theJesuit Posted February 17, 2017 Share Posted February 17, 2017 36 minutes ago, Taxer7 said: I'm having currently an issue with my Kerbalism. I have no mods except this one, and I cant seem to get my comms network to work with the games one. Which leave my vehicles use less at the pad. even while having antennas on it. Help? Kerbalism changes the communication system and disables (and hides) the stock system completely. That could be your reason. Kerbalism has it's own system. To go back, then in the settings config change the signal option to false. Peace. Link to comment Share on other sites More sharing options...
Taxer7 Posted February 17, 2017 Share Posted February 17, 2017 Thank you so much! Link to comment Share on other sites More sharing options...
schrema Posted February 17, 2017 Share Posted February 17, 2017 (edited) I think my RSS Profile is ready. The consume rates of Food, Water and the regarding processes were adapted to a 24h day. The Greenhouse is producing in the same speed, but it produces 4 times lesser Food. I decided to let Radiation and Stress the same as before, RSS Gameplay should be a litte bit harder. This means that degenaration comes four times faster than on a 6h day. Additionally I adjusted Atmo Leaks and Pressure Control to a more realistic value. Shielding is in this profile not only a radiation protection, rather it represents some kind of hull quality and is helping to reduce of Atom Leaks. Unfortunately, all rates in the planer, monitor and parts are shown in stock time. Found no way to change this in the profile. // ============================================================================ // The default profile // ============================================================================ Profile { name = default Supply { resource = ElectricCharge on_pod = 50.0 on_eva = 25.0 on_rescue = 1000.0 low_message = $VESSEL batteries are almost empty@<i>We are squeezing the last bit of juice</i>|$VESSEL batteries are almost empty@<i>Shutting down non-essential systems</i> empty_message = There is no more ElectricCharge on $VESSEL@<i>Life support systems are off</i>|There is no more ElectricCharge on $VESSEL@<i>We lost control</i> refill_message = $VESSEL batteries recharged@<i>The crew is allowed music again</i>|$VESSEL batteries recharged@<i>Systems are back online</i> } Supply { resource = Food on_pod = 31.45 on_rescue = 1000.0 low_message = Food reserves are getting low on $VESSEL@<i>Anything edible is being scrutinized</i> empty_message = There is no more food on $VESSEL@<i>The crew prepare for the inevitable</i> refill_message = $VESSEL food reserves restored@<i>Double snack rations for everybody</i> } Supply { resource = Water on_pod = 12.1 on_rescue = 1000.0 low_message = Water reserves are getting low on $VESSEL@<i>Hygiene schedule suspended until further notice</i> empty_message = There is no more water on $VESSEL@<i>Licking the condense is not a viable solution</i> refill_message = $VESSEL water reserves restored@<i>The situation look much better now</i> } Supply { resource = Oxygen on_pod = 11914.56 on_eva = 100.0 on_rescue = 10000.0 low_message = Oxygen reserves are dangerously low on $VESSEL@<i>There is mild panic among the crew</i> empty_message = There is no more oxygen on $VESSEL@<i>Everybody stop breathing</i> refill_message = $VESSEL oxygen reserves restored@<i>The crew is taking a breather</i> } Supply { resource = Nitrogen low_message = Nitrogen reserves are getting low on $VESSEL empty_message = There is no more nitrogen on $VESSEL@<i>Time to go back in the suits</i> refill_message = $VESSEL nitrogen reserves restored@<i>Let's get out of these damn suits</i> } Supply { resource = Hydrogen low_message = Hydrogen tanks are almost empty on $VESSEL empty_message = There is no more hydrogen on $VESSEL tanks refill_message = $VESSEL hydrogen tanks refilled } Supply { resource = Ammonia low_message = Ammonia tanks are almost empty on $VESSEL empty_message = There is no more ammonia on $VESSEL tanks@<i>Maybe it is time for some smelly alternative</i> refill_message = $VESSEL ammonia tanks refilled } Rule { name = climatization input = ElectricCharge rate = 0.0001 // per-kelvin (temp diff), per m^3 (living space), per-second degeneration = 0.00000007 // about 2h at 100k temp diff in 20m^3 modifier = temperature,volume,per_capita warning_message = $ON_VESSEL$KERBAL feels cold|$ON_VESSEL$KERBAL is sweating danger_message = $ON_VESSEL$KERBAL is freezing to death|$ON_VESSEL$KERBAL is burning alive fatal_message = $ON_VESSEL$KERBAL froze to death|$ON_VESSEL$KERBAL was burned alive relax_message = $ON_VESSEL$KERBAL hypothermia is under control|$ON_VESSEL$KERBAL is hugging the climatizer } Rule { name = eating input = Food output = Waste rate = 3.145 // 1.77 Kg per-day interval = 43200.0 // 2 meals per-day 24h Day //interval = 10800.0 // 2 meals per-day degeneration = 0.03333 // 30 meals, 15 days warning_message = $ON_VESSEL$KERBAL is hungry danger_message = $ON_VESSEL$KERBAL is starving fatal_message = $ON_VESSEL$KERBAL starved to death relax_message = $ON_VESSEL$KERBAL is enjoying some snacks right now } Rule { name = drinking input = Water output = WasteWater rate = 0.605 // 2.42 Kg per-day interval = 21600.0 // 4 drinks per-day 24h Day //interval = 5400.0 // 4 drinks per-day degeneration = 0.08333 // 12 drinks, 3 days warning_message = $ON_VESSEL$KERBAL is thirsty danger_message = $ON_VESSEL$KERBAL is dehydrated fatal_message = $ON_VESSEL$KERBAL died from dehydration relax_message = $ON_VESSEL$KERBAL is enjoying some drinks right now } Rule { name = breathing input = Oxygen output = WasteAtmosphere rate = 0.02758 // 0.84 Kg per-day degeneration = 0.0055555 // 3 minutes modifier = breathable warning_message = $ON_VESSEL$KERBAL can't breathe danger_message = $ON_VESSEL$KERBAL is suffocating fatal_message = $ON_VESSEL$KERBAL suffocated to death relax_message = $ON_VESSEL$KERBAL is breathing again } Rule { name = co2 poisoning degeneration = 0.0005555 // 30 minutes modifier = poisoning,breathable warning_message = $ON_VESSEL$KERBAL's head feels light danger_message = $ON_VESSEL$KERBAL seem unable to breath properly fatal_message = $ON_VESSEL$KERBAL died of co2 poisoning relax_message = $ON_VESSEL$KERBAL is breathing again } Rule { name = stress degeneration = 0.00000000463 // 10000 days variance = 0.33 // add per-kerbal variance modifier = living_space,comfort,pressure breakdown = true // trigger breakdown event instead of death warning_message = $ON_VESSEL$KERBAL is losing $HIS_HER mind@<i>Concentration is becoming a problem</i> danger_message = $ON_VESSEL$KERBAL is about to breakdown@<i>Starting to hear voices</i> relax_message = $ON_VESSEL$KERBAL is thinking straight now@<i>Let's do it again!</i> } Rule { name = radiation degeneration = 1.0 // just use the modifier variance = 0.1 // add per-kerbal variance modifier = radiation,shielding warning_threshold = 25.0 danger_threshold = 37.5 fatal_threshold = 50.0 warning_message = $ON_VESSEL$KERBAL has been exposed to intense radiation danger_message = $ON_VESSEL$KERBAL is reporting symptoms of radiation poisoning fatal_message = $ON_VESSEL$KERBAL died after being exposed to extreme radiation relax_message = $ON_VESSEL$KERBAL has recovered from radiation exposure } // convention: 1 capacity = enough to scrub output of 1 crew memeber Process { name = scrubber modifier = _Scrubber input = [email protected] input = [email protected] output = [email protected] } // convention: 1 capacity = enough to compensate for leaks in 70 m^2 surface (a cube of 40 m^3 volume) Process { name = pressure control modifier = _PressureControl input = [email protected] // lesser Atmo Leaks //input = [email protected] //output = [email protected] input = [email protected] output = [email protected] dump = false } // convention: 1 capacity = enough to recycle output of 1 crew member Process { name = water recycler modifier = _WaterRecycler input = [email protected] // 24h Day //input = [email protected] //output = [email protected] //output = [email protected] input = [email protected] output = [email protected] output = [email protected] } // convention: 1 capacity = enough to process output of 1 crew member Process { name = waste processor modifier = _WasteProcessor input = [email protected] // 24h Day //input = [email protected] //output = Ammonia@0,05463 input = [email protected] output = [email protected] } Process { name = atmo leaks //modifier = surface,breathable modifier = surface,breathable,shielding //input = [email protected] --> to high input = [email protected] } Process { name = fuel cell modifier = _FuelCell input = [email protected] input = [email protected] output = [email protected] output = [email protected] } Process { name = water electrolysis modifier = _WaterElectrolysis input = [email protected] input = [email protected] output = [email protected] output = [email protected] } Process { name = sabatier process modifier = _Sabatier input = [email protected] input = [email protected] input = [email protected] output = [email protected] output = [email protected] // ([email protected]) } Process { name = haber process modifier = _Haber input = [email protected] input = [email protected] output = [email protected] } Process { name = anthraquinone process modifier = _Anthraquinone input = [email protected] input = [email protected] output = [email protected] // ([email protected]) } Process { name = hydrazine production modifier = _HydrazineProduction input = [email protected] input = [email protected] // ([email protected]) output = [email protected] output = [email protected] // ([email protected]) } Process { name = solid oxide electrolysis modifier = _SOE input = [email protected] input = [email protected] output = [email protected] // [email protected] is wasted } Process { name = molten regolith electrolysis modifier = _MRE input = [email protected] input = [email protected] output = [email protected] } } // ============================================================================ // Add configurable Life Support System to all manned parts // ============================================================================ @PART[*]:HAS[#CrewCapacity[>0]]:NEEDS[ProfileDefault]:FOR[Kerbalism] { MODULE { name = ProcessController resource = _Scrubber title = Scrubber capacity = #$../CrewCapacity$ running = true } MODULE { name = ProcessController resource = _PressureControl title = Pressure control capacity = #$../CrewCapacity$ running = true } MODULE { name = ProcessController resource = _WaterRecycler title = Water recycler capacity = #$../CrewCapacity$ running = true } MODULE { name = ProcessController resource = _WasteProcessor title = Waste processor capacity = #$../CrewCapacity$ running = true } @MODULE[ProcessController],* { @capacity *= 1.67 } MODULE { name = Configure title = Pod slots = 2 SETUP { name = Scrubber desc = Sequester <b>CarbonDioxide</b> from the internal atmosphere. mass = 0.01 cost = 250 MODULE { type = ProcessController id_field = resource id_value = _Scrubber } } SETUP { name = Pressure Control desc = Use <b>Nitrogen</b> to maintain the internal atmosphere at a comfortable pressure. tech = engineering101 mass = 0.01 cost = 250 MODULE { type = ProcessController id_field = resource id_value = _PressureControl } RESOURCE { name = Nitrogen amount = 10000 maxAmount = 10000 } } SETUP { name = Water Recycler desc = Filter impurities out of <b>WasteWater</b>. tech = spaceExploration mass = 0.05 cost = 500 MODULE { type = ProcessController id_field = resource id_value = _WaterRecycler } RESOURCE { name = WasteWater amount = 0 maxAmount = 5 } } SETUP { name = Waste Processor desc = Extract <b>Ammonia</b> out of decomposing organic waste. tech = advExploration mass = 0.05 cost = 500 MODULE { type = ProcessController id_field = resource id_value = _WasteProcessor } RESOURCE { name = Waste amount = 0 maxAmount = 5 } } } MODULE:NEEDS[FeatureReliability] { name = Reliability type = ProcessController title = ECLSS redundancy = Life Support repair = true // anyone mtbf = 252288000 // 8y extra_cost = 2.5 extra_mass = 0.1 } } // tweak number of slots @PART[MK1CrewCabin|Mark2Cockpit|cupola]:NEEDS[ProfileDefault]:FOR[Kerbalism] { @MODULE[Configure] { @slots = 1 } } @PART[mk3Cockpit_Shuttle]:NEEDS[ProfileDefault]:FOR[Kerbalism] { @MODULE[Configure] { @slots = 3 } } // ============================================================================ // Add scrubber process to EVA kerbals // ============================================================================ @PART[kerbalEVA,kerbalEVAfemale]:NEEDS[ProfileDefault]:FOR[Kerbalism] { MODULE { name = ProcessController resource = _Scrubber title = Scrubber capacity = 1.0 toggle = true running = true } } // ============================================================================ // Add configurable supplies to inline containers // ============================================================================ @PART[kerbalism-container-inline-*]:NEEDS[ProfileDefault]:FOR[Kerbalism] { MODULE { name = Configure title = Supply Container slots = 1 SETUP { name = Supplies desc = Store a balanced supply of <b>Food</b> and <b>Water</b>. RESOURCE { name = Food amount = 0.7224224 maxAmount = 0.7224224 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } RESOURCE { name = Water amount = 0.2775776 maxAmount = 0.2775776 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } SETUP { name = Waste desc = Store solid and liquid organic waste. RESOURCE { name = Waste amount = 0 maxAmount = 0.4949706 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } RESOURCE { name = WasteWater amount = 0 maxAmount = 0.5050294 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } SETUP { name = Food RESOURCE { name = Food amount = 1 maxAmount = 1 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } SETUP { name = Water RESOURCE { name = Water amount = 1 maxAmount = 1 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } } } // ============================================================================ // Add configurable supplies to radial containers // ============================================================================ @PART[kerbalism-container-radial-*]:NEEDS[ProfileDefault]:FOR[Kerbalism] { MODULE { name = Configure title = Pressurized Tank slots = 1 SETUP { name = Oxygen desc = Store liquid oxygen RESOURCE { name = Oxygen amount = 809.22 maxAmount = 809.22 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } SETUP { name = Nitrogen desc = Store liquid nitrogen RESOURCE { name = Nitrogen amount = 659.4 maxAmount = 659.4 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } SETUP { name = Hydrogen desc = Store liquid hydrogen RESOURCE { name = Hydrogen amount = 788.1 maxAmount = 788.1 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } SETUP { name = Ammonia desc = Store liquid ammonia RESOURCE { name = Ammonia amount = 913.0 maxAmount = 913.0 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } SETUP { name = CarbonDioxide desc = Store liquid co2 RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 601.36 @amount *= #$../../../ContainerVolume$ @maxAmount *= #$../../../ContainerVolume$ } } } } // ============================================================================ // Setup greenhouse // ============================================================================ @PART[kerbalism-greenhouse]:NEEDS[ProfileDefault]:FOR[Kerbalism] { MODULE { name = Greenhouse crop_resource = Food // name of resource produced by harvests // 24h Day crop_size = 750.0 // amount of resource produced by harvests crop_rate = 0.00000023148 // growth per-second when all conditions apply ec_rate = 2.5 // EC/s consumed by the lamp at max intensity light_tolerance = 400.0 // minimum lighting flux required for growth, in W/m^2 pressure_tolerance = 0.1 // minimum pressure required for growth, in sea level atmospheres radiation_tolerance = 0.000004333 // maximum radiation allowed for growth in rad/s, considered after shielding is applied lamps = Cylinder001 // object with emissive texture used to represent lamp intensity graphically shutters = door // animation to manipulate shutters plants = // animation to represent plant growth graphically INPUT_RESOURCE { name = Ammonia rate = 0.00695 // 37530 units required for crop } INPUT_RESOURCE { name = Water rate = 0.00023148 // 1250 units required for crop } OUTPUT_RESOURCE { name = Oxygen rate = 0.00463 // 25% of oxygen required by 1 crew member } OUTPUT_RESOURCE { name = WasteWater rate = 0.00023033 } } MODULE { name = Habitat toggle = false } MODULE { name = ProcessController resource = _PressureControl title = Pressure control capacity = 0.2143 running = true } RESOURCE { name = Waste amount = 0 maxAmount = 10 } RESOURCE { name = Ammonia amount = 1000 maxAmount = 1000 } } // ============================================================================ // Fuel cells // ============================================================================ @PART[FuelCell]:NEEDS[ProfileDefault]:FOR[Kerbalism] { !MODULE[ModuleResourceConverter] {} !RESOURCE[ElectricCharge] {} MODULE { name = ProcessController resource = _FuelCell title = Fuel cell capacity = 1 } MODULE:NEEDS[FeatureReliability] { name = Reliability type = ProcessController title = Fuel Cell redundancy = Power Generation repair = Engineer mtbf = 252288000 // 8y extra_cost = 1.0 extra_mass = 0.5 } @TechRequired = basicScience } @PART[FuelCellArray]:NEEDS[ProfileDefault]:FOR[Kerbalism] { !MODULE[ModuleResourceConverter] {} !RESOURCE[ElectricCharge] {} MODULE { name = ProcessController resource = _FuelCell title = Fuel cell capacity = 6 } MODULE:NEEDS[FeatureReliability] { name = Reliability type = ProcessController title = Fuel Cell redundancy = Power Generation repair = Engineer mtbf = 252288000 // 8y extra_cost = 1.0 extra_mass = 0.5 } } // ============================================================================ // ISRU chemical plants // ============================================================================ @PART[kerbalism-chemicalplant,MiniISRU,ISRU,smallISRU]:NEEDS[ProfileDefault]:FOR[Kerbalism] { !MODULE[ModuleResourceConverter]:HAS[#ConverterName[Lf+Ox]] {} !MODULE[ModuleResourceConverter]:HAS[#ConverterName[LiquidFuel]] {} !MODULE[ModuleResourceConverter]:HAS[#ConverterName[Oxidizer]] {} !MODULE[ModuleResourceConverter]:HAS[#ConverterName[Monoprop]] {} !MODULE[ModuleResourceConverter]:HAS[#ConverterName[MonoPropellant]] {} !MODULE[ModuleOverheatDisplay] {} !MODULE[ModuleCoreHeat] {} MODULE { name = ProcessController resource = _WaterElectrolysis title = Water electrolysis capacity = 1 } MODULE { name = ProcessController resource = _Sabatier title = Sabatier process capacity = 1 } MODULE { name = ProcessController resource = _Haber title = Haber process capacity = 1 } MODULE { name = ProcessController resource = _Anthraquinone title = Anthraquinone process capacity = 1 } MODULE { name = ProcessController resource = _HydrazineProduction title = Hydrazine production capacity = 1 } MODULE { name = ProcessController resource = _MRE title = MRE capacity = 1 } MODULE { name = ProcessController resource = _SOE title = SOE capacity = 1 } MODULE { name = Configure title = Chemical Plant slots = 1 SETUP { name = Water Electrolysis MODULE { type = ProcessController id_field = resource id_value = _WaterElectrolysis } } SETUP { name = Sabatier Process MODULE { type = ProcessController id_field = resource id_value = _Sabatier } } SETUP { name = Haber Process MODULE { type = ProcessController id_field = resource id_value = _Haber } } SETUP { name = Anthraquinone Process tech = advScienceTech MODULE { type = ProcessController id_field = resource id_value = _Anthraquinone } } SETUP { name = Hydrazine Production tech = advScienceTech MODULE { type = ProcessController id_field = resource id_value = _HydrazineProduction } } SETUP { name = Solid Oxide Electrolysis desc = Transform <b>CarbonDioxide</b> into <b>Oxygen</b>. tech = experimentalScience MODULE { type = ProcessController id_field = resource id_value = _SOE } } SETUP { name = Molten Regolith Electrolysis desc = Extract <b>Oxygen</b> out of <b>Ore</b>. tech = experimentalScience MODULE { type = ProcessController id_field = resource id_value = _MRE } } } MODULE:NEEDS[FeatureReliability] { name = Reliability type = ProcessController title = Chemical Plant repair = Engineer mtbf = 252288000 // 8y extra_cost = 1.0 extra_mass = 0.2 } } @PART[MiniISRU]:NEEDS[ProfileDefault]:FOR[Kerbalism] { @MODULE[ProcessController],* { @capacity *= 3.3 } } @PART[ISRU]:NEEDS[ProfileDefault]:FOR[Kerbalism] { @MODULE[ProcessController],* { @capacity *= 5.0 } @MODULE[Configure] { %slots = 2 } } @PART[smallISRU]:NEEDS[ProfileDefault]:FOR[Kerbalism] { @MODULE[ProcessController],* { @capacity *= 2.0 } } // ============================================================================ // ISRU drills // ============================================================================ @PART[MiniDrill,RadialDrill]:NEEDS[ProfileDefault]:FOR[Kerbalism] { !MODULE[ModuleResourceHarvester] {} !MODULE[ModuleOverheatDisplay] {} !MODULE[ModuleCoreHeat] {} MODULE { name = Harvester title = Water Extraction drill = ImpactTransform type = 0 resource = Water min_abundance = 0.01 rate = 0.0005 ec_rate = 1.0 } MODULE { name = Harvester title = Ore Extraction drill = ImpactTransform type = 0 resource = Ore min_abundance = 0.05 rate = 0.0025 ec_rate = 1.0 } MODULE { name = Configure title = Drill slots = 1 SETUP { name = Water Extraction desc = Extract <b>Water</b> from the surface. MODULE { type = Harvester id_field = resource id_value = Water } RESOURCE { name = Water amount = 0 maxAmount = 50 } } SETUP { name = Ore Extraction desc = Extract <b>Ore</b> from the surface. MODULE { type = Harvester id_field = resource id_value = Ore } RESOURCE { name = Ore amount = 0 maxAmount = 50 } } } MODULE:NEEDS[FeatureReliability] { name = Reliability type = Harvester title = Harvester repair = Engineer mtbf = 252288000 // 8y extra_cost = 1.0 extra_mass = 0.2 } } @PART[RadialDrill]:NEEDS[ProfileDefault]:FOR[Kerbalism] { @MODULE[Harvester],* { @rate *= 5 @ec_rate *= 5 } } // ============================================================================ // atmospheric harvester // the atmospheric experiment part is used as an atmospheric harvester // ============================================================================ @PART[sensorAtmosphere]:NEEDS[ProfileDefault]:FOR[Kerbalism] { MODULE { name = Harvester title = CO2 Filter type = 2 resource = CarbonDioxide min_abundance = 0.005 min_pressure = 4.0 rate = 0.2 ec_rate = 0.5 } MODULE { name = Harvester title = Oxygen Filter type = 2 resource = Oxygen min_abundance = 0.02 min_pressure = 5.0 rate = 0.25 ec_rate = 0.5 } MODULE { name = Harvester title = Nitrogen Filter type = 2 resource = Nitrogen min_abundance = 0.01 min_pressure = 2.0 rate = 0.35 ec_rate = 0.5 } MODULE { name = Configure title = Atmospheric Filter slots = 1 SETUP { name = CO2 Filter desc = Extract <b>CO2</b> from the atmosphere. MODULE { type = Harvester id_field = resource id_value = CarbonDioxide } } SETUP { name = Oxygen Filter desc = Extract <b>Oxygen</b> from the atmosphere. MODULE { type = Harvester id_field = resource id_value = Oxygen } } SETUP { name = Nitrogen Filter desc = Extract <b>Nitrogen</b> from the atmosphere. MODULE { type = Harvester id_field = resource id_value = Nitrogen } } } MODULE:NEEDS[FeatureReliability] { name = Reliability type = Harvester title = Harvester repair = Engineer mtbf = 252288000 // 8y extra_cost = 1.0 extra_mass = 0.5 } @mass = 0.2 } // ============================================================================ // Pseudo-resources used by processes // ============================================================================ RESOURCE_DEFINITION { name = _Scrubber density = 0.0 isVisible = false } RESOURCE_DEFINITION { name = _PressureControl density = 0.0 isVisible = false } RESOURCE_DEFINITION { name = _WaterRecycler density = 0.0 isVisible = false } RESOURCE_DEFINITION { name = _WasteProcessor density = 0.0 isVisible = false } RESOURCE_DEFINITION { name = _FuelCell density = 0.0 isVisible = false } RESOURCE_DEFINITION { name = _WaterElectrolysis density = 0.0 isVisible = false } RESOURCE_DEFINITION { name = _Sabatier density = 0.0 isVisible = false } RESOURCE_DEFINITION { name = _Haber density = 0.0 isVisible = false } RESOURCE_DEFINITION { name = _Anthraquinone density = 0.0 isVisible = false } RESOURCE_DEFINITION { name = _HydrazineProduction density = 0.0 isVisible = false } RESOURCE_DEFINITION { name = _SOE density = 0.0 isVisible = false } RESOURCE_DEFINITION { name = _MRE density = 0.0 isVisible = false } The reliability were changed to (four times higher). Here is the config (Reliability.cfg): // ============================================================================ // Add Reliability module to supported parts // ============================================================================ @PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]]:NEEDS[FeatureReliability]:FOR[Kerbalism] { MODULE { name = Reliability type = ModuleDeployableSolarPanel title = Solar Panel redundancy = Power Generation repair = true mtbf = 126144000 // 4y extra_cost = 2.5 extra_mass = 1.0 } } @PART[*]:HAS[@MODULE[ModuleReactionWheel],!MODULE[ModuleCommand]]:NEEDS[FeatureReliability]:FOR[Kerbalism] { MODULE { name = Reliability type = ModuleReactionWheel title = Reaction Wheel redundancy = Attitude Control repair = true mtbf = 126144000 // 4y extra_cost = 2.5 extra_mass = 1.0 } } @PART[*]:HAS[@MODULE[ModuleReactionWheel],@MODULE[ModuleCommand]]:NEEDS[FeatureReliability]:FOR[Kerbalism] { MODULE { name = Reliability type = ModuleReactionWheel title = Reaction Wheel redundancy = Attitude Control repair = true mtbf = 126144000 // 4y extra_cost = 0.25 extra_mass = 0.15 } } @PART[*]:HAS[@MODULE[ModuleRCSFX]]:NEEDS[FeatureReliability]:FOR[Kerbalism] { MODULE { name = Reliability type = ModuleRCSFX title = RCS redundancy = Attitude Control repair = Engineer mtbf = 252288000 // 8y extra_cost = 2.0 extra_mass = 1.0 } } @PART[*]:HAS[@MODULE[ModuleLight]]:NEEDS[FeatureReliability]:FOR[Kerbalism] { MODULE { name = Reliability type = ModuleLight title = Light repair = true // anyone mtbf = 126144000 // 4y extra_cost = 5.0 extra_mass = 1.0 } } @PART[*]:HAS[@MODULE[ModuleParachute]]:NEEDS[FeatureReliability]:FOR[Kerbalism] { MODULE { name = Reliability type = ModuleParachute title = Parachute redundancy = Landing repair = true // anyone mtbf = 252288000 // 8y extra_cost = 2.5 extra_mass = 0.5 } } @PART[*]:HAS[@MODULE[ModuleEngines]]:NEEDS[FeatureReliability]:FOR[Kerbalism] { MODULE { name = Reliability type = ModuleEngines title = Engine redundancy = Propulsion repair = Engineer mtbf = 252288000 // 8y extra_cost = 1.0 extra_mass = 0.1 } } @PART[*]:HAS[@MODULE[ModuleEnginesFX]]:NEEDS[FeatureReliability]:FOR[Kerbalism] { MODULE { name = Reliability type = ModuleEnginesFX title = Engine redundancy = Propulsion repair = Engineer mtbf = 252288000 // 8y extra_cost = 1.0 extra_mass = 0.1 } } @PART[*]:HAS[@MODULE[ModuleDeployableRadiator]]:NEEDS[FeatureReliability]:FOR[Kerbalism] { MODULE { name = Reliability type = ModuleDeployableRadiator title = Radiator repair = Engineer mtbf = 252288000 // 8y extra_cost = 2.0 extra_mass = 0.5 } } @PART[*]:HAS[@MODULE[ModuleActiveRadiator]]:NEEDS[FeatureReliability]:FOR[Kerbalism] { MODULE { name = Reliability type = ModuleActiveRadiator title = Radiator repair = Engineer mtbf = 252288000 // 8y extra_cost = 2.0 extra_mass = 0.5 } } @PART[*]:HAS[@MODULE[ModuleResourceConverter]]:NEEDS[FeatureReliability]:FOR[Kerbalism] { MODULE { name = Reliability type = ModuleResourceConverter title = Converter repair = Engineer mtbf = 252288000 // 8y extra_cost = 1.0 extra_mass = 0.2 @extra_mass *= 0.2 } } @PART[*]:HAS[@MODULE[ModuleResourceHarvester]]:NEEDS[FeatureReliability]:FOR[Kerbalism] { MODULE { name = Reliability type = ModuleResourceHarvester title = Harvester repair = Engineer mtbf = 252288000 // 8y extra_cost = 1.0 extra_mass = 0.2 } } My next step is, to play a litte bit with the ratiation model of the planets. The goal is, to have the same as in the real Solar System. Edited February 17, 2017 by schrema Link to comment Share on other sites More sharing options...
DavidHunter Posted February 17, 2017 Share Posted February 17, 2017 On 2/14/2017 at 2:22 PM, DavidHunter said: I just came here to request that you increased the resources for EVA Kerbals being rescued. Glad to see you've literally just made that fix. Well done and thanks! And much better now. Thanks a heap. PS Great mod. Link to comment Share on other sites More sharing options...
eberkain Posted February 17, 2017 Share Posted February 17, 2017 What kerbalism features do you loose by disabling the signal option and using something like remote tech instead? Link to comment Share on other sites More sharing options...
kananesgi Posted February 17, 2017 Share Posted February 17, 2017 (edited) 18 hours ago, bpilgrim said: The waste processor uses Waste to produce ammonia, which contains nitrogen. Is there a chemical process that can extract the nitrogen from ammonia? Five minutes of Googling didn't turn up anything for me, but I'm sure one exists. Perhaps it could be added to the chemical plant. Of course, then you may have to choose between fertilizing your greenhouse and pressurizing your craft... I can't think of a reason why this wouldn't be possible. I don't claim to be an expert on the subject by any means, but from what I remember from my environmental sciences, part of the nitrogen cycle includes bacteria that converts waste nitrogen back into nitrogen gas and releases it into the atmosphere. I'm betting no one has developed an artificial means of reproducing this process simply because nitrogen is so abundant on Earth that there is no reason to. I suppose,could you simply add a "fictional" process to the chemical plant to simulate this? Edited February 17, 2017 by kananesgi Link to comment Share on other sites More sharing options...
影之瑒 Posted February 18, 2017 Share Posted February 18, 2017 I wanna ask two quastions for this mod: 1st: I don't see The magnetic field in any planet ,is it invisible? And I can't feel the space weather,what happen? 2ed:Does this Mod support other solar system? such as RO/RSS, kerbal star system , GPP etc. Link to comment Share on other sites More sharing options...
Galileo Posted February 18, 2017 Share Posted February 18, 2017 13 minutes ago, 影之瑒 said: I wanna ask two quastions for this mod: 1st: I don't see The magnetic field in any planet ,is it invisible? And I can't feel the space weather,what happen? 2ed:Does this Mod support other solar system? such as RO/RSS, kerbal star system , GPP etc. I don't know about RSS but I do know KSS is not supported yet and GPP will be fully supported in the upcoming version. Link to comment Share on other sites More sharing options...
leomike Posted February 18, 2017 Share Posted February 18, 2017 12 minutes ago, 影之瑒 said: 1st: I don't see The magnetic field in any planet ,is it invisible? And I can't feel the space weather,what happen? You can see the field and belts in the map, simply press B to open a menu that allows you to toggle them. Storms happen every 100 to 400 in-game days. Link to comment Share on other sites More sharing options...
DavidHunter Posted February 18, 2017 Share Posted February 18, 2017 Speaking of space weather, @ShotgunNinja, I do space weather forecasting for a living - if you want advice on how it all works let me know. There are a few things that could be added in to Kerbalism if you wanted to get more complex. Link to comment Share on other sites More sharing options...
影之瑒 Posted February 18, 2017 Share Posted February 18, 2017 5 hours ago, Galileo said: I don't know about RSS but I do know KSS is not supported yet and GPP will be fully supported in the upcoming version. Wow~,If Kerbalism can support GPP, GPP is perfcet! And, will GPP lunch 8192*4096 textures? Link to comment Share on other sites More sharing options...
影之瑒 Posted February 18, 2017 Share Posted February 18, 2017 5 hours ago, leomike said: You can see the field and belts in the map, simply press B to open a menu that allows you to toggle them. Storms happen every 100 to 400 in-game days. THX,but How can I realize that space wheather coming and how does it influence the vessel ? Link to comment Share on other sites More sharing options...
leomike Posted February 18, 2017 Share Posted February 18, 2017 @影之瑒 When there is a CME you will get a warning ahead of time (how long ahead depends on how far the affected planet or vessel is). Vessels inside a menopause will lose signal to the KSC, vessels outside will receive a massive amount of radiation (potentially killing the crew, especially if no shielding is used). Link to comment Share on other sites More sharing options...
Galileo Posted February 18, 2017 Share Posted February 18, 2017 8 hours ago, 影之瑒 said: Wow~,If Kerbalism can support GPP, GPP is perfcet! And, will GPP lunch 8192*4096 textures? No it's will always only use 4K textures. There is no reason for 8k Link to comment Share on other sites More sharing options...
nosscire Posted February 19, 2017 Share Posted February 19, 2017 @ShotgunNinja I just got started building my first large scale Space Station. Up until now I have only been using small one-pod crafts to fly around. It seems to me that crafts loose way way too much Atmosphere all the time. I did some calculations and realized that you loose approximatelly 3KG of Nitrogen every kerbal-day for a craft that is 40m3 (that is what is supported by a single Pressure Control module). To put that into real-world perspective, that would be similar to the ISS loosing 275kg of air every day! Is this really intended? I understand that you may have balanced it around having some need of Nitrogen for smaller crafts as well, but when building larger stations (More then a 100m3) it suddenly seems very overkill, especially as there are no way to recycle it in space. I'd think a better way of doing Nitrogen and Atmosphere would be to have a very low base loss of Atmosphere, but instead integrate it into the reliability system, and allowing for repairs. This would still force you to bring nitrogen for long trips, without being quite as punishing on large stations. Link to comment Share on other sites More sharing options...
podbaydoor Posted February 19, 2017 Share Posted February 19, 2017 3 hours ago, nosscire said: It seems to me that crafts loose way way too much Atmosphere all the time. The pressure control modules are not always running at capacity, so it's not quite using nitrogen that fast necessarily. But I agree with you on the leak rate being too high for stations. I just went into the configs and cut the atmosphere leak process's rate by 5-fold (remember, these numbers are all educated guesses) and that makes things quite reasonable. In fact, I submit that that should go in as a balance update to the actual mod. Link to comment Share on other sites More sharing options...
nosscire Posted February 19, 2017 Share Posted February 19, 2017 9 hours ago, podbaydoor said: The pressure control modules are not always running at capacity, so it's not quite using nitrogen that fast necessarily. But I agree with you on the leak rate being too high for stations. I just went into the configs and cut the atmosphere leak process's rate by 5-fold (remember, these numbers are all educated guesses) and that makes things quite reasonable. In fact, I submit that that should go in as a balance update to the actual mod. Actually, if you have a craft that is 40m3 pressurized volume, the pressure control modules do run at full capacity. If your craft is smaller then that, then it looses less atmo, if it's larger it looses more and the pressure control module can't keep up. I think it will be difficult to balance the way it's implemented overall. Because the way it scales with size of your habitats, you end up either having no issues with Nitrogen at all for small crafts, or having to constantly bring in more for large crafts (such as space and planetary stations). If the reliability system could also be updated not not only disable systems as they fail, but also include leaks, this gameplay could be made much more interesting. You would have a very low base rate of Nitrogen loss, but actual leaks can develop that you need to take care of. Link to comment Share on other sites More sharing options...
schrema Posted February 19, 2017 Share Posted February 19, 2017 For everyone who is interested in some workarounds for Pathfinder, MOLE and Buffalo: Link to comment Share on other sites More sharing options...
Athur Dent Posted February 21, 2017 Share Posted February 21, 2017 Hello, i just tried this mod, and seem to have a bug: the energy generation of my solar panels doesnt seem to be calculated by the mod. my probes and stations continue to run out of EC when unloaded, and therefor generate many warning-messages is there a fix for this? Link to comment Share on other sites More sharing options...
eberkain Posted February 21, 2017 Share Posted February 21, 2017 1 hour ago, Athur Dent said: Hello, i just tried this mod, and seem to have a bug: the energy generation of my solar panels doesnt seem to be calculated by the mod. my probes and stations continue to run out of EC when unloaded, and therefor generate many warning-messages is there a fix for this? They they still facing the sun? Link to comment Share on other sites More sharing options...
Athur Dent Posted February 21, 2017 Share Posted February 21, 2017 1 minute ago, eberkain said: They they still facing the sun? at least for 1/2 of the orbit. as i tested it on the loaded vessel, it should have enough power to sustain the shadow-part, and fully recharge once in the sun again Link to comment Share on other sites More sharing options...
DavidHunter Posted February 22, 2017 Share Posted February 22, 2017 (edited) Howdy. I've been using Kerbalism for a while now (about a month or two) under KSP v1.2.2 on Windows (64-bit). I've had capsules working fine and have had Kerbals on-orbit for a few months (in-game time) without issues with life support requirements. In the last week, for some reason, the CO2 scrubbers don't seem to be working. I've currently got a craft based on the stock three-person Mk 2 Command Pod, and even though the scrubber is turned on (both in-flight and in the VAB), the Kerbalism read-outs in the lower-right corner in the VAB show inadequate scrubbing, and after a few days on-orbit, CO2 levels increase and the Kerbals all die. For the first time, I used the CO2 air filter part last night, but a) that didn't help at all, and b) if that part was intended for scrubbing CO2, why was I able to have Kerbals stay on-orbit for months up until a week ago? An interesting side-note is that my pre-existing space station is perfectly fine - there are no issues with the scrubbers at all. I just can't launch anything new... Any suggestions on what might be the cause/fix for this please? Thanks. UPDATE: I just right-clicked on the pod in the VAB, clicked on Configure, and switched the scrubber to something else, and then back to scrubber again, and now the indicator in the lower-right corner of the VAB screen is showing 'Good' for scrubbing CO2. About to do a test-flight but presumably it's now working. Seems like a glitch? Edited February 22, 2017 by DavidHunter Added last line of text. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted February 22, 2017 Author Share Posted February 22, 2017 Guys, first of all I apologize for the scrubber rebalance mess in last update. It just slipped... Kerbals died, but that's okay: we can buy other ones. On 2/16/2017 at 5:47 AM, leomike said: One thing I was wondering though, is it possible to have the lab behave similarly to stock? Right now a station around the Mun or Minmus is not very useful useful since it seems like the lab simply allows you to get the science earlier, not new science. I've considered simply adding back the old ModuleScienceLab, but I don't believe it's supported by the background processing or the new science containers Hey! Thanks. the stock lab is supported in planner/background. However, it doesn't work with the HardDrive. That's why I had to implement my own. The only way to get back to the stock lab is to disable Science, setting Science=false in settings. @kananesgi Nice Link to comment Share on other sites More sharing options...
diomedea Posted February 22, 2017 Share Posted February 22, 2017 8 hours ago, DavidHunter said: ... In the last week, for some reason, the CO2 scrubbers don't seem to be working. ... Hi, had the same issue after updating Kerbalism to 1.1.9, the post below gives the rationale of the issue: On 14/2/2017 at 5:10 AM, podbaydoor said: Yes, in 1.1.9 the capacity of processes (scrubbers, waste processors, pressurizers) scales with the crew capacity of the part that it's set up on. So for every crew slot on a part, the part's processors cover 5/3 of a Kerbal. The old values were fixed so that a processor always covered 4 kerbals, but people who had big part mods were running into trouble. I ran into the exact same problem as you did and I assumed it was because the capacity of the scrubbers is hardcoded in the save file, and the old 1x capacity scrubbers you have on your vessels now only clears enough CO2 for one Kerbal. Just as I was testing some fixes, it turned out restarting the game fixed it for me. If that voodoo solution fails, you can edit the "amount" of the _Scrubber pseudo-resources in your save. Unfortunately only newly built vessels have parts set with the new values. Already existing vessels are not updated, scrubbers and pressure control still were set to a value = 1 with all parts. To salvage my ongoing game, I had to manually edit all parts in the savegame to match the "5/3 x crew capacity" value. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted February 22, 2017 Author Share Posted February 22, 2017 @Daniel Prates I appreciate the feedback and brainstorming. I have no time for an articulate answer, but in short: I tried everything you mention, either conceptually or practically, and there was always some reason to not implement it / discard it. In future I may change how it work @schrema Thank you so much for both the US patch and the 24h profile. On 2/17/2017 at 10:21 AM, schrema said: Unfortunately, all rates in the planer, monitor and parts are shown in stock time. Found no way to change this in the profile. It should use 24h days if that is set in the game config. Isn't that working? @DavidHunter I am interested, PM me. @podbaydoor I agree, let's try 80% reduction in next release. On 2/19/2017 at 4:55 PM, nosscire said: If the reliability system could also be updated not not only disable systems as they fail, but also include leaks, this gameplay could be made much more interesting. You would have a very low base rate of Nitrogen loss, but actual leaks can develop that you need to take care of. That would be impossible to implement with the current incarnation of Reliability. If it ever get rewritten, I'll totally consider this. 12 hours ago, Athur Dent said: Hello, i just tried this mod, and seem to have a bug: the energy generation of my solar panels doesnt seem to be calculated by the mod. my probes and stations continue to run out of EC when unloaded, and therefor generate many warning-messages is there a fix for this? Can you provide me: the log file (KSP/KSP.log), the savegame (KSP/savegame/{yoursavename}/persistent.sfs), anything else you think is useful. 8 hours ago, DavidHunter said: I just right-clicked on the pod in the VAB, clicked on Configure, and switched the scrubber to something else, and then back to scrubber again, and now the indicator in the lower-right corner of the VAB screen is showing 'Good' for scrubbing CO2. About to do a test-flight but presumably it's now working. Seems like a glitch? Sorry, that is due to me changing how much a '_Scrubber' unit is worth in terms of 'scrubbing power'. Vessels saved in the VAB in versions prior to 1.1.9 will have the wrong amount. Reconfiguring fix it to the right amount. Link to comment Share on other sites More sharing options...
Recommended Posts