Jasseji Posted July 18, 2016 Share Posted July 18, 2016 1 minute ago, AndrewHere said: 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) That's why i created my own container with ~60 days food/water/oxygen and use that for my station (only scrubber is in the ALCOR pod i use as station command center) Link to comment Share on other sites More sharing options...
AndrewHere Posted July 18, 2016 Share Posted July 18, 2016 18 minutes ago, Jasseji said: That's why i created my own container with ~60 days food/water/oxygen and use that for my station (only scrubber is in the ALCOR pod i use as station command center) Do they require water too? I would love if there was a config file to be able to change some parameters. Also i havn't seen any requirement for water, that would be very cool tho. Link to comment Share on other sites More sharing options...
legoclone09 Posted July 18, 2016 Share Posted July 18, 2016 Is this compatible with planet packs or do configs have to be made? If they have to be made is Kerbol Origins compatible? Link to comment Share on other sites More sharing options...
MongooseNX Posted July 18, 2016 Share Posted July 18, 2016 I've got 8 craft flying in the kerbin system and am constantly being notified (on screen) of batteries being low and going out of range, etc. It also breaks me out of warp anytime a message pops up, as I add more craft, this is becoming more of an annoyance than a help. Is there a way to configure kerbalism for what alerts I'd like to see? Or to toggle alerts on/off? I Love this mod, thank you for the great work. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 19, 2016 Author Share Posted July 19, 2016 @legoclone09 It will work with any planet pack as long as they don't add new stars. @MongooseNX Yes click on a vessel in the monitor and some configuration per-vessel is shown. You can enable various types of messages in there. Link to comment Share on other sites More sharing options...
legoclone09 Posted July 19, 2016 Share Posted July 19, 2016 (edited) 1 hour ago, ShotgunNinja said: @legoclone09 It will work with any planet pack as long as they don't add new stars. Alright, cool! @ShotgunNinja is it possible to remove certain parts of the mod? I don't want to deal with quality of life, radiation, or malfunctions? I think this was discussed earlier in the thread but I can't find it. Edited July 19, 2016 by legoclone09 Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 19, 2016 Author Share Posted July 19, 2016 @legoclone09 Yes, you can disable the mechanics that you don't want. Take a look at the documentation in the wiki, especially this page. Link to comment Share on other sites More sharing options...
Jasseji Posted July 19, 2016 Share Posted July 19, 2016 7 hours ago, AndrewHere said: Do they require water too? I would love if there was a config file to be able to change some parameters. Also i havn't seen any requirement for water, that would be very cool tho. GameData\Kerbalism\Profiles\ There is a profile called Default.cfg and Realism.cfg-disabled (if you installed the profiles from CKAN, if not just add them) Rename the file Default.cfg to Default.cfg-disabled and Realism.cfg-disabled to Realism.cfg This will add Water requirement 2 hours ago, legoclone09 said: Alright, cool! @ShotgunNinja is it possible to remove certain parts of the mod? I don't want to deal with quality of life, radiation, or malfunctions? I think this was discussed earlier in the thread but I can't find it. quality of life and radiation are the very Core of this mod (apart from the GUI) I built a Station with CxAerospace parts and this is what i use as my Supply Container Config (ISS Leonardo MPLM-Style Container): RESOURCE { name = Food amount = 600 maxAmount = 600 } RESOURCE { name = Water amount = 300 maxAmount = 300 } RESOURCE { name = FiltrationMaterial amount = 100 maxAmount = 100 } RESOURCE { name = Oxygen amount = 27000 maxAmount = 27000 } MODULE { name = ModuleKISInventory maxVolume = 15000 externalAccess = true internalAccess = true slotsX = 10 slotsY = 5 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } above setup adds ~60 days of Supplies for a 7-kerbal crew, providing there is one 3-Kerbal Command Pod with a single scrubber (the Oxygen Tank i plan to remove when i add and balance a scrubber) Link to comment Share on other sites More sharing options...
AndrewHere Posted July 19, 2016 Share Posted July 19, 2016 @Jasseji if i copy the water code from realism.cfg to default.cfg would that work? Link to comment Share on other sites More sharing options...
Jasseji Posted July 19, 2016 Share Posted July 19, 2016 1 minute ago, AndrewHere said: @Jasseji if i copy the water code from realism.cfg to default.cfg would that work? Should work but keep in mind the water filtration too, you would need to copy the scrubber configs and resource definitions as well (except if you have some other recycler for Water) Link to comment Share on other sites More sharing options...
AndrewHere Posted July 19, 2016 Share Posted July 19, 2016 11 minutes ago, Jasseji said: Should work but keep in mind the water filtration too, you would need to copy the scrubber configs and resource definitions as well (except if you have some other recycler for Water) Could you tell me where i could change some parameters so i can change the amount of resources every part gets? I don't know i would like so that food oxygen and water runs out faster. Link to comment Share on other sites More sharing options...
Jasseji Posted July 19, 2016 Share Posted July 19, 2016 (edited) 25 minutes ago, AndrewHere said: Could you tell me where i could change some parameters so i can change the amount of resources every part gets? I don't know i would like so that food oxygen and water runs out faster. i think @ShotgunNinja should be able to tell better but as far as i understand these are the entries in the config file: // FOOD Rule { name = Food resource_name = Food [...] on_pod = 8.0 // 8 days of supply (+16 days of degeneration before starvation, for a total of 24 days) [...] } // WATER Rule { name = Water resource_name = Water [...] on_pod = 4.0 // 4 days of supply per crew member (+default Filtration Material) [...] } I find that for Realism sake, i keep these values as low as possible (the default 8 days is fine for me) but add an external Container (like the Leonardo MPLM on the ISS) with configuration of 30-60 days of food Edited July 19, 2016 by Jasseji Link to comment Share on other sites More sharing options...
ha15224 Posted July 19, 2016 Share Posted July 19, 2016 @ShotgunNinja Thanks! Link to comment Share on other sites More sharing options...
legoclone09 Posted July 19, 2016 Share Posted July 19, 2016 (edited) 9 hours ago, ShotgunNinja said: @legoclone09 Yes, you can disable the mechanics that you don't want. Take a look at the documentation in the wiki, especially this page. Thanks! I was looking around in the files earlier and didn't think that would be useful, but it is! Thanks! EDIT: The profiles don't seem to be right for me, they don't go vertically down and have a few vertical rows but horizontal is really long, is that intentional? Edited July 19, 2016 by legoclone09 Link to comment Share on other sites More sharing options...
CSVoltage Posted July 19, 2016 Share Posted July 19, 2016 @ShotgunNinja I think you may have misunderstood, though maybe not. I didn't mean deterioration due to low G, I meant high G due to thrust during a take-off or burn. IF a ship is under manned control and the pilot blacks out or dies from G-force, I'd say that would have a pretty big impact on game play. Link to comment Share on other sites More sharing options...
Jasseji Posted July 19, 2016 Share Posted July 19, 2016 7 hours ago, legoclone09 said: Thanks! I was looking around in the files earlier and didn't think that would be useful, but it is! Thanks! EDIT: The profiles don't seem to be right for me, they don't go vertically down and have a few vertical rows but horizontal is really long, is that intentional? use a proper editor then it will look ok - Notepad++ or PSPad Link to comment Share on other sites More sharing options...
legoclone09 Posted July 19, 2016 Share Posted July 19, 2016 2 minutes ago, Jasseji said: use a proper editor then it will look ok - Notepad++ or PSPad Alright, thanks. Link to comment Share on other sites More sharing options...
BashGordon33 Posted July 20, 2016 Share Posted July 20, 2016 @ShotgunNinja Would you like me to create science definitions for the Geiger Counter? I can make some situation specific definitions for the planets, and it wont be that hard because there is only 3 definitions per planet. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 20, 2016 Author Share Posted July 20, 2016 @BashGordon33 Absolutely, that would be great! Link to comment Share on other sites More sharing options...
Drew Kerman Posted July 20, 2016 Share Posted July 20, 2016 14 hours ago, CSVoltage said: @ShotgunNinja I think you may have misunderstood, though maybe not. I didn't mean deterioration due to low G, I meant high G due to thrust during a take-off or burn. IF a ship is under manned control and the pilot blacks out or dies from G-force, I'd say that would have a pretty big impact on game play. Link to comment Share on other sites More sharing options...
BashGordon33 Posted July 20, 2016 Share Posted July 20, 2016 5 hours ago, ShotgunNinja said: @BashGordon33 Absolutely, that would be great! Would you like the science definitions funny, serious or both? Because KSP science definitions vary in seriousness and I don't want to make bad definitions Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 20, 2016 Author Share Posted July 20, 2016 @BashGordon33 Mmm I don't know, maybe serious but with a bit of humor. Link to comment Share on other sites More sharing options...
Squamble Posted July 20, 2016 Share Posted July 20, 2016 Or humoristic with a serious touch? Link to comment Share on other sites More sharing options...
BashGordon33 Posted July 20, 2016 Share Posted July 20, 2016 12 minutes ago, ShotgunNinja said: @BashGordon33 Mmm I don't know, maybe serious but with a bit of humor. Alright then, so for 'SunInspaceLow' I should say that the radiation shielding melted or something similar? Or the 'KerbinLanded' say that the government is hiding radioactive waste at the KSC? Link to comment Share on other sites More sharing options...
Squamble Posted July 20, 2016 Share Posted July 20, 2016 When you want the Biomes to refer your science-definition the Part cfg biomeMask has to be edited. At the moment it does not look for the biomes, only for the sitiuation and the planet. 17 minutes ago, BashGordon33 said: ...Or the 'KerbinLanded' say that the government is hiding radioactive waste at the KSC? this would mean that you would detect it even if you're on the other side of kerbin. Link to comment Share on other sites More sharing options...
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