

nosscire
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Everything posted by nosscire
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@ShotgunNinja Loce those screenshots! One thing I love about this mod is just how slick it looks compared to most other mods. Most mods look like they have taken the GUI straight from the 90's, while yours have a nice "modern app" feel Looking awesome mate, I just can't wait! Once this and an official version of KCT releases, it's time to say good bye to my freetime for abit again, cause i'm going to space!
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So, you are saying that you could implement a setting that allows you to either completely shut down controls when low bandwidth, or give a "stock-alike" option where you regain some control in all situations? If I understood you correctly, that sounds like a brilliant solution, that will please both the hardcore crowd that want to play around with writing KOS-scripts, as well as people like me who's head hurts looking at KOS
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If the signal system stay, is that the case for controlling crafts as well? And if so, are you making any changes to that aspect? The signal system was in my opinion the weakest part of the previous release, because it did not include any means of controlling your craft out of range or our of LOS. Now, I understand that this is the whole point, but in Kerbalism there's no way to work around the problem. RemoteTech solves the issue by giving you a flight computer that allows you to pre-program instructions. Stock now solves it by not completely taking away your control methods, but instead limiting them, which to me "simulates" what it would be like to have pre-programmed a computer (kind of anyway). I like both these solutions, and wouldn't mind either of them in Kerbalism, but I do believe there must be some kind of soltuion for this. The other option would be that KOS is essentially required, but myself any many others think that KOS lands a bit too far on the side of "Work" compared to "Fun" Got any plans for this that you care to share, or is this still work in progress? Thanks for your awesome work, I'm really hyped for the next version!
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MechJeb is not compatible. Not compatible with RemoteTech either for that matter.
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For me, take all the time you need pal. All these changes look completely amazing, and as it will be save game breaking, I think we all agree it's better to get them all at the same time I'm completely psyched to start a new game with the next version of Kerbalism, so i'll just pretend that KSP 1.2 doesn't exist until you are ready for release. Quick question, have you decided yet how to deal with the new built in com system? I looked through the thread, and as far as I can see last you mentioned it you hadn't decided if to integrate it, or just scrap it for the vanilla system. Thanks for an awesome mod
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@New Horizons poked me about the config I made for TAC Life Support converters way back when. Turns out that I never actually posted them in this thread... Silly me. If anyone are interested in the config, you can find it here: https://1drv.ms/u/s!AuFEM7_Fm5Yk7F-J-xrIsSfXJrVn The way to use them is to install TAC, but then delete the "TAC Life Support" folder under Thunder Aerospace. That will allow you to keep the parts. You will likely want to keep the other parts as well (containers), they work out of the box. For this, it is naturally highly recommended that you use the TAC profile by Rhedd for Kerbalism as well, or it will not be balanced. Sorry for forgetting to share this back when I made it
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I obviously can not speak for ShotgunNinja, but the mod is licenced under Unlicence, which is a very specific choice. While people will often licence using GPL or MIT and think that they are still entitled to decide who can do what with their mods, the choice of Unlicence would indicate to me a conscious decision to let people fix and improve. And in the end, this is the problem with modding and licences. As many modders don't actually know what licencing actually entails, we end up not being sure of their actual intent. There is of course a difference between legally correct and good manners.
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You'd probably not want to use the Scrubber module for the water however. You would want to use the Recycle module. The difference is that the Scrubber will refill your resource when you are within atmosphere. They work almost the same with 3 differences: 1. You use "waste_rate" instead of "co2_rate" 2. You have to set a "display_name" for what the button should say 3. You can also use a filter resource in order to turn 2 resources into 1. See here for more details: https://github.com/ShotgunNinja/Kerbalism/wiki/Modules
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The TAC ones I already got working. I'm using the Kerbalism "Recycler" modules. Works as TAC, but as mentioned without creating "waste" from CO2 conversions. My questions were more around the Electric generators from US and Near Future. It would definitelly work to create a EC generator using the "Recycler" module, but I'm wondering if it would also show up correctly in Kerbalism. The main issue with US and NF atm is that the resources generated doesn't work in the background. I'm considering trying to fix that. Also, main reason for posting was to see if it's possible that we could get 2 output resources from the Recycle module. Edit: Actually, nevermind. I now realized that NF ones actually work as is? Did they always do that? I definatelly remember NF reactors not working in background before?
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@ShotgunNinja I started doing some config file work yesterday to make TAC-LS parts work with Kerbalism. I mean the different recyclers. After doing that I also realized that many other generators and recyclers don't work properly with Kerbalism. Things such as nuclear generators etc. Would I be correct in saying that all these would work fine with the background simulation if they were also converted to be Kerbalism recyclers? If so, I might sit down and write config files for Universal Storage, Near Future etc as well. Also, one thing that is missing that could be useful is to have a recycler input or output multiple resources. For input you can use the "Filter" tag, which seems to work fine. For output you can only do one resource however. Would you consider allowing output of multiple resources in the future? Example being the TAC-LS reclyclers taking EC+CO2 and converting to Oxygen and Waste.
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I think you may have miss-understood me. When I said that "in practice a couple of hundred EC is enough" I meant that for when I have the ship active. When in the background, I keep getting warnings about EC usage all the time, which stops timewarp. I'm using Kerbal Construction Time, which means that I frequently warp 10-15 days at a time. If the probes in this case are active, they never drop below 40% or so, but when simulated in the background they go completely empty during max time warp. It doesn't happen all the time, but any probe I have in orbit will generally throw a warning every few kerbal days or so at max timewarp. This means that I essentially have to turn of EC warning on all my probes. Not a big deal really, as I know they will be fine, but quite annoying. Can't say that I understand what the issue is if you have already fixed the sun visibility issue, but I trust that you know what you are doing, and will come up with the best solution. Just thought that if you can't fix it, just ignoring EC consumption on "perpetual" ships might be an option at max timewarp
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@ShotgunNinja Regarding the EC at high warp speeds - have you considered just not activly calculate EC at high warp? At the moment it does cause quite allot of issues unless you bring insane amounts of batteries (my tiny probe gets the warning that it should bring 1152 EC storage - while in practice a couple of hundred is enough). From previous in the thread I have read that the tic rate is the issue, which makes sense. If the tic rate is longer then your whole EC time in shadow, you will run into issues. My idea is that if the ship has perpetual EC when in sunlight, just ignore EC at high time warps. Sure, in theory, that would allow "jumping through" shadows, but honestly, at those high time warps, if you use it to jump through the shadow of a planet, you are highly unlikely to end up where you wanted to in your orbit anyway. It's just not a feasible "exploit" in 99.99% of the cases. If the ship doesn't have perpetual EC, just keep going as it is now. The ship should correctly run out of charge, in generally very quickly. I think this would cause allot less issues, especially for people using high timewarp allot of the time.
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Magico already mentioned the Edit feature, but I just want to toss this in here, as I use it extensively. I build boosters that are ready for a payload. When I have something to attach to them, I click Edit and add my payload. I believe that this is identical to scrapping and re-building with parts in inventory from a time standpoint.
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I can only speak for myself, but 1.1.2 appears to have less bugs then 1.0.5 1.1.0 should have been what was released on release day. It's a well polished product that works on modern computers. Sure, there are bugs, but as far as I have found, few game breaking ones, compared to 1.0.5 which simply could not be modded to a large extent, due to memory leaks. Thus, I don't think that it should be rolled back. On the flip side I don't think it should have been released as a full release until 1.1
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Hi, For anyone whom is playing with Kerbalism & RemoteTech, you may have noticed that the RT antennas use ALLOT of EC. Or rather, because all solar panels have been nerfed by Kerbalism that means that it feels like the antennas use allot more power. I made 2 different MM patches to fix this: Lower antenna EC consumption to 1/4 Disable antenna EC consumption Personally I just use the Disable one. As RT don't work in the background anyway, it felt weird to have an active craft consume tons allot more EC then one not active. Maybe if RT at some point works with Kerbalism background consumption of EC i'll start using it again. Anyway, just thought i'd share.
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I believe that near enough anyone that uses any mods at all already have Module Manager. You are also allowed to include it in your own mod, thus it should be safe enough to set as a requirement.
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Thank you, that is brilliant! This was the last mod I was waiting for to start my new career! I was hoping that it would take a few more days, i'm just finishing up a new playthough of Mass Effect, and now i'm thorn between these two games! Ah, the first world problems we have.
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@ShotgunNinja Hi! I'm working on writing a TAC-LS alike profile. I'm wondering about "Degeneration" together with "Interval", specifically related to EVA. My kerbal requires Food and Water which he eats/drink on a 2 hour basis (3 meals per day). Say I make my config set to not bring any food and water on EVA. When does degeneration start? As soon as I EVA, or does it wait until the next planned "tick" for food and water? Essentially, I have it set so that a kerbal can survive 15 days without food and 3 days without water. Should I still have them bring food/water on EVA, or will they be just fine doing 2 hour EVA's without it? Also, what happens with Degeneration once the kerbal is fed/watered again? Does it set back to 0, or is there a lingering effect? Thanks again for the awesome mod!
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That's good documentation. Regarding the "low_threshold". If I understand it correctly, that would be when you get a warning that a resource is running out. Is that only set in absolute numbers, or can it use something like 10 resource * amount of kerbals on-board for example? Using your stock resources with 1 a day as an example, 30 food would be quite allot for one kerbal, but quite low for a mothership of 6 kerbals. Eagerly looking forward to the release, already planning on how my setup will work (will be a bit more compatible with CRP to allow me to use all the parts I want)
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@ShotgunNinja That config looks awesome. I could easily make a config that works as I want it. Will you also release a full wiki or similar for how to use it? I'm a bit confused about this part: rate = 1.0 // 1 per-day interval = 21600.0 // 1 day degeneration = 0.0625 // 16 meals What does each of those do? I assume that the rate is how many units they use each time they eat, and the interval is how often. But then what would degeneration mean? Also, was this the update that will allow us to use Kerbalism together with RemoteTech? If so, will this also tie into the Kerbalism UI, or will Kerbalism just show all ships as having no connection? Thanks for this brilliant mod, and i'm happy you decided to make it more modular. You can never please everyone, but in this case you can just tell people to bloody fix it themselves if they complain
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If someone knew how to make oxygen out of the vacuum in space, I'm pretty sure NASA would love to know You have to bring enough, and then use scrubbers to make it last longer. The planning tool when you are building your ship should tell you exactly how long the oxygen will last with and without an active scrubber.
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To me it doesn't seem that it's actually running the sim though, it's just showing the sim interface? This happens to me occasionally when I terminate a sim, then build the ship and launch it with KCT. It will then show a cost in the upper right, and also when I press escape it will show the KRASH buttons. If I then just press "Terminate" again it will remove all KRASH UI's though, and keep on playing as normal. Also, I don't think i've lost any money doing this. Anyway, it doesn't appear to affect actual gameplay. I have also not tried this without KCT, so not sure if it's just a KRASH bug or if it's in the interaction between the mods. @magico13 As for replacing the built in sim with KRASH, I think this would be good. I quite like the dynamic costs of the simulations, where it just keeps ticking up. Means I only "pay for what I get" so to speak. Only things I don't like with KRASH is their UI. It's not very nice looking to be completely honest, but that is a discussion for the KRASH thread. One interaction I would like to see would be if KRASH is installed, your "Simulate" button was removed, or instead opened the KRASH UI. I keep pressing the wrong thing
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I have always built planes with one wheel at the front. Following this allowed me to take off with my new plane. I still have to taxi off of the runway, or it's a fireworks show, but with the new wheels I frequently had fireworks even off the runway before making a tail dragger. Thanks for the great tip!
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@ShotgunNinja Hi pal. Great mod you have here. I have one small request, and one large that you will most likely disagree with, but I will ask anyway: 1. Is there any way you can disable the warning for low Oxygen or food from showing at launch of vehicle if I it starts with less then the threshold amount? I know that my 1 orbit rocket has less then 20% oxygen. That is all it needs. It's really nitpicking, but does annoy me slightly 2. I asked previously in the thread, but I don't think you saw it. Do you have any plans on adding signal delay as an optional setting? This is really the only feature I miss compared to RemoteTech or any other of the mods this replace, but for me personally, it's a big one. I understand if it's out of your scope, but I will still cross my fingers for it Lastly, had a quick look at your code for fun, and dear god it's beautiful! It's a hobby project, but *everything* is commented properly! It's like art! Almost brought a tear to my eye!
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Oh, I'm well aware of that. I do enjoy using the RT computer and other means of autopilot, but I understand that not everyone does. That is why I suggest it as an optional feature. I don't think that it would be good to force it on players. I can also understand ShotgunNinja does not wish to do this, if it would go against his intents of the mod as a whole. If he wants to broaden the appeal to more players, options are necessary, but I fully accept if he don't think this belongs in his mod.