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KSP2 Release Notes
Everything posted by Yaar Podshipnik
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Two PRs for better NFT support are up on github. Also couple of issues I've spotted while working on the patches. I couldn't find a way to add the RPH process to the default profile without editing it explicitly - is there even a way to "extend" a profile in another file?
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Seems NFT actually has a Cryogenic atmosphere separator already, so I think that reusing that part and just switching it to Kerbalism's atmospheric filter should work.
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I would also like to improve support for NFT, by adding chemical processes to get the resources used by that mod. We can already get Hydrogen, but I don't see any way to get Xenon, Lithium, or Argon with Kerbalism. Lithium looks to be "easy" to get - pull in some brine with it, evaporate water. Or, based on the first page of this https://www.jstor.org/stable/74829?seq=1#page_scan_tab_contents, apply pyrohydrolisis. So that would make Ore + Water + EC to get lithium. Xenon and Argon seem to come from air via distillation. So maybe atmospheric filter -> CondensedAir fake resource or something like that -> ISRU distillation? What are your thoughts on this?
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@ShotgunNinja is Kerbalism supposed to remove KerbNet completely? I see some parts that do have it removed and lots of parts that still keep it. If kerbnet is supposed to be disabled I'll send you PRs for all the stuff I've spotted. And what about ModuleAsteroidDrill - ModuleResourceHarvester is replaced with Harvester but ModuleAsteroidDrill is untouched.
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@ShotgunNinja, what was supposed to be the behaviour of nuclear power source re: radiation? I can see that stock RTG emits some radiation, but nothing from Near Future does anymore...
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I play Kerbalism with Outer Planets Mod. The biggest issue is that there are no stock antennas that can reach to the edge of the system if you enabled the Signal feature. I've made a PR https://github.com/ShotgunNinja/Kerbalism/pull/46 to add Kerbalism support to the super-awesome https://github.com/KSPSnark/JX2Antenna You can also get the Origami antennas, those are really cool as well, and already have Kerbalism support.
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All true, unless you develop in main/master and do releases from branches
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Is there a manual somewhere? I have a real hard time figuring out the servo controller interface.
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Shielding on crewed parts + active (powered) shield should do the trick.
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Thanks for the details! If docking port pressure leaks can be done via MM patch only I'll gladly contribute a config with it.
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Could this also be used in combination with any mesh switchers? Will this tie into the 1.2 upgrade mechanic? Also, engineers seem to be getting lots new things to do, maybe having scientist switch reactions on ISRU would be more "balanced" (even though it's probably just switching few boxes around, so really a job way below a proper scientist ;)) Hmm, where does that leave our Mun bases? Will it still be possible to have a self-sustainable (or nearly self-sustainable) base on airless worlds? Will engineers also be able to reconfigure that? Maybe have more than 1 engineer around for more complex tasks (i.e. like KIS mechanic for moving heavy parts). Can't wait to test all the cool inflatable Ven's parts with it! I guess centrifuge will use the same mechanics? Does that mean that habitat punctures, leaky seals on malfunctioning docking ports, etc. can be simulated now? Failure mode to docking ports resulting in leaks would be especially cool, considering how many of those are needed when building deep space ships in orbit. Engineers should be able to duct tape all the leaks of course I really hope mods like Planetary Base Systems will add support (and cool models) for all those things. Hmm, that will make the game even harder... I think you can access the difficulty level programatically in 1.2, so maybe have the default profile work as you described on normal, have the simplified workings of current version on easy, etc? Ammonia is a new resource? Or could it be recycled/obtained from from "crap"? Cool, will they be getting different textures depending on contents? Lots of mods provide such functionality, personally I like B9. Perfectly understandable if you don't want to add any dependencies. I think most of folks will start a new game on 1.2 anyway, so shouldn't be a big problem.
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Thanks!
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Question about space weather - how long can a CME/solar storm last? How often do they happen?
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@ShotgunNinja I was going through EnergyTweaks.cfg and noticed that you don't cut the rate of any ModuleGenerator energy production. Is that intentional? ModuleAlternator output is reduced to 1/4, solar panels are also reduced, and all consumers are also down to 1/4.
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@ShotgunNinja thanks for clearing this up! It sounds like there would be similar display problems with any resource that shows up in batches. Though the only thing I could think of besides crops would be wee Kerbal sprogs
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I think there is something wonky with the planner calculations for greenhouse yield. First picture, 1 greenhouse, close shutters, lamps on full, plenty of empty storage for food. 2 Kerbals off screen in a lander can, and a NFT reactor to make sure there is power. Planner shows 5000 harvest in 300d. That's pretty much expected. Second picture has another greenhouse attached. Shutters closed, lamps on full. The planner still shows 5000 harvest, while I was expecting 10000 in 300d. Life expectancy does go up however. Is this a bug, or am I doing/understanding something wrong? If it's a bug do you want a github issue?
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@ShotgunNinja how will Kerbalism signal work with KerbNet?
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@gamerscircle While you can't add Shielding, I think you can send up the Active Shield module and get some radiation protection that way (at a cost of EC of course)
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Maybe take a leap forward and replace all fuels with something that makes sense? Like Real Fuels but on smaller scale. Then there won't be any problems about what is is LF or OX.
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@ShotgunNinjado you have any plans to include modifiable reactions in the fuel cells? I feel that having them be capable of just Lf+O into electricity is a bit boring. RLE Stock Alike had a monoprop-to-EC cells, but that's doesn't sound realistic either...
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Really like the idea of the selectable processes. Efficiency could be then impacted by research and maybe scientist/engineer skill level? Ven's Revamp has an excellent atmospheric sensor model, kind looks like a muscle car intake - having something in that vein for atmospheric collector would be cool. There were also some scoops in RoverDude's Karbonite pack, so maybe that for inspiration as well? In CRP there's already Hydrogen and LqdHydrogen (From NFT). There's also tons of stuff from RealFuels in there, so maybe using that would make more sense when striving for realism? There are also couple of nice part ideas in