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M3tal_Warrior

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Everything posted by M3tal_Warrior

  1. Thanks, that's what I planned for the moment. It's just a little hard with about 60 employees, but hey, I'm a Linux user, I'm familiar with fiddling around in config files Edit: What I don't get is why the mod uses two ENTRY statements just to count a mission, instead of just reading out the flight log number of the Kerbal. It's 14 additional lines of code per mission spamming the save file unnecessarily. One might want to reconsider that.
  2. Well, I hoped some stuff could be parsed, like the career log: And there still is the progress tracking section: Thought it'd be able to read that stuff at least. I mean, would've been nice and might be an idea for the future - that is, if @Nereid has too much time on his hands Nevermind, thanks a lot. I might just start anew - or not. Let's see...
  3. Hi, I'm new to FF, and added it to a quite advanced safegame. Problem is: All my Kerbals have (at least in the eyes of FF) no merits whatsoever, despite planting flags on different bodies and so forth. Is there a way to force a scan over the safe file (permission is granted in the config menu), so all recorded merits are awarded properly?
  4. ´Hi, about the new Colony Inventory window, I think I'm reading it right, but some things just don't add up: Substrate, MetallicOre and Minerals are all on 0%, but in reality are at least at 11000 units. Other resources (like Gypsum, ExoticMinerals, RareMetals) are correctly displayed. The whole base is one part, so there's no resource containers in local range. BUT: There's 2 containers for MTO, MNR, SIL and SUB, one is empty (thanks to GPOFuelPump) and handles logistics, the other is the real storage. Take a look at Silicates, they're almost at 100% in the whole vessel, but the inventory display only seems to show the small (logistics) container and ignoring the bigger (storage) container. Is that intentional behavior, only to count the logistics enabled containers (but then, Fertilizer isn't taking part in logistics, and is still shown)?
  5. Quick suggestion (hope that's quick to implement too): The Planetary Resources tab of the Kolonization Menu is displaying every resource ever pushed to planetary storage, even if it's long gone. Is it possible to remove certain elements of the list 'by force', like with a button if there's no more in the storage (and the player knows it won't likely be pushed to PS in the future)? Say I landed with a new base on the planet, and had to push Metals, Polymers and Chemicals briefly to PS to just reassemble my base. Future operations will just pull MetallicOre, Minerals and Substrate from PS (since the mining sites are far away), but will store all intermediate products on site, so PS won't be burdened with them. This way one can weed out the list to make it a little shorter and thus clearer.
  6. Heyho, I might have found a bug within rescue contracts (or two). 1. If I have to rescue a Kerbal from orbit (without his vessel, but he has one) and dock the vessel with a claw on my ship, I sometimes am no longer the owner of my ship, although the save file has "ctrl = True" set for the vessel. It seems this happens if the docked (stranded) vessel is chosen the root part of the resulting vessel, since it has a launch ID of 0, but that might as well just be a coincidence of two vessels I rescued. 2. Say this Kerbal has already a certain level, like Lvl 4, it says "Recruited at level 4 on = 32) in the Astronaut Complex Log prior to recovery. At recovery this gets reset to 0, no experience granted for already achieved milestones whatsoever (like the standard "suborbital flight on Kerbin"). Maybe this collides with Strategias Media Circus strategy, which I always have active for additional experience gain. Anyone experienced similar problems?
  7. Quick suggestion, after having had to hire a lot of new staff: The way you can now chose what intelligence and bravery level your Kerbals are, as well as the profession, it struck me quite odd that all my hired Kerbals (I needed a lot!) have now exactly the same stats. Of course profession is something that shouldn't be random - which sensible company just hires random people off the street? But wouldn't it be more feasible for an advanced space agency to set max stupidity and min bravery levels, and take every applying Kerbal who's braver and less stupid than the levels you decided on, with random BadAsses thrown in if not explicitely asked for? Maybe even have a (albeit small) chance of higher level applicants? Like in
  8. Maybe it's a stupid way of thinking, but what if the FC would reroot the craft the moment you tell it to use *this* part for control? Just root the craft to this part - I could imagine this would catch a lot of flies in one go (especially with KIS/KAS modified crafts). It wouldn't even be necessary to rewrite the FC code... Sometimes it's easier to move the work piece instead of the tool at hand
  9. @[email protected] Is there the possibility that this screwup is being solved in some future version of the mod or do I have to rework my shuttles to prevent it? Just nicely asking, no pressure nor demand.
  10. Exactly that. Kinda annoying having to look it up in the game save file every time
  11. Hey guys, I got a problem, and I kinda guess it's similar to that of @strudo76: As long as the craft root is the same (or similar oriented) to the currently controlled part, no problem occurs. BUT when having a docking port stuck on a side and the game decides after the docking maneuver that this docking port is now the root part, all flight computer orientation will screw up, failing to be able to orient towards any node, custom pointer or else. Interestingly stock controls (pilots) are able to cope with that, for what I've seen. This is especially annoying with KAS and KIS usage for temporarily connecting ships, bases and suchlike to transfer resources. Does anybody else see this kind of behavior?
  12. First of all: Thank you for making my life so much easier by letting me group contracts. Stock window is a pain in the ass in the later game... Since I'm using Sentinel contracts for quite a bit now, is it possible to add some progress information that the stock GUI itself does not provide? As far as I see you only need to read the save file:
  13. Did you see the wiki page of CKAN? https://github.com/KSP-CKAN/CKAN/wiki/Adding-a-mod-to-the-CKAN As for TAC LS: I did play a lot with it for some years, but I always had problems integrating it to MKS/OKS and Karbonite. When it wasn't clear if it was continued a while ago, I finally made a switch to USI LS, for integration into MKS, stability and continuity. I (as a biology student) sort of regret not having O2, H2O, CO2, Waste, Waste Water and Food around, but I love the mental health issues presented with USI LS. Plus you can configure what effects starvation has over time, so death is still an option, but not mandatory. Anyways, thanks for your dedication!
  14. Many thanks from my part too! I've also installed the unofficial hack, that works like a charm. Maybe you can peek in there to ease problem finding.
  15. Thanks for picking it up - it's one of the mods I wait for until updating. And it works like a charm for 1.3 - take your time in implementing growth and stuff, it's way less important than a continuation of the mod Do you plan to put it on CKAN? I've seen it's one of very few mods not referenced there... BTW: Maybe you'll save yourself some time if you try to stick to USI LifeSupport for the whole monstrosity of supplies. @RoverDude does a great job with his mods and they fit perfectly in the scenario.
  16. BTW: The non-recognized profession 'Civilian' is breaking savegames with MKS/USI-LS. Once 'Civilian' Kerbals become tourists due to some shortage in Hab/Home time or supply, the game breaks at least on recovering them on Kerbin. Just a fair warning, I filed a bug report against MKS for that issue.
  17. No harm done. For what I know about you, you're a veteran, I'm a chemist studying biology. We both like computers and programming, so we sorta are a perfect match regarding the topic. Just give a shout if you need a bit of help on 'my' subject
  18. I'm sorry, I'll just stop telling you everything is good as you do it then... Edit: Just to clear things up: I told you in length that the current way you're doing things is absolutely realistic, and the problem you might see with realism isn't there at all. You do a good job.
  19. Not really. The CaO way I described earlier works without saturating anything with CO2 - in the recycling step you just have dry CaCO3 and heat it - there's CO2 (gaseous) and solid CaO afterwards, which can be separated through membranes. Even the pressure for storing could be generated by the reactor itself, although it slightly changes the reaction equilibrium towards CaCO3. With the NaCO3 way you're correct, there's one H2O for every molecule of CO2, but even then water could be separated by cooling it below zero (or - more exactly - below something about -20°C), which would freeze the water and trapping only a small portion of CO2 within the ice. And since this is water used for the CO2 separating step, one could just recycle it to that step and the CO2 dragged with it would only slightly diminish the capacity of the separating solution. There's just technical problems, no natural laws being in the way. Venting CO2 without losing more than a few molecules of water isn't impossible, it's just a bit more complicated depending on your way of doing things. You definitely don't need to dissolve CO2 in water to vent it, this would be horribly inefficient and blow out way more water than CO2.
  20. Diving in at the oxygen vs. 'breathable air' debate I'm absolutely against adding or changing the mod in any way. Although oxygen is a bit nasty to handle in pure form (being a chemist I know how dangerous that can be), we're entirely capable to oxygenate an atmosphere within a plane or spacecraft without having to drag around massive amounts of nitrogen. Even small and cheap sensors are able to measure the level down to single Promille. So technology is not a problem at all. Even the injection system can be made out of aluminium, which is inert towards oxygen (through an impenetrable Al2O3 surface layer) or PTFE and diminishes the danger level to zero. As for the filtering of CO2 we're not running around with tied hands either. There's a quite effective circle process with CaO which could be practiced in space crafts too, but it requires quite a bit of electricity (or at least temperature): CaO + CO2 --[H2O]--> CaCO3 CaCO3 --[900 °C]--> CaO + CO2 This should work with smaller efficiency and way lower temperatures (0-60°C) with NaCO3 (via NaHCO3) too, but I didn't find absorbance efficiencies for concentrated NaCO3 solutions right now. So, yes, reducing CO2 concentrations in breathable air is also possible, which adds up to danfarnsy being correct - we only have to feed the spacecraft atmosphere oxygen and filter out CO2. The reason why this isn't really done at the moment in mankinds space programs is a weight issue: It's less weight and thus cheaper to carry canned atmosphere up for the little time we're up there than to carry up a heavy and complicated reactor which needs to be operated and looked at, although this is done on long term missions (like the ISS) where the ratio reverses. Ah, and by the way: Breathing 100% oxygen doesn't kill you with atmospheric pressure levels, although it isn't exactly healthy over time (free radicals). It's even part of the emergency services' standard equipment and is used almost every time while dealing with respiratory problems.
  21. Is multicore support now a thing? I can't wait for the modders to catch up with the update, and then I'm very excited to finally USE my Intel Xeon (until now KSP was capped at 12.5%)...
  22. Seems that way. All my fresh recruits are now engineers and stick to that profession. You rock!
  23. First of all: Great Plugin! I really love it, since I've searched for some possibility to recruit engineers for my UKS bases. Using universities to bump their levels while recruiting is even better. Except: It doesn't work. I launched a 54 civilians colony on the runway, leaving it in pre-launch state and having some of my old guys enriching uranium in the same ship, to pay for the time I can't use the runway. All works quite well, I even get rent (although you said this was stopped for Kerbin bases for obvious cheating reasons). Having some universities on the ship I wait for the inspiration and education to fill up all right. Then: Recruiting engineers. I get quite a bunch, all level 3 - leaving the ship, returning lateron: Random jobs. Around 2/3 of my previously recruited engineers are now either level 3 scientists or level 3 pilots. Darn! Restarted the game, edited the save file to get enough education and inspiration to recruit another Kerbal, recruiting another engineer named Tamrie Kerman. Check: Engineer. Go EVA - Check: Engineer. Recover the single Kerbal (since she's on the runway), go to the Astronaut Complex: Tamrie Kerman is now available for next mission, as she's a level 3 scientist. Since I'm coding myself (but Bash, which is of little use with KSP plugins), I digged into the problem. Kerbal traits/jobs are hardcoded to the name, probably via hash function (read http://forum.kerbalspaceprogram.com/threads/103745-Editing-the-traits-abilities-%28pilot-scientist-engineer%29-of-the-Kerbals/page4 for details), and you seem to generate those names randomly. That's why it works at first, but isn't persistent. Maybe you can dig into Papa_Joe's code and find some ideas. Another way would maybe be to search the applicant roster to find out who's going to be what, and just remote-recruit those Kerbals to the ship in question.
  24. Jepp, I actually have massive problems with my high altitude planes - they're heating up to insane temperatures and can't cool down. Interesting part here are the differences between sea level atmosphere temperature levels and high altitude atmosphere temperature levels: ATL 288m (reference part: LY05 Steerable Landing Gear), 0 m/s: Thermal Mass: 128.0 Temp: 330.5 Temp Ext: 300.3 (= 27°C) Cond Flux: 0.32 Conv Flux: -3.28 Rad Flux: -0.5 Int Flux: 0.0 ATL 5,017m (reference part: LY05 Steerable Landing Gear), 40° pitch, 198 m/s: Thermal Mass: 128.0 Temp: 325.5 Temp Ext: 256.4 (= -17°C) Cond Flux: 3.42 Conv Flux: -5.72 Rad Flux: -0.56 Int Flux: 0.0 ATL 10,034m (reference part: LY05 Steerable Landing Gear), 40° pitch, 252 m/s: Thermal Mass: 128.0 Temp: 325.5 Temp Ext: 252.3 (= -21°C) Cond Flux: 9.86 Conv Flux: -4.31 Rad Flux: -0.61 Int Flux: 0.0 ATL 15,014m (reference part: LY05 Steerable Landing Gear), 41° pitch, 287 m/s: Thermal Mass: 128.0 Temp: 328.1 Temp Ext: 287.1 (= +14°C <<<<< ...?) Cond Flux: 17 Conv Flux: -1.5 Rad Flux: -0.66 Int Flux: 0.0 ATL 20,026m (reference part: LY05 Steerable Landing Gear), 42° pitch, 337 m/s: Thermal Mass: 128.0 Temp: 333.3 Temp Ext: 336.6 (= +63°C <<<<< ...??) Cond Flux: 25.07 Conv Flux: 0.07 Rad Flux: -0.74 Int Flux: 0.0 ATL 25,001m (reference part: LY05 Steerable Landing Gear), 43° pitch, 454 m/s: Thermal Mass: 128.0 Temp: 339.9 Temp Ext: 454.0 (= +181°C <<<<< ...???) Cond Flux: 32.49 Conv Flux: 1.39 Rad Flux: -0.83 Int Flux: 0.0 ATL 30,029m (reference part: LY05 Steerable Landing Gear), 43° pitch, 605 m/s: Thermal Mass: 128.0 Temp: 346.6 Temp Ext: 605.4 (= +332°C <<<<< ...????) Cond Flux: 38.40 Conv Flux: 2.65 Rad Flux: -0.93 Int Flux: 0.0 I had to break the experiment there because the high pitch and altitude in combination with my low speed depleted my intake air (I got to redo it with lower pitch and RemoteTech Autopilot), but it seems as follows: Squad didn't bother with separating external temperature (which should be -150°C pretty soon at medium height) and friction heating, merging all into this Temp Ext. value. This is backed by tests with a totally overpowered plane when accelerating at 9000 m height, when Temp Ext jumps up very quickly. To me this seems to be quite a messed up job they did with heating, merging too early and using the wrong formula there (and maybe even using wrong heat capacities and heat conductivity values). It certainly does not help to land in water, though the parts should send the water around them boiling away like flies vs. flamethrower. Edit: After a brief look into the description of parts it seems to me they even messed up K and °C - as the landing gear glows bright red at 950K while it should be able to take 1000°C max.
  25. Actually you miss the whole point. This thread is about the Null Reference Exception, not some disk space problem, as indicated in the very first post (and all others). Sorry, pal. BTW: Who uses torrents for anything other than open source software still? Waving at the content industry bragging about your piracy would have the same effect...
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