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KSP2 Release Notes
Everything posted by Sir Mortimer
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Science = false will turn off FeatureScience and disable all science related patches: hard drives, experiments, background transmission. DataRateDampingExponent essentially controls how fast the data rate drops with distance. Realistically, for real solar system scales, you would use 2 here. But the KSP stock sytem is much, much smaller (I think Jool is approximately as far removed from Kerbol as Mercury is from our Sun) so the standard value gives data rates that are too high for what I'd like to call a "deep space experience". We tinkered a lot with the numbers and came up with something that resembles current data rates to Mars and Pluto (looking at MRO and New Horizons). So, using the best antenna in the stock game, Kerbin-Duna should be in the ball park of 500 Kb/s to 4Mb/s (depending on the distance). What I did was cheat a probe into Duna and Eeloo orbit and then adjust the damping exponent until I got what I wanted. I suggest you do the same, maybe start with a value of 4 and then go from there.
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I just found a way to fix that without having to wait for a new MM. 1. the stock survey contracts are disabled by kerbalism, and tbh I didn't try the Breaking Grounds contracts yet. so yeah there might be issues. 2. nope, sorry.
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it's a game setting somewhere, you can switch to 24 hour days. kerbalism is supposed to automatically use whatever rotational period the home body of your system uses. there is a bug in 3.0.2 that doesn't account for that correctly while in the editor, the planner will use 6 or 24 hour days depending on that configuration. The next version will fix that. yes.
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It's an issue with the Breaking Grounds DLC and the way ModuleManager handles EVA configs. Fixing that would need an MM update.
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I think you're supposed to deploy an antenna, it will then transmit science automatically.
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This happens when you have more than 1 hard drive on one single part. What mods are you using? (you can safely ignore the second exception for now)
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The angle of light on the surface you're looking down at. Many earth observation satellites need the sunlight on the surface to be within a given envelope. For example, when taking pretty pictures for Google Maps, you don't want the sun angle to be too high (like 70+ degrees) because otherwise you will have very long shadows in your surface images. At the same time, other satellites need a minimum angle to avoid glints. For example, observations on water bodies can't be done if the sun is directly benhind the satellite, because the light reflecting from the water surface directly to the satellite (glints) would render the image worthless. Many observation satellites have a limited range where they have to be relative to the sun to do useful observations. This also is true for satellites that take images on the NIGHT side (they need to be well out of twilight). https://cdn.discordapp.com/attachments/457294487677435904/592610771188580372/IMG_3647.JPG Your image is better than mine
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Look at Kerbalism/System/Radiation.cfg. That file defines a couple of different radiation models, and then applies those models to individual bodies. No, here is fine - it's a bug in the Kerbalism config. As a quick fix, go into KerbalismConfig/System/ScienceRework/ModSupport/DMagicOrbitalScience.cfg and replace all PlanetarySpace with Microgravity (it should be in there 8 times).
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Thanks for posting this, there definitely is an issue. No idea what CommNet Constellation does to the commNet, but Kerbalism doesn't seem to like it at all. I created a report on github https://github.com/Kerbalism/Kerbalism/issues/439
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The Mk1 pod has a hole, it can't be pressurized. This is one of the questions that comes up so often that I made a video about it.
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you're correct.
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You will find that survey contracts currently are disabled with Kerbalism.
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What should the effect of weakness be?
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When looking straight down to the surface, the angle of the sunlight on that spot on the surface must be within these boundaries.
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how would that work out in the game?
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Guys this discussion is moot, orbital decay won't be in Kerbalism.
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They do: mass concentrations on Earth and Moon, and oblateness (which allows for some cool sun synchronous orbits). I found that with principia, one doesn't need orbital decay - orbits are unstable enough on their own.
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I didn’t check if Laythe is in Jools inner belt, but if it isn’t it’s about the nicest place to be at after Kerbin, radiation wise. However, if it is in that inner belt, then... well. let’s just hope it isn’t. The radiation model can’t be MM patched, like a lot of Kerbalism configs. But the tilted field definition in the config is just 2 lines you need to remove: lat and lon of the geomagnetic pole.
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yep. that's why the H+O2 fuel cell now dumps water by default.
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[1.7.x] Science - Full Reward! (Continued)
Sir Mortimer replied to Tekaoh's topic in KSP1 Mod Releases
I found it by debug logging the science gains calculated for each chunk of science. I noticed that subsequent chunks got less science points despite being exactly the same size. Some info about the inner working of Kerbalism, to help understand this in context: when you do an experiment, Kerbalism records a file. Say a crew report is 1MB and worth 1 science points, we have the full 1MB in our storage and start transmitting the data. Kerbalism credits science points once every few kilobytes*, so while you're transmitting that file, your science credit will increase by 0.2 points each 200kb. To calculate the value of a partial file, we used a KSP API function that now returns different values than it did before. *) actually we now credit based on science value, not file size, but that's irrelevant here -
Sneak Preview "Bop, while being a small asteroid without an active core, consists largely of iron which has been magnetized by the massive geomagnetic field of Jool. Bop is a big static magnet that doesn't rotate around the axis of its geomagnetic field. Due to the amount of charged particles caught up in Jools radiation belts, Bops weak magnetic field is strong enough to form a small radiation belt of its own."
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dump the water, or whatever it is that fuel cell produces and can be dumped. processes in kerbalism don’t run when not all the stuff produced by them can be stored or dumped.
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1. Use a fuel cell. Attach approx. 2 tanks of o2 and 1 tank of hydrogen, turn the fuel cell on in the editor and you're good to go for quite a while. 2. yup, that's what it looks like without CRP
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most of what those mods do no longer makes any sense with experiments that a) aren’t one-click and b) have a built in automation to start it whenever possible. the exception would be mods that display how much of the currently available science already is done (although the concept of „currently available“ changed, too) and the relay functionality, which probably never worked with Kerbalism. those mods are and will remain non functional with kerbalism science. having said that, there still are experiments (from other mods that aren’t explicitly supported) that use the stock science system, even when kerbalism is installed.
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Yes, that should be possible by disabling everything else in the config.
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