zekew11
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KSP2 Release Notes
Everything posted by zekew11
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The focus up to release will be on explicit compatibility with the USI suite and a baseline ability to plug and play stock. That said, I'll definitely do my best to avoid hard incompatibilities (they really shouldn't happen - I add things), and after the content is done I'd be happy to look into explicit support. I personally don't play with interstellar, so communication about what works/ doesn't work in that context would speed things greatly.
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Coherent Resource System: Development Thread Coherent Resource system's first phase - Coherent Fuel System - intends to replace Ore as a means of offworld fuel production with believable resource chains built through the Community Resource Pack. The eventual goal is to eliminate all need and use for stock ore, while providing more opportunity for ISRU than originally existed. Flowchart of Planned Resource Chains: Implemented to Date: Summary: With both USI - MKS and USI - Core installed (and community resource pack - forever a hard dependance), one can use Electrolysis, Sabatier (LF), Anaerobic Digestion, and Polymer Refinement with sufficient ease that I'm using the mod on my fun save. Independently Mod Added CRS Extending Mod CRS Extending Stock H20 Extraction USI Done CO2 Extraction Done(USI) Done Mulch/Organics/Supplies Creation USI, TLS, various Polymer Creation USI Hydrate Extraction USI maybe? Metalic Ore Extraction USI planned Anarobic Digestion Part Added Electrolysis Done, needs cryotanks or similar for storage Sabatier (M) Pending methane engines Sabatier (LF) Done Polymer Refinment Done Polymer Infusion planned Metal Fuel Cooking planned Complete Change List - 0.1.0 Adds defs for crustal lqdCO2. Particular concentration on Minmus, Duna Poles, Duna, Vall, Eelloo. Submitted as pull request to CRP. Adds to CRP defs for crustal water, adding higher concentration on Minmus, Vall, and Eelloo Adds Polymer Refinement, Electrolysis, and Sabatier Reaction to both stock ISRU converters. Removes ore processes. Adds LqdCO2 and Water Extraction to stock drills. Removes Ore extraction. Adds Lqd CO2 OR Water OR Lqd Methane Capacity to stock Ore tanks via B9 Part Switch Adds lqdCO2 capacity to most Kontainer tanks from USI Core Adds lqdCO2 drilling to USI MKS drills Adds 4 Parts 3 phase exchangers. exchangers feature dump functionality for dumping unwanted resources (for instance if using electrolysis for oxidizer only). Hydrogen <=> Lqd Hydrogen Carbon Dioxide <=> Lqd CO2 Oxygen <=> LOX <=/=> Oxidizer where oxidizer/lox conversion is not lossless Anaerobic Digester with associated process. I'll come back to that hideous texture one day I promise. Download 0.2.0 Creative Commons Attribution-NonCommercial-ShareAlike 2.0 Generic (CC BY-NC-SA 2.0) Changelog:
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Wow; this was the first mod I ever installed, back when .13.3 was a thing. It's weird just to look through those old parts again. Thanks for keeping this going.
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[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
zekew11 replied to zekew11's topic in KSP1 Mod Releases
1.5.0 Reconfigured patch which nerfs the transmission rate of surface samples; Removed "EVA Manager" dependence Updated Kerbal Planetary Base Systems compatibility Added the USI Ranger science lab to labs explicitly rebalanced. Removed :FINAL tags; added :FOR tags Mod Status Overview Real Gecko and I have discussed a bit more, and agreed to co-support this mod going forward. I'm at university and during terms have almost no time to commit to modding. Over winter break I've gotten a lot done, more on that later. Real Gecko isn't in a position of wanting to take ownership of this mod, but has agreed to help support it in my absences. More on that. -
[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
zekew11 replied to zekew11's topic in KSP1 Mod Releases
Real Gecko Has been given control over this mod. I wish them the best! -
[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
zekew11 replied to zekew11's topic in KSP1 Mod Releases
Science Revisited Revisited is looking for an adopter! There's not much to say really. I still appreciate this game and community immensely, but I haven't played seriously in about a year, and I don't see myself returning to modding anytime soon. I still see value in this mod, and want to give it an opportunity to be continued. Please PM me if you're interested in adopting this mod and we'll discuss. It's important to me that it ends up in good hands. -
[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
zekew11 replied to zekew11's topic in KSP1 Mod Releases
Thanks for the kind words - OPM is a stellar piece of work. I'm a min-maxer so the near-zero rates play into my style well :P. I also agree with the realism argument. Things are going well; I consider this mod essential for my playthroughs. I've been away from Kerbal Space Program for some time now, but the game has a special place in my collection. For various reasons I'm looking at studying engineering; I think Kerbal helping me rediscover my childhood passion for problem solving was on the critical path to that decision. Long story short; I'm making sure this mod stays alive until the magical future point when I have a gaming pc and some time on my hands I haven't played with the station science mod. I suspect there is a game engine conflict when a single part contains both an experiment and a lab though. I won't have time for a while to do a thorough investigation. The interim fix will be to release a patch that makes the Microgravity experiment contingent upon the part not also having an lab. In your save, you could accomplish this effect by deleting the config lines that add this experiment to the hitchhiker (though already launched hitchhikers would still be affected.) I'll try to get this out sooner rather than later. TREASON! I'd do it were it not for the popular Nerd3 youtube chanel beating me to the joke. Also, renaming a mod thats been out a while is just confusion for everyone -
[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
zekew11 replied to zekew11's topic in KSP1 Mod Releases
There's this in the OP; as well as a patch list distributed with the mod; are you looking for more specific changes? -
[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
zekew11 replied to zekew11's topic in KSP1 Mod Releases
That is correct. I wanted to go ahead and boot 1.1 with it installed just to verify before officially declaring compatibility. I still haven't tested exhaustively or anything; but I wouldn't think anything would be borked. -
[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
zekew11 replied to zekew11's topic in KSP1 Mod Releases
Absolutely. This is the intent behind modularity: to allow you to pick and choose what changes you want. -
[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
zekew11 replied to zekew11's topic in KSP1 Mod Releases
Hi Folks! I am in fact still alive; as is this mod. I've been in a sort of maintenance stasis, but having just migrated to spacedock, I figured I'd throw together a couple of the things that were easily attainable. 1.4.0 Added a (disabled by default; alpha) patch which nerfs the transmission rate of surface samples; Note: requires "EVA Manager" by toadicus Added an alternate configuration for "numeric" experiments Re-added previously missing 1.3.1 patch changes Removed Module Manager Redistribution; Module Manager is still required As always, feedback is welcomed! -
Kerbal Stuff, an open-source Space Port replacement
zekew11 replied to SirCmpwn's topic in KSP1 Mods Discussions
There is discussion on reddit of a community-driven re-boot that may be of interest to those here. With a good show of support this could potentially be less of an end and more of a change of caretakers, allowing us to keep our kerbalstuff and SirCmpwn to take a much deserved indefinitely long vacation from its daily maintenance. -
Kerbal Stuff, an open-source Space Port replacement
zekew11 replied to SirCmpwn's topic in KSP1 Mods Discussions
Losing this gem is one hell of a punch in the gut for me, and for the KSP community at large. Upmost Respect to SirCmpwn for seeing this project through this far. Here's hoping we as a community can come together to get this site back up again one day soon. -
[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
zekew11 replied to zekew11's topic in KSP1 Mod Releases
PM me; I'm intrigued I use OPM; and this should work just fine with it. If there seems to be any incompatibility, please report that to me. -
[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
zekew11 replied to zekew11's topic in KSP1 Mod Releases
Oh dear. I managed to completely forget about this. lets just say its been a long weekend. The update is live now! -
[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
zekew11 replied to zekew11's topic in KSP1 Mod Releases
I've been kindof on hiatus from ksp for a while: my windows ten upgrade has been playing hell with my graphics drivers. I'd be more than happy to whip up a quick compatibility patch for Kerbal Planetary Base Systems though; I'd been meaning to do it anyway. Expect it by the weekend! -
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[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
zekew11 replied to zekew11's topic in KSP1 Mod Releases
There is no overlap between the mods (your "what I think happens" was basically correct). No More Science Grinding modifies re-runable experiments on the experiment definition level so that they only need to be run once to reach their full value. For example, if you launch and recover a mystery goo from low orbit over biome y, performing another mystery goo study in the same situation will yield no further gains: all science possible was awarded on the first go. Science Revised modifies the rate at which the experiment will transmit at the per-part level. The reason the mods "compliment" each other is that both seek to "fix" parts of the stock science system that many found unintuitive or unfriendly for gameplay. This is a rationalized gameplay decision. I have a minmaxer playstyle, so for me, it's good gameplay to have to have the opportunity to take risks (data return on a mission where the craft [hopefully] returns) for a slightly improve science reward. I figured that for non-minmaxers, the trivial amount of science lost would be inconsequential. However, the rationalization, which I think is a sound one, is that the results can be verified and calibrated if the instrument itself is returned to kerbin for analysis. I'm considering adding a feature in the next patch that removes the ability to "take data" from these numeric sensors. This would better suit the rationalization, but would still allow the experiment to be re-run indefinitely for repeated data transmission. If I include this option, I'll also include a patch, disabled by default, that sets the data scalers to 1 and re-enables data removal as an alternative to my system. -
[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
zekew11 replied to zekew11's topic in KSP1 Mod Releases
Nice work, glad my unhelpfulness proved helpful I added a small link in the OP to your mod. -
[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
zekew11 replied to zekew11's topic in KSP1 Mod Releases
Unfortunately the way this data is structured, this would almost require an independant save file editing program, outside of ksp. This patch would be pretty simple to toss together. If there's interest I'll gladly do this, and include it with it off by default. -
[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
zekew11 replied to zekew11's topic in KSP1 Mod Releases
That's interesting, the documentation would suggest that :FINAL be used for this sort of thing. Does an error occur any time a part is modified twice in the FINAL pass; or is it a latent result one mods :FINAL pass being applied second to last, when it really did need to be the last patch applied? regardless; I'll consider changing this in the next version. It would be nice to have a :LATE pass or something similar. -
[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
zekew11 replied to zekew11's topic in KSP1 Mod Releases
The lab rebalance has been reimplemented! In other news, toadicus has been providing fantastic support of my efforts to use his plugin, EVA manager, to rebalance surface samples. Give him internet cookies while I iron out details: hopefully this patch will be an option very soon! -
[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
zekew11 replied to zekew11's topic in KSP1 Mod Releases
Small bugfix patch today. (Dmagic parts use a custom, Dmagic science module, which hadn't been receiving rebalancing.) Also cleaned up the Module Manager files a bit; putting most of my work in the :Final pass -
[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
zekew11 replied to zekew11's topic in KSP1 Mod Releases
At the time of developing this mod (rewriting the original), I decided against this due to the fact that some labs may be balanced differently than others. For example, I wouldn't want my mod overwriting mod x's ten times improved super heavy late game science lab and replacing it with a copy of the stock lab (rather, the idea was that I'd make a custom patch for said lab.) Because the lab patch will have to be rewritten complexity to accommodate the new lab functionality in 1.0, this decision making will be gone through again, and it is likely I will decide to use this approach, with multipliers. I found using them for labs tricky in .90; perhaps I won't in 1.0. (a side note; most other patches included in this mod have been applied via the part-module-finding-method, which I agree is generally better in *almost* every way) -
[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
zekew11 replied to zekew11's topic in KSP1 Mod Releases
Thank you thank you. I've missed a couple usi changelogs, so that detail had alluded me. I'm hoping to update by this time next week. Yep; as it makes no changes to those defs