Saara Posted September 22, 2021 Share Posted September 22, 2021 Hello Having some weird behavior with science transmission. Seemingly random huge spikes , depleting all EC in a moment. Vessel may be orbiting normally for few days , transmitting science and then suddenly yoink Have gravioli detertor running , pair of hg-55 antennas. Quote Link to comment Share on other sites More sharing options...
charliepryor Posted September 27, 2021 Share Posted September 27, 2021 On 9/22/2021 at 5:37 PM, Saara said: Hello Having some weird behavior with science transmission. Seemingly random huge spikes , depleting all EC in a moment. Vessel may be orbiting normally for few days , transmitting science and then suddenly yoink Have gravioli detertor running , pair of hg-55 antennas. I've had that happen in my testing with time warp. I have way more generation than I need, and sufficient batteries to last twice as long in the dark as my satellite does - and yet with fast enough time warp, while it's the active vessel, it will deplete entirely. At 1X speed, the moment it sees the sun, it's instantly full battery again. I don't believe it's a Kerbalism problem really, but I have no idea how to solve it. Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted September 28, 2021 Share Posted September 28, 2021 On 9/22/2021 at 11:37 PM, Saara said: Hello Having some weird behavior with science transmission. Seemingly random huge spikes , depleting all EC in a moment. Vessel may be orbiting normally for few days , transmitting science and then suddenly yoink Have gravioli detertor running , pair of hg-55 antennas. happened to me too. I avoided it simply by ticking off the "battery" option in the cfg. basically, i told the game to not exit time warp and not give me a message when the battery depletes. it still has spikes, but it does not create any problem. i've done it many times, never lost anything for it. though i'd still advise you to save the game regularly and keep old saves in case something goes wrong Quote Link to comment Share on other sites More sharing options...
Starslinger999 Posted September 30, 2021 Share Posted September 30, 2021 Is there any plans to add compatability with SSPXr bc the greenhouses dont give comfort bonuses and the aquaculture doesnt even do anything Quote Link to comment Share on other sites More sharing options...
SiCaRiO31 Posted September 30, 2021 Share Posted September 30, 2021 24 minutes ago, Starslinger999 said: Is there any plans to add compatability with SSPXr bc the greenhouses dont give comfort bonuses and the aquaculture doesnt even do anything I made a patch for some of the new SSPXr, so the greenhouses and cupulas function as they should. Havent touched on any science stuff yet, so aquaculture is not included. Quote Link to comment Share on other sites More sharing options...
Starslinger999 Posted October 1, 2021 Share Posted October 1, 2021 (edited) 17 hours ago, SiCaRiO31 said: I made a patch for some of the new SSPXr, so the greenhouses and cupulas function as they should. Havent touched on any science stuff yet, so aquaculture is not included. Any chance I could have the patch? Thanks Edited October 1, 2021 by Starslinger999 Quote Link to comment Share on other sites More sharing options...
Starslinger999 Posted October 1, 2021 Share Posted October 1, 2021 On 9/9/2021 at 10:40 AM, SiCaRiO31 said: Well, I made a few configs for the new parts of Stock Station Parts Redux. You can add them at the end of to the existing SSPX.cfg in KerbalismConfig/Support, or in a different file (just make sure it comes after SSPX.cfg, otherwise some errors happen). Reveal hidden contents // ============================================================================ // region Habitat + Gravity Ring // ============================================================================ @PART[sspx-expandable-centrifuge-5-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE { name = Habitat state = disabled inflatableUsingRigidWalls = True volume = 350.0 surface = 530.0 } MODULE { name = GravityRing ec_rate = 2.5 animBackwards = True deploy = CentrifugeCollapse rotate = B_SpinCore deployed = False rotateIsTransform = True SpinRate = -35 SpinAccelerationRate = 1 counterWeightRotate = B_Counterweight counterWeightSpinRate = 70.0 counterWeightSpinAccelerationRate = 2 } !MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat } // end // ============================================================================ // region Comfort providers // ============================================================================ @PART[sspx-cupola-1875-1|sspx-dome-cupola-5-1|sspx-cupola-telescope-125-1|sspx-cupola-greenhouse-125-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE:NEEDS[FeatureComfort] { name = Comfort desc = The very best space observation experience. bonus = panorama } @tags ^= :$: comfort: } @PART[sspx-habitation-5-1|sspx-habitation-5-2|sspx-dome-habitation-5-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE:NEEDS[FeatureComfort] { name = Comfort desc = It has included a rotation system that simulates gravity. The crew will love it. bonus = exercise } MODULE:NEEDS[FeatureReliability] { name = Reliability type = Comfort title = Treadmill repair = Engineer mtbf = 36288000 extra_cost = 0.25 extra_mass = 0.05 } } // centrifuge has both confort (panorama & exercise) @PART[sspx-expandable-centrifuge-5-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE:NEEDS[FeatureComfort] { name = Comfort desc = Some low-g exercise equipment is included. The crew will love it. bonus = exercise } MODULE:NEEDS[FeatureComfort] { name = Comfort desc = The very best space observation experience. bonus = panorama } } // end // ============================================================================ // region Sickbay // added by Gordon Dry // ============================================================================ @PART[sspx-habitation-1875-1|sspx-habitation-1875-2|sspx-habitation-25-1|sspx-habitation-5-1|sspx-habitation-5-2|sspx-dome-habitation-5-1]:NEEDS[StationPartsExpansionRedux,FeatureHabitat,FeatureRadiation]:AFTER[zzzKerbalismDefault] { MODULE { name = Sickbay resource = _SickbayRDU title = RDU desc = The Radiation Detoxication Unit (RDU) uses EC and Oxygen to reduce the effects of radiation poisoning. slots = 0 UPGRADES { UPGRADE { name__ = Upgrade-HitchhikerRDU techRequired__ = advScienceTech slots = 1 } } } } // end // ============================================================================ // region Greenhouses // ============================================================================ @PART[sspx-greenhouse-5-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault] { MODULE { name = Greenhouse crop_resource = Food // name of resource produced by harvests // 12 as effective as kerbalism-greenhouse part. // See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details. // This greenhouse has 2 sections! 2 staged crops in rotation, each harvest is 2 times smaller. crop_size = 165.375 // 2 times less harvest than 12x"kerbalism-greenhouse" crop_rate = 0.00000046296 // but you can harvest 2 times more often due to independent sections! ec_rate = 30 // 12x"kerbalism-greenhouse" light_tolerance = 400.0 // minimum lighting flux required for growth, in W/m^2 pressure_tolerance = 0.1 // minimum pressure required for growth, in sea level atmospheres radiation_tolerance = 0.000008333 // maximum radiation allowed for growth in rad/s, considered after shielding is applied INPUT_RESOURCE { name = Ammonia rate = 0.0011484375 // 12x"kerbalism-greenhouse" } INPUT_RESOURCE { name = Water rate = 0.0000382812 // 12x"kerbalism-greenhouse" } INPUT_RESOURCE { name = WasteAtmosphere // Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used rate = 0.0149495970 // 12x"kerbalism-greenhouse" } INPUT_RESOURCE { name = CarbonDioxide // Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is // present then it will be used in place of CO2 injection rate = 0.00498319890 // 12x"kerbalism-greenhouse" } // Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the // CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere. // If there is not enough resources then the plants will suffer. OUTPUT_RESOURCE { name = Oxygen rate = 0.020685579 // 1200% of oxygen required by 1 crew member } } RESOURCE { name = Ammonia amount = 3264 // 12x"kerbalism-greenhouse" maxAmount = 3264 } RESOURCE { name = CarbonDioxide amount = 54000 // 12x"kerbalism-greenhouse" maxAmount = 54000 } // To support pressure control @MODULE[Configure] { @SETUP[Pressure?Control] { !RESOURCE[Nitrogen] {} } } RESOURCE { name = Nitrogen amount = 10000 // 1x"kerbalism-greenhouse" as it does not mess with crops maxAmount = 10000 } RESOURCE { name = Water amount = 132 // 12x"kerbalism-greenhouse" maxAmount = 132 } } @PART[sspx-dome-greenhouse-5-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault] { MODULE { name = Greenhouse crop_resource = Food // name of resource produced by harvests // Twice as effective as kerbalism-greenhouse part. // See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details. // This is a surface greenhouse. For the time, it acts as the 375m greenhouse, as it cant have different crops, so just 1 big harvest. crop_size = 55.125 // 2x kerbalism-greenhouse crop_rate = 0.00000023148 // regular growth speed ec_rate = 5 // 2x"kerbalism-greenhouse" light_tolerance = 400.0 // minimum lighting flux required for growth, in W/m^2 pressure_tolerance = 0.1 // minimum pressure required for growth, in sea level atmospheres radiation_tolerance = 0.000008333 // maximum radiation allowed for growth in rad/s, considered after shielding is applied INPUT_RESOURCE { name = Ammonia rate = 0.00019140625 // 2x"kerbalism-greenhouse" } INPUT_RESOURCE { name = Water rate = 0.0000063802 // 2x"kerbalism-greenhouse" } INPUT_RESOURCE { name = WasteAtmosphere // Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used rate = 0.0024915995 // 2x"kerbalism-greenhouse" } INPUT_RESOURCE { name = CarbonDioxide // Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is // present then it will be used in place of CO2 injection rate = 0.00083053315 // 2x"kerbalism-greenhouse" } // Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the // CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere. // If there is not enough resources then the plants will suffer. OUTPUT_RESOURCE { name = Oxygen rate = 0.0034475965 // 200% of oxygen required by 1 crew member } } // Concider those nice IVA tanks and closets for increasing current resource capacity. I won't touch em for now. RESOURCE { name = Ammonia amount = 544 // 2x"kerbalism-greenhouse" maxAmount = 544 } RESOURCE { name = CarbonDioxide amount = 9000 // 2x"kerbalism-greenhouse" maxAmount = 9000 } // To support pressure control @MODULE[Configure] { @SETUP[Pressure?Control] { !RESOURCE[Nitrogen] {} } } RESOURCE { name = Nitrogen amount = 10000 // 1x"kerbalism-greenhouse" as it does not mess with crops maxAmount = 10000 } RESOURCE { name = Water amount = 22 // 2x"kerbalism-greenhouse" maxAmount = 22 } } @PART[sspx-cupola-greenhouse-125-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault] { MODULE { name = Greenhouse crop_resource = Food // name of resource produced by harvests // 90 times less effective as kerbalism-greenhouse part. // See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details. // This is a VERY small greenhouse, 90 times less crops than Kerbalism-greenhouse crop_size = 0.30625 // 1/90 x kerbalism-greenhouse crop_rate = 0.00000046296 // 2 times regular growth speed ec_rate = 0.0278 // 1/90x"kerbalism-greenhouse" light_tolerance = 400.0 // minimum lighting flux required for growth, in W/m^2 pressure_tolerance = 0.1 // minimum pressure required for growth, in sea level atmospheres radiation_tolerance = 0.000008333 // maximum radiation allowed for growth in rad/s, considered after shielding is applied INPUT_RESOURCE { name = Ammonia rate = 0.00000106337 // 1/90x"kerbalism-greenhouse" } INPUT_RESOURCE { name = Water rate = 0.0000000354 // 1/90x"kerbalism-greenhouse" } INPUT_RESOURCE { name = WasteAtmosphere // Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used rate = 0.0000138422 // 1/90x"kerbalism-greenhouse" } INPUT_RESOURCE { name = CarbonDioxide // Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is // present then it will be used in place of CO2 injection rate = 0.00000461407 // 1/90x"kerbalism-greenhouse" } // Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the // CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere. // If there is not enough resources then the plants will suffer. OUTPUT_RESOURCE { name = Oxygen rate = 0.0000191533 // 1.1% of oxygen required by 1 crew member } } RESOURCE { name = Ammonia amount = 5 // 1/90x"kerbalism-greenhouse" maxAmount = 5 } RESOURCE { name = CarbonDioxide amount = 50 // 1/90x"kerbalism-greenhouse" maxAmount = 50 } // To support pressure control @MODULE[Configure] { @SETUP[Pressure?Control] { !RESOURCE[Nitrogen] {} } } RESOURCE { name = Nitrogen amount = 110 // 1/90x"kerbalism-greenhouse" as it does not mess with crops maxAmount = 110 } RESOURCE { name = Water amount = 0.12 // 1/90x"kerbalism-greenhouse" maxAmount = 0.12 } } // end They seem to work fine on my save Any chance you could make a config for Aquaculture to work or having the greenhouses add plant comfort? Quote Link to comment Share on other sites More sharing options...
OnlyLightMatters Posted October 11, 2021 Share Posted October 11, 2021 (edited) Hi Topic. You may have followed the Texture Unlimited Recolor Depot activity these last few monthes. I now start a new recolouring project which obviously is Kerbalism. This is just the beginning, don't expect it to be finished in a few days. I will sometimes post screenshots to share some significant progress. Edited October 11, 2021 by OnlyLightMatters Quote Link to comment Share on other sites More sharing options...
Frostiken Posted October 31, 2021 Share Posted October 31, 2021 (edited) Huh. So I installed the mod and my first experience was Jeb getting a lethal blast of radiation on the launchpad. Also, I appear to have no parts. In fact I don't even see them in the raw Kerbalism gamedata files. Never mind, CKAN downloaded an obsolete config file. Edited November 3, 2021 by Frostiken Quote Link to comment Share on other sites More sharing options...
SiCaRiO31 Posted October 31, 2021 Share Posted October 31, 2021 On 10/1/2021 at 3:09 PM, Starslinger999 said: Any chance you could make a config for Aquaculture to work or having the greenhouses add plant comfort? I havent managed to find how to make the aquaculture work. If I read the code correctly, you can use the Fish Study on the Lab, as long as you have the aquaculture part attacht. I added the plants confort to the missing parts in SSPXR. Spoiler // ============================================================================ // confort plants // ============================================================================ @PART[sspx-greenhouse-5-1|sspx-dome-greenhouse-5-1|sspx-cupola-greenhouse-125-1|sspx-greenhouse-25-1|sspx-greenhouse-375-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault] { MODULE:NEEDS[FeatureComfort] { name = Comfort bonus = plants desc = There's something inherently calming about an artificial slice of nature, kept alive only by the miracles of duct-tape and kerbal engineering. Let's hope the crew doesn't think too much about it. } @tags ^= :$: comfort: } //end Just add it at the end of your personal patch. Quote Link to comment Share on other sites More sharing options...
VCamProbe Posted October 31, 2021 Share Posted October 31, 2021 How do I disable the "A producer of (Oxygen, Co2, EC, ETC) Has incoherent behavior unload vessel before time warping) I have it set up to where kerbalism should only be working for science because I have Tac-LS installed. Before I had Kerbalism running the life support but I couldn't time warp anywhere because of this damn message stopping me from going past 1000 Quote Link to comment Share on other sites More sharing options...
Frostiken Posted November 3, 2021 Share Posted November 3, 2021 So I'm using a Kerbalism full config. I put a probe in orbit equipped with a fuel cell and two tanks of juice for it. It works fine, except when I go back to the tracking station, the power runs out. The power seems to work intermittently while warping, but the probe was completely dead. When I took control of the probe to investigate, the cell immediately came back to life and the probe powered up. Anybody got any thoughts? Quote Link to comment Share on other sites More sharing options...
Darkherring Posted November 7, 2021 Share Posted November 7, 2021 On 10/31/2021 at 10:46 PM, VCamProbe said: How do I disable the "A producer of (Oxygen, Co2, EC, ETC) Has incoherent behavior unload vessel before time warping) I have it set up to where kerbalism should only be working for science because I have Tac-LS installed. Before I had Kerbalism running the life support but I couldn't time warp anywhere because of this damn message stopping me from going past 1000 You don't disable it as it can cause bugs. Either stop using this certain part (which seem to be not supported) or unload vessel before warping. Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted November 9, 2021 Share Posted November 9, 2021 any chance that one of the newer versions will have the option of authomatically harvest crops in greenhouses? or at least add that to an action key? because my 250-years-long mission would be a lot smoother if i didn't have to stop twice per year to manually harvest 19 different greenhouses Quote Link to comment Share on other sites More sharing options...
CessnaSkyhawk Posted November 9, 2021 Share Posted November 9, 2021 34 minutes ago, king of nowhere said: any chance that one of the newer versions will have the option of authomatically harvest crops in greenhouses? or at least add that to an action key? because my 250-years-long mission would be a lot smoother if i didn't have to stop twice per year to manually harvest 19 different greenhouses I'm wondering if there might be a way to change the config so kerbalism farms just produce x food per day from the inputs instead of the whole harvest system. I'm going to be looking into that for a seperate tech tree thing I'm doing, and if it works, I'll report back here too. Quote Link to comment Share on other sites More sharing options...
seaces Posted November 11, 2021 Share Posted November 11, 2021 (edited) Hi All, I was wondering if someone can little bit explain to me how radiation works in this game with Kerbalism. I get the main principles CMs and belts around planets are places where is extreme radiation. What I am struggling is a feel for what is really dangerous and what is tolerable and will not burn my kerbals. What is low radiation but still fine, what is medium and what is no-go. For example, I have small craft in orbit as below: As you can see the craft position in the image around Pe is not in the radiation belt and it is showing that habitat radiation is 8.9mrad/h which I suppose that is number that is actually hitting Jeb inside. The craft has maxed out shielding yet I get warning that kerbal is exposed to radiation. When I hover the mouse over the yellow radiation icon I get value not from habitat radiation of 8.9mrad/h but the general radiation value of 0.032 rad/h. So I am confused what is the actual value that is hitting Jeb inside habitat radiation (8,9mrad/h) or radiation value (0.032rad/h)? Also both of these numbers to me look like really small, less then 1 yet they trigger warning. I admit I don`t have a sense of scale of rad/h unit and perhaps 0.032 is something to be aware of. Edited November 12, 2021 by seaces Quote Link to comment Share on other sites More sharing options...
Tacombel Posted November 12, 2021 Share Posted November 12, 2021 11 hours ago, seaces said: (I don`t know how to insert image, the button Insert image from URL does not like this link and imgur gives error when I try to upload there). Get the link from Imgur. Use Under image from URL just under your message and add .PNG to the end of the link. Done Quote Link to comment Share on other sites More sharing options...
seaces Posted November 12, 2021 Share Posted November 12, 2021 (edited) 3 hours ago, Tacombel said: Get the link from Imgur. Use Under image from URL just under your message and add .PNG to the end of the link. Done Done, that did the trick. Update my post and also quoted below: 15 hours ago, seaces said: Hi All, I was wondering if someone can little bit explain to me how radiation works in this game with Kerbalism. I get the main principles CMs and belts around planets are places where is extreme radiation. What I am struggling is a feel for what is really dangerous and what is tolerable and will not burn my kerbals. What is low radiation but still fine, what is medium and what is no-go. For example, I have small craft in orbit as below: As you can see the craft position in the image around Pe is not in the radiation belt and it is showing that habitat radiation is 8.9mrad/h which I suppose that is number that is actually hitting Jeb inside. The craft has maxed out shielding yet I get warning that kerbal is exposed to radiation. When I hover the mouse over the yellow radiation icon I get value not from habitat radiation of 8.9mrad/h but the general radiation value of 0.032 rad/h. So I am confused what is the actual value that is hitting Jeb inside habitat radiation (8,9mrad/h) or radiation value (0.032rad/h)? Also both of these numbers to me look like really small, less then 1 yet they trigger warning. I admit I don`t have a sense of scale of rad/h unit and perhaps 0.032 is something to be aware of. Edited November 12, 2021 by seaces Quote Link to comment Share on other sites More sharing options...
RocketRyleigh Posted November 14, 2021 Share Posted November 14, 2021 I don't know if this is within the scope of what the Kerbalism devs are intending, but would you/do you guys have any interest in some kind of integration with ScrapYard for like, some use of the part tracking for your reliability features? My impression is that Oh Scrap! integration doesn't really make sense, but IMO at least, Kerbalism and KCT fit nicely together gameplay-wise, KCT uses ScrapYard's inventory, and so maybe Kerbalism could do something like reduce the reliability on reused parts, so there's a tradeoff between faster vessel construction and parts wearing down from multiple uses. Just an idea in the idea box for ya, plus I'd love to see these mods have some kind of interaction. Quote Link to comment Share on other sites More sharing options...
BlueTiger12 Posted November 19, 2021 Share Posted November 19, 2021 (edited) One question regarding the 1.25 meter utility module from StockalikeSpaceStationRedux ('Star'): It had a big nerf 3 years ago, because it contains a radiation shield and was moved at the end of the tech tree. (https://github.com/Kerbalism/Kerbalism/pull/182) I would like to have it more in the front and use the radiation shield as an upgrade, like with the radiation shield in the destiny module from HabTech2, or the TV in Sickbays. I tried it with the following code within KerbalismConfig/Support/SSPX.cfg, but i see the shield in the right click menu, as soon, as i use the module in the VAB, without the upgrade being researched. Does anybody have any Idea here? // ============================================================================ // region Recyclers // ============================================================================ PARTUPGRADE:NEEDS[FeatureRadiation] { name = Upgrade-StarActiveShield partIcon = crewCabin techRequired = experimentalScience cost = 65000 title = Add active shield to the PAS-6 'Star' Utility Module manufacturer = Kerbalmax Industries description = Adds a active radiation shield to the PAS-6 'Star' Utility Module. } @PART[sspx-utility-125-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault,FeatureRadiation]:AFTER[zzzKerbalismDefault] { // since this part contains an active shield, it needs a big NERF: // available only together with kerbalisms active shield // pricing adjusted, the part was way too cheap // @TechRequired = experimentalScience // @entryCost = 65000 // @cost = 15000 MODULE { name = Emitter radiation = -0.0000005555 // -0.002 rad/h toggle = true ec_rate = 1.25 active = e10 cost = 12000 slots = 0 UPGRADES { UPGRADE { name__ = Upgrade-StarActiveShield techRequired__ = experimentalScience slots = 1 } } } } @PART[sspx-utility-125-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault,FeatureReliability]:AFTER[zzzKerbalismDefault] { MODULE { name = Reliability type = Emitter title = Shield repair = Engineer mtbf = 72576000 extra_cost = 2.5 extra_mass = 0.1 } } // end Edited November 19, 2021 by BlueTiger12 Quote Link to comment Share on other sites More sharing options...
RocketRyleigh Posted November 21, 2021 Share Posted November 21, 2021 (edited) Complete edit because I'm an idiot (read further down the mod compatibility page). The question I still have though, if I want KerbalAtomics/CryoTanks, must I manually install since they get bundled with Dynamic Battery Storage as a dependency through CKAN? Edited November 21, 2021 by RocketRyleigh Many goofs. Quote Link to comment Share on other sites More sharing options...
RocketRyleigh Posted November 21, 2021 Share Posted November 21, 2021 On 10/1/2021 at 9:09 AM, Starslinger999 said: Any chance you could make a config for Aquaculture to work or having the greenhouses add plant comfort? Isn't that a Minecraft mod? Now THAT'd be some impressive integration Quote Link to comment Share on other sites More sharing options...
SkW3rL Posted November 21, 2021 Share Posted November 21, 2021 Hey @Sir Mortimer, I'm not sure if I have done something wrong, if I stumbled across something that needs to be looked at, or I'm just too dumb to figure this out. While playing I noticed for the Radiation scan with the Geiger Counter, I am provided a situation for Kerbin: Space (Global). I cannot figure out how to achieve this. Looking through the configs it appears the "global" situation is for bodies w/o biomes (I may misunderstand this as well). This is obviously not game breaking, more curiosity than anything and verification that I can or cannot achieve this situation. Photo below. https://imgur.com/hAV6nt1 Thanks for your help, I love this mod! Quote Link to comment Share on other sites More sharing options...
Friznit Posted November 21, 2021 Share Posted November 21, 2021 5 minutes ago, SkW3rL said: Hey @Sir Mortimer, I'm not sure if I have done something wrong, if I stumbled across something that needs to be looked at, or I'm just too dumb to figure this out. While playing I noticed for the Radiation scan with the Geiger Counter, I am provided a situation for Kerbin: Space (Global). I cannot figure out how to achieve this. Looking through the configs it appears the "global" situation is for bodies w/o biomes (I may misunderstand this as well). This is obviously not game breaking, more curiosity than anything and verification that I can or cannot achieve this situation. Photo below. https://imgur.com/hAV6nt1 Thanks for your help, I love this mod! You have to go beyond the radiation belts and magnetosphere to get into global space (press 1,2,3 on the numpad whilst in map view to see them - helps to zoom out a bit) Quote Link to comment Share on other sites More sharing options...
SkW3rL Posted November 21, 2021 Share Posted November 21, 2021 22 minutes ago, Friznit said: You have to go beyond the radiation belts and magnetosphere to get into global space (press 1,2,3 on the numpad whilst in map view to see them - helps to zoom out a bit) Thanks @Friznit. I'm actually getting ready to do a flyby of The Mun, so I will get it done. I knew it was something I was doing wrong! Quote Link to comment Share on other sites More sharing options...
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