Daedalus451 Posted August 24, 2018 Share Posted August 24, 2018 @PiezPiedPy Amazing! Thank you for all your work on this great mod. Link to comment Share on other sites More sharing options...
PataSolar Posted August 25, 2018 Share Posted August 25, 2018 Hey @Daedalus451 what ended up happening with your ScrapYard problem? Link to comment Share on other sites More sharing options...
joacobanfield Posted August 25, 2018 Share Posted August 25, 2018 Pods apparently use 12 ec/second for "communications". Solar panels can't cope with that. It's a bug, isn't it? Apologies if someone already brought it up. Link to comment Share on other sites More sharing options...
PiezPiedPy Posted August 25, 2018 Share Posted August 25, 2018 (edited) @joacobanfield look a few posts back Edited August 25, 2018 by PiezPiedPy Link to comment Share on other sites More sharing options...
Dia Posted August 27, 2018 Share Posted August 27, 2018 (edited) So do Kerbals just no longer have their fancy jetpacks in this mod? Also are science transmissions supposed to not take any power (like with how Remote tech would chew apart your battery bank to send home a data pack)? post edit, it should be noted that the CKAN install of this mod does not seem to install the toolbar element... thingie, installing it manually has fixed it, which makes me think installing it through CKAN last would also fix it but that seems to defeat the purpose to using CKAN... Just thought I'd let you know ♥ Edited August 27, 2018 by Dia spelling Link to comment Share on other sites More sharing options...
PiezPiedPy Posted August 27, 2018 Share Posted August 27, 2018 @Dia Science transmission does not cost more ec anymore because antennas are now always on if deployed, reason being is that they are transmitting telemetry, the ec cost is used for extending range and transmission speed. Jetpacks have not been touched in Kerbalism, no idea why they are not working for you. tbh I think CKAN is a waste of time for installing Kerbalism, it always causes trouble. Link to comment Share on other sites More sharing options...
El Stevo Posted August 27, 2018 Share Posted August 27, 2018 Hello my friends. First, let me tell you what a great job you all have done. I love this MOD. Unfortunately, he does not tolerate the other MOD "Stockalike Station Parts Redux". With him, the animations of the inflatable habitats do not work. I made a video about the problem. The Interrestante Part starts at 3:30 Link to comment Share on other sites More sharing options...
theJesuit Posted August 27, 2018 Share Posted August 27, 2018 2 hours ago, El Stevo said: Unfortunately, he does not tolerate the other MOD "Stockalike Station Parts Redux". Greetings! What profile are you using (if you aren't sure then it is probably default). Do you also have CRP installed because there doesn't seen to be atmosphere either? Try deploying the centrifuge in the VAB and then launching to see if that works. The animation is determined by the amount of Atmosphere (the pressure) in the part. By deploying in the VAB, it is launched with atmosphere. Link to comment Share on other sites More sharing options...
eberkain Posted August 27, 2018 Share Posted August 27, 2018 5 hours ago, PiezPiedPy said: Jetpacks have not been touched in Kerbalism, no idea why they are not working for you. You sure? I thought Kerbalism added the EVA fuel feature for jetpacks. I dunno, maybe it was added to stock at some point. Link to comment Share on other sites More sharing options...
scottadges Posted August 28, 2018 Share Posted August 28, 2018 (edited) Hi, I updated Kerbalism via CKAN (maybe that was my first mistake...) and now loading up my game, I'm getting a chunk-ton of Exception errors when I load into the Space Center. This is before going to any ships, etc. I'm running KSP 1.4.5 for reference. Here's a sample: [EXC 00:00:04.471] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Message.Post (Severity severity, System.String text, System.String subtext) KERBALISM.Supply.Execute (.Vessel v, KERBALISM.VesselData vd, KERBALISM.vessel_resources resources) KERBALISM.Profile.Execute (.Vessel v, KERBALISM.vessel_info vi, KERBALISM.VesselData vd, KERBALISM.vessel_resources resources, Double elapsed_s) KERBALISM.Kerbalism.FixedUpdate () [EXC 00:00:04.472] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Highlighter.update () KERBALISM.Kerbalism.Update () [EXC 00:00:04.507] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Kerbalism.OnGUI () I can't even count how many there are in this log file: KSP Log 082718 I'm guessing this is probably from the newer version of Kerbalism in an older save game? I was reading back on save game compatibility, but I'm not sure if that's still a problem? Anything I can/should do to resolve this? Thanks for your help! EDIT: I've reverted back to the 1.7.1.1 version for KSP 1.4.5 for the moment... but I'd love to update to get all the excellent things I saw noted in the Changelog. Edited August 28, 2018 by scottadges Link to comment Share on other sites More sharing options...
PiezPiedPy Posted August 28, 2018 Share Posted August 28, 2018 (edited) @eberkain Only the monoprop resource is added to EVA, the jetpacks themselves are not touched. @scottadges the CKAN install is useless. Also I suggest you download the v1.8.1 source from GitHub (it has the savegame compatibility fix) and use the copy of Kerbalism in the GameData folder that is in the source. Delete your old Kerbalism folder before install. And use the latest versions of RemoteTech and Toolbar Controller they have had changes made for Kerbalism, also you will need the ContractConfigurator dll I posted on the Discord server Edited August 28, 2018 by PiezPiedPy Link to comment Share on other sites More sharing options...
PiezPiedPy Posted August 28, 2018 Share Posted August 28, 2018 I'll say it again, those using RemoteTech will need the latest release of RemoteTech. You will also need the ContractConfigurator dll posted on the Discord server if you are using ContractConfigurator and RemoteTech. Also if you want to use an old savegame with RemoteTech you will need Kerbalism v1.8.1 from the source as it contains the fix for old savegame compatibility with RemoteTech. Link to comment Share on other sites More sharing options...
scottadges Posted August 28, 2018 Share Posted August 28, 2018 (edited) 1 hour ago, PiezPiedPy said: the CKAN install is useless. I figured that might be my first problem. I love CKAN, but it sure does seem like it causes headaches sometimes. 1 hour ago, PiezPiedPy said: also you will need the ContractConfigurator dll I posted on the Discord server I do have ContractConfigurator as dependency for various mods, but I'm not sure how/where to go for the Discord DLL? (Sorry to be a pain, I've never used Discord / not exactly sure what that is) I'm not running RemoteTech, so that should be good and I've got the latest ToolbarController (0.1.6.15) Appreciate all your help and awesome dedication to the mod. After starting to use it only a few months ago, I just can't play KSP without Kerbalism anymore! Updated after looking at GitHub: Again, sorry to be a pain... I'm only marginally familiar with GitHub... so not exactly sure if I'm pulling the right files for 1.8.1 version? 1 hour ago, PiezPiedPy said: use the copy of Kerbalism in the GameData folder that is in the source. Should I use the latest (from about 20 hours ago) here under GameData/Kerbalism on this page: https://github.com/steamp0rt/Kerbalism? I wasn't clear, since Under Releases (https://github.com/steamp0rt/Kerbalism/releases) I only see 1.8.0 to download. And then downloading the "Kerbalism-master.zip", does that include 1.8.0 or 1.8.1? Thanks for all your help! Updated after figuring out Discord & talking to PiezPiedPy - thanks for the 1.8.1 Dev build and clarifying stuff for me! Edited August 28, 2018 by scottadges Link to comment Share on other sites More sharing options...
El Stevo Posted August 28, 2018 Share Posted August 28, 2018 (edited) it´s not a bug, it´s a feature!!!! I found that in the Documentation: Quote Inflatable habitats If a habitat is inflatable, its inflate/deflate animation will be driven by the actual pressure of the part. Note that pressurizing a large habitat with a small pressure controller can take a long time. For example the mk1 pods pressure control will take approx 3 days to inflate the Gravity Ring. So remember to add enough pressure controllers for the job. You wouldn’t want to blow up a bouncy castle with your mouth it takes time.... Edited August 28, 2018 by El Stevo Link to comment Share on other sites More sharing options...
Citizen247 Posted August 28, 2018 Share Posted August 28, 2018 4 hours ago, PiezPiedPy said: the CKAN install is useless. I took a look at the folder that ckan downloaded, it seems to suggest in the version file that it's for ksp 1.3, if that's any help? Link to comment Share on other sites More sharing options...
scottadges Posted August 28, 2018 Share Posted August 28, 2018 (edited) 4 hours ago, El Stevo said: blow up a bouncy castle with your mouth Yeah, I don't wanna put my mouth on that... thank you very much Edited August 28, 2018 by scottadges Link to comment Share on other sites More sharing options...
Xylenox Posted August 29, 2018 Share Posted August 29, 2018 Can someone help me? I sent a mission to Minmus, but then the Kerbal died from humidity. However, when I tried to put an external eclss module with a humidity controller, it didnt do anything! Link to comment Share on other sites More sharing options...
lordcirth Posted August 29, 2018 Share Posted August 29, 2018 10 minutes ago, Xylenox said: Can someone help me? I sent a mission to Minmus, but then the Kerbal died from humidity. However, when I tried to put an external eclss module with a humidity controller, it didnt do anything! You might get get faster responses on Discord: https://discord.gg/9jREM6Y Link to comment Share on other sites More sharing options...
aluc24 Posted September 1, 2018 Share Posted September 1, 2018 Hey, @N70, I don't know if this is a bug or a feature, but when I set the data transmission in an active vessel, it keeps doing that transmission beep sound, which gets annoying really quick. Is there a way to disable it? Link to comment Share on other sites More sharing options...
Boersgard Posted September 2, 2018 Share Posted September 2, 2018 It's been awhile, but I think I stopped using this mod because I couldn't get necessary supplies through parts like the universal storage pack. Is this still an issue? Link to comment Share on other sites More sharing options...
william2002730 Posted September 3, 2018 Share Posted September 3, 2018 Hey guys! Really love this mod, but when in map view or tracking station, pressing 0/1/2/3 does not show up the magnetosphere map at all. I'm currently running th latest version of this mod on game version 1.4.3, any help would be appreciated. Link to comment Share on other sites More sharing options...
Maestro22 Posted September 3, 2018 Share Posted September 3, 2018 1 hour ago, william2002730 said: Hey guys! Really love this mod, but when in map view or tracking station, pressing 0/1/2/3 does not show up the magnetosphere map at all. I'm currently running th latest version of this mod on game version 1.4.3, any help would be appreciated. Did you try to press "B"? This is how it works for me. Link to comment Share on other sites More sharing options...
william2002730 Posted September 3, 2018 Share Posted September 3, 2018 43 minutes ago, Maestro22 said: Did you try to press "B"? This is how it works for me. It works!! Thank you so much! Link to comment Share on other sites More sharing options...
PiezPiedPy Posted September 3, 2018 Share Posted September 3, 2018 23 hours ago, Boersgard said: It's been awhile, but I think I stopped using this mod because I couldn't get necessary supplies through parts like the universal storage pack. Is this still an issue? Don't know about Universal storage but Configurable storage and USI FTT support has been added. 4 hours ago, william2002730 said: Hey guys! Really love this mod, but when in map view or tracking station, pressing 0/1/2/3 does not show up the magnetosphere map at all. I'm currently running th latest version of this mod on game version 1.4.3, any help would be appreciated. Where you using the numpad 0-4 keys ? Link to comment Share on other sites More sharing options...
william2002730 Posted September 4, 2018 Share Posted September 4, 2018 18 hours ago, PiezPiedPy said: Don't know about Universal storage but Configurable storage and USI FTT support has been added. Where you using the numpad 0-4 keys ? Yeah, but it doesn't really work, however pressing b works fine for me what orbital altitude for Kerbin exposes the ship to least radiation? I tried many but all of them the geiger counter said the radiation levels are dangerous, and the ship cannot last for more than 20 days with 20mm of shielding. Link to comment Share on other sites More sharing options...
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