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ShotgunNinja

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Everything posted by ShotgunNinja

  1. @Razorfang I'm adding a bunch of hooks to get environment values for a vessel, you'll find it in the next version (and docs on the wiki). Among these there is a double RadiationLevel(Vessel v) function returning current radiation at the vessel position in rad/s. @dboi88 The small antenna range is definitely bigger than that. I don't know what could trigger that behaviour. @Enceos Thanks! :popcorn:
  2. Guys thanks everybody. @RzTen1 I'm going to take a look, but that should be okay. @guest23 I already reverted to stock experience bonus for scientists, in next version. That 'tweak' was there only to cover a bug (that is now fixes in new KSP version). Also you will be able to disable storms or tweak malfunctions rates... hold tight BTW you can already tweak malfunction rates like this: @Squelch7 There is a variance that is dependent on the kerbal name (to randomize things a bit), but not on stupidity or courage. So you'll have breakdowns not all appening at the same time. For the second question, now the mod calculate shielding (and quality-of-life stuff) for an 'INTERNAL SPACE'. If you have ConnectedLivingSpace you can have multiple internal space in the vessel, if not your vessel is assumed to have a single internal space. So using this mod with CLS permit complex strategies to deal with radiation, like having a 'storm shelter' or having a lightweight landing module and an hardened orbital module, etc. Without CLS, however, shielding is simply averaged over the whole vessel.
  3. @jeepwran oxygen should be in the pods, then a tank in "space exploration" @Invader Myk Thanks. In next version I'm going to provide a sort of 'framework' that people can use to write customize everything. It will be possible to create a set of 'rules' and let the engine apply them. Then I'm going to port the current mechanics into this framework, so they also can work as example how to use it. Also the greenhouse and scrubber modules got more options and work with arbitrary resources. So I think you should be able to tweak it quite a bit. Also waste is here, just the resource is hidden. But this can be changed, always in next version, when you can just specify your own resources. @Gotmachine Noted, thanks.
  4. @lagcity613 I found a problem with flowState, it may be related to that. Let me know if it still happen after the next update
  5. @DarkonZ I made the techs cumulative, less problems that way. @cicatrix Maybe I should decrease the rate in early game a little...
  6. @lagcity613 Thank for the log, will take a look. Timewarp stops are disabled if you disable the 'signal warnings' for that vessel, click on a vessel in the monitor. @Box of Stardust Fixed in next version, was a mistake when I moved everything to utility I forgot those. EDIT: some screenshots
  7. In next version, done: - signal mechanic disable itself if there is RemoteTech or AntennaRange installed - fixed the helmet problem in case KIS is installed - support PlanetaryBaseSystem generators in background resources, malfunctions and on the planner - more hooks added and still to do: - malfunction mechanic disable itself if there is DangIt + {insert other similar mods here} - support NearFutureElectrical FissionGenerator and RadioisotopeGenerator modules (this is hard!)
  8. The helmet forced on/off is this mod, that overwrite the changes of the others changing the helmet... also the things in Control were a mistake. @Box of Stardust @brusura
  9. @Papa_Joe I found that the API isn't returning any crew when scene is editor, and I noticed the UI isn't displaying any crew either (always in the editor). I think its related to changes in CMAssignmentDialog: now that class is alive but does nothing, the data is in KSP.UI.CrewAssignmentDialog instead. Also filed an issue about this here. Cheers and nice work, this is becoming one of favorite mod!
  10. @RoverDude I find it very positive instead. I want to improve this, and so you are being extremely usefull really
  11. @RoverDude I'm doing it at every simulation step (so assume something like 60hz). The ISRU temperature bit was too hard to simulate in background. The required resources i check, i believe. Or you mean that some resources may be required and others not? Trait bonus i can add it, as I already using it in the Drill simulation. EDIT: btw, do the trait bonus scale resource produced only, or also the required one in converters? EDIT2: what is efficiency then? damn i've missing something here
  12. @RoverDude Well keep in mind I'm ignoring temperature completely. Also all my background resource updates ignore stacking altogether. It boils down to something like this: EDIT: I'm not detecting chains of transformations or anything like that, I do it 'verlet style'.
  13. @RoverDude Everything that uses stock generators will work in background. Also everything that uses stock resource converters and harvesters. Essentially I run the simulation for converters and harvesters at each fixed step (for all unloaded vessels) and set the 'lastUpdateTime' value constantly to current universal time to 'disable' default stock background simulation.
  14. @lagcity613 Ok, maybe it was related to curved panels (that's now fixed). Let me know if the problem resurface.
  15. @lagcity613 I am unable to reproduce it. What RTG were you using? @cicatrix Use the planner in the editors, click to change body. There are magnetosphere details in the 'radiation' section. An atmosphere isn't a requirement for magnetospheres.
  16. New version: 0.9.9.4 - new part! an artificial gravity hab by mehka - new part! small food container by Nazari1382 - new part! a better 1.25m food container by tygoo7 - added support for ConnectedLivingSpace - vessel info window - new 'medium' scope for antennas - doubled amount of EC on eva suits - minor changes in the EnergyTweaks - reduced radiation influence over malfunctions - MM patches for NearFutureElectrical and NearFuturePropulsion by Fraz86 - default antenna patch by speedwaystar - greenhouse module can specify an emissive object for the lamps - fix: greenhouse module do not assume there is a shutter anymore - fix: monitor tooltip, this time for real - fix: antennas should work with contracts now - fix: issue with EVA prop getting created out of thin air - fix: curved solar panels weren't working - fix: kerbals don't stop eating anymore The gravity ring habitat from mehka! The food containers by Nazari1382 and tygoo7! The vessel info window: ConnectedLivingSpace support: Quality of Life and Radiation mechanics apply to individual internal spaces if ConnectedLivingSpace is installed, else the whole vessel is assumed to be a single internal space.
  17. @lajoswinkler The magnetosphere function is like this: 1 inside the sphere defined by the magnetopause, gently fade from 1 to 0 in a 'fat falloff' area just outside it (20% its length), then zero outside. @lude Added to next version, thanks.
  18. @JonGustav, @Squelch7 Good idea, I'm going to look how I can do it. @White Owl There is a new medium scope in new version. You are right its simpler this way. @lajoswinkler The magnetosphere is spherical, I know its a bad approximation. In a later version I want to make them drop-shaped and show them in the tracking station somehow. @lagcity613 I will investigate. Quick question, where you using curved solar panels? Because those are broken in current version and a fix is in the new one (coming soon).
  19. @cicatrix yes, click on that vessel in the monitor ui, then click on the SIGNAL MESSAGES icon to disable warnings and stop-warp
  20. @seregheru With that LifeSupport module that is coming you can implement water with a MM patch. And recyclers can be done as stock ModuleGenerator. It could be implemented as a separate extension. @lagcity613 Thanks, appreciated.
  21. Guys I'm going to introduce a generic LifeSupport module in a couple versions. That way you can add new consumed resources by just writing an MM patch. It will look something like this: @PART[*]:HAS[#CrewCapacity[>0]]:NEEDS[Kerbalism] { MODULE { name = LifeSupport resource_name = Water waste_name = WasteWater consumption_rate = 0.00001 // consumed per-second per-kerbal waste_rate = 1.0 // proportion of some kind of waste resource generated, if any breathable = false // set to true to make consumption only happen outside breathable atmosphere background = true // set to false to do not have consumption happen in background // ... // other stuff to specify how to kill kerbals and when to send warnings // ... } }
  22. @Rhedd That vessel info window is coming in the next version, I did update the wiki meanwhile. Sorry for the confusion. @cicatrix, @Box of Stardust There is a new 0.6125m food container coming in new version, that should give you more option in early game. @Aristaeus Contributions are welcome @White Owl I'm thinking of adding a ScopeMultiplier value to Antenna module, so you can tweak some antennas better (eg: double 'near': just set the multiplier to 2). What you think? I could also just add a new scope in the middle between 'near' or 'far'.
  23. @curiousepic Maybe the kerbals and food are on different vessels, somehow. @Dawnstar Thanks for the analysis, you saved me a lot of time @Skipperro Its possible I'm gonna change that in future. @kspjrthom4444 I've already doubled radiation life expectancy. You should be able to reach Eeloo right now. @JonGustav This is already possible by creating some kind of MedicalBay module and then calling the hook InjectRadiation() with a negative amount for all kerbals inside. @lagcity613 Those patches are good!
  24. @Guest83 Yes. Essentially a part malfunction when its age goes above a random value, choosen between min_lifetime and max_lifetime. The aging is scaled by manufacturing quality. Now that I think of it, 0.9.9.3 influence aging using radiation, and I set it too high probably. @kasperhangard That is the tooltip where I can't show the ranges. Place the part on the vessel and RMB click on it.
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