Andrea Galimberti Posted April 15, 2017 Share Posted April 15, 2017 15 minutes ago, Gotmachine said: @Andrea Galimberti I can't see anything wrong in you profile. Do you have CRP (Community Resource Pack) installed, by chance ? Kerbalism RESOURCE_DEFINITION for Waste is not exactly the same as the one in CRP (CRP define a custom "hsp"), I've heard that this could lead to two different incompatible resources with the same name to coexist : Urp! Yes, I have CRP and there are a lot of mods depending on it. Any suggestion? Link to comment Share on other sites More sharing options...
Gotmachine Posted April 15, 2017 Share Posted April 15, 2017 (edited) @Andrea Galimberti I'm really guessing here, but you can try to remove the RESOURCE_DEFINITION node for Waste in GameData\Kerbalism\System\Resources.cfg then delete the GameData\ModuleManager.ConfigCache file and see what happen (backup your save before doing this). Edited April 15, 2017 by Gotmachine Link to comment Share on other sites More sharing options...
fourfa Posted April 15, 2017 Share Posted April 15, 2017 Eek, if Kerbalism is not compatible with CRP that's game-breaking Link to comment Share on other sites More sharing options...
SpaceX Posted April 15, 2017 Share Posted April 15, 2017 Has there been any discussion around being able to pull up previous messages flashed across the screen? I feel like I'm not able to read them fast enough, and am missing some of the, potentially important, messages from Kerbalism. Like perhaps a "log" that could be easily accessed from within the UI? - Apologies if this has already been brought up. I'm new to using Kerbalism, and am really enjoying the complexity in an RSS environment so far! - Bravo! Thanks in advance - OzzyInSpace Link to comment Share on other sites More sharing options...
Gotmachine Posted April 15, 2017 Share Posted April 15, 2017 @fourfa It is compatible with CRP, but in order not to be dependent on it, it "over-define" the CRP resources. I've read somewhere that having two resources of the same name, but with different definitions could lead to a "same resource incompatibility" issue, this wouldn't be too surprising. Looking at the persistent data there are no differences, but maybe the two definitions coexist at runtime and on load resources holders/consumers/producers are affected one definition or the other in certain conditions, leading to @Andrea Galimberti issue. But that is pure speculation, and I don't have time to check that so paging @ShotgunNinja for confirmation 15 minutes ago, SpaceX said: Like perhaps a "log" that could be easily accessed from within the UI? There isn't, but this is a great idea. Kerbalism messages could be posted to the F3 flight log. Link to comment Share on other sites More sharing options...
Crimeo Posted April 15, 2017 Share Posted April 15, 2017 Quote In settings.cfg, change "Profile = default" to "Profile = none" Aha! Sneaky sneaky. Thanks! And yeah, I definitely like this mod's science much better than the other science mods tried. The radiation is pretty cool too, but if it doesn't work without the survival meh. Oh speaking of which, a feature suggestion: Make radiation permanent per kerbal (i.e. persist between missions) if possible, that would be cool and change design considerations a lot. Or even more realistic I suppsoe would be two values, an acute radiation that relaxed back toward zero gradually whenever radiation is less than X, but otherwise goes up rather quickly, and a much more slowly building up, but never degrading, even between missions, lifetime radiation value. May not be possible to store values on kerbals though outside of missions, I dunno. Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted April 15, 2017 Share Posted April 15, 2017 (edited) 1 hour ago, Crimeo said: May not be possible to store values on kerbals though outside of missions, I dunno. It's definitely possible, Kerbal Health does it. Edited April 15, 2017 by TheRagingIrishman Link to comment Share on other sites More sharing options...
bolttanker Posted April 16, 2017 Share Posted April 16, 2017 hi im trying to find a way to increase science transmit rate is there a way ?? Link to comment Share on other sites More sharing options...
Drew Kerman Posted April 16, 2017 Share Posted April 16, 2017 4 hours ago, bolttanker said: hi im trying to find a way to increase science transmit rate is there a way ?? You'd need something like this: @PART[*]:HAS[@MODULE[Antenna]:FINAL { @rate *= 2 } That should double the transmission rate of all your antennas. Or triple or quadruple or whatever you want to set it to Link to comment Share on other sites More sharing options...
Magzimum Posted April 16, 2017 Share Posted April 16, 2017 Been playing a Kerbalism career (moderate difficulty) for a while now. Loving it. Compliments for its creators! There is so far one small annoyance, which I hope someone can help me with. I have deployed my first relays: two small satellites that orbit Minmus (in an equatorial orbit - not the most efficient, but that's not the topic of my question). These satellites disappear behind Minmus every orbit - which is in the nature of things. However, whenever the signal of the satellite is lost, Kerbalism stops time-warp and gives a pop-up message. And when the signal is back, it stops time-warp again to tell me to relax... This slows the game down too much - especially since I cannot fix the fact that a planet/moon will block the signal, and I intend to keep these satellites in this orbit. Is there any way to stop getting warnings that stop time-warp, without changing the vessel type to "Debris" (which appears to stop the relay from functioning)? Apart from Kerbalism, I am not using other mods that affect the communications. Link to comment Share on other sites More sharing options...
eberkain Posted April 16, 2017 Share Posted April 16, 2017 8 minutes ago, Magzimum said: Been playing a Kerbalism career (moderate difficulty) for a while now. Loving it. Compliments for its creators! There is so far one small annoyance, which I hope someone can help me with. I have deployed my first relays: two small satellites that orbit Minmus (in an equatorial orbit - not the most efficient, but that's not the topic of my question). These satellites disappear behind Minmus every orbit - which is in the nature of things. However, whenever the signal of the satellite is lost, Kerbalism stops time-warp and gives a pop-up message. And when the signal is back, it stops time-warp again to tell me to relax... This slows the game down too much - especially since I cannot fix the fact that a planet/moon will block the signal, and I intend to keep these satellites in this orbit. Is there any way to stop getting warnings that stop time-warp, without changing the vessel type to "Debris" (which appears to stop the relay from functioning)? Apart from Kerbalism, I am not using other mods that affect the communications. You can open the vessel info page, there are tabs across the bottom. I think its the Auto one, whichever one it is, there are check marks for each of the conditions that can stop time warp, just uncheck the ones you dont want. Link to comment Share on other sites More sharing options...
DavidHunter Posted April 17, 2017 Share Posted April 17, 2017 On 16/04/2017 at 4:20 AM, SpaceX said: perhaps a "log" that could be easily accessed from within the UI? On 16/04/2017 at 4:44 AM, Gotmachine said: There isn't, but this is a great idea. Kerbalism messages could be posted to the F3 flight log. That's a great idea. Link to comment Share on other sites More sharing options...
Magzimum Posted April 17, 2017 Share Posted April 17, 2017 Thanks @eberkain! I've checked it out, and it's the CFG tab on the vessel info window. I knew there had to be something, but if you don't know where to look it's difficult to find. Thanks! Link to comment Share on other sites More sharing options...
Rhedd Posted April 17, 2017 Share Posted April 17, 2017 (edited) @ShotgunNinja I love the fact that you can now configure a pod with a built-in fuel cell, but how did you arrive at the conversion rates for those? I was surprised, to say the least, when a monoprop fuel cell burned through enough oxygen to keep 6 kerbals alive for 5 days (30 kerbal/days worth!!) in less than two hours! The standard fuel cell looks like it would burn through the same O2 in a mere 8 hours or so. Surely if real fuel cells were that efficient we would've had to send a second whole Saturn V to the Moon just to carry all the oxygen for Apollo. I can just change them, I know, but I'd like to know your reasoning behind the rates before I decide. Edited April 17, 2017 by Rhedd Link to comment Share on other sites More sharing options...
Nathangun Posted April 17, 2017 Share Posted April 17, 2017 I guess these are too many mods that it mightn't work, 61 in total. KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit 000_AT_Utils Toolbar USI Tools Zero-Point Inline Fairings B9 Part Switch CactEye Telescopes Community Category Kit Community Resource Pack ConfigurableContainers Contract Pack: Historical Progression Contract Pack: Kerbal Academy DistantObjectEnhancement DMagic Orbital Science Contract Parser Contracts Window Plus Progress Parser EvaFuel EVA Struts EVA Transfer Firespitter GalileosPlanetPack Interstellar Fuel Switch JSIAdvTransparentPods RasterPropMonitor Kerbal Attachment System Kerbal Joint Reinforcement KerbalKonstructs Kerbal Inventory System KSP-AVC Plugin KSPWheel ModularFlightIntegrator Docking Port Alignment Indicator NearFutureConstruction NearFutureElectrical NearFuturePropulsion NearFutureSolar NearFutureSpacecraft Final Frontier PlanetShine Procedural Parts RealChute ResearchBodies SCANsat SETI-Contracts SETI-Greenhouse SETI-ProbeParts SETI-Rebalance ShipManifest SSTULabs StageRecovery StationPartsExpansion StationScienceContinued Trajectories Kerbal Alarm Clock Transfer Window Planner TweakScale USI Core Asteroid Recycling Tech Karbonite Unmanned before Manned Waypoint Manager Link to comment Share on other sites More sharing options...
Gotmachine Posted April 17, 2017 Share Posted April 17, 2017 @Nathangun I don't know for sure but I would recommend to remove the following : Since Kerbalism has it's own non-stock ISRU/resource system, Karbonite & Asteroid Recycling Tech will probably conflict Tweakscale & Configurable Containers may also cause trouble, but you can try Kerbalism do exactly the same thing as EVAfuel, so remove it beforehand If you already have a life-support mod (USI, TAC...), this won't work (don't seem so, but you have SETI-Greenhouse, so just in case) SETI-Rebalance will certainly cause some minor issues with its science tweaks, but you can try Link to comment Share on other sites More sharing options...
bolttanker Posted April 17, 2017 Share Posted April 17, 2017 On 4/16/2017 at 7:40 AM, Drew Kerman said: You'd need something like this: @PART[*]:HAS[@MODULE[Antenna]:FINAL { @rate *= 2 } That should double the transmission rate of all your antennas. Or triple or quadruple or whatever you want to set it to i can`t find it can you be more pacific where to find it Link to comment Share on other sites More sharing options...
Gotmachine Posted April 17, 2017 Share Posted April 17, 2017 @bolttanker I'm all for pacifism This is a ModuleManager patch. Create a text file in your "GameData" folder, open it, paste what @Drew Kerman gave you, save it. Then rename the file to something like "mypatches.cfg" (the extension need to be *.cfg). Restart the game. Voila ! Link to comment Share on other sites More sharing options...
bolttanker Posted April 17, 2017 Share Posted April 17, 2017 3 hours ago, Gotmachine said: @bolttanker I'm all for pacifism This is a ModuleManager patch. Create a text file in your "GameData" folder, open it, paste what @Drew Kerman gave you, save it. Then rename the file to something like "mypatches.cfg" (the extension need to be *.cfg). Restart the game. Voila ! i think im a noob cant get it to work now i know im a noob sinds i get get a image on here so here is a link https://www.facebook.com/photo.php?fbid=1034063130027034&set=a.439738746126145.1073741827.100002700709032&type=3 Spoiler Link to comment Share on other sites More sharing options...
Nathangun Posted April 18, 2017 Share Posted April 18, 2017 9 hours ago, Gotmachine said: @Nathangun I don't know for sure but I would recommend to remove the following : Since Kerbalism has it's own non-stock ISRU/resource system, Karbonite & Asteroid Recycling Tech will probably conflict Tweakscale & Configurable Containers may also cause trouble, but you can try Kerbalism do exactly the same thing as EVAfuel, so remove it beforehand If you already have a life-support mod (USI, TAC...), this won't work (don't seem so, but you have SETI-Greenhouse, so just in case) SETI-Rebalance will certainly cause some minor issues with its science tweaks, but you can try Ha, good to know, thanks. This is the forth current install of KSP, and haven't yet begin game play, thought I'd share my mod list for comment, thanks again @Gotmachine Link to comment Share on other sites More sharing options...
ShotgunNinja Posted April 18, 2017 Author Share Posted April 18, 2017 @Andrea Galimberti I had a look at your profile, there is nothing wrong that is evident. Anyway, be advised that the waste compressor is very slow. It takes 120 kerbin-days of waste from 1 crew to create 1 Shielding unit. @Rhedd The proportions of inputs and outputs are correct, but the scale may be too high. And the EC output is completely arbitrary. Also, the monoprop fuel cell is always producing at full capacity, instead of adapting to EC required like the standard fuel cell. I'll fix both issues next version. @SpaceX, @Gotmachine, @DavidHunter Maybe a little LOG section in the monitor showing the last N messages about that vessel. Link to comment Share on other sites More sharing options...
Rhedd Posted April 18, 2017 Share Posted April 18, 2017 1 minute ago, ShotgunNinja said: @Rhedd The proportions of inputs and outputs are correct, but the scale may be too high. And the EC output is completely arbitrary. Also, the monoprop fuel cell is always producing at full capacity, instead of adapting to EC required like the standard fuel cell. I'll fix both issues next version. Fair enough, thanks! I was just comparing it to the Universal Storage fuel cell, myself. That might be totally arbitrary, but it's what I was used to. Link to comment Share on other sites More sharing options...
Mikki Posted April 18, 2017 Share Posted April 18, 2017 (edited) Hi @ShotgunNinja I`ve got the hang on your utterly awesome mod the last few weeks, and i just wanted to tell you that it works great after the last update. I implemented your mod in my careergame with all parts researched and had a hellagood time to figure out how it all works, it is basically how KSP would be in PERFECT. I have just a few mods installed, KER, Nerteas NFT, KerbalAtomics, KIS/ KAS, Tweakscale and such, and i see no conflicts with resources here. The only thing is incoherent counting for the nuclear power generators from NFT while very high focused timewarp (i need them to cool Lh2 cryo tanks), but this is totally neglibigle ermm negligible. I have a large experimental Station (concept for four Kerbal interplanetary transfer habitat department), and i have currently two Kerbals on it for about half a year now and it is just awesome. I just fixed a reactionwheel. "A kick made the trick." They could live independently for at least 3-4 years there. A pic for your glory! Cheers! Thank you for this amazing work! Pic after launch from KSC, just started two of four greenhouses and the scrubbers, testing other stuff. Edited April 19, 2017 by Mikki negligible? 8D; KerbalAtomics (Not Atomic Age) Link to comment Share on other sites More sharing options...
eberkain Posted April 18, 2017 Share Posted April 18, 2017 (edited) Love the way you used the rotating ring Edited April 19, 2017 by eberkain Link to comment Share on other sites More sharing options...
Mikki Posted April 19, 2017 Share Posted April 19, 2017 6 hours ago, eberkain said: Love the way you used the rotating ring I can`t risk my Kerbals lives and i faced the issue that a "reliable" longterm selfsustaining habitat gets rather large, just as i`d expect it from RL. It fits in a large fairing and can be lifted without much anger. A other idea would be to send a unmanned tanker parallel to a mission to Laythe, with water, nitrogen and the such, for emergency supply. I`d love to send six Kerbals, but that looks very complicated and i am currently figuring out how four of them could descend down to Laythe surface and return to the transfer ship... This mod is logistical overkill, best lifesupport in my opinion, pretty hardcore to use in career... Link to comment Share on other sites More sharing options...
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