lude Posted April 29, 2016 Share Posted April 29, 2016 So this mod adds consumables if used in conjunction with KIS? would it be possible to increase the amount per drag to 10 beers/tacos? Link to comment Share on other sites More sharing options...
ShotgunNinja Posted April 29, 2016 Author Share Posted April 29, 2016 @Razorfang I'm adding a bunch of hooks to get environment values for a vessel, you'll find it in the next version (and docs on the wiki). Among these there is a double RadiationLevel(Vessel v) function returning current radiation at the vessel position in rad/s. @dboi88 The small antenna range is definitely bigger than that. I don't know what could trigger that behaviour. @Enceos Thanks! :popcorn: Link to comment Share on other sites More sharing options...
geb Posted April 29, 2016 Share Posted April 29, 2016 I'm not sure if I've installed this wrong, or there's a problem with 1.1.1 compatibility. The stock crew capsules are supposed to be modified when using this mod so that they carry oxygen and other life support resources? I am not seeing that, which makes early career a bit difficult since it leaves no parts with any oxygen capacity. Link to comment Share on other sites More sharing options...
Jacke Posted April 29, 2016 Share Posted April 29, 2016 (edited) 1 hour ago, Norcalplanner said: @dboi88 I'm pretty sure that 500m is far enough away that the curvature of Minmus would block line of sight to the larger antenna. Tou may want to try putting a relay sat or two in minmus orbit. Myself, I'm thinking of putting a small constellation of satellites in between the Mun and minmus, which should cover everything but the very farthest side of Minmus. I just did some quick trig and figured out the general formula and 2 special cases for straight-line visibility range, assuming two vertical antennas on a spherical body. Spoiler General case, on a body of radius R, two antenna of height X and Y, have direct line of sight between their tops up to the separation Z: Z = ( 2 R X + X^2 )^0.5 + ( 2 R Y + Y^2 )^0.5 If X = Y: Z = 2 ( 2 R X + X^2 )^0.5 X = ( R^2 + (Z^2/4) )^0.5 - R To just have line-of-sight of 500m, two similar antennas would only have to be 0.52m high (Kerbal high ). Two 3m antenna would have 1200m line-of-sight range. Two 10m antenna would have 2190m line-of-sight range. For most antenna designs, you can use their height to the top because the radio waves curve slightly around the horizon. Edited April 29, 2016 by Jacke Link to comment Share on other sites More sharing options...
ShotgunNinja Posted April 29, 2016 Author Share Posted April 29, 2016 @geb This mod doesn't support 1.1.1 (yet). Link to comment Share on other sites More sharing options...
Jacke Posted April 29, 2016 Share Posted April 29, 2016 1 minute ago, ShotgunNinja said: @geb This mod doesn't support 1.1.1 (yet). And there are indications (GOG commented that Squad has asked them to hold off to wait for an updated KSP) 1.1.2 or at least a hotfix for 1.1.1 is imminent. Link to comment Share on other sites More sharing options...
Norcalplanner Posted April 29, 2016 Share Posted April 29, 2016 8 minutes ago, Jacke said: I just did some quick trig and figured out the general formula and 2 special cases for straight-line visibility range, assuming two vertical antennas on a spherical body. Hide contents General case, on a body of radius R, two antenna of height X and Y, have direct line of sight between their tops up to the separation Z: Z = ( 2 R X + X^2 )^0.5 + ( 2 R Y + Y^2 )^0.5 If X = Y: Z = 2 ( 2 R X + X^2 )^0.5 X = ( R^2 + (Z^2/4) )^0.5 - R To just have line-of-sight of 500m, two similar antennas would only have to be 0.52m high (Kerbal high ). Two 3m antenna would have 1200m line-of-sight range. Two 10m antenna would have 2190m line-of-sight range. For most antenna designs, you can use their height to the top because the radio waves curve slightly around the horizon. Makes sense, but I don't know if KSP is smart enough to know where the antenna is located on a craft. It wouldn't surprise me if it's drawing an imaginary line from one center of mass to the other. Link to comment Share on other sites More sharing options...
ragusila Posted April 29, 2016 Share Posted April 29, 2016 awesome mod! best life-support mod so far. My question is, how can i add entertainment values to station parts that dont have them? Especially the "CxAerospace: Stations Parts Pack", which look sooo good!! The sleeping quarters and the gym module are very nice and have amazing IVAs, but I cant justify using them if they dont make the kerbals happy. cheers Link to comment Share on other sites More sharing options...
ShotgunNinja Posted April 29, 2016 Author Share Posted April 29, 2016 @ragusila You can add entertainment to a part by writing this in a .cfg file, and putting that file anywere in GameData: @PART[my_part_name] { MODULE { name = Entertainment rate = 1.5 description = A funny description for the part tooltip } } Link to comment Share on other sites More sharing options...
ragusila Posted April 29, 2016 Share Posted April 29, 2016 4 minutes ago, ShotgunNinja said: @ragusila You can add entertainment to a part by writing this in a .cfg file, and putting that file anywere in GameData: @PART[my_part_name] { MODULE { name = Entertainment rate = 1.5 description = A funny description for the part tooltip } } awesome! thanks Link to comment Share on other sites More sharing options...
Jacke Posted April 29, 2016 Share Posted April 29, 2016 1 hour ago, Norcalplanner said: Makes sense, but I don't know if KSP is smart enough to know where the antenna is located on a craft. It wouldn't surprise me if it's drawing an imaginary line from one center of mass to the other. Probably. Could be reusing a graphics visual line-of-sight function for it. But if it's checking using the CoM height, it's still the same forumlae except X and Y are now the CoM heights off the spherical body's ground. Link to comment Share on other sites More sharing options...
Eindri Posted April 29, 2016 Share Posted April 29, 2016 (edited) Great job! This is a kind of mode I've been looking since I started to play KSP. I'm waiting for Kerbalism for Patch 1.1.1. P.S: It would be very nice if you could do something with experience gaining for engineers & scientist. For instance, the more your engineer successfully repairs broken parts, the more experience he gets. Edited April 29, 2016 by Eindri Link to comment Share on other sites More sharing options...
Enceos Posted April 29, 2016 Share Posted April 29, 2016 (edited) 1 hour ago, ShotgunNinja said: @geb This mod doesn't support 1.1.1 (yet). Didn't know that. I'm playing happily on 1.1.1. :3 Edited April 29, 2016 by Enceos Link to comment Share on other sites More sharing options...
geb Posted April 29, 2016 Share Posted April 29, 2016 24 minutes ago, Enceos said: Didn't know that. I'm playing happily on 1.1.1. :3 Did you find a way to give the crew pods all the life support resources? The mod will play on 1.1.1 but there seem to be critical bits missing. Link to comment Share on other sites More sharing options...
ewood24 Posted April 29, 2016 Share Posted April 29, 2016 (edited) I love the idea and the simplicity of having it all in one, but I have a problem with the oxygen scrubbers/greenhouse-some people would want to use MKS/OKS for a more self-sustaining base, saying that you should have a setting to change to MKS/OKS or you could collaborate with RoverDude and merge into one mod. PS-I made this account to reply to you, so I kinda like your mod Edited April 29, 2016 by ewood24 Link to comment Share on other sites More sharing options...
DarkonZ Posted April 29, 2016 Share Posted April 29, 2016 Geez... A new KSP 1.1.1 build and probably another one right after that? Oh my, I was completely blind-sided by that. {Big fat wink}. Hey SN? Is is safe to assume signal.cfg works in the same way lifesupport.cfg does? That is, spread the tech upgrades where ever and it's all cumulative. I remember seeing "Less problems that way". Link to comment Share on other sites More sharing options...
ShotgunNinja Posted April 30, 2016 Author Share Posted April 30, 2016 @DarkonZ Yes all of them use the cumulative method. You can also change the technologies just with an MM patch, in case you missed that Spoiler ScrubberEfficiency { tech0 = miniaturization tech1 = precisionEngineering tech2 = scienceTech tech3 = experimentalScience } ManufacturingQuality { tech0 = advConstruction tech1 = specializedConstruction tech2 = composites tech3 = metaMaterials } SignalProcessing { tech0 = advElectrics tech1 = largeElectrics tech2 = experimentalElectrics } Link to comment Share on other sites More sharing options...
Enceos Posted April 30, 2016 Share Posted April 30, 2016 (edited) 4 hours ago, geb said: Did you find a way to give the crew pods all the life support resources? The mod will play on 1.1.1 but there seem to be critical bits missing. I see all the resources on my install. Scrubber and climate control work as expected. Food, EC and oxygen deplete over time. Shielding is present. Life Support resources are added by an MM patch, they're mod independent. If you have them missing, then you probably installed a conflicting mod, which strips the pods of their resources to add his own. Edited April 30, 2016 by Enceos Link to comment Share on other sites More sharing options...
MatttheCzar Posted April 30, 2016 Share Posted April 30, 2016 Anyone know if the latest version works with 1.0.5? I want to add it to my current save. Link to comment Share on other sites More sharing options...
Enceos Posted April 30, 2016 Share Posted April 30, 2016 (edited) 6 hours ago, MatttheCzar said: Anyone know if the latest version works with 1.0.5? I want to add it to my current save. No, it doesn't. Get the 1.0.5 version from spacedock (though it doesn't have some features and parts). @ShotgunNinja I stumbled upon a bug today. Kerbalism doesn't play nicely with kerbals spawned on the ground via contracts from Contract Configurator. The kerbal spawns with a helmet on, without electricity and replicates itself upon entering a pod. Removing Kerbalism made the problem disappear, the Kerbal was without helmet and entered a pod with no probs. (Well, you told already that helmets are fixed in the next version). After I edited the save and added the missing life support resources, the kerbal entered the pod without duplicating itself. Pinging @nightingale, maybe he can help sort out the correct kerbal spawning. Edited April 30, 2016 by Enceos Link to comment Share on other sites More sharing options...
The Great Potato Posted April 30, 2016 Share Posted April 30, 2016 : / I'm torn. I like all the features in here, but I also really like Remote Tech! Proper background processing is something I've wanted in RT for a long time. This mod adds it to my relays, but at the cost of...well...everything else in Remote Tech. Time to go rooting through configs, I guess. Link to comment Share on other sites More sharing options...
Enceos Posted April 30, 2016 Share Posted April 30, 2016 24 minutes ago, The Great Potato said: : / I'm torn. I like all the features in here, but I also really like Remote Tech! Proper background processing is something I've wanted in RT for a long time. This mod adds it to my relays, but at the cost of...well...everything else in Remote Tech. Time to go rooting through configs, I guess. You won't have to toss away RT in the next version: Link to comment Share on other sites More sharing options...
Deimos Rast Posted April 30, 2016 Share Posted April 30, 2016 (edited) So, new patch, and I figured I would finally try out 1.1 (been tethered to my 1.0.5 install) and decided what better time try out the latest and greatest realism mod, Kerbalism. I also recently discovered NecroBones' Joolian Discovery part pack, and I've never been to Jool, (and what better way to test out the Stress mechanics and coronal ejections and such, at least that was my thinking). The long and the short of it? Brutal. The first kerbal started hearing voices 50 days out. We're now 100 days out and everyone is off the walls, screaming, throwing SCIENCE out the proverbial windows, breaking stuff. It's a mad house. The maneuver node, just to get a chance at Jool, is um...1 year 200 days out still (the transfer burn was less than stellar). There is one bright spot though. The ship comes equipped with an advanced AI with a soothing, melodious voice. It tells me that the SCIENCE must be protected, and that the Kerbals are a threat to the SCIENCE. I'm not sure what to do... @ShotgunNinja As an aside, in the 50+ days since the first breakdown began, there have been roughly two dozen (give or take a handful) breakdowns (not to mention solar flares and malfunctions), each one stopping time warp. Two more year's of this and I might have a breakdown. I suggest giving the player the option to override the stop time warp feature, as it's a serious buzz kill on long voyages, although a necessary feature. Enjoying the mod so far, although, like many have said before me, I look forward to more modularity and compatibility with other mods. And as a potential bug report: I noticed that sometimes when coming out of high time warp, CO2 will drop suddenly to zero. It usually then bounces back up again to where it was at. I do have scrubbers active at 90%, but it's a sudden lurch, almost like backup processing catching up or something (just a wild guess, no idea really). More is going on here; likely a CRP conflict, as I have two C02's. Nevermind for now. Cheers. Edited April 30, 2016 by Deimos Rast update Link to comment Share on other sites More sharing options...
Enceos Posted April 30, 2016 Share Posted April 30, 2016 (edited) @Deimos Rast The GUI of Kerbalism has quite a few features you haven't discovered yet. Take your time to click everyhere in the Kerbalism helper window Edited April 30, 2016 by Enceos Link to comment Share on other sites More sharing options...
Deimos Rast Posted April 30, 2016 Share Posted April 30, 2016 2 minutes ago, Enceos said: @Deimos Rast The GUI of Kerbalism has quite a few features you haven't discovered yet. Take your time to click everyhere in the Kerbalism helper window !!!!!!!!!!! It was getting bad, almost hourly interruptions... ...and it doesn't work. Or at least, I clicked at the respective hide message boxes and they're now red x's and I'm still getting messages and warp stoppage is still happenin'. Maybe it needs a scene change? Thank you though. Link to comment Share on other sites More sharing options...
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