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[1.3.0] Kerbalism v1.2.9


ShotgunNinja

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On 1/25/2017 at 10:39 PM, astroadrian99 said:

Hey guys, so for the past 3 hours, I have been having this signal issue which is pretty annoying. So I landed one of my Kerbals on the far side of the Mun, i lost signal as expected and once I landed, I went on EVA. Once I got back into the capsule, for some reason, I could no longer control it as if it were a probe without signal. Anyways through the magic of mechjeb not needing signal, i was able to take off the Mun and try to rendezvous with my station. Since this was in career mode, i had limited abilities with mechjeb but was hoping that since the lander had an High Gain Antenna, once it gets in Kerbins FOV, signal will come back, that did not happen. Once I got close to the station, I noticed it too did not have signal. So due to the fact that i could not dock, i reloaded a quicksave i had done just prior to undocking for Munar landing but the signal still remained as unavailable. Not sure if this is a bug thats happened before and can be fixed somehow as I really do not want to lose the 3 Kerbals I have up there, plus that station was coming out so good.

So, can anybody help me with this?

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Hi thread. I can't seem to get radiation belts to appear, I must be missing something very silly. I'm setting up a new save based on Galileo's planet pack at 6.4 scale, sandbox testing game. In either the tracking station or map view, in the window all the radiation belts are marked red, "hide." Clicking on that turns it green for an instant, then back to red. Do I need to launch a sensor or something to be able to see? Logs & such available on request.

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On 26/01/2017 at 10:45 AM, TheDuck700 said:

You also need to have enabled "atmospheric control" as an ECLSS setup in one of your manned command pod

Thanks!

But... Wait! So I have to have a pod in that? I was trying to grow food on an unmanned ship and dock a manned one only during harvest!

Edited by jlcarneiro
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Is it possible to make water collector that will work only if vessel splashed down, but fast and cheap? It may be useful for planets like Laythe and for underwater bases at all, for example.

Edited by Su33
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3 hours ago, jlcarneiro said:

Thanks!

But... Wait! So I have to have a pod in that? I was trying to grow food on an unmanned ship and dock a manned one only during harvest!

Yeah, as long as a part has at least one available space for a Kerbal it will have a Life Support System.

Kerbal Space Program\GameData\Kerbalism\Profiles\Default.cfg: 

@PART[*]:HAS[#CrewCapacity[>0]]:NEEDS[ProfileDefault]:FOR[Kerbalism]

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On 1/27/2017 at 5:30 PM, Baleurion said:

I think i did it, but seems to be some glitches with deploy / retracting certain antennas. I aint a proficent KSP modder.

  Reveal hidden contents

// Support for Coatl Aerospace Probes Plus

@PART[antenna_cone]:NEEDS[FeatureSignal]:FOR[Kerbalism]:AFTER[ProbesPlus]
{
  MODULE
  {
    name = Antenna
    type = low_gain
    cost = 0.1
    dist = 5e6
    rate = 0.016
  }

  MODULE:NEEDS[FeatureReliability]
  {
    name = Reliability
    type = Antenna
    title = Antenna
    redundancy = Communication
    repair = true
    mtbf = 72576000 // 8y
    extra_cost = 2.0
    extra_mass = 1.0
  }

  !MODULE[ModuleDataTransmitter] {}

  @description = A Low-Gain antenna that doesn't need to be extended, ideal when communications must be maintained during atmospheric flight.
}

@PART[antenna_quetzal]:NEEDS[FeatureSignal]:FOR[Kerbalism]:AFTER[ProbesPlus]
{
  MODULE
  {
    name = Antenna
    type = low_gain
    cost = 0.1
    dist = 5e6
    rate = 0.016
  }

  MODULE:NEEDS[FeatureReliability]
  {
    name = Reliability
    type = Antenna
    title = Antenna
    redundancy = Communication
    repair = true
    mtbf = 72576000 // 8y
    extra_cost = 2.0
    extra_mass = 1.0
  }

  !MODULE[ModuleDataTransmitter] {}

  @description = A Low-Gain antenna that doesn't need to be extended, ideal when communications must be maintained during atmospheric flight.
}

@PART[antenna_tv]:NEEDS[FeatureSignal]:FOR[Kerbalism]:AFTER[ProbesPlus]
{
  MODULE
  {
    name = Antenna
    type = low_gain
    cost = 0.1
    dist = 5e6
    rate = 0.016
  }

  MODULE
  {
    name = ModuleAnimationGroup
    deployAnimationName = antenna
    moduleType = Antenna
  }

  MODULE:NEEDS[FeatureReliability]
  {
    name = Reliability
    type = Antenna
    title = Antenna
    redundancy = Communication
    repair = true
    mtbf = 72576000 // 8y
    extra_cost = 2.0
    extra_mass = 1.0
  }

  !MODULE[ModuleDataTransmitter] {}
  !MODULE[ModuleDeployableAntenna] {}

  @mass = 0.01
  @description = An extendible Low-Gain antenna, for short range communications with DSN and other vessels.
}

@PART[dish_deploy_S]:NEEDS[FeatureSignal]:FOR[Kerbalism]:AFTER[ProbesPlus]
{
  MODULE
  {
    name = Antenna
    type = high_gain
    cost = 0.33
    dist = 5e10
    rate = 0.064
  }

  MODULE
  {
    name = ModuleAnimationGroup
    deployAnimationName = Deploy
    moduleType = Antenna
  }

  MODULE:NEEDS[FeatureReliability]
  {
    name = Reliability
    type = Antenna
    title = Antenna
    redundancy = Communication
    repair = Engineer
    mtbf = 72576000 // 8y
    extra_cost = 2.0
    extra_mass = 0.5
  }

  !MODULE[ModuleDataTransmitter] {}
  !MODULE[ModuleDeployableAntenna] {}

  @description = A medium-sized deployable High-Gain antenna for direct communications with DSN.
}

@PART[dish_deploy_S2]:NEEDS[FeatureSignal]:FOR[Kerbalism]:AFTER[ProbesPlus]
{
  MODULE
  {
    name = Antenna
    type = high_gain
    cost = 0.2
    dist = 2.5e10
    rate = 0.032
  }

  MODULE
  {
    name = ModuleAnimationGroup
    deployAnimationName = Deploy
    moduleType = Antenna
  }

  MODULE:NEEDS[FeatureReliability]
  {
    name = Reliability
    type = Antenna
    title = Antenna
    redundancy = Communication
    repair = Engineer
    mtbf = 72576000 // 8y
    extra_cost = 2.0
    extra_mass = 0.5
  }

  !MODULE[ModuleDataTransmitter] {}
  !MODULE[ModuleDeployableAntenna] {}

  @description = A small deployable High-Gain antenna for direct communications with DSN.
}

@PART[dish_L]:NEEDS[FeatureSignal]:FOR[Kerbalism]:AFTER[ProbesPlus]
{
  MODULE
  {
    name = Antenna
    type = high_gain
    cost = 0.66
    dist = 1.5e11
    rate = 0.128
  }

  MODULE:NEEDS[FeatureReliability]
  {
    name = Reliability
    type = Antenna
    title = Antenna
    redundancy = Communication
    repair = Engineer
    mtbf = 72576000 // 8y
    extra_cost = 2.0
    extra_mass = 0.5
  }

  !MODULE[ModuleDataTransmitter] {}

  @description = This big fixed High-Gain antenna is ideal to maintain direct communications with DSN from deep space.
}

@PART[dish_quetzal]:NEEDS[FeatureSignal]:FOR[Kerbalism]:AFTER[ProbesPlus]
{
  MODULE
  {
    name = Antenna
    type = high_gain
    cost = 0.5
    dist = 1e11
    rate = 0.064
  }

  MODULE:NEEDS[FeatureReliability]
  {
    name = Reliability
    type = Antenna
    title = Antenna
    redundancy = Communication
    repair = Engineer
    mtbf = 72576000 // 8y
    extra_cost = 2.0
    extra_mass = 0.5
  }

  !MODULE[ModuleDataTransmitter] {}

  @description = A big fixed High-Gain antenna for direct communications with DSN.
}

@PART[dish_S]:NEEDS[FeatureSignal]:FOR[Kerbalism]:AFTER[ProbesPlus]
{
  MODULE
  {
    name = Antenna
    type = high_gain
    cost = 0.33
    dist = 5e10
    rate = 0.032
  }

  MODULE:NEEDS[FeatureReliability]
  {
    name = Reliability
    type = Antenna
    title = Antenna
    redundancy = Communication
    repair = Engineer
    mtbf = 72576000 // 8y
    extra_cost = 2.0
    extra_mass = 0.5
  }

  !MODULE[ModuleDataTransmitter] {}

  @description = A medium-sized fixed High-Gain antenna for direct communications with DSN.
}

@PART[dish_tatsujin]:NEEDS[FeatureSignal]:FOR[Kerbalism]:AFTER[ProbesPlus]
{
  MODULE
  {
    name = Antenna
    type = high_gain
    cost = 0.33
    dist = 5e10
    rate = 0.032
  }

  MODULE:NEEDS[FeatureReliability]
  {
    name = Reliability
    type = Antenna
    title = Antenna
    redundancy = Communication
    repair = Engineer
    mtbf = 72576000 // 8y
    extra_cost = 2.0
    extra_mass = 0.5
  }

  !MODULE[ModuleDataTransmitter] {}

  @description = A medium-sized fixed High-Gain antenna for direct communications with DSN.
}

I think I fixed it.

Spoiler

@PART[antenna_cone]:NEEDS[FeatureSignal]:FOR[Kerbalism]:AFTER[ProbesPlus]
{
  MODULE
  {
    name = Antenna
    type = low_gain
    cost = 0.1
    dist = 5e6
    rate = 0.016
  }

  MODULE:NEEDS[FeatureReliability]
  {
    name = Reliability
    type = Antenna
    title = Antenna
    redundancy = Communication
    repair = true
    mtbf = 72576000 // 8y
    extra_cost = 2.0
    extra_mass = 1.0
  }

  !MODULE[ModuleDataTransmitter] {}
}

@PART[antenna_quetzal]:NEEDS[FeatureSignal]:FOR[Kerbalism]:AFTER[ProbesPlus]
{
  MODULE
  {
    name = Antenna
    type = low_gain
    cost = 0.1
    dist = 5e6
    rate = 0.016
  }

  MODULE:NEEDS[FeatureReliability]
  {
    name = Reliability
    type = Antenna
    title = Antenna
    redundancy = Communication
    repair = true
    mtbf = 72576000 // 8y
    extra_cost = 2.0
    extra_mass = 1.0
  }

  !MODULE[ModuleDataTransmitter] {}
}

@PART[antenna_tv]:NEEDS[FeatureSignal]:FOR[Kerbalism]:AFTER[ProbesPlus]
{
  MODULE
  {
    name = Antenna
    type = low_gain
    cost = 0.1
    dist = 5e6
    rate = 0.016
  }

  MODULE:NEEDS[FeatureReliability]
  {
    name = Reliability
    type = Antenna
    title = Antenna
    redundancy = Communication
    repair = true
    mtbf = 72576000 // 8y
    extra_cost = 2.0
    extra_mass = 1.0
  }

  !MODULE[ModuleDataTransmitter] {}
  }

@PART[dish_deploy_S]:NEEDS[FeatureSignal]:FOR[Kerbalism]:AFTER[ProbesPlus]
{
  MODULE
  {
    name = Antenna
    type = high_gain
    cost = 0.33
    dist = 5e10
    rate = 0.064
  }

  MODULE:NEEDS[FeatureReliability]
  {
    name = Reliability
    type = Antenna
    title = Antenna
    redundancy = Communication
    repair = Engineer
    mtbf = 72576000 // 8y
    extra_cost = 2.0
    extra_mass = 0.5
  }

  !MODULE[ModuleDataTransmitter] {}
}

@PART[dish_deploy_S2]:NEEDS[FeatureSignal]:FOR[Kerbalism]:AFTER[ProbesPlus]
{
  MODULE
  {
    name = Antenna
    type = high_gain
    cost = 0.2
    dist = 2.5e10
    rate = 0.032
  }
  
  MODULE:NEEDS[FeatureReliability]
  {
    name = Reliability
    type = Antenna
    title = Antenna
    redundancy = Communication
    repair = Engineer
    mtbf = 72576000 // 8y
    extra_cost = 2.0
    extra_mass = 0.5
  }

  !MODULE[ModuleDataTransmitter] {}
}

@PART[dish_L]:NEEDS[FeatureSignal]:FOR[Kerbalism]:AFTER[ProbesPlus]
{
  MODULE
  {
    name = Antenna
    type = high_gain
    cost = 0.66
    dist = 1.5e11
    rate = 0.128
  }

  MODULE:NEEDS[FeatureReliability]
  {
    name = Reliability
    type = Antenna
    title = Antenna
    redundancy = Communication
    repair = Engineer
    mtbf = 72576000 // 8y
    extra_cost = 2.0
    extra_mass = 0.5
  }

  !MODULE[ModuleDataTransmitter] {}
}

@PART[dish_quetzal]:NEEDS[FeatureSignal]:FOR[Kerbalism]:AFTER[ProbesPlus]
{
  MODULE
  {
    name = Antenna
    type = high_gain
    cost = 0.5
    dist = 1e11
    rate = 0.064
  }

  MODULE:NEEDS[FeatureReliability]
  {
    name = Reliability
    type = Antenna
    title = Antenna
    redundancy = Communication
    repair = Engineer
    mtbf = 72576000 // 8y
    extra_cost = 2.0
    extra_mass = 0.5
  }

  !MODULE[ModuleDataTransmitter] {}
}

@PART[dish_S]:NEEDS[FeatureSignal]:FOR[Kerbalism]:AFTER[ProbesPlus]
{
  MODULE
  {
    name = Antenna
    type = high_gain
    cost = 0.33
    dist = 5e10
    rate = 0.032
  }

  MODULE:NEEDS[FeatureReliability]
  {
    name = Reliability
    type = Antenna
    title = Antenna
    redundancy = Communication
    repair = Engineer
    mtbf = 72576000 // 8y
    extra_cost = 2.0
    extra_mass = 0.5
  }

  !MODULE[ModuleDataTransmitter] {}
}

@PART[dish_tatsujin]:NEEDS[FeatureSignal]:FOR[Kerbalism]:AFTER[ProbesPlus]
{
  MODULE
  {
    name = Antenna
    type = high_gain
    cost = 0.33
    dist = 5e10
    rate = 0.032
  }

  MODULE:NEEDS[FeatureReliability]
  {
    name = Reliability
    type = Antenna
    title = Antenna
    redundancy = Communication
    repair = Engineer
    mtbf = 72576000 // 8y
    extra_cost = 2.0
    extra_mass = 0.5
  }

  !MODULE[ModuleDataTransmitter] {}
}

 

 

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13 hours ago, TheDuck700 said:

Yeah, as long as a part has at least one available space for a Kerbal it will have a Life Support System.

Kerbal Space Program\GameData\Kerbalism\Profiles\Default.cfg: 

@PART[*]:HAS[#CrewCapacity[>0]]:NEEDS[ProfileDefault]:FOR[Kerbalism]

@ShotgunNinja, I'm sorry, but don't you think we should be able to mantain an atmosphere in a specific compartment remotely? I mean, on an unmanned ship...

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On 1/26/2017 at 10:39 AM, astroadrian99 said:

Hey guys, so for the past 3 hours, I have been having this signal issue which is pretty annoying. So I landed one of my Kerbals on the far side of the Mun, i lost signal as expected and once I landed, I went on EVA. Once I got back into the capsule, for some reason, I could no longer control it as if it were a probe without signal.

I'm having this trouble too, help?

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So I'm just starting to experiment with how the new Kerbalism works, and I find myself confused by living space...

First, how is Kerbalism supposed to handle expanding parts, like the gravity ring it comes with, and the expandable habitat modules in Planetary Base Systems? I see no difference in the planner to volume-per-capita when deployed. How is this supposed to work?

Secondly, do I understand correctly that volume-per-capita is calculated from the size of the piece's bounding box? Is there a way to override this? Because I've noticed some strange volumes in some pieces, such as the ISS-style airlock from CxAerospace Station Parts Pack, which when attached to a 2 man lander can drives the volume-per-capita from 3 to almost 40!

I'm afraid I'm just not buying this living space=volume thing. It causes oddities like the Mk2 cockpit having a much more comfortable space than the Mk2 Inline Cockpit, even though the inline version is at least as roomy, presumably because the bounding box for the standard Mk2 includes that long pointy nose.

I use a lot of mods with living areas, and a lot of them are crammed with cargo, equipment, etc. that takes up a lot of their total volume. Without a way to adjust this in Kerbalism, nothing makes sense.

Oh, and one other question on a completely separate topic... It used to be possible to define a waste ratio within a rule. Is that still possible? I ask because as far as I can tell, it looks like conversions such as Food->Waste and Water->WasteWater are 1:1 now, which is problematic.

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@Algiark Are you using any mods beside Kerbalism? Perhaps we can pinpoint the cause of the problem if both you and Astroadrian99 use the same mods. It would still be better if you could first check if your issue happens when you're not using any other mod.

@Rhedd What you're asking for seems to be hard coded, you'll need some knowledge of C# to change it. If you still want to I can direct you here for the habitat calculation but I wasn't able to find the specific part for the ressource output.

Quick edit to add that I have literally no knowledge on C# so I might be wrong when I say it's hard coded. If so, don't hesitate to correct me

Edited by TheDuck700
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13 hours ago, TheDuck700 said:
13 hours ago, TheDuck700 said:

 

@Rhedd What you're asking for seems to be hard coded, you'll need some knowledge of C# to change it. If you still want to I can direct you here for the habitat calculation but I wasn't able to find the specific part for the ressource output.

Quick edit to add that I have literally no knowledge on C# so I might be wrong when I say it's hard coded. If so, don't hesitate to correct me

 

Well, the code you directed me to does say "habitable volume in m^3, deduced from bounding box if not specified", so I assume that means there's a way of specifying it. Now all we need to know is the proper syntax for defining a custom volume in a .cfg.

Still curious about expanding and inflatable habitats, though. Kerbalism comes with one, there are a number of them in Planetary Base Systems, and Pathfinder is full of them. Really curious how they work.

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Long time no see guys :) 

On 1/12/2017 at 1:53 AM, lordcirth said:

If I remember correctly, scrubber efficiency gets buffed passively by certain tech tree advancements.  Should show in blue text on the tech tree node descriptions.

That has changed in version 1.1.5, now the scrubber sequester carbon dioxide from the internal atmosphere of habitats, but doesn't recycle it to oxygen anymore. As such, there is no efficiency. Instead, each scrubber has a capacity, expressed in how fast it can sequester the co2. The CO2->Oxygen conversion is then taken care of by a dedicated process, available in the chemical plants in the late-game.

 

On 1/12/2017 at 2:11 PM, APlayer said:

Is it possible, or hard to implement a possibility to edit the reliability module of a part mid-flight?

That's an interesting take on the matter. It is technically possible. I'll consider this in future for the engines and other modules that could benefit from use-dependent aging, but the issue is that I don't want to write 'in use' detection code for all modules. Hence the move toward generic module-disabling reliability system.

 

On 1/14/2017 at 9:45 PM, Jade_Falcon said:

It occurred to me later that I might have been able to have some of the kerbals go on EVA then vent the pod by turning off the Habitat; from reading the info on how the Habitat works, that may have dumped the atmosphere inside reducing all levels back to 0.  Ill have to test this out later to see if it works.

Edit: That would have been totally cool if it worked.

Right now, as you discovered, I only vent Atmosphere. Honestly I don't remember why I don't also vent WasteAtmosphere (that would make sense overall), but there must have been a subtle reason. Maybe it was exploitable by the player. Anyway, I'm going to add it in a next version.

 

On 1/16/2017 at 11:39 PM, nosscire said:

However, there seems to be no way to have multiple different habitats on one vessel, like you could have multiple separate living spaces in CLS? It seems that all spaces with Habitat is counted together as one large habitat.

Is this the intended way for things to work?

Yes this is intended. Now you have a single habitat per-vessel, that can as well be non-contiguous and/or include parts that have no crew capacity at all. And the habitat can be reconfigured in flight, by enabling/disabling individual hab parts.

The 'storm shelter' scenario still work: the user move all crew to the storm shelter, then disable all habitats except the storm shelter one.

 

On 1/21/2017 at 2:02 PM, Noel32 said:

I'm very impressed with what I've read about this mod but hesitant to try as I'm not yet ready to stop using the Interstellar mod. Is there any intention to make this one day compatible with Interstellar? 

Is it compatible with Constellations? 

Interstellar Extended modules are not simulated in background. This may change in future.

Constellations (that I'm assuming is a multi-star mod?) will probably have issues because I assume there is only one star, and that star has index zero

 

On 1/21/2017 at 4:00 PM, frans said:

After a Minmus space walk, the scientist gets back in, but there's no control anymore - at all - . Even though I do have a connection with KSC...

This bug has been reported multiple times. However, I can't reproduce it myself. This complicate fixing it. Send me the savegame with the issue, after it happen.

 

On 1/23/2017 at 5:18 PM, astroadrian99 said:

What if I don't have a Numeric Keypad? The number row doesn't work from the numerous attempts I've done

Press 'B' in map-view/tracking-station to make the body info window pop out. From there, you can toggle the fields rendering without numeric keypad.

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On 1/23/2017 at 9:56 PM, TheDuck700 said:

There's also something else I wanted to add: Would it be possible to add other ways to get CarboneDioxyde and perhaps other resources as well? Right now it's only obtainable through breathing and it takes a long while, especially when trying to get some LiquidFuel through the Sabatier Process. To fill the first unlockable tank (FL-T100) it would take about 9 days for one Kerbal.
Perhaps add the possibility to have bacteria produce it? IRL we can produce multiple components through bacteria cultures, even insuline which we had to take from pigs only a few years ago, and it is fairly easy and common (I remember making microbiological cultures in high school) so I feel it would fit in the realism optic of the mod.

Not a bad idea. New processes are very easy to add, so you could start adding and testing some new one yourself. Then share these here or on github and I will probably include them in the next release.

 

On 1/24/2017 at 6:18 PM, linuxgurugamer said:

I only took a brief look, but it seems that Kerbalism is trying to initialize/configure ALL modules that it finds.  This is VERY intrusive, which is the intent, and if not done properly, causes issues.

I'll look into this. The configure module doesn't 'initialize' any module. What it does, is it set isEnabled to false for those modules that are (A) included in a Configure setup and (B) whose setup is not the selected one.

 

On 1/25/2017 at 8:47 PM, jlcarneiro said:

I have a problem adapting to these new mechanics, though: I'm trying to grow some food in space with the new greenhouse and it keeps saying "insufficient pressure"... The ship has Water, Ammonia, CO2 and empty recipients for O2 and food.

I've even looked for a button to create an habitat and found not one...

What am I doing wrong?

You are doing nothing wrong, there is a fundamental issue here. The greenhouse require to be pressurized (in the default profile), as it is an habitat itself. The crop will not grow without a pressure above 0.1 atmospheres (if I'm remembering correctly). However, the greenhouse doesn't include a pressure control process, so it has to rely on the ones in manned modules (that I'm assuming are not present in your case).

In next version I will add some small pressure control capacity to the greenhouse to solve this issue.

Also probably relevant, the crop can only be harvested by the crew at the moment. That too may change in next version.

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1 minute ago, ShotgunNinja said:
On 1/24/2017 at 0:18 PM, linuxgurugamer said:

I only took a brief look, but it seems that Kerbalism is trying to initialize/configure ALL modules that it finds.  This is VERY intrusive, which is the intent, and if not done properly, causes issues.

I'll look into this. The configure module doesn't 'initialize' any module. What it does, is it set isEnabled to false for those modules that are (A) included in a Configure setup and (B) whose setup is not the selected one.

As I said, it was a brief look.  It may be that when it's checking those modules, it isn't checking for a null ref some where

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@astroadrian99, @Algiark Can you send me your savegame file, so that I can do some testing?

@CatastrophicFailure The problem is that the galileo's pack bodies have no radiation definitions (yet?). That is why you don't see them or you can't toggle the rendering on/off.

@Su33 I agree, oceanic resources will be interesting. I didn't add them yet mostly due to lack of an adeguate part. The harvester module itself already support oceanic resources however, albeit that wasn't really tested (but it should work).

 

@Rhedd

On 1/29/2017 at 6:46 AM, Rhedd said:

First, how is Kerbalism supposed to handle expanding parts, like the gravity ring it comes with, and the expandable habitat modules in Planetary Base Systems? I see no difference in the planner to volume-per-capita when deployed. How is this supposed to work?

Inflatable habitats are disabled, unless they are fully pressurized (with some tolerance). This mean that an non-inflated hab (or even one that is not fully pressurized) will be de-facto disabled. 

The gravity ring is not an habitat. Instead it act as a comfort-provider for the 'firm-ground' bonus. So, the gravity ring doesn't add to the living space nor it need to be pressurized.

 

On 1/29/2017 at 6:46 AM, Rhedd said:

Secondly, do I understand correctly that volume-per-capita is calculated from the size of the piece's bounding box? Is there a way to override this? Because I've noticed some strange volumes in some pieces, such as the ISS-style airlock from CxAerospace Station Parts Pack, which when attached to a 2 man lander can drives the volume-per-capita from 3 to almost 40!

I deduce volume and surface from the BB, if not specified. To specify it, simply define a 'volume' and/or 'surface' field in the Habitat module definition. They are expressed in m^3 and m^2 respectively. The full specs of the Habitat module is here.

 

On 1/29/2017 at 6:46 AM, Rhedd said:

I'm afraid I'm just not buying this living space=volume thing. It causes oddities like the Mk2 cockpit having a much more comfortable space than the Mk2 Inline Cockpit, even though the inline version is at least as roomy, presumably because the bounding box for the standard Mk2 includes that long pointy nose.

It would be definitely better to have the volume and surface defined for every part, past present and future. But that is not realistic. What is realistic instead is that some part may end up getting the volume/surface explicitly defined, and for all the others to have a relatively acceptable fallback (automagically deduced from the BB).

 

On 1/29/2017 at 6:46 AM, Rhedd said:

Oh, and one other question on a completely separate topic... It used to be possible to define a waste ratio within a rule. Is that still possible? I ask because as far as I can tell, it looks like conversions such as Food->Waste and Water->WasteWater are 1:1 now, which is problematic.

It is still possible to specify 'ratio' of consumed/waste resource in a rule. If not specified, the ratio is deduced automatically from the two resources densities (with perfect mass conservation). Full specs for Rule is here.

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On 1/22/2017 at 11:56 AM, diomedea said:

, I just had to rescue a kerbal in munar orbit from a PPD-10 hitchhiker pod. When arrived within the bubble limit (2.5 km) had the nasty surprise to find the pod had nothin but atmosphere: no EC, no EVA fuel, no oxygen. Which isn't really unexpected as that module shows none such resources in editor (unlike command pods)

When I detect a rescue mission vessel/kerbal, I gift them all supply resources as defined in the profile in use. The case where the vessel/kerbal has no capacity for these resources is also taken care of: I just add capacity for them on-the-fly. So in your case, that must have not worked. Send me savegame/log when that happen again.

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1 hour ago, ShotgunNinja said:

When I detect a rescue mission vessel/kerbal, I gift them all supply resources as defined in the profile in use. The case where the vessel/kerbal has no capacity for these resources is also taken care of: I just add capacity for them on-the-fly. So in your case, that must have not worked. Send me savegame/log when that happen again.

Perhaps the profile is involved. Had a profile for TAC LS time ago, possible it was in use when the pod had to be filled with resources. Sure that pod has resources defined, but the amounts were at 0 as soon as I had the possibilty to switch to it for a look  (this info is easy for me to get, that pod was left in orbit, here an abstract from the sfs and here a pic of the pod). Log wasn't saved. Will send in case the issue shows again.

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