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Sir Mortimer

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About Sir Mortimer

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    Sr. Spacecraft Engineer

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  1. Orbital Decay is not an issue for Kerbalism, but it will not work with Principia.
  2. That is old information. Multi-star support was added last November and improved ever since
  3. Yup, multi-star support was added a few versions ago. However, there is so much going on in the solar panels that I really would like to see Kerbalism's modules being used. We need to do a couple of things for background simulation, as well as supporting timeEfficCurves (waves at RO) and fixing an issue or two with the stock module. Kerbalism not using the Kerbalism solar panel modules would be a major issue, especially for reasons of background simulation. We need a couple of things that Kerbalism does internally (we keep track of all suns, wether they're occluded or not, how far they're away
  4. Not that I know of. However, last time I looked at the code (before LGG adopted the mod) it was in such a sorry state that I had to recommend not to use it. It does, in parts, the same as Kerbalism does (provide a solar cycle of sorts). Using orbital decay with Kerbalism is fine, but the solar activity levels seen by the 2 mods will be different. Not that I know of. However, last time I looked at the code (before LGG adopted the mod) it was in such a sorry state that I had to recommend not to use it. It does, in parts, the same as Kerbalism does (provide a solar cycle of sorts). Using
  5. Kerbalism 3.11 The traditional bugfix release: Fixes an issue with engine burn time and time warping. See #656 and #655
  6. Unlikely it's related to MacOS - I'm using MacOS myself
  7. Kerbalism 3.10: To be continued... Update for KSP 3.10, including a few bug fixes and support for the new magnetometer experiment. Changes since the last release Updated for KSP 1.10 (and removed the necessity to rename shader folders for coming versions) Added science config for the new stock magnetometer experiment (also making DMOS use that) Don't count engine running time during time warp #646 Solar storm fixes and additions #648 Fix Execution error for null value in Contract #649 Make SolarPanelFixer timeEfficCurve P
  8. So, let me be clear: this brouhaha happens over one single error message in the log that doesn't even appear on screen and has no implication on gameplay except for tank masses / volumes being different. It's not the end of the world. Unfortunately it cannot be helped from the Kerbalism side, except when adding :NEEDS[!NSS] to B9PartSwitch.cfg, which is not going to happen. Ain't that the truth This is why we don't expect other mods to support Kerbalism, it usually goes the other way. Kerbalism currently comes with configuration files for 78 other mods, some
  9. It's in the works (and actually working) - but in the not yet playable 4.0 version. It will be a while.
  10. I haven't tried yet, but it's probably going to work just like the old version. Let me know if you see anything that's broken.
  11. You would be mistaken Kerbalism comes with a config file for tantares.
  12. You can offset the center of the magnetic field along the axis, but yes: the axis goes through the core.
  13. My best guess is that the "maintain stability for 10 seconds" part of the contract fails because Principia keeps changing the orbit information all the time. My advice: cheat it to completion, and never take such a contract again, ever. (They're boring anyway)
  14. quadrupole moments: no. These radiation fields look still as they did a year ago (the doughnut shape), they weren't changed with the new radiation model. You can look into Radiation.cfg, look at the radiation belt of earth and how that's set up, and then go and try to find a good model for the ice giants. It's not exactly straight forward, you'll need some imagination and the help of the desmos links in there. Let me know when you've got something you like
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