ShotgunNinja

[1.3.0] Kerbalism v1.2.9

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Version 1.0.0 released, have fun :)

Changelog:
  - optimized everything
  - improved planner calculations, thanks Barrin!
  - contracts: put a kerbal in orbit for 30 days, cross the radiation belt, harvest food in space
  - temperature simulation and storm mechanic will work for arbitrarily deep body hierarchies
  - made the telemetry experiment more interesting
  - only show belt warnings if a radiation rule is present
  - MM patch for Tundra Exploration
  - tweaked entertainment factor
  - realism profile has been tweaked
  - barebone profile now also include radiation mechanic
  - science tweaks support for Dmagic and Universal Storage experiments
  - coverters and drills background simulation consider trait bonus
  - fix: correct sunlight evaluation at extreme timewarp
  - fix: problem with interval-based rules at extreme timewarp
  - fix: resource-related breakdown events
  - fix: muting messages will also prevent stopwarp
  - fix: resources given to resque mission when claw is used
  - fix: geiger counter is considered for satellite contracts

Contracts
Some landmark contracts related to Kerbalism mechanics are provided:
- put a Kerbal in orbit for 30 days
- cross the radiation belt
- harvest food in space

Extreme timewarp fixes
Some issues with resource consumption at high timewarp speed have been resolved.

Optimization
A good portion of the code has been optimized sensibly.

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Awesome!  Looking forward to the new contracts.  Thanks for all your work on this!

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3 hours ago, ShotgunNinja said:

Version 1.0.0 released, have fun :)

@ShotgunNinja Thanks! This mod is truly awesome. Can't wait to get home to try it.

3 hours ago, ShotgunNinja said:

  - only show belt warnings if a radiation rule is present

Does this also mean we won't get the belt warning for satellites? Unless radiation has effects on probes (which I don't believe it does), this warning is not very useful.

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@leomike You get the radiation belt warning only with manned vessels, with the exception that the first time you cross one you will also get the warning for unmanned vessels.

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7 hours ago, ShotgunNinja said:

Version 1.0.0 released, have fun :)

Changelog:
  - optimized everything
  - improved planner calculations, thanks Barrin!
  - contracts: put a kerbal in orbit for 30 days, cross the radiation belt, harvest food in space
  - temperature simulation and storm mechanic will work for arbitrarily deep body hierarchies
  - made the telemetry experiment more interesting
  - only show belt warnings if a radiation rule is present
  - MM patch for Tundra Exploration
  - tweaked entertainment factor
  - realism profile has been tweaked
  - barebone profile now also include radiation mechanic
  - science tweaks support for Dmagic and Universal Storage experiments
  - coverters and drills background simulation consider trait bonus
  - fix: correct sunlight evaluation at extreme timewarp
  - fix: problem with interval-based rules at extreme timewarp
  - fix: resource-related breakdown events
  - fix: muting messages will also prevent stopwarp
  - fix: resources given to resque mission when claw is used
  - fix: geiger counter is considered for satellite contracts

Contracts
Some landmark contracts related to Kerbalism mechanics are provided:
- put a Kerbal in orbit for 30 days
- cross the radiation belt
- harvest food in space

Extreme timewarp fixes
Some issues with resource consumption at high timewarp speed have been resolved.

Optimization
A good portion of the code has been optimized sensibly.

Thank for the release, I'm having so much fun with your mod!!

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With the new update the game is a lot more fluid! After a long time I saw again the green physics indicator! Well done.

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9 hours ago, ShotgunNinja said:

Version 1.0.0 released, have fun :)

Changelog:
  - optimized everything
  - improved planner calculations, thanks Barrin!
  - contracts: put a kerbal in orbit for 30 days, cross the radiation belt, harvest food in space
  - temperature simulation and storm mechanic will work for arbitrarily deep body hierarchies
  - made the telemetry experiment more interesting
  - only show belt warnings if a radiation rule is present
  - MM patch for Tundra Exploration
  - tweaked entertainment factor
  - realism profile has been tweaked
  - barebone profile now also include radiation mechanic
  - science tweaks support for Dmagic and Universal Storage experiments
  - coverters and drills background simulation consider trait bonus
  - fix: correct sunlight evaluation at extreme timewarp
  - fix: problem with interval-based rules at extreme timewarp
  - fix: resource-related breakdown events
  - fix: muting messages will also prevent stopwarp
  - fix: resources given to resque mission when claw is used
  - fix: geiger counter is considered for satellite contracts

Contracts
Some landmark contracts related to Kerbalism mechanics are provided:
- put a Kerbal in orbit for 30 days
- cross the radiation belt
- harvest food in space

Extreme timewarp fixes
Some issues with resource consumption at high timewarp speed have been resolved.

Optimization
A good portion of the code has been optimized sensibly.

Congrats on 1.0 update

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User Quartz101 released an MM patch to make USI Kolonization parts work with Kerbalism, you can find it here.

 

@RedParadize I got some ideas for new mechanics and extension/improvements on the existing ones, but keep in mind this is a long-term todo list:

  • magnetopause / belt / CME rendering
  • complex magnetopause / belt shapes
  • inter-planetary CME
  • active radiation shielding
  • local radiation emitters
  • atmospheric weather events
  • move some of the computations to a c++ DLL

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Humm, It seem that food production still slow down on the fastest warp speed. do I have to change to redbuild the ship or something ?

Edit: Weird, muted messages still pause the game as well... Wait, muted as in CTRL-N  works. I trough message could be disactivated individually.

Edit 3: QoL_LivingSpace is no more used ? Is there another command to scale it up ? I play 64x scale and I could still reduce degeneration but it feel wrong. 

Edited by RedParadize
I edit way too much...

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21 hours ago, ShotgunNinja said:

Version 1.0.0 released, have fun :)

Changelog:
  - optimized everything
  - improved planner calculations, thanks Barrin!
  - contracts: put a kerbal in orbit for 30 days, cross the radiation belt, harvest food in space
  - temperature simulation and storm mechanic will work for arbitrarily deep body hierarchies
  - made the telemetry experiment more interesting
  - only show belt warnings if a radiation rule is present
  - MM patch for Tundra Exploration
  - tweaked entertainment factor
  - realism profile has been tweaked
  - barebone profile now also include radiation mechanic
  - science tweaks support for Dmagic and Universal Storage experiments
  - coverters and drills background simulation consider trait bonus
  - fix: correct sunlight evaluation at extreme timewarp
  - fix: problem with interval-based rules at extreme timewarp
  - fix: resource-related breakdown events
  - fix: muting messages will also prevent stopwarp
  - fix: resources given to resque mission when claw is used
  - fix: geiger counter is considered for satellite contracts

Contracts
Some landmark contracts related to Kerbalism mechanics are provided:
- put a Kerbal in orbit for 30 days
- cross the radiation belt
- harvest food in space

Extreme timewarp fixes
Some issues with resource consumption at high timewarp speed have been resolved.

Optimization
A good portion of the code has been optimized sensibly.

YEEESSS!!! KERBALISM 1.0!!! Who's the best life support mod now TAC?

I have a few tiny suggestions for a future update, mostly involving magnetosphere and parts, but that can wait until after I play Kerbalism 1.0 for 4 hours straight.

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I'm quite impressed by the boost in performance! My KSP is much faster now. Thanks for the optimization! 

Edited by RattiRatto

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Yes!

Thanks for the update, I'm having so much fun playing with your mod. The game was very laggy before the update (~30 ships). Now it is snappy again!

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Fantastic.

But I think I have a bug, pretty sure its down to kerbalism, as I uninstalled it and the bug went away.

Once my crafts reach orbit, all monopropellant disappears. I mean, I launch a craft and disable all RCS, it holds the monopropellant all the way up, as soon as I reach orbit (you know, when the view changes from vertical to lateral), it's all gone.
Not sure if its kerbalism or other mod conflicting with it, but it just stops happening when uninstall kerbalism, anyone else noticed this before?

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7 minutes ago, IGNOBIL said:

Fantastic.

But I think I have a bug, pretty sure its down to kerbalism, as I uninstalled it and the bug went away.

Once my crafts reach orbit, all monopropellant disappears. I mean, I launch a craft and disable all RCS, it holds the monopropellant all the way up, as soon as I reach orbit (you know, when the view changes from vertical to lateral), it's all gone.
Not sure if its kerbalism or other mod conflicting with it, but it just stops happening when uninstall kerbalism, anyone else noticed this before?

Do you have Orbital Decay installed? I heard it has this issue to be fixed, but it's not related with Kerbalism.

Edited by Nansuchao

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Just now, Nansuchao said:

Do you have Routine Mission Manager installed? I heard it has this issue to be fixed, but it's not related with Kerbalism.

No, and now I traced the bug down to the point when mechjeb plots the circularization manoeuvre, I suspect it's mechjeb, but when I remove kerbalism it stops happening, even with mechjeb.

These are the mods I have. And I tested with no procedural parts too.

B9 Part Switch (B9PartSwitch v1.3.0)
Chatterer (Chatterer 0.9.8)
Community Resource Pack (CommunityResourcePack 0.5.2.0)
Connected Living Space (ConnectedLivingSpace 1.2.1.3)
CxAerospace: Station Parts Pack (CxAerospace 1.1)
Distant Object Enhancement (DistantObject v1.7.1)
Distant Object Enhancement default config (DistantObject-default v1.7.1)
Docking Port Sound FX (DockingPortSoundFX v2.1.1)
Extraplanetary Launchpads (ExtraPlanetaryLaunchpads 5.3.2)
Firespitter Core (FirespitterCore v7.2.4)
Firespitter Resources config (FirespitterResourcesConfig v7.2.4)
Kerbal Alarm Clock (KerbalAlarmClock v3.6.3.0)
Kerbal Attachment System (KAS 0.5.7)
Kerbal Engineer Redux (KerbalEngineerRedux 1.1.1.0)
Kerbal Inventory System (KIS 1.2.10.0)
Kerbal Planetary Base Systems (KerbalPlanetaryBaseSystems v1.0.12)
Kerbal Stats (KerbalStats 2.1.0)
Kerbal Stock Part eXpansion - maintainted (KSPX v0.2.10.1)
Kerbalism (Kerbalism 1.0.0)
Kerbalism - Default Profile (Kerbalism-Profile-Default 1.0.0)
KSP AVC (KSP-AVC 1.1.6.1)
Magic Smoke Industries Infernal Robotics (InfernalRobotics v2.0.4)
MechJeb 2 (MechJeb2 2.5.7.0)
MechJeb and Engineer for all! (MechJebForAll 1.2.0.0)
ModularFlightIntegrator (ModularFlightIntegrator 1.1.4.0)
Module Manager (ModuleManager 2.6.25)
Near Future Solar (NearFutureSolar 0.6.1)
Near Future Solar Core (NearFutureSolar-Core 0.6.1)
Orbital Decay (OrbitalDecay 1.4.2)
ORIGAMI Foldable antennas for RemoteTech 2 (origameFoldableAssets 0.9.5.0)
Procedural Parts (ProceduralParts v1.2.4)
Procedural Parts - Ven's Revamp Style Textures (VensStylePPTextures 1.1)
RasterPropMonitor (RasterPropMonitor 1:v0.26.0)
RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.26.0)
RCS Sounds (RCSSounds 5.0.1)
RemoteTech (RemoteTech v1.7.0)
RemoteTech - SETI Config (SETI-RemoteTech 1.0.8.2)
Rover Wheel Sounds (RoverWheelSounds 2.2)
SCANsat (SCANsat v16.1)
scatterer (Scatterer 2:v0.0246)
scatterer - sunflare (Scatterer-sunflare 2:v0.0246)
ShipManifest (ShipManifest 5.1.0.0)
Stock Visual Enhancements (StockVisualEnhancements 1:0.7.1)
Surface Mounted Stock-Alike Lights (surfacelights 1.2.4.0)
TextureReplacer (TextureReplacer v2.4.13)
Toolbar (Toolbar 1.7.12)
Ven's Stock Part Revamp (VenStockRevamp v1.9.2)

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@IGNOBIL That is strange indeed. Will do some tests to see if i can reproduce it, but there is nothing in Kerbalism code that could apparently be causing this. @Nansuchao could be right about Orbital Decay, as it has some mechanic about altitude control that use monopropellant, so it may be it as I see it is on your mod list. Would you try removing Orbital Decay to see if the problem is still present?

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1 hour ago, ShotgunNinja said:

@IGNOBIL That is strange indeed. Will do some tests to see if i can reproduce it, but there is nothing in Kerbalism code that could apparently be causing this. @Nansuchao could be right about Orbital Decay, as it has some mechanic about altitude control that use monopropellant, so it may be it as I see it is on your mod list. Would you try removing Orbital Decay to see if the problem is still present?

It's definitely Orbital Decay, I was wrong with my previous message but the forum refused to let me edit it. @IGNOBIL

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@ShotgunNinja Since QoL_LivingSpace is no more used, do I have another way to achieve the same result ? 

With 6.4 scale, I can't get to jool without having a ratio of more than 1/10 in my spaceship, And I don't like lowering degeneration rate as it also allow longer travel in crowded capsule. 

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@RedParadize Using QoL_LivingSpace or scaling the degeneration rate directly is equivalent mathematically.

Edited by ShotgunNinja

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14 hours ago, Nansuchao said:

It's definitely Orbital Decay, I was wrong with my previous message but the forum refused to let me edit it. @IGNOBIL

Cool, I'll uninstal it when I get home and try! Weird that removing kerbalism solved it though... but I'd rather have kerbalism than orbital decay! 

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Hi,

After I've explored Kerbin system, its time to get my kerbals to Duna. I'm playing with realism.cfg and I'm struggling to get enough water/fitration materials on the ship for kerbals to survive the journey and get back home (~8 years???). I have the greenhouse for the infinite food, so that part is covered, but what about the filtration materials? Is there any storage beside the supply container (also containing food which I dont need when I have greenhouse) I could use? Or am I doing something wrong? Please advise ;-)

Edited by Hrubec

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31 minutes ago, Hrubec said:

Hi,

After I've explored Kerbin system, its time to get my kerbals to Duna. I'm playing with realism.cfg and I'm struggling to get enough water/fitration materials on the ship for kerbals to survive the journey and get back home (~8 years???). I have the greenhouse for the infinite food, so that part is covered, but what about the filtration materials? Is there any storage beside the supply container (also containing food which I dont need when I have greenhouse) I could use? Or am I doing something wrong? Please advise ;-)

8 Years? Why so long?

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@Hrubec The realism profile is experimental and provided as a 'bonus': there are no water or water filtration material container parts provided. That being said Barrin managed to add the filration material to every food container and also there is a small water container. But that's it, at least for now. You could remove the food from the containers and use those only to store filtration material. You could also try some part pack that include water containers like Universal Storage, etc.

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