MassoudGL Posted March 30, 2019 Share Posted March 30, 2019 (edited) So for the sake of mining, do Hydrates and Water fulfill the same function?? Can I get water from mining crustal Hydrates? Edit: Tested this and no. Edited March 30, 2019 by MassoudGL Link to comment Share on other sites More sharing options...
N70 Posted March 31, 2019 Author Share Posted March 31, 2019 (edited) Kerbalism 2.2.0 is dropping KSP 1.3 support. Why? Maintaining backwards compatibility is slowing down development. ## v2.2.0 for all versions of KSP from 1.4.0 to 1.6.x - 2019-03-31 ### Changes since the last release * Add Reliability to USI Nuclear Reactors (PiezPiedPy) * Fix ISRU capacities for CryoTanks and USI (PiezPiedPy) * Correct LH2 storage capacities of the Radial container for AirlineKuisine, CryoTanks and USI (PiezPiedPy) * Near Future Electrical tweaks: Uranite drilling, storage and ISRU processing added (PiezPiedPy) * Textures Unlimited support (HaullyGames) * Update habitats for the new V2 and DLC pods (PiezPiedPy) * Recalculated habitat atmosphere leakage, was originally calculated for a Human day which is 4x longer (PiezPiedPy) * Added an 'EVA's available' indicator to the Planner and Monitor (PiezPiedPy) * Optimized Planner: Part 1 - Chill the stuttering in VAB/SPH (PiezPiedPy) * Reduced Mass of ECLSS and Chemical Processors from 450kg to 40kg (Sir Mortimer) * CO2 poisoning warning message will pop up sooner to give you some time to fix the issue (Sir Mortimer) * Preemptive maintenance: if a component is found not to be in very good condition during inspection, it can be serviced to avoid a failure (Sir Mortimer) * Fixed emitters (shields) can be used in automation tab again (Sir Mortimer) * Processes ECLSS, Fuel Cells, Chemical Plant etc. can be controlled from automation tab again (Sir Mortimer) * Added Kerbalism flags (Mzxs) * Adjusted N2 leakage (Sir Mortimer) * When analyzing science in a lab, don't drive people crazy with the "Transmission finished" message for every bit of researched data (Sir Mortimer) * Going to EVA will now loose a nominal amount of nitrogen to the airlock. The amount can be changed in the settings (Sir Mortimer) * Fixed the bug where monoprop appeared out of nowhere when leaving a vessel that had none in it (#288) (Sir Mortimer) * Monoprop+O2 fuel cell is now available sooner in the tech tree. Basic Science unlocks this process along with the fuel cell (Sir Mortimer) * Added LSS system diagrams, and a small guide on how to set up O2 + water recycling (Sir Mortimer) * Hide Sickbay from automation if it is unavailable (Sir Mortimer) * New Science system (Sir Mortimer, Arthur) Edited March 31, 2019 by N70 Link to comment Share on other sites More sharing options...
N70 Posted March 31, 2019 Author Share Posted March 31, 2019 also, [x] science and stuff like that won't work anymore. don't worry, you can use the automation stuff with the new experiment. also, THIS WILL BREAK ANY ACTIVE MISSIONS Link to comment Share on other sites More sharing options...
lordcirth Posted March 31, 2019 Share Posted March 31, 2019 8 minutes ago, N70 said: Kerbalism 2.2.0 is dropping KSP 1.3 support. Why? Maintaining backwards compatibility is slowing down development. Fine by me. Maintaining a few major versions is really nice so all my mods actually support the same version at the same time, but 1.3 is way back. Quote CO2 poisoning warning message will pop up sooner to give you some time to fix the issue (Sir Mortimer) Good! Although, perhaps scrubbers should be buffed slightly as well? In the past turning a scrubber off was a death sentence because it struggled to catch up when you got the warning and turned it on. Earlier warning is good, but perhaps +25% scrubbing speed would be good too? Link to comment Share on other sites More sharing options...
New Horizons Posted March 31, 2019 Share Posted March 31, 2019 52 minutes ago, N70 said: also, [x] science and stuff like that won't work anymore. don't worry, you can use the automation stuff with the new experiment. also, THIS WILL BREAK ANY ACTIVE MISSIONS [x] science shows a stuttering behaviour last versions, so this wouldn't be a great loss, I guess. Is there a documentation about the new science collecting system? Link to comment Share on other sites More sharing options...
Sir Mortimer Posted March 31, 2019 Share Posted March 31, 2019 51 minutes ago, New Horizons said: [x] science shows a stuttering behaviour last versions, so this wouldn't be a great loss, I guess. Is there a documentation about the new science collecting system? Not extensive, but better than nothing: https://kerbalism.readthedocs.io/en/latest/science.html Part of the fun is discovering how to makeit work ;) Link to comment Share on other sites More sharing options...
New Horizons Posted March 31, 2019 Share Posted March 31, 2019 1 minute ago, Sir Mortimer said: Not extensive, but better than nothing: https://kerbalism.readthedocs.io/en/latest/science.html Part of the fun is discovering how to makeit work That's right and makes a lot of fun, but a bit risky within a running career. I am on the verge of leaving my home body and moons to discover the other planets. Fast unmanned flybys get a complete new dimension, when it takes time to collect science. :-) Link to comment Share on other sites More sharing options...
Sir Mortimer Posted March 31, 2019 Share Posted March 31, 2019 20 minutes ago, New Horizons said: That's right and makes a lot of fun, but a bit risky within a running career. I am on the verge of leaving my home body and moons to discover the other planets. Fast unmanned flybys get a complete new dimension, when it takes time to collect science. :-) the only other thing i can offer is a few screenshots taken I made during deveopment. https://github.com/steamp0rt/Kerbalism/pull/365 Link to comment Share on other sites More sharing options...
New Horizons Posted March 31, 2019 Share Posted March 31, 2019 About the weight nerf of the external life support system, before it was about half a capsules weight, but it is almost nothing - maybe about 200 kg is the value I will moddify the file to. Link to comment Share on other sites More sharing options...
N70 Posted March 31, 2019 Author Share Posted March 31, 2019 (edited) 2.2 may be unstable. If so, please feel free to revert to 2.1.x, it's still on Spacedock/Github. big text is so people getting ready to post see this. I've reverted Kerbalism's latest version to 2.1.2. Ckan users, have fun. Edited March 31, 2019 by N70 Link to comment Share on other sites More sharing options...
Bersia Posted March 31, 2019 Share Posted March 31, 2019 Do I still need a compatibility mod to use TAC with Kerbalism? Link to comment Share on other sites More sharing options...
lordcirth Posted March 31, 2019 Share Posted March 31, 2019 43 minutes ago, Bersia said: Do I still need a compatibility mod to use TAC with Kerbalism? What parts of TAC do you want? Link to comment Share on other sites More sharing options...
space-is-hard Posted April 1, 2019 Share Posted April 1, 2019 (edited) Quote 2.2 may be unstable Can confirm, was wondering why the whole game broke and found a bunch of NREs in the log from Kerbalism. Uninstalling and reverting fixed it. Edited April 1, 2019 by space-is-hard Link to comment Share on other sites More sharing options...
Sir Mortimer Posted April 1, 2019 Share Posted April 1, 2019 6 hours ago, space-is-hard said: Can confirm, was wondering why the whole game broke and found a bunch of NREs in the log from Kerbalism. Uninstalling and reverting fixed it. You don't happen to have that log file any more, do you? Link to comment Share on other sites More sharing options...
The-Doctor Posted April 1, 2019 Share Posted April 1, 2019 On 3/30/2019 at 2:06 AM, N70 said: The Experiments would likely break any active missions I noticed that the science box is there and can take surface samples, did you add in my edit or is it just on my end? I updated kerbalism but didn't remove the changes I made in my file, so I dunno if it's the new update that adds in the science box and its ability to take surface samples or if it's just my edits Link to comment Share on other sites More sharing options...
afafsa Posted April 1, 2019 Share Posted April 1, 2019 So turns out you can't disable reliability in the settings menu. Even when you turn the chance down to zero, parts still break at an annoying frequency. To each their own, but I don't find it enjoyable to have my missions killed by a random number generator. Link to comment Share on other sites More sharing options...
theJesuit Posted April 1, 2019 Share Posted April 1, 2019 9 minutes ago, afafsa said: So turns out you can't disable reliability in the settings menu. Even when you turn the chance down to zero, parts still break at an annoying frequency. To each their own, but I don't find it enjoyable to have my missions killed by a random number generator. Interesting... in the settings.cfg file there is a reliability setting. Open it with a text editor such as notepad and change it to Reliability = false. Peace. Link to comment Share on other sites More sharing options...
Kastruss Posted April 1, 2019 Share Posted April 1, 2019 (edited) @N70 I did the pull request for the pt-br localization. Hope this help some Brazilian players to use your mod. Thank you! P.S.: I realized that some parts of the mod, like UI texts, and resources names(oxygen, hydrogen, etc), are not in the localization file. So the localization I made are "incomplete". Edited April 1, 2019 by Kastruss Link to comment Share on other sites More sharing options...
afafsa Posted April 1, 2019 Share Posted April 1, 2019 49 minutes ago, theJesuit said: Interesting... in the settings.cfg file there is a reliability setting. Open it with a text editor such as notepad and change it to Reliability = false. Peace. That did the trick, thanks! Can't believe I didn't think of that. I was in the process of writing a script to delete the failure state from my save file... Link to comment Share on other sites More sharing options...
DrPickleshack Posted April 1, 2019 Share Posted April 1, 2019 Hello everyone. I love the Kerbalism mod but have a question about science in V2.2 It seems as though my probes are unable to transmit data without me manually switching on and off the files. Looking at the GUI for data storage in the vessel it appears that only the first selected file is transmitted until it reaches a size of none. Then it just stops transmitting until I deselect the file with a size of none.It is unable to move on to the next file without me switching off transmission of the completed file manually. Is this how it's supposed to function? Trying to transmit gravity data while orbiting is like playing whack-a-mole since it can start writing a new file every time you cross over a new biome. Is anyone else experiencing this data transmission hang when a file completes? Thanks! Link to comment Share on other sites More sharing options...
3x01 Posted April 1, 2019 Share Posted April 1, 2019 Loving the 'new' science system. You can't just launch one probe with all the scientific instrumentation. You have to break it up into separate missions. Link to comment Share on other sites More sharing options...
space-is-hard Posted April 2, 2019 Share Posted April 2, 2019 19 hours ago, Sir Mortimer said: You don't happen to have that log file any more, do you? I don't but if you really need it I can reinstall 2.2 to see if it happens again Link to comment Share on other sites More sharing options...
Sir Mortimer Posted April 2, 2019 Share Posted April 2, 2019 17 hours ago, The-Doctor said: I noticed that the science box is there and can take surface samples, did you add in my edit or is it just on my end? I updated kerbalism but didn't remove the changes I made in my file, so I dunno if it's the new update that adds in the science box and its ability to take surface samples or if it's just my edits The science box is back, and will act as a decently roomy hard drive / sample container that you can add to your vesels. And you will need to do that on some missions, since storage space now is limited on hard drives. 9 hours ago, DrPickleshack said: Hello everyone. I love the Kerbalism mod but have a question about science in V2.2 It seems as though my probes are unable to transmit data without me manually switching on and off the files. Looking at the GUI for data storage in the vessel it appears that only the first selected file is transmitted until it reaches a size of none. Then it just stops transmitting until I deselect the file with a size of none.It is unable to move on to the next file without me switching off transmission of the completed file manually. Is this how it's supposed to function? Trying to transmit gravity data while orbiting is like playing whack-a-mole since it can start writing a new file every time you cross over a new biome. Is anyone else experiencing this data transmission hang when a file completes? Thanks! What you're experiencing (I think) is an annoying bug in the UI: the experiment scans some data, then the file is immediately transmitted, then the file is deleted because it's empty. On the next cycle, the experiment scans some data, then the file is immediately transmitted, then the file is deleted because it's empty. Rinse and repeat. Problem is you can't deselect the file, because it will be deleted and re-created with the auto-transmit setting on. You have no way of getting out of this loop. And it will never tranmit any other file because the "first" file it selects will reappear all the time. Good news: it's fixed. The auto-transmit will now kick in only after the file has been untouched for ~3 seconds OR has a minimum file size of ~3Kb. If the first file doesn't pass that test, auto-transmit will just transmit the next one. This will happen so fast that it will look to you as if two (or more) files are being transmitted at the same time. You'll be able to reliably turn transmission on and off for any of those files. Link to comment Share on other sites More sharing options...
JebIsDeadBaby Posted April 2, 2019 Share Posted April 2, 2019 Any chance Kerbalism affects ΔV calculations? I updated Kerbalism and OhScrap! recently and now VAB ΔV calculations are off the charts (looks like Isp of engines is affected by rocket parts, for example adding 4 basic fins to my rocket bumped the already ridiculous 6k ΔV to 13k ). Link to comment Share on other sites More sharing options...
lordcirth Posted April 2, 2019 Share Posted April 2, 2019 53 minutes ago, JebIsDeadBaby said: Any chance Kerbalism affects ΔV calculations? I updated Kerbalism and OhScrap! recently and now VAB ΔV calculations are off the charts (looks like Isp of engines is affected by rocket parts, for example adding 4 basic fins to my rocket bumped the already ridiculous 6k ΔV to 13k ). That is probably not Kerbalism... Link to comment Share on other sites More sharing options...
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