ShotgunNinja Posted September 11, 2016 Author Share Posted September 11, 2016 @Gerbwerz 16 minutes ago, Gerbwerz said: AmpYear darkside calcs show that my ships and bases should have way more than enough to survive a mun night Have you ever considered the possibility that AmpYear is wrong? Use the Planner and Vessel Info to get that information. 17 minutes ago, Gerbwerz said: but they keep running out during high warp. Its as if no power generation is taking place during high warp day night cycle. Prove it to me. 99% of these reports turns out the problem is somewhere else, but each one initially blame high timewarp shenanigans for some reason. Let me be clear on this: high timewarp resource consumption/production has been fixed 10 versions ago. You need to prove to me that is not the case, or I'm afraid I'll have to ignore your report. 17 minutes ago, Gerbwerz said: Do you plan to support AmpYear auto shutdown? Looks like EC usage needs to be exposed per the above. If a mod want to shut down one of my modules, is not that hard. Each one of them expose a public property that regulate its state. For example, to shut down the scrubber it only suffice to set Scrubber.is_enabled to false. That can be done by reflection pretty easily. Anyway if you want to turn on/off components when EC level get low/high, have a look at Automation. 25 minutes ago, Gerbwerz said: Also it doesn't seem Kerbalism respects the KSP Debug cheat of unlimited EC. Is that correct? That's correct: the background simulation of resources ignore the 'unlimited EC' flag. Link to comment Share on other sites More sharing options...
Gerbwerz Posted September 11, 2016 Share Posted September 11, 2016 3 minutes ago, ShotgunNinja said: @Gerbwerz Have you ever considered the possibility that AmpYear is wrong? Use the Planner and Vessel Info to get that information. Prove it to me. 99% of these reports turns out the problem is somewhere else, but each one initially blame high timewarp shenanigans for some reason. Let me be clear on this: high timewarp resource consumption/production has been fixed 10 versions ago. You need to prove to me that is not the case, or I'm afraid I'll have to ignore your report. If a mod want to shut down one of my modules, is not that hard. Each one of them expose a public property that regulate its state. For example, to shut down the scrubber it only suffice to set Scrubber.is_enabled to false. That can be done by reflection pretty easily. Anyway if you want to turn on/off components when EC level get low/high, have a look at Automation. That's correct: the background simulation of resources ignore the 'unlimited EC' flag. Apologies, I didn't mean to imply that your mod was wrong. I am sure if I uninstall my umpteen mods and run only Kerbalism it will work flawlessly. I am sure its a mod incompatibility with some other mod I have installed. I am just trying to figure out whats changed since I updated last around 8/11 and to learn if others know what the incompatibility is might be. Because it used to work just fine with no problems with my particular mod set (which is HUGE). Ill do more experimentation and report back if I find anything. Ill also post on other mods to see if anyone there knows. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted September 11, 2016 Author Share Posted September 11, 2016 @Gerbwerz Ok, do this: set ShowRates to true in Settings.cfg create a vessel in the VAB, put components similar to the one giving you the problem use the Planner in the VAB, set body and situation equal to the ones you want (eg: Mun, landed) check in the Planner environment panel how long the night-side last (shadow time) click on the little sun icon until is black, and check in the Planner EC panel how long the batteries are estimated to last launch that vessel, and put it in the situation and body you want (eg: Mun, landed) open the Vessel Info window for that vessel (right click on the vessel name in the Monitor, top right of screen) check if the EC level is consistent with what the Planner told you, both when the vessel is loaded and when it unloaded post log, savegame and screenshots Link to comment Share on other sites More sharing options...
Gerbwerz Posted September 11, 2016 Share Posted September 11, 2016 17 minutes ago, ShotgunNinja said: 54 minutes ago, Gerbwerz said: AmpYear darkside calcs show that my ships and bases should have way more than enough to survive a mun night Have you ever considered the possibility that AmpYear is wrong? Use the Planner and Vessel Info to get that information. I checked the Kerbalism planner for my mun space station and its says there should be a life expectancy of 1h 26m on the night side of Mun. What altitude of orbit is that for? Im at a 60KM'ish orbit which is roughly a 15 min transit. 1.63/s usage would need about 1500 EC. The ship has a 8515 capacity. That should be more than enough to make it. I will follow the steps you just posted and report back. Link to comment Share on other sites More sharing options...
The-Doctor Posted September 11, 2016 Share Posted September 11, 2016 @ShotgunNinja is there a way to recycle oxygen 100%? Can I mine it or does MKS allow it? Link to comment Share on other sites More sharing options...
Thegamer211 Posted September 11, 2016 Share Posted September 11, 2016 (edited) Thanks for the update and the bugfixes that come with it, but I think the KIS items entertainment bonus doesn't exactly work: In hangar, whenever they are added or not the entertainment doesn't increase at all, probably because they are in a KIS inventory rather than on the craft. Neat descriptions tho Edited September 11, 2016 by Thegamer211 Link to comment Share on other sites More sharing options...
ShotgunNinja Posted September 11, 2016 Author Share Posted September 11, 2016 @Thegamer211 They are not counted when inside a KIS inventory. But it does when they are part of the vessel (or attached to the kerbal). @The-Doctor A complete ISRU system for producing oxygen and more is coming in the near future. Link to comment Share on other sites More sharing options...
lajoswinkler Posted September 11, 2016 Share Posted September 11, 2016 I've noticed the atmospheres of stock planetary bodies (at least two of them) are incorrect after the last two Kerbalism updates. Duna should have an atmosphere of 50 km, and Eve should have 90 km. Instead, my Duna has 70 km, and Eve has 50 km atmosphere. Did something change in stock game I was unaware of or is this something else? Link to comment Share on other sites More sharing options...
gamerscircle Posted September 11, 2016 Share Posted September 11, 2016 11 hours ago, Yaar Podshipnik said: @gamerscircle While you can't add Shielding, I think you can send up the Active Shield module and get some radiation protection that way (at a cost of EC of course) I have yet to see this part. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted September 11, 2016 Author Share Posted September 11, 2016 @lajoswinkler I don't see how this mod could be related to your atmosphere height problem. I don't change celestial body parameters, merely use them. You say it happened after last 2 update of Kerbalism. Figure out what else you updated/installed and work from there, because I assure you this mod is not the cause. Link to comment Share on other sites More sharing options...
RedParadize Posted September 12, 2016 Share Posted September 12, 2016 Don't forget meh! Link to comment Share on other sites More sharing options...
Gerbwerz Posted September 12, 2016 Share Posted September 12, 2016 8 hours ago, ShotgunNinja said: @Gerbwerz Ok, do this: set ShowRates to true in Settings.cfg create a vessel in the VAB, put components similar to the one giving you the problem use the Planner in the VAB, set body and situation equal to the ones you want (eg: Mun, landed) check in the Planner environment panel how long the night-side last (shadow time) click on the little sun icon until is black, and check in the Planner EC panel how long the batteries are estimated to last launch that vessel, and put it in the situation and body you want (eg: Mun, landed) open the Vessel Info window for that vessel (right click on the vessel name in the Monitor, top right of screen) check if the EC level is consistent with what the Planner told you, both when the vessel is loaded and when it unloaded post log, savegame and screenshots Pics are at http://imgur.com/a/BJMPz Save and logs are here in Kerbalism issues folder: https://www.dropbox.com/sh/xc9rh7zv99tebn4/AAC_fEQPGYcwwr5XCCkItqXEa?dl=0 Appears to be using more EC on orbit than forecasted in the VAB. Even at higher rate the batteries should easily last the shadow transit time. It appears to degrade over the time of several days. Thank you for taking the time to look at this. -r Link to comment Share on other sites More sharing options...
crapstar Posted September 12, 2016 Share Posted September 12, 2016 @Gerbwerz @ShotgunNinja Amp year is definitely wrong. i have the same issue where AY grossly over calculated the required charge. Planner was spot on. Link to comment Share on other sites More sharing options...
Vlyan Posted September 12, 2016 Share Posted September 12, 2016 1 hour ago, crapstar said: @Gerbwerz @ShotgunNinja Amp year is definitely wrong. i have the same issue where AY grossly over calculated the required charge. Planner was spot on. i can confirm this, i used AY recently and won't work as expected too Link to comment Share on other sites More sharing options...
Gerbwerz Posted September 12, 2016 Share Posted September 12, 2016 7 hours ago, crapstar said: @Gerbwerz @ShotgunNinja Amp year is definitely wrong. i have the same issue where AY grossly over calculated the required charge. Planner was spot on. 6 hours ago, Vlyan said: i can confirm this, i used AY recently and won't work as expected too I can see that AY is reporting different values. But in this case Kerbalism planner is under forecasting what is actually being consumed on orbit. I am pretty sure its some other mod causing this and not Kerbalism, but I haven't been able to track it down yet. Link to comment Share on other sites More sharing options...
Senior Slaphead Posted September 12, 2016 Share Posted September 12, 2016 (edited) I've been using this with Dark Multiplayer... can't report any obvious problems thusfar but I may be deluded on this point. I was previously an acolyte of TAC Life support, which is genuinely great and more detailed in respect to the resource management... but what sold Kerbalism to me was the all-in-one, part failure, psychological needs and environmental hazzards stuff. Edited September 12, 2016 by Senior Slaphead Link to comment Share on other sites More sharing options...
ThePsion5 Posted September 12, 2016 Share Posted September 12, 2016 @ShotgunNinja I'd like to add support for the Atomic Age mod to Kerbalism via a patch file that adds ionizing radiation to the nuclear engines. For balance purposes, here are the values I'm proposing: Engine Name Vac. Thrust (kN) rads/hour LV-N (for reference) 60 0.01 Nuclear Turbojet 0 (105 at 1 atm.) 0.015 "Candle" Radioisotope Rocket 3 0* LANTERN Engine 45 0.08 CCG-7 Nuclear Lightbulb 450 0.03** *Since the Radioisotope generator does not emit any radiation and really, who is going to use this on a manned ship anyway? **A Nuclear Lightbulb engine design does not emit radioactive exhaust, which I believe justifies it's lower radiation emissions compared to it's thrust Would you be open to a pull request with appropriate cfg files? Link to comment Share on other sites More sharing options...
ShotgunNinja Posted September 13, 2016 Author Share Posted September 13, 2016 1 hour ago, ThePsion5 said: Would you be open to a pull request with appropriate cfg files? Absolutely Link to comment Share on other sites More sharing options...
Yaar Podshipnik Posted September 13, 2016 Share Posted September 13, 2016 (edited) @ShotgunNinja how will Kerbalism signal work with KerbNet? Edited September 13, 2016 by Yaar Podshipnik Link to comment Share on other sites More sharing options...
ShotgunNinja Posted September 13, 2016 Author Share Posted September 13, 2016 @Yaar Podshipnik I'll have to get my hands on KSP 1.2 first to be sure, but chances are KerbNet is a waypoint manager and a map data viewer. It seem to be unrelated to the stock signal system except for the fact that the map viewer is disabled if the vessel has no link. This I inferred only from a video I saw, so I could be terribly wrong about it. Link to comment Share on other sites More sharing options...
Stone Blue Posted September 13, 2016 Share Posted September 13, 2016 (edited) On 9/12/2016 at 2:29 AM, crapstar said: @Gerbwerz @ShotgunNinja Amp year is definitely wrong. i have the same issue where AY grossly over calculated the required charge. Planner was spot on. On 9/12/2016 at 4:22 AM, Vlyan said: i can confirm this, i used AY recently and won't work as expected too 21 hours ago, Gerbwerz said: I can see that AY is reporting different values. But in this case Kerbalism planner is under forecasting what is actually being consumed on orbit. I am pretty sure its some other mod causing this and not Kerbalism, but I haven't been able to track it down yet. If this is trully the case, has anyone bothered to bring this up with @JPLRepo?... I dont see anyting on the AmpYear thread about this...?? He might like to know if there IS an issue, especially since he lists Kerbalism as a supported mod in his OP. Edited September 13, 2016 by Stone Blue Link to comment Share on other sites More sharing options...
Wahgineer Posted September 13, 2016 Share Posted September 13, 2016 Will the whole broadcasting/transmiting mecahnic be removed/changed for KSP 1.2? Link to comment Share on other sites More sharing options...
ShotgunNinja Posted September 13, 2016 Author Share Posted September 13, 2016 (edited) 9 hours ago, awsumindyman said: Will the whole broadcasting/transmiting mecahnic be removed/changed for KSP 1.2? I don't know yet. Need to try the stock system first, but there are pro and con on keeping or removing it. Remove it: less work for me in the long run most people are using RemoteTech anyway stock system is relatively similar probably not trivial to adapt to KSP 1.2 Keep it: i have plans to extend the system with A* pathfinding and background data transmission very good performances alias-free 3d line rendering lot of work went into it already (this is a petty reason in reality) Edited September 13, 2016 by ShotgunNinja Link to comment Share on other sites More sharing options...
Kerbos Posted September 14, 2016 Share Posted September 14, 2016 Well goddamn it, almost a month without playing and still got a ton of work to do, bloody hate my rookie coworkers [triggered]. Also, the new stock antenna pack is pretty much the same as Kerbalism but it does have a better and clearer way to show antenna range and efficiency. I think you should still keep the kerbalism relay system while taking advantage of the new 1.2 features, mostly because keeping it will allow you (I think) to set a tight control over radiation storms and blackouts. Link to comment Share on other sites More sharing options...
Z3R0_0NL1N3 Posted September 14, 2016 Share Posted September 14, 2016 Could you make a "hard mode" for malfunctions, using the things that DangIt/Entropy and Kerbal Mechanics implemented? Below is a list of things it had; I'll bold the things I would like to see most. Hopefully you can implement their code, should you get permission. Spoiler Alternator failure for engines Battery short circuits Control surfaces sticking Coolant lines failing for engines Decouplers failing to separate Complete engine failure/refusal to start up Gimbal sticking Air intake failure RCS failing/sticking Reaction wheels stopping Tank leaks Wheel motors seizing Flat tires Animations (cargo bays etc) getting stuck Generators losing efficiency Parachutes not deploying/not opening Solar panel servos stop solar tracking SRB O-ring/overheating failure/explosion Lights burning out GUI (altimeter/navball/throttle gauge) failure due to high Gs Anything else you can think of! Link to comment Share on other sites More sharing options...
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