ShotgunNinja Posted May 14, 2016 Author Share Posted May 14, 2016 @BigFatStupidHead Abstracted. It doens't influence the stock temperature system. However the EC required is proportional to external temperature. @ExiledViking You can disable the 'flow out' from a battery, creating some kind of emergency reserve. Then you can unlock it in case of emergencies. The background simulation actually respect flow states, so that should work. @BlazeIV Don't know, maybe try to update ckan metedata as this mod was conflicting with CommunityResourcePack until recently... Link to comment Share on other sites More sharing options...
Spaceman510 Posted May 14, 2016 Share Posted May 14, 2016 Not sure if it's been noted/fixed already( don't have the new update yet), but I kept running into the issue where my probes, despite being equipped with solar panels and in the sunlight, would drain electricity to the point of dying until I switched to them. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 14, 2016 Author Share Posted May 14, 2016 @Spaceman510 What kind of solar panels? Is that Chop Shop dual-axis one by any chance? Link to comment Share on other sites More sharing options...
Barrin Posted May 14, 2016 Share Posted May 14, 2016 3 hours ago, DarkonZ said: My real question is how difficult would it be to clone the small Kerbalism oxygen tank and make it a water container?. A while back I posted that I wanted to use the realism profile, but I also want to streamline the install [minimal mods]. Universal storage is one of those that needs to go. As expected, I'll be high and dry for a decent water container. Modding your own water tanks is of course an option, but you might have some other options before long. I've been working on tweaking the realism config (a lot) behind the scenes, adding support for some of the new features and nailing down bugs the old config was causing. When the next version of Kerbalism rolls out, it should come with an updated version of the realism config that is a lot more feature complete, and is actually playable longterm without everyone dying of thirst. Link to comment Share on other sites More sharing options...
Spaceman510 Posted May 14, 2016 Share Posted May 14, 2016 8 hours ago, ShotgunNinja said: @Spaceman510 What kind of solar panels? Is that Chop Shop dual-axis one by any chance? The probes in question use either the stock 1x6 or 2x3 panels, without the covers. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 14, 2016 Author Share Posted May 14, 2016 @Spaceman510 Send me list of mods, copy of the log and even the savegame if you can. Link to comment Share on other sites More sharing options...
Death Engineering Posted May 14, 2016 Share Posted May 14, 2016 @ShotgunNinja, the new Geiger counter looks great, but should I be able to 'Take Data' from this part? Maybe for Scientist-only? Thanks for a great mod! Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 14, 2016 Author Share Posted May 14, 2016 @Death Engineering Oops, forgot about that. Fixed for next release. Link to comment Share on other sites More sharing options...
leomike Posted May 14, 2016 Share Posted May 14, 2016 (edited) 1 hour ago, Death Engineering said: the new Geiger counter looks great, but should I be able to 'Take Data' from this part? Maybe for Scientist-only? You can create a .cfg file and put the following to make the data collectable. Personally that's what I did. @PART[GeigerCounter]:FINAL { @MODULE[ModuleScienceExperiment] { %dataIsCollectable = True %collectActionName = Take Data } } @ShotgunNinja Awesome mod. One small thing I would like to see is a way to toggle antennas which could be linked to deployment (it doesn't make sense that we can use undeployed antennas). This would require a new antenna similar to RemoteTech that isn't subject to breaking or give a minimum range to probe cores. Edited May 14, 2016 by leomike Link to comment Share on other sites More sharing options...
Guest Posted May 14, 2016 Share Posted May 14, 2016 Hi @ShotgunNinja First of all, congrats for this awesome mod. I have two request if it's possible. First, when i install the mod I see that the background processing added turns my clock from green to yellow. I have no idea how many times this functions is called per second, but could it be posible to reduce the number of calls to improve speed? I think one call per one or two seconds will be enough to have all very close to real time. The other one is about resource production. I use the following mod: and the parts in it, produces two new resources: "solar dust" and "virtual particles". The second is not necessary to manage in background because the production is fast, but the first has a very slow rate of production. Could it be possible to add this resource to the background processing? I think the panels that produce "dust" are very similar to Solar panels. Thank you very much. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 14, 2016 Author Share Posted May 14, 2016 @bice Will check that mod out, I like this kind of things. For the slowdown, it was related to some changes in malfunction mechanic and should be fixed in next version, to be released very soon. Let me know if the speed improve after that. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 14, 2016 Author Share Posted May 14, 2016 @nonilareiwo This is already 1.1.2 compatible. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 14, 2016 Author Share Posted May 14, 2016 New version released, 0.9.9.8. Changelog: - depend on CommunityResourcePack, for real this time - the Realism profile just got better: water filters and more, check it out - can show signal link line per-vessel, in map and trackingview - it is now possible to define custom antenna range scopes and to redefine the ranges of the default scopes - solar panels output rebalanced - right click in the planner menu to go back in the lists - rule: can be influenced by a comma-separed list of modifiers - rule: waste buffer size configurable - rule: can force waste resources to be hidden in pods - new module: Recycler, full support in planner and monitor - Greenhouse module can consume an optional input resource - more hooks, check them out - disabled the 'redundancy incentive' function, that was too slow - fix: planner calculate phone-home bonus when signal is disabled - fix: do not show unknown objects in monitor anymore - fix: potential problem with docking in the tutorials - fix: can now take data from a geiger counter The realism profile has been improved! Thanks @Barrin There are now water filters in all manned pods, a new FiltrationMaterial and a small water container! Signal link lines in tracking view and map view Toggable per-vessel, hidden by default. Enable them in the vessel config. Solar panel outputs rebalanced Thanks to our QA team now the solar panel outputs actually make sense! Custom antenna scopes! Thanks @dbent Define new antenna range scopes or re-define the default ones, it is as simple as this: AntennaScope { name = new_scope range = 1e15 } AntennaScope { name = orbit range = 1e6 } Link to comment Share on other sites More sharing options...
Barrin Posted May 14, 2016 Share Posted May 14, 2016 (edited) Oops, missed the bit about being able to hide waste buffers when I was updating the realism config, here's a version that has them properly tucked away and hidden: // This profile is geared toward more realism oriented players. // In comparison to the default profile, this one adds water, has more realistic // consumption rates, and provides a water filtration mechanism on command pods. // ============================================================================ // ENABLE FEATURES // ============================================================================ // comment out to disable the signal mechanic // disabled automatically if RemoteTech or AntennaRange are detected @Kerbalism:FOR[EnableSignal] {} // comment out to disable malfunctions // disabled automatically if DangIt is detected @Kerbalism:FOR[EnableMalfunction] {} // comment out to remove scrubbers from the game @Kerbalism:FOR[EnableScrubber] {} // comment out to remove shielding from the game @Kerbalism: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 waste_buffer = 0.0 // Flush Waste into space by default, unless a greenhouse or waste storage tank is attached. hide_waste = true rate = 1.5 // 6 per-day interval = 5400.0 // four meals a day degeneration = 0.015625 // 64 meals, 16 days on_pod = 48.0 // 8 days of supply (+16 of degen before starvation, for a total of 24 days) on_resque = 3.0 // Less than one day of food (but the slow degeneration adds plenty of time.) warning_threshold = 0.5625 // 1 week remaining danger_threshold = 0.8125 // 3 days remaining warning_message = $ON_VESSEL$KERBAL is getting really, really hungry. danger_message = $ON_VESSEL$KERBAL is starving. fatal_message = $ON_VESSEL$KERBAL starved to death. relax_message = $ON_VESSEL$KERBAL looks relieved now that there is food available. low_message = Food reserves are getting low on $VESSEL$NEWLINE<i>Anything edible is being scrutinized.</i> empty_message = There is no food available on $VESSEL$NEWLINE<i>Hopefully the crew can tough it out.</i> refill_message = $VESSEL now has a supply of food onboard$NEWLINE<i>Double rations for everybody.</i> } // WATER Rule { name = Water resource_name = Water waste_name = WasteWater waste_buffer = 2.5 // Large enough, but not enormous. Water needs to be reclaimed/filtered to avoid loss. hide_waste = true rate = 0.75 // 3 liters per-day interval = 5400.0 // 4 drinks per day degeneration = 0.0625 // 16 drinks, 4 days on_pod = 12.0 // 4 days of supply per crew member (+12 days with default Filtration Material) on_resque = 18.0 // 6 days of water (+4 days with Filtration Material) warning_threshold = 0.25 // 3 days remaining danger_threshold = 0.75 // 1 day remaining warning_message = $ON_VESSEL$KERBAL is getting thirsty. danger_message = $ON_VESSEL$KERBAL is extremely 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 clean water on $VESSEL$NEWLINE<i>The crew is preparing for the inevitable.</i> refill_message = $VESSEL now has a supply of clean water available$NEWLINE<i>Drinks all around.</i> } // WATER FILTRATION Rule { name = WaterFiltration resource_name = FiltrationMaterial on_pod = 0.0 on_eva = 0.0 on_resque = 1.0 low_threshold = 0.1 low_message = The water filtration material is running low on $VESSEL$NEWLINE<i>The crew is nervously checking the mission time table.</i> empty_message = $VESSEL has no remaining water filtration material$NEWLINE<i>They have enough clean water onboard to make it home, right?</i> refill_message = $VESSEL has been resupplied with water filtration material$NEWLINE<i>Everyone can stop hoarding their water now.</i> } // OXYGEN Rule { name = Oxygen resource_name = Oxygen waste_name = CarbonDioxide waste_ratio = 0.75 waste_buffer = 6.0 // Large holding tank for now, switch to a smaller tank and slow poisoning when waste poisoning implemented. hide_waste = true rate = 0.025 // 540 liters of Oxygen consumed per-day degeneration = 0.002083333 // 8 minutes on_pod = 8100.0 // 15 days of oxygen, 24 days with active scrubber at baseline efficiency on_eva = 90.0 // One hour of oxygen on_resque = 5400.0 // 10 days 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 no longer suffocating. 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-small] // 8 day supply of food { @title = Small Supply Container @description = A valid alternative to starving and/or dying of thirst, this container comes packed with a little over a week's worth of the finest food slurry packets we could find on short notice. WARNING: A small fraction of food slurry packets may in fact be entirely 'non-toxic' chemically pre-treated rocket bearing grease. While RBG has been described as 'perfectly safe' to consume, Nazari Storage Services assumes no liability in the instance it actually is consumed. @mass = 0.1 @RESOURCE[Food] { @amount = 48.0 @maxAmount = 48.0 } } @PART[kerbalism-food-125] // 40 day supply for 1 crew member { @title = Supply Container @description = A small supply container containing enough prepackaged food and water filtration media to keep one brave Kerbalnaut away from death's door for 40 days. Filtration supplies may or may not be slightly irradiated, and may or may not be labeled in a way to make them easily distinguishable from Tygoo Transport Solutions' patented food bricks. Caveat emptor. @mass = 0.5 @RESOURCE[Food] { @amount = 240.0 @maxAmount = 240.0 } RESOURCE { name = FiltrationMaterial amount = 10.0 maxAmount = 10.0 } } @PART[kerbalism-food-250] // 240 day supply for 1 crew member { @title = Large Supply Container @description = An extra large supply canister containing all the dehydrated, ionized, pulverized, and recompressed FoodChalk a high-flying, space-age Kerbalnaut needs to keep the grim reaper at bay for months at a time. With the right equipment, some percentage of Tygoo Transport Solutions' newly patented FoodChalk can even be used to utterly annihilate any and all organic impurities contaminating otherwise potable water. @RESOURCE[Food] { @amount = 1440.0 @maxAmount = 1440.0 } RESOURCE { name = FiltrationMaterial amount = 60.0 maxAmount = 60.0 } } @PART[kerbalism-oxygen-radial] { @RESOURCE[Oxygen] { @name = Oxygen @amount = 13500.0 @maxAmount = 13500.0 } } @PART[RadialOxygenBig] { @RESOURCE[Oxygen] { @name = Oxygen @amount = 108000.0 @maxAmount = 108000.0 } } PART { name = kerbalism-water-small module = Part author = Barrin // tweaked from Nazari1382's small inline food canister MODEL { model = Kerbalism/Parts/InlineFoodSm/kismfoodsm scale = 1, 1, 1 texture = kismfoodsm, Kerbalism/Parts/InlineFoodSm/kismwatersm } rescaleFactor = 1 node_stack_top = 0.0, 0.105, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.105, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.25, 0.0, 0.0, 1.0, 0.0, 0.0 attachRules = 1,1,1,1,0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 6 breakingForce = 50 breakingTorque = 50 maxTemp = 1600 bulkheadProfiles = size0, srf TechRequired = survivability entryCost = 1500 cost = 800 category = none subcategory = 0 title = Inline Water Tank manufacturer = Nazari Storage Services description = A small water canister, guaranteed to be 'sealed' and 'leak-free' for as long as 1 to 4 hours at sea level. Integrity not guaranteed on impact, in flight, in vacuum, or at high accelerations. mass = 0.1 tags = _kerbalism water life RESOURCE { name = Water amount = 48 maxAmount = 48 } } // ============================================================================ // Enable Life support parts from Universal Storage parts if it is installed. // ============================================================================ @Settings:FOR[TacLifeSupport]:NEEDS[UniversalStorage] {} // ============================================================================ // Adjust Universal Storage food/resource values for balance. // ============================================================================ @PART[US_Radial_R40_Food]:NEEDS[UniversalStorage]:AFTER[UniversalStorage] { @RESOURCE[Food] { @amount = 24 @maxAmount = 24 } } @PART[US_1R320_Wedge_Food]:NEEDS[UniversalStorage]:AFTER[UniversalStorage] { @RESOURCE[Food] { @amount = 144 @maxAmount = 144 } } @PART[US_2R340_Radial_Oxygen]:NEEDS[UniversalStorage]:AFTER[UniversalStorage] { @RESOURCE[Oxygen] { @amount = 6750 @maxAmount = 6750 } } @PART[US_1R340_Wedge_Oxygen]:NEEDS[UniversalStorage]:AFTER[UniversalStorage] { @RESOURCE[Oxygen] { @amount = 40500 @maxAmount = 40500 } } @PART[US_Radial_R30_Water]:NEEDS[UniversalStorage]:AFTER[UniversalStorage] { @RESOURCE[Water] { @amount = 12 @maxAmount = 12 } } @PART[US_1R360_Wedge_Water]:NEEDS[UniversalStorage]:AFTER[UniversalStorage] { @RESOURCE[Water] { @amount = 24 @maxAmount = 24 } RESOURCE { name = FiltrationMaterial amount = 5.0 maxAmount = 5.0 } } // ============================================================================ // 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 *= #$/CrewCapacity$ } MODULE { name = Recycler display_name = Water Filtration resource_name = Water // resource produced waste_name = WasteWater // waste resource recycled filter_name = FiltrationMaterial // filtration material used up in the process ec_rate = 4.0 // ec per second waste_rate = 0.12 // waste removed per second filter_rate = 0.01 // filtration material used up per second //Each unit of filtration material can clean 12 units of waste water at the total cost of 400 EC //3 units of water per day per kerbonaut, so total cost of 100 EC per kerbonaut each day // Scale water filtration system control variables by crew size @ec_rate *= #$/CrewCapacity$ @waste_rate *= #$/CrewCapacity$ @filter_rate *= #$/CrewCapacity$ // disabled by default when added to a vessel is_enabled = false } RESOURCE { name = FiltrationMaterial // Command pods come with enough FM to filter +12 days worth of water. // This gives basic vessels a total of 16 days worth of supply. // For longer missions, you'll need a supply canister. amount = 3.0 maxAmount = 3.0 @amount *= #$/CrewCapacity$ @maxAmount *= #$/CrewCapacity$ } } // ============================================================================ // 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 = 0.0003 // requires slightly less than waste/s for crew of 3 // change harvest size @harvest_size = 1440.0 // food consumed for 3 crew over 80 days at 6 food per day == 1440 food // change growth rate @growth_rate = 0.0000005787 // 80 days } RESOURCE { name = Waste isTweakable = false isVisible = true maxAmount = 90.0 // Large enough to store ~2 weeks of waste for a 3 man crew } } // ============================================================================ // Filtration material // ============================================================================ // Cover the 'wet cost' of Filtration Material added to parts @PART[*]:HAS[@RESOURCE[FiltrationMaterial]] { materialCost = #$/RESOURCE[FiltrationMaterial]/maxAmount$ @materialCost *= #$@RESOURCE_DEFINITION[FiltrationMaterial]/unitCost$ @cost += #$materialCost$ } // Water filtrationMaterial resource definition RESOURCE_DEFINITION { name = FiltrationMaterial density = 0.0004 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 40.0 // Moderately expensive, but easier to get into orbit than the equivalent amount of water } And while I was in there, I added a bit of flavor text to the small water canister. Edited May 14, 2016 by Barrin Link to comment Share on other sites More sharing options...
panarchist Posted May 14, 2016 Share Posted May 14, 2016 @ShotgunNinja Kudos for incorporating radiation - great to see a "crew impact" mod that incorporates a mechanic for that. Any chance we'll see some sort of heat mechanic? I.e. cabin temperature? It was awesome when NathanKell put together the current heat mechanic for Squad, but in RL space vessels, cabin temperature is raised by onboard electronics (all electrical use becomes waste heat), sun exposure, and roughly 100W per human, and lowered by thermal radiation from the hull. For Apollo, when in the Earth or Moon's shadow, this meant that electrical heaters were required, and a radiator when the spacecraft was exposed to sunlight (and electronics were running - as we see in Apollo 13, when the computers were shut down, there was a net loss of heat even in sunlight). On the shuttle, the cargo bay radiators were required because the electronics were a net heat producer even in Earth's shadow. So far, none of the LS mod-makers have incorporated a cabin heat mechanic, and a mechanism to kill crew if the temperature in the cabin is too high / too low. Now that there's an overall heat mechanic, and a maintenance mechanic (pun not intended), the only things missing that happen in real life are: cabin temperature, air pressure (specifically Oxygen partial pressure, and impact on crew life and fire risk), and Nitrogen (used to prevent fire, and necessary for plant life / greenhouses). I certainly don't expect you to model all those in Kerbalism, but the cabin heat mechanic, or at least support for that in Profiles, would be pretty awesome. What do you think? Pretty awesome mod - I'm working with it in one of my other saves before incorporating it into my main game. Looking forward to seeing where it goes! Link to comment Share on other sites More sharing options...
Terensky Posted May 14, 2016 Share Posted May 14, 2016 @panarchist: crew can alredy freeze/burn to death in Kerbalism if EC goes to zero/no radiators in inner planets: is this what you meant? Link to comment Share on other sites More sharing options...
panarchist Posted May 14, 2016 Share Posted May 14, 2016 Just now, Terensky said: @panarchist: crew can alredy freeze/burn to death in Kerbalism if EC goes to zero/no radiators in inner planets: is this what you meant? It's not - that's an abstraction, as ShotgunNinja mentioned above in response to BigFatStupidHead. I'm talking specifically about an actual mechanic that could be used/manipulated in profiles. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 14, 2016 Author Share Posted May 14, 2016 @panarchist It may sound a bit contrivied, but you can implement some kind of waste heat management right now by (ab)using the rules framework: create a 'negative waste heat' pseudo-resource create a rule that consume this negative waste heat per-kerbal the kerbals will start to degenerate when the negative waste heat level reach zero add a ModuleGenerator to the radiators, that slowly produce 'negative waste heat' In 0.9.9.9, I'm going to add a 'poisoning' flag to Rule that will degenerate the per-kerbal property at resource saturation, instead of depletion. And the above may be even simplified to this: create a 'waste heat' pseudo-resource create a rule that consume a negative amount of waste heat per-kerbal (thus producing it) set poisoning=true in the rule the kerbals will start to degenerate when the waste heat level reach 100% add a ModuleGenerator to the radiators, that slowly consume the 'waste heat' Link to comment Share on other sites More sharing options...
Atmoz Posted May 14, 2016 Share Posted May 14, 2016 Hello world ! Can i use Kerbalism with TAC Life support parts ? Link to comment Share on other sites More sharing options...
Dexter_D Posted May 14, 2016 Share Posted May 14, 2016 (edited) I noticed, we have two Communotron 16 in the Techtree. The first one is still in Engineering 101 and the second one is in Miniaturization as it should be, as far as I could see that in the Antenna.cfg. EDIT: I'm so confused. Edited May 14, 2016 by Dexter_D Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 14, 2016 Author Share Posted May 14, 2016 @Atmoz You can use the TAC-emulation profile for doing that. You go into profiles/ directory and rename Default.cfg to Default.cfg-disabled, then rename TAC.cfg-disabled to TAC.cfg. Note this will probably screw your existing savegame. @Dexter_D That look like your install is messed up, somehow. Try to remove the Kerbalism directory and then re-install the current version. Link to comment Share on other sites More sharing options...
Dexter_D Posted May 14, 2016 Share Posted May 14, 2016 (edited) 28 minutes ago, ShotgunNinja said: @Dexter_D You can use the TAC-emulation profile for doing that. You go into profiles/ directory and rename Default.cfg to Default.cfg-disabled, then rename TAC.cfg-disabled to TAC.cfg. Note this will probably screw your existing savegame. That look like your install is messed up, somehow. Try to remove the Kerbalism directory and then re-install the current version. Well ok I tried 0.9.9.8 from ckan and spacedock, but unfortunately it didn't fix the issue. Since Kerbalism isn't the only mod in my install-folder, I just may have to dig further. Edited May 14, 2016 by Dexter_D Link to comment Share on other sites More sharing options...
RocketRyleigh Posted May 14, 2016 Share Posted May 14, 2016 (edited) I do apologize if this has been answered somewhere in the thread, but I couldn't find it in the first few pages or a few back from this one. In terms of the signal requirement aspect of your mod, does a given antenna require line-of-sight with Mission Control in order to establish/maintain connection, or does it only need line-of-sight with the planet Kerbin itself? Edited May 14, 2016 by RocketRyleigh Typo Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 14, 2016 Author Share Posted May 14, 2016 @RocketRyleigh Only line-of-sight with the home planet. @Dexter_D I have an idea, try to delete the ModuleManager cache: delete all ModuleManager.* files in GameData except the dll. Also another suggestion, make sure you are using ModuleManager 2.6.24. Link to comment Share on other sites More sharing options...
Dexter_D Posted May 14, 2016 Share Posted May 14, 2016 @ShotgunNinja It was a good idea, ModuleManager was/is on 2.6.24, deleted four additional ModuleManager.* files, but still no luck. Link to comment Share on other sites More sharing options...
Recommended Posts