ShotgunNinja

[1.3.0] Kerbalism v1.2.9

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I'm glad this issue is a matter to more of us. I was kinda afraid when ShotgunNinja was replying to a lot of problems but ignored this one. I am eagerly waiting a new version which hopefully has at least a workaround we can live with.

I really love the mechanics it is adding to KSP.

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10 hours ago, Yaar Podshipnik said:

 

Hullcam is not really in conflict - both mods do very different things. The whole thing is explained in https://github.com/ShotgunNinja/Kerbalism/issues/66 If you install Hullcam manually it will work, you'll just get some exceptions and some things MIGHT break in strange ways. Don't seek support on the forum if you do that though.

KURS is in ckan, it's just not marked as compatible with 1.2.whatever we have now. There is an option in ckan ui to enable installing mods marked for previous revisions. Can't point you exactly where as I don't have the UI in front of me.

 

Got it. Thanks a million once more. CKAN is a little new for me, I used to install everything manually under the assumption that it would resuld less of a mod-soup. Turns out I was wrong, CKAN is a wonderful tool, everybody should use it. 

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32 minutes ago, Daniel Prates said:

 

Got it. Thanks a million once more. CKAN is a little new for me, I used to install everything manually under the assumption that it would resuld less of a mod-soup. Turns out I was wrong, CKAN is a wonderful tool, everybody should use it. 

 
 

I'd never modded before because of the manual mod-soup issues, but CKAN really has helped me... but now I've got like 200+ mods. Send help. :P

Back on topic now, any idea of when my Bluedog Design/Sounding Rockets compatibility pull request will be merged @ShotgunNinja ?

Edited by ValynEritai

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I made some configs for habitation volume and surface. The numbers from the bounding boxes seems not very accurate to me.

// CxAerospace
@PART[CXA_ELM_MiniLab]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 9.8
		surface = 23.5
	}
}
@PART[CXA_Quest_Airlock]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 9.8
		surface = 28.8
	}
}
@PART[CXA_Node1]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 12.2
		surface = 26.4
	}
}
@PART[CXA_Kibo_Lab]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 26.9
		surface = 50
	}
}
@PART[CXA_SleepHabV6,CXA_SleepHabV6-2]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 24.5
		surface = 46
	}
}
@PART[CXA_GymHab,CXA_SleepHabV4-1,CXA_SleepHabV4-2]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 19.6
		surface = 38.2
	}
}

// WBI MOLE
@PART[WBI_BigCrewModule]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 6.43
		surface = 12.19
	}
}
@PART[WBI_AirlockModule]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 3.67
		surface = 7.83
	}
}
@PART[WBI_BOW]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 66.26
		surface = 70.68
	}
}
@PART[WBI_MOH18,WBI_Mole182,WBI_MOBL18,WBI_StationHub2]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 5.52
		surface = 11.78
	}
}
@PART[WBI_Backseat2]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 1.95
		surface = 5.05
	}
}
@PART[WBI_Brumby]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 2.24
		surface = 7.27
	}
}
//OSE
@PART[OSE_Workshop]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 11.04
		surface = 17.67
	}
}

// VENS
@PART[KerbCan]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 1.53
		surface = 4.9
	}
}
@PART[LargeInflatableHAB]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 22.08
		surface = 23.56
	}
}
@PART[MK2VApod]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 3.61
		surface = 8.41
	}
}
@PART[InflatableHAB]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 66.26
		surface = 87.86
	}
}

//USI
@PART[FTT_Pod_375_01]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 66.26
		surface = 70.68
	}
}
@PART[KER_CrewCab]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 7.81
		surface = 13.7
	}
}

@PART[KER_PassengerCab]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 9.81
		surface = 13.7
	}
}
@PART[KER_RoverCab]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 12.27
		surface = 19.63
	}
}
@PART[FTT_Command_375_01]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 23.52
		surface = 31.5
	}
}

//StationPartsExpansion
@PART[crewtube-airlock-25]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 4.9
		surface = 7.8
	}
}
@PART[crewpod-observation-25]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 25.98
		surface = 32.42
	}
}
@PART[crewpod-habitation-375]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 22.08
		surface = 23.56
	}
}
@PART[crewtube-25-375-1]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 8.95
		surface = 13.09
	}
}
@PART[crewpod-habitation-25]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 19.63
		surface = 36.32
	}
}
@PART[crewtube-airlock-125]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 0.92
		surface = 4.17
	}
}
@PART[crewpod-cupola-375]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 13.49
		surface = 18.57
	}
}

//Stock
@PART[mk3Cockpit_Shuttle]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 19.63
		surface = 31.03
	}
}
@PART[Mark1-2Pod]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 4.09
		surface = 9.54
	}
}
@PART[mk2LanderCabin]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 4.9
		surface = 7.85
	}
}
@PART[crewCabin]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 9.81
		surface = 15.7
	}
}
@PART[Large_Crewed_Lab]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 19.63
		surface = 31.41
	}
}
@PART[cupola]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 5.35
		surface = 10.99
	}
}
@PART[mk1pod]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 0.63
		surface = 2.85
	}
}
@PART[Mark1Cockpit]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 1.22
		surface = 6.01
	}
}
@PART[Mark2Cockpit]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 2.45
		surface = 7.85
	}
}
@PART[mk2CrewCabin]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 2.45
		surface = 7.85
	}
}
@PART[landerCabinSmall]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 1.76
		surface = 4.71
	}
}
@PART[mk2Cockpit_Standard]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 3.47
		surface = 12.91
	}
}
@PART[mk2Cockpit_Inline]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 3.06
		surface = 9.81
	}
}
@PART[mk2Cockpit_Inline]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 3.06
		surface = 9.81
	}
}
@PART[mk3CrewCabin]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 40.86
		surface = 43.58
	}
}
// SpaceLaunchSystem
@PART[ORION_COMMAND_MODULE_new]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 23.52
		surface = 27.9
	}
}
// Deep Freeze
@PART[CRY-0300RFreezer]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 1.57
		surface = 6.28
	}
}
@PART[CRY-0300Freezer]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 2.45
		surface = 7.85
	}
}
@PART[CRY-1300Freezer]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 9.81
		surface = 15.7
	}
}
@PART[CRY-2300Freezer]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 18.4
		surface = 29.45
	}
}

// PlanetaryBaseInc
@PART[KKAOSS_Habitat_MK2_g]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 16.56
		surface = 23.29
		inflate = Habitat_MK2_deploy
		state = disabled
	}
	!MODULE[PlanetaryModule]:HAS[#animationName[Habitat_MK2_deploy]] {}
}
@PART[KKAOSS_Science_g]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 19.32
		surface = 27.17
		inflate = Science_Deploy
		state = disabled
	}
	!MODULE[PlanetaryModule]:HAS[#animationName[Science_Deploy]] {}
}
@PART[KKAOSS_Greenhouse_g]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 23.19
		surface = 32.61
		inflate = Greenhouse_Deploy
		state = disabled
	}
	!MODULE[PlanetaryModule]:HAS[#animationName[Greenhouse_Deploy]] {}
}
@PART[KKAOSS_Control_g]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 3.68
		surface = 7.76
	}
}
@PART[KKAOSS_Cupola_g]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 2.45
		surface = 5.17
	}
}
@PART[CRY-5000Freezer]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 7.36
		surface = 15.53
	}
}
@PART[KKAOSS_Habitat_MK1_g]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 7.36
		surface = 15.53
	}
}
@PART[KKAOSS_Central_Hub]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 22.08
		surface = 23.56
	}
}
@PART[KKAOSS_airlock_mid_g]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 1.84
		surface = 3.88
	}
}
@PART[KKAOSS_airlock_end_g]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 1.71
		surface = 3.62
	}
}

// NearFutureSpacecraft
@PART[inlineCmdPod]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 14.11
		surface = 18.42
	}
}
@PART[mk4-1pod]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 17.89
		surface = 28.2
	}
}
@PART[mk3-9pod]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 4.8
		surface = 10.93
	}
}
@PART[utilityCabin]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 8.59
		surface = 13.74
	}
}

//MarkIVSystem
@PART[mk4cockpit-1]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 45.81
		surface = 58.37
	}
}
@PART[mk4cockpit-2]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 58.9
		surface = 73.36
	}
}
@PART[mk4crewcabin-1]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 9.42
		surface = 18.84
	}
}

//LETech
@PART[LETlander2mX3]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 5.93
		surface = 8.63
	}
}
@PART[LETpod2m4k]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 5.93
		surface = 13.26
	}
}

// JoolianDiscovery
@PART[JoolianDiscPod]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 37.15
		surface = 48.94
	}
}

//HGR
@PART[OnionNew2]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 3.45
		surface = 8.59
	}
}
@PART[OnionNew]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 3.45
		surface = 8.59
	}
}
@PART[Radish]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 1.14
		surface = 4.59
	}
}
@PART[PumpkinLanderCabin]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 3.03
		surface = 6.47
	}
}
@PART[HGR_Leek]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 4.14
		surface = 11.9
	}
}
@PART[Spud]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 1.023
		surface = 3.69
	}
}
@PART[Soy-Green,Soy-Juice]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 6.28
		surface = 14.48
	}
}

// Bluedog_DB
@PART[bluedog_Apollo_Block3_MissionModule]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 12.2
		surface = 26.4
	}
}
@PART[bluedog_Apollo_Block3_Capsule]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 9.42
		surface = 14.97
	}
}

//B9_Aerospace
@PART[HL_Aero_Cockpit]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 18.4
		surface = 31.45
	}
}
@PART[B9_Cockpit_S2]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 5.72
		surface = 14.59
	}
}
@PART[B9_Body_Mk2_Cockpit_Intake,B9_Body_Mk2_Cockpit]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 3.27
		surface = 9.26
	}
}
@PART[B9_Cockpit_M27]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 1.17
		surface = 5.03
	}
}
@PART[B9_Cockpit_MK5]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 4.09
		surface = 10.97
	}
}
@PART[B9_Cockpit_S2_Body_Crew]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 9.81
		surface = 15.7
	}
}
@PART[B9_Cockpit_S2_Body_Crew_6m]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 29.45
		surface = 47.12
	}
}

// ALCOR
@PART[ALCOR_LanderCapsule]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 3.76
		surface = 7.53
	}
}

// AresExploration
@PART[MAVcapsule]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 15.86
		surface = 23.14
	}
}
@PART[MDVcapsule]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 8.79
		surface = 15.99
	}
}

// WBI Buffalo
@PART[WBI_BuffaloCab]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 2.41
		surface = 6.03
	}
}
@PART[WBI_CrewCab,WBI_ShortPassengerCab]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 3.51
		surface = 8.79
	}
}
@PART[WBI_BuffaloAirlock]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 1.5
		surface = 3.76
	}
}
@PART[WBI_ShortPassengerCab]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 1.7
		surface = 4.27
	}
}
//Launchers Pack
@PART[KK_SPX_ITS_ship]:FINAL
{
	@MODULE[Habitat]
	{
		volume = 542.86
		surface = 294.05
	}
}

All values were calculated by the length and the radius. A distinction was made between cones, spheres, cylinders and combined forms. In addition, the bases of each node were subtracted from the total surface.

Feel free to use and share it!

Edited by schrema

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+1 for timewarp issues. However, there is some good news I can share. On the latest release on github, the "Everyone froze/burned but I have tons of EC" bug seems to be gone for me, so if that's your primary issue just try using the newer code. The "Everyone froze/burned and I have no EC... but I should have some EC" bug lives on.

For example, I have a Minmus base that makes it through the night without running out of EC about 25% of the time, and it seems to depend on a) how fast I warp (sometimes higher is better!) and b) what ship is in focus during the warp. The fix was lots of quicksave/reload until I managed to send and dock a giant stack of batteries. So until someone figures out a real fix, just double up on EC storage from whatever Kerbalism estimates you'll need, or, if you don't think that's fair, edit down the climatization EC consumption rate in the config.

And one more bug I noticed: it seems like linking/docking two crafts via those KAS CC-R2 ports (maybe all docking ports... haven't tried yet) causes all the science data in both ships' drives to be lost. Based on some messages that pop up when I complete the link, I get the sense that KAS deletes both ships and recreates them instantly to make the game engine do the "linking". My guess is that the science data is lost in this process.

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1 hour ago, podbaydoor said:

+1 for timewarp issues. However, there is some good news I can share. On the latest release on github, the "Everyone froze/burned but I have tons of EC" bug seems to be gone for me, so if that's your primary issue just try using the newer code. The "Everyone froze/burned and I have no EC... but I should have some EC" bug lives on.

For example, I have a Minmus base that makes it through the night without running out of EC about 25% of the time, and it seems to depend on a) how fast I warp (sometimes higher is better!) and b) what ship is in focus during the warp. The fix was lots of quicksave/reload until I managed to send and dock a giant stack of batteries. So until someone figures out a real fix, just double up on EC storage from whatever Kerbalism estimates you'll need, or, if you don't think that's fair, edit down the climatization EC consumption rate in the config.

And one more bug I noticed: it seems like linking/docking two crafts via those KAS CC-R2 ports (maybe all docking ports... haven't tried yet) causes all the science data in both ships' drives to be lost. Based on some messages that pop up when I complete the link, I get the sense that KAS deletes both ships and recreates them instantly to make the game engine do the "linking". My guess is that the science data is lost in this process.

I was using the latest release. I should add, however, that I like to ditch the solar panels and fuel cells and bring along Near Future nuclear fission reactors.

My guess (which could be very wrong) is that KSP and/or Kerbalism works by making discrete time steps, then applying physics, checking for collisions, etc. etc. and then moves to the next time step. With no time warp in effect, if there is a little glitch or maybe a current draw is calculated before the EC source is calculated, it's no big deal. But at 10000x timewarp, a one-second timestep would turn into a 3 hour time step. Now if the EC drain is calculated before the EC source, and Kerbalism is applied in the middle, Kerbalism could decide that the cabin has been out of power for hours and kill off the crew.

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Is it possible to setup multiple points on the surface of Kerbin to be the Deep Space Network linkup instead of just the center of Kerbin?   Specifically I was thinking it would be cool if they would match up with the ground stations from KerbinSide, I don't think it would ever effect gameplay really, just would be cool to see. 

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@ShotgunNinja For any future update or part additions, I just wanted to throw this idea out there. When using mods that include large cockpits like Mark IV Spaceplanes for example MM patches in scrubbers for the cockpits, but fully manned they are not powerful enough to remove all the CO2. So I end up having to find some clever way to add scrubbers. So I am suggesting a small radial part that can be attached to add a extra scrubber. This would help improve other mod compatibility issues. 

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I think it would be nicer if larger capsule meant more space for ECLSS systems like scrubbers. So the new 7 kerbal pod from NFT would get twice the ECLSS slots as the 3 kerbal pod. Unfortunately that requires some explicit mod support work. I will be doing a pass over life support config on the mods I'm using in near future, and will share my patches via a pull request (unless someone does this before me ;))

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Could you make the ECLSS maybe more granular (so one "unit" can support one Kerbal) and simply give any pod enough slots to support its full crew capacity? Since to me it would seem kind of silly to design a pod with an ECLSS that cannot support the full capacity.

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Don't think it's silly TBH, and I don't want to interfere with default balance as I think @ShotgunNinja is doing excellent job on keeping it right where it should be.

Reason why I disagree is that the pod is just part of the spacecraft. You are expected to have more bits on it. I'm perfectly fine with pod being only able to sustain the crew for a limited time, like during the re-entry and landing phase. 

Saying that, I do think that this mod lacks some external life support parts. If you use KPBS I recommend taking the circular cargo thingy and attaching some life support modules there.

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Is there any way to make the magnetic field more visible? The faint magnetic field can sometimes be difficult to see for me. I've tried adding 100 to render_quality but it does not make a significant difference.

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11 hours ago, Yaar Podshipnik said:

Don't think it's silly TBH, and I don't want to interfere with default balance as I think @ShotgunNinja is doing excellent job on keeping it right where it should be.

Reason why I disagree is that the pod is just part of the spacecraft. You are expected to have more bits on it. I'm perfectly fine with pod being only able to sustain the crew for a limited time, like during the re-entry and landing phase. 

Saying that, I do think that this mod lacks some external life support parts. If you use KPBS I recommend taking the circular cargo thingy and attaching some life support modules there.

Except it doesn't work exactly like that.

I mentioned before about having problems where the CO2 suddenly skyrockets under high timewarp. Well, when that happens, it's all in only one cabin. The other cabins have no CO2, just the one cabin is full of it. So clearly Kerbalism doesn't really model the whole ship as having an interconnected atmosphere.

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This mod has grown increasingly complex since I last looked at it. It'll take me ages to understand how it all works.

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Despite the fact, that mod is the best life support possible, there are a few issues for me.

The first thing is that i don't know, how to make generators from KSP Interstellar being processed by the mod. When im switched to the vessel, Kerbalism says "battery - perpetual". But when i switch to something else, generation stops and a timer starts ticking and the ship runs out of power in about an hour. Not a big deal, a few solar panels could fix it... unless you are in deep space traveling to another star, or 10 AU from Kerbol maintaining a telescope. Intertellar is full of such issues so it would be nice to rely on its power and i'm sure, integrating it with kerbalism should be like a few lines of module manager config.

An issue with balance is clearly seen right after you start career mode: the basic module, wich i can't imagine spending three days in, has about 220 days "stress" timer. I saw the config where it's possible to adjust effects of having contact with ksc or hitchhiker container, but i didn't find the way to decrease the general time in a cramped module. I think, in most command modules time should be much-much smaller (from week to month with full crew) because only hitchhiker is supposed for living instead of piloting. So yea, how do i decrease their stress times? 
UPD: Alright, i found the folder with profiles, i can get away with increasing degeneration and increasing bonuses from cupola, hitchhiker and call home. What would be even better if i could edit how much "cramped" status increases degeneration. What im trying to say with my suspicious english is that when your space is less then ideal, your degeneration increases, and i need to increase it even more for cramped enviorments, without touching ideal situation. 

Edited by Kosach-
UPD

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@ShotgunNinja First, your mod is great. Thank you for all the hard work you invested to it!

I'm trying to make a kind of a realism profile and was wondering if it is possible to affect the reliability by radiation. In real space flight radiation may be problem to the electronics of probes (e.g. see flight manuvers of Juno probe). My idea is to lower the MTBF of parts a little each time a probe is exposed to increased radiation. Would this be possible by defining a new rule?

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Is there any way to add support for an additional resource conversion process? I would love to use this with the Ground Construction mod, but the chemical process rules overwrite that mod's patch for the resource converter, and make it impossible to produce materialkits (a CRP resource).

 

Edit: I've successfully modified the default profile to work, it took me about an hour to realize that my editor had saved it as a .txt, and thus the mod wasn't reading it as a valid profile.

Edited by klugeh01
adding information

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On 2/8/2017 at 1:45 AM, eberkain said:

how are solar panels handled in the background sim.  I'm assuming all panels are just outputting full power unless they are in planet shadow?  Ships orientation is not taken into account?

Fixed panels orientation is taken into account, and traking panels are simulated around the pivot. A portion of the flux is blocked by the atmosphere, depending on density and path length.

 

On 2/8/2017 at 1:45 AM, eberkain said:

I have a fuel cell from universal storage as my main power source.  I have the auto scripts set to activate it when low power, and deactivate it when high power.   If you timewarp max speed with this setup the power hits 0 and the kerbal dies from life support failure.

Probably I should check what's wrong with the low_power script trigger.

Anyway, from next version fuel cells will 'smart up' so that they consume in relation to how much is required. Meanwhile just go in Profiles/Default.cfg at line 212 so that it looks like this (changes in bold):

Process
{
  name = fuel cell
  modifier = _FuelCell
  input = Hydrogen@1.0
  input = Oxygen@0.5065966
  output = Water@0.0008043
  output = ElectricCharge@0.5
  dump = false                   // <<< add this line
}

 

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On 2/8/2017 at 7:05 PM, ValynEritai said:

any idea of when my Bluedog Design/Sounding Rockets compatibility pull request will be merged

It has been merged, will be in next version. @MaxZhao

 

On 2/9/2017 at 11:20 PM, eberkain said:

Is it possible to setup multiple points on the surface of Kerbin to be the Deep Space Network linkup instead of just the center of Kerbin?   Specifically I was thinking it would be cool if they would match up with the ground stations from KerbinSide, I don't think it would ever effect gameplay really, just would be cool to see

It can't be done right now, maybe in future.

 

@schrema  Man, nice stuff really. Thanks a lot for sharing it, I'll include ASAP

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On 2/10/2017 at 3:49 AM, MemeBeam said:

I am suggesting a small radial part that can be attached to add a extra scrubber.

I'm considering adding the scrubber process to the small chemical plant. What you think?

 

On 2/11/2017 at 0:08 AM, MaxZhao said:

Is there any way to make the magnetic field more visible? The faint magnetic field can sometimes be difficult to see for me. I've tried adding 100 to render_quality but it does not make a significant difference.

I'm going to make the color configurable in future. The render_quality only control how 'marked' the shape border is.

 

On 2/10/2017 at 0:51 PM, Zuthal said:

Could you make the ECLSS maybe more granular [...]

I'll think about it.

 

On 2/11/2017 at 1:30 AM, mikegarrison said:

So clearly Kerbalism doesn't really model the whole ship as having an interconnected atmosphere

CO2 & pressure are modelled with resources, and in background these are still consumed/produced from the first part found (that will change eventually to emulate ALL_VESSEL_BALANCE instead). More details here

 

16 hours ago, Kosach- said:

how to make generators from KSP Interstellar being processed by the mod

You can't, I have to emulate these in-code. This is planned but no ETA

 

16 hours ago, Kosach- said:

What would be even better if i could edit how much "cramped" status increases degeneration. What im trying to say with my suspicious english is that when your space is less then ideal, your degeneration increases, and i need to increase it even more for cramped enviorments, without touching ideal situation.

I understand what you are asking. That parameter is hard-coded at the moment, I'll make it configurable.

 

12 hours ago, schrema said:

was wondering if it is possible to affect the reliability by radiation

It is not possible. It was implemented in the past for a few versions, but then it became evident that planning against it is a mess. So I don't think I'll add it back again.

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49 minutes ago, ShotgunNinja said:

Fixed panels orientation is taken into account, and traking panels are simulated around the pivot. A portion of the flux is blocked by the atmosphere, depending on density and path length.

 

Is there any interaction with Persistent Rotation?  

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Just now, eberkain said:

Is there any interaction with Persistent Rotation

When the vessel is simulated I use the vessel orientation stored in the proto vessel. If Persistent Rotation costantly change that, it should work. In theory.

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1 minute ago, ShotgunNinja said:

When the vessel is simulated I use the vessel orientation stored in the proto vessel. If Persistent Rotation costantly change that, it should work. In theory.

I'm pretty sure its just doing some math when the vessel loads and changing your orientation to make it seem like its still been pointing the direction you set it to.   Thanks for the quick answer!

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16 hours ago, ShotgunNinja said:

Anyway, from next version fuel cells will 'smart up' so that they consume in relation to how much is required. Meanwhile just go in Profiles/Default.cfg at line 212 so that it looks like this (changes in bold):

I think this explains why my "hydrolox battery" was overdrawing its hydrogen and lox! So EC output and hydrogen/oxygen draw would be at max rate even if the batteries were full?

On the topic of cool battery alternatives: NearFutureElectrics has these cool capacitors that have high storage density, but dispense charge all at once. It would be cool to be able to control these via automation, so you could trigger them at low EC.

15 hours ago, ShotgunNinja said:

I'm considering adding the scrubber process to the small chemical plant. What you think?

Have not found that necessary. One scrubber usually covers 3 habitable parts.

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