CatastrophicFailure Posted March 22, 2018 Share Posted March 22, 2018 Quick (hopefully) question, assuming this thread isn’t completely dead in favor of the new one (I’m still using the last version of Kerbalism for 1.2.2 is why). Anyways, I’m trying to create a ridiculously OP active radiation shield. Because reasons. Just for my own game. I need to block like 125 rads. No, that is not a typo. Trying to dissect the included one isn’t working, as plugging in even huge numbers to the part config is only blocking around 3 rad/hr. Could someone fill me in on how that module works or what else I need to do? Thanks. Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 22, 2018 Share Posted March 22, 2018 @CatastrophicFailure Check // radiation settings in Kerbalism/Settings.cfg My guess is you can massively buff shield efficiency there then nerf all the existing shield parts back to hell to compensate. Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted March 27, 2018 Share Posted March 27, 2018 On 3/22/2018 at 11:59 AM, JadeOfMaar said: @CatastrophicFailure Check // radiation settings in Kerbalism/Settings.cfg My guess is you can massively buff shield efficiency there then nerf all the existing shield parts back to hell to compensate. Any suggestions as to how? I tried upping ShieldingEfficiency = 2 from 0.9, didn't seem to have any effect at all. Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 27, 2018 Share Posted March 27, 2018 1 minute ago, CatastrophicFailure said: Any suggestions as to how? I had assumed you could use a value > 1 and supercharge the shields by default. I guess it doesn't work like that here? Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted March 27, 2018 Share Posted March 27, 2018 7 minutes ago, JadeOfMaar said: I had assumed you could use a value > 1 and supercharge the shields by default. I guess it doesn't work like that here? Hold the phone... it seems my testing methodology may, in fact, have been... er, suspect. I kept checking a part on an existing craft in the VAB. Added a new part from the list, and now it's blocking like 36 thousand rad/h. And sucking juice at an alarming rate. More testing required or possibly landing on the sun... Link to comment Share on other sites More sharing options...
cicatrix Posted March 29, 2018 Share Posted March 29, 2018 I've just installed Kerbalism and I have a question about antennae. As I understand I need a low-gain antenna for signal relaying, but... all low-gain antennae have very limited range and with Kerbin rotating my probes periodically lose signal. I have two questions - so, with Kerbalism I have no way of providing constant long-range signal relaying? And the second question is not really a question but a feature request about user interface - really, when my probe loses signal the time-warp stops unless I uncheck the correspondent checkbox in the config, but I really want it to be accessible at all times, not only at times when there is a communication link. After all, these alerts happen at tracking station so there should be a way to disable them without waiting till Kerbin rotates the right side to the probe. Link to comment Share on other sites More sharing options...
Drew Kerman Posted March 29, 2018 Share Posted March 29, 2018 1 hour ago, cicatrix said: I've just installed Kerbalism and I have a question about antennae. As I understand I need a low-gain antenna for signal relaying, but... all low-gain antennae have very limited range and with Kerbin rotating my probes periodically lose signal. I have two questions - so, with Kerbalism I have no way of providing constant long-range signal relaying? And the second question is not really a question but a feature request about user interface - really, when my probe loses signal the time-warp stops unless I uncheck the correspondent checkbox in the config, but I really want it to be accessible at all times, not only at times when there is a communication link. After all, these alerts happen at tracking station so there should be a way to disable them without waiting till Kerbin rotates the right side to the probe. I think you are using the newer Kerbalism being run by @N70, since you are losing signal over Kerbin which doesn't happen in the version from @ShotgunNinja. The proper thread for that is here But to at least answer the relay question - Kerbalism is designed to operate much like the Deep Space Network - high gain dishes connect directly to Kerbin but low-gain probes can talk to each other in orbit around the same planet. So you're not supposed to be setting up huge relay networks like you would do with CommNet or RemoteTech - every probe you launch should be able to connect directly to Kerbin via a high-gain dish. If the probe is heading to a planet with other probes, a low-gain antenna can be used to talk to those probes (much like the various Mars orbiters relay data between each other before one of them beams it back to Earth). Low-gain can also be used by itself for probes in orbit around Kerbin Link to comment Share on other sites More sharing options...
lextacy Posted April 17, 2018 Share Posted April 17, 2018 Anyway I can disable CO2 poisoning in the config? My kerbals are dying from invisible CO2 levels. Link to comment Share on other sites More sharing options...
lordcirth Posted April 17, 2018 Share Posted April 17, 2018 6 hours ago, lextacy said: Anyway I can disable CO2 poisoning in the config? My kerbals are dying from invisible CO2 levels. You can in Profile/Default.cfg, but you should just bring a scrubber and the EC to run it. Use the planner. Link to comment Share on other sites More sharing options...
Rudolf Meier Posted April 20, 2018 Share Posted April 20, 2018 Is Kerbalism affecting the contracts that I get? ... the problem I have is, that almost all of my "put a satellite in orbit" at the beginning of my carrer want that I put it into an orbit higher than the mun... is this normal? Or is this ... some sort of bug? ... I'm not saying it's related to Kerbalism... I'm just asking Link to comment Share on other sites More sharing options...
theJesuit Posted April 21, 2018 Share Posted April 21, 2018 1 hour ago, Rudolf Meier said: Is Kerbalism affecting the contracts that I get? ... the problem I have is, that almost all of my "put a satellite in orbit" at the beginning of my carrer want that I put it into an orbit higher than the mun... is this normal? Or is this ... some sort of bug? ... I'm not saying it's related to Kerbalism... I'm just asking Potentially, bit unlikely with satellite contracts. More likely a stock variable regarding contracts. Kerbalism adds 'kerbal days in orbit' sort of thing. AFAIK. Peace. Link to comment Share on other sites More sharing options...
tarkhil Posted April 21, 2018 Share Posted April 21, 2018 How can I reset Goo and Materials Bay with Kerbalism? I have two kerbals in mobile science lab, one of them is a level 2 scientist, but "Reset experiments" do not exist in menu Link to comment Share on other sites More sharing options...
lordcirth Posted April 21, 2018 Share Posted April 21, 2018 41 minutes ago, tarkhil said: How can I reset Goo and Materials Bay with Kerbalism? I have two kerbals in mobile science lab, one of them is a level 2 scientist, but "Reset experiments" do not exist in menu The stock lab module gets replaced with the Kerbalism lab, so it doesn't have that. You have to do resets the standard way of EVA'ing and right-click. Link to comment Share on other sites More sharing options...
tarkhil Posted April 21, 2018 Share Posted April 21, 2018 1 minute ago, lordcirth said: The stock lab module gets replaced with the Kerbalism lab, so it doesn't have that. You have to do resets the standard way of EVA'ing and right-click. That's bad. Can the default behavior be restored? EVA on each reset is a bit boring.. Link to comment Share on other sites More sharing options...
lordcirth Posted April 21, 2018 Share Posted April 21, 2018 1 hour ago, tarkhil said: That's bad. Can the default behavior be restored? EVA on each reset is a bit boring.. Well, ask N70 on the new Kerbalism thread: https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131142-kerbalism-v15/ Link to comment Share on other sites More sharing options...
joacobanfield Posted June 7, 2018 Share Posted June 7, 2018 How, exactly, does humidity work? My kerbals are dying whenever they go on 3+ day journeys. Does it have something to do with water on the ship? How do I stop it from killing everyone? Link to comment Share on other sites More sharing options...
4x4cheesecake Posted June 7, 2018 Share Posted June 7, 2018 13 minutes ago, joacobanfield said: How, exactly, does humidity work? My kerbals are dying whenever they go on 3+ day journeys. Does it have something to do with water on the ship? How do I stop it from killing everyone? There is a new part "External ECLSS Module" which can be configured as a humidity controler. You may need to unlock the part in the techtree, it is located in the 'space exploration' node (afaik this will be changed in the next update). The part shares the model with the chemical plant. Don't know if there is another possibility, haven't had the time to take a closer look at the update and I still need to return several Kerbals to Kerbin before I can load the update into my career game^^ Oh, and you may want to ask questions in the new kerbalism thread, since the maintainer has changed Link to comment Share on other sites More sharing options...
TheAnonymous Posted June 9, 2018 Share Posted June 9, 2018 How do I keep the moist atmosphere low? I love kerbalism but this its really what kills my kerbals. Link to comment Share on other sites More sharing options...
Asclepia Posted June 9, 2018 Share Posted June 9, 2018 I figured out my humidity issues! You have to configure which life support units you want in individual pods. When you right click on a pod it will say 'Configure Pod' which lets you choose 2 of 4 options, "Scrubber, Pressure Control, Humidity Control and Water Recycler" When you unlock the external ECLSS part you can also choose these options so you can have all four. Still testing so I don't know if you can have a ship with two and two and if it will work. Link to comment Share on other sites More sharing options...
TheAnonymous Posted June 9, 2018 Share Posted June 9, 2018 15 hours ago, Asclepia said: I figured out my humidity issues! You have to configure which life support units you want in individual pods. When you right click on a pod it will say 'Configure Pod' which lets you choose 2 of 4 options, "Scrubber, Pressure Control, Humidity Control and Water Recycler" When you unlock the external ECLSS part you can also choose these options so you can have all four. Still testing so I don't know if you can have a ship with two and two and if it will work. Thanks! Still, I find it confusing that it shows all 4 are "running" even though you didn't configure the other 2 in VAB. Link to comment Share on other sites More sharing options...
killbotvii Posted June 18, 2018 Share Posted June 18, 2018 (edited) Every single image file in kerbalism is refusing to load, so every place related to the mod where an image should be is blank. Is anyone else having this issue? Edited June 18, 2018 by killbotvii wrong thread Link to comment Share on other sites More sharing options...
4x4cheesecake Posted June 18, 2018 Share Posted June 18, 2018 35 minutes ago, killbotvii said: Every single image file in kerbalism is refusing to load, so every place related to the mod where an image should be is blank. Is anyone else having this issue? Which KSP and which mod version? The Kerbalism version in this thread is just for KSP 1.3.0. If you are running anything above, you should look into this thread: Link to comment Share on other sites More sharing options...
killbotvii Posted June 18, 2018 Share Posted June 18, 2018 Oh, my bad! I should post this in that thread instead. I'm running the latest version of the game and mod. Link to comment Share on other sites More sharing options...
Vanamonde Posted June 19, 2018 Share Posted June 19, 2018 Looks like this mod is no longer supported? We can re-open the thread if OP wants. Link to comment Share on other sites More sharing options...
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