ShotgunNinja

[1.2.2] Kerbalism v1.2.2

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Version: 1.2.2
Download: githubspacedock, CKAN
Source: github
Documentation: wiki
License: Unlicense
Require: KSP 1.2.2, MM 2.7.5


INTRODUCTION


  Kerbalism extend Kerbal Space Program by simulating additional aspects of space missions.
  Anything will happen coherently to loaded and unloaded vessels alike, without exceptions.
  All mechanics can be enabled, disabled and utterly configured.

  Many aspects are simulated:
  - environment: temperature, radiation, space weather
  - habitat: living space, comforts, pressure, co2 levels
  - reliability: malfunctions, critical failures, manufacturing quality
  - signal: low and high gain antennas, relaying, rate attenuation
  - science: data storage, collection, analysis and transmission
  - resources: consumption and production in background
  - kerbals: biological and psychological needs, environmental hazards


ENVIRONMENT


  From the mission designer point of view, the most important aspects of the space environment are temperature
  and ionizing radiation. Both are simulated by Kerbalism. External vessel temperature is determined by the
  solar flux, as well as the albedo radiation and radiative cooling of the nearest body. Radiation is simulated
  using an overlapping hierarchy of radiation zones, modelled and rendered using signed distance fields.
  Marvel at the complex geometry of Kerbin magnetic fields, and plan your path around the powerful Jool inner belt.
  Coronal Mass Ejection events are also simulated, triggering solar storms over planetary systems.


HABITAT


  The habitat of vessels is modelled in terms of internal volume and external surface. From these properties,
  a plethora of others are deduced such as: living space per-capita, pressure, co2 level and shielding required.
  Habitats can be enabled or disabled, in the editor and in flight: This allow to reconfigure the internal space
  and everything associated with it. Inflatable habitats are driven directly by pressure.


RELIABILITY


  Components don't last forever in the real world. This is modelled in Kerbalism by a simple system that can trigger failures
  on arbitrary modules. Manufacturing quality can be choosen in the VAB, per-component: higher quality mean longer MTBF but
  also extra cost and mass for the component.


SIGNAL


  Controlling a vessel and transmitting data require a direct or indirect connection with DSN, and has a specific data rate
  that degrade with distance. The signal is obstructed by celestial bodies, but can be relayed by other vessels. Low-Gain
  and High-Gain antennas are modelled: the former used for short-range inter-vessel communciations, the latter always point at DSN.
  Your voyager-style probe will now require a voyager-style antenna, and it will end up having voyager-style transmission rates.


SCIENCE


  Data is collected and stored in the vessel solid state drives, then transmitted back home for that sweet science reward.
  Some of this data can't be transmitted directly, and need to be analyzed in a laboratory to produce transmissible data.
  Transmission happen over long periods of time, even when the vessels are not loaded.
  

AUTOMATION


  Components can be automated using a very simple and intuitive scripting system with a graphical editor. Scripts are
  triggered manually or by environmental conditions. You can create a script to turn on all the lights as soon as the Sun
  is not visible anymore, or retract all solar panels as soon as you enter an atmosphere.


BACKGROUND SIMULATION


  Resource consumers and producers are simulated at all time, even on unloaded vessels. This not only include all Kerbalism
  mechanics that involve resources, but also all stock components, and components of some selected third-party mods.


RULE FRAMEWORK


  Kerbals simulation is data-driven: the actual needs are determined by an arbitrary set of rules. These rules can consume
  and produce resources, and are influenced by the environment and habitat simulation. The system is flexible enough to
  implement such things as: climatization, eating, drinking, breathing, co2 poisoning, stress and the effects of radiation.
  

PLANNER


  A planner GUI is available in the VAB, to help the user design around all the new aspects introduced.
  Resource estimates, habitat informations, redundancy analysis: no matter what, the planner got you covered.


DEFAULT PROFILE


  A standard set of rules is provided, called the Default profile. It serve as an example of what the framework can do.

  It implement the following:
  - kerbals need resources to survive: food, water, oxygen
  - kerbals lose their mind if confined in cramped space, in unpressurized habitats or without comforts for too long
  - kerbals will freeze or burn if exposed to temperatures outside the survival range
  - kerbals will die if exposed to high levels of carbon dioxide
  - kerbals will die if exposed to extreme radiation
  - pods can be configured with ECLSS setups: Scrubbers, Pressure Control Systems, Water Recyclers and Waste Processors
  - a set of configurable supply containers
  - a greenhouse with interesting mechanics
  - a configurable ISRU system focused on life support, and that include an atmospheric harvester
  - more realistic fuel cells


SUPPORTED MODS


  Kerbalism provide ad-hoc support for a multitude of third-party mods. Some of the interactions deserve a special mention:

    SCANsat:
      . sensors consume EC in background and their cost is evalued by the planner EC
      . sensors are shut down and restarted in background depending on EC availability

    DeepFreeze:
      . all rules are suspended for hibernated Kerbals
      . the vessel info window show frozen Kerbals with a different color

    NearFuture:
      . curved solar panels, reactors, fission and radioisotope generators
        produce EC in background and are considered by the planner

    PlanetaryBaseSystem:
      . the coverters will work in background and are considered by the planner

    OrbitalScience:
      . experiments data size has been tweaked for background data transmission

    OPM/RSS/NewHorizons:
      . custom radiation definitions for these planet packs are provided


CONTRIBUTIONS


  Over the time, many have contributed: may it be an asset, a patch, testing or even just brainstorming. Thank you all.

  And special thanks to our Art Department:

    mehka: contributed that awesome piece of work that is the Gravity Ring
    Nazari1382: ramped the art to 11 with the Geiger Counter, and gave us all a valid alternative to starving
    tygoo7: single-handedly provided all the supply containers
 

FAQs


  - I found a bug

    First demonstrate that the bug doesn't exist without Kerbalism installed. Then reproduce the bug consistently.
    Finally, by all means, inform me about it by raising an issue on github or post on the thread on KSP forums.
    Include all necessary information in the report.


  - I am a part author. How can I add support for Kerbalism?

    You simply add the appropriate modules to your parts. Check the wiki for the module specifications.


  - I am a mod author. How can I interact with Kerbalism?

    Have a look at System/API.cs source code on the github. Raise an issue to request more functions there.


SCREENSHOTS


containers.pnggravity-ring.pnggreenhouse.png

radiation-fields-0.pngradiation-fields-2.pngradiation-fields-4.png

monitor.pngtelemetry.pngplanner.png

 

 

CHANGELOG


Spoiler

1.2.2
  - fix: remove stock antenna from probe cores

1.2.1
  - new ECLSS component: Waste Compressor, compress Waste into Shielding
  - new ECLSS component: Monoprop Fuel Cell, burn Monoprop and has Water+Nitrogen by-products
  - atmosphere is breathable on all bodies containing oxygen, when pressure is above 25 kPA
  - proper experience bonus calculation in stock converters and harvesters (@Gotmachine)
  - MOLE solar panels support in planner and background simulation  (@Gotmachine)
  - support patches for SXT & HGR, improved patches for VSR & HabTech, and more (@Eberkain)
  - support patch for OrbitalTug (@PiezPiedPie)    
  - fix: cache stop updating after planting flag (#50, #52, #75)
  - fix: exception in main loop when space weather is disabled (#78)
  - fix: exception in planner analysis when comfort modifier is used in a process (#79)  
  - fix: greenhouse harvest ready message spam
  - fix: missing configure setup descriptions in some cases  

1.2.0
  - process: it is possible to specify the set of output resources that can be dumped overboard
  - background/planner simulation of stock converter module support DumpExcess flag
  - fuel cell, water recycler and waste processor adapt consumption to required production
  - reduced atmosphere leak rate by 80%
  - allow scripts to be executed even without electric charge
  - added HardDrive to labs
  - removed ControlRate setting
  - fat-finger breakdown event support new Science system (#53)
  - fix: do not allow stock science lab modules around when Science is enabled
  - fix: toggling processes on unloaded vessels using automation doesn't really toggle it (#71)

1.1.9
  - SoundingRockets support patch by ValynEritai
  - BluedogDesignBureau support patch by ValynEritai & Maxzhao1999
  - OrbitalScience sigint antenna support patch by alaxandir
  - increased amount of resources on_rescue
  - waste processor can be toggled on/off
  - rebalanced ECLSS modules, capacity now proportional to crew capacity
  - rebalanced climatization: less EC cost, longer degeneration time
  - greenhouse has integrated pressure control
  - monitor panels require a connection on unmanned vessels
  - only remove stock conversions from ISRU, don't touch third-party ones
  - there is now an Extra/ folder containing patches not enabled by default
  - ad-hoc habitat volume/surfaces for all stock parts and a ton of other ones, by schrema
  - fix: amount of configurable resources is reset after vessel load in editor
  - fix: wrong capacity in ISRU setups
  - fix: wrong savegame version saved
  - fix: missing setup details in Configure window when module is defined after (#57)
  - fix: missing name of non-stock tech in Configure module part tooltip (#58)
  - fix: monitor don't forget selected vessel when flagged as debris after selection (#60)
  - fix: automation panel throw exception on duplicate id (#65)
  - fix: asset bundle loading cause problems in HullCam/KronalVesselViewer (#66)
  - fix: ContractConfigurator packs not working with Laboratory/Antenna module (#68)  

1.1.8
  - the science dialog is back (but can be hidden with settings)
  - stop disabling Science if ScienceRelay is detected
  - new API functions to deal with science data
  - better support for SSPX by Yaar Podshipnik
  - telemetry env readings require sensor parts
  - kerbin magnetotail now extend just beyond mun orbit
  - SCANsat support in automation
  - show BodyInfo window automatically the first time user enter map view or tracking station
  - tweak antenna distances on supported planet packs
  - fix: popup message about data when entering from EVA
  - fix: configure window is closed when related part is deleted in editor
  - fix: minor fixes in Science.cfg
  - fix: heliopause crossing contract
  - fix: pass credits instead of data size when firing OnScienceReceived event
  - fix: do not throw exception during data hijacking if science container is not present
  - new Experiment module with custom situation support (WIP, currently disabled)

1.1.7
  - HardDrive module implement IScienceDataContainer
  - monitor auto-switch vessel
  - window get scroll bars if necessary
  - fix: prevent camera scroll is working again
  - fix: show monitor panels depending on features enabled

1.1.6
  - improved the ui
  - JX2Antenna support patch by YaarPodshipnik
  - ContractConfigurator support patch by Gotmachine

1.1.5
  Rule framework
    - multiple profiles can cohexist in the same installation, only one is enabled from user settings
    - Process: vessel-wide resource consumer/producers driven by modifiers
    - split Supply out of Rule, for additional flexibility
    - can use resource amount as a modifier
    - many new modifiers, to leverage the information provided by habitat
  Features framework
    - user specified features are set by a flag in settings
    - other features are detected automatically from the modifiers used in the active profile
    - inject MM patches during loading screen, before MM is executed
    - third parties can check for specific features or profiles by using NEEDS[]
    - parts are enabled/disabled automatically depending on features used
  Resource cache
    - new 'exact, order-agnostic' algorithm for consumption/production chains at arbitrary timesteps
    - consider interval-based outputs in depletion estimates
  Configure
    - new module Configure: can select between setups in the VAB or in flight
    - setups can specify resources and/or modules
    - setups can include extra cost and mass
    - setups can be unlocked with technologies
    - configuration UI, that show info on modules and resources for a setup
  Habitat
    - new module Habitat: replace CLS internal spaces
    - used to calculate internal volume in m^3, and surface in m^2
    - can be disabled/enabled even in flight to configure the internal space as required
    - support inflatable habitats
    - can be pressurized/depressurized
    - can keep track of level of CO2 in the internal atmosphere
    - can be added to parts with no crew capacity
  Greenhouse
    - improved module: Greenhouse
    - lamps intensity is determined automatically, and is expressed in W/m^2
    - can have radiation and pressure thresholds for growth
    - can require an arbitrary set of input resources
    - can produce an arbitrary set of by-product resources
    - growth will degenerate if lighting/radiation/pressure conditions aren't met
  ISRU
    - planetary resource definitions based on real data
    - new module Harvester: for crustal/atmospheric resource extraction, use abundance/pressure thresholds
  Wet workshops
    - some stock tanks can now be configured as either fuel tanks or habitats, even in flight
  QualityOfLife
    - new module Comfort: replace Entertainment and provide a specific bonus, added to some stock parts
    - modified module GravityRing: now provide firm-ground bonus
    - living space is calculated from volume per-capita
  Radiation
    - shielding required is now determined by habitat surface, and map to millimeters of Pb
    - rtg emit a small amount of radiation
  Planner
    - single page layout, with panel selection
    - show consumers/producers of a resource in tooltip
    - improved/redesigned most panels
    - redundancy analysis for Reliability panel
  Reliability
    - improved subsystem: Reliability
    - support arbitrary third party modules
    - components are now disabled when they fail
    - two types of failures: malfunctions (can be repaired) and critical failures (can't be repaired)
    - safemode: there is a chance of remote repairs for unmanned vessels
    - components can be assigned to redundancy groups
    - an optional redundancy incentive is provided: when a component fail, all others in the same redundancy group delay their next failure
    - removed 'manufacturing quality'
    - can select quality per-component in the vab, high quality means higher cost and/or mass but longer MTBF
  Signal
    - improved: focus on data transmission rates and differences between low-gain and high-gain antennas
    - high-gain antennas: can communicate only with DSN
    - low-gain antennas: can communicate with DSN and with other vessels
    - low-gain antennas: can be flagged as 'relay' to receive data from other vessels
    - can choose what level of control to lose without a connection:
      . 'none' (lose all control),
      . 'limited' (same as CommNet limited control) and
      . 'full' (only disable data transmission)
    - easy parameters for antenna definitions
    - simple data rate attenuation model
    - render data transmission particles during data transmission
    - disable CommNet automatically when enabled
    - connection status is obtained by CommNet or RemoteTech when signal is disabled
    - new signal panel in vessel info window, show data rates, destination and file being transmitted
  Science
    - new subsystem: Science, improve on data storage, transmission and analysis
    - transmit data over time, even in background
    - analyze data over time, even in background
    - the background data transmission work with Signal, CommNet or RemoteTech.
    - new module: HardDrive, replace stock data container, can flag files for transmission and lab analysis
    - new module: Laboratory, can analyze samples and produce transmissible data
    - work with all science experiment modules, both stock and third-party, by hijacking the science result dialog
    - data storage: can store multiple results of same experiment type, can transfer to other parts without requiring EVA
    - data storage: can still be stored on EVA kerbals, and EVA kerbals can take/store data from/to pods
    - data UI: show files and samples per-vessel, can flag for transmission or analysis, can delete files or samples
    - properly credit the science over time
    - do not break science collection contracts
  Automation
    - removed the Console and command interpreter
    - new scripting system: not text-based anymore
    - new component control and script editing UI
    - script editor UI highlight parts for ease of use
  Misc
    - ported to KSP 1.2.2
    - consistent part naming scheme
    - rebalanced mass/cost of all parts
    - improved part descriptions
    - do not change stock EC producers/consumers anymore
    - adapted all support patches, removed the ones not necessary anymore
    - shaders are loaded from asset bundle
    - removed workarounds for old SCANsat versions
    - some Settings added, others removed
    - action group support for all modules
    - properly support multiple modules of the same type in the same part
    - optimized how animations in modules are managed
    - can optionally use the stock message system instead of our own
    - can optionally simulate the effect of tracking pivots on solar panels orientability
    - removed helmet handling for EVA kerbals
    - doesn't require CRP anymore, but it will still work along it
    - improved how crew requirements are specified in modules
    - show limited body info window when Sun is selected, instead of nothing
    - new contract: analyze sample in space
    - new contract: cross the heliopause
    - rebalanced ec consumers/producers
    - show tooltips in vessel info
    - use common style for all part info tooltips
    - AtomicAge engines emit radiation (ThePsion5)
    - more love for VenStockRevamp patch (YaarPodshipnik)
  Profile: 'Default'
    - rewritten from scratch
    - balanced consumption rates from real data
    - balanced container capacity from real data
    - water
    - co2 poisoning
    - pressurization: influence quality of life
    - configurable ECLSS in pods: scrubber, water recycler, pressure control, waste processing
    - configurable supply containers: can store Food, Water, Waste
    - configurable pressurized tanks: can store Oxygen, Nitrogen, Hydrogen, Ammonia
    - greenhouse: require Ammonia and Water, produce Oxygen and WasteWater as by-product, need to be pressurized, has radiation threshold
    - stock ISRU plants can be configured with one among a set of reality-inspired chemical processes
    - stock drills can be configured with a specific resource harvester
    - stock atmo experiment is also used as configurable atmospheric harvester
    - stock fuel cells act like real fuel cells
    - new part: Chemical Plant, can execute reality-inspired chemical processes, unlocked early in the tech tree
  Profile: 'Classic'
    - this profile mimick the old default profile, without the new stuff
  Profile: 'None'
    - choose this if you want to play with third-party life support mods
  Bugs fixed
    - fix: nasty problem with interaction between cache and analytical sunlight estimation
    - fix: radiation body definitions were not loaded in some cases
    - fix: planner, stock laboratory EC consumption wasn't considered
    - fix: planner, solar panel flux estimation was considering atmo factor even in space
    - fix: planner, correctly skip disabled modules
    - fix: spurious signal loss message when undocking
    - fix: maintain notes and scripts even after docking/undocking
    - fix: highlighting of malfunction components in pods
    - fix: in monitor UI signal icon, show all relays in the chain
    - fix: bug with killing eva kerbals while iterating the list of crew
    - fix: exception when loading dead eva kerbals
    - fix: module index mismatch when loading dead eva kerbals

Previous changelogs are available here.

Edited by ShotgunNinja
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Wow, this looks like a lot! I'll have to try it out some time!

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What the what! This mod has the capability to expand the game's scope significantly. Can't wait to try this out. Thanks for working on this.

 

ninja edit: will wait until 1.1 compatible release.

Edited by crapstar

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Got super excited then realized its for 1.0.5... well ill just have to wait I guess! hype!

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This sounds very interesting and ultra hard as well. I'll take a look at it once you get it ready for 1.1. Going back to 1.05 is a no go for me, now that I can finally play again :)

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5 minutes ago, v1per said:

This sounds very interesting and ultra hard as well. I'll take a look at it once you get it ready for 1.1. Going back to 1.05 is a no go for me, now that I can finally play again :)

Well i mean 1.1 is going to be released relatively soontm  so I don't expect a long life on 1.0.5. I wouldn't switch back to 1.0.5 if you paid me. I'd consider it, and depending on my circumstances, I might, but I'm definitely not gonna switch back       unless you paid me.....maybe... but probably not

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Wow! This looks like the ultimate realism mod! :D Will definitely be on my list once it's 1.1 compatible.  bookmarking

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You know, it would be awesome to have an option to leave life support on TAC, malfunctions to DangIt/Entropy and communications to RemoteTech. I really like the idea of radiation, space weather and that quality of life stuff, but sacrificing mods above for less realistic analogs would be somewhat cheaty.

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About KSP 1.1: this will get updated for 1.1 as soon as I get my hands on it.

About disabling part of the mods: early in the design i through about making separate mods, but then choosed to go fully integrated. This was painfull code-wise, but in the end it allowed me to make all mechanics interact with each other and have a common user interface.

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Looks very interesting, will try it once 1.1 is done.

Can certain parts be turned off? Namely if you prefer the other TAC, Dangit, Remotetech etc? As these are well developed mods

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The problem is that yours target audience, people who like more realism in ksp, can't use it with their must-have mods. Like Realism Overhaul for example.
Sure it makes ksp more realistic, somewhat middleway between stock and RO/RSS, but I hope you'll consider making it more compatible with what other people already done on this.


And after all, it's much easier to tell your program not to do something in certain conditions than to program that "something" in the first place.

Edited by KvaNTy
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@KvaNTy Well I never played Realism Overhaul but I don't see why the two mods should be incompatible. For RSS, this mod make no assumptions about the solar system features. It support SCANsat directly (adding background consumption). Also it include a MM patch for VenStockRevamp. For other mods that overlap conceptually with this one (like TAC, DangIt, RemoteTech) I can't possibly make it compatible.

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@KvaNTy Some people don't want their mods used with others, besides, I don't play with it but I've seen TAC used before, and I see little difference between this and that. If you really want your launches to fail, I don't know what to tell you. And again, with RT, I haven't played with it but I've seen it used, and I see little difference between that and this. I'm not trying to be rude, I'm trying to say make a compromise.

Shame on all you! You'll get your grubby mitts on your 1.1 version whenever this poor KSP store user gets access to it.

@ShotgunNinja Just tried it out a little bit before bed. Absolutely everything I'd expect from this kind of mod! Totally adds a lot more challenge! Should be required for RO. @NathanKell Why aren't we funding this??

 

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Would a mod that moves around stock tech tree nodes mess with the tech tree interdependencies in this mod?

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@Errol Good question. Right now the tech improvements make some assumptions about the order of the technologies. If a mod reorder them the worst thing that can happen is that you may get the late bonus sooner than intended. I'll fix it in the next version, removing the assumption on the order.

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Colour me very interested (a shade of blue-green).

Have you got pics of the parts that you're adding? Seems that you've got a greenhouse and tanks for LS resources. How about other antennae?

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@SmarterThanMe There are very few parts included. Here is a picture of them all, you may find them familiar. The greenhouse and food containers are original artwork by forum user 'zzz', I just retextured them and used the tank lights to indicate when a container is almost empty, and the greenhouse lamps for the artificial light mechanic. The oxygen tank is original artwork by forum user 'blackheart'. The antenna is a (poorly) retextured and rescaled version of a stock antenna.

 

parts.png

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Good work. I wish I had some skill in this area to offer to help. :)

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After reading the wiki it seems like it is a very thought through mod. Will give it a try in 1.1 for sure.

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Whoah, where did this come from! Sounds awesome, definite tryout for me! :D

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I can see the benefit of an all in one realism mod like this being I wont have to worry about compatibility and dependency issues. I hope this will work with the community tech tree. Congrats on your release. This looks good.

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how are additional bodies automatically covered by the radiation aspect of this mod? does it randomly assign attributes to the bodies on load? also is it customizable in terms of an MM patch to tweak certain bodies outputs?

also love it so far :wink:

Edited by KillAshley
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This is a really cool mod, and you've clearly put a lot of work into it.  It looks very polished.  I want it.

Well... I want parts of it.  I'll express the same concern about having one giant monolithic mod.  Please don't get disheartened by this; the reason people are discussing modularization is that they're trying to figure out how to adopt your mod into their game because your mod is so awesome. :)

For example I'm already using TAC and RemoteTech.  I don't want part failures, science tweaks, or stock parts moved around.  I do very much want the rest - the habitation requirements (climate control, quality of life), radiation, space weather, the monitor.  So, right now I can't adopt the mod, but with a little work I could.

Some toggles to disable certain functions (or even better, detect if another mod is installed and integrate with it) would let a lot more people adopt the mod.

The toggles I'd like to see (and integration with other mods):

  • Life support (Food & Oxygen, Scrubbers, Greenhouse, EVA, Climate Control) - could detect TAC/USI/Snacks and use their values for the monitor
  • Habitation (Quality of Life) - detect USI LS and KabinKraziness
  • Radiation - I don't think any other mod does this
  • Science Tweaks - this looks to just be a ModuleManager config, so users can just delete/modify what they don't like
  • Signals - detect AntennaRange and RemoteTech and use their connected/disconnected states
  • Space Weather - I don't think any other mod does this
  • Malfunctions - detect DangIt or Kerbal Krash System
  • Coherent Background Simulation - detect BackgroundProcessing?

I wish I had more free time; adding optional support for the above mods would be fun.

Since the pic is buried in the wiki, I'll mention the monitor looks really cool:

monitor_0.png

I have like 200 ships though (lots of comm relays for RemoteTech).. not sure how it would handle that.  Some way to filter, sort, or ignore ships might be needed, if not already there.

Overall, awesome work!

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