BashGordon33 Posted July 20, 2016 Share Posted July 20, 2016 Just now, Squamble said: 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. this would mean that you would detect it even if you're on the other side of kerbin. Yeah i was just giving an example of the types of science definitions Link to comment Share on other sites More sharing options...
BT Industries Posted July 20, 2016 Share Posted July 20, 2016 Does any one have a profile for USI-LS??? As I really like playing with this mod, but prefer the life support system that USI-LS uses. It would be amazing if it could be half-half as I like the Oxygen and the scrubber side which USI-LS doesn't have. Great Mod BTW @ShotgunNinja, love the work your doing. This makes my "Hard Mode" install much more fun. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 20, 2016 Author Share Posted July 20, 2016 (edited) This is a pre-release of 1.0.4. There have been a lot of changes under the hood and so I need some tester to give it a shot and report eventual bugs, and feedback on performance. Backup your savegame if you try it. Consider this experimental and for testing only. Edited July 21, 2016 by ShotgunNinja MOAR BUGFIXING Link to comment Share on other sites More sharing options...
BashGordon33 Posted July 20, 2016 Share Posted July 20, 2016 Looking through the coding, I realised that there's also the telemetry experiment, I can do that after the radiation? Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 20, 2016 Author Share Posted July 20, 2016 @BT Industries You could edit the Default profile and delete the Food rule, and then add these lines: // remove Food resource from any part @PART[*]:FINAL { !RESOURCE[Food] {} } // remove all food containers !PART[kerbalism-food-*]:FINAL {} @BashGordon33 You are most welcome to give that some love too Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 20, 2016 Author Share Posted July 20, 2016 I just had one of those brilliant ideas that only extreme sleep deprivation can give. I'm going to replace the stock science & data transmission systems. More details will follow in a few days, cheers. Link to comment Share on other sites More sharing options...
Jasseji Posted July 20, 2016 Share Posted July 20, 2016 24 minutes ago, ShotgunNinja said: I just had one of those brilliant ideas that only extreme sleep deprivation can give. I'm going to replace the stock science & data transmission systems. More details will follow in a few days, cheers. Your ideas will result in a total KSP rewrite :P Link to comment Share on other sites More sharing options...
Kerbos Posted July 20, 2016 Share Posted July 20, 2016 (edited) 15 hours ago, ShotgunNinja said: This is a pre-release of 1.0.4. There have been a lot of changes under the hood and so I need some brave space monkey tester to give it a shot and report eventual bugs, and feedback on performance. Backup your savegame if you give this a shot. Changelog: Reveal hidden contents - refactored overall architecture - new resource system: faster, stronger - optimized signal system - optimized background resource simulation - vessel cache: smart FIFO eviction strategy - optimized malfunction module - more stable depletion estimates - improved signal link rendering - vessel info show consumption/production rates - vessel monitor and planner ui remain visible on mouse over - balance: decreased malfunction rate - balance: reduced engine malfunction penalty - fix: background resource simulation inconsistencies at extreme timewarp - fix: vessels not getting included in relay network calculations - fix: scrubber and recycler inconsistencies during timewarp blending - fix: greenhouse assuming the part has shutters - fix: atmosphere description in vessel info window Ok, I've tested it, and there's a bunch of things that goes wrong 1º pic malfunctions for every ship 2º relay system doing some bouncy thing on each other 3º and 4º, those are the ships relaying to each other 5º pic is what happen when jumping on a relayed ship 6º pic map view from relayed ship (every ship is vanished) 7º pic reload some save game a few minutes b4 to check from the space center 8º pic is what I see when jumping to any random ship non relayed After that crashed, I'll keep testing. EDIT/// Couldn't keep on testing, game keeps crashing and my fps get butchered every time at random intervals, I believe my potato pc can't handle it. This is the KSP.log from last season. Edited July 20, 2016 by Kerbos link on crash Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 20, 2016 Author Share Posted July 20, 2016 (edited) @Kerbos Thanks for the detailed report. Try replacing the Kerbalism DLL with this one. Note that you should load your savegame from 1.0.3 to get rid of the malfunctions that happened. Edited July 20, 2016 by ShotgunNinja Link to comment Share on other sites More sharing options...
Kerbos Posted July 21, 2016 Share Posted July 21, 2016 (edited) @ShotgunNinja didn't answer sooner because the last dll was working flawlessly on 1.0.3 (except that the malfunctions were there no matter what, even tried using a second copy of original saved game) so I gave it a couple of hours... playing, then I cleaned the last log and tried again this time trying to fix my fps drop (I would get the drop at random mostly, seems like my pc can barely do the maths on background checks), and that's when I noticed some things. Pic 1, 2 & 3, malfunctions are always on the same components and the same percentages. Pic 4 and 5, nothing to do with kerbalism, but FYI, the mod environmental enhancer was the main reason for the fps drop. Pic 6, forgot to delete that one, nothing to say there. Pic 7, I can't tell 100% sure, but I think engines won't overheat. Pic 8, EVA and ship disappear, Jeb doesn't care. Pic 9, changed profiles, from my mixture between default-realism to default and everything went to hell, couldn't even see ships Pic 10, new ship on launchpad, but also a random solar thing only affects active vessel, default profile. Pic 11, same thing but this time can't even see the space center, or the planet, default profile. Also fixed the first link on the other post (the crash link) just in case, here's the ksp.log when things happen, and I wanna point out that the default profile when starting a career mode works fine, this things only happen when you change from 1 profile to another on the same saved game Edited July 21, 2016 by Kerbos Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 21, 2016 Author Share Posted July 21, 2016 @Kerbos Try this new dll. It is important you use it with the backup save from 1.0.3 (else the malfunctions will still be there). For the rest: when changing profile you also are changing resource definitions and that may be the reason of the ships disappearing but I'm not sure. Link to comment Share on other sites More sharing options...
Drew Kerman Posted July 21, 2016 Share Posted July 21, 2016 17 hours ago, ShotgunNinja said: I just had one of those brilliant ideas that only extreme sleep deprivation can give. I'm going to replace the stock science & data transmission systems. More details will follow in a few days, cheers. Hopefully this remains modular, because I know at least @nightingale is planning his own science system rewrite and I think there was one other modder working on something similar as well Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 21, 2016 Author Share Posted July 21, 2016 @Gaiiden Definitely will be something optional, and probably disabled by default - at least for some versions. I've found @nightingale thread here, where he mention a science system overhaul mod but there is no information about it, maybe I'm missing the real thread? Also this has some interesting idea. What I personally have in mind is more minimalist, essentially just having experiments take time to complete and be able to execute in background. Then the data is transmitted over a longer time (maybe with more realistic data rates), also in background. Finally I just add the science data to the stock system as it comes from the transmissions. Still thinking about the details however. Link to comment Share on other sites More sharing options...
nightingale Posted July 21, 2016 Share Posted July 21, 2016 2 hours ago, ShotgunNinja said: @Gaiiden I've found @nightingale thread here, where he mention a science system overhaul mod but there is no information about it, maybe I'm missing the real thread? That's about the extent of the info (and the work that I've done) at this point. Link to comment Share on other sites More sharing options...
Kerbos Posted July 21, 2016 Share Posted July 21, 2016 (edited) @ShotgunNinjaAlready gave a good try to the new dll, everything works fine, no massive malfunctions, and seems to work faster when it comes to the background check, my pc won't hang and my fps will never drop beyond the 25 threshold, I can live with that , still haven't check if warp messes up with food/water/oxygen values. EDIT/// Just tested for 1hr every resource, they work all of them including radiation and madness, and a 3 months warp at max speed gave the same results as an x1000. Just found something curious, scrubbers are supposed to extend the amount of time of oxygen? if you enable/disable scrubbers the amount of time you get goes up like a 30-40%. I thought scrubbers where only there to prevent CO2 intoxication by venting it, because you can't actually get anything useful out of CO2... never mind that. Cheers! Edited July 22, 2016 by Kerbos Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 22, 2016 Author Share Posted July 22, 2016 @Kerbos Thanks a lot for all the testing you did. I really appreciated that Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 22, 2016 Author Share Posted July 22, 2016 New version is out, 1.0.4 Changelog: - refactored overall architecture - new resource system: faster, stronger - optimized signal system - optimized background resource simulation - vessel cache: smart FIFO eviction strategy - optimized malfunction module - more stable depletion estimates - improved signal link rendering - vessel info show consumption/production rates - vessel monitor and planner ui remain visible on mouse over - balance: decreased malfunction rate - balance: reduced engine malfunction penalty - fix: background resource simulation inconsistencies at extreme timewarp - fix: vessels not getting included in relay network calculations - fix: scrubber and recycler inconsistencies during timewarp blending - fix: greenhouse assuming the part has shutters - fix: atmosphere description in vessel info window Link to comment Share on other sites More sharing options...
DougieOh Posted July 22, 2016 Share Posted July 22, 2016 Love this mod. Great work man. Link to comment Share on other sites More sharing options...
BashGordon33 Posted July 22, 2016 Share Posted July 22, 2016 Hey. I have a question. I've been trying to get my water reclamation done using the scrubber module, and added this coding after the first scrubber module: MODULE { name = Scrubber // change scrubbed resource resource_name = Water // change waste name waste_name = WasteWater // change ec/s per-crew ec_rate = 0.01 @ec_rate *= #$/CrewCapacity$ // change waste/s per-crew waste_rate = 0.006 @waste_rate *= #$/CrewCapacity$ } Will this coding work? And will there be any problems using this? Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 22, 2016 Author Share Posted July 22, 2016 @BashGordon33 It should work, with these two (minor) issues: when inside a breathable atmosphere it will stop recycling and instead start producing 'resource_name' at 'intake_rate' per-second (that default to 1.0) the right-click ui will show it as a 'Scrubber' You can solve both of them by using a recycler module instead, that was created esplicitly to address them. The only thing you need to change is 'name = Scrubber' into 'name = Recycler', and maybe add a custom 'display_name'. Spoiler MODULE { name = Recycler // change scrubbed resource resource_name = Water // change waste name waste_name = WasteWater // change ec/s per-crew ec_rate = 0.01 @ec_rate *= #$/CrewCapacity$ // change waste/s per-crew waste_rate = 0.006 @waste_rate *= #$/CrewCapacity$ // change text displayed in right-click ui display_name = Water recycler } Link to comment Share on other sites More sharing options...
BashGordon33 Posted July 22, 2016 Share Posted July 22, 2016 20 minutes ago, ShotgunNinja said: @BashGordon33 It should work, with these two (minor) issues: when inside a breathable atmosphere it will stop recycling and instead start producing 'resource_name' at 'intake_rate' per-second (that default to 1.0) the right-click ui will show it as a 'Scrubber' You can solve both of them by using a recycler module instead, that was created esplicitly to address them. The only thing you need to change is 'name = Scrubber' into 'name = Recycler', and maybe add a custom 'display_name'. Reveal hidden contents MODULE { name = Recycler // change scrubbed resource resource_name = Water // change waste name waste_name = WasteWater // change ec/s per-crew ec_rate = 0.01 @ec_rate *= #$/CrewCapacity$ // change waste/s per-crew waste_rate = 0.006 @waste_rate *= #$/CrewCapacity$ // change text displayed in right-click ui display_name = Water recycler } I'll keep in mind the display name, but I wanted to use the scrubber because of the progression of efficiency as I get better technology. Also, I completed Science Defs for Kerbol, Moho, Eve, Gilly, Kerbin, Mun and Minmus, and am working on the Duna and Dres defs now Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 22, 2016 Author Share Posted July 22, 2016 (edited) @BashGordon33 Good point. I think in next version I'll add a property to Recycler module to have its output influenced by efficiency (the same determined for scrubbers). Will default to false to not break existing setups. EDIT: Hey, I just added it. Replace Kerbalism.dll with this one, and add 'use_efficiency = true' to the Recycler. Let me know if there is some problem. Edited July 22, 2016 by ShotgunNinja Link to comment Share on other sites More sharing options...
BashGordon33 Posted July 22, 2016 Share Posted July 22, 2016 3 hours ago, ShotgunNinja said: @BashGordon33 Good point. I think in next version I'll add a property to Recycler module to have its output influenced by efficiency (the same determined for scrubbers). Will default to false to not break existing setups. EDIT: Hey, I just added it. Replace Kerbalism.dll with this one, and add 'use_efficiency = true' to the Recycler. Let me know if there is some problem. Will this mess with existing saves? I don't want to start again. Also: I just did the Duna defs. Link to comment Share on other sites More sharing options...
leomike Posted July 22, 2016 Share Posted July 22, 2016 @ShotgunNinja New update looks great. Should I still hold off any pull? Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 22, 2016 Author Share Posted July 22, 2016 @leomike The refactor is done, I will just do minor things for a while. Feel free to contribute on github. @BashGordon33 It shouln't, existing recyclers will not be influenced. Backup your savegame anyway just in case. Link to comment Share on other sites More sharing options...
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