the spoiler: ISRU returns to Stock resources: Mining and ISRU has been adjusted to replicate stock behaviour, but using the kerbalism modules. This also means that there is no requirement for heat management with drills and in ISRU as kerbalism does not simulate heat. The drills mine Ore as in Stock KSP. The ISRU and mini ISRU converts Ore to LiquidFuel and Oxidizer, to MonoPropellant and BadAir, or to OrganicSlurry and Air. The LiquidFuel and Oxidizer will fill whatever tanks are available, even if one of those resources is full. The Fuel Cells now operate on LiquidFuel & Oxidizer (stock behaviour), or Monopropellant & Air. Fuel Cell modules are available as part of the Life Support modules. Storage: With the Life Support, kerbalism’s containers can be configure to hold their particular resource or counterpart. The Air/ Bad Air containers are a unique kerbalism part. The Consumables/ OrganicSlurry containers are retextured stock KSP inventory containers. Science: The science experiments are different to vanilla kerbalism. These are either probe or crew focused, aside from the stock experiments. The final tier of experiments is only available on extended TechTrees, either TETRIX TechTree or Community TechTree. Mods Supported: Planet Packs: Beyond Home, ExtraSolar, GEP, GPO, GPP, OPM, QSRSS, RSS, SSRSS Fuel Switchers: B9PartSwitch Tech Trees: Community TechTree, QUARTIX TechTree, TETRIX TechTree, SIMPLEX TechTree Note that the following mods have specific patches. Other mods should also work fine. Requests happy to be accepted. BahaEPL Community Category Kit Contract Configurator DeepFreeze Extraplanetary Launchpads HabTech2 HullCameraVDS JX2 Antenna Kerbal Atomics Kopernicus (for solar panel fix) Kerbal Planetary Base Systems (KPBS) Keridan Dynamics Moldavite Machines NearFuture Electric NearFuture Exploration NearFuture Propulsion (with SIMPLEX Resources) NearFuture Spacecraft Planetside Exploration Technologies RemoteTech* may not work due to Kerbalism code ReStockPlus RLA Reborn SCANsat SIMLEXColonies SIMPLEXResources SIMPLEXStationParts StockalikeStationPartsExpansion Redux (SSPX) Stockalike Mining Expansion Thanks: So many people have helped on this. The great people developing Kerbalism including ShotgunNinja, N70, PiezPiedPy, Sir Mortimer, Gotmachine, Arthur, Arkolis who designed the parts that contain Air and Bad Air for Kerbalism. Localization and moving to Github was leonardfacatory. Inspiration from IFILS originally by Stavell, now maintained by LinuxGuruGamer. Blowfish and the MM team too. Changelog 3.20 Fixed VABOrganizer bulkheadprofiles for some parts Changed Asteroid and Comet Sampling experement names to fit the UI better through Localization Replaced the Gieger Counter with a better model from vanilla kerbalism , had to manipulate the Science ReWork to deal with this and add localization NOTE - Same Science as Kerbalism Modular Science from Simplex, released within a day of each other! revious Changelogs: Peace.
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@VITAS Is it possible to change the name of a mod on Spacedock? Peace.
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- totm july 2019
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PARTUPGRADE:NEEDS[Profilesimplex]:FOR[Kerbalism] { name = Upgrade-Slots etc When :NEEDS[Profilesimplex]:FOR[Kerbalism] is added it produces a MM error. The same NEEDS is used on parts with no problems.Can you point me in the right direction please? EDIT the ksp.log says: pass specifier detected on insert node (not a patch): AngleCanMods/SIMPLEXLiving/SIMPLEXLiving-KerbalismProfile/PARTUPGRADE:NEEDS[Profilesimplex]:FOR[Kerbalism] so... if I made a part upgrade wand then patched it, it would then work?