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AVaughan
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Yeah, but we probably shouldn't derail this thread with a lengthy discussion of possible changes, unless Roverdude indicates that he'd like to see them, and that this is where he'd like any such discussion to take place. (Other possible places to have the discussion include a github bug report, or a new thread on the forum, but again I wouldn't want to start or encourage such a discussion without Roverdude's blessing). Starting a potentially lengthy discussion here is likely to lead to a lot of other players throwing their hat into the ring, and a lot of potential extra suggestions, at least some of which will probably not fit with Roverdude's vision of what he wants this mod to be. We should only have that discussion here with Roverdude's ok, and especially shouldn't add too much to the noise in this thread, which is more a support than a development thread, without his permission.
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@Wyzard, I also have some ideas I've considered suggesting, but I've hesitated to suggest them. This is Roverdude's mod, and things should work however he wants.
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Ok. Thanks for the reply. After a bit of testing, adding Remotetech is definitely the problem. Here is the Remotetech_HGR.cfg // Speedwaystar's RemoteTech patch for HGRSolarPanels // omni antenna, ranges = 100km undeployed and 1500km deployed @PART[HGRSolarPanels1]:NEEDS[RemoteTech]:FIRST { !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 100000 %Mode1OmniRange = 1500000 %EnergyCost = 0.05 %DeployFxModules = 1 %TRANSMITTER { %PacketInterval = 0.4 %PacketSize = 2 %PacketResourceCost = 12.0 } } %MODULE[ModuleSPUPassive] {} } Does that look right @Kerbas_ad_astra ? (Especially that ModuleSPUPassive bit)? (Note from my point of view this isn't a major issue. A few more hrs play and I'll have better solar panels unlocked. Now off to try to find out why scansat is also bugged atm). Edit: forget that bit about ModuleSPUPassive . SPU is Signal Processing Unit, from remotetech. (All remotetech antennas have SPUPassive) I had jumped to the conclusion that SPU was Solar Panel something or other, and figured Solar Panel ... Passive didn't sound right for a deployable solar panel.
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Hi Are the OX-SJ solar panels working for other people? I have no UI button to to deploy the panels after leaving the VAB. (And even deploying the panels before leaving the VAB, doesn't result them being properly deployed once the craft unpacks on the pad). The antennas do extend and retract, just not the panels. KSP 1.2.2 64bit HGR + HGR Community Fixes 1.5.1 RemoteTech 1.8.3 and 60+ other mods. Thanks in advance.
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@ShotgunNinja Thanks for looking at this. There seems to have been a communication breakdown which was my fault. I never wrote this up properly (though I thought the included screenshots would have been a clue). Whilst Mun.2 had a long eclipse whilst returning from the Mun, the bug was actually about Farm.1. I'll go over this in detail below. Thinking about when I've noticed this bug it has always been in a session which has already had at least one revert or load/quickload (often more than one). I'm wondering if there are any corner cases where the cache isn't getting invalidated/updated after a revert or a load? (I'll try to see if I can create a reproduction recipe after posting this). Apologies in advance if the next bit comes across as patronising or aggressive (reading this before posting I'm concerned it will, but i don't have the time or energy to rewrite it), I'm trying to show that the issue isn't simply a case of me thinking the ship was in sunlight, when the sun was below the horizon. The problematic vessel is Farm.1, but I've only seen the issue when I've been piloting other ships, then switching to Farm.1 for some reason Quitting the game and then loading a save also fixes it, so I can't really give you a save as a reproduction case. I was piloting Mun.2 when the low power script on Farm.1 fired. I swapped over to check on it. It was in daylight. I re-oriented it to maximise the sun on it's solar panels and swapped back to Mun.2, thinking Farm.1 would be ok. Timewarped at about x10 (I was collecting per biome gravity scans on the way back from a Mun landing) . Timewarp stopped almost instantly, Farm.1 was low on power. Switched back to Farm.1. Still in sunlight. Made the first named save about this time, but didn't take a screenshot. (I hadn't noticed anything I wanted a screenshot of yet). Loading that save now, so I can take some screenshots Farm.1 was definitely in sunshine at this time. (Screenshots in spoiler. Note that despite being in plenty of sunlight, and having a decent charge rate and panel orientation, the batteries are down around 15%). About 3 minutes mission elapsed time later I made the second named save. I was definitely seeing a bug. (Still no screenshots from that time, but a screenshot from loading that save now in the spoiler). Note the change in mission elapsed time. Yet despite having a decent charge rate, the batteries are about the same charge. I tracked this for most of an orbit. I'm not sure precisely when I worked out what was going on, but if I was in command of Farm.1 then KSP's normal processing would recharge the batteries, if I switched back to Mun.2 then the batteries would start to run down, even though Farm.1 was clearly in sunlight. I checked whether Farm.1 might have been eclipsed by the Mun, or Minmus. No. Eve and Moho were also well clear. I kept Farm.1 in focus until for a while to let it's batteries recharge. Now we come to the third named save. By this time I had worked out what was going on and took screenshots to document it. Kerbalism thought that Farm.1 was in shadow even when it was in the sun. This is Farm.1 a few minutes after sunrise. Notice how Kerbalism's vessel summary panel in the top-right thinks Farm.1 is in shadow, yet Kerbalism's detail panel says that it's battery life is perpetual. 4 seconds later. Note the negative EC resource consumption rate in KSP resource panel. KSP says the batteries are charging. Kerbalism still thinks Farm.1 is in shadow. I didn't get a screenshot of it at the time, but I did rotate the camera until it was behind the ship to check that the sun was above the horizon. Here is a screenshot from behind Farm.1, just after loading the third named save, and about a minute mission elapsed time before the screenshots above. Shortly after sunrise. Now the second time I saw this bug, Kerbalism thought Farm.1 was in sunlight, yet it definitely looks like it is in shadow. This was a different session, and using a later pre-release. I think this time I was running pre6. Lastly another issue I've being seeing this savegame, and don't recall seeing in stock, is using a one kerbal lander (without any antenna). I land, grab science reports/surface samples, plant a flag, board and have no control. Val has no throttle control, no ability to toggle sas, nor ability to toggle the gear/lights/scrubber. This looks similar to how Kerbalism leaves a probe that has no signal so I'm wondering if it might be related to the capsule becoming uncontrollable when Val goes EVA, and not getting marked as controllable when Val boards? Normally I fix this by switching to another vessel or the space centre and switching back, and everything is ok again. I switched to Farm.1 and discovered it was in the dark, even though Kerbalism thought it was in sunlight. (The screenshot above). This time switching vessels was not enough. I needed to quit and reload. Anyway thanks for working on Kerbalism.
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@AlvargonI think the antenna's were fixed in 1.1.5-pre6. They seem to be working fine for me.
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@Epiphanic: The [X] Science bit is a known side-effect of the Kerbalism's science system. Since [X] Science doesn't know about the non-standard way Kerbalism is storing experiments, it doesn't know that the experiment is on board. You can disable Kerbalism's science system in the settings.cfg in the main Kerbalism directory. (I haven't tried that, I'm not sure what will happen to any science that is currently stored on in progress flights if you change that setting). I'm not sure what might have happened with your science rover. I don't recall how much i got when I ran one around KSC back in about pre3.
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I'm not adverse to growth degeneration. I just think that darkness degeneration should be a different rate from pressure/temp/radiation degeneration. I also think that the light growth rate should be higher than darkness degeneration rate, so that landed bases on planets can grow food, without needing to leave the greenhouse lights on all night. In general plants are used to regular periods of darkness, and should have a net positive growth rate if they are getting light 50% of the time. But if you separate the darkness degeneration rate from the pressure/temp/radiation degeneration, then players can adjust the relative growth/degeneration rates to suit themselves. EDIT: By all means apply both degeneration rates if plants are in the dark as well as in vacuum/outside their temp range.
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Those sound like reasonable improvements. To be clear the 5 EC/s wasn't a problem when in sunlight. That just meant more/bigger solar panels. (Or an alternative power source, if you have other mods installed that provides say a nuclear generator). But it quickly added up to an unreasonable amount of batteries to get through the dark part of an orbit, especially if you want enough margin to cope with an eclipse. And landed bases with 5+ hr of darkness pretty much required a lot of thermo-electric generators or some alternative electric generator from another mod. But if crops will now cope with being in the dark without shrinking then that is much less of a problem. Other possible things you might want to do to the planner is change all the buttons to look more like buttons. (even adding a simple outline might be enough). eg the planet/moon button, light/dark button, landed/orbit/high-orbit, and the left/right buttons for food/water/oxygen radiation/reliability and comfort etc. Initially when I first loaded the mod I didn't realise any of those were actually clickable. Also I would like to see the production/consumption rates in the planner specified in the same time units. Having something show production in units/s then the next line being units/m it is very easy to not notice the different time units. (0.02 also loses precision, it is really somewhere between 0.015 and 0.025, but that is getting to be a large range of uncertainty for a small number). Not sure how hard it would be to change things so that everything from one resource used consistent time units. eg leave electricity as EC/s, because that is what solar panels and other power sources are normally quoted in, but change all other resources to units/hr or unit/day. (Personally I normally do my mission planning in term of days, so units/day would work well for me, but the most important bit of this request is getting all the production/consumption rates for the same resource to use the same time units, and preferably with enough significant figures). I'm also carrying a patch to the default profile to add an extra Food + Water config to the inline containers. Currently 0.715 food and 0.275 water. (Yes this wastes 1% of the space, that's the price you pay for storing multiple resources in one container). Would you be interested in a patch to add that? In other news, playing with pre6 I'm now being offered station contracts, the stock orbital survey now works, and I've seen at least one change orbit contract for one of my survey satellites, so satellite contracts are probably ok as well. I also saw another case of Kerbalism's summary panel being confused about whether Farm.1 was actually in darkness or not. This time when I switched to it, it was clearly in the dark, but Kerbalism's summary panel though it was in daylight. (This was with pre6, probably less than a week after the saves you already have. I was running other Mun lander, so maybe just switch to one of the survey sats and run time forward at about x100).
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Mmm, I'll check. I meant that the planner says that the greenhouse doesn't produce any food. According to the planner it does produce oxygen. I didn't actually test whether the greenhouse actually worked on Kerbin.
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[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
AVaughan replied to AndyMt's topic in KSP1 Mod Releases
In RO most engines only have 1 ignition, and have no ability to throttle down either. -
@SyczekShotgunNinja posted a pre-release for testing with 1.2.1+ a few hrs ago. Read back a few posts.
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[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
AVaughan replied to AndyMt's topic in KSP1 Mod Releases
I tried it with RO-RP0. I tuned the start and turn figures manually, and it did a reasonable job, with the rockets I tried. Obviously, tuning those initial turn figure took a little trial and error for each design. -
@Dmagic I went to look for the settings file. Unfortunately I didn't find it. GameData/ManeuverNodeEvolved/PluginData/ is an empty directory. I installed Maneuver Node Evolved through ckan.
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Personally, now that ksp 64bit is available, I find crashes to be fairly rare, unless I have a lot of mods installed (and I don't have many atm). I think that was the only crash I've had in about 3-4 weeks, playing ksp a couple of hours/day on average. Consider a 3 kerbal station with 2 greenhouses 2 hitchhiker hab modules, a lab and a return capsule in an 15 km equatorial orbit of Minmus. It is in the dark for about 15 mins per orbit. According to the planner in the dark it uses about 15 EC/s. So you need a stack of about 15 1.25m Z-1k batteries just to survive the night. More if you want a reasonable margin. Two thirds of that power is needed to power the greenhouses. That is why I suggested being able to turn the lamps off automatically. Given Minmus's inclined orbit I'm not sure how often you will eclipsed by Kerbin. But if you do get eclipsed, then at a quick and dirty estimate it will last up to a little over an hr. At the Mun I think you can expect to get eclipsed pretty regularly. There an eclipse should last around 38 minutes, so if the eclipse starts just as you would normally be experiencing sunrise you might be darkness for around an hr. That would mean a stack of 60x1.25m diameter batteries I already have my farm in Kerbin orbit setup to use automation. It turns off when the power reaches 15%, and then back on automatically. I thought when I designed it that it had enough batteries to get through the night and through periodic Mun eclipses. But battery levels keeps dropping to 15%, even when there is no eclipse. Not sure whether this is simply because some of the solar panels are shadowing the other solar panels as the reference frame rotates, or because Kerbalism's background processing is thinking it is in shadow when it isn't. (Indeed I only noticed that situation because I saw the script firing message whilst piloting another ship back from the Mun, and switched vessels to check on it, and noticed that it was in sunlight, even though Kerbalism's status panel thought that it was in the dark). The problem with using automation to turn the greenhouse off using darkness is that the degeneration rate from being off in darkness is 8.33 times higher than the growth rate during the day, so anything that is in low orbit and experiencing regular day and night cycles actually shrinks over time, hence my suggestion above to have a separate darkness degeneration rate and a pressure/temp control/radiation level degeneration rate, and let players turn the greenhouses lights, but not temp/pressure controls off. I can't see where the bonus for having access to soil is defined, so not sure how big that is. Possibly anything in a greenhouse that is landed on a planet will also shrink over time, unless it has constant lighting. The planner says landed on the Mun/Minmus/Duna is the same as in orbit. And that the greenhous doesn't produce anything when landed at Kerbin, though it still consume EC during the night. I'll zip it up with the logs and the screenshots and pm you a link in a little while. Maybe add a config to the Atmospheric Fluid Spectro-Variometer to extract it. An ammonia extraction setup might also be useful.
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Just a heads up, that you might want to make that configurable. @DMagic 's Maneuver Node Evolved also uses that key, and is also listening for it in map view. Other than both mods responding to the same keystroke, it didn't seem to cause any errors, but I did have some navball rendering issues that last play session, and ksp crashed when I tried to quit from the main menu to the desktop. (I did save the logs, and have removed maneuver node evolved temporarily as I try to see whether the navball rendering issues happen without it). Personally I think that might be a little too much. Maybe 1 greenhouse to feed 0.8-0.9 kerbals is about the right spot? That way a 3 kerbal mission to Duna would need 4 greenhouses, which seems reasonable. I do think that the amount of food you could grow is a greenhouse in pre5 was probably realistic, but between the large number of greenhouses needed, and their power requirements, it was probably easier to just ship food, unless you had another mod that added a nuclear generator for constant power. (But easy to change anyway). On the subject of greenhouses, I've been wondering whether having the darkness degeneration and pressure control/climatisation degeneration rate at the same value makes sense. Plants are reasonably well adapted to moderate periods of darkness, so it doesn't make sense to me that your crop shrinks faster than it grows just from a short period of darkness. Maybe use separate darkness and climatization/radiation/pressure degeneration rates. Possibly also add a button and automation controls to enable players to disable the greenhouse lights (but keep the pressure/climatization running) so a ship/station/base in orbit or landed on another planet can use the greenhouse to grow food without running the greenhouse lights during the dark period of it's orbit. (At the moment the power consumption of a greenhouse is such that it is probably impractical to even consider farming on a Minmus base, unless you have another mod that provides a nuclear reactor for power generation). Last session (in pre5) I encountered a bug where the Kerbalism's summary panel insisted my Kerbal station was in darkness, even when it wasn't. If I switched to it, then I could see that it's solar panels were generating power, and but if I switched away from the vessel then Kerbalism's background processing would cause the batteries to drain. (I do have a save, screenshots and saved the logs, but the bug doesn't reproduce upon loading the save). Before I write it up properly @ShotgunNinja , do you think that the above was probably caused by caching vessel position? Image : http://i.imgur.com/4P6UVQF.jpg Also I still haven't been offered a single stock satelite/station mission. I don't have anything installed that I expect would be changing contracts, except possibly Kerbalism. Did Kerbalism disable those contracts?
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If you go with 2, then any there shouldn't be any major problems for any inflight craft if someone adds Kerbalism to an existing save, assuming those craft have suitable antennas. (And trying to automatically extend existing antennas won't help that case anyway). Not sure what happens to kerbals on existing ships if someone adds Kerbalism with kerbals already in flight, but adding/changing life support mods with kerbals in flight sounds like a "Bad Idea" anyway.
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To me 2 (ability to extend antennas even if there is no control/connection) makes the most sense. If there is enough demand you could make that ability configurable in settings.
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If you have access to parachutes and decouplers then you should be able to recover your probe core? Or do you start UbM without parachutes these days?
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Atm I'm having problems with doing an orbital survey of kerbin. I've got no idea whether it's a Kerbalism bug or not. I'm in a stable 90 degree orbit of 250 x 252 km. When I click perform orbital survey I don't get any feedback from the UI. I don't have scansat or anything else that is likely to interfere with orbital surveys installed. Also, despite having done crewed Mun and Minmus landings, I haven't seen a single satellite or unmanned contract. No idea whether I'm just unlucky, or whether that is Kerbalism. Regarding transmission times, they do seem a bit long. My survey sats also have my first Gravity Scan sensors, and are the first time I bothered to transmit data. (My Mun and Minmus landing, and everything before them were crewed missions, so I just recovered the data). Edit: I also haven't had a part failure yet.
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To me the commnet abstraction of needing an active connection to transmit science/plan maneuvers makes a lot of sense for a game. It is enough to make you use a suitable antenna/deploy a relay satellite without getting in your way and becoming a nuisance. Yes in reality NASA could lose a probe if they 'forgot' to deploy an antenna. But they have paid employees planning and managing their probes, and much more sophisticated control software. Without other mods, we don't really have anyway to schedule an antenna to deploy after landing if we want to retract antennas before re-entry and landing at Duna/Eve. If you have a stack of relay satellites on one of the new fairing trusses maybe you don't even have room to deploy a large 88-88 antenna until after you decouple. Does setting UnlinkedControl = limited in settings.cfg allow you to extend antennas/deploy solar panels/arm parachutes/deploy fairings etc without an active connection? I assume it would prevent transmitting science. Maybe that would be a suitable default. Anybody who really does want to carefully pre-program every move could always set it back to no control and/or use remotetech with signal delay.
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From what I can tell, they are designed to support 4 kerbals. But that is a simplification. The amount of Pressure Control modules you need to support pressurisation seems to be dependent on the number and size of your pressurised spaces, (your nitrogen consumption is also dependent on this). The amount of scrubbers you need is dependent on the number of kerbals. Kerbals drink water and produce waste water, but your greenhouses also produce waste water. When your kerbals eat, they produce waste. Recycling waste water also produces waste. Use the life support planner in the VAB, (click on the heartbeat icon beside the contracts pop-up) it will tell you if you have enough pressure control, scrubbers, how long your food/oxygen/nitrogen/water will last etc. Make sure you have the life support modules turned on in the VAB, if you want the planner to count them). Edit: Other parts with crew capacity also have lifesupport slots. eg the crew cabins, hitchhiker storage pod, and the mobile processing lab.
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Most pods can only have 2 LS components, but you can add a second (or even third) pod, and hence add more LS components. And yes, if you don't have Pressure Control, he ends up stuck in his suit.
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I was just about to make a post wondering about how to use Module Manager to patch the config files, so I could just keep a small patch file outside the Kerbalism folder, rather than patch the config profile file by hand.