ItsJustLuci Posted July 10, 2020 Share Posted July 10, 2020 2 minutes ago, Cruesoe said: Highly likely yes. darn... I want to start a new save but idk if I should... do we have an ETA of 4.0? Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted July 10, 2020 Share Posted July 10, 2020 15 minutes ago, ItsJustLuci said: darn... I want to start a new save but idk if I should... do we have an ETA of 4.0? You can follow the progress at the GitHub repository. https://github.com/Kerbalism/Kerbalism/projects If you create an account you can follow the development progress of almost all the mods. Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted July 11, 2020 Share Posted July 11, 2020 For some reason I'm seeing negative values for the standard Mk1 pod when it gets recovered while using Kerbalism + standard config in KSP 1.9.1; not sure why this would be the case but it happens every time I use it, from just dropping one on the pad and recovering it immediately to LKO and back (I haven't gone any further in this career yet, only started yesterday!) and it's a bit of a pain early in a career when funds are tight and recovering parts is the only way to pay for the next mission. Quote Link to comment Share on other sites More sharing options...
Brimarx Posted July 14, 2020 Share Posted July 14, 2020 First I'd like to thank Kerbalism author(s) and tester(s) for this amazingly deep and rich mod. It renewed my interest for KSP. You rock! I also have two questions (I'm using "Kerbalism - Default Config") First: what is the clean way to add the laboratory experiments to a mod/custom laboratory? Sampling analysis is added to any lab out of the box. But experiments are not and I can't figure out the right module manager code to add it. I tried with Stockalike Station Parts Expansion Redux (which has a patch, but not for the lab) and a custom made lab with all the same science modules as the stock one. Any hint? Second: in the Kerbalism Default Config module manager file I can see that a lab experiments can apparently be changed in-flight by any Level-5 Scientist. I tried it with a sandbox save and can't find how it works. Any hint? Quote Link to comment Share on other sites More sharing options...
KSP user Posted July 15, 2020 Share Posted July 15, 2020 Is it possible to transfer science samples with RO Kerbalism? I try to move a sample from camera to science core / sample return capsule. There is a button to collect science, but nothing happens, the sample stays in the camera. Am I just stupid or it's intentional? If so, why? Cameras are not supposed to survive reentry. Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted July 15, 2020 Share Posted July 15, 2020 Logs? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted July 15, 2020 Share Posted July 15, 2020 Notice Persistent Thrust Extended will be able to operate in background when Kerbalsim is installed Quote Link to comment Share on other sites More sharing options...
Tiss Posted July 17, 2020 Share Posted July 17, 2020 I'm new to KSP, does this mod work with 1.10+? It looks like exactly what I want from a realism standpoint. I see the modules in game but there is no toolbar icon in the bottom right. Quote Link to comment Share on other sites More sharing options...
Tiss Posted July 17, 2020 Share Posted July 17, 2020 (edited) [snip] It's time to take a break from the internet for today, friend. That was half of my post the other was looking if someone had a potential fix. Edited July 18, 2020 by Vanamonde Quote Link to comment Share on other sites More sharing options...
Vanamonde Posted July 18, 2020 Share Posted July 18, 2020 Some content has been removed. Posting simply to tell someone to search for something is a waste of everyone's time. Please don't do that. Quote Link to comment Share on other sites More sharing options...
TranceaddicT Posted July 18, 2020 Share Posted July 18, 2020 2 minutes ago, Vanamonde said: Some content has been removed. Posting simply to tell someone to search for something is a waste of everyone's time. Please don't do that. And yet, if they had done so ... Quote Link to comment Share on other sites More sharing options...
Vanamonde Posted July 18, 2020 Share Posted July 18, 2020 See how easy it was to give a fellow forum member a helpful answer? Keep up the good work! Quote Link to comment Share on other sites More sharing options...
MassoudGL Posted July 19, 2020 Share Posted July 19, 2020 So with the science experiments able to become depleted, is there a reason to bring scientists? Or what function do they play now that they can't just reset materials bays?? Quote Link to comment Share on other sites More sharing options...
Zombie_Striker Posted July 20, 2020 Share Posted July 20, 2020 22 hours ago, MassoudGL said: So with the science experiments able to become depleted, is there a reason to bring scientists? Or what function do they play now that they can't just reset materials bays?? Some new experiments require scientists. Quote Link to comment Share on other sites More sharing options...
MassoudGL Posted July 20, 2020 Share Posted July 20, 2020 9 minutes ago, Zombie_Striker said: Some new experiments require scientists. Sweet, thanks! I reverted to 1.9 and started a new file a little while ago. I'm pretty pumped to actually grind this one out instead of resetting halfway through. Quote Link to comment Share on other sites More sharing options...
GJNelson Posted July 24, 2020 Share Posted July 24, 2020 I haven't seen an update for Kerbalism for a bit, has the mod ended development or just in pause mode for a break? I really love using this mod with KSP, but it's missing in action when using KSP v1.10. Perhaps I should revert to KSP v1.9.1 for now so as to be able to use Kerbalism? If an update is coming in the next few weeks, I'll just wait, but if more like months from now, reverting might be a good option. Any thoughts from others? Quote Link to comment Share on other sites More sharing options...
theJesuit Posted July 24, 2020 Share Posted July 24, 2020 @GJNelson, the current (most recent developers) are lurking, but they experienced burn out, I think in no small part because of lockdowns through various parts of the world which has brought work stress and family stresses. They are lurking, but not much is happening currently. What they were working on was a major major revamp and change - more efficient code, better coding solutions, more patchability. But there is no ETA and no current work. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted July 24, 2020 Share Posted July 24, 2020 22 minutes ago, theJesuit said: @GJNelson, the current (most recent developers) are lurking, but they experienced burn out, I think in no small part because of lockdowns through various parts of the world which has brought work stress and family stresses. They are lurking, but not much is happening currently. What they were working on was a major major revamp and change - more efficient code, better coding solutions, more patchability. But there is no ETA and no current work. Yeah, the stay-at-home practices have been a really mixed experience depending on where you are and what your "day job" is. Sure, lots more time at home, but the comfort and clarity to work on spare projects like these kinda dwindles in time of crisis. I hope things settle down enough soon. Quote Link to comment Share on other sites More sharing options...
GJNelson Posted July 24, 2020 Share Posted July 24, 2020 (edited) @theJesuit @Beetlecat Understandable. Thanks for the reply and info. Hoping everyone is surviving and doing well. Edited July 24, 2020 by GJNelson Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 25, 2020 Share Posted July 25, 2020 Kerbalism integration for the various ISRU parts in Stockalike Mining Expansion (for any interested parties) is now available through Rational Resources. Most of my pictures don't feature Kebalism but do feature the variety of parts. Quote Link to comment Share on other sites More sharing options...
Vivalas Posted July 27, 2020 Share Posted July 27, 2020 Hey there, love this mod, planning a Duna mission, but I noticed something... Duna doesn't really have a magnetic field.. so it's not protected by solar storms... how do you protect kerbals on the surface from radiation? I got max shielding, but still has a solar storm time of... 16 days.. which seems very bad, because I'm trying to go for a 10 year lifespan of my Duna base here. I don't really see how I could protect them from the sun while landed on Duna. Is this intended? Quote Link to comment Share on other sites More sharing options...
Vivalas Posted July 28, 2020 Share Posted July 28, 2020 Hm, read the manual, seems like storms don't apply in a magnetosphere, so maybe it's throwing Duna in there like that in the calculations by accident. I'm having another issue, however. Water recyclers, and water electrolysis don't seem to be working in time warp. When I go back they switch on but then they switch off.... I am using MKS, and I know it's incompatible, but I didn't really know why. I just want some of the parts.. well, really just the flexotube part of it. Is this one of those known incompatabilities? Quote Link to comment Share on other sites More sharing options...
TBenz Posted July 28, 2020 Share Posted July 28, 2020 (edited) 16 hours ago, Vivalas said: Hm, read the manual, seems like storms don't apply in a magnetosphere, so maybe it's throwing Duna in there like that in the calculations by accident. I'm having another issue, however. Water recyclers, and water electrolysis don't seem to be working in time warp. When I go back they switch on but then they switch off.... I am using MKS, and I know it's incompatible, but I didn't really know why. I just want some of the parts.. well, really just the flexotube part of it. Is this one of those known incompatabilities? MKS and Kerbalism have different resource converter processes and different ways of handling those converters during timewarp. That's one of the reasons MKS is incompatible, and why resource converters will be buggy when you use both mods at the same time. It is possible to cut the flexotube out from the rest of MKS and just use that, but you need a bit of mod knowhow to achieve that. It's not as difficult as you may think, though. Edited July 28, 2020 by TBenz Quote Link to comment Share on other sites More sharing options...
Vivalas Posted July 28, 2020 Share Posted July 28, 2020 So I solved this. Dunno what the issue was, disabling MKS didn't fix it, and it only bugged out when switching to a specific craft. Toggling a bunch of random converters on the station fixed it, but I completely disabled MKS just in case anyways and indeed ended up just cannibalizing the entire mod and just used the flexotube part of it. Quote Link to comment Share on other sites More sharing options...
Relonsk Posted August 1, 2020 Share Posted August 1, 2020 Tiny Issue, my game crashes when a component breaks because of aerodynamics. Quote Link to comment Share on other sites More sharing options...
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