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KSP2 Release Notes
Everything posted by PiezPiedPy
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@-MadMan- No, transmission data rates where fixed to 64Kb/s in previous versions since the removal of the old signal system which was not an ideal situation, science transmission data rate is now calculated from the stock antenna rates and signal strengths, check the packet data rates of antennas in the VAB or SPH.
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@N70 I think he means the link on Spacedock to the source code still points to GitLab
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@theJesuit The amount of water breathed out per Kerbal is 850ml / day it comes from the water they drink and a tiny amount from food. All the water they drink does not come out as wastewater(pee), that extra water has to go somewhere and that is into humidity. Wastewater output is 85% of water they drank
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@ringerc Most of the issues you have brought up have been fixed for the next release. including the typo @killbotvii look up above your post by two
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It's a known issue usually caused by leaving the loading screens and going to another window or the desktop with for example Alt-Tab (btw the search function is rubbish ) Issue #53 was solved days ago by @Gordon Dry ??
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@BlackDragon Korean In case you installed the SSPX patch into Kerbalism, it should be installed into SSPX, not Kerbalism. Also the patch is needed regardless of an MKS install. What inflatable parts are you using? Is the gravity ring from Kerbalism malfunctioning ? Why are you are using the Back Port version? I'll see what I can do for a 1.7.0 Backport after 1.7.0 releases, no promises though
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@theJesuit Make a GitHub issue and I will look into it, should just be a case of adding in the buttons and some code.
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@Gordon Dry Kerbalism does no calculations on the signal path itself, CommNet provides and calculates the relay data for the vessel, Kerbalism just displays the target and Signal strength it was given from CommNet. The signal strength provided by CommNet is then used to calculate the data rates.
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@BlackDragon Korean Have you tried using the patch in the post above your latest post ? @theJesuit yep, changing PacketSize and interval with an MM patch will alter the transmission data rate, basically Rate Mits/s is calculated by PacketSize divided by Interval. Kerbalism takes that calculated Mits/s and divides it by the Signal Strength to get a data rate. WasteAtmos and Pressure was balked in the previous release with the changes to the greenhouse, it has been fixed for the next release, its not on GitHub yet though, its still on my local build pending a PR after some testing. @TheAnonymous Look in the Parts/LifeSupport folder and the Profiles/Default.cfg
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For those using SSPXR there is a problem with their support file for MKS causing conflicts. I have PR'd a fix to SSPXR but so you can use it before its merged and released I've posted a link to it here: https://github.com/PiezPiedPy/StationPartsExpansionRedux/blob/Kerbalism/GameData/StationPartsExpansionRedux/Patches/SSPXR-MKS-Extras.cfg
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@TheAnonymous correct, you will have to change the PART name to the part you want to change, I suggest reading the ModuleManager Wiki so you get an understanding of their syntax. you will need to do: @PART[part_name_of_part_you_want_to_change]:NEEDS[Kerbalism,ProfileDefault,mod_name_part_is_in]:AFTER[mod_name_part_is_in]
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I'll go one better and give him a PR with a fix via the SSPXR GitHub @Bamse The problem is probably due to using Kerbalism and MKS together, They are incompatible with each other due to both being Life support mods. I am going to send a PR to SSPXR that will stop MM errors but you are going to find problems arise in game using both these mods together regardless. @Bamse I may of wrongly assumed you had both Kerbalism and MKS installed, the problem is caused by the SSPXR MKS patch not checking if MKS is installed before applying its changes and just applies the changes regardless, which causes problems with the Kerbalism install. Will be fixed soon @Bamse Try this file, its been PR'd to SSPXR but so you can use it before its merged and released I've posted a link to it here: https://github.com/PiezPiedPy/StationPartsExpansionRedux/blob/Kerbalism/GameData/StationPartsExpansionRedux/Patches/SSPXR-MKS-Extras.cfg
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You will need to make a .cfg file using Module Manager syntax like the following excerpt from Default.cfg // ============================================================================ // Add configurable supplies to inline containers // ============================================================================ @PART[kerbalism-container-inline-*]:NEEDS[ProfileDefault]:FOR[Kerbalism] { MODULE { name = Configure title = Supply Container slots = 1 SETUP { name = Supplies desc = Store a balanced supply of <b>Food</b> and <b>Water</b>. RESOURCE { name = Food amount = 0.7224224 maxAmount = 0.7224224 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } RESOURCE { name = Water amount = 0.2775776 maxAmount = 0.2775776 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } SETUP { name = Waste desc = Store solid and liquid organic waste. RESOURCE { name = Waste amount = 0 maxAmount = 0.4949706 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } RESOURCE { name = WasteWater amount = 0 maxAmount = 0.5050294 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } SETUP { name = Food RESOURCE { name = Food amount = 1 maxAmount = 1 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } SETUP { name = Water RESOURCE { name = Water amount = 1 maxAmount = 1 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } } } You will find plenty of examples in the Kerbalism/Support folder, when you get your support .cfg file to work you can submit a pull request on GitHub so it can be reviewed and added into a Kerbalism release for others to benefit from rather than it being your own personal support file.
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@Kozakh You can use something like dropbox to upload your log too and post the link here. @Gordon Dry The little bit of madness when you first load a save only happens once and is caused by the changes initializing. When it has done its stuff you wont see it again Can you put up an issue on GitHub about the scroll bar so I don't forget
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@TheAnonymous Don't know how you've managed that lol. I would delete the GameData/Kerbalism folder and install again.
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Just a heads up for everyone of a know issue. CO2 production from breathing and nitrogen for pressurization are not working correctly, they have an abnormally high output rate, observable by turning the scrubber and/or pressure control off and watching how fast the outputs rise. So be careful what Life Support modules you configure in your command pods. There is a Backport for 1.3.1 on GitLab https://gitlab.com/N70/Kerbalism/tree/backport-1.3.1 no idea what version it is, its a few months old.
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@Daedalus451 @Kozakh What setting have you got your textures set to ( Main Menu / Settings / Graphics / Texture Quality) , Have you tried changing UI scales in game, also there are options for changing UI scale in the GameData/Kerbalism/Settings.cfg file, have you tried changing those. Could you upload your output.log file if messing with UI settings does not fix things.
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When calling CommNet.CommNetVessel.InPlasma I get a StackOverflowException in C# with just a simple if statement variable v is a reference to a Vessel and all access to v.connection works as expected until the if (v.connection.InPlasma) statement. // are we connected to DSN if (v.connection.IsConnected) { return new ConnectionInfo(v.connection.ControlPath.First.hopType == HopType.Home ? LinkStatus.direct_link : LinkStatus.indirect_link, ext_rate * v.connection.SignalStrength, v.connection.SignalStrength, ext_cost, Lib.Ellipsis(Localizer.Format(v.connection.ControlPath.First.end.displayName).Replace("Kerbin", "DSN"), 20)); } // is loss of connection due to plasma blackout else if (v.connection.InPlasma) // calling InPlasma causes a StackOverflow :( return new ConnectionInfo(LinkStatus.blackout); Log output is: [EXC 12:26:21.322] StackOverflowException: The requested operation caused a stack overflow. CommNet.CommNetVessel.get_InPlasma () with none of the usual debug info like the filename and line number etc you usually get with exceptions. I suspect this is an error in KSP's code. Anyone know of a work around to detect when a vessel is in Plasma ?
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This is how it should be done, the weights of the pods are going to remain as they are.
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@Gordon Dry Never used or heard of AntennaHelper so I have no idea. Maybe @N70 can help you
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