OnlyLightMatters Posted October 20, 2020 Share Posted October 20, 2020 (edited) Hi Community. I am a bit lost with the number of process slots for the Mini and the big ISRU. I have a Science game on the go, in this game the mini ISRU gets 2 slots and the big one 3. My tech tree is almost completely unlocked.In the very same KSP installation I created a Sandbox game, I get respectively 1 and 2. If I take a look to the Default.cfg file I can see: // ============================================================================ // ISRU chemical plants // ============================================================================ @PART[kerbalism-chemicalplant,MiniISRU,ISRU]:NEEDS[ProfileDefault]:FOR[KerbalismDefault] { Then MODULE { name = Configure title = Chemical Plant slots = 1 UPGRADES { UPGRADE { name__ = Upgrade-Slots techRequired__ = electronics slots = 0 } } Then we have a specific statement for the bigger ISRU @PART[ISRU]:NEEDS[ProfileDefault]:FOR[KerbalismDefault] { @MODULE[ProcessController],* { @capacity *= 90.0 // 36.0 * 5 / 2 (ISRU is 5 times bigger than the MiniISRU but has double the slots) } @MODULE[Configure]:HAS[#title[Chemical?Plant]] { %slots = 2 } } Then party time // You get a slot upgrade, and you get a slot upgrade, EVERYONE gets a slot upgrade! // Had to fix unintended shenenigans, assuming whoever patched this initially never expected multiple configures on the same part. @PART[*]:HAS[@MODULE[Configure]]:NEEDS[ProfileDefault]:FOR[KerbalismDefault] { @MODULE[Configure]:HAS[#title[Pod]] { @UPGRADES { @UPGRADE:HAS[#name__[Upgrade?Slots]] { @slots = #$../../slots$ @slots += 1 } } } @MODULE[Configure]:HAS[#title[Life?Support]] { @UPGRADES { @UPGRADE:HAS[#name__[Upgrade?Slots]] { @slots = #$../../slots$ @slots += 1 } } } @MODULE[Configure]:HAS[#title[Chemical?Plant]] { @UPGRADES { @UPGRADE:HAS[#name__[Upgrade?Slots]] { @slots = #$../../slots$ @slots += 1 } } } } Does that mean the expected behaviour is 2 slots for the small ISRU and 3 for the bigger one? Edited October 20, 2020 by OnlyLightMatters Quote Link to comment Share on other sites More sharing options...
OnlyLightMatters Posted October 22, 2020 Share Posted October 22, 2020 (edited) Another question. I made a survey of Minmus. No water in the ground but the survey reports an ocean with water in it. There is also an atmosphere. So I made a test with 1 drill and 1 pump but none of them could extract any water. Is it a bug? Is there a way to mine this ressource? Edited October 22, 2020 by OnlyLightMatters Quote Link to comment Share on other sites More sharing options...
septemberWaves Posted October 24, 2020 Share Posted October 24, 2020 (edited) Kerbalism 3.11 doesn't seem to be working at all in 1.10.1. It adds parts but no functionality. I do have Module Manager 4.1.4 and Community Resource Pack 1.4.1, and besides that it's a clean install. Am I missing something obvious? EDIT: Reinstalling via the Github link instead of Spacedock works. I don't know what's wrong with the Spacedock download but it's not functioning. Edited October 24, 2020 by septemberWaves Quote Link to comment Share on other sites More sharing options...
hemeac Posted October 24, 2020 Share Posted October 24, 2020 29 minutes ago, septemberWaves said: Kerbalism 3.11 doesn't seem to be working at all in 1.10.1. It adds parts but no functionality. I do have Module Manager 4.1.4 and Community Resource Pack 1.4.1, and besides that it's a clean install. Am I missing something obvious? I've been following a YouTube series which is using Kerbalism 3.11 in 1.10.1, so I am guessing that you have a configuration error somewhere. Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted October 24, 2020 Share Posted October 24, 2020 @OnlyLightMatters re. the ISRUs, there’s a part upgrade in the tech tree that unlocks an extra slot on those parts. Try changing the settings in your sandbox game to allow all part upgrades and see if they get the extra slots then. Quote Link to comment Share on other sites More sharing options...
OnlyLightMatters Posted October 24, 2020 Share Posted October 24, 2020 7 hours ago, hemeac said: I've been following a YouTube series which is using Kerbalism 3.11 in 1.10.1, so I am guessing that you have a configuration error somewhere. Could you please share the serie ? Quote Link to comment Share on other sites More sharing options...
hemeac Posted October 24, 2020 Share Posted October 24, 2020 29 minutes ago, OnlyLightMatters said: Could you please share the serie ? Started last year and "Season 3" has just started: Quote Link to comment Share on other sites More sharing options...
frozenbinary Posted October 27, 2020 Share Posted October 27, 2020 I've been playing a lot of Kerbalism recently and finally unlocked advanced science. In order to produce liquid fuel, you need CO2. Is there an easy way to get CO2 without crew? There is Molten Regolith Electrolysis but that wouldn't work with my craft. Quote Link to comment Share on other sites More sharing options...
HansAcker Posted October 27, 2020 Share Posted October 27, 2020 1 hour ago, frozenbinary said: Is there an easy way to get CO2 without crew? Kerbalism does not have easy ways Without crews breathing or producing waste for the incinerator, Molten Regolith and Duna's atmosphere are the only sources of CO2 in Kerbalism that I know of. Quote Link to comment Share on other sites More sharing options...
EimajOzear Posted October 27, 2020 Share Posted October 27, 2020 1 hour ago, frozenbinary said: Is there an easy way to get CO2 without crew? Rational Resources may be useful to you: Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted October 28, 2020 Share Posted October 28, 2020 I'm having a lot of trouble with Kerbalism losing the configured crew and lab experiments on stations and bases in flight. On some occasions I managed to copy and paste some configs around in the save file and restore them, but this isn't working now. Is there a way to make both lab and crew experiments reconfigurable in flight and to change the level of scientist required for doing so to level 3? Right now it's only possible to configure lab experiments in flight and you need a level 5 scientist to do so. Quote Link to comment Share on other sites More sharing options...
OnlyLightMatters Posted October 30, 2020 Share Posted October 30, 2020 My own study of the Kerbalism logo: Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted October 31, 2020 Share Posted October 31, 2020 (edited) Hi, I'm here to report an error on Kerbalism loading. Error upon loading any save after I installed Kerbalism, using default configs. https://www.dropbox.com/s/42o2jv6k9kj1wgs/screenshot9.png?dl=0 ksp.log: (Do note that I have ~150 mods currently installed. Let me know if this isn't enough and I need to go hunting for an incompatibility with a binary search. The installed ResearchBodies uses the un-broken patch) https://www.dropbox.com/s/4obqufyn9sst66i/KSP.log(1)?dl=0 Initial error is pretty much the same as shown in screenshot of warning: [ERR 17:51:16.450] [Kerbalism] Kerbalism.OnLoad FATAL ERROR : Kerbalism core init has failed : System.NullReferenceException: Object reference not set to an instance of an object at KERBALISM.Lib.GetShader (System.String name) [0x00030] in <44d2b28eb09144efbf56dab50bc4321b>:0 at KERBALISM.LineRenderer.Init () [0x00000] in <44d2b28eb09144efbf56dab50bc4321b>:0 at KERBALISM.Kerbalism.OnLoad (ConfigNode node) [0x0001b] in <44d2b28eb09144efbf56dab50bc4321b>:0 Thanks for what you can do! I was messing around in a stock install with this and KTT yesterday and it was 10x better than any stock playthrough I've ever done, and I'm just dipping my toe in! As a newbie to it, I actually can't wait until it starts punishing me more for not installing redundant ECLSS or something like that. EDIT: Fixed itself with a reinstall Edited November 4, 2020 by Clamp-o-Tron Quote Link to comment Share on other sites More sharing options...
hemeac Posted October 31, 2020 Share Posted October 31, 2020 (edited) I had seen a couple reports in the BDB thread about some issues with Kerbalism, so I think that might be the culprit, looking through your log file, it appears to be throwing an exception on the solar panels that have multiple variants such as the OAO.solarUpper part. Nothing to see here... Edited October 31, 2020 by hemeac Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted October 31, 2020 Share Posted October 31, 2020 (edited) Just now, hemeac said: I had seen a couple reports in the BDB thread about some issues with Kerbalism, so I think that might be the culprit, looking through your log file, it appears to be throwing an exception on the solar panels that have multiple variants such as the OAO.solarUpper part. I know about the problem with BDB panels (I should have mentioned that), but have seen no reports of it causing this problem. Edited October 31, 2020 by Clamp-o-Tron Quote Link to comment Share on other sites More sharing options...
randomspacedude Posted October 31, 2020 Share Posted October 31, 2020 Hey mort if it's easy and doesn't screw things up is there any way you could have a setting to use the old science system and disable science time and storage Quote Link to comment Share on other sites More sharing options...
OnlyLightMatters Posted October 31, 2020 Share Posted October 31, 2020 (edited) Today I needed a craft able to carry a few kerbals outside of Kerbin's SOI so that they could reach level 3. I came out with 2 designs. KSS Clyde, low thrust but 2,208m/s of dV. KSS Clyde Heavy, not so high thrust but 4,220m/s of dV While building these crafts I found a bit of ressemblance with the ghosts of PacMan. This is why I chose a name from one of these ghosts! Feat Kerbalism, Restock+, Near Future Spacecraft, Tweakscale. Edited November 1, 2020 by OnlyLightMatters Quote Link to comment Share on other sites More sharing options...
ra4nd0m Posted October 31, 2020 Share Posted October 31, 2020 Hi. I wonder how good does Kerbalism science only works with Near Future suite. Last time I checked there were problems with reactors. How good is it now? Quote Link to comment Share on other sites More sharing options...
OnlyLightMatters Posted October 31, 2020 Share Posted October 31, 2020 1 hour ago, ra4nd0m said: Hi. I wonder how good does Kerbalism science only works with Near Future suite. Last time I checked there were problems with reactors. How good is it now? By reactor you mean jet engines? Quote Link to comment Share on other sites More sharing options...
TBenz Posted October 31, 2020 Share Posted October 31, 2020 2 hours ago, OnlyLightMatters said: By reactor you mean jet engines? The "Near Future" mod suite (specifically, Near Future Electrical) includes a series of nuclear reactors that provide high amounts of power, for the tradeoff of high mass and high heat generation. My understanding is that Kerbalism normally replaces the functionality of those reactor parts, but I haven't tried it myself and I don't know how a science only Kerbalism config would interact with those reactors. Quote Link to comment Share on other sites More sharing options...
Novak Posted November 3, 2020 Share Posted November 3, 2020 (edited) Hello @Sir Mortimer I have finished the Spanish translation (it was very incomplete), I have compared the files en-us and es-es to leave it with the same lines and translated, as soon as I finish reviewing it I will send you the file privately. Bye! Spoiler Edited November 3, 2020 by Novak Quote Link to comment Share on other sites More sharing options...
GummiRevolution Posted November 3, 2020 Share Posted November 3, 2020 I have a question about Kerbalism: I recently asked about Kerbalism and NFE compatibility, and after looking around in the configs, it appears that the changes are all made by MM patches. If I were to remove the NFE patch, would I retain the default behavior of reactors? I know I would lose background simulation, and I'm fine with that. (I already set crews not to require any EC for ECLSS) Also, a few years ago I tried a different version with SSPXR, and the centrifuge rings appeared to lose their animation. Has this been fixed yet? Thanks for the wonderful mod! Quote Link to comment Share on other sites More sharing options...
OnlyLightMatters Posted November 6, 2020 Share Posted November 6, 2020 (edited) Even I never play in french because I don't like localized UIs, I am currently working on the french translation of the mod. Saw a few errors in the french translation of the CommunityRessourcePack as well. ex Nitrogen has never been call Nitrogène but Azote (Lavoisier named the gas as zoo means life, a before something means it is deprivated of something so a-zoo-te is a gas in which no life can breathe). Try to understand how the configuration of modules/processes works because I have some "pump" and "drill" still visible in the UI. I hope my first pull request will be done by sunday. Edited November 6, 2020 by OnlyLightMatters Quote Link to comment Share on other sites More sharing options...
N70 Posted November 14, 2020 Share Posted November 14, 2020 On 9/30/2020 at 8:44 PM, frozenbinary said: Does the science only version of Kerbalism work with incompatiable mods such as MKS/USILS? I love Kerbalism's science but the life support, radiation, and part failure is a bit too much for me. iti propabnynbly won't eb supported even if it does works Quote Link to comment Share on other sites More sharing options...
seaces Posted November 17, 2020 Share Posted November 17, 2020 Hi All, I have question regarding the VAB Kerbalism planner numbers and calculations. I just installed Kerbalism and I already did Mun fly-by and kept kerbal in orbit alive for 30 days and I noticed that Kerbalism planner in VAB gives me inaccurate numbers around electricity consumption, oxygen usage and hydrogen whilst using fuel cell as only electricity source and only thing that consumes hydrogen as well oxygen. Take a look here: The cell is set to run in VAB, per the cell numbers Oxygen consumption should be 0.507/s while if you look at the planner it is 0.536/s. I removed the cell to see if the difference between the numbers is due the oxygen consumption because of the kerbal on board but that was not the case. In other words the planner seems to be underestimating oxygen consumption. Also the hydrogen consumption is off: Per fuel cell specs the Hydrogen consumption should be 1.001/s, while the planner underestimates this massively and it reports consumption of only 0.014/s. Furthermore, take a look at the electric charge numbers, consumed 0.034 (I don't know if this takes in the account all experiments and operations on board) and produced 0.034/s. The electricity production by the fuel cell specs is 2.403/s. Now as you can see on the first look to me the numbers look underestimated massively which on the short flight to Mun wont make much difference but when I tried to keep kerbal up there alive for 30 days this difference was evident and it can kill. So I am reading these numbers wrong or doing something wrong or there is some bug? Basically I am hoping this Kerbalism planner would give me accurate numbers or worst case scenario numbers, I would rather it say I lack oxygen and hydrogen so that I overprovision then end up lacking some on the way to Duna. Quote Link to comment Share on other sites More sharing options...
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