Jump to content

[1.12.x] SIMPLEX Kerbalism 3.20


theJesuit

Recommended Posts

Hi, love this mod so far. Just wanted to report an issue that was easy to fix on my end.

Some unmanned experiments were not properly being added to the relevant techs. In KerbalismSimplex/System/ScienceRework/Tweakables/StockGroups-Unmanned.cfg, RITE, NITE and FITE are assigned to techs "Stability" and "Electrics". However, the techs' actual ids in vanilla and ctt are "stability" and "electrics", lowercase. replacing the uppercase characters with lowercase characters fixed this error, and I can now use the experiments on probes.

I use Linux, so maybe its linux-specific since linux is more particular about case sensitivity. Simplex kerbalism was installed using ckan, if it matters.

Link to comment
Share on other sites

  • 2 months later...
On 7/16/2022 at 7:31 PM, theJesuit said:

Sure!  Is this the same in vanilla kerbalism? 

It may not be this week,  but I'll have a day the week after to sort out a heap of small updates which i need to do in one sitting otherwise i spend half my time reworking the same code.

Any word on the CommNet Antennas Extension issue? It's specifically the Info and Consumptor plugins of the mod.

Link to comment
Share on other sites

  • 1 month later...

@theJesuit Hey, just noticed a minor error from some of the simplex patches, which are using FOR[KerbalismDefault], causing incorrect activation of patches depending on default kerbalism

The following patches:

[LOG 03:34:14.606] :FOR[KERBALISMDEFAULT] pass
[LOG 03:34:14.668] Applying update KerbalismSimplex/Support/SimplexNFSpacecraft/@PART[*]:HAS[@MODULE[ModuleCurvedSolarPanel]]:FOR[KerbalismDefault] to NearFutureSolar/Parts/SolarPanels/deploying-curved/nfs-panel-deploying-curved-25-1.cfg/PART[nfs-panel-deploying-curved-25-1]
[LOG 03:34:14.668] Applying update KerbalismSimplex/Support/SimplexNFSpacecraft/@PART[*]:HAS[@MODULE[ModuleCurvedSolarPanel]]:FOR[KerbalismDefault] to NearFutureSolar/Parts/SolarPanels/deploying-curved/nfs-panel-deploying-curved-375-1.cfg/PART[nfs-panel-deploying-curved-375-1]
[LOG 03:34:14.668] Applying update KerbalismSimplex/Support/SimplexNFSpacecraft/@PART[*]:HAS[@MODULE[ModuleCurvedSolarPanel]]:FOR[KerbalismDefault] to NearFutureSolar/Parts/SolarPanels/static-curved/nfs-panel-static-curved-25-1.cfg/PART[nfs-panel-static-curved-25-1]
[LOG 03:34:14.669] Applying update KerbalismSimplex/Support/SimplexNFSpacecraft/@PART[*]:HAS[@MODULE[ModuleCurvedSolarPanel]]:FOR[KerbalismDefault] to NearFutureSolar/Parts/SolarPanels/static-curved/nfs-panel-static-curved-375-1.cfg/PART[nfs-panel-static-curved-375-1]
[LOG 03:34:14.704] Applying update KerbalismSimplex/Support/SimplexNFSpacecraft/@PART[*]:HAS[@MODULE[ModuleCurvedSolarPanel]]:FOR[KerbalismDefault] to TundraExploration/Parts/RodanV2/TE_CD2_TRUNK.cfg/PART[TE_18_DRAGONV2_TRUNK]

 

Link to comment
Share on other sites

  • 3 weeks later...

Hi everyone,

Updated this to 3.16.  Some issues addressed.  Sorry I wasn't able to fix the CommNet issue, or the Habitat issue.  I've no idea what causing that Habitat issues with the disable Habitat button disappearing.

However have fixed:

  • Fixed extra converter reliability with ISRU 125
  • Fixed NFSpacecraft running a KerbalismDefault thanks @Rodger
  • Fixed RITE, NITE and FITE default assignments for Stock and CTT tech trees thanks @Vaskritaya
  • Also Increased VISTA results by 4 times

Peace.

Link to comment
Share on other sites

  • 1 month later...

In your SIMPLEX tech tree mod page you recommend setting 50% science. When using the tech tree with SIMPLEX Kerbalism, is that still the recommendation? It was my understanding that Kerbalism may already be scaling the science. Thank you!

Link to comment
Share on other sites

2 hours ago, shifty803 said:

In your SIMPLEX tech tree mod page you recommend setting 50% science. When using the tech tree with SIMPLEX Kerbalism, is that still the recommendation? It was my understanding that Kerbalism may already be scaling the science. Thank you!

Simplex Kerbalism, and regular kerbalism DOES have different values for science, but it is weighted rather than scaled for crew missions as these are harder due to kerbalism.

TBF the Simplex TechTree may be a little difficult at 50% in initial stages as those forst 15point nodes are a jump.  It is possible from what I remember.

100% science will mean a quick play through with much less grind on the science. 

 

Link to comment
Share on other sites

Hello. I am having some issues with the ISRU's. I can't seem to be able to use the stock ISRU's (Convert-O-Tron 250 and 125) to turn Ore into Liquid Hydrogen. Please keep in mind that I don't have SIMPLEX Resources installed. This is how the ISRU looks for me:

Screenshot-20240610-063901.png

Something interesting that I observed related to this is the options for K&K Planetary ISRU from the Kerbal Planetary Base Systems mod. HydrateOre is mentioned, for example, but I believe that it only exists in SIMPLEX Resources:

Screenshot-20240610-064121.png

 

I tried using SIMPLEX Resources, so I had to remove a CTT dependency, and that broke the game for me, which is why I don't want to use it. Is there any way for me to turn my Ore into Liquid Hydrogen that I am missing? Thank you so much for this awesome config, by the way, and thank you in advance. Have a good day!

Edited by Suray
Link to comment
Share on other sites

1 hour ago, Suray said:

I tried using SIMPLEX Resources, so I had to remove a CTT dependency, and that broke the game for me, which is why I don't want to use it. Is there any way for me to turn my Ore into Liquid Hydrogen that I am missing? Thank you so much for this awesome config, by the way, and thank you in advance. Have a good day!

I asume youvmean CRP (community resource pack) rather than CTT (Community Tech Tree)? :)

I believe if you use Kerbalism Config rather than Kerbalism Simplex which means installing Community Resource Pack you would have better luck.  Kerbalism Simplex is designed to lessen complex resource sets, hence why it supports only Ore to the stock resources.  Simplex Resources also doesn't support Liquid Hydrogen, but there is an analogue to use with cryo engines.  I wouldn't switch half way through a save though!

You won't be able to switch Kerbalism types half way through a save though i don't think. Sorry!

Link to comment
Share on other sites

6 hours ago, theJesuit said:

I asume youvmean CRP (community resource pack) rather than CTT (Community Tech Tree)? :)

I believe if you use Kerbalism Config rather than Kerbalism Simplex which means installing Community Resource Pack you would have better luck.  Kerbalism Simplex is designed to lessen complex resource sets, hence why it supports only Ore to the stock resources.  Simplex Resources also doesn't support Liquid Hydrogen, but there is an analogue to use with cryo engines.  I wouldn't switch half way through a save though!

You won't be able to switch Kerbalism types half way through a save though i don't think. Sorry!

Oh thank you so much for the hyper quick answer! I understand, and I really appreciate your input. On CKAN, SIMPLEX Resources and Community Resource Pack don't conflict each other, so I may have ended up installing both. That may have been the issue, actually. Regardless, once more, thank you so much for your very quick response. I had gone to sleep and you already responded by the time I woke up! I hope you have a great day :)

Link to comment
Share on other sites

  • 1 month later...

HI eveyrone,

Update to 3.18

Added an in between version of the Pressurized Air tanks so that each of the Consumable Containers has an equivalent Pressurized Air one.

Consumables Containers are now localized, spelling errors fixed, and adjusted in the tech trees.  For some reason I have to have these assigned here and not in the tech trees.

Rejigged some titles of the Pressurized Air Tanks to align better with equivalent Consumables tanks.

Link to comment
Share on other sites

  • 1 month later...

Hello,

It appears that Consumables Containers are not showing for me in the game. I tried reinstalling Kerbalism and used older version. When I did a clean install and installed only Kerbalism and SIMPLEX it shows up so its one of my mods - but which? thought some of you can see the problem in my log:

Here is my LOG - https://www.dropbox.com/scl/fi/r0b8la8d1fe31wb1s21sf/KSP.log?rlkey=3qydn14a6hpxvn6048l117s12&st=10k5cuj4&dl=0

Thank you!

 

Link to comment
Share on other sites

12 hours ago, pololop said:

Hello,

It appears that Consumables Containers are not showing for me in the game. I tried reinstalling Kerbalism and used older version. When I did a clean install and installed only Kerbalism and SIMPLEX it shows up so its one of my mods - but which? thought some of you can see the problem in my log:

Here is my LOG - https://www.dropbox.com/scl/fi/r0b8la8d1fe31wb1s21sf/KSP.log?rlkey=3qydn14a6hpxvn6048l117s12&st=10k5cuj4&dl=0

Thank you!

 

Do you have the latest ReStock installed?

Link to comment
Share on other sites

2 hours ago, theJesuit said:

Do you have the latest ReStock installed?

I did. The update caused identical symptoms...

Rolled back to Restock 1.4.5. All good - You're aware, of course. But yes, seems the recent Restock update caused a bit of fuss with your code...no doubt you already have a good idea how so.
 

 

Link to comment
Share on other sites

3 hours ago, Fubarbrickdust said:

I did. The update caused identical symptoms...

Rolled back to Restock 1.4.5. All good - You're aware, of course. But yes, seems the recent Restock update caused a bit of fuss with your code...no doubt you already have a good idea how so.
 

 

Yup.  I'll possibly whitelist the stock containers. I havent been at my computer to be able to check out the new update yet.

Link to comment
Share on other sites

It is true. When I installed Restock and Restock+ through CKAN the Consumables Containers disappeared on the clean install also. So that appears to be causing it.

I installed the restock and restock + 1.4.5 and it is also good. Thank you Fubarbrickdust and theJesuit! 

Link to comment
Share on other sites

@pololop and @Fubarbrickdust

An easy fix, but I didn't update as I'm looking at support for VABOrganizer mod as well which took longer than I hoped.

This should be in a text file with a .restockwhitelist somewhere in Gamedata and will fix the issue for the latest Restock


//	ReStock Whitelist for Cargo Containers in 1.5 ReStock

Squad/Parts/Cargo/CargoContainers/
Squad/Parts/Cargo/StorageUnits/Assets/

 

Link to comment
Share on other sites

  • 4 weeks later...

Hi everyone,

I'm working on a small update currently - a couple of science tweaks.  I'm also away so nothing happening this week.

I'm going to rename some of the stock experiements like the comet and asteroid samples.  Just so they scan better.  I'll also adjust these to only be available to the RnD level 3 building upgrade. This shouldnt affect saves.

I also hadn't realised that kerbalism vanilla had added an updated Gieger Counter part at some point.  I'm replacing the one I use but I'll depreciate rather than delete the old files so that it wont be game breaking.

There are also some tweaks to the VAB Organizer patch.  Nothing major.

Peace.

Link to comment
Share on other sites

  • 2 weeks later...

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!
Link to comment
Share on other sites

Hello, I absolutely like the idea of Simplex and AngleCan mods (adding realism but not making it too complex). I would like to start a new carer save. I want to build the save around Principia and Simplex Kerbalism. I do not want  too many parts and all parts should match the style of ReStock and ReStock Plus. Could you please help me with choosing the right  mods? I thought I would install these:

  • Simplex Kerbbalism
  • Principia
  • Sterling Systems (is Simplex Kerbalism compatible with this?)
  • Simplex Tech Tree
  • Simplex Resources
  • all AngleCan mods
  • Restock
  • RestockPlus
  • VAB Organizer
  • ZTheme
  • (maybe Simplex Station Parts and Simplex Colonies)
  • (maybe Moldavite Machines)

Would they work well together? Are there any other mods I should consider installing? 

Edited by Saturn1234
Link to comment
Share on other sites

22 hours ago, Saturn1234 said:

Hello, I absolutely like the idea of Simplex and AngleCan mods (adding realism but not making it too complex). I would like to start a new carer save. I want to build the save around Principia and Simplex Kerbalism. I do not want  too many parts and all parts should match the style of ReStock and ReStock Plus. Could you please help me with choosing the right  mods? I thought I would install these:

  • Simplex Kerbbalism
  • Principia
  • Sterling Systems (is Simplex Kerbalism compatible with this?)
  • Simplex Tech Tree
  • Simplex Resources
  • all AngleCan mods
  • Restock
  • RestockPlus
  • VAB Organizer
  • ZTheme
  • (maybe Simplex Station Parts and Simplex Colonies)
  • (maybe Moldavite Machines)

Would they work well together? Are there any other mods I should consider installing? 

Great idea :) This is pretty much how I play, but Principia frightens me :blush:

Sterling Systems isn't supported across any of the Simplex Suite and requires Community Resource Pack which may cause some issues with Simplex Resources.   It is on my list to add support in the future.

I'd go for Simplex Station Parts and Moldavite Machines.

Simplex Colonies only really is feasible with Extraplanetary Launchpads or Simplex Assembly and Simplex Assembly Plus because the parts are so huge to feasibly launch and land anywhere .  If you are only playing in the stock system then it may not be an issue to need to generate kerbals off world to get around everywhere.  With lifetime radiation switched on for kerbals in kerbalism, total flight time in space is around 20 years at best I think, so for large systems and extra solar system Colonies is a must!  Also, Colonies are too advanced for the Simplex TechTree, if you are keen, this mod list would work well with the Quartix TechTree.

The only thing missing would be Simplex Propulsion.  It adds a couple of extra engines, notably an end game ion engine to compliment ReStockPlus's extra nuclear engine.  It does make launches from Kerbin harder, slightly more realistic rockets - two stages to orbit rather than one.  Vacuum engines aren't affected.

Link to comment
Share on other sites

Thank you. I used centrifuge and greenhouse from SSPX and heat shields and solar panels from Sterling. I used Janitor's Closet to block parts I did not want.

EDIT: Is from one of your mods "engine burn time" and "ignitions"? It appeared there and I don't know where it is from.

Edited by Saturn1234
Link to comment
Share on other sites

36 minutes ago, Saturn1234 said:

EDIT: Is from one of your mods "engine burn time" and "ignitions"? It appeared there and I don't know where it is from.

Janitors closet!  I'd forgotten that one.

Burn time  and ignitions are from kerbalism.  They are part of reliability. 

Link to comment
Share on other sites

Thanks. But if, for example, I want to build a space tug that will be refueled at the base on Minimus and will shuttle between the base and orbit, how is this handled? Because 10 minutes of burning will be enough for roughly two trips, but I would prefer it to be more reusable.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...