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lordcirth
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Everything posted by lordcirth
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Kerbalism didn't break the comms, it replaces them with it's own. https://github.com/ShotgunNinja/Kerbalism/wiki/Signal
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In Kerbalism, the lab changes sample-return experiments into transmissible science. He's planning on adding some lab-only experiments since the lab's a bit underpowered and boring right now. Any scientist who goes on EVA can reset the experiments, just like in Stock. And if you want, you can disable the Science system by editing ./GameData/Kerbalism/Settings.cfg and setting "Science = false".
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By recovering them on Kerbin.
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So I was able to fix this without removing cryotanks entirely; if you (re)move the SimpleBoiloff.dll, that's enough. There will be no boiloff or EC cost but the rest will work.
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Other mods that try to do background sim can break Kerbalism's. Like CryoTanks, as I ran into. Check your logs and/or look for mods you're using that do background sim.
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Kerbalism's chemical reactions are based on cutting-edge, but real, experimental results. Thus the balance. But it was also made to be easy to replace profiles if you want. Thanks for sharing!
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lordcirth replied to ferram4's topic in KSP1 Mod Releases
Well, you could use Sigma Dimensions to scale up the bodies, making ascent harder. Or a custom SMURFF config to nerf engines a bit. Or other difficulty mods like life support would add mass.- 14,073 replies
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Kerbalism disables the Signal system if RT is installed.
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Pretty sure they act independently, yeah. Bit confusing but not game-breaking. But it would probably make more sense to disable Kerbalism's failures in the config. 'Reliability = false'
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lordcirth replied to ferram4's topic in KSP1 Mod Releases
People earlier were saying that it works, but it's quite slow because it calls the FAR functions too frequently.- 14,073 replies
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@theSpeare @leomike He's also been talking about putting configurable (like ECLSS) new experiments into the Lab, some of which will require a Scientist, some an Engineer, etc. Which would take time to run. I'm a fan of that idea.
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
lordcirth replied to Probus's topic in KSP1 Mod Releases
1.3 update in May but I don't see it on CKAN?- 1,028 replies
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Wow, good job on the research. Skimming it, it seems that heat loss to the outside is one of the main consumers of energy. If we assume we have better insulation, we could lower the EC cost for balance?
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No it doesn't. You can see the numbers involved in the Kerbalism planner. Living space per kerbal, up to 40m^3, multiplied by the comforts. What you might be able to do is add a new part that is massive and adds, like, +1 to the comfort factor, which would double everything.
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You can slow it down a lot, but never reduce it without recovering. You could use Deep Freeze to stop all life support entirely.
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
lordcirth replied to Probus's topic in KSP1 Mod Releases
That doesn't make sense. What other mods do you have, and did you install any others around the same time?- 1,028 replies
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It works great, takes about a second sometimes to recognize that you've run a given experiment and show green. I am also using Dmagic and a few unusual experiments there don't show up, btw.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lordcirth replied to ferram4's topic in KSP1 Mod Releases
Yes, too many craft running can slow down your game.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lordcirth replied to ferram4's topic in KSP1 Mod Releases
Do you have Trajectories installed? Some people have recently reported performance problems with both installed.- 14,073 replies
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So I moved Gamedata/CryoTanks/SimpleBoiloff.dll out of the way and things now work. However I'd really love if I could re-enable this before launching my Duna Mothership, which will use cryotanks. @ShotgunNinja I know you fixed CryoTanks compatibility a while back, do you have any idea what might have broken it again?
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Well yes, I'm sure removing cryotanks would fix it - except that it would break my save, given that I have several cryotank vessels in flight. And the whole reason I need this science transmission is to unlock bigger cryotanks for my Duna mothership.
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You will need Science and Signal on; I think everything else can go.
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So my problem might actually be a background processing problem, I'm getting this spam again: Parameter name: key System.Collections.Generic.Dictionary`2[System.String,KERBALISM.resource_info].TryGetValue (System.String key, KERBALISM.resource_info& value) KERBALISM.vessel_resources.Info (.Vessel v, System.String resource_name) KERBALISM.Background.ProcessCryoTank (.Vessel v, .ProtoPartSnapshot p, .ProtoPartModuleSnapshot m, .PartModule simple_boiloff, KERBALISM.vessel_resources resources, Double elapsed_s) KERBALISM.Background.update (.Vessel v, KERBALISM.vessel_info vi, KERBALISM.VesselData vd, KERBALISM.vessel_resources resources, Double elapsed_s) KERBALISM.Kerbalism.FixedUpdate () [EXC 17:10:08.167] ArgumentNullException: Argument cannot be null. Parameter name: key System.Collections.Generic.Dictionary`2[System.String,KERBALISM.resource_info].TryGetValue (System.String key, KERBALISM.resource_info& value) KERBALISM.vessel_resources.Info (.Vessel v, System.String resource_name) KERBALISM.Background.ProcessCryoTank (.Vessel v, .ProtoPartSnapshot p, .ProtoPartModuleSnapshot m, .PartModule simple_boiloff, KERBALISM.vessel_resources resources, Double elapsed_s) KERBALISM.Background.update (.Vessel v, KERBALISM.vessel_info vi, KERBALISM.VesselData vd, KERBALISM.vessel_resources resources, Double elapsed_s) KERBALISM.Kerbalism.FixedUpdate () [EXC 17:10:08.186] ArgumentNullException: Argument cannot be null. It sounds like an incompatibility with CryoTanks. @ShotgunNinja am I right?
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It's an RA-2 Relay Antenna (25 Gm) for the high-gain, and a Commutron 16 for low-gain. The Kerbalism planner said it would be in range some of the time; I planned on upgrading the Tracking Station for the 5x range while it was in flight. I upgraded it after I arrived a Duna and saw it was barely connected. Supposedly 2.59kb/s and I could control them but data wouldn't transmit. But the upgrade did nothing; I timewarped till Duna was getting close again. Now it's 11kb/s: 11 is enough to transmit. However, I am now having an electricity shortage on the relay sats - I must have forgotten to set "simulate in planner" on both antennas at once while designing. But that's entirely my own fault.
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Isn't upgrading the Tracking Station / Deep Space Network supposed to increase comm range like in stock? I just put some probes in orbit of Duna, they could barely reach back (2.59kb/s) so I upgraded tracking to level 3. Now they are still as slow, and in fact no data seems to transmit even at maximum warp. Do I need to just wait a year for Duna to be closer?