Jump to content

ShotgunNinja

Members
  • Posts

    1,087
  • Joined

  • Last visited

Everything posted by ShotgunNinja

  1. @The-Doctor To go interstellar you have to hybernate the crew, there is no other way around. Or maybe launch a mind-uploaded crew on holographic data storage. Anyway is going to be a while before I break savegames, is not going to happen tomorrow.
  2. @The-Doctor Well, personally I think that if repairs are automated then what is the point? It will just become another resource to carry. So let's the user choose what to repair and how, instead. If malfunctions are too frequent we can just increase the mtbf. Unfortunately I have to break savegames to do some of the changes. I'm timing these with the next major KSP release, but probably they'll happen some time after that. If KSP 1.3 is released soon I may port the mod to it before starting to break everything. But no promises. @KerbolExplorer Yes, RTFM. Some notes. I see reports of people that can't manage crewed missions over long distances and time. That is merely a consequence of the 'more or less' realistic constrains introduced by this mod. As they become more realistic, these crewed missions limits start to resemble the real ones. There are reasons we are not going to Mars yet. In additions, some things in this mod are still not nearly hard as in reality. The greenhouse for instance is way overpowered. In reality you need a much larger biomass volume to even think of sustaining a single crew member. As another example, a dual-bed vacuum-exposing regenerative scrubber can't reclaim carbon dioxide. These are just examples. So, it would seem that crewed missions over long distances and time are not practical. Yet. We the ingenuous people of the earth are going to find solutions to all problems eventually. To represent that I am thinking of adding some new ways to deal with life support, always based in reality. Instead of dumbing down the challenge of surviving the space environment, I want to give more means to deal with it. So if you have an idea to contribute in this regard, you are welcome to share it. Some things I'm considering, to give you examples: scrubbing and feeding out of algaes, in-vitro meat growing, waterwall radiation shielding.
  3. @The-Doctor Right now I'm doing minor updates, mostly bugfixing. But the next major savegame-breaking refactor I have plans to introduce an Hardware resource, that will be required to do repairs and to 'install' things in flight. You will also be able to dismantle existing components to get some Hardware. In this new system, repairs will be equivalent to 'replacing' the component with a new one.
  4. @PrathamK Upload the file KSP.log somewhere and send me the link.
  5. @Swithmario You can choose what messages are shown for each vessel. Click on the vessel name in monitor (this thing here), then click on 'CFG'. Now you are shown the 'vessel config' options. Disable the warnings that you don't want for that particular vessel. @PrathamK You are the only one complaining about hard crashes using this mod. Everybody else doesn't have your issues. So maybe you are experiencing what is called a 'user error' Try wiping out KSP and all mods, and start over installing only a barebone set of mods. @Mikki I understand. The leak rates are going to be lowered in the next version.
  6. @PrathamK You can go in Settings.cfg and set ExtendedAntenna = false, that way the antennas don't need to be extended to work. @CatastrophicFailure After Apollo 1, NASA used mixed oxygen->nitrogen atmosphere only during launch. Once in space the atmosphere was back to pure oxygen. Anyway, I was never able to find any real data on leak rates.
  7. NaN is a special value in floating point arithmetic that indicate the result of some operation was 'not a number'. Examples: 1 / 0 = NaN; x + NaN = NaN, etcetera. Also, NaN != NaN
  8. New version released: 1.2.7 - remember window position (@PiezPiedPie) - depressurizing habitats also vent WasteAtmosphere - improved ec and supply icon tooltips in monitor - fix: too generous gift package for resque missions - fix: comfort from parts not overriding environment factors - fix: disable modules on tutorial scenarios - fix: wrong pressurized state inside breathable atmosphere - fix: excessive cryotank background consumption
  9. @chaoseclipse01 I'll think about it. Also maybe I should further reduce atmosphere leaking... @lordcirth There is an issue in backgrond simulation of cryogenic tanks, that is only present if you have multiple tanks. I'll try to fix for next version. @MaxL_1023 Stress can only be slowed down. But if you provide at least 40m³ of living space, all comforts and pressurization it will last for 21 years. @gulegule Thanks, a fix will be included in next version. @PrathamK Please read the documentation, in particular what the signal system is about and how to disable it if you prefer stock CommNet. The same goes for the laboratory analysis mechanics, that too can be disabled in settings. If you think to have found a bug, please refer to the FAQ in the first post on how to properly report it.
  10. @MaxL_1023 These are nice ideas. Some experiments may also make sense to be inside a pod, or a probe core even. Unfortunately I have to leave untouched the stock goo and matlab, to not disrupt the early game progression, or else it would have made sense to also put biological experiments in the goo and material science experiments in the matlab. @Uldis Unfortunately the timewarp fix for stock solar panel (introduced in 1.2.5) has to set the panel output to zero, as far as stock and other mods are concerned.
  11. @lordcirth That's just something quick and dirty to make your lab more useful for now, so they are just present on all labs. But the plan is to have a dozen or more experiments that can be selected in VAB, or installed in flight afterward (like the ISS). Science credits are multiplied by body, location and difficulty modifiers. Put the content inside a (new or existing) .cfg file in GameData folder.
  12. @lordcirth Try this. It add two new experiments to the lab: Soldiering in Reduced Gravity (SRG) and Miniature X-ray Solar Spectrometer (MXSS). One require an engineer and the other one a scientist. Both can only collect data in Space, over a long period of time (they can run on unloaded vessels). You can transmit partial data and get partial science points (you can even 'stream' the data as it is being collected). Note that the Experiment module is still raw, and there are no filters for the custom situations in the science archives UI yet.
  13. In addition to what already said, you could take a look at PartOrganizer. You can use that mod directly (see Adding a category example in its OP), or even mess with the minimal source code here (relevant logic is in PartOrganizer::setup() method).
  14. @SpaceX SSTU is using custom solar panel modules, that are not emulated in background. The fuel cell on the contrary should generate EC even when the vessel is not loaded.
  15. The thing that hooked me to this game was the sense of accomplishment the first time I manage to land on the Mun. That is something you only feel once, however. It is a one-shot sensation. It was possible in the first place because I played career. If I had no boundaries on the parts or vessel size, then it would have been way less epic. Creativity requires limits. But as a space agency simulator, this game is so lacking is not worth fixing. You have a 'wheel after rocket engines' tech tree, 'stage this decoupler on suborbital flight on the sun' goals, a 'take crew report from the ladder to unlock battery' progression system and a 'giant dead rolling stones' environment. Users themselves tried to improve this piece of software, out of human ingenuity. You have mods that rethink the tech tree, improve the contracts, spice up the science, add new mechanics, change the planets and more. That's something that could be worth your time to experience. But that first Mun landing is not going to come back, ever...
  16. Oh god, we got a grey goo. Send the nukes. Waiter! Did you just put a finger in my soup?
  17. First, you determine the NEAR PLANE properties. Then convert pixel coordinates of clicked point to a specific point on the NEAR PLANE (and by extension, its coordinate in world-space). Let's call this point Q. Then you create a normalized vector from EYE (camera pos) to Q. This is the LOOK vector at clicked position. Taking EYE, and the LOOK vector previously determined, raytrace the sphere representing the celestial body and determine the HIT POINT on its surface. Some code follow (in GLSL, but you can port it easily): The function above return the distance from EYE to the hit point. Let's call this value DIST. So, finally, the world-space position of the point on the body surface under the clicked mouse position is: EYE + LOOK * DIST That point can be converted to lat/long using the utility functions in CelestialBody. Have fun.
  18. New version released: 1.2.6 - improved Bluedog support patch (@ModZero) - SSTU support patch (@Maxzhao1999) - reduced monoprop fuel cell rates, adapt to required EC - fix: planner not considering solar panels after last update - fix: exception in Configure module for crafts that never entered VAB - fix: duplicate extend/retract in some supported antennas
  19. It is still supported, in the sense that parts with names 'NuclearJetEngine', 'nuclearEngineKANDL' and 'nuclearEngineLightbulb' will emit some radiation. I use the default 60% of the 'hard' difficulty, with OrbitalScience for more variation and less grind. There are more ways to consume EC, but all of them are related to manned vessels. If you saw two different EC levels reported by the UI of this mod, and the part UI of the batteries, then you may have found a bug. I will need you to send to me the KSP.log file, the list of mods you are using and a savegame where the issue can be reproduced. I agree. Like if a 'theoretical model' had to be 'researched' before the fields are shown. Maybe feeded not by 'science points' but simply by 'radiation data'. That would be really interesting. It seem you have less than 100 mods installed, so please don't go away. Instead send me the KSP.log file and a savegame where the issue can be reproduced. None of the mod you mention should be related to this, but you never know. Unfortunately no, the data transfer rate is hard-coded when using RT, and doesn't take into consideration the individual antennas. I'm only taking the connected/not-connected state using its API, that unfortunately doesn't expose the data transfer rate. I'll revisit the situation when RT is updated.
  20. 0.15625, that being 1.0 / 6.4. It will make the radiation accumulate 6.4 times slower.
  21. @Sweetie bot As the distances increase, and so the time of travel, the radiation and its countermeasures become unbalanced. You are going to Mars, maybe a 200 gigameters trip. But the radiation rule was balanced for a solar system where that same trip bring you out of the heliopause and into interstellar space. Somebody posted a profile for RSS some pages back. Alternatively you can edit Profile/Default.cfg (or classic if you are using that), at line 153 there is the rule that deal with radiation. Rule { name = radiation degeneration = 1.0 // << lower this to 'slow down' radiation poisoning, 0.1 may be a good value for RSS ... }
  22. @karst45 Old/new ships should behave the same in that regard. I'm going to need more information on your issue, please see the FAQ #3 in the OP.
  23. @MaxL_1023 I would speculate that you have some issue in your install. Something else interfering. Because I can't reproduce the greenhouse thing, and because your 'thermal debug' show radically different values than it should (and these readings are not influenced by Kerbalism in any way). Could you try a fresh install, GPP + its dependencies only, and see the thermal debug readings. Then add Kerbalism + its dependencies and see the greenhouse readings. @OhioBob Can you elaborate on the solar panel output issue? In particular: does it happen only in stock? or with Kerbalism? I'm asking because I got right solar panel outputs in the test I just did at 1AU from Ciro.
×
×
  • Create New...