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Sir Mortimer

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Everything posted by Sir Mortimer

  1. Can't confirm nor deny - I don't run EVE and/or Scatterer (potato computer). Do you get the same behaviour when you use other non-stock means of switching vessels (like KAC)? Interesting, I didn't know that. In that case the science configuration needs to be patched when Bureaucacy is installed. I just added that to the bug tracker.
  2. yup, that would be an error in the experiment configuration. Please see here for the workaround. Multi-Mode engines are probably not going to work well with the Kerbalism failure part module. It's fairly limited in what it can do (see here) and not designed to handle complex types. You might want to look into other part failure mods (and disable Kerbalism's own failures), not sure if DangIt! or OhScrap can do it, but those are mods dedicated to part failures and might be able to do a better job.
  3. A fix (of sorts) is currently in development, but not yet released. The wiki is up to date with development, which is ahead of the latest released version.
  4. Times in Kerbalism (are supposed to) use the rotational period and orbit characteristics of your home body in your solar system when determining the length of a day in hours, or the length of a year in days. If you are seeing 24 hours to a day on an unscaled kerbin, that is a bug.
  5. There's nothing that Kerbalism does to a vessel or a crew member when stress is at 33%. Only at 100% it starts getting interesting
  6. This is the somewhat unique way that Kerbalism is loaded into the game: depending on the configuration in Settings.cfg and the things that are defined in the Profile, Kerbalism injects definitions like FeatureComfort, FeatureRadiation, FeatureScience etc. into ModuleManager before MM applies configuration patches. That way, you can write configurations for Kerbalism that only apply when the respective Feature in Kerbalism is actually turned on and is in use. This also means that you cannot change Kerbalisms settings and/or profile with ModuleManager patches. Some of the Kerbalism features are directly linked to a boolean switch in Kerbalism.cfg, like Science, Failures or coronal mass ejections. Others, like radiation, will be enabled if there exists any rule in the Profile that uses radiation as a modifier. I know, it's convoluted and a bit too complicated, and I have to look these things up in the code myself - but that's the current implementation: // detect features from modifiers Radiation = modifiers.Contains("radiation"); Shielding = modifiers.Contains("shielding"); LivingSpace = modifiers.Contains("living_space"); Comfort = modifiers.Contains("comfort"); Poisoning = modifiers.Contains("poisoning"); Pressure = modifiers.Contains("pressure"); // habitat is enabled if any of the values it provides are in use Habitat = Shielding || LivingSpace || Poisoning || Pressure || modifiers.Contains("volume") || modifiers.Contains("surface"); // supplies is enabled if any non-EC supply exist Supplies = Profile.supplies.Find(k => k.resource != "ElectricCharge") != null; So to disable radiation and comfort mechanics, you have to remove all rules from your profile that use "radiaiton" or "comfort" as a modifier. It needs to be a separate profile, there is no other way. A profile can be anywhere, but it needs to be a config file that contains a Profile{} node, and the name has to match what's set in Settings.cfg. Kerbalism will complain if there is no profile or more than one profiles installed. Kerbalism comes with a default profile that contains supporting configurations for a lot of mods (~80 files at the moment). This is the preferred way because this way, we can and will maintain those configurations and keep them up to date when Kerbalism changes, and don't have to rely on other mod updates. It does not happen often that those configs need to be adapted, the profile has been quite stable for a long time now. But as luck would have it, we're currently doing exactly that in the dev branch: some things are changing, and we'll update these configs and remove some of them now that they're redundant. There's also a second configuration package that is maintained by us: KerbalismScienceOnly, which disables everything in Kerbalism except the science mechanics. It essentially is a copy of the default profile, minus almost all rules and processes in the profile, and minus almost all of the parts. It can be recreated from the default profile by executing a script, so updates won't be a burden. There's also a profile for RealismOverhaul, but that's in a different ball park I think we could publish another Profile, something in between the default (which enables everything) and science only (which disables everything). If you come up with a template and a spiffy name for it, I'll add a github repository for that profile in the Kerbalism project and add you as a collaborator there. Future updates can be handled via a similar script as we have for the science only profile, so you can focus on what the profile should and should not do, and we can keep the support configs and parts up to date.
  7. That sounds like a bug. Could you open an issue on github for this?
  8. This can be changed if necessary, see here. Regarding a compatibility patch: you need to know that kerbalisms Settings.cfg and Profile cannot be patched by MM, they are loaded before MM gets to run (Kerbalism injects a couple of features into MM based on that configuration). If you need a separate profile for KerbalHealth, I suggest to replace our KerbalismConfig with your own. To make this play nice with CKAN, you could mark KerbalHealt as incompatible with KerbalismConfig, and add this bit to KerbalHealth.netkan: "provides": [ "Kerbalism-Config" ], "conflicts": [ { "name": "Kerbalism-Config" } ]
  9. Open the Kerbalism window while in the VAB, that will tell you if scrubbing capacities are adequate for the number of kerbals you have on the vessel. All capsules come with enough scrubbing capacity for as many kerbals as it has seats for. So if your Kerbals still die of CO2 poisoning, my best guess would be that the vessel ran out of electricity during your mission. Did you stay in shadow for a prolonged amount of time, maybe did the mun transfer in the shadow of kerbin? Yes, it does. What contract is it? Stock, or a mod? Well, that's unfortunate The "good" news is: I'm just reworking the drive capacity assignment for probe cores and command pods. If not configured per part (which is a HUGE task, considering the many part mods out there that add command capsules and probe cores), Kerbalism will auto-assign a "good" capacity to all probe cores and pods, based on their position in the tech tree and price of the part. Base capacities for parts that are later in the tech tree will be much higher, but there will no longer be any storage capacity upgrades in the tech tree. You can see the preliminary results here for different setups, modded and non-modded. Remember, the "storage cap." is short for "base storage capacity" and can be increased up to 4 times of that in the editor. The HECS will get 1250 MB base capacity, which gives it 5000 MB when maxed out. And 5GB should be enough for everyone
  10. See here: WildBlueIndustries defines an Atmosphere resource in GameData/WildBlueIndustries/ClassicStockResources/Templates/Storage/Atmosphere.cfg that has a much higher density than the atmosphere used in Kerbalism (0.005 vs. 0.00000125) resulting in command pods carrying masses of atmosphere that can go up to several tons.
  11. It's not related to any part, it is a well known bug in Kerbalim. It's being worked on, until then just don't enable or disable habitats in flight. It could be that the drive capacity upgrade does not work for the HECS, I don't know any more (too long ago). Did you increase the capacity in the editor? To the degree that this is currently possible, it already is. Regarding heat management and radiators, please read further up.
  12. Heat is a topic that keeps coming up, and there's a fair bit of background information in a github issue, as well as the discussion 2 pages back in this thread. Long story short: it is very difficult to get a heat simulation with the accuracy and predictability required to avoid killing kerbals in error, especially when dealing with habitation climatization and environment conditions like sunlight and shadow during time warp. If heat is going to be a thing in Kerbalism, it likely will be a dumbed down simulation that works, instead of an accurate simulation that kills your crew without justification. Don't get me wrong, nobody here has any qualms about killing kerbals - as long as it happens with a justification that is understood (and caused) by the player.
  13. The way habitats work will change. Same for radiation shielding, active and passive. There will be more part updates coming, and it's going to be fantastic
  14. Nowadays, most of the work is done by @Gotmachine - all I do is getting out of his way
  15. Kerbalism 3.6 : New parts, less bugs and more bureaucracy For all KSP version from 1.5.x to 1.9.x Let's all say our farewells to the good old pressurized containers and hex cans, and let's welcome the new containers for food, water, oxygen and everything else a kerbal needs! Changelog: New radial container parts (Arkolis), soft-deprecation of the old pressurized tanks and the TAC hex cans Ability to show/hide individual vessels in vessel list (SirMortimer) Mesh/model based habitat volume/surface evaluation : improve accuracy for non explicitely supported parts (Got) Adjusted existing habitat volume/surface configurations (stock, SSPX...) (Got) Tweaked engine burn failure function to be more predictable (SirMortimer) German localization (Woeller) + other localization fixes (TinyGrox) Add CommNetAntennasInfo to incompatible mods warning (Got) Feature #587 : Included experiment system : allow for tiered experiments (RP1 request). See wiki for documentation : https://github.com/Kerbalism/Kerbalism/wiki/TechGuide-~-Supporting-Science-Mods#includeexperiment (Got) Feature #588 : API methods for Bureaucracy integration (Got) Fixed incorrect EC consumption of antennas / transmitters (Got) Fix for #546 : Account for stock requireAtmosphere/requireNoAtmosphere experiment definition restrictions (Got) Fix for #544 : Disable interaction in experiment popup when control unavailable (Got) Fix for #554 : In flight science now removed instantly when a part/vessel is destroyed (Got) Fix for #568 : Missing experiment name in action groups (Got) Fix for #596 : Universal Storage 2 goo canister animations (Got) Last minute fix for #605 : EVA Kerbals getting free resources (SirMortimer)
  16. A programmer had a problem. He thought to himself, "I know, I'll solve it with threads!". has Now problems. two he
  17. Two things about planet packs that are relevant to Kerbalism: Configurations for radiation belts. Many planet packs already include a configuration that just applies the existing belt models to new planets, and others have dedicated configuration in Kerbalism (like beyond home). The length of one day will depend on the rotational period of the home body, the lenght of one year will depend on the orbit of the home body around it's star. So, depending on which planet pack you use, 1d 5h will mean 11 hours (stock), 29 hours (RSS) or something in between (I don't know how long one day is in the others). This affects all indications of time in Kerbalism, like for how long you're going to have oxygen, how long experiments run, durations of data transmissions etc. TL;DR: don't worry, it's taken care of We use a generic formula that tries to find out if an engine is a big first stage lifter (that will get 1-2 ignitions) or a maneuvering engine (30+ ignitions) or something in between. Hypergolic engines (monoprop) should have no ignition limit. I don't know. Kerbalism has no configuration for Pathfinder, and I don't know what it does exactly. Adding support might be doable with a bit of configuration work, see here.
  18. Kerbalism 3.5: There’s No Place Like Space Kerbalism for KSP 1.9 Kerbalism supports all KSP versions from 1.5 to 1.9 Other changes Hidden resources set to not being drainable by the drain valve introduced with KSP 1.9 Fixed an issue with gravity rings Removed MiniAVC Added german localization (danke, Woeller!)
  19. Getting there... Resource consumption for the unloaded rover, handled by Kerbalism.
  20. @maja would you mind if I'd take a look into this? I just got BV to compile on my system, and I think I could understand the intention of the code. <Snip>
  21. Half baked features that have not been thought through to the end have a nasty tendency to randomly kill kerbals without obvious reason - especially while time warping. Nobody wants that, especially not the kerbals.
  22. That window would pop open every single time you happen to enter a new situation, or a new biome while an experiment is turned on. Sure you want that?
  23. The funny thing is: I do see the latest versions, as do other users I asked to take a look. Do you have any funny KSP version restrictions going on? Are you using KSP 1.8?
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