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[1.2.2] KerbalismSimplified [1.1.5]


theJesuit

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40 minutes ago, theJesuit said:

@TheFranchise1024, yes.  I do remember having the issue myself at some point - but I can't remember, I think it was because I update Kerbalism itself and didn't change the settings again!  I'm a little tied up at the moment so I'll have a look later.

Thanks for the encouragement.

EDIT - Think I found what may be the issue based on experience noted above too.

  1. Close the game
  2. Go to your Saves folder (instead of Gamedata), then the folder of your save.
  3. Find the persistence.cfg file.  This is your SAVE.  If you break it, you lose your hardwork!
  4. Make a copy and call it anything.  Like, persistence-copy.cfg
  5. Open the persistence.cfg using Notepad (or Notepad++ if you have it installed)
  6. Look for the difficulty settings entitled DIFFICULTY, should be about 70- 80 lines down.
  7. If EnableCommNet = False, then change it to EnableCommNet = True
  8. Save the file.
  9. Load the game and see if that helps.

Let me know if that worked for you!

Peace.

Yep that worked! Thanks for your help and great job with the mod!

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  • 2 weeks later...
1 minute ago, TheFranchise1024 said:

Quick question, if I wanted to reduce the rate at which Kerbals consume food, which value would I edit? This value in the Simplified cfg?: "2 meals per-day degeneration = 0.03333"?

I think you are in the right place

Rule
    {    name = eating
        input = Consumables
        output = OrganicSlurry
        rate =     .5                                // 1.77 Kg per-day
        interval = 10800.0                         // 2 meals per-day
        degeneration = 0.03333                     // 30 meals, 15 days
        warning_message = $ON_VESSEL$KERBAL is hungry
        danger_message = $ON_VESSEL$KERBAL is starving
        fatal_message = $ON_VESSEL$KERBAL starved to death
        relax_message = $ON_VESSEL$KERBAL is enjoying some snacks right now
    }

I think you want to either change the rate, or the interval.

The rate is how much is consumed in a single 'meal'.  Simplified makes the amount 1 unit required per day - at a weight of 1.77 which is what human people need apparently for food and water (based on Kerbalism's original mass of IFI, I can't remember!)

The interval is how often the meals are in seconds.

60secs*60mins*3hours = twice a day for a Kerbin 6 hour day.  Two meals per day to eat one unit of Consumables (food/water)

So to reduce the rate, increase the interval so that meals happen less frequently, or reduce the amount eaten per meal.

I honestly have no idea what degeneration does :)

Does this answer your question?

 

Peace.

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1 minute ago, theJesuit said:

I think you are in the right place

Rule
    {    name = eating
        input = Consumables
        output = OrganicSlurry
        rate =     .5                                // 1.77 Kg per-day
        interval = 10800.0                         // 2 meals per-day
        degeneration = 0.03333                     // 30 meals, 15 days
        warning_message = $ON_VESSEL$KERBAL is hungry
        danger_message = $ON_VESSEL$KERBAL is starving
        fatal_message = $ON_VESSEL$KERBAL starved to death
        relax_message = $ON_VESSEL$KERBAL is enjoying some snacks right now
    }

I think you want to either change the rate, or the interval.

The rate is how much is consumed in a single 'meal'.  Simplified makes the amount 1 unit required per day - at a weight of 1.77 which is what human people need apparently for food and water (based on Kerbalism's original mass of IFI, I can't remember!)

The interval is how often the meals are in seconds.

60secs*60mins*3hours = twice a day for a Kerbin 6 hour day.  Two meals per day to eat one unit of Consumables (food/water)

So to reduce the rate, increase the interval so that meals happen less frequently, or reduce the amount eaten per meal.

I honestly have no idea what degeneration does :)

Does this answer your question?

 

Peace.

Haha yes it does, thanks for the quick reply. I'm going to tweak with the values tomorrow and I'll let you know how it works out

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What is atmospheric leakage? If it involves the pressure in the vessel I assume it can be countered?

Thanks for making this pared-down set :) I've always wanted to try Kerbalism but was scared haha- this is my training wheels :P

Also, if I wanted to use another greenhouse mod, say Soylent, how hard would that be to adapt to this? Thanks!

Edited by Waxing_Kibbous
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18 minutes ago, Waxing_Kibbous said:

What is atmospheric leakage? If it involves the pressure in the vessel I assume it can be countered?

Thanks for making this pared-down set :) I've always wanted to try Kerbalism but was scared haha- this is my training wheels :P

Also, if I wanted to use another greenhouse mod, say Soylent, how hard would that be to adapt to this? Thanks!

Great questions,

It means that no crewed and inhabited part is completely sealed.  Air will always get out.  Kerbalism (vanilla lol!) then requires you to top up the pressure with nitrogen for each part that has habitat enabled.  Nitrogen then becomes a VERY necessary resource.  Simplified (and soon to be Simplex too) simply says, Air leaks and is lost, just keep adding more Air until it is gone.

I believe Kerbalism will also eventually add in the idea that you lose atmosphere when you go on EVA.  I'll look into this and how it might be implemented in Simplified - it may be just a stock amount of Air is lost each time.

Yes, I'd like to implement Soylent too!  I've been focused on Simplex, and aside from the mods specifically needed for the function of Simplex I haven't added in extra mods.  If I get time I'll chuck it in.  It shouldn't be too hard - the easiest way would be to add the soylent parts into the Simplifed Profile, copying the Greenhouse section but changing the part name.  You may also need to edit out Soylent's own part configs so that they don't clash.   Shouldn't be too hard.

Peace.

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Hi @theJesuit  I made a config for KPBS- first of all I'm not a coder so there may be goofs, secondly there is no thought to balancing yet. iMO the only thing to be balanced is the small greenhouse part, but since it currently has no lamp maybe thats OK. All I did was a find/replace of one of the files (the Classic one) in GameData/PlanetaryBaseInc/ModSupport/Configs/Kerbalism/Profiles, basically just renamed stuff. Feel free to proofread/change/add to your mod if you want. It *seems* to be working but I just checked a few things in the VAB.

https://www.dropbox.com/s/g1dgrmwlv22tifq/KPBS_MM_Kerbalism_Simplified.cfg?dl=0

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6 minutes ago, Waxing_Kibbous said:

Hi @theJesuit  I made a config for KPBS- first of all I'm not a coder so there may be goofs, secondly there is no thought to balancing yet. iMO the only thing to be balanced is the small greenhouse part, but since it currently has no lamp maybe thats OK. All I did was a find/replace of one of the files (the Classic one) in GameData/PlanetaryBaseInc/ModSupport/Configs/Kerbalism/Profiles, basically just renamed stuff. Feel free to proofread/change/add to your mod if you want. It *seems* to be working but I just checked a few things in the VAB.

https://www.dropbox.com/s/g1dgrmwlv22tifq/KPBS_MM_Kerbalism_Simplified.cfg?dl=0

Awesome, I'm at work currently but will be looking at things this evening, especially since I plan a beta release of Simplex today.

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Quote

 the licence was Unlicence.  This is the same licence used as ShotgunNinja in Kerbalism as I use some of his code. 

Just pointing out that as far as I can tell, unlicense is NOT "share alike", so just because shotgunninja chose that one doesn't mean you would necessarily have to. Just pointing out since you may or may not actually want other people to be able to do the same with your contributions (suddenly switch to a more restrictive license on modification and redistribution, etc. -- such as Disney marketing existing public domain fairy tales). Public domain WITH sharealike is generally more what people intuitively want, in my experience, when looking for public domain licenses.

(The original public domain content would still exist either way, but often, people will find only one version of something and not know to look for others or how)

Anyway, many people disagree with me, but since your comment suggested certain assumptions, was just laying it out explicitly.

Edited by Crimeo
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15 minutes ago, Crimeo said:

Just pointing out that as far as I can tell, unlicense is NOT "share alike", so just because shotgunninja chose that one doesn't mean you would necessarily have to. Just pointing out since you may or may not actually want other people to be able to do the same with your contributions (suddenly switch to a more restrictive license on modification and redistribution, etc. -- such as Disney marketing existing public domain fairy tales). Public domain WITH sharealike is generally more what people intuitively want, in my experience, when looking for public domain licenses.

(The original public domain content would still exist either way, but often, people will find only one version of something and not know to look for others or how)

Anyway, many people disagree with me, but since your comment suggested certain assumptions, was just laying it out explicitly.

Thanks for the thoughts... I'm not truly developing coding nor producing art assets, just reconfiguring cfg files, even to the extent of copying and pasting @ShotgunNinja's own cfg coding. 

I may look at a sharealike for Simplex later today but it depends on how I end up configuring or reconfiguring cfg fIles from other mods.

 

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13 hours ago, Waxing_Kibbous said:

Hi @theJesuit  I made a config for KPBS- first of all I'm not a coder so there may be goofs, secondly there is no thought to balancing yet. iMO the only thing to be balanced is the small greenhouse part, but since it currently has no lamp maybe thats OK. All I did was a find/replace of one of the files (the Classic one) in GameData/PlanetaryBaseInc/ModSupport/Configs/Kerbalism/Profiles, basically just renamed stuff. Feel free to proofread/change/add to your mod if you want. It *seems* to be working but I just checked a few things in the VAB.

https://www.dropbox.com/s/g1dgrmwlv22tifq/KPBS_MM_Kerbalism_Simplified.cfg?dl=0

I see from the Soylent thread you've been busy adapting some of my own favourite mods over to simplified!  RL has kept me from doing too much of this, so thanks for having a good look through.

Have you tried these out and do they work as expected?  I don't really have time to give it a decent run, but it the MM patch does look like everything is in order.  Great job!

I would like to add it in, I'll look at updating Simplified once I've got Simplex up and running...

Peace.

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So, I tested the KPBS parts in orbit and they seem to be working but really need some balance, in particular the Air tanks. I'm sure the whole thing could use some balance, I'll leave that to you. But, the LS modules add supply time and the small greenhouse will grow food, the ConsumedWaste tank filled up and the parts show stats in the VAB

Thanks for the help with Soylent, I'll play with that a bit today, hopefully I make some progress. Looking at it I think a good balance between red and green Soylent could be manipulated via  light_tolerance =

Just tried your code, the VAB readout looks to be missing some fields

Dukagif.jpg

Lastly, is there a way to reload the MM config in game so I don't have to keep restarting KSP?

Spoiler

@PART[UDA_SOYLENT_GREEN_GIGANTOR]:NEEDS[ProfileSimplified]:FOR[Kerbalism]
    {    MODULE
        {   name = Greenhouse
converterName = Green
			StartActionName = Start Green
			StopActionName = Stop Green	
			tag = Life Support		
			GeneratesHeat = false
            crop_resource = Consumables                // harvest resource
            crop_size = .5                              // crop_rate = 0.00000154321                
            ec_rate = 2.5                               // EC/s so that you produce out at Jool!

            light_tolerance = 400.0                 // minimum lighting flux required for growth, in W/m^2

            lamps =                                 // don't need this 
            shutters = door                         // 
            plants =  
		}                              // 

            INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 0.7266319444
			// uses 10x more charge for more pumping
		}
		INPUT_RESOURCE
		{
			ResourceName = SterileOrganicSlurry
			Ratio = 0.00001610277778
		}
		INPUT_RESOURCE
		{
			ResourceName = BadAir
			Ratio = 0.001509731477
		}
		INPUT_RESOURCE
		{
			ResourceName = SoylentStarter
			Ratio = 0.000000017265625
		}
		OUTPUT_RESOURCE
		{
			ResourceName = Consumables
			Ratio = 0.000017265625
			DumpExcess = false
		}
		OUTPUT_RESOURCE
		{
			ResourceName = Air
			Ratio = 0.001747808314
			DumpExcess = false
		}
		UseSpecialistBonus = false
	}

 

 

Edited by Waxing_Kibbous
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  • 4 weeks later...

 

On 5/1/2017 at 4:59 PM, Waxing_Kibbous said:

Just tried your code, the VAB readout looks to be missing some fields

Probably you have figured it out by now, but in your MM patch you should use 'rate' instead of 'Ratio'. All modules that leverage KSP resHandler (like the greenhouse above) use 'rate', while only the stock resource converter/harvester modules use 'Ratio'.

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