HaullyGames Posted February 27, 2018 Share Posted February 27, 2018 Hi @garithmar I've create a new release with SignalModifier into Settings.cfg, this version also has Signal system working again. SSPX Redux compatibility is not completely fixed! Aquarium is not producing food Greenhouse has beta formula. Inflate is fixed, but I'm not happy how it was created (wasn't myself) Gravity Ring is not working properly 28 minutes ago, lordcirth said: Kerbalism already has changable containers (like a dozen other mods; we really ought to deduplicate). 1 hour ago, Nathangun said: Just catching up on this thread, have you tried using configurable containers mod? It's quite useful if you want to have a tank with various food/gas/fuel types. I know that @NomenNescio has created a cfg file to support SSPX. Maybe it is duplicate now! Could you guys check? MM code is into "GameData\Kerbalism\Support\SSPX.cfg" and was created a support file to B9 Tank Switch. "GameData\Kerbalism\Support\B9Switch.cfg" // ============================================================================ // Containers // ============================================================================ @PART[sspx-cargo-container*]:NEEDS[StationPartsExpansionRedux,CommunityResourcePack,!ProfileNone]:FINAL { @MODULE[ModuleB9PartSwitch] { SUBTYPE { name = Food tankType = Food title = Food transform = SnacksDecal } SUBTYPE { name = Supplies tankType = Supplies title = Supplies transform = SuppliesDecal } SUBTYPE { name = Waste tankType = Waste title = Waste transform = LifeSupportDecal } } } Link to comment Share on other sites More sharing options...
lordcirth Posted February 27, 2018 Share Posted February 27, 2018 @HaullyGames, did your new Signal patch break partial science transmission? Because that's not working for me. I can pause and resume, but I don't get partial science points. Link to comment Share on other sites More sharing options...
HaullyGames Posted February 27, 2018 Share Posted February 27, 2018 2 minutes ago, lordcirth said: @HaullyGames, did your new Signal patch break partial science transmission? Because that's not working for me. I can pause and resume, but I don't get partial science points. It shouldn't. I didn't change the Signal system. Link to comment Share on other sites More sharing options...
HaullyGames Posted February 27, 2018 Share Posted February 27, 2018 22 minutes ago, lordcirth said: @HaullyGames, did your new Signal patch break partial science transmission? Because that's not working for me. I can pause and resume, but I don't get partial science points. Looks like that it is not working! Link to comment Share on other sites More sharing options...
HaullyGames Posted February 27, 2018 Share Posted February 27, 2018 (edited) 1 hour ago, lordcirth said: @HaullyGames, did your new Signal patch break partial science transmission? Because that's not working for me. I can pause and resume, but I don't get partial science points. Is the file you upload greater than 8Mb? The code will credit every 8Mb or when the file is total updated. // hard-coded transmission buffer size in Mb const double buffer_capacity = 8.0; // if buffer is full, or file was transmitted completely if (file.size <= double.Epsilon || file.buff > buffer_capacity) { // collect the science data Credit ........ Edited February 27, 2018 by HaullyGames Link to comment Share on other sites More sharing options...
lordcirth Posted February 27, 2018 Share Posted February 27, 2018 8 hours ago, HaullyGames said: Is the file you upload greater than 8Mb? The code will credit every 8Mb or when the file is total updated. // hard-coded transmission buffer size in Mb const double buffer_capacity = 8.0; // if buffer is full, or file was transmitted completely if (file.size <= double.Epsilon || file.buff > buffer_capacity) { // collect the science data Credit ........ That's interesting, I think it used to be smaller. The temp measurement was exactly 8MB. However, even at the end I didn't see the little blue text over the craft with the +Science, any idea why? Link to comment Share on other sites More sharing options...
HaullyGames Posted February 27, 2018 Share Posted February 27, 2018 20 minutes ago, lordcirth said: That's interesting, I think it used to be smaller. The temp measurement was exactly 8MB. However, even at the end I didn't see the little blue text over the craft with the +Science, any idea why? Sorry, I not sure. As I said, I didn't change Science.cs The lines for what you say are still there! // if file was transmitted completely if (file.size <= double.Epsilon) { // remove the file vd.drive.files.Remove(filename); // inform the user Message.Post ( Lib.BuildString("<color=cyan><b>DATA RECEIVED</b></color>\nTransmission of <b>", Experiment(filename).name, "</b> completed"), Lib.TextVariant("Our researchers will jump on it right now", "The checksum is correct, data must be valid") ); } Link to comment Share on other sites More sharing options...
lordcirth Posted February 27, 2018 Share Posted February 27, 2018 7 minutes ago, HaullyGames said: Sorry, I not sure. As I said, I didn't change Science.cs The lines for what you say are still there! // if file was transmitted completely if (file.size <= double.Epsilon) { // remove the file vd.drive.files.Remove(filename); // inform the user Message.Post ( Lib.BuildString("<color=cyan><b>DATA RECEIVED</b></color>\nTransmission of <b>", Experiment(filename).name, "</b> completed"), Lib.TextVariant("Our researchers will jump on it right now", "The checksum is correct, data must be valid") ); } The checksum message I did get, at least sometimes. Not sure if it was every time. Can someone else test and see if they get the blue text with the latest alpha? Link to comment Share on other sites More sharing options...
HaullyGames Posted February 27, 2018 Share Posted February 27, 2018 4 minutes ago, lordcirth said: The checksum message I did get, at least sometimes. Not sure if it was every time. Can someone else test and see if they get the blue text with the latest alpha? Please, check if message is muted. Link to comment Share on other sites More sharing options...
Dr. Jet Posted February 28, 2018 Share Posted February 28, 2018 (edited) On 27.02.2018 at 1:28 AM, HaullyGames said: Hi @Dr. Jet, Please review the sheet below. https://drive.google.com/file/d/1mLXosB3ZGtX_VY3U_fVqP4Zc7gqS-qto/view?usp=sharing Looks plausible. At least we don't have mass appearing from the middle of nowhere. Are those rates divisible by single kerbal CO2 production rate? Edited February 28, 2018 by Dr. Jet Link to comment Share on other sites More sharing options...
HaullyGames Posted February 28, 2018 Share Posted February 28, 2018 10 minutes ago, Dr. Jet said: Looks plausible. At least we don't have mass appearing from the middle of nowhere. Are those rates divisible by single kerbal CO2 production rate? All those rate are based in your produce definition per crop_size, are not related to kerbal CO2. Link to comment Share on other sites More sharing options...
EvWoN Posted March 4, 2018 Share Posted March 4, 2018 (edited) @HaullyGames I just wanted to say thank you for all your work the past 2 months. This is my all time favorite mod. We are lucky to have you and appreciate all you have done so far to keep this mod alive. Edited March 4, 2018 by EvWoN Link to comment Share on other sites More sharing options...
Bersagliere81 Posted March 5, 2018 Share Posted March 5, 2018 (edited) Hey guys I am not playing since 1.2x (or was it 1.00?) and I am far behind with the updates with this mods. I read our master shotguninja is missing. Is anyone else running the updates for this mod? Also, I used to play with a TAC-LS "adapter" and Real Fuels, are they still compatible? Edited March 5, 2018 by Bersagliere81 Link to comment Share on other sites More sharing options...
HaullyGames Posted March 5, 2018 Share Posted March 5, 2018 Hey everyone, One idea about when you enable an inflate habitat ShotgunNinja version: The process will equalize the habitats, then enable it after equalization. Even if the inflate is not completed, it will be able to be habitable, for example, you can have an habitat habitable with 10% deployed. If you are using CLS, you can pass the habitat, even it is not deployed. Kerbalism-Continued Alpha version: The process will equalize the habitats, then enable it only when habitat is 100% deployed. If you are using CLS, you can pass the habitat, even it is not deployed. Here the idea. Do not use equalization to inflate habitat, do a simple inflate on the module using the produced atmosphere, after it is 100% deployed (or define some threshold) it will be habitable. For example: when you have an inflation habitat, it should be inflating without affecting other habitats, when fully inflated, it will be habitable. When using CLS, you can pass habitats that are habitable. The habitat pressure should affect only the kerbals on-board that part. Reasons to change vessel pressure: This way you can have your kerbal into a good habitat until you're preparing a new habitat. When you start an equalization, the vessel pressure is affected, causing a low pressure to whole vessel. Low pressure causes poor comfort to kerbal (climatization). If you don't have enough nitrogen or energy, your inflate module will cause a collapse in the pressure on the ship, making the kerbals burning alive! The CLS change is already done on my version, I just want to hear about pressure before start work on it. Link to comment Share on other sites More sharing options...
theJesuit Posted March 5, 2018 Share Posted March 5, 2018 32 minutes ago, HaullyGames said: Hey everyone, One idea about when you enable an inflate habitat ShotgunNinja version: The process will equalize the habitats, then enable it after equalization. Even if the inflate is not completed, it will be able to be habitable, for example, you can have an habitat habitable with 10% deployed. If you are using CLS, you can pass the habitat, even it is not deployed. Kerbalism-Continued Alpha version: The process will equalize the habitats, then enable it only when habitat is 100% deployed. If you are using CLS, you can pass the habitat, even it is not deployed. Here the idea. Do not use equalization to inflate habitat, do a simple inflate on the module using the produced atmosphere, after it is 100% deployed (or define some threshold) it will be habitable. For example: when you have an inflation habitat, it should be inflating without affecting other habitats, when fully inflated, it will be habitable. When using CLS, you can pass habitats that are habitable. The habitat pressure should affect only the kerbals on-board that part. Reasons to change vessel pressure: This way you can have your kerbal into a good habitat until you're preparing a new habitat. When you start an equalization, the vessel pressure is affected, causing a low pressure to whole vessel. Low pressure causes poor comfort to kerbal (climatization). If you don't have enough nitrogen or energy, your inflate module will cause a collapse in the pressure on the ship, making the kerbals burning alive! The CLS change is already done on my version, I just want to hear about pressure before start work on it. Yea, this is a great idea. I would have thought this was what happened anyway - I was obviously a little oblivious. Sorry I haven't been doing much. Real life suddenly got very busy and continues to be so. Peace. Link to comment Share on other sites More sharing options...
The-Doctor Posted March 5, 2018 Share Posted March 5, 2018 Does anyone know of a mod that gives information similar to the Kerbalism UI, like how much power your solar panels will generate at a certain distance from the sun? Link to comment Share on other sites More sharing options...
HaullyGames Posted March 8, 2018 Share Posted March 8, 2018 Have someone test KSP 1.4 + Kerbalism? Feedback? Link to comment Share on other sites More sharing options...
theJesuit Posted March 8, 2018 Share Posted March 8, 2018 (edited) 2 minutes ago, HaullyGames said: Have someone test KSP 1.4 + Kerbalism? Feedback? I'm hoping to tonight or early tomorrow. You want me to have a crack at your latest? Probably only about 30 mins game time though Peace. Edited March 8, 2018 by theJesuit Link to comment Share on other sites More sharing options...
HaullyGames Posted March 8, 2018 Share Posted March 8, 2018 (edited) 11 minutes ago, theJesuit said: I'm hoping to tonight or early tomorrow. You want me to have a crack at your latest? Peace. I want to know if I'm the only one who is getting error with kerbalism + 1.4. Now KSP is using Unity 2017.3 and Kerbalism's shaders are not loading to me. [Kerbalism-Continued] -> debug: Lib.GetShader - Adding shader '' into dicti [Kerbalism-Continued] -> debug: Lib.GetShader - Shader isSupported: 'False' Unity: https://docs.unity3d.com/Manual/UpgradeGuide20173.html Edited March 8, 2018 by HaullyGames Link to comment Share on other sites More sharing options...
Drew Kerman Posted March 8, 2018 Share Posted March 8, 2018 yea shaders are broken all over the place, from EVE to TextureReplacerReplaced Link to comment Share on other sites More sharing options...
theJesuit Posted March 8, 2018 Share Posted March 8, 2018 Hi @HaullyGames, Kerbalism Continued from your latest Alpha doesn't have kerbalism button l (finally remembered to put in CRP) and I'm assuming that we still require the utilities patch for parts. Lots of NullReferenceException: Object reference not set to an instance of object. No radiation/ van allen belts displayed. Tried the old Kerbalism too same issues. No messages coming up on the screen. I tried craft in space and crossing where the heliopause should be, and the radiation data certainly popped over 10rad/h but no messages on screen. My output_log.txt doesn't appear to be updating... is this a change in 1.4? Peace. Link to comment Share on other sites More sharing options...
HaullyGames Posted March 9, 2018 Share Posted March 9, 2018 (edited) 9 hours ago, theJesuit said: Hi @HaullyGames, Kerbalism Continued from your latest Alpha doesn't have kerbalism button l (finally remembered to put in CRP) and I'm assuming that we still require the utilities patch for parts. Lots of NullReferenceException: Object reference not set to an instance of object. No radiation/ van allen belts displayed. Tried the old Kerbalism too same issues. No messages coming up on the screen. I tried craft in space and crossing where the heliopause should be, and the radiation data certainly popped over 10rad/h but no messages on screen. My output_log.txt doesn't appear to be updating... is this a change in 1.4? Button and other modules are not working because of Shaders. Shaders should be loaded on initialize, 1.4 broke it! I don't have no idea how to work with shaders. I guess that someone will need to download Unity2017.3 and fix the shaders. I already tried! Edited March 9, 2018 by HaullyGames Link to comment Share on other sites More sharing options...
theJesuit Posted March 9, 2018 Share Posted March 9, 2018 4 hours ago, HaullyGames said: Button and other modules are not working because of Shaders. Shaders should be loaded on initialize, 1.4 broke it! I don't have no idea how to work with shaders. I guess that someone will need to download Unity2017.3 and fix the shaders. I already tried! Back to being stuck I guess - do the shaders have anything to do with the kerbalism button though? I would have thought that the shaders only had issues with the display of the van allen belts? Link to comment Share on other sites More sharing options...
HaullyGames Posted March 9, 2018 Share Posted March 9, 2018 (edited) 5 hours ago, theJesuit said: Back to being stuck I guess - do the shaders have anything to do with the kerbalism button though? I would have thought that the shaders only had issues with the display of the van allen belts? As I said, Shared should be loaded in Kerbalism.Load(), developer call it as "Initialize" // initialize everything just once if (!initialized) { // add supply resources to pods Profile.SetupPods(); // initialize subsystems Cache.Init(); ResourceCache.Init(); Radiation.Init(); Science.Init(); LineRenderer.Init(); -- IT IS BROKE ParticleRenderer.Init(); Highlighter.Init(); UI.Init(); LineRenderer.Init() is broke, then it is not running the other 3 Init() ParticleRenderer Highlighter UI - This is your Kerbalism Button that are not showing! After this, every time that your Kerbalism.dll call OnGUI() (Frames/per second, in my case 60 times per second), you will see an error about NullExpression. Edited March 9, 2018 by HaullyGames Link to comment Share on other sites More sharing options...
theJesuit Posted March 9, 2018 Share Posted March 9, 2018 4 hours ago, HaullyGames said: As I said, Shared should be loaded in Kerbalism.Load(), developer call it as "Initialize" // initialize everything just once if (!initialized) { // add supply resources to pods Profile.SetupPods(); // initialize subsystems Cache.Init(); ResourceCache.Init(); Radiation.Init(); Science.Init(); LineRenderer.Init(); -- IT IS BROKE ParticleRenderer.Init(); Highlighter.Init(); UI.Init(); LineRenderer.Init() is broke, then it is not running the other 3 Init() ParticleRenderer Highlighter UI - This is your Kerbalism Button that are not showing! After this, every time that your Kerbalism.dll call OnGUI() (Frames/per second, in my case 60 times per second), you will see an error about NullExpression. I know I am probably wrong but in the LineRenderer.CS on the Continued github there are several ; after } That doesn't seem to be a thing in other CS files in the same folder. I'll put an issue or pull request in if you want. If it doesn't make a difference then we may need to ping other modders for their ideas. Link to comment Share on other sites More sharing options...
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