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ShotgunNinja

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Everything posted by ShotgunNinja

  1. @Japcsali Did you have CommunityResourcePack installed? If you used CKAN, did you also install the DefaultProfile package?
  2. @Thegamer211 Ooops... will fix in next version. Thanks for the report
  3. @brusura Found out it is a bug in stock, wasted an hour . To reproduce do the following: The workaround if you change appscale is to go in flight-mode at least once after you load the game.
  4. I got a few minor changes, so I'm releasing a quick update: 1.0.5 Changelog: - optimized vessel monitor - optimized debris decay in atmosphere - recycler module efficiency can depend on technology progression
  5. @leomike The refactor is done, I will just do minor things for a while. Feel free to contribute on github. @BashGordon33 It shouln't, existing recyclers will not be influenced. Backup your savegame anyway just in case.
  6. @BashGordon33 Good point. I think in next version I'll add a property to Recycler module to have its output influenced by efficiency (the same determined for scrubbers). Will default to false to not break existing setups. EDIT: Hey, I just added it. Replace Kerbalism.dll with this one, and add 'use_efficiency = true' to the Recycler. Let me know if there is some problem.
  7. @BashGordon33 It should work, with these two (minor) issues: when inside a breathable atmosphere it will stop recycling and instead start producing 'resource_name' at 'intake_rate' per-second (that default to 1.0) the right-click ui will show it as a 'Scrubber' You can solve both of them by using a recycler module instead, that was created esplicitly to address them. The only thing you need to change is 'name = Scrubber' into 'name = Recycler', and maybe add a custom 'display_name'.
  8. New version is out, 1.0.4 Changelog: - refactored overall architecture - new resource system: faster, stronger - optimized signal system - optimized background resource simulation - vessel cache: smart FIFO eviction strategy - optimized malfunction module - more stable depletion estimates - improved signal link rendering - vessel info show consumption/production rates - vessel monitor and planner ui remain visible on mouse over - balance: decreased malfunction rate - balance: reduced engine malfunction penalty - fix: background resource simulation inconsistencies at extreme timewarp - fix: vessels not getting included in relay network calculations - fix: scrubber and recycler inconsistencies during timewarp blending - fix: greenhouse assuming the part has shutters - fix: atmosphere description in vessel info window
  9. @Kerbos Thanks a lot for all the testing you did. I really appreciated that
  10. @Gaiiden Definitely will be something optional, and probably disabled by default - at least for some versions. I've found @nightingale thread here, where he mention a science system overhaul mod but there is no information about it, maybe I'm missing the real thread? Also this has some interesting idea. What I personally have in mind is more minimalist, essentially just having experiments take time to complete and be able to execute in background. Then the data is transmitted over a longer time (maybe with more realistic data rates), also in background. Finally I just add the science data to the stock system as it comes from the transmissions. Still thinking about the details however.
  11. @Kerbos Try this new dll. It is important you use it with the backup save from 1.0.3 (else the malfunctions will still be there). For the rest: when changing profile you also are changing resource definitions and that may be the reason of the ships disappearing but I'm not sure.
  12. @Kerbos Thanks for the detailed report. Try replacing the Kerbalism DLL with this one. Note that you should load your savegame from 1.0.3 to get rid of the malfunctions that happened.
  13. I just had one of those brilliant ideas that only extreme sleep deprivation can give. I'm going to replace the stock science & data transmission systems. More details will follow in a few days, cheers.
  14. @BT Industries You could edit the Default profile and delete the Food rule, and then add these lines: // remove Food resource from any part @PART[*]:FINAL { !RESOURCE[Food] {} } // remove all food containers !PART[kerbalism-food-*]:FINAL {} @BashGordon33 You are most welcome to give that some love too
  15. This is a pre-release of 1.0.4. There have been a lot of changes under the hood and so I need some tester to give it a shot and report eventual bugs, and feedback on performance. Backup your savegame if you try it. Consider this experimental and for testing only.
  16. @BashGordon33 Mmm I don't know, maybe serious but with a bit of humor.
  17. @BashGordon33 Absolutely, that would be great!
  18. @legoclone09 Yes, you can disable the mechanics that you don't want. Take a look at the documentation in the wiki, especially this page.
  19. @legoclone09 It will work with any planet pack as long as they don't add new stars. @MongooseNX Yes click on a vessel in the monitor and some configuration per-vessel is shown. You can enable various types of messages in there.
  20. @How to: KSP, @ha15224: This mod require CommunityResourcePack. Make sure it is installed. @Kerbos The US parts (and any other mod parts in fact) are balanced against the Default profile. You can write a small patch to fix this using NEEDS[RealismProfile], just like @DarkonZ did for KPBS. @Jasseji Tell you what, if you do the model I'll help you with the coding. @CSVoltage The effects on health from low gravity will overlap with the Quality of Life mechanic and I don't think will add much to the gameplay.
  21. @Bersagliere81 I could implement LoS with the KSC relatively easy, but then people are going to ask for multiple ground stations. Non-omnidirectional antennas would be interesting, but then you need a GUI to manage them and to display them, rebalance everything, etc. I'll end up reimplementing RemoteTech. So I would say chances are pretty low to non-existant. On another note, I ended up rewriting a lot of stuff, including the whole signal system implementation. This thing fly now! and I found and fixed an old bug in the relay network calculation that was there from the beginning. EDIT: 677 microseconds for the whole shebang, with 88 vessels
  22. @KOCOUR You are running a very old version of this mod, or maybe you have an old version mixed in with the new one. Lifesupport.cfg was removed like in 0.9.5 or the like. Please delete the Kerbalism folder completely and reinstall. In general you should remove the directory completely before updating any mod (or any software in general).
  23. @KOCOUR This mod require CommunityResourcePack. In your case you must have some other mod defining oxygen, but with a much greater mass. So find what mod is defining oxygen and remove it, then install CRP.
  24. @leomike Better wait until I release this new version, lot of stuff was refactored. Also I didn't have the chance to look properly at your code, but I'll let you know.
  25. @tjt Yes look in the Customization page in the wiki, in Kerbalism/Profiles/Default.cfg and Kerbalism/Settings.cfg files.
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