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[1.3.0] Kerbalism v1.2.9


ShotgunNinja

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@BigFatStupidHead Abstracted. It doens't influence the stock temperature system. However the EC required is proportional to external temperature.

 

@ExiledViking  You can disable the 'flow out' from a battery, creating some kind of emergency reserve. Then you can unlock it in case of emergencies. The background simulation actually respect flow states, so that should work.

 

@BlazeIV Don't know, maybe try to update ckan metedata as this mod was conflicting with CommunityResourcePack until recently...

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Not sure if it's been noted/fixed already( don't have the new update yet), but I kept running into the issue where my probes, despite being equipped with solar panels and in the sunlight, would drain electricity to the point of dying until I switched to them.

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3 hours ago, DarkonZ said:

My real question is how difficult would it be to clone the small Kerbalism oxygen tank and make it a water container?. A while back I posted that I wanted to use the realism profile, but I also want to streamline the install [minimal mods]. Universal storage is one of those that needs to go. As expected, I'll be high and dry for a decent water container.

Modding your own water tanks is of course an option, but you might have some other options before long. I've been working on tweaking the realism config (a lot) behind the scenes, adding support for some of the new features and nailing down bugs the old config was causing. When the next version of Kerbalism rolls out, it should come with an updated version of the realism config that is a lot more feature complete, and is actually playable longterm without everyone dying of thirst.

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1 hour ago, Death Engineering said:

the new Geiger counter looks great, but should I be able to 'Take Data' from this part? Maybe for Scientist-only?

You can create a .cfg file and put the following to make the data collectable. Personally that's what I did.

@PART[GeigerCounter]:FINAL {
	@MODULE[ModuleScienceExperiment] {
		%dataIsCollectable = True
		%collectActionName = Take Data
	}
}

@ShotgunNinja Awesome mod. One small thing I would like to see is a way to toggle antennas which could be linked to deployment (it doesn't make sense that we can use undeployed antennas). This would require a new antenna similar to RemoteTech that isn't subject to breaking or give a minimum range to probe cores.

Edited by leomike
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Hi @ShotgunNinja

First of all, congrats for this awesome mod.

I have two request if it's possible. First, when i install the mod I see that the background processing added turns my clock from green to yellow. I have no idea how many times this functions is called per second, but could it be posible to reduce the number of calls to improve speed? I think one call per one or two seconds will be enough to have all very close to real time.

The other one is about resource production. I use the following mod:

and the parts in it, produces two new resources: "solar dust" and "virtual particles". The second is not necessary to manage in background because the production is fast, but the first has a very slow rate of production. Could it be possible to add this resource to the background processing? I think the panels that produce "dust" are very similar to Solar panels.

Thank you very much.

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New version released, 0.9.9.8.

Changelog:
  - depend on CommunityResourcePack, for real this time
  - the Realism profile just got better: water filters and more, check it out
  - can show signal link line per-vessel, in map and trackingview
  - it is now possible to define custom antenna range scopes
    and to redefine the ranges of the default scopes
  - solar panels output rebalanced
  - right click in the planner menu to go back in the lists
  - rule: can be influenced by a comma-separed list of modifiers
  - rule: waste buffer size configurable
  - rule: can force waste resources to be hidden in pods    
  - new module: Recycler, full support in planner and monitor
  - Greenhouse module can consume an optional input resource
  - more hooks, check them out
  - disabled the 'redundancy incentive' function, that was too slow
  - fix: planner calculate phone-home bonus when signal is disabled
  - fix: do not show unknown objects in monitor anymore
  - fix: potential problem with docking in the tutorials
  - fix: can now take data from a geiger counter 

 

The realism profile has been improved! Thanks @Barrin
There are now water filters in all manned pods, a new FiltrationMaterial and a small water container!

 

Signal link lines in tracking view and map view
Toggable per-vessel, hidden by default. Enable them in the vessel config.

 

Solar panel outputs rebalanced
Thanks to our QA team now the solar panel outputs actually make sense!

 

Custom antenna scopes! Thanks @dbent
Define new antenna range scopes or re-define the default ones, it is as simple as this:

AntennaScope
{
  name = new_scope
  range = 1e15
}

AntennaScope
{
  name = orbit
  range = 1e6
}

 

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Oops, missed the bit about being able to hide waste buffers when I was updating the realism config, here's a version that has them properly tucked away and hidden:

// This profile is geared toward more realism oriented players.
// In comparison to the default profile, this one adds water, has more realistic
// consumption rates, and provides a water filtration mechanism on command pods.


// ============================================================================
// ENABLE FEATURES
// ============================================================================

// comment out to disable the signal mechanic
// disabled automatically if RemoteTech or AntennaRange are detected
@Kerbalism:FOR[EnableSignal] {}

// comment out to disable malfunctions
// disabled automatically if DangIt is detected
@Kerbalism:FOR[EnableMalfunction] {}

// comment out to remove scrubbers from the game
@Kerbalism:FOR[EnableScrubber] {}

// comment out to remove shielding from the game
@Kerbalism:FOR[EnableShielding] {}


// ============================================================================
// RULES
// ============================================================================

// CLIMATE
Rule
{
  name = Climate
  resource_name = ElectricCharge
  rate = 0.0001242236 // 0.02 per-second at average temp diff in LKO
  degeneration = 0.00000345 // 30min
  on_eva = 20.0 // 16min
  on_resque = 250.0
  modifier = temperature

  warning_message = $ON_VESSEL$KERBAL feels cold.|$ON_VESSEL$KERBAL is sweating.
  danger_message = $ON_VESSEL$KERBAL is freezing to death.|$ON_VESSEL$KERBAL is burning alive.
  fatal_message = $ON_VESSEL$KERBAL froze to death.|$ON_VESSEL$KERBAL was burned alive.
  relax_message = $ON_VESSEL$KERBAL hypothermia is under control.|$ON_VESSEL$KERBAL is hugging the climatizer.

  low_message = $VESSEL batteries are almost empty$NEWLINE<i>We are squeezing the last bit of juice</i>|$VESSEL batteries are almost empty$NEWLINE<i>Shutting down non-essential systems</i>
  empty_message = There is no more ElectricCharge on $VESSEL$NEWLINE<i>Life support systems are off</i>|There is no more ElectricCharge on $VESSEL$NEWLINE<i>We lost control</i>
  refill_message = $VESSEL batteries recharged$NEWLINE<i>The crew is allowed music again</i>|$VESSEL batteries recharged$NEWLINE<i>Systems are back online</i>
}


// FOOD
Rule
{
  name = Food
  resource_name = Food
  waste_name = Waste
  waste_ratio = 0.36498207977208
  waste_buffer = 0.0 // Flush Waste into space by default, unless a greenhouse or waste storage tank is attached.
  hide_waste = true
  rate = 1.5 // 6 per-day
  interval = 5400.0 // four meals a day
  degeneration = 0.015625 // 64 meals, 16 days
  on_pod = 48.0 // 8 days of supply (+16 of degen before starvation, for a total of 24 days)
  on_resque = 3.0 // Less than one day of food (but the slow degeneration adds plenty of time.)

  warning_threshold = 0.5625 // 1 week remaining
  danger_threshold = 0.8125 // 3 days remaining

  warning_message = $ON_VESSEL$KERBAL is getting really, really hungry.
  danger_message = $ON_VESSEL$KERBAL is starving.
  fatal_message = $ON_VESSEL$KERBAL starved to death.
  relax_message = $ON_VESSEL$KERBAL looks relieved now that there is food available.

  low_message = Food reserves are getting low on $VESSEL$NEWLINE<i>Anything edible is being scrutinized.</i>
  empty_message = There is no food available on $VESSEL$NEWLINE<i>Hopefully the crew can tough it out.</i>
  refill_message = $VESSEL now has a supply of food onboard$NEWLINE<i>Double rations for everybody.</i>
}

// WATER
Rule
{
  name = Water
  resource_name = Water
  waste_name = WasteWater
  waste_buffer = 2.5 // Large enough, but not enormous. Water needs to be reclaimed/filtered to avoid loss.
  hide_waste = true
  rate = 0.75 // 3 liters per-day
  interval = 5400.0 // 4 drinks per day
  degeneration = 0.0625 // 16 drinks, 4 days
  on_pod = 12.0 // 4 days of supply per crew member (+12 days with default Filtration Material)
  on_resque = 18.0 // 6 days of water (+4 days with Filtration Material)

  warning_threshold = 0.25 // 3 days remaining
  danger_threshold = 0.75 // 1 day remaining

  warning_message = $ON_VESSEL$KERBAL is getting thirsty.
  danger_message = $ON_VESSEL$KERBAL is extremely dehydrated.
  fatal_message = $ON_VESSEL$KERBAL died from dehydration.
  relax_message = $ON_VESSEL$KERBAL has access to water again.

  low_message = Water reserves are getting low on $VESSEL$NEWLINE<i>The crew wants to know if LOx is potable.</i>
  empty_message = There is no more clean water on $VESSEL$NEWLINE<i>The crew is preparing for the inevitable.</i>
  refill_message = $VESSEL now has a supply of clean water available$NEWLINE<i>Drinks all around.</i>
}

// WATER FILTRATION
Rule
{
  name = WaterFiltration
  resource_name = FiltrationMaterial
  on_pod = 0.0
  on_eva = 0.0
  on_resque = 1.0
  low_threshold = 0.1
  low_message = The water filtration material is running low on $VESSEL$NEWLINE<i>The crew is nervously checking the mission time table.</i>
  empty_message = $VESSEL has no remaining water filtration material$NEWLINE<i>They have enough clean water onboard to make it home, right?</i>
  refill_message = $VESSEL has been resupplied with water filtration material$NEWLINE<i>Everyone can stop hoarding their water now.</i>
}

// OXYGEN
Rule
{
  name = Oxygen
  resource_name = Oxygen
  waste_name = CarbonDioxide
  waste_ratio = 0.75
  waste_buffer = 6.0 // Large holding tank for now, switch to a smaller tank and slow poisoning when waste poisoning implemented.
  hide_waste = true
  rate = 0.025 // 540 liters of Oxygen consumed per-day
  degeneration = 0.002083333 // 8 minutes
  on_pod = 8100.0 // 15 days of oxygen, 24 days with active scrubber at baseline efficiency
  on_eva = 90.0 // One hour of oxygen
  on_resque = 5400.0 // 10 days of oxygen
  modifier = breathable

  warning_message = $ON_VESSEL$KERBAL can't breathe.
  danger_message = $ON_VESSEL$KERBAL is suffocating.
  fatal_message = $ON_VESSEL$KERBAL suffocated to death.
  relax_message = $ON_VESSEL$KERBAL is no longer suffocating.

  low_message = Oxygen reserves are dangerously low on $VESSEL$NEWLINE<i>There is mild panic among the crew.</i>
  empty_message = There is no more oxygen on $VESSEL$NEWLINE<i>Everybody stop breathing!</i>
  refill_message = $VESSEL oxygen reserves restored$NEWLINE<i>The crew is taking a breather.</i>
}

// QUALITY OF LIFE
Rule
{
  name = Stress
  degeneration = 0.00000086805 // 60 days
  variance = 0.33 // add per-kerbal variance
  modifier = qol
  breakdown = true // trigger breakdown event instead of death

  warning_message = $ON_VESSEL$KERBAL is losing $HIS_HER mind$NEWLINE<i>Concentration is becoming a problem</i>
  danger_message = $ON_VESSEL$KERBAL is about to breakdown$NEWLINE<i>Starting to hear voices</i>
  // no fatal_message because breakdown message is generated automatically
  // no relax_message because there is no recovery from stress
}

// RADIATION POISONING
Rule
{
  name = Radiation
  degeneration = 1.0 // just use the modifier
  modifier = radiation

  warning_threshold = 15.0 // in rad
  danger_threshold = 22.5 // in rad
  fatal_threshold = 30.0 // in rad

  warning_message = $ON_VESSEL$KERBAL has been exposed to intense radiation.
  danger_message = $ON_VESSEL$KERBAL is reporting symptoms of radiation poisoning!
  fatal_message = $ON_VESSEL$KERBAL died after being exposed to extreme radiation.
  // no relax_message because there is no recovery from radiation
}


// ============================================================================
// Customize resource containers
// ============================================================================

@PART[kerbalism-food-small] // 8 day supply of food
{
  @title = Small Supply Container
  @description = A valid alternative to starving and/or dying of thirst, this container comes packed with a little over a week's worth of the finest food slurry packets we could find on short notice. WARNING: A small fraction of food slurry packets may in fact be entirely 'non-toxic' chemically pre-treated rocket bearing grease. While RBG has been described as 'perfectly safe' to consume, Nazari Storage Services assumes no liability in the instance it actually is consumed.

  @mass = 0.1
  @RESOURCE[Food]
  {
    @amount = 48.0
    @maxAmount = 48.0
  }
}


@PART[kerbalism-food-125] // 40 day supply for 1 crew member
{
  @title = Supply Container
  @description = A small supply container containing enough prepackaged food and water filtration media to keep one brave Kerbalnaut away from death's door for 40 days. Filtration supplies may or may not be slightly irradiated, and may or may not be labeled in a way to make them easily distinguishable from Tygoo Transport Solutions' patented food bricks. Caveat emptor.

  @mass = 0.5
  @RESOURCE[Food]
  {
    @amount = 240.0
    @maxAmount = 240.0
  }

  RESOURCE
  {
    name = FiltrationMaterial
    amount = 10.0
    maxAmount = 10.0
  }
}

@PART[kerbalism-food-250] // 240 day supply for 1 crew member
{
  @title = Large Supply Container
  @description = An extra large supply canister containing all the dehydrated, ionized, pulverized, and recompressed FoodChalk a high-flying, space-age Kerbalnaut needs to keep the grim reaper at bay for months at a time. With the right equipment, some percentage of Tygoo Transport Solutions' newly patented FoodChalk can even be used to utterly annihilate any and all organic impurities contaminating otherwise potable water.

  @RESOURCE[Food]
  {
    @amount = 1440.0
    @maxAmount = 1440.0
  }

  RESOURCE
  {
    name = FiltrationMaterial
    amount = 60.0
    maxAmount = 60.0
  }
}

@PART[kerbalism-oxygen-radial]
{
  @RESOURCE[Oxygen]
  {
    @name = Oxygen
    @amount = 13500.0
    @maxAmount = 13500.0
  }
}

@PART[RadialOxygenBig]
{
  @RESOURCE[Oxygen]
  {
    @name = Oxygen
    @amount = 108000.0
    @maxAmount = 108000.0
  }
}


PART
{
  name = kerbalism-water-small
  module = Part
  author = Barrin // tweaked from Nazari1382's small inline food canister

  MODEL
  {
    model = Kerbalism/Parts/InlineFoodSm/kismfoodsm
    scale = 1, 1, 1
    texture = kismfoodsm, Kerbalism/Parts/InlineFoodSm/kismwatersm
  }
  rescaleFactor = 1

  node_stack_top = 0.0, 0.105, 0.0, 0.0, 1.0, 0.0, 0
  node_stack_bottom = 0.0, -0.105, 0.0, 0.0, -1.0, 0.0, 0
  node_attach = 0.25, 0.0, 0.0, 1.0, 0.0, 0.0
  attachRules = 1,1,1,1,0

  dragModelType = default
  maximum_drag = 0.2
  minimum_drag = 0.15
  angularDrag = 2
  crashTolerance = 6
  breakingForce = 50
  breakingTorque = 50
  maxTemp = 1600
  bulkheadProfiles = size0, srf

  TechRequired = survivability
  entryCost = 1500
  cost = 800
  category = none
  subcategory = 0
  title = Inline Water Tank
  manufacturer = Nazari Storage Services
  description = A small water canister, guaranteed to be 'sealed' and 'leak-free' for as long as 1 to 4 hours at sea level. Integrity not guaranteed on impact, in flight, in vacuum, or at high accelerations.
  mass = 0.1

  tags = _kerbalism water life

  RESOURCE
  {
    name = Water
    amount = 48
    maxAmount = 48
  }
}


// ============================================================================
// Enable Life support parts from Universal Storage parts if it is installed.
// ============================================================================

@Settings:FOR[TacLifeSupport]:NEEDS[UniversalStorage] {}


// ============================================================================
// Adjust Universal Storage food/resource values for balance.
// ============================================================================

@PART[US_Radial_R40_Food]:NEEDS[UniversalStorage]:AFTER[UniversalStorage]
{
  @RESOURCE[Food]
  {
    @amount = 24
    @maxAmount = 24
  }
}

@PART[US_1R320_Wedge_Food]:NEEDS[UniversalStorage]:AFTER[UniversalStorage]
{
  @RESOURCE[Food]
  {
    @amount = 144
    @maxAmount = 144
  }
}

@PART[US_2R340_Radial_Oxygen]:NEEDS[UniversalStorage]:AFTER[UniversalStorage]
{
  @RESOURCE[Oxygen]
  {
    @amount = 6750
    @maxAmount = 6750
  }
}

@PART[US_1R340_Wedge_Oxygen]:NEEDS[UniversalStorage]:AFTER[UniversalStorage]
{
  @RESOURCE[Oxygen]
  {
    @amount = 40500
    @maxAmount = 40500
  }
}

@PART[US_Radial_R30_Water]:NEEDS[UniversalStorage]:AFTER[UniversalStorage]
{
  @RESOURCE[Water]
  {
    @amount = 12
    @maxAmount = 12
  }
}

@PART[US_1R360_Wedge_Water]:NEEDS[UniversalStorage]:AFTER[UniversalStorage]
{
  @RESOURCE[Water]
  {
    @amount = 24
    @maxAmount = 24
  }

  RESOURCE
  {
    name = FiltrationMaterial
    amount = 5.0
    maxAmount = 5.0
  }
}

// ============================================================================
// Add scrubbers and water recyclers to command pods
// ============================================================================

@PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[>0]]
{
  MODULE
  {
    name = Scrubber

    // change scrubbed resource
    resource_name = Oxygen

    // change waste name
    waste_name = CarbonDioxide

    // change ec/s per-crew
    ec_rate = 0.01
    @ec_rate *= #$/CrewCapacity$

    // change waste/s per-crew
    co2_rate = 0.03
    @co2_rate *= #$/CrewCapacity$
  }

  MODULE
  {
    name = Recycler
    display_name = Water Filtration

    resource_name = Water // resource produced
    waste_name = WasteWater // waste resource recycled
    filter_name = FiltrationMaterial // filtration material used up in the process

    ec_rate = 4.0 // ec per second
    waste_rate = 0.12 // waste removed per second
    filter_rate = 0.01 // filtration material used up per second

    //Each unit of filtration material can clean 12 units of waste water at the total cost of 400 EC
    //3 units of water per day per kerbonaut, so total cost of 100 EC per kerbonaut each day

    // Scale water filtration system control variables by crew size
    @ec_rate *= #$/CrewCapacity$
    @waste_rate *= #$/CrewCapacity$
    @filter_rate *= #$/CrewCapacity$

    // disabled by default when added to a vessel
    is_enabled = false
  }

  RESOURCE
  {
    name = FiltrationMaterial

    // Command pods come with enough FM to filter +12 days worth of water.
    // This gives basic vessels a total of 16 days worth of supply.
    // For longer missions, you'll need a supply canister.

    amount = 3.0
    maxAmount = 3.0
    @amount *= #$/CrewCapacity$
    @maxAmount *= #$/CrewCapacity$
  }
}


// ============================================================================
// Customize greenhouse
// ============================================================================

@PART[Greenhouse]
{
  @MODULE[Greenhouse]
  {
    // change food resource
    @resource_name = Food

    // change waste resource
    @waste_name = Waste

    // change ec rate for the lamps
    @ec_rate = 0.5

    // change waste rate
    @waste_rate = 0.0003 // requires slightly less than waste/s for crew of 3

    // change harvest size
    @harvest_size = 1440.0 // food consumed for 3 crew over 80 days at 6 food per day == 1440 food

    // change growth rate
    @growth_rate = 0.0000005787 // 80 days
  }

  RESOURCE
  {
    name = Waste
    isTweakable = false
    isVisible = true
    maxAmount = 90.0 // Large enough to store ~2 weeks of waste for a 3 man crew
  }
}


// ============================================================================
// Filtration material
// ============================================================================

// Cover the 'wet cost' of Filtration Material added to parts
@PART[*]:HAS[@RESOURCE[FiltrationMaterial]]
{
  materialCost = #$/RESOURCE[FiltrationMaterial]/maxAmount$
  @materialCost *= #$@RESOURCE_DEFINITION[FiltrationMaterial]/unitCost$
  @cost += #$materialCost$
}

// Water filtrationMaterial resource definition
RESOURCE_DEFINITION
{
  name = FiltrationMaterial
  density = 0.0004
  flowMode = ALL_VESSEL
  transfer = PUMP
  isTweakable = true
  isVisible = true
  unitCost = 40.0 // Moderately expensive, but easier to get into orbit than the equivalent amount of water
}

And while I was in there, I added a bit of flavor text to the small water canister.

Edited by Barrin
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@ShotgunNinja Kudos for incorporating radiation - great to see a "crew impact" mod that incorporates a mechanic for that.  Any chance we'll see some sort of heat mechanic?  I.e. cabin temperature?  It was awesome when NathanKell put together the current heat mechanic for Squad, but in RL space vessels, cabin temperature is raised by onboard electronics (all electrical use becomes waste heat), sun exposure, and roughly 100W per human, and lowered by thermal radiation from the hull.  For Apollo, when in the Earth or Moon's shadow, this meant that electrical heaters were required, and a radiator when the spacecraft was exposed to sunlight (and electronics were running - as we see in Apollo 13, when the computers were shut down, there was a net loss of heat even in sunlight).  On the shuttle, the cargo bay radiators were required because the electronics were a net heat producer even in Earth's shadow.

So far, none of the LS mod-makers have incorporated a cabin heat mechanic, and a mechanism to kill crew if the temperature in the cabin is too high / too low.  Now that there's an overall heat mechanic, and a maintenance mechanic (pun not intended), the only things missing that happen in real life are: cabin temperature, air pressure (specifically Oxygen partial pressure, and impact on crew life and fire risk), and Nitrogen (used to prevent fire, and necessary for plant life / greenhouses).  I certainly don't expect you to model all those in Kerbalism, but the cabin heat mechanic, or at least support for that in Profiles, would be pretty awesome.  What do you think?

Pretty awesome mod - I'm working with it in one of my other saves before incorporating it into my main game.  Looking forward to seeing where it goes!

 

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Just now, Terensky said:

@panarchist: crew can alredy freeze/burn to death in Kerbalism if EC goes to zero/no radiators in inner planets: is this what you meant?

It's not - that's an abstraction, as ShotgunNinja mentioned above in response to BigFatStupidHead.  I'm talking specifically about an actual mechanic that could be used/manipulated in profiles.

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@panarchist It may sound a bit contrivied, but you can implement some kind of waste heat management right now by (ab)using the rules framework:

  • create a 'negative waste heat' pseudo-resource
  • create a rule that consume this negative waste heat per-kerbal
  • the kerbals will start to degenerate when the negative waste heat level reach zero
  • add a ModuleGenerator to the radiators, that slowly produce 'negative waste heat'

In 0.9.9.9, I'm going to add a 'poisoning' flag to Rule that will degenerate the per-kerbal property at resource saturation, instead of depletion.
And the above may be even simplified to this:

  • create a 'waste heat' pseudo-resource
  • create a rule that consume a negative amount of waste heat per-kerbal (thus producing it)
  • set poisoning=true in the rule
  • the kerbals will start to degenerate when the waste heat level reach 100%
  • add a ModuleGenerator to the radiators, that slowly consume the 'waste heat'
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I noticed, we have two Communotron 16 in the Techtree. The first one is still in Engineering 101 and the second one is in Miniaturization as it should be, as far as I could see that in the Antenna.cfg. :)

EDIT: I'm so confused. :D

Edited by Dexter_D
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@Atmoz You can use the TAC-emulation profile for doing that. You go into profiles/ directory and rename Default.cfg to Default.cfg-disabled, then rename TAC.cfg-disabled to TAC.cfg. Note this will probably screw your existing savegame.

 

@Dexter_D That look like your install is messed up, somehow. Try to remove the Kerbalism directory and then re-install the current version. 

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28 minutes ago, ShotgunNinja said:

@Dexter_D You can use the TAC-emulation profile for doing that. You go into profiles/ directory and rename Default.cfg to Default.cfg-disabled, then rename TAC.cfg-disabled to TAC.cfg. Note this will probably screw your existing savegame. That look like your install is messed up, somehow. Try to remove the Kerbalism directory and then re-install the current version. 

Well ok I tried 0.9.9.8 from ckan and spacedock, but unfortunately it didn't fix the issue. Since Kerbalism isn't the only mod in my install-folder, I just may have to dig further.

Edited by Dexter_D
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I do apologize if this has been answered somewhere in the thread, but I couldn't find it in the first few pages or a few back from this one.

In terms of the signal requirement aspect of your mod, does a given antenna require line-of-sight with Mission Control in order to establish/maintain connection, or does it only need line-of-sight with the planet Kerbin itself?

Edited by RocketRyleigh
Typo
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