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Found 5 results

  1. SIMPLEX Resources Download from Spacedock Requires Module Manager (not included). Licence is CC-BY-NC-SA http://creativecommons.org/licenses/by-nc-sa/4.0/ Who would like to use this mod? Anyone who wants to flavour their stockish game a little, without jumping down a realism rabbit hole. If there are issues, make contact and I'll add more support Introducing an extended resource system for Kerbal Space Program. Rather than having a single non descriptive Ore for mining and converting to anything and possibly everything, this mod removes the stock Ore and replaces it. HydrateOre ices, and is used for making LiquidFuel or as a part of Life Support mods. Saturate effectively liquid HydrateOre. Where this is availble, either on the surface or under pressure, it requires less energy than HydrateOre to mine and process, but is not widely available. NaturalOre is used to generate MetalParts to build rockets (using Extraplanetary Launchpads). RareOre is used to generate CustomParts used to build rockets (using Extraplanetary Launchpads), and also in Life Support mods. XenonGas is able to be to extracted from the atmosphere of certain planets. NuclearFuel and NuclearWaste are the fuels for Nuclear Reactors (Supplied) and also in NearFuture Electrical. ArgonGas is now available without CRP for mods StoredCharge is now available without CRP for mods specifically NearFuture Electrical. CyroFuel is now available for CryoEngines and CryoTanks and replaces LqdMethane LH2 was been replaced CryoTanks, CryoEngines, and Kerbal Atomics for LFO engines, with names patched too. Asteroids contain NaturalOre, with a possibility of HydrateOre and/or RareOre. Comets contain HydrateOre only. In addition, this mod configures the extraordinary Extraplanetary Launchpads originally by skykooler, and maintained by taniwha. https://forum.kerbalspaceprogram.com/index.php?/topic/54284-151-extraplanetary-launchpads-v633/ Two resources are introduced for this purpose, extending the vanilla approach of EL. MetalParts and CustomParts are used in a unique recipes, making off world construction a little more complicated with two resources needed. Resource Chains for construction of bases and craft https://forum.kerbalspaceprogram.com/index.php?/topic/54284-151-extraplanetary-launchpads-v633/ What else does this mod do? The ration of LiquidFuel to Oxidizer in chemical engines is altered, and tanks ratios do the same. Vanilla KSP has a ratio of .9:1.1. This is now 1:3 meaning that a quarter of the tanks is LiquidFuel and three quarters is Oxidizer. As engines have been altered for this mix, there is no actual change to gameplay. However, it is much easier to find NaturalOre to bake Oxidizer out. HydrateOre and Saturate is rarer and requires higher tech to create LiquidFuel. It means that if tech isn't available, you could ship LiquidFuel and only mine and ISRU Oxidizer instead. Now also with Nuclear Reactors that will power even the most hungry ion engines or ISRU units! What Planet Packs are supported? JNSQ OPM KSRSS GPP Isn't there a resource pack that everyone uses? I have worked to avoid conflicts with the extensive Community Resources Pack maintained by RoverDude. This mod is intended to be used separately to CRP. Mainly because I didn't like playing when mods provided tanks for dozens of resources that I would never use. Taking both pills won't cause serious damage. I'll add even MOAR support if people get in touch. What part changes are made? The stock drills, Drill-O-Matic Junior (small radial drill), Drill-O-Matic (large radial drill) will collect all ores unless supported mods are installed. However, if any of appropriate supported mods are introduced the stock drills will only mine HydrateOre and Saturate. Supported Mods: Extraplanetary Launchpads for construction of bases and craft https://forum.kerbalspaceprogram.com/index.php?/topic/54284-151-extraplanetary-launchpads-v633/ Stockalike Mining Extension for additional drills, harvesters, extractors and condensers https://spacedock.info/mod/354 Keridian Dynamics for addition parts for Extraplanetary Launchpads https://forum.kerbalspaceprogram.com/index.php?/topic/116987-wip122-keridian-dynamics-dev-thread-last-update-2017-01-21/ Baha EPL Redrilled for additional Launchpads, mining drills and ISRU https://forum.kerbalspaceprogram.com/index.php?/topic/116987-wip122-keridian-dynamics-dev-thread-last-update-2017-01-21/ Ventral Drill for Stock ISRU A single stack drill https://spacedock.info/mod/1328 NearFuture Electrical For batteries, capacitors and also nuclear reactors https://spacedock.info/mod/558 Kerbalism Simplex https://spacedock.info/mod/2300 Converts all the ISRU and drills to kerbalism with the Simplex profile. Simple Fuel Switch by Snark https://spacedock.info/mod/2053 The three Ore tanks are now switchable variants rather than separate for each resource. Near Future Construction and Stockalike Station Parts Expansion Redux by Nertea https://spacedock.info/mod/563 and https://spacedock.info/mod/736 The Octo and Hex Girder tanks, and SSPX Cargo containers have Ore removed and Saturate, HydrateOre, NaturalOre and RareOre added. Kerbal Planetary Base Systems by Nils277 https://spacedock.info/mod/173 SimplexOres, MetalParts and CustomParts have their own long tanks, along with iconography on the side. Extraplanetary Launchpad support is corrected Recommended, but not required Mods: SIMPLEX Techtree An excellent techtree that allows for Advancing Before Crew (PBC, UBM style play), and ensures a balance with EL and supporting mods. https://spacedock.info/mod/1848 TETRIX TechTree A more fully extended version of the Simplex TechTree that supports EL and Sandcastle, both of which are supported with the additional SIMPLEX Assembly QUARTIX TechTree An alternative TechTree that supports a limited number of mods SIMPLEX Assembly A set of configs that will work alongside either Sandcastle (for Printing of parts into stock Inventories, or Extraplanetary Launchpads that allows you to build craft/ bases in situ. SIMPLEX Propulsion Slight changes to increase difficulty slightly for engines, but including a late game throttleable powder fuel engine, and end game powerful ion engine. Acknowledgements and Thanks: To @leonardfactory for assisting with Github setup, localisation and cryotank patching! To skykooler, and maintained by taniwha for Extraplanetary Launchpads To Nertea for the basis of the LFO patches for CyroEngines and Kerbal Atomics To allista for inspiration from Global Constuction To JadeOfMaar for inspiration back from Rational Resources and support in setting up planetary resource models To Poodmund for guidance on planetary packs To Eleusis La Arwall for initially allowing a possible inclusion of the KD furnaces. To Nils277 for permission to adapt KPBS artwork MM Patch help for the ISRU Ore to Hydrate Ore from Sigma88 MM Patch help for B9Partswitch with Keridian Dynamics from Blowfish Assistance from GordonDry for what they assisted with. Thank you so much! Peace.
  2. As you have probably know from the title I am working on a compatibility patch for MKS EL KPBS and OSE. I have most of the changes completed and have figured out that I could just run them through patch manager rather than needing to overwrite original configs. In this way it can also be completely optional but I'm not sure how to separate the patch into its own thing as I started by using the patch OSE.cfg in MKS, but I also noticed that MKS has a Patch Manager setup for EL so I started moving my changes over to the Patch Manager method so as stated before there would be no need to overwrite the original configs in their respective folders. To get more to my point would I be able to make my own mod folder to put into GameData and let Patch Manager make the changes from my folder rather than having to go through the folders of these other mods. It would contain the configs for part changes, the custom decals I made for the OSE containers, a ReadMe documenting all the changes (will probably also need help understanding licensing and requirements to even publish this) . It would use the Patch Manager folder structure as detailed in the MKS patches.
  3. Hey! So a while back there was a mod in the making. It would have added a sort of 'mobile VAB' aspect. It would allow you to construct and design ships in orbit, kind of like an orbital dry dock. I though it was a cool concept, and I was kind of sad to find out that it had died. I was wondering if someone wanted to create some kind of thing like this, or if the community would like this kind of thing.
  4. Does anyone know how to fix this glitch, I have know idea how to fix this.
  5. I'm looking for design ideas on how to build a launch pad capable of withstanding a skipper's backwash without exploding. Recently I has built one with EL to deliver a load of ore from Mun to Kerbin, and during takeoff it quite naturally torched everything behind it, leaving my base in four independent pieces. I did try testing with a disposable heatshield full of ablator to take the brunt, but that only lasted one frame before exploding on the next. At the moment, I've assembled some struts into a side stand so that the rockets will only destroy a few non-critical components and limit the repairs necessary after each launch. Is there a better way to protect the base from engine wash?
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