epicpupster239 Posted October 5 Share Posted October 5 Is there any way to merge this with simplex kerbalism? I really want to use the suite of experiments with the simplex kerbalism, especially those provided by BDB. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted October 6 Author Share Posted October 6 Thinking of a different release with Simplex Science. Give me 24hours. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted October 6 Author Share Posted October 6 @Streetwind version 0.7 is up. Fuelcell and habitat volume changes are made @epicpupster239 SIMPLEX science is next on the list Quote Link to comment Share on other sites More sharing options...
epicpupster239 Posted October 6 Share Posted October 6 @theJesuit will the science be bundled with simplex kerbalism? Quote Link to comment Share on other sites More sharing options...
theJesuit Posted October 7 Author Share Posted October 7 (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 October 7 by theJesuit Quote Link to comment Share on other sites More sharing options...
Streetwind Posted October 7 Share Posted October 7 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 Quote Link to comment Share on other sites More sharing options...
Infinite Aerospace Posted October 7 Share Posted October 7 So, am I right in thinking this preserves the Kerbalism method of science, but with *none* of the Life Support stuff. That correct? Quote Link to comment Share on other sites More sharing options...
theJesuit Posted October 7 Author Share Posted October 7 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. Quote Link to comment Share on other sites More sharing options...
Infinite Aerospace Posted October 7 Share Posted October 7 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. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted October 8 Author Share Posted October 8 Second mod added. This is the SIMPLEX version. Haven't done BDB. Seems to work? Not sure. So many experiments to look into with limited time. Quote Link to comment Share on other sites More sharing options...
epicpupster239 Posted October 8 Share Posted October 8 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 Quote Link to comment Share on other sites More sharing options...
theJesuit Posted October 8 Author Share Posted October 8 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. Quote Link to comment Share on other sites More sharing options...
Streetwind Posted October 13 Share Posted October 13 (edited) 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 October 13 by Streetwind Quote Link to comment Share on other sites More sharing options...
theJesuit Posted October 13 Author Share Posted October 13 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. Quote Link to comment Share on other sites More sharing options...
Streetwind Posted October 13 Share Posted October 13 (edited) 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 October 13 by Streetwind Quote Link to comment Share on other sites More sharing options...
theJesuit Posted October 13 Author Share Posted October 13 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. Quote Link to comment Share on other sites More sharing options...
Streetwind Posted October 29 Share Posted October 29 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. Quote Link to comment Share on other sites More sharing options...
MXMS Posted November 15 Share Posted November 15 Hello! I have an issue. I can't transmit data to KSC! Everything is good. Everything is enabled! But it doesn't want to transmit data! I played with Kerbalism before and I know how to use it! Quote Link to comment Share on other sites More sharing options...
theJesuit Posted November 16 Author Share Posted November 16 5 hours ago, MXMS said: Hello! I have an issue. I can't transmit data to KSC! Everything is good. Everything is enabled! But it doesn't want to transmit data! I played with Kerbalism before and I know how to use it! Hi, can you paste a log. Also, i assume you have a connection to the ksc? Not wanting to suggest that you aren't a power user, but are you using a large sized planet pack and need to adjust the DSN range? Quote Link to comment Share on other sites More sharing options...
MXMS Posted November 16 Share Posted November 16 1 hour ago, theJesuit said: Hi, can you paste a log. Also, i assume you have a connection to the ksc? Not wanting to suggest that you aren't a power user, but are you using a large sized planet pack and need to adjust the DSN range? How to take a log? Vanilla's planet pack, the crafts on launchpad. I had used vanilla antenna, kerbalism and tantares antennas. Result the same. Could be the problem in TAC Life Support mod? There is written that I have connection to DSN, data transmission is enabled in kerbalism's interface. Quote Link to comment Share on other sites More sharing options...
MXMS Posted November 16 Share Posted November 16 I found log files) Which of them I have to paste? There are KSP.log and 2 module manager log files. I will try to found problem by myself) during waiting your answer) Quote Link to comment Share on other sites More sharing options...
theJesuit Posted Saturday at 04:34 PM Author Share Posted Saturday at 04:34 PM 4 hours ago, MXMS said: I found log files) Which of them I have to paste? There are KSP.log and 2 module manager log files. I will try to found problem by myself) during waiting your answer) If you could upload somewhere for download, or put them in a Google Drive or dropbox, put a link to them here (they are usually too big and it is poor form to paste them into the Forum!) I'll try and see what is happening. Quote Link to comment Share on other sites More sharing options...
MXMS Posted Saturday at 05:04 PM Share Posted Saturday at 05:04 PM This are log files: https://drive.google.com/file/d/13aEdz7th6R1_KAev096IVPKdL2nPOHe0/view?usp=sharing https://drive.google.com/file/d/1BrVVJFMiNOeNmROk7XhmwARZxVzxC2Rg/view?usp=sharing https://drive.google.com/file/d/1mRvonTvOwhVzgQ8ESN8J9pY1L_ydE0J2/view?usp=sharing This are screenshots: https://drive.google.com/file/d/1YyfXGmmyk_grVNjQcteKkTiwFLHp9FtM/view?usp=drive_link https://drive.google.com/file/d/1egTllvUFwTaneWkwRC7eoH3feaARgpAd/view?usp=drive_link Thank you I like Kerbalism, but I am going to play with MKS and Planetside Exploration Technologies and they are not compatible with Kerbalism. But science mechanic is better than stock. Quote Link to comment Share on other sites More sharing options...
MXMS Posted Saturday at 05:35 PM Share Posted Saturday at 05:35 PM Screenshots: https://drive.google.com/file/d/1_dvIEGl7y2lYakCRHj7-unddFdA-f3KU/view?usp=sharing https://drive.google.com/file/d/1wJTMyxrSjlfYHCLIivlj1CLJQV69hRQY/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
MXMS Posted Saturday at 10:27 PM Share Posted Saturday at 10:27 PM I found that in the kerbalism interface is written - "max transmission rate" is none! But in video tutorial is written transmission speed. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.