Charlie_Zulu Posted May 10, 2016 Share Posted May 10, 2016 8 minutes ago, ShotgunNinja said: @The-Doctor In future I may interface with RT, and take link status from it. And block its signal during storms if I can hack that together. Colored link lines are on the todo list, but not in next version I'm afraid. If you could do this, it would be great. Kerbalism's calculation of communication range is much more in-depth than RT's thanks to the influence of space weather, but the deficiencies of the signal system (the absence of an autopilot, connection lines, and for some, signal delay and directional antennas) makes it preferable to use RT. Your adaptability to allow other mods to work with Kerbalism is already remarkable, and this would go above and beyond. Link to comment Share on other sites More sharing options...
Joe12473 Posted May 10, 2016 Share Posted May 10, 2016 Dont know if this got said yet, only looked back a couple pages, but when updating on CKAN I had no default cfg profile after the update. Took me a few minutes to figure out why I was only geting the background simulation, but I just went on github and plopped the default cfg in from that download. Link to comment Share on other sites More sharing options...
Barrin Posted May 10, 2016 Share Posted May 10, 2016 (edited) On 5/10/2016 at 7:00 PM, ShotgunNinja said: @Barrin That is good, and I like the water messages! I'm also glad my back-of-the-envelop food/oxygen rates aren't too far off from real figures this time... Heh, thanks. I tried to come up with something that felt suitably 'kerbalish' for the low water messages. Glad it worked out. Also, if anyone using the settings I posted (the current experimental 'realistic' profile) would like to enable compatibility with most of the Universal Storage life support parts, here's how you can go about it: Paste the following into a text file, save it as a .cfg file, and drop it somewhere in your Kerbalism folder. Module Manager will do the rest. // ============================================================================ // Unlock Universal Storage parts by spoofing TacLifeSupport settings // ============================================================================ @Settings:FOR[TacLifeSupport] {} // ============================================================================ // Tweak some Universal Storage part settings // ============================================================================ @PART[US_Radial_R40_Food] { @RESOURCE[Food] { @amount = 6 @maxAmount = 6 } } @PART[US_1R320_Wedge_Food] { @description = Packed to the brim with compressed food-like-items; this supply canister provides everything an indulgent Kerbalnaut would ever need in a lightweight, semi-edible package. Note: packaging is not edible. Food-like-items may or may not provide actual nutritional value. @title = Universal Storage: Food Storage Canister @RESOURCE[Food] { @amount = 36 @maxAmount = 36 } } Edited May 11, 2016 by Barrin Info out of date, updated. Link to comment Share on other sites More sharing options...
SteveD80 Posted May 10, 2016 Share Posted May 10, 2016 @ShotgunNinja This looks like an awesome mod, and I want to start using it now but I have a few concerns. What will happen to my existing stations and ships in regards to shielding and life support? What will happen to the rescue missions that I currently have? Link to comment Share on other sites More sharing options...
Barrin Posted May 10, 2016 Share Posted May 10, 2016 (edited) One more tweak for anyone that decides to use the CRP resource rules config I posted earlier, and needs a way to filter waste water on longer missions, but doesn't want to fool with Universal Storage compatibility. Replace the scrubbers section of the rules config with the following to add a water filtration module to all command pods: // ============================================================================ // Add scrubbers/water filtration to command pods // ============================================================================ @PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[>0]] { MODULE { name = Scrubber // change scrubbed resource resource_name = Oxygen // change waste name waste_name = CarbonDioxide // change ec/s per-crew ec_rate = 0.01 @ec_rate *= #$/CrewCapacity$ // change waste/s per-crew co2_rate = 0.03 @co2_rate *= #$/CrewCapacity$ } MODULE { name = ModuleResourceConverter ConverterName = Water Filtration System StartActionName = Start Water Filtration StopActionName = Stop Water Filtration FillAmount = 1 AutoShutdown = true UseSpecializationBonus = false INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = WasteWater Ratio = 0.1 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Water Ratio = 0.1 DumpExcess = false } } } If you decide to use this tweak and enable the universal storage parts, then you probably also want to increase the efficiency of the US Water Reclamation System and decrease the efficiency of the command pod water filtration system, otherwise the latter will be a bit too useful in comparison to the former. Edited May 10, 2016 by Barrin Link to comment Share on other sites More sharing options...
Alkem Posted May 10, 2016 Share Posted May 10, 2016 Does anyone know of a MM patch that converts the excellent Kerbalism antenna to function in RT? I thought (my misunderstanding) that the latest update would do that... and RT's antenna are great, but more limited in choice... I wouldn't mind including some of them in my coms network/sats Does anyone know of a MM patch that converts the excellent Kerbalism antenna to function in RT? I thought (my misunderstanding!) that the latest update would do that... Link to comment Share on other sites More sharing options...
Tricky14 Posted May 10, 2016 Share Posted May 10, 2016 (edited) Hi. I have a bit of a weird request. I've been making my own gravity rings in KSP and, I'm sorry to say, the one that comes in this mod just doesn't really hold a candle to the ones I make. Would it be possible for me to remove that one part from the mod? I also think it might be possible to at least simulate the same values from that part to custom gravity rings. If they work, hand made gravity rings generate actual gravity that is detectable using Double-C Seismic Accelerometer. Maybe you could create a function that ties detected gravity to an entertainment value per-part? It would require some testing, but it seems like something that could be done. The function could be disabled when you are landed on a planet, or simply lose its effect over a long time (feeling the gravity of another planet for the first time could be exciting, but like everything Kerbals will get used to it). Edited May 10, 2016 by Tricky14 Link to comment Share on other sites More sharing options...
serviskomputer Posted May 10, 2016 Share Posted May 10, 2016 hello, I have ksp 1.1.2 and use latest version of kerbalism, but when i play game, i cant use sc-9001 science jr, it isnt in VAB. Do you now why? Link to comment Share on other sites More sharing options...
Nansuchao Posted May 10, 2016 Share Posted May 10, 2016 5 hours ago, SteveD80 said: @ShotgunNinja This looks like an awesome mod, and I want to start using it now but I have a few concerns. What will happen to my existing stations and ships in regards to shielding and life support? What will happen to the rescue missions that I currently have? If you have probes without an antennae you'll not be able to control them and if you have Kerbals around the system, take them back home first. Link to comment Share on other sites More sharing options...
mmgfrcs Posted May 10, 2016 Share Posted May 10, 2016 Oh yeah, the bug's not just on that spam error - food consumption did not work, but oxygen do work Radiation seemed to be non-functional either as none of my kerbals die after 2 years in a radiation belt with no shielding... at all. Is this normal? Link to comment Share on other sites More sharing options...
Tricky14 Posted May 10, 2016 Share Posted May 10, 2016 Is a pretty steep FPS drop around the KSC normal with this mod? It seems to have a bigger impact than Scatterer, FAR and EVE combined. Bit odd. Link to comment Share on other sites More sharing options...
Nansuchao Posted May 10, 2016 Share Posted May 10, 2016 2 hours ago, Nansuchao said: If you have probes without an antennae you'll not be able to control them and if you have Kerbals around the system, take them back home first. Kerbalism move some of the experiment on the tech tree, so they're late on the tree. Check it. Link to comment Share on other sites More sharing options...
casper88 Posted May 10, 2016 Share Posted May 10, 2016 (edited) @ShotgunNinja basically turns the LS system to mimic what TAC used to do resources/rates etc - I haven't explored the possibility of parts as I use the universal storage mod with a MM patch to override its TAC switch within the parts in that mod... I am not sure if I have duplicate MM patch that is doing it, but my pods are getting two scrubbers? is it me or anybody else seeing this? Whilst on the subject of the scrubbers...surely they scrub out the CO2? why when they are off does the oxygen usage increase? thanks casper Edited May 10, 2016 by casper88 Link to comment Share on other sites More sharing options...
Squelch7 Posted May 10, 2016 Share Posted May 10, 2016 3 hours ago, serviskomputer said: hello, I have ksp 1.1.2 and use latest version of kerbalism, but when i play game, i cant use sc-9001 science jr, it isnt in VAB. Do you now why? Are you starting a new career? Some of the science nodes are switched around; the materials bay comes later now, switching places with the barometer. Likewise with the mystery goo and the thermometer. Link to comment Share on other sites More sharing options...
casper88 Posted May 10, 2016 Share Posted May 10, 2016 (edited) 37 minutes ago, casper88 said: @ShotgunNinja basically turns the LS system to mimic what TAC used to do resources/rates etc - I haven't explored the possibility of parts as I use the universal storage mod with a MM patch to override its TAC switch within the parts in that mod... I am not sure if I have duplicate MM patch that is doing it, but my pods are getting two scrubbers? is it me or anybody else seeing this? Whilst on the subject of the scrubbers...surely they scrub out the CO2? why when they are off does the oxygen usage increase? thanks casper also...not sure why the rate of oxygen use shows an incorrect consumed rate in the VAB... its shows storage 111.04 consumed at 0.02/s in the config.... rate = 0.001713537562385 // units / interval interval = 1 // in seconds to me this is out by a factor 10 in game...unless ive missed something small? ignore all that... had two configs conflicting each other :/ cheers Edited May 10, 2016 by casper88 Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 10, 2016 Author Share Posted May 10, 2016 (edited) @Joe12473 I just checked and all the profiles are in the zip file CKAN download. I don't know what may cause that issue. @Alkem That little antenna is just a poorly retextured communotron-16! If you dig this thread somebody posted a RT config for it. @mmgfrcs That's not normal, using the default profile you should die after a few hours/days in a radiation belt. @Tricky14 That is a very cool ring! Taking the acceleration would make sense, but there is no way to implement that coherently between loaded or unloaded vessels. About the slowdown: this mod simulate a lot of stuff in background, and the UI does quite a good amount of GUILayout calls. I never found that to be noticeable however. When this stabilize I'm going to do an optimization pass on everything. @casper88 I never show the oxygen used, and neither the stock resource bars does. What is shown is the rate of change of the Oxygen amount in the vessel. When you enable the scrubber that rate of change is reduced. Scrubbers reclaim some of the Oxygen from breathed air. @Barrin Yes, I forgot you can just use converters to implement recyclers. In your tests, do you think an ad-hoc Recycler module is unnecessary then? Edited May 10, 2016 by ShotgunNinja Link to comment Share on other sites More sharing options...
Tricky14 Posted May 10, 2016 Share Posted May 10, 2016 (edited) It went away after a reload actually. I guess this one build up during about 30 minutes of early carreer play. If so, then it could also be Chatterer. I installed that yesterday, but hadn't played enough of it yet. Edited May 10, 2016 by Tricky14 Link to comment Share on other sites More sharing options...
Tricky14 Posted May 10, 2016 Share Posted May 10, 2016 13 hours ago, Charlie_Zulu said: If you could do this, it would be great. Kerbalism's calculation of communication range is much more in-depth than RT's thanks to the influence of space weather, but the deficiencies of the signal system (the absence of an autopilot, connection lines, and for some, signal delay and directional antennas) makes it preferable to use RT. Your adaptability to allow other mods to work with Kerbalism is already remarkable, and this would go above and beyond. I'd actually be quite happy if a signal delay from the nearest kerbal command module or KSC alone could be added to Kerbalism. Signal delay is the only thing I really use RT for. If Kerbalism had it, I think I'd kick RT off the mod list. Link to comment Share on other sites More sharing options...
Barrin Posted May 10, 2016 Share Posted May 10, 2016 (edited) 1 hour ago, ShotgunNinja said: Yes, I forgot you can just use converters to implement recyclers. In your tests, do you think an ad-hoc Recycler module is unnecessary then? Yeah, kind of. Personally, I'd prefer it if as much as possible was handled with ModuleManager configs, so that it's easier to tweak settings and behaviors and whatnot. Parts that need some special behavior to implement (like the interaction between scrubbers and being in-atmosphere) are an obvious exception, of course. Edited May 10, 2016 by Barrin Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 10, 2016 Author Share Posted May 10, 2016 Little spoiler on next version: Link to comment Share on other sites More sharing options...
DasBananenbrot Posted May 10, 2016 Share Posted May 10, 2016 (edited) 1 hour ago, ShotgunNinja said: Little spoiler on next version: Currently no time to follow the progress closeley but I like the little snippets, I see here and there. Keep up the good work. It seems the next version is going to be epic Edited May 10, 2016 by DasBananenbrot Link to comment Share on other sites More sharing options...
RattiRatto Posted May 10, 2016 Share Posted May 10, 2016 2 hours ago, ShotgunNinja said: Little spoiler on next version: I cannot clearly view that from mobile, please tell me it's a geiger counter! This is getting more and more epic Link to comment Share on other sites More sharing options...
Toonu Posted May 10, 2016 Share Posted May 10, 2016 It is geiger counter!!! Confirmed good next update Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 10, 2016 Author Share Posted May 10, 2016 (edited) @RattiRatto, @Toonu Yep That was one of my wildest dreams too ah! @Barrin I've found an use case for a Recycler module: enabling/disabling it in the editor (with planner EC estimates taking its on/off state in consideration). I'm going to include your profile in 0.9.9.7, when I add that. I want to make recyclers first-class citizens first, so to speak. The only change I'm going to make is to lower the EC consumption of the water filter, and maybe the conversion rates too. I'm going to include a TAC emulation profile too, in 0.9.9.7. I'm starting from the work @Rhedd did a few days/pages ago. For references, these are the two profiles as of now if anybody want to give some feedback or contribute some changes before 0.9.9.7 hit: Realism profile: Spoiler // This profile is geared toward more realism oriented players. // In comparison to the default profile, this one add water, has more realistic // consumption rates, is mass-conserving and provide a water recycler in pods. // Special thanks to Barrin // ============================================================================ // ENABLE FEATURES // ============================================================================ // comment out to disable the signal mechanic // disabled automatically if RemoteTech or AntennaRange are detected @Settings:FOR[EnableSignal] {} // comment out to disable malfunctions // disabled automatically if DangIt is detected @Settings:FOR[EnableMalfunction] {} // comment out to remove scrubbers from the game @Settings:FOR[EnableScrubber] {} // comment out to remove shielding from the game @Settings:FOR[EnableShielding] {} // ============================================================================ // RULES // ============================================================================ // CLIMATE Rule { name = Climate resource_name = ElectricCharge rate = 0.0001242236 // 0.02 per-second at average temp diff in LKO degeneration = 0.00000345 // 30min on_eva = 20.0 // 16min on_resque = 250.0 modifier = temperature warning_message = $ON_VESSEL$KERBAL feels cold|$ON_VESSEL$KERBAL is sweating danger_message = $ON_VESSEL$KERBAL is freezing to death|$ON_VESSEL$KERBAL is burning alive fatal_message = $ON_VESSEL$KERBAL froze to death|$ON_VESSEL$KERBAL was burned alive relax_message = $ON_VESSEL$KERBAL hypothermia is under control|$ON_VESSEL$KERBAL is hugging the climatizer low_message = $VESSEL batteries are almost empty$NEWLINE<i>We are squeezing the last bit of juice</i>|$VESSEL batteries are almost empty$NEWLINE<i>Shutting down non-essential systems</i> empty_message = There is no more ElectricCharge on $VESSEL$NEWLINE<i>Life support systems are off</i>|There is no more ElectricCharge on $VESSEL$NEWLINE<i>We lost control</i> refill_message = $VESSEL batteries recharged$NEWLINE<i>The crew is allowed music again</i>|$VESSEL batteries recharged$NEWLINE<i>Systems are back online</i> } // FOOD Rule { name = Food resource_name = Food waste_name = Waste waste_ratio = 0.36498207977208 rate = 1.5 // 6 per-day interval = 5400.0 // four meals a day degeneration = 0.03125 // 32 meals, 8 days on_pod = 60.0 on_eva = 0.0 on_resque = 6.0 warning_message = $ON_VESSEL$KERBAL is hungry danger_message = $ON_VESSEL$KERBAL is starving fatal_message = $ON_VESSEL$KERBAL starved to death relax_message = $ON_VESSEL$KERBAL has got a mouthful of snacks now low_message = Food reserves are getting low on $VESSEL$NEWLINE<i>Anything edible is being scrutinized</i> empty_message = There is no more food on $VESSEL$NEWLINE<i>The crew prepare for the inevitable</i> refill_message = $VESSEL food reserves restored$NEWLINE<i>Double snack rations for everybody</i> } // WATER Rule { name = Water resource_name = Water waste_name = WasteWater rate = 0.75 // 3 liters per-day interval = 5400.0 // 4 drinks per day degeneration = 0.0625 // 16 drinks, 4 days on_pod = 30.0 on_eva = 0.0 on_resque = 3.0 warning_message = $ON_VESSEL$KERBAL is thirsty danger_message = $ON_VESSEL$KERBAL is very dehydrated fatal_message = $ON_VESSEL$KERBAL died from dehydration relax_message = $ON_VESSEL$KERBAL has access to water again low_message = Water reserves are getting low on $VESSEL$NEWLINE<i>The crew wants to know if LOx is potable</i> empty_message = There is no more water on $VESSEL$NEWLINE<i>The crew prepare for the inevitable</i> refill_message = $VESSEL water reserves have been refilled$NEWLINE<i>Drinks all around</i> } // OXYGEN Rule { name = Oxygen resource_name = Oxygen waste_name = CarbonDioxide waste_ratio = 0.75 rate = 0.025 // 540 liters of Oxygen consumed per-day degeneration = 0.002083333 // 8 minutes on_pod = 1620.0 on_eva = 90.0 // One hour of oxygen on_resque = 540.0 // One day of oxygen modifier = breathable warning_message = $ON_VESSEL$KERBAL can't breathe danger_message = $ON_VESSEL$KERBAL is suffocating fatal_message = $ON_VESSEL$KERBAL suffocated to death relax_message = $ON_VESSEL$KERBAL is breathing again low_message = Oxygen reserves are dangerously low on $VESSEL$NEWLINE<i>There is mild panic among the crew</i> empty_message = There is no more oxygen on $VESSEL$NEWLINE<i>Everybody stop breathing</i> refill_message = $VESSEL oxygen reserves restored$NEWLINE<i>The crew is taking a breather</i> } // QUALITY OF LIFE Rule { name = Stress degeneration = 0.00000086805 // 60 days variance = 0.33 // add per-kerbal variance modifier = qol breakdown = true // trigger breakdown event instead of death warning_message = $ON_VESSEL$KERBAL is losing $HIS_HER mind$NEWLINE<i>Concentration is becoming a problem</i> danger_message = $ON_VESSEL$KERBAL is about to breakdown$NEWLINE<i>Starting to hear voices</i> // no fatal_message because breakdown message is generated automatically // no relax_message because there is no recovery from stress } // RADIATION POISONING Rule { name = Radiation degeneration = 1.0 // just use the modifier modifier = radiation warning_threshold = 15.0 // in rad danger_threshold = 22.5 // in rad fatal_threshold = 30.0 // in rad warning_message = $ON_VESSEL$KERBAL has been exposed to intense radiation danger_message = $ON_VESSEL$KERBAL is reporting symptoms of radiation poisoning fatal_message = $ON_VESSEL$KERBAL died after being exposed to extreme radiation // no relax_message because there is no recovery from radiation } // ============================================================================ // Customize resource containers // ============================================================================ @PART[kerbalism-food-*] { @RESOURCE[Food] { @name = Food @amount *= 0.6 @maxAmount *= 0.6 } } @PART[kerbalism-oxygen-*|RadialOxygenBig] { @RESOURCE[Oxygen] { @name = Oxygen @amount *= 0.54 @maxAmount *= 0.54 } } // ============================================================================ // Add scrubbers and water recyclers to command pods // ============================================================================ @PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[>0]] { MODULE { name = Scrubber // change scrubbed resource resource_name = Oxygen // change waste name waste_name = CarbonDioxide // change ec/s per-crew ec_rate = 0.01 @ec_rate *= #$/CrewCapacity$ // change waste/s per-crew co2_rate = 0.03 @co2_rate *= #$/CrewCapacity$ } // NOTE: this is temporary, it will be replaced by an ad-hoc Recycler module MODULE { name = ModuleResourceConverter ConverterName = Water Filtration System StartActionName = Start Water Filtration StopActionName = Stop Water Filtration FillAmount = 1 AutoShutdown = true UseSpecializationBonus = false INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.05 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = WasteWater Ratio = 0.00023148 // recycle 5 liters per-day FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Water Ratio = 0.00023148 // recycle 5 liters per-day DumpExcess = false } } } // ============================================================================ // Customize greenhouse // ============================================================================ @PART[Greenhouse] { @MODULE[Greenhouse] { // change food resource @resource_name = Food // change waste resource @waste_name = Waste // change ec rate for the lamps @ec_rate = 0.5 // change waste rate @waste_rate = 0.0003041517331434 // waste/s for crew of 3 // change harvest size @harvest_size = 5400.0 // food consumed for 3 crew over 300 days at 6 food per day == 5400 food // change growth rate @growth_rate = 0.00000015432 // 300 days } } // ============================================================================ // Explicitly set hidden waste resource capacity in pods // ============================================================================ @PART[*]:HAS[#CrewCapacity[>0]] { %RESOURCE[Waste] { %isTweakable = false %isVisible = false %maxAmount = 20.0 @maxAmount *= #$/CrewCapacity$ } %RESOURCE[WasteWater] { %isTweakable = false %isVisible = false %maxAmount = 30.0 @maxAmount *= #$/CrewCapacity$ } %RESOURCE[CarbonDioxide] { %isTweakable = false %isVisible = false %maxAmount = 1215.0 @maxAmount *= #$/CrewCapacity$ } } TAC-LS emulation profile: Spoiler // This profile emulate the life-support aspect of TAC-LS, while keeping the // climate, quality-of-life and radiation of Kerbalism. You will need some // Water containers, as there are none included in Kerbalism. // Special thanks to Rhedd // ============================================================================ // ENABLE FEATURES // ============================================================================ // comment out to disable the signal mechanic // disabled automatically if RemoteTech or AntennaRange are detected @Settings:FOR[EnableSignal] {} // comment out to disable malfunctions // disabled automatically if DangIt is detected @Settings:FOR[EnableMalfunction] {} // comment out to remove scrubbers from the game @Settings:FOR[EnableScrubber] {} // comment out to remove shielding from the game @Settings:FOR[EnableShielding] {} // ============================================================================ // RULES // ============================================================================ // CLIMATE Rule { name = Climate resource_name = ElectricCharge rate = 0.0001242236 // 0.02 per-second at average temp diff in LKO degeneration = 0.00000345 // 30min on_eva = 20.0 // 16min on_resque = 250.0 modifier = temperature warning_message = $ON_VESSEL$KERBAL feels cold|$ON_VESSEL$KERBAL is sweating danger_message = $ON_VESSEL$KERBAL is freezing to death|$ON_VESSEL$KERBAL is burning alive fatal_message = $ON_VESSEL$KERBAL froze to death|$ON_VESSEL$KERBAL was burned alive relax_message = $ON_VESSEL$KERBAL hypothermia is under control|$ON_VESSEL$KERBAL is hugging the climatizer low_message = $VESSEL batteries are almost empty$NEWLINE<i>We are squeezing the last bit of juice</i>|$VESSEL batteries are almost empty$NEWLINE<i>Shutting down non-essential systems</i> empty_message = There is no more ElectricCharge on $VESSEL$NEWLINE<i>Life support systems are off</i>|There is no more ElectricCharge on $VESSEL$NEWLINE<i>We lost control</i> refill_message = $VESSEL batteries recharged$NEWLINE<i>The crew is allowed music again</i>|$VESSEL batteries recharged$NEWLINE<i>Systems are back online</i> } // OXYGEN Rule { name = Oxygen resource_name = Oxygen rate = 0.001713537562 waste_name = CarbonDioxide waste_ratio = 0.864 degeneration = 0.002083333 // about 8 minutes on_pod = 112 on_eva = 3.08 // about 30min on_resque = 6.0 modifier = breathable warning_message = $ON_VESSEL$KERBAL can't breathe danger_message = $ON_VESSEL$KERBAL is suffocating fatal_message = $ON_VESSEL$KERBAL suffocated relax_message = $ON_VESSEL$KERBAL is gasping but alive low_message = Oxygen reserves are dangerously low on $VESSEL$NEWLINE<i>There is mild panic among the crew</i> empty_message = There is no more oxygen on $VESSEL$NEWLINE<i>The crew is quickly turning blue</i> refill_message = $VESSEL oxygen reserves restored$NEWLINE<i>The crew hopes that doesn't happen again</i> } // FOOD Rule { name = Food resource_name = Food rate = 0.1828125 interval = 10800.0 // eat twice per day waste_name = Waste waste_ratio = 0.0909 degeneration = 0.016666666 // 30 days - Accrues each time a meal is missed, so = 1/intervals per day/days on_pod = 1.097 on_resque = 0.365 warning_message = $ON_VESSEL$KERBAL is hungry danger_message = $ON_VESSEL$KERBAL is starving fatal_message = $ON_VESSEL$KERBAL starved to death relax_message = $ON_VESSEL$KERBAL is trying not to eat everything at once low_message = Food reserves are getting low on $VESSEL$NEWLINE<i>Anything edible is being scrutinized</i> empty_message = There is no more food on $VESSEL$NEWLINE<i>The crew prepare for the inevitable</i> refill_message = $VESSEL food reserves restored$NEWLINE<i>It's like Thanksgiving... only freeze-dried</i> } // WATER Rule { name = Water resource_name = Water rate = 0.060415625 interval = 5400.0 // use water 4 times per day waste_name = WasteWater waste_ratio = 1.0 degeneration = 0.08333333 // 3 days - Accrues each time an interval is missed, so = 1/intervals per day/days on_pod = 0.7249875 on_resque = 0.24 warning_message = $ON_VESSEL$KERBAL is thirsty danger_message = $ON_VESSEL$KERBAL is dehydrated fatal_message = $ON_VESSEL$KERBAL died of dehydration relax_message = $ON_VESSEL$KERBAL thinks it's time for a bath low_message = Water supplies are getting low on $VESSEL$NEWLINE<i>Bathing has been reduced</i> empty_message = There is no more water on $VESSEL$NEWLINE<i>The crew contemplates a painful end</i> refill_message = $VESSEL has been resupplied with water $NEWLINE<i>Personal hygene thanks you</i> } // QUALITY OF LIFE Rule { name = Stress degeneration = 0.00000086805 // 60 days variance = 0.33 // add per-kerbal variance modifier = qol breakdown = true // trigger breakdown event instead of death warning_message = $ON_VESSEL$KERBAL is losing $HIS_HER mind$NEWLINE<i>Concentration is becoming a problem</i> danger_message = $ON_VESSEL$KERBAL is about to breakdown$NEWLINE<i>Starting to hear voices</i> // no fatal_message because breakdown message is generated automatically // no relax_message because there is no recovery from stress } // RADIATION POISONING Rule { name = Radiation degeneration = 1.0 // just use the modifier modifier = radiation warning_threshold = 15.0 // in rad danger_threshold = 22.5 // in rad fatal_threshold = 30.0 // in rad warning_message = $ON_VESSEL$KERBAL has been exposed to intense radiation danger_message = $ON_VESSEL$KERBAL is reporting symptoms of radiation poisoning fatal_message = $ON_VESSEL$KERBAL died after being exposed to extreme radiation // no relax_message because there is no recovery from radiation } // ============================================================================ // Customize resource containers // ============================================================================ @PART[kerbalism-food-*] { @RESOURCE[Food] { @name = Food @amount *= 0.1 @maxAmount *= 0.1 } } @PART[kerbalism-oxygen-*|RadialOxygenBig] { @RESOURCE[Oxygen] { @name = Oxygen @amount *= 0.1 @maxAmount *= 0.1 } } // ============================================================================ // Customize greenhouse // ============================================================================ @PART[Greenhouse] { @MODULE[Greenhouse] { // change food resource @resource_name = Food // change waste resource @waste_name = Waste // change ec rate for the lamps @ec_rate = 0.5 // change waste rate @waste_rate = 0.000004616015625 // waste/s for crew of 3 // change harvest size @harvest_size = 5000.0 // change growth rate @growth_rate = 0.00000015432 // 300 days } } // ============================================================================ // Provide TAC-LS, as far as ModuleManager is concerned, to unlock parts // ============================================================================ @Settings:FOR[TacLifeSupport] {} Edited May 10, 2016 by ShotgunNinja Link to comment Share on other sites More sharing options...
Toonu Posted May 10, 2016 Share Posted May 10, 2016 @ShotgunNinja, can I have question if you are making TAC Emulation, will you make please UKS LS emulation? Link to comment Share on other sites More sharing options...
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