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[1.5 - 1.10] Kerbalism 3.11


Sir Mortimer

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Hello

Having some weird behavior with science transmission.  Seemingly random huge spikes , depleting all EC in a moment.

Vessel may be orbiting normally for few days , transmitting science and then suddenly yoink

 gdwyvEK.png

Have gravioli detertor running , pair of hg-55 antennas.

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On 9/22/2021 at 5:37 PM, Saara said:

Hello

Having some weird behavior with science transmission.  Seemingly random huge spikes , depleting all EC in a moment.

Vessel may be orbiting normally for few days , transmitting science and then suddenly yoink

 gdwyvEK.png

Have gravioli detertor running , pair of hg-55 antennas.

I've had that happen in my testing with time warp. I have way more generation than I need, and sufficient batteries to last twice as long in the dark as my satellite does - and yet with fast enough time warp, while it's the active vessel, it will deplete entirely. At 1X speed, the moment it sees the sun, it's instantly full battery again. I don't believe it's a Kerbalism problem really, but I have no idea how to solve it.

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On 9/22/2021 at 11:37 PM, Saara said:

Hello

Having some weird behavior with science transmission.  Seemingly random huge spikes , depleting all EC in a moment.

Vessel may be orbiting normally for few days , transmitting science and then suddenly yoink

 gdwyvEK.png

Have gravioli detertor running , pair of hg-55 antennas.

happened to me too. I avoided it simply by ticking off the "battery" option in the cfg. basically, i told the game to not exit time warp and not give me a message when the battery depletes. it still has spikes, but it does not create any problem. i've done it many times, never lost anything for it.

though i'd still advise you to save the game regularly and keep old saves in case something goes wrong

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24 minutes ago, Starslinger999 said:

Is there any plans to add compatability with SSPXr bc the greenhouses dont give comfort bonuses and the aquaculture doesnt even do anything

I made a patch for some of the new SSPXr, so the greenhouses and cupulas function as they should. Havent touched on any science stuff yet, so aquaculture is not included.

 

 

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17 hours ago, SiCaRiO31 said:

I made a patch for some of the new SSPXr, so the greenhouses and cupulas function as they should. Havent touched on any science stuff yet, so aquaculture is not included.

 

 

Any chance I could have the patch? Thanks

Edited by Starslinger999
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On 9/9/2021 at 10:40 AM, SiCaRiO31 said:

Well, I made a few configs for the new parts of  Stock Station Parts Redux. You can add them at the end of to the existing SSPX.cfg in KerbalismConfig/Support, or in a different file (just make sure it comes after SSPX.cfg,  otherwise some errors happen).

  Reveal hidden contents
// ============================================================================
// region Habitat + Gravity Ring
// ============================================================================
@PART[sspx-expandable-centrifuge-5-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
{
	MODULE
	{
		name = Habitat
		state = disabled
		inflatableUsingRigidWalls = True
		volume = 350.0
		surface = 530.0
	}

	MODULE
	{
		name = GravityRing
		ec_rate = 2.5
		animBackwards = True
		deploy = CentrifugeCollapse
		rotate = B_SpinCore
		deployed = False
		rotateIsTransform = True
		SpinRate = -35
		SpinAccelerationRate = 1

		counterWeightRotate = B_Counterweight
		counterWeightSpinRate = 70.0
		counterWeightSpinAccelerationRate = 2
	}

	!MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat
}
// end

// ============================================================================
// region Comfort providers
// ============================================================================

@PART[sspx-cupola-1875-1|sspx-dome-cupola-5-1|sspx-cupola-telescope-125-1|sspx-cupola-greenhouse-125-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
{
	MODULE:NEEDS[FeatureComfort]
	{
		name = Comfort
		desc = The very best space observation experience.
		bonus = panorama
	}

	@tags ^= :$: comfort:
}
@PART[sspx-habitation-5-1|sspx-habitation-5-2|sspx-dome-habitation-5-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
{
	MODULE:NEEDS[FeatureComfort]
	{
		name = Comfort
		desc = It has included a rotation system that simulates gravity. The crew will love it.
		bonus = exercise
	}

	MODULE:NEEDS[FeatureReliability]
	{
		name = Reliability
		type = Comfort
		title = Treadmill
		repair = Engineer
		mtbf = 36288000
		extra_cost = 0.25
		extra_mass = 0.05
	}
}

// centrifuge has both confort (panorama & exercise)
@PART[sspx-expandable-centrifuge-5-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
{
	MODULE:NEEDS[FeatureComfort]
	{
		name = Comfort
		desc = Some low-g exercise equipment is included. The crew will love it.
		bonus = exercise
	}
		MODULE:NEEDS[FeatureComfort]
	{
		name = Comfort
		desc = The very best space observation experience.
		bonus = panorama
	}
}
// end

// ============================================================================
// region Sickbay
// added by Gordon Dry
// ============================================================================

@PART[sspx-habitation-1875-1|sspx-habitation-1875-2|sspx-habitation-25-1|sspx-habitation-5-1|sspx-habitation-5-2|sspx-dome-habitation-5-1]:NEEDS[StationPartsExpansionRedux,FeatureHabitat,FeatureRadiation]:AFTER[zzzKerbalismDefault]
{
	MODULE {
		name = Sickbay
		resource = _SickbayRDU
		title = RDU
		desc = The Radiation Detoxication Unit (RDU) uses EC and Oxygen to reduce the effects of radiation poisoning.
		slots = 0

		UPGRADES {
			UPGRADE {
				name__ = Upgrade-HitchhikerRDU
				techRequired__ = advScienceTech
				slots = 1
			}
		}
	}
}
// end

// ============================================================================
// region Greenhouses
// ============================================================================
@PART[sspx-greenhouse-5-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault]
{
		MODULE
	{
		name = Greenhouse
		crop_resource = Food								// name of resource produced by harvests
		// 12 as effective as kerbalism-greenhouse part. 
		// See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details.

		// This greenhouse has 2 sections! 2 staged crops in rotation, each harvest is 2 times smaller.
		crop_size = 165.375									// 2 times less harvest than 12x"kerbalism-greenhouse"
		crop_rate = 0.00000046296					 // but you can harvest 2 times more often due to independent sections!
		ec_rate = 30												 // 12x"kerbalism-greenhouse"
		light_tolerance = 400.0						 // minimum lighting flux required for growth, in W/m^2
		pressure_tolerance = 0.1						// minimum pressure required for growth, in sea level atmospheres
		radiation_tolerance = 0.000008333	 // maximum radiation allowed for growth in rad/s, considered after shielding is applied

		INPUT_RESOURCE
		{
			name = Ammonia
			rate = 0.0011484375							// 12x"kerbalism-greenhouse"
		}

		INPUT_RESOURCE
		{
			name = Water
			rate = 0.0000382812							 // 12x"kerbalism-greenhouse"
		}

		INPUT_RESOURCE
		{
			name = WasteAtmosphere						// Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used
			rate = 0.0149495970							 // 12x"kerbalism-greenhouse"
		}

		INPUT_RESOURCE
		{
			name = CarbonDioxide							// Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is
																				// present then it will be used in place of CO2 injection
			rate = 0.00498319890							// 12x"kerbalism-greenhouse"
		}

		// Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the
		// CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere.
		// If there is not enough resources then the plants will suffer.

		OUTPUT_RESOURCE
		{
			name = Oxygen
			rate = 0.020685579							 // 1200% of oxygen required by 1 crew member
		}
	}

	RESOURCE
	{
		name = Ammonia
		amount = 3264												// 12x"kerbalism-greenhouse"
		maxAmount = 3264
	}

	RESOURCE
	{
		name = CarbonDioxide
		amount = 54000											 // 12x"kerbalism-greenhouse"
		maxAmount = 54000
	}

	// To support pressure control
	@MODULE[Configure]
	{
		@SETUP[Pressure?Control]
		{
			!RESOURCE[Nitrogen] {}
		}
	}

	RESOURCE
	{
		name = Nitrogen
		amount = 10000											// 1x"kerbalism-greenhouse" as it does not mess with crops
		maxAmount = 10000
	}

	RESOURCE
	{
		name = Water
		amount = 132												 // 12x"kerbalism-greenhouse"
		maxAmount = 132
	}

}

@PART[sspx-dome-greenhouse-5-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault]
{
	MODULE
	{
		name = Greenhouse

		crop_resource = Food								// name of resource produced by harvests
		// Twice as effective as kerbalism-greenhouse part. 
		// See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details.

		// This is a surface greenhouse. For the time, it acts as the 375m greenhouse, as it cant have different crops, so just 1 big harvest. 
		crop_size = 55.125									// 2x kerbalism-greenhouse
		crop_rate = 0.00000023148					 // regular growth speed
		ec_rate = 5												 // 2x"kerbalism-greenhouse"
		light_tolerance = 400.0						 // minimum lighting flux required for growth, in W/m^2
		pressure_tolerance = 0.1						// minimum pressure required for growth, in sea level atmospheres
		radiation_tolerance = 0.000008333	 // maximum radiation allowed for growth in rad/s, considered after shielding is applied

		INPUT_RESOURCE
		{
			name = Ammonia
			rate = 0.00019140625							// 2x"kerbalism-greenhouse"
		}

		INPUT_RESOURCE
		{
			name = Water
			rate = 0.0000063802							 // 2x"kerbalism-greenhouse"
		}

		INPUT_RESOURCE
		{
			name = WasteAtmosphere						// Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used
			rate = 0.0024915995							 // 2x"kerbalism-greenhouse"
		}

		INPUT_RESOURCE
		{
			name = CarbonDioxide							// Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is
																				// present then it will be used in place of CO2 injection
			rate = 0.00083053315							// 2x"kerbalism-greenhouse"
		}

		// Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the
		// CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere.
		// If there is not enough resources then the plants will suffer.

		OUTPUT_RESOURCE
		{
			name = Oxygen
			rate = 0.0034475965							 // 200% of oxygen required by 1 crew member
		}
	}

	//	Concider those nice IVA tanks and closets for increasing current resource capacity. I won't touch em for now.
	RESOURCE
	{
		name = Ammonia
		amount = 544												// 2x"kerbalism-greenhouse"
		maxAmount = 544
	}

	RESOURCE
	{
		name = CarbonDioxide
		amount = 9000											 // 2x"kerbalism-greenhouse"
		maxAmount = 9000
	}

	// To support pressure control
	@MODULE[Configure]
	{
		@SETUP[Pressure?Control]
		{
		!RESOURCE[Nitrogen] {}
		}
	}

	RESOURCE
	{
		name = Nitrogen
		amount = 10000											// 1x"kerbalism-greenhouse" as it does not mess with crops
		maxAmount = 10000
	}

	RESOURCE
	{
		name = Water
		amount = 22												 // 2x"kerbalism-greenhouse"
		maxAmount = 22
	}
}

@PART[sspx-cupola-greenhouse-125-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault]
{
	MODULE
	{
		name = Greenhouse

		crop_resource = Food								// name of resource produced by harvests
		// 90 times less effective as kerbalism-greenhouse part. 
		// See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details.

		// This is a VERY small greenhouse, 90 times less crops than Kerbalism-greenhouse
		crop_size = 0.30625									// 1/90 x kerbalism-greenhouse
		crop_rate = 0.00000046296					 // 2 times regular growth speed
		ec_rate = 0.0278												 // 1/90x"kerbalism-greenhouse"
		light_tolerance = 400.0						 // minimum lighting flux required for growth, in W/m^2
		pressure_tolerance = 0.1						// minimum pressure required for growth, in sea level atmospheres
		radiation_tolerance = 0.000008333	 // maximum radiation allowed for growth in rad/s, considered after shielding is applied

		INPUT_RESOURCE
		{
			name = Ammonia
			rate = 0.00000106337							// 1/90x"kerbalism-greenhouse"
		}

		INPUT_RESOURCE
		{
			name = Water
			rate = 0.0000000354							 // 1/90x"kerbalism-greenhouse"
		}

		INPUT_RESOURCE
		{
			name = WasteAtmosphere						// Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used
			rate = 0.0000138422							 // 1/90x"kerbalism-greenhouse"
		}

		INPUT_RESOURCE
		{
			name = CarbonDioxide							// Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is
																				// present then it will be used in place of CO2 injection
			rate = 0.00000461407							// 1/90x"kerbalism-greenhouse"
		}

		// Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the
		// CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere.
		// If there is not enough resources then the plants will suffer.

		OUTPUT_RESOURCE
		{
			name = Oxygen
			rate = 0.0000191533							 // 1.1% of oxygen required by 1 crew member
		}
	}

	
	RESOURCE
	{
		name = Ammonia
		amount = 5												// 1/90x"kerbalism-greenhouse"
		maxAmount = 5
	}

	RESOURCE
	{
		name = CarbonDioxide
		amount = 50											 // 1/90x"kerbalism-greenhouse"
		maxAmount = 50
	}

	// To support pressure control
	@MODULE[Configure]
	{
		@SETUP[Pressure?Control]
		{
		!RESOURCE[Nitrogen] {}
		}
	}

	RESOURCE
	{
		name = Nitrogen
		amount = 110											// 1/90x"kerbalism-greenhouse" as it does not mess with crops
		maxAmount = 110
	}

	RESOURCE
	{
		name = Water
		amount = 0.12												 // 1/90x"kerbalism-greenhouse"
		maxAmount = 0.12
	}
}
// end

 

They seem to work fine on my save :)

Any chance you could make a config for Aquaculture to work or having the greenhouses add plant comfort?

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  • 2 weeks later...

Hi Topic.

You may have followed the Texture Unlimited Recolor Depot activity these last few monthes. I now start a new recolouring project which obviously is Kerbalism.

62wk.png

Kerbalism_Containers.png?width=1004&heig

This is just the beginning, don't expect it to be finished in a few days. I will sometimes post screenshots to share some significant progress.

 

Edited by OnlyLightMatters
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  • 3 weeks later...

Huh. So I installed the mod and my first experience was Jeb getting a lethal blast of radiation on the launchpad.

Also, I appear to have no parts. In fact I don't even see them in the raw Kerbalism gamedata files.

Never mind, CKAN downloaded an obsolete config file.

Edited by Frostiken
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On 10/1/2021 at 3:09 PM, Starslinger999 said:

Any chance you could make a config for Aquaculture to work or having the greenhouses add plant comfort?

I havent managed to find how to make the aquaculture work. If I read the code correctly, you can use the Fish Study on the Lab, as long as you have the aquaculture part attacht.

I added the plants confort to the missing parts in SSPXR.

Spoiler


// ============================================================================
// confort plants
// ============================================================================

@PART[sspx-greenhouse-5-1|sspx-dome-greenhouse-5-1|sspx-cupola-greenhouse-125-1|sspx-greenhouse-25-1|sspx-greenhouse-375-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
{
	MODULE:NEEDS[FeatureComfort]
	{
		name = Comfort
		bonus = plants
		desc =  There's something inherently calming about an artificial slice of nature, kept alive only by the miracles of duct-tape and kerbal engineering. Let's hope the crew doesn't think too much about it.
	}

	@tags ^= :$: comfort:
}

//end

Just add it at the end of your personal patch.

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How do I disable the "A producer of (Oxygen, Co2, EC, ETC) Has incoherent behavior unload vessel before time warping) I have it set up to where kerbalism should only be working for science because I have Tac-LS installed. Before I had Kerbalism running the life support but I couldn't time warp anywhere because of this damn message stopping me from going past 1000

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So I'm using a Kerbalism full config.

I put a probe in orbit equipped with a fuel cell and two tanks of juice for it. It works fine, except when I go back to the tracking station, the power runs out. The power seems to work intermittently while warping, but the probe was completely dead. When I took control of the probe to investigate, the cell immediately came back to life and the probe powered up.

Anybody got any thoughts?

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On 10/31/2021 at 10:46 PM, VCamProbe said:

How do I disable the "A producer of (Oxygen, Co2, EC, ETC) Has incoherent behavior unload vessel before time warping) I have it set up to where kerbalism should only be working for science because I have Tac-LS installed. Before I had Kerbalism running the life support but I couldn't time warp anywhere because of this damn message stopping me from going past 1000

You don't disable it as it can cause bugs. Either stop using this certain part (which seem to be not supported) or unload vessel before warping.

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34 minutes ago, king of nowhere said:

any chance that one of the newer versions will have the option of authomatically harvest crops in greenhouses? or at least add that to an action key?

because my 250-years-long mission would be a lot smoother if i didn't have to stop twice per year to manually harvest 19 different greenhouses

I'm wondering if there might be a way to change the config so kerbalism farms just produce x food per day from the inputs instead of the whole harvest system. I'm going to be looking into that for a seperate tech tree thing I'm doing, and if it works, I'll report back here too.

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Hi All,

I was wondering if someone can little bit explain to me how radiation works in this game with Kerbalism. I get the main principles CMs and belts around planets are places where is extreme radiation. What I am struggling is a feel for what is really dangerous and what is tolerable and will not burn my kerbals. What is low radiation but still fine, what is medium and what is no-go.

For example, I have small craft in orbit as below:

7dFwdTs.png

As you can see the craft position in the image around Pe is not in the radiation belt and it is showing that habitat radiation is 8.9mrad/h which I suppose that is number that is actually hitting Jeb inside. The craft has maxed out shielding yet I get warning that kerbal is exposed to radiation. When I hover the mouse over the yellow radiation icon I get value not from habitat radiation of 8.9mrad/h but the general radiation value of 0.032 rad/h. So I am confused what is the actual value that is hitting Jeb inside habitat radiation (8,9mrad/h) or radiation value (0.032rad/h)? Also both of these numbers to me look like really small, less then 1 yet they trigger warning. I admit I don`t have a sense of scale of rad/h unit and perhaps 0.032 is something to be aware of.

Edited by seaces
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11 hours ago, seaces said:

(I don`t know how to insert image, the button Insert image from URL does not like this link :(  and imgur gives error when I try to upload there).

Get the link from Imgur. Use Under image from URL just under your message and add .PNG to the end of the link. Done

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3 hours ago, Tacombel said:

Get the link from Imgur. Use Under image from URL just under your message and add .PNG to the end of the link. Done

Done, that did the trick. Update my post and also quoted below:

15 hours ago, seaces said:

Hi All,

I was wondering if someone can little bit explain to me how radiation works in this game with Kerbalism. I get the main principles CMs and belts around planets are places where is extreme radiation. What I am struggling is a feel for what is really dangerous and what is tolerable and will not burn my kerbals. What is low radiation but still fine, what is medium and what is no-go.

For example, I have small craft in orbit as below:

7dFwdTs.png

As you can see the craft position in the image around Pe is not in the radiation belt and it is showing that habitat radiation is 8.9mrad/h which I suppose that is number that is actually hitting Jeb inside. The craft has maxed out shielding yet I get warning that kerbal is exposed to radiation. When I hover the mouse over the yellow radiation icon I get value not from habitat radiation of 8.9mrad/h but the general radiation value of 0.032 rad/h. So I am confused what is the actual value that is hitting Jeb inside habitat radiation (8,9mrad/h) or radiation value (0.032rad/h)? Also both of these numbers to me look like really small, less then 1 yet they trigger warning. I admit I don`t have a sense of scale of rad/h unit and perhaps 0.032 is something to be aware of.

Edited by seaces
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I don't know if this is within the scope of what the Kerbalism devs are intending, but would you/do you guys have any interest in some kind of integration with ScrapYard for like, some use of the part tracking for your reliability features?

My impression is that Oh Scrap! integration doesn't really make sense, but IMO at least, Kerbalism and KCT fit nicely together gameplay-wise, KCT uses ScrapYard's inventory, and so maybe Kerbalism could do something like reduce the reliability on reused parts, so there's a tradeoff between faster vessel construction and parts wearing down from multiple uses.

Just an idea in the idea box for ya, plus I'd love to see these mods have some kind of interaction.

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One question regarding the 1.25 meter utility module from StockalikeSpaceStationRedux ('Star'):
It had a big nerf 3 years ago, because it contains a radiation shield and was moved at the end of the tech tree. (https://github.com/Kerbalism/Kerbalism/pull/182)
I would like to have it more in the front and use the radiation shield as an upgrade, like with the radiation shield in the destiny module from HabTech2, or the TV in Sickbays.

I tried it with the following code within KerbalismConfig/Support/SSPX.cfg, but i see the shield in the right click menu, as soon, as i use the module in the VAB, without the upgrade being researched.

Does anybody have any Idea here?
 

// ============================================================================
// region Recyclers
// ============================================================================

PARTUPGRADE:NEEDS[FeatureRadiation]
{
	name = Upgrade-StarActiveShield
	partIcon = crewCabin
	techRequired = experimentalScience
	cost = 65000
	title = Add active shield to the PAS-6 'Star' Utility Module
	manufacturer = Kerbalmax Industries
	description = Adds a active radiation shield to the PAS-6 'Star' Utility Module.
}


@PART[sspx-utility-125-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault,FeatureRadiation]:AFTER[zzzKerbalismDefault]
{
	// since this part contains an active shield, it needs a big NERF:
	// available only together with kerbalisms active shield
	// pricing adjusted, the part was way too cheap
	// @TechRequired = experimentalScience
	// @entryCost = 65000
	// @cost = 15000

	MODULE
	{
		name = Emitter
		radiation = -0.0000005555 // -0.002 rad/h
		toggle = true
		ec_rate = 1.25
		active = e10
		cost = 12000
		slots = 0

		UPGRADES
		{
			UPGRADE
			{
				name__ = Upgrade-StarActiveShield
				techRequired__ = experimentalScience
				slots = 1
			}
		}
	}
}

@PART[sspx-utility-125-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault,FeatureReliability]:AFTER[zzzKerbalismDefault]
{
	MODULE
	{
		name = Reliability
		type = Emitter
		title = Shield
		repair = Engineer
		mtbf = 72576000
		extra_cost = 2.5
		extra_mass = 0.1
	}
}
// end

 

Edited by BlueTiger12
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Complete edit because I'm an idiot (read further down the mod compatibility page).

The question I still have though, if I want KerbalAtomics/CryoTanks, must I manually install since they get bundled with Dynamic Battery Storage as a dependency through CKAN?

Edited by RocketRyleigh
Many goofs.
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Hey @Sir Mortimer, I'm not sure if I have done something wrong, if I stumbled across something that needs to be looked at, or I'm just too dumb to figure this out. While playing I noticed for the Radiation scan with the Geiger Counter, I am provided a situation for Kerbin: Space (Global). I cannot figure out how to achieve this. Looking through the configs it appears the "global" situation is for bodies w/o biomes (I may misunderstand  this as well). This is obviously not game breaking, more curiosity than anything and verification that I can or cannot achieve this situation. Photo below.

https://imgur.com/hAV6nt1

Thanks for your help, I love this mod!

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5 minutes ago, SkW3rL said:

Hey @Sir Mortimer, I'm not sure if I have done something wrong, if I stumbled across something that needs to be looked at, or I'm just too dumb to figure this out. While playing I noticed for the Radiation scan with the Geiger Counter, I am provided a situation for Kerbin: Space (Global). I cannot figure out how to achieve this. Looking through the configs it appears the "global" situation is for bodies w/o biomes (I may misunderstand  this as well). This is obviously not game breaking, more curiosity than anything and verification that I can or cannot achieve this situation. Photo below.

https://imgur.com/hAV6nt1

Thanks for your help, I love this mod!

You have to go beyond the radiation belts and magnetosphere to get into global space (press 1,2,3 on the numpad whilst in map view to see them - helps to zoom out a bit)

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22 minutes ago, Friznit said:

You have to go beyond the radiation belts and magnetosphere to get into global space (press 1,2,3 on the numpad whilst in map view to see them - helps to zoom out a bit)

Thanks @Friznit. I'm actually getting ready to do a flyby of The Mun, so I will get it done. I knew it was something I was doing wrong!

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