leomike Posted June 3, 2016 Share Posted June 3, 2016 On 5/30/2016 at 8:18 AM, ShotgunNinja said: Contracts Some landmark contracts related to Kerbalism mechanics are provided: - put a Kerbal in orbit for 30 day Weirdly I got that contract auto-completed after taking it without ever sending a Kerbal for more than a day in orbit. Could it be because it also counts stranded Kerbals from rescue missions (I may have accepted a few rescue contracts without any ship to go save them ). Link to comment Share on other sites More sharing options...
Inflectrum Posted June 3, 2016 Share Posted June 3, 2016 7 hours ago, ShotgunNinja said: @Inflectrum In my test, shielding was there. Ah, I fixed it, turns out I was missing the default profile after installing it through CKAN Link to comment Share on other sites More sharing options...
ShotgunNinja Posted June 3, 2016 Author Share Posted June 3, 2016 @Fraz86 I'll try to add support for it in next version, including the boil off of fuel in background if I can. @leomike You are right... will fix it. @Inflectrum No problem , and your report lead to a better support for RealFuels anyway. @MemeBeam Eventually another greenhouse may be added, more stock-alike. The current one will never be phased out however, but just moved to the end of the tech tree and given some better stats. Link to comment Share on other sites More sharing options...
dboi88 Posted June 3, 2016 Share Posted June 3, 2016 9 minutes ago, ShotgunNinja said: @MemeBeam Eventually another greenhouse may be added, more stock-alike. The current one will never be phased out however, but just moved to the end of the tech tree and given some better stats. Good. I Love the current greenhouse model! Link to comment Share on other sites More sharing options...
ShotgunNinja Posted June 3, 2016 Author Share Posted June 3, 2016 Version 1.0.1 released: Changelog: - atmosphere is not considered breathable under the ocean surface - is possible to force kerbals to have helmet and oxygen by holding SHIFT when going to EVA - simulate CryoTanks boiloff in background, CryoTanks EC consumption supported in planner - use Hydrazine instread of MonoPropellant for the EVA suit, if RealFuels is installed - made RealFuels aware of default profile waste resources - some modules are not simulated in background if BackgroundProcessing is detected - fix: shortAntenna will not break existing vessels when signal mechanic is disabled - fix: telemetry experiment data size reverted to previous behaviour - fix: 'put a kerbal in orbit for 30 days' contract will not consider resque missions Link to comment Share on other sites More sharing options...
Cheesecake Posted June 3, 2016 Share Posted June 3, 2016 Sorry, i haven't found anything. Can I use Kerbalism and TAC-LS together? Link to comment Share on other sites More sharing options...
total_trip Posted June 3, 2016 Share Posted June 3, 2016 Amazing mod, amazing quality, amazing UI. Version 1.0 worked without a problem with over 100 mods in total. Thank you. Thank you. Thank you. I hope you will continue to mod ksp. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted June 3, 2016 Author Share Posted June 3, 2016 @Cheesecake Install Kerbalism, then go in the Kerbalism/Profiles directory. Delete all files in here except Barebone.cfg-disabled. Then, rename it to Barebone.cfg. This will give you only the radiation and quality of life mechanics. Link to comment Share on other sites More sharing options...
_Goose Posted June 3, 2016 Share Posted June 3, 2016 I need help, oxygen tanks and food containers do not seem to have any effect on any of my ships, so the crew cannot use the resources from anything apart from what I think is the onboard food/oxygen. I also don't know if you're meant to be able to check food/oxygen supply as a resource, couldn't find any info on it in any GUI. For me all of the oxygen tanks and food containers are just useless items that only have a mass and nothing else. Please note that I don't actually know if food is a problem, because I can't check, as my kerbals suffocate long before food becomes an issue, but the containers themselves have the same properties as the oxygen tanks Please help, I have already lost 10 kebals on career to this, and I don't know if this is a bug or me just being stupid. Link to comment Share on other sites More sharing options...
leomike Posted June 3, 2016 Share Posted June 3, 2016 (edited) @_Goose Did you install from CKAN? If so make sure you also install Kerbalism Default profile. Edit: Also make sure you have community resource pack. Edited June 3, 2016 by leomike Link to comment Share on other sites More sharing options...
BashGordon33 Posted June 4, 2016 Share Posted June 4, 2016 I just found out I can use Universal storage stuff for inline containers. So, forget those times I requested inline storage. I'm trying to get all my manned ships back to Kerbin so I can activate the realism config. I don't want all my old ships dying from dehydration XD. Quick question about the relay system. Does the signal have to reach KSC (simulating a automatic probe) or a manned space vehicle with an antenna (simulating that vehicle's pilot controlling the probe autonomously) Link to comment Share on other sites More sharing options...
ShotgunNinja Posted June 4, 2016 Author Share Posted June 4, 2016 @BashGordon33 Right now a link with the home body is required. The 'pilot remote control' idea is interesting (maybe requiring 2 pilots on the vessel and/or a certain experience level) and shoudn't be too hard to implement either. I'll try to sneak this in one of the next version, if I can. Link to comment Share on other sites More sharing options...
BashGordon33 Posted June 4, 2016 Share Posted June 4, 2016 (edited) 3 hours ago, ShotgunNinja said: @BashGordon33 Right now a link with the home body is required. The 'pilot remote control' idea is interesting (maybe requiring 2 pilots on the vessel and/or a certain experience level) and shoudn't be too hard to implement either. I'll try to sneak this in one of the next version, if I can. I can get where your going with the '2 pilots thing' one to control the ship and another to control an additional ship remotely. I never considered that. Don't push yourself too hard to implement a bunch of content in the next update. I think you should just fix the bugs with the realism profile. I'm desperate to play it, but I get a bunch of bugs when I do. I can't access my ships in the Tracking Station. Edited June 4, 2016 by BashGordon33 Link to comment Share on other sites More sharing options...
stellarator Posted June 4, 2016 Share Posted June 4, 2016 Okay, that's my problem. I launched a new module to my interplanetary ship (because now, because of this mod, all my previous traits with kerbals would be considered against Kerbal Universal Rights), only to discove rthat i forgot my add "Shielding". Then i came up with the idea. "Shiedlign" is only trash. A dens eelement capable of stop radiation that could be easily gathered in space... SO here's my idea. If you take "Ore" and you compress it, making it more dense, you would have a good radiation protection. Thats my scientific justification to ask... Could someone made a MM config that lets me use the ISRU Refinery to generate Shielding? (Into an empty module capable of store it) Thank you Link to comment Share on other sites More sharing options...
dboi88 Posted June 4, 2016 Share Posted June 4, 2016 3 hours ago, stellarator said: Could someone made a MM config that lets me use the ISRU Refinery to generate Shielding? (Into an empty module capable of store it) Thank you Thats a good point. I came across the same issue using EPL as you can't currently build ships with shielding without taking the shielding from your base. I'll see if i can knock together an MM patch that both adds the function to the IRSU and some holding tanks. Link to comment Share on other sites More sharing options...
dboi88 Posted June 4, 2016 Share Posted June 4, 2016 4 hours ago, stellarator said: Could someone made a MM config that lets me use the ISRU Refinery to generate Shielding? (Into an empty module capable of store it) Thank you If you add this to your game data folder it will add two new Radiation holding tanks and add's the ability to compress ore into shielding using the ISRU. Be warned it's damn inefficient. https://drive.google.com/file/d/0B_nRjcqonDoUUjFmMzRiMXNBMnc/view?usp=sharing Link to comment Share on other sites More sharing options...
ShotgunNinja Posted June 4, 2016 Author Share Posted June 4, 2016 @BashGordon33 Send me the log and savegame. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted June 4, 2016 Author Share Posted June 4, 2016 (edited) I'm trying to solve this problem: as the simulation step time increase, the total resource produced or consumed in a vessel per-step can exceed capacity There isn't really a real solution to this, except to have the player add more EC capacity to their vessels. After much thinking here is what I can do about it: (A): warn the user about this problem, by showing the minimum EC capacity required to avoid it in the planner (B): disable highest timewarp (C): simulate multiple steps at high timewarp speeds (A) is easy to implement and doesn't pretend to solve the problem, (B) is the best solution but the user will not be able to use the highest timewarp anymore, and (C) is inconsistent between loaded/unloaded vessels, not to mention computationally intensive. So my question is: how bad it will be if I disable the highest timewarp? Edited June 4, 2016 by ShotgunNinja Link to comment Share on other sites More sharing options...
Mister Spock Posted June 4, 2016 Share Posted June 4, 2016 Hmm, I'm not sure I'd disable the highest timewarp altogether. Perhaps give the user a warning before he/she starts the highest timewarp? Or give the user an option to disable it altogether? Personally, I don't use the highest timewarp very often, so it wouldn't bother me if you disabled it. But I'm guessing other players will want the option to use it. Link to comment Share on other sites More sharing options...
dboi88 Posted June 4, 2016 Share Posted June 4, 2016 4 hours ago, ShotgunNinja said: I'm trying to solve this problem: as the simulation step time increase, the total resource produced or consumed in a vessel per-step can exceed capacity There isn't really a real solution to this, except to have the player add more EC capacity to their vessels. After much thinking here is what I can do about it: (A): warn the user about this problem, by showing the minimum EC capacity required to avoid it in the planner (B): disable highest timewarp (C): simulate multiple steps at high timewarp speeds (A) is easy to implement and doesn't pretend to solve the problem, (B) is the best solution but the user will not be able to use the highest timewarp anymore, and (C) is inconsistent between loaded/unloaded vessels, not to mention computationally intensive. So my question is: how bad it will be if I disable the highest timewarp? I vote for A Link to comment Share on other sites More sharing options...
DarkonZ Posted June 4, 2016 Share Posted June 4, 2016 Actually, what would it matter if you provided the end user the option to choose his poison? Personally, I'm with Spock. Live long and prosper and all that. Very rare I push time warp to the max (Unless some auto mod tries to do so.). Your choice! BTW - Did you snub me on the idea of having the four common profiles identify themselves? Seriously, you just released an update, and couldn't spend 39 seconds adding these to the top of the profiles? @Kerbalism:FOR[zRealism] {} @Kerbalism:FOR[zTAC] {} Link to comment Share on other sites More sharing options...
Death Engineering Posted June 4, 2016 Share Posted June 4, 2016 Out of those options, "A" seems like the best. Link to comment Share on other sites More sharing options...
Fraz86 Posted June 4, 2016 Share Posted June 4, 2016 I vote option A. Maybe also warn the user if they attempt to use max timewarp while there are vessels with insufficient EC capacity. I think disabling max timewarp would be overkill, since most vessels should have some EC storage anyway, making it a non-issue. Link to comment Share on other sites More sharing options...
Itsdavyjones Posted June 4, 2016 Share Posted June 4, 2016 I would rather have A, because I use the Kerbal Construction Time, and I'd rather be able to speed that construction up as much as possible. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted June 4, 2016 Author Share Posted June 4, 2016 @Mister Spock, @dboi88, @Death Engineering, @Fraz86, @Itsdavyjones Thanks for the feedback guys, I'll go with (A) then. @DarkonZ I did reply to you already about this. Other mods are de-facto supporting the default profile and you can't realistically expect them to support each profile individually. So while is trivial to add those two lines it is also the start of a slippery slope. It is more pragmatic instead to massage stuff in the non-default profiles, when it make sense. For example in the previous reply about this I suggested how is possible to replace the default profile waste resources with the realism profile ones globally, in all other mods, by adding a couple of lines in the realism profile. This is far more pragmatic than hoping all mods that added support for Kerbalism will use different waste resources depending on the profile in use. Link to comment Share on other sites More sharing options...
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