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theJesuit

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Everything posted by theJesuit

  1. Asteroids are treated as craft, so if another craft doesnt shadow then the asteroid wont either. I'll have a look at NITE when i get a chance.
  2. If only we could spawn craft or even kerbals with the greenhouse module
  3. Yea, maybe processed into MetalParts (Rocket Parts) perhaps. It would be so little material though! Maybe this is going to be a little difficult to do. Maybe then a straight conversion in the same way that I convert OrganicSlurry to Consumables as a straight one to one conversion. Maybe I shouldn't be thinking this hard about it.
  4. I'll go back and relook at it. No solution to shadowing - maybe it just isn't possible. I seem to be able to grab the Polar Biomes with NITE when playing JNSQ, which is 2.7 times bigger, but atmosphere is only 10kms higher. Not sure that there is a solution in stock . I may be able to remove stock polar biomes? I'll have another look. I wonder why the asteroid allows for shadow? That seems bizarre. But good to know for the future.
  5. Lying in a KOT works! Well, it did reduce some stress by doubling the process removal of stress. You need really to have no other stressful things on the craft - but it worked! Horray! With the Algae Farms now a thing I'm thinking of trying to using the Configure trick on the greenhouses. Keeping the plant growth bonus for stress, there will be an option to Configure between a the regular greenhouse, the biomass experiment and high Air producing plants - inedible - however, I'm unsure what happens to the Bad of the Air? Maybe a handwave in that it can be recycled back for the plant to produce fertilizer, or perhaps into Ore or NaturalOre? Or not worry! There is also the Splitter Process that I don't think I've used on any part ever. High EC to turn BadAir into Air. This could get added in the ECLSS (kerbalism-lifesupportmodule). Also a high end process that is added in late in the tech tree.
  6. I'll be heading down the Option 2 for Algae Farms. Whilst the reversal of Air and BadAir sounds fun, it leads to jiggling and juggling the same parts to achieve a balance which I think would get tiresome after a while - the same problem i had with vanilla kerbalism all those years ago with water and food being separate. With the success of using Configure to switch between RELAX and KOTs, im wondering if I can do the same for the Greenhouse and the BioMatter experiment. Hopefully a release soon!
  7. So, an update. I think this works. And I can get Kerbal Occupation Therapies (KOTs) into a Configure option - the same as the kerbalism experiments. This means I will add RELAX back into a Configure option in crew cabins, as it current is just there rather than be an option. A 'None' option will be available too. The Configure is entitled Crew Tasks , with None, RELAX and KOTs as a late game upgrade. KOTs is based on a Sickbay module - which unfortunately doesn't have a say on the kerbalism wiki. I've also decided on this basis to not change the stress rates for any of different duration profiles. Still haven't decided on the Algae Farm options.
  8. Try looking at Kerbalsim SIMPLEX. the science structure is the same, and i think i used Modules rather than specifoc parts. The NITE experiment requires the solar panel module. the FITE requires the wheel module. That might work better than trying to point to individual parts.
  9. @JadeOfMaar Okay, okay, okay. I CAN change the length of time it takes to send a kerbal insane - it is actually the stress rule inside the profile itself. <facepalm> And the modifiers in the save game setting seem to need to add to 1.05, still working on this. Next trial is to but the settings back into the settings.cfg to see if it adjusts the default settings when starting a new game. I'm kind of considering the lessening the time it takes to get stressed for JNSQ - maybe half? Although I'd rather not. Regardless, the 78 years of travel time to Nara - or even an interstellar voyage, will require some form of manipulation or curing of the stress through a sickbay TV. Even Liindor will need something. This doesn't seem to be taken into account in the Kerbalism planner (if the vanilla Sickbay is turned on). Not sure if I can fix this. The vanilla TV is a 'tranquilizing vortex'. I'm thinking more along the lines of calling it either: DTC "DeStress through Coding"; KKO "Keep Kerbals Occupied" or KOT "Kerbal Occupation Therapy" and adding it in as an upgrade somehow.
  10. I for one would like to welcome our new Kerbal overlords... @Valentina Kerman
  11. @JadeOfMaarI am feeling keen on option three too Sourdough is only the idea of constant food generation. I'm still calling it an algae farm. As for the stress, the 24ish? years (JNSQ is 13 years of 12 hourx365 days) seems to be a hard limit. The settings.cfg doesnt have an adjustment of stresses, this is done in a per game settings menu but it looks like it manipulates fractions. I want to adjust the hard limit and give firm-ground a higher fraction. So I think going to need to put back a 'sick bay' type feature to remove stress, but I'll add it in as a late game feature. I'm not keen on the vanilla kerbalism TV, I'd call it purposeWork or something. If i can switch it out with the RELAX science experiment that would be perfect.
  12. @JadeOfMaar, looking for your thoughts. Moldavite Machines aside, I've made a simplex part (mashed up stock parts, my specialty?) as an Algae Farm - supporting 2 kerbals. However, without a greenhouse then there is no option for the "plants" comfort - and the BioMatter Science experiment. Plants comfort seems to be is a massive boost to the comfort metric So I've added a 'Botany' part as well. Not for producing food, but to give a part for that particular science experiment and also to give the comfort boost. But I am a little concerned about making the Algae Farm too powerful in regards to LifeSupport. In a sense, the kerbalism greenhouse does a full conversion, plus providing plant comfort and the BioMatter experiment, however the 72 day harvest breaks that up. In vanilla kerbalism I think the CO2 to Oxygen is not fully recycled at the same rate? Not sure, but I went for a simple solution (broken up with regularish harvesting of course) So here are the options: Algae Farm is for a full life support conversion in an Algae Farm, Botany provides comfort (and science) only Algae Farm: BadAir + Organic Slurry => Air + Consumables Algae Farm is only for consumables, Botany converts CO2 and Air Algae Farm: Organic Slurry => Consumables Botany : BadAir => Air Algae Farm is only for consumables, but also consumes Air, converting it to BadAir, Botany converts CO2 and Air at increased rate to compensate. Algae Farm: Air/2 + Organic Slurry => BadAir/2 + Consumables Botany : BadAir => Air at rate to compensate for regular breathing and the AlgaeFarm Note: BadAir to Air at increased rate would also be helpful in utilising BadAir produced from converting Ores to RocketParts/MetalParts in construction. The third option is more realistic with the idea of the Algae Farm being like a sourdough starter which in the real world produces CO2 and needs some O2 to work well. Something else to consider, my current coding for testing is Option 1 the loss of Air for the air pressure is noticeable - enough habitat space for 4 kerbals to have their ideal volume/kerbal meaning that for really long missions excess air should be taken into account - which really is the point. In vanilla kerbalism Air pressure is maintained through Nitrogen which has to be brought in or harevsted from somewhere. A further thought on the reliability front regarding interstellar travel. As I mostly play JNSQ and everywhere is accessible except for Nara being about ~78 years on a one way trip on the most efficient trajectory. With current comfort settings this is pretty much impossible with Simplex as I don't have a the VR to reverse stress. Ideally, I'd increase the firm ground bonus (which I'm not sure is possible from a cfg manipulation - I think it is hard coded). The active shield is already awesome enough to cope with the long flight time re. radiation. Otherwise I'm going to need to think about stress in a different way.
  13. I already feel that it is ANOTHER thing to add in for the sake of closing off the loop and tidying it up. Simplex's point was that I tended to balance out food and water and got sick of it so I combined them into Consumables. It is an idea though of a direct BadAir to Air converter, from a Kerbalism coding POV scrubbers just take BadAir out of the craft's 'atmosphere' and either stores it or dumps it overboard. Perhaps I'd add it into the ECLSS part as another process. I'll mull over it. Good idea to make the MTBF a longer term. It currently is set at 8 years, which seems like a long time, not sure which part I copied that from... but every kinda real science piece of fiction around interstellar travel over many many years has breakdowns right? I have no idea how long people it takes to get to another star system!
  14. @JadeOfMaar and @milkmilk, So I've been looking into this and going down some rabbit holes. As I was certain I already had Algae producing food constantly, but I found a Greenhouse module! Turns out what I did for the SSPX Aquaponics and the Moldavite Machine Algae was that I used the Greenhouse module (requiring harvesting) but made it harvest some Ore, with some Ore, BadAir and Organic Slurry as input. It then produces Ore at the very end when you 'harvest', but it is producing Consumables and Air as output all the time. Normally greenhouses are setup in code to produce food (Consumables) at harvest, but Oxygen (Air) constantly as the plants are growing - makes sense right? Harvest had to be done every year. Which means setting up the an alarm to remind yourself to harvest. The tradeoff is that you don't get the Green Plant bonus. So I was right, in my posts but not quite and it may not be obvious for people about the different Greenhouse mechanics styles. I was also debating with myself as I'm now thinking of my sourdough starter that I began last year, whether making the ISRU input OrganicSlurry and Air, and getting Consumables and BadAir out as a sourdough released CO2. I was almost certain of this, but it adds in a layer of complexity which I don't know I can be bothered with - as for large vessels or long term bases it means another mechanic to convert the BadAir back! So if I'm doing this, then it will produce Air as well. I'm in two minds about this, which do I use? An ISRU click and forget, or a Greenhouse style annual harvest? I'm also debating, if going down the ISRU route, whether to add reliability to the ISRU style. This would require a scientist to fix. Always remember that Kerbalism is about provide some new and interesting ways to kill your kerbals.
  15. Hi, a more niche QoL request: I've been wondering for a while, when using EVA construction, kerbals can't manipulate the root part, for me this is often a probe core, but not always. A kerbal can remove everything else, but the last piece is unable to be manipulated and attached to another craft. Looking recently at this, when constructing a drilling base on the Mun, I looked at the save file for probe core of the vessel that had delivered everything, and IIRC in the save files the probe core had the line: sit = LANDED I changed it to DROPPED PART and when I did change it I was able to then manipulate it. Would it be possible please to have a QoL option (when in construction mode perhaps) to allow for parts on their own to have their situation changed? Peace.
  16. This looks really great. Would adding support for the parameters from KER be possible? i usually set up the HUD UIs from KER to display lots of info but this looks better!
  17. These configs will probably only work for KerbalismConfig, and not Kerbalism Simplex. I'm working on an update currently - maybe by the weekend? Looking at Jade's numbers (no offence @JadeOfMaar) I like the idea of a simple calculation, so I may change to support .5, 1.5 and 4
  18. The multi adapters are supposed to be squished - I think from memory that they are the 2.5 to multi 1.25 connections.
  19. Kerbalism Simplex has them producing more. Checking back I made it .5 kerbals for the 1.875m (equivalent to the vanilla greenhouse), the 2.5m was 1 kerbal amd the 3.75 was 2 kerbals. Harvest is every 72 days. The algae farms have an equivalent support level and are continuous using the Kerbalism converters. I guess the point is to differentiate between a greenhouse that has plants which require maturity against something like a sourdough where you scrap off the top continously. I'm also happy to bump the number of kerbals supported to .5, 1.5 and 4 for the different sizes. I'm currently working on an update which slows down speed of harvesting Ore and processing into fuels by 20x. It means a longer wait to fill upnthose massive tanks! On a related note, another thing I realised in my latest playthrough is that with AngleCan Progression Plus, where the only cost for your space agency is buying resources like fuel, new kerbalsm and Space Centre Upgrades, I made Consumables VERY expensive. Because the limit on funds is by mining and returning Ore to Kerbin or World Firsts a good way might be to set up farms on Kerbin. Something I'm going to look into.
  20. The greenhouse mechanic doesnt self harvest which I agree is very annoying. It is a kerbalism limitation and I can't code, only manipulate cfg files. Moldavite Machines is a great mod, and has a part I coded to act as a permanent producer of consumables and air from OrganicSlurry and BadAir, running like an ISRU. I'll think about how I could put this into Kerbalism Simplex. I'd need a decent looking model to start I think. Give me a week or so.
  21. Okay. Ill look into it. are you playing a stock system or with a changed day length? In my current play-through I've extended the duration of RELAX by 3, but increased the science by 3 as well to keep the daily rate still the same. I'll look into extending out the Science Lab experiments as well if they are off.
  22. I'm having this problem too on the forum, like layout is non existent on default theme. Android, Mobile, Firefox or Chrome as the browser. its okay with on the dark theme.
  23. Interesting. I think with Kerbalism Simplex I get around this by giving probes 50 EC. I'll add this in though rather as @PART[batteryPack]:NEEDS[KerbalismConfig]:FINAL { @TechRequired = start }
  24. More antennas of the same part will help methinks. but data rate will also drop off over distance as well. Another option is to increase the size of the harddrive in the probe, or put an external one on. Peace.
  25. What a great idea! I'm looking forward to seeing how this develops. Peace.
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