Jump to content

DarkonZ

Members
  • Posts

    77
  • Joined

  • Last visited

Everything posted by DarkonZ

  1. Howdy all, Not sure where else to ask this, but I've been a long time fan of TACLS and still use it in my main career game. I've also become fond of Kerbalism but the realism profile (Check Kerbalism mod to understand what I mean) is seriously lacking in LS parts. No mods support this set of Kerbalism rules. What I've done was taken some of the stack-able TACLS parts and converted them for use with Kerbalism realism profile. What I'd like to know is if I have permission to upload these as a parts pack to something like GitHub. No, this won't be anything like a grand Spacedock or Curse distribution, but rather something I personally did to contribute to Kerbalism. I think I'd only use the model files, and possibly a simple re-texture of the texture files to some funky dark black and white colors. Config files are all my own. Of course, credits would be given where due. Just curious.
  2. Not that I'm an expert, but you shouldn't be mucking around with any other mods files if you want to bend Kerbalism to your needs. Any and all changes should be done within the Kerbalism directory. Go here: https://github.com/Skaxly01/Kerbalism_KPBS and check out some of my Realism patch files (Only two?). They're rather simple and straightforward and should give you some ideas on how to do what you want.
  3. Getting the same problem here as well. KSP 113 Watersounds 2.1
  4. I know this is a bit belated, but thanks for at least looking over the config. I really didn't intend for this to be some kind of project. Just a config file where I did the basic ground work for others to use. As for any strange or unusual values with the scrubber and co2, it was probably me testing some things and I forgot to revert the values back to basic Realism numbers. I did however update the config and put things back to more sensible values (Even if slightly wrong). Still having a tough time decided on how to handle the air filter and water filter (Newly added) parts from KPBS. These are intended to be industrial sized units that can comfortably support 5 or 6 kerbals with ease regardless of orbit or planet side deployment. Anyway, I'd appreciate any comments or suggestions. https://github.com/Skaxly01/Kerbalism_KPBS Too bad that it seems SN and kerbalism is just a one-hit-wonder. Can't get famous by disappearing. Or can we?
  5. So its my first attempt to use github with anything kerbalism related. Oh what fun. For those of you that use the realism profile, and also use KPBS (PlanetaryBaseSystems) this is my attempt to integrate KPBS and the realism profile. I think this link should do it: https://github.com/Skaxly01/Kerbalism_KPBS This simple config should work well enough with everything not already in orbit. Right?
  6. Way to go SN! Thanks for doing that. Having the two other profiles identify themselves has been really useful. At least to me anyway. I can now consolidate all my general purpose patches and put them into a singular file. Works well with my cloned parts to. In fact, I'm almost ready to release my Planetary Base Systems config just for the realism profile (Should anyone want it). Just a few more tweaks, some guesswork, and testing and I'll be good to go. However, it leads me to ask a few questions for clarity sake. First off, after seeing the outrageous suggested EC requirements for high warp in the planner, can anyone tell me 'exactly' what high warp is? For the most part, either myself or some other mod like Mechjeb or Kerbal Construction Time usually warps the highest time in the range of x1000 or x10000. The only other one is x100000. So whats low (safe) warp? This question is simple SN: Are you SURE the scrubbers are working correctly within the background processing? I'm not too concerned about this cuz I might just be confused, but it reminds me of how Persistent Rotation behaved with Kerbalism. When in a vessel everything appears to work just fine with an empty oxygen tank slowly increasing the oxygen resource. But drop into the space center and time warp a day, and that empty tank is either empty, or the numbers of oxygen haven't increased at all. I'll try and explain this better at a later time. This should be easy to: Does doing something like this actually work? !MODULE[Scrubber]{} MODULE { name = Scrubber resource_name = Oxygen waste_name = CarbonDioxide ec_rate = 0.08 co2_rate = 0.53 } Well, I'd guess it does, but according to the VAB calculations I've been getting some really wonky results. For example, having two kerbals onboard the vessel pretty much shows me what I expect in the VAB (Hitchhiker part + KPBS airfilter + Full CarbonDioxide tank). But drop in a third kerbal and the values suddenly jump to something strange. Also, are multiple scrubbers on the same ship cumulative? The main reason I'm asking this is I'm attempting to make an industrial sized scrubber/airfilter for KPBS. It needs to be WAY stronger then the standard command pod scrubbers. It should 'almost' support a crew of 4-6 with very little oxygen loss. Based on the example above, the kerbals should be swimming in oxygen. But the VAB says otherwise... The only way I can show this is with some screen shots. Hopefully, you got my most recent PM. Thanks, BTW - It looks like the 'BackgroundProcessing' mod might be getting some life back. Do you think that mod would also suffer from high warp EC inconsistency? Just curious.
  7. Wait... Where did you get the idea I was trying to make other mod devs somehow support multiple profiles? I don't recall making that point. The only point I made was that the profiles could be made to identify themselves. ('cept default). And at almost NO cost to you. This would allow me and I'm sure others to work on external patches that only match the profile being used. See? What about this exactly do you have a problem with? Seems strange. If I can come up with an external patch that brings as of KPBS into the kerbalism realism profile as possible, and NOT have it collide with any other mod (or profile), doesn't that make sense? This would only be possible if YOU as mod dev makes it happen. No! It's not a slippery slope, cuz most everyone else out there wouldn't even care. The worst you'd get would be questions about why that single line was there. Why global? In the case of KPBS, less then a dozen or so parts need to be dealt with [Initially]. With your suggestion(s), you only solve part of the problem. The realism config pushes wonky results all over the place. Each part would need to be dealt with individually. Hence, global changes won't necessarily be needed. Won't that make MM process the files faster? Anyway, tis your mod. Do as you see fit.
  8. Unfortunately, I've read enough stuff on MM and it doesn't seem to be making much sense. My only defense here is that I'm a newbie or just plain dumb. I'd go with the latter. My question refers to parts and how that's handled. I'll also refer to these two mods in particular Kerbalism + Universal Storage (<- this is tied to TACLS). Granted, US is well known and famous, but Kerbalism just showed up on the LS playing field. Within Kerbalism is a profile system that lets users pick and choose how the mod behaves (All of which follow MM protocal). Currently, mod devs are supporting only the Kerbalism default profile, and that is how it should be, but things go awry when using any other profile. I'll try and keep this as brief as possible: So when I have kerbalism with the 'realism' profile as well as US, the food bag doesn't show up. I'd assume its because of this line in US part config: (Part name is US_1R320_Wedge_Food) PART:NEEDS[TacLifeSupport|IFILifeSupport|Snacks|USILifeSupport] < It's at the very top of the file. Is there any way I can bypass that line and make the part show up regardless of its needs? Maybe some way to make it happen before US kicks in? Or is altering the US part file the only way to do this? Also, I don't want to use MM trickery with @Kerbalism:FOR[TacLifeSupport] {}, cuz that opens up a huge can of worms. None of which Kerbalism deals with properly. Any suggestions appreciated, Thanks
  9. Actually, what would it matter if you provided the end user the option to choose his poison? Personally, I'm with Spock. Live long and prosper and all that. Very rare I push time warp to the max (Unless some auto mod tries to do so.). Your choice! BTW - Did you snub me on the idea of having the four common profiles identify themselves? Seriously, you just released an update, and couldn't spend 39 seconds adding these to the top of the profiles? @Kerbalism:FOR[zRealism] {} @Kerbalism:FOR[zTAC] {}
  10. Hah! Speaking of MM trickery. I might have solved an issue I just pointed out a post or two back. What if we add the following to the top of the realism config: %Profile:FOR[zRealism] {} From there, external patches could be created in ..\patches\contribs that contain lines like this: @PART[KKAOSS_LS_container_waste_small]:NEEDS[zRealism&PlanetarySurfaceStructures]:AFTER[PlanetarySurfaceStructures] { !RESOURCE[Crap]{} RESOURCE { name = Waste isTweakable = true isVisible = true amount = 0.0 maxAmount = 666.0 // ??? Large enough to store ~2 weeks of waste for a 3 man crew } } Yup, in this case the patch file would be called "PlanetaryBaseSystems.cfg". True enough this is just a simple example, but I figure it could separate Barrin from having to deal with more then need be. He can tweak realism all he wants, and us end users can patch the various external mods as we see fit. Obviously, I'm too excited to see a downside to this... Cuz it works!!!
  11. Maybe itz silly to say this, but the spacedock text doesn't mention support for Kerbalism. Its every where else but there. And yes, huge salute to the dev(s) of this mod. Slick.
  12. Okay, I took a break from KSP for a little while and just got back into it. Thanks SN for for creating this mod. Seems like the 1.0.0 version is a bit more snappy then I remember it. Nice! Thing is, I had a bunch of KSP copies I was using for testing. Mostly this was for the realism config, and I came across a situation I don't think I ever considered. But in this game, I must have been preparing for it. Does the QOL in kerbalism still function as it supposed to? I'm assuming it does. In this game I have a simple station (cupla, hitchhiker) packed full of kerbals that has been in orbit for about 178 days. I also noticed I had ship designs named "Resupply" and "Crew_rotation." Seems to me I was going to test the QOL thingy. So, I took a quick look at the station details hoping to find out how much time I had before the crew started cracking up. Nope. It isn't there. No where to be seen except in the VAB. And thats exactly what I had to do get an idea on how many days (Give or take a few) I had before the kerbals lose their minds. Shouldn’t there be some kind of indicator in the ship details to point this out? Or have I missed something? And speaking of the VAB calculations, what happens when I have only two pilots left to choose from, and I want to know how long it takes for a station that can hold 9 kerbals to go bonkers? In the VAB, the more kerbals you add the more cramped it gets and the worse the QOL gets. Right? So the overall QOL life with 2 kerbals for a station that can hold 9 isn't really telling the truth. Right? Something just doesn't seem right about this I think. -- Next question is actually about the realism config. Will this ever be considered a part of kerbalism, or will it remain forever an experiment? I'm asking this, cuz it looks like I'd started working on a Planetary Base System patch that was appended to the bottom of a realism config backup. Near as I can tell, I seemed to be deleting and replacing various resource names (TacLS modules?/resources as well) with proper names and values so as to get rid of resource errors in the log whilst using the realism config. As far as I know there isn't a way to determine what profile a user is actually using, so that would mean any kerbalism love given to various other mods would have to be done through the realism config. Unfortunately, that means Barrin might be tasked with something he doesn't want to put up with or just doesn't have the time to do. And maybe that’s the way he wants it. Anyway, just thought I'd put this out there. Any comments or suggestions appreciated. Thanks,
  13. Since someone mentioned Planetary Base Systems might be Ok to use with Kerbalism I installed it. There be some problems with the realism config for sure, mostly resource stuff like the following: Could not create PartResource of type 'Crap Could not create PartResource of type 'CO2 But this last one has me miffed as to how to fix. The PBS mod greenhouse (2 of them) has both the normal Kerbalism greenhouse component, and it also seems to have the TACLS stuff as well. I'd guess this line has to do with it: @Settings:FOR[TacLifeSupport]:NEEDS[UniversalStorage] {} <-- Yep, I've got Universal Storage back in as well. But then, doesn't PBS make use of the TACLS reference also? Oh what fun.
  14. First off, thanks to SN for getting out amazingly quick fixes. Of course. But I have to tell a story, and I'll condense it a bit. When I made the update with my newer game, I ended up with a huge amount of "No Resource definition found" errors everywhere. Fine. I'll just start over with a new game. That stuff went away, but it was too late. I was already paranoid and was peeking at logs way too much. The one Kerbalism related item I still see is related to the greenhouse. They look like this: [LOG 15:03:48.655] PartLoader: Compiling Part 'Kerbalism/Parts/Greenhouse/Greenhouse/Greenhouse' [ERR 15:03:48.664] [ShipTemplate]: No Resource definition found for RESOURCE PartLoader: Compiling Part 'Kerbalism/Parts/Greenhouse/Greenhouse/Greenhouse' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [ShipTemplate]: No Resource definition found for RESOURCE I'm using the realism config BTW. And yes, I know some mods spit this stuff out. -- And speaking of the realism config, why is the water filtration sucking done 4.0 EC? Last I checked, the mobile science lab nabs 5.0 EC when in use. Right? As it stands, a single kerbal in a command pod who turns on the water filter sucks down almost as much power as the Scilab that has 2 kerbals? Even the greenhouse only uses 0.5 EC. Are we sure the water filter isn't supposed to be 0.4 EC instead? <- But wouldn't that be a bit heavy handed as well. Last thing, how will Kerbalism fit in with PlanetaryBaseSystems? Seems that mod got an update. I'm asking cuz I think RoverDude mentioned his stuff wouldn't work so well with the Kerbalism? [Been said before]. Doesn't the PlanetaryBaseSystems mod share the same mechanics? Just curious.
  15. Seems something died inside Kerbalism 0.9.9.8... Win7 64bit KSP 112 64bit Kerbalism 0998 CRP 0511 MM 2624 Started with a clean install of KSP and just the mods stated above. On first run with default config, it seemed to work. Nothing crazy unusual. Then cleaned out KSP and enabled the realism config, started new game, and seemingly it all looked ok. Not until I went to the details window. It was blank, with most of the title clipped off the far left side. And that's when the exceptions started flying. Lots of them like this: [EXC 08:24:06.299] InvalidCastException: Cannot cast from source type to destination type. UnityEngine.GUILayout.BeginScrollView (Vector2 scrollPosition, Boolean alwaysShowHorizontal, Boolean alwaysShowVertical, UnityEngine.GUIStyle horizontalScrollbar, UnityEngine.GUIStyle verticalScrollbar, UnityEngine.GUIStyle background, UnityEngine.GUILayoutOption[] options) UnityEngine.GUILayout.BeginScrollView (Vector2 scrollPosition, UnityEngine.GUIStyle horizontalScrollbar, UnityEngine.GUIStyle verticalScrollbar, UnityEngine.GUILayoutOption[] options) KERBALISM.Info.render (Int32 id) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [EXC 08:24:06.337] KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary`2[System.String,KERBALISM.vmon_cache].get_Item (System.String key) KERBALISM.Info.render_info () KERBALISM.Info.render (Int32 id) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [ERR 08:24:06.341] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) Just to be sure I cleaned KSP out again and enabled the TAC config. None of this happened. Same clean up routine again, re-enabled the realism config and got the same problems mentioned above. Opps, forgot the other log. Lots of these too. (Filename: Line: 405) InvalidCastException: Cannot cast from source type to destination type. at UnityEngine.GUILayout.BeginScrollView (Vector2 scrollPosition, Boolean alwaysShowHorizontal, Boolean alwaysShowVertical, UnityEngine.GUIStyle horizontalScrollbar, UnityEngine.GUIStyle verticalScrollbar, UnityEngine.GUIStyle background, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginScrollView (Vector2 scrollPosition, UnityEngine.GUIStyle horizontalScrollbar, UnityEngine.GUIStyle verticalScrollbar, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at KERBALISM.Info.render (Int32 id) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,KERBALISM.vmon_cache].get_Item (System.String key) [0x00000] in <filename unknown>:0 at KERBALISM.Info.render_info () [0x00000] in <filename unknown>:0 at KERBALISM.Info.render (Int32 id) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)
  16. Well, my testing with KIS items (bubs beer) and entertainment failed. Rather, it worked, but it had no effect even with a huge entertainment rate. Guess I'll have to ask over on the KIS thread. Might be possible KIS wasn't intended for this kind of behavior at all. Following the above, anyone tried to stick 'entertainment' into a SF booster? It worked, even through the staging. Went from tolerable, to boring, to none. Thought I'd mention that in case anyone might want to know. My real question is how difficult would it be to clone the small Kerbalism oxygen tank and make it a water container?. A while back I posted that I wanted to use the realism profile, but I also want to streamline the install [minimal mods]. Universal storage is one of those that needs to go. As expected, I'll be high and dry for a decent water container. I'm also asking this last question because I want to combine it all into a weekend where I get a "crash course in mucking with parts". Keyword being crash... I've got too many part packs that only have about a half dozen parts I ever use. Ever. Heh, might even try to externally script those changes for mods that maintain excellent stability. Thanks,
  17. I think the AmpYear mod has that kind of functionality, but it doesn't appear to be Kerbalism compatible. Was also reading that mod might be creating huge in game lag for some as well. But then, it would be nice if kerbals had some brains. If a kerbal were in the cockpit, they'd KNOW how to shutdown systems so as to keep themselves from getting killed. I'd suspect, they'd also know how to rotate the ships EC panels toward the sun to keep the lights from going out (Oh no, lets just sit here in full sunlight until the batteries die), so to speak...
  18. Now hold on, couldn't you just depreciate "TAC.cfg-disabled" to TAC.cfg.txt? At least it would be there for those that want an example of how to deal with things. Yes? Clearly, no one would expect you to maintain that file. Oh, you mean the giant ASCII word that said "EXPERIMENTAL"? Nah, never saw it... - - ""You can add entertainment to a part with something like this:"" ^ |-> Thanks man. I'm going to try and make this all work. I suspect I'll crash and burn by weekend. Yup.
  19. Now wouldn't it be funny if SN said somewhere "Don't Do This". What I did was copy over the entire game directory to another folder, disable the default profile, then change the profile to realism, and restarted that game. My singular, unmanned space station [low orbit] was no longer controllable, nor was I able to terminate the thing. So I guess my next question is far more relevant, at least for me. Might I ask what profile users of Kerbalism are going for? As I see it, the TACLS mod is active again, and my main game already has that, so I've been there, done that. Same goes for Kerbalisms default profile. I'm kinda leaning toward the realism profile, but I'm not quite sure about that water resource. Are there any other mods out there that use a water resource? Could the Kerbalism supplied greenhouse be made to consume water + small amount wastewater + small amount carbondioxide during the growth period? <- Or is that going to be nothing but trouble? Anyway, a salute to SN (of course), and a shout out to those working on the profiles. Good job! On other thing, just installed KIS/KAS. Would it be possible to add entertainment value to some of those inventory items? I can see a bottle of bubs beer, and a stereo in a kerbals inventory -> Then you'd have some drunk kerbals jamming out in space. Now THAT would be entertaining. Oh well.
  20. Indeed. I did not know that. Was it written down somewhere? Unfortunately, when I get frustrated I tend to forget how to read. So is this a feature or a bug? For me, Kerbalism + PR tends to point to a bug. I'm still under the impression it is. Can this be easily fixed or not? I'm so close to starting a new (Non-Cheating) career with Kerbalism, I almost can't wait. The PR mod or persistent rotation in any form will become crucial at mid -> late game. As it stands, I'm not going to kill my Kerbals just yet. Well, I might. BTW - I'm no expert at KSP. Just saw some things in the log files that mentioned how long a vessel was unloaded. Somehow it made sense, and yet it didn't. I dunno... Famous! <- Why do I keep typing that?
  21. Ok Folks, Has anyone used Kerbalism and the Persistent Rotation mod together? If so, did you notice a subtle, but blind-siding result, considering they both seem to be working as flawlessly as one can expect these days. Since it would take me a wall of text to explain the issue, I'll just say this: Put a decent rocket with Kerbals into low orbit, point your panels at the sun, turn on SAS, then choose the sun as the reference point in PR. Be sure to check if you can make it thru the darkside reasonably well. In fact, use warp level4 [x50] and watch it go round and round. Everything is seemingly perfect. Now go back to the space station, then hit the "Advance to next morning" button, and cringe as your kerbals all die from lack of EC. Clearly these two mods, both of which are doing their jobs, just don't play together. It's almost as if Kerbalism has no idea what Persistent Rotation is doing, (Vessel Unloaded?) yet PR IS doing something. Makes me wonder if Kerbalism should have it's own persistent rotation engine considering how much of the mod deals with persistence. Oh well, back to playing...
  22. Hah! Is it possible to read minds over the internet?. Just got the 1.1.2 KSP set up for use and at least it didn't crash. Then I wondered about Kerbalism. I wondered if SN had any 'on-call' testing team. Apparently not, so instead he calls for volunteers. I was on the verge of offering an email address to SN where he could send builds of the mod for specific testing. Guess the testing should be in the wild of course. Anyway, can't wait to see what evil plans you have in store SN. Yes, and yes again... You'll make yourself famous!
  23. Geez... A new KSP 1.1.1 build and probably another one right after that? Oh my, I was completely blind-sided by that. {Big fat wink}. Hey SN? Is is safe to assume signal.cfg works in the same way lifesupport.cfg does? That is, spread the tech upgrades where ever and it's all cumulative. I remember seeing "Less problems that way".
  24. So I'm mucking around with my personal ETT configs and can't seem to read right now [Wink-Wink] Clarify, will the new ETT update still be usable with my MM patches or not? Sometimes I don't agree with where part pack modders put the parts, let alone where they might show up in ETT.
  25. @Jacke Impossible to use BTSM with kerbalism or not? I've heard of it, just never tried it.
×
×
  • Create New...