Sir Mortimer Posted January 29, 2020 Author Share Posted January 29, 2020 8 hours ago, IceCube said: I can see it too on the pods. But not on the mystery goo nor the materials bay. Apologies just realized I was not specific enough in the description initially Do you mind having a quick look with those parts please? That's intentional, and was an oversight before. The mystery goo container contains just enough storage space to be able to run one experiment, it never was supposed to be tweakable and isn't supposed to be used by anything else. You can move whatever science results are stored in a goo container to other storages, tho (click on "transfer data here" on a command pod, for instance). The youtube science tutorial covers that and some more. Quote Link to comment Share on other sites More sharing options...
Diegonaut Posted January 29, 2020 Share Posted January 29, 2020 First of all: big thanks for making this mod. Some things I wonder about: -No parts generate any heat, radiators are not needed. Is this a feature of Kerbalism? (or caused by some other mod) -Is there anyway to automate greenhouse and hydroponics harvesting? Quote Link to comment Share on other sites More sharing options...
IceCube Posted January 29, 2020 Share Posted January 29, 2020 1 hour ago, Sir Mortimer said: That's intentional, and was an oversight before. The mystery goo container contains just enough storage space to be able to run one experiment, it never was supposed to be tweakable and isn't supposed to be used by anything else. You can move whatever science results are stored in a goo container to other storages, tho (click on "transfer data here" on a command pod, for instance). The youtube science tutorial covers that and some more. Ok it is intentional! Understand where you are coming from I was just using it as an additional storage space for my experiments lol. All good for the mechanic I am already using it. One small thing though. Before we could see on the science experiment UI how many slots were available. In the research tree there is still some ways to increase the storage of the mystery goo I believe. So If I understand your point well, when your mystery goo has increased capacity you can still store several experiments but you are not able to configure how many slots you want the experiment to have in the VAB. is this correct? Quote Link to comment Share on other sites More sharing options...
Sir Mortimer Posted January 29, 2020 Author Share Posted January 29, 2020 58 minutes ago, IceCube said: In the research tree there is still some ways to increase the storage of the mystery goo I believe. So If I understand your point well, when your mystery goo has increased capacity you can still store several experiments but you are not able to configure how many slots you want the experiment to have in the VAB. is this correct? The goo is supposed to have enough storage space to run all the experiments it can, without having to offload results to other storages first. So if you can do 3 goos with one canister (that's what the upgrade allows you to do), you also should get 3 sample slots in that canister. This allows you to go to a moon and get space high + space low + surface with just one part. 1 hour ago, Diegonaut said: First of all: big thanks for making this mod. Some things I wonder about: -No parts generate any heat, radiators are not needed. Is this a feature of Kerbalism? (or caused by some other mod) It's a "feature" of Kerbalism. Actually it comes from a limitation, we cannot do heat simulations for unloaded vessels (think a drill mining ore in the background), so we don't do it at all. 1 hour ago, Diegonaut said: -Is there anyway to automate greenhouse and hydroponics harvesting? Not yet, and this is one of my personal gripes with the greenhouse. I'd like to add some kind of mechanic that automates harvests when there is an engineer or a scientist on board, but that's just an idea for now. Quote Link to comment Share on other sites More sharing options...
IceCube Posted January 29, 2020 Share Posted January 29, 2020 Thanks Sir, got it Quote Link to comment Share on other sites More sharing options...
El Stevo Posted January 29, 2020 Share Posted January 29, 2020 17 hours ago, theJesuit said: I think it is the Air filter/ science part. Peace. I have checked it. The air filter has no water resource to config it and only works in the Atmosphere. The Pump is still missing Quote Link to comment Share on other sites More sharing options...
Sir Mortimer Posted January 29, 2020 Author Share Posted January 29, 2020 30 minutes ago, El Stevo said: I have checked it. The air filter has no water resource to config it and only works in the Atmosphere. The Pump is still missing I think this might be a restock thing. Try putting this file anywhere in your GameData folder Quote Link to comment Share on other sites More sharing options...
atomontage Posted January 29, 2020 Share Posted January 29, 2020 (edited) Hey guys.Q1: Is it intended that the Station Parts Extension Redux' Greenhouse fully grows crops in 5 days and yields 3 food? I mean... I really like the model but its really unconvenient to stop warp every 5 days while flying to Jool to harvest 3 food.Its okay, I know I can alter the config files.Q2: Is there a way to automate the harvesting process without need to switch to the craft and harvest it manually? Thanks in advance! And thank you dear Sir for maintaining, supporting and (taking part in?) creating this awesome mod! Edited January 29, 2020 by atomontage Quote Link to comment Share on other sites More sharing options...
theJesuit Posted January 29, 2020 Share Posted January 29, 2020 2 hours ago, atomontage said: Hey guys.Q1: Is it intended that the Station Parts Extension Redux' Greenhouse fully grows crops in 5 days and yields 3 food? I mean... I really like the model but its really unconvenient to stop warp every 5 days while flying to Jool to harvest 3 food.Its okay, I know I can alter the config files.Q2: Is there a way to automate the harvesting process without need to switch to the craft and harvest it manually? Thanks in advance! And thank you dear Sir for maintaining, supporting and (taking part in?) creating this awesome mod! 8 hours ago, Diegonaut said: First of all: big thanks for making this mod. Some things I wonder about: -No parts generate any heat, radiators are not needed. Is this a feature of Kerbalism? (or caused by some other mod) -Is there anyway to automate greenhouse and hydroponics harvesting? Not sure about harvesting automation. One of the SSPX greenhouses does indeed do 5 food every three days. When you look at the part it was designed (modeled) on a rotating harvest so the idea is that you get a constant supply of fresh food rather than a lump of it every five months (or whatever the other greenhouses do). Obviously without Kerbalism (or any supported LS mod, the greenhouse does nothing. Peace. Quote Link to comment Share on other sites More sharing options...
Tahvohck Posted January 30, 2020 Share Posted January 30, 2020 Despite the MM patch claiming that the habitat module replaces the inflation capability, I can't inflate parts from SSPX and I can't configure their habitats either. Here's the part as dumped by MM:https://hastebin.com/xejudukesu.cfg PART { name = sspx-inflatable-hab-125-1 module = Part author = Chris Adderley scale = 1.0 rescaleFactor = 1 node_stack_top = 0.0, 1.9737996, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -1.9737996, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0.0, -0.6253833, 0.0, 0.0, 1.0, 1 TechRequired = advancedSupport entryCost = 18500 cost = 7000 category = Utility subcategory = 0 title = PTD-E-2 'Eclair' Inflatable Habitation Module manufacturer = Kerbalmax Industries description = The large model PTD-series inflatable crew container allows a lot more living space for the same mass as a rigid container. Holds up to six crewmembers in relative comfort once expanded. bulkheadProfiles = size1 attachRules = 1,0,1,1,0 mass = 3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 breakingForce = 50 breakingTorque = 50 maxTemp = 1000 skinMaxTemp = 2000 fuelCrossFeed = True tags = sspx base contain outpost statio (stor tube inflat expand (hab liv eclair vesselType = Station CrewCapacity = 6 MODEL { model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-125-1-alt position = 0.0, -1.9737996, 0.0 scale = 1,-1,1 rotation = 0, 0, 0 } MODEL { model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-125-1 position = 0.0, 1.9737996, 0.0 scale = 1,1,1 rotation = 0, 0, 0 } MODEL { model = StationPartsExpansionRedux/Parts/Extendable/extendable-125/sspx-inflatable-hab-125-1 position = 0.0, 0.0, 0.0 scale = 1,1,1 rotation = 0, 0, 0 } INTERNAL { name = sspx-inflatable-hab-125-1-iva } MODULE { name = ModuleB9PartSwitch moduleID = endcapSwitch switcherDescription = Upper Mount SUBTYPE { name = BlackHandles title = Classic transform = 125EndcapBlack descriptionSummary = Black endcaps with handles descriptionDetail = primaryColor = #000000 secondaryColor = #999999 } SUBTYPE { name = WhiteHandles title = Insulated transform = 125EndcapWhite descriptionSummary = White thermal blanket endcaps with handles descriptionDetail = primaryColor = #ffffff secondaryColor = #999999 } SUBTYPE { name = Black title = Classic (Bare) transform = 125EndcapBlackBare descriptionSummary = Black endcaps descriptionDetail = primaryColor = #000000 secondaryColor = #000000 } SUBTYPE { name = White title = Insulated (Bare) transform = 125EndcapWhiteBare descriptionSummary = White thermal blanket endcaps descriptionDetail = primaryColor = #ffffff secondaryColor = #ffffff } } MODULE { name = ModuleB9PartSwitch moduleID = endcapSwitchLower switcherDescription = Lower Mount SUBTYPE { name = BlackHandles title = Classic transform = 125EndcapBlackFlip descriptionSummary = Black endcaps with handles descriptionDetail = primaryColor = #000000 secondaryColor = #999999 } SUBTYPE { name = WhiteHandles title = Insulated transform = 125EndcapWhiteFlip descriptionSummary = White thermal blanket endcaps with handles descriptionDetail = primaryColor = #ffffff secondaryColor = #999999 } SUBTYPE { name = Black title = Classic (Bare) transform = 125EndcapBlackBareFlip descriptionSummary = Black endcaps descriptionDetail = primaryColor = #000000 secondaryColor = #000000 } SUBTYPE { name = White title = Insulated (Bare) transform = 125EndcapWhiteBareFlip descriptionSummary = White thermal blanket endcaps descriptionDetail = primaryColor = #ffffff secondaryColor = #ffffff } } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = Experiment experiment_id = crewReport experiment_description = A brief situation report of dubious relevance and accuracy. ec_rate = 0.01 crew_operate = True requires = data_rate = 0.000680272108843537 resources = } MODULE { name = ProcessController resource = _Scrubber title = Scrubber capacity = 10.02 running = true } MODULE { name = ProcessController resource = _PressureControl title = Pressure control capacity = 10.02 running = true } MODULE { name = ProcessController resource = _WaterRecycler title = Water recycler capacity = 10.02 running = true } MODULE { name = ProcessController resource = _WasteProcessor title = Waste processor capacity = 10.02 running = true } MODULE { name = ProcessController resource = _MonopropFuelCell title = Monoprop+O2 fuel cell capacity = 10.02 running = false } MODULE { name = Configure title = Pod slots = 0 UPGRADES { UPGRADE { name__ = Upgrade-Slots techRequired__ = up4support slots = 2 } } SETUP { name = Scrubber desc = A dual-bed vacuum-exposing regenerative scrubber that sequesters <b>CarbonDioxide</b> from the internal atmosphere. mass = 0.01 cost = 250 MODULE { type = ProcessController id_field = resource id_value = _Scrubber } } SETUP { name = Pressure Control desc = Use <b>Nitrogen</b> to maintain the internal atmosphere at a comfortable pressure. tech = fuelSystems mass = 0.01 cost = 250 MODULE { type = ProcessController id_field = resource id_value = _PressureControl } RESOURCE { name = Nitrogen amount = 3000 maxAmount = 3000 } } SETUP { name = Water Recycler desc = Filter impurities out of <b>WasteWater</b>. tech = advancedSupport mass = 0.05 cost = 500 MODULE { type = ProcessController id_field = resource id_value = _WaterRecycler } RESOURCE { name = WasteWater amount = 0 maxAmount = 30 } } SETUP { name = Waste Processor desc = Extract <b>Ammonia</b> out of decomposing organic <b>Waste</b>. tech = advancedSupport mass = 0.05 cost = 500 MODULE { type = ProcessController id_field = resource id_value = _WasteProcessor } RESOURCE { name = Waste amount = 0 maxAmount = 30 } } SETUP { name = Monoprop Oxygen Fuel Cell desc = An emergency fuel cell that burns <b>MonoPropellant</b> and <b>Oxygen</b> gas, producing <b>Water</b> and <b>Nitrogen</b> gas as by-products. tech = advElectrics mass = 0.1 cost = 1000 MODULE { type = ProcessController id_field = resource id_value = _MonopropFuelCell } } } MODULE { name = Habitat inflate = Expand state = disabled animBackwards = True } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = Sickbay resource = _SickbayTV title = TV desc = A tranquilizing vortex (TV) uses low quality distraction to put the crew into a state of apathy. It also relieves some of the stress, effects on dumbness are said to be hearsay. slots = 0 UPGRADES { UPGRADE { name__ = Upgrade-TV techRequired__ = advExploration cureEverybody = True slots = 1 } } } MODULE { name = ModuleB9PartInfo } } Quote Link to comment Share on other sites More sharing options...
mcwaffles2003 Posted January 30, 2020 Share Posted January 30, 2020 (edited) Thank you again for the work you've put into this and my M-700 scanner is working again. I noticed though that my recent Duna surface probes were Relaying through their mothership which doesn't have any relay antennas. The mothership has an 88-88 on it and the probes each have a DTS-M1 and a 16-S. Before the patch I sent out a relay. After the patch when my relay got there I noticed that when my relay was very occluded my probes were still able to send data by bouncing it of my ship with the 88-88, is this (un)intentional or was something else causing my probes not to be in contact with the 88-88 -> KSC making me realize I needed a relay antenna? Edited January 30, 2020 by mcwaffles2003 Quote Link to comment Share on other sites More sharing options...
El Stevo Posted January 30, 2020 Share Posted January 30, 2020 22 hours ago, Sir Mortimer said: I think this might be a restock thing. Try putting this file anywhere in your GameData folder I could not download the file. It was just a link that said: "Squad/Parts/Resources/MiniDrill / Squad/Parts/Resources/RadialDrill / " Anyway, I deleted these entries from the "... /GameData/ReStock/Restock.RESTOCKBLACKLIST-Datei" file, and now it works. Thanks for your help and the hint with Restock Quote Link to comment Share on other sites More sharing options...
mcwaffles2003 Posted February 1, 2020 Share Posted February 1, 2020 Does the science only version of this work with things like USI-Kolonization? Quote Link to comment Share on other sites More sharing options...
Autolyzed Yeast Extract Posted February 2, 2020 Share Posted February 2, 2020 (edited) It would be nice if there was at least SOME base radiation protection from all of the space-grade parts... it just doesn't make sense that they can easily survive atmospheric entry but not some UV rays... especially considering inflatables don't let us add protection despite anti rad fabric existing and reduce the overall protection of your vessel Edited February 2, 2020 by Autolyzed Yeast Extract Quote Link to comment Share on other sites More sharing options...
theJesuit Posted February 2, 2020 Share Posted February 2, 2020 3 hours ago, Autolyzed Yeast Extract said: It would be nice if there was at least SOME base radiation protection from all of the space-grade parts... it just doesn't make sense that they can easily survive atmospheric entry but not some UV rays... especially considering inflatables don't let us add protection despite anti rad fabric existing and reduce the overall protection of your vessel I dunno - it's like some people DON'T want to kill their kerbals! Please take this post in the humour of which it was intended. We would have to define the ballooning inflatables against the rigid ones (see SSPX). Perhaps it should be an upgrade that all ballooning inflatables get built in shielding (like half) once a certain tech level is reached. This is a serious thing. Quote Link to comment Share on other sites More sharing options...
Sir Mortimer Posted February 3, 2020 Author Share Posted February 3, 2020 On 2/1/2020 at 6:56 AM, mcwaffles2003 said: Does the science only version of this work with things like USI-Kolonization? Yes, I think it would - but I haven't tested it to confirm. Quote Link to comment Share on other sites More sharing options...
Merlin1809 Posted February 3, 2020 Share Posted February 3, 2020 (edited) Hi So I've been enjoying this mod so far but I still haven't figured out how to see the radiation belts in my game. is this even possible? OK FIGURED IT OUT. NO NEED TO APPROVE ANYMORE Edited February 3, 2020 by Merlin1809 Quote Link to comment Share on other sites More sharing options...
mcwaffles2003 Posted February 5, 2020 Share Posted February 5, 2020 (edited) @Sir Mortimer Spoiler Log(I am assuming this is a log type you have made for yourself?): https://www.dropbox.com/s/pcxlynok3wj60q4/Logs-Kopernicus.zip?dl=0 Also, out of curiosity, why are surface samples treated like sensor readings and not like actual samples? EDIT: Apparently infernal robotics surface samples, though recorded the same by KSP, are treated differently by kerbalism. Which makes sense as infernal robotics is not "compatible" Edited February 5, 2020 by mcwaffles2003 Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted February 5, 2020 Share Posted February 5, 2020 (edited) @mcwaffles2003 Something is making the Breaking Grounds DLC crash, very likely causing Kerbalism to crash too. [ERR 06:19:07.136] Exception loading ScenarioModule DeployedScience: System.NullReferenceException: Object reference not set to an instance of an object at Expansions.Serenity.DeployedScience.Runtime.DeployedScience.OnLoad (ConfigNode node) [0x0007f] in <9d71e4043e394d78a6cf9193ad011698>:0 at ScenarioModule.Load (ConfigNode node) [0x0000e] in <9d71e4043e394d78a6cf9193ad011698>:0 at ScenarioRunner.AddModule (ConfigNode node) [0x0005e] in <9d71e4043e394d78a6cf9193ad011698>:0 [ERR 06:17:03.018] D:\Games\KSP instances\Interstellar + planets\GameData\SquadExpansion\Serenity\serenity.kspexpansion: Unable to load the Expansions Master Bundle. Hard to say what causes it, could be a mod or a broken KSP installation. Try to delete and restore GameData\SquadExpansion from a backup if you have one. why are surface samples treated like sensor readings and not like actual samples? Because your game is broken ? Edited February 5, 2020 by Gotmachine Quote Link to comment Share on other sites More sharing options...
mcwaffles2003 Posted February 5, 2020 Share Posted February 5, 2020 (edited) 4 minutes ago, Gotmachine said: @mcwaffles2003 Something is making the Breaking Grounds DLC crash, causing Kerbalism to crash too. [ERR 06:17:03.018] D:\Games\KSP instances\Interstellar + planets\GameData\SquadExpansion\Serenity\serenity.kspexpansion: Unable to load the Expansions Master Bundle. Hard to say what causes it, could be a mod or a broken KSP installation. Try to delete and restore GameData\SquadExpansion from a backup if you have one. Could it have something to do with the new kopernicus update? It's the only thing new I've gotten along with the outter planets mod Edited February 5, 2020 by mcwaffles2003 Quote Link to comment Share on other sites More sharing options...
Atlessa Posted February 5, 2020 Share Posted February 5, 2020 (edited) I've run into an issue that may or may not be a bug or be related due to some interaction with another (incompatible?) mod: When trying to collect surface samples or EVA reports, it tells me 'not enough EC' and doesn't proceed. But last I checked, EVA suits had no EC anyway. Should probably note that I'm using the science-only config. I use Engine Ignitor, Snacks and Dang it! for those aspects of realism. Any help would be appreciated, as this is a really decent chunk of science I'm missing out on... Edited February 5, 2020 by Atlessa Quote Link to comment Share on other sites More sharing options...
Sir Mortimer Posted February 5, 2020 Author Share Posted February 5, 2020 3 hours ago, Atlessa said: But last I checked, EVA suits had no EC anyway Are you sure you're using the latest version of the ScienceOnly configuration? I think that has been fixed for quite a while. Quote Link to comment Share on other sites More sharing options...
Atlessa Posted February 5, 2020 Share Posted February 5, 2020 2 hours ago, Sir Mortimer said: Are you sure you're using the latest version of the ScienceOnly configuration? I think that has been fixed for quite a while. HOT DAMN that's interesting. Apparently the latest version is 3.3... CKAN (which I use primarily to manage my mods) has 1.1 as the latest for the science-only configs (and 3.2 for the 'main package'). Quote Link to comment Share on other sites More sharing options...
strudo76 Posted February 6, 2020 Share Posted February 6, 2020 Just making a new install and have questions regarding compatibility RLA Recontinued is listed as supported, but it's now rereleased as RLA Reborn for KSP1.8. Is this still compatible since Recontinued looks to have stopped at KSP1.3? Kopernicus is listed as supported, but has the note "SolarPanelFixer module has support for star selection/tracking, Kopernicus own module must be removed.". Do I need to remove the Kopernicus module manually, and if so how do I go about that? Some other mods are listed as supported, but the tested versions are quite old. For example ConfigurableContainers is July 2018 and ContractConfigurator is Nov 2018. Is it best to ask her regarding continued compatibility, ask on the individual mods release page, or just assume it is still fully supported unless it says otherwise? Thanks Quote Link to comment Share on other sites More sharing options...
Sir Mortimer Posted February 6, 2020 Author Share Posted February 6, 2020 12 hours ago, Atlessa said: HOT DAMN that's interesting. Apparently the latest version is 3.3... CKAN (which I use primarily to manage my mods) has 1.1 as the latest for the science-only configs (and 3.2 for the 'main package'). Might be that CKAN detects a mod conflict and only shows you a version that it thinks is OK. 4 hours ago, strudo76 said: Do I need to remove the Kopernicus module manually, and if so how do I go about that? No, this is done automatically via ModuleManager configurations that come with Kerbalism. 4 hours ago, strudo76 said: Some other mods are listed as supported... Generally about mod compatibility, the best approach to go about this would be to try it out if it works. If it doesn't work and you think it should, let us know. Some mods evolve over time and get additional features that need a small change to be supported. Most of those changes are simple configuration files, sometimes the plugin itself needs to be adapted. There are only relatively few mods that won't work with Kerbalism, and plain part mods (add or change parts, like restock) are generally not a problem. Quote Link to comment Share on other sites More sharing options...
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