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Everything posted by Fundati
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Is there a place to report/see all reported bugs? I went to one of the planets around Tarsis-1 and the terrain was 'jumping' around and not lined up. Went back to KSC and that happened there too, all the terrain and the space center jumping around. I'll see if I can get a video next time it does it. Sometimes the KSC is super pixilated too.
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Interesting Question! When setting up transfer window alarms with Kerbal Alarm Clock, it labels one of the star systems as TRAPPIST. Interestingly, I can't seem to find a system named TRAPPIST in the map mode. What system are the TRAPPIST planets located in?
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JNSQ Parallax settings - Bumpy roads up ahead [Version 1.0 ]
Fundati replied to SirBlob's topic in KSP1 Mod Development
Woops, definitely misread Eve as EVE good to know its being worked on -
JNSQ Parallax settings - Bumpy roads up ahead [Version 1.0 ]
Fundati replied to SirBlob's topic in KSP1 Mod Development
Back when Parallax had just came out I was working on a config for OPM. I'm going to be following this thread closely. The AI generated terrain texture is a genius idea and I think it looks really good. I haven't messed with it since before Linx added the bumpiness, and it never occured to me that EVE might be having issues with Parallax. Explains why vacuum planets worked better than atmospheric ones for me. -
Using the JR-20a 'Fresnal' and I'm stumped on how this works. EC consumption for my craft is 20 per second, 100 per second if 6 large radiators are running. This is even WITH the JR-20a built-in reactor running. I have a sneaking suspicion this isn't how it's supposed to be? Also, I overheated my FX-3 reactor and the warning message "Reactor overheating" stays on screen even after shutting down the reactor and cooling it to 0. I also suspect this might be a bug. If you want a log let me know. Otherwise I'll keep this post clean. EDIT: Cooling big hydrogen tanks takes a lot of EC, people! Don't learn the hard way like I did
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I've been following the UI Creation Tutorial here on the forum and I'm stuck on the "Exporting the Asset Bundle" section. I really do not understand what they are talking about. Are there any video tutorials for this? I'm a very visual learner and this section literally makes no sense to me. I do not know where the Asset Compiler Window is, I do not know what they mean by prefabs, and I don't have any clue what they mean by the second bullet point. Any help is appreciated, please help!
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So I'm looking at making an expansion for Kerbalism @Sir Mortimer, and I'm new to modding. I'm not new to coding, but I'm a beginner at best and was taught with Python. I've done some work with configs in the game before: I've written Scatterer configs for my own use and have tried with minimal success to write some configs for Outer Planets Mod to be supported by Parallax. I understand how these two configs work and they are relatively simple to understand. What I do not understand, however, is how the configs work for other sorts of mods. While the two mods I've really messed with have been purely visual, I'd like to write an expansion for Kerbalism and so I'm trying to wrap my head around how life support mods are coded for the game. Looking for the files for Kerbalism, I can't for the life of me find where rates of consumption are, or how on earth I'd even be able to edit them in the game. This is what I'd like to do So I have a bunch of questions: 1. how does KSP add stats to Kerbals? Such as Stupidity and their G-force rating. I'd like to know how they do it so that I might get an idea for how the game handles it 2. I'd like to write a mod that can tweak consumption amounts for Kerbalism. In a general way I understand how to do it (have some code that tweaks the rate of consumption for something such as oxygen, but on the fly AKA while a vessel is active), but I don't know how to translate that into language KSP would understand 3. There's lots of tutorials on making parts, but how does one go about making these script-like mods? Are there any good tutorials for making mods like this? And help would be greatly appreciated, but I'm afraid I might have bitten off more than I can chew. I hope that by taking it a small step at a time that I can eventually be able to produce a mod that fulfills my expectations.
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I'm looking through the mod files and wondering where I can tweak consumption rates? Is there anyone still maintaining this mod, or is it orphaned?
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Ideas for a health-centered Life Support mod
Fundati replied to Fundati's topic in KSP1 Mods Discussions
I've seen Kerbal Health mod as well. I haven't looked at the way it works yet but I wonder if I could maybe get it and Kerbalism to work together. Like @Spaceman.Spiffsaid, I could probably look at making this mod an expansion to Kerbalism rather than its own thing.- 4 replies
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I've been playing with Kerbalism for a while and I can officially say it's my favorite Life Support mod. With the unconfusing layout, once you get the hang of it, you can easily make your missions feel so much more lifelike. But I recently got inspired to make one of my own after an unfortunate Mars mission. After my Mars lander exploded into about a million tiny little pieces, Artemis Kerman waited above in the Orbital module. As she was alone, she was consuming less than three kerbals would, so that was alright. The big issue, though, is that I had failed to bring extra Nitrogen and thus I didn't have enough to keep my pod pressurized longer than 1 and a half years (which sucks since I have to wait 405 days until my transfer window opens). So this got me thinking. Well, I have PLENTY of O2 left, so why can't I just use more O2 for pressurization. While I know realistically this isn't exactly the best idea, but come on. This is a game about green men. I want to make a mod similar to Kerbalism that employs the ability to change: Pressurized Capsule Gas Concentration (How much O2, N2, or CO2) How pressurized the capsule is (Instead of 1atm, why not pressure the capsule lower in order to preserve resources?) Caloric intake of Kerbals (In fact, kerbals now have a daily caloric intake they need to meet in order to maintain certain health levels. Using too little calories may cause a kerbal to become underweight, while the opposite may cause a kerbal to GAIN weight. A kerbal who has gained weight LITERALLY weighs more, so if a kerbal gains weight during a transfer and then hops in a lander, the lander might have more troubles with weight than you originally thought. Also, this way you can stretch your food supplies in case of emergencies). Sicknesses. So far there aren't (that I'm aware of) any life support mods that actually contain any actual 'health' requirements for Kerbals. You can change cleanliness settings, such as choosing to launch with a super-steralized pod or choosing to launch without cleaning the pod. You can also choose to quarantine a Kerbal after visiting space/another planet in case they come down with a space sickness (inspired by the actual events of Apollo 11). Kerbals can also get radiation sickness in orbit, and old kerbals with a lot of time receiving those lovely ionizing rays could get cancer (Kancer)! This incentivizes a large pool of astronauts instead of having a choice number of astronauts that do all your missions. A fully fledged kerbal physical health system. Tired of kerbals bouncing on the ground and getting off scot free? What about possible mishaps in zero-g (possibly by Kerbals with more stupidity)? Now, kerbals can break limbs, get concussions, and require medical assitance. I could even add a fourth kerbal type, medic, who can repair broken kerbals in case of injury. But this also means Kerbals don't die instantly in some cases. Imagine a kerbal breaking a limb while on the moon, and begins suffering internal bleeding. You have a timer before the kerbal bleeds out and dies (and a medic could help elongate that time), and you need to get them back to Kerbin before the timer runs out or the kerbal is dead forever (or in the case of the veterans, if one insists, dies for a little while). And remember how I said mishaps in zero g? Well, what if, based on the kerbals stupidity level, accidental injuries could happen randomly while in orbit? Kerbals aren't all perfect. Now, when you hire Kerbals, you can see what pre-existing conditions they have that might effect their strengths and weaknesses. What if a kerbal is sickle-celled? Well, they might be less resistant to low-oxygen environments. What if you choose a kerbal with osteoporosis? Well, they might have bone density issues that could be exacerbated by long stays in orbit. And this also means a kerbal can GAIN a condition. Spent too much time in orbit? They might come down with a bone density issue, or other health problem that effects resource consumption, frequency of health issues, tolerance to g's, you name it! This doesn't mean all conditions are bad though! You could get a kerbal with strong G tolerance, or a kerbal with low-oxygen resilience. You could get a loner kerbal, who PREFERS to be on a mission alone, and doesn't need connection with home to stay sane (which is an idea from Kerbalism). What if you choose a kerbal that's claustrophobic? Well, they might be prone to breakdowns in long missions in cramped ships. Realistically, this all seems simple enough to code to me. A lot of it just effects resource consumption. I'm going to put this as a disclaimer, I AM NOT PROMISING THAT I WILL MAKE ANY MOD. I'm simply interested in trying to learn and pursue. I have no real modding experience and am just learning. I'm also making this to see how big the interest may be for a mod like this. I can see that this may not be the mod for everyone (let's face it, life support is a huge obstacle most of the time). However, some of the most fun I've ever had in this game has been using Kerbalism and running test after test to make sure a mission will go successfully. I'm sure a lot of people would agree with me. The real meat of the mod would be in setting up configs for external mods. I know that Tantares, Bluedog, SSTU, Space Station Tech, and other mods would be fundamental for making configs for. However, I pledge that if I do make this mod, I will make in-depth VIDEOS on setting up configs for your own mods. I know the hardest part of modding can sometimes be figuring out how the heck a mod even works in the first place, so providing adequate wiki and tutorials is a goal of mine if this project gets a lot of love. I've said it a couple times, but this mod is heavily inspired by Sir Mortimer's Kerbalism. Because of this, the mod is planned to be similar to how Kerbalism works (especially in the resources). The mod will have: Oxygen Food Water Nitrogen Solid Waste Gaseous Waste Medical Supplies (which might even be divided into two different resources, pharmaceuticals and first aid, or left as one resource that can heal all) Other things that are monitored in the mod are: Stress (Happiness coupled with Hab size and Comfort, all hinging on a Kerbals condition) Heat (Much like how the Kerbalism system works, needing life support systems to keep a kerbal cool) Radiation (almost identical to how Kerbalism works, as I think Kerbalism's radiation system is unbeatable) Sickness (Kerbals get sick and this can effect resource use/life expectancy. Like I said before, Cancer might be a thing Kerbals can be diagnosed with). Physical Health (everything from broken bones to anaemia to a kerbals bodyweight) Retirement (Some kerbals might choose to retire if their health becomes too extreme. This would be up to user preference, though) And other things that aren't related to Kerbals but important to me, since they were in Kerbalism: Engine quality (# of ignitions, possibility of failure [WHICH CAN ALL BE CHANGED BASED ON PREFERENCE]) Part quality (how long a part will last, I plan on making this much more lenient than Kerbalism, and also make it a little more in-depth with levels of failure, specific function failure, etc.) Science time (originally why I got Kerbalism. When science can be ran over time, and continue to be run in the background, I almost cried. So much more fun than the stock system. I also plan to make this a little more friendly than the Kerbalism system, allowing science definitions to be seen [and a possibilty to add more science def's based on how much research you've done in a certain biome]) This mod would be designed to hinge on Probability. There's a chance that a Medic causes a health condition to get worse; there's a chance a kerbal bonks their head in their space station; there's a chance that an oxygen tank can explode and we could lose some of our oxygen supply (I'm looking at you, Apollo 13). By adding chance, but not complete randomness, I believe the mod can get us closer to a realistic space simulator that's still fun to use! I WOULD LOVE SOME POINTERS. If you have an idea of how something can be implemented, please tell me! I am open to ideas and I am open to letting someone else take over this project if they feel so inclined. I am also open to working with more experienced mod makers to program this and to have my vision fully realized. What do you guys think?
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I am using Kerbalism and it seems all solar panels seem to be working with the mod EXCEPT the panels on the large service module.
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Since I haven't found any up-to-date tutorials for Kerbalism, im going to ask here. Im using SSTU parts for a simple transport from Earth to a space station. I cant seem to get my Heat under control, my kerbals hit around 400k and then start to lose it. How do I keep my heat under control (also what heat do Kerbals need to be kept at)? I have tried a ton of radiators and they dont seem to have any effect on Heat. I also have Shielding maxed on my crew pod. Id really like to maybe not kill Kerbals every time they go to space! FIXED!! SSTU Solar Panels aren't working for one of the Service Module parts. This caused the Climate Control not to work due to no electricity. Going to contact the owner of SSTU.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Fundati replied to Gameslinx's topic in KSP1 Mod Releases
I'm working on making an Outer Planets Mod config for Parallax. I'm wondering how to reduce the shiny-ness of a planet? Are the shiny-ness factors related directly with the texture? I'm new to all of this texture/normal/displacement map stuff. Also, what resolution are the DDS files? Is it a standard amount across each body or do you have different parameters for each different celestial body? Thanks!- 3,172 replies
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Fundati replied to Poodmund's topic in KSP1 Mod Releases
I'm not much of a coder, much less a modder (this is my first journey into developing a KSP mod) but I've been playing around with Parallax configs and the included displacement maps and have come up with this: Images of Slate using Laythe's textures It's a pretty simple system, the core Parallax mod does most of the work. Let me know if you want me to stop, I was just experimenting to see what works. In terms of GPU/RAM usage, didn't see any difference from the rest of the planets in Parallax. -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Fundati replied to Gameslinx's topic in KSP1 Mod Releases
got this really weird bug https://imgur.com/EoxlDhR Happened with the Beyond Home planet-pack, except the texture was completely white, not this weird green gradient. Here's my mod list currently: https://imgur.com/yWgtJn5 After solving this, I got to find out why the Principia config on the Beyond Home forum post isn't working. How fun! (Just realized Module Manager isn't in the list, but this happened with Module Manager installed as well)- 3,172 replies