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[1.12.5] Modular Kerbalism - Science Only Profiles


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Posted (edited)
3 hours ago, epicpupster239 said:

@theJesuit will the science be bundled with simplex kerbalism?

I'll have an altenative mod.  so you can either download the current which is science from vanilla kerbalism, or a new mod, exactly the same, except for having the science from SIMPLEX.

Edited by theJesuit
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16 hours ago, theJesuit said:

@Streetwind version 0.7 is up.  Fuelcell and habitat volume changes are made

Thanks! But after thinking it over for a bit, I probably won't update. At this point I've made so many customizations to the config, and I've also got three space stations that are actively being used, which were built without knowing the volume calculations - and so I'm hesitant to change my currently working setup.

It'll be good for other people though :)

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1 minute ago, Infinite Aerospace said:

So, am I right in thinking this preserves the Kerbalism method of science, but with *none* of the Life Support stuff. That correct?

That's correct.  It still does the background processing, but no radition sickness or habitat volumes issues, or resource stuff.

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2 hours ago, theJesuit said:

That's correct.  It still does the background processing, but no radition sickness or habitat volumes issues, or resource stuff.

That sir is great news, this is definitely one to add to my list. As I'd like to add TAC-LS as a separate mod rather than Kerbalism, as much as I love Kerbalism it doesn't play well with a few other mods.

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On 10/7/2024 at 12:06 PM, theJesuit said:

That's correct.  It still does the background processing, but no radition sickness or habitat volumes issues, or resource stuff.

Is there a way to combine the two so we get both the science experiments and the life support? Since the science defs in the modular kerbalism are much more extensive than default simplex kerbalism

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17 minutes ago, epicpupster239 said:

Is there a way to combine the two so we get both the science experiments and the life support? Since the science defs in the modular kerbalism are much more extensive than default simplex kerbalism

You could try regular the regular Kerbalism?  https://spacedock.info/mod/2275

Alternatively, you could copy the System/ScienceRework folder from ModularKerbalism and replace it in Kerbalism Simplex. SOME localisation may be broken.

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Quick question of curiosity - are batteries more dense in Kerbalism than in stock? Not talking about mass, but rather volume.

I'm trying to set up a CHILLED experiment, which asks for 23.1 EC/s - four times as much as the previous most-energy-hungry experiment I had access to. Now, adding four modest OX-10L solar panels easily covers that on the power generation front while the station is in sunlight. But when it comes to getting through darkness in orbit? I need around 30,000 EC storage, which with stock parts is roughly the size of the entire lab itself. (Well,  stockalike parts, given that I'm using the 1.875m lab from SSPX and the 1.875m battery rings from NF Electrical.) And that's not covering the rest of the stations needs, like life support and comms - just the experiment alone.

This feels off to me, in that "I'm not sure someone actually intended this" sort of way. So, how would you perform this experiment in full-on Kerbalism? Do you have much denser batteries that take up less space? Do you have access to nuclear reactors there by the time you unlock it? For me at least, using CTT, reactors are still a good ways off at this point. And fuel cells are not viable either, given this experiment needs to run for something like 140 days straight.

(I'm not saying this is necessarily broken and needs a fix. The lab module can certainly launch this way. I'm just curious whether this is a side effect of using Kerbalism science outside of Kerbalism's other trappings, or whether it's meant to be this cumbersome even in the original context.)

Edited by Streetwind
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10 hours ago, Streetwind said:

But when it comes to getting through darkness in orbit? I need around 30,000 EC storage, which with stock parts is roughly the size of the entire lab itself.

From memory it is intentional.  Makes you plan alternative missions to other experiments.  Try an orbit that isn't equitorial and gives constant sunlight.

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I see. I was planning to reuse the same space stations that did the FLOAT and FLIGHT experiments. They're all set up as cores of command and life support, and experiments dock to them and stay a while until they're done, then leave. Otherwise, why bother having space stations at all, if you can't use them for more than one thing?

But I guess this one might have to be a dedicated spacecraft... or just pack the batteries required. I'll decide later.

 

Edited by Streetwind
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18 minutes ago, Streetwind said:

I see. I was planning to reuse the same space stations that did the FLOAT and FLIGHT experiments. They're all set up as cores of command and life support, and experiments dock to them and stay a while until they're done, then leave. Otherwise, why bother having space stations at all, if you can't use them for more than one thing?

But I guess this one might have to be a dedicated spacecraft... or just pack the batteries required. I'll decide later.

 

I agree.  These are some of reasons I changed the Science Experiments in the SIMPLEX profile.

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  • 3 weeks later...

Now that the forum is back, I can continue to report experiences:

The CHILLED experiment requests "a greenhouse" be present as a requirement for running. But what actually counts as a greenhouse for this experiment, given that the rest of Kerbalism is missing in the context of this science-only config?

I tried a USI-LS agroponics unit, but (perhaps unsurprisingly) this didn't do anything.

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