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[1.12.x] SIMPLEX Kerbalism 3.20


theJesuit

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On 10/16/2024 at 8:10 AM, Saturn1234 said:

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.

Long time to reply after the Forum burp.

Use high quality engines, or get an engineer to refurbish it.

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  • 1 month later...

I just wanted to say that I am LOVING simplex Kerbalism but there is a problem

We need a better radial mounted consumables container!

I'm sorry but the one in game is ugly, too large, and unaerodynamic. If there were some with a better form factor I wouldn't be constantly clipping them inside my service modules.

 

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  • 2 months later...
2 hours ago, 6purplemoons said:

Thats ok is there any other way to unradiate kerbals?

Not in Simplex. However, in the options for the save game if you make lifetime radiation is switched off I think that recovering them at the KSC their radiation is reset.

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13 hours ago, theJesuit said:

Not in Simplex. However, in the options for the save game if you make lifetime radiation is switched off I think that recovering them at the KSC their radiation is reset.

Thanks, I will just turn lifetime radiation off. Also in my simplex save the survey scanner wont scan in regular kerbalism theres a science experiement that does the scan but in simplex it seems like it just doesn't work?

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  • 1 month later...

Hi, I really like your mod a lot! However I noticed that the science lab experiments all take a very small amount of time (like 1h20m). I tried removing all mods but Kerbalism Simplex and its dependencies, and the science lab experiments all still had the short duration.

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12 hours ago, SlashTen said:

Hi, I really like your mod a lot! However I noticed that the science lab experiments all take a very small amount of time (like 1h20m). I tried removing all mods but Kerbalism Simplex and its dependencies, and the science lab experiments all still had the short duration.

Okay.  Ill look into it.  are you playing a stock system or with a changed day length?

In my current play-through I've extended the duration of RELAX by 3, but increased the science by 3 as well to keep the daily rate still the same.

I'll look into extending out the Science Lab experiments as well if they are off. 

 

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Thanks for looking into this! I think I found the problem though, there is an unbalanced brace on line 77 in KerbalismSimplex\System\ScienceRework\Groups\LabExperiments.cfg. I created a PR if that helps.

Keep up the great work!

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I love this mod and it makes what is a very complicated mod fun and brilliant. 

I have a question though, I would prefer if the greenhouses were able to support more kerbals and self harvested. I've had a look through various config files and various topics here and on reddit and can't find anything specific for the simplex version. I've edited the config files and added in my own part edit but it still stays the same. 

Even in a desperation effort I tried making the consumable containers hold more and that didn't work.

Do you have any advice?

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9 hours ago, milkmilk said:

I love this mod and it makes what is a very complicated mod fun and brilliant. 

I have a question though, I would prefer if the greenhouses were able to support more kerbals and self harvested. I've had a look through various config files and various topics here and on reddit and can't find anything specific for the simplex version. I've edited the config files and added in my own part edit but it still stays the same. 

Even in a desperation effort I tried making the consumable containers hold more and that didn't work.

Do you have any advice?

The greenhouse mechanic doesnt self harvest which I agree is very annoying.  It is a kerbalism limitation and I can't code, only manipulate  cfg files. 

Moldavite Machines is a great mod, and has a part I coded to act as a permanent producer of consumables and air from OrganicSlurry and BadAir, running like an ISRU.  I'll think about how I could put this into Kerbalism Simplex.  I'd need a decent looking model to start I think. Give me a week or so.

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21 hours ago, milkmilk said:

I have a question though, I would prefer if the greenhouses were able to support more kerbals and self harvested.

I have a tester friend on Discord who strongly agrees with this.

12 hours ago, theJesuit said:

The greenhouse mechanic doesnt self harvest which I agree is very annoying.  It is a kerbalism limitation --

Moldavite Machines

About Moldavite, my friend had sent me a config that buffs them so that the 2.5m one doesn't feed 0.5 kerbals per 200 days but 1.5 kerbals (so 3x). (He suggested 4x --> 2 kerbals but that felt rather strong to me so I declined it. If you folks believe 4x or feeing 2 kerbals is normal then I'll publish that.)

He's also suggested changing them into standard (Kerbalism) converters to do away with the manual harvesting requirement. If you guys are onboard with that I can have that done too.

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1 hour ago, JadeOfMaar said:

I have a tester friend on Discord who strongly agrees with this.

About Moldavite, my friend had sent me a config that buffs them so that the 2.5m one doesn't feed 0.5 kerbals per 200 days but 1.5 kerbals (so 3x). (He suggested 4x --> 2 kerbals but that felt rather strong to me so I declined it. If you folks believe 4x or feeing 2 kerbals is normal then I'll publish that.)

He's also suggested changing them into standard (Kerbalism) converters to do away with the manual harvesting requirement. If you guys are onboard with that I can have that done too.

Kerbalism Simplex has them producing more.

Checking back I made it .5 kerbals for the 1.875m (equivalent to the vanilla greenhouse), the 2.5m was 1 kerbal amd the 3.75 was 2 kerbals. Harvest is every 72 days. The algae farms have an equivalent support level and are continuous using the Kerbalism converters.  I guess the point is to differentiate between a greenhouse that has plants which require maturity against something like a sourdough where you scrap off the top continously.

I'm also happy to bump the number of kerbals supported to .5, 1.5 and 4 for the different sizes.  I'm currently working on an update which slows down speed of harvesting Ore and processing into fuels by 20x.  It means a longer wait to fill upnthose massive tanks!

On a related note, another thing I realised in my latest playthrough is that with AngleCan Progression Plus, where the only cost for your space agency is buying resources like fuel, new kerbalsm and Space Centre Upgrades, I made Consumables VERY expensive. Because the limit on funds is by mining and returning Ore  to Kerbin or World Firsts a good way might be to set up farms on Kerbin.  Something I'm going to look into.

 

 

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On 3/22/2025 at 4:27 PM, theJesuit said:

The greenhouse mechanic doesnt self harvest which I agree is very annoying.  It is a kerbalism limitation and I can't code, only manipulate  cfg files. 

Moldavite Machines is a great mod, and has a part I coded to act as a permanent producer of consumables and air from OrganicSlurry and BadAir, running like an ISRU.  I'll think about how I could put this into Kerbalism Simplex.  I'd need a decent looking model to start I think. Give me a week or so.

thank you so much. I have tried mess about with configs and tried using code i found from this post and change it to simplex resources but I am not a coder and dont know exactly what I am doing so it didnt work. 

12 hours ago, JadeOfMaar said:

About Moldavite, my friend had sent me a config that buffs them so that the 2.5m one doesn't feed 0.5 kerbals per 200 days but 1.5 kerbals (so 3x). (He suggested 4x --> 2 kerbals but that felt rather strong to me so I declined it. If you folks believe 4x or feeing 2 kerbals is normal then I'll publish that.)

He's also suggested changing them into standard (Kerbalism) converters to do away with the manual harvesting requirement. If you guys are onboard with that I can have that done too.

is there any way you could post that config? thank you!

 

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2 hours ago, milkmilk said:

is there any way you could post that config? thank you!

If you meant configs for doing away with the harvest cycle then sorry, those have not happened.

If you mean the buffs to the existing thing, here are the raws (GitHub links) from the files: 00.cfg and 01.cfg. The stats are now:

  • 1.875m -> 0.84 kerbals
  • 2.5m -> 2 kerbals
  • 3.75m -> 4.5 kerbals

I hope they work for you. :) 

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On 3/23/2025 at 8:18 PM, JadeOfMaar said:

If you meant configs for doing away with the harvest cycle then sorry, those have not happened.

If you mean the buffs to the existing thing, here are the raws (GitHub links) from the files: 00.cfg and 01.cfg. The stats are now:

  • 1.875m -> 0.84 kerbals
  • 2.5m -> 2 kerbals
  • 3.75m -> 4.5 kerbals

I hope they work for you. :) 

thank you so much! can i jsut post these as individual configs in the GameData folder?

 

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52 minutes ago, milkmilk said:

thank you so much! can i jsut post these as individual configs in the GameData folder?

No. Put them in the MoldaviteMachinesKerbalism folder and overwrite/replace the ones there. These aren't patches so they'll repeat apply and possibly break stuff otherwise.

And you're welcome. :D 

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17 hours ago, milkmilk said:

thank you so much! can i jsut post these as individual configs in the GameData folder?

 

These configs will probably only work for KerbalismConfig, and not Kerbalism Simplex.  I'm working on an update currently - maybe by the weekend?   Looking at Jade's numbers (no offence @JadeOfMaar) I like the idea of a simple calculation, so I may change to support .5, 1.5 and 4

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@JadeOfMaar and @milkmilk, So I've been looking into this and going down some rabbit holes.  As I was certain I already had Algae producing food constantly, but I found a Greenhouse module!

Turns out what I did for the SSPX Aquaponics and the Moldavite Machine Algae was that I used the Greenhouse module (requiring harvesting) but made it harvest some Ore, with some Ore, BadAir and Organic Slurry as input.   It then produces Ore at the very end when you 'harvest', but it is producing Consumables and Air as output all the time.  Normally greenhouses are setup in code to produce food (Consumables) at harvest, but Oxygen (Air) constantly as the plants are growing - makes sense right?  Harvest had to be done every year.  Which means setting up the an alarm to remind yourself to harvest. The tradeoff is that you don't get the Green Plant bonus.  So I was right, in my posts but not quite and it may not be obvious for people about the different Greenhouse mechanics styles.

I was also debating with myself as I'm now thinking of my sourdough starter that I began last year, whether making the ISRU input OrganicSlurry and Air, and getting Consumables and BadAir out as a sourdough released CO2.  I was almost certain of this, but it adds in a layer of complexity which I don't know I can be bothered with - as for large vessels or long term bases it means another mechanic to convert the BadAir back!  So if I'm doing this, then it will produce Air as well.

I'm in two minds about this, which do I use?  An ISRU click and forget, or a Greenhouse style annual harvest?

I'm also debating, if going down the ISRU route, whether to add reliability to the ISRU style.  This would require a scientist to fix. Always remember that Kerbalism is about provide some new and interesting ways to kill your kerbals.

 

Edited by theJesuit
pinging the peeps.
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On 3/25/2025 at 11:35 AM, theJesuit said:

(no offence @JadeOfMaar)

None taken. Have at it.

1 hour ago, theJesuit said:

I was also debating with myself as I'm now thinking of my sourdough starter that I began last year, whether making the ISRU input OrganicSlurry and Air, and getting Consumables and BadAir out as a sourdough released CO2.  I was almost certain of this, but it adds in a layer of complexity which I don't know I can be bothered with - as for large vessels or long term bases it means another mechanic to convert the BadAir back!  So if I'm doing this, then it will produce Air as well.

Closed loop life support should definitely remain a challenge if your mod is not out to ensure that it's impossible to do. If it's as simple (just one step) as adding extra CO2 scrubbers to compensate then just do it. Anything more than that starts to defeat the word "simplex," right?

1 hour ago, theJesuit said:

I'm also debating, if going down the ISRU route, whether to add reliability to the ISRU style.  This would require a scientist to fix. Always remember that Kerbalism is about provide some new and interesting ways to kill your kerbals.

Someone on the Kerbal Star Systems server just asked if anyone goes interstellar with Kerbalism. Maybe consider MTBF values for such long hauls if you do add reliability. Skipping the timely harvest mechanic but needing to maintain the greenhouse seems like a very good exchange to me. The algae itself could gum up the pumps, for one thing.

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5 minutes ago, JadeOfMaar said:

Closed loop life support should definitely remain a challenge if your mod is not out to ensure that it's impossible to do. If it's as simple (just one step) as adding extra CO2 scrubbers to compensate then just do it. Anything more than that starts to defeat the word "simplex," right?

Someone on the Kerbal Star Systems server just asked if anyone goes interstellar with Kerbalism. Maybe consider MTBF values for such long hauls if you do add reliability. Skipping the timely harvest mechanic but needing to maintain the greenhouse seems like a very good exchange to me. The algae itself could gum up the pumps, for one thing.

I already feel that it is ANOTHER thing to add in for the sake of closing off the loop and tidying it up.  Simplex's point was that I tended to balance out food and water and got sick of it so I combined them into Consumables.   It is an idea though of a direct BadAir to Air converter, from a Kerbalism coding POV scrubbers just take BadAir out of the craft's 'atmosphere' and either stores it or dumps it overboard.  Perhaps I'd add it into the ECLSS part as another process.  I'll mull over it.

Good idea to make the MTBF a longer term.  It currently is set at 8 years, which seems like a long time, not sure which part I copied that from... but every kinda real science piece of fiction around interstellar travel over many many years has breakdowns right?   I have no idea how long people it takes to get to another star

system!

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1 hour ago, theJesuit said:

but every kinda real science piece of fiction around interstellar travel over many many years has breakdowns right?

Anything that is manufactured eventually breaks down and this always makes for good fuel for the plot machine.

At some point I'd like to make bigger and possibly higher tier greenhouses so those could definitely have even better MTBF.

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