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[1.5.0 <-> 1.8.1] Kerbalism v3.2


N70

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15 minutes ago, lajoswinkler said:

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

Just... Just set 'Signal' to false in the config

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4 minutes ago, mattssheep4 said:

Any chance Kerbalism is compatible with Interstellar Extended?

Yes. KSPIE stuff will be simulated in the background normally. Please note this will NOT work on 1.3 due to shaders compiled for the newer Unity

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On installing this mod the entire KSC is upgraded to max level 3 on all buildings after returning to KSC overview.

However I can't enter the buildings or says it's closed\disabled.

After removing the installation of Kerbalism this bug disappears.

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53 minutes ago, Nacrelven said:

On installing this mod the entire KSC is upgraded to max level 3 on all buildings after returning to KSC overview.

However I can't enter the buildings or says it's closed\disabled.

After removing the installation of Kerbalism this bug disappears.

Upload your KSP.log

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I copied over the Kerbalism folder and started up game.

Loaded my newly started game earlier today. Clicked on launchpad and selected to launch a craft.

Clicked on recover and once into overview all buildings seems to be lvl 3 and non-functional.

KSP.log

and

output_log.txt

 

EDIT: After making the log files the bug persisted after removing the Kerbalism folder, restarting the game  and loading the save game.

After making a new career again afterwards it worked fine. Then tried adding Kerbalism folder again to check and same problem.

 

Edited by Nacrelven
Addendum
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8 hours ago, N70 said:

Just... Just set 'Signal' to false in the config

I know, but... What Kerbalism does to the communications is not bad per se, however the way you see it in the map view is extremely annoying. Stock behaviour lets you see the whole pathway, not just one flickery green line pointing into Kerbin. What's the point of having the whole thing if you don't see the path?

I really loved this mod but it got overly weird with some issues.

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11 minutes ago, lajoswinkler said:

I know, but... What Kerbalism does to the communications is not bad per se, however the way you see it in the map view is extremely annoying. Stock behaviour lets you see the whole pathway, not just one flickery green line pointing into Kerbin. What's the point of having the whole thing if you don't see the path?

I really loved this mod but it got overly weird with some issues.

You see a green line pointing into Kerbin because Kerbalism set Kerbin as DSN.

But the connections between vessels work as CommNet, you can see the points going to each relay and then go to Kerbin.

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14 hours ago, lajoswinkler said:

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

As far as I know, you have to use stock communications currently because Haully isn't finished making Kerbalism's own Comm network plus from me testing it, it doesn't seem like ground stations are implemented yet for Kerbalism's comm network (personally I feel like that's cheating having a direct connection to kerbin anywhere. With Kerbalism's current comm network off it still will transmit data like download or upload speeds, but it won't increase the connection speed per antenna (so I early game antenna does 64kb/s but with it turned on you could have like 6 antenna's with each one doing 64kb/s which would total out to 384kb/s) but it will still decrease the connection speed the farther you are from Kerbin. Although Haully may have updated in the past day or so getting it to work.

 

20 hours ago, N70 said:

Kerbalism is now BACK and ready for 1.4.1, despite ShotgunNinja's absence!

 

banner.png 

Version: 1.3.0 (KSP 1.4.1)
Download: gitlabspacedock or ckan
Source: gitlab
Documentation: wiki
License: Unlicense
Require: KSP 1.4.x, MM 3.0.6

 

INTRODUCTION


Go beyond the routine of orbital mechanics and experience the full set of engineering challanges that space has to offer. This mod extend KSP by simulating the crew, the components, the resources and the 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 gameplay 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. What follow is a summary description of the capabilities of the mod, and for a more detailed documentation the user is invited to read the wiki.
 

ARCHITECTURE


Contrary to popular belief, the observable universe is not a sphere of 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 modelled 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 satisfatory results for both atmospheric and atmosphere-less worlds. Radiation is implemented using an overlapping hierarchy of 3d zones, modelled and rendered using signed distance fields. These are used to simulate inner and outer belts, magnetospheres and even the heliopause. Solar weather is represented by Coronal Mass Ejection events, that happen sporadically, increase radiation and cause communication blackouts.


HABITAT


The habitat of vessels is modelled 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 level 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 uncerimonious 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 point 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.

 

ENVIRONMENT HAZARDS


Your crew evolved in particular conditions of temperature, and at a very low level of radiation. You should reproduce these conditions whenever your crew go, no matter the external temperature or radiation at that point. Or else death ensue. 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-mass tradeoff.


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.

 

GREENHOUSE


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, in addition to some more unique characteristics like a lamp that adapt consumption to natural lighting, emergency harvesting, pressure requirements and radiation tolerance.


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 is also present, given the importance of atmospheric resources in this regard. A planetary resource distribution that mimick the real solar sytem complete the package.


RELIABILITY


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


SIGNAL


An alternative to the stock CommNet system is provided. Theres is a difference between low-gain and high-gain antennas: the former used for short-range inter-vessel communications, the latter always implicitly pointing at DSN. 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 happen transparently in loaded and unloaded vessels, as usual. The resulting communication system is simple, yet it also results in more realistic vessel and mission designs. Tiny hypnotic science-blue spheres travel the link lines to represent data transmission. 


SCIENCE


Data is collected and stored in the vessel solid state drives, instead of the stock science containers. Moving data around the vessel doesn't require extra vehicular activities. Some data can be transmitted back directly, while other data need to be analyzed in a lab first. Analyzing take a long time, happen 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 work for most experiments without requiring ad-hoc support.


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.
 

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 look 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.


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 depend 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 the means to start and stop the module in an automation script.


SUPPORTED MODS


Most mods work together with this one, others don't. Such is life. For a non-exaustive list of supported mods have a look inside the Support folder. Some of the interactions deserve a special mention:

SCANsat:
- sensors consume EC in background and their cost is evalued by the planner EC
- sensors are shut down and restarted in background depending on EC availability

DeepFreeze:
- all rules are suspended for hibernated Kerbals
- the vessel info window show frozen Kerbals with a different color

NearFuture:
- curved solar panels, reactors, fission generators and RTGs produce EC in background and are considered by the planner

PlanetaryBaseSystem:
- the coverters will work in background and are considered by the planner

OrbitalScience:
- experiments data size has been tweaked for background data transmission

OPM/RSS/NewHorizons:
- custom radiation definitions for these planet packs are provided


CONTRIBUTIONS


This project wouldn't have been possible without the contributions of an awesome community of people, too many to mention individually. Thanks guys.

And special thanks to the artists that provided all the part:

  • mehka: gravity ring
  • Nazari1382: geiger counter, small supply container
  • tygoo7: medium and big supply containers, radial pressurized container
  • zzz: greenhouse, active shield

And most importantly...

  • ShotgunNinja: Making the original mod!
     

FAQs


I may have found a bug

Try to reproduce it consistently, then provide me with a savegame that demonstrate the issue. Include log files, screenshots, and reproduction steps. Post the report here, or raise an issue on gitlab.


I want to add support for this to my parts

Add the appropriate modules to your parts. Check the wiki on github for the module specifications.


I want to interact with this mod in code

Have a look at System/API.cs source code on gitlab. Raise an issue to request more functions.


SCREENSHOTS


containers.pnggravity-ring.pnggreenhouse.png

radiation-fields-0.pngradiation-fields-2.pngradiation-fields-4.png

monitor.pngplanner.pngfileman_devman.png

 

This mod includes version checking using 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 a more comprehensive version checking experience, please download the KSP-AVC Plugin.

@HaullyGames I'm happy to see that you took my advice on making your own thread <3 is there anything I could do to help you out? I don't know much about modding but I'm a fast learner :)

*EDIT* well crap i didn't notice that @HaullyGames didn't make this thread now I look stupid :-/

Edited by Wackoman6789
My Stupidity
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51 minutes ago, Wackoman6789 said:

 

@HaullyGames I'm happy to see that you took my advice on making your own thread <3 is there anything I could do to help you out? I don't know much about modding but I'm a fast learner :)

*EDIT* well crap i didn't notice that @HaullyGames didn't make this thread now I look stupid :-/

This is not my thread.

Is from N70.

All those changes that I have done is not working on this version.

Talking about CommNet + Kerbalism.

You are right, the speed is stuck on 64Kbps when you are using any other Signal system (CommNet, RemoteTech or Simple Connection System).

I'm not sure how it will work.

I have done may changes, reorganize the whole project and add a couple documentations.

Has the olds bug fixed, but has new bugs too.

Maybe I want to be a player again, lol :sticktongue:

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8 hours ago, Nacrelven said:

I copied over the Kerbalism folder and started up game.

Loaded my newly started game earlier today. Clicked on launchpad and selected to launch a craft.

Clicked on recover and once into overview all buildings seems to be lvl 3 and non-functional.

KSP.log

and

output_log.txt

 

EDIT: After making the log files the bug persisted after removing the Kerbalism folder, restarting the game  and loading the save game.

After making a new career again afterwards it worked fine. Then tried adding Kerbalism folder again to check and same problem.

 

I cannot reproduce this locally in career mode.

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9 hours ago, Nacrelven said:

I copied over the Kerbalism folder and started up game.

Loaded my newly started game earlier today. Clicked on launchpad and selected to launch a craft.

Clicked on recover and once into overview all buildings seems to be lvl 3 and non-functional.

KSP.log

and

output_log.txt

 

EDIT: After making the log files the bug persisted after removing the Kerbalism folder, restarting the game  and loading the save game.

After making a new career again afterwards it worked fine. Then tried adding Kerbalism folder again to check and same problem.

 

Looks like your game save is blocked!

Has some issue into your Scenario.ConfigNode into your game save.

Error: start at [ERR 11:38:02.339], end at [ERR 11:38:02.343]

Also at [ERR 11:38:02.882] and [EXC 11:38:02.882].

Has some mod that can't save the Scenario.

Other thing, I'm not sure how Kerbalism works with TacLifeSupport, I saw TacLifeSupport scenario many times in your load game.

 

 

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3 minutes ago, airtrafficcontroller said:

And now we have DX11 shaders, many many thanks!

Oh, you remind me of something, last week as I was starting with KSP again I had this "no icons in VAB issue" - and read some posts about that KSP 1.4.0 has to be started in native DirectX 9 mode without parameters - and the information, that Unity will suspend DirectX 9 support soon, made me wonder ...

Now, on KSP 1.4.1, your post above just makes me wonder again - Can I use the parameter -force-d3d11 again? Or is KSP now already in DirextX 11 mode natively?

 

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it's in dx9 by default still, but i think d3d11 works. opengl works, that's what I use. I was hoping there would be vulkan support

Edited by N70
i was wrong, still no vab icons
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16 hours ago, N70 said:

I cannot reproduce this locally in career mode.

 

15 hours ago, HaullyGames said:

Looks like your game save is blocked!

Has some issue into your Scenario.ConfigNode into your game save.

Error: start at [ERR 11:38:02.339], end at [ERR 11:38:02.343]

Also at [ERR 11:38:02.882] and [EXC 11:38:02.882].

Has some mod that can't save the Scenario.

Other thing, I'm not sure how Kerbalism works with TacLifeSupport, I saw TacLifeSupport scenario many times in your load game.

 

 

 

Don't know if this is something that should have been very obvious to me.

But I can say that this bug only showed up when having both Kerbalism AND "CommNet_Visualisation-1.0.2" mod installed at the  same time.

So they clearly didn't like eachother. After removing CommNet_Visualisation this mod works fine :)

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Another idea of mines is for the signal for kerbalism to be integrated into the stock commnet, the curent signal system is too easy, you can be very far away and always have a connection. 3.75 rad shield is also desperately needed.

 

Thank you for updating this mod

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Hey, I've decided that I only want the science portion of Kerbalism. So, I've turned off all the other options in the config file and set the profile to "none". Is it normal for this to be spamming null pointer exceptions? My guess is that the .dll looks for all the resources, but because it can't find them from the profile, it throws an exception. Would this be correct?

 

(Filename:  Line: -1)

ArgumentNullException: Argument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[System.String,KERBALISM.resource_info].TryGetValue (System.String key, KERBALISM.resource_info& value) [0x00000] in <filename unknown>:0 
  at KERBALISM.vessel_resources.Info (.Vessel v, System.String resource_name) [0x00000] in <filename unknown>:0 
  at KERBALISM.Background.ProcessCryoTank (.Vessel v, .ProtoPartSnapshot p, .ProtoPartModuleSnapshot m, .PartModule simple_boiloff, KERBALISM.vessel_resources resources, Double elapsed_s) [0x00000] in <filename unknown>:0 
  at KERBALISM.Background.update (.Vessel v, KERBALISM.vessel_info vi, KERBALISM.VesselData vd, KERBALISM.vessel_resources resources, Double elapsed_s) [0x00000] in <filename unknown>:0 
  at KERBALISM.Kerbalism.FixedUpdate () [0x00000] in <filename unknown>:0 

 

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