N70 Posted March 17, 2018 Author Share Posted March 17, 2018 Alright, next update will hopefully fix those issues. Link to comment Share on other sites More sharing options...
The-Doctor Posted March 17, 2018 Share Posted March 17, 2018 the icons appear very faded, is it me or is this a work in progress? Many thanks for updating and I hope u do work with Haully Games, he's been so helpful Link to comment Share on other sites More sharing options...
njbrown09 Posted March 18, 2018 Share Posted March 18, 2018 how do i disable specific parts of the mod? Link to comment Share on other sites More sharing options...
theJesuit Posted March 18, 2018 Share Posted March 18, 2018 31 minutes ago, njbrown09 said: how do i disable specific parts of the mod? In the settings.cfg located in the GameData/kerbalism folder Link to comment Share on other sites More sharing options...
njbrown09 Posted March 18, 2018 Share Posted March 18, 2018 Just now, theJesuit said: In the settings.cfg located in the GameData/kerbalism folder Thanks. I just checked, where is the spot to disable the IRSU stuff? Link to comment Share on other sites More sharing options...
theJesuit Posted March 18, 2018 Share Posted March 18, 2018 That's a little more complex. Delete it from the profile named in the settings.cfg. Link to comment Share on other sites More sharing options...
Bersagliere81 Posted March 18, 2018 Share Posted March 18, 2018 Is it compatible with Real Fuels? Is there any possibility to integrate thi with TAC-LS? Link to comment Share on other sites More sharing options...
HaullyGames Posted March 18, 2018 Share Posted March 18, 2018 (edited) On 18/03/2018 at 9:14 AM, Bersagliere81 said: Is it compatible with Real Fuels? Is there any possibility to integrate thi with TAC-LS? Doesn't make sense an integration with TAC-LS, both has the same idea. Edited March 23, 2018 by HaullyGames Link to comment Share on other sites More sharing options...
Bersagliere81 Posted March 18, 2018 Share Posted March 18, 2018 A couple of years ago it was incompatible (I am not playing since then). And you know I loved those external tanks.. Link to comment Share on other sites More sharing options...
HaullyGames Posted March 18, 2018 Share Posted March 18, 2018 13 minutes ago, Bersagliere81 said: A couple of years ago it was incompatible (I am not playing since then). And you know I loved those external tanks.. What we can do is disable TAC-LS and create a couple of cfg to load those tanks. But we shouldn't work to make TAC-LS integrated to Kerbalism. Also we shouldn't use Background.dll with Kerbalism. Link to comment Share on other sites More sharing options...
Bersagliere81 Posted March 18, 2018 Share Posted March 18, 2018 That would be awesome! As I sayed, I am not playing since years. From what I can remember, kerbalism was "too simple" speaking of food and water. While TAC-LS had a wider choice of storage tanks (I loved their textures too). Also, I may be wrong but I read Real Fuels used to borke something related to kerbalism. It might be the nitrogen but I can't really remember Link to comment Share on other sites More sharing options...
HaullyGames Posted March 18, 2018 Share Posted March 18, 2018 2 minutes ago, Bersagliere81 said: That would be awesome! As I sayed, I am not playing since years. From what I can remember, kerbalism was "too simple" speaking of food and water. While TAC-LS had a wider choice of storage tanks (I loved their textures too). Also, I may be wrong but I read Real Fuels used to borke something related to kerbalism. It might be the nitrogen but I can't really remember I think Kerbalism is not simple (Food, water, radiation, comfort(Stress), breath, waste). I don't see any thing that has TAC-LS that we don't have in Kerbalism, but Kerbalism has radiation and comfort. Talking about Real Fuels, could you create a game that you can simulate this issue? If yes, please forward the KSP.log and details how to reproduce. Link to comment Share on other sites More sharing options...
Bersagliere81 Posted March 18, 2018 Share Posted March 18, 2018 I know kerbalism is overall more complex, I was just referring to food/water. Apparently it was different at that time. I can't reproduce the issue atm as I don't even have downloaded the game itself. I am planning to play the game in the coming week. If I see something wrong I'll report it Link to comment Share on other sites More sharing options...
Maffif Posted March 19, 2018 Share Posted March 19, 2018 Hi, First, I'm happy to see this moving forward- but I have one concern: Has this skipped the anticipated official 1.3.1 release entirely? It seems a large portion of the mod community is sticking with that version for now, including several large/upcoming ones I'm following (particularly KSS, which plans on having native kerbalism support in the future) I also have an idea for a module: Drastically upscaled ambient radiation as spacecraft approach/reach relativistic speeds, requiring a large shield (possibly required to be prograde to the vessel but that makes things really complicated)- Really only an issue for crafts capable of surpassing 0.5c (so far, I haven't made anything like that) http://www.scirp.org/journal/PaperInformation.aspx?paperID=23913 Link to comment Share on other sites More sharing options...
nanomage Posted March 19, 2018 Share Posted March 19, 2018 Hi, awesome to see Kerbalism picked up (by someone with no life no less!) May I please request instructions on how to add reactions to chemical plants - I want to add kerbalism reaction to liquefy kerbalism Hydrogen resource into Liquid Hydrogen used by Nertea's cryogenic and nuclear engines, and potentially create an array of dedicated radiator-liquifier parts for that. Link to comment Share on other sites More sharing options...
N70 Posted March 19, 2018 Author Share Posted March 19, 2018 Just now, nanomage said: Hi, awesome to see Kerbalism picked up (by someone with no life no less!) May I please request instructions on how to add reactions to chemical plants - I want to add kerbalism reaction to liquefy kerbalism Hydrogen resource into Liquid Hydrogen used by Nertea's cryogenic and nuclear engines, and potentially create an array of dedicated radiator-liquifier parts for that. Look through greenhouse modification in the Profiles/Default.cfg Link to comment Share on other sites More sharing options...
Gameslinx Posted March 21, 2018 Share Posted March 21, 2018 On 16/03/2018 at 2:51 AM, N70 said: Gameslinx support, Hm? Link to comment Share on other sites More sharing options...
Mrcarrot Posted March 21, 2018 Share Posted March 21, 2018 On 3/15/2018 at 4:40 PM, N70 said: coherent irregardless of warp speed I believe you mean "regardless". Just pointing this out, don't mean to seem rude or anything... Link to comment Share on other sites More sharing options...
N70 Posted March 21, 2018 Author Share Posted March 21, 2018 8 hours ago, Gameslinx said: Hm? yeah someone made a PR with support for your planet pack or whatever and i merged it into my branch Link to comment Share on other sites More sharing options...
geb Posted March 21, 2018 Share Posted March 21, 2018 The single use science parts (Goo and Materials study) aren't giving 100% science return. Is that a deliberate change, or a repeat of the bug from the older version of Kerbalism? Link to comment Share on other sites More sharing options...
Gameslinx Posted March 21, 2018 Share Posted March 21, 2018 2 hours ago, N70 said: yeah someone made a PR with support for your planet pack or whatever and i merged it into my branch Alright. I'm just wondering, because I haven't used kerbalism before, and I can't be sure whether I will. I expect bug reports with kerbalism-GPO support should be referred/directed to here? Link to comment Share on other sites More sharing options...
N70 Posted March 21, 2018 Author Share Posted March 21, 2018 1 hour ago, Gameslinx said: Alright. I'm just wondering, because I haven't used kerbalism before, and I can't be sure whether I will. I expect bug reports with kerbalism-GPO support should be referred/directed to here? the "GPO support" is only magnetosphere/radbelt configs btw, but yeah 1 hour ago, geb said: The single use science parts (Goo and Materials study) aren't giving 100% science return. Is that a deliberate change, or a repeat of the bug from the older version of Kerbalism? Report it on the gitlab Link to comment Share on other sites More sharing options...
VoidST Posted March 22, 2018 Share Posted March 22, 2018 Is there any working version/file for SSPX Redux? I was working into the SSPX.cfg to try to get the greenhouse, containers and centrifugal habitations to work properly, but I failed. BTW I’m still in KSP 1.3 version. Link to comment Share on other sites More sharing options...
PiezPiedPy Posted March 22, 2018 Share Posted March 22, 2018 @N70 Just wondering why you use Gitlab rather than GitHub? I find that GitHub desktop comes in really handy for commits, does Gitlab have something similar? And thanks for continuing this mod, I added a few things to the original when @ShotgunNinja was about. I also had some pending PR's on the original GitHub waiting for the Ninja to make changes he never got around to implementing so I will probably make new PR's on Gitlab in the near future for you to include into this version if you wish. Link to comment Share on other sites More sharing options...
N70 Posted March 22, 2018 Author Share Posted March 22, 2018 (edited) 4 hours ago, PiezPiedPy said: @N70 Just wondering why you use Gitlab rather than GitHub? I find that GitHub desktop comes in really handy for commits, does Gitlab have something similar? And thanks for continuing this mod, I added a few things to the original when @ShotgunNinja was about. I also had some pending PR's on the original GitHub waiting for the Ninja to make changes he never got around to implementing so I will probably make new PR's on Gitlab in the near future for you to include into this version if you wish. I used Gitlab due to, ah... conflicts with Github. Also, I use git command line anyways. Please make PRs! Edited March 22, 2018 by N70 Link to comment Share on other sites More sharing options...
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