Kerbalstar Posted April 21, 2016 Share Posted April 21, 2016 7 hours ago, ShotgunNinja said: New version updated, 0.9.9.1 BETA Caution advised, feedback appreciated - ported to KSP 1.1.0.1230 Yay! Awesome thanks. Link to comment Share on other sites More sharing options...
Hrv123 Posted April 21, 2016 Share Posted April 21, 2016 (edited) Kerbalism not working, just downloaded it and installed latest version. EDIT: works but in collision with some mod I ques ksp 1.1.0.1230, bunch of mods installed. With Kerbalism in gamedata foleder, once on launch pad with vessel ready, commands dont look to work, caps lock, T, R, shift ctrl no effect. Core probe, science parts etc all turned display off. Removing kerbalism from gamedata folder all again works fine. Edited April 21, 2016 by Hrv123 Link to comment Share on other sites More sharing options...
ShotgunNinja Posted April 21, 2016 Author Share Posted April 21, 2016 @Hrv123 Did you put an antenna on the probe? Controlling probes require a link. Link to comment Share on other sites More sharing options...
Hrv123 Posted April 21, 2016 Share Posted April 21, 2016 Yes, antenna is there. but its not probe ksp connection, Ctrl, shift, caps lock always works regardless of connection so its something else I think. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted April 21, 2016 Author Share Posted April 21, 2016 @Hrv123 What antenna did you put it? Its possible is an antenna that isn't stock, nor the small gray one that is included in this mod? Because to control a probe you need an antenna that is either stock or the one included with this mod, other ones will not be recognized as antennas and will lock the probe controls, including CTRL & SHIFT Link to comment Share on other sites More sharing options...
Hrv123 Posted April 21, 2016 Share Posted April 21, 2016 (edited) Ok I did more testing, it looks like that when there is only Reflectron DP-10 attached to ship there is no connection. When adding that gray 8 and/or stock 16, DP-10 works as it should. 16 and 8 are turned off at start so its their mere presence that alows DP-10 to have connection, strange. Edited April 21, 2016 by Hrv123 Link to comment Share on other sites More sharing options...
ShotgunNinja Posted April 21, 2016 Author Share Posted April 21, 2016 @Hrv123 Its because this mod doesn't support that antenna. It does support these one: the Communotron8, added by this mod the Communotron16, from the stock game the small dish, from the stock game the big dish, from the stock game all antennas in VenStockRevamp Also look like the antenna you mention comes from RealTech... You can't use this mod together with RT, they are not compatible. Link to comment Share on other sites More sharing options...
Bombaatu Posted April 21, 2016 Share Posted April 21, 2016 This looks *very* interesting. I'd love to see if the makers of USI Kolinization, Kerbal Planetary Base System & Universal Storage pick up on this and integrate with it! Link to comment Share on other sites More sharing options...
Hrv123 Posted April 21, 2016 Share Posted April 21, 2016 hesus I considered DP-10 to be stock ,damn Im playing KSP with mods to much. Kerbalism not compatibile with RT ayyy . Thank you your help. Link to comment Share on other sites More sharing options...
Nansuchao Posted April 21, 2016 Share Posted April 21, 2016 I finally began to use your mod and it's awesome! If you'll never add a Donate button, I'll pay with pleasure a beer to you (or a coffee, in case). I found a possible bug. If I EVA a Kerbal, the correct amount of monopropellent is subtracted from the pod, but when the Kerbal return inside, the monoprop doesn't come back. As reproduction step, just EVA a Kerbal and push immediately the Board button. In a couple of EVA you'll deplete all of the RCS in the MK1 Pod without leaving the ladder. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted April 21, 2016 Author Share Posted April 21, 2016 @Nansuchao Thanks, i was able to reproduce it. This is getting an hotfix in a few hours. Link to comment Share on other sites More sharing options...
Toonu Posted April 21, 2016 Share Posted April 21, 2016 Hi, @ShotgunNinja this mod you made is really great, but I have some questions. I'm sorry but I haven't time to read all posts in topic so sorry for repeated questions. First of all, is this working for multiple solar systems or not? RSS Expanded or other mods of this type. Second thing is, if this mod cooperate with RemoteTech2, TAC/USI/Snacks or other mods of this type? I red few things about it at start of topic, but still, how it work? This mod is really good and combine one of my favorite mods (RT, USI LS, malfunctions, other)... Thanks Toonu Link to comment Share on other sites More sharing options...
Luka 999 Posted April 21, 2016 Share Posted April 21, 2016 WOW! DUDE! JUST WOW! GREAT WORK! I've been waithing for something like that for a long time. I hope it's compatible with USI. Link to comment Share on other sites More sharing options...
curiousepic Posted April 21, 2016 Share Posted April 21, 2016 This looks very cool - hoping to use it for my first planet pack game. Awesome to see it will support DeepFreeze, but a only potential conflict I'm worried about is Persistent Thrust, which does background resource drain. Link to comment Share on other sites More sharing options...
Skipperro Posted April 21, 2016 Share Posted April 21, 2016 There is one "Must have" feature that is missing (or I'm blind). Convert-O-Tron can currently convert ore into oxidizer and oxidizer is.... OXYGEN. Keeping that in mind, please add some part that converts oxidizer into oxygen or add ability to convert ore into oxygen via Convert-O-Tron. Having a way to produce oxygen is a last piece required to make self-sufficient base Link to comment Share on other sites More sharing options...
Luka 999 Posted April 21, 2016 Share Posted April 21, 2016 Just now, Skipperro said: There is one "Must have" feature that is missing (or I'm blind). Convert-O-Tron can currently convert ore into oxidizer and oxidizer is.... OXYGEN. Keeping that in mind, please add some part that converts oxidizer into oxygen or add ability to convert ore into oxygen via Convert-O-Tron. Having a way to produce oxygen is a last piece required to make self-sufficient base This is kinda tricky. We don't know if oxidizer is oxygen. I does not have the same parameters. Link to comment Share on other sites More sharing options...
Rakird Posted April 21, 2016 Share Posted April 21, 2016 (edited) Hi ShotgunNinja, Thanks for one of the most promising mods for 1.1! Though it's not compatible with Remotech at least for now, that will create some major problems to whom who play with antennas, starting with the Flight Computer that allows to give commands to execute maneuvers without direct com relay, the comms delay of RT and some other details. Do you have in mind something similar to Flight Computer of RT? I believe it's a pertinent issue to this mod, it's really awesome and promising. If i may give my opinion you can also remove the Antenna part of the mod and integrate RT with it (or give us a option to not use the comms part of the mod), RT is very detailed and evolved at this stage, you will have alot of work just to get all the RT features. Keep up the good work, Edited April 21, 2016 by Rakird Link to comment Share on other sites More sharing options...
ShotgunNinja Posted April 21, 2016 Author Share Posted April 21, 2016 @Toonu This mod doesn't support multiple stars, it assume the game has only one. Also, this mod overlap with RT, other life supports, etc. It doesn't mean its not compatible. It means it doesn't make sense to use both together. @curiousepic The way I do consume and produce resource is to set the values directly in the ProtoModules. If PersistentThrust do the same, it should be compatible. And you'll get to see the EC amount in the monitor. @Rakird The signal mechanics here is not meant to be full-blown like RT does: no flight computers, no directionable antennas, no signal delay. Just something like Antenna Range but with explicit relay and background EC consumption. @Skipperro Thatshould be doable with a simple MM patch. I could ship it with the mod, disabled, and who want may rename a file and have it. On the todo list Link to comment Share on other sites More sharing options...
Rakird Posted April 21, 2016 Share Posted April 21, 2016 2 minutes ago, ShotgunNinja said: @Toonu This mod doesn't support multiple stars, it assume the game has only one. Also, this mod overlap with RT, other life supports, etc. It doesn't mean its not compatible. It means it doesn't make sense to use both together. @curiousepic The way I do consume and produce resource is to set the values directly in the ProtoModules. If PersistentThrust do the same, it should be compatible. And you'll get to see the EC amount in the monitor. @Rakird The signal mechanics here is not meant to be full-blown like RT does: no flight computers, no directionable antennas, no signal delay. Just something like Antenna Range but with explicit relay and background EC consumption. @Skipperro Thatshould be doable with a simple MM patch. I could ship it with the mod, disabled, and who want may rename a file and have it. On the todo list Alright, i'll give it a try, i believe the other features can compensate the loss of the RT features Link to comment Share on other sites More sharing options...
ShotgunNinja Posted April 21, 2016 Author Share Posted April 21, 2016 Ok I found the monoprop bug. It isn't in my code. Something on squad side is resetting "EVA Propellant" resource to 0 just before onCrewBoardVessel() event is called. Leaving this here in case somebody has a clue how to get around this. Link to comment Share on other sites More sharing options...
Nephas Posted April 21, 2016 Share Posted April 21, 2016 (edited) This looks like an awesome mod and a huge amount of great work, but I've got an issue: In the description you mention rearranged Techs, but for me its just the standard Tech tree. Mystery Goo and MatLab in first nodes, no Thermometers. Am I missing some dependency? Edit: let me answer myself: I was missing ModuleManager. Perhaps you could give a hint or just package it with the download. Apart from the small problem its the Mod I've been always waiting for Edited April 21, 2016 by Nephas Link to comment Share on other sites More sharing options...
ShotgunNinja Posted April 21, 2016 Author Share Posted April 21, 2016 @Nephas Do you have ModuleManager 2.6.22 installed? Link to comment Share on other sites More sharing options...
Galileo Posted April 21, 2016 Share Posted April 21, 2016 I can't wait to try this tonight! So I assume because you said the kerbals need food and oxygen to "survive", they will die right unlike USI? Link to comment Share on other sites More sharing options...
Nephas Posted April 21, 2016 Share Posted April 21, 2016 (edited) Ninjad with a Shotgun. Damn you're fast. And yeah, you already mentioned MM in the OP Edited April 21, 2016 by Nephas Link to comment Share on other sites More sharing options...
Rakird Posted April 21, 2016 Share Posted April 21, 2016 Well, i've tested a couple launched so far, with Remotech included, so far nothing breaks with the 2 mods together, it's impossible to add RT antennas to Kerbalism? If so it seems so far they complement each other Link to comment Share on other sites More sharing options...
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