Barrin Posted May 24, 2016 Share Posted May 24, 2016 20 hours ago, Paul Kingtiger said: NASA figures give human usage of ~600 per 24 hour day, or ~150 per 6 hour Kerbin day. Obviously Kerbals =/= Humans, but even so Kerbals seem to require a massive amount of O2. This might be for game balance reasons, but I wanted to mention it. That's actually why I went with 540 units of Oxygen per day on the realistic config. I didn't consider the whole 6 hour day vs. 24 hour day, though, and I might tweak that in the next version. (Or not, I haven't quite decided yet. It feels like if I base Oxygen consumption on a 6 hour period, I ought to do the same thing for food and water... and at that point I'm just rescaling everything.) Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted May 24, 2016 Share Posted May 24, 2016 44 minutes ago, Barrin said: That's actually why I went with 540 units of Oxygen per day on the realistic config. I didn't consider the whole 6 hour day vs. 24 hour day, though, and I might tweak that in the next version. (Or not, I haven't quite decided yet. It feels like if I base Oxygen consumption on a 6 hour period, I ought to do the same thing for food and water... and at that point I'm just rescaling everything.) I did some number crunching based on the NASA data I could easilly find. Feel free to play around (Excel),https://onedrive.live.com/redir?resid=742F116B96CAAF9!79436&authkey=!ADd8YI8s0FayIUA&ithint=file%2cxlsx Link to comment Share on other sites More sharing options...
Barrin Posted May 24, 2016 Share Posted May 24, 2016 3 minutes ago, Paul Kingtiger said: I did some number crunching based on the NASA data I could easilly find. Feel free to play around (Excel),https://onedrive.live.com/redir?resid=742F116B96CAAF9!79436&authkey=!ADd8YI8s0FayIUA&ithint=file%2cxlsx Hey, thanks. Any objection if I use some of these numbers in updating the next version of the realism.cfg? Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted May 24, 2016 Share Posted May 24, 2016 Just now, Barrin said: Hey, thanks. Any objection if I use some of these numbers in updating the next version of the realism.cfg? None at all, help yourself! Link to comment Share on other sites More sharing options...
Tokamak Posted May 24, 2016 Share Posted May 24, 2016 Is there any way, in game or out, to see information about radiation belts? Other than taking geiger counters everywhere and writing down their values at different altitudes on paper, that is. Link to comment Share on other sites More sharing options...
leomike Posted May 25, 2016 Share Posted May 25, 2016 3 minutes ago, Tokamak said: Is there any way, in game or out, to see information about radiation belts? Other than taking geiger counters everywhere and writing down their values at different altitudes on paper, that is. The altitude of the belt is available in the planner in the VAB/SPH under the radiation section. I'm not sure if there is anywhere we can see more information on it. Link to comment Share on other sites More sharing options...
Tokamak Posted May 25, 2016 Share Posted May 25, 2016 1 minute ago, leomike said: The altitude of the belt is available in the planner in the VAB/SPH under the radiation section. I'm not sure if there is anywhere we can see more information on it. Ah, so there isn't a way to access that in flight then? Link to comment Share on other sites More sharing options...
leomike Posted May 25, 2016 Share Posted May 25, 2016 2 minutes ago, Tokamak said: Ah, so there isn't a way to access that in flight then? Not as far as I know, but only three planets and one moon have radiation belt so that should fit on a post-it note Kerbin: 600 km Eve: 700 km Jool: 6,000 km Laythe: 500 km Link to comment Share on other sites More sharing options...
John Nowak Posted May 25, 2016 Share Posted May 25, 2016 Excellent! Thanks! Link to comment Share on other sites More sharing options...
Barrin Posted May 25, 2016 Share Posted May 25, 2016 2 hours ago, Paul Kingtiger said: None at all, help yourself! Thanks again for the real world data. As of the next version, I'll be using more realistic (but slightly rounded off) numbers based on what you provided. (135 Oxygen per 6 hour day, and 1 unit of water/food per day.) Link to comment Share on other sites More sharing options...
Tokamak Posted May 25, 2016 Share Posted May 25, 2016 4 hours ago, leomike said: Not as far as I know, but only three planets and one moon have radiation belt so that should fit on a post-it note Kerbin: 600 km Eve: 700 km Jool: 6,000 km Laythe: 500 km Oh well... that's simple then. Link to comment Share on other sites More sharing options...
IGNOBIL Posted May 25, 2016 Share Posted May 25, 2016 I had an idea based on this news, a power hungry mini magnetosphere generator! http://www.universetoday.com/20671/ion-shield-for-interplanetary-spaceships-now-a-reality/ if someone knows the code, I can design the model Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 25, 2016 Author Share Posted May 25, 2016 @IGNOBIL I was considering adding 'active radiation shielding' for the late game, but this 'artificial mini magnetosphere' idea is even better! If you do the model, I would be happy to do the coding Link to comment Share on other sites More sharing options...
IGNOBIL Posted May 25, 2016 Share Posted May 25, 2016 37 minutes ago, ShotgunNinja said: @IGNOBIL I was considering adding 'active radiation shielding' for the late game, but this 'artificial mini magnetosphere' idea is even better! If you do the model, I would be happy to do the coding I'll start on it and send you first sketches for your feedback Link to comment Share on other sites More sharing options...
MemeBeam Posted May 25, 2016 Share Posted May 25, 2016 I found what seems to be a background calculation error when using max time warp I can't narrow it down but it seems to have cause a part on my station to use massive amount of power causing it to run out even in full sunlight Link to comment Share on other sites More sharing options...
SkyblueX Posted May 26, 2016 Share Posted May 26, 2016 Hey there! Im contacting again about that replication bug I've posted a week ago. So I've went ahead and done some more testing. I'm 99.99% sure that there is something in this mod that causes the kerbal replication bug. Here's a link to the log of a recent session... https://drive.google.com/file/d/0B5hy3s3waPwccVo0MWg3bFZ3U0E/view?usp=drivesdk It's not shown in the log, but I've run a test only using Kerbalism, Community Resource Pack, and module manager. Even with just these mods, I still get the replication bug Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 26, 2016 Author Share Posted May 26, 2016 (edited) @MemeBeam Is possible you are using the Realism profile, and have little EC capacity in that vessel? I'm asking because as soon as there is some waste water in that case the water filter kicks in and consume a lot of EC. We are tweaking the rates for next version to avoid this problem. @SkyblueX Thanks for the report. The problem is that the stock game preserve some data even after you remove a mod. So it would be useful if you can try to replicate the issue using only Kerbalism & dependencies, in a new save game. Make sure to also clear the ModuleManager cache. Edited May 26, 2016 by ShotgunNinja Link to comment Share on other sites More sharing options...
g00bd0g Posted May 26, 2016 Share Posted May 26, 2016 (edited) Using default profile I am running out of EC at max time warp. At any time warp below max, it is fine. It's a space station equipped with Science Lab, Gravity Ring, Greenhouse, etc... It has plenty of EC generation and storage. I'm running a few mods like KAC, Scatterer, mechjeb, but I doubt these would cause this issue. I can upload the .craft if that would help. I really want to fly a mission to Duna but this is crippling to that effort. Thoughts? Edited May 26, 2016 by g00bd0g Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 26, 2016 Author Share Posted May 26, 2016 @g00bd0g Send me the savegame, I'll take a look. What I think may happen is this: the vessel is simulated at some point in time, and the elapsed time from the last point is correct. However, at high timewarp it can happen that, by chance, the majority of points in time occur when the vessel is in shadow. To confirm this it will be enough to have an RTG powered vessel in the same orbit and check if that is instead simulated correctly at extreme timewarps. If this turn out to be the case I have a fix in mind: do a poor man integration of sun visibility at extreme timewarps by taking the shadow-time of the current orbit in consideration. Link to comment Share on other sites More sharing options...
Tokamak Posted May 26, 2016 Share Posted May 26, 2016 (edited) So far this mod is working pretty well for me. The one thing that is a little tough for long missions is oxygen. I'm using the default profile, and with 5 kerbals 8 large tanks only gets me about two years. I trust that the consoumption rates and what not are good, but I was wondering if there were any plans for being able to add additional scrubbers, or having greenhouses contribute to oxygen? Edit: Derp. I'm not the only one to make that suggestion. Consider this a "yeah, that" vote, but no need to respond Edited May 26, 2016 by Tokamak Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 26, 2016 Author Share Posted May 26, 2016 @Tokamak The plan is to provide 1.25m and 2.5m inline oxygen containers with much more capacity. Meanwhile I will increase the capacity of the large radial tank. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 26, 2016 Author Share Posted May 26, 2016 Made some infographic about what may be the problem at high timewarp: Link to comment Share on other sites More sharing options...
g00bd0g Posted May 26, 2016 Share Posted May 26, 2016 (edited) 46 minutes ago, ShotgunNinja said: @g00bd0g Send me the savegame, I'll take a look. What I think may happen is this: the vessel is simulated at some point in time, and the elapsed time from the last point is correct. However, at high timewarp it can happen that, by chance, the majority of points in time occur when the vessel is in shadow. To confirm this it will be enough to have an RTG powered vessel in the same orbit and check if that is instead simulated correctly at extreme timewarps. If this turn out to be the case I have a fix in mind: do a poor man integration of sun visibility at extreme timewarps by taking the shadow-time of the current orbit in consideration. Just open the Orbiter EC Test save file. At 100x time warp in the station it completely charges from the shadow side in about 1/10 of an orbit. From the tracking station you can easily see how it's fine at any time warp but max. When you get a low EC warning at max time warp you can just reduce time warp by 1 step to recover and fully charge. https://drive.google.com/file/d/0B4zLBUio4kIncnMwOVpyWWFadUk/view?usp=sharing Thanks for an awesome mod! Edited May 26, 2016 by g00bd0g Link to comment Share on other sites More sharing options...
Razorfang Posted May 26, 2016 Share Posted May 26, 2016 I absolutely love this mod, but I'm running into a problem that is quickly making it unplayable. The background processing does not seem to scale well with larger numbers of vessels. I have 44 flights in progress and I'm getting about a 2.5:1 slowdown. I'm not certain that it's just Kerbalism causing the problem, but I do see that the background processing loops through every part on every ship in every update. Is anyone else having similar problems, or is this just me? Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 26, 2016 Author Share Posted May 26, 2016 @Razorfang The next version include some optimizations, roughly 300% speedup. Link to comment Share on other sites More sharing options...
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