king of nowhere Posted December 28, 2020 Share Posted December 28, 2020 After I split off the Moho stage while the main ship remained at Eve, the main ship was hit by no less than 3 solar storms. nothing happened to the moho stage. I wonder, is that coincidence, or the mod has some bias for giving more storms to the ship you're actually controlling? Quote Link to comment Share on other sites More sharing options...
EchoLima Posted December 29, 2020 Share Posted December 29, 2020 Bug: It looks like Kerbalism doesn't recognizes the difference between the small and large robotic arms (from Breaking Ground) for the ROC experiments. With the small arm the stock dialogue shows that the small arm only gives a percentage of the total possible science for the ROC experiment, but Kerbalism gives a greater number of credits, which would make sense for the large arm. Screenshots in spoiler: Spoiler Stock dialogue shows 60.8 Science : Kerbalism dialogue shows 182.2 Science on the harddrive for the same experiment: KSP version: 1.10.1 Kerbalism version: 3.12 Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted December 29, 2020 Share Posted December 29, 2020 I can indeed confirm that ships not under direct control seem to not suffer anything bad. no radiations, no stress. Quote Link to comment Share on other sites More sharing options...
MagicCuboid Posted December 29, 2020 Share Posted December 29, 2020 10 hours ago, EchoLima said: Bug: It looks like Kerbalism doesn't recognizes the difference between the small and large robotic arms (from Breaking Ground) for the ROC experiments. With the small arm the stock dialogue shows that the small arm only gives a percentage of the total possible science for the ROC experiment, but Kerbalism gives a greater number of credits, which would make sense for the large arm. Screenshots in spoiler: Reveal hidden contents Stock dialogue shows 60.8 Science : Kerbalism dialogue shows 182.2 Science on the harddrive for the same experiment: KSP version: 1.10.1 Kerbalism version: 3.12 This is a known compromise. I wish I could send you a direct quote, but I can't seem to find it! Basically, stock's "partial science retrieval" system is incompatible with Kerbalism's science system. This is why samples are only retrievable, and anything that is transmitted eventually gives you full science. This obviously doesn't play nice with the rover arms, so the team decided to just leave both arms in the game and have them both work 100% efficiently. I believe the only workaround would be to create a brand new experiment for the small arm that would have less science value, but then of course you're enabling the player to retrieve more science in total if they have both arms... so maybe not worth the hassle? Quote Link to comment Share on other sites More sharing options...
EchoLima Posted December 29, 2020 Share Posted December 29, 2020 Is there a way to generate Oxygen in space? I know IRL its done with electrolysis of water, but I can't find a way to do it in KSP. Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted December 29, 2020 Share Posted December 29, 2020 1 hour ago, EchoLima said: Is there a way to generate Oxygen in space? I know IRL its done with electrolysis of water, but I can't find a way to do it in KSP. It’s done the same way. Use one of the tiny ISRU units (under Kerbalism) VAB tab, configure it to electrolyze water, making sure to get the dumped resources right, and add a water tank. For best results add a hydrogen-oxygen fuel cell, a sabatier reactor, and a water recycler to achieve near-closed-loop life support except for food. Quote Link to comment Share on other sites More sharing options...
Kerminator K-100 Posted December 30, 2020 Share Posted December 30, 2020 I just made a complete list of all Kerbalism processes and resouces (if I missed any, please let me know) Here is the link for the doc: https://docs.google.com/document/d/1jFIKDgSt7dw9SdGXqq892OFFaGEBCa-w1jcIIAIJG_A/edit?usp=sharing Or the PDF Or as a spoiler: Spoiler Kerbalism Resources and Processes Resources Resource Name: Used in: Produced by: Ammonia Greenhouse Hydrazine SCO Haber Waste Processor Waste Recycler Carbon Dioxide Greenhouse Sabatier SOE Molten Regolith Electrolysis Scrubber Waste Incinerator Waste recycler Food Kerbals Greenhouse Hydrogen Anthraquinoe Fuel Cell Haber Sabatier Electrolysis Liquid Fuel Propulsion Sabatier Monoprop Monoprop Fuel Cell RCS Hydrazine Hydrazine N2 Nitrogen Haber HydrazineN2 *Can be lost to cabin leaks* Monoprop Fuel Cell SCO Ore Molten Regolith Electrolysis Drilling Oxidizer1 Hydrazine HydrazineN2 Propulsion Anthraquinoe Oxygen Anthraquinoe Fuel Cell Kerbals Monoprop Fuel Cell SCO Waste Incinerator Electrolysis Greenhouse Hydrazine Molten Regolith Electrolysis SOE Shielding Protection from radiation Molten Regolith Electrolysis SOE Waste Compressor Waste Waste Incinerator Kerbals Waste Atmosphere Greenhouse NonRegen Scrubber Scrubber Kerbals Waste Water Water Recycler Kerbals Water Greenhouse Kerbals Fuel Cell Hydrazine Monoprop Fuel Cell Sabatier SCO Water Recycler Waste Incinerator Processes All processes take in EC except processes with an asterisk (*) which produce EC. Name: Intake: Output: Anthraquinoe Hydrogen Oxygen Oxidizer Electrolysis Water Hydrogen Oxygen Fuel Cell* Hydrogen Oxygen Water Greenhouse Ammonia Carbon Dioxide Waste Atmosphere Water Food Oxygen Haber Hydrogen Nitrogen Ammonia Hydrazine Ammonia Oxidizer Monoprop Oxygen Water Kerbals Food Oxygen Water Waste Waste Atmosphere Waste Water Molten Regolith Electrolysis Ore Carbon Dioxide Oxygen Shielding Monoprop Fuel Cell* Monoprop Oxygen Nitrogen Water NonRegen Scrubber Waste Atmosphere Saturated filters Sabatier Carbon Dioxide Hydrogen Water Liquid Fuel2 SCO Ammonia Oxygen Nitrogen Water SOE Carbon Dioxide Oxygen Shielding Scrubber Waste Atmosphere Carbon Dioxide Waste Compressor Waste Shielding Waste Incinerator* Oxygen Waste Carbon Dioxide Water Waste Processor Waste Ammonia Water Recycler Waste Water Ammonia Water Feel free to download and print off for reference. Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted December 30, 2020 Share Posted December 30, 2020 I have another question: what happens when the stress level reach 100%? For every other indicator, the kerbal dies immediately. Stress doesn't kill immediately. On th eother hand, with the other parameters you are fine until you reach 100%, with stress you can get stress-induced accidents already from the very first day. is 100% stress simply a higher chance of accidents, or does something more drastic happens? Quote Link to comment Share on other sites More sharing options...
DC Posted December 30, 2020 Share Posted December 30, 2020 I've noticed that at the start of my settings.cfg file there's the line - "Reliability = false // component malfunctions and critical failures, missing configs and so disabled" I've got reliability set on in the settings so I'm guessing this is saying that something is conflicting with it and so it's set itself to off ? Anyone know how I can diagnose this ? Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted December 30, 2020 Share Posted December 30, 2020 Just now, DC said: I've noticed that at the start of my settings.cfg file there's the line - "Reliability = false // component malfunctions and critical failures, missing configs and so disabled" I've got reliability set on in the settings so I'm guessing this is saying that something is conflicting with it and so it's set itself to off ? Anyone know how I can diagnose this ? It doesn't show that on my copy of KerbalismConfig. Are you using some other set of configurations, for instance SIMPLEX Kerbalism? Those will have reliability disabled to provide simple gameplay. Quote Link to comment Share on other sites More sharing options...
DC Posted December 30, 2020 Share Posted December 30, 2020 Sorry, I should have mentioned that. I'm running it with RP1 so using the RO Kerbalism Config. Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted December 30, 2020 Share Posted December 30, 2020 Just now, DC said: Sorry, I should have mentioned that. I'm running it with RP1 so using the RO Kerbalism Config. Looking at ROKerbalism, that seems to be intended. I thought it might be there because of TestFlight, but that seems to only cover engine failures. IDK why not component failures, I haven't played RO for any significant time in a while. Quote Link to comment Share on other sites More sharing options...
RX2000 Posted January 1, 2021 Share Posted January 1, 2021 So sometimes I've noticed that even when I have a ton of hydrogen & oxygen on my ship, when I turn on the fuel cell nothing happens? It says running but no oxygen or hydrogen is used & no EC is generated..... Is this a bug? Also a bug with nitrogen, if you have the pressure module running & then someone EVAs, when they come back in the pressure module begins to use ungodly amounts of nitrogen. Like what would have lasted for a year before the EVA now suddenly only lasts for 1 hour or less. Any way to fix this? Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted January 1, 2021 Share Posted January 1, 2021 (edited) 8 minutes ago, RX2000 said: So sometimes I've noticed that even when I have a ton of hydrogen & oxygen on my ship, when I turn on the fuel cell nothing happens? It says running but no oxygen or hydrogen is used & no EC is generated..... Is this a bug? Also a bug with nitrogen, if you have the pressure module running & then someone EVAs, when they come back in the pressure module begins to use ungodly amounts of nitrogen. Like what would have lasted for a year before the EVA now suddenly only lasts for 1 hour or less. Any way to fix this? For the first- make sure that the fuel cell is set to dump water, or that you have water storage available. For the second, try disabling a habitat before EVA, depressurizing it, do your EVA stuff, then return and pressurize the habitat by reenabling it. It might be best to have a small airlock module so you don’t have to do that whole cycle- which takes a lot of time- on a habitat with more volume. I would also recommend having a lot more N2 on your long-term craft, as it’s easy to forget to ship more up or depressurize your habitats before EVA. Edited January 1, 2021 by Clamp-o-Tron Quote Link to comment Share on other sites More sharing options...
RX2000 Posted January 2, 2021 Share Posted January 2, 2021 3 hours ago, Clamp-o-Tron said: For the first- make sure that the fuel cell is set to dump water, or that you have water storage available. For the second, try disabling a habitat before EVA, depressurizing it, do your EVA stuff, then return and pressurize the habitat by reenabling it. It might be best to have a small airlock module so you don’t have to do that whole cycle- which takes a lot of time- on a habitat with more volume. I would also recommend having a lot more N2 on your long-term craft, as it’s easy to forget to ship more up or depressurize your habitats before EVA. Yea its set up to dump & all that. I should mention that sometimes it doesnt even wanna work right in the VAB. When I turn it on it still shows I have perpetual supply of hydrogen. Fuel cell just seems buggy in 1.11. I'm EVAing from an unpressurized MK1 with a pressurized crew cabin attached. So you're saying I need to depressurize the crew cabin before EVAing from the MK1? Quote Link to comment Share on other sites More sharing options...
Darkherring Posted January 2, 2021 Share Posted January 2, 2021 9 hours ago, RX2000 said: Yea its set up to dump & all that. I should mention that sometimes it doesnt even wanna work right in the VAB. When I turn it on it still shows I have perpetual supply of hydrogen. Fuel cell just seems buggy in 1.11. I'm EVAing from an unpressurized MK1 with a pressurized crew cabin attached. So you're saying I need to depressurize the crew cabin before EVAing from the MK1? Don't depressurize habitats. It's bugged. About fuel cells in VAB - if you also have solar panels, to test fuel cells make sure that the planner is set to night time, as fuel cell won't work if solar panels are sufficient. In the flight just turn them off and on a couple of times, and it should start. Quote Link to comment Share on other sites More sharing options...
MagicCuboid Posted January 3, 2021 Share Posted January 3, 2021 Can anyone explain how the Surface Deployed Experiments from Breaking Ground interface with Kerbalism? I would have thought the Central Station would just collect data the same as any other experiment, but that doesn't seem to be the case. Quote Link to comment Share on other sites More sharing options...
Cruesoe Posted January 3, 2021 Share Posted January 3, 2021 9 hours ago, MagicCuboid said: Can anyone explain how the Surface Deployed Experiments from Breaking Ground interface with Kerbalism? I would have thought the Central Station would just collect data the same as any other experiment, but that doesn't seem to be the case. The work like stock. Kerbalism doesn't do anything with them. Quote Link to comment Share on other sites More sharing options...
MagicCuboid Posted January 3, 2021 Share Posted January 3, 2021 2 hours ago, Cruesoe said: The work like stock. Kerbalism doesn't do anything with them. Ah okay, thank you! I wonder why my Goo station on the Mun hasn't transmitted any Science yet then... guess I have to install one of those deployable relays even though it says it has connection. Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted January 4, 2021 Share Posted January 4, 2021 Orbiting Moho, I am well outside of its radiation belt, yet I still find myself exposed to radiations as you can see from the orbit, i am staying clear of the belt, and well inside the magnetosphere to protect myself from storms. I even have an active shield on board, which is doing its duty. According to the data given, i should be exposed to 2 mrad/h, which the active shield should remove entirely. instead I am taking 128, which the shield is reducing to 88, whenever i am not in shade. Why? where is this radiation coming from? why is it not listed anywhere? Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted January 5, 2021 Share Posted January 5, 2021 by the way, there's also something profundly wrong with the way the game counts stress. i have this luxury palace of a spaceship, with gravity rings, hitchhiker containers, greenhouses, cupolas, and twice as much living space as needed, and according to the VAB editor, stress should be under control for 20 years. yet after less than 1 year on mission, everyone in the crew is well above 50%. after 200 days of mission i split a ship from that, and this second ship is nowhere near as luxurious as the first, though still decently comfortable. kerbonauts in that ship has been in space for just as long as the first crew. and yet they have stress between 20 and 30%. and that, they accumulated while they were in the first ship. it's clearly not how things are supposed to work Quote Link to comment Share on other sites More sharing options...
MagicCuboid Posted January 5, 2021 Share Posted January 5, 2021 On 1/3/2021 at 7:28 PM, king of nowhere said: Orbiting Moho, I am well outside of its radiation belt, yet I still find myself exposed to radiations as you can see from the orbit, i am staying clear of the belt, and well inside the magnetosphere to protect myself from storms. I even have an active shield on board, which is doing its duty. According to the data given, i should be exposed to 2 mrad/h, which the active shield should remove entirely. instead I am taking 128, which the shield is reducing to 88, whenever i am not in shade. Why? where is this radiation coming from? why is it not listed anywhere? The moderate radiation you're experiencing is from the "tail" and little bubble around Moho's magnetic field. If you squint you can see it. 0.088 rad/h isn't that much compared to if you were right in the belt. As for stress, I have also noticed some discrepancy between what I am told in the planner and what my kerbals experience, but I haven't sent them on long enough missions to really test it. Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted January 5, 2021 Share Posted January 5, 2021 55 minutes ago, MagicCuboid said: The moderate radiation you're experiencing is from the "tail" and little bubble around Moho's magnetic field. If you squint you can see it. 0.088 rad/h isn't that much compared to if you were right in the belt. As for stress, I have also noticed some discrepancy between what I am told in the planner and what my kerbals experience, but I haven't sent them on long enough missions to really test it. what do you mean by tail and little bubble? i am inside the magnetosphere and outside of the belt, i don't see any other zone. anyway, it seems i get similar values anywhere inside moho's SoI. i tried to change the orbit a lot, but no way. Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted January 6, 2021 Share Posted January 6, 2021 (edited) Also, if it's not too much of a hassle to add it, i would find it extremely useful to have additional power settings for automated vehicles; so far there is 80% battery and 20% battery, and i'm doing a lot with those, but I still need to manually follow my operations. having a 50% battery setting would be very convenient. 40% and 60% would be even better. detailed explanation on automated power setting follows Spoiler Ideally, my solar powered mining vehicles should drill by day, and rest by night. unfortunately, setting the automation on day and night cycle does not work. because those automations only kick in at dawn and dusk. so, while my diggers can work by day, there will come a time when the sun is at the right angle that all the solar panels are shading each other. or perhaps an ike eclipses. anyway, they have a power shortage. I cannot, of course, let that happen, or i risk the crew dead for lack of life support. So I created an emergency routine to shut down mining work and activate fuel cells when power is low. So, if I set my mining on day and night, what happens is that at the first power shortage everything is shut down. and then it's not restarted when power comes back, because day and night only kick in at dawn and dusk. Incidentally, also triggering the day condition again every time the high batter is triggered would also be a way to tackle the problem, but perhaps less straightforward. anyway, I had to set my mining on full and empty battery. so by day I mine with solar power. By night I keep mining until i reach 20% power. then everything shuts down and the fuel cells are activated. they slowly recharge the battery, until at 80% the mining starts again. this cycle goes on all night, but it's not a problem because i have plenty of oxygen and hydrogen. this cycle, though, produces water, and dumps it. of course i must tell my fuel cells to dump water, i can't risk a life support failure because the water tank is full. anyway, i have the problem of remaking the hydrogen, and for that i use electrolysis. i tie it to high and low power, again. but electrolysis uses more electricity than my digger generates, so with it on i keep having power shortages. and after dumping water by night, now electrolysis risks draining all the remaining water and killing my crew by thirst. So far, I am coping by controlling every digger every few days and manually performing electrolysis ultimately, it would be much easier if i could set electrolysis to shut down at 50% power. also, if i could set fuel cells to shut down at 50% power, i wouldn't spend all night in the mine-drain battery-shut down-recharge cycle. the fuel cell would only work with battery power running from 50 to 20%, and it would provide life support and nothing else. this would drain much less hydrogen. I also have an orbiter with insufficient battery to last through the night, unless i shut down the greenhouses, which i don't want to do for longer than necessary. and setting electrolysis to happen at high power creates this weird cycle of charge-discharge, which also creates problems at high time warp. again, if i could shut down the electrolysis at 50%, it would save me the hassle of doing it manually. Furthermore, i would like to start the fuel cell at night and shut it down at day, but i cannot with the current setting; when the sun sets i have a full battery, so if i program my fuel cell to turn on there, in a few minutes the power level will reach 80%; then the fuel cell will shut down. similarly, as the orbiter reaches the new day with empty battery, if the battery was shut down by the new day, as soon as it hits 20% it would turn on again. at least, i assume so; i didn't try EDIT: furthermore, it would be useful to be able, in the config window, to remove the message when batteries are at 20%, but keep it when they are at 0%. during the cycle i set up, it's perfectly normal that battery level will fall to 20% before activating fuel cells and recovering. i don't want a notification at every orbit. but if the level goes to 0%, then something definitely went wrong and i need to know it asap Edited January 6, 2021 by king of nowhere Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted January 6, 2021 Share Posted January 6, 2021 Additional question: is it intentional that getting nitrogen by mining is virtually impossible? i have a nitrogen drill, but it's barely producing enough to compensate losses. and i scouted every biome on duna and can't find any concentration higher than 2.5% It would make sense to have it difficult to find, since it's quite rare in most planetary crusts. just trying to figure out if it was indeed supposed to be THAT rare Quote Link to comment Share on other sites More sharing options...
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