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[1.3.0] Kerbalism v1.2.9


ShotgunNinja

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6 hours ago, Whovian41110 said:

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). 

The Greenhouse grows lots of Food and a little Oxygen, and requires Water and Ammonia.  https://github.com/ShotgunNinja/Kerbalism/wiki/Default-Profile

Water can be mined on Duna: https://github.com/ShotgunNinja/Kerbalism/blob/master/GameData/Kerbalism/System/Resources.cfg#L265

Ammonia can be produced by a Waste Processor from Waste: https://github.com/ShotgunNinja/Kerbalism/blob/df53abc41b0deeb51f348e1b419b620347d43f66/GameData/Kerbalism/Profiles/Default.cfg#L218

Though I don't think it's 100% efficient.  Don't feel like tracing the numbers right now.  To make new Ammonia, the Haber Process makes Ammonia from Hydrogen and Nitrogen: https://github.com/ShotgunNinja/Kerbalism/blob/df53abc41b0deeb51f348e1b419b620347d43f66/GameData/Kerbalism/Profiles/Default.cfg#L311

Nitrogen can be mined on Duna: https://github.com/ShotgunNinja/Kerbalism/blob/805f2bbdb042ca7ae5f60207d9599b76a8b408e2/GameData/Kerbalism/System/Resources.cfg#L297

And Hydrogen can be split out of Water by electrolysis.  https://github.com/ShotgunNinja/Kerbalism/blob/df53abc41b0deeb51f348e1b419b620347d43f66/GameData/Kerbalism/Profiles/Default.cfg#L278

 

TL;DR: If you can collect Water and Nitrogen onsite, you can create Food forever.  Duna has both.  Water is directly minable, and Oxygen can be split from Water.  So closed-loop is possible on Duna provided you have lots of EC and equipment, not to mention redundancy and an Engineer to fix them all.

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1 minute ago, lordcirth said:

The Greenhouse grows lots of Food and a little Oxygen, and requires Water and Ammonia.  https://github.com/ShotgunNinja/Kerbalism/wiki/Default-Profile

Water can be mined on Duna: https://github.com/ShotgunNinja/Kerbalism/blob/master/GameData/Kerbalism/System/Resources.cfg#L265

Ammonia can be produced by a Waste Processor from Waste: https://github.com/ShotgunNinja/Kerbalism/blob/df53abc41b0deeb51f348e1b419b620347d43f66/GameData/Kerbalism/Profiles/Default.cfg#L218

Though I don't think it's 100% efficient.  Don't feel like tracing the numbers right now.  To make new Ammonia, the Haber Process makes Ammonia from Hydrogen and Nitrogen: https://github.com/ShotgunNinja/Kerbalism/blob/df53abc41b0deeb51f348e1b419b620347d43f66/GameData/Kerbalism/Profiles/Default.cfg#L311

Nitrogen can be mined on Duna: https://github.com/ShotgunNinja/Kerbalism/blob/805f2bbdb042ca7ae5f60207d9599b76a8b408e2/GameData/Kerbalism/System/Resources.cfg#L297

And Hydrogen can be split out of Water by electrolysis.  https://github.com/ShotgunNinja/Kerbalism/blob/df53abc41b0deeb51f348e1b419b620347d43f66/GameData/Kerbalism/Profiles/Default.cfg#L278

 

TL;DR: If you can collect Water and Nitrogen onsite, you can create Food forever.  Duna has both.  Water is directly minable, and Oxygen can be split from Water.  So closed-loop is possible on Duna provided you have lots of EC and equipment, not to mention redundancy and an Engineer to fix them all.

Cool! Is it mineable on laythe? or does laythe not have all the resources necessary? 

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This is going to sound stupid...

However, if I were to load Kerbalism from CKAN (KSP 1.3.0), how many patches are needed to be added before it works correctly with the most current and popular mods (chiefly, mechjeb, SSPX, I like DMajic's mods and Universal Storage [early game], KIS, KAS, two B9 cockpits [M27 and S2], K2 and Near Future and a few others)?  I guess what I am really asking, is there a development mod (forked) for Kerbalism that ties some of these suggestions together?

Thanks!

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25 minutes ago, Meridius said:

This is going to sound stupid...

However, if I were to load Kerbalism from CKAN (KSP 1.3.0), how many patches are needed to be added before it works correctly with the most current and popular mods (chiefly, mechjeb, SSPX, I like DMajic's mods and Universal Storage [early game], KIS, KAS, two B9 cockpits [M27 and S2], K2 and Near Future and a few others)?  I guess what I am really asking, is there a development mod (forked) for Kerbalism that ties some of these suggestions together?

Thanks!

To work in 1.3.1: https://github.com/ShotgunNinja/Kerbalism/issues/162#issuecomment-338810899

Mechjeb, Dmagic, B9, K2, Near Future, KIS, KAS: Not aware of any problem

Universal storage: Works, US fuel cell is OP, though.

CryoTanks: boiloff breaks Kerbalism's background processing.  Delete SimpleBoiloff.dll to disable.

 

There is a continued version, but it's just getting started and doesn't have fixes yet: https://github.com/ScienceFun/Kerbalism-Continued

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2 minutes ago, lordcirth said:

breaks Kerbalism's background processing

this is a system I wish was like comms and environment and the others that you can just choose to switch off. I think I recall that being asked for tho and ShotgunNinja saying it was too embedded or something - or it was just his decision that the mod wouldn't be realism-oriented enough if it could be disabled

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8 minutes ago, lordcirth said:

To work in 1.3.1: https://github.com/ShotgunNinja/Kerbalism/issues/162#issuecomment-338810899

Mechjeb, Dmagic, B9, K2, Near Future, KIS, KAS: Not aware of any problem

Universal storage: Works, US fuel cell is OP, though.

CryoTanks: boiloff breaks Kerbalism's background processing.  Delete SimpleBoiloff.dll to disable.

 

There is a continued version, but it's just getting started and doesn't have fixes yet: https://github.com/ScienceFun/Kerbalism-Continued

Thank you very, very much!

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16 minutes ago, Drew Kerman said:

this is a system I wish was like comms and environment and the others that you can just choose to switch off. I think I recall that being asked for tho and ShotgunNinja saying it was too embedded or something - or it was just his decision that the mod wouldn't be realism-oriented enough if it could be disabled

Kerbalism kind of *is* it's background processing system.  Most of the mod wouldn't work without it.  There's also no reason to disable it other than mod interactions, and those are better to just patch.

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4 minutes ago, lordcirth said:

Kerbalism kind of *is* it's background processing system.  Most of the mod wouldn't work without it.  There's also no reason to disable it other than mod interactions, and those are better to just patch.

Well, yea I suppose since you have to background process stuff like signal and space weather if you want to use it. Is there a patch for the CryoTanks boiloff? I know that's something I would like to have when I get around to cryofuels and Nertea's stuff is just the bestest

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40 minutes ago, Drew Kerman said:

Well, yea I suppose since you have to background process stuff like signal and space weather if you want to use it. Is there a patch for the CryoTanks boiloff? I know that's something I would like to have when I get around to cryofuels and Nertea's stuff is just the bestest

The only workaround I know of is to delete the dll.  However, Kerbalism used to disable it and take over the boiloff processing, but a CryoTanks update broke it, I think?  So it's totally possible to fix.

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7 hours ago, HaullyGames said:

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?

 

Actually, Minerals are already available in CRP and actively used in MKS. Using what is already there to prevent resource cluttering. Also it may lead to MKS supporting patch, since USI LS in not mandatory for MKS.

Edited by Dr. Jet
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I keep getting all the life support resources in a ship going to zero when i go to them or if they pass into physics range..  Radiation and stress levels simply increase so fast i don't have time to do anything with the crew before they go mad.  I haven't found anything about this problem so I hope someone knows the cause.  If not i can always post everything needed to take a good look. 

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1 hour ago, garithmar said:

I keep getting all the life support resources in a ship going to zero when i go to them or if they pass into physics range..  Radiation and stress levels simply increase so fast i don't have time to do anything with the crew before they go mad.  I haven't found anything about this problem so I hope someone knows the cause.  If not i can always post everything needed to take a good look. 

Which mods are you using?

Could you open an issue in https://github.com/ScienceFun/Kerbalism-Continued/issues adding your KSP.log

 

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I just want to say, Thank You for continuing Kerbalism @HaullyGames this is honestly one of the best mods for KSP being honest it's more of a mod pack than a mod with all the features it adds. Also since I mostly play Realism Overhaul how well does it work with all the RO mods, and is there anything that I can do to help. Lastly how well does it interact with RemoteTech in 1.3.1 and is there anything in the Kerbalism settings that I need to change because Kerbalism worked fine with RO and RemoteTech back in 1.2.2. Anyway thanks <3

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50 minutes ago, Wackoman6789 said:

I just want to say, Thank You for continuing Kerbalism @HaullyGames this is honestly one of the best mods for KSP being honest it's more of a mod pack than a mod with all the features it adds. Also since I mostly play Realism Overhaul how well does it work with all the RO mods, and is there anything that I can do to help. Lastly how well does it interact with RemoteTech in 1.3.1 and is there anything in the Kerbalism settings that I need to change because Kerbalism worked fine with RO and RemoteTech back in 1.2.2. Anyway thanks <3

Running Kerbalism and RO together doesn't really make sense, IMHO.  RO uses TAC-LS and RemoteTech, and changes everything.  Kerbalism is made to be applied to stock KSP.  Though Kerbalism does work with RemoteTech if you want that.

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15 minutes ago, lordcirth said:

Running Kerbalism and RO together doesn't really make sense, IMHO.  RO uses TAC-LS and RemoteTech, and changes everything.  Kerbalism is made to be applied to stock KSP.  Though Kerbalism does work with RemoteTech if you want that.

@lordcirth is totally right.

If you want run Kerbalism + RemoteTech, just install RemoteTech that Signal will be disabled automatically.

      // force-disable some features based on mods detected
      Signal      &= !Lib.HasAssembly("RemoteTech");

NOTE: If you are using RemoteTech, your connection rate and cost will be static. I don't like that.

      // hard-coded transmission rate and cost
      const double ext_rate = 0.064;
      const double ext_cost = 0.1;

 

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Well, I didn't know that with RT the connection rate would be static -_- that's depressing, is there any possible workarounds? Because TACLS doesn't do nearly as much as Kerbalism plus I really like the ui for data transmission. Honestly, I don't understand why there isn't a mod like Kerbalism specifically made for RO.

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Dude, you need to see how big Kerbalism is, I've been working since October and I didn't understand the whole project.

Other mod I see only 2 to 10 classes, 1000 lines same times.

Kerbalism has almost or more than 100 classes and ALL Connected, cfg, a lot of compatibility, API, this is really complex, sometimes I have to fix a small bug and I create another huge one. :confused:

and last but not least, I'm not a developer. :D

Edited by HaullyGames
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8 minutes ago, HaullyGames said:

Dude, you need to see how big Kerbalism is, I've been working since October and I didn't understand the whole project.

Other mod I see only 2 to 10 classes, 1000 lines same times.

Kerbalism has almost or more than 100 classes and ALL Connected, cfg, a lot of compatibility, API, this is really complex, sometimes I have to fix a small bug and I create another huge one. :confused:

Ya, I realize that, still I have a lot of respect for you for keeping this mod going along with all its complexities. I just hope that some mods take some ideas from Kerbalism like RemoteTech adding a ui (hopefully as nice looking at this mod's). I don't know maybe I should learn to code and do some of these myself :-/

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10 hours ago, Wackoman6789 said:

Ya, I realize that, still I have a lot of respect for you for keeping this mod going along with all its complexities. I just hope that some mods take some ideas from Kerbalism like RemoteTech adding a ui (hopefully as nice looking at this mod's). I don't know maybe I should learn to code and do some of these myself :-/

I really don't see why you'd want to add a nice UI to RemoteTech when you could just ... use Kerbalism.  But yes, Kerbalism's UI and planner is amazing.  The Data transmission window is especially great.

 

9 hours ago, HaullyGames said:

Hey, what do you think of these ideas?

Any new ideas?

What I would most like, personally, is bugfixes and compatibility with more mods.  The biggest one is CryoTanks.  Currently I have to disable boiloff or it crashes background processing.  Kerbalism used to seamlessly disable Nertea's code and add the boiloff to background processing, but a change to CryoTanks broke it.  Also, fixing the Kerbalism custom category instead of the Utility patch would be great.

 

Ready to go pull requests are also waiting (I see you got mine, thanks!):

https://github.com/ShotgunNinja/Kerbalism/pull/150

https://github.com/ShotgunNinja/Kerbalism/pull/140

Neither of these have any downside that I'm aware of.

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24 minutes ago, lordcirth said:

I really don't see why you'd want to add a nice UI to RemoteTech when you could just ... use Kerbalism.  But yes, Kerbalism's UI and planner is amazing.  The Data transmission window is especially great.

 

What I would most like, personally, is bugfixes and compatibility with more mods.  The biggest one is CryoTanks.  Currently I have to disable boiloff or it crashes background processing.  Kerbalism used to seamlessly disable Nertea's code and add the boiloff to background processing, but a change to CryoTanks broke it.  Also, fixing the Kerbalism custom category instead of the Utility patch would be great.

 

Ready to go pull requests are also waiting (I see you got mine, thanks!):

https://github.com/ShotgunNinja/Kerbalism/pull/150

https://github.com/ShotgunNinja/Kerbalism/pull/140

Neither of these have any downside that I'm aware of.

Ya later today I'm going to try RO with Kerbalism and without RT I was just worried because it's almost impossible to find out RT's exact features compared to Kerbalism, but from what I have found is that they're really similar if not almost the same. I don't know Kerbalism might work better in RP-1 than RT currently :-/

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