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[1.5.0 <-> 1.8.1] Kerbalism v3.2


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Maybe there's something wrong in my install, but I get a warning message about lost signal every time I load a scene even though it's turned off both globally and for that specific ship. It seems to refer to a random vessel and relaxes immediately after, so I guess it has to do with when/how the vessel status is checked when a scene is loaded.

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17 minutes ago, Stasboss1993 said:

Hello. It great mod, i like new sciense. But I have some problem with experement "CHILLED" from sciense lab. "Not kerbin" even landed or low space on Minmus, Eve ect. 

 

        CHILLED                                        //plant growth, 200-ish days (same as a greenhouse cycle. both orbital and landed, no biomes.
        {
            ECCost = 4.62
            size = 22568
            value = 24                                // No biomes, thus fairly high value.
            duration = 4320000                        // 200 days
            SetupMass = 3.55
            SetupCost = 12800
            UnlockTech = advExploration
            requirements = Greenhouse,Body:!Kerbin
            CrewRequirement = Scientist
            ResourceRates =                         // cba to do math. will fix later
        }

 

so  problem with "Body:!Kerbin" 

Edited by Stasboss1993
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Hi all - I consider myself still a novice at the game in general - but I love the science aspects of this mods.  I've been watching Mike Aben videos on YouTube, playing with this mod.  I know when I'm out of my depth and I would be with this mod.  However, I'm wondering, is there any mod that just does science like it is done in Kerbalism?  Something that models the time and such - or is the whole kit required because of how it's built?

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5 minutes ago, Idleness said:

Hi all - I consider myself still a novice at the game in general - but I love the science aspects of this mods.  I've been watching Mike Aben videos on YouTube, playing with this mod.  I know when I'm out of my depth and I would be with this mod.  However, I'm wondering, is there any mod that just does science like it is done in Kerbalism?  Something that models the time and such - or is the whole kit required because of how it's built?

Just install Kerbalism, then in Settings.cfg, disable all the features except Science.

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59 minutes ago, lordcirth said:

Just install Kerbalism, then in Settings.cfg, disable all the features except Science.

So that means, looking here, that I can set the boolean options I don't want to false and be fine?  Presumably the numbered options won't matter as I've disabled their associated features?

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48 minutes ago, Idleness said:

So that means, looking here, that I can set the boolean options I don't want to false and be fine?  Presumably the numbered options won't matter as I've disabled their associated features?

There is also a premade only science config avaiable here and on CKAN.

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On 10/29/2019 at 11:20 AM, Stasboss1993 said:

        CHILLED                                        //plant growth, 200-ish days (same as a greenhouse cycle. both orbital and landed, no biomes.
        {
          ...
        }

so  problem with "Body:!Kerbin" 

Sounds like a problem that doesn't exist any more in the dev builds. Easiest fix: in GameData, delete your Kerbalism folders (both of them, this is important to avoid duplicate configurations) and get the latest dev build, which at this point is very close to a release anyway.

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A big shout out to the team for putting together this piece of art. The science mechanisms are amazing and this mod is just giving me the feeling I am playing an entirely new game! I also love the fact that you now need to actually be aware of your surroundings. Amazing! The integration with Unkerballed Start is also great!

I am totally new to Kerbalism and already raged quit once after my engine failed and I had no redundancy :) lesson learnt I guess. 
Quick question about that: is redundancy random during the entire game or is there a pattern where the more you use a part the less likely you are to have a failure?

I know one mod provides this reliability improvement over part usage but just wondering if Kerbalism does? Asking this out of curiosity only and to make sure I am properly planning my missions. Iron man mode is on... (never thought going to the Mun with a Kerbal would make me sweat that much!)

I have also noticed that in the VAB Kerbalism sometimes doesn’t take into account my solar panels. This can be easily fixed by removing the panels and then putting them on again. Not a big deal, just thought of sharing it. I am playing in 1.7.3 with latest dev built and only a few mods (unkerballed start, universal storage, restock and +, scansat, KER, capcom, tourism + and base and stations reborn mission packs).

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Glad you like it :)

1 hour ago, IceCube said:

I am totally new to Kerbalism and already raged quit once after my engine failed and I had no redundancy :) lesson learnt I guess. 

I just had to abort a Mun landing because the main engine exploded during circularization in Kerbin orbit ;)

1 hour ago, IceCube said:

Quick question about that: is redundancy random during the entire game or is there a pattern where the more you use a part the less likely you are to have a failure?

No. I think it's ScrapYard or OhScrap! that does that, but Kerbalism doesn't keep track of part usage at all. The only thing affecting failure rates is the high quality setting in the editor.

Upside is: EVAs can repair and inspect stuff. You might need a specialist to do it, but most things can be maintained by any Kerbal in a space suit.

 

1 hour ago, IceCube said:

I have also noticed that in the VAB Kerbalism sometimes doesn’t take into account my solar panels. This can be easily fixed by removing the panels and then putting them on again. Not a big deal, just thought of sharing it.

First time I hear about that, will pay some attention next time.

I got used to ignoring the solar panel planner and just slap on a couple of extra units. Solar panels are prone to failures, so a bit of redundancy doesn't hurt :D 

 

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16 minutes ago, Sir Mortimer said:

Upside is: EVAs can repair and inspect stuff. You might need a specialist to do it, but most things can be maintained by any Kerbal in a space suit.

About that. When talking about probes, I saw in the manual that Engineers at Mission Control have a chance to repair any failure. There is nothing I have to do right? This will be done automatically if it kicks in? I just have to wait and pray? :)

Giving how fatal it can be for my kerbals I am using probes quite a fair bit at first. Until I can safely manage that 30 days in orbit mission that is!

Thank you for the reply Sir! Well noted on the sole panel

21 minutes ago, Sir Mortimer said:

I just had to abort a Mun landing because the main engine exploded during circularization in Kerbin orbit ;)

I really like the redundancy component, makes mission planning so much more fun.

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While trying to play in 1.8.1, I noticed that the filters for the science archive do not appear. Only ability to chose "known subject". "Filter by researched" and "Filter by ROCs" are not there.

Reverted to 1.7.3 and filters are there.

Both tests done with Kerbalism dev build 3.1.0.0. Hope it helps

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20 hours ago, IceCube said:

While trying to play in 1.8.1, I noticed that the filters for the science archive do not appear. Only ability to chose "known subject". "Filter by researched" and "Filter by ROCs" are not there.

Reverted to 1.7.3 and filters are there.

Both tests done with Kerbalism dev build 3.1.0.0. Hope it helps

Works for me on 1.8.1. Are you absolutely positively sure that you have the latest version in your 1.8.1 installation?

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2 hours ago, Bobomir said:

Help please. How to reduce electricity drain?

Reduce the number of electrical devices on your vessel?

Everything uses power, only take what you need.

The science experiments draw different power depending on the experiment so don't expect to be able to load up a vessel with every single one. Only take what you can manage. Use the planner to see your expected usage.

It's all part of the challenge.

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1 hour ago, Cruesoe said:

Reduce the number of electrical devices on your vessel?

Everything uses power, only take what you need.

The science experiments draw different power depending on the experiment so don't expect to be able to load up a vessel with every single one. Only take what you can manage. Use the planner to see your expected usage.

It's all part of the challenge.

I have just a Mk1 Command pod... nothing else... And the electricity drains in cca 20 sec... no other mods.

Edited by Bobomir
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New Release: Kerbalism 3.1 (KSP 1.5 - 1.8.x)

Download links and instructions -> see kerbalism.github.io

Yet another major overhaul of Kerbalism: Kopernicus support, radiation overhaul, more science, new user interface, improved reliability and more!

Solar panels and Kopernicus

The simulation of the solar panels finally got the overhaul it deserved. Gone are the days of unpredictable electricity blackouts during **time warp** that killed half your crew. While unloaded, all solar panels will now assumed to be oriented at a constant angle to the sun, which means that you finally can time warp probes with fixed solar panels - without suddenly running out of electricity half a year later.

With this new implementation, Kerbalism now can support Kopernicus star systems with multiple suns, as well as a wide variety of different solar panels - including the ones provided by SSTU (Version 0.11.49.161 and above). The new system even supports features that are crucial to RealismOverhaul (RO), like decaying panel efficiency over time!

Science

The science implementation got a good shake down that should improve the overall performance (read: frame rate) a bit. Also, some of the most often reported quirks should be fixed with this - and the UI now looks really great! The new science archive helps in planning and running all those experiments. Additionally, many little issues and oddities have been fixed.

Radiation

The radiation model in Kerbalism was improved by a lot: radiation belts now can be tilted and no longer are fixed to be aligned with the planetary axis. There are solar cycles of activity that will affect frequency and intensity of coronal mass ejections, and celestial bodies can emit gamma radiation. In the case of the sun, the radiation levels will also be affected by the current solar activity.

Shape and location of the radiation belts around Kerbin changed considerably. The model is now a lot closer to the Van Allen Belts around earth. This means that the inner belt was moved closer to the surface, and the outer belt extends a lot farther out than it used to. So check the orbits of your crewed vessels after update, they now might be in a radiation field!

Radiation now also plays into reliability: some components are very sensitive and can fail sooner than expected if they're exposed to high radiation for too long.

In combination with the now extended outer radiation belt this means that you really should invest in high quality parts for stationary satellites, because the geostationary orbit now skims along the border of the outer radiation belt!

Kerbalism now looks closely at your vessel and where you place radioactive parts. If you build vessels with nuclear engines or reactors, make sure to put those components at the maximum possible distance from your habitats to minimize the amount of radiation to your crew. Also watch out on EVA missions: getting too close to a NERV engine will inflict considerable radiation on your kerbal!

There is more: during a coronal mass ejection (CME) event, you now can try to hide the crew from the sun by putting the bulk of your vessel between the sun and the habitat. Kerbalism uses raytracing to determine which parts are between your habitats and the sun, and you can use these as a passive shield against the ionized radiation from the sun. The bigger the parts, the greater the effect - but there is a caveat: because of the bremsstrahlung effect, the parts that absorb ionized radiation will emit gamma radiation. The only way to protect your crew from gamma radiation is by keeping your distance from it. Keep that in mind when building your interplanetary ships!

Speaking of radiation shielding: Kerbalism now uses a high tech and light layered alloy composite as shielding material. It provides the same shielding effect while being three times lighter.


Reliability

There now is a window dedicated to part failures. It gives a nice overview over busted parts, parts that still can be repaired and which parts need inspection and maintenance... yes, maintenance: you can do maintenance on EVA. Go to any part, inspect it for damages, and if something seems odd you can repair the part before it breaks down. Finally something useful to do on your EVA missions!

Engine failures are new, and no longer depend on MTBF. Many rocket motors cannot run for too long, some can be ignited only a limited number of times, and there is no guarantee that an igintion works every time. Planning for redundancy is highly recommended. The time will come when your main engine explodes 5 seconds after liftoff, so dust off your launch escape towers - you'll need them!


Various other things

  • Humidity is gone. There are no more humidity controllers, and there won't be any condense water that can cause issues.
  • Tooltips in the monitor will now show which components / process use up or produce resources
  • Kerbalism will now check for mods that are known to cause problems and give out a warning if one is detected. A the same time, it will display a warning if CommunityResourcePack (CRP) could not be found, or if there are multiple Kerbalism configurations installed at the same time.
  • When transmitting data, the file with the highest scientific value is transmitted first
  • Science summary UI in telemetry will tell you when your probe transmitted the last bit of science, and how much it did in total
  • Show experiment result description in finished message and file manager tooltip #488
  • General UI face lifting. You'll see for yourself.
  • Tweakable hard drive capacity

Bugfixes

Just the ones that stand out the most:

  • Breaking ground sample return contracts are fixed
  • Breaking ground rover arm experiments are doable
  • Asteroid surface samples work again #458
  • Gravity ring no longer disappears with Community Category Kit

The list of fixes is very long, check out the issues page on GitHub if you want to know it all.

RemoteTech

We dropped support for RemoteTech. There are a few issues with it and unfortunately noone willing to look into them. Until that changes, we no longer recommend using it, and Kerbalism will display a warning message to tell the user about it.

Other mods

Some effort went into supporting the following mods, by configuration or code changes:

  • Sounding Rockets
  • Universal Storage 2 fuel cells 
  • Unkerballed start tech tree
  • ReStock+ (new probe core, now it has storage)
  • Kerbal Atomics engines now emit radiation
  • SSTU solar panels (requires Version 0.11.49.161 and above)
  • Tarsier Space Technology #486
  • CommNet Constellation #439


Credits

Thanks to all the contributors who made this version possible, especially to Got who gave Kerbalism a brand new science UI!

Edited by Sir Mortimer
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