The-Doctor Posted December 23, 2019 Share Posted December 23, 2019 1 hour ago, theJesuit said: @The-Doctor I'm kinda working on everything at the moment. Simplex profile, simplex resources and the Tetrix (simplex 2) tech tree. Do you want to PM me with what you would want more stockish? The simplex profile basically leaves science, comms, radiation alone and only affects the LS resources. Air and consumables. Also the fuel cells are MP and Air or LFO. And the isru becomes the stock formula's again ie. Ore to LFO or MP. Peace. Send me a private message and I'll let you know asap Quote Link to comment Share on other sites More sharing options...
DA299 Posted December 26, 2019 Share Posted December 26, 2019 Hello, I have a question relating Kebalsim; namely is it compatible with Kronometer ? ( BTW I really love this mod, It's a piece of art! ) Quote Link to comment Share on other sites More sharing options...
Silent1_87 Posted December 27, 2019 Share Posted December 27, 2019 is there more updated profile like simplexx? Quote Link to comment Share on other sites More sharing options...
Pavel88 Posted December 27, 2019 Share Posted December 27, 2019 Hi, I'm having problems with nitrogen consumption when connecting my lander to space station. On all parts, habitat is enabled. I connect lander to a station with docking port, everything's fine. But when I transfer the crew from lander to space station, I start loosing nitrogen rapidly. As if the pumps were presurizing the lander can, but the can says habitat enabled, not pressurising. This way I lose all my nitrogen in few minutes. I tried other thing, went for EVA with lander crew. Lander can habitat switches to "pressurising", uses some nitrogen and after few seconds it evens the pressure and the nitrogen consumption stops. And then I can board the crew to the other station parts. Strange think is that this happens only with the Mk1 lander can. When I transfer crew for example between ship with Mk3 command pod and the space station, I loose no extra nitrogen, which is corrrect in my opinion. Anyone knows how to fix it? Thanks. Quote Link to comment Share on other sites More sharing options...
mindstalker Posted December 27, 2019 Share Posted December 27, 2019 Read the description of the lander, I believe it says it's leaky or something. Even though habitat is enabled the pod isn't actually pressurized, you wear your suits inside. Quote Link to comment Share on other sites More sharing options...
Pavel88 Posted December 27, 2019 Share Posted December 27, 2019 39 minutes ago, mindstalker said: the pod isn't actually pressurized Maybe you mean Mk1 Command Pod, which is not pressurised. But Mk1 Lander Can is. It behaves so. When it's connected to the station with noone in, when I turn off the habitat, the pressure starts slowly dropping, when I enable it again, the pumps raise the pressure to 100%, everything works well. Just the crew cransfer from the pod triggers some bug I think. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted December 27, 2019 Share Posted December 27, 2019 6 hours ago, Silent1_87 said: is there more updated profile like simplexx? Yes, I'm working on it currently. Before New Year I hope. Peace. Quote Link to comment Share on other sites More sharing options...
ItsJustLuci Posted December 28, 2019 Share Posted December 28, 2019 this question may have been answered, but how do you view the total amount of science you will have once transmissions are done, or is that not a thing? Quote Link to comment Share on other sites More sharing options...
HawkEngineer Posted December 28, 2019 Share Posted December 28, 2019 I am trying to determine the antenna rates within the VAB/SPH for planning missions. I have often launched probes and found that the antenna was so slow to transmit the large amount of data collected. Is there an easy way to determine the antenna rate based on system range? Quote Link to comment Share on other sites More sharing options...
pp3d Posted December 30, 2019 Share Posted December 30, 2019 Can the developers check on the following issue: Kerbalism incorrectly modifies the required electrical consumption rate for the Electrical propeller parts from WildBlueIndustries/Buffalo. Original mod from WBI requires a few hundred EC/s. The adjusted rates are three to four orders of magnitude larger. There are no mod-available generators that can give you that (unless you play interstellar and even that is a stretch). I believe this is an error, but I can't find it in any config files, therefore I am pushing the question to the devel team. I apologize for not posting screen shots at this point but I will follow up with more details. I checked this with the base game ( just squad/squad expansion in game data) where I added the WBI/Buffalo mod first. Checked the rates on those parts and they were nominal. Added Kerbalism/Kerbalism configs, module manager and resource pack and checked again and the numbers were ridiculously large. Removed Kerbalism and the numbers returned to nominal. Typically I don't use those parts so I haven't noticed until yesterday even though I've been playing kerbalism for close to a year. Base game version is 1.7.3 and kerbalism is version 3.0.2. Since 3.2 is advertised for 1.8.x I haven't switched yet as I need other mods to work there as well. Therefore I am not sure if the 3.2 version (either intentionally or accidentally) addresses this issue. thanks Quote Link to comment Share on other sites More sharing options...
pp3d Posted December 30, 2019 Share Posted December 30, 2019 2 hours ago, pp3d said: Can the developers check on the following issue: Kerbalism incorrectly modifies the required electrical consumption rate for the Electrical propeller parts from WildBlueIndustries/Buffalo. Original mod from WBI requires a few hundred EC/s. The adjusted rates are three to four orders of magnitude larger. There are no mod-available generators that can give you that (unless you play interstellar and even that is a stretch). I believe this is an error, but I can't find it in any config files, therefore I am pushing the question to the devel team. I apologize for not posting screen shots at this point but I will follow up with more details. I checked this with the base game ( just squad/squad expansion in game data) where I added the WBI/Buffalo mod first. Checked the rates on those parts and they were nominal. Added Kerbalism/Kerbalism configs, module manager and resource pack and checked again and the numbers were ridiculously large. Removed Kerbalism and the numbers returned to nominal. Typically I don't use those parts so I haven't noticed until yesterday even though I've been playing kerbalism for close to a year. Base game version is 1.7.3 and kerbalism is version 3.0.2. Since 3.2 is advertised for 1.8.x I haven't switched yet as I need other mods to work there as well. Therefore I am not sure if the 3.2 version (either intentionally or accidentally) addresses this issue. thanks update: loaded the latest, 3.2 with 1.7.3... same issue. Pictures below (before and after kerbalism) Quote Link to comment Share on other sites More sharing options...
ItsJustLuci Posted January 1, 2020 Share Posted January 1, 2020 I have a mk2 inline cockpit and a crew cabin... any idea which of those is drawing 12/s? that seems excessive but I may be doing something wrong Quote Link to comment Share on other sites More sharing options...
tinygrox Posted January 2, 2020 Share Posted January 2, 2020 Hello. I'm about to localize this mod. So is there anyone else doing this, or is there anything I need to pay attention to? I've seen the wiki on github by the way Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted January 3, 2020 Share Posted January 3, 2020 @pp3d We are aware of the issue with some WBI dependant mods (Airships, Buffalo...) due to us using the same "Atmosphere" resource name with a different density. Unfortunately changing that name would break all existing saves, and since we are planning to remove that resource we won't fix it, sorry for that. @lk00david See https://github.com/Kerbalism/Kerbalism/wiki/FAQ#q-my-probes-use-12-ecs-for-comms-and-die-within-seconds @tinygrox Feel free to contribute another language if you can, but be aware that the Kerbalism UI code is (very) partially localized. Quote Link to comment Share on other sites More sharing options...
Silent1_87 Posted January 3, 2020 Share Posted January 3, 2020 so how kerbalism change ec so nether of other mods can not read it ? i really love this mod but it would be nice that if i have stock ec. i know u cant change mod for every individual so some info would be nice to do it myself. (if even possible) ps: my rpm iva. and amp year cant read ec Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted January 4, 2020 Share Posted January 4, 2020 @Silent1_87 AmpYear and Kerbalism have been incompatible since quite some time, probably won't get ever fixed. As for RPM, proper support support would require code on their side, If you want to get into it. You can come on our discord if you have specific questions. Quote Link to comment Share on other sites More sharing options...
IceCube Posted January 4, 2020 Share Posted January 4, 2020 (edited) On 12/28/2019 at 5:57 PM, lk00david said: this question may have been answered, but how do you view the total amount of science you will have once transmissions are done, or is that not a thing? Right click on your science part. It will let you know how many science you have collected vs. how many science is available. Unlike stock you do not lose science based on your % of connection with ksc. Edited January 4, 2020 by IceCube Quote Link to comment Share on other sites More sharing options...
IceCube Posted January 4, 2020 Share Posted January 4, 2020 Can someone confirm whether kerbalism is meant to allow 100% sustainable bases on a given planet? Mainly due to food as the description of the green house specifies that greenhouse is mostly there to provide oxygen? I am trying some early design for the first time to understand the full rss process flow and clearly can’t manage to get a sustainable food generation unless I am adding a crazy amount of greenhouses for a very limited number of kerbals. maybe some additional mods allow that? I’ve noticed that space station redux add greenhouses with a better return on food. Mod has too many parts for my potato mac though. Might only use the greenhouse parts. Maybe planetary base mod? Thanks for the feedback and happy new year to all Quote Link to comment Share on other sites More sharing options...
theJesuit Posted January 5, 2020 Share Posted January 5, 2020 @IceCube yes it can but it is difficult. As you also need to provide entertainment and sick bay upgrades to a hitchhiker. These are expensive to run. You'll need to mine particular resources too. So while feasible, it is hard. Yes the SSPX greenhouses provide more food per harvest. Not sure on theor oxygen though. Peace. Quote Link to comment Share on other sites More sharing options...
mindstalker Posted January 5, 2020 Share Posted January 5, 2020 5 hours ago, theJesuit said: @IceCube yes it can but it is difficult. As you also need to provide entertainment and sick bay upgrades to a hitchhiker. These are expensive to run. You'll need to mine particular resources too. So while feasible, it is hard. Yes the SSPX greenhouses provide more food per harvest. Not sure on theor oxygen though. Peace. Main issue is that parts will break down and are not always fixable. And radiation damage keeps adding up. Quote Link to comment Share on other sites More sharing options...
IceCube Posted January 5, 2020 Share Posted January 5, 2020 Thanks for the quick reply guys! I might give it a try with a tiny outpost able to cater for an engineer’s need and see how it goes from there. Mining the proper ressources might be an issue as stated! cheers btw I love the complexity of the mod and the fact that you need to spend much more time in the vab to plan everything out! Quote Link to comment Share on other sites More sharing options...
kubi Posted January 6, 2020 Share Posted January 6, 2020 (edited) Great mod, I'm re-exploring! ------------ Edit ---------- It seems that the ScienceOnly config is not for 3.2, but not obvious from CKAN ------------ /Edit ---------- I'm using KerblismScienceOnly config on KSP 1.8.1 (is it compatible?) with UnKerballedStart and others, and found a bug, I think. When I change the probe core (stayputnik) to enable the Geiger counter, there is an error. FPS is dropped, log is full of [EXC 15:04:18.906] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Experiment.Update () (at <d0c64642e7b34b419c7638a19618d36d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) , and there is no Geiger counter. Screenshots, logs are here: https://drive.google.com/drive/folders/1cn5Nvfxi5cZ-A74TlaoI247ojspId6N- Did I miss a mod dependency? Edited January 6, 2020 by kubi more investigations done Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted January 6, 2020 Share Posted January 6, 2020 @kubi This is a bug, the geigerCounter experiment definition is missing, not sure if that's recent or not. Thanks for the report. Quote Link to comment Share on other sites More sharing options...
Kebra Posted January 6, 2020 Share Posted January 6, 2020 Thank you for this awesome mod. I hope something like this will be vanilla in KSP2. After conquoring Kerbin, Mun and Minmus i have worked out a lot of what Kerbalism has to offer. Probes, rovers and some kerballed landings. Now i am off to Duna. I have done some tests in sandbox mode, and i seem to die to radiation each time. After 360 days in space they reach 50% radiation. I took 4 kerbals up into a sun orbit. Bill in the "Asylum storm shelter" which advertises beying able to protect against solar flares. I added max shielding to this one. Valentina in a hitch hiker which advertises itself as being able to cure radiation. RDU is turned ON, but not actively curing Val. Bob in a deep space laboratory Jeb in a cuppola. Of those Valentina is the lowest at 43% and bob is at 45%. Overall i attribute none of the differences between them to the modules they are in, but rather some randomness (but i could be wrong?) I got hit by quite a few solar flares during my test, it didn't seem to have any impact on the ship or crew. What effect should i expect? Bob, Jeb and Val outside the shelter took just as much (if any) damage as Bill in the shelter. I parked the ship so all 4 got nuked (according to the info hover message) Then i sent up the same ship, with shielding maximised for all modules, and voila they only got 10ish% after 360 days. Maybe i am reading too much into the descriptions of the modules, or maybe there's a mod conflict? I just don't quite know what to expect gameplay wise with the radiation mechanic. Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted January 6, 2020 Share Posted January 6, 2020 Radiation and shielding is averaged over the whole vessel, it doesn't matter where the kerbals are. Currently the only way of changing that is by disabling specific habitats, which isn't really practical because that will depressurize them. Gameplay wise, the basic recommendadtion are : - Max out shielding for anything interplanetary, you will need a lot of extra margin, trust me. - Avoid getting inside radiation belts as much as possible - Follow this guide to design a vessel that minimize solar storm induced radiation : https://github.com/Kerbalism/Kerbalism/wiki/PlayGuide-~-Environment#coronal-mass-ejection-cme Quote Link to comment Share on other sites More sharing options...
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