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Everything posted by ShotgunNinja
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@kasperhangard When you RMB click on them, you'll see their range (works also in the editors). In addition you can see the range of the best antenna (and other info) when designing a vessel in the editors: just open the planner. I couldn't add the ranges to the part tooltip because by the time the parts are compiled (and the tooltip content generated) the bodies aren't ready yet. So its technically impossible to have the ranges auto-adapt to sun system features and also have them in the tooltip.
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@Enceos I think you can just change the 'amount' and 'maxAmount' values in the ProtoPartResourceSnapshots for all vessels. But didn't try to mess with that yet. I want to avoid breaking previous savegames if I can. @JonGustav I'm adding the scrubber only to command pods (the crew cabin is only a container for crew, it has no command capability). I did it this way so not everything with crew has a Scrubber. You can add the scrubber to the Mk1 crew cabin with this simple MM patch, put it in a .cfg file and put that fine inside your GameData dir
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@Storthos That sounds like its interacting in a weird way with the method i use to detect resque mission kerbals. To confirm it, would you please try loading the vessel containing one of those tweaked kerbals, you should see the 'we found it' message on bottom of the screen and consumption will kick in again. I'm also aware there are new facilities to track resque mission kerbals in 1.1, so I could just remove my hack completely in future. @hab136 Thanks, I am aware of the issue and fixed it already in new version. I noticed that and fixed it in 0.9.9.1, but there was a problem with how i was using MM patch variables @Enorats That is intentional. Research advConstruction and things will last a lot more. That being said I can tweak the values a bit higher if everybody finds them too frustrating. You can also do the same with a simple MM patch, look at the Malfunction section here. @JonGustav The MK1 is supposed to have the scrubber already. All manned command pods have one. Also the Vessel Info window is coming, will show radiation accumulated by individual crew members among the other things. @MisterFister, @RoverDude I didn't realize the shared-resource problem at first, and I do want to play nice. These are the problems i have to solve: switch to CRP resources, adapt all containers to new densities, adapt all consumption rates to new densities find a way to do not break the savegames, maybe by scanning all existing vessels at first load time from old version and just scaling all capacity & amount of parts deal with the fact that my CO2 and Waste are massless, invisible pseudo-resources (and CRP are not)
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@RzTen1 I can't, the numbers are generated after the part is compiled @lagcity613 Thanks! You are right i can't manage to solve CTT with MM, im investigating alternatives @criverod1988 That is intended, if you want to restore stock behaviour remove the file ScienceTweaks.cfg @DarkonZ , that would be amazing, i need that EDOT: ConnectedLivingSpace support in next version, influence shielding from radiation & Quality of life stuff, optional
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@Taki117 You can customize the technologies that unlock scrubbers efficiency etc, with a MM patch.
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@Fraz86 this is the situation now, i'll leave it like that i think @medved thanks, you know more about it?
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Guys some quick replies that Im a bit short of time today duplication bug, send me log/savegame if you can panels balance: small panel i had to overpower it a bit to make early game possible. Compare the big fixed panel with the extendible ones, they match surface antenna scopes: i'll add a 'scope_multiplier' to Antenna modules, so they can be tweaked more ground station: not really necessary CME interplanetary space: yes, i'm going to add those geiger: this too, its on the todo list mutiple stars: you have to replace ModuleSolarPanel completely, and much more
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Updated to version 0.9.9.3 - technologies can be customized - radiation influence malfunctions - support for NearFutureSolar - moved all parts to utility menu - no more oxygen warnings at prelaunch - tweaked some EnergyTweaks values - fix: problem with EVA monoprop - fix: planner doesn't cover staging icons anymore - fix: monitor was visible in main menu - fix: monitor tooltip problems with scrubber - fix: problem with negative part - fix: bug in malfunction penality To customize technologies create a MM patch, example: @ManufacturingQuality { @tech0 = engineering @tech1 = miniaturization } @ScrubberEfficiency { @tech1 = advElectrics } @SignalProcessing { @tech0 = start @tech1 = start @tech2 = start }
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@brusura, @Razorfang I found it, hotfix in a few hours. Also I forgot to update version on the dll...
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@brusura, @lagcity613 Can you check if you got a duplicate Kerbalism.dll in your GameData folder. Did you install from ckan? Did you install 0.9.9.0 first time?
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@Razorfang Fixed, in next version @Box of Stardust Its supposed to happen already. @lagcity613 Same problem as brusura, still trying to find it.
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@Razorfang I don't understand how its possible your part cost is 0. @legoclone09 I want to not worry about license at all, and the Unlicense seemed just natural.
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@CloudyMN1979 You gave me an idea to how I can reorganize the lifesupport. I could create a module, ModuleLifeSupport, that require an arbitrary resource. Then port the existing life support mechanics over there. That way you could implement the Beer and Tacos thing. Also that could be used to water. @Razorfang Are you using 0.9.9.0? Please update to current version. Nevermind, saw the log. Will check this.
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@Box of Stardust I have no idea what could be. @jdub3350 The 'relay' you see in the planner tell you if the vessel you are creating has an antenna set as relay. @Fraz86 I'm doing these changes: retractable and non-retractable panels output the same the big fixed panel output 0.32, mass tweaked reduce RTG to 0.32 increase small fuel cell to 1.0 The others remain the same, at least for now. I'm also rearranging the MM patches so one can just delete what he don't want. Thanks for the info on NearFuture.
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@brusura I am unable to download that file, it says "This account's links are generating too much traffic and have been temporarily disabled".
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@mieczyslav Can you send me a copy of the savegame and the log file? The savegame is inside {KSP_DIR}/saves/{NAME_OF_SAVEGAME}/persistent.sfs The log file is in {KSP_DIR}/KSP.txt @Zutt That is definively not normal at all. This mod does nothing to the contracts. Can you try reproduce the problem without this mod installed? Make a copy the savegame previously mentioned, and backup it somewhere Move the directory Kerbalism from {KSP_DIR}/GameData to somewhere else Run the game and check if you can reproduce the problem When you are done, move the Kerbalism directory back inside GameData and overwrite the savegame with the backup you did before
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@Paul Kingtiger Appreciated I wrote some documentation about the modules.
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@brusura Thanks for the detailed report. Can you send me the savegame, as it seem somehow a component is not getting the Malfunction module as it should. The tooltip problem is a separate issue, and should be a floating-point precision issue at 90% scrubber efficiency. I'm assuming you are running sandbox, please confirm this. @Guest83 I'm going to add a 'vessel info' window that show a radiation bar per-kerbal and more. For the visual feedback on magnetosphere and radiation belt, I want to add it in the tracking station (and make the magnetosphere drop-shaped). It will happen eventually. The components fail often during early game. You have to improve manufacturing quality (scroll down). About greenhouse 'auto-harvest': good point. But then what if you want to make something like an automated food production facility?
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@speedwaystar If the code don't find an Antenna module on a vessel, it will consider it without a link. With the consequences of disabling probe control and science transmission. A quick hack may be to comment out the signal locks in Kerbalism.cs::setLocks(). A better way would be to replace Signal.cs::Link() function with this, to fool the signal system: // return link status of a vessel public static link_data Link(Vessel v) { // make all vessels have a link, irregardless of anything else return new link_data(true, link_status.direct_link, double.MaxValue); }
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@FreeThinker Make sense.
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@FreeThinker I know... When I investigated values for cosmic radiation levels, storms and van allen belts the literature was using RAD. So I used them and then they just sticked in. Too late to change now, but that is easy enough fixed as 1 RAD = 0.01 GRAY. If you want I can change the hooks API to accept GRAY.
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@mehka Man that would be very appreciated. I have some contribution already for the food tanks, that will be included in the next version. But I really want to include a dedicated Entertainment part. And that artificial gravity hab will be perfect! Send it my way @Charlie_Zulu It's not technically difficult to make them directional, I'll just have to evaluate if a dot product is inside some value boudaries. The problem is that then you need an UI to point them, and also it become more complex to manage. I can think of something like this: you don't point them explicitly, the part orientation is used automatically. And the field of view is pretty much between 90 and 180 degree, so you can eyeball the orienting. What you think about that? @GabrielG.A.B.Fonseca Thank you. Near Future compatibility is coming, I'm waiting for it to update for 1.1 and meanwhile I'm working on supporting its curved solar panels. For the CommunityResourcePack conflict, the only way I could fix it is to make sure my patch is applied on top of it. I'm not going to change resource names, and the densities are different than CRP. For Universal Storage I'll write a MM patch (contributions are welcome). @FreeThinker Its all in rad.
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@Joshwoo69, @KBluey Could be a bug... send me something: screenshot, log, savegame, anything that could help. @Fraz86 Good point, I'll add some kind of guidelines comment into EnergyTweaks. The reason I didn't went the battery route (I did in private tests) is that I wanted to alter the balance between the individual panels as well as other EC producers/consumers. The panels had to be tweaked panels badly, because now they are central to gameplay. Especially the early game ones had to be fine-tuned by trial and error. Then everything else followed from this, balance-wise. The OXSTAT-XL I'll correct, and I'm open to other changes. Please suggest what you would change and why. @FreeThinker I added an hook to inject radiation here. For the malfunction hooks, tell me what you need. @Guest83 There is an Entertainment that you can add to parts that somehow improve quality of life. @IGNOBIL Great! Look here, scroll down to Antenna section. Choose a scope for it, the range is then computed automatically (and change with singnal processing tech). See how I've used it for the stock antennas here. @Bombaatu Nope. @Box of Stardust I put them in Control because Utility tab is 'polluted' already. I know they aren't control-related. @White Owl Great!
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@Box of Stardust I agree on your points in reality, except for the movable window. Its easier to have it pop from a side when I need them, for me. But the rest I can totally agree. I just don't know how to make more evident that you can click on labels in the planner, to change target body and situation for example. Or, click on a vessel in the monitor to show the config. That's also one of the reason I wrote a whole wiki before release it. Maybe with time I'll improve here and there and make the whole thing more usable. @Invader Myk Nope, they just produce food with time. You can find more about it here. @Fraz86 All the various aspect of Quality of Life are separed, but in the end they all influece a value per-Kerbal, that accumulate 'stress'. For things like zero-g centrifuges you could integrate them as Entertainment. In some sense, Entertainment is meant to include anything that improve quality of life. Maybe the choice of the name wasn't the best one...
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@Box of Stardust In the rush to update to 1.1 somehow didn't notice that the planner overlap with the staging (derp). I'm gonna give a small offset to fix that in the next version. The UI was designed to blend in with the stock icons, to feel like its something that was already in the game. Supporting things like that mid-save is really hard work, lots of corner-cases to cover. I did take special care however that this is completely savegame compatible with previous versions, for every future version. So you may take consolation that if you restart now, I'm not going to force you to restart again. Ever. A few pages back I replied to someone with some instruction how to edit the savegame to replace the ModuleDataTransmitter with the Antenna module. @DarkonZ Because I'm unable to model anything more complex than a box that's why