Jump to content

[1.3.0] Kerbalism v1.2.9


ShotgunNinja

Recommended Posts

57 minutes ago, APlayer said:

It would be nice to be able to either add a part with more ECLSS slots, or add ECLSS slots at an additional cost and mass. 

I considered adding ECLSS processes to the chemical plant, but failed at it horribly. (Module Configure documentation would be nice... :sealed:)

It is possible! I tweaked the number of slot on my mod by adding this MM patch

@PART[*]:HAS[#CrewCapacity[3]]:NEEDS[ProfileDefault]:FOR[Kerbalism]:Final
{
    @MODULE[Configure]
    {
        @slots = 3
    }
}

@PART[*]:HAS[#CrewCapacity[>4]]:NEEDS[ProfileDefault]:FOR[Kerbalism]:Final
{
    @MODULE[Configure]
    {
        @slots = 4
    }
}

Note that its also possible to add processes that are not included originally. If you want to add Fuelcells, you need to add a "ProcessController" Module and also add a "Setup" in the module "Configure"
 

// ============================================================================
// Add configurable Life Support System to all manned parts
// =============================

@PART[*]:HAS[#CrewCapacity[>0]]:NEEDS[ProfileDefault]:FOR[Kerbalism]
{
  MODULE
  {
    name = ProcessController
    resource = _FuelCell
    title = Fuel cell
    capacity = 1
  }

MODULE
  {
    name = Configure
    title = Pod
    slots = 2
    
    SETUP
    {
      name = Fuel cell
      desc = Produce Electric charge with H2 and O2
      mass = 0.05
      cost = 250

      MODULE
      {
        type = ProcessController
        id_field = resource
        id_value = _FuelCell
      }
       RESOURCE
      {
        name = Hydrogen
        amount = 110000
        maxAmount = 110000
      }
      RESOURCE
      {
        name = Oxygen
        amount = 220000
        maxAmount = 226000
      }
    }

}

 

Edited by flack
Link to comment
Share on other sites

6 hours ago, ShotgunNinja said:

@astroadrian99 Can you check if MM 2.7.5 is installed?

Yeah it is. I tried it with ModuleManager.2.7.5.dll inside the ModuleManager-2.7.5 folder and outside it (like in the image, and how I had it in KSP 1.1.3) 

gY1EpXu.jpg

Sorry for Potato picture, currently don't have internet so doing this via Phone.

Link to comment
Share on other sites

I have a suggestion: When you research new nodes (e. g. Engineering 101) new functionalities become available, in this case pressure control for pods. The corresponding message appears for a very short time, maybe too short. 

1) Why not integrating this into a global log file, which can be opened in game

2) Or better: Introduce a dummy part, which does not show in the VAB but in techtree. So you can make better decisions in researching the next step. 

 

Potential for improvement: "File Manager" does not switch to your Kerbal, when you do an EVA .

Link to comment
Share on other sites

I moked around with Umbra Space Industries Sounding Rockets from RoverDude.

Here is my attempt of a compatibility patch for Kerbalism. First tests result in a expected bahaviour.

Not finished: Tweaking of biomemask. Maybe one of you has a better understanding of this, than I have. 

 

Compatibiltiy for Umbra Space Industries Sounding Rockets


// ============================================================================
// Experiments data is either transmissible completely or not at all
// ============================================================================

@PART[*]:HAS[@MODULE[*ModuleScience*]]:NEEDS[FeatureScience]:FOR[Kerbalism]
{
  @MODULE[*ModuleScience*]:HAS[#experimentID[SRExperiment01]]        { @xmitDataScalar = 1 }	//Meteorological Experiments
  @MODULE[*ModuleScience*]:HAS[#experimentID[SRExperiment02]]        { @xmitDataScalar = 1 }	//Aeronomical Experiments
  @MODULE[*ModuleScience*]:HAS[#experimentID[SRExperiment03]]        { @xmitDataScalar = 0 }	//Materials Experiments
  @MODULE[*ModuleScience*]:HAS[#experimentID[SRExperiment04]]        { @xmitDataScalar = 0 }	//Engineering Experiments
}



// ============================================================================
// Change situation/biome masks and descriptions for some experiments
// ============================================================================

// Meteorological Experiments only possible above ground (in flight low/high and low space)
@EXPERIMENT_DEFINITION[*]:HAS[#id[SRExperiment01]]:NEEDS[FeatureScience]:FOR[Kerbalism]
{
  @situationMask = 28
  //@biomeMask = 3
}
@PART[SR_Payload_03]	{	@description = Perform a basic meteorological experiment in atmosphere and lower space.	}
//consider: numbers form experiments do not match numbers in part names.

// Aeronomy Experiments only possible in flight
@EXPERIMENT_DEFINITION[*]:HAS[#id[SRExperiment02]]:NEEDS[FeatureScience]:FOR[Kerbalism]
{
  @situationMask = 12
  //@biomeMask = 3
}
@PART[SR_Payload_04]	{	@description = Perform a basic aeronomy experiment in flight within an atmosphere.	}

// Materials Experiments possible everywhere - encourages to land ballistic missiles
@EXPERIMENT_DEFINITION[*]:HAS[#id[SRExperiment03]]:NEEDS[FeatureScience]:FOR[Kerbalism]
{
  @situationMask = 63
  //@biomeMask = 3
}
@PART[SR_Payload_01]	{	@description = Perform a basic materials experiment virtually everywhere in flight or landed/splashed down.	}

// Engineerings Experiments possible everywhere - encourages to land ballistic missiles
@EXPERIMENT_DEFINITION[*]:HAS[#id[SRExperiment04]]:NEEDS[FeatureScience]:FOR[Kerbalism]
{
  @situationMask = 63
  //@biomeMask = 3
}
@PART[SR_Payload_02]	{	@description = Perform a basic engineering experiment virtually everywhere in flight or landed/splashed down.	}



// ============================================================================
// Tweak science values for experiments
// ============================================================================

@EXPERIMENT_DEFINITION[*]:HAS[#id[SRExperiment01]]:NEEDS[FeatureScience]:FOR[Kerbalism]           { @baseValue = 4  }
@EXPERIMENT_DEFINITION[*]:HAS[#id[SRExperiment01]]:NEEDS[FeatureScience]:FOR[Kerbalism]           { @baseValue = 4  }
//SRExperiment03 and SRExperiment04 - baseValue remain at 6 (default)



// ============================================================================
// Tweak experiments data scales (make transmission not too difficult on early sounding rockets)
// ============================================================================

@EXPERIMENT_DEFINITION[*]:HAS[#id[SRExperiment01]]:NEEDS[FeatureScience]:FOR[Kerbalism]           { @dataScale = 20  }	//gives 100 mb
@EXPERIMENT_DEFINITION[*]:HAS[#id[SRExperiment02]]:NEEDS[FeatureScience]:FOR[Kerbalism]           { @dataScale = 20  }
@EXPERIMENT_DEFINITION[*]:HAS[#id[SRExperiment03]]:NEEDS[FeatureScience]:FOR[Kerbalism]           { @dataScale = 25  }	//gives 180 mb
@EXPERIMENT_DEFINITION[*]:HAS[#id[SRExperiment04]]:NEEDS[FeatureScience]:FOR[Kerbalism]           { @dataScale = 25  }

 

Edited by New Horizons
Link to comment
Share on other sites

3 hours ago, flack said:

It is possible! I tweaked the number of slot on my mod by adding this MM patch


@PART[*]:HAS[#CrewCapacity[3]]:NEEDS[ProfileDefault]:FOR[Kerbalism]:Final
{
    @MODULE[Configure]
    {
        @slots = 3
    }
}

@PART[*]:HAS[#CrewCapacity[>4]]:NEEDS[ProfileDefault]:FOR[Kerbalism]:Final
{
    @MODULE[Configure]
    {
        @slots = 4
    }
}

Note that its also possible to add processes that are not included originally. If you want to add Fuelcells, you need to add a "ProcessController" Module and also add a "Setup" in the module "Configure"
 


// ============================================================================
// Add configurable Life Support System to all manned parts
// =============================

@PART[*]:HAS[#CrewCapacity[>0]]:NEEDS[ProfileDefault]:FOR[Kerbalism]
{
  MODULE
  {
    name = ProcessController
    resource = _FuelCell
    title = Fuel cell
    capacity = 1
  }

MODULE
  {
    name = Configure
    title = Pod
    slots = 2
    
    SETUP
    {
      name = Fuel cell
      desc = Produce Electric charge with H2 and O2
      mass = 0.05
      cost = 250

      MODULE
      {
        type = ProcessController
        id_field = resource
        id_value = _FuelCell
      }
       RESOURCE
      {
        name = Hydrogen
        amount = 110000
        maxAmount = 110000
      }
      RESOURCE
      {
        name = Oxygen
        amount = 220000
        maxAmount = 226000
      }
    }

}

 

Thanks a lot, but I meant VAB options. To edit the configs is comparatively simple. :wink:

Link to comment
Share on other sites

I have a small issue with ScanSat.

I have a satellite in a polar orbit around Kerbin. This satellite does not have enough battery capacity to scan with "SCAN Multispetral Sensor" permanently, but it refreshes in sun light.

After starting that sensor it works fine in flight mode and adds peace by peace of the map together, but when I fast forward in Tracking Station that sensor stops working instantly. This dos not happen on a fresh install with ScanSat allone.Is this a known issue?

Link to comment
Share on other sites

17 minutes ago, New Horizons said:

I have a small issue with ScanSat.

I have a satellite in a polar orbit around Kerbin. This satellite does not have enough battery capacity to scan with "SCAN Multispetral Sensor" permanently, but it refreshes in sun light.

After starting that sensor it works fine in flight mode and adds peace by peace of the map together, but when I fast forward in Tracking Station that sensor stops working instantly. This dos not happen on a fresh install with ScanSat allone.Is this a known issue?

Randomly guessing what is happening here. You say the satellite runs out of power during the night time. So when you fast forward in tracking station the satellite is not actually loaded in your game. Kerbalism is doing a bunch of EC calculations in the background. When it hits 0, it marks it as having no power and shuts off all modules requiring power. When power comes back, Kerbalism does not know to reactivate the SCAN Multispectral Sensor's scan.

Link to comment
Share on other sites

18 minutes ago, New Horizons said:

That is an interesting theory. Thus mission planning and power layout has to be prepared better - a pretty good test of EC tracking in the VAB

@ShotgunNinja: Could we see support for ScanSat in Automation? It would be usefull to shut off their scanners during shadow transits. 

One of the really really cool things about this mod and what ShotgunNinja has done is the ability to track power usage in the background when ships are not loaded. With this mod you don't have realism breaking things like gigantic communication relays with no batteries (see stock). It really forces you to make sure you have both enough power generation and enough storage to last through night cycles.

I'm pretty sure if you can think of another mod that does long duration work "unloaded" like SCANSAT does, you will run into this issue again. I just can't think of one at the moment.

It might be possible to patch something somewhere so that Kerbalism knows "if ship has SCANSAT module and SCANSAT module is scanning then on power restore, start scanning again". The tricky part I'd think is... knowing if your SCANSAT module is actively scanning.

Edited by nixeagle
Link to comment
Share on other sites

1 hour ago, yorshee said:

That's for TAC-LS, not USI. :(

 

yeah it should still work with USI. there just be some uneeded resouces till i get a chance to change them for a USI profile.

 

 

Link to comment
Share on other sites

if its issues with RT its probably cause RT disables the stock sat system. hoply sometime he makes a option of using either system cause right now u get no happiness unless u using stock system.

 

hmm seems that there is a mod with a tac.cfg that messes up my TAC profile and prevents some other mods tac stuff from working. trying to find it now.

if u using a minimal amount of mods then the TAC profile should work without problems as that's what i tested it on.

Edited by sidfu
Link to comment
Share on other sites

16 hours ago, astroadrian99 said:

I tried it with ModuleManager.2.7.5.dll inside the ModuleManager-2.7.5 folder and outside it (like in the image, and how I had it in KSP 1.1.3) 

Module Manager should always go directly in GameData and not in a subdirectory.

Link to comment
Share on other sites

Hi there. 

I've been having an issue where I have a vehicle landed on the Mun, in the Lander Can II.

What happens is I go on EVA, take a surface sample, go back in, and for some reason, the ship is uncontrollable. The signal icon is red, even when in direct LOS with Kerbin, has an antenna, EC, EC generation, fuel available, every condition having been met that I can think of. When I landed, I could still control. It's only AFTER coming in from EVA. 


I can re-create it, and post logs if it's necessary. I'm not THAT worried about it, and am more curious if it's a "known" issue, or if there's a possible fix that I can do. 

That being said, let me know if there's any info you need from me that isn't here that would help. 

KSP 1.2.2.1622 Windows 64 bit

Mods:
- Kerbalism
- StockVisualEnhancements
   - EnvironmentalVisualEnhancements
   - scatterer
   - PlanetShine
   - DistantObject
   - jool_rings (seems to be disabled)

- Space Y - Lifters and Expanded
- [x] Science
- KIS/KAS
- MechJeb2
- KWRocketry (redux)

Again, no idea how to post logs, but I can re-create the issue if it's necessary, and copy/paste logs (from somewhere) if need be. 

If you have an idea of what's messing it up, it'd be greatly appreciated. This mod definitely showed me a lot of what this game is missing, and I'd be sad to be unable to use it with other mods. 

Link to comment
Share on other sites

Hi, @ShotgunNinja.

I have two issues:

First, Station Science contracts (plant growth in space, for example) does not work with Kerbalism science system, but works when i disable it:

1. Dock experiment module to station, start research in lab, eurekas will start to grow.

2. When research is finished, push "Finalize Results" button in module. In stock experiment should stay in module, with Kerbalism it is moved to probe or command module.

3. Return experiment module with result in probe to Kerbin. In stock contract is counted, with Kerbalism it is not. Seems problem is in experiment dialog window.

 

Second, Kerbals on low orbit (station) die during timewarp with another active vessel. It happens only when station is in shadow when timewarp starts. Maybe it is possible to replace dynamic electric charge calculation to constant one, which happens only one time when vessel stops acceleration? Details: 9000 EC on station, consumption is about 1000 EC per shadow time, EC restores during light time completely. On 1000x timewarp everything is fine, on 10000x kerbals die.

Thanks for your work!

Edited by jo_jo_binks
Link to comment
Share on other sites

Hello guys!        
Anybody else experiencing loss of control of the spacecraft after an EVA? The input locks shows something along the lines of: no signal lock, which wouldn't bea problem, but there is a pilot on board. Only restarting the game solves it. Can somebody help me out with this?

Link to comment
Share on other sites

Ok so I got it into my mind to try to get some compatibility between kerbalism and remote tech antennas. At least for automation and reliability. (There are a few other issues, namely RT antennas don't consume electricity passively like other modules, but I figured I'd strike at what looks easier first). This might all be impossible, but I figure I'd go ahead and post my first shot at this and ask for advice. I'm willing to do the work and submit pull requests if needed.

I'm new to modding this game, so I went ahead and copied all the stuff from my game into a new directory, told ckan where it was and installed only remote tech + kerbalism. I call this my dev copy.

Next I make a GameData/test.cfg file for making modifications to Module Manager rules.

For automation, the following will put "deploy" and "retract" on the GUI for the antennas. But they don't actually do anything, nor do they show up in the automation window.

Spoiler

@PART[RTLongAntenna2]:FOR[Kerbalism]:AFTER[RemoteTech] {
  MODULE
  {
    name = ModuleAnimationGroup
    deployAnimationName = Deploy
    moduleType = Antenna
  }
}
//Again for every antenna in RemoteTech_Antennas.cfg

 

Adding reliability snippets will cause the reliability info to show in the right click info area for parts in the VAB. Plus it shows correctly in the reliability calculator. However I don't think breakdowns actually do anything when they happen. An antenna with a critical failure does not actually stop working or have reduced range.

Below is the working config for adding reliability. Everything here works except the actual consequences. RT antennas will get a red/yellow highlight on malfunctions,  you can see MTBF in the VAB etc etc.

Spoiler

@PART[RTLongAntenna2]:FOR[Kerbalism]:AFTER[RemoteTech] {
  MODULE:NEEDS[FeatureReliability]
  {
    name = Reliability
    type = Antenna
    title = Antenna
    redundancy = Communication
    repair = Engineer
    mtbf = 72576000 // 8y
    extra_cost = 2.0
    extra_mass = 0.25
  }
}

 

If anyone knows how to tell the reliability module what values to degrade/break, that would make it possible to make RT antennas break.

Failures could just degrade dish range. I just need a way to indicate what range to modify on failure.

Spoiler

@PART[RTLongAntenna2]:FOR[RemoteTech] {

  // stuff....

   %MODULE[ModuleRTAntenna] {
        %Mode0OmniRange = 0
        %Mode1OmniRange = 3000000
        %MaxQ = 6000
        %EnergyCost = 0.18
        
        %DeployFxModules = 0
        
        %TRANSMITTER {
            %PacketInterval = 0.3
            %PacketSize = 2
            %PacketResourceCost = 15.0
        }
    }

  // .. more stuff

}

Some way to indicate that failure results in either increased EnergyCost or decreased range would be useful. I'm currently unable to find where reliability consequences is configured/programmed.

Edit:

I just found the reliability configuration (System/reliability.cfg), none of it applies to antennas. What I'm trying to do might simply not be possible as it seems like RT uses a different module. (ModuleRTAntenna). It probably needs a change to https://github.com/ShotgunNinja/Kerbalism/blob/master/src/Modules/Reliability.cs line 420ish to add a type specific hack which is probably out of the window.

Please don't be afraid to tell me that what I'm doing is not realistically possible. Modifying the C# source for mod compatibility might be too much. I'm nearly certain it cannot be done with config files alone.

Edited by nixeagle
Link to comment
Share on other sites

the newer MM will ignore any other MM thats not in main gamedata folder.

look and see if u have any cache files in the gamedata folder for MM. if u do but dont have ModuleManager.ConfigCache then that means somewhere u have a bad .cfg thats ccauseing MM to not fully work.

go into your main folder after a attempted bootup and read thru the ksp llog and see if u can find anything

 

Link to comment
Share on other sites

I've been doing some tests, I may be able to create the KSP series I've wanted to do. Now there's a catch (as always). See RSS is more brutal than I thought, and with unmanned before manned, it would take me reaching half the tech tree to be able to reach orbit, so I was thinking of ditching RSS for SRSS, although I like the scale of the planet in RSS. Either that or I would play sandbox so I can have real scale boosters immediately available, this however would take away the progression I hoped to experience in science mode. The KSP series is meant to be like NatGeo's MARS (I put it in drama and documentary format for anyone who wants it). Please give your opinions .

@ShotgunNinja This is a serious bug man http://imgur.com/QKL89un please help

Link to comment
Share on other sites

@nixeagle The reliability module work by disabling another module on the part when a malfunction is triggered. It's an on/off switch, there is no way to do module specific failures like reducing antenna range. Indeed your example won't work (the malfunction won't be applied) because you didn't reference ModuleRTAntenna. Your snippet should be :

Spoiler

@PART[RTLongAntenna2]:FOR[Kerbalism]:AFTER[RemoteTech]
{
  MODULE:NEEDS[FeatureReliability]
  {
    name = Reliability
    type = ModuleRTAntenna
    title = Antenna
    redundancy = Communication
    repair = Engineer
    mtbf = 72576000 // 8y
    extra_cost = 2.0
    extra_mass = 0.25
  }
}

 

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...