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ShotgunNinja

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Everything posted by ShotgunNinja

  1. @Toonu I want to keep the profiles shipped to a minimum, to minimize maintenance. Of course anybody is welcome to create and distribute profiles. The current/planned ones all have a rationale behind: Default: show all features and mechanics Barebone: for those that only want quality-of-life mechanic Snacks: a simple life-support profile, here to showcase how simple it is to make one TAC-LS: a complex life-support profile, here to showcase the flexibility of this system Realism: for those that want water and mass-conservation
  2. @RattiRatto, @Toonu Yep That was one of my wildest dreams too ah! @Barrin I've found an use case for a Recycler module: enabling/disabling it in the editor (with planner EC estimates taking its on/off state in consideration). I'm going to include your profile in 0.9.9.7, when I add that. I want to make recyclers first-class citizens first, so to speak. The only change I'm going to make is to lower the EC consumption of the water filter, and maybe the conversion rates too. I'm going to include a TAC emulation profile too, in 0.9.9.7. I'm starting from the work @Rhedd did a few days/pages ago. For references, these are the two profiles as of now if anybody want to give some feedback or contribute some changes before 0.9.9.7 hit: Realism profile: TAC-LS emulation profile:
  3. @SpacedInvader TAC-LS doesn't simulate EC consumption in background, the reason for this is simply that you can't consume something in background without also simulating its production, or else Kerbals will just die. You can find the same identical design decision in many if not all life support mods.
  4. @Joe12473 I just checked and all the profiles are in the zip file CKAN download. I don't know what may cause that issue. @Alkem That little antenna is just a poorly retextured communotron-16! If you dig this thread somebody posted a RT config for it. @mmgfrcs That's not normal, using the default profile you should die after a few hours/days in a radiation belt. @Tricky14 That is a very cool ring! Taking the acceleration would make sense, but there is no way to implement that coherently between loaded or unloaded vessels. About the slowdown: this mod simulate a lot of stuff in background, and the UI does quite a good amount of GUILayout calls. I never found that to be noticeable however. When this stabilize I'm going to do an optimization pass on everything. @casper88 I never show the oxygen used, and neither the stock resource bars does. What is shown is the rate of change of the Oxygen amount in the vessel. When you enable the scrubber that rate of change is reduced. Scrubbers reclaim some of the Oxygen from breathed air. @Barrin Yes, I forgot you can just use converters to implement recyclers. In your tests, do you think an ad-hoc Recycler module is unnecessary then?
  5. @Barrin That is good, and I like the water messages! I'm also glad my back-of-the-envelop food/oxygen rates aren't too far off from real figures this time...
  6. @The-Doctor In future I may interface with RT, and take link status from it. And block its signal during storms if I can hack that together. Colored link lines are on the todo list, but not in next version I'm afraid.
  7. @The-Doctor I will have a look about origami, thanks for reporting and testing that. The CME will not affect signals with RemoteTech, but it will still influence radiation.
  8. I want to propose for the CCF standards-for-parts energy recommendations that solar panels output rates should be balanced in proportion to their surface area relative to the small fixed panel. This reference output should be changed if appropriate, I like 0.08 EC/s at 1AU personally but any value will do. From there we could then attempt to rebalance/standardize other EC producers/consumers/storage.
  9. @Sigma88 Thanks for the info. I managed to find Planetarium.Sun, I guess that's what Kopernicus change. For the reparenting kerbin bug, have you tried setting the solar panel to use a power curve? I say that because if the problem is related to how 1AU is evalued (and the fact that solar output is normalized against 1AU), then using power curves would bypass that completely.
  10. @mkrco Current version is compatible with CRP, but CKAN may stil be out of sync. Next version will require CRP. @RzTen1 Fixed in next version. @mmgfrcs I don't get that is_Hovering exception at all. I'm starting to think it is related to another mod, maybe. CStreamworks is a library used to embed stream functionality in a game, my guess. @casper88 What kind of profile that is? I'm asking because I could ship Kerbalism with some other extra profiles. Also it is possible to release a mod that depend on Kerbalism and just contain some rules (and maybe some parts too, if necessary - eg: water containers, recyclers, etc). Kerbalism will pick the rules from any .cfg file, so they can be in another directory.
  11. @sp1989 I'll take a look @Barrin 1) A 'recycler' module is planned. The reason is that the scrubber has special behaviour inside breathable atmospheres. When I add the recycler I'll add a config entry to set its displayed name in the RMB ui. 2) That is a bug! My intention was to add enough capacity to contain the waste produced by all crew members for 1 day (you see the line below I add cost for the right quantity). I'll fix that. That function you found is run before MM patches are executed, so you could add more waste resource just with an MM patch. @PART[*]:HAS[#CrewCapacity[>0]] { @RESOURCE[CarbonDioxide] { @maxAmount += 500.0 } @RESOURCE[WasteWater] { @maxAmount += 100.0 } } @crapstar These are (lame) ascii progressbars. What you see there is a perfectly healthy kerbal. @AdamMil Make sure you have ModuleManager 2.6.24 installed.
  12. @Nansuchao, @brusura I was able to replicate it, fix in next version.
  13. @Atmoz, @boribori CKAN don't allow you to install Kerbalism if you also have CommunityResourcePack, this is about to be resolved so you can either wait a few days until this is sorted out or you can download Kerbalism from Spacedock meanwhile. @Nansuchao, @brusura Thanks guys, will look into it. @mmgfrcs Please update to new version and tell me if that still happen. @nosscire For interval-based rules degeneration start at the first interval where the resource isn't available. It is safe to not give a resource on eva if its interval if a few hours. When they consume the resource again, degeneration slowly recover (but still quite fast). This was necessary to avoid some exploit with players locking resources away and then releasing them in 'bursts'. @Rhedd Good! I'll include it in next version.
  14. In OpenGL/DX you can specify an arbitrary base mipmap level (the bottom of the pyramid, the default is 0) on the fly, this parameter is then used directly by the hardware when filtering the texture. The base mipmap level is exposed as a texture property by many 3D engines, haven't checked about unity however. Note that this will not work if that particular texture is using linear filtering.
  15. @KhaosCorp Your ideas for extra parts are interesting. I'm glad you like the ring, I just love it. And some more good stuff is coming in next version , our art department is in full gear. Oh and please share a screenshot of that! I'll include it in the album.
  16. @Charlie_Zulu I've updated my previous post, simplified it. I'm going to add that feature in 0.9.9.6. And thanks for the info on PR. @KhaosCorp Thanks you, appreciated. Did you miss the new gravity ring from a couple version ago? Man if you did check it out that its amazing. Made by mehka. It interact with the quality of life system: it provide entertainment (that soon will be renamed to 'comfort') in proportion to the rotation speed. The rotation cost EC, even in background. Check it out man
  17. @Charlie_Zulu No bothering at all. Your offer for help on a realistic TAC-LS like profile is very welcome! I also understand the rationale for the feature you are asking. You want a flag in Rule to start degenerating the kerbal property when level of waste_resource in the vessel reach 100% capacity, correct? Lets assume you want to simulate CO2 poisoning. You also want to simulate Oxygen deprivation too. You'll need to put them in separate rules. The CO2 poisoning one may look something like this with the feature you are asking: Rule { name = CO2_poisoning resource_name = CO2 rate = // empty degeneration = 0.00055555 // 30 min to death poisoning = true // degenerate on resource capacity saturation instead of resource depletion // messages and thresholds } @DarkonZ That's weird especially how and why it interact with the warp-to-next-morning, I'll try persistent rotation (that look like a cool idea, hate the warp to stop rotation thing) and investingate what's happening.
  18. Replace Kerbalism.dll with this one to solve the issue with depletion estimates for resources consumed by meal. I'll wait some more bugs to fix to release another version proper. I want to thank all people that tested this: your reports have been invaluable!
  19. @Invader Myk, @JEGinthebox Unfortunately CRP flag Kerbalism as a conflict. This can change in the future, or not, it is not really under my control. I've contacted CRP maintainers to see if this can be resolved. Meanwhile please install it using Spacedock.
  20. @NathanKell, @RoverDude I released an updated version of Kerbalism that use CRP values for Food and Oxygen. I got rid of Waste altogheter. I'm still defining Food and Water in this version (with identical values to CRP) to ease the transition, as the alternative would have made Kerbalism impossible to install by CKAN (as it would have required CRP, while at the same time CRP is flagging it as a conflict). The plan is to remove the Food/Oxygen definitions and flag CRP as a dependency starting from the next version, 0.9.9.6.
  21. You could make a graph by creating a texture in-code and then drawing the graph inside it.
  22. I managed to write some documentation about the configuration and profiles.
  23. @Rhedd Thanks, it's related to how I estimate meal-based consumptions. I simply forgot to multiply that by number of Kerbals
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