symmeclept Posted July 16, 2016 Share Posted July 16, 2016 3 hours ago, Kerbos said: Ok so here's the situation, got a bunch of kerbals trapped on a radiation belt, no means for me to quickly send an evac pod or something, after a horrible decouple with a large stage lost 8 engines, an entire living space module and a lot of fuel and equipment, the impact put me out of orbit and straight to somewhere outside SOI (stage had engines for deorbit manouver but no control), manage to atach a fuel tank with 1 small engine from the debris using a scavenged connector port (KAS mod) and barely set myself on Duna's orbit, now I got 7 survivors (2 highly irradiated enginers) cramped on what's left of my ship and supplys for 25 days at least. Theoretically I can rescue them, got the time but my real question is... radiation, my kerbals are dead already? By the time whatever I send to them even with good shielding they'll be glowing, is there a cure or something? like a lot of rest? Yeah, as far as I know, there's no cure for radiation. I play with Deep Freeze, which allows you to cryo-store kerbals, and eventually negates the effects of radiation and madness. Maybe that plays some hidden factor, but I can't imagine using this mod without it. A fully-shielded(hardened), massive ship I get at most 2-3 years survivability. That won't get you to Jool, much less survive the radiation belt or mass ejections. I hope I'm wrong, but your kerbals are probably dead. I'm sorry for your loss. Link to comment Share on other sites More sharing options...
KOCOUR Posted July 16, 2016 Share Posted July 16, 2016 (edited) Why does small oxygen tank weight 250Tons? http://images.akamai.steamusercontent.com/ugc/266093849979342548/5979854E3520A64CD913C7F9E43A73D4A82904F6/ Edited July 16, 2016 by KOCOUR Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 16, 2016 Author Share Posted July 16, 2016 @KOCOUR This mod require CommunityResourcePack. In your case you must have some other mod defining oxygen, but with a much greater mass. So find what mod is defining oxygen and remove it, then install CRP. Link to comment Share on other sites More sharing options...
How to: KSP Posted July 16, 2016 Share Posted July 16, 2016 I installed the mod but for some reason I didn't get food and oxygen Link to comment Share on other sites More sharing options...
Kerbos Posted July 16, 2016 Share Posted July 16, 2016 11 hours ago, symmeclept said: Yeah, as far as I know, there's no cure for radiation. I play with Deep Freeze, which allows you to cryo-store kerbals, and eventually negates the effects of radiation and madness. Maybe that plays some hidden factor, but I can't imagine using this mod without it. A fully-shielded(hardened), massive ship I get at most 2-3 years survivability. That won't get you to Jool, much less survive the radiation belt or mass ejections. I hope I'm wrong, but your kerbals are probably dead. I'm sorry for your loss. Well damn, I tried rescue them, the radiation barbecue had some serious consequences, my reputation is red and lost over 1 million worth roster 49 minutes ago, How to: KSP said: I installed the mod but for some reason I didn't get food and oxygen Inside your GameData/Kerbalism should be a folder called Profiles, check if it's there, if not you need to download it Link to comment Share on other sites More sharing options...
How to: KSP Posted July 16, 2016 Share Posted July 16, 2016 7 minutes ago, Kerbos said: Well damn, I tried rescue them, the radiation barbecue had some serious consequences, my reputation is red and lost over 1 million worth roster Inside your GameData/Kerbalism should be a folder called Profiles, check if it's there, if not you need to download it Well where the download link for the complete mod pls Link to comment Share on other sites More sharing options...
Kerbos Posted July 16, 2016 Share Posted July 16, 2016 1 minute ago, How to: KSP said: Well where the download link for the complete mod pls github, spacedock Those, sry forgot to add them b4 Link to comment Share on other sites More sharing options...
How to: KSP Posted July 16, 2016 Share Posted July 16, 2016 Just now, Kerbos said: github, spacedock Those, sry forgot to add them b4 it's fine Link to comment Share on other sites More sharing options...
New Horizons Posted July 16, 2016 Share Posted July 16, 2016 Does anyone knows, how CO2 affects Kerbals in the long run? What happens, if it is not scrubbed off the air? Shouldn't a toxic treshold increase realism to a funny and masochistic level? Link to comment Share on other sites More sharing options...
How to: KSP Posted July 16, 2016 Share Posted July 16, 2016 7 minutes ago, Kerbos said: github, spacedock Those, sry forgot to add them b4 I dont know how to renable them can u plz tell me Link to comment Share on other sites More sharing options...
Kerbos Posted July 16, 2016 Share Posted July 16, 2016 Just now, How to: KSP said: I dont know how to renable them can u plz tell me Steps are simple, download the .rar, extract it inside your ksp installation (kerbalism should be inside GameData) and that's it, to enable or disable a different profile just rename any of the files inside the Profiles folder, so if you want Realism enabled it should look like Realism.cfg and all the other profiles should look like Default.cfg-disabled and that's it Link to comment Share on other sites More sharing options...
lordcirth Posted July 16, 2016 Share Posted July 16, 2016 4 hours ago, New Horizons said: Does anyone knows, how CO2 affects Kerbals in the long run? What happens, if it is not scrubbed off the air? Shouldn't a toxic treshold increase realism to a funny and masochistic level? The CO2 resource isn't in the air, it's in tanks. If they fill up, it will vent the CO2. Link to comment Share on other sites More sharing options...
KOCOUR Posted July 17, 2016 Share Posted July 17, 2016 (edited) 22 hours ago, ShotgunNinja said: @KOCOUR This mod require CommunityResourcePack. In your case you must have some other mod defining oxygen, but with a much greater mass. So find what mod is defining oxygen and remove it, then install CRP. I just edited lifesupport.cfg the values there were set too high i edited them to 0.0001 RESOURCE_DEFINITION { name = Oxygen density = 0.0001 unitCost = 0.0 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true } Edited July 17, 2016 by KOCOUR Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 17, 2016 Author Share Posted July 17, 2016 @KOCOUR You are running a very old version of this mod, or maybe you have an old version mixed in with the new one. Lifesupport.cfg was removed like in 0.9.5 or the like. Please delete the Kerbalism folder completely and reinstall. In general you should remove the directory completely before updating any mod (or any software in general). Link to comment Share on other sites More sharing options...
Bersagliere81 Posted July 17, 2016 Share Posted July 17, 2016 I love this mod but what I am really missing from RT is the line of sight with the space center and the antennas with angle of transmission. Any chance it will be implemented in the future? (I am asking because I don't want to loose the relay feature!) Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 18, 2016 Author Share Posted July 18, 2016 (edited) @Bersagliere81 I could implement LoS with the KSC relatively easy, but then people are going to ask for multiple ground stations. Non-omnidirectional antennas would be interesting, but then you need a GUI to manage them and to display them, rebalance everything, etc. I'll end up reimplementing RemoteTech. So I would say chances are pretty low to non-existant. On another note, I ended up rewriting a lot of stuff, including the whole signal system implementation. This thing fly now! and I found and fixed an old bug in the relay network calculation that was there from the beginning. EDIT: 677 microseconds for the whole shebang, with 88 vessels Edited July 18, 2016 by ShotgunNinja Link to comment Share on other sites More sharing options...
Kerbos Posted July 18, 2016 Share Posted July 18, 2016 3 hours ago, ShotgunNinja said: EDIT: 677 microseconds for the whole shebang, with 88 vessels I have no idea what this means but seems awesome, sounds like you did a lagless background thing On another note, got 2 things to point out, first is the tiny little black box messages, if you reload (F9) just b4 something is about to show (no power or food for example) the message is still displayed after the load, not a real issue, just found that weird. The second thing is... I'm using the Universal Storage mod, and I've noticed some values that doesn't fit. Food for example you grab a quadcore and attach 4 food bags and u get 212 food and 730Kg, with your small food container the mass skyrocket and the large food container after tweaking it to 224 food and zero filtration materials you end up with 1063 Kg plus the huge size of the container against the 1.25m of the quadcore. My solution for the food example would be re scaling the amount of food per food bag to 10 and make the filtration material 2 times heavier (10 filtration = 8kg instead of 4Kg), but I don't really know if any of that is actually something you could fix or this should go to the Universal Storage suggestion/bug or dunno how to even call this disparity tbh. Cheers! Link to comment Share on other sites More sharing options...
How to: KSP Posted July 18, 2016 Share Posted July 18, 2016 4 hours ago, ShotgunNinja said: @Bersagliere81 I could implement LoS with the KSC relatively easy, but then people are going to ask for multiple ground stations. Non-omnidirectional antennas would be interesting, but then you need a GUI to manage them and to display them, rebalance everything, etc. I'll end up reimplementing RemoteTech. So I would say chances are pretty low to non-existant. On another note, I ended up rewriting a lot of stuff, including the whole signal system implementation. This thing fly now! and I found and fixed an old bug in the relay network calculation that was there from the beginning. EDIT: 677 microseconds for the whole shebang, with 88 vessels Hi. Your mod looks nice so I downloaded it but for some reason couldn't get food and oxygen even if I have reenabled some profiles still couldn't find food and oxygen only water. pls help Link to comment Share on other sites More sharing options...
ha15224 Posted July 18, 2016 Share Posted July 18, 2016 I can't see the status of food and oxygen and some other stats in flight in in the VAB. ksp version:1.1.3, mods : kerbal engineer redux, kerbal alarm clock (and kerbalism) Is this a bug? or am I just doing something wrong? p.s. I'm very new to the mod, it would be nice if someone could help me out Link to comment Share on other sites More sharing options...
Jasseji Posted July 18, 2016 Share Posted July 18, 2016 (edited) @ShotgunNinja praise and praise, this is the best LS mod out there ! Question to the community though - someone mentioned a MedBay module using negative InjectRadiation Hooks, did someone actulally managed to make a part like this ? With my (almost zero) coding skills, i dont even know where to start but if someone made it working, i'd be more motivated to finish modelling a part that uses it Edit: dont get discouraged by all the "I want that feature, your mod sucks without the feature", you rock Edited July 18, 2016 by Jasseji Link to comment Share on other sites More sharing options...
CSVoltage Posted July 18, 2016 Share Posted July 18, 2016 Any chance of a G-Force mechanic being added? I switched from TAC to this as it seemed to cover all the same things and more, but I just noticed that bit is missing. And while your at it, enhancing it with g-lock would be cool. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 18, 2016 Author Share Posted July 18, 2016 (edited) @How to: KSP, @ha15224: This mod require CommunityResourcePack. Make sure it is installed. @Kerbos The US parts (and any other mod parts in fact) are balanced against the Default profile. You can write a small patch to fix this using NEEDS[RealismProfile], just like @DarkonZ did for KPBS. @Jasseji Tell you what, if you do the model I'll help you with the coding. @CSVoltage The effects on health from low gravity will overlap with the Quality of Life mechanic and I don't think will add much to the gameplay. Edited July 18, 2016 by ShotgunNinja Link to comment Share on other sites More sharing options...
Kerbos Posted July 18, 2016 Share Posted July 18, 2016 50 minutes ago, ShotgunNinja said: @Kerbos The US parts (and any other mod parts in fact) are balanced against the Default profile. You can write a small patch to fix this using NEEDS[RealismProfile], just like @DarkonZ did for KPBS. I use a mix between realism and default, I can't really understand if that break something somehow, here's my config, it's basically the default with a lot of lines from the realim (C&P, coding lvl potato).http://pastebin.com/PLvRV0RP I've checked what @DarkonZ did https://github.com/Skaxly01/Kerbalism_KPBS/blob/master/PlanetaryBaseSystems.cfg, but can't make head nor tail of it, I gotta add the fact that I don't like or use KPBS, hell I don't even know where that .cfg should go, I've tried poking around for a while now, results ranged from doing nothing to deleting some ships when loading, my micro success was editing every container on US and manually changing mass and amount, but I really don't think that count as a fix. I don't wanna put pressure on you knowing that you got rl things to take care of and this is not something you should even be worried about, balance and compatibility between mods are the plus we get from moders, and as far as I see it, it's a bloody nightmare, so I'll wait for someone with the same concerns that I have but with more brains for this stuff Link to comment Share on other sites More sharing options...
AndrewHere Posted July 18, 2016 Share Posted July 18, 2016 (edited) Why can't i see how much time my kerbals have on food and oxygen while in VAB? http://imgur.com/oroeckY Edit: Fixed i had to install default configs from CKAN Edited July 18, 2016 by AndrewHere Link to comment Share on other sites More sharing options...
AndrewHere Posted July 18, 2016 Share Posted July 18, 2016 It's there a way to make the mod harder? I mean with 7 kerbals on board and two big tanks of oxygen they get up to 1 year 109d which its too much in my opinion. Also a big tank of food gives 152d to kerbals to live (7 kerbals) which it's still a bit too much for me at least, i would like to be able to change some of the settings. (i just like resuplying maybe) Link to comment Share on other sites More sharing options...
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