ShotgunNinja Posted August 14, 2016 Author Share Posted August 14, 2016 58 minutes ago, DarkonZ said: I was talking about [Module]ENTERTAINMENT values Ah ok, sorry I misunderstood. Here are the values, note that they are not on the wiki. [0] none [1.25] boring [2.5] tolerable [4.5] good 1 hour ago, DarkonZ said: Impressive list, but are you sure they work precisely the way they should Some issues are present, those that I am aware of are fixed in next version, I didn't release yet as I'm finishing. Here they are: support SCANsat 16.4+, fixed Cryotank simulation, stock converters background simulation detect when they are full, and some minor issues with greenhouse and KIS interaction. If you are aware of something that is not in this list, let me know. Link to comment Share on other sites More sharing options...
DarkonZ Posted August 15, 2016 Share Posted August 15, 2016 (edited) Don't worry, I'm as much to blame. I was thinking 'entertainment' yet specified 'poor' as the read out. I'd guess you had to figure out what the heck I was talking about. Luckily, I can go back and re-work my part. However, are you sure these values are true and correct? Wouldn't (1.5x3) yield a GOOD result? Not what I get with 3 stacked parts with 3 crew. See for yourself... Use the link you were nice enough to give me on the OP? It's the parts pack. The 'large plus' part has the entertainment module x 1.5. Edited August 15, 2016 by DarkonZ Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 15, 2016 Author Share Posted August 15, 2016 @DarkonZ Maybe it is a float issue, as 1.5x3 would give exactly 4.5. Try setting it to 1.51 and let me know. BTW there is also an hard-coded, undocumented limit on max entertainment. The entertainment on a vessel can't be more than 5.0. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 15, 2016 Author Share Posted August 15, 2016 Version 1.0.9 released. Changelog Spoiler - new magnetosphere & radiation models - support for stock bodies, OPM & RSS - press ALT+N on map view or tracking station to show/hide the magnetic fields - you can also press Keypad 0/1/2/3 to quickly toggle between them - new module: Emitter, can add/remove radiation from a vessel - the stock nuclear engine emit some radiation - the old high-tech food container has been repurposed as an active shield - tech progression patch for ETT by autumnalequinox - OPM science definitions for geiger counter by BashGordon33 - pressing ALT in the VAB make the planner consider the crew at full capacity - optimized line rendering and improved antialiasing - fix: issue with greenhouse when waste_rate is zero - fix: greenhouse growth becoming NaN when attached using KIS - fix: signal disconnections in some circumstances - fix: detect when converters are full in background - fix: cryotank background cooling and boiloff rates proportional to capacity - fix: vessel info window height when unmanned vessel is selected - fix: support SCANsat version 16.4+ New radiation model Celestial bodies now have more rich radiation environments. Multiple bodies can share the same model if desired. Some documentation on how to customize this is available here and an example here. Definitions for stock, OPM and RSS bodies are already included. Magnetic field rendering You can press ALT+N in the map view / tracking station to show a little control panel to toggle the fields rendering. You can also use Keypad+0/1/2/3 to quickly toggle between the fields. Radiation Emitters A new module is available to implement parts that emit radiation, and parts that reduce radiation. You can find some documentation here. The stock nuclear engine now emit radiation. The old 'high-tech' food container has been repurposed as a late tech-tree active shield. That's all for now, have fun. Link to comment Share on other sites More sharing options...
raxo2222 Posted August 15, 2016 Share Posted August 15, 2016 1 hour ago, ShotgunNinja said: Version 1.0.9 released. Changelog Hide contents - new magnetosphere & radiation models - support for stock bodies, OPM & RSS - press ALT+N on map view or tracking station to show/hide the magnetic fields - you can also press Keypad 0/1/2/3 to quickly toggle between them - new module: Emitter, can add/remove radiation from a vessel - the stock nuclear engine emit some radiation - the old high-tech food container has been repurposed as an active shield - tech progression patch for ETT by autumnalequinox - OPM science definitions for geiger counter by BashGordon33 - pressing ALT in the VAB make the planner consider the crew at full capacity - optimized line rendering and improved antialiasing - fix: issue with greenhouse when waste_rate is zero - fix: greenhouse growth becoming NaN when attached using KIS - fix: signal disconnections in some circumstances - fix: detect when converters are full in background - fix: cryotank background cooling and boiloff rates proportional to capacity - fix: vessel info window height when unmanned vessel is selected - fix: support SCANsat version 16.4+ New radiation model Celestial bodies now have more rich radiation environments. Multiple bodies can share the same model if desired. Some documentation on how to customize this is available here and an example here. Definitions for stock, OPM and RSS bodies are already included. Magnetic field rendering You can press ALT+N in the map view / tracking station to show a little control panel to toggle the fields rendering. You can also use Keypad+0/1/2/3 to quickly toggle between the fields. Radiation Emitters A new module is available to implement parts that emit radiation, and parts that reduce radiation. You can find some documentation here. The stock nuclear engine now emit radiation. The old 'high-tech' food container has been repurposed as a late tech-tree active shield. That's all for now, have fun. @FreeThinker I think you can add more fun to your nuclear engines/reactors Link to comment Share on other sites More sharing options...
FreeThinker Posted August 15, 2016 Share Posted August 15, 2016 (edited) 1 hour ago, ShotgunNinja said: Radiation Emitters A new module is available to implement parts that emit radiation, and parts that reduce radiation. You can find some documentation here. The stock nuclear engine now emit radiation. The old 'high-tech' food container has been repurposed as a late tech-tree active shield. That's all for now, have fun. I would be nice if these part models have an interface which other mods like KSPI-E can interact with. I would like to enable the radiation emitters depending on circumstances. For example when a D-T Vista fusion reactor is active any Kerbal in a 12 Mile radius should get fried in a matter of seconds. I want to be able to enable or disable the radiation module. For this I need some public interface I can access. Edited August 15, 2016 by FreeThinker Link to comment Share on other sites More sharing options...
lajoswinkler Posted August 15, 2016 Share Posted August 15, 2016 This is amazing. Even Kebol has it and it's distorted. Well done, indeed! I love this mod. <3 Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 15, 2016 Author Share Posted August 15, 2016 (edited) 6 hours ago, FreeThinker said: I would be nice if these part models have an interface which other mods like KSPI-E can interact with. I would like to enable the radiation emitters depending on circumstances. For example when a D-T Vista fusion reactor is active any Kerbal in a 12 Mile radius should get fried in a matter of seconds. I want to be able to enable or disable the radiation module. For this I need some public interface I can access. I'll add another function to inject the radiation in a neightborood, that also consider shielding too. So custom emitters can be implemented just with a single function call. @lajoswinkler Ah right, I forgot! The sun has an heliopause now. Also, mostly to showcase the model flexibility, Vall surface emit mild radiation and Dres has two 'polar anomalies'. Edited August 15, 2016 by ShotgunNinja Link to comment Share on other sites More sharing options...
brusura Posted August 15, 2016 Share Posted August 15, 2016 Uhm I see no use for the Active Shield, it weight 1.5 ton and consume 2 ec/s at intensity 1 ( 0.005 rad/h ) With the same amount of shield , my kerbals can live much longer...so what am I missing here? .-. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 15, 2016 Author Share Posted August 15, 2016 @brusura Is a bit subtle. The active shield is no replacement for Shielding, that scale incoming radiation. Instead, it remove a fixed amount of incoming radiation. This has big consequences on low radiation environments (eg: in atmospheres, in magnetopauses, in interplanetary space) but little to no consequences in high radiation environments (eg: belts, storms). Link to comment Share on other sites More sharing options...
brusura Posted August 15, 2016 Share Posted August 15, 2016 (edited) 12 minutes ago, ShotgunNinja said: @brusura Is a bit subtle. The active shield is no replacement for Shielding, that scale incoming radiation. Instead, it remove a fixed amount of incoming radiation. This has big consequences on low radiation environments (eg: in atmospheres, in magnetopauses, in interplanetary space) but little to no consequences in high radiation environments (eg: belts, storms). I see, anyway there is a little bug if you add more part with seat for kerbals but no shielding the estimate time for surviving with the same amount of shielding goes down http://imgur.com/a/1SwTq Edited August 15, 2016 by brusura Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 15, 2016 Author Share Posted August 15, 2016 @brusura Is not a bug, it is by design. The average shielding level goes down in that case. Link to comment Share on other sites More sharing options...
brusura Posted August 15, 2016 Share Posted August 15, 2016 1 minute ago, ShotgunNinja said: @brusura Is not a bug, it is by design. The average shielding level goes down in that case. Understood , so no matter where kerbals are Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 15, 2016 Author Share Posted August 15, 2016 @brusura It does matter if you are using ConnectedLivingSpace. But even in that case the planner evaluate the whole vessel average. Something to improve in the future. Link to comment Share on other sites More sharing options...
lajoswinkler Posted August 15, 2016 Share Posted August 15, 2016 1 hour ago, ShotgunNinja said: @lajoswinkler Ah right, I forgot! The sun has an heliopause now. Also, mostly to showcase the model flexibility, Vall surface emit mild radiation and Dres has two 'polar anomalies'. I saw you made Duna have a global, although weak field. That's ok, but it would be nice to have at least one body have field just like Mars and the Moon have. Sadly, we'll probably never see these things in stock KSP. Or, if they get implemented, it will be in a dreadfully stupid way. Link to comment Share on other sites More sharing options...
IggyHitokage Posted August 15, 2016 Share Posted August 15, 2016 (edited) Just for starters, loving Kerbalism, in stock, Kopernicus planet packs and recently, trying to use it with RSS/RO. Downside is, when used in conjunction with Real Fuels, the Kerbal doesn't take any MonoPropellant out with them for EVA fuel even though I've specifically put some on board. Is there a way to fix this, or barring that, a way to disable the need for propellant to fill the Kerbal's EVA pack? EDIT: So, with some testing, looks like Hydrazine is the winner. Loaded up the pod with every single fuel and that's the one the Kerbal took, good enough! Edited August 15, 2016 by IggyHitokage Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 15, 2016 Author Share Posted August 15, 2016 (edited) @lajoswinkler You can do it pretty easily, just need to tweak the 'irregular' model a bit: @RadiationModel[irregular] { @pause_radius = 1.0 // set magnetopause radius equal to body radius @pause_compression = 1.0 // no dayside compression @pause_extension = 1.0 // no nightside extension @pause_deform = 0.1 // deform up and down by 0.1 body radii using sum of sin functions } Or you could even create a new model and assign it to Duna/Mars RadiationModel { name = my_model has_pause = true pause_radius = 1.0 pause_deform = 0.1 pause_quality = 60 } @RadiationBody[Duna] { @model = my_model } @RadiationBody[Mars]:NEEDS[RealSolarSystem] { @model = my_model } @IggyHitokage Yes if there is RealFuel installed, Hydrazine is used instead of Monopropellant. Probably should write this somewhere... Edited August 15, 2016 by ShotgunNinja Link to comment Share on other sites More sharing options...
Xira1234 Posted August 15, 2016 Share Posted August 15, 2016 Having trouble getting the new fields to show up visibly around planets. I just check the boxes to green checkmarks next to the type of field, right? I updated to the latest version with CKAN, perhaps that caused it? I tried removing outer plants mod and starting a new game and it did nothing. Any ideas on what could be wrong? Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 15, 2016 Author Share Posted August 15, 2016 @Xira1234 When you click the checkmarks, is a message displayed that say 'calculating fields, come back in a minute'? If yes, wait a bit. If not, send me your log. Link to comment Share on other sites More sharing options...
IggyHitokage Posted August 15, 2016 Share Posted August 15, 2016 31 minutes ago, ShotgunNinja said: @IggyHitokage Yes if there is RealFuel installed, Hydrazine is used instead of Monopropellant. Probably should write this somewhere... Oh please tell me you just added that to the OP, because otherwise I feel stupid. Link to comment Share on other sites More sharing options...
Xira1234 Posted August 15, 2016 Share Posted August 15, 2016 3 hours ago, ShotgunNinja said: @Xira1234 When you click the checkmarks, is a message displayed that say 'calculating fields, come back in a minute'? If yes, wait a bit. If not, send me your log. I get no such message. Waiting fixes nothing. Uninstalling and reinstalling the mod/KSP does not fix. Uninstalling all mods/KSP and reinstalling KSP and only Kerbalism does nothing. Tried to message you the file, think I broke the website in the process...Here's a couple of links to a couple of log files. Is it possible I need to perform some sort of feat before they display, such as crossing the radiation belt? Or could it be graphics card related? http://www.filedropper.com/ksp_2 http://www.filedropper.com/ksp_3 Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 15, 2016 Author Share Posted August 15, 2016 1 hour ago, Xira1234 said: Or could it be graphics card related? Possible. The log show that the fields have been generated. Can you try to go in Settings.cfg and set LowQualityFieldRendering to true and let me know if that change something in your case. Link to comment Share on other sites More sharing options...
Xira1234 Posted August 15, 2016 Share Posted August 15, 2016 19 minutes ago, ShotgunNinja said: Possible. The log show that the fields have been generated. Can you try to go in Settings.cfg and set LowQualityFieldRendering to true and let me know if that change something in your case. Made the requested change, still nothing appears in-game. Can you tell me where the fields are stored so I can delete them so they will regenerate? Tried deleting the Kerbalism folder and reinstalling it from CKAN and it does not appear fixed. Link to comment Share on other sites More sharing options...
Xira1234 Posted August 16, 2016 Share Posted August 16, 2016 39 minutes ago, ShotgunNinja said: Possible. The log show that the fields have been generated. Can you try to go in Settings.cfg and set LowQualityFieldRendering to true and let me know if that change something in your case. Reinstalled Geforce drivers, reinstalled Kerbalism directory, no change. Using a GTX 970 on Windows 10 64 Link to comment Share on other sites More sharing options...
autumnalequinox Posted August 16, 2016 Share Posted August 16, 2016 <3 the new field visuals. I just realized how beautifully Kerbalism pairs with Orbital Decay. You can't "cheat" orbital decay anymore by simply putting stations/craft in high orbits to preserve station keeping fuel. Either you brave radioactive death or deal with steadily decreasing fuel or orbit. Just like real life! Link to comment Share on other sites More sharing options...
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