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[1.3.0] Kerbalism v1.2.9


ShotgunNinja

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Would there be any issue with adding 2 radiation models to one body? I want to add an atmosphere profile that will give planet surfaces a high amount of protection if they possess an atmosphere, which is meant to symbolise radiation being absorbed by the atmosphere, but don't want to remove the existing radiation profiles. 

EDIT: Also, first post on page 100! Monumental moment for this mod

Edited by BashGordon33
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@Kerbos If you type 'list' without arguments it will show a list of directories, don't know if you were aware of that.

 

@theSpeare I'm not changing heat in any way, except for the engine malfunction causing it to overheat faster. But I don't think it is your case..

 

@SmarterThanMe 90% of the parts are shown in the first 3/4 screenshots on the OP.

 

@BashGordon33 Atmosphere already block radiation. It is called 'gamma transparency/opacity' in the planner and body info panels.

 

@DarkonZ waste_ratio is the ratio of waste produced, in relation to resource consumed. So it doesn't need to change. For the degeneration, you are right I forgot! I'll fix that and add your tweak for the small radial oxygen tank in next version.

 

@kR105 Send more information: log/savegame/etcetera. 

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Hey, @ShotgunNinja , guess what... The oxygen prediction got stuck again :D  Worked fine for days now, and then suddenly, again... Really, this must bother you a lot by now. Here's my save file, and here's the log... (try Quicksave.sfs, and check prediction for KSS Science Module). I have no idea what caused it this time, but I think it happened after the latest switch between vessels through Kerbal Alarm Clock, when a alarm window popped up saying to pay attention to a certain ship, and I pressed "jump to ship". Maybe totally unrelated, I'm just shooting in the dark.

Edited by aluc24
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Hey is there some setting somewhere to sort vessels by celestial body? I realize you have a group filter but it'd be a lot easier to look through the monitor list if it was sorted by something. A "sort alphabetically" would work wonders as well.

WJXdKvb.png

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18 hours ago, ShotgunNinja said:

@Kerbos If you type 'list' without arguments it will show a list of directories, don't know if you were aware of that.

This is why I've never completed a jigsaw puzzle, always the most obvious choice.

ClbpHHrVEAAVmfG.jpg

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so... my satellites keep running out of power when not in focus.  they each have a ThF4 nuclear reactor plus 2 of the large size batteries.. in focus they stay solidly maxed on electric charge, but they lose charge unfocused.  Is this something to do with the KSPI-E ThF4 reactors or something to do with how Kerbalism is calculating this?  I'm not sure.

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2 hours ago, ss8913 said:

so... my satellites keep running out of power when not in focus.  they each have a ThF4 nuclear reactor plus 2 of the large size batteries.. in focus they stay solidly maxed on electric charge, but they lose charge unfocused.  Is this something to do with the KSPI-E ThF4 reactors or something to do with how Kerbalism is calculating this?  I'm not sure.

Kerbalism doesn't include KSPI-E reactors in its background processing at the moment, so for every mission, put batteries and a solar panels also if you have a reactor, otherwise you risk to loose crewed missions too.

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You know what would be really cool? If the computer code in Kerbalism was similar to real life Python or C so you could create complex scripts. Things like the print() function could be used to display a message when a condition is met. And instead of the message that pops up when you run out of oxygen, for example, being a background process, it would be a script added by default into the computer, and could be edited. 

Also, when I used 1.1.2, my ship's energy levels rapidly depleted. It happened one by one from the oldest to the newest ships I launched. Once the previous one was completely depleted the next one lost all power within 10 seconds

Edited by BashGordon33
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Ed. nevermind, I'm blind.

On the topic of EC, does Kerbalism do anything WRT vessel orientation (if it matters i.e. fixed solar panels) when on-rails? I am finding I have to switch back to re-orientate from time-to time, intended?

Edited by steve_v
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@beanic Look at the requirements in the OP: you need ModuleManager and CommunityResourcePack.

 

@steve_v Yes, solar panel orientation is evalued for unloaded vessels, for the fixed panels. But not for the tracking panels, that's their advantage.

 

@inigma If you flagged that vessel as debris (or asteroid, or flag), then the mod ignore it completely. If that is not your case, it could be some exception thrown when simulating that vessel. Send me the log.

 

@lajoswinkler You need to add a module Emitter to the part, some documentation is here. Example:

@PART[my_nuclear_engine]
{
  MODULE
  {
    name = Emitter
    radiation = 0.0000027777                              // radiation in rad per-second
    tooltip = This engine emit ionizing radiation.        // tooltip shown in the editor
  }
}

 

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11 hours ago, ShotgunNinja said:

 

@lajoswinkler You need to add a module Emitter to the part, some documentation is here. Example:


@PART[my_nuclear_engine]
{
  MODULE
  {
    name = Emitter
    radiation = 0.0000027777                              // radiation in rad per-second
    tooltip = This engine emit ionizing radiation.        // tooltip shown in the editor
  }
}

 

I suppose radiation = 0.0000027777 is the standard ionizing output of a LV-N engine, right? So if KSPX's LV-NB is two times more powerful, I should make it 0.0000055554 ? What do you think?

 

Also, how exactly does a part radiation behave? Is it a pointlike source with the ray flux diminishing with the square of distance or it just affects the vessel it's being attached to?

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12 minutes ago, lajoswinkler said:

I suppose radiation = 0.0000027777 is the standard ionizing output of a LV-N engine, right? So if KSPX's LV-NB is two times more powerful, I should make it 0.0000055554 ? What do you think?

Make sense.

19 minutes ago, lajoswinkler said:

Also, how exactly does a part radiation behave? Is it a pointlike source with the ray flux diminishing with the square of distance or it just affects the vessel it's being attached to?

It only act as 'vessel-wide' radiation for the vessel it is attached to. Eventually I could extend it in future, but is not a priority.

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2 minutes ago, ShotgunNinja said:

@aluc24 Mmm, maybe you are right about KAC interaction. I have a question: do you have RelativisticTime set to true in settings.cfg? Because I found a potential issue with that, in case the orbit is not properly set. And that may be the case for one simulation step when KAC load the vessel, maybe.

No, it is set to False. All my settings are default from the installation, I never changed or modified anything...

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@aluc24 I can see this in the log:

Module ModuleTweakableDockingNode threw during OnStart: System.IO.FileNotFoundException: Could not load file or assembly 'ToadicusTools, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
File name: 'ToadicusTools, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'
  at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 

Try this:

  • install ToadicusTools, or check that it is installed correctly
  • cleanup the savegame by resetting CO2 amounts to 0.0, like you did the other time
  • try to reproduce the problem

Then this:

  • create and launch a manned vessel without the tweakable docking port
  • try to reproduce the problem

If the above doesn't solve it:

  • use only Kerbalism and its dependencies
  • start a new savegame
  • try to reproduce the problem

Let me know.

Edited by ShotgunNinja
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2 hours ago, ShotgunNinja said:

@aluc24 Ok. I have to ask you to reproduce this issue with only Kerbalism and its dependencies installed. If you can't reproduce it, then add all mods you are using one by one and test again until you are able to reproduce it.

I remember from your log there were a lot of exceptions from a 'procedural docking port' mod: that could be one candidate.

Also, try to see if you can reproduce it consistently by using KAC 'switch to vessel' functionality.

Let me know.

Uh... Well... My save depends on a quite large number of part mods, so if I remove them, I won't be able to load up that save...

By the way, I don't think I have something like "procedural docking port" mod. But I do have an older, not-updated version of Tweakable Everything, it might be related...

So what should I do?

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@aluc24

2 hours ago, ShotgunNinja said:

Try this:

  • install ToadicusTools, or check that it is installed correctly
  • cleanup the savegame by resetting CO2 amounts to 0.0, like you did the other time
  • try to reproduce the problem

Then this:

  • create and launch a manned vessel without the tweakable docking port
  • try to reproduce the problem

If the above doesn't solve it:

  • use only Kerbalism and its dependencies
  • start a new savegame
  • try to reproduce the problem

Let me know.

 

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@gamerscircle Here you go:

Spoiler

@Kerbalism:FOR[EnableSignal] {}
@Kerbalism:FOR[EnableMalfunction] {}
@Kerbalism:FOR[EnableShielding] {}


// Radiation rule
Rule
{
  name = Radiation
  degeneration = 1.0 // just use the modifier
  variance = 0.1 // add per-kerbal variance
  modifier = radiation

  warning_threshold = 25.0
  danger_threshold = 37.5
  fatal_threshold = 50.0

  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
}


// Remove resource-related parts
!PART[kerbalism-*] {}
!PART[Greenhouse] {}
!PART[GravityRing] {}

 

 

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On 9/3/2016 at 0:26 AM, Nansuchao said:

Kerbalism doesn't include KSPI-E reactors in its background processing at the moment, so for every mission, put batteries and a solar panels also if you have a reactor, otherwise you risk to loose crewed missions too.

Is this planned for a future release?  I'm not sure that some of these vessels can handle solar panel charging, some of them need more power than that.. for things like antimatter containment, at least on my crewed vessels.  I'll see what I can do.  If you need a tester for KSPIE background processing, I'll volunteer - I use KSPIE reactors on darn near everything :)

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