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Everything posted by Sir Mortimer
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I see. I think that has been dealt with, but the fix is not yet in the version that was picked up by CKAN. Had the same problem, drive was filling up because it insisted on transmitting only the empty file. What it will do in the future is that it will transmit whatever file contains big enough chunks to transmit, even if it is 3 different files at once. So when you have 5 scanners running, 3 files will be transmitted (depending on your transmission rate and sampling rate of the experiment) and only the last 2 will grow in size. Besides, hard drives will grow in size as you get further into the tech tree, too.
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I'm certain that this is not caused by any other mod. Are you 100% absolutely positively sure, without a shred of a doubt, that your experiment is not still recording data when it's finished transmitting? Because I'm almost certain that this is the case
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The science box is back, and will act as a decently roomy hard drive / sample container that you can add to your vesels. And you will need to do that on some missions, since storage space now is limited on hard drives. What you're experiencing (I think) is an annoying bug in the UI: the experiment scans some data, then the file is immediately transmitted, then the file is deleted because it's empty. On the next cycle, the experiment scans some data, then the file is immediately transmitted, then the file is deleted because it's empty. Rinse and repeat. Problem is you can't deselect the file, because it will be deleted and re-created with the auto-transmit setting on. You have no way of getting out of this loop. And it will never tranmit any other file because the "first" file it selects will reappear all the time. Good news: it's fixed. The auto-transmit will now kick in only after the file has been untouched for ~3 seconds OR has a minimum file size of ~3Kb. If the first file doesn't pass that test, auto-transmit will just transmit the next one. This will happen so fast that it will look to you as if two (or more) files are being transmitted at the same time. You'll be able to reliably turn transmission on and off for any of those files.
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You don't happen to have that log file any more, do you?
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the only other thing i can offer is a few screenshots taken I made during deveopment. https://github.com/steamp0rt/Kerbalism/pull/365
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Not extensive, but better than nothing: https://kerbalism.readthedocs.io/en/latest/science.html Part of the fun is discovering how to makeit work ;)
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You've got everything right, including that last question The answer is: unlocking everything is very hard - unless you have additional mods that give you additional experiments. I've never even tried with stock experiments only.
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It's Kerbal Space Program that does this. Luckily there's a workaround: load a quicksave.
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Me neihter. In fact, I've never seen those buttons. Are you sure they're added by Kerbalism?
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This is odd, because that's exactly what I did, and it works. Again, I have a plain vanilla KSP with nothing but Kerbalism, Community Resource Pack and Module Manager. My best guess is that there is some other mod interfering.
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It's not Kerbalism. Just tried with a brand new install, nothing but Kerbalism (+CRP + MM of course) installed, new sandbox game: A Octo core with just one Z-200 battery and one antenna will run for more than one hour without solar panels. Even tried it out, it easily remains active on the night side in LKO. https://imgur.com/a/OgaN99o What does the planner give you when editing your ship in the VAB? What other mods do you have installed? I can attest to the opposite Having nothing but Kerbalism on a brand new KSP 1.4.5 install, doing science and recovering it works just fine. Are you 100% sure that the science was stored in the part you recovered? When separating from an other part that contains a command module, the science will automatically go to the part with the higher priority. Depending on which part you set as your root part, that might very well be the one you're leaving to burn up in the atmosphere.
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Probably an odd incompatibility with Unity. Should be fixed, try the latest beta: https://builds.spaceball.cf
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There currently is a little side poject going on that deals with exactly that. The gist is this: you will have the option to not magically cure kerbals from radiation poisoning when they are recovered on kerbin or thawed after deep freeze. if jeb just barely made it back from that solar storm that hit his unshielded pod on minmus, you better never send him up again or the radiation will kill him for sure. there will be a cure for radiation poisoning: the radiation detoxication unit (RDU). It will use lots of oxygen and electricity to slowly cure a crew member from radiation poisoning. Unfortunately this only works in zero gravity (which is why kerbals can't cure on kerbin). A lot of the details are still unknown, like how much resources it's going to need, and which ones, and how fast it will cure radiation. kerbals will make errors when in stress, especially the dumb ones. (you can turn this off, too). there might be a recreational unit to relieve some of the stress. this is at this point purely hypothetical, but just like the RDU there could be a, say, holodeck, or a total mesmerization vortex (some just call it TV) that uses EC to relieve some of the stress. details are in there, if you have any suggestions let me know. https://github.com/steamp0rt/Kerbalism/pull/209
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Whow. Just... whow. What a mission. What I've done so far doesn't even come close, heck it's not even in the same ballpark! I think that you're probably right. I've just started a new career with lifetime radiation turned on (Kerbals won't heal from radiation poisoning when they're recovered on kerbin) mainly to see how radiation affects a Kerbal during an early career with a few trips to orbit, mun and minmus. Also I'm tinkering with an idea that will provide a medical unit that can cure kerbals on board of a vessel (the link @PiezPiedPy posted above), you'll then be able to include a sick bay on your interstellar missions, or run 'hospitals' in LKO.
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Currently, the MK I pod contains 140 units of EC. If you have more in there, then you have a mod or a MM patch that put it there. Kerbalism doesn't do that. The fact that one can do pretty much anything with ModuleManager is just how the game works, and beyond the scope of Kerbalism.
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>6 rad/h is a lot. Get them out of there. Assuming you don't have any shielding on your vessel, it will kill your entire crew very quickly. Get them back to Kerbin where they will be treated for radiation poisoning. Also, since you've added Kerbalism after start of the save, your crew will probably be running out of oxygen if your ship doesn't have any oxygen tanks, maybe from other mods. I don't know how far you've got with your career, but you might want to take a look at the tutorial. It explains how to get to Mun and back alive.
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One factor that went into that decision was that TAC LS uses the same assumed rates (calculation here). Using the same rates as TAC LS makes Kerbalism compatible with preexisting mods that provide life support parts for TAC LS, without having to adjust everything. A food container that fed your crew for 10 days with TAC LS will now feed the crew for exactly the same amount of time in Kerbalism. For now.
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The Name Change Thread (WARNING! ONE TIME ONLY!)
Sir Mortimer replied to Souper's topic in Kerbal Network
Ahoy Small mishap... looks like I dropped a t on the way here. Please turn me into "Sir Mortimer", ye powers that grant one wish and one wish only! Thanks! -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Sir Mortimer replied to Paul Kingtiger's topic in KSP1 Mod Releases
FYI orbital science parts will soon work again. https://github.com/DMagic1/Orbital-Science/releases- 1,554 replies
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Sir Mortimer replied to Paul Kingtiger's topic in KSP1 Mod Releases
FYI orbital science parts will soon work again. https://github.com/DMagic1/Orbital-Science/releases