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Found 5 results

  1. The AngleCan QUARTIX TechTree 3.10 is now available. A TechTree designed for a limited number of mods! DOWNLOAD QUARTIX TechTree from SpaceDock Details and Mods support for QUARTIX The AngleCan TETRIX TechTree 2.26 is now available. Featuring support for, Near Future and Far Future mods, Restock, KSPIE, Kerbalism, and many many more! DOWNLOAD TETRIX TechTree from SpaceDock Details and Mods support for TETRIX The AngleCan SIMPLEX TechTree 1.36 is now available. Suitable for lightly modded saves. All nodes utilised with Kerbalism and ReStockPlus! DOWNLOAD SIMPLEX TechTree from SpaceDock Details and Mods support for SIMPLEX Requires Module Manager (not included). Licence is as for HPTech Tree = CC-BY-NC-SA http://creativecommons.org/licenses/by-nc-sa/4.0/ Known possible issues: Do not use with other TechTrees. CTT, ETT, HPTechTree, etc. It will cause all sorts of problems. Also, only have SIMPLEX OR TETRIX OR QUARTIX installed. Finally, the SIMPLEX or TETRIX or QUARTIX must be installed inside the AngleCanMods folder. Peace.
  2. 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.
  3. SIMPLEX Propulsion A mod that causes the atmospheric performance of all engines, and offers more natural fuel ratios. DOWNLOAD at Spacedock Requires: Module Manager (not included). Stock TechTree , TETRIX TechTree, or SIMPLEX TechTree, or QUARTIX TechTree Otherwise can be a standalone mod. Recommends: SIMPLEX Resources which now handles Fuel changes, and has options for PowderFuel ISRU and Nuclear Generators! Engines The performance of engines is nerfed in atmosphere only. Vacuum performance remains unchanged. It's purpose is an attempt at forcing the creation of two stage rockets to get into orbit around Kerbin, but retaining the STOCK feel of KSP once in vacuum. The performance at sea level on Kerbin is 70% of stock values. Vacuum performance is unaffected and so the performance improvement as you ascend is far greater rate than stock as it normalises. Engine Block Upgrades Engines that are designed to be used to launch rockets from Kerbin (Swivel, Reliant, Skipper etc.) have Part Upgrades to improve their atmospheric performance to 77% stock. Vacuum engines (such as Terrier or Poodle) do not have upgrades. These upgrades are available in upgrade nodes attached to the unlocking Tech Tree nodes where the engines are unlocked. Effectively costed 60% more science to increase power and efficiency by 10%. With JNSQ Engines will instead be nerfed to only 90% stock values at sea level. The upgrade will restore values to 100% stock. Other mods This is a global nerf so all mod engines are affected. NearFuture suite and Methalox CryoEngines are supported with upgrades. PALOX and PALOXUS These are new engines that run on a Powdered Aluminum and Oxygen suspension. Effectively a throttleable solid fuel engine that acts as a monopropellant engine. It is a late game vacuum only engine and works with SIMPLEX Resources in mind. PowderedFuel only requires NaturalOre to be produced. EMERGE This new engine is a beefed up Magnetic Plasma Ion Engine engine that requires a large amounts of EC. Again designed with SIMPLEX Resources in mind with its nuclear reactors. It is a late game vacuum only engine that is a little less powerful than the poodle, but will require either a large amount or energy storage, or a nuclear reactor to keep things running. THANKS AND ACKNOWLEDGMENT @Jimbodiah for the inspiration with the config he made for SSRSS. Check it out here: https://forum.kerbalspaceprogram.com/index.php?/topic/169534-12x-13x-simple-rss-patch/ @riocrokite for inspiration from SAFIRE and the persuasive work he did with ratios. Check out his mod and explanations here: https://forum.kerbalspaceprogram.com/index.php?/topic/181591-16x-safire-stockalike-adjustments-to-fuels-isru-ratios-and-engines-21-01-2019/. Peace.
  4. 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.
  5. SIMPLEX Living Seeing the coding among the stars... Now released https://spacedock.info/mod/2067 Please see the release thread https://forum.kerbalspaceprogram.com/index.php?/topic/181681-161-simplex-living-11/ Resources with Simplex Ores and EPL recipies now part of separate mod SIMPLEX Resources. Tech Tree and engine nerf part of separate mod SIMPLEX Techtree. An extension of the Engine Nerf with fuel changes now part of separate mod SIMPLEX Propulsion. Simplex Kerbalism Profile LifeSupport that combines food and water into Consumables, with a waste product of OrganicSlurry. Breathable Air and non breathable BadAir replacing oxygen and CO2. A simplified system when 1 unit of Air or consumables equates to 1 day of usage per kerbal. Masses remain the same as vanilla Kerbalism (i.e. realisitic) although Air is heavier that O2. Air is used instead of Nitrogen to maintain atmospheric pressure. A buildup of BadAir will result in asphyxiation of kerbals, but can be scrubbed the same as vanilla Kerbalism (scrubbers no longer convert BadAir to Air). Rocket Surgeons as a tourist style kerbal that will be used in construction Kerbal Konstructs instances placement of additional stock launchpads at the KSC. ResearchBodies style laboratory contracts Kerbalism and Life Support changes: Kerbal Konstructs: Please let me know what you think. Peace.
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