Jump to content

ShotgunNinja

Members
  • Posts

    1,087
  • Joined

  • Last visited

Everything posted by ShotgunNinja

  1. @dboi88 Nevermind, found it Was a stupid typo. Fix in next version.
  2. @SFCGunny313 Right now players experience random crash to desktop with the stock game, especially in the VAB. It is unrelated to this mod. Maybe that is what you are experiencing, as this mod or any other mods can only possibly crash the executable by overflowing the call stack with infinite recursion (and that isn't the case with this mod). RemoteTech support work this way: when you have RT installed, the signal mechanic disable itself. Pretty simple. TAC isn't supported out of the box, you will need to use the Barebone profile (look in profiles directory). Else you will have messy interactions between this mod life support mechanics and TAC ones. But still no crashes. @dboi88 Sorry I didn't (yet), I need to install some part mods first to test it. However I suspect it is that high timewarp inconsistency in EC consumption/production: it may happen for antenna only as their EC is consumed separately from the background processing of other modules, so what I think is happening is that the relay antenna consume all EC before the solar panels have a chance to produce anything (resulting in missing link). I'll add a speculative fix for this in next version.
  3. @BashGordon33 The log file is produced in any case, even when the game don't crash to desktop. The file is called KSP.txt and is inside the game install directory. The savegame is called persistent.sfs and is inside {GameDirectory}/saves/{YourSaveName}. To send them, you can upload to google drive or other similar services and then send me a link posting here, or send me a PM using the 'mail' icon on top right of the screen.
  4. @leomike The code only add resources to parts that don't have them already, so you can specify custom amount/capacity for some parts and the code will not touch them.
  5. @Mister Spock, @dboi88, @Death Engineering, @Fraz86, @Itsdavyjones Thanks for the feedback guys, I'll go with (A) then. @DarkonZ I did reply to you already about this. Other mods are de-facto supporting the default profile and you can't realistically expect them to support each profile individually. So while is trivial to add those two lines it is also the start of a slippery slope. It is more pragmatic instead to massage stuff in the non-default profiles, when it make sense. For example in the previous reply about this I suggested how is possible to replace the default profile waste resources with the realism profile ones globally, in all other mods, by adding a couple of lines in the realism profile. This is far more pragmatic than hoping all mods that added support for Kerbalism will use different waste resources depending on the profile in use.
  6. I'm trying to solve this problem: as the simulation step time increase, the total resource produced or consumed in a vessel per-step can exceed capacity There isn't really a real solution to this, except to have the player add more EC capacity to their vessels. After much thinking here is what I can do about it: (A): warn the user about this problem, by showing the minimum EC capacity required to avoid it in the planner (B): disable highest timewarp (C): simulate multiple steps at high timewarp speeds (A) is easy to implement and doesn't pretend to solve the problem, (B) is the best solution but the user will not be able to use the highest timewarp anymore, and (C) is inconsistent between loaded/unloaded vessels, not to mention computationally intensive. So my question is: how bad it will be if I disable the highest timewarp?
  7. @BashGordon33 Send me the log and savegame.
  8. @BashGordon33 Right now a link with the home body is required. The 'pilot remote control' idea is interesting (maybe requiring 2 pilots on the vessel and/or a certain experience level) and shoudn't be too hard to implement either. I'll try to sneak this in one of the next version, if I can.
  9. @anxcon I've implemented something similar to your data-driven idea in the Rule system of Kerbalism.
  10. @Cheesecake Install Kerbalism, then go in the Kerbalism/Profiles directory. Delete all files in here except Barebone.cfg-disabled. Then, rename it to Barebone.cfg. This will give you only the radiation and quality of life mechanics.
  11. Version 1.0.1 released: Changelog: - atmosphere is not considered breathable under the ocean surface - is possible to force kerbals to have helmet and oxygen by holding SHIFT when going to EVA - simulate CryoTanks boiloff in background, CryoTanks EC consumption supported in planner - use Hydrazine instread of MonoPropellant for the EVA suit, if RealFuels is installed - made RealFuels aware of default profile waste resources - some modules are not simulated in background if BackgroundProcessing is detected - fix: shortAntenna will not break existing vessels when signal mechanic is disabled - fix: telemetry experiment data size reverted to previous behaviour - fix: 'put a kerbal in orbit for 30 days' contract will not consider resque missions
  12. @Fraz86 I'll try to add support for it in next version, including the boil off of fuel in background if I can. @leomike You are right... will fix it. @Inflectrum No problem , and your report lead to a better support for RealFuels anyway. @MemeBeam Eventually another greenhouse may be added, more stock-alike. The current one will never be phased out however, but just moved to the end of the tech tree and given some better stats.
  13. @Inflectrum In my test, shielding was there.
  14. @dboi88 A vessel is considered to have signal if there is a path of links to each other vessels and finally to the home body. A link from vessel A to B is considered valid if the following applies: A and B have line of sight with each other the distance between A and B is less than the minimun range of A best antenna, and B best relay antenna B has enough EC to use its best relay antenna BTW, thanks for helping me with this. I didn't look at your save yet but will do ASAP.
  15. @Inflectrum, and everybody using RealFuels: I gave it a shot, and here is what I found: the command pods don't get Food/Oxygen/waste automatically, you need to add them using the RealFuels UI in the editors the Realism profile waste resources are already there, for the Default profile ones I'll add them in next version everything else will work out of the box, except that EVA kerbals don't take Hydrazine instead of Monopropellant, I'll fix that too in next version Let me know if there are other issues, but I don't see any.
  16. @Inflectrum I'll look into what RealFuels is doing. @DarkonZ Yes we could just do something like @Kerbalism:FOR[PROFILE_NAME_HERE] inside the profiles cfg, however keep in mind all mods that are supporting Kerbalism right now are de-facto supporting the default profile, and that will not change. We can't ask people to support multiple profiles. The waste resource name inconsistency could be solved by doing something like this: @PART[*] { @RESOURCE[Crap] { @name = Waste } @RESOURCE[CO2] { @name = CarbonDioxide } } in the realism profile, and maybe tweak the amount/maxAmount too.
  17. @Angel-125 Environment radiation is determined by this formula: cosmic_radiation + storm_radiation + belt_radiation cosmic_radiation: the radiation coming from outside the solar system, zero inside magnetospheres (default to: 0.02 rad/h) storm_radiation: the radiation during a solar storm, if outside a magnetosphere and in line of sight with the sun (default to 2.0 rad/h) belt_radiation: the radiation inside a belt (default to 20.0 rad/h for the home planet belt) For example on the surface of a planet with no magnetosphere and no solar storms in progress, you will only be subject to cosmic radiation (0.02 rad/h, 0.0000055555 rad/s).
  18. @zeant93 Yes, click on a vessel in the monitor UI and you will see a set of configuration for that vessel. Click on 'EC MESSAGES' there to enable/disable the messages about ElectricCharge.
  19. @Angel-125 You will need to modify the existing radiation rule and make it require PlasmaShielding. If you have it separed then it will not stop the original radiation rule from hitting the kerbals when PlasmaShielding is present. Something like this should work, and will consume '1.0 * env_radiation' PlasmaShielding per-second per-kerbal: @Rule[#name[Radiation]] { resource_name = PlasmaShielding rate = 1.0 }
  20. @Angel-125 Great! That should definitely work (and is quite a creative hack ). If you end up modifing the radiation rule in the user install, you could use an MM patch like this: @Rule[#name[Radiation]] { resource_name = ... rate = ... interval = ... } In future, I'm planning to add an 'active shielding' module that consume EC to protect the vessel from radiation. Cheers.
  21. @dboi88 Thanks for the report, I'll take a look. @Angel-125 The Shielding resource is hardcoded. However it is possible to create a rule that is influenced by radiation and at the same time require a resource. For example, this rule will cause Kerbals to be immune to radiation as long as they take some Pills per-day, else the radiation will be applied as usual: You can find some documentation for the rule system here.
  22. @Hrubec The realism profile is experimental and provided as a 'bonus': there are no water or water filtration material container parts provided. That being said Barrin managed to add the filration material to every food container and also there is a small water container. But that's it, at least for now. You could remove the food from the containers and use those only to store filtration material. You could also try some part pack that include water containers like Universal Storage, etc.
  23. @RedParadize Using QoL_LivingSpace or scaling the degeneration rate directly is equivalent mathematically.
  24. @IGNOBIL That is strange indeed. Will do some tests to see if i can reproduce it, but there is nothing in Kerbalism code that could apparently be causing this. @Nansuchao could be right about Orbital Decay, as it has some mechanic about altitude control that use monopropellant, so it may be it as I see it is on your mod list. Would you try removing Orbital Decay to see if the problem is still present?
×
×
  • Create New...