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[1.3.0] Kerbalism v1.2.9


ShotgunNinja

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Hi @garithmar

I've create a new release with SignalModifier into Settings.cfg, this version also has Signal system working again.

SSPX Redux compatibility is not completely fixed!

  • Aquarium is not producing food
  • Greenhouse has beta formula.
  • Inflate is fixed, but I'm not happy how it was created (wasn't myself)
  • Gravity Ring is not working properly
28 minutes ago, lordcirth said:

Kerbalism already has changable containers (like a dozen other mods; we really ought to deduplicate).

1 hour ago, Nathangun said:

Just catching up on this thread, have you tried using configurable containers mod?

It's quite useful if you want to have a tank with various food/gas/fuel types.

I know that @NomenNescio has created a cfg file to support SSPX.

Maybe it is duplicate now!

Could you guys check?

MM code is into "GameData\Kerbalism\Support\SSPX.cfg" and was created a support file to B9 Tank Switch. "GameData\Kerbalism\Support\B9Switch.cfg"

// ============================================================================
// Containers
// ============================================================================
@PART[sspx-cargo-container*]:NEEDS[StationPartsExpansionRedux,CommunityResourcePack,!ProfileNone]:FINAL
{
  @MODULE[ModuleB9PartSwitch]
  {
    SUBTYPE
    {
      name = Food
      tankType = Food
      title = Food
      transform = SnacksDecal
    }
    SUBTYPE
    {
      name = Supplies
      tankType = Supplies
      title = Supplies
      transform = SuppliesDecal
    }
    SUBTYPE
    {
      name = Waste
      tankType = Waste
      title = Waste
      transform = LifeSupportDecal
    }
  }
}

 

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1 hour ago, lordcirth said:

@HaullyGames, did your new Signal patch break partial science transmission?  Because that's not working for me.  I can pause and resume, but I don't get partial science points.

Is the file you upload greater than 8Mb?

The code will credit every 8Mb or when the file is total updated.

// hard-coded transmission buffer size in Mb
const double buffer_capacity = 8.0;

// if buffer is full, or file was transmitted completely
if (file.size <= double.Epsilon || file.buff > buffer_capacity)
        {
          // collect the science data
          Credit ........

 

Edited by HaullyGames
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8 hours ago, HaullyGames said:

Is the file you upload greater than 8Mb?

The code will credit every 8Mb or when the file is total updated.


// hard-coded transmission buffer size in Mb
const double buffer_capacity = 8.0;

// if buffer is full, or file was transmitted completely
if (file.size <= double.Epsilon || file.buff > buffer_capacity)
        {
          // collect the science data
          Credit ........

 

That's interesting, I think it used to be smaller.  The temp measurement was exactly 8MB.  However, even at the end I didn't see the little blue text over the craft with the +Science, any idea why?

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20 minutes ago, lordcirth said:

That's interesting, I think it used to be smaller.  The temp measurement was exactly 8MB.  However, even at the end I didn't see the little blue text over the craft with the +Science, any idea why?

Sorry, I not sure. As I said, I didn't change Science.cs

The lines for what you say are still there!

// if file was transmitted completely
if (file.size <= double.Epsilon)
{
  // remove the file
  vd.drive.files.Remove(filename);

  // inform the user
  Message.Post
    (
    Lib.BuildString("<color=cyan><b>DATA RECEIVED</b></color>\nTransmission of <b>", Experiment(filename).name, "</b> completed"),
    Lib.TextVariant("Our researchers will jump on it right now", "The checksum is correct, data must be valid")
  );
}

 

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7 minutes ago, HaullyGames said:

Sorry, I not sure. As I said, I didn't change Science.cs

The lines for what you say are still there!


// if file was transmitted completely
if (file.size <= double.Epsilon)
{
  // remove the file
  vd.drive.files.Remove(filename);

  // inform the user
  Message.Post
    (
    Lib.BuildString("<color=cyan><b>DATA RECEIVED</b></color>\nTransmission of <b>", Experiment(filename).name, "</b> completed"),
    Lib.TextVariant("Our researchers will jump on it right now", "The checksum is correct, data must be valid")
  );
}

 

The checksum message I did get, at least sometimes.  Not sure if it was every time.  Can someone else test and see if they get the blue text with the latest alpha?

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On 27.02.2018 at 1:28 AM, HaullyGames said:

Looks plausible. At least we don't have mass appearing from the middle of nowhere.

Are those rates divisible by single kerbal CO2 production rate? 

Edited by Dr. Jet
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10 minutes ago, Dr. Jet said:

Looks plausible. At least we don't have mass appearing from the middle of nowhere.

Are those rates divisible by single kerbal CO2 production rate? 

All those rate are based in your produce definition per crop_size, are not related to kerbal CO2.

 

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Hey guys I am not playing since 1.2x (or was it 1.00?) and I am far behind with the updates with this mods.
I read our master shotguninja is missing. Is anyone else running the updates for this mod?

Also, I used to play with a TAC-LS "adapter" and Real Fuels, are they still compatible?

Edited by Bersagliere81
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Hey everyone,

One idea about when you enable an inflate habitat

  • ShotgunNinja version: The process will equalize the habitats, then enable it after equalization.
    • Even if the inflate is not completed, it will be able to be habitable, for example, you can have an habitat habitable with 10% deployed.
    • If you are using CLS, you can pass the habitat, even it is not deployed.
  • Kerbalism-Continued Alpha version: The process will equalize the habitats, then enable it only when habitat is 100% deployed.
    • If you are using CLS, you can pass the habitat, even it is not deployed.

Here the idea.

  • Do not use equalization to inflate habitat, do a simple inflate on the module using the produced atmosphere, after it is 100% deployed (or define some threshold) it will be habitable.
    • For example: when you have an inflation habitat, it should be inflating without affecting other habitats, when fully inflated, it will be habitable.
  • When using CLS, you can pass habitats that are habitable.
  • The habitat pressure should affect only the kerbals on-board that part.

Reasons to change vessel pressure:

  • This way you can have your kerbal into a good habitat until you're preparing a new habitat.
  • When you start an equalization, the vessel pressure is affected, causing a low pressure to whole vessel.
    • Low pressure causes poor comfort to kerbal (climatization). If you don't have enough nitrogen or energy, your inflate module will cause a collapse in the pressure on the ship, making the kerbals burning alive!

The CLS change is already done on my version, I just want to hear about pressure before start work on it.

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32 minutes ago, HaullyGames said:

Hey everyone,

One idea about when you enable an inflate habitat

  • ShotgunNinja version: The process will equalize the habitats, then enable it after equalization.
    • Even if the inflate is not completed, it will be able to be habitable, for example, you can have an habitat habitable with 10% deployed.
    • If you are using CLS, you can pass the habitat, even it is not deployed.
  • Kerbalism-Continued Alpha version: The process will equalize the habitats, then enable it only when habitat is 100% deployed.
    • If you are using CLS, you can pass the habitat, even it is not deployed.

Here the idea.

  • Do not use equalization to inflate habitat, do a simple inflate on the module using the produced atmosphere, after it is 100% deployed (or define some threshold) it will be habitable.
    • For example: when you have an inflation habitat, it should be inflating without affecting other habitats, when fully inflated, it will be habitable.
  • When using CLS, you can pass habitats that are habitable.
  • The habitat pressure should affect only the kerbals on-board that part.

Reasons to change vessel pressure:

  • This way you can have your kerbal into a good habitat until you're preparing a new habitat.
  • When you start an equalization, the vessel pressure is affected, causing a low pressure to whole vessel.
    • Low pressure causes poor comfort to kerbal (climatization). If you don't have enough nitrogen or energy, your inflate module will cause a collapse in the pressure on the ship, making the kerbals burning alive!

The CLS change is already done on my version, I just want to hear about pressure before start work on it.

Yea, this is a great idea.  I would have thought this was what happened anyway - I was obviously a little oblivious.

Sorry I haven't been doing much.  Real life suddenly got very busy and continues to be so.

 

Peace.

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2 minutes ago, HaullyGames said:

Have someone test KSP 1.4 + Kerbalism?

Feedback?

I'm hoping to tonight or early tomorrow.  You want me to have a crack at your latest? Probably only about 30 mins game time though :(

Peace.

Edited by theJesuit
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11 minutes ago, theJesuit said:

I'm hoping to tonight or early tomorrow.  You want me to have a crack at your latest? 

Peace.

I want to know if I'm the only one who is getting error with kerbalism + 1.4.

Now KSP is using Unity 2017.3 and Kerbalism's shaders are not loading to me.

[Kerbalism-Continued] -> debug: Lib.GetShader - Adding shader '' into dicti
[Kerbalism-Continued] -> debug: Lib.GetShader - Shader isSupported: 'False'

Unity: https://docs.unity3d.com/Manual/UpgradeGuide20173.html

Edited by HaullyGames
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Hi @HaullyGames,

Kerbalism Continued from your latest Alpha doesn't have kerbalism button l (finally remembered to put in CRP) and I'm assuming that we still require the utilities patch for parts.  Lots of NullReferenceException: Object reference not set to an instance of object.  No radiation/ van allen belts displayed.

Tried the old Kerbalism too same issues.

No messages coming up on the screen.  I tried craft in space and crossing where the heliopause should be, and the radiation data certainly popped over 10rad/h but no messages on screen.

 

My output_log.txt doesn't appear to be updating...  is this a change in 1.4?

Peace.

 

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9 hours ago, theJesuit said:

Hi @HaullyGames,

Kerbalism Continued from your latest Alpha doesn't have kerbalism button l (finally remembered to put in CRP) and I'm assuming that we still require the utilities patch for parts.  Lots of NullReferenceException: Object reference not set to an instance of object.  No radiation/ van allen belts displayed.

Tried the old Kerbalism too same issues.

No messages coming up on the screen.  I tried craft in space and crossing where the heliopause should be, and the radiation data certainly popped over 10rad/h but no messages on screen.

My output_log.txt doesn't appear to be updating...  is this a change in 1.4?

 

Button and other modules are not working because of Shaders.

Shaders should be loaded on initialize, 1.4 broke it!

I don't have no idea how to work with shaders.

;.;

I guess that someone will need to download Unity2017.3 and fix the shaders.

I already tried! ;.;

Edited by HaullyGames
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4 hours ago, HaullyGames said:

Button and other modules are not working because of Shaders.

Shaders should be loaded on initialize, 1.4 broke it!

I don't have no idea how to work with shaders.

;.;

I guess that someone will need to download Unity2017.3 and fix the shaders.

I already tried! ;.;

Back to being stuck I guess :( - do the shaders have anything to do with the kerbalism button though?  I would have thought that the shaders only had issues with the display of the van allen belts?

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5 hours ago, theJesuit said:

Back to being stuck I guess :( - do the shaders have anything to do with the kerbalism button though?  I would have thought that the shaders only had issues with the display of the van allen belts?

As I said,

Shared should be loaded in Kerbalism.Load(), developer call it as "Initialize"

// initialize everything just once
if (!initialized)
{
	// add supply resources to pods
	Profile.SetupPods();
	// initialize subsystems
	Cache.Init();
	ResourceCache.Init();
	Radiation.Init();
	Science.Init();
	LineRenderer.Init(); -- IT IS BROKE
	ParticleRenderer.Init();
	Highlighter.Init();
	UI.Init();

LineRenderer.Init() is broke, then it is not running the other 3 Init()

  • ParticleRenderer
  • Highlighter
  • UI - This is your Kerbalism Button that are not showing!

After this, every time that your Kerbalism.dll call OnGUI() (Frames/per second, in my case 60 times per second), you will see an error about NullExpression.

 

Edited by HaullyGames
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4 hours ago, HaullyGames said:

As I said,

Shared should be loaded in Kerbalism.Load(), developer call it as "Initialize"


// initialize everything just once
if (!initialized)
{
	// add supply resources to pods
	Profile.SetupPods();
	// initialize subsystems
	Cache.Init();
	ResourceCache.Init();
	Radiation.Init();
	Science.Init();
	LineRenderer.Init(); -- IT IS BROKE
	ParticleRenderer.Init();
	Highlighter.Init();
	UI.Init();

LineRenderer.Init() is broke, then it is not running the other 3 Init()

  • ParticleRenderer
  • Highlighter
  • UI - This is your Kerbalism Button that are not showing!

After this, every time that your Kerbalism.dll call OnGUI() (Frames/per second, in my case 60 times per second), you will see an error about NullExpression.

 

I know I am probably wrong but in the LineRenderer.CS on the Continued github there are several ; after } 

That doesn't seem to be a thing in other CS files in the same folder.  I'll put an issue or pull request in if you want.

If it doesn't make a difference then we may need to ping other modders for their ideas.

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