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Everything posted by atomontage
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@Malcolm made some patches including ones for PBS. Also he asked me to help with translation and Github stuff. My note: personally I don't play with PBS so I included the internal part names in brackets for better understanding. Translated text begins here. 1) Hitchhiker's Storage Container: MODULE { name = ModuleKerbalHealth partCrewOnly = true recuperation = 2 crewCap = 4 resourceConsumptionPerKerbal = 1 } These changes balance it a bit against the habitats from PBS and also adds the Recuperation ability as to Med Bay from MKS (see below). The Recuperation factor is not that big, just 2%, but it's gonna be the lowest in terms of electricity consumption. Thus I tried to make the Hitchhiker's Storage Container useful all the way to the late game as a cheap way to boost kerbal health. My thoughts are: the module has 4 gym devices (what do you think are those chairs with levers and foot holds at the walls? Ain't they control consoles are they?) and a bunch of boxes with some stuff inside including delicious food and board games. Being inside the module helps kerbals to regenerate their muscle tone and have some rest. (Translator's note: this one is not included in the patch.) 2) Planetary habitations Mk1 & Mk2 I think modules with a cabin, a bed, a sofa, a microwave oven and a TV just can't be less comfortable than a round can with four chairs and a box of cookies (like the Hitchhiker's Storage Container). For comparison, the Hitchhiker's Storage Container has Crowded coefficient = 0.375 (the lowest among the stock parts). The aircraft passenger cabins have Crowded = 0.5. Also I've looked at the MKS integration patches, some of which have the Recuperation bonus for modules like Medical Bay (which has Recuperation = 8) but for enormous 5 EC/s per each Kerbal and for only Kerbals that are inside. Okay so I made these patches for players who wish to build a planetary base out of PBS parts instead of MKS so they would require the changes. I think its logical that if a Kerbal isn't working in a lab, in a workshop or in a greenhouse and isn't piloting then one would like to relax, have a rest, take a break and watch a movie from a Kollywood collection on a giant plasma TV. Habitat Mk1 (KKAOSS_Habitat_MK1_g) BEFORE: Crowded = 0.45 AFTER: Crowded = 0.40 ADDED: MODULE { name = ModuleKerbalHealth partCrewOnly = true recuperation = 3 crewCap = 3 resourceConsumptionPerKerbal = 2.5 } Its a bit lighter in terms of mass (per 3 Kerbals) than the Hitchhiker's Storage Container, but much more cheaper. The mod dev probably focused on the cost when he was assigning Crowded = 0.45. I think its not fair that a spacious module with three beds, a microwave oven, a sofa and a giant plasma TV set is just a little bit more comfortable than an aircraft passenger mk1 cabin which has only two chairs and a table. Considering the low cost, I assign Crowded = 0.40, Recuperation = 3 for 2.5 EC per each Kerbal (think of cooking popcorn in an oven and watching TV). Habitat Mk2 (KKAOSS_Habitat_MK2_g) Added: MODULE { name = ModuleKerbalHealth partCrewOnly = true recuperation = 4 crewCap = 4 resourceConsumptionPerKerbal = 2.5 } This one is three times cheaper than the Hitchhiker's Storage Container, 100 kilograms heavier and requires more electricity: 1.5 against 1.3 (probably for the microwave oven); wherein it adds hab space for 4 Kerbals while inflated only. The low cost is compensated I think by high electricity requirement, being tricky to deliver and impossibility of usage while deflated. As in the Mk1 part, I also add this one the ability to Recuperate the idle Kerbals. Also it also has the K-Box console and the K-Station with K-Nect along with the Kollywood movies collection. 3) Central Hub (KKAOSS_Central_Hub) Added: MODULE { name = ModuleKerbalHealth resourceConsumptionPerKerbal = 1 multiplyFactor = Sickness multiplier = 0.7 crewCap = 2 partCrewOnly = true } This one is big, heavy and expensive. Aside from that, it can also represent the lab though its not that good. I added the Sickness multiplier to it so Kerbals can get rid of flu. The coefficient is 0.7 (the stock lab has 0.5). The rest of the attributes remain the same as for the stock lab. Didn't touch Recuperation = 2 and Crowded = 0.5, I think its fair enough. The Crowded one is not the best, but the module is already too universal. Planetary Cupola, Garage, Heat Shield, Planetary Lab The KH dev has probably forgotten those. I assign those attributes which follows their stock counterparts. Planetary Cupola (KKAOSS_Cupola_g) Added: { MODULE { name = ModuleKerbalHealth recuperation = 1 resourceConsumptionPerKerbal = 1 } MODULE { name = ModuleKerbalHealth resourceConsumptionPerKerbal = 1 multiplyFactor = Crowded multiplier = 0.5 crewCap = 2 } } Garage (KKAOSS_garage_side_g_2) Added: { MODULE { name = ModuleKerbalHealth alwaysActive = true shielding = 7.5 } RESOURCE { name = RadiationShielding amount = 0 maxAmount = 7.5 } } //To be honest I don't understand why do stock cargo bays mk3 have radiation protection. Does it mean someone may put habitats inside those? For pure roleplay someone could, but in fact I doubt they will. But because the stock ones already have the protection, let PBS ones have it as well.// Heat Shield (KKAOSS_base_heatshield) Added: { MODULE { name = ModuleKerbalHealth alwaysActive = true shielding = 3 } RESOURCE { name = RadiationShielding amount = 0 maxAmount = 3 } } Planetary Lab (KKAOSS_Science_g) Added: { MODULE { name = ModuleKerbalHealth resourceConsumptionPerKerbal = 1 multiplyFactor = Sickness multiplier = 0.5 crewCap = 2 partCrewOnly = true } } P.S.: Initially I wanted to add the Recuperation ability to the Greenhouse, but then I looked at the IVA model carefully and concluded that Kerbals would not consider it fun to sit on bags with dirt watching at bare walls with a few racks with seedlings inside. So I thrown that idea away. Instead Recuperation goes to habitats. Also I would suggest to change the Hitchhiker's Storage Container attributes (see the beginning of the post). Translation end. I've just created the pull request.
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I definitely don't agree with the category KSP has been nominated into. But still its my most favourite game. I have to vote for it. Thanks, Squad! Keep optimizing it!
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An awesome portrait of Jebediah Kerman. I'm not the author but I asked for permission to post it on the Internet. The author's name is kindaKate, she's not registered here and she does not play ksp at all. But she's familiar with it.
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@Gooner, the answer is in the original post. SO many dudes just ignore it.
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You guys do realize that this is being done on absolutely no guarantee and free basis? The maintainer receives no money for taking care of the mod neither the creator did. Although it is polite to keep the community informed of the current development/updating status, it is up to the developer. He or she may be in trouble IRL. Or they may have lost their passion. Anyway the only thing that we can do is to wait patiently. We have already expressed our interest.
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[1.2] Procedural Fairings 3.20 (November 8)
atomontage replied to e-dog's topic in KSP1 Mod Releases
I have the same issue which causes a side of fairing to detach itself on the launchpad once physics is initialized. I can confirm that disabling auto strutting resolves the issue. -
Hello there. First, thanks for the great mod. I mean.. its really fantastic. I've spent a few minutes or so trying to find my jaw. Found it on the lower floor of my apartment building - poor neighbour never expected that something would break his ceiling. Anyway... I got an old pc - xeon x5460, 8gb ddr2, win7 x64 and a gf 650 gt 1gb. This mod halves my fps. Well, beauty comes at a cost doesn't it? xD I could understand the volumetric clouds and reflections and other fps eaters but I can't understand why it still lowers my fps during interplanetary travel. Is it distant object enhancer? (I think I will try to configure the mod more precisely to meet my fps requirements later.) I also noticed that shadows behave differently. They are darker and smoother. Could be the case. Anyway I'm looking forward to keep using KSPRC - I just have to find the right config or to create it manually. Also I have lost my rover due to migrating to KSPRC. I think its related to spawning the rover inside a rock. How is collision with rocks implemented btw? That's really, really awesome! What also makes me curious is that it also drastically lowers my sim speed on the launchpad. Seems like clouds or some other graphical feature is calculated on a cpu.. interesting. ps: will provide any additional info on request. For now I simply don't know what info I could provide - it seems very normal that this awesome mod that lifts the game to the upper level of detail and beauty causes dramatic fps drops.
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
atomontage replied to KospY's topic in KSP1 Mod Releases
Cool! Glad to hear that the bug is hunted down! Since my, lets say, Kraken meetings recently I don't really use KAS for docking yet. Its not related to KAS but to the whole docking system (as I mentioned earlier). So why would I tease the cosmic beast? BUT. Yesterday I tried to replace a telescope (just a part) on my station. That involved detaching it and reattaching without putting into inventory. And it.. worked. No error messages, no mass limit messages. Just for you to know - maybe it helps somehow. But as you said the bug has been fixed now.. meh. Nevermind then! xD BTW I have never encountered the cloning bug. How do you guys do it? I could find a use for two Jebs! lol I have a small question though. I have zero experience in ksp mod development but recently I talked to the DR developer to fix an issue with KIS - they were conflicting a few days ago. Its fixed now though. But.. It seemed that DR somehow failed to properly finish executing some OnUpdate() method - it threw a NRE exception or something, I can't really tell. My understanding is that some mods subscribe to the lets say internal message queue or an event so OnUpdate or any other similar callback that they implement will be called. I guess KSP chains it - like when you have a bunch of listeners and just iterate over them and call their respective callbacks (like OnUpdate()). The question is: isn't it wrapped in the try-catch block? One mod throws the exception and other subscribers' callbacks will never get called. I may be completely wrong about the internal subscriber/callback mechanism though. Thanks in advance. xD -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
atomontage replied to KospY's topic in KSP1 Mod Releases
It was the stock Kerbal X - I used the capsule seat inventories. -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
atomontage replied to KospY's topic in KSP1 Mod Releases
Nah, nothing. I simply docked two vessels in orbit. Did nothing with help of KIS or KAS. Just launch, rendezvous and dock. The Kraken has awaken instantly. Later I docked 4 times to the same vessel (after restarting the game because of the bug) and it worked perfectly. I disabled SAS and MJ's Smart ASS right before docking. Even commented the debug log - nothing happened, docked flawlessly. As a programmer sometimes I hate bughunting.. Now. In my testbox I tried to grab a battery from my inventory while sitting on the launchpad. It worked. A few beers restarts after adding/removing mods later I figured that it only happens while in flight. Even while in atmosphere as well as in orbit (screenshots below). It does not matter if the active kerbal is a female or a male. Requesting a medal for Bill Kermal for EVA'ing at 58km! Mods installed: KIS 0.1.2.8 only. Nothing special appeared in the log as far as beer allows me to judge. Tell me if you need the whole log - I'll reproduce the issue again. Clean KSP loads quite quickly. Thanks as always. I can imagine how much pain those patches delivered for modders. -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
atomontage replied to KospY's topic in KSP1 Mod Releases
Mini AVC said there were two updates - one to KIS and another one to KAS.. Downloaded em. I have a kinda KSP testbox where the only mods installed are the ones I test. Plus Module Manager of course. So I can't grab the Connector port from inventory anymore - says its mass is 0.08 > 0.00. So I can't really test the issue with the lastest versions of KIS/KAS. No actual errors or exceptions were thrown in the log. Just normal messages: And the kraken bug I mentioned in my previous post seems to be a conflict between KAS and some other mod. I've installed the previous versions of KAS+KIS - the kraken still sleeps and does not smell me. I've even tried to install Deadly Reentry (a few bugs of which I've reported to the developer earlier - it was conflicting with KIS too; it has been fixed yesterday though). To be honest I do not want to test it to the point when I find the conflicting pair now. Spent an hour with my ksp testbox. A bit tired and I gotta go soon. Its ok, no rush as usual and thanks for your mods! I'll report any more info if I find anything. ps: oh yeah I forgot to answer your questions! It occured while in orbit. And my modlist is (hold your breath): UPD: the issue seems to be unrelated to KIS/KAS. THE KRAKEN is unleashed! I've disturbed Him, awaken by simply docking in orbit. Great phantom forces, the orbit is all messed up. After I reverted to launch I got this: What a beautiful shot with autosigning thanks to Historian! lol Was too distracted so I kill&restarted ksp instantly.. so.. the log vanished -
Sure. I've upgraded my KSP testbox to 1.1.2. Installed addons: ModuleManager v2.6.24.0 DeadlyReentry v7.4.3.0 KAS v0.5.6.7 KIS v1.2.7.6 Equip works, button label is ok. It seems the bug is fixed. Now Im gonna test it in my actual game... xD Will report if anything is broken! Thanks!
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
atomontage replied to KospY's topic in KSP1 Mod Releases
KSP 1.1.2 KAS 7.0.5.6 Attaching two ships together unleashes THE KRAKEN. Even if I attach a docking port onto the first ship then try to dock with it with the second ship. Thanks. -
Haha and then 1.1.2 came out. Unfortunately KCT window does not work now. The log reads: [EXC 16:58:03.500] MissingMethodException: Method not found: 'PopupDialog.SpawnPopupDialog'. UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) Happens when I hover over the KCT button in the space center. Thanks as always.
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Hey @Starwaster! Thanks for the update, but unfortunately the KIS incompatibility bug is still not fixed: cannot equip a screwdriver. The log is: Mods: ModuleManager v2.6.23.0 DeadlyReentry v7.4.0.0 (but the .version file reads 7.4.1.. and the download was 7.4.2.. lol) KIS v1.2.7.6 MiniAVC v1.0.3.0 warning: was tested on KSP 1.1 before the patch! I haven't yet updated my KSP testbox.
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Same here. 1.5g of acceleration and it says Reaching G limit.
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Thats cool man! I've just checked your repository - it didn't contain any new builds, just wanted to test it out and play with it if its stable enough. Its ok, I can wait for the actual release. Keep rocking! There's always more ppl who must BURN during reentry and flip their tables!
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The screenshot in case you need it: Updated log now: Another little thing is that with DRE installed the action menu button that opens inventory reads 'ShowInventory'. The default KIS label is just 'Inventory'.
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
atomontage replied to ethernet's topic in KSP1 Mod Releases
YAY! Good to hear that! Now it is time to try this new (for me) awesome mod! 1.0.5 prevented all of us from installing many mods. Thanks dude! -
Hey @Starwaster! First, lemme thank you for DRE. Second.. really laughed at your IM THE MODDER NEED MORE INFO pic. Third, that guy who said about incompatibility with KIS/KAS was, well, right. But I haz logz! Here we go. KSP 1.1 x64, DRE 7.4.0. Testing environment: shiny clean KSP 1.1 install with three mods: KAS, KIS, DeadlyReentry. The stock MK1 capsule on the launchpad, Bill Kerman inside ready to rock. Now to the log. This is what I get once I EVA and try to equip the electric screwdriver: Without DeadlyReentry KIS works fine. But I want DRE really badly!!1 /babycry Thank you for your work! Moar sarcasm and evilness! xD
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