![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_default_photo.png)
leomike
Members-
Posts
110 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by leomike
-
@dboi88 I'd also need to capture EVA, separation and recycler being turned off. Alternatively I could only call this on mouse over in the monitor, which may be the simplest option. In addition the approach that is currently taken is to calculate the delta of the resource over one tick and apply the rule on top of that. This doesn't work for discrete resource consumption as the delta shows resource going up after consumption until the waste resource is depleted, the it becomes flat. One approach might be to copy what is done on the planner, but that has issues if waste resources are present (which in the VAB is not an issue).
-
Finally had time to look at the background processing tonight; back-end is in place but it will take a bit of time to replace all the old code to use this instead (especially the rules). Should be able to look at this tomorrow as it is a public holiday. I've noticed the depletion timers seem to take a absurd amount of time. I'm hesitating between completely removing this (which would remove the "time until depleted" in the monitor) or updating once per Kerbin day (this means they could be unreliable if there was a change in crew/vessel for up to two days, but would improve performance and also resolve the issue with discrete resource consumption). Any feedback on this? Signal update was also "optimized". Since it was at a theorical minimum, I simply changed it to update every 10 frames instead of every frame. If ever this causes noticable lag every 1/2-1/3 of a second, I can change it to update 1/10th of the vessels every frame (now that the idea crossed my mind... I might just do that tomorrow). @dboi88 Thanks for your save game, much better than my old method of dropping 4 crew capsules on the runway.
-
@aEverr An optional parameter was added for "postMessage". I'm not very familiar with C#, but I'm guessing that the change messed up the references. Let me know if you encounter the same issue with the 1.1.3 recompile.
-
@Zeroroller Kerbalism/Patches/System.cfg, scroll to the very end and change transfer = NONE to transfer = PUMP. For setting up the ISRU to generate shielding, see here. Edit: Also just to make it clear, although I have been very active in the forum and have recompiled the mod for 1.1.3, this was created by @ShotgunNinja and remains, at least for the time being, his/her (just being polite here, there's female Ninjas too) project. But I do agree, awesome mod.
-
@Kebra 1. No contract pack that I know of. 2. The part should be highlighted. You can turn this on/off for the vessel in the monitor. 3. You can right click an antenna to see it's range once it's placed (VAB or in flight). I believe the communitron 8 covers the Kerbin system (when all the appropriate nodes are unlocked, base barely makes it to the Mun).
-
@BashGordon33 You can just copy the SCRUBBER { ... }, have one just for oxygen, one just for water. Note that the planner should work afterwards but the monitor will probably be off.
-
@BashGordon33 You need two separate scrubber module. Each only supports one input/output. Also regarding the transmission, look at the cfg file of the part that has the experiment and change the xmit rate to 1.
-
@BashGordon33 Does the rule work in flight? What does the code for the modified scrubber look like?
-
@dboi88 Thanks, I'll look at it later this week.
-
I may have found a solution for EC usage at high warp that should hopefully increase background simulation performance as well. Won't have time to build it until this weekend (hopefully @ShotgunNinja is back by then) but would someone have a 1.1.3 save preferably, with few/no other mods, so I can test performance impact?
-
@Peder Community resource pack is not in your list. Install that and it should work afterward (also Kerbalism is not in your list... but I'm guessing it's installed ).
-
@Peder Do you also have community resource pack installed? Can you see the food?
-
@JeffreyCor The CO2 and Waste storage is provided by any crew part but is hidden. You shouldn't need to worry about this.
-
@The-Doctor I believe this was discussed in the past and efforts would be relatively significant. In addition, 1.2.0 will bring stock antenna range feature which will probably require a complete rework for that feature in both Kerbalism and Remote Tech.
-
@The-Doctor I poked around the configs and source code quite a bit so I'm just trying to help others out. Although the license is very liberal, I don't have any plan to "steal" @ShotgunNinja's amazing work, there's a lot to be proud of with this mod. If ever the mod is officially abandoned I might see if I would have time to update it further, but my C# skills are not very... sharp.
-
For those of you that are interested, I have recompiled Kerbalism for 1.1.3 (@yorshee this should fix your problem). You can find it here (update the dll in the GameData/Kerbalism folder). I have run a few quick tests and it seems to work fine, but consider this a hotfix until @ShotgunNinja is back (you might not want to use this in a major career game until we get an official update).
-
@The-Doctor Storms are every 100 to 400 Kerbin days (can be edited in settings.cfg).
-
@Chicken_Cabbage Do you have community resource pack installed? Are you using KSP 1.1.2? @yorshee That's expected. The mod has not been updated for 1.1.3. @benad @dboi88 I don't think there's any reason to alarm ourselves. @ShotgunNinja has shown great interest in adding new features and improving Kerbalism in the past, I wouldn't expect the mod to be abandoned. I might look and see if I can make a quick patch to make it work on 1.1.3 if I get time before an official update, I'd expect the changes to be minimal.
-
@Reaver67 TAC life support will mean you need to disable the life support rules (you could keep stress and radiation) otherwise there will be overlap. Also this might mess up background processing a bit. Remote tech means that the antenna feature will automatically disable itself (which will also reduce the usefulness of the radiation since storms won't affect antennas anymore, and communication home won't impact stress anymore). USI doesn't support Kerbalism I believe, so no background processing on that either. Overall, most of this mod will no longer be used if you have TAC and RT installed, but it can still add a few interesting features.
-
@brusura I don't have any experience in sandbox but from my understanding (which may be wrong) of the malfunction calculation, with maximum quality parts will break between 160 to 16,000 days after launch. Depending on how long your base has been there, it's possible you didn't reach the 160 mark yet and even if you did, malfunction happens randomly between those two times.
-
@enlait That's an interesting approach. For passive parts perhaps extend a bit the life span (right now parts will malfunction between 20 to 2000 days after launch) or offer a "sleep mode" on probes where we don't have any control (except turn sleep mode off) but with lower or no malfunctions. That could also help with the lag you experienced by disabling background processing for those vessels.
-
@jlcarneiro Scrubbers are enabled by default, but it's possible it was accidentally turned off or if you forgot EC generation (but that would also kill your Kerbal if you have climate enabled). Do you still have the save game? @enlait I think each LS mod has it's own play style. Radiation, stress and malfunctions are major reasons why I love Kerbalism (along with the amazing interface). But I do agree that certain tweaks are annoying when trying to integrate with other mods.
-
@jlcarneiro Do you have module manager installed? Also make sure the scrubber was not turned off on your vessel. Are you running KSP 1.1.2?
-
@animanatole I don't know off the top of my head what tech nodes are changed by the mod but these wouldn't be a bug. @BashGordon33 That's in the dll. Alternatively you can use a scrubber instead of a recycler but that means it won't use filtration material and you will have unlimited water in atmosphere (condensation?). @Razorfang Last I checked it is not and there was no short term plan to add support, simply too many modules. @Zeroroller It is possible, change the shielding definition to transfer = PUMP, it is under GameData/Kerbalism (not sure what file exactly). To be able to generate from ore, look a few pages back in the thread.
-
@ShotgunNinja Just found a minor bug with the planner/vessel information. I have a rule (mostly copied from the realism profile) that consumes 1 water and converts it to 0.99 waste water per day. I then created a recycler that converts 1 waste water back to 0.98 water. This creates two issues: With 5 units of water, the VAB planner gives me 167 days of supply (which is correct), but as soon as I add any amount of waste water, the VAB planner predicts the craft is perpetual Once I launch the vessel, the vessel information pane tell me that I will run out of resources in 5 days as it doesn't seem to take the recycler into account