cicatrix Posted April 27, 2016 Share Posted April 27, 2016 34 minutes ago, ALIO11 said: the best mod EVER i used but how to get oxygen in space? From water Mine ice, melt it, decompose, get O2 + H2 as a bonus. Link to comment Share on other sites More sharing options...
Enceos Posted April 27, 2016 Share Posted April 27, 2016 15 hours ago, ShotgunNinja said: The helmet forced on/off is this mod, that overwrite the changes of the others changing the helmet... Looks like the Kerbalism conflicts with KIS helmet removal badly, making it impossible to remove the helmet in a breathable atmosphere. The helmet flickers on try but stays. That looks especially silly with TextureReplacer: Maybe it would be wise to let KIS and TextureReplacer do their thing when they're installed? Link to comment Share on other sites More sharing options...
nosscire Posted April 27, 2016 Share Posted April 27, 2016 50 minutes ago, ALIO11 said: the best mod EVER i used but how to get oxygen in space? 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. Link to comment Share on other sites More sharing options...
neochief Posted April 27, 2016 Share Posted April 27, 2016 I have created a pull request with a basic RemoteTech2 support:https://github.com/ShotgunNinja/Kerbalism/pull/9 Everyone, who wants it to be included into Kerbalism is welcome to test it in your game. You should download the .dll which attached to pull request and put it over the one, which bundled with Kerbalism. Please, do some backups of your saves beforehand. Link to comment Share on other sites More sharing options...
Enceos Posted April 27, 2016 Share Posted April 27, 2016 (edited) @neochief Thanks for your endeavor. May I ask, does it feature a connection blackout during coronal mass ejections? Edited April 27, 2016 by Enceos Link to comment Share on other sites More sharing options...
neochief Posted April 27, 2016 Share Posted April 27, 2016 6 minutes ago, Enceos said: @neochief Thanks for your endeavor. May I ask, does it feature a connection blackout during coronal mass ejections? If you use RemoteTech with this change, you will not experience connection blackouts during radiation hits. But you will have them if you don't use RemoteTech. In regards to connectivity, it could only be either RT2 or Kerbalism. Deeper integration is indeed possible, but I'm not even sure that a current change would be accepted. Link to comment Share on other sites More sharing options...
Enceos Posted April 27, 2016 Share Posted April 27, 2016 @neochief At least first steps to adapt RT are made, that's great. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted April 27, 2016 Author Share Posted April 27, 2016 In next version, done: - signal mechanic disable itself if there is RemoteTech or AntennaRange installed - fixed the helmet problem in case KIS is installed - support PlanetaryBaseSystem generators in background resources, malfunctions and on the planner - more hooks added and still to do: - malfunction mechanic disable itself if there is DangIt + {insert other similar mods here} - support NearFutureElectrical FissionGenerator and RadioisotopeGenerator modules (this is hard!) Link to comment Share on other sites More sharing options...
Box of Stardust Posted April 27, 2016 Share Posted April 27, 2016 One of the oxygen tanks and something else was left inside of the Command and Control tab. And on that note, if you don't want them lost in the clutter, you can make a separate tab for those parts for easier sorting. There's a Life Support tab being used by one (or a few mods), so that's also an option. Link to comment Share on other sites More sharing options...
Toonu Posted April 27, 2016 Share Posted April 27, 2016 2 hours ago, ShotgunNinja said: In next version, done: - signal mechanic disable itself if there is RemoteTech or AntennaRange installed - fixed the helmet problem in case KIS is installed - support PlanetaryBaseSystem generators in background resources, malfunctions and on the planner - more hooks added and still to do: - malfunction mechanic disable itself if there is DangIt + {insert other similar mods here} - support NearFutureElectrical FissionGenerator and RadioisotopeGenerator modules (this is hard!) Thanks! Big thanks! But better would be if your merge this mechanic into your amazing mod! Very nice future for me and this mod! Again Thanks! Ave! Toonu Link to comment Share on other sites More sharing options...
TheUnamusedFox Posted April 27, 2016 Share Posted April 27, 2016 (edited) The constant signal disconnect/reconnect has returned for me, but it is a bit random. It only occurs while changing SOI, but sometimes it doesn't happen, and it doesn't happen if the satellite is hyperedited to another body. https://www.dropbox.com/s/o0ft2tpglsm8h0e/Logs.7z?dl=0 Had to zip the logs, as there was quite a lot of bloat from EVE, due to a stupid config mistake I made - at least I think so, anyways... testing that, and if it works I'll put up logs with no bloat. EVE bloat is gone, and the signal bug remains. https://www.dropbox.com/s/o0ft2tpglsm8h0e/Logs.7z?dl=0 Bloatless logs. Also, it would be very nice to have a toggle for signal loss timewarp halting, as issues like this or probes in orbit of moons without a relay system essentially prevent timewarp. Edited April 27, 2016 by lagcity613 Link to comment Share on other sites More sharing options...
ShotgunNinja Posted April 27, 2016 Author Share Posted April 27, 2016 (edited) @lagcity613 Thank for the log, will take a look. Timewarp stops are disabled if you disable the 'signal warnings' for that vessel, click on a vessel in the monitor. @Box of Stardust Fixed in next version, was a mistake when I moved everything to utility I forgot those. EDIT: some screenshots Edited April 27, 2016 by ShotgunNinja screenshots Link to comment Share on other sites More sharing options...
DarkonZ Posted April 27, 2016 Share Posted April 27, 2016 ShotgunNinja, Are the actual scrubber efficiency values hard coded or cumulative? For example 'Scrubber efficiency = Scrubber efficiency + 10' per tech upgrade. Since ETT is branch based and does stuff rather wildly, it is easy for the end user to side step science for a really long time. In my ETT config, I thought (My opinion) that the first scrubber upgrade [tech0] would go somewhere in the science branch to simulate a new invention. The rest would probably be placed in the manned space exploration branch further out. If the efficiency values are cumulative, no problems. The problem shows up when the end user plows into the manned space exploration branch picking up scrubber upgrades [tech1->tech3] and then goes back to the science branch to snag [tech0]. If hard-coded, I'd assume the user would end up with a scrubber efficiency much worse then what they previously had. Sure, I could just put all [tech0->tech3] upgrades in the manned space exploration branch and be done with it, but that branch seems a bit cramped and expensive. Thought I'd toss a scrubber upgrade elsewhere. Hope all that made sense. Thanks! Link to comment Share on other sites More sharing options...
TheUnamusedFox Posted April 27, 2016 Share Posted April 27, 2016 39 minutes ago, ShotgunNinja said: @lagcity613 Thank for the log, will take a look. Timewarp stops are disabled if you disable the 'signal warnings' for that vessel, click on a vessel in the monitor. @Box of Stardust Fixed in next version, was a mistake when I moved everything to utility I forgot those. EDIT: some screenshots Thanks, didn't realize that. Link to comment Share on other sites More sharing options...
cicatrix Posted April 27, 2016 Share Posted April 27, 2016 Anyone had any success in sending interplanetary unmanned probes? Sent a probe to Moho. I had 3 spare antennae, extra solar panels and a redundant reaction wheel... nope. Engine overheat 400%, finally all antennae malfunctioned and I lost control It appears I have to send an engineer with all vessels. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted April 27, 2016 Author Share Posted April 27, 2016 @DarkonZ I made the techs cumulative, less problems that way. @cicatrix Maybe I should decrease the rate in early game a little... Link to comment Share on other sites More sharing options...
cicatrix Posted April 27, 2016 Share Posted April 27, 2016 2 minutes ago, ShotgunNinja said: @cicatrix Maybe I should decrease the rate in early game a little... I think you should allow to spend some money in the VAB to increase the reliability of the part. Link to comment Share on other sites More sharing options...
TheUnamusedFox Posted April 27, 2016 Share Posted April 27, 2016 And another bug, with the details window - https://www.dropbox.com/s/41qat5af5hl0a86/Logs2.0.7z?dl=0 http://imgur.com/XQojgdC No greenhouses or anything, just 50 days of food. Link to comment Share on other sites More sharing options...
Flashheart Posted April 27, 2016 Share Posted April 27, 2016 It's brilliant, running it on 10scale with Kerbal Construction Time and I just can't leave it alone (just one more launch... need to rescue Val). The only thing I would suggest is maybe writing the Malfunctions into the vessel notes ? At the moment I'm scribing on a notepad, unless I've missed something that's already logging them. Thanks for re-energising my whole game. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted April 27, 2016 Author Share Posted April 27, 2016 @lagcity613 I found a problem with flowState, it may be related to that. Let me know if it still happen after the next update Link to comment Share on other sites More sharing options...
seregheru Posted April 27, 2016 Share Posted April 27, 2016 Quote - signal mechanic disable itself if there is RemoteTech or AntennaRange installed @ShotgunNinja - that was some quick work! Even hoping this might happen, I didn't expect it would happen quickly. Thanks for all the work! Link to comment Share on other sites More sharing options...
astroadrian99 Posted April 27, 2016 Share Posted April 27, 2016 (edited) I'm having a problem, how fo I get more oxygen? My kerbal keeps suffocating. Edited April 27, 2016 by astroadrian99 Link to comment Share on other sites More sharing options...
DarkonZ Posted April 27, 2016 Share Posted April 27, 2016 On Tuesday, April 26, 2016 at 11:57 AM, Brucey said: This mod looks neat. Think I'll give it a try. Will this.... ...play nice with ETT? btw, the "coherent background simulation" was something I was looking for, and failed to find, a year ago. I'm glad someone's finally figured out how to do it. How did you deal with variable ec production from solar panels? That always seemed to be the difficult part. Nope! Won't play nice with ETT. I posted a model config a while back and got no response. I'm close to finalizing my ETT config including the regex string replacements. PM me in a day or so, and i'll send you a config that deals with the tech stuff. Use at your own risk! Link to comment Share on other sites More sharing options...
Fraz86 Posted April 28, 2016 Share Posted April 28, 2016 @ShotgunNinja The NFPropulsion patch needs to include the stock ionEngine (i.e., @PART[ionEngine, ionArgon-*,ionXenon-*,mpdt-*,pit-*,vasimr-*]). I imagine you removed it because you figured it's already covered by the EnergyTweaks config. The problem is, NearFuturePropulsion overwrites the properties of the ionEngine, which happens after EnergyTweaks. Incidentally, the adjustments made by NFP approximately double its EC consumption, so the subsequent cut to 25% by the NFP patch will end up in about the same place as your original 50% cut to the stock properties. Link to comment Share on other sites More sharing options...
Deaddin Posted April 28, 2016 Share Posted April 28, 2016 (edited) Having some trouble with this Mod on a fresh 1.1 KSP install. 1. The first Oxygen is somewhat high in the tech tree, and the mod did not include oxygen in the default capsules. Luckily, the CO2 scrubber works, but eventually my Kerbal suffocated while flying around in an aircraft at 12km. 2. The only antenna that had the Relay option, was the one included in the Parts folder. The antennas that are located in the SQUAD parts folder did not get edited by the mod, and thus have no relay option. I copy & pasted the MODULE from the Short Antenna CFG file into the other antenna CFG files, and they were able to enable the Relay function, but they have the same range as the basic 8 antenna. Edited April 28, 2016 by Deaddin Link to comment Share on other sites More sharing options...
Recommended Posts