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[1.3.0] Kerbalism v1.2.9


ShotgunNinja

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4 hours ago, leomike said:

For those of you that are interested, I have recompiled Kerbalism for 1.1.3 (@yorshee this should fix your problem). You can find it here (update the dll in the GameData/Kerbalism folder). I have run a few quick tests and it seems to work fine, but consider this a hotfix until @ShotgunNinja is back (you might not want to use this in a major career game until we get an official update).

Sweet, thank you! I'm waiting on a few more essential mods before I get back to playing, but damn if this isn't one of them.

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9 hours ago, leomike said:

For those of you that are interested, I have recompiled Kerbalism for 1.1.3 (@yorshee this should fix your problem). You can find it here (update the dll in the GameData/Kerbalism folder). I have run a few quick tests and it seems to work fine, but consider this a hotfix until @ShotgunNinja is back (you might not want to use this in a major career game until we get an official update).

Many thanks!

19 hours ago, leomike said:

@benad @dboi88 I don't think there's any reason to alarm ourselves. @ShotgunNinja has shown great interest in adding new features and improving Kerbalism in the past, I wouldn't expect the mod to be abandoned. I might look and see if I can make a quick patch to make it work on 1.1.3 if I get time before an official update, I'd expect the changes to be minimal.

I hope not

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Having a bit of a problem with scrubbers, though it could certainly be my own confusion. It seems for the scrubber to work it requires there to be CO2 on the ship. The problem is, I cannot find anything for the exhaled CO2 to be stored in any part for it to be available for use by the scrubber. I would have though some would be included in the command modules along with the bit of Food and Oxygen but that isn't the case.

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Hello
I am using the new 1.1.3 version of ksp, and kerbalism with the new " recompiled hotfix  ( thank you for making it ).

But i have one big problem with the above.

All of my capsults that can hold kerbals all have 0 oxygen.... Actual the oxygen bar is missing completely, and well i was wondering if anyone els have this issue ?

- Last time i had issue with oxygen ingame I had to delete module manager and dl a new modulemanager file, but this time this have not fixed my issue.
So what to do ;-)   ( I am using  modulemanager.2.6.25.dll )   this is the newest version avaliable but it was designed for 1.1.2 i think.
The problem with oxygen is both in sandbox and career mode.

Thank you for help in advance ;-)

Edited by Peder
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2 hours ago, leomike said:

@Peder Do you also have community resource pack installed? Can you see the food?

Hello.
No i cannot see the food, and i have not other "life support" system or similar installed as far as i know.
( however maybe some old mod or saved file might not have been deleted, i used USI life support a while ago but it is deleted i think ).

Example..
I choose "sandbox" and select 1 mk1 black crew capsul, and put 1 small food container on the top.
When i right click or use middle mouse on the food container on the capsulr or in the building menu, then i cannot see the food anywhere.

I have the following mods installed..:
KSP: 1.1.3 (Win64) - Unity: 5.2.4f1 - OS: Windows 10  (10.0.0) 64bit


Toolbar - 1.7.12     ( latest model 1.1.2 i think   but work 100% )
Kerabl Optical Alignment System - 1.0.3    ( this is designed for 1.1.2 )
RasterPropMonitor - 0.27    ( up to date )
Kerbal Attachment System - 0.5.8    ( up to date )
Kerbal Engineer Redux - 1.1.1     ( up to date )
Kerbal Inventory System - 1.2.12   ( up to date )
KSP-AVC Plugin - 1.1.6.1      ??
Docking Port Alignment Indicator - 6.4    ??
Final Frontier - 1.0.10.2467    ( up to date and working )
SCANsat - 1.1.6.2      ( up to date )
Kerbal Alarm Clock - 3.7   ( up to date )

module manager 2.5.25.dll   ( up to date )

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8 hours ago, leomike said:

@Peder Community resource pack is not in your list. Install that and it should work afterward (also Kerbalism is not in your list... but I'm guessing it's installed :wink:).

After DL and install of community resource pack Kerbalism worked as intended.. now jeb can breath again.  ( i can see oxygen and food now )   ;-)

Thank you very much for the help.
Here is the link to the 1.1.3 version if anyone els need it. https://github.com/BobPalmer/CommunityResourcePack/releases

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On 22.6.2016 at 7:21 PM, leomike said:

@Chicken_Cabbage Do you have community resource pack installed? Are you using KSP 1.1.2?

Ah, that must be it. I deleted a bunch of mods and probably CRP too because it's not there. Thanks, I'll retry with and get back to you.

On 22.6.2016 at 0:45 PM, Nansuchao said:

So, that's weird. Can you upload your output log on something like Dropboxe and share it here?

Do you still want the logs?

Edited by Chicken_Cabbage
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I may have found a solution for EC usage at high warp that should hopefully increase background simulation performance as well. Won't have time to build it until this weekend (hopefully @ShotgunNinja is back by then) but would someone have a 1.1.3 save preferably, with few/no other mods, so I can test performance impact?

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1 minute ago, leomike said:

I may have found a solution for EC usage at high warp that should hopefully increase background simulation performance as well. Won't have time to build it until this weekend (hopefully @ShotgunNinja is back by then) but would someone have a 1.1.3 save preferably, with few/no other mods, so I can test performance impact?

I'll sort a save for you when I get home. Give me a couple of hours.

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5 hours ago, leomike said:

I may have found a solution for EC usage at high warp that should hopefully increase background simulation performance as well. Won't have time to build it until this weekend (hopefully @ShotgunNinja is back by then) but would someone have a 1.1.3 save preferably, with few/no other mods, so I can test performance impact?

Here's a save game

https://drive.google.com/folderview?id=0B_nRjcqonDoUZTdiVkJzNzBpOFk&usp=sharing

this is the only mod you'll need

https://drive.google.com/file/d/0B_nRjcqonDoUbDhiWVZYdm0xYkk/view?usp=sharing

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Is anyone having issues with solar panels not generating EC? In direct sunlight, the OX-SAT panels top out at 0.14 exposure, which is impossible to keep enough power to an antennae. This is the only mod loaded I can imagine that modifies those parts. This is using the 1.1.3 recompiled DLL posted above.

Disregard. It was Kopernicus. Doh!

Edited by symmeclept
Wrongness.
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Hello and very nice ''all around'' mod really, still haave to get around it, being used to good ol' remote tech and stuff.

 

So here it is, i have a problem where rockets get really unstable the moment a geiger counter is strapped on it. It tilt the rocket the opposite way of where it is installed (tilt left if installed top the right). The problem go away if i remove the geiger counter.

Just wanted to point this out :)

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I've been trying to make the scrubbers also refine water as well as oxygen, but the time the water will last to in the mission planner remains the same. Am I modding the scrubber module wrong? I just added wastewater and water resources into the scrubber in the realism profile.

And how would I manage to make the Planetary Base System's Plant Growth Study have the 100% transmission rating like regular Kerbalism experiments

Edited by BashGordon33
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27 minutes ago, leomike said:

@BashGordon33 Does the rule work in flight? What does the code for the modified scrubber look like? 

@PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[>0]]
{
  MODULE
  {
    name = Scrubber

    // change scrubbed resource
    resource_name = Oxygen
    resource_name = Water 

    // change waste name
    waste_name = CarbonDioxide
    waste_name = WasteWater 

    // change ec/s per-crew
    ec_rate = 0.03
    @ec_rate *= #$/CrewCapacity$

    // change waste/s per-crew
    co2_rate = 0.006
    waste_rate = 0.0000625 
    @co2_rate *= #$/CrewCapacity$
    @waste_rate *= #$/CrewCapacity$

  }
That's what I changed the default realism profile scrubber to

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