N70

[1.5.0 <-> 1.8.1] Kerbalism v3.1

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Welcome to Kerbalism

Hundreds of Kerbals were killed in the making of this mod.

 

Current version : 3.1

Download : Github releases - CKAN
Docs & support : Github wiki - Discord - Github issues - KSP forums thread
License : Unlicense (public domain)
KSP version : 1.5.x to 1.8.x
Requires : Module Manager, CommunityResourcePack
Mod compatibility - Changelog - Dev Builds

 

Download and installation

Download on Github releases or use CKAN

Two packages are available :

  • Kerbalism is the core plugin, always required.
  • KerbalismConfig is the default configuration pack.
    It can be be replaced by other packs distributed elsewhere.

Requirements

Third-party configuration packs

Make sure to install exactly one configuration pack only.
Don't combine packs unless there is explicit instructions to do so.

Installation checklist for the "GameData" folder required content :

  • CommunityResourcePack (folder)
  • Kerbalism (folder)
  • KerbalismConfig (folder, can be replaced by a third-party config pack)
  • ModuleManager.X.X.X.dll (file)

 

Mod compatibility and support

Checking the mod compatibility page is mandatory before installing Kerbalism on a heavily modded game.

Kerbalism does very custom stuff. This can break other mods. For a lot of mods that breaks or need balancing, we provide support code and configuration patches. However some mods are incompatible because there is too much feature overlap or support is too complex to implement.

 

Documentation, help and bug-reporting

  • Tutorials and documentation are available at the Github wiki

  • Need help ?

    Ask on Discord or in the KSP forums thread
    Also see this short YouTube video about useful UI tips.

  • You found a bug ?

    • Maybe it's related to another mod ? Check the Mod Compatibility page.
    • Maybe it's a known issue ? Check the GitHub issues and ask on the [official Discord].
  • You want to report a bug ?

    • Reproduce it consistently, provide us with screenshots and the KSP.log, modulemanager.configcache and persistent.sfs files.
    • Report it on Github issues (preferred) or in the KSP forums thread (we don't go there often).
  • You want to contribute or add support for your mod ?

    • Check the technical guide on the wiki
    • Pull requests are welcome, especially for mod support configs. For code contributions, it is recommended to talk to us on Discord before engaging anything.
    • Read the contributing documentation
    • To build the plugin from the source code, read the BuildSystem documentation

 

Disclaimer and license

This mod is released under the Unlicense, which mean it's in the public domain.

It includes MiniAVC. If you opt-in, it will use the Internet to check whether there is a new version available. Data is only read from the Internet and no personal information is sent. For more control, download the full KSP-AVC Plugin.

 

INTRODUCTION

Go beyond the routine of orbital mechanics and experience the full set of engineering challenges that space has to offer. This mod extends KSP by simulating the crew, components, resources and environment in a more complex way. All mechanics can be configured to some degree, or even disabled if you don't like some of them. A big part of the mod is fully data-driven, so that you can create your own customized game play with only a text editor and a minimal amount of espresso. Or simply use the set of rules already included, or the ones shared by other users.

 

ARCHITECTURE

Contrary to popular belief, the observable universe is not a sphere of a 3km radius centered around the active vessel. All mechanics are simulated for loaded and unloaded vessels alike, without exception. Acceptable performance was obtained by a mix of smart approximations and common sense. The computational complexity is by and large independent from the number of vessels.

 

RESOURCES

This isn't your classic post-facto resource simulation. Consumption and production work for all vessels, all the time, and is coherent irregardless of warp speed or storage capacity. Complex chains of transformations just work. Enjoy designing missions without the luxury of stopping the flow of time. No suspension of disbelief required.

 

ENVIRONMENT

The environment of space is modeled in a simple yet effective way. Temperature is calculated using the direct solar flux, the indirect solar flux bouncing off from celestial bodies, and the radiative infrared cooling of their surfaces.

The simulation of the latter is especially interesting, and contrary to popular models it is able to reproduce satisfactory results for both atmospheric and atmospheric-less worlds. Radiation is implemented using an overlapping hierarchy of 3D zones, modeled and rendered using signed distance fields. These are used to simulate inner and outer belts, magnetosphere and even the heliopause. Solar weather is represented by Coronal Mass Ejection events, that happen sporadically, increase radiation and cause communication blackouts.

Radiation model

Radiation model

 

HABITAT

The habitats of vessels are modeled in terms of internal volume, external surface, and a set of dedicated pseudo resources. These elements are then used to calculate such things as: living space per-capita, the pressure, and CO2 of the internal atmosphere, and radiation shielding. Individual habitats can be enabled or disabled, in the editor and in flight, to reconfigure the internal space and everything associated with it during the mission. Inflatable habitats are driven directly by the part pressure.

 

BIOLOGICAL NEEDS

Your crew need a constant intake of Food, Water and Oxygen. Failure to provide for these needs will result in unceremonious death. Configurable supply containers are provided.

 

PSYCHOLOGICAL NEEDS

The era of tin can interplanetary travel is over. Your crew need some living space, however minimal. Failure to provide enough living space will result in unforeseen events in the vessel, the kind that happen when operators lose concentration. While not fatal directly, they often lead to fatal consequences later on. Some basic comforts can be provided to delay the inevitable mental breakdown. Nothing fancy, just things like windows to look out, antennas to call back home, or gravity rings to generate artificial gravity. Finally, recent research points out that living in a pressurized environment is vastly superior to living in a suit. So bring some Nitrogen to compensate for leaks and keep the internal atmosphere at an acceptable pressure.

 

ENVIRONMENTAL HAZARDS

Your crew evolved in particular conditions of temperature, and at a very low level of radiation. You should reproduce these conditions wherever your crew go, no matter the external temperature or radiation at that point. Or else death ensues. The vessel habitat can be climatized at the expense of ElectricCharge. Environment radiation can be shielded by applying material layers to the hull, with obvious longevity vs mass trade off.

 

ECLSS

A set of ECLSS components is available for installation in any pod. The scrubber for example, that must be used to keep the level of CO2 in the internal atmosphere below a threshold. Or the pressure control system, that can be used to maintain a comfortable atmospheric pressure inside the vessel. In general, if you ever heard of some kind of apparatus used by space agencies to keep the crew alive, you will find it in this mod.

 

ISRU

The stock ISRU converters can host a set of reality-inspired chemical processes. The emerging chains provide a flexible and at the same time challenging system to keep your crew alive. The stock ISRU harvesters functionality has been replaced with an equivalent one that is easier to plan against, as it is now vital for long-term manned missions. The means to harvest from atmospheres and oceans is also present, given the importance of atmospheric resources in this regard.

No life-support like mod would be complete without a greenhouse of some kind. The one included in this mod has a relatively complete set of input resources and by-products, and some more unique characteristics like a lamp that adapts consumption to natural lighting, emergency harvesting, pressure requirements and radiation tolerance.

A planetary resource distribution that mimics the real solar system completes the package.

 

RELIABILITY

Components don't last forever in the real world. This is modeled by a simple system that can trigger failures on arbitrary modules. Manufacturing quality can be chosen in the editor, per-component, and improve the MTBF but also requires extra cost and mass. The crew can inspect and repair malfunctioned components. Redundancy now becomes a key aspect of the design phase.

 

SIGNAL

Transmission rates are realistic, and scale with distance to the point that it may take a long time to transmit data from the outer solar system. Data transmission happens transparently in loaded and unloaded vessels. The resulting communication system is simple, yet it also results in more realistic vessel and mission designs.

experiments.png

 

SCIENCE

Experiments don't return their science output instantly, they require some time to run. Some complete in minutes, others will take months. Not to worry, experiments can run on vessels in the background, you don't have to keep that vessel loaded. There are two different kinds of experiments: sensor readings and samples. Sensor readings are just plain data that can be transferred between vessels without extra vehicular activities, they also can be transmitted back directly. Samples however require the delicate handling by kerbals, and cannot be transmitted but have to be recovered instead. They also can be analyzed in a lab, which converts it to data that can be transmitted. Analyzing takes a long time, happens transparently to loaded and unloaded vessels alike, and can't be cheated to create science out of thin air. An interesting method is used to bridge existing stock and third-party experiments to the new science system, that works for most experiments without requiring ad-hoc support.

telemetry-demo.gif

 

AUTOMATION

Components can be automated using a minimalist scripting system, with a graphical editor. Scripts are triggered manually or by environmental conditions. You can create a script to turn on all the lights as soon as the Sun is not visible anymore, or retract all solar panels as soon as you enter an atmosphere etc.

 

USER INTERFACE

The UI provided by this mod took more than 5 minutes to write. A planner UI is available in the editor, to help the user design around all the new mechanics introduced. The planner analysis include resource estimates, habitat informations, redundancy analysis, connectivity simulation, multi-environment radiation details and more. To monitor the status of vessels, the monitor UI is also provided. This looks like a simple list of vessels at first, but just click on it to discover an ingenuous little organizer that allow to watch vessel telemetry, control components, create scripts, manage your science data including transmission and analysis, and configure the alerts per-vessel.

planner-demo.gif

 

MODULES EMULATION

Most stock modules and some third-party ones are emulated for what concerns the mechanics introduced by the mod. The level of support depends on the specific module, and may include: simulation of resource consumption and production in unloaded vessels, fixing of timewarp issues in loaded vessels, the ability to disable the module after malfunctions, and also the means to start and stop the module in an automation script.

Edited by N70
3.1

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You're welcome.

Getting this to work on 1.4 was rather frustrating due to the combination of a Unity upgrade and shaders.

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You, Sir, revived my most favourite mod. This makes you my most favourite developer, or at least very close to that. Thank you.

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42 minutes ago, N70 said:

You're welcome.

Getting this to work on 1.4 was rather frustrating due to the combination of a Unity upgrade and shaders.

Thank you so much for upgrade  shaders!

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On a new KSP launch I got this one:

[ModuleManager] Error - more than one pass specifier on a node: Kerbalism/Support/ContractConfigurator/@CONTRACT_TYPE[*]:FOR[Kerbalism]:FINAL

 

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Woops! Will release a new version right now.

10 minutes ago, Gordon Dry said:

On a new KSP launch I got this one:


[ModuleManager] Error - more than one pass specifier on a node: Kerbalism/Support/ContractConfigurator/@CONTRACT_TYPE[*]:FOR[Kerbalism]:FINAL

 

1.3.0.1 is out on Spacedock, should fix all those errors

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Basically it seems the new MM can't have :FOR on the same line as :BEFORE, :AFTER, :FINAL, etc

Report any bugs you find, it worked for me when I hurled poor kerbals into a solar orbit with barely enough power.

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4 Simple questions:

The settings only can be changed inside the settings.cfg?
Is it okay only to go back to main menu, change the settings and load the save again or do I have to restart KSP?
Wouldn't it be better if the settings.cfg is inside a PluginData folder?
Will there be a settings UI?

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Hey man,

Why does the new project import KSPAssets.dll?

I'm asking because I'll provide a couple of PR for you, then I created a fork to do it.

 

1 minute ago, Gordon Dry said:

4 Simple questions:

The settings only can be changed inside the settings.cfg?
Is it okay only to go back to main menu, change the settings and load the save again or do I have to restart KSP?
Wouldn't it be better if the settings.cfg is inside a PluginData folder?
Will there be a settings UI?

I think we can't add these setting on UI, because Kerbalism depend of MM.

MM add the Kerbalism modules (Antenna, Habitat, Greenhouse) only on Game Load.

This is my guess.

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Another one:

Because Kerbalism disables the stock Comm Network, how about the functionality of

 

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42 minutes ago, HaullyGames said:

Hey man,

Why does the new project import KSPAssets.dll?

I'm asking because I'll provide a couple of PR for you, then I created a fork to do it.

 

I think we can't add these setting on UI, because Kerbalism depend of MM.

MM add the Kerbalism modules (Antenna, Habitat, Greenhouse) only on Game Load.

This is my guess.

No reason, I just clicked it just in case

33 minutes ago, Gordon Dry said:

Another one:

Because Kerbalism disables the stock Comm Network, how about the functionality of

 

You can disable Kerbalism's signal mechanic in the settings and enable commnet.

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33 minutes ago, Gordon Dry said:

Another one:

Because Kerbalism disables the stock Comm Network, how about the functionality of

 

The Kerbalism planner in the VAB tells you whether you'll be able to reach a given planet.  Also Kerbalism's range formula is just the range of the best antenna, as best I remember, so you don't really need a calculator.

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Also feel free to post suggestions as I have no life

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Just now, N70 said:

Also feel free to post suggestions as I have no life

I will do it. :D

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1 minute ago, N70 said:

Also feel free to post suggestions as I have no life

Make this mod work with RSS:wink:

Edited by crapstar

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12 minutes ago, crapstar said:

Make this mod work with RSS:wink:

Guessing you mean add magnetosphere data for RSS planets? Ok, I'll try

20 minutes ago, crapstar said:

Make this mod work with RSS:wink:

Wait a second, I think there is already RSS support! I feel stupid

 

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7 minutes ago, N70 said:

Guessing you mean add magnetosphere data for RSS planets? Ok, I'll try

My version has a lot of changes, maybe you don't want to merge.

  • Lib.cs
    • Reorganized.
    • Add #IF DEBUG
    • Lib.GetShader still working as Shotgun version, files.shader was the only necessary change.
  • Background.cs
    • CryoTank has been fixed.
  • SSPX.cfg
    • Added support to Redux.
  • Habitat.cs
    • Inflate module has been fixed.
  • Setting.cfg
    • Add antennamodifier (This should be replace to a global modifier)
      • When the player is using RSS, need more antenna range, also the radiation level is to high.
  • Harvester.cs
    • The animation has been fixed.
      • The animation stop when vessel has no energy.
  • New Feature
    • AdvancedEC
      • Add energy cost to keep Antenna working, Extend\Retract parts ( Ladder, Gears, some Light that are missing, Drill, Some science modules)

I need to verify if has more changes.

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20 minutes ago, HaullyGames said:

My version has a lot of changes, maybe you don't want to merge.

  • Lib.cs
    • Reorganized.
    • Add #IF DEBUG
    • Lib.GetShader still working as Shotgun version, files.shader was the only necessary change.
  • Background.cs
    • CryoTank has been fixed.
  • SSPX.cfg
    • Added support to Redux.
  • Habitat.cs
    • Inflate module has been fixed.
  • Setting.cfg
    • Add antennamodifier (This should be replace to a global modifier)
      • When the player is using RSS, need more antenna range, also the radiation level is to high.
  • Harvester.cs
    • The animation has been fixed.
      • The animation stop when vessel has no energy.
  • New Feature
    • AdvancedEC
      • Add energy cost to keep Antenna working, Extend\Retract parts ( Ladder, Gears, some Light that are missing, Drill, Some science modules)

I need to verify if has more changes.

Seems good to me, test it first

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Hoorah!  @N70 Thanks for update - I was really concerned that no-one was able (nor willing) to sort those shaders out.  And a shoutout to @HaullyGames for your work too!

Also, I'm assuming this was just a straight port with no new functionality at release?

N70, do you want to add the radiation regenerator config that was discussed in the original thread?

Now I can throw myself into 1.4.1 once I have finished my current assignment.

Peace.

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10 minutes ago, theJesuit said:

Hoorah!  @N70 Thanks for update - I was really concerned that no-one was able (nor willing) to sort those shaders out.  And a shoutout to @HaullyGames for your work too!

Also, I'm assuming this was just a straight port with no new functionality at release?

N70, do you want to add the radiation regenerator config that was discussed in the original thread?

Now I can throw myself into 1.4.1 once I have finished my current assignment.

Peace.

I did merge several PRs from shotgun's repo. Gameslinx support, KSPIE background support, more realistic regolith synthesis, etc

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2 hours ago, N70 said:

Also feel free to post suggestions as I have no life

Kerbalism using stock communications system would be nice. There's nothing wrong with that.

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