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ShotgunNinja

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Everything posted by ShotgunNinja

  1. @brusura Ah ok. I through was some kind of 'lifter' to move other vessels or parts. I will need to dig into KIS source code to find the root cause of this, but meanwhile I've implemented an ad-hoc fix for this case. Just replace the dll with this one, it should work also for existing greenhouses attached by KIS. Let me know if it doesn't!
  2. @brusura Ok. What about the 'skycrane', is it a part included in KIS, or comes from another mod?
  3. @brusura Ok thanks for trying, I will dig deeper. Question: when you attach a part using KIS, does it show a 'preview' of the part? I'm asking because to do that, KIS need to actually create the part (and all the modules). At that point some of my code is assuming the part belong to a vessel of some kind (and is not the case here) and the greenhouse module set NaN in the growth field once. Then, once attached, the growth stay NaN due to NaN algebra. BTW did you noticed other problems related to KIS-attached parts that are also used by Kerbalism (eg: solar panels)? @Arivald Ha'gel Is it possible the vessel that is causing you problems had a solar panel or some other parts attached using KIS?
  4. The inner and outer radiation belts of the new magnetosphere model:
  5. @brusura Please try this: replace kerbalism dll with this one attach a new greenhouse using KIS check if growth % in RMB ui is still NaN Let me know
  6. @brusura I did some tests and I am unable to reproduce the issue. Send me a savegame when this happen, so I can find out what's happening.
  7. @Arivald Ha'gel Can you reproduce the NaN issue in a new savegame with only Kerbalism and its dependencies installed? Don't bother me with this again until you can. About balance issues of EC consumption, feel free to delete the EnergyTweaks.cfg and revert to stock EC balance. And please be civil. I wasted 3 hours yesterday trying to find the issue, only to discover that it happen even without Kerbalism installed: a clear sign that Kerbalism isn't the reason your beloved savegame is going corrupt. You say that the issue isn't happening without Kerbalism? I got different results, but good for you then: remove it and go along. All these mods you are enjoing are experimental stuff we write for our own. And the next time you ask for support from someone here, remember to be civil because receiving support is not your inalienable right. @brusura Send me savegame and list of mods used.
  8. @baldamundo Yes malfunctions also happen on unfocused vessels. I disable that system when DangIt is detected because I assume the player doesn't want both, and running both together is untested, and unsupported. Is technically possible to override this behaviour, but it's quite an involved process: you need to edit System.cfg and Malfunction.cfg in Kerbalism/Patches directory, and remove all occurrences of the string '!DangIt' that you find in NEEDS filters.
  9. @Kerbos There is nothing about Kerbalism in that log. Also I'm not touching the camera viewing vector in any way, so I doubt it is related in any way to the background simulation.
  10. @Kerbos '@' edit an existing node, or an existing field (if it exist) '%' create or edit a node, or a field (if it doen't exist, it create it) '!' delete a node or a field
  11. @Arivald Ha'gel Send the log too, it may be useful. I need the full save to do some tests. You could compress both using ZIP (that would reduce the size considerably as they are both text), then use something like filedropper and post the link here (or send me a PM).
  12. @Arivald Ha'gel Could you send me that savegame and the log?
  13. @raxo2222 Practically, the output is so small it may be considered zero. And at that point it is zero everywhere.
  14. @raxo2222 Maybe one day I'll do a full spectrum simulation of everything. But consider this: the sun output in the x-ray and gamma frequencies is trascurable (if compared with the radiation from cosmic rays), made exception for coronal mass ejection events (and other kind of emission events, all represented by the solar storm mechanic). So even if I implemented what you call 'stellar radiation' the effect will not be noticeable.
  15. @DarkonZ About PR: I don't know. Scrubbers and recyclers have a 'waste_ratio' property you can set in the module config. Likewise, there is a 'waste_ratio' property in the rules. For the last question: yes, rules can be changed by MM patches just like any other config node, like this: @Rule[Food] { %waste_buffer = 2 } @TonyC You can disable the changes to the stock solar panels by removing the file /Patches/tweaks/EnergyTweaks.cfg @raxo2222 There is already Cosmic radiation. Solar radiation in the visible and infrared spectrum is also calculated (the solar flux that is used for the panels and for temperature). More high frequency solar radiation is represented by the Solar Storm mechanic instead.
  16. @New Horizons If you need more flexibility in the input and outputs use the stock converter module, now the planner fully simulate those. To limit efficiency in sandbox, you can use this little hack: In this case, this will set the efficiency at 70% in sandbox mode (for new launched vessels). @Kerbos Sorry, no idea. Never messed with PartTools myself. @N70 The magnetosphere and belts already fade gradually at the boundaries. But I think you are talking about not having a 'safe heaven' where radiation is 0 anymore. Some other user (sorry, forgot the name) also suggested having the radiation go 'negative' at some point, to allow radiation recovery without changing the rule system at all. I'm still not certain if both of these may be desiderable gameplay-wise. The new model separate the 'signed distance function' defining the shape from the 'radiation gradient' mapping distance from the border to radiation values. Both of these will be more realistic, so the radiation will fade gradually in the interior and with intensity proportional to the strength of the magnetic field. But a 'safe heaven' area of zero radiation can still be added, or not: I have not decided on this yet.
  17. @Sticky32 Hi, please make sure you have ModuleManager installed, and a recent version of it. Then delete the Kerbalism directory and reinstall it (something may have messed up the install directory, maybe). Also if you installed using CKAN double-check that you have also installed the 'KerbalismDefaultProfile' package. BTW now you can use RemoteTech together with this mod, just install RT alongside it.
  18. While it is true that the situations of science experiment/subject/data are hardcoded, you can abuse the fact that 'biome' is just a string and can be used as a tag. I tried and it work, you just create a ScienceSubject with an arbitrary biome string and then use the rest of the stock science system machinery. This result in a perfectly sane 'subject_id' of the form "crewReport@KerbinInSpaceHighwhatever" (note the 'whatever' biome). The only drawback of this method is that the R&D archives don't allow to filter for non-defined biomes, but maybe that can be solved.
  19. Experimenting with a simple particle rendering system build for speed. This will be used to visualize the magnetopause and radiation belts, among other things. Also I'm investigating a more realistic model for the magnetosphere environment, that is the real reason behind the need to visualize it.
  20. @m4ti140 You need CommunityResourcePack, also check that you have installed the default profile (if you use CKAN, it is in a separate package). About your idea: the whole 25kPA pressure = breathable thing is a very crude approximation, and what you suggest would probably be the way to do it: get atmospheric pressure, percentual of oxygen in atmosphere, vessel velocity and surface of the scoops exposed to velocity vector to calculate an inflow of oxygen, and then produce oxygen in the vessel. But I don't think the effort/reward ratio is good enough at this moment. I have other stuff incoming that is more interesting. But I'll bookmark the suggestion.
  21. @RzTen1 Just checked, cryotank also calculate this when you load the vessel: coolingCost = fuelAmount/1000.0 * CoolingCost; that is then used in the calculation you mention, and in fact the one done by Kerbalism is equivalent.
  22. New release, mostly bugfixes: 1.0.8 - stable signal link rendering - science experiment definitions for the geiger counter, thanks BashGordon33! - dropped support for savegames from version 0.9.9.4 or older - only allow 1 malfunction module per-part - fix: monitor reporting poor manufacturing quality for all vessels - fix: depletion estimates reporting perpetual with very small rates - fix: possible division by zero in resource simulation - fix: wrong amount of ec consumed by cryotank background simulation
  23. @RzTen1 Found the bug with cryotank background simulation, thanks. Fix in next version.
  24. @BashGordon33 Absolutely, these are welcome! BTW did the new build (and the updated savefile) fixed your problem?
  25. @BashGordon33 Ok I taked a look, here is what I found: 1) You need to comment out all the lines of a module or resource in a MM patch, not just the initial MODULE/RESOURCE tag, so this should become this: 2) The PAV and Pregas Base vessels are ridden with NaN resource amounts. Try using this build that contain a fix for a possible generation of NaN values. And replace your savegame with this one: I set all the NaN amounts to full capacity instead (or to zero for waste resources).
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