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ShotgunNinja

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Everything posted by ShotgunNinja

  1. @BashGordon33 First, a small introduction to NaN albebra: NaN + x = NaN NaN * x = NaN NaN != NaN Now, when the stock game has to compute the mass of a vessel, it sum the mass of all parts. The mass of a part is computed like this: dry_mass + 'mass of 1 unit of resource' * amount This mean that, if just a part in the vessel has NaN amount of resources, the whole vessel mass will end up being NaN. At that point the universe disappear. So something is setting a resource amount to NaN. You said you see that in the planner too, that increase my suspect that may be caused by my code somehow. Quick question: is one of the input or output rates in your custom converters set to zero? Anyway, send me the config of the modules you are using. @Kerbos Personally I store the tweaks in a single file, instead of editing the mods directly. This is useful because you don't need to rewrite the tweaks when you update a mod for example. Just put then in a file with .cfg extension inside GameData.
  2. @baldamundo Actually, there is: just set a vessel as 'debris' and this mod will ignore it for all mechanics. About performace: a lot of effort went into optimization, and this mod is now able to simulate 80+ vessels in under 0.5ms per simulation step (on a mid-range processor). Early versions suffered performance problems as the number of vessels increased, but recent ones are 'almost' decoupled from the number of vessels.
  3. @New Horizons Thanks for this report. You are right, the reason is that the depletion estimates have a 'sensibility' to avoid floating point precision issues. That sensivity was recently moved from 10E-5 to 10E-4, and that's why the last two cases report perpetual (because the values per-second goes below 10E-4). Will fix in next version, thanks again.
  4. @Japcsali You can install ConnectedLivingSpace, that detect contiguous internal spaces in the vessel. If it is installed, this mod then evaluate shielding, living space and entertainment for each individual internal space. This was implemented explicitly to deal with the kind of scenarios you describe. About the manufacturing quality, that could be a bug. Will check. EDIT: Found it. It is a bug in the vessel monitor, the quality is the actual one - it is just being reported as poor for all vessels, will fix in next release @New Horizons I'm going to double check this. Please consider that this was a recent addition and may be not working as intended. The stock converters should be simulated in a proper way: that being, if there isn't the input resource (or the input resource isn't being generated by another module) then the simulator correctly show you no generation of output resource. Stock fuel cells have always worked. EDIT: for example, create a new vessel with only a command pod, then add a Fuel Cell You will see that it isn't generating EC according to the planner, this is because you don't have Liquid Fuel & Oxydizer in the vessel. Now try to add a small fuel tank, you can notice it add EC generation.
  5. @The Raging Sandwich Imgur integration is broken at the moment, there was a button at top right of the post editor to add an album, but was removed a few days ago. At least as far as I know. BTW great screenshots.
  6. @New Horizons That should already be working with the recent changes (you need to update to 1.0.6+). @BashGordon33 About the sabatier reactor and the water purifier: these too should already be considered if they are implemented as stock converters or generators. Or are they using custom modules?
  7. @New Horizons No, that add (or not) the scrubber to all command pods. All the life support rules will still apply. I've uploaded an updated default profile here and realism profile here. These only require you to remove '@Kerbalism:FOR[EnableScrubber] {}', no other changes are necessary with the updated file. Download the one you use and replace the existing file with it.
  8. @BashGordon33 Great stuff, I'll include it in next version verbatim. @darloth The small food container is really meant to enable manned missions on minmus. The pod contain 10 days worth of food, and adding that container extend the food supply to 30 days for 1 crew. That is enough for minmus and back even with less than optimal trajectories. That was the rationale behind these numbers. For containers from other mods I think the situation is not that bad, especially considering that Kerbalism was using complete different consumption rates before switching to CRP. I think the state of support from other mods is quite good actually. @evileye.x That is interesting, I like explosions too Also I agree the escape launch system is underused. I'll write this idea down and who knows, maybe I'll pick it up someday. @New Horizons You also need to delete the bit under 'Add scrubbers to pods' in the profile. In next version I'll make this unnecessary for people that don't want to mess with the MM stuff.
  9. @jeepwran You need to install CommunityResourcePack
  10. @New Horizons This is the last update for a while, real boring work is calling again... About scrubbers and CO2: eventually, at some point in the future, I'll redesign how the rule system work and there will be CO2 poisoning.
  11. New release 1.0.7 Changelog - improved planner and vessel info ui - removed the old parts that were disabled ages ago, can still be downloaded from here The planner and vessel info ui got some love Removed old parts that were disabled ages ago If you have some old vessel around that was launched in the early versions, you can download the old parts here.
  12. @astroadrian99 Please check this: you have installed using CKAN, but you didn't install the Kerbalism-Profile package (and so the signal system was never enabled in the first place) you have installed AntennaRange or RemoteTech (and so the signal system disabled itself automatically) you have the Origami antenna part pack, that due to a mistake in its configuration files will trigger RemoteTech detection If none of these apply in your case, please send me the log file (that is located in {your KSP folder}/KSP.txt), so that I can take a look.
  13. @jlcarneiro I simulate the decaying RTG from NearFuture (that should be the same you mention) in background, because I need its output rate at all time. It was added in the early versions. Then, a week ago, a pull request was submitted that also included a flag in settings to disable the background simulation of this module. And I included it without much thinking, but now I'm removing that option from next version, because as mentioned before it doesn't make much sense. Sorry for the confusion.
  14. @the_machemer 1) There is also the fact that probes you may have around weren't designed for background resource consumption/production in the first place, and that maybe have no antenna or are out of range. Other tham this, you should be good to go. 2) Yes, it does The atmosphere is considered breathable if it contain oxygen, and if the pressure is more than 25 kPA. On Kerbin this mean about 7km altitude if I remember correctly. So you need an oxygen supply if you flight above that height.
  15. @New Horizons The ManufacturingQuality is a a value that progress gradually with technology. Then every time you launch a vessel each part get the quality at time of launch. This in turn influence the malfunction rate. You can find more about this here. @N70 Mmm it is an interesting idea (in the sense that could be possible). But really this time dilation business is more the realm of KSPI-E, I'm just providing the effect on resources. @ImmaStegosaurus! Space is hard and death is just waiting, ready to strike at the next mistake. Or alternatively your mind break down, putting you on a path for a slower but richer pain. But tardigrades are cool I agree. @jlcarneiro That option was meant to disable the background simulation of decaying RTG (the module is called "ModuleRadioisotopeGenerator", is provided by Near Future Solar if I remember correctly). Honestly, now that I think of this, it make absolutely no sense: if the user don't want decaying RTG it just don't install the decaying RTG mod in the first place. I'm going to remove it in next version. @tjt Thanks This mod work with CTT (the greenhouse is moved to an appropriate tech but that's it for now, contributions in that regard are welcomed). Also, ETT provide some support itself by rearranging all the parts. Other tech tree mods I don't know, its possible some of them support this mod explicitly.
  16. The skill tree idea is cool. I had something similar on the design phase since forever. The problem (and I think the reason stock experience system is so poor) is that its difficult to find skills to unlock (as you have noticed by now). The only hope for a project like this is to find skills to unlock from other mods. Things like increasing thrust or generating resources just don't fit. However the miriad of mods can come with additional mechanics, that can somehow provide these skills (eg: an Engineer ability to repair solar panels, or to assemble components - you get the idea). So my suggestion is this: - skills descriptions can be specified in a ConfigNode - a simple API for other mods to query what skills are enabled - the mod became a GUI, an API and a serialization system for skills, and that's it - only 1 or 2 skills per-level, and a choice do not exclude future choices (ala XCOM) Hope this is helpful, cheers and good luck.
  17. If you want you can use these two functions for the raytracing:
  18. New release 1.0.6. Have fun Changelog - a better temperature model - vessel info window can show solar, albedo and body flux - planner consider all resources from all supported modules - improved planner calculations for scrubbers & recyclers - relativistic time dilation on resource consumption and production (disabled by default) - optimized raytracing - atmospheric decay of unloaded vessels can be disabled in settings - RTG output decay over time can be disabled in settings - scrubber module: waste to resource ratio can be configured - sensor module: more environment readings available - fix: greenhouse waste bonus calculation - fix: antenna throwing exceptions on active debris - fix: greenhouse natural lighting now consider atmospheric absorption - fix: exception when re-entering a debris from eva with vessel info opened Temperature model The new one model radiative cooling from celestial bodies (also know as Ongoing Longwave Radiation by some climatology hippies). In addition, many errors in the previous one have been fixed, and now it should be more physically correct. Changes for existing vessels are not major, most of the differences are on the surface of atmosphere-less bodies. Improved planner The planner now consider every resource from all supported modules. This mean that if you are using one of the stock modules to implement some process related to a life-support resource, the planner now know about it and evaluate it for the lifetime estimates. Finally, the scrubber and recycler simulation in the planner is now just as bad ass (tm) as the new resource system recently introduced.
  19. I always wanted to keep the mission designs just for historical purposes, but the clutter was unbareable. Now I can! Thanks a lot. If you choose to upload it on Spacedock, then CKAN is only a checkbox away: enable 'publish on CKAN' and a new pull request for CKAN github archive is generated automatically. Then some of the good CKAN guys will come and do a summary evaluation of incompatibilities or license issues. That usually goes smooth as silk and the pull request is accepted in a few hours / a day.
  20. @FreeThinker Man, these are the ratios of time elapsed on vessel, versus time elapsed in the observer frame of reference, for a buch of vessels running at usual speeds. I'm going to add time dilation as an option in settings, disabled by default for performance reasons. Also, speed of light can be configured there. Cheers
  21. @FreeThinker I can do it, assuming that 'v' is in the game reference frame (whatever that is, the one that count mission time as seen from KSC). The only problem is that stock modules on loaded vessels will not be time-dilated (eg: solar panels). Will that be an acceptable limitation?
  22. @brusura I did a mistake in the waste bonus calculation for the greenhouse, already fixed for next version. Release in 24h probably. @Mo3pp3l 1) You are not wrong, but it just made sense at the time to have it proportional to amount of crew because: more crew, more internal environment to climatize. 2) The way it is implemented doesn't play well with multiple malfunction modules in the same part: only the first module (in an arbitrary order) among the supported ones get the penalty, and having more than one will increase rate of failure. Now that I think of this, I believe it can be fixed by tweaking the MM patch that add the malfunction modules.
  23. @Kerbos Next time it happen to you, could you post the exception stack trace from the log? No need to post the whole log, just the bits you see repeating (should be about 5-10 lines).
  24. @brusura Found it (I think), fix in next version. BTW, was one of the active vessels with an antenna part flagged as debris?
  25. @Starslinger999 If you go in the VAB, look at the planner 'radiation' panel. Hover the mouse on there to see if that body has a radiation belt, at what altitude is located and how intense it is. For Kerbin, it is at 600Km altitude.
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