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leomike

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Everything posted by leomike

  1. @Quoniam Kerman I believe this will just make AVC believe that the plugin is compatible but it still won't work. You need to recompile the DLL to change the version requirement for Kopernicus to actually work. I've done it myself, but I only use for Spectra; wouldn't dare to test with any mod that actually changes the planets.
  2. @jbarry39 The update will come when it does. There is no timeline and requesting an update can only make it take longer.
  3. It's fine to create a new save without Kopernicus, you will simply lose some of the features. Existing saves will break because Kopernicus replaces the deployable solar panel module with it's own implementation. Safer to wait for an update and keep playing on 1.7.1 in the meantime.
  4. @Beale Love the mod! Only issue I'm having (perhaps this is just me) is whenever a craft name has * in the title, KSP always asks if I want to overwrite when saving. Seems to be due to the fact that * is translated to _ in the save file name, so KSP tries to confirm because the two are different? Would it be possible to add an option (like "R" right after the ] instead of/in addition to "*")? I didn't try ~ yet, but I'd assume it's the same thing. Thanks for updating and improving this mod to 1.7.1
  5. @Calvin_Maclure @lordcirth It disabled the Kerbalism signal system but still uses the RT signal status for science transmission (although the transmission rate is flat). I don't believe background EC usage is modeled in this case either.
  6. @theSpeare This was already discussed 1-2 pages back. Currently the only use is to get science from samples faster or for suicide missions. This may or may not change in the future, at @ShotgunNinja discretion.
  7. No, variance per Kerbal is a function of their name, not their traits. This doesn't work, the total comfort values are limited between 0.1 and 1.0. If they add up to more it will simply be capped at 1.0. @Iso-Polaris I had the same issue as you regarding stress (and also radiation). I wanted a way for both of them to go down in perfect conditions. In the end I had to recompile Kerbalism with some changes to achieve this.
  8. @MaxRebo You could try launching a copy on the launchpad without solar panel (or any other part the generates electricity) and see if you can replicate the issue. If so, try removing the parts one at the time until the issue goes away. This would allow us to pinpoint the source of the problem to a single part. Since this only happens in the foreground it is possible it is an issue with the other mod rather than Kerbalism in which case you might want to check the thread for that mod or see if the problem persists after removing Kerbalism. @Majikthyze Try adding this at the end of Kerbalism/Support/CxAerospace.cfg @PART[CXA_GymHab]:NEEDS[FeatureComfort]:FOR[Kerbalism] { MODULE { name = Comfort bonus = exercise desc = A treadmill designed to permit exercise in zero-g is included. The crew will love it. } MODULE:NEEDS[FeatureReliability] { name = Reliability type = Comfort title = Treadmill repair = Engineer@1 mtbf = 36288000 // 4y extra_cost = 0.25 extra_mass = 0.05 } @tags ^= :$: comfort: }
  9. @theJesuit Kerbalism dynamically calculates the volume and surface of parts that don't have a hard-coded configuration. This might be what is causing the issue although I can't confirm. One solution would be for you to hardcore the values in the part configuration. You can take a look at GameData/Kerbalism/System/Habitat.cfg for some clue how to do it (although you will need to figure out the volume and surface yourself). @The-Doctor Some experiments are useful to do in a lab, but a temperature reading from Duna shouldn't yield more science if analyzed around the Mun or a surface sample from Minimus create more science if looked at in orbit of Kerbin rather than on the ground (which it does in stock). It would make more sense to have experiments that are conducted in the lab itself not simply an analysis of results from other experiments.
  10. @The-Doctor I agree that having an on-site science lab would allow us to generate more science from soil samples (whether this holds for other types of samples as defined by Kerbalism would be debatable). In my comment I was refering to the stock mechanic where a sample is worth more if analyzed in a lab in orbit than if returned to Kerbin. One would expect that the KSC already has a lab and therefore there shouldn't be more science generated from the same sample in orbit. If we want to properly replicate what you are referring to, we could simply create a new experiment that can only be done in the science lab.
  11. It is somewhat out of thin air. The KSC would be much better prepared to analyze any sample than any orbital laboratory could be. There isn't really a reason why this should create more science if analyzed than if it is simply returned to Kerbin. In nhe end this is a matter of balancing realism and gameplay.
  12. @Zombie_Striker @The-Doctor I'd agree with both of you that the current science lab are of limited use (other than suicide missions or to simply get science faster) . @ShotgunNinja A simple alternative might be to make returned samples only yield 50% of the cap, the rest can only be generated by analyzing this sample in a lab. I tried implementing this in the modified version of Kerbalism I play with and it's relatively straight forward. Let me know if you want me to submit a pull request.
  13. The antenna ranges in Kerbalism are fixed and not impacted by the tracking station level. There is also a minimum connection rate to allow for data transmission if I remember well, but I thought that was set to 1kb/s. Anything below that would only allow for telemetry (aka control).
  14. Not sure but I think this should be 2.65. Otherwise the CryoXmed and CryoXBig are the same mass.
  15. Won't this double-count the electrical usage when using the antenna to transmit? You might need to zero out the electrical requirement in the antenna module.
  16. A cool feature could be to either have the lab transform the experiment in another one (e.g.: "Material bay in orbit around the Mun" > "Analyzed material bay in orbit around the Mun") or have it continuously generate a small amount of science while it is analyzing an experiment. The second option could be farmed for unlimited science, but if the rate is low enough or each experiment can only be used once per lab, similar to how the stock game operates, that would not materially affect gameplay, especially since keeping Kerbals alive in orbit is by itself a challenge already . Anyways just a suggestion to make labs around the Mun/Minmus more useful. Right now it seems like they are more useful for one-way or very long duration missions.
  17. @影之瑒 When there is a CME you will get a warning ahead of time (how long ahead depends on how far the affected planet or vessel is). Vessels inside a menopause will lose signal to the KSC, vessels outside will receive a massive amount of radiation (potentially killing the crew, especially if no shielding is used).
  18. You can see the field and belts in the map, simply press B to open a menu that allows you to toggle them. Storms happen every 100 to 400 in-game days.
  19. @Daniel Prates Just took a look at the code and this was already added in 1.1.9. Did you launch or design your greenhouse with 1.1.8 by any change? In any case you can just add this to the greenhouse module in your save file, simply copy the pressure control module from another craft (make a backup before).
  20. @Daniel Prates Correct me if I'm wrong (I use my own profile for Kerbalism), but the lack of atmosphere/nitrogen doesn't kill the Kerbals, simply increase the stress. Higher risk of fire can be a good cause for stress. As for the rate at which nitrogen is used, I'm not an expert, but that's something you can easily edit in the settings. As for your change this would effectively reduce the leak rate by a factor of 1/1000. The shielding in the code by @schrema simply makes the leak rate variable on the shielding level (a fully shielded craft would have a reduced leak rate, by default it would be reduced by a factor of 1/10 I believe).
  21. @ShotgunNinja I love the changes you did since the last time I was around. One thing I was wondering though, is it possible to have the lab behave similarly to stock? Right now a station around the Mun or Minmus is not very useful useful since it seems like the lab simply allows you to get the science earlier, not new science. I've considered simply adding back the old ModuleScienceLab, but I don't believe it's supported by the background processing or the new science containers. Thanks for your great mod!
  22. @ShotgunNinja Just submitted a pull request for a few changes I had done previously. Had a lot of issues with Monodevelop refusing to commit properly so I ended up having to copy/paste the changes to Github directly, not a very pleasant experience. Overall changes are pretty minor.
  23. @ShotgunNinja New update looks great. Should I still hold off any pull?
  24. @ShotgunNinja Sounds good. Right now all I was planning to add was the co2_ratio for scrubbers and a way to disable RTG/debris orbital decay. Once you have the next update a can take a look and see if I can offer anything useful. Edit: Additional ideas: base radiation even inside magnetosphere (can be negative to allow "healing"), a way to make stress go down under very good conditions. I'm writing these here as a way to keep track, I can make pull requests for these if we want them in the official version.
  25. @ShotgunNinja If I were to submit a pull request for some changes (I wouldn't look at the optimization since I know you are already looking at that), any chances you'd merge it (given I don't change formatting and keep snake_case)? I remember you saying you don't really use git for version control.
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