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[1.3.0] Kerbalism v1.2.9


ShotgunNinja

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I have a question because I nearly killed one of my kerbals.

Here's my situation. I started a new game with a very low science reward to test out Kerbalism. So in order to get science I launched a rocket into a sub-orbital trajectory to do some science in space hitting 80,000m and coming back down. I turned off my scrubbers and pressurization to save battery on the trip because I figured my pilot would be in his space suit the entire time. To my surprise he nearly died from C02 poisoning. So I guess what I'm asking is when I turn the scrubbers off in the command pod does that also turn them off for the space suit? Is this intentional to keep people like me from getting "free" use of scrubbers in the suit wile sitting in the command pod without using electrical charge? 

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2 hours ago, SavageAngel said:

I have a question because I nearly killed one of my kerbals.

Here's my situation. I started a new game with a very low science reward to test out Kerbalism. So in order to get science I launched a rocket into a sub-orbital trajectory to do some science in space hitting 80,000m and coming back down. I turned off my scrubbers and pressurization to save battery on the trip because I figured my pilot would be in his space suit the entire time. To my surprise he nearly died from C02 poisoning. So I guess what I'm asking is when I turn the scrubbers off in the command pod does that also turn them off for the space suit? Is this intentional to keep people like me from getting "free" use of scrubbers in the suit wile sitting in the command pod without using electrical charge? 

From what I understand so far, if a Kerbal is in a pod, they effectively don't have their space suit on.

 

Also @ShotgunNinja Thank you, Ive been waiting a very long time for Kerbalism to be updated, and as I've got the day off work I'm going to be testing everything I can.

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The experimental version crashes KSP upon loading a particular save (my 1.2.1 career). I'm playing with a few mods and the galileo planet pack, so the initial thought was "oh well you have to wait a bit longer".

But the weird thing is, it works in any new save, created with Kerbalism or not. So i prepared a "test-save" without Kerbalism, endless-fuel-cheating Jeb into an Orbit and tracking a few potatoroids. Restarted with Kerbalism and could load it without a problem. Fiddled around with the career save and it turned out it weren't even the Relay-Networks (altough Kerbalism breaks it, but that was expected), but my single SpySat that was causing this problem. Didn't have more time to investigate further yesterday evening, but i highly suspect DMagicOrbitalScience to be the cause of this issue, as it is more or less the only difference between the satellite and my relays (apart from craft type).

I can send the output_log tonight if you want to look into it.

Edit: To spread the blame, the satellite also has ScanSat on it i just remembered :sticktongue:

Edited by elpollodiablo
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On 12/7/2016 at 4:29 PM, Gotmachine said:

Situation : orbit around the mun with a crewed vessel carrying 3 small lander probes. I have some data onboard (samples and transmissible data). I detach one of the probes to do a landing, and do a telemetry with it (so I have some data on the probe). So far so good, I begin my descent burn. If I switch between each ship with the hotkey, no problem. Focused on the probe, as soon as the main ship gets out of the physics bubble (the switch hotkey is disabled and I use the map view switching) the data on the main ship disappear. If I reload the save, do my burn with the probe, switch to the main vessel, wait for the probe to get out of physics bubble, switch to the probe via the map view, the data is now lost on the probe.

I finally found the cause of this. Funny stuff... turns out PartDestroyed event is called when a vessel goes out of physical range. I was using that event to remove the drive data in case a part exploded or collided...

 

@elpollodiablo That is very strange. KSP mods technically can only cause a crash to desktop in case of infinite recursion (or if they segfault when dereferencing a pointer).

 

 

 

@Zuthal No, the rule framework changed in the new experimental version. Those in the OP were written against the previous specs.

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image.pngThis is an experimental version, potentially unstable and unbalanced.
Please report bugs and balance issues.

Version: 1.1.5-pre2
Require: KSP 1.2.1+, ModuleManager 2.7.5
Download: github

 

 

 

Changelog (from 1.1.5-pre1):

  • data UI show experiment body/biome/situation
  • data recorded is now clamped to max available for that experiment situation
  • scaled down experiment data size a bit, randomized the values
  • hijack data from any science container, not just ModuleScienceExperiment
  • use buffering in data transmission to avoid triggering OnScienceReceived event too much
  • fix: combinatory explosion in Configure module symmetry handling
  • fix: resource duplication in Configure module
  • fix: support multiple pages in science dialog
  • fix: analytical sunlight issue during timewarp blending
  • fix: remove drive on PartDie, instead of PartDestroyed

Changelog (from 1.1.4):

Spoiler

  * this is a summary of the changes  
  Rule framework
    - multiple profiles can cohexist in the same installation, only one is enabled from user settings
    - Process: vessel-wide resource consumer/producers driven by modifiers        
    - split Supply out of Rule, for additional flexibility
    - can use resource amount as a modifier
    - many new modifiers, to leverage the information provided by habitat
  Features framework
    - user specified features are set by a flag in settings
    - other features are detected automatically from the modifiers used in the active profile    
    - inject MM patches during loading screen, before MM is executed
    - third parties can check for specific features or profiles by using NEEDS[]
    - parts are enabled/disabled automatically depending on features used    
  Resource cache
    - new 'exact, order-agnostic' algorithm for consumption/production chains at arbitrary timesteps
    - consider interval-based outputs in depletion estimates    
  Configure
    - new module Configure: can select between setups in the VAB or in flight
    - setups can specify resources and/or modules
    - setups can include extra cost and mass
    - setups can be unlocked with technologies
    - configuration UI, that show info on modules and resources for a setup    
  Habitat
    - new module Habitat: replace CLS internal spaces
    - used to calculate internal volume in m^3, and surface in m^2    
    - can be disabled/enabled even in flight to configure the internal space as required
    - support inflatable habitats
    - can be pressurized/depressurized
    - can keep track of level of CO2 in the internal atmosphere
    - can be added to parts with no crew capacity
  Greenhouse
    - improved module: Greenhouse
    - lamps intensity is determined automatically, and is expressed in W/m^2
    - can have radiation and pressure thresholds for growth
    - can require an arbitrary set of input resources
    - can produce an arbitrary set of by-product resources
    - growth will degenerate if lighting/radiation/pressure conditions aren't met      
  ISRU
    - planetary resource definitions based on real data
    - new module Harvester: for crustal/atmospheric resource extraction, use abundance/pressure thresholds    
  Wet workshops
    - some stock tanks can now be configured as either fuel tanks or habitats, even in flight    
  QualityOfLife
    - new module Comfort: replace Entertainment and provide a specific bonus, added to some stock parts
    - modified module GravityRing: now provide firm-ground bonus
    - living space is calculated from volume per-capita    
  Radiation
    - shielding required is now determined by habitat surface, and map to millimeters of Pb
    - rtg emit a small amount of ratiation
  Planner
    - single page layout, with panel selection
    - show consumers/producers of a resource in tooltip
    - improved/redesigned most panels
    - redundancy analysis for Reliability panel    
  Reliability
    - improved subsystem: Reliability
    - support arbitrary third party modules
    - components are now disabled when they fail
    - two types of failures: malfunctions (can be repaired) and critical failures (can't be repaired)
    - safemode: there is a chance of remote repairs for unmanned vessels
    - components can be assigned to redundancy groups
    - an optional redundancy incentive is provided: when a component fail, all others in the same redundancy group delay their next failure
    - removed 'manufacturing quality'
    - can select quality per-component in the vab, high quality means higher cost and/or mass but longer MTBF    
  Signal
    - improved: focus on data transmission rates and differences between low-gain and high-gain antennas    
    - high-gain antennas: can communicate only with DSN
    - low-gain antennas: can communicate with DSN and with other vessels
    - low-gain antennas: can be flagged as 'relay' to receive data from other vessels
    - can choose what level of control to lose without a connection:
      . 'none' (lose all control),
      . 'limited' (same as CommNet limited control) and
      . 'full' (only disable data transmission)
    - easy parameters for antenna definitions
    - simple data rate attenuation model
    - render data transmission particles during data transmission
    - disable CommNet automatically when enabled
    - connection status is obtained by CommNet or RemoteTech when signal is disabled
    - new signal panel in vessel info window, show data rates, destination and file being transmitted    
  Science
    - new subsystem: Science, improve on data storage, transmission and analysis
    - transmit data over time, even in background
    - analyze data over time, even in background
    - the background data transmission work with Signal, CommNet or RemoteTech.
    - new module: HardDrive, replace stock data container, can flag files for transmission and lab analysis
    - new module: Laboratory, can analyze samples and produce transmissible data    
    - work with all science experiment modules, both stock and third-party, by hijacking the science result dialog
    - data storage: can store multiple results of same experiment type, can transfer to other parts without requiring EVA
    - data storage: can still be stored on EVA kerbals, and EVA kerbals can take/store data from/to pods
    - data UI: show files and samples per-vessel, can flag for transmission or analysis, can delete files or samples
    - properly credit the science over time
    - do not break science collection contracts       
  Automation
    - removed the Console and command interpreter    
    - new scripting system: not text-based anymore
    - new component control and script editing UI
    - script editor UI highlight parts for ease of use    
  Misc
    - ported to KSP 1.2.1    
    - consistent part naming scheme
    - rebalanced mass/cost of all parts
    - improved part descriptions
    - do not change stock EC producers/consumers anymore
    - adapted all support patches, removed the ones not necessary anymore    
    - shaders are loaded from asset bundle
    - removed workarounds for old SCANsat versions
    - some Settings added, others removed
    - action group support for all modules
    - properly support multiple modules of the same type in the same part
    - optimized how animations in modules are managed
    - can optionally use the stock message system instead of our own
    - can optionally simulate the effect of tracking pivots on solar panels orientability
    - removed helmet handling for EVA kerbals
    - doesn't require CRP anymore, but it will still work along it
    - improved how crew requirements are specified in modules
    - show limited body info window when Sun is selected, instead of nothing
    - new contract: analyze sample in space
    - new contract: cross the heliopause
    - rebalanced ec consumers/producers    
    - show tooltips in vessel info
    - use common style for all part info tooltips    
    - AtomicAge engines emit radiation (ThePsion5)  
    - more love for VenStockRevamp patch (YaarPodshipnik)        
  Profile: 'Default'
    - rewritten from scratch
    - balanced consumption rates from real data
    - balanced container capacity from real data
    - water
    - co2 poisoning
    - pressurization: influence quality of life
    - configurable ECLSS in pods: scrubber, water recycler, pressure control, waste processing
    - configurable supply containers: can store Food, Water, Waste
    - configurable pressurized tanks: can store Oxygen, Nitrogen, Hydrogen, Ammonia
    - greenhouse: require Ammonia and Water, produce Oxygen and WasteWater as by-product, need to be pressurized, has radiation threshold    
    - stock ISRU plants can be configured with one among a set of reality-inspired chemical processes
    - stock drills can be configured with a specific resource harvester
    - stock atmo experiment is also used as configurable atmospheric harvester
    - stock fuel cells act like real fuel cells
    - new part: Chemical Plant, can execute reality-inspired chemical processes, unlocked early in the tech tree    
  Profile: 'Classic'
    - this profile mimick the old default profile, without the new stuff  
  Profile: 'None'
    - choose this if you want to play with third-party life support mods
  Bugs fixed
    - fix: nasty problem with interaction between cache and analytical sunlight estimation        
    - fix: radiation body definitions were not loaded in some cases    
    - fix: planner, stock laboratory EC consumption wasn't considered
    - fix: planner, solar panel flux estimation was considering atmo factor even in space
    - fix: planner, correctly skip disabled modules    
    - fix: spurious signal loss message when undocking    
    - fix: maintain notes and scripts even after docking/undocking    
    - fix: highlighting of malfunction components in pods
    - fix: in monitor UI signal icon, show all relays in the chain
    - fix: bug with killing eva kerbals while iterating the list of crew    
    - fix: exception when loading dead eva kerbals
    - fix: module index mismatch when loading dead eva kerbals

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4 hours ago, ShotgunNinja said:

image.pngThis is an experimental version, potentially unstable and unbalanced.
Please report bugs and balance issues.

Version: 1.1.5-pre2
Require: KSP 1.2.1+, ModuleManager 2.7.5
Download: github

 

 

 

Changelog (from 1.1.5-pre1):

  • data UI show experiment body/biome/situation
  • data recorded is now clamped to max available for that experiment situation
  • scaled down experiment data size a bit, randomized the values
  • hijack data from any science container, not just ModuleScienceExperiment
  • use buffering in data transmission to avoid triggering OnScienceReceived event too much
  • fix: combinatory explosion in Configure module symmetry handling
  • fix: resource duplication in Configure module
  • fix: support multiple pages in science dialog
  • fix: analytical sunlight issue during timewarp blending
  • fix: remove drive on PartDie, instead of PartDestroyed

Changelog (from 1.1.4):

  Hide contents

  * this is a summary of the changes  
  Rule framework
    - multiple profiles can cohexist in the same installation, only one is enabled from user settings
    - Process: vessel-wide resource consumer/producers driven by modifiers        
    - split Supply out of Rule, for additional flexibility
    - can use resource amount as a modifier
    - many new modifiers, to leverage the information provided by habitat
  Features framework
    - user specified features are set by a flag in settings
    - other features are detected automatically from the modifiers used in the active profile    
    - inject MM patches during loading screen, before MM is executed
    - third parties can check for specific features or profiles by using NEEDS[]
    - parts are enabled/disabled automatically depending on features used    
  Resource cache
    - new 'exact, order-agnostic' algorithm for consumption/production chains at arbitrary timesteps
    - consider interval-based outputs in depletion estimates    
  Configure
    - new module Configure: can select between setups in the VAB or in flight
    - setups can specify resources and/or modules
    - setups can include extra cost and mass
    - setups can be unlocked with technologies
    - configuration UI, that show info on modules and resources for a setup    
  Habitat
    - new module Habitat: replace CLS internal spaces
    - used to calculate internal volume in m^3, and surface in m^2    
    - can be disabled/enabled even in flight to configure the internal space as required
    - support inflatable habitats
    - can be pressurized/depressurized
    - can keep track of level of CO2 in the internal atmosphere
    - can be added to parts with no crew capacity
  Greenhouse
    - improved module: Greenhouse
    - lamps intensity is determined automatically, and is expressed in W/m^2
    - can have radiation and pressure thresholds for growth
    - can require an arbitrary set of input resources
    - can produce an arbitrary set of by-product resources
    - growth will degenerate if lighting/radiation/pressure conditions aren't met      
  ISRU
    - planetary resource definitions based on real data
    - new module Harvester: for crustal/atmospheric resource extraction, use abundance/pressure thresholds    
  Wet workshops
    - some stock tanks can now be configured as either fuel tanks or habitats, even in flight    
  QualityOfLife
    - new module Comfort: replace Entertainment and provide a specific bonus, added to some stock parts
    - modified module GravityRing: now provide firm-ground bonus
    - living space is calculated from volume per-capita    
  Radiation
    - shielding required is now determined by habitat surface, and map to millimeters of Pb
    - rtg emit a small amount of ratiation
  Planner
    - single page layout, with panel selection
    - show consumers/producers of a resource in tooltip
    - improved/redesigned most panels
    - redundancy analysis for Reliability panel    
  Reliability
    - improved subsystem: Reliability
    - support arbitrary third party modules
    - components are now disabled when they fail
    - two types of failures: malfunctions (can be repaired) and critical failures (can't be repaired)
    - safemode: there is a chance of remote repairs for unmanned vessels
    - components can be assigned to redundancy groups
    - an optional redundancy incentive is provided: when a component fail, all others in the same redundancy group delay their next failure
    - removed 'manufacturing quality'
    - can select quality per-component in the vab, high quality means higher cost and/or mass but longer MTBF    
  Signal
    - improved: focus on data transmission rates and differences between low-gain and high-gain antennas    
    - high-gain antennas: can communicate only with DSN
    - low-gain antennas: can communicate with DSN and with other vessels
    - low-gain antennas: can be flagged as 'relay' to receive data from other vessels
    - can choose what level of control to lose without a connection:
      . 'none' (lose all control),
      . 'limited' (same as CommNet limited control) and
      . 'full' (only disable data transmission)
    - easy parameters for antenna definitions
    - simple data rate attenuation model
    - render data transmission particles during data transmission
    - disable CommNet automatically when enabled
    - connection status is obtained by CommNet or RemoteTech when signal is disabled
    - new signal panel in vessel info window, show data rates, destination and file being transmitted    
  Science
    - new subsystem: Science, improve on data storage, transmission and analysis
    - transmit data over time, even in background
    - analyze data over time, even in background
    - the background data transmission work with Signal, CommNet or RemoteTech.
    - new module: HardDrive, replace stock data container, can flag files for transmission and lab analysis
    - new module: Laboratory, can analyze samples and produce transmissible data    
    - work with all science experiment modules, both stock and third-party, by hijacking the science result dialog
    - data storage: can store multiple results of same experiment type, can transfer to other parts without requiring EVA
    - data storage: can still be stored on EVA kerbals, and EVA kerbals can take/store data from/to pods
    - data UI: show files and samples per-vessel, can flag for transmission or analysis, can delete files or samples
    - properly credit the science over time
    - do not break science collection contracts       
  Automation
    - removed the Console and command interpreter    
    - new scripting system: not text-based anymore
    - new component control and script editing UI
    - script editor UI highlight parts for ease of use    
  Misc
    - ported to KSP 1.2.1    
    - consistent part naming scheme
    - rebalanced mass/cost of all parts
    - improved part descriptions
    - do not change stock EC producers/consumers anymore
    - adapted all support patches, removed the ones not necessary anymore    
    - shaders are loaded from asset bundle
    - removed workarounds for old SCANsat versions
    - some Settings added, others removed
    - action group support for all modules
    - properly support multiple modules of the same type in the same part
    - optimized how animations in modules are managed
    - can optionally use the stock message system instead of our own
    - can optionally simulate the effect of tracking pivots on solar panels orientability
    - removed helmet handling for EVA kerbals
    - doesn't require CRP anymore, but it will still work along it
    - improved how crew requirements are specified in modules
    - show limited body info window when Sun is selected, instead of nothing
    - new contract: analyze sample in space
    - new contract: cross the heliopause
    - rebalanced ec consumers/producers    
    - show tooltips in vessel info
    - use common style for all part info tooltips    
    - AtomicAge engines emit radiation (ThePsion5)  
    - more love for VenStockRevamp patch (YaarPodshipnik)        
  Profile: 'Default'
    - rewritten from scratch
    - balanced consumption rates from real data
    - balanced container capacity from real data
    - water
    - co2 poisoning
    - pressurization: influence quality of life
    - configurable ECLSS in pods: scrubber, water recycler, pressure control, waste processing
    - configurable supply containers: can store Food, Water, Waste
    - configurable pressurized tanks: can store Oxygen, Nitrogen, Hydrogen, Ammonia
    - greenhouse: require Ammonia and Water, produce Oxygen and WasteWater as by-product, need to be pressurized, has radiation threshold    
    - stock ISRU plants can be configured with one among a set of reality-inspired chemical processes
    - stock drills can be configured with a specific resource harvester
    - stock atmo experiment is also used as configurable atmospheric harvester
    - stock fuel cells act like real fuel cells
    - new part: Chemical Plant, can execute reality-inspired chemical processes, unlocked early in the tech tree    
  Profile: 'Classic'
    - this profile mimick the old default profile, without the new stuff  
  Profile: 'None'
    - choose this if you want to play with third-party life support mods
  Bugs fixed
    - fix: nasty problem with interaction between cache and analytical sunlight estimation        
    - fix: radiation body definitions were not loaded in some cases    
    - fix: planner, stock laboratory EC consumption wasn't considered
    - fix: planner, solar panel flux estimation was considering atmo factor even in space
    - fix: planner, correctly skip disabled modules    
    - fix: spurious signal loss message when undocking    
    - fix: maintain notes and scripts even after docking/undocking    
    - fix: highlighting of malfunction components in pods
    - fix: in monitor UI signal icon, show all relays in the chain
    - fix: bug with killing eva kerbals while iterating the list of crew    
    - fix: exception when loading dead eva kerbals
    - fix: module index mismatch when loading dead eva kerbals

is there documentation on everything science does? [EDIT: Saw it, thanks]

Edited by The-Doctor
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@The-Doctor Sorry, I am working on rewriting the wiki. Meanwhile I'll give you some details of what Science does:

  • replace the stock data storage system with one that:
    • add and remove science data from a vessel very fast, even when the vessel is not loaded
    • keep track of some extra properties for each 'file' stored (example: flag a file for sending or analysis)
    • trivially transfer data between parts
  • transmit data over time
  • replace the stock laboratory with one that 'analyze' non-transmissible data, instead of magically 'multiply' it
  • tweak stock experiment situations, science rewards and data sizes (similar to 'ScienceTweaks.cfg' in previous Kerbalism versions)
  • try to not break stock/mods experiment parts in the process

In the near future, it will replace how the stock experiments collect data.

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@ShotgunNinja Nice work on the data UI, it's perfect !

Note that the (now fixed) "one click closes all" on the "keep data" button was causing a NRE and froze the ui when you did two non-rerunnable experiments in a row (like goo + matlab).

On 08/12/2016 at 0:05 AM, AVaughan said:

Secondly the magical wetworkshop tanks.  Build the following.  Mk1 command pod.  Rockomax X200-32 fueltank.  Note the weight 18888 kg.  Deploy to the launchpad, and revert to the VAB.  (Alternatively you can trigger the bug by simply leaving and re-entering the VAB, or by saving and then loading the design). The same ship now weighs 34891 kg.  The command pod has gained 3kg weight, and the fueltank has gained 16000 kg.  (Dry mass is the same.  It has gained an extra 16000kg of liquidfuel and oxidiser).   The FL-T800 and the Rockomax Jumbo-64 tank also have the same issue.

I also confirm there are funky things happening with the tanks that can be configured as wet workshops (and possibly other "switchable" modules that alter mass properties), but I not getting the same thing as @AVaughan : in a fresh sandbox game, simple test setup on a new vessel (fuel tank+probe+antenna), the VAB mass/ressources are right. On launch, the fuel and associated mass disappear :

uc?export=download&id=0B_OWFWZtmeoxbkVxW  uc?export=download&id=0B_OWFWZtmeoxblIxY

But it seems that things can get really messy : I've had other instances where, on launch, the resources are showing up in the part right-menu, but they are not "really" here : resource mass and "propulsive usage" is absent (my "real" TWR/DeltaV is the "empty tank" one) but in the UI the resources are consumed !  And other cases of doubled amount of resources per tank in the VAB, among other strange things. Until i figured it was a bug, this was driving me crazy, with KER reporting varying dV in the VAB/at launch/on reload for the same vessel :confused:

Also, quick question : do you think the module switch is compatible with IFS/Firespitter/B9 part switch ? I use a custom MM patch with IFS for stock tanks LFO/LF fuel switching, and disabled it to test the above so I don't know if it play well with the Kerbalism switch. But they are also an increasing number of part mods relying on those switchers, even for parts like command pods or habitats.

EDIT : also another bug that happened twice to me, landed on the Mun with a 1 kerbal lander that has a probe core. Seems that if the vessel don't have a signal (the probe core can't provide control), if you go on EVA with the Kerbal and then back in the vessel, the control is not restored. Can be fixed by switching to another vessel and back.

EDIT2 : and a small usability problem, auto-timewarp-stopping on kerbalism events does not work when timewarping was set trough right-clicking "warp here" or "warp to next maneuver" on orbit lines.

Edited by Gotmachine
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Similar problem here!

The small pressurized tank does not hold any ressources (and is not right-click-able) once it is out of the VAB.

Masses, etc. are calculated correctly in the VAB, except, the fact, that the engineer's report tells me, that the hydrogen and oxygen is unused (I have a fuel cell on the vessel....)

 

EDIT: the small supply container does not work either! It has the same problems

EDIT2: removing comunity ressource pack solved the problem! the engineer's report still tells me,that the ressources are unused

EDIT3: CRP did NOT cause the problem! After playing around a bit, the problem occured again! Now I cannot get it to work again... I restarted the game reinstalled the mod, but the problem now persits... odd....

Edited by stoani96
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5 hours ago, Gotmachine said:

Note that the (now fixed) "one click closes all" on the "keep data" button was causing a NRE and froze the ui when you did two non-rerunnable experiments in a row (like goo + matlab).

Ok, tell me if that happen again in pre2.

5 hours ago, Gotmachine said:

I also confirm there are funky things happening with the tanks that can be configured as wet workshops (and possibly other "switchable" modules that alter mass properties), but I not getting the same thing as @AVaughan : in a fresh sandbox game, simple test setup on a new vessel (fuel tank+probe+antenna), the VAB mass/ressources are right. On launch, the fuel and associated mass disappear :

I will try to replicate, can you confirm me that we are talking about pre2 here? There was a fix for a resource duplication issue in the Configure module (used by the wet workshops).

5 hours ago, Gotmachine said:

But it seems that things can get really messy : I've had other instances where, on launch, the resources are showing up in the part right-menu, but they are not "really" here : resource mass and "propulsive usage" is absent (my "real" TWR/DeltaV is the "empty tank" one) but in the UI the resources are consumed !  And other cases of doubled amount of resources per tank in the VAB, among other strange things. Until i figured it was a bug, this was driving me crazy, with KER reporting varying dV in the VAB/at launch/on reload for the same vessel

The KER thing... maybe it is redoing calculations only when the vessel change. But technically the vessel don't change when you switch setup in a Configure module. I'll try to force it to redo the calculations.

5 hours ago, Gotmachine said:

Also, quick question : do you think the module switch is compatible with IFS/Firespitter/B9 part switch ? I use a custom MM patch with IFS for stock tanks LFO/LF fuel switching, and disabled it to test the above so I don't know if it play well with the Kerbalism switch. But they are also an increasing number of part mods relying on those switchers, even for parts like command pods or habitats.

No idea, probably not. It is the same as asking if 'fuel switcher A is compatible with fuel switcher B'. From my side, I'm only changing the resources described in setups, and not the others. So if these fuel switchers do nothing to resources not mentioned by them, you could have them cohexist in the same part to some extent. But that is unlikely, as code-wise it is much easier to just wipe clean a part of all resources.

Why I developed my own, instead of using the existing resource switcher modules? Because I am also switching modules.

5 hours ago, Gotmachine said:

also another bug that happened twice to me, landed on the Mun with a 1 kerbal lander that has a probe core. Seems that if the vessel don't have a signal (the probe core can't provide control), if you go on EVA with the Kerbal and then back in the vessel, the control is not restored. Can be fixed by switching to another vessel and back.

Ok I'll try to replicate this.

5 hours ago, Gotmachine said:

and a small usability problem, auto-timewarp-stopping on kerbalism events does not work when timewarping was set trough right-clicking "warp here" or "warp to next maneuver" on orbit lines.

Maybe something changed about timewarp in KSP 1.2.x.

 

2 hours ago, stoani96 said:

The small pressurized tank does not hold any ressources (and is not right-click-able) once it is out of the VAB.

Ok I'll have a look.

2 hours ago, stoani96 said:

Masses, etc. are calculated correctly in the VAB, except, the fact, that the engineer's report tells me, that the hydrogen and oxygen is unused (I have a fuel cell on the vessel....)

Ignore the engineer report. Instead click on the 'heartbeat' icon near it, you will get access to the planner.

 

53 minutes ago, APlayer said:

A multiplier for MTBF rates, to adjust difficulty, and

I could add it... you can also do the same with a MM patch

@PART[*]:HAS[@MODULE[Reliability]]:FINAL
{
  @MODULE[Reliability]
  {
    @mtbf *= 1.0
  }
}

 

55 minutes ago, APlayer said:

An entry in the stock difficulty settings menu (The per save one, I mean).

Unfortunately I can't. Some of the settings need to be known before MM start patching things. And at that point is less confusing to have all settings in one place.

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3 minutes ago, ShotgunNinja said:

Ok I see the problem with the missing resources in configurable parts. Sorry about that guys, I didn't notice it on pre2 release. I'll release a fix in the next hours.

Thanks! :)

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3 minutes ago, ShotgunNinja said:

I will try to replicate, can you confirm me that we are talking about pre2 here? There was a fix for a resource duplication issue in the Configure module (used by the wet workshops).

Yup, the screenshots are from pre2, but the other things I experienced were in pre1.

4 minutes ago, ShotgunNinja said:

The KER thing... maybe it is redoing calculations only when the vessel change. But technically the vessel don't change when you switch setup in a Configure module. I'll try to force it to redo the calculations.

The KER calculations were accurate, but "accurately wrong", no problem with it. It's just that at first I didn't understand why I couldn't reach orbit with 4000 dV, but it was because once in flight, the configurable tanks were empty !

13 minutes ago, ShotgunNinja said:

No idea, probably not. It is the same as asking if 'fuel switcher A is compatible with fuel switcher B'. From my side, I'm only changing the resources described in setups, and not the others. So if these fuel switchers do nothing to resources not mentioned by them, you could have them cohexist in the same part to some extent. But that is unlikely, as code-wise it is much easier to just wipe clean a part of all resources.

Why I developed my own, instead of using the existing resource switcher modules? Because I am also switching modules.

Okay, I will try to see how they interact together when the resource bug is resolved.

7 minutes ago, ShotgunNinja said:

Ok I see the problem with the missing resources in configurable parts. Sorry about that guys, I didn't notice it on pre2 release. I'll release a fix in the next hours.

Don't worry, that's what pre-releases are about, it wouldn't be fun without a few bugs !

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image.pngAn hotfix for the missing resources issue.

This is an experimental version, potentially unstable and unbalanced.
Please report bugs and balance issues.

Version: 1.1.5-pre3
Require: KSP 1.2.1+, ModuleManager 2.7.5
Download: github

 

 

Changelog (from 1.1.5-pre2):

  • fix: missing resources in parts that are using Configure module
  • fix: exceptions thrown by Reliability module in some circumstances

Changelog (from 1.1.5-pre1):

  • data UI show experiment body/biome/situation
  • data recorded is now clamped to max available for that experiment situation
  • scaled down experiment data size a bit, randomized the values
  • hijack data from any science container, not just ModuleScienceExperiment
  • use buffering in data transmission to avoid triggering OnScienceReceived event too much
  • fix: combinatory explosion in Configure module symmetry handling
  • fix: resource duplication in Configure module
  • fix: support multiple pages in science dialog
  • fix: analytical sunlight issue during timewarp blending
  • fix: remove drive on PartDie, instead of PartDestroyed

Changelog (from 1.1.4):

Spoiler

  * this is a summary of the changes  
  Rule framework
    - multiple profiles can cohexist in the same installation, only one is enabled from user settings
    - Process: vessel-wide resource consumer/producers driven by modifiers        
    - split Supply out of Rule, for additional flexibility
    - can use resource amount as a modifier
    - many new modifiers, to leverage the information provided by habitat
  Features framework
    - user specified features are set by a flag in settings
    - other features are detected automatically from the modifiers used in the active profile    
    - inject MM patches during loading screen, before MM is executed
    - third parties can check for specific features or profiles by using NEEDS[]
    - parts are enabled/disabled automatically depending on features used    
  Resource cache
    - new 'exact, order-agnostic' algorithm for consumption/production chains at arbitrary timesteps
    - consider interval-based outputs in depletion estimates    
  Configure
    - new module Configure: can select between setups in the VAB or in flight
    - setups can specify resources and/or modules
    - setups can include extra cost and mass
    - setups can be unlocked with technologies
    - configuration UI, that show info on modules and resources for a setup    
  Habitat
    - new module Habitat: replace CLS internal spaces
    - used to calculate internal volume in m^3, and surface in m^2    
    - can be disabled/enabled even in flight to configure the internal space as required
    - support inflatable habitats
    - can be pressurized/depressurized
    - can keep track of level of CO2 in the internal atmosphere
    - can be added to parts with no crew capacity
  Greenhouse
    - improved module: Greenhouse
    - lamps intensity is determined automatically, and is expressed in W/m^2
    - can have radiation and pressure thresholds for growth
    - can require an arbitrary set of input resources
    - can produce an arbitrary set of by-product resources
    - growth will degenerate if lighting/radiation/pressure conditions aren't met      
  ISRU
    - planetary resource definitions based on real data
    - new module Harvester: for crustal/atmospheric resource extraction, use abundance/pressure thresholds    
  Wet workshops
    - some stock tanks can now be configured as either fuel tanks or habitats, even in flight    
  QualityOfLife
    - new module Comfort: replace Entertainment and provide a specific bonus, added to some stock parts
    - modified module GravityRing: now provide firm-ground bonus
    - living space is calculated from volume per-capita    
  Radiation
    - shielding required is now determined by habitat surface, and map to millimeters of Pb
    - rtg emit a small amount of ratiation
  Planner
    - single page layout, with panel selection
    - show consumers/producers of a resource in tooltip
    - improved/redesigned most panels
    - redundancy analysis for Reliability panel    
  Reliability
    - improved subsystem: Reliability
    - support arbitrary third party modules
    - components are now disabled when they fail
    - two types of failures: malfunctions (can be repaired) and critical failures (can't be repaired)
    - safemode: there is a chance of remote repairs for unmanned vessels
    - components can be assigned to redundancy groups
    - an optional redundancy incentive is provided: when a component fail, all others in the same redundancy group delay their next failure
    - removed 'manufacturing quality'
    - can select quality per-component in the vab, high quality means higher cost and/or mass but longer MTBF    
  Signal
    - improved: focus on data transmission rates and differences between low-gain and high-gain antennas    
    - high-gain antennas: can communicate only with DSN
    - low-gain antennas: can communicate with DSN and with other vessels
    - low-gain antennas: can be flagged as 'relay' to receive data from other vessels
    - can choose what level of control to lose without a connection:
      . 'none' (lose all control),
      . 'limited' (same as CommNet limited control) and
      . 'full' (only disable data transmission)
    - easy parameters for antenna definitions
    - simple data rate attenuation model
    - render data transmission particles during data transmission
    - disable CommNet automatically when enabled
    - connection status is obtained by CommNet or RemoteTech when signal is disabled
    - new signal panel in vessel info window, show data rates, destination and file being transmitted    
  Science
    - new subsystem: Science, improve on data storage, transmission and analysis
    - transmit data over time, even in background
    - analyze data over time, even in background
    - the background data transmission work with Signal, CommNet or RemoteTech.
    - new module: HardDrive, replace stock data container, can flag files for transmission and lab analysis
    - new module: Laboratory, can analyze samples and produce transmissible data    
    - work with all science experiment modules, both stock and third-party, by hijacking the science result dialog
    - data storage: can store multiple results of same experiment type, can transfer to other parts without requiring EVA
    - data storage: can still be stored on EVA kerbals, and EVA kerbals can take/store data from/to pods
    - data UI: show files and samples per-vessel, can flag for transmission or analysis, can delete files or samples
    - properly credit the science over time
    - do not break science collection contracts       
  Automation
    - removed the Console and command interpreter    
    - new scripting system: not text-based anymore
    - new component control and script editing UI
    - script editor UI highlight parts for ease of use    
  Misc
    - ported to KSP 1.2.1    
    - consistent part naming scheme
    - rebalanced mass/cost of all parts
    - improved part descriptions
    - do not change stock EC producers/consumers anymore
    - adapted all support patches, removed the ones not necessary anymore    
    - shaders are loaded from asset bundle
    - removed workarounds for old SCANsat versions
    - some Settings added, others removed
    - action group support for all modules
    - properly support multiple modules of the same type in the same part
    - optimized how animations in modules are managed
    - can optionally use the stock message system instead of our own
    - can optionally simulate the effect of tracking pivots on solar panels orientability
    - removed helmet handling for EVA kerbals
    - doesn't require CRP anymore, but it will still work along it
    - improved how crew requirements are specified in modules
    - show limited body info window when Sun is selected, instead of nothing
    - new contract: analyze sample in space
    - new contract: cross the heliopause
    - rebalanced ec consumers/producers    
    - show tooltips in vessel info
    - use common style for all part info tooltips    
    - AtomicAge engines emit radiation (ThePsion5)  
    - more love for VenStockRevamp patch (YaarPodshipnik)        
  Profile: 'Default'
    - rewritten from scratch
    - balanced consumption rates from real data
    - balanced container capacity from real data
    - water
    - co2 poisoning
    - pressurization: influence quality of life
    - configurable ECLSS in pods: scrubber, water recycler, pressure control, waste processing
    - configurable supply containers: can store Food, Water, Waste
    - configurable pressurized tanks: can store Oxygen, Nitrogen, Hydrogen, Ammonia
    - greenhouse: require Ammonia and Water, produce Oxygen and WasteWater as by-product, need to be pressurized, has radiation threshold    
    - stock ISRU plants can be configured with one among a set of reality-inspired chemical processes
    - stock drills can be configured with a specific resource harvester
    - stock atmo experiment is also used as configurable atmospheric harvester
    - stock fuel cells act like real fuel cells
    - new part: Chemical Plant, can execute reality-inspired chemical processes, unlocked early in the tech tree    
  Profile: 'Classic'
    - this profile mimick the old default profile, without the new stuff  
  Profile: 'None'
    - choose this if you want to play with third-party life support mods
  Bugs fixed
    - fix: nasty problem with interaction between cache and analytical sunlight estimation        
    - fix: radiation body definitions were not loaded in some cases    
    - fix: planner, stock laboratory EC consumption wasn't considered
    - fix: planner, solar panel flux estimation was considering atmo factor even in space
    - fix: planner, correctly skip disabled modules    
    - fix: spurious signal loss message when undocking    
    - fix: maintain notes and scripts even after docking/undocking    
    - fix: highlighting of malfunction components in pods
    - fix: in monitor UI signal icon, show all relays in the chain
    - fix: bug with killing eva kerbals while iterating the list of crew    
    - fix: exception when loading dead eva kerbals
    - fix: module index mismatch when loading dead eva kerbals

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It seams that even with signal feature turned off the connection lines for it are drawn, just a really really tiny annoyance :wink:

Also this:

  ISRU
    - planetary resource definitions based on real data

...made me wonder if one should reseed resource distribution (by changing the "GameSeed" value in persistent.sfs?) when applying Kerbalism to an ongoing career? 

Thanks for the awesomeness!! :)
 

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@mrZonke What I did was define atmospheric resources (and their abundance levels) based on this. Then I added some crustal resources: water in a specific Mun crater (with 100% chance, irregardless of game difficulty setting), water on Duna polar region (just like CRP was doing, but again with 100% change of finding it), and water on Eeloo (as a Pluto equivalent). Ore I left as in stock, and other crustal resources are of no interest at the moment. There is no need to change GameSeed.

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12 hours ago, ShotgunNinja said:

[...] I could add it... you can also do the same with a MM patch [...]

Unfortunately I can't. Some of the settings need to be known before MM start patching things. And at that point is less confusing to have all settings in one place.

Ah, both makes sense, sorry for the stupidity.

On the MM patch, sure, I was planning to make a big set of patches for compatibility with various other mods and miscellaneous goodies, once you release a version, and would include this. Thanks, Kerbalism and KBPS are probably the most mod- and user friendly mods around here! I totally love how you made your mod so that you can change just about anything with a MM patch!

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Also, if you made a way to update Kerbalism without overwriting the settings file, it would make life easier.

What about a download for Kerbalism and a separate one for the settings file? Or, even cleaner though requiring more space and bandwidth, a full download with the settings file and a full one without? That way, anyone could just download the correct files for a first install or the ones for an update. Similar to KER, where they do not pack the configs in the download.

Or perhaps create the settings file if it does not exist yet, which would definitely be more elegant but prevent the user from specifying settings before the first run.

It's not like it's impossible to update while preserving the settings the way it is now, but it is just somewhat annoying, and if you forget about it, then your settings are lost.

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