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lordcirth
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KSP2 Release Notes
Everything posted by lordcirth
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So I'm on Ubuntu 16.04, I've run 'pip install --upgrade krpc' and pip3 as well. Installed kRPC v0.3.9 from CKAN into a clean KSP 1.3.0 install. In Python 2, any time I try to get anything from the vessel, I get this: >>> import krpc >>> conn = krpc.connect(name="ssto") >>> ship = conn.space_center.active_vessel >>> print ship.name Traceback (most recent call last): File "<stdin>", line 1, in <module> File "<string>", line 1, in <lambda> File "/usr/local/lib/python2.7/dist-packages/krpc/client.py", line 85, in _invoke service, procedure, args, param_names, param_types, return_type) File "/usr/local/lib/python2.7/dist-packages/krpc/client.py", line 119, in _build_request request.arguments.add(position=i, value=Encoder.encode(value, typ)) File "/usr/local/lib/python2.7/dist-packages/krpc/encoder.py", line 45, in encode return cls._encode_value(object_id, cls._types.as_type('uint64')) File "/usr/local/lib/python2.7/dist-packages/krpc/encoder.py", line 87, in _encode_value return getattr(_ValueEncoder, 'encode_' + typ.protobuf_type)(value) File "/usr/local/lib/python2.7/dist-packages/krpc/encoder.py", line 154, in encode_uint64 return cls._encode_varint(value) File "/usr/local/lib/python2.7/dist-packages/krpc/encoder.py", line 123, in _encode_varint protobuf_encoder._VarintEncoder()(write, value) TypeError: EncodeVarint() takes exactly 3 arguments (2 given) >>> I'm guessing I've got some sort of version mismatch? EDIT: It looks like it's a version mismatch between krpc and protobuf - except that the changelog at https://github.com/krpc/krpc/releases/tag/v0.3.9 says protobuf v3.3.0, I downgraded from 3.4.0 and it still doesn't work. protobuf function: https://github.com/google/protobuf/blob/master/python/google/protobuf/internal/encoder.py#L375
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You've got it extended?
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Oh, I forgot to mention - pretty sure the stress effect of living space caps at 40 m^3.
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1) Near Future Electrical has bigger batteries. A 3.75m supply would be nice. 2) This was discussed here in the past but I can't find it now 3) As mentioned back a bit, Shotgunninja intends to disable NERV radiation (and maybe also RTG?) until this can be implemented. 4) That does sound handy 5) Ore -> shielding does make sense, also sounds easy to implement, maybe one of us should make the pull request.
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By the way, a tip for everyone - if practical, have enough battery for a full orbit + night length, not just night, unless you want to lose a crew to an eclipse...
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Yeah, CO2 buildup is one of the quickest things. But what was the cause of *that*? That only happens when a scrubber breaks, or you run out of EC, both of which are their own warnings. Unless you turned the scrubber off?
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Kerbalism does stop warp on messages, but the stock game "winds down" warp rather than stopping instantly, so if the problem is sudden, they can still die. Out of curiosity, what type of warning/death was it?
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@ShotgunNinja It seems that Cryotanks/Kerbalism interaction is broken again, My EC doesn't change when not focused, transmission stalls, and KSP.log is full of this: [EXC 16:44:33.665] 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 () Disabling cooling didn't help.
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Settings.cfg, Signal = false
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Well no. But I thought Kerbalism didn't stomp the existing stock converters, so you can use them to get LFO? I haven't gotten to ISRU in my Kerbalism career.
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Not on KSP right now but I think you extract CO2 from atmospheres, using the Atmospheric Variometer thingy.
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By editing Settings.cfg or the profile you're using, like Default.
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@ShotgunNinja The latest updates to Nertea's CryoTanks changed cooling EC cost code, and it no longer shows up for me in Kerbalism planner. However, it does correctly cool and consume EC while focused, and I think while backgrounded too, so it's not a huge problem.
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Radiation does not take part positioning into account. Note this comment about hopefully doing it in future:
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Odd. Anything interesting in the logs?
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Ok, well I don't know about the inflatable but long term missions should have a water recycler (2 if no engineer), it's 80% efficient so that means you get 5x the duration per ton of water. So you could turn several of those presumably hybrid Supply containers into Food only, and get far better LS duration.
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So did you have a water recycler or not? Also, I wonder if there's a bug with that inflatable habitat - shielding works per surface area, and perhaps the max shielding you can put on it is calculated on uninflated? How does its shielding amount compare to the cupola?
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Life support: How many Kerbals total? What was your total life support duration in planner? Did you have a water recycler? Radiation: What other crew capsules did you have besides the cupola I see? How many of them had this max shielding? Did you disable the others when the storm hit?
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So what do your logs say? Pastebin them please. http://bpaste.net/
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[1.2.2 / 1.3] Career Evolution Contract Pack
lordcirth replied to pap1723's topic in KSP1 Mod Releases
This mod looks great. Anyone know if it works/balances well with Strategia? -
Kerbals die when the capsule grows too hot without AC, or too cold without heating, or when the scrubber stops and the air fills with CO2. They don't directly die from lack of EC.
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Probably what you are running into is that cabin CO2 and Kerbal CO2 are separate. If a scrubber turns off, cabin CO2 will rise to 100% in minutes, but Kerbal CO2 starts rising proportional to that. So there's a delayed reaction, where by the time you get a warning that Jeb is light-headed (33% Kerbal CO2, I think) the cabin is at 100%. Then you turn your scrubber on, and the cabin CO2 starts dropping, but Kerbal CO2 keeps going *up* for a bit. You get "trouble breathing", 50% Kerbal CO2, before you're safe. From experience, once you get a warning in a mk1 pod you can survive if you turn scrubbing on immediately. TL;DR, just don't run out of EC, ever.
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Pretty sure everything is in per second unless otherwise specified. Usually it is specified, though...
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.cs files are C# source code, you don't need them. Just install the contents of Gamedata as usual. Also, I recommend CKAN.
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Procedural parts can do cylinder, cone, smoothed cone, probably some others.