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kerbnub

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Posts posted by kerbnub

  1. On 2/13/2024 at 8:35 AM, Aelfhe1m said:

    Oops, slight typo with a missing bracket, but I've now tested it on an instance of KSP with just Kerbalism installed and it seems to work correctly.

    @PART[*]:HAS[@MODULE[Configure]:HAS[#title[Sickbay?Modules]]]:FINAL
    {
    	@MODULE[Configure]:HAS[#title[Sickbay?Modules]]
    	{
    		@slots = 2 // 1
    	}
    }
      Reveal hidden contents

    gkA45ID.png

     

    This actually seems to break something for crew modules that only have 1 option,  making it so the slots can't be swapped out like this :
    TI7Noak.png


    I can't figure out why this happens, so I just made the patch apply to parts that have only both RDU and TV module options.

    @PART[*]:HAS[@MODULE[Sickbay]:HAS[#title[TV]],@MODULE[Sickbay]:HAS[#title[RDU]]]:FINAL
    {
    	@MODULE[Configure]:HAS[#title[Sickbay?Modules]]
    	{
    		@slots = 2
    	}
    }

    As usual I have very little confidence in my MM skills but it seems to work properly.

    The last thing I couldn't figure out is how to prevent the game from allowing 2 RDUs or 2 TVs on one part. Not a huge deal since I can just not use 2.

  2. I didn't like that the 3.18  change (Fix #851) made it impossible to have both RDU and TV on the same part, as was previously the case, so I wanted to increase the number of configure slots to 2. I tried the following MM patches (and tried messing with the filter too ) but  couldn't get it to work.  I can't seem to get my MM patches to work half the time anyway.  I ended up just directly editing the slots in the original sickbay.cfg in GameData\KerbalismConfig\System

    Just posting this in case anyone might want to do the same or knows why patches didn't work.

    //  Increases the number of sickbay slots from 1 to 2 so you can have both RDU and TV
    @PART[*]:HAS[#AddConfigurableSickbay]:Needs[Kerbalism]:FINAL
    {
    	-MODULE[Configure]
    	MODULE
    	{
    		name = Configure
    		title = Sickbay Modules
    		slots = 2 //1 
    		SETUP
    		{
    			name = None
    			desc = Empty slot for mass and cost savings.
    		}
    	}
    }

     

    //  Increases the number of sickbay slots from 1 to 2 so you can have both RDU and TV
    @PART[*]:HAS[#AddConfigurableSickbay]:Needs[Kerbalism]:FINAL
    {
    	@MODULE[Configure]
    	{
    		@slots = 2 //1 
    	}
    }

     

  3. 10 hours ago, panarchist said:

    What I love about Kerbalism is radiation, and rendering it and the Van Allen belts beautifully in the UI. I have other mods for LS, science, and parts failures, but there isn't anything else out there doing radiation the same way.

    My favorite thing about Kerbalism is probably the science rework. Is there anything else that does science similarly?  I like pretty much everything about it really, not sure how I could play without it. Sure, there are other mods for LS and part failures, but none as in depth as Kerbalism, and they don't have persistent simulation for unloaded vessels as well afaik.


    Ironically I probably have the most problem with radiation. I love the belts, but feel like there should be a better way to handle solar storms especially on planetary bases and rovers, where you would basically have to make a hugely impractical protective belt or abuse some part clipping to shield it properly.  Imo, crewed parts should have radiation exposure calculated individually, and only those parts occupied with kerbals should be calculated during a storm, so you can have them in a sheltered area while also having a greater living area otherwise that's less shielded. And I sometimes get weird spikes of radiation, even with properly oriented vessels.

    Also the RDU feels kind of out of place. I don't think there are any actual real solutions to radiation yet, but it feels kind of like a magic wand just to make interstellar travel feasible without even more ridiculously large vessels.

  4. On 9/16/2023 at 5:26 AM, king of nowhere said:

    consider that, if permanent malfunctions could be fixed by a simple repair kit with a mass of 5 kg, it would undermine the whole point of malfunction. instead of carrying 6 backups of every critical system as I did for my grand tours, to deal with malfunctions, I'd just have to pack a few hundred repair kits and be fine.

    if you want all malfunctions to be fixable, you can just set critical malfunctions to 0% in the kerbalism options in game.

    No it wouldn't. It would  just be a a different, lesser cost, but it's still finite and a mass penalty, while malfunctions really aren't. I'd say it's arguable which one is more realistic to expect by the time we're actually doing interplanetary missions, in a time where I'd expect 3d printers to be much more advanced.

    The main reason I want it though is for station or other infrastructure maintenance. With EVA construction, you can literally bring spares and replace broken parts, but that can be cumbersome to impossible if the broken part is deeper in the craft's part tree. I had some fun designing with this in mind at first, making sure parts like chemical plants or reaction wheels or engines are node attached with no child parts, where they could be seamlessly swapped, as I can imagine this being a design consideration/constraint IRL as well, but this leads to higher part counts in making sure I have enough attach nodes. It also gets silly with crewed modules' LS systems, where I would have to use external ECLSS modules to continue this. I would happily do this if high part counts didn't tank performance, but they do, and my save is starting to drag.  So I'd rather abstract it out into repair kits. Maybe kerbalism just isn't compatible with the "space program" style of gameplay. I'm not sure how things will work when I go to Jool, let alone Nara (outermost planet in JNSQ).

  5. 9 hours ago, Xt007 said:

    Doable with mm patches but not easy since for each part you'd have to remove the kerbalism repair module and replace it with stock.  Even then, I haven't checked but part of the kerbalism repair system may be hard coded so you'd have to rebuild the dll

    Easier solution would be to turn off the kerbalism repair system and use something like kaboom if you want a stock repair system.

    Well I really wanted all of Kerbalism's functionality too in terms of tracking,  MTBF, radiation,  etc. What does it take to edit and rebuild a dll?

  6. It sucks on the part count end, I just ended up using a bunch of chemical plants instead. Doing the math, they're strangely much much more efficient than the convert-o-tron 125 anyway (haven't unlocked the big one yet). The convert-o-tron 125 is 31.25 times the mass of the chemical plant (1.25t vs 0.04 t) but only runs processes at 18.12 times the rate, AND the chemical plants get 3 slots vs 2 for the convert-o-tron, so it's really more like 12 times the rate, if your processes are distributed well. Sheesh.

    TeQe0nN.png

  7.   

    3 minutes ago, king of nowhere said:

    huh. that's a problem. kerbalism has some weaknesses there.

    what's the depletion rate?

    you could authomate the process to shut down h2 liquification when not in sunlight, which will stop hydrogen consumption for half the time, allowing the oxygen level to recover (do remember to set the electrolysis process to dump excess hydrogen in that case). however, automated processes malfunction at high time warp. still, this could be your best option.

    if you have multiple chemical plants - with kerbalism, using backups in case of malfunctions is only sensible - you may be able to shut down most h2 liquification plants to have an excess of hydrogen.

    if you have enough water supplies to last a few days, you could manually turn h2 liquification on and off.

    if none of those is an option, I'm afraid you may have to rebuild your ship with more drills or less liquification capacity. there's a reason all my isru ships worked in push - more resources extracted than used - and it's not the efficiency. though i did discover i could have a lack of CO2 and the greenhouses would still work at regular speed, as a rule of thumb i made sure to have an excess of everything so i wouldn't have any issues like yours.

    the ideal thing would be to have the possibility to shut down a process depending on the availability of other resources, but authomatization options lack that. even if it worked, though, I already said those options have issues with time warping.

    Oh well, thanks anyhow.  The liquification isn't really the problem; it's the 2:1 hydrogen: oxygen production ratio from electrolysis  vs the 1:1 hydrogen:oxygen consumption ratio from anthraquinone. With just those two processes running, oxygen is depleted.  I also tried running more liquification to push the H2:O2 consumption ratio higher than 2:1, but it just prioritized the anthraquinone and drained my O2 anyway. Even if I figure that out, I'll have the problem of draining water.  I'm also playing with lower resource abundance, so having greater raw production than consumption isn't really an option, unless I use a bunch of small chemical plants in place of the stock ISRUs.. I'll try that.

    I think the easiest and most flexible addition to Kerbalism would be to have  a way to lower any converter process rate by some percent; that way one could always ensure some surplus of whatever you want. Trying to balance ratio with raw capacity is strangely crude compared to everything else Kerbalism does. 

  8. On 8/25/2023 at 9:50 AM, king of nowhere said:

    the isru processes use water and o2 faster than the drills, but still you are limited by your other drills - getting CO2 from regolith, right?

    so, get your stockpile of hydrogen and oxygen full. after that, the electrolysis will slow down, only working to replenish consumed hydrogen. oxygen should not be a problem, since you get a crapton of it as byproduct of the molten regolith process.

    I did refuel ships on the ground in my A'Tuin and A'Twin grand tours, it's perfectly feasible - if long. you may check those mission reports (linked in my signature) for additional input on kerbalism isru. in particular, chapter 1.1 here has some detailed description of the isru machinery involved. section 3.3 of the same report also describes the refueling process in some detail.

    another tip: you are using a crewed isru ship, so it must be something pretty big. so, add more water tanks. a few tons of water will have a negligible impact on the deltaV of a large ship, but they will keep your crew alive for years. and you'll have less problems with water running out during isru. also, use large water tanks and only carry minimal amounts of oxygen and hydrogen; you can make those by water electrolysis, and the water tanks are a lot more efficient than pressurized gas containers.

    I should have probably specified that I'm using LH2 + oxidizer fuels from cryoengines and kerbal atomics, so I'm only mining water, running electrolysis,  H2 liquefication (H2-->LH2), and anthraquinone (O2+H2-->oxidizer) processes, so there is no CO2 requirement. Electrolysis outputs double the H2 as O2, and anthraquinone consumes them at an equal rate, so O2 always is depleted.

  9. Is there a way to have a crewed craft running drills and ISRU processes that also use water and oxygen (like electrolysis and anthraquinone) not kill the kerbals? The drills produce far more than the kerbals need, but the ISRU processes use water and O2 faster than the drills produce it, so if I turn both on, the kerbals end up dying.

    It should be in theory possible to save some for the kerbals use the rest for the ISRU (and I could turn the ISRU on and off to accomplish this), but there seems to be no practical way to lower the ISRU production rate to accomplish this.


    Also, why does the splitter (water) process work so much faster than electrolysis?

  10. On 5/6/2023 at 1:46 PM, Gotmachine said:
    • New performance/bugfix patch : DragCubeGeneration [KSP 1.12.0 - 1.12.5], faster and more reliable implementation of drag cube generation. Improves overall loading times (both game load and scene/vessel/ship load times), prevent occasional lag spikes (in the editor mostly) and fix some issues causing incorrect drag cubes to be generated (notable examples are the stock inflatable heat shield, the 1.25m and 2.5m nose cones and the Mainsail shroud). Note that by design, this patch results in a small deviation from the stock behavior for buyoancy, aerodynamics and thermodynamics, as the generated drag cubes will be slightly different.

     

    Does this apply to FAR at all?

  11. Awesome mod! I was going to ask why the recycler doesn't conserve mass, as I was seeing the mass numbers in KER  mass  tick up when I recycle a part, but I've realized that it instantly deletes the recycled part (and thus its mass) before gradually adding the recycled ore, and I was missing that first part. It looks weird, but you do always end up with less mass than you started with. I'll just leave this in case anyone else is easily confused :)

     

    Is there any way to edit the speed of production through the configs?

  12. I have a weird one here. When I rightclick on a DaMichel Cargo Bay part, my PAW shows up corrupted as seen in the screenshot below (mid left side). I can't do anything to it but close it by clicking elsewhere, and then after that, I can't bring up any other PAW from clicking on that part or any other parts until I exit and reload the scene. This only happens in the VAB or SPH, I can bring up the window in flight without issues. This also only seems to happen in  career saves in my heavily modded install. It works fine  in sandbox. Anyone seen anything like this?

    lPwyxGd.png

     

    This is the log after right clicking:
     

    [snip]

  13.  

    8 hours ago, urturino said:

    Jet Engines should have 86400 second of operation duration

    but for some reason they have only 10 minutes, it's like their numbers are calculated as they were normal rocket engines.

     

    Ion Engine have similar problem, it should "@rated_operation_duration = 0",  but it have 10 minutes too.

     

    There is something i can do?

    Are they mod parts? The code you linked should cover it, unless something else is overwriting them afterward.

    I recently changed some of my burn durations/number of ignitions for mod parts with  a patch very similar to what you linked.  It uses FINAL to make sure it comes last. Maybe not the most context smart, but it works.

    @PART[M2X_Pluto|M3X_NuclearJet|M3X_Hades|M2X_AtomicJet|kare_eng_ntj_mk2|kare_eng_ntj_s1a|kare_eng_ntj_s1b|kare_eng_ntj_s2]:Final
    {
        @MODULE[Reliability]
        {
            @rated_operation_duration = 3600    //1 hour
            @rated_ignitions    = 0        //infinite
        }
    }

    Just replace the engines/durations which whatever you need.

  14. 1 hour ago, OnlyLightMatters said:

    Hi Mod Team! Happy new year!

    I have one questions: are there plans to update small parts with the following capability so that it could be placed inside inventories and could be built during EVAs? I am thinking about the Geiger Counter, small canisters and containers.

        MODULE
        {
            name = ModuleCargoPart
            stackableQuantity = 3
            packedVolume = 1
        }
    

    If not and if someone did the work, would you accept a pull request?

    Until someone does, if Kerbalism is still being developed, this mod automatically adds inventory configs to anything that's missing them.


    EDIT: I'm an idiot and was testing inside Kerbin's magnetosphere :D. Radiation works as the post describes and does update in real time based on orientation.
    On a totally different note, does anyone know why I seem not to be getting any radiation from CME's? I've seen the post linked below on how to shield against them, but in trying to test myself, I'm not seeing any difference in habitat radiation based on ship orientation, and it seems like either I'm getting either an irrelevant amount of radiation or no radiation during the storm in the image, even on a lone unshielded kerbal. So:

    1. Are storms broken or inconsistent?

    2. Does the habitat radiation display update in real time based on your craft's orientation? For example, showing tons of radiaton if there's nothing shielding the crewed parts, and less radiation if you turn it such that it's shielded?

    Spoiler

    bJ4gREM.png

     


     

  15. 16 hours ago, king of nowhere said:

    If you activate the rdu without selecting anyone to heal... well, I never tried. I'm not sure.

    This is actually what I had been doing before, not realizing you had to select someone. It did nothing, which makes sense. Having used it properly now, I'm rather surprised. It seems OP enough to  remove the need for any shielding, kind of out of place in Kerbalism.

  16. 7 minutes ago, king of nowhere said:

    If you included a single unpressurized part, the whole ship will register as unpressurized.

    Holy excrements, this must be it! I've always used an mk1 pod as a command pod because it had the lowest mass with max shielding... And I thought 30.3 kPa was the normal pressure (all other parts were pressurized). 

    I have to say I love kerbalism, but there are many unintuitive things and so much important undocumented information like this. With this missing piece of information, the way the stress system works sounds perfect to me.
    Does the TV effect only apply to kerbals in the pod with the TV, btw? Or the whole ship?

    And the RDU looked like it can clean everyone in it. Does it, or if you have it active on multiple kerbals, what does it do?

    Know of any other commonly misunderstood things in Kerbalism, lol?

     

    Thank you so much!

  17. Is it possible to have a crew that doesn't break down periodically, say for a 20 year mission? Is it possible to be in a situation while assigned where their stress actually decreases? I've been testing in JNSQ (where years are 1.7x longer than stock) in a large ship with all the comforts, putting them in a hitchhiker with TV, and even my best kerbal so far can't make it 2 years before the first breakdown, with breakdowns less than every year after, which is not sustainable with multiple crew. It seems like an active shield solves radiation problems for the most part, but stress breakdowns seem to be a pretty hard limit in the default configs.

    Also random question, but what does the RDU do?

  18. I'll continue chugging along my heavily modded career game for the foreseeable future, as KSP2 can't possibly match its features anywhere near release. I wouldn't be surprised if I don't touch 2 until a year after release, as so many modded things (mainly larger scale and FAR) have become must haves for me. And I'm still waiting to see if they deliver on significant performance improvements.

  19. On 1/5/2023 at 8:13 AM, Caerfinon said:

    You could modify the parts you are interested in and place them in the tech tree node that makes sense to you. 

    Thank you for the reply, but the issue was that the missing things are not parts, but experiments and upgrades from Kerbalism and automation functions from MechJeb.

    I eventually found that I only need fieldScience restored and figured it out. I added it back in as a 1 research point branch from Scanning Tech, which it had been merged into.

    Spoiler

    b2fTEsS.png

    Here's the cfg if anyone else might want it.

    //Adds fieldScience node back, needed either for kerbalism or MechJeb RoverAutopilot
    @TechTree:NEEDS[CommunityTechTree,zzzUnKerballedStart]:AFTER[zzzUnKerballedStart]
    {
    RDNode
    	{
    		id = fieldScience
    		title = #autoLOC_501098 //#autoLOC_501098 = Field Science
    		description = #autoLOC_501099 //#autoLOC_501099 = Freedom to roam as far as curiosity will take you, or as long as batteries last.
    		cost = 1
    		hideEmpty = False
    		nodeName = node6_fieldScience
    		anyToUnlock = True
    		icon = RDicon_science-field
    		pos = -2600,962.5,0
    		scale = 0.6
    
    		Parent
    		{
    			parentID = scienceTech 	//AKA ScanningTech
    			lineFrom = TOP		
    			lineTo = BOTTOM	
    		}
    	}
    }

     

  20. Is there any way to add the removed tech tree nodes (field science, automation, storage tech, specialized science tech) back into the game?

    Halfway into my heavily modded career game, I've found that this mod removing Field Science and the Automation nodes makes some experiment modules in Kerbalism and rover autopilot in Mechjeb inaccessible. I tried looking through the configs but don't have enough ModuleManager competency to trust myself in figuring out how to change those experiments to use the new UKS nodes,  and I don't know what else I might find missing in the future, so I figure the easiest thing is to just restore the nodes.

    I tried going into  TechTreeEdits.cfg  and commenting out these lines

    	-RDNode:HAS[#id[fieldScience]]{}								//merged with Scanning Tech
    	-RDNode:HAS[#id[automation]]{}									//merged with Advanced Unmanned Tech 
    
    	-RDNode:HAS[#id[storageTech]]{}									//merged with Recycling
    	-RDNode:HAS[#id[specializedScienceTech]]{}			//merged with Experimental Science

    but it seemed to have no effect and I don't know what else to try.

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