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KSP2 Release Notes
Everything posted by ShotgunNinja
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@Paul Kingtiger I went for kerbal = human and kerbin day = earth day for the default profile. Then I rounded up the numbers a bit so the user can eyeball the amounts to some degree.
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@BT3 If you refer to the ascii progress bars in the vessel info, that is normal behaviour. They will grow after quite some time. To test this, time-accelerate a vessel on the launchpad and you should see the stress bar grow.
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@BT3 That profile should work, only little thing is that you don't need the line '!PART[RadialOxygenBig] {}' anymore (part was renamed). For the radiation there is no recovery in flight, but as @Squelch7 correctly said everything is forgotten about a Kerbal when it return home. @stellarator Post 1.0 I'm going to rewrite the greenhouse module to have multiple arbitrary input and ouput resources, and with each input resource either mandatory (like input_resource now) or a bonus (like waste now).
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@g00bd0g With CLS installed, essentially all environment calculations are done per internal space, instead of the whole vessel. This include living space factor, entertainment and shielding. Personally I use it as it make designing vessels more interesting, and open up a lot of possibilities in how to deal with the quality of life and radiation mechanics. It is also a very lightweight mod. Give it a shot, you can remove it later if you want with no consequences.
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@Fixitman No idea what may cause what you are seeing. I would suggest you try removing all mods and only install ModuleManager, CommunityResourcePack and Kerbalism and see if the problem is still there. Let me know. @selfish_meme That's not a bad idea, in some previous versions environment radiation influenced malfunction rate and I was toying with temperature influence too. But I had to disable it as then designing around malfunctions became too unpredictable. I plan to extend the weather mechanics post 1.0 and will consider this. @The Optimist The last version for KSP 1.1.0 is 0.9.9.4, you can find it here. However as they say destiny has a sense of humor and you can't disable the signal mechanic in that version, as that was introduced in 0.9.9.5... @g00bd0g Shielding is considered per internal space, if you are using ConnectedLivingSpace, or for the whole vessel if you are not using it. If you right click on a vessel in the monitor ui you can see a list of internal spaces and the shielding factor for each one. With CLS, you can implement 'storm shelter' strategies to deal with solar storms or belt crossins: you create an internal space with high quality-of-life (ample living space and entertainment) but little shielding for the long trip, and an internal space with lot of shielding but cramped living space as the shelter.
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@The Optimist Make sure you are running Kerbalism 0.9.9.9 on top of KSP 1.1.2. Also make sure you have ModuleManager 2.6.24. If the problem then still persist, send me the log and the savegame.
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@The Optimist To clarify, does it says 'no signal' on the Kerbalism ui? With RT installed you should't have the 'wifi' icon at all in there. Or does RT say 'no connection' on the top left of the screen?
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They always have a finite range, but after researching all signal processing technologies the big dish will have such a range as to cover the whole solar system. It would have 139Gm range, with the stock planets. That would be enough for Kerbin->Eeloo communications at any point in Eeloo orbit.
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@The Optimist It is compatible in the sense that it detect if you have AntennaRange installed and disable its own signal mechanic in that case.
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The optimization is going really well, this should be actually playable with 50+ vessels starting from next version. Other small optimizations are possible, but I'm hitting some limits in C#/Unity and more serious optimization will require to move some of the computations to a C++ DLL, something that I'm evaluating for the future.
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@Fraz86 I've missed that. The idea is interesting. I could add a LivingSpace module and default to current behaviour if not specified. I'll put it in the list of things to add after 1.0 release.
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@Tokamak No problem, the number of bug reports is in line with what I find in my job. And indeed is slowing down, very fast. I actually appreciate bug reports I already found from the log that the background simulation is indeed throwing an exception, and that is causing the solar panels in your station to not be simulated in background. Looking into this, as I think your savegame is using something like 100 mods I will try to speculatively fix this and send you an updated DLL to try, if you agree. It will be faster this way. @The-Doctor Just tried, the signal mechanic disable correctly when RT is installed. The options in right mouse ui you see are from RemoteTech itself. The loss of connectivity at a certain altitude too is by RemoteTech. I believe you need to extend the antenna as soon as you can, but don't count me on this as I never used RT myself.
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@Tokamak Please send me the log file, and the savegame too if you can. From previous experience with a similar issue I tell you this is related to the backgroud simulation throwing an exception somewhere. @zeant93 You can use the barebone profile, together with the original TAC. Or you can use the TAC emulation profile, together with part packs that were made for TAC. The realism one will not unlock parts made for TAC. @Fraz86 Great, I'll include that in next version.
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@SFCGunny313 Lets clear this out a bit: I made a mod with a lot of stuff in it, it surely wasn't designed explicitly to exclude other mods. But other mods profide similar features of this, or at least a subset of those. So, de-facto, they were incompatible. In the same sense that any two life support mods are incompatible with each other, or in the same sense that AntennaRange is incompatible with RemoteTech. I'm sure there is no point in, for example, going into the AntennaRange thread and complaining that mod is not compatible with RemoteTech. Note that this was at the first release. From then, I made this modular and configurable so people can fit this with other mods: they choose which mechanic to use. And I tried to make this configuration easy to the user: it can take no time (signal disable automatically if you have RemoteTech, for example) or very small amount of time (you rename a file to select between predefined subsets of functionality). In future you will be able to avoid even the file renaming and use CKAN to select a package. User manipulation is only required if you don't want to play with the default profile. Just install and play, you can use this with a lot of other mods as it is, with zero effort. There is the possibility of tweaking, not the need to do so. Please keep the discussion civil.
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@nuclearping Unfortunately Interstellar Extended is a huge mod. It doesn't just have a couple modules to add support for, it has tens of them... And all very complex ones. It is unlikely I will add support for all of them. @SFCGunny313 Download Kerbalism from CKAN, without downloading a profile package, and this mod consume/produce EC in background (with a simple UI to monitor and plan vessels). Then, if you got 1 minute to spare, go into Profiles/ directory and rename Barebone.cfg-disabled to Barebone.cfg: this will add the quality of life mechanic. When CKAN version (not this mod, CKAN proper) is updated, you will be able to 1-click install the other profiles, for now you need to rename them manually.
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@BlazeIV When installing using CKAN, be sure to install both Kerbalism as weel as Kerbalism-Profile-Default packages. The former is only the 'engine' running the rules and simulating the resources and the environment. The latter is the default profile that enable all mechanics including Food and Oxygen consumption. @SFCGunny313 The life support, quality of life and radiation mechanics are now data-driven: their presence and parameters are specified using 'rules' in a .cfg file. You can run this with none of them, or only some, or even design your own rules as you see fit. Then the signal and malfunction mechanics can be completely removed, and are removed automatically if another mod that implement similar mechanics is detected. You can use this only as a background resource simulation if you want. @zeant93 There is a profile that emulate TAC life support (use TAC.cfg in the profiles/ directory), but you can also just run it along the original TAC (by using no profile at all or a profile with no life support rules, eg: Barebone.cfg that only has the quality of life).
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@Nils277 You got some serious talent, I'm in a state of shock by this quality. Thanks a lot!
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@Nils277 Man, these are amazing.
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I've added a little survey with a single question about what profile users are playing with, added to the first post.
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@Lazzy The filter material is for the water recycler, scrubbers don't require that. From the oxygen life expectancy times you posted look like the planner simulated the scrubber correctly, but then in flight the scrubber isn't finding the carbon dioxide, but it should as what you posted of the savefile is correct.... send me the save so I can have a look. NOTE: the realism profile is very experimental
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@Nansuchao If they use a custom module, I need to implement ad-hoc support. I think that mod has a lot of custom modules, eventually I'll add support for all of them but it will take time and right now I'm struggling with optimizing everything. @DurrAliens Try reinstalling it from CKAN, be sure to install the Kerbalism-Profile-Default package too. If then it still doesn't work send me the savefile so I'll have a look.
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@pap1723 I like that, it can make the telemetry something more than just another experiment. I will include it in next update, with lower science values.
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@dboi88 What mod provide the part 'solarsmall'?
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@Norcalplanner I would prefer savegames using a minimum amount of mods, but some times you can still load them without installing all the mods. Send it my way
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I wrote a small profiler and started to optimize the mod. I'm analyzing performances using a savegame with 30 vessels. The good thing is the whole environmental simulation is consuming only 10 us per vessel (quite fast). The bad thing is the background operations on the resources are much slower than they should be, so I'm focusing my efforts on optimizing that. Also the signal system is taking 2 whole ms with that many vessels, but that would be hard to optimize further as it is at the theoretical minimum complexity-wise. Already rewrote the string operations to minimize garbage collection spikes (but I was never able to replicate those spikes myself). In general, 1.0.0.0 will be faster and stronger. If anybody got a savegame with something like 100 vessels or more please send it to me for more testing.