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N3N

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Posts posted by N3N

  1. 9 hours ago, theJesuit said:

    Kerbalism Simplex does.  It is a hatchit job, but the turbines are basically air harvesters that generate power from a resource that is added.  Doesn't use the poper mechanism.  Happy for you to steal it for a kerbalism vanilla 

    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?

  2. 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?

  3. 15 hours ago, Lisias said:

    AFAIK, Kerbalism removes should 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! :wink:

     

    FYI: @Sir Mortimer

     

    _____________

    Maybe @Gordon Dry can help, too?

  4. On 1/19/2022 at 10:06 AM, Lisias said:
    1. 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.
      1. 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.
      2. 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?

  5. 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?

  6. 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

      Reveal hidden contents
    @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

      Reveal hidden contents
    @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:

    @Sir Mortimer

  7. 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.

  8. 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?)

  9. 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
          }
        }
      }

     

  10. 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?

  11. 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?

  12. 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

    @Alex6511@Sir Mortimer

  13. 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)

  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! :wink:

     

    Is there a chance for a KSP 1.12 version and with Kerbalism compatibility?

    And do you need help with it?

  15. 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-Science

    Hey @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=5ibp0n

    Hey @flart,

    Did you get it to work?
    And if so, is it compatible with Kerbalism?

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