-
Posts
270 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Sir Mortimer
-
+1 In the current release version, you can't reliably do that. However, science changed a lot lately (literally, it's not even in the latest dev build) and that just could make this easier to do, there are new ways to configure things now. I suggest to come onto the discord server to discuss details.
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
This could be helpful...
- 2,505 replies
-
- 4
-
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
Good point. I'll reduce the ignition failure probability, reduce the added mass but will increase the added cost, because... ...maintaining a list of which parts have been tested to what degree won't happen, at least not in Kerbalism. If you want that, there are other mods that do reliability that way (you can disable Kerbalism's in the config files). Don't give me ideas, you might regret them..
- 2,505 replies
-
- 1
-
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
The Hotfix for near future solar is to use a dev build, but that’s likely to introduce other bugs. There is no fix for near future electrics, and even if there is that would remove the mods own control panel. You can read up on the reasoning on github. There might be a solution some day, but it involves a lot of coding so it will be a while. Depending on available dev time, the KSP2 release date and quality, it very well could be never.
- 2,505 replies
-
- 1
-
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
The configuration in the current release is supposed to disable this type of contract because they never completed. The current dev version might have fixed that, but I'm not sure because I never take this type of contract myself. Might be worth to try it again with the new release once it's out, or if you feel adventurous use the latest dev version. Heads up regarding the next release and people already using the latest dev version: Shape and location of the radiation belts around Kerbin changed considerably. The model is now a lot closer to the Van Allen Belts around earth. This means that the inner belt was moved closer to the surface, and the outer belt extends a lot farther out than it used to. So check the orbits of your crewed vessels after update, they now might be in a radiation field! Radiation now also plays into reliability: some components are very sensitive and can fail sooner than expected if they're exposed to high radiation for too long. In combination with the now extended outer radiation belt this means that you really should invest in high quality parts for stationary satellites, because the geostationary orbit now skims along the border of the outer radiation belt!
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
TBH I don't know, I think there is some SCANsat scanner installed on that part.
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
No, there was code explicitely preventing that from happening. I removed it today, will be in the next dev build (probably going to upload it in a few of hours) Yes. I never used them, so I don't know what they do, but they use the Kerbalism API to integrate and they do it well. Isn't there supposed to be a choice in kOS that allows you to choose between two different connection managers? One is based on CommNet and will allow you to enter commands on the console only if the probe is online, the other one will always allow you to enter commands on the console, even on Vessels that aren't reachable. Or at least that's what I think should happen.
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
We pretty much abandoned support of RemoteTech. It still has support code in Kerbalism, and it works to a degree, but starting from the next version you will get a warning message if you have RemoteTech installed. The main reason for this is that none of the active contributors had been using RT for a while, so it is not being looked after. We get issues regarding RT but noone willing to look into them, and in my opinion it is better to let the player know up front that he's using something that might not work very well instead of letting him find out later in the game. On top of that, the folks at RealismOverhaul have two different alternatives to RT that both seem to work well with Kerbalism and don't come with some of the baggage RT comes with.
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
> It should be compatible with every mods, except RemoteTech and Kerbalism Actually I can't think of a reason why this should be incompatible with Kerbalism. This might be old info: Kerbalism once had a signal implementation similar to the stock CommNet, I guess that didn't work with AntennaHelper. However, signal has been dropped for a couple of releases now.
-
I can change the implementation to go look for ModuleEngine and derived part modules, which RealFuel engines seem to be - but there are no guarantees that it will work properly. What Kerbalism does is track thrust of the engine. If it provides any it is on, if it provides thrust but didn't before, that was an ignition. This works for stock engines, but there is a lot of very advanced stuff going on in those procedural engines that effectively change quite a lot, so things could go sideways.
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
yep, that's what I expected. RealFules seems to use a different part module for engines, which makes sense, but I didn't bother supporting those because as far as I know, they already do limited ignitions and burn durations.
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
yes. to enable engine failures with real fuels, remove the second half in the file GameData/KerbalismConfig/Support/RealFuels.cfg (it's pretty obvious once you know where to look) on a second thought: the support for non-stock engine modules is marginal. i don't know if it is real fuels that adds those engines, but to my knowledge the real engines already have ignition limitations built in.
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
Yes - and you have to admit, that is one frickin' cool clip It shouldn't be long now, the current dev version is quite stable and feature complete. We're just waiting for bug reports from people playtesting the dev builds, if things look OK that will be it. Here's a summary of the recent changes.
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
[DEV THREAD] On Demand Fuel Cells Refueled
Sir Mortimer replied to zer0Kerbal's topic in KSP1 Mod Development
Famous last words... You need to think about: Running at such high time warp speeds that you get ONE function callback for HOURS of simulator time. This effectively means that you can't check for resource levels to decide if you're turning on or off. Not running at all (unloaded vessels) but still work Integration into Kerbalism's automation Kebalism pretty much has the functionality built-in already. Sorry, but the chances of specific support for ODFC are rather slim. There might be an option to integrate it in the future, further details here. -
Returning Player could use some advice
Sir Mortimer replied to WLLP's topic in KSP1 Mods Discussions
Try using this configuration instead of the default: https://github.com/Kerbalism/KerbalismScienceOnly/releases Using this will enable only the science part of Kerbalism, and disable everything else. You should be able to use any other life support mod with it. -
It's strategia. We might have a fix for that in the next dev release.
- 2,505 replies
-
- 1
-
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
If you can't wait and can live with the occasional oddity or bug here and there, you can try the latest dev version. They're currently updated every other day or so, so check back to remain current. In fact, I'd be happy if you did and report any bugs or issues you find on github (here) or discord.
- 2,505 replies
-
- 1
-
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
Multiple suns are supported.
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
Depends. I think Oh Scrap does it better, because it's dedicated to failures, but the option is there. Reliability can easily be turned off in Kerbalism They do: 1:05 in the video. The Kerbalism configs remove limited ignitions + durations from engines if RealFuels or EngineIgnitor is installed. There is no point in having two different mods doing the same thing.
- 2,505 replies
-
- 1
-
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
Most engines have a limited number of ignitions, that means that you can turn them on (by throttling up) and off only so many times. You might be lucky and get more than the advertised ignitions, but at the very real risk of possibly permanent engine damage, or a RUD event. Regardless of how many ignitions are left on an engine, there is the slim chance that any ignition will go wrong and damage the engine. For these reasons it is highly advisable to think about launch abort systems that will rescue your crew if anything should go wrong during liftoff! Since a running engine imposes immense loads on the engine itself, it won't keep burning forever. Many engines have a limited rated burn duration, which is no guarantee that it actually will last that long (but odds are they do). Once an engine reaches its operational limits, chances of permanent engine damage or engine loss rise exponentially. Good news is that Kerbals (on EVA) can inspect and repair engines, which restores the available ignitions and burn duration - at least to a degree. https://github.com/Kerbalism/Kerbalism/wiki/PlayGuide-~-Reliability#engines
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
- 2,505 replies
-
- 9
-
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
I don't think it *conflicts* with it, but I wouldn't want to have 2 mods doing the same thing. Since it all builds on configs, it can easily be removed by a MM patch if RealFuels or anything else is installed. Anyway, thanks for the input - I just added configs that disable all engine failures if RealFuels is installed (or EngineIgnitor, while I'm at it)
- 2,505 replies
-
- 1
-
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
Currently, you can do it just with configs by either disabling reliability or something like the following MM patch (untested): @PART[*]:HAS[@MODULE[ModuleEngines*]]:NEEDS[FeatureReliability]:AFTER[zzzKerbalism] { @MODULE[Reliability],* { @rated_ignitions = 0 } } But I'd rather find a way to tell MechJeb not to do that. The current dev build does.
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
Long story short, there are several known issues within Kerbalism's habitat code, especially how it handles vessel atmosphere and pressurization. That code is pretty high on the list of things that should, and eventually will be rewritten, but it's not exactly trivial. We'd like to have something configurable (currently it's all hard coded) that properly deals with a mixture of gases at different pressures in different parts of your ship, which could allow for things like low pressure oxygen only habitats in EVA suits.
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with: