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Posts posted by garwel

  1. 3 hours ago, BrobDingnag said:

    Hi, garwel. Thanks for the mod; I've been using it for quite a while now. A problem is that in the very most recent version (and the one immediately prior, at least), it doesn't remember that anything has happened. Every single time I do something that it covers, it fires the appropriate event for that and gives me more points. The "first orbit," "first return," "heaviest vehicle," etc. are most common, of course. And this happens upon not just every launch, but every switch between ships, even if straight from the map view, back and forth, without ever returning to land. 

    No idea why. I don't use any other mods that look at the progression files (rather, I shouldn't be...) I have Contract Configurator, but don't have that old achievements mod (the one that gives kerbals their own service bars), which is the only thing I can think would do it. Any ideas? Thanks.

    Can you enable Debug mode in the mod's settings and share the log file when you experience these issues?

  2. Kerbal Health 1.5.2

    • Compiled for KSP 1.11.2. Should be compatible with KSP versions 1.8 up (not tested)
    • Changed: New rebalance pass for parts' living space, shielding and more (affects stock and most mods)
    • Added: Patches for Far Future Technologies, KRE, Near Future Launch Vehicles, Rational Resources, Rational Resources Parts
    • Changed: Kerbal Health's icon is now green out of respect for the work of the International Committee of the Red Cross
    • Changed: Replaced in-game settings for min levels of the Astronaut Complex and R&D building for decontamination with a single checkbox that lets you disable this check altogether. Actual needed levels can still be set via config files (can be used by mods that increase number of upgrades)
    • Changed: Small UI improvements and log spam reduction in Debug mode
    • Fixed: Decontamination was broken some releases ago
    • Fixed: Details for wrong kerbals were sometimes displayed on Health Monitor's pages beyond the first one

    Download here

  3. 8 hours ago, Dunbaratu said:

    I had a brief window of time to test this today but this information wasn't true.  The save file is for KSP 1.11.2, not 1.11.1 so I have to re-download a fresh copy to perform the test on KSP 1.11.2, and that means I'll try tomorrow.  (I barely had an open window of time today and having to prep a different install of the game with the right mods etc pushes me over the time limit.)

    Sorry about that. I haven't played KSP for a few months, so I forgot it got updated meanwhile.

  4. 6 hours ago, JebIsDeadBaby said:

    @Dunbaratu - isn't it the case of this issue?

    Sounds plausible.

    PS: However, I've done tests with much heavier vessels (up to 13 t instead of 3 t in my original tests), which should be slower to turn and therefore free from this bug, and the result was still worse than desired: kOS overshot the target direction by about 90 degrees (in the first iteration), and took overall about 1 minute and 6 units of monoprop for the maneuver vs 30 s and 3-4 units of monoprop for stock SAS (which also moves very smoothly and doesn't overshoot at all).

  5. It's me again, and I'm going to talk about the same issue: latest version of kOS' handling of RCS.

    I've done some testing with a simple vessel with RCS controls and no reaction wheels. With weak RCS (I used 8 ReStock's 0.1-strong RV-1X thrusters), stock SAS turns the sample vessel into the desired position in 6-7 seconds using just 1 unit of monoprop. kOS with cooked control takes about 40 s and 3.5 units of monoprop for the same maneuver.

    If you install stronger RCS (8 RV-105 thrusters, 1 kN each), things get even worse. Stock SAS works just as quickly and just spends a bit more RCS fuel. kOS, however, never really managed to completely stabilize and spent at least a minute and 15 units of monopropellant to at least get close to the desired direction.

    You can test it out yourself with this save I've made: https://mega.nz/file/eyJ2mBIY#iblUThD75r7nQX98JbwNurpCRT0RUX11uQU_OAjhPrY

    Mods used: kOS (v1.3.2), ReStock, ReStock+, Module Manager. KSP 1.11.1. Vessel R1-105 uses strong RCS thrusters, vessel R1-1X uses weak ones. I tested by setting SAS to prograde and by using script that did "LOCK STEERING TO PROGRADE." (and a wait loop).

    I am pretty certain things didn't look so bad in the older version of kOS steering. I used it extensively and the only problem I had was too small corrections when near the desired direction (and IIRC these mostly happened when the vessel was in the atmosphere). So far, my attempts to play with PID parameters haven't brought any good results.

    Is it a bug or WAD? Is there a way to revert to the old system?

  6. On 2/7/2021 at 12:19 PM, flart said:

    Why do you filter cockpits and cupolas from automatic RadiationShielding patch ?

    Because cockpits are supposed to be used in the atmosphere and cupolas are covered with glass. So generally, they are not suitable for radiation protection. But you can override this when needed.

  7. 1 hour ago, MacLuky said:

    I am having some problems with COPYPATH. Is there a way to debug this? 

    SET startupScript TO SHIP:NAME + ".ks".
    SET remoteCopy TO "0:/" + startupScript.
    SET localCopy TO "1:/" + startupScript.
    COPYPATH (remoteCopy, localCopy).
    RUNPATH (localCopy).

    As you can see I have a file "Hammer-D0-06.ks" on volume 0 that i want to copy to volume 1. The command does not result in an error, but no file gets copied. I've also checked the logfile and can't find a clue. Any idea? I am on KOS


    Check that you have enough disk space on the kOS CPU volume. If you don't, it just silently skips copying.

  8. I removed the MandatoryRCS DLL, but I still have the oscillation. I think the problem arises when you have no or very weak reaction wheels: kOS can't stabilize the vessel only using RCS and the engine. Strangely, it worked reasonably well in the past (although sometimes it used too much monoprop for preventing roll).

    I noticed that it gets better when I manually turn off RCS about halfway between towards the target orientation at every oscillation. Then I manage to reduce the amplitude and have the (more or less) needed orientation. So my idea is that the PID just keeps firing RCS thrusters for too long. It may cause any issues when you have strong reaction wheels, because they'll eventually stabilize the craft, but with weaker (and more realistic) RW, you are doomed to have this endless swinging.

    I'm not very good with PID settings, so I'm wondering if this is something that can be addressed in scripts (other than using more stronger reaction wheels).

  9. Hi, there is a compatilibity issue between MandatoryRCS and kOS (since its last update). Below is a description by kOS' author. Do you think it's something you could address on your side?

    2 hours ago, Dunbaratu said:

    Reading through the MandatoryRCS code on github, it appears that its nerfing of reaction wheels is done in a way that is problematic for other mods that also have an OnFlyByWire() pass like kOS.

    I say this because the order of events seems to be this:

    1 - In its Update(), kOS queries the sum of all torque capability provided by all parts (RCS, reaction wheel, engine gimbal, etc).
    2 - In its OnFlyByWire(), kOS uses that value to choose how it should set the pitch/yaw/roll controls.
    3 - In its OnFlyByWire(), MandatoryRCS nerfs the reaction wheel capability now that it's too late for kOS to see the change.
    4 - Now the stock game physically affects the ship by applying the pitch/yaw/roll controls  that kOS assigned in step 3 above.
    5 - Now the stock game resets the reaction wheels' torque back to stock values for the next pass.
    6 - Back to step 1.

    This order of events makes the nerfing that MandatoryRCS does be invisible to kOS, since that nerfing only exists temporarily in between kOS's passes.  By the time kOS queries the values again next pass, they're back to their stock settings again, and won't get re-nerfed until after kOS's OnFlyByWire() control settings have been locked in.

    It might be possible to work around this by having kOS move its torque capability query to its OnFlyByWire() instead of its Update(), and also continually check the Delegate dispatch chain order of OnFlyByWire()s and if kOS's hook comes before MandatoryRCS's hook, have kOS move it's hook to the end of the chain to guarantee it lets MandatoryRCS go first (swapping the order of step (2) and step (3) in my above description.)  But that's a weird ad-hoc fix to a problem I'm not really sure is kOS's fault.

  10. On 1/25/2021 at 1:05 AM, Dunbaratu said:

    As far as an exit - yeah I know.  It got stuck in limbo because I kept waffling on whether or not programs should have exit codes.  But it should be dealt with.

    Personally, I never felt the need to return a value from a script (and I could do it with global variables anyway).

    I also encounter the same problem as @JebIsDeadBaby: RCS keeps firing for too long, and the ship "swings" back and forth for a long time. In one case, when my vessel's CoM was a bit off, it used all the monopropellant (which was supposed to be enough for a long journey) and still failed to orient itself correctly. I also use MandatoryRCS, and KSP is 1.11.

  11. As a big fan of kOS, I try to automate nearly everything in my vessels. But there is one little thing that keeps bothering me: exiting the program. I still can't find a simple way to tell kOS to stop the script. RETURN doesn't seem to do the trick, for example. So I have to either write long IF statements or keep temporary variables to check in the main loop. 

    So if I can make a feature request, I want to ask for a command that stops executing the current script.

    Oh, and I have a question. What is the "Script Trigger" action in the Editor for kOS parts? I think it's new, but I didn't find anything in the changelog.

  12. 9 hours ago, Kilo60 said:

    How to I get my stock chutes back in 1.11...

    I doubt you can do that on existing vessels, but if you remove RealChute the game should (in theory) you'll be able to design ships with stock chutes and your kerbals will obtain those too. However, your existing designs may become unavailable (because some of the parts come from a removed mod). You may, of course, roll back the game to 1.10, replace all RealChutes with stock chutes, save, then download 1.11 and continue playing. Or you can just wait for @stupid_chris to update this mod whenever he has time for that.

  13. On 1/7/2021 at 4:40 PM, SmarterThanMe said:

    Hi! Training is a fascinating idea... Does it work nicely with Kerbal Construction Time?

    There is no direct cooperation between Kerbal Health and KCT, but they work fine together. Depending on your KCT preset, you may need to adjust training time to make it sensible.

  14. 38 minutes ago, PocketBrotector said:

    Happy New Year!

    I've been wondering what type of material KH's RadiationShielding might represent - partly out of curiosity, but partly so that I can plan how it might be manufactured in-situ using Extraplanetary Launchpads and/or RationalResources. (Both mods have their way of producing non-transferable resources in the right place - Recipes for EpL, and Blacksmith for RR.) 

    The literature that I've seen commonly cites hydrogen-rich plastics such as polyethylene as an effective shielding material. Is it reasonable to assume that RadiationShielding is polyethylene or something like it?

    TBH, I don't remember exactly what I had in mind but it may be polyethilene or another H-rich plastic, because it's very efficient compared to other resources. E.g., 1 ton of KH Radiation Shielding provides 10 half-thicknesses (for a one-person vessel) compared to 2 for water and 5 for lead.

  15. ModManager reports an error in SystemHeatConverters/genericConverters.cfg. I don't see any more details in the log.

    I'm using KSP 1.11. Here is my mod list:


     Flight Manager for Reusable Stages (FMRS) Continued (FMRSContinued
    Action Groups Extended (AGExt 1:
    Alternate Resource Panel (AlternateResourcePanel 1:v2.10.0.0)
    AutoAGL (AutoAGL 1.2)
    B9 Part Switch (B9PartSwitch v2.17.0)
    Better SR Bs (BetterSRBs 1.2.4)
    BonVoyage (BonVoyage 1:1.2.0)
    BreakingGround-DLC (BreakingGround-DLC (unmanaged))
    Celestial Body Science Editor (CelestialBodyScienceEditor 12.0)
    Chatterer (Chatterer 0.9.99)
    Chatterer Extended (ChattererExtended 0.6.2)
    ClickThrough Blocker (ClickThroughBlocker 1:
    Community Category Kit (CommunityCategoryKit v5.2.0.0)
    Community Resource Pack (CommunityResourcePack 1.4.2)
    Community Tech Tree (CommunityTechTree 1:3.4.3)
    Connected Living Space (ConnectedLivingSpace
    Contract Configurator (ContractConfigurator 1.30.5)
    Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:
    Contract Pack: Clever Sats (ContractConfigurator-CleverSats 1.4)
    Contract Pack: Exploration Plus (ContractConfigurator-ExplorationPlus 2.0.1)
    Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.2)
    Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2)
    Contract Parser (ContractParser 9.0)
    Contracts Window + (ContractsWindowPlus 9.4)
    Cryo Tanks (CryoTanks 1.5.5)
    Cryo Tanks Core (CryoTanks-Core 1.5.5)
    Cryogenic Engines (CryoEngines 1:1.2.0)
    Custom Barn Kit (CustomBarnKit
    Deployable Engines Plugin (DeployableEngines 1.2.3)
    Distant Object Enhancement Continued (DistantObject v2.0.1.1)
    Distant Object Enhancement Continued default config (DistantObject-default v2.0.1.1)
    DMagic Orbital Science (DMagicOrbitalScience 1.4.3)
    Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.9.1)
    Dynamic Battery Storage (DynamicBatteryStorage 2:
    Easy Vessel Switch (EVS) (EasyVesselSwitch 2.1)
    Engine Lighting Relit (EngineLightRelit 1.6.3)
    Environmental Visual Enhancements (EnvironmentalVisualEnhancements 3:1.10.1-3)
    Ferram Aerospace Research Continued (FerramAerospaceResearchContinued 3:
    Final Frontier (FinalFrontier 1.10.0-3485)
    Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.2.0)
    JNSQ (JNSQ 0.9.0)
    JNSQ Ribbon Pack (JNSQ-RibbonPack 0.9.0)
    JSIPartUtilities (JSIPartUtilities
    JX2Antenna (JX2Antenna 2.0.5)
    Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0)
    Kerbal Atomics (KerbalAtomics 1:1.2.0)
    Kerbal Atomics - Other Mod Support (KerbalAtomics-NTRModSupport 1.2.0)
    Kerbal Attachment System (KAS 1.7)
    Kerbal Changelog (KerbalChangelog v1.3.0)
    Kerbal Construction Time (KerbalConstructionTime 1:1.4.8)
    Kerbal Engineer Redux (KerbalEngineerRedux
    Kerbal Health (KerbalHealth v1.5.1)
    Kerbal Inventory System (KIS 1.27)
    Kerbal Inventory System - No Fun (KerbalInventorySystemNoFun v1.4.2)
    Kerbalism (Kerbalism 3.12)
    Kerbalism - Default Config (Kerbalism-Config-Default 3.12)
    Kerbalism Companion Calculator (KerbalismCompanionCalculator v1.3.0)
    Kopernicus Bleeding Edge Beta - DEV RELEASE (Kopernicus-BE UBEE_1110_58)
    kOS: Scriptable Autopilot System (kOS 1:
    kOS-SCANSat (kOS-SCANSat
    KSP Craft Organizer (VAB/SPH tags + craft searching) (KspCraftOrganizer 1.6.0)
    MagiCore (MagiCore
    Making History (MakingHistory-DLC 1.11.0)
    Mandatory RCS (MandatoryRCS 1:1.8)
    MechJeb and Engineer for all! (MechJebForAll
    Module Manager (ModuleManager 4.1.4)
    Near Future Electrical (NearFutureElectrical 1.2.0)
    Near Future Electrical - Decaying RTGs (NearFutureElectrical-DecayingRTGs 1.2.0)
    Near Future Electrical Core (NearFutureElectrical-Core 1.2.0)
    Near Future Exploration (NearFutureExploration 1.1.0)
    Near Future IVA Props (NearFutureProps 1:0.6.4)
    Near Future Launch Vehicles (NearFutureLaunchVehicles 2.1.1)
    Near Future Propulsion (NearFuturePropulsion 1.3.0)
    Near Future Solar (NearFutureSolar 1.3.0)
    Near Future Solar Core (NearFutureSolar-Core 1.3.0)
    Near Future Spacecraft (NearFutureSpacecraft 1.4.0)
    OhScrap! (OhScrap
    Olympic1's ARP Icons (Olympic1ARPIcons 2:
    PlanetShine (PlanetShine
    PlanetShine - Default configuration (PlanetShine-Config-Default
    Precise Maneuver (PreciseManeuver 2:2.4.4)
    Probes Before Crew [PBC] (ProbesBeforeCrew 2.80)
    Progress Parser (ProgressParser 11.0)
    RasterPropMonitor (RasterPropMonitor 1:v0.31.4)
    RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.4)
    Rational Resources (RationalResources 1.14.1)
    Rational Resources Parts (RationalResourcesParts 1.14.1)
    RCS Build Aid (RCSBuildAid v1.0.5)
    Real Plume (RealPlume 2:v13.3.2)
    Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.3)
    RecoveryController (RecoveryController 0.0.4)
    Reentry Particle Effect Renewed (ReentryParticleEffect
    ReStock (ReStock 1.2.1)
    ReStock+ (ReStockPlus 1.2.1)
    SCANsat (SCANsat v20.4)
    scatterer (Scatterer 3:v0.0722)
    Scatterer Default Config (Scatterer-config 3:v0.0722)
    Scatterer Sunflare (Scatterer-sunflare 3:v0.0722)
    ScrapYard (ScrapYard
    Sensible Screenshot (SensibleScreenshot
    Ship Effects Continued (ShipEffectsContinued 1.0.11)
    Ship Manifest (ShipManifest
    Signal Delay (SignalDelay v0.2.13)
    SmokeScreen - Extended FX Plugin (SmokeScreen
    Space Age (SpaceAge v1.3.1)
    SpaceTux Library (SpaceTuxLibrary 0.0.5)
    Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 1.3.6)
    Strategia (Strategia 1.8.0)
    Surface Mounted Lights (surfacelights 1.16)
    System Heat (SystemHeat 0.3.2)
    System Heat - Nuclear Engine Configuration (SystemHeat-FissionEngines 0.3.2)
    System Heat - Nuclear Reactor Configuration (SystemHeat-FissionReactors 0.3.2)
    System Heat - Resource Converter Configuration (SystemHeat-Converters 0.3.2)
    System Heat - Resource Harvester Configuration (SystemHeat-Harvesters 0.3.2)
    TextureReplacer (TextureReplacer v4.3.1)
    The Janitor's Closet (JanitorsCloset 0.3.7)
    Timekeeper (Timekeeper v1.0.2)
    Toolbar (Toolbar 1:
    Toolbar Controller (ToolbarController 1:
    TooManyOrbits (TooManyOrbits
    Tracking Station Evolved (TrackingStationEvolved 6.0)
    Trajectories (Trajectories v2.3.4)
    Transfer Window Planner (TransferWindowPlanner v1.7.2.0)
    TriggerAu Flags (TriggerAu-Flags v2.10.0.0)
    Universal Storage II (UniversalStorage2
    Urgent Contracts (UrgentContracts v0.1.1)
    Vessel Viewer Continued (VesselView 2:
    VesselView-UI-RasterPropMonitor (VesselView-UI-RasterPropMonitor 1:
    Waterfall - Restock (WaterfallRestock 0.1.5)
    Waterfall Core (Waterfall 0.3.0)
    Waypoint Manager (WaypointManager
    WindowShine (WindowShineTR 1:2.0)
    Wwwwwwwww (Wwwwwwwww
    Zero MiniAVC (ZeroMiniAVC 1:


  16. 15 hours ago, R-T-B said:

    Oof, please retry.  There were indeed some metadata errors as DasSkelett pointed out.  Sorry for the bumps there!

    Well, after a lot of tries, I'm back to square one: I managed to reinstall MFI and Kopernicus via CKAN, but it only allowed Release 55. The problem might have something to do with JNSQ (there were some warnings related to it in the process), but frankly I don't know what happened.

    I think I'll wait for MFI to update normal way. Hopefully, it should fix the issues, right?

  17. 6 hours ago, R-T-B said:

    We are shipping a fork of ModularFlightIntegrator now that replaces the stock one, until fixes are mainlined (it is feature comparable and should work with nearly everything).  If you run into this, just uninstall/reinstall.  It should fix things.  The autoupdate logic in CKAN may trap you on Release 55 otherwise.  I'm discussing with Sarbian how to proceed longterm so we don't have to keep forking/unforking MFI, producing confusion like this.

    Ok, I uninstalled MFI and Kopernicus and tried to reinstall the latter. Now, Release 57 is marked as available, but when I try to actually install it, I get these messages:

    The following inconsistencies were found:
    * Kopernicus-BE UBEE_1101_57 conflicts with Kopernicus
    * Kopernicus-BE UBEE_1101_57 conflicts with Kopernicus
    * Kopernicus-BE UBEE_1101_57 conflicts with Kopernicus
    Error during installation!
    If the above message indicates a download error, please try again. Otherwise, please open an issue for us to investigate.
    If you suspect a metadata problem: https://github.com/KSP-CKAN/NetKAN/issues/new/choose
    If you suspect a bug in the client: https://github.com/KSP-CKAN/CKAN/issues/new/choose

    I found that CKAN now lists the ordinary Kopernicus as autodetected (even though I don't have a Kopernicus folder in my GameData), which may be the cause. So, I'm not sure whether it's a CKAN/NetKAN issue or Kopernicus', but reporting for you.

  18. 9 hours ago, flart said:

    For some time I will not be getting heaviest vessel to orbit Kerbin achievement :)


    Could you exclude vessel with asteroids to the separate mass achievement category?
    Or ignore asteroid mass within vessel mass achievement, but make heaviest asteroid on orbit achievement?

    I'll see how hard it should be.

  19. On 12/5/2020 at 10:48 PM, PocketBrotector said:

    There are some balance questions regarding the SSPX parts currently - I believe a fix is pending. The only one that's likely to cause the problem you're describing is that the SSPX cupolas don't provide recuperation at the moment, so use a stock cupola instead. 

    Generally, achieving very long or even indefinite habitation durations (suitable for interplanetary trips) involves combining parts to minimize the negative factors, maximize the positive ones, then add a cupola for recuperation.

    • Stress: ensure that a kerbal is fully trained for all vessels they will inhabit on a mission (you can initiate training in the VAB/SPH). Max training level is capped by your Astronaut Complex level. Stress can be reduced from -2HP/day (untrained) to -0.3HP/day (best case).
    • Confinement: have some combination of plenty of living space and at least one lounge to reduce this penalty to low levels.
    • Loneliness: eliminate this by sending at least two kerbals, or by sending a single kerbal with the hidden "BadS" flag (Jeb and Val both have this, and regular kerbals have a 1/10 chance of having it.) Or mitigate it by 50% by attaching a cupola.
    • Microgravity: attach a centrifuge from SSPX or ensure that crew are landed on a body with >0.1g local gravity. This would be the hardest thing to mitigate with just stock parts.
    • EVA: avoid long EVAs - a few minutes to gather samples and plant a flag is fine, but days or more can be deadly. So use pressurized rovers instead of command chairs, for example.
    • Connected: Make sure you have a connection to CommNet (set up relays as needed). Enhance this with "broadband internet" by attaching a fast direct antenna for a small bonus.
    • Recuperation: if you've done everything else right, adding a cupola will allow HP to stabilize at some level above exhaustion.
    • Radiation: not necessarily an immediate concern like the other factors, but too much accumulation will semi-permanently reduce max HP; try to make sure habitable parts and heat shields are filled with RadShielding before launch. If that's not enough shielding, add some structural parts with additional RadShielding capacity, or use an SSPX container to ship Lead, or use a mod that lets you produce Water in-situ.

    Or you can post your current vessel and we should be able to provide feedback on what's missing.

    Yes, a rebalance pass is underway. If you guys are really itching to try it out, you can download the updated patches from the dev branch. But note that the testing is very far from over on that and it's not even alpha at the moment, so there can be issues.

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