theJesuit Posted March 25, 2017 Share Posted March 25, 2017 38 minutes ago, CatastrophicFailure said: @ShotgunNinja as my own game progresses I'm in this boat more and more, too. Perhaps some button could be added to forget retire mothball old craft, where it really doesn't matter if they break down? Am I right in assuming that debris aren't included in this mechanic? So Kerbalism doesn't bother with notifications as it isn't watching the EC on it. So, although it is laborious, you can change your abandoned or completed missions to debris by 'renaming' them. Then later on if you need them again you can 'rename' then back! Peace. Link to comment Share on other sites More sharing options...
Cristi Posted March 25, 2017 Share Posted March 25, 2017 Hello, I had to modify the science.cfg for some other science mods in order to make more experiments transmittable. For anyone interested: Spoiler @PART[*]:HAS[@MODULE[*ModuleScience*]]:NEEDS[FeatureScience]:FOR[Kerbalism] { @MODULE[*ModuleScience*]:HAS[#experimentID[crewReport]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[evaReport]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[mysteryGoo]] { @xmitDataScalar = 0 } @MODULE[*ModuleScience*]:HAS[#experimentID[surfaceSample]] { @xmitDataScalar = 0 } @MODULE[*ModuleScience*]:HAS[#experimentID[mobileMaterialsLab]] { @xmitDataScalar = 0 } @MODULE[*ModuleScience*]:HAS[#experimentID[temperatureScan]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[barometerScan]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[seismicScan]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[gravityScan]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[atmosphereAnalysis]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[asteroidSample]] { @xmitDataScalar = 0 } @MODULE[*ModuleScience*]:HAS[#experimentID[magScan]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[dmSolarParticles]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[dmSoilMoisture]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[scopeScan]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[rpwsScan]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[dmImagingPlatform]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[dmRadiometerScan]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[dmAsteroidScan]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[dmReconScan]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[dmSIGINT]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[dmbathymetryscan]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[AnomalyScan]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[dmbiodrillscan]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[dmNAlbedoScan]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[dmlaserblastscan]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[dmseismicHammer]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[MCELanderResearch]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[MCEOrbitalResearch]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[MCEResearchCoreExperiment]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[MCEWheatherCoreResearch]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[infraredTelescope]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[CactEyePlanetary]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[CactEyeOccultation]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[CactEyeAsteroid]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[CactEyeOccultationAsteroid]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[CactEyeAsteroid_A]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[CactEyeOccultationAsteroid_A]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[CactEyeAsteroid_B]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[CactEyeOccultationAsteroid_B]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[CactEyeAsteroid_C]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[CactEyeOccultationAsteroid_C]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[CactEyeAsteroid_D]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[CactEyeOccultationAsteroid_D]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[CactEyeAsteroid_E]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[CactEyeOccultationAsteroid_E]] { @xmitDataScalar = 1 } @MODULE[*ModuleScience*]:HAS[#experimentID[dmXRayDiffract]] { @xmitDataScalar = 1 } } BTW, I have no idea about the syntax, language and programming so most probably it is not the best solution to resolve this issue. I think it will be much easier if we can have any experiment transmittable by default and have only some exceptions like materials, mystery goo. Enjoy, Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted March 25, 2017 Share Posted March 25, 2017 2 hours ago, theJesuit said: Am I right in assuming that debris aren't included in this mechanic? So Kerbalism doesn't bother with notifications as it isn't watching the EC on it. So, although it is laborious, you can change your abandoned or completed missions to debris by 'renaming' them. Then later on if you need them again you can 'rename' then back! Peace. Right, but as you just said, it's laborious. A single "forget" button, if Sai Ninja wants to include one, would be much easier for all those "launch and forget" contract sats. Link to comment Share on other sites More sharing options...
eberkain Posted March 25, 2017 Share Posted March 25, 2017 (edited) @Cristi Not everything is supposed to be transmittable, the science lab is supposed to process science samples and turn them into science data that can be transmitted. Edited March 25, 2017 by eberkain Link to comment Share on other sites More sharing options...
Cristi Posted March 25, 2017 Share Posted March 25, 2017 @eberkain Yes, I know that, but a lot of experiments that kerbalism is not aware of, are not. I had issues with magnetometer boom for example which was not transmittable and from my point of view it should Link to comment Share on other sites More sharing options...
eberkain Posted March 25, 2017 Share Posted March 25, 2017 28 minutes ago, Cristi said: @eberkain Yes, I know that, but a lot of experiments that kerbalism is not aware of, are not. I had issues with magnetometer boom for example which was not transmittable and from my point of view it should I just checked and I have no problems transmitting magnometer scans. Do you have any other mods that effect science? I know Science Revisited has some conflicts. Link to comment Share on other sites More sharing options...
Cristi Posted March 26, 2017 Share Posted March 26, 2017 Hmm, I suspect ETT, I will run some tests tomorrow. With another ksp that is not having ETT the science works fine. Thank you for your help @eberkain Link to comment Share on other sites More sharing options...
theJesuit Posted March 26, 2017 Share Posted March 26, 2017 (edited) 5 hours ago, CatastrophicFailure said: Right, but as you just said, it's laborious. A single "forget" button, if Sai Ninja wants to include one, would be much easier for all those "launch and forget" contract sats. This would be useful with or without kerbalism. Why not request it in addon discussions? Edit - and while a button would be nice... Google reminded me of this: Edited March 26, 2017 by theJesuit Link to comment Share on other sites More sharing options...
michanst Posted March 26, 2017 Share Posted March 26, 2017 (edited) 22 hours ago, blakemw said: @michanstKerbalism will slaughter your kerbals. They won't have the life support they need to stay alive for long. Actually you'll experience probably 100% attrition rate even in a new career with Kerbalism because it's very harsh, but in any case you should expect all your kerbals to die. what the F!!! your right! 100% fatality. all kerbals died of co2 poisoning before I even get to my closest station. all 45 kerbals assigned, died! what the fffffff~~~~~~~~~~~~~~~~~~~~~~~~~ haha! huhuhuhu.... goodbye to my one and only level 3 pilot. ㅠㅠㅠㅠ i noticed that this mod really ate up fps. i did manage to tone down to least playable rate of 8-10 from 3-5 fps on station with plenty of parts by disabling reliability, science, automation, extended antenna. is there another runabout without disabling those? edit: just an idea i thought now, i think i can try to minimize deaths by not checking those ships. so the countdown will not start. dont know if it will work though. but the only save i have will surely kill all those 16 on mun space station. which has all my most elite kerbals were stationed. Edited March 26, 2017 by michanst moar Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 26, 2017 Share Posted March 26, 2017 (edited) The code for my tank parts are almost good to go. I need to know how to apply container volume to them for their resource setups. I think I know what to do about that. A release shall occur later today. My 3 processor parts will be set as: Fuel Cell (2.5x output of stock Fuel Cell Array). ISRU (slightly better than small Convert-O-Tron) Air Filter (4x power) If anyone has a suggestion for something better than a fuel cell for that processor part, let me know and I'll consider it. Edited March 26, 2017 by JadeOfMaar Link to comment Share on other sites More sharing options...
popos1 Posted March 26, 2017 Share Posted March 26, 2017 Hi, Why the relays doesn't work? I was try everything and relays still doesn't work Link to comment Share on other sites More sharing options...
goldenpsp Posted March 26, 2017 Share Posted March 26, 2017 34 minutes ago, popos1 said: Hi, Why the relays doesn't work? I was try everything and relays still doesn't work Probably because something is wrong? That is probably about all that anyone can guess given all the great details you included about your issue. Link to comment Share on other sites More sharing options...
popos1 Posted March 26, 2017 Share Posted March 26, 2017 (edited) 1 hour ago, goldenpsp said: Probably because something is wrong? That is probably about all that anyone can guess given all the great details you included about your issue. As you can see i have 5 the same satellites working as relay, with two antenas and relay doesn't work (signal doesn't go to probes on the dark side minmus). I tested this with and without (with only kerbalism v1.2.2 and MM v2.7.5) other mods. unless these probes / relays is wrong builded. Edit: And yes batteries is charged. Edited March 26, 2017 by popos1 Link to comment Share on other sites More sharing options...
John Nowak Posted March 26, 2017 Share Posted March 26, 2017 1 hour ago, popos1 said: As you can see i have 5 the same satellites working as relay, with two antenas and relay doesn't work (signal doesn't go to probes on the dark side minmus). unless these probes / relays is wrong builded. Edit: And yes batteries is charged. Did you select the antennas on the relays and set them to relay? Link to comment Share on other sites More sharing options...
popos1 Posted March 26, 2017 Share Posted March 26, 2017 (edited) 1 hour ago, John Nowak said: Did you select the antennas on the relays and set them to relay? Menu with relay button is only on Low Gain antenna and it works with very low speed. On High Gain Antenna it doesn't. On stock it works spontaneously. Edited March 26, 2017 by popos1 Link to comment Share on other sites More sharing options...
DavidHunter Posted March 26, 2017 Share Posted March 26, 2017 On 17/03/2017 at 9:23 PM, blakemw said: Hmmm, I'm getting CO2 fatalities at 100000x warp - but only when the vessel is loaded, when warping time at the tracking station it doesn't happen, also doesn't happen at lower warp speeds. What happens is that after a few moments of 100000x warp the electric charge spontaneously zeros out and the kerbals die from CO2 poisoning, funny thing is that at 10000x warp the EC only fluctuates by ~500EC, with 17000EC the ship has plenty of buffer to handle expected fluctuations from time warp. There is no exception in the debug/log, and there is no warning about low power. Just instant EC zero out and instant death. The vessel is a Jool transfer vessel which is exceptionally well equipped, with heaps of solar panels in full sun and massive redundancies in systems, unfortunately it also has quite a lot of mod parts - I activated a NFT nuclear reactor to see if it would make a difference and it didn't, the station can be powered fine by either solar or NFT reactor or both, and in all cases (both functional and dysfunctional) it works the same, so it's not an issue with the solar panels. I also tried restarting the game which made no difference. I decided to reproduce it in stock+Kerbalism and succeeded without difficulty [save file]. I'm not sure what the minimum requirements to reproduce it is (i.e. perhaps a recycler is to blame), but I basically reproduced my vessel, a vessel where there is no excuse other than a bug: 16000EC, lots of solar panels, great redundancy in life support w/ all recyclers including CO2->O2 chemical plant. Put in orbit of sun, warp at 100000x speed and within moments everyone dies without warning, with the EC zeroing out. Hi @blakemw, I have been having this same issue too. It's frustrating because it also stops Scansat from working when above that level of time warp. (and, of course, killing Kerbals). Has the most recent update to Kerbalism fixed this issue for you? (I plan to update my install in about a week once I've brought all my crewed spacecraft back to KSC, but just interested to hear if this is fixed for you in the updated version). Thanks. Also, @ShotgunNinja, is there a way of adding life support resources (e.g. food, water, nitrogen, oxygen, etc.) to a part from a different mod? I am using the Launcher's Pack (created by @Kartoffelkuchen), which has a SpaceX ITS spacecraft. The ITS has enough space for 100 Kerbals, but due to the design of the parts, there is no way of attaching Kerbalism resource tanks to it. So I would like to essentially just add e.g. two years of supplies to the actual ITS part. Thanks in advance. Link to comment Share on other sites More sharing options...
John Nowak Posted March 26, 2017 Share Posted March 26, 2017 1 hour ago, popos1 said: Menu with relay button is only on Low Gain antenna and it works with very low speed. On High Gain Antenna it doesn't. On stock it works spontaneously. I'm pretty sure that's by design. Not all antennas can be used for relays. Link to comment Share on other sites More sharing options...
popos1 Posted March 26, 2017 Share Posted March 26, 2017 Just now, John Nowak said: I'm pretty sure that's by design. Not all antennas can be used for relays. But in stock version of KSP it works as well. Link to comment Share on other sites More sharing options...
eberkain Posted March 26, 2017 Share Posted March 26, 2017 (edited) 49 minutes ago, popos1 said: But in stock version of KSP it works as well. All low gain antennas can be relays, but you have to switch them to relay mode in-flight. Edited March 26, 2017 by eberkain Link to comment Share on other sites More sharing options...
popos1 Posted March 26, 2017 Share Posted March 26, 2017 (edited) 20 minutes ago, eberkain said: All low gain antennas can be relays, but you have to switch them to relay mode in-flight. Thats true, but i want to use a High Gain antenaas as relay eg. one on the duna and another on the jool and on the moons. And it doesn't work So i think it is a bug, becouse on stock KSP it working. Edited March 26, 2017 by popos1 Link to comment Share on other sites More sharing options...
eberkain Posted March 27, 2017 Share Posted March 27, 2017 6 minutes ago, popos1 said: Thats true, but i want to use a High Gain antenaas as relay eg. one on the duna and another on the jool and on the moons. And it doesn't work So i think it is a bug, becouse on stock KSP it working. You would need multiple antenna on a single craft, a high-gain to comm back to homeworld, and a low gain set to relay to comm to other nearby vessels that have low-gain antenna. It works. Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 27, 2017 Share Posted March 27, 2017 All systems are go. .......I'm going to have to make a long cabin. Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted March 27, 2017 Share Posted March 27, 2017 1 hour ago, eberkain said: You would need multiple antenna on a single craft, a high-gain to comm back to homeworld, and a low gain set to relay to comm to other nearby vessels that have low-gain antenna. It works. Question on that... do multiple Omni antennas "stack," or just it just figure for the single best one? Link to comment Share on other sites More sharing options...
JWS Posted March 27, 2017 Share Posted March 27, 2017 About the 'science loss after docking' bug... I found a weird interaction between the science loss and vessel switching. Below is a link to screenshots which shows what has happened to my mun rover. http://imgur.com/a/jtMCt Details are written in each image's description. I attached solar panels using KIS method. And after that, docked the rover to supply station using KAS winch. Hope this info. to be useful to find out what's happening under the hood. Thanks. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted March 27, 2017 Author Share Posted March 27, 2017 @blakemw, @DavidHunter The 'insta-death by CO2 poisoning' was probably caused by the 'have a flag and cache stop updating' issue (#75). I'm going to make sure about it for next version, using blakemw text case. What happened was this: the level of co2 in a vessel is stored in cache. If you had a flag in your savegame, anywhere, the level was not updated anymore. So you had kerbals dying of co2 poisoning irregardless of the real state of WasteAtmosphere in the vessel. The issue was made to look 'a bit random' by the fact that after booting KSP and loading a savegame all cache entries were calculated correctly, but just once. So the starting values in cache were correct, but then stopped reflecting the environment and resource state. Also, #75 that was probably the cause of all bug reports about vessel incorrectly in sun/shadow, and by extension of all bug reports about solar panels not producing EC in background when they should have (because sunlight status is also in cache, so if you booted KSP when a vessel was in shadow). All for those damn flags... the fix was perhaps the most productive two-liner ever Link to comment Share on other sites More sharing options...
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