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lordcirth
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Everything posted by lordcirth
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A 3.75m active shield makes perfect sense, I'd like more 3.75m parts in general. The exact balance I think needs work; shotgunninja said the active shield was fairly new and he wasn't sure about the balance. So whatever numbers are decided, the 3.75m stats should be linear with mass, I think. It's simpler than way.
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The checksum message I did get, at least sometimes. Not sure if it was every time. Can someone else test and see if they get the blue text with the latest alpha?
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That's interesting, I think it used to be smaller. The temp measurement was exactly 8MB. However, even at the end I didn't see the little blue text over the craft with the +Science, any idea why?
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@HaullyGames, did your new Signal patch break partial science transmission? Because that's not working for me. I can pause and resume, but I don't get partial science points.
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Kerbalism already has changable containers (like a dozen other mods; we really ought to deduplicate).
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Using RSS with stock parts, without a scaling mod like SMURFF, is already way too hard. KSP stock parts are nerfed relative to real life, but not the 10x that the solar system was nerfed.
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Should be; but it may be unbalanced. Since it takes longer to get anywhere, radiation especially may become hard to manage. If you look above, I've already asked for a quick tunable to rescale speeds:
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Hmm, a system that says "no you can't zap them for an hour and be fine because it's only half the lifetime dose" makes sense. I'd prefer to avoid complication, though. I think those of us who play with this mod a lot underestimate how long it takes some new players to learn it already. Right now, one thing that all the resources have in common is that in the VAB planner, they all give you a number of days that you can survive, period. You compare this to your mission, and you survive. While not entirely realistic, this is simple, consistent, and IMHO good for gameplay. Randomized death, even carefully balanced, sounds harder to learn and prone to be frustrating when the RNG rolls poorly. Adding an 'airlock' system is interesting, but it should at least be optional.
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Regarding engine radiation, a while back ShotgunNinja did say that he wanted to rework it to allow ship design to change the radiation amount, like you say. In the meantime, he considered disabling emission. Perhaps we should do that, or maybe turn it down.
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@HaullyGames, a feature request (unless it already exists). A variable to scale *all* life support processes, so that when I play with Sigma Dimensions and it takes twice as long to get everywhere, I can just set '0.5' and play. Right now I think I'd need to edit nearly everything in the Profiles/Default.cfg to make that work. It's nearly impossible to do a Duna mission in 4x scale, because radiation is too high, for example. I can set shielding to be better, I know.
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A lot of ShotgunNinja's design decisions were driven by performance - this code runs continuously on every craft in the game, even at max warp. It has to be really carefully optimized. Having just Atmosphere means that Pressure Control deals with only one resource.
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As I understand it: Atmosphere represents "fresh air", ie Earthlike Nitrogen / Oxygen mix. The Oxygen is not actually calculated as part of Pressure Control. WasteAtmosphere is "used air", so Nitrogen + CO2. Scrubbers turn WasteAtmosphere into Atmosphere (put back in the capsule) and CO2, which is stored or dumped. Atmosphere also leaks proportional to hab surface area, which is why we need Nitrogen tanks for long trips. Oxygen is not considered to leak, presumably for simplicity of calculation, which I think is why it's not listed under Pressure Control.
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I really don't see why you'd want to add a nice UI to RemoteTech when you could just ... use Kerbalism. But yes, Kerbalism's UI and planner is amazing. The Data transmission window is especially great. What I would most like, personally, is bugfixes and compatibility with more mods. The biggest one is CryoTanks. Currently I have to disable boiloff or it crashes background processing. Kerbalism used to seamlessly disable Nertea's code and add the boiloff to background processing, but a change to CryoTanks broke it. Also, fixing the Kerbalism custom category instead of the Utility patch would be great. Ready to go pull requests are also waiting (I see you got mine, thanks!): https://github.com/ShotgunNinja/Kerbalism/pull/150 https://github.com/ShotgunNinja/Kerbalism/pull/140 Neither of these have any downside that I'm aware of.
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Running Kerbalism and RO together doesn't really make sense, IMHO. RO uses TAC-LS and RemoteTech, and changes everything. Kerbalism is made to be applied to stock KSP. Though Kerbalism does work with RemoteTech if you want that.
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The only workaround I know of is to delete the dll. However, Kerbalism used to disable it and take over the boiloff processing, but a CryoTanks update broke it, I think? So it's totally possible to fix.
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Kerbalism kind of *is* it's background processing system. Most of the mod wouldn't work without it. There's also no reason to disable it other than mod interactions, and those are better to just patch.
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To work in 1.3.1: https://github.com/ShotgunNinja/Kerbalism/issues/162#issuecomment-338810899 Mechjeb, Dmagic, B9, K2, Near Future, KIS, KAS: Not aware of any problem Universal storage: Works, US fuel cell is OP, though. CryoTanks: boiloff breaks Kerbalism's background processing. Delete SimpleBoiloff.dll to disable. There is a continued version, but it's just getting started and doesn't have fixes yet: https://github.com/ScienceFun/Kerbalism-Continued
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Laythe has them too: https://github.com/ShotgunNinja/Kerbalism/blob/master/GameData/Kerbalism/System/Resources.cfg#L362
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The Greenhouse grows lots of Food and a little Oxygen, and requires Water and Ammonia. https://github.com/ShotgunNinja/Kerbalism/wiki/Default-Profile Water can be mined on Duna: https://github.com/ShotgunNinja/Kerbalism/blob/master/GameData/Kerbalism/System/Resources.cfg#L265 Ammonia can be produced by a Waste Processor from Waste: https://github.com/ShotgunNinja/Kerbalism/blob/df53abc41b0deeb51f348e1b419b620347d43f66/GameData/Kerbalism/Profiles/Default.cfg#L218 Though I don't think it's 100% efficient. Don't feel like tracing the numbers right now. To make new Ammonia, the Haber Process makes Ammonia from Hydrogen and Nitrogen: https://github.com/ShotgunNinja/Kerbalism/blob/df53abc41b0deeb51f348e1b419b620347d43f66/GameData/Kerbalism/Profiles/Default.cfg#L311 Nitrogen can be mined on Duna: https://github.com/ShotgunNinja/Kerbalism/blob/805f2bbdb042ca7ae5f60207d9599b76a8b408e2/GameData/Kerbalism/System/Resources.cfg#L297 And Hydrogen can be split out of Water by electrolysis. https://github.com/ShotgunNinja/Kerbalism/blob/df53abc41b0deeb51f348e1b419b620347d43f66/GameData/Kerbalism/Profiles/Default.cfg#L278 TL;DR: If you can collect Water and Nitrogen onsite, you can create Food forever. Duna has both. Water is directly minable, and Oxygen can be split from Water. So closed-loop is possible on Duna provided you have lots of EC and equipment, not to mention redundancy and an Engineer to fix them all.
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[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
lordcirth replied to tajampi's topic in KSP1 Mod Releases
Why wouldn't they? Still quite hot. Are you confusing MP with cold gas? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
lordcirth replied to Ven's topic in KSP1 Mod Development
I just tried this patch in 1.3.1 with the latest CKAN CTT and Ven's, and while it puts the Dachshund engine in Basic Rocketry, the LV-T45 Swivel is also there. Probably because stock moved it since. I copied this section and added '2' to fix it: @PART[liquidEngine2]:NEEDS[CommunityTechTree] { @TechRequired = generalRocketry } @Ven , could this patch be added to Stock Part Revamp? -
You could use Janitor's Closet to remove parts from the list. Or just install Procedural Parts and Tanks but No Tanks.
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Hard drives are consumables in the long term; the idea is just to not lose data when they inevitably fail. For example, I've got 3x3TB in raidz (similar to raid5, n-1) on my home server. 3 years in, just before warranty, one of them failed, totally dead, no warning. A week later when I got around to it, I swapped it for a new one at the store, plugged it in, and it resilvered over the next 6 hours. Does cost more up front, though.
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What OS are you running? You might want to look into raid, or better yet ZFS.
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[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
lordcirth replied to tajampi's topic in KSP1 Mod Releases
The CKAN metadata says it only supports 1.2.2. Shouldn't be hard to fix.