Squelch7 Posted April 25, 2016 Share Posted April 25, 2016 46 minutes ago, JonGustav said: I have a suggestion for using Chatterer with this mod. Because this mod have contact with Kerbin as a factor when it comes to quality of life, wouldn't it make sense to only activate Chatterer when there is contact with Kerbin? You know, to have that audio feedback when things are working. I don't know if this is something @ShotgunNinja can do from within Kerbalism or if @Athlonic need to change something in Chatterer to make it work. It looks like Chatterer already does this with RT (note: I don't use RT, I was just checking the source of Chatterer earlier because I had the same idea). As far as I can tell @ShotgunNinja would just need to provide some hook that tells whether the focused vessel is connected to KSC. Then the rest would happen within Chatterer. Link to comment Share on other sites More sharing options...
White Owl Posted April 25, 2016 Share Posted April 25, 2016 7 hours ago, ShotgunNinja said: I'm thinking of adding a ScopeMultiplier value to Antenna module, so you can tweak some antennas better (eg: double 'near': just set the multiplier to 2). What you think? I could also just add a new scope in the middle between 'near' or 'far'. Both options would fix the issue perfectly. The ScopeMultiplier would certainly be flexible enough to match any player's unforeseen edge case, while a new medium distance scope would be pleasantly simple and user friendly. If it were up to me, I'd go with the medium distance scope for simplicity's sake. Link to comment Share on other sites More sharing options...
TheUnamusedFox Posted April 26, 2016 Share Posted April 26, 2016 I'm having a pretty serious issue - my microwave relay satellites are not charging when not focused. In testing, I even added a 10 ec/s rtg module to a part that all the sats had, and it did nothing to help, even though they charge back to full in just a minute after being focused. Both logs - https://www.dropbox.com/sh/807exb8af9cxftb/AAB3UuZQse1R9KJTPf27pvNda?dl=0 Link to comment Share on other sites More sharing options...
cubinator Posted April 26, 2016 Share Posted April 26, 2016 I've been using this mod for a few days now, and I have to say I really love it! I've only really run into the life support parts of it, but I'll be interested to see what the probe relay system is like when I get around to it! Link to comment Share on other sites More sharing options...
lajoswinkler Posted April 26, 2016 Share Posted April 26, 2016 (edited) Is there some kind of tutorial or help page on Kerbalism? All I see is wiki which is rudimentary and descriptive only. For example, I'd like to know more about the magnetospheres. What shape is it, how large, etc.... Edited April 26, 2016 by lajoswinkler Link to comment Share on other sites More sharing options...
kerbiloid Posted April 26, 2016 Share Posted April 26, 2016 (edited) If the ship doesn't contain an urine converter which partially refurbishes the consumed liquid, then the drinks (for example, Water) would be simple expendable resource exactly like as Food is. And IRL standalone spaceship does so, the crew just expends edible and drinkable things. So, no difference, do you call it "Food" of "Food & Drinks" or "Drinks & Food". If there is such device, then refurbishing some water (i.e. drinks) means the same - that you partially refurbish "Food" of "Food & Drinks" or "Drinks & Food". So, if treat the Food as Food&Drinks (or even call it as FoodAndDrinks), one can just make a "Food&Drink regeneration device" which, being activated, restores some % of the Food being consumed. And IRL an orbital station has such device. Btw, as a human (and probably, kerbal) consumes 3 kg of water + 1 kg of food per day, this resource looks more like DrinksAndSnacks than FoodAndDrinks. In any case, the crew consumes kilograms, why technological processes and propelling - tonnes, which means a great disbalance and will cause again having several "waters" (as it was with other mods: remember Water vs LqdWater vs Aquifer). So, not a Water resource would be added, but a simple "Drinks&Food Partially Regenerating Device". Edited April 26, 2016 by kerbiloid Link to comment Share on other sites More sharing options...
ShotgunNinja Posted April 26, 2016 Author Share Posted April 26, 2016 @JonGustav, @Squelch7 Good idea, I'm going to look how I can do it. @White Owl There is a new medium scope in new version. You are right its simpler this way. @lajoswinkler The magnetosphere is spherical, I know its a bad approximation. In a later version I want to make them drop-shaped and show them in the tracking station somehow. @lagcity613 I will investigate. Quick question, where you using curved solar panels? Because those are broken in current version and a fix is in the new one (coming soon). Link to comment Share on other sites More sharing options...
lajoswinkler Posted April 26, 2016 Share Posted April 26, 2016 I'm ok with spherical magnetosphere, but I'm interested in its structure. What's the shape of its cross section? Border, ring, ring with variable density? Or something else? Link to comment Share on other sites More sharing options...
Toonu Posted April 26, 2016 Share Posted April 26, 2016 Once again me, @ShotgunNinja, I have just one small question which I m asking fifth time. Is there any chance (even 10%) of making something similar to features of RT2 delays and remote control cumputer in your mod? + Is there ANY chance to make pull request to USI MKS/LS mod to include your resources to his Agriculture modules? I like your mod very much, but It s bit annoying to not get answer for 4 times.... Have a nice day Ave! Toonu Link to comment Share on other sites More sharing options...
neochief Posted April 26, 2016 Share Posted April 26, 2016 I signed up just to express my humble gratitude to @ShotgunNinja. The mod is awesome! I played a excrements out of KSP last year. Week ago I decided to blow out the dust and try it once again. I remember how easy was it to reach the Minmus and land a crew on it. I thought it would still be a piece of cake with kerbalism. Man, how wrong I was! The first mission sent to Minmus failed because kerbonauts froze to death. Yeah, baby! I was in a beginning of the hard career mode, before any solar panels were invented. So my mistake was in a miss-calculation for the amount of required batteries. The second Minmus mission burned in the atmosphere of Kerbin, because there were none to pilot the ship – the crew died from the starvation long time before – during the flight to Minumus. The third ship to Minmus had solar panels and plenty of food. Alas, oxygen scrubber at 50% was not enough to provide fresh air for the entirety of the flight. The crew died in agony during the return flight. The fourth mission has been promising glory and fame to its crew. There was plenty of batteries, working solar panels, separate cash of food and few extra oxygen tanks. I even reinforced crew cabins with some radiation protection. This time, my glorious kerbonauts reached Minmus safe and sound. They even landed and placed some flags for themselves and their fallen comrades! But when everybody finished gathering that scarce scientific data, it became clear that there are not enough fuel to return Kerbin atmosphere. They could take off the Minmus and reach the high orbit of Kerbin. But that was all. So, heroic kerbonauts gave their lives on the orbit of Kerbin in a dare attempt to jump off the ship and reach the Kerbin using EVA. Their suits didn't have much battery charge, so they froze to death before the oxygen run out. The fifth mission concluded the Minmus program by rescuing science data from the dead ship on the orbit. That dead ship was later renamed to "1st interplanetary monument". It will always remind other crews about the importance of sacrifice for the better good (and some science). ----- Thanks again for the great stuff! It adds some much challenge to the base game. A lot of people claim that kerbalism doesn't work with RT2. I run them both simultaneously, I just have to place 2 sets of antennas. I didn't build any major relays yet, I'm not the expert, but everything seems to work as expected so far. Link to comment Share on other sites More sharing options...
Nakir934 Posted April 26, 2016 Share Posted April 26, 2016 On 4/21/2016 at 5:51 PM, ShotgunNinja said: @nosscire Well, thanks buddy. I do that to maintain mental sanity I already ignore warnings on the launchpad for Food, I through for Oxygen was too extreme as if the user forget its gonna die fast. I wonder why you choose to take only 20%, given how light it is. Its almost free to carry around. Man take some more oxygen with you But I think I'm gonna disable that warning on the launchpad in next version and see if somebody complain. I must have missed your previous post. No signal delay will be implemented, ever. Sorry about that... @Toonu He mentioned this a few days ago, easy to get lost in the storm that has swept this topic but there ya go. Link to comment Share on other sites More sharing options...
Toonu Posted April 26, 2016 Share Posted April 26, 2016 (edited) 21 minutes ago, Nakir934 said: @Toonu He mentioned this a few days ago, easy to get lost in the storm that has swept this topic but there ya go. Oh, really? I red almost everything, but maybe I was lost in the tons of posts. Thx for info mate! Ok I red now all posts from @ShotgunNinja and it s true that he said something like adding his and RT modules to all antennas. So I m sorry ShotgunNinja, I haven't noticed this posts. But still, is there a chance? I only don'T understand the reason for that, because your mod is for realism, and it is very realistic.... Ave! Toonu Edited April 26, 2016 by Toonu Link to comment Share on other sites More sharing options...
lude Posted April 26, 2016 Share Posted April 26, 2016 @PART[habtech_cupola]:FOR[Kerbalism] { MODULE { name = Entertainment description = The cupola offer a relaxing panoramic view of the void of space. rate = 2.0 } } I added this to my config so the habtech cupola offers entertainment 2/3 of what the big one offers. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted April 26, 2016 Author Share Posted April 26, 2016 @lajoswinkler The magnetosphere function is like this: 1 inside the sphere defined by the magnetopause, gently fade from 1 to 0 in a 'fat falloff' area just outside it (20% its length), then zero outside. @lude Added to next version, thanks. Link to comment Share on other sites More sharing options...
cicatrix Posted April 26, 2016 Share Posted April 26, 2016 (edited) Does shielding get depleted over time or I can stop worrying about radiation if I maxed it in the capsule? Also, is there a way to estimate the amount of shielding I would need if the shields indeed decay over time? Edited April 26, 2016 by cicatrix Link to comment Share on other sites More sharing options...
Guest83 Posted April 26, 2016 Share Posted April 26, 2016 (edited) Shielding doesn't deplete, but you still have to worry. It just slows down radiation poisoning (I believe to roughly 10 years right now when fully maxed out) and doesn't completely stop it. You can see the duration in the VAB mod interface on page 2. Edited April 26, 2016 by Guest83 Link to comment Share on other sites More sharing options...
cicatrix Posted April 26, 2016 Share Posted April 26, 2016 2 minutes ago, Guest83 said: Shielding doesn't deplete, but you still have to worry. It just slows down radiation poisoning (I believe to roughly 10 years right now when fully maxed out) and doesn't completely stop it. You can see the duration in the VAB mod interface on page 2. Eeloo and back took 7 years the last time I've been there so it should be enough. Of course with outer planets mod I'd have to be more creative and rotate the crew somehow. Link to comment Share on other sites More sharing options...
lude Posted April 26, 2016 Share Posted April 26, 2016 [EXC 13:24:25.868] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Lib.IsVessel (.Vessel v) KERBALISM.Signal.BuildAntennas () KERBALISM.Signal.Update () anyone else getting this error in VAB/SPH? not caused by RT or USI LS can't get to other screens Link to comment Share on other sites More sharing options...
Revenant503 Posted April 26, 2016 Share Posted April 26, 2016 16 minutes ago, lude said: anyone else getting this error in VAB/SPH? not caused by RT or USI LS can't get to other screens Have you got RT and USI LS installed?...they won't play well with kerbalism Link to comment Share on other sites More sharing options...
lude Posted April 26, 2016 Share Posted April 26, 2016 Just now, Revenant503 said: Have you got RT and USI LS installed?...they won't play well with kerbalism I tried to convey the message that those two mods are not installed... Link to comment Share on other sites More sharing options...
Revenant503 Posted April 26, 2016 Share Posted April 26, 2016 Oh sorry that meaning wasn't really conveyed Link to comment Share on other sites More sharing options...
lude Posted April 26, 2016 Share Posted April 26, 2016 (edited) 4 minutes ago, Revenant503 said: Oh sorry that meaning wasn't really conveyed No what was conveyed that I exclusively said those two are not at fault, it's left at your imagination in what way I might come to that conclusion and you were wrong because you could not imagine that there are people who remove mods and recreate steps and end up with the same bug. Odd tho in a modding section of a game where that is convention. -- edit -- that you read basically the opposite into a statement or just assume the most cynical just as an example if i said "it was not 1.0.5" or "it was not x64" you probably would have understood perfectly Edited April 26, 2016 by lude Link to comment Share on other sites More sharing options...
cubinator Posted April 26, 2016 Share Posted April 26, 2016 I like how you really have to pay attention to how long you're going to be in shadow if you want the crew to survive. Yesterday I was flying a Mun mission, and I did the TMI burn at midday local Kerbin time. That put me in Kerbin's shadow for a good chunk of the transit, more than my batteries could handle. I had to relaunch because the Kerbals froze to death! Link to comment Share on other sites More sharing options...
goldenpsp Posted April 26, 2016 Share Posted April 26, 2016 2 hours ago, Toonu said: Oh, really? I red almost everything, but maybe I was lost in the tons of posts. Thx for info mate! Ok I red now all posts from @ShotgunNinja and it s true that he said something like adding his and RT modules to all antennas. So I m sorry ShotgunNinja, I haven't noticed this posts. But still, is there a chance? I only don'T understand the reason for that, because your mod is for realism, and it is very realistic.... Ave! Toonu Dude, seriously give it a rest. Your constant questions are as bad as someone pestering a modder about upgrading for X.X compatibility. It is important to keep in mind that modders aren't our personal programmers. To paraphrase another popular and prolific modder "I made these mods for myself. I am nice enough to share them with everyone else" Link to comment Share on other sites More sharing options...
cicatrix Posted April 26, 2016 Share Posted April 26, 2016 Which planets have magnetospheres according to this mod? Link to comment Share on other sites More sharing options...
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