New Horizons Posted December 10, 2017 Share Posted December 10, 2017 With the latest MM 3.01 Kerbalism produces several errors on the loading screen. Anyone saw them, too? Link to comment Share on other sites More sharing options...
Scotskerb Posted December 10, 2017 Share Posted December 10, 2017 1 hour ago, theJesuit said: Is anyone with the skills then willing to create a fork? The Unlicence certainly allows it. Peace. Somebody please... Link to comment Share on other sites More sharing options...
theJesuit Posted December 10, 2017 Share Posted December 10, 2017 1 hour ago, New Horizons said: With the latest MM 3.01 Kerbalism produces several errors on the loading screen. Anyone saw them, too? Yea, MM made a tidy up pass and so kerbalism's cfgs will need to be tidied up too. Link to comment Share on other sites More sharing options...
FlyingSpaceFrog Posted December 11, 2017 Share Posted December 11, 2017 I'm having a bit of an odd bug with the radiation belts in my game. While I'm flying through one with a kerbal, I get constant messages alternating between "kerbals on board are experiencing radiation sickness" and "kerbals on board have recovered from radiation sickness", about once or twice per second. This makes timewarping through the radiation belt impossible, and thus crewed missions beyond low orbit are impractical. Their actual radiation levels are 10.01 rad/hour while in the lower radiation belt, and under vitals the kerbals are at 0% for radiation exposure when this bug starts. I am using a custom profile that I made for use with a real world sized solar system, and I have gone and changed all of the values for MTBF, and antenna strength, as well as all of the consumption rate of life support resources to allow for interplanetary missions in a larger solar system. I'm playing with sigma dimensions and my planets are rescaled to 10.625. The bit of code in my custom profile for the increased radiation tolerance is: Rule { name = radiation degeneration = 1.0 // just use the modifier variance = 0.1 // add per-kerbal variance modifier = radiation,shielding warning_threshold = 300.0 danger_threshold = 450.0 fatal_threshold = 550.0 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 } The only thing I changed was increasing the threshold numbers drastically (around 11 times what it is in default settings) Anyone have experience with this problem or know of a workaround? Will it break the game if I get rid of the radiation rule entirely? Link to comment Share on other sites More sharing options...
DrPastah Posted December 11, 2017 Share Posted December 11, 2017 (edited) How can I disable Kerbalism from killing my warps? I have like 50 vessels in space giving me warnings all the time. I can't even disable the warnings for lets say batteries when I lose connection with the vessel because it doesn't let me access the CFG due to "Connection timed-out". I have been trying to do a Duna mission which takes years but the warp killing is getting on my nerves. Any advice? Edited December 11, 2017 by DrPastah Link to comment Share on other sites More sharing options...
Nathangun Posted December 11, 2017 Share Posted December 11, 2017 (edited) 16 hours ago, aluc24 said: I tested it, and it doesn't work... Is there any multi-system mod that works with Kerbalism at this moment? The constellations star pack seems to work, but the magnetosphere tail always pointing away from your home star. As for solar panel generating EC in these systems, I've never got around to checking that out. Edited December 11, 2017 by Nathangun Link to comment Share on other sites More sharing options...
aluc24 Posted December 11, 2017 Share Posted December 11, 2017 11 hours ago, Nathangun said: The constellations star pack seems to work, but the magnetosphere tail always pointing away from your home star. As for solar panel generating EC in these systems, I've never got around to checking that out. Consetellations is only for RSS though, isn't it? Link to comment Share on other sites More sharing options...
Arivald Ha'gel Posted December 12, 2017 Share Posted December 12, 2017 22 hours ago, DrPastah said: How can I disable Kerbalism from killing my warps? I have like 50 vessels in space giving me warnings all the time. I can't even disable the warnings for lets say batteries when I lose connection with the vessel because it doesn't let me access the CFG due to "Connection timed-out". I have been trying to do a Duna mission which takes years but the warp killing is getting on my nerves. Any advice? Switch to the said vessel and then reconfigure notifications. On the other note, has anyone any tweakscale config for active shields? I currently use 10 2.5m active shields, but I need to lower the part count, or increase active shield strength, so I need bigger parts... Link to comment Share on other sites More sharing options...
DrPastah Posted December 12, 2017 Share Posted December 12, 2017 7 hours ago, Arivald Ha'gel said: Switch to the said vessel and then reconfigure notifications. It still doesn't let me reconfigure notifications for the vessel because of no connection. Link to comment Share on other sites More sharing options...
Arivald Ha'gel Posted December 12, 2017 Share Posted December 12, 2017 3 hours ago, DrPastah said: It still doesn't let me reconfigure notifications for the vessel because of no connection. Manual save file edit. Find section like: vessels { 1281004771 { msg_signal = False msg_belt = False cfg_ec = True cfg_supply = True cfg_signal = True cfg_malfunction = True cfg_storm = True cfg_script = True cfg_highlights = True cfg_showlink = True set cfg_ec (battery), cfg_supply (supply), cfg_malfunction (realibility) cfg_storm (storm) to false. Link to comment Share on other sites More sharing options...
Nathangun Posted December 13, 2017 Share Posted December 13, 2017 On 12/11/2017 at 10:58 PM, aluc24 said: Consetellations is only for RSS though, isn't it? It is, but I can't why it wouldn't work without RSS. Link to comment Share on other sites More sharing options...
Arivald Ha'gel Posted December 14, 2017 Share Posted December 14, 2017 On 12/12/2017 at 9:56 AM, Arivald Ha'gel said: On the other note, has anyone any tweakscale config for active shields? I currently use 10 2.5m active shields, but I need to lower the part count, or increase active shield strength, so I need bigger parts... I prepared them myself, although it took some time. Added this to active shield part: MODULE { name = TweakScale type = active_shield } And created tweakscale.cfg in support with contents: TWEAKSCALEEXPONENTS { name = Emitter radiation = 2.5 ec_rate = 2.5 } SCALETYPE { name = active_shield freeScale = true defaultScale = 2.50 suffix = m scaleFactors = 0.1, 0.3, 0.625, 1.25, 2.5, 3.75, 5.0, 7.5, 10, 15, 20, 30, 40 incrementSlide = 0.01, 0.025, 0.025, 0.025, 0.05, 0.05, 0.1, 0.1, 0.2, 0.2, 0.4, 0.4 TWEAKSCALEEXPONENTS { dryCost = 2.5 mass = 2.5 } } It works! Link to comment Share on other sites More sharing options...
HaullyGames Posted December 16, 2017 Share Posted December 16, 2017 (edited) Hi everyone, I really like of this mod, so I added some more functions for this game. Deploy System (New) EcCost to Extend\Retract parts. Antenna (Kerbalism) \ Transmitter (CommNet's antennas) It also requires Ec to keep working, otherwise the antenna will lose connection (inactive). ExtendedAntenna config affect CommNet's antennas if Deploy System is enabled. This means your CommNet's antenna needs to be extended to work with CommNet. Ladder Landing Gear Drill Also I fixed the animation, when vessel doesn't has EC, the animation will stop. Lights Added cost to Command\Cockpit\Cabin lights, these were the only lights that keep ON without EC Science Implementing to OrbitalScanner(Narrow-Band Scanner) & SurveyScanner (M700 Survey Scanner), will be concluded in the next days Automation (Improvements) Added support to Transmitter (CommNet's antennas) Now you can Extend/Retarct through Automation system Integrations with Deploy System When you have an antenna deployed but don't have EC, it will shown as an inactive device. You cannot extend an antenna device when you don't have EC Signal (Improvements) If UnlinkedControl = none, you can't Extend/Retract antenna without signal. Future Improvements I'm creating a CommNet to Kerbalism(K_CommNet). I really like to have KSC as target than have the planet. I hope to have this finished before Christmas, it is almost 80% finished, some optimizations are missing. Consider maximum bandwidth (0% completed) When you have 1 vessel with 128kbps as relay, you can have 2 other vessels sending 128kbps at same time, this means your relay is sending as 256kbps. Science Relay (0% completed) This will work as Science Relay Mod, but 100% integrated to Kerbalism CommNet Constellation (0% completed) This will work as CommNet Constellation, but 100% integrated to Kerbalism This away you can define routes, which antenna can have a different group of communication. Since I have to tell, I'm not a developer, but I'm proud of myself :), I have been working hard on it for 3 weeks and maybe I didn't test everything, then be carefuller, do a backup of your game save before add it. NOTE: I just tested the game with the Kerbalism mod, I still do not know the compatibility with other mods. I have a couple of screenshot to share, but I didn't know how to do that here. Images: https://drive.google.com/file/d/1PIncUIIrVvjAoOS2LrJkiJzF6lx7-qd9/view https://drive.google.com/file/d/1ngKB0DJxAvveD8qJWqAklwIDTjUxmjOo/view https://drive.google.com/file/d/1HReBggDeS8esnVFJDRw7F0jAE1q7Cu7_/view https://drive.google.com/file/d/1Qp3uAFesYR83uJyqfAOy9QuaY7iRadSI/view https://drive.google.com/open?id=17l9cmURLPVWyTScAzeLuQVNA_PoOyiIs Video: Edited January 10, 2018 by HaullyGames Link to comment Share on other sites More sharing options...
Nathangun Posted December 16, 2017 Share Posted December 16, 2017 (edited) Impressive first post. Edited December 16, 2017 by Nathangun Link to comment Share on other sites More sharing options...
lordcirth Posted December 16, 2017 Share Posted December 16, 2017 5 hours ago, HaullyGames said: Hi everyone, I really like of this mod, so I added some more functions ... Since I have to tell, I'm not a developer, but I'm proud of myself :), I have been working hard on it for 3 weeks and maybe I didn't test everything, then be carefuller, do a backup of your game save before add it. NOTE: I just tested the game with the Kerbalism mod, I still do not know the compatibility with other mods. I have a couple of screen shot to shared, but I didn't know how to do that here. Very cool! Could you integrate my and others' PR's against the main repo, if you are forking? https://github.com/ShotgunNinja/Kerbalism/pulls There's lots of good stuff there that's been sitting there for a while. Link to comment Share on other sites More sharing options...
HaullyGames Posted December 16, 2017 Share Posted December 16, 2017 (edited) 3 hours ago, lordcirth said: Very cool! Could you integrate my and others' PR's against the main repo, if you are forking? https://github.com/ShotgunNinja/Kerbalism/pulls There's lots of good stuff there that's been sitting there for a while. https://github.com/ShotgunNinja/Kerbalism/pull/165 I just added your request to my Branch, this will be included on K_CommNet branch. Edited December 16, 2017 by HaullyGames Link to comment Share on other sites More sharing options...
theJesuit Posted December 16, 2017 Share Posted December 16, 2017 Great work @HaullyGames. Welcome to the Forums! Peace. Link to comment Share on other sites More sharing options...
HaullyGames Posted December 16, 2017 Share Posted December 16, 2017 (edited) Just sharing here too, because this is the project that I'm working on. Edited December 16, 2017 by HaullyGames Link to comment Share on other sites More sharing options...
Drew Kerman Posted December 17, 2017 Share Posted December 17, 2017 16 hours ago, HaullyGames said: I'm creating a CommNet to Kerbalism(K_CommNet). I really like to have KSC as target than have the planet. will it be hardcoded to KSC or can it be made to search for other defined ground stations? Will it work this way as well when you're close to the planet flying through the atmosphere in a plane? Link to comment Share on other sites More sharing options...
HaullyGames Posted December 17, 2017 Share Posted December 17, 2017 (edited) On 12/16/2017 at 8:00 PM, Drew Kerman said: will it be hardcoded to KSC or can it be made to search for other defined ground stations? Will it work this way as well when you're close to the planet flying through the atmosphere in a plane? It is only a CommNet integration to Kerbalism, this means if you enable "Extra ground stations" option or create a new Ground Station object, it should be able to connect. Most of the code is using CommNet (ICommAntenna), but I had to add K_Antenna module because: Kbps/ecCost (the same as Kerbalism's antennas) this is required to Kerbalism's Science. Vlan that give support to define Lans (this will work as CommNetConstellation mod, basic is change the name and move UI functions to Kerbalism Panel) I'm thing to add support to Signal Delay mod, but maybe won't be necessary, once we have ICommAntennas(CommNet) working The issues that bring me to create a new interface (K_CommNet) are: CommNet don't update ControlPath for unloaded vessel (do only once) This cause me issues to update the signal, ........ Ops, I had an idea, maybe I don't need create K_CommNet, I will stop my post here, I'll be back soon. Ok , I'm back. I didn't find a solution to CommNet x Kerbalism. The CommNet didn't update as I thought. I'm still working on it. Edited December 20, 2017 by HaullyGames Link to comment Share on other sites More sharing options...
makkz Posted December 18, 2017 Share Posted December 18, 2017 I'm trying to write a patch for the upcoming Station Parts Expansion Redux. However, I'm not sure how to add support for the inflatable habitats. Here is one of the inflatable habs: the small, round habitat. Anyone got any pointers? Link to comment Share on other sites More sharing options...
HaullyGames Posted December 18, 2017 Share Posted December 18, 2017 (edited) 3 hours ago, makkz said: I'm trying to write a patch for the upcoming Station Parts Expansion Redux. However, I'm not sure how to add support for the inflatable habitats. Here is one of the inflatable habs: the small, round habitat. Anyone got any pointers? I guess "GameData\Kerbalism\Support\VSR.cfg" is the file. Edited December 18, 2017 by HaullyGames Link to comment Share on other sites More sharing options...
New Horizons Posted December 20, 2017 Share Posted December 20, 2017 Today I had a walking dead Kerbal on my station. When I took a look at that station nitrogen and oxygen showed "perpetual" an my inhabitant was still alive, even could go on eva with the warning of an lack of oxygen. So I suddenly started a already prepared resupply capsule - minutes went I by and I saved the game to catch some sleep. Next day, I got an Oxygen warning and some minutes later he really was dead. Very strange! Supplys arrived 40 minutes later ... At least the smell on the station was low due to no nitrogen left and pressure at 40 kpa. Another question: Why is the ECLSS quality that expansive? It doobles or almost triples the cost. Is this sane? Link to comment Share on other sites More sharing options...
lordcirth Posted December 20, 2017 Share Posted December 20, 2017 7 hours ago, New Horizons said: Today I had a walking dead Kerbal on my station. When I took a look at that station nitrogen and oxygen showed "perpetual" an my inhabitant was still alive, even could go on eva with the warning of an lack of oxygen. So I suddenly started a already prepared resupply capsule - minutes went I by and I saved the game to catch some sleep. Next day, I got an Oxygen warning and some minutes later he really was dead. Very strange! Supplys arrived 40 minutes later ... At least the smell on the station was low due to no nitrogen left and pressure at 40 kpa. Another question: Why is the ECLSS quality that expansive? It doobles or almost triples the cost. Is this sane? How did you have "perpetual" oxygen with a Kerbal? Greenhouses? Raising part quality is expensive because things break, and making things that don't break is hard. High Quality should only be used when redundancy isn't a good option. Have 2 of each ECLSS part you have, each with enough capacity for everything. Then the first failure would have been merely a warning. Link to comment Share on other sites More sharing options...
Nathangun Posted December 21, 2017 Share Posted December 21, 2017 So I had my first solar storm to hit Earth. I have a space station orbiting Earth and once the warning came I moved the crew into a shelter. After the storm had passed I've noticed the crew have 1% Stress & 1% Radiation. Is this normal? Link to comment Share on other sites More sharing options...
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