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KSP2 Release Notes
Everything posted by ShotgunNinja
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@Yaar Podshipnik The EC tweaks went through multiple iterations to get to the current state. I believe RTGs output was reduced to 1/4 at some point, but then it was reverted back to stock after some feedback from users. Anyway, in next version the plan is to remove the energy tweaks altogether (that also constitute more than half of the support patches content) and to rebalance EC by increasing the battery capacities instead. Later I'll post a list of changes that are coming in 1.1.5
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@Yaar Podshipnik Thanks for the report. That is a limitation in the way the data about greenhouses is collected and showed by the planner. Essentially, the 'harvest' entry in the Food section is telling you the time of the first harvest among all greenhouses in the vessel. I'll think of something to make this clearer to the user. @Tricky14 Wheels... Lets see if the problem you report will still be present in KSP 1.2 first, as some of the wheels problems have been fixed. @Mitchz95 That FAQ entry refer to the antenna ranges (that scale automatically) and to the magnetic fields, that once were simpler and generated from an heuristic function. The rates of rule-based things (like quality of life) do not scale with solar system extension, but you can tweak them pretty easily:
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I would like to suggest adding crustal Water on Eeloo (as a Pluto equivalent).
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All resources are defined inside CommonResources.cfg. Anyway, here is a list:
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New KSP API Documentation v1.4.1
ShotgunNinja replied to tomf's topic in KSP1 C# Plugin Development Help and Support
The new official API doc is doxygen generated from code, with very sparse function descriptions and no argument descriptions at all. But at least we now know the unit of measure of CelestialBody.atmosphereGasMassLapseRate:- 65 replies
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I don't know yet. Need to try the stock system first, but there are pro and con on keeping or removing it. Remove it: less work for me in the long run most people are using RemoteTech anyway stock system is relatively similar probably not trivial to adapt to KSP 1.2 Keep it: i have plans to extend the system with A* pathfinding and background data transmission very good performances alias-free 3d line rendering lot of work went into it already (this is a petty reason in reality)
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@Yaar Podshipnik I'll have to get my hands on KSP 1.2 first to be sure, but chances are KerbNet is a waypoint manager and a map data viewer. It seem to be unrelated to the stock signal system except for the fact that the map viewer is disabled if the vessel has no link. This I inferred only from a video I saw, so I could be terribly wrong about it.
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Absolutely
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@lajoswinkler I don't see how this mod could be related to your atmosphere height problem. I don't change celestial body parameters, merely use them. You say it happened after last 2 update of Kerbalism. Figure out what else you updated/installed and work from there, because I assure you this mod is not the cause.
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@Thegamer211 They are not counted when inside a KIS inventory. But it does when they are part of the vessel (or attached to the kerbal). @The-Doctor A complete ISRU system for producing oxygen and more is coming in the near future.
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@Gerbwerz Ok, do this: set ShowRates to true in Settings.cfg create a vessel in the VAB, put components similar to the one giving you the problem use the Planner in the VAB, set body and situation equal to the ones you want (eg: Mun, landed) check in the Planner environment panel how long the night-side last (shadow time) click on the little sun icon until is black, and check in the Planner EC panel how long the batteries are estimated to last launch that vessel, and put it in the situation and body you want (eg: Mun, landed) open the Vessel Info window for that vessel (right click on the vessel name in the Monitor, top right of screen) check if the EC level is consistent with what the Planner told you, both when the vessel is loaded and when it unloaded post log, savegame and screenshots
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@Gerbwerz Have you ever considered the possibility that AmpYear is wrong? Use the Planner and Vessel Info to get that information. Prove it to me. 99% of these reports turns out the problem is somewhere else, but each one initially blame high timewarp shenanigans for some reason. Let me be clear on this: high timewarp resource consumption/production has been fixed 10 versions ago. You need to prove to me that is not the case, or I'm afraid I'll have to ignore your report. If a mod want to shut down one of my modules, is not that hard. Each one of them expose a public property that regulate its state. For example, to shut down the scrubber it only suffice to set Scrubber.is_enabled to false. That can be done by reflection pretty easily. Anyway if you want to turn on/off components when EC level get low/high, have a look at Automation. That's correct: the background simulation of resources ignore the 'unlimited EC' flag.
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@gamerscircle 1) No unfortunately. But you could solve it by setting transfer to PUMP in Shielding resource. It is located at the end of Patches/System.cfg 2) Technically it should not. The only thing that really changed is the reliability stuff. 3) No problem
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Version 1.1.4 released. Changelog Reliability The malfunction module has been replaced with one named 'Reliability', that support multiple components per-part. EVA repairs now can require a specific trait and level of experience. RCS thrusters, Greenhouses, Gravity Rings and Active Shields can malfunction. PlannerController This new module can be added to a part to allow the inclusion/exclusion of it for the planner estimation calculations. Right click on the part in the VAB and click on the button to consider or ignore it.This is useful for those kind of components where deducing the state in the editor was not possible (eg: converters and harvesters) or when it was tricky and not obvious to the user (eg: extended SCANsat scanners).
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@Gerbwerz Looking at the changelog from 1.0.8 to current version, the only thing that can be responsible is that starting from 1.1.1 lights consume EC in background. Can that apply to your case?
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@Thegamer211 I noticed a similar problem a few days ago, the stock highlighting system (that I'm using to show the malfunctions) start throwing exceptions if the vessel contain broken solar panels (as in, stock broken like the panels fell off due to impacts). I got a fix in next version, that I'll release in a few days. Meanwhile, as a workaround, toggle off 'show malfunctions' in the vessel config panel for that vessel. @alex_1313 Click on the vessel in the monitor window (on the top right), then disable the warnings you don't want for that vessel.
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ModuleScienceExperiment is propably picking up the first ModuleAnimateGeneric it find in the same part, if there is any. Then it use it to play the animation animationName.
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KSP Interstellar Extended Continued Development Thread
ShotgunNinja replied to FreeThinker's topic in KSP1 Mod Development
@FreeThinker Hey I've implemented an atmospheric absorption model here, in case it may help. It takes into consideration the density and the path length inside the atmosphere volume. -
Looking to enhance my vanilla experience
ShotgunNinja replied to MagicFireCaster's topic in KSP1 Mods Discussions
This mod add a lot of novel experiments, all interesting in some way: DMagic Orbital Science. Then this one replace most of stock parts with higher quality ones, and add a few others: Stock Part Revamp KIS/KAS I don't use, so I can't comment. But people seem to like them a lot. Try OuterPlanetMod instead, that does not change stock planets graphically but add other planets to the solar system, in such a way that it seem 'finished' in comparison with the stock one. -
@BashGordon33 I've fixed it for next version. The 'bonus' from atmospheric oxygen and oceans was not using the atmosphere density, now it should scale correctly depending on it. I'm already using a quite good atmospheric model for absorption.
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I through about that, I've extended the 'selector' module to also deal with resources so it could technically be used to configure tanks. And engines.
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Sorry missed this post somehow. Absolutely, the stock fuel cell will work like real alkaline fuel cells: Hydrogen + Oxygen => Water + EC. I'm also thinking of adding the reverse mode (that fuel cells can operate on, as far as I know on the matter), that being Water + EC => Hydrogen + Oxygen. The latter is equivalent to the 'Elektron' kind of hardware. I still don't know if I should also mess with the state of the substances: both Hydrogen and Oxygen inputs can be liquid in some fuel cells (always AFAIK, I'm still learning this myself). There is also the problem that is driving me mad: what the heck is Oxidizer and if it is liquid oxygen how to make the overlap with life support manageable.
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@Antonio432 If RemoteTech is installed, the signal system is disabled. This unfortunately mean that you don't get signal blackouts when a CME hit a planetary system. @herman I'm confident that is not related to this mod. Maybe some other mod is causing it, or your KSP install is messed up. To confirm what I say, try to reproduce it with only Kerbalism and its dependencies installed.
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@BashGordon33 I'm adding a bonus to absorption if the body has atmospheric oxygen and/or an ocean. But now that I checked it, there is some problems in the formula. I'll fix it in next version. BTW what body does have this problem? @Antonio432 The only thing this mod does to science is to reduce a bit the amounts, reorganize some of the situation combinations for the experiments, and switch thermometer/goo and barometer/matlab around in the tree. There should be no issues with SETI-CTT, and I guess 60% science is fine as I'm using that level myself. @etomee Mmm, that is probably resource related. But I can't say without seeing the savegame. Send me the backup one.