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Everything posted by HaullyGames
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I think Kerbalism is not simple (Food, water, radiation, comfort(Stress), breath, waste). I don't see any thing that has TAC-LS that we don't have in Kerbalism, but Kerbalism has radiation and comfort. Talking about Real Fuels, could you create a game that you can simulate this issue? If yes, please forward the KSP.log and details how to reproduce.
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What we can do is disable TAC-LS and create a couple of cfg to load those tanks. But we shouldn't work to make TAC-LS integrated to Kerbalism. Also we shouldn't use Background.dll with Kerbalism.
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Doesn't make sense an integration with TAC-LS, both has the same idea.
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Looks like your game save is blocked! Has some issue into your Scenario.ConfigNode into your game save. Error: start at [ERR 11:38:02.339], end at [ERR 11:38:02.343] Also at [ERR 11:38:02.882] and [EXC 11:38:02.882]. Has some mod that can't save the Scenario. Other thing, I'm not sure how Kerbalism works with TacLifeSupport, I saw TacLifeSupport scenario many times in your load game.
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This is not my thread. Is from N70. All those changes that I have done is not working on this version. Talking about CommNet + Kerbalism. You are right, the speed is stuck on 64Kbps when you are using any other Signal system (CommNet, RemoteTech or Simple Connection System). I'm not sure how it will work. I have done may changes, reorganize the whole project and add a couple documentations. Has the olds bug fixed, but has new bugs too. Maybe I want to be a player again, lol
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You see a green line pointing into Kerbin because Kerbalism set Kerbin as DSN. But the connections between vessels work as CommNet, you can see the points going to each relay and then go to Kerbin.
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My version has a lot of changes, maybe you don't want to merge. Lib.cs Reorganized. Add #IF DEBUG Lib.GetShader still working as Shotgun version, files.shader was the only necessary change. Background.cs CryoTank has been fixed. SSPX.cfg Added support to Redux. Habitat.cs Inflate module has been fixed. Setting.cfg Add antennamodifier (This should be replace to a global modifier) When the player is using RSS, need more antenna range, also the radiation level is to high. Harvester.cs The animation has been fixed. The animation stop when vessel has no energy. New Feature AdvancedEC Add energy cost to keep Antenna working, Extend\Retract parts ( Ladder, Gears, some Light that are missing, Drill, Some science modules) I need to verify if has more changes.
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I will do it.
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I just have to say. Bye to this topic! See you there! (1.4.1 Kerbalism)
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Hey man, Why does the new project import KSPAssets.dll? I'm asking because I'll provide a couple of PR for you, then I created a fork to do it. I think we can't add these setting on UI, because Kerbalism depend of MM. MM add the Kerbalism modules (Antenna, Habitat, Greenhouse) only on Game Load. This is my guess.
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Thank you so much for upgrade shaders!
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I was working on it. The issue is that Gravity Ring & Habitat are two different things. If add habitat without define the animation, this mean it can be habitable without deploy, but if you define it, when you gravity ring is not right. The way that I defined was change the habitat to trigger a rotation when Habitat has Gravity Ring module + Habitat is habitable. This change is almost done, I just stop to work on it because I'm try to solve the 1.4 issue.
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Thanks for share your ideas. Right now I'm stuck in 1.4 bug. Because of this, I'm not doing any code.
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Please! I need help!!!!
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Hey @theJesuit, Try to ask TextureReplacer team. They already fixed the shader issue.
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The bug is not in LineRender.cs, I didn't change this class! I already add debug options to find the bug, also I already posted it before. LineRenderer.Init() call. // load shader mat = Lib.GetShader("AntiAliasedLine"); Then Lib.GetShader is crashing. Please, you can open an issue if you want, but the bug is related to Shader.
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As I said, Shared should be loaded in Kerbalism.Load(), developer call it as "Initialize" // initialize everything just once if (!initialized) { // add supply resources to pods Profile.SetupPods(); // initialize subsystems Cache.Init(); ResourceCache.Init(); Radiation.Init(); Science.Init(); LineRenderer.Init(); -- IT IS BROKE ParticleRenderer.Init(); Highlighter.Init(); UI.Init(); LineRenderer.Init() is broke, then it is not running the other 3 Init() ParticleRenderer Highlighter UI - This is your Kerbalism Button that are not showing! After this, every time that your Kerbalism.dll call OnGUI() (Frames/per second, in my case 60 times per second), you will see an error about NullExpression.
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Button and other modules are not working because of Shaders. Shaders should be loaded on initialize, 1.4 broke it! I don't have no idea how to work with shaders. I guess that someone will need to download Unity2017.3 and fix the shaders. I already tried!
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I want to know if I'm the only one who is getting error with kerbalism + 1.4. Now KSP is using Unity 2017.3 and Kerbalism's shaders are not loading to me. [Kerbalism-Continued] -> debug: Lib.GetShader - Adding shader '' into dicti [Kerbalism-Continued] -> debug: Lib.GetShader - Shader isSupported: 'False' Unity: https://docs.unity3d.com/Manual/UpgradeGuide20173.html
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Have someone test KSP 1.4 + Kerbalism? Feedback?
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Hey everyone, One idea about when you enable an inflate habitat ShotgunNinja version: The process will equalize the habitats, then enable it after equalization. Even if the inflate is not completed, it will be able to be habitable, for example, you can have an habitat habitable with 10% deployed. If you are using CLS, you can pass the habitat, even it is not deployed. Kerbalism-Continued Alpha version: The process will equalize the habitats, then enable it only when habitat is 100% deployed. If you are using CLS, you can pass the habitat, even it is not deployed. Here the idea. Do not use equalization to inflate habitat, do a simple inflate on the module using the produced atmosphere, after it is 100% deployed (or define some threshold) it will be habitable. For example: when you have an inflation habitat, it should be inflating without affecting other habitats, when fully inflated, it will be habitable. When using CLS, you can pass habitats that are habitable. The habitat pressure should affect only the kerbals on-board that part. Reasons to change vessel pressure: This way you can have your kerbal into a good habitat until you're preparing a new habitat. When you start an equalization, the vessel pressure is affected, causing a low pressure to whole vessel. Low pressure causes poor comfort to kerbal (climatization). If you don't have enough nitrogen or energy, your inflate module will cause a collapse in the pressure on the ship, making the kerbals burning alive! The CLS change is already done on my version, I just want to hear about pressure before start work on it.
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Hi everyone, Do u know how I can get a value from a module through MM? The example below I get #$../CrewCapacity$ value from Part: @PART[*]:HAS[#CrewCapacity[>0]]:NEEDS[ProfileDefault]:FOR[Kerbalism] { MODULE { name = ProcessController resource = _Scrubber title = Scrubber capacity = #$../CrewCapacity$ running = true } } How should this code be if I had to get a value from a module? Thank you!
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All those rate are based in your produce definition per crop_size, are not related to kerbal CO2.