SiCaRiO31
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Posts posted by SiCaRiO31
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Hi! it seems that the "Internal unlimited" type of ignition is bugged. It only allows my orbital engines from NFspacecraft to function once, after that the ignition reads as the image shows ([-2/-1]) and it cant be ignited again.
Has anyone had this problem before?
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I want to see all the new ways I can colonise and travel the different celestial bodys!
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hi! just wanted to report that some parts that use B9PS invoque a kraken event when using the stock EVA construction feature. I tested it first a pressurized tank from kerbalism, but apparently it happens with NFT parts as well. Anyone had this problem before?
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On 10/17/2022 at 4:12 PM, Agustin said:
Are the positions of rocks consistent? or does the procedural nature of it makes it so that it changes the place when you unload.. load saves say... ?
I ask because a streamer said he couldn't install the mods because it would crash all their ships and I told him that he could load them with collisions off and then move everything is there are any rocks and re enable collisions. But he said the rocks would spam in different locations which I am sure is not the case.the big collidable ones are consistent, the smaller ones not.
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On 10/5/2022 at 11:47 AM, Lisias said:
Send me screenshots of the problem, your KSP.log and a link for the Skybox you are using Let's see if I manage to reproduce the thing here on the week end!
So, this is with 100% brightness:
In the shadow: Looks good, you can see all the stars
SpoilerAt sunlight looking at the sun: ( this one looks good too, sky is as dark as it gets)
SpoilerLooking slightly to one side: sky seems to brighten too soon.
SpoilerIm using the Poods Skybox (the milky way one :P)
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On 10/1/2022 at 10:32 PM, Lisias said:
Are you sure this is not happening for you?
I just fired up my test bed and the stars became visible once Kerbol is occluded by Kerbin!
Yes that happens to me. Now that you mention it, it may be and effect more pronunce using graphic mods. I currently use a custom skybox with scatterer and planet shine. The specific issue I have is that, for the sky to be completaly dark when in sunlight, I have to dim the skybox with the provided slide. However, this ALSO dims the skybox when completaly and the shadow, loosing details fo the skybox.
I guess what I am trying to say is that I cant have it both ways at the same time (a completaly dark skybox when in sunlight, and a fully bright skybox at shadow)
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6 hours ago, Motokid600 said:
Ive been wondering if this was possible since this mod first releases almost a decade ago. In the sunlight I slide the dimmer to max so no stars. When in shadow I zero it for full stars. I wish so much for this mod to do this automatically.
yeah thats something I think is missing to give it the perfect effect. when behind a planned, if I dont change the dimmer, its always pitch black, when in reality you could see the stars, the galaxy and all the nebula since your eyes would adjust to the darkness. Maybe an aditional setting to adjust the range of dimming .
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I love the capsule as the DHD
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On 9/8/2022 at 10:39 AM, Lisias said:
ANNOUNCE
Release 2.1.1.10 EXPERIMENTAL is available for downloading, with the following changes:
- Fixes the Sky dimming for the Sun
- Implements some parameters to customise the dimming for planets.
- Work issues:
While working on issue #23, I realised that the real problem was the Sun not being properly handled - the code was handling Kerbol as it was a Planet, what obviously would not fly (pun not intended™).
So I handled Kerbol properly. @orangewarning, this is what you asked for.
At this time, the parameterising of the DarkenSky features became less necessary (if at all), but since I already had implemented it, I pushed it too. Perhaps it can be useful on custom SkyBoxes and custom Planetary systems with dozen of celestial bodies (some parameters aims to reduce the CPU tax a bit).
The Kerbol handling appears to be solid, but since I didn't did any kind of testings with custom Planetary Systems I choose to be cautious and released the stunt as EXPERIMENTAL.
Any help on checking this using custom planets, custom Solar Systems and with visuals like Scatterer and PlanetShine will be more than welcome!
No screenshots this time, I'm in hurry. Again™…
See OP for the links.
— — — — —
This Release will be published using the following Schedule:
- GitHub. Right Now.
- CurseForge. Will not be published
- SpaceDock. Will not be published
Being an experimental release, distribution will be restricted.
Just tested this. Seems to work fine with scatterer and planet shine. Just a question about the new slides: what do they change? its seems that when you move them all the way to the right the first 2 make the skybox brighter and the last one darker, but im not sure what exatly changes :P.
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19 hours ago, Socowez said:
So Stockalike Station Parts Redux adds artificial gravity centrifuges that adds to kerbal stress management. This makes sense if the centrifuge is a single part with a "toggle" function for the habitat. However, say I use robotic parts and normal habitat parts to create a custom centrifugal module, will that force be counted as artificial gravity and therefore contribute to stress management?
Nop. I asked a very similar question ( if a vessel attached by a tether to a counterweight started spinning, would the centrypetal force be counted as gravity ') and AFAIK, kerbalism doesnt have a way to read the aceleration the kerbals are under to know if they affected by gravity or not.
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1 hour ago, R-T-B said:
So I take it Kerbalism 4 is on hold or am I misunderstanding you?
I'd offer to help but Kopernicus is just about my sanity limit...
I think he is talking about 3.11
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2 hours ago, blackrack said:
Last couple of images for tonight, this time with a thicker atmosphere. Does this help them blend in better (ignore the weird shapes)?
I think the localized fog/mist setting I showed a few pages back would make for a pretty convincing rain if placed under a big cloud, darkened and given a downwards speed. I think I may add an option to either randomize or set periods for density that way the rain can be configured to come and go, we'll see.
something about the blend between the clouds and the ground is off. I belive the colour of the shadow doesnt correlate with whats under it.
SpoilerSeems like it has to be darker
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I been using this mod since 1.12.1 and it works fine with KAC. There is no integration with the stock alarm, but since I prefer KAC, is not a big issue for me :p
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On 2/14/2022 at 3:10 PM, linuxgurugamer said:
For all interested, I'm thinking of removing the EC requirement here completely. Looking for comments.
Reason: it will simplify things, and make this a bit more abstracted.
Honestly this is an issue with early rockets that dont have enought EC. After the early game, it becomes kinda irrelevant.
On a different note, would it be possible to add ingnitions based on ISP/trust/weight/fuel type instead of a fixed value? that way new patches would not be needed for all the engines and maintaining the mod would be easier. Kerbalism does something similar.
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22 hours ago, vorastra said:
I don't know what's going on with this mod, but I've tested carefully. Only with this mod installed when switching from any vessel to KSC at night, this is the only thing I can see. I've tried installing default config, deleted and installed VVP, no difference. This time I've installedjust EVE, ReStock, KER. No graphical mod that could mess with ground texrtures, shaders, etc. So. please, help me.
happens from time to time to me. Usually I reload the scene and its back to normal. Dont know what it is.
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1 hour ago, blackrack said:
Scatterer changes the color of sunlight so if these particles took into account light color they would have it seamlessly. I'm not personally interested in modifying the particles shaders but if someone else wants to do it they just have to take into account _LightColor0 and it's done.
How can one change that? Im interested in seeing if I can make Duna have a blue sunset like Mars
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You need to attach them using radial symmetry, not mirror symmetry. I dont know why, but thats how it works for me.
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On 10/22/2021 at 9:58 PM, JeromeHeretic said:
Hi linuxgurugamer.
Im afraid i found a bug in this mod.
To see this bug all this conditions must be met:
- rocket have boosters with liquid fuel engines WITH EXTERNAL IGNITOR
- boosters (it is not important if only one, or all) must have their own probe core
When this conditions are met, rocket at first normaly start all engines, but when staging (for example if you have asparagus fuel pipe connection), then all engines with external ignitor stops. Engines which have their own ignitor works normaly, even in case that engine have only 1 ignition.
BTW: If you will look at this problem, in last update 1.12.2 there were updated Swivel and Reliant engines, so in MM_stock is needed add this lines:
// LV-T30 Engine v2
@PART[liquidEngine_v2]:NEEDS[!PartOverhauls]
{
MODULE
{
name = ModuleEngineIgnitor
IgnitionsAvailable = 0
AutoIgnitionTemperature = 800
IgnitorType = External
}
}// LV-T45 Engine v2
@PART[liquidEngine2_v2]:NEEDS[!PartOverhauls]
{
MODULE
{
name = ModuleEngineIgnitor
IgnitionsAvailable = 4
AutoIgnitionTemperature = 800
IgnitorType = Internal
UseUllageSimulation = true
ChanceWhenUnstable = 0.2 //0-1
ECforIgnition = 20
}
}So please add them to the fix too.
Thank you
I created a Pull Request with some of the engines affected by the latest patch:
- the twin boar
- reliant
- swivel
- skipper
- mainsail
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1 hour ago, delta5 said:
Does this work with Kerbalism?
It does, but you have to add a patch for the new parts added in the last update. You can find it in the kerbalism thread
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Hi! Im having problems with CKAN.
QuoteThe following inconsistencies were found:
* Scatterer 3:v0.0825b conflicts with Scattererit says Scatterer contradicts with itselft and tells me to reinstall it, but it fails to reinstall (with no error mesange).
QuoteError during installation!
If the above message indicates a download error, please try again. Otherwise, please open an issue for us to investigate.
If you suspect a metadata problem: https://github.com/KSP-CKAN/NetKAN/issues/new/choose
If you suspect a bug in the client: https://github.com/KSP-CKAN/CKAN/issues/new/choose
I havent made a single change to my install.
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I made a patch for the new parts in SSPX a few weeks ago, replace your SSPX.cfg file in "...\GameData\KerbalismConfig\Support" with this and it should work (Do a back up first, just in case :P).
Spoiler// Stock-alike Station Parts Expansion // ============================================================================ // region Life Support // ============================================================================ @PART[sspx-inflatable-cen*,sspx-expandable-cen*]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault] { // Kerbalism forces the habitat to be inflated if kerbals are inside @CrewCapacity = #$MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$ MODULE { name = ProcessController resource = _Scrubber title = Scrubber capacity = #$../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$ running = true } MODULE { name = ProcessController resource = _PressureControl title = Pressure control capacity = #$../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$ running = true } MODULE { name = ProcessController resource = _WaterRecycler title = Water recycler capacity = #$../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$ running = true } MODULE { name = ProcessController resource = _WasteProcessor title = Waste processor capacity = #$../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$ running = true } MODULE { name = ProcessController resource = _MonopropFuelCell title = Monoprop+O2 fuel cell capacity = #$../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$ running = false } @MODULE[ProcessController],* { @capacity *= 1.67 } MODULE { name = Configure title = Pod slots = 0 UPGRADES { UPGRADE { name__ = Upgrade-Slots techRequired__ = electronics slots = 2 } } SETUP { name = Scrubber desc = A dual-bed vacuum-exposing regenerative scrubber that sequesters <b>CarbonDioxide</b> from the internal atmosphere. mass = 0.01 cost = 250 MODULE { type = ProcessController id_field = resource id_value = _Scrubber } } SETUP { name = Pressure Control desc = Use <b>Nitrogen</b> to maintain the internal atmosphere at a comfortable pressure. tech = engineering101 mass = 0.01 cost = 250 MODULE { type = ProcessController id_field = resource id_value = _PressureControl } RESOURCE { name = Nitrogen amount = #$../../../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$ maxAmount = #$../../../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$ @amount *= 500 @maxAmount *= 500 } } SETUP { name = Water Recycler desc = Filter impurities out of <b>WasteWater</b>. tech = spaceExploration mass = 0.05 cost = 500 MODULE { type = ProcessController id_field = resource id_value = _WaterRecycler } RESOURCE { name = WasteWater amount = 0 maxAmount = #$../../../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$ @maxAmount *= 5 } } SETUP { name = Waste Processor desc = Extract <b>Ammonia</b> out of decomposing organic <b>Waste</b>. tech = advExploration mass = 0.05 cost = 500 MODULE { type = ProcessController id_field = resource id_value = _WasteProcessor } RESOURCE { name = Waste amount = 0 maxAmount = #$../../../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$ @maxAmount *= 5 } } SETUP { name = Monoprop Oxygen Fuel Cell desc = An emergency fuel cell that burns <b>MonoPropellant</b> and <b>Oxygen</b> gas, producing <b>Water</b> and <b>Nitrogen</b> gas as by-products. tech = advElectrics mass = 0.1 cost = 1000 MODULE { type = ProcessController id_field = resource id_value = _MonopropFuelCell } } } } @PART[sspx-inflatable-hab*]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault] { // Kerbalism forces the habitat to be inflated if kerbals are inside @CrewCapacity = #$MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$ MODULE { name = ProcessController resource = _Scrubber title = Scrubber capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$ running = true } MODULE { name = ProcessController resource = _PressureControl title = Pressure control capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$ running = true } MODULE { name = ProcessController resource = _WaterRecycler title = Water recycler capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$ running = true } MODULE { name = ProcessController resource = _WasteProcessor title = Waste processor capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$ running = true } MODULE { name = ProcessController resource = _MonopropFuelCell title = Monoprop+O2 fuel cell capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$ running = false } @MODULE[ProcessController],* { @capacity *= 1.67 } MODULE { name = Configure title = Pod slots = 0 UPGRADES { UPGRADE { name__ = Upgrade-Slots techRequired__ = electronics slots = 2 } } SETUP { name = Scrubber desc = A dual-bed vacuum-exposing regenerative scrubber that sequesters <b>CarbonDioxide</b> from the internal atmosphere. mass = 0.01 cost = 250 MODULE { type = ProcessController id_field = resource id_value = _Scrubber } } SETUP { name = Pressure Control desc = Use <b>Nitrogen</b> to maintain the internal atmosphere at a comfortable pressure. tech = engineering101 mass = 0.01 cost = 250 MODULE { type = ProcessController id_field = resource id_value = _PressureControl } RESOURCE { name = Nitrogen amount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$ maxAmount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$ @amount *= 500 @maxAmount *= 500 } } SETUP { name = Water Recycler desc = Filter impurities out of <b>WasteWater</b>. tech = spaceExploration mass = 0.05 cost = 500 MODULE { type = ProcessController id_field = resource id_value = _WaterRecycler } RESOURCE { name = WasteWater amount = 0 maxAmount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$ @maxAmount *= 5 } } SETUP { name = Waste Processor desc = Extract <b>Ammonia</b> out of decomposing organic <b>Waste</b>. tech = advExploration mass = 0.05 cost = 500 MODULE { type = ProcessController id_field = resource id_value = _WasteProcessor } RESOURCE { name = Waste amount = 0 maxAmount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$ @maxAmount *= 5 } } SETUP { name = Monoprop Oxygen Fuel Cell desc = An emergency fuel cell that burns <b>MonoPropellant</b> and <b>Oxygen</b> gas, producing <b>Water</b> and <b>Nitrogen</b> gas as by-products. tech = advElectrics mass = 0.1 cost = 1000 MODULE { type = ProcessController id_field = resource id_value = _MonopropFuelCell } } } } // end // ============================================================================ // region Habitat (Inflatable) // ============================================================================ @PART[sspx-inflatable-hab*]:NEEDS[StationPartsExpansionRedux,FeatureHabitat]:AFTER[KerbalismDefault] { MODULE { name = Habitat inflate = Expand state = disabled animBackwards = True } !MODULE[ModuleDeployableHabitat] {} // Functionality is replaced by ModuleHabitat } // end // ============================================================================ // region Habitat + Gravity Ring // ============================================================================ @PART[sspx-inflatable-centrifuge-125-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { @mass = 3.0 // kerbalism gravity ring weight 3.5 t for 65m3 MODULE { name = Habitat state = disabled volume = 36.0 surface = 85.0 } MODULE { name = GravityRing ec_rate = 2.5 animBackwards = True deploy = Expand rotate = SpinCenter deployed = False rotateIsTransform = True SpinRate = 42 counterWeightRotate = SpinCenterCounter counterWeightSpinRate = -84.0 counterWeightSpinAccelerationRate = 2.0 } !MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat } @PART[sspx-inflatable-centrifuge-125-2]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { @mass = 2.5 // kerbalism gravity ring weight 3.5 t for 65m3 MODULE { name = Habitat state = disabled volume = 19.0 surface = 55.0 } MODULE { name = GravityRing ec_rate = 2.5 animBackwards = True deploy = Expand rotate = CompactSpinCentre deployed = False rotateIsTransform = True counterWeightRotate = CounterWeight counterWeightSpinRate = -70 counterWeightSpinAccelerationRate = 2 } !MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat } @PART[sspx-inflatable-centrifuge-25-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { @mass = 5.0 // kerbalism gravity ring weight 3.5 t for 65m3 MODULE { name = Habitat state = disabled volume = 85 surface = 180.0 } MODULE { name = GravityRing ec_rate = 2.5 animBackwards = True deploy = Expand rotate = B_Rotation rotateIsTransform = True SpinRate = 45 SpinAccelerationRate = 1 counterWeightRotate = 25mTorusCounterweight counterWeightSpinRate = -90 counterWeightSpinAccelerationRate = 2 } !MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat } @PART[sspx-expandable-centrifuge-375-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE { name = Habitat state = disabled inflatableUsingRigidWalls = True volume = 260.0 surface = 450.0 } MODULE { name = GravityRing ec_rate = 2.5 animBackwards = True deploy = CentrifugeCollapse rotate = B_Center deployed = False rotateIsTransform = True SpinRate = 35 counterWeightRotate = Counterweight counterWeightSpinRate = -70 counterWeightSpinAccelerationRate = 2 } !MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat } @PART[sspx-expandable-centrifuge-375-2]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE { name = Habitat state = disabled inflatableUsingRigidWalls = True volume = 110.0 surface = 190.0 } MODULE { name = GravityRing ec_rate = 2.5 animBackwards = True deploy = Retract rotate = SpinCenter deployed = False rotateIsTransform = True SpinRate = 25 counterWeightRotate = Counterweights counterWeightSpinRate = -70 counterWeightSpinAccelerationRate = 2 } !MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat } @PART[sspx-expandable-centrifuge-5-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE { name = Habitat state = disabled inflatableUsingRigidWalls = True volume = 350.0 surface = 530.0 } MODULE { name = GravityRing ec_rate = 2.5 animBackwards = True deploy = CentrifugeCollapse rotate = B_SpinCore deployed = False rotateIsTransform = True SpinRate = -35 SpinAccelerationRate = 1 counterWeightRotate = B_Counterweight counterWeightSpinRate = 70.0 counterWeightSpinAccelerationRate = 2 } !MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat } // end // ============================================================================ // region Comfort providers // ============================================================================ @PART[sspx-observation-25-1|sspx-cupola-125-1|sspx-cupola-1875-1|sspx-cupola-375-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] @PART[sspx-observation-25-1|sspx-cupola-125-1|sspx-cupola-375-1|sspx-cupola-1875-1|sspx-dome-cupola-5-1|sspx-cupola-telescope-125-1|sspx-cupola-greenhouse-125-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE:NEEDS[FeatureComfort] { name = Comfort desc = The very best space observation experience. bonus = panorama } @tags ^= :$: comfort: } @PART[sspx-habitation-1875-1|sspx-habitation-1875-2|sspx-habitation-375-1|sspx-habitation-375-2|sspx-habitation-375-3]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] @PART[sspx-habitation-375-1|sspx-habitation-375-2|sspx-habitation-375-3|sspx-habitation-5-1|sspx-habitation-5-2|sspx-dome-habitation-5-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE:NEEDS[FeatureComfort] { name = Comfort desc = It has included a rotation system that simulates gravity. The crew will love it. bonus = exercise } MODULE:NEEDS[FeatureReliability] { name = Reliability type = Comfort title = Treadmill repair = Engineer mtbf = 36288000 extra_cost = 0.25 extra_mass = 0.05 } } @PART[sspx-inflatable-hab-25-1|sspx-inflatable-hab-25-2]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE:NEEDS[FeatureComfort] { name = Comfort desc = A treadmill designed to permit exercise in zero-g is included. The crew will love it. bonus = exercise } MODULE:NEEDS[FeatureReliability] { name = Reliability type = Comfort title = Treadmill repair = Engineer mtbf = 36288000 extra_cost = 0.25 extra_mass = 0.05 } } // Don't forget that those centrifuges have exercise areas too! @PART[sspx-inflatable-centrifuge-25-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE:NEEDS[FeatureComfort] { name = Comfort desc = Some low-g exercise equipment is included. The crew will love it. bonus = exercise } } // centrifuge has both confort (panorama & exercise) @PART[sspx-expandable-centrifuge-375-*]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE:NEEDS[FeatureComfort] { name = Comfort desc = Some low-g exercise equipment is included. The crew will love it. bonus = exercise } MODULE:NEEDS[FeatureComfort] { name = Comfort desc = The very best space observation experience. bonus = panorama } } @PART[sspx-expandable-centrifuge-5-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE:NEEDS[FeatureComfort] { name = Comfort desc = Some low-g exercise equipment is included. The crew will love it. bonus = exercise } MODULE:NEEDS[FeatureComfort] { name = Comfort desc = The very best space observation experience. bonus = panorama } } // end // ============================================================================ // region Sickbay // added by Gordon Dry // ============================================================================ @PART[sspx-habitation-125-1|sspx-habitation-1875-1|sspx-habitation-1875-2]:NEEDS[StationPartsExpansionRedux,FeatureHabitat,FeatureRadiation]:AFTER[zzzKerbalismDefault] @PART[sspx-habitation-125-1|sspx-habitation-1875-1|sspx-habitation-1875-2|sspx-habitation-25-1|sspx-habitation-5-1|sspx-habitation-5-2|sspx-dome-habitation-5-1]:NEEDS[StationPartsExpansionRedux,FeatureHabitat,FeatureRadiation]:AFTER[zzzKerbalismDefault] { MODULE { name = Sickbay resource = _SickbayRDU title = RDU desc = The Radiation Detoxication Unit (RDU) uses EC and Oxygen to reduce the effects of radiation poisoning. slots = 0 UPGRADES { UPGRADE { name__ = Upgrade-HitchhikerRDU techRequired__ = advScienceTech slots = 1 } } } } // ============================================================================ // region Recyclers // ============================================================================ @PART[sspx-utility-125-1|SSPX_sspx-utility-1875-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault,FeatureRadiation]:AFTER[zzzKerbalismDefault] @PART[sspx-utility-125-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault,FeatureRadiation]:AFTER[zzzKerbalismDefault] { // since this part contains an active shield, it needs a big NERF: // available only together with kerbalisms active shield // pricing adjusted, the part was way too cheap @TechRequired = experimentalScience @entryCost = 65000 @cost = 15000 MODULE { name = Emitter radiation = -0.0000005555 // -0.002 rad/h toggle = true ec_rate = 1.25 active = e10 } } @PART[sspx-utility-125-1|SSPX_sspx-utility-1875-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault,FeatureReliability]:AFTER[zzzKerbalismDefault] @PART[sspx-utility-125-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault,FeatureReliability]:AFTER[zzzKerbalismDefault] { MODULE { name = Reliability type = Emitter title = Shield repair = Engineer mtbf = 72576000 extra_cost = 2.5 extra_mass = 0.1 } } // end // ============================================================================ // region Greenhouses // ============================================================================ @PART[sspx-greenhouse-25-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault] { MODULE { name = Greenhouse crop_resource = Food // name of resource produced by harvests // Twice as effective as kerbalism-greenhouse part. // See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details. // This greenhouse has 18 independent sections! It's 18 staged crops in rotation. Almost non-stop production, but each harvest is 18 times smaller. crop_size = 3.0625 // 18 times less harvest than 2x"kerbalism-greenhouse" crop_rate = 0.00000416664 // but you can harvest 18 times more often due to independent sections! ec_rate = 5 // 2x"kerbalism-greenhouse" light_tolerance = 400.0 // minimum lighting flux required for growth, in W/m^2 pressure_tolerance = 0.1 // minimum pressure required for growth, in sea level atmospheres radiation_tolerance = 0.000008333 // maximum radiation allowed for growth in rad/s, considered after shielding is applied shutters = 25DoorsOpen // animation to manipulate shutters animBackwards = True INPUT_RESOURCE { name = Ammonia rate = 0.00019140625 // 2x"kerbalism-greenhouse" } INPUT_RESOURCE { name = Water rate = 0.0000063802 // 2x"kerbalism-greenhouse" } INPUT_RESOURCE { name = WasteAtmosphere // Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used rate = 0.0024915995 // 2x"kerbalism-greenhouse" } INPUT_RESOURCE { name = CarbonDioxide // Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is // present then it will be used in place of CO2 injection rate = 0.00083053315 // 2x"kerbalism-greenhouse" } // Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the // CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere. // If there is not enough resources then the plants will suffer. OUTPUT_RESOURCE { name = Oxygen rate = 0.0034475965 // 200% of oxygen required by 1 crew member } } RESOURCE { name = Ammonia amount = 544 // 2x"kerbalism-greenhouse" maxAmount = 544 } RESOURCE { name = CarbonDioxide amount = 9000 // 2x"kerbalism-greenhouse" maxAmount = 9000 } // To support pressure control @MODULE[Configure] { @SETUP[Pressure?Control] { !RESOURCE[Nitrogen] {} } } RESOURCE { name = Nitrogen amount = 10000 // 1x"kerbalism-greenhouse" as it does not mess with crops maxAmount = 10000 } RESOURCE { name = Water amount = 22 // 2x"kerbalism-greenhouse" maxAmount = 22 } !MODULE[ModuleAnimateGeneric] {} // Greenhouse handles animation } @PART[sspx-greenhouse-375-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault] { MODULE { name = Greenhouse crop_resource = Food // name of resource produced by harvests // Twice as effective as kerbalism-greenhouse part. // See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details. // Both growing "rings" of this greenhouse are unfortunately in the same section. No independent growing possible. (Different watering and lighting needs for different grow stages). crop_size = 55.125 // 2x kerbalism-greenhouse crop_rate = 0.00000023148 // regular growth speed ec_rate = 5 // 2x"kerbalism-greenhouse" light_tolerance = 400.0 // minimum lighting flux required for growth, in W/m^2 pressure_tolerance = 0.1 // minimum pressure required for growth, in sea level atmospheres radiation_tolerance = 0.000008333 // maximum radiation allowed for growth in rad/s, considered after shielding is applied INPUT_RESOURCE { name = Ammonia rate = 0.00019140625 // 2x"kerbalism-greenhouse" } INPUT_RESOURCE { name = Water rate = 0.0000063802 // 2x"kerbalism-greenhouse" } INPUT_RESOURCE { name = WasteAtmosphere // Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used rate = 0.0024915995 // 2x"kerbalism-greenhouse" } INPUT_RESOURCE { name = CarbonDioxide // Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is // present then it will be used in place of CO2 injection rate = 0.00083053315 // 2x"kerbalism-greenhouse" } // Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the // CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere. // If there is not enough resources then the plants will suffer. OUTPUT_RESOURCE { name = Oxygen rate = 0.0034475965 // 200% of oxygen required by 1 crew member } } // Concider those nice IVA tanks and closets for increasing current resource capacity. I won't touch em for now. RESOURCE { name = Ammonia amount = 544 // 2x"kerbalism-greenhouse" maxAmount = 544 } RESOURCE { name = CarbonDioxide amount = 9000 // 2x"kerbalism-greenhouse" maxAmount = 9000 } // To support pressure control @MODULE[Configure] { @SETUP[Pressure?Control] { !RESOURCE[Nitrogen] {} } } RESOURCE { name = Nitrogen amount = 10000 // 1x"kerbalism-greenhouse" as it does not mess with crops maxAmount = 10000 } RESOURCE { name = Water amount = 22 // 2x"kerbalism-greenhouse" maxAmount = 22 } } @PART[sspx-greenhouse-5-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault] { MODULE { name = Greenhouse crop_resource = Food // name of resource produced by harvests // 12 as effective as kerbalism-greenhouse part. // See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details. // This greenhouse has 2 sections! 2 staged crops in rotation, each harvest is 2 times smaller. crop_size = 165.375 // 2 times less harvest than 12x"kerbalism-greenhouse" crop_rate = 0.00000046296 // but you can harvest 2 times more often due to independent sections! ec_rate = 30 // 12x"kerbalism-greenhouse" light_tolerance = 400.0 // minimum lighting flux required for growth, in W/m^2 pressure_tolerance = 0.1 // minimum pressure required for growth, in sea level atmospheres radiation_tolerance = 0.000008333 // maximum radiation allowed for growth in rad/s, considered after shielding is applied INPUT_RESOURCE { name = Ammonia rate = 0.0011484375 // 12x"kerbalism-greenhouse" } INPUT_RESOURCE { name = Water rate = 0.0000382812 // 12x"kerbalism-greenhouse" } INPUT_RESOURCE { name = WasteAtmosphere // Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used rate = 0.0149495970 // 12x"kerbalism-greenhouse" } INPUT_RESOURCE { name = CarbonDioxide // Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is // present then it will be used in place of CO2 injection rate = 0.00498319890 // 12x"kerbalism-greenhouse" } // Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the // CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere. // If there is not enough resources then the plants will suffer. OUTPUT_RESOURCE { name = Oxygen rate = 0.020685579 // 1200% of oxygen required by 1 crew member } } RESOURCE { name = Ammonia amount = 3264 // 12x"kerbalism-greenhouse" maxAmount = 3264 } RESOURCE { name = CarbonDioxide amount = 54000 // 12x"kerbalism-greenhouse" maxAmount = 54000 } // To support pressure control @MODULE[Configure] { @SETUP[Pressure?Control] { !RESOURCE[Nitrogen] {} } } RESOURCE { name = Nitrogen amount = 10000 // 1x"kerbalism-greenhouse" as it does not mess with crops maxAmount = 10000 } RESOURCE { name = Water amount = 132 // 12x"kerbalism-greenhouse" maxAmount = 132 } } @PART[sspx-dome-greenhouse-5-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault] { MODULE { name = Greenhouse crop_resource = Food // name of resource produced by harvests // Twice as effective as kerbalism-greenhouse part. // See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details. // This is a surface greenhouse. For the time, it acts as the 375m greenhouse, as it cant have different crops, so just 1 big harvest. crop_size = 55.125 // 2x kerbalism-greenhouse crop_rate = 0.00000023148 // regular growth speed ec_rate = 5 // 2x"kerbalism-greenhouse" light_tolerance = 400.0 // minimum lighting flux required for growth, in W/m^2 pressure_tolerance = 0.1 // minimum pressure required for growth, in sea level atmospheres radiation_tolerance = 0.000008333 // maximum radiation allowed for growth in rad/s, considered after shielding is applied INPUT_RESOURCE { name = Ammonia rate = 0.00019140625 // 2x"kerbalism-greenhouse" } INPUT_RESOURCE { name = Water rate = 0.0000063802 // 2x"kerbalism-greenhouse" } INPUT_RESOURCE { name = WasteAtmosphere // Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used rate = 0.0024915995 // 2x"kerbalism-greenhouse" } INPUT_RESOURCE { name = CarbonDioxide // Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is // present then it will be used in place of CO2 injection rate = 0.00083053315 // 2x"kerbalism-greenhouse" } // Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the // CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere. // If there is not enough resources then the plants will suffer. OUTPUT_RESOURCE { name = Oxygen rate = 0.0034475965 // 200% of oxygen required by 1 crew member } } // Concider those nice IVA tanks and closets for increasing current resource capacity. I won't touch em for now. RESOURCE { name = Ammonia amount = 544 // 2x"kerbalism-greenhouse" maxAmount = 544 } RESOURCE { name = CarbonDioxide amount = 9000 // 2x"kerbalism-greenhouse" maxAmount = 9000 } // To support pressure control @MODULE[Configure] { @SETUP[Pressure?Control] { !RESOURCE[Nitrogen] {} } } RESOURCE { name = Nitrogen amount = 10000 // 1x"kerbalism-greenhouse" as it does not mess with crops maxAmount = 10000 } RESOURCE { name = Water amount = 22 // 2x"kerbalism-greenhouse" maxAmount = 22 } } @PART[sspx-cupola-greenhouse-125-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault] { MODULE { name = Greenhouse crop_resource = Food // name of resource produced by harvests // 90 times less effective as kerbalism-greenhouse part. // See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details. // This is a VERY small greenhouse, 90 times less crops than Kerbalism-greenhouse crop_size = 0.30625 // 1/90 x kerbalism-greenhouse crop_rate = 0.00000046296 // 2 times regular growth speed ec_rate = 0.0278 // 1/90x"kerbalism-greenhouse" light_tolerance = 400.0 // minimum lighting flux required for growth, in W/m^2 pressure_tolerance = 0.1 // minimum pressure required for growth, in sea level atmospheres radiation_tolerance = 0.000008333 // maximum radiation allowed for growth in rad/s, considered after shielding is applied INPUT_RESOURCE { name = Ammonia rate = 0.00000106337 // 1/90x"kerbalism-greenhouse" } INPUT_RESOURCE { name = Water rate = 0.0000000354 // 1/90x"kerbalism-greenhouse" } INPUT_RESOURCE { name = WasteAtmosphere // Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used rate = 0.0000138422 // 1/90x"kerbalism-greenhouse" } INPUT_RESOURCE { name = CarbonDioxide // Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is // present then it will be used in place of CO2 injection rate = 0.00000461407 // 1/90x"kerbalism-greenhouse" } // Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the // CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere. // If there is not enough resources then the plants will suffer. OUTPUT_RESOURCE { name = Oxygen rate = 0.0000191533 // 1.1% of oxygen required by 1 crew member } } RESOURCE { name = Ammonia amount = 5 // 1/90x"kerbalism-greenhouse" maxAmount = 5 } RESOURCE { name = CarbonDioxide amount = 50 // 1/90x"kerbalism-greenhouse" maxAmount = 50 } // To support pressure control @MODULE[Configure] { @SETUP[Pressure?Control] { !RESOURCE[Nitrogen] {} } } RESOURCE { name = Nitrogen amount = 110 // 1/90x"kerbalism-greenhouse" as it does not mess with crops maxAmount = 110 } RESOURCE { name = Water amount = 0.12 // 1/90x"kerbalism-greenhouse" maxAmount = 0.12 } } // ============================================================================ // region Containers // ============================================================================ @PART[sspx-cargo-container*]:NEEDS[StationPartsExpansionRedux,B9PartSwitch,CommunityResourcePack,!ProfileNone]:AFTER[zzzKerbalismDefault] { @MODULE[ModuleB9PartSwitch]:HAS[!SUBTYPE[Food]] { SUBTYPE { name = Food tankType = Food title = Food transform = SnacksDecal } } @MODULE[ModuleB9PartSwitch]:HAS[!SUBTYPE[Supplies]] { SUBTYPE { name = Supplies tankType = Supplies title = Supplies transform = SuppliesDecal } } @MODULE[ModuleB9PartSwitch]:HAS[!SUBTYPE[Waste]] { SUBTYPE { name = Waste tankType = Waste title = Waste transform = LifeSupportDecal } } } // end // ============================================================================ // confort plants // ============================================================================ @PART[sspx-greenhouse-5-1|sspx-dome-greenhouse-5-1|sspx-cupola-greenhouse-125-1|sspx-greenhouse-25-1|sspx-greenhouse-375-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE:NEEDS[FeatureComfort] { name = Comfort bonus = plants desc = There's something inherently calming about an artificial slice of nature, kept alive only by the miracles of duct-tape and kerbal engineering. Let's hope the crew doesn't think too much about it. } @tags ^= :$: comfort: } //end
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7 hours ago, Lisias said:
Yep, but there's still hope - I have some control over the decals, so I can achieve a similar effect by mangling the decals themselves. I don't think it will look perfect, but perhaps it will look good enough.
ohhh. Cant wait
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I believe this was deemed unfixable, since the game renders first the atmosphere and then the decals.
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Question: Is it normal for this engine to have 2 different ignitors? they both are depleted equally when starting the engine, but they can be reloaded independantly with ignitions. Is this a bug on the code?
Spoiler
[KSP >= 1.3.1] Distant Object Enhancement (DOE) /L - Under new Management - 2.1.1.15 - 2024-0103
in KSP1 Mod Releases
Posted
Hi! I was just messing around orbiting a few bodies in sandbox and noticed that the sky dims when looking at the direction of Kerbol even when you are in LKO at the night side (meaning, there should not be any light from Kerbol to dim the sky). Is this a config issue on my part or is the code writen like that :p