ShotgunNinja Posted May 10, 2016 Author Share Posted May 10, 2016 @Toonu I want to keep the profiles shipped to a minimum, to minimize maintenance. Of course anybody is welcome to create and distribute profiles. The current/planned ones all have a rationale behind: Default: show all features and mechanics Barebone: for those that only want quality-of-life mechanic Snacks: a simple life-support profile, here to showcase how simple it is to make one TAC-LS: a complex life-support profile, here to showcase the flexibility of this system Realism: for those that want water and mass-conservation Link to comment Share on other sites More sharing options...
Toonu Posted May 10, 2016 Share Posted May 10, 2016 (edited) Oh, ok, so I will be able to make config and support UKS LS? Great, but I ment pull request to MKS more than just profile. But ok, thx for fast reply and good luck with configs, I know how hard is to test it thousand times Maybe make TAC-LS/Snacks/UKS LS profile together and just make it automaticaly choose Life Support mod? I will try later make one profile, but nothing promise.... Ave! Toonu Edited May 10, 2016 by Toonu Link to comment Share on other sites More sharing options...
ToukieToucan Posted May 10, 2016 Share Posted May 10, 2016 How can I disable malfunctions? Just deleting the manfunctions.cfg file? Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 10, 2016 Author Share Posted May 10, 2016 (edited) @Joe12473 I found the reason you didn't get a Default.cfg profile... the good guys at CKAN did all the hard work for me and splitted Kerbalism and Kerbalims Default Profile in two separed CKAN packages. @ToukieToucan No need to delete Malfunction.cfg, instead edit Profiles/Default.cfg and comment out the line that enables malfunction, like this: // comment this line, like this: // @Settings:FOR[EnableMalfunction] {} Edited May 10, 2016 by ShotgunNinja Link to comment Share on other sites More sharing options...
casper88 Posted May 10, 2016 Share Posted May 10, 2016 2 hours ago, ShotgunNinja said: @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: Reveal hidden contents // 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: Reveal hidden contents // 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] {} The profile I made also includes the MM patch to add all the resources to the pods Spoiler // // Default Kerbalism profile adapted by Casper88 // Consumption rates used by TAC by TaranisElsu // - @ https://docs.google.com/spreadsheets/d/1DkWf210viRSNcV8tvDv30vZ_iACj6GeY1Lf_4JdZYds/edit#gid=0 // Summary: // Human Kerbal Density Human Kerbal Human Kerbal Density (as stored) Human (as stored) Kerbal (as stored) // kg/Earth-day kg/Kerbin-day kg/L L/Earth-day L/Kerbin-day L/sec L/sec kg/L L/Earth-day L/Kerbin-day K$/L K$/kg K$/Earth-day K$/Kerbin-day //Food 1.64402 0.10275125 0.28102905982906 5.85 0.365625 0.000067708333333 0.000016927083333 5.85 0.365625 0.238874700854701 0.85 1.397417 0.0873385625 //Water (consumption) 3.1966 0.1997875 1 3.1966 0.1997875 0.000036997685185 0.000009249421296 3.1966 0.1997875 0.0008 0.0008 0.00309328 0.00019333 //Water (hygiene) 0.67 0.041875 1 0.67 0.041875 0.00000775462963 0.000001938657407 0.67 0.041875 0.0008 0.0008 //Oxygen 0.835 0.0521875 0.00141 592.198581560284 37.0124113475177 0.00685415024954 0.001713537562385 0.3118 2.67799871712636 0.167374919820398 0.000055836 0.0396 0.033066 0.002066625 stored as compressed gas @ 0°C / 20 MPa //Carbon Dioxide 0.998 0.062375 0.001951 511.532547411584 31.970784213224 0.005920515595041 0.00148012889876 0.9291 1.0741577871058 0.067134861694113 0 stored as liquid @ 0°C / 3.67 MPa //Waste Water 4.94862 0.30928875 1.005 4.924 0.30775 0.000056990740741 0.000014247685185 4.924 0.30775 0 //Waste 0.399 0.0249375 0.75 0.532 0.03325 0.000006157407407 0.000001539351852 0.532 0.03325 0 //Total 6.34562 0.39660125 1,118.90372897187 69.9314830607417 0.012950274640878 0.00323756866022 18.9247565042322 1.18279728151451 1.43357628 0.0895985175 // // NB: degeneration values left as default // ============================================================================ // 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 rate = 0.091406232 // 4 per-day interval = 5400.0 // 0.25 days (kerbal 6hr) degeneration = 0.03125 // 32 meals, 8 days //on_pod = 100.0 on_eva = 0.0 on_resque = 1.0 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> } // OXYGEN Rule { name = Oxygen resource_name = Oxygen waste_name = CarbonDioxide rate = 0.001713537562385 degeneration = 0.002083333 // 8 minutes //on_pod = 5000.0 on_eva = 100.0 // about 30min on_resque = 1000.0 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> } // Water Rule { name = Water resource_name = Water waste_name = WasteWater rate = 0.0302078125 // 0.24 per-day // 0.25L each time interval = 2700.0 // 0.125 days // 8 times a day degeneration = 0.03125 // 32 meals, 8 days //on_pod = 5000.0 on_eva = 0 on_resque = 1 warning_message = $ON_VESSEL$KERBAL has limited water danger_message = $ON_VESSEL$KERBAL is dehydrated fatal_message = $ON_VESSEL$KERBAL died from dehydration relax_message = $ON_VESSEL$KERBAL has quenched their thirst low_message = Water reserves are dangerously low on $VESSEL$NEWLINE<i>There is mild panic among the crew</i> empty_message = There is no more water on $VESSEL$NEWLINE refill_message = $VESSEL water reserves restored$NEWLINE<i>The crew is taking a shower</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[InlineFoodSmall|InlineFood125_2|InlineFoodBig|kismfoodsm] { @RESOURCE[Food] { @name = Food @amount *= 1.0 @maxAmount *= 1.0 } } @PART[RadialOxygenSmall|RadialOxygenBig] { @RESOURCE[Oxygen] { @name = Oxygen @amount *= 1.0 @maxAmount *= 1.0 } } // ============================================================================ // Add scrubbers to pods // ============================================================================ @PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[>0],!MODULE[Scrubber]] { 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 = 0.04629629 @co2_rate *= #$/CrewCapacity$ } } // ============================================================================ // Customize greenhouse // ============================================================================ @PART[Greenhouse]:HAS[!MODULE[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 = 0.00138888 // waste/s for crew of 3 // change harvest size @harvest_size = 5000.0 // change growth rate @growth_rate = 0.00000015432 // 300 days } } // ============================================================================ // Capsule Resources // ============================================================================ // Add life support resources to every command pod with crew capacity and minimum crew > 0, unless it already has Food. // 1.5 hours @PART[*]:HAS[#CrewCapacity[>0],@MODULE[ModuleCommand]:HAS[#minimumCrew[>0]],!RESOURCE[Food]]:After[Kerbalism] { RESOURCE { name = Food amount = 1.097 maxAmount = 1.097 @amount *= #$/CrewCapacity$ @maxAmount *= #$/CrewCapacity$ } RESOURCE { name = Water amount = 0.725 maxAmount = 0.725 @amount *= #$/CrewCapacity$ @maxAmount *= #$/CrewCapacity$ } RESOURCE { name = Oxygen amount = 111.038 maxAmount = 111.038 @amount *= #$/CrewCapacity$ @maxAmount *= #$/CrewCapacity$ } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 95.913 @maxAmount *= #$/CrewCapacity$ } RESOURCE { name = Waste amount = 0 maxAmount = 0.1 @maxAmount *= #$/CrewCapacity$ } RESOURCE { name = WasteWater amount = 0 maxAmount = 0.924 @maxAmount *= #$/CrewCapacity$ } } // ============================================================================ // Resources // ============================================================================ // same values as TAC // TODO: remove and depend on CRP RESOURCE_DEFINITION { name = Food density = 0.00028102905982906 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true unitCost = 0.238874700854701 // hsp = ?, default is 800 } RESOURCE_DEFINITION { name = Water density = 0.001 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true unitCost = 0.0008 hsp = 4180 } RESOURCE_DEFINITION { name = Oxygen density = 0.00000141 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true unitCost = 0.000055836 hsp = 918 } RESOURCE_DEFINITION { name = CarbonDioxide density = 0.000001951 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true unitCost = 0 hsp = 846 } RESOURCE_DEFINITION { name = Waste density = 0.00075 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true unitCost = 0 // hsp = ?, default is 800 } RESOURCE_DEFINITION { name = WasteWater density = 0.001005 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true unitCost = 0 hsp = 4000 } // ============================================================================ // Provide TAC-LS, as far as ModuleManager is concerned, to unlock parts // ============================================================================ @Settings:FOR[TacLifeSupport] {} Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 10, 2016 Author Share Posted May 10, 2016 New version is out, 0.9.9.6 Changelog: - the default profile now require CommunityResourcePack - NEW PARTS! inline food containers and radial oxygen tank by Tygoo7 - NEW PART! geiger counter by Naazari1382 - phased out old food and oxygen containers - messages can be muted and unmuted by using CTRL+M - moved gravity ring higher in the tech tree - experimental Realism profile - experimental TAC-LS emulation profile - fix: depletion estimates with meal-based rules - fix: probes and other parts getting supply resources in some occasions - fix: vessel info window doesn't show supplies depletion estimates for unmanned vessels - fix: corrected automatic waste capacity in pods - fix: correct depletion estimates at extreme timewarps - fix: greenhouse doesn't consume waste when there is no lighting New food and oxygen containers by @tygoo7 !!! A Geiger counter by @Nazari1382 !!! Link to comment Share on other sites More sharing options...
Barrin Posted May 10, 2016 Share Posted May 10, 2016 1 hour ago, ShotgunNinja said: 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. You make a really good point on the whole EC planner integration thing, so that all sounds awesome to me. 2 hours ago, ShotgunNinja said: The only change I'm going to make is to lower the EC consumption of the water filter, and maybe the conversion rates too. Yeah, I based those EC rates on the water filtration module from Universal Storage, and they seem way too high. I've been working on some pretty cool tweaks to the water filtration module I posted that fix that though (and add a couple really cool features on top). Give me a little bit to test everything and make sure there aren't any bugs and I'll post what I've got. Link to comment Share on other sites More sharing options...
brusura Posted May 10, 2016 Share Posted May 10, 2016 (edited) Always waiting for your updates. Note that CTRL+M conflict with map mode Edited May 10, 2016 by brusura Link to comment Share on other sites More sharing options...
Barrin Posted May 10, 2016 Share Posted May 10, 2016 (edited) 3 minutes ago, casper88 said: // ============================================================================ // Provide TAC-LS, as far as ModuleManager is concerned, to unlock parts // ============================================================================ @Settings:FOR[TacLifeSupport] {} Dagnabbit, that's all you have to do to bypass the part :NEEDS in mods like Universal Storage? Man, I wish I'd seen that about 24 hours ago... it would have saved me a bunch of time. 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 I've included the experimental Realism and TAC-emulation profiles in the new version, only for ease of experimentation. I expect next update in a week or so. @Barrin No problem, I'll look forward for it. @casper88 Any reason why you are not using the on_pod features? Is something not right about that? @brusura This is one of those DERP moments... will change that to something else. Link to comment Share on other sites More sharing options...
Wattsits Posted May 10, 2016 Share Posted May 10, 2016 I've experienced a pretty game ruining bug with kerbalism's calculation of oxygen. The game is saying my crew has 34 days of life support at launch, but as the time warp increases towards minmus, it periodically lowers at every warp from 27 at the time to 23, 19, 11 and then 6 days. It's almost as if the way the scrubbers functioning is broken. (I checked before launch what the oxygen capacity was, and sure enough, it was just over 6 days) (80% efficiency btw) Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 10, 2016 Author Share Posted May 10, 2016 (edited) This is the list of planned features and changes: - multiple modifiers support in rule - scale EC producer/consumer/storage by 4 - input resource support in greenhouse - recycler module - inter-planetary CME - simulate lab in background - background resource simulation respect stacks - advanced per-internal-space calculations in planner - rename Entertainment to Comfort - remove old parts - signal link lines - a new undisclosed mechanic Edited May 10, 2016 by ShotgunNinja Link to comment Share on other sites More sharing options...
Wattsits Posted May 10, 2016 Share Posted May 10, 2016 UPDATE ON PREVIOUS POST So I did a bit of testing with the timewarping and here are my findings 1x - Everything is normal. During the transition to 5x, it bounces around a bit before settling at the right reading 5x - Fine (Same transition issue) 10x - Fine (Same transition issue) 50x - Fine (Same transition issue but gets slightly worse) 100x - Fine (Getting more bouncy now) 1000x - Fine (Very bouncy but does stablize) 10000x - Scrubbers do nothing. My 18 days of life support becomes 6 days and 2 hours. 100000x - Unknown (I don't dare going there yet) Link to comment Share on other sites More sharing options...
ToukieToucan Posted May 10, 2016 Share Posted May 10, 2016 17 minutes ago, ShotgunNinja said: This is the list of planned features and changes: - multiple modifiers support in rule - scale EC producer/consumer/storage by 4 - input resource support in greenhouse - recycler module - inter-planetary CME - simulate lab in background - background resource simulation respect stacks - advanced per-internal-space calculations in planner - rename Entertainment to Comfort - remove old parts - a new undisclosed mechanic // comment this line, like this: // @Settings:FOR[DisableMalfunction] {} Like this? Also are you planning on adding connection lines for relay sats? Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 10, 2016 Author Share Posted May 10, 2016 @ToukieToucan No, just add '//' in front of '@Settings:FOR[EnableMalfunction] {}'. Signal link lines are planned, forgot to add them to the list... Link to comment Share on other sites More sharing options...
ToukieToucan Posted May 10, 2016 Share Posted May 10, 2016 2 minutes ago, ShotgunNinja said: @ToukieToucan No, just add '//' in front of '@Settings:FOR[EnableMalfunction] {}'. Signal link lines are planned, forgot to add them to the list... Sorry for nub question but where can I find default.cfg? Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 10, 2016 Author Share Posted May 10, 2016 @ToukieToucan It is in the Profiles/ directory. If you don't have it, you have to also install the CKAN package 'Kerbalism-Default-Profile'. Link to comment Share on other sites More sharing options...
ToukieToucan Posted May 10, 2016 Share Posted May 10, 2016 1 minute ago, ShotgunNinja said: @ToukieToucan It is in the Profiles/ directory. If you don't have it, you have to also install the CKAN package 'Kerbalism-Default-Profile'. ckan doesnt really like linux, or atleast the last time I tried. I have A parts, patches and textures folder and some .dlls Link to comment Share on other sites More sharing options...
not-working-at-work Posted May 10, 2016 Share Posted May 10, 2016 (edited) [edit] Nevermind, my question was answered Edited May 10, 2016 by not-working-at-work Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 10, 2016 Author Share Posted May 10, 2016 @ToukieToucan Are you running 0.9.9.4? Profiles were introduced in 0.9.9.5. Go on the first post and download from Spacedock. Link to comment Share on other sites More sharing options...
ToukieToucan Posted May 10, 2016 Share Posted May 10, 2016 1 minute ago, ShotgunNinja said: @ToukieToucan Are you running 0.9.9.4? Profiles were introduced in 0.9.9.5. Go on the first post and download from Spacedock. yep newest version in changelog is 0.9.9.4. Downloading new version soon. Link to comment Share on other sites More sharing options...
dboi88 Posted May 10, 2016 Share Posted May 10, 2016 47 minutes ago, ShotgunNinja said: New version is out, 0.9.9.6 - messages can be muted and unmuted by using CTRL+M Cheers, can't believe how fast your turning out these updates! Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 10, 2016 Author Share Posted May 10, 2016 @dboi88 Well I plan to slow down a bit in futures, eventually Link to comment Share on other sites More sharing options...
dboi88 Posted May 10, 2016 Share Posted May 10, 2016 Just now, ShotgunNinja said: @dboi88 Well I plan to slow down a bit in futures, eventually You'll have to at this rate, there'll be nothing left to do Link to comment Share on other sites More sharing options...
AlexTheNotSoGreat Posted May 10, 2016 Share Posted May 10, 2016 58 minutes ago, ShotgunNinja said: New version is out, 0.9.9.6 Changelog: - fix: correct depletion estimates at extreme timewarps I was wondering why Valentina died coming back from the Mun with a day excess in life suppourt... Thanks for the fix! Link to comment Share on other sites More sharing options...
Recommended Posts