BashGordon33 Posted June 12, 2016 Share Posted June 12, 2016 3 hours ago, leomike said: Right now other than disable the rule, there is no way to make QoL perpetual. You can remove the rule from the profile file though or increase entertainment values to make it near-perpetual. I don't want to disable it, and I wasn't looking for a cheat way to do it. I wanted to create a planetary base where the kerbals can remain sane for 20+ years, and couldn't find what 'entertainment' values you refered to Link to comment Share on other sites More sharing options...
leomike Posted June 12, 2016 Share Posted June 12, 2016 @BashGordon33 There's three ways to make it last longer without disabling it: In Kerbalism/Patches/Entertainment.cfg, you can increase the entertainment value of certain parts (or add entertainment value to other parts). In Kerbalism/Settings.cfg, you can increase the effect for being on the ground, being able to call home and not being alone. In Kerbalism/Profiles/Default.cfg (or whichever one you are using), you can reduce the degeneration related to stress. Note that the first option will only affect new vessels unless you go in and edit the game save. Link to comment Share on other sites More sharing options...
stellarator Posted June 12, 2016 Share Posted June 12, 2016 Hello, I tried to make a module, so my Greenhouse can convert Oxidizer into Oxygen. And i had one problem. After starting to make this post, i have two. 1- I have not idea why it doesnt work. Here's the link.https://drive.google.com/file/d/0Bz5__uS_MPu0eWh4Wnc1Z0hKelE/view?usp=sharing 2. I set a conversion rate of 1 to 1. But now, i realize that LOX is under pressure, so a conversion rate of 1.1 would be very unrealistic... I tried to search about the pressure of a fuel tank, but the only thing i found is that a RS-25 turbopump raises the LOX pressure from 0.7 MPa. I tried to make the calculations, but i havent got volumes to do the math (P1 (1 atm) x V1 = P2 (0.7 Mpa of baromethric pressure +1 atm, of atmospheric pressure, to have both values on absolute pressure) x V2). So... Please, help. Link to comment Share on other sites More sharing options...
leomike Posted June 12, 2016 Share Posted June 12, 2016 @stellarator You are missing a few line breaks in the file. Also the extension of the file needs to be .cfg, not .cfg.txt. As for the ratio, maybe you can base it on the weight of one unit of oxidizer vs oxygen (look at the resource definition for each). Link to comment Share on other sites More sharing options...
stellarator Posted June 12, 2016 Share Posted June 12, 2016 10 minutes ago, leomike said: @stellarator You are missing a few line breaks in the file. Also the extension of the file needs to be .cfg, not .cfg.txt. As for the ratio, maybe you can base it on the weight of one unit of oxidizer vs oxygen (look at the resource definition for each). Thank you, i will try to solve it. Link to comment Share on other sites More sharing options...
AlexTheNotSoGreat Posted June 12, 2016 Share Posted June 12, 2016 Bug Alert! I tried using fuel cells on my manned spacecraft to head to the Jool system, but they weren't working right. After checking to turn them on, I figured out that fuel cells don't account for the power used for your added life support modules, and are useless for manned spacecraft. I'm sure you could help out. Link to comment Share on other sites More sharing options...
John Nowak Posted June 12, 2016 Share Posted June 12, 2016 15 hours ago, BashGordon33 said: I don't want to disable it, and I wasn't looking for a cheat way to do it. I wanted to create a planetary base where the kerbals can remain sane for 20+ years, and couldn't find what 'entertainment' values you refered to In stock Kerbalism, stress increases continuously when not on Kerbin and resets when returned there. My understanding is that Kerbalism doesn't let you do that. That said, a possible workaround would be coming up with your own rule for when stress resets, and editing the persistence file between sessions to match. Look for Scenario name = DB, find the kerbal, then under kmon look for "Stress" and set "Problem" to zero. Link to comment Share on other sites More sharing options...
BashGordon33 Posted June 13, 2016 Share Posted June 13, 2016 17 hours ago, leomike said: @BashGordon33 There's three ways to make it last longer without disabling it: In Kerbalism/Patches/Entertainment.cfg, you can increase the entertainment value of certain parts (or add entertainment value to other parts). In Kerbalism/Settings.cfg, you can increase the effect for being on the ground, being able to call home and not being alone. In Kerbalism/Profiles/Default.cfg (or whichever one you are using), you can reduce the degeneration related to stress. Note that the first option will only affect new vessels unless you go in and edit the game save. 8 hours ago, John Nowak said: In stock Kerbalism, stress increases continuously when not on Kerbin and resets when returned there. My understanding is that Kerbalism doesn't let you do that. That said, a possible workaround would be coming up with your own rule for when stress resets, and editing the persistence file between sessions to match. Look for Scenario name = DB, find the kerbal, then under kmon look for "Stress" and set "Problem" to zero. Thanks, helps a bunch guys. Seriously thank you Link to comment Share on other sites More sharing options...
IGNOBIL Posted June 13, 2016 Share Posted June 13, 2016 This is deadly and unforgiving, miscalculated a deorbit, my kerbal ended up diying boiled alive because of no power to keep temperature on reentry! by the way, I can't find the greenhouse anywhere, I have planetary base systems, is that why? Does it deactivate it, because can't find it in kerbalism tab Link to comment Share on other sites More sharing options...
RattiRatto Posted June 13, 2016 Share Posted June 13, 2016 (edited) 49 minutes ago, IGNOBIL said: This is deadly and unforgiving, miscalculated a deorbit, my kerbal ended up diying boiled alive because of no power to keep temperature on reentry! by the way, I can't find the greenhouse anywhere, I have planetary base systems, is that why? Does it deactivate it, because can't find it in kerbalism tab I have PBS and i have the greenhouse. I'm running CTT and i have it under "Hydroponics" (in the research tree) Edited June 13, 2016 by RattiRatto Link to comment Share on other sites More sharing options...
gamerscircle Posted June 14, 2016 Share Posted June 14, 2016 I would like to try out this mod, can it be added to a career that has already been started? I also just want to try out a couple the features and get used to it. Can I just have Malfunctions and Signals enabled without the others? Link to comment Share on other sites More sharing options...
yorshee Posted June 15, 2016 Share Posted June 15, 2016 Is there a way to make the top-tier scrubbers have an efficiency rate of 100%? Link to comment Share on other sites More sharing options...
leomike Posted June 15, 2016 Share Posted June 15, 2016 @gamerscircle It "can" but life support, scrubbers, malfunctions and antenna signal will probably not be added to existing vessels. As for only using malfunctions and signal only, it is possible. Take a look in GameData/Kerbalism/Profiles/Default.cfg in the game's folder. @yorshee As far as I can see the efficiency is hardcoded in the dll so you would need to recompile from the source. But you can always create a MM patch to add oxygen generation capability to the ISRU (which is late age anyways), see my previous post. Link to comment Share on other sites More sharing options...
stellarator Posted June 15, 2016 Share Posted June 15, 2016 Hello again. I did it! I have a working Greenhouse module to convert Oxidizer into Oxygen at a realistic rate... but when i tested it a few moments ago, docking my Ike Refueler with my plenty of kerbals mothership, i pressed the option in greenhouse, an it said "Operational", but i doesnt creates new oxygen and it doesnt consume oxidizer. I Hope you could help me. thanks a lot. https://drive.google.com/file/d/0Bz5__uS_MPu0Qm1yeHRrVVZCdVE/view?usp=sharing Link to comment Share on other sites More sharing options...
dboi88 Posted June 15, 2016 Share Posted June 15, 2016 9 minutes ago, stellarator said: Hello again. I did it! I have a working Greenhouse module to convert Oxidizer into Oxygen at a realistic rate... but when i tested it a few moments ago, docking my Ike Refueler with my plenty of kerbals mothership, i pressed the option in greenhouse, an it said "Operational", but i doesnt creates new oxygen and it doesnt consume oxidizer. I Hope you could help me. thanks a lot. https://drive.google.com/file/d/0Bz5__uS_MPu0Qm1yeHRrVVZCdVE/view?usp=sharing try this version. https://drive.google.com/file/d/0B_nRjcqonDoUcURDT2dsTWgzR2c/view?usp=sharing i'm not able to test it at the minute but you had a few lines that should have been on separate lines but weren't. I think this is likely the problem but can't confirm. Link to comment Share on other sites More sharing options...
gamerscircle Posted June 15, 2016 Share Posted June 15, 2016 17 hours ago, leomike said: @gamerscircle It "can" but life support, scrubbers, malfunctions and antenna signal will probably not be added to existing vessels. As for only using malfunctions and signal only, it is possible. Take a look in GameData/Kerbalism/Profiles/Default.cfg in the game's folder. Okay... comment out something or just use that default profile? Link to comment Share on other sites More sharing options...
stellarator Posted June 15, 2016 Share Posted June 15, 2016 (edited) 6 hours ago, dboi88 said: try this version. https://drive.google.com/file/d/0B_nRjcqonDoUcURDT2dsTWgzR2c/view?usp=sharing i'm not able to test it at the minute but you had a few lines that should have been on separate lines but weren't. I think this is likely the problem but can't confirm. Im afraid to say that it doesnt work. Thank you, anyway. https://drive.google.com/file/d/0Bz5__uS_MPu0Q29lWFNocTIyaDg/view?usp=sharing Edited June 15, 2016 by stellarator Link to comment Share on other sites More sharing options...
dboi88 Posted June 15, 2016 Share Posted June 15, 2016 (edited) @stellarator Just got home and tested this and it's working for me. Edited June 15, 2016 by dboi88 Link to comment Share on other sites More sharing options...
leomike Posted June 15, 2016 Share Posted June 15, 2016 @gamerscircle At the top of the file you should see the "ENABLE FEATURE" section, just add // in front of the features you don't want, for example: @Kerbalism:FOR[EnableScrubber] {} Would become: //@Kerbalism:FOR[EnableScrubber] {} As for removing the life support piece, you will need to delete all the rules that are below (climate, stress, oxygen and food). Link to comment Share on other sites More sharing options...
sfhq Posted June 16, 2016 Share Posted June 16, 2016 (edited) On 23.5.2016 at 10:10 PM, ShotgunNinja said: @BT3 That profile should work, only little thing is that you don't need the line '!PART[RadialOxygenBig] {}' anymore (part was renamed). For the radiation there is no recovery in flight, but as @Squelch7 correctly said everything is forgotten about a Kerbal when it return home. @stellarator Post 1.0 I'm going to rewrite the greenhouse module to have multiple arbitrary input and ouput resources, and with each input resource either mandatory (like input_resource now) or a bonus (like waste now). @ShotgunNinja I came back to this forum thread again to suggest a function that allows for oxygen recycling using the greenhouse, as it seems only natural that the plants would consume CO2 and produce O2, the same way it works on earth. Then I saw that @stellarator already mentioned that idea, so I would like to take the chance to push that idea forwards, giving it a +1! Keep up your good work. I'm really enjoying this mod. Yours Mark / sfhq "KISS Mk4" brought up into Kerbin orbit in one piece (in career mode) (Mods: Kerbalism, For Science, Kerbal Construction Time, Kerbal Engineer Redux, StageRecovery) Edited June 16, 2016 by sfhq spelling error Link to comment Share on other sites More sharing options...
leomike Posted June 16, 2016 Share Posted June 16, 2016 @sfhq @stellarator I haven't tested it as I am using 1.1.3 experimental at the moment but this should work: @PART[Greenhouse] { MODULE { name = ModuleResourceConverter ConverterName = Oxygen StartActionName = Start fan [O2] StopActionName = Stop fan [O2] AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Scientist EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = CO2 Ratio = 0.3 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.02 } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.3 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } } Just add that to a .cfg file in your GameData folder. According to my math (which may be off) this would support 6 Kerbals (more if you have scientists as they will boost output). Feel free to play the ratios, I believe Oxygen:CO2 is 1:1 in Kerbalism (CO2 having a different definition from CarbonDioxide) so you probably want to keep those two the same. Link to comment Share on other sites More sharing options...
sfhq Posted June 16, 2016 Share Posted June 16, 2016 @leomike Wow, that looks interesting! I guess I should try that out. Sadly it's time to sleep now, so I'll try later. Thanks for your efforts. Mark/sfhq Link to comment Share on other sites More sharing options...
stellarator Posted June 16, 2016 Share Posted June 16, 2016 8 hours ago, leomike said: @sfhq @stellarator I haven't tested it as I am using 1.1.3 experimental at the moment but this should work: @PART[Greenhouse] { MODULE { name = ModuleResourceConverter ConverterName = Oxygen StartActionName = Start fan [O2] StopActionName = Stop fan [O2] AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Scientist EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = CO2 Ratio = 0.3 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.02 } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.3 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } } Just add that to a .cfg file in your GameData folder. According to my math (which may be off) this would support 6 Kerbals (more if you have scientists as they will boost output). Feel free to play the ratios, I believe Oxygen:CO2 is 1:1 in Kerbalism (CO2 having a different definition from CarbonDioxide) so you probably want to keep those two the same. Thank you! It works perfectly! Althought, i'll still working with my desgasification.dcfg file to add it to oxygen tanks... for those short missions without greenhouse and plent of food that become larger. Link to comment Share on other sites More sharing options...
nosscire Posted June 16, 2016 Share Posted June 16, 2016 @ShotgunNinja I started doing some config file work yesterday to make TAC-LS parts work with Kerbalism. I mean the different recyclers. After doing that I also realized that many other generators and recyclers don't work properly with Kerbalism. Things such as nuclear generators etc. Would I be correct in saying that all these would work fine with the background simulation if they were also converted to be Kerbalism recyclers? If so, I might sit down and write config files for Universal Storage, Near Future etc as well. Also, one thing that is missing that could be useful is to have a recycler input or output multiple resources. For input you can use the "Filter" tag, which seems to work fine. For output you can only do one resource however. Would you consider allowing output of multiple resources in the future? Example being the TAC-LS reclyclers taking EC+CO2 and converting to Oxygen and Waste. Link to comment Share on other sites More sharing options...
Nightside Posted June 16, 2016 Share Posted June 16, 2016 1 hour ago, nosscire said: @ShotgunNinja I started doing some config file work yesterday to make TAC-LS parts work with Kerbalism. I mean the different recyclers. After doing that I also realized that many other generators and recyclers don't work properly with Kerbalism. Things such as nuclear generators etc. Would I be correct in saying that all these would work fine with the background simulation if they were also converted to be Kerbalism recyclers? If so, I might sit down and write config files for Universal Storage, Near Future etc as well. Also, one thing that is missing that could be useful is to have a recycler input or output multiple resources. For input you can use the "Filter" tag, which seems to work fine. For output you can only do one resource however. Would you consider allowing output of multiple resources in the future? Example being the TAC-LS reclyclers taking EC+CO2 and converting to Oxygen and Waste. The TAC converters require the TAC dll to be loaded in order to function because TAC predates the stock resource system and had to create its own modules. That said, you can replicate the functionality of the TAC converters and generators using the stock resource system, just take a look at the converters in Universal Storage. Link to comment Share on other sites More sharing options...
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