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HaullyGames

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Everything posted by HaullyGames

  1. Sorry, I not sure. As I said, I didn't change Science.cs The lines for what you say are still there! // if file was transmitted completely if (file.size <= double.Epsilon) { // remove the file vd.drive.files.Remove(filename); // inform the user Message.Post ( Lib.BuildString("<color=cyan><b>DATA RECEIVED</b></color>\nTransmission of <b>", Experiment(filename).name, "</b> completed"), Lib.TextVariant("Our researchers will jump on it right now", "The checksum is correct, data must be valid") ); }
  2. Is the file you upload greater than 8Mb? The code will credit every 8Mb or when the file is total updated. // hard-coded transmission buffer size in Mb const double buffer_capacity = 8.0; // if buffer is full, or file was transmitted completely if (file.size <= double.Epsilon || file.buff > buffer_capacity) { // collect the science data Credit ........
  3. It shouldn't. I didn't change the Signal system.
  4. Hi @garithmar I've create a new release with SignalModifier into Settings.cfg, this version also has Signal system working again. SSPX Redux compatibility is not completely fixed! Aquarium is not producing food Greenhouse has beta formula. Inflate is fixed, but I'm not happy how it was created (wasn't myself) Gravity Ring is not working properly I know that @NomenNescio has created a cfg file to support SSPX. Maybe it is duplicate now! Could you guys check? MM code is into "GameData\Kerbalism\Support\SSPX.cfg" and was created a support file to B9 Tank Switch. "GameData\Kerbalism\Support\B9Switch.cfg" // ============================================================================ // Containers // ============================================================================ @PART[sspx-cargo-container*]:NEEDS[StationPartsExpansionRedux,CommunityResourcePack,!ProfileNone]:FINAL { @MODULE[ModuleB9PartSwitch] { SUBTYPE { name = Food tankType = Food title = Food transform = SnacksDecal } SUBTYPE { name = Supplies tankType = Supplies title = Supplies transform = SuppliesDecal } SUBTYPE { name = Waste tankType = Waste title = Waste transform = LifeSupportDecal } } }
  5. Hi @Dr. Jet, Please review the sheet below. https://drive.google.com/file/d/1mLXosB3ZGtX_VY3U_fVqP4Zc7gqS-qto/view?usp=sharing
  6. Sorry, I will fix it tonight. I can create a signal modifier and add it on Settings.cfg.
  7. No, Harvesting process will produce OUTPUT(O2) as running, but will produce Food("Biomass") only when the player click in "Harvest". I will assume that Biomass is only an intermediary value between INPUT and OUTPUT. This means that I will input CO2, H2O, Fertilizer and get 11.3% O2, 88.7% Biomass = (79% H2O, 21% Food) or something like that.
  8. Sorry @Dr. Jet, but I didn't get it! 1Kg of Biomass, then you will start consider dehydrating , packaging! , no waste , sorry man, but you are confusing me! I assume that it is a greenhouse, then the food is not dehydrated! I assume, I'm not sure. I understood that to store the food, we need to first dehydrate and pack it, but on the game, the food is already ready to be consumed! so it is not dehydrated! If we are assume that food unit is dehydrated, this way we will need to review drinking Rule, we will need to create a new process to water consumption to the food re-hydration! Kerbalism system doesn't have the same rules that TAC, you cannot compare both ignoring the differences. Other thing is: half-dehydrating 1kg of edible Biomass and re-packaging it in re-used packages will produce 0.568*1.1752=0.6675136 kg of Food and 0,432 kg of Water ????? 0.568Kg actual food mass. From where have you found this value? PLS, SOMEONE HELP ME!!! The "Life support resource amounts" sheet calculating Food/unit = ( Dry mass + 52% water + 17.52% package) This is getting so complicated! Anyways, following my math using your information + "Life support resource amounts" sheet. // NEW Math (Math for 1Kg of Biomass) // 1.12742Kg INPUT // 1.12742Kg OUTPUT // // INPUT // 14.4% CO2 (0.001951Kg/unit) = 0.1626Kg = 83.34 units = // 84.6% H2O (1Kg/unit) = 0.9546Kg = 0.95 unit = // 1.0% Fertilizer (1Kg/unit) = 0.0101Kg = 0.01 unit = // // OUTPUT // 88.7% Biomass (1Kg/unit) = 1.0000Kg = 1.00 unit = // 11.3% O2 (0.00141Kg/unit) = 0.1274Kg = 90.35 units = // // Food "as-shipped" mass with 52% of water + package = 0.281Kg/unit // Then // Food (0.281Kg/unit) mass: // 52.0% H20 = 0.1433Kg / food unit // 17.5% Package = 0.0491Kg / food unit // 30.5% Dry Food = 0.0857Kg / food unit // BIOMASS (1Kg) // ?% ? (?/unit) = ?Kg // ?% ? (?/unit) = ?Kg // // We should assume that we already have the package as an empty package, this mean will not consider the package weight
  9. GameData\Kerbalism\Profiles\Default.cfg crop_size is the value that are you looking for. // ============================================================================ // Setup greenhouse // ============================================================================ @PART[kerbalism-greenhouse]:NEEDS[ProfileDefault]:FOR[Kerbalism] { MODULE { name = Greenhouse crop_resource = Food // name of resource produced by harvests crop_size = 2500.0 // amount of resource produced by harvests
  10. Hey guys. I'm working to fix inflate parts and I found one thing that I don't fell it is right. If a vessel is landed in Kerbin and need inflate, it will consume atmosphere from part doing a Equalize between part. for example: has a pod with 10m3 of atmosphere and a inflate module with 50m3. 1st Step: Equalize, make both part has the same atmosphere level 2nd Step: After equalize, define part as enabled. Issues that I see: Even not full deploy, inflate can be habitable // equalization succeeded if the levels are the same // note: this behave correctly in the case the hab is the only enabled one or not if (Math.Abs(vessel_level - hab_level) < 0.01) return State.enabled; // in case vessel pressure is dropping during equalization, it mean that pressure // control is not enough so we just enable the hab while not fully equalized if (vessel_atmo.rate < 0.0) return State.enabled; Even vessel is landed on Kerbin, habitat will consume atmosphere resource and making low pressure to vessel environment. I assume it doesn't need an extra atmosphere system, just use environment atmosphere from Kerbin.
  11. Hey guys, I really like of those ideas. Talking about This is a valid idea for make Kerbalism more dynamic, but I think this is not the only point that we need work, as @Antstar said, kerbal should be able to live more the 150 days with right precautions.
  12. One or three will make no difference. About performance, has a lot of thing that needs to optimized. I'm not saying that ShotgunNinja and his team didn't a good job (This is the best mod that I have saw, like as Professional, I learned a lot with them), but still have things to optimize. I have a good machine, I have played with over 60 mods (many of these mods are not well designed), those are the optimize issue that I see.
  13. Can anyone explain the WasteAtmosphere & Atmosphere? I thought it was CO2 & O2 , but it's not. These looks like a representation of a mixture of gases in an atmosphere, but I'm not sure // convention: 1 capacity = enough to compensate for leaks in 70 m^2 surface (a cube of 40 m^3 volume) Process { name = pressure control modifier = _PressureControl input = [email protected] input = [email protected] output = [email protected] dump = false } // convention: 1 capacity = enough to scrub output of 1 crew memeber Process { name = scrubber modifier = _Scrubber input = [email protected] input = [email protected] output = [email protected] }
  14. To separate Background from Kerbalim, you will need recreate Kerbalism. Background process involve a lot of things, but the mainly one is the cache system.
  15. As we saw, B9PartSwitch depend of Community Resource Pack, this was the issue!
  16. Is it right? // 1crop /(rate) 0.00000023148 = 4,320,027.65 seconds = 200 days (Kerbin's day) // 2500 units * 0.281Kg = 702.5Kg of food // 50.2% of OUTPUT = Food // TOTAL OUTPUT = 1,399.4023Kg // INPUT // 65.5% CO2(0.001951Kg/unit) = 916.6085Kg = 469,814.71 units = 0.10875270/s // 24.6% Water(1Kg/unit) = 344.2529Kg = 344.25 units = 0.00007968/s // 9.9% Fertilizer(1Kg/unit) = 138.5408Kg = 138.54 units = 0.00003206/s // // OUTPUT // 47.64% O2(0.00141Kg/unit) = 666.6752Kg = 472,819.29 units = 0.10944820/s // 50.2% Food (0.281Kg/unit) = 702.4999Kg = 2,500.00 units = Only when harvest // 2.16% Waste (0.75Kg/unit) = 30.2270Kg = 40.30 units = 0.00000932/s Now we need less water The old greenhouse has waste water, do we need calculate it?
  17. Hey guys. Please connect there I'm losing my mind here.
  18. I will be home in 1 hour. This mean I can test the code. Did you test these files that I shared to you?
  19. You are my official tester! Any issue about Kerbalism-Continue, you will be responsible. Your title is Tester/Quality Control. Every time that you test and find issue, this mean that when I play, I won't have issue!
  20. You don't have one only with food, you have to create. Following the sample: https://raw.githubusercontent.com/ScienceFun/Kerbalism-Continued/2b371be8a7058259ab0b4731cb3b96908efb91fe/GameData/Kerbalism/Support/B9.cfg https://raw.githubusercontent.com/ScienceFun/Kerbalism-Continued/2b371be8a7058259ab0b4731cb3b96908efb91fe/GameData/Kerbalism/Support/SSPX.cfg I don't know if it is right, I cannot test because I don't have KSP in this laptop.
  21. I didn't understand. If you want to add Oxygen I know the SSPXTAC type has already. Then you should only add Resource that you want. sample: /// TAC-LS // ============ B9_TANK_TYPE:NEEDS[CommunityResourcePack] { name = SSPXTAC tankMass = 0.0000 tankCost = 0.0 RESOURCE { name = Food unitsPerVolume = 1.6927083333E-02 } // NEW RESOURCE { name = Ammonia unitsPerVolume = 1.713537562385 } // RESOURCE { name = Water unitsPerVolume = 1.1188078704E-03 } RESOURCE { name = Oxygen unitsPerVolume = 1.713537562385 } RESOURCE { name = Waste unitsPerVolume = 1.4247685185E-02 percentFilled = 0 } RESOURCE { name = WasteWater unitsPerVolume = 1.539351852E-03 percentFilled = 0 } RESOURCE { name = CarbonDioxide unitsPerVolume = 1.48012889876 percentFilled = 0 } } Now when you add a container and select Life Support you will see Ammonia.
  22. I just asked the cycle because If it will be realist or not. crop_resource = Food // name of resource produced by harvests crop_size = 2500.0 // amount of resource produced by harvests crop_rate = 0.00000023148 // growth per-second when all conditions apply 1 unit / crop_rate = 4,320,027.64817694 / 21600(1 kerbin day) = 200 days to be able to get food. (200 Kerbin's days = 50 Earth's days) Potato = 120-150 days Tomato = 110-120 days (this is the NASA's current plan for this year) Lettuce (NASA already did this before) = 45 - 50 days Other thing that I thought to implement to Greenhouse is the plant states. You can't stop to give water, CO2 to a plant for a year and assume that plant will still alive. To make my code easy, I wont kill the plant, but I would like to reset the harvest counter. You need to add the resource in StationPartsExpansionRedux\Patches\SSPXR-B9TankTypes.cfg, this will affect only if you are using CRP. Look for /// TAC-LS // ============ B9_TANK_TYPE:NEEDS[CommunityResourcePack] { name = SSPXTAC ..........
  23. Yes, it is. Read in my old post: Just add the resource that you want.
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