DJ Reonic Posted January 30, 2018 Share Posted January 30, 2018 Has there been any thought into setting up some sort of compatibility with Real Fuels? If I load a ship in the VAB with RF and Kerbalism installed, all the default Kerbalism resources are gone except a ton of Nitrogen, and my volume and mass are in the red in the RF tank editor. Link to comment Share on other sites More sharing options...
HaullyGames Posted January 30, 2018 Share Posted January 30, 2018 3 hours ago, theJesuit said: I guess I'll need a login to github to place suggestions and requests etc? Please, create an account in github and watch the project "Kerbalism-Continued" that I can add you as member. My Kerbalism fork is old, I'm only working in Kerbalism-Continued. 2 hours ago, DJ Reonic said: Has there been any thought into setting up some sort of compatibility with Real Fuels? If I load a ship in the VAB with RF and Kerbalism installed, all the default Kerbalism resources are gone except a ton of Nitrogen, and my volume and mass are in the red in the RF tank editor. I had problems with RF before, I just copied the project and when I have time, I will work to be compatible. Link to comment Share on other sites More sharing options...
reviest Posted January 31, 2018 Share Posted January 31, 2018 Hey guys! What .cfg file I need to edit to get rid of "Analyzing in a Lab" feature? Link to comment Share on other sites More sharing options...
STHedgeHog Posted January 31, 2018 Share Posted January 31, 2018 13 hours ago, DJ Reonic said: Has there been any thought into setting up some sort of compatibility with Real Fuels? If I load a ship in the VAB with RF and Kerbalism installed, all the default Kerbalism resources are gone except a ton of Nitrogen, and my volume and mass are in the red in the RF tank editor. What other mods do you have installed @DJ Reonic? I've just drooped Real Fuels into my clean install with only Kerbalism and all the food/water/oxygen/shielding and Nitrogen are showing up just fine on my pods? I;m using KSP 1.3.1 with ModualManager 3.0.1 (I know MM changed how it does thing recently) and with the Kerbalism Support fixes i mentioned a page ago. But the RealFuels.cfg in Kerbalism's support is unchanged so it should just work out of the box. Link to comment Share on other sites More sharing options...
DJ Reonic Posted January 31, 2018 Share Posted January 31, 2018 3 hours ago, STHedgeHog said: What other mods do you have installed @DJ Reonic? I've just drooped Real Fuels into my clean install with only Kerbalism and all the food/water/oxygen/shielding and Nitrogen are showing up just fine on my pods? I;m using KSP 1.3.1 with ModualManager 3.0.1 (I know MM changed how it does thing recently) and with the Kerbalism Support fixes i mentioned a page ago. But the RealFuels.cfg in Kerbalism's support is unchanged so it should just work out of the box. Interesting... I'll have to try again. Link to comment Share on other sites More sharing options...
Cooboo Posted February 1, 2018 Share Posted February 1, 2018 Hi, sorry just thought I’d ask if there were any plans to add support for the SSPXr mod. I love kerbalism so much and would love to see it used with this brilliant space station parts pack. Link to comment Share on other sites More sharing options...
theJesuit Posted February 1, 2018 Share Posted February 1, 2018 35 minutes ago, Cooboo said: Hi, sorry just thought I’d ask if there were any plans to add support for the SSPXr mod. I love kerbalism so much and would love to see it used with this brilliant space station parts pack. Yup. It may be that a kerbalism patch shold be added to that mod, but I totally agree. Because it is awesome. I may have a look over the weekend. Peace Link to comment Share on other sites More sharing options...
Meridius Posted February 3, 2018 Share Posted February 3, 2018 (edited) Stockalike Station Parts added parts that should mesh well with a this mod. One or both needs enabling mm's. Edited February 3, 2018 by Meridius Link to comment Share on other sites More sharing options...
Ernos Posted February 3, 2018 Share Posted February 3, 2018 The parts simply dont exist ingame, and it is liquiding me off to no extent :| Link to comment Share on other sites More sharing options...
HaullyGames Posted February 3, 2018 Share Posted February 3, 2018 Hi @Meridius Kerbalism already has MM's to support SSPX, you might be able to add the new parts in the GameData\Kerbalism\Support\SSPX.cfg file. If you get success, please share the changes in https://github.com/ScienceFun/Kerbalism-Continued/issues Link to comment Share on other sites More sharing options...
popos1 Posted February 4, 2018 Share Posted February 4, 2018 There is a little bug in ksp 1.3.1 - kerbalism parts doesn't shows on the part list (only on custom menu) Link to comment Share on other sites More sharing options...
HaullyGames Posted February 4, 2018 Share Posted February 4, 2018 (edited) 3 hours ago, popos1 said: There is a little bug in ksp 1.3.1 - kerbalism parts doesn't shows on the part list (only on custom menu) I know, but Kerbalism is not updating. This bug is fixed in Kerbalism-Continued. Bug Reason: button.categoryName == "Filter by function" but categoryName is case sensitive. should be "Filter by Function". Edited February 4, 2018 by HaullyGames Link to comment Share on other sites More sharing options...
Dr. Jet Posted February 4, 2018 Share Posted February 4, 2018 (edited) Copied from private talk for open discussuion. Speaking about greenhouse-related resource chains, I see thing like this: Waste = "organic waste", which is kerbal feces + uneated food remnaints + inedible plant parts. Food = mostly hydrocarbons (let's take sugar, which is C12H22O11) and proteins (NH3-R-CO-OH, where R is a few CH2) and some different minerals (about 4-5%). For the sake of simplicity we can just assume that kerbals are vegetarians and use element mass percentages for plants I already wrote. Fertilizer = minerals + nitrogen in some bound form (easiest for our case is (NH4)2CO3). What we want from greenhouse is to convert Water, Fertilizer and CO2 into Food and O2. But we should also consider that not all plant parts are eadible. About 30-50% of Greenhouse biomass output will be Waste. How to reprocess Waste? There are 3 main methods: Pyrolysis in oxygen. Input: Waste, O2, EC. Output: CO2, Water, either Nitrogen or Oxidizer (N2O4), Minerals. Jettisoned mass is about 2-3%. Low EC consumage. Pyrolysis in vacuum. Input: Waste, EC. Output: Carbon (most likely jettisoned), CH4, CO2, Ammonia(NH3), Minerals, possibly H2,. Jettisoned mass is quite high and depends on how much free carbon is left. High EC consumage. Bioprocessing. Input: Waste, Water, EC. Output: Biomass (algae + bacteria). Possibly should not be implemented because it will call for second type of fertilizer. How to produce Fertlizer? Input: Minerals, Ammonia (∝2 mol), Water (∝1 mol), CO2 (∝1 mol). Output: Fertilizer. Remember, Nitrogen is only 30.4% by mass from Ammonium_carbonate. Considering this and plant dry mass table, Fertilizer should consist of 50,5% (by mass) Minerals and 49,5% of Ammonium_carbonate. Let's convert it to inputs mass percentage. Input: Minerals (50,5%), Ammonia (17,5%), Water (9,3%), CO2 (22,7%). Output: Fertilizer. How much Fertilizer do we need to produce food? Generally, Fertilizer should be 9,9% by mass of total greenhouse input. (5% / 50.5% = 9.9%) Edited February 4, 2018 by Dr. Jet Link to comment Share on other sites More sharing options...
HaullyGames Posted February 4, 2018 Share Posted February 4, 2018 Hi @Dr. Jet, I really liked your idea, the realistic aspect are always important when we are trying to create a "Realistic Mod". I didn't deep in GreenHouse module yet (I'm alone in this code , shotgun had many people helped at that time), but as soon I hit this point, I already have a project to not forget. Link to comment Share on other sites More sharing options...
MacLuky Posted February 4, 2018 Share Posted February 4, 2018 Here's what I've got for Kerbalism so far. Still need to add food to the containers. // Kerbalism Life Support functions // Authored by MacLuky // Airlocks // SCATTER-1 // PPD-EVAC-U-8 //@PART[sspx-airlock-125-1|sspx-airlock-25-1]:NEEDS[Kerbalism] //{} // RIGID HABITATS // PTD-5 'Sunrise' Habitation Module // PPD-20 'Shanty' Habitation Module // @PART[sspx-habitation-125-1|sspx-habitation-25-1]:NEEDS[Kerbalism] // {} // PXL-1 'Hostel' Deep-Space Habitation Module // PXL-2 'Shelter' Deep-Space Habitation Module // PXL-3 'Asylum' Storm Cellar Module @PART[sspx-habitation-375-1|sspx-habitation-375-2|sspx-habitation-375-3]:NEEDS[Kerbalism] { MODULE { name = Comfort bonus = exercise desc = A treadmill designed to permit exercise in zero-g is included. The crew will love it. } MODULE:NEEDS[FeatureReliability] { name = Reliability type = Comfort title = Treadmill repair = Engineer mtbf = 36288000 // 4y extra_cost = 0.25 extra_mass = 0.05 } // Carbon Sabatier // Carbon Extractor // Water Purifier // Water Splitter } // PPD-24 'Panorama' Observation Module // PXL-9 Astrogation Module // PTD-C Observation Window @PART[sspx-observation-25-1|sspx-cupola-375-1|sspx-cupola-125-1]:NEEDS[Kerbalism] { MODULE { name = Comfort desc = This is great to look at the panorama. bonus = panorama } } // RECYCLERS // PTD-6 'Star' Utility Module @PART[sspx-utility-125-1]:NEEDS[Kerbalism] { // Air Filter // Carbon Sabatier // Carbon Extractor // Water Purifier // Water Splitter MODULE { name = Emitter radiation = -0.00033332 //improve by factor 4 toggle = true ec_rate = 2.5 active = e10 } } // PXL-2 'Fate' Deep-Space Laboratory Module // @PART[sspx-lab-375-1]:NEEDS[Kerbalism] // { // } // PXL-R4NCH-3R Hydroponics Module // PXL-F15H Aquaculture Module // PPD-F412M Hydroponics Module @PART[sspx-aquaculture-375-1|sspx-greenhouse-25-1|sspx-greenhouse-375-1]:NEEDS[Kerbalism] { // Water Purifier // Greenhouse MODULE { name = Greenhouse crop_resource = Food // name of resource produced by harvests crop_size = 2500.0 // 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 = 0.000008333 // 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 } } // INFLATABLES // PTD-E-2 'Eclair' Inflatable Habitation Module // PTD-E-1A 'Winston' Inflatable Habitation Module // PTD-E-1B 'Winston' Inflatable Habitation Module // @PART[sspx-inflatable-hab-125-1|sspx-inflatable-hab-125-2|sspx-inflatable-hab-125-3]:NEEDS[Kerbalism] // { // } // PFD-A Inflatable Habitation Module // PFD-B Inflatable Habitation Module @PART[sspx-inflatable-hab-25-1|sspx-inflatable-hab-25-2]:NEEDS[Kerbalism] { MODULE { name = Comfort bonus = exercise desc = A treadmill designed to permit exercise in zero-g is included. The crew will love it. } MODULE:NEEDS[FeatureReliability] { name = Reliability type = Comfort title = Treadmill repair = Engineer mtbf = 36288000 // 4y extra_cost = 0.25 extra_mass = 0.05 } // Carbon Sabatier // Carbon Extractor // Water Purifier // Water Splitter } // CENTRIFUGES // CTD-5 Compact Inflatable Centrifuge Module // CTD-10 Inflatable Centrifuge Module // PFD-C Inflatable Centrifuge Module // PXL-E 'Mercury' Extensible Centrifuge // PXL-F 'Pilgrim' Extensible Centrifuge @PART[sspx-inflatable-centrifuge-*|sspx-expandable-centrifuge-*]:NEEDS[Kerbalism] { MODULE { name = Comfort desc = Artificial gravity can delay the inevitable consequences of zero-g on the body. bonus = firm-ground } } // Add Kerbalism resources to containers B9_TANK_TYPE:NEEDS[Kerbalism] { name = SSPXFood tankMass = 0.0000 tankCost = 0.0 RESOURCE { name = Food unitsPerVolume = 2.6025954545 } } @MODULE[ModuleB9PartSwitch] { SUBTYPE:NEEDS[Kerbalism] { name = Food tankType = SSPXFood title = Food transform = LifeSupportDecal } } // CARGO @PART[sspx-cargo-container-*|sspx-cargo-container-radial-*]:NEEDS[Kerbalism] { @MODULE[ModuleB9DisableTransform] { transform = FoodDecal } } Link to comment Share on other sites More sharing options...
popos1 Posted February 4, 2018 Share Posted February 4, 2018 19 hours ago, HaullyGames said: I know, but Kerbalism is not updating. This bug is fixed in Kerbalism-Continued. Bug Reason: button.categoryName == "Filter by function" but categoryName is case sensitive. should be "Filter by Function". Hmm, In Kerbalism-Continued it does not work for me either ( Link to comment Share on other sites More sharing options...
HaullyGames Posted February 4, 2018 Share Posted February 4, 2018 @popos1 for sure, I didn't create a release yet! What is the source you used? Link to comment Share on other sites More sharing options...
popos1 Posted February 4, 2018 Share Posted February 4, 2018 ok, i was just drag and drop folder kerbalism from: https://github.com/ScienceFun/Kerbalism-Continued/tree/master/GameData Could you give me a released version? Link to comment Share on other sites More sharing options...
HaullyGames Posted February 4, 2018 Share Posted February 4, 2018 Give me 30 min. Link to comment Share on other sites More sharing options...
HaullyGames Posted February 4, 2018 Share Posted February 4, 2018 Hey @popos1 If you found more bug, please open an issue on the link https://github.com/ScienceFun/Kerbalism-Continued/issues Link to comment Share on other sites More sharing options...
Cooboo Posted February 5, 2018 Share Posted February 5, 2018 (edited) 12 hours ago, MacLuky said: Here's what I've got for Kerbalism so far. Still need to add food to the containers. // Kerbalism Life Support functions // Authored by MacLuky // Airlocks // SCATTER-1 // PPD-EVAC-U-8 //@PART[sspx-airlock-125-1|sspx-airlock-25-1]:NEEDS[Kerbalism] //{} // RIGID HABITATS // PTD-5 'Sunrise' Habitation Module // PPD-20 'Shanty' Habitation Module // @PART[sspx-habitation-125-1|sspx-habitation-25-1]:NEEDS[Kerbalism] // {} // PXL-1 'Hostel' Deep-Space Habitation Module // PXL-2 'Shelter' Deep-Space Habitation Module // PXL-3 'Asylum' Storm Cellar Module @PART[sspx-habitation-375-1|sspx-habitation-375-2|sspx-habitation-375-3]:NEEDS[Kerbalism] { MODULE { name = Comfort bonus = exercise desc = A treadmill designed to permit exercise in zero-g is included. The crew will love it. } MODULE:NEEDS[FeatureReliability] { name = Reliability type = Comfort title = Treadmill repair = Engineer mtbf = 36288000 // 4y extra_cost = 0.25 extra_mass = 0.05 } // Carbon Sabatier // Carbon Extractor // Water Purifier // Water Splitter } // PPD-24 'Panorama' Observation Module // PXL-9 Astrogation Module // PTD-C Observation Window @PART[sspx-observation-25-1|sspx-cupola-375-1|sspx-cupola-125-1]:NEEDS[Kerbalism] { MODULE { name = Comfort desc = This is great to look at the panorama. bonus = panorama } } // RECYCLERS // PTD-6 'Star' Utility Module @PART[sspx-utility-125-1]:NEEDS[Kerbalism] { // Air Filter // Carbon Sabatier // Carbon Extractor // Water Purifier // Water Splitter MODULE { name = Emitter radiation = -0.00033332 //improve by factor 4 toggle = true ec_rate = 2.5 active = e10 } } // PXL-2 'Fate' Deep-Space Laboratory Module // @PART[sspx-lab-375-1]:NEEDS[Kerbalism] // { // } // PXL-R4NCH-3R Hydroponics Module // PXL-F15H Aquaculture Module // PPD-F412M Hydroponics Module @PART[sspx-aquaculture-375-1|sspx-greenhouse-25-1|sspx-greenhouse-375-1]:NEEDS[Kerbalism] { // Water Purifier // Greenhouse MODULE { name = Greenhouse crop_resource = Food // name of resource produced by harvests crop_size = 2500.0 // 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 = 0.000008333 // 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 } } // INFLATABLES // PTD-E-2 'Eclair' Inflatable Habitation Module // PTD-E-1A 'Winston' Inflatable Habitation Module // PTD-E-1B 'Winston' Inflatable Habitation Module // @PART[sspx-inflatable-hab-125-1|sspx-inflatable-hab-125-2|sspx-inflatable-hab-125-3]:NEEDS[Kerbalism] // { // } // PFD-A Inflatable Habitation Module // PFD-B Inflatable Habitation Module @PART[sspx-inflatable-hab-25-1|sspx-inflatable-hab-25-2]:NEEDS[Kerbalism] { MODULE { name = Comfort bonus = exercise desc = A treadmill designed to permit exercise in zero-g is included. The crew will love it. } MODULE:NEEDS[FeatureReliability] { name = Reliability type = Comfort title = Treadmill repair = Engineer mtbf = 36288000 // 4y extra_cost = 0.25 extra_mass = 0.05 } // Carbon Sabatier // Carbon Extractor // Water Purifier // Water Splitter } // CENTRIFUGES // CTD-5 Compact Inflatable Centrifuge Module // CTD-10 Inflatable Centrifuge Module // PFD-C Inflatable Centrifuge Module // PXL-E 'Mercury' Extensible Centrifuge // PXL-F 'Pilgrim' Extensible Centrifuge @PART[sspx-inflatable-centrifuge-*|sspx-expandable-centrifuge-*]:NEEDS[Kerbalism] { MODULE { name = Comfort desc = Artificial gravity can delay the inevitable consequences of zero-g on the body. bonus = firm-ground } } // Add Kerbalism resources to containers B9_TANK_TYPE:NEEDS[Kerbalism] { name = SSPXFood tankMass = 0.0000 tankCost = 0.0 RESOURCE { name = Food unitsPerVolume = 2.6025954545 } } @MODULE[ModuleB9PartSwitch] { SUBTYPE:NEEDS[Kerbalism] { name = Food tankType = SSPXFood title = Food transform = LifeSupportDecal } } // CARGO @PART[sspx-cargo-container-*|sspx-cargo-container-radial-*]:NEEDS[Kerbalism] { @MODULE[ModuleB9DisableTransform] { transform = FoodDecal } } I can test this for you if you'd like. I just don't know where to put it because when it comes to .cfg files I have no idea what I'm doing. Thank you so much for creating the config again let me know if you want me to test it. EDIT: I figured out where to put it (Quite obvious after some googling). So far it works FANTASTIC, and I couldn't be a happier camper. Edited February 5, 2018 by Cooboo Change in topic Link to comment Share on other sites More sharing options...
theJesuit Posted February 5, 2018 Share Posted February 5, 2018 15 hours ago, MacLuky said: Here's what I've got for Kerbalism so far. Still need to add food to the containers. // Kerbalism Life Support functions // Authored by MacLuky // Airlocks // SCATTER-1 // PPD-EVAC-U-8 //@PART[sspx-airlock-125-1|sspx-airlock-25-1]:NEEDS[Kerbalism] //{} // RIGID HABITATS // PTD-5 'Sunrise' Habitation Module // PPD-20 'Shanty' Habitation Module // @PART[sspx-habitation-125-1|sspx-habitation-25-1]:NEEDS[Kerbalism] // {} // PXL-1 'Hostel' Deep-Space Habitation Module // PXL-2 'Shelter' Deep-Space Habitation Module // PXL-3 'Asylum' Storm Cellar Module @PART[sspx-habitation-375-1|sspx-habitation-375-2|sspx-habitation-375-3]:NEEDS[Kerbalism] { MODULE { name = Comfort bonus = exercise desc = A treadmill designed to permit exercise in zero-g is included. The crew will love it. } MODULE:NEEDS[FeatureReliability] { name = Reliability type = Comfort title = Treadmill repair = Engineer mtbf = 36288000 // 4y extra_cost = 0.25 extra_mass = 0.05 } // Carbon Sabatier // Carbon Extractor // Water Purifier // Water Splitter } // PPD-24 'Panorama' Observation Module // PXL-9 Astrogation Module // PTD-C Observation Window @PART[sspx-observation-25-1|sspx-cupola-375-1|sspx-cupola-125-1]:NEEDS[Kerbalism] { MODULE { name = Comfort desc = This is great to look at the panorama. bonus = panorama } } // RECYCLERS // PTD-6 'Star' Utility Module @PART[sspx-utility-125-1]:NEEDS[Kerbalism] { // Air Filter // Carbon Sabatier // Carbon Extractor // Water Purifier // Water Splitter MODULE { name = Emitter radiation = -0.00033332 //improve by factor 4 toggle = true ec_rate = 2.5 active = e10 } } // PXL-2 'Fate' Deep-Space Laboratory Module // @PART[sspx-lab-375-1]:NEEDS[Kerbalism] // { // } // PXL-R4NCH-3R Hydroponics Module // PXL-F15H Aquaculture Module // PPD-F412M Hydroponics Module @PART[sspx-aquaculture-375-1|sspx-greenhouse-25-1|sspx-greenhouse-375-1]:NEEDS[Kerbalism] { // Water Purifier // Greenhouse MODULE { name = Greenhouse crop_resource = Food // name of resource produced by harvests crop_size = 2500.0 // 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 = 0.000008333 // 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 } } // INFLATABLES // PTD-E-2 'Eclair' Inflatable Habitation Module // PTD-E-1A 'Winston' Inflatable Habitation Module // PTD-E-1B 'Winston' Inflatable Habitation Module // @PART[sspx-inflatable-hab-125-1|sspx-inflatable-hab-125-2|sspx-inflatable-hab-125-3]:NEEDS[Kerbalism] // { // } // PFD-A Inflatable Habitation Module // PFD-B Inflatable Habitation Module @PART[sspx-inflatable-hab-25-1|sspx-inflatable-hab-25-2]:NEEDS[Kerbalism] { MODULE { name = Comfort bonus = exercise desc = A treadmill designed to permit exercise in zero-g is included. The crew will love it. } MODULE:NEEDS[FeatureReliability] { name = Reliability type = Comfort title = Treadmill repair = Engineer mtbf = 36288000 // 4y extra_cost = 0.25 extra_mass = 0.05 } // Carbon Sabatier // Carbon Extractor // Water Purifier // Water Splitter } // CENTRIFUGES // CTD-5 Compact Inflatable Centrifuge Module // CTD-10 Inflatable Centrifuge Module // PFD-C Inflatable Centrifuge Module // PXL-E 'Mercury' Extensible Centrifuge // PXL-F 'Pilgrim' Extensible Centrifuge @PART[sspx-inflatable-centrifuge-*|sspx-expandable-centrifuge-*]:NEEDS[Kerbalism] { MODULE { name = Comfort desc = Artificial gravity can delay the inevitable consequences of zero-g on the body. bonus = firm-ground } } // Add Kerbalism resources to containers B9_TANK_TYPE:NEEDS[Kerbalism] { name = SSPXFood tankMass = 0.0000 tankCost = 0.0 RESOURCE { name = Food unitsPerVolume = 2.6025954545 } } @MODULE[ModuleB9PartSwitch] { SUBTYPE:NEEDS[Kerbalism] { name = Food tankType = SSPXFood title = Food transform = LifeSupportDecal } } // CARGO @PART[sspx-cargo-container-*|sspx-cargo-container-radial-*]:NEEDS[Kerbalism] { @MODULE[ModuleB9DisableTransform] { transform = FoodDecal } } There is some work that is being done on keeping kerbalism updated and adding a few extra functions - may I cut and paste this and give credit as due (for the support folder?) 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theJesuit Posted February 5, 2018 Share Posted February 5, 2018 On 27/01/2018 at 12:23 PM, STHedgeHog said: So, I think I've found a way to make a Radiation scrubber after all, but it involves a fair few changes to the profile cfg file (easy enough to add to any profile if you're using radiation from Kerbalism) The way Kerbalism treats Radiation is the same way it treats Food/Water/Oxygen. Its a resource that builds up over time and can be lowered but eating/drinking/breathing. So applying the same settings to Radiation works the same way, adding a resource input and rate to the Radiation rule, then creating a process that makes that resource, you can trick it in to consuming the resource to lower radiation levels when you enable the created process. This may seem a bit complicated but I'll break down how to edit the profile to add this so you can all see how it works (hopefully) <snip> Now, providing I haven't missed anything, and you've got the tech unlocked (Experimental Science, same as the Active Shield) You can choose this option when configuring any command pod that has crew space. When its active, it'll use a lot of water, and slowly remove any radiation from a Kerbal in the pod (~1000 water for 50% radiation). Note that it only works for ONE Kerbal, if you have more on the ship/base, they need to be either taken out on EVA, or you'll need to create a separate ship/base for just one Kerbal, lots of water and the Decontaminator. Once one Kerbal is clean, you can just swap them about to clean the rest, just like having a Radiation Scrubber room. You can always add more pods with Radiation Extractors in them for multiple Kerbals (at a higher water cost) or maybe tweak the settings to get it to work better, but I went this way as I was balancing it for a single Kerbal. Setting it so it cleans 12 at once is all good, but that would then clean a single Kerbal in seconds, which just doesn't feel right to me. Does this work across multiple kerbals but slower, so if you have one kerbal on the craft as a base rate, then three kerbals on the craft does all three but a only third as fast in the same way that three modules would work three times faster? Could it be an added stressor perhaps - or what we need is a hospital function that acts only on a kerbal that is resident within it. @HaullyGames, what do you think? Link to comment Share on other sites More sharing options...
Whovian41110 Posted February 5, 2018 Share Posted February 5, 2018 Just out of curiosity is it possible to make a more or less closed loop life support (on a planet like Duna or Laythe)? AFAIK it seems like I can’t generate food off world, according to the wiki (states that it outputs Oxygen from CO2 and fertilizer). Link to comment Share on other sites More sharing options...
HaullyGames Posted February 5, 2018 Share Posted February 5, 2018 Hi @theJesuit Sorry man, I need try to do one step at a time (I'm already working in 3 enhancements). But here what I think, adding @STHedgeHog's module with little changes. The commands will not receive this function (only specific module, we can define it later, but thought to use mods like Deep Freeze to be a "futuristic healer"). I say futuristic because the radiation that kerbal receives isn't in the skin, but in the cells, that means you don't remove radiation using only water, you will need some minerals to help your body remove it. As I was talking to @Dr. Jet, probably we will add a new resource called mineral (this will be a generic mineral), then I was thing to use this resource + water + special module to heal kerbal. This is what came to my mind as soon as I read the article. What do you think? Link to comment Share on other sites More sharing options...
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