N70 Posted March 25, 2018 Author Share Posted March 25, 2018 (edited) Coming in Kerbalism 1.4: Edited March 25, 2018 by N70 Link to comment Share on other sites More sharing options...
Gordon Dry Posted March 25, 2018 Share Posted March 25, 2018 Looks neat, I hope that AntennaHelper will not be affected ... Link to comment Share on other sites More sharing options...
N70 Posted March 25, 2018 Author Share Posted March 25, 2018 It no longer connects to the center of kerbin Link to comment Share on other sites More sharing options...
lordcirth Posted March 25, 2018 Share Posted March 25, 2018 So, what are the major differences between CommNet and Kerbalism's Signal once this change is made? CommNet has sqrt() range scaling on multiple antennas; what else? Link to comment Share on other sites More sharing options...
Drew Kerman Posted March 25, 2018 Share Posted March 25, 2018 (edited) ground stations yaaayyyayayaya!! *kermit flail* Edited March 25, 2018 by Drew Kerman Link to comment Share on other sites More sharing options...
N70 Posted March 25, 2018 Author Share Posted March 25, 2018 Just now, lordcirth said: So, what are the major differences between CommNet and Kerbalism's Signal once this change is made? CommNet has sqrt() range scaling on multiple antennas; what else? Kerbalism's signal is based on low-gain and high-gain antennas. The current change is making it so the antennas just need to connect to like, the KSC, rather then the center of kerbin Link to comment Share on other sites More sharing options...
njbrown09 Posted March 25, 2018 Share Posted March 25, 2018 Is there a guide? The wiki doesnt specify a lot of stuff (Like rad limits and such) Link to comment Share on other sites More sharing options...
Gordon Dry Posted March 26, 2018 Share Posted March 26, 2018 @N70 A quote from @Electrocutor about forced glcore and shaders: Quote Some mods do not do support glcore; I would suggest you let the mod authors know this when you run across them, as they merely need to check a box when compiling their shader to have it work. Link to comment Share on other sites More sharing options...
Z4ys Posted March 26, 2018 Share Posted March 26, 2018 Quote // ============================================================================ // ISRU drills // ============================================================================ @PART[MiniDrill,RadialDrill]:NEEDS[ProfileDefault]:FOR[Kerbalism] { !MODULE[ModuleResourceHarvester] {} !MODULE[ModuleOverheatDisplay] {} !MODULE[ModuleCoreHeat] {} MODULE { name = Harvester title = Water Extraction drill = ImpactTransform length = 1.25 type = 0 resource = Water min_abundance = 0.01 rate = 0.0005 ec_rate = 1.0 } MODULE { name = Harvester title = Ore Extraction drill = ImpactTransform length = 1.25 type = 0 resource = Ore min_abundance = 0.02 rate = 0.0025 ec_rate = 1.0 } MODULE { name = Configure title = Drill slots = 1 SETUP { name = Water Extraction desc = Extract <b>Water</b> from the surface. MODULE { type = Harvester id_field = resource id_value = Water } RESOURCE { name = Water amount = 0 maxAmount = 50 } } SETUP { name = Ore Extraction desc = Extract <b>Ore</b> from the surface. MODULE { type = Harvester id_field = resource id_value = Ore } RESOURCE { name = Ore amount = 0 maxAmount = 50 } } } MODULE:NEEDS[FeatureReliability] { name = Reliability type = Harvester title = Harvester repair = Engineer mtbf = 72576000 // 8y extra_cost = 1.0 extra_mass = 0.2 } } @PART[RadialDrill]:NEEDS[ProfileDefault]:FOR[Kerbalism] { @MODULE[Harvester],* { @rate *= 5 @ec_rate *= 5 @length = 5.0 } } The bug drills are not drilling (because no button to press start) may caused here right? - for more details look here - Anyone an idea how to fix? @N70 Link to comment Share on other sites More sharing options...
popos1 Posted March 26, 2018 Share Posted March 26, 2018 (edited) With drill i have probem too ... (and about my previous question: key for disable all notifications is pause break) Edited March 26, 2018 by popos1 Link to comment Share on other sites More sharing options...
N70 Posted March 26, 2018 Author Share Posted March 26, 2018 Kerbalism 1.4.0 will be released in a few hours. Here's a changelog! * Signals no longer connect to the center of Kerbin. They now rather connect to ground stations, which are configurable in profile configs! * Stuff should now display properly on OpenGL/GLcore mode. * Science transmission dots now display properly. * Fixed the drill problems... the Harvester module had disappeared from the code somehow? Link to comment Share on other sites More sharing options...
VoidST Posted March 26, 2018 Share Posted March 26, 2018 Is this suppose to be normal? The gravity rings didn't seem to work normally. BTW I also made some changes about the SSPX containers, they can hold the resources from Kerbalism now. If anyone think this would be a good idea? Just to show a comparison between a kerbalism and a SSPX containers, that Chinese of resource is water. Link to comment Share on other sites More sharing options...
N70 Posted March 26, 2018 Author Share Posted March 26, 2018 1.4.0 is out: https://spacedock.info/mod/1749/Kerbalism/download/1.4.0 Link to comment Share on other sites More sharing options...
N70 Posted March 26, 2018 Author Share Posted March 26, 2018 2 hours ago, VoidST said: Is this suppose to be normal? The gravity rings didn't seem to work normally. BTW I also made some changes about the SSPX containers, they can hold the resources from Kerbalism now. If anyone think this would be a good idea? Just to show a comparison between a kerbalism and a SSPX containers, that Chinese of resource is water. SSPX support isn't complete yet. Thanks @Papa_Joe for the radar dish sprites! Link to comment Share on other sites More sharing options...
acc Posted March 26, 2018 Share Posted March 26, 2018 Hey, great improvements with the latest update. I got a problem: In map screen I can't get the body info window appear again. It disappeared (in version 1.3.2) at some point (or I accidentaly closed it) and I can't find a way to make it show up again. Tried the old Alt+N, reinstalling, updating to the latest version, checking the wiki and google, but no success. Link to comment Share on other sites More sharing options...
Jade_Falcon Posted March 26, 2018 Share Posted March 26, 2018 On 3/25/2018 at 7:07 AM, Z4ys said: When i am timewarping and my craft runs out of ox, food, ec, water I get the message that my craft runs out of xxx and it pulls me out of the warp. Everything fine so far. But normally that pull comes to late by the time the warp needs to stop the kerbals are already dead. Is it possible to edit the kerbalism settings so the message, pull is triggered earlier while warping? I'm not currently using Kerbalism in my current 1.4.1 career game, but what I used to do is limit my max warp speed, and it would usually stop before things got too bad. Link to comment Share on other sites More sharing options...
njbrown09 Posted March 26, 2018 Share Posted March 26, 2018 @N70 How are we supposed to get the fuel cell working? There is no hydrogen tanks we can use. Link to comment Share on other sites More sharing options...
N70 Posted March 26, 2018 Author Share Posted March 26, 2018 1 minute ago, njbrown09 said: @N70 How are we supposed to get the fuel cell working? There is no hydrogen tanks we can use. try supply tank? 20 minutes ago, acc said: Hey, great improvements with the latest update. I got a problem: In map screen I can't get the body info window appear again. It disappeared (in version 1.3.2) at some point (or I accidentaly closed it) and I can't find a way to make it show up again. Tried the old Alt+N, reinstalling, updating to the latest version, checking the wiki and google, but no success. key is B Link to comment Share on other sites More sharing options...
njbrown09 Posted March 26, 2018 Share Posted March 26, 2018 3 minutes ago, N70 said: try supply tank? Supply tank? I cant find that ingame Link to comment Share on other sites More sharing options...
N70 Posted March 26, 2018 Author Share Posted March 26, 2018 The food/water canisters can be switched between food/water/oxygen/ammonia/etc. Also make sure you have CommunityResourcePack. Link to comment Share on other sites More sharing options...
njbrown09 Posted March 26, 2018 Share Posted March 26, 2018 1 minute ago, N70 said: The food/water canisters can be switched between food/water/oxygen/ammonia/etc. Also make sure you have CommunityResourcePack. Oh lol im an idiot. Thanks Link to comment Share on other sites More sharing options...
N70 Posted March 26, 2018 Author Share Posted March 26, 2018 1.4.0.1 is now out. It fixes some background errors that were spamming the logs. Link to comment Share on other sites More sharing options...
Gordon Dry Posted March 27, 2018 Share Posted March 27, 2018 (edited) Spoiler I seems that AntennaHelper is really borked now, it was already like that with Kerbalism 1.4.0.0 - but not from scratch, it happened in the middle of my session. As I've seen you updated Kerbalism to 1.4.0.1 I hoped THAT issue is gone. Now, with Kerbalism 1.4.0.1 it's from scratch, as soon as I enter the SPC I get asked by kOS which connnectivity manager I should use - so the info was gone. And the AntennaHelper icon is gone... I found this in the log: NullReferenceException: Object reference not set to an instance of an object at AntennaHelper.AHShipList.GetShipList (Boolean editorShip, Boolean flyingShip) [0x00000] in <filename unknown>:0 at AntennaHelper.AHEditor.GetShipList () [0x00000] in <filename unknown>:0 at AntennaHelper.AHEditor.Start () [0x00000] in <filename unknown>:0 Full log:https://www.dropbox.com/s/sjyntm0zr74dryx/2018-03-27_1 KSP.log.7z?dl=1 Edit: Sorry, my bad, I just have overwritten the Kerbalism settings prior updating... Suggestion: Add a file DefaultSettings.cfg and put both into a PluginData folder and let the mod create the settings file from the default settings as long no settings are existing ... It's because in most other mods it's something like that and the chance to just overwrite the settings is not so big. Edited March 27, 2018 by Gordon Dry Link to comment Share on other sites More sharing options...
Bersagliere81 Posted March 27, 2018 Share Posted March 27, 2018 I love and strongly support the signal to KSC rather than the centre of the Kerbin. Well done! This may make me shift from remote tech (although I am addicted to sognal delay and that nav computer). @N70 personally I'd love to see tac-ls containers in kerbalism. Do you think it's something achievable and implementable? Link to comment Share on other sites More sharing options...
m4ti140 Posted March 27, 2018 Share Posted March 27, 2018 Are you planning to support the Making History expansion? Currently I have to remove Kerbalism every time I want to play/build a mission, otherwise I get a constant nullref spam when piloting and the scenario starts falling apart until Kthulhu swallows the universe... The vanilla scenarios are fine (Kerbalism simply disables itself in those) but missions are borked. Link to comment Share on other sites More sharing options...
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