N3N
-
Posts
505 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Posts posted by N3N
-
-
On 10/9/2021 at 10:42 PM, theJesuit said:
I'm adding specific support to Kerbalism Simplex for this however, I have a couple of quick questions/ observations to gauge some feedback.
On 7/12/2021 at 7:47 PM, Starslinger999 said:Ah I guess thats why it was said they were configs but ye it should be compatible with that lol. Still waiting for kerbalism configs from @wallum61
On 6/28/2021 at 5:52 PM, Starslinger999 said:Tried asking and no response oof
On 6/29/2021 at 3:39 AM, wallum61 said:I got some in progress - hit me up again in a few days.
Hey @theJesuit, @Starslinger999, @wallum61,
Did someone of you have Kerbalism configs for this beautiful great mod?
-
15 hours ago, Lisias said:
AFAIK, Kerbalismremovesshould TweakScale from all the parts it needs to be installed, as Kerbalism does some processing when the craft is packed (i.e., removed from the Physics and shoved in the "Rails" stunt) and so TweakScale it not active to scale up things.Let me check it again on Kerbalism's repo...
<hack, hack, slice and hack again>
Humm.. Nope. I found an Issue where it was mentioned that removing TweakScale from the parts with Kerbalism modules would be only practical solution, but as far as I could check on Kerbalism's repository, there're no such patch yet.
On a rule of thumb, everything that Kerbalism touches must have TweakScale removed . Since I don't know Kerbalism, I can't tell you what modules should trigger a TweakScale removal. You will need to reach Kerbalism's maintainers for such.
Once someone lists these modules, writing a patch for removing TS from affected parts is a breeze.
Hey @Lisias,
Thank you for this fast and understandable answer!
FYI: @Sir Mortimer
_____________
Maybe @Gordon Dry can help, too?
-
On 1/19/2022 at 10:06 AM, Lisias said:
-
A very few add'ons just blow up into the skies on the most unpleasant ways if someone tries to brute force the scaling. Others just stop working correctly. Kerbalism is one of these later add'ons, you just can't mix parts with Kerbalism support with TweakScale.
- This is an annoyance, but it's not fatal as Kerbalism doesn't needs to spread itself on every part, so TweakScale is still available for parts not related to Kerbalism.
- I make TweakScale available on every part by default, it stops to be an annoyance and becomes a problem.
Hey @Lisias,
Thank you for your great work!
I have a question, because I'm not sure if I'm understanding you right...
Do I need to pay attention or do something else explicitly when I'm installing Kerbalism with TweakScale (+TweakScale Companion Program, +KSP Recall)?
Or will there be no problem and parts with Kerbalism will "automatically" be ignored by Tweakscale?
-
A very few add'ons just blow up into the skies on the most unpleasant ways if someone tries to brute force the scaling. Others just stop working correctly. Kerbalism is one of these later add'ons, you just can't mix parts with Kerbalism support with TweakScale.
-
On 12/24/2021 at 4:22 PM, Tonas1997 said:
What's the default name for the deploy animation? I'm making a compatibility patch for Kerbalism and I need the animation name for the advanced space telescope.
Hey @Tonas1997,
Did you have success with the Kerbalism patches?
And if yes, may there be a chance that this mod will work with Kerbalism, too?
-
On 9/18/2020 at 2:17 PM, hemeac said:
Obviously installing it without the dependencies in the readme breaks any implied support from bcink, but I have it in-game at the moment without TST and there have been zero issues. Right now it is a shiny probe that can do a temperature scan. I think this would be really straightforward to patch for Kerbalism support if you want it in game. My plan when I decide to use Kerbalism Science is to put in a few experiments that simulate what the James Webb's mission.
Hey @hemeac,
Did you try it with Kerbalism or are there now patches for it?
-
On 11/19/2021 at 11:18 PM, Gordon Dry said:
As there is not Github repo to provide to:
Some sanity fixes
GameData\MarsDirect\Patches\MD-Kerbalism.cfg
@PART[MD-Stage2]:NEEDS[ProfileDefault]:AFTER[zzzKerbalismDefault] { !MODULE[ModuleGenerator] {} MODULE:NEEDS[FeatureRadiation] { name = Emitter radiation = 0.0000017775 } MODULE { name = ProcessController resource = _RTG title = RTG capacity = 0.05 running = true toggle = false } } @PART[MD-Stage2,MD-Hab]:NEEDS[ProfileDefault]:AFTER[zzzKerbalismDefault] { RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 95.913 %maxAmount *= #$/CrewCapacity$ } RESOURCE { name = Waste amount = 0 maxAmount = 1 %maxAmount *= #$/CrewCapacity$ } RESOURCE { name = WasteWater amount = 0 maxAmount = 1 %maxAmount *= #$/CrewCapacity$ } } @PART[MD-Stage2,MD-Hab]:NEEDS[FeatureHabitat]:AFTER[zzzKerbalismDefault] { @MODULE[Habitat] { %volume = 19.63 %surface = 31.03 } } //@PART[MD-Hab]:NEEDS[FeatureHabitat,FeatureRadiation]:AFTER[zzzKerbalismDefault] //{ // MODULE // { // name = Sickbay // resource = _SickbayRDU // title = RDU // desc = The Radiation Detoxication Unit (RDU) uses EC and Oxygen to reduce the effects of radiation poisoning. // slots = 0 // UPGRADES // { // UPGRADE // { // name__ = Upgrade-HitchhikerRDU // techRequired__ = advScienceTech // slots = 1 // } // } // } //} @PART[MD-*]:NEEDS[ProfileDefault]:AFTER[zzzKerbalismDefault] { @MODULE[Configure]:HAS[#title[Pod]] { @slots += 1 } } @PART[MD-Sandbags]:NEEDS[FeatureRadiation]:AFTER[zzzKerbalismDefault] { !MODULE[ModuleAnimateGeneric] {} MODULE { name = PassiveShield radiation = 1 // shielding power in rad/h @radiation /= 3600 // convert to rad/s toggle = true // can be toggled animation = Deploy // deployment animation name added_mass = 7.8 // added mass when deployed, in tons require_eva = true // needs to be set up on EVA crew_operate = true // crew specs required to operate (see documentation) } } // --------------------------------------------------------------------------- // Kerbalism Science // --------------------------------------------------------------------------- MARS_DIRECT_SCIENCE { DDCarbon { size = 7250 // size in MB. If the experiment is a sample, this define how many slots it uses : 1024 MB = 1 slot. duration = 453600 // duration in seconds ec_rate = 0.4 } DDMassSpectro { size = 17250 duration = 53600 ec_rate = 0.2 } DDXray { size = 2850 duration = 60 ec_rate = 2.1 } DDLaser { size = 7250 duration = 300 ec_rate = 1.5 } DDMicroscopy { size = 2350 duration = 900 ec_rate = 0.1 } DDPlants { size = 16000 duration = 432000 ec_rate = 0.01 } DDGas { size = 7250 duration = 600 ec_rate = 0.2 } } // ------------------------------- @EXPERIMENT_DEFINITION:HAS[#id[DDCarbon]]:NEEDS[FeatureScience] { @dataScale = #$@MARS_DIRECT_SCIENCE/DDCarbon/size$ @dataScale /= #$baseValue$ KERBALISM_EXPERIMENT { Situation = Surface@Biomes Situation = Space } } @PART[*]:HAS[@MODULE:HAS[#experimentID[DDCarbon]]]:NEEDS[FeatureScience] { !MODULE:HAS[#experimentID[DDCarbon]] {} MODULE { name = Experiment experiment_id = DDCarbon data_rate = #$@MARS_DIRECT_SCIENCE/DDCarbon/size$ @data_rate /= #$@MARS_DIRECT_SCIENCE/DDCarbon/duration$ ec_rate = #$@MARS_DIRECT_SCIENCE/DDCarbon/ec_rate$ } } // ------------------------------- @EXPERIMENT_DEFINITION:HAS[#id[DDMassSpectro]]:NEEDS[FeatureScience] { @dataScale = #$@MARS_DIRECT_SCIENCE/DDMassSpectro/size$ @dataScale /= #$baseValue$ } @PART[*]:HAS[@MODULE:HAS[#experimentID[DDMassSpectro]]]:NEEDS[FeatureScience] { !MODULE:HAS[#experimentID[DDMassSpectro]] {} MODULE { name = Experiment experiment_id = DDMassSpectro data_rate = #$@MARS_DIRECT_SCIENCE/DDMassSpectro/size$ @data_rate /= #$@MARS_DIRECT_SCIENCE/DDMassSpectro/duration$ ec_rate = #$@MARS_DIRECT_SCIENCE/DDMassSpectro/ec_rate$ } } // ------------------------------- @EXPERIMENT_DEFINITION:HAS[#id[DDLaser]]:NEEDS[FeatureScience] { @dataScale = #$@MARS_DIRECT_SCIENCE/DDLaser/size$ @dataScale /= #$baseValue$ KERBALISM_EXPERIMENT { Situation = Surface@Biomes } } @PART[*]:HAS[@MODULE:HAS[#experimentID[DDLaser]]]:NEEDS[FeatureScience] { !MODULE:HAS[#experimentID[DDLaser]] {} MODULE { name = Experiment experiment_id = DDLaser data_rate = #$@MARS_DIRECT_SCIENCE/DDLaser/size$ @data_rate /= #$@MARS_DIRECT_SCIENCE/DDLaser/duration$ ec_rate = #$@MARS_DIRECT_SCIENCE/DDLaser/ec_rate$ } } // ------------------------------- @EXPERIMENT_DEFINITION:HAS[#id[DDMicroscopy]]:NEEDS[FeatureScience] { @dataScale = #$@MARS_DIRECT_SCIENCE/DDMicroscopy/size$ @dataScale /= #$baseValue$ KERBALISM_EXPERIMENT { Situation = Surface@Biomes } } @PART[*]:HAS[@MODULE:HAS[#experimentID[DDMicroscopy]]]:NEEDS[FeatureScience] { !MODULE:HAS[#experimentID[DDMicroscopy]] {} MODULE { name = Experiment experiment_id = DDMicroscopy data_rate = #$@MARS_DIRECT_SCIENCE/DDMicroscopy/size$ @data_rate /= #$@MARS_DIRECT_SCIENCE/DDMicroscopy/duration$ ec_rate = #$@MARS_DIRECT_SCIENCE/DDMicroscopy/ec_rate$ } } // ------------------------------- @EXPERIMENT_DEFINITION:HAS[#id[DDPlants]]:NEEDS[FeatureScience] { @dataScale = #$@MARS_DIRECT_SCIENCE/DDPlants/size$ @dataScale /= #$baseValue$ } @PART[*]:HAS[@MODULE:HAS[#experimentID[DDPlants]]]:NEEDS[FeatureScience] { !MODULE:HAS[#experimentID[DDPlants]] {} MODULE { name = Experiment experiment_id = DDPlants data_rate = #$@MARS_DIRECT_SCIENCE/DDPlants/size$ @data_rate /= #$@MARS_DIRECT_SCIENCE/DDPlants/duration$ ec_rate = #$@MARS_DIRECT_SCIENCE/DDPlants/ec_rate$ } } // ------------------------------- @EXPERIMENT_DEFINITION:HAS[#id[DDGas]]:NEEDS[FeatureScience] { @dataScale = #$@MARS_DIRECT_SCIENCE/DDGas/size$ @dataScale /= #$baseValue$ KERBALISM_EXPERIMENT { Situation = Surface@Biomes Situation = FlyingLow@Biomes Situation = FlyingHigh BodyAllowed = Atmospheric } } @PART[*]:HAS[@MODULE:HAS[#experimentID[DDGas]]]:NEEDS[FeatureScience] { !MODULE:HAS[#experimentID[DDGas]] {} MODULE { name = Experiment experiment_id = DDGas data_rate = #$@MARS_DIRECT_SCIENCE/DDGas/size$ @data_rate /= #$@MARS_DIRECT_SCIENCE/DDGas/duration$ ec_rate = #$@MARS_DIRECT_SCIENCE/DDGas/ec_rate$ } } // ------------------------------- @EXPERIMENT_DEFINITION:HAS[#id[DDXray]]:NEEDS[FeatureScience] { @dataScale = #$@MARS_DIRECT_SCIENCE/DDXray/size$ @dataScale /= #$baseValue$ KERBALISM_EXPERIMENT { Situation = Surface@Biomes Situation = FlyingLow@Biomes Situation = FlyingHigh BodyAllowed = Atmospheric } } @PART[*]:HAS[@MODULE:HAS[#experimentID[DDXray]]]:NEEDS[FeatureScience] { !MODULE:HAS[#experimentID[DDXray]] {} MODULE { name = Experiment experiment_id = DDXray data_rate = #$@MARS_DIRECT_SCIENCE/DDXray/size$ @data_rate /= #$@MARS_DIRECT_SCIENCE/DDXray/duration$ ec_rate = #$@MARS_DIRECT_SCIENCE/DDXray/ec_rate$ } } // Antenna nerf ---------- @PART[MD-Antenna]:NEEDS[FeatureScience,!RemoteTech]:AFTER[zzzKerbalismDefault] { @MODULE[ModuleDataTransmitter] { @packetSize = 4 @packetResourceCost = 2 @packetInterval = 1 %packetSize /= 1024 %packetResourceCost /= 60 } }
I'm not sure about this one, perhaps also with Kerbalism a ModuleRadioisotopeGenerator still needs to be added as it's ignored by Kerbalism but needed for "stuff" - even for contract parameters.
GameData\MarsDirect\Patches\MD-NFE.cfg
@PART[MD-Stage2,MD-Hab]:NEEDS[NearFutureElectrical,!ProfileDefault] // ProfileDefault = Kerbalism { !MODULE[ModuleGenerator] {} MODULE { name = ModuleRadioisotopeGenerator BasePower = 0.05 HalfLife = 8.35 EasyMode = true } }
I guess the
GameData\MarsDirect\Patches\MD-ISRU.cfg
also needs sanity checks and so
GameData\MarsDirect\Patches\MD-Kerbalism.cfg
needs proper ISRU patches.Hey @Gordon Dry,
Thank you.
Are they still needed or are they now incorporated into KerbalismConfig?
FYI:
-
3 minutes ago, Xt007 said:
Should be no problem to use this in JNSQ. They're both the same scale so numbers should match up and editing out the real fuels shouldn't effect the kerbalism fuel cell. RR really just makes isru more realistic due to placement of resources on bodies.
Hey @Xt007,
OK, thank you.
I wasn't sure because of the "H2+O2", if I needed something else.
-
On 8/15/2021 at 4:58 PM, TonyC said:
Has a Kerbalism config been made ? I might try to learn how to make one if not
On 8/15/2021 at 7:49 PM, chris-kerbal said:It works with the standard Kerbalism config already pretty good. I created a shuttle and orion config, so resources on board are more realistic.
Hey @TonyC and @chris-kerbal,
from where can I get your Kerbalism configs?
(And did you try them with Rational Resources?)
-
-
On 4/10/2022 at 6:15 PM, Xt007 said:
For anyone using this in a realism type setup, here's a patch for you. **This is my personal setup for KSRSS with Real Fuels and Kerbalism**
*Only applies to main shuttle body*
Adjust values to your preference/setup
Hey @Xt007,
Can I use this with JNSQ, Rational Resources and Kerbalism, too?
Edited the RealFuels out, but I don't know, if I have to change the Fuel Cell, too:
@PART[OV] { @rescaleFactor = 2.5 @mass *= 2 } @PART[OV]:NEEDS[ProfileDefault]:FOR[KerbalismDefault] { !MODULE[ModuleResourceConverter] {} !RESOURCE[ElectricCharge] {} MODULE { name = ProcessController resource = _FuelCell title = H2+O2 fuel cell capacity = 0.66 //1 valve_i = 1 } MODULE { name = Configure title = Fuel Cell slots = 1 SETUP { name = Hydrogen Oxygen Fuel Cell desc = Burns <b>Hydrogen</b> gas and <b>Oxygen</b> gas, producing <b>Water</b> as a by-product. MODULE { type = ProcessController id_field = resource id_value = _FuelCell } } }
-
Hey,
just for your Info, it seams we need new patches for the newest BDB update:
Bluedog Design Bureau v1.10.0 "Луна"
See:
-
13 minutes ago, Zorg said:
Almost certainly yes as there are new parts with new names. Kerbalism support for BDB has always been provided on the Kerbalism side as its quite complex and none of us use it so you would need to check with them (or help them out with a PR )
OK, thank you @Zorg.
Just for your Info @Sir Mortimer.
-
13 hours ago, flart said:
No, I did not include DOS experiments, and I don't use Kerbalism
OK, thank you @flart
-
12 hours ago, OhioBob said:
@PART:HAS[@MODULE[ModuleAsteroid]]:AFTER[JNSQ] { @MODULE[ModuleAsteroid] { @density *= 9.8637 //JNSQ already multiplies by 3.3456, so together we have 3.3456 * 9.8637 = 33 @maxRadiusMultiplier = 1.67 @minRadiusMultiplier = 1 } }
Hey @OhioBob,
Is it the same, if I just edit the "Asteroids.cfg"-file to have this in it: (at least until the next update)
@PART:HAS[@MODULE[ModuleAsteroid]]:FOR[JNSQ] { @MODULE[ModuleAsteroid] { @density *= 33.00 // Stock asteroids will have density of 1.0; %maxRadiusMultiplier = 1.67 //Default is 1.25 %minRadiusMultiplier = 1.00 //Default is 0.75 so this much --not as small-- } }
Or is it generally better to just use the MM-Patch you wrote, but to don't forget to delete it on the next update?
-
1 hour ago, Zorg said:
All major BDB updates are generally breaking changes as parts get replaced, this one even more so due to the number of parts being revamped.
You can downgrade the BDB version in CKAN and reload the save, retire old craft and then upgrade again if you didnt want to start a new save.
Edit: unfortunately there is no way to provide this warning via CKAN.
Hey @Zorg,
does that mean, that even Kerbalism needs new patches for this new update of this beautiful great mod?
-
3 minutes ago, caipi said:
With ScanSat, I scanned Kerbin for Anomalies and visited each Anomaly/Question Mark on the map. I believe this is the non-cheaty way to find the stations. I have only tried that in career, but I don't see why it shouldn't work in Science only either.
Hey @caipi,
Thank you.
-
On 12/3/2021 at 1:31 AM, SiCaRiO31 said:
I made a patch for the new parts in SSPX a few weeks ago, replace your SSPX.cfg file in "...\GameData\KerbalismConfig\Support" with this and it should work (Do a back up first, just in case :P).
Hey @SiCaRiO31,
first thank you!
Is this still correct for the Version SSPXr 2.0.6?
And is your patch newer/better than this commit?:
https://github.com/Kerbalism/Kerbalism/commit/35d04a3f23e87e47f274d6846c1117293b1f1a51?diff=unified
-
On 4/12/2021 at 11:23 AM, Lunes0mbre said:
So, has anyone tried ?
I'm going to try it on a multimods new career on 1.10.1 (RSS, RO, RP1, Kerbalism...)
Hey @Lunes0mbre,
Did it work with Kerbalism?
-
On 10/24/2021 at 4:14 PM, Daniel Prates said:
Same here. Usually a remote probe. Easy. The crew go separately. Heck the scientists can even live in the station while you send successive different experiment probes and run one after the other. With kerbal health or kerbalism it is even more interesting as providing a prolonged stay is harder still. While you're at it, install near future electrical + system heat and give a try at running nuclear reactors plus a dedicated heat management system; the cyclotrons seem like they were made for that.
Hey @Daniel Prates,
are you saying that this great mod works fine with Kerbalism?
Or do we need patches for it? (KSP 1.12 - Kerbalism 3.14)
-
On 5/23/2021 at 1:23 AM, Gabu said:
Still working on it...
Sorry guys but I´ll update only on 1.12 release... Working hours are a nightmare latelly...
I´ll tale it in consideration for the next release... thank you for the feedback.
This is a bug from latest KSP version... I´ll work on it soon. Until then, the mod only work properly on 1.10.XX.
Hey @Gabu,
nice mod!
Is there a chance for a KSP 1.12 version and with Kerbalism compatibility?
And do you need help with it?
-
Just now, zer0Kerbal said:
working on a new release as I type this. How's "Zippity Don't Cha" for the edition name?
Top!
-
7 minutes ago, zer0Kerbal said:
misread. apologies.
Yes, you should ignore that .zip.
I accidentally left it there when I sent an updated file; and it corrupted the release. Again, apologies for that.
Hey,
no problem, thank you, for the clarification.
-
On 12/2/2021 at 2:41 PM, Gordon Dry said:
And last but not least: the fact that this is a case since August/September 2018 even confuses me more...
Edit: I just recognized, inside GameData\DMagicOrbitalScience\UniversalStorage\ they all got
TechRequired = Unresearcheable
so they're obsolete for real.
Edit:
Not to be forgotten the fixes from https://github.com/7ranceaddic7/Orbital-ScienceHey @Gordon Dry,
sorry I'm a bit confused by your answer,
to use this mod and UniversalStorage2, do I have to change something or update it from the link you posted?
On 12/18/2021 at 3:13 PM, flart said:I am playing around in the configs with a "ultimate" science part, that include many experiments.
For now I choose the SC-9001, and put inside 5 stock ModuleScienceExperiments without any problem, using the
%hideFxModuleUI = False
%FxModules = 0
I connected experiments and the "open door" animation.Now I want to add there also some DMModuleScienceAnimate, but I can't connect it properly to the "open door" animation.
After some tweaking, the "Collect Hydrogen Data" action is working (open door, has a delay and EC consumption), but only after you manually "open door" and "close door".Is there a way to bypass this limitation, and having DMModuleScienceAnimate working on "Collect Hydrogen Data" without this "warming-up" ?
patches for this part is in an archive:
https://1drv.ms/u/s!Alncj27YxKc-iBRaWg2BqTgK81al?e=5ibp0nHey @flart,
Did you get it to work?
And if so, is it compatible with Kerbalism? -
4 minutes ago, zer0Kerbal said:
Yes
Ok, sorry,
I can't follow you there...
Can I just ignore that zip-file?
[1.12.x] [BG] Planetside Exploration Technologies | Surface bases, NASA MMSEV, wind turbines & more! | v1.0.2
in KSP1 Mod Releases
Posted
Hey @theJesuit,
Can I just copy the configs from this for the "normal" Kerbalism or are they somewhere else or do I have to edit something?