king of nowhere Posted April 25, 2022 Share Posted April 25, 2022 1 hour ago, Watermel00n said: What is monopropellant in this mod? hydrazine, N2H4. you can see if if you go in the chemical plant and look at the chemical processes to make monopropellant Quote Link to comment Share on other sites More sharing options...
The Credible Bulk Posted April 25, 2022 Share Posted April 25, 2022 (edited) I'm hoping someone can help me with an issue I'm having. I've run into a problem when using the GU_parts mods with Kerbalism. Whenever I use a GU antenna on a vessel in flight, I start getting NullReferenceExeption spam. I attached what i believe is the relevant section of the logs below. It looks like it has something to do with Kerbalism but I'm so experienced at reading the log files. Any idea what might be causing this or how to apply a fix? I've also asked on the GU thread to see if there's a fix on the other side. Spoiler [EXC 13:47:49.953] NullReferenceException: Object reference not set to an instance of an object KERBALISM.DB.KerbalismData (Vessel vessel) (at <508759cbee33445e8d50142044bd4b10>:0) KERBALISM.AntennaInfoCommNet.Init () (at <508759cbee33445e8d50142044bd4b10>:0) KERBALISM.AntennaInfoCommNet.AntennaInfo () (at <508759cbee33445e8d50142044bd4b10>:0) KERBALISM.ConnectionInfo.GetAntennaInfo (Vessel v, System.Boolean powered, System.Boolean storm) (at <508759cbee33445e8d50142044bd4b10>:0) KERBALISM.ConnectionInfo..ctor (Vessel v, System.Boolean powered, System.Boolean storm) (at <508759cbee33445e8d50142044bd4b10>:0) KERBALISM.ConnectionInfo.Update (Vessel v, System.Boolean powered, System.Boolean storm) (at <508759cbee33445e8d50142044bd4b10>:0) KERBALISM.VesselData.EvaluateStatus () (at <508759cbee33445e8d50142044bd4b10>:0) KERBALISM.VesselData.Evaluate (System.Boolean forced, System.Double elapsedSeconds) (at <508759cbee33445e8d50142044bd4b10>:0) KERBALISM.Kerbalism.FixedUpdate () (at <508759cbee33445e8d50142044bd4b10>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Edited April 25, 2022 by The Credible Bulk Quote Link to comment Share on other sites More sharing options...
N3N Posted April 25, 2022 Share Posted April 25, 2022 8 minutes ago, The Credible Bulk said: I'm hoping someone can help me with an issue I'm having. I've run into a problem when using the GU_parts mods with Kerbalism. Whenever I use a GU antenna on a vessel in flight, I start getting NullReferenceExeption spam. I attached what i believe is the relevant section of the logs below. It looks like it has something to do with Kerbalism but I'm so experienced at reading the log files. Any idea what might be causing this or how to apply a fix? I've also asked on the Kerbalism thread to see if there's a fix on the other side. Hide contents [EXC 13:47:49.953] NullReferenceException: Object reference not set to an instance of an object KERBALISM.DB.KerbalismData (Vessel vessel) (at <508759cbee33445e8d50142044bd4b10>:0) KERBALISM.AntennaInfoCommNet.Init () (at <508759cbee33445e8d50142044bd4b10>:0) KERBALISM.AntennaInfoCommNet.AntennaInfo () (at <508759cbee33445e8d50142044bd4b10>:0) KERBALISM.ConnectionInfo.GetAntennaInfo (Vessel v, System.Boolean powered, System.Boolean storm) (at <508759cbee33445e8d50142044bd4b10>:0) KERBALISM.ConnectionInfo..ctor (Vessel v, System.Boolean powered, System.Boolean storm) (at <508759cbee33445e8d50142044bd4b10>:0) KERBALISM.ConnectionInfo.Update (Vessel v, System.Boolean powered, System.Boolean storm) (at <508759cbee33445e8d50142044bd4b10>:0) KERBALISM.VesselData.EvaluateStatus () (at <508759cbee33445e8d50142044bd4b10>:0) KERBALISM.VesselData.Evaluate (System.Boolean forced, System.Double elapsedSeconds) (at <508759cbee33445e8d50142044bd4b10>:0) KERBALISM.Kerbalism.FixedUpdate () (at <508759cbee33445e8d50142044bd4b10>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Hey @The Credible Bulk, GU and Kerbalism don't play "nice" together and need compatibility patches, see: Quote Link to comment Share on other sites More sharing options...
FasterThanFlourite Posted April 26, 2022 Share Posted April 26, 2022 (edited) Edit: I'm leaving this up just here for anyone who runs into the same problem. I just realized why I was getting a "no storage space" error message when trying to collect Bathymetry Data. I've started a new career with Kerbalism with several other mods, including the PBC (Probes Before Crew), so I have only the Probodyne OKTO available right now. I can do the Mystery Goo Observation without problems. But when I try to conduct the Bathymetry Data experiment from the DMagic Orbital Science mod (supported according to the wiki), it simply says "no storage space". As I realized seconds after posting here: While the OKTO does not have a sample capacity slot, the Mystery Goo carries its own Hard Drive with a 1 slot sample capacity (for its own experiments only). The Bathymetry Data experiment needs a sample slot, but does not come with its own hard drive and the OKTO has none either. Edit: Mystery solved. Thanks @FasterThanFlourite . Edited April 26, 2022 by FasterThanFlourite Quote Link to comment Share on other sites More sharing options...
FasterThanFlourite Posted April 26, 2022 Share Posted April 26, 2022 @Sir Mortimer May I request a feature for this already amazing mod? Would it be possible to add other components to the scripts, too? So that it's possible to turn off the engines when unlinked? Quote Link to comment Share on other sites More sharing options...
ble210 Posted April 27, 2022 Share Posted April 27, 2022 (edited) I'm dealing with an interesting bug, and not sure if I should be posting here or in another mod topic. Recovery of resource tanks does not appear to be working correctly. In my game, if I have a medium tank that I've preselected for rare metals (which is worth around $500,000) and launch with that tank empty, and then simply recover that empty tank, I will lose $500,000 upon recovery. Its almost like the game is trying to purchase the missing resources prior to recovery. Same thing goes for when I recover the tank after I've mined rare metals and filled the tank; I lose $500,000 (instead of gaining 500k). Curious is anyone else has run into this. I also use Rational Resources and JNSQ. Thank you for your help! Edit: here is the image of my recovery "income": https://ibb.co/Qb4mM08 Edited April 27, 2022 by ble210 added photo Quote Link to comment Share on other sites More sharing options...
caipi Posted April 27, 2022 Share Posted April 27, 2022 @ble210 You are not using KSP Community Fixes (KSPCF, for short), are you? The bug you described is fairly common and happens with many mods. It seems to be a stock bug. KSPCF fixes that. So I highly suggest you use it. It has also been discussed every now and then in various different mod threads (the posts are usually hard to find, though - so I'm not trying to scold you here!). So yeah, others have definitely run into this. Quote Link to comment Share on other sites More sharing options...
ble210 Posted April 27, 2022 Share Posted April 27, 2022 2 hours ago, caipi said: @ble210 You are not using KSP Community Fixes (KSPCF, for short), are you? The bug you described is fairly common and happens with many mods. It seems to be a stock bug. KSPCF fixes that. So I highly suggest you use it. It has also been discussed every now and then in various different mod threads (the posts are usually hard to find, though - so I'm not trying to scold you here!). So yeah, others have definitely run into this. Thank you! I'll give it a try Quote Link to comment Share on other sites More sharing options...
FasterThanFlourite Posted April 28, 2022 Share Posted April 28, 2022 Is it possible to access the science reports again, after they have appeared and faded out? I do like to read the little tidbits, but they disappear so fast after a science experiment has completed, and so far I haven't found a way to access them again (unlike in the base game, where you can just look at the stored data onboard a vessel). Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted April 28, 2022 Share Posted April 28, 2022 1 hour ago, FasterThanFlourite said: Is it possible to access the science reports again, after they have appeared and faded out? I do like to read the little tidbits, but they disappear so fast after a science experiment has completed, and so far I haven't found a way to access them again (unlike in the base game, where you can just look at the stored data onboard a vessel). you can watch them in the log until the end of the game session. i am sure there is a science archive somewhere where you can access old experiments too, but i don't remember where Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted April 28, 2022 Share Posted April 28, 2022 (edited) 2 hours ago, FasterThanFlourite said: Is it possible to access the science reports again, after they have appeared and faded out? I do like to read the little tidbits, but they disappear so fast after a science experiment has completed, and so far I haven't found a way to access them again (unlike in the base game, where you can just look at the stored data onboard a vessel). Go to the Kerbalism options page (Pause menu -> settings -> difficulty options -> Kerbalism 2). There is a radio button and a slider at the bottom of the left column of options. The slider controls how long the message stays on screen and the radio button allows you to switch from Kerbalism inbuilt messaging system to the stock system. Once a message has faded off screen it can still be accessed through the logs tab of the vessel monitor GUI or if you switched to stock messages then recent messages can be viewed with One Window Edit: 1 hour ago, king of nowhere said: i am sure there is a science archive somewhere where you can access old experiments too, but i don't remember where Research and Development building -> Archives tab (top left) -> click green review science report button If the report hasn't finished transmitting yet then it is also visible in the tooltip for the appropriate line in the flight GUI data tab Edited April 28, 2022 by Aelfhe1m Quote Link to comment Share on other sites More sharing options...
N3N Posted May 4, 2022 Share Posted May 4, 2022 Hey, Just for the information, it seems we need patches for the "MOAR Station Science" mod, see here: Quote Link to comment Share on other sites More sharing options...
N3N Posted May 4, 2022 Share Posted May 4, 2022 (edited) Hey, Can somebody please explain to me, how the "EC (idle), EC (transmitting), Max. speed" are being calculated? Because I don't understand it or at least I think some values are really strange... I'm playing a 1.12.3 game with Kerbalism 3.14, JNSQ, and many more mods and I'm at the beginning of a Science-only game with about 1000 science spend already. Almost all the antennas I can build have a "max. speed" of ~100 B/s to ~400 kB/s. But even some very big relay antennas have only "max. speed" of 20-80 kB/s, what for me seems really low, or is this normal at the beginning? For example, this is my "strongest" "normal" antenna: Spoiler Mod: RN_US_Probes Orig Name: gdish_intended Updt Name: gdish.intended Path: RN_US_Probes/Galileo/gdish_intended/gdish_intended Size: 6.19 Bulkhead Profiles: ----------------------------------------------- Mass: 150.00 kg ----------------------------------------------- ModuleDataTransmitter Antenna Type: Relay Antenna Rating: 400.0 Gm vs L1 DSN: 57.0 Gm vs L2 DSN: 285.0 Gm vs L3 DSN: 637.2 Gm EC (idle): 0.011/s EC (transmitting): 0.410/s Max. speed: 436.54 kB/s ----------------------------------------------- But than there are this two really crazy antennas: This one with "EC (idle): 2.400/s", "EC (transmitting): 90.000/s", "Max. speed: 12.50 MB/s": Spoiler Mod: DrKermnassusParts Name: scannerProbe Path: DrKermnassusParts/scannerProbe/scannerProbe/scannerProbe Size: 2.57 Bulkhead Profiles: size1 ----------------------------------------------- Mass: 257.00 kg Resources: ElectricCharge: 50.0/50.0, mass: 0.00 kg ----------------------------------------------- ModuleDataTransmitter Antenna Type: Direct Antenna Rating: 500.0 Km vs L1 DSN: 63.7 Mm vs L2 DSN: 318.6 Mm vs L3 DSN: 712.4 Mm EC (idle): 2.400/s EC (transmitting): 90.000/s Max. speed: 12.50 MB/s ----------------------------------------------- And this one with "EC (idle): 2.400/s", "EC (transmitting): 90.000/s", "Max. speed: 1.02 GB/s": Spoiler Mod: MarsDirect Name: MD-Antenna Path: MarsDirect/Antenna/MD-Antenna/MD-Antenna Size: 1.04 Bulkhead Profiles: srf ----------------------------------------------- Mass: 50.00 kg ----------------------------------------------- ModuleDeployableAntenna Rated for: 3.0 kPa dyn. pressure ----------------------------------------------- ModuleDataTransmitter Antenna Type: Direct Antenna Rating: 2.0 Mm vs L1 DSN: 127.4 Mm vs L2 DSN: 637.2 Mm vs L3 DSN: 1.4 Gm EC (idle): 2.400/s EC (transmitting): 90.000/s Max. speed: 1.02 GB/s ----------------------------------------------- And how can I get a better Max. speed, because my HDD are always full in seconds and than the probes need months and sometimes years to transmit the science. If you need my logs (+MM-Caches, etc...) here they are: https://tancredi.nl/logs.zip Edited May 4, 2022 by N3N Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted May 4, 2022 Share Posted May 4, 2022 (edited) 1 hour ago, N3N said: Can somebody please explain to me, how the "EC (idle), EC (transmitting), Max. speed" are being calculated? They are being calculated here: https://github.com/Kerbalism/Kerbalism/blob/1d6c68e090d9f07092306f2e0702aec4a5908e1f/src/Kerbalism/Patches/ModuleDataTransmitter_GetInfo.cs#L38-L48 Basically stripping out all the formatting code you get: EC(idle) = DataResourceCost * DataRate * Settings.TransmitterPassiveEcFactor EC (transmitting) = DataResourceCost * DataRate * Settings.TransmitterActiveEcFactor Max Speed = DataRate DataRate and DataResourceCost come from the ModuleDataTransmitter module (as shown in ModuleManager.ConfigCache); the transmitterEcFactors are from the Kerbalism settings page. Now as to how the DataResourceCost and DataRate values get modified during the ModuleManager patching that can be more involved. Starting here: https://github.com/Kerbalism/Kerbalism/blob/master/GameData/KerbalismConfig/System/ScienceRework/Patches-Antennas.cfg and also involving any mod specific patches or patches that globally affect ModuleDataTransmitter. For example here's an analysis of how the Mars Direct antenna got its final values: The Duna Direct antenna gets its calculated values overwritten by this patch in MarsDirect/Patches/MD-Kerbalism.cfg: Spoiler // Antenna nerf ---------- @PART[MD-Antenna]:NEEDS[FeatureScience,!RemoteTech]:AFTER[zzzKerbalismDefault] { @MODULE[ModuleDataTransmitter] { @packetSize = 4 @packetResourceCost = 2 @packetInterval = 1 %packetSize /= 1024 %packetResourceCost /= 60 } } Which is not doing what I assume the author intended since your MM cache has these values for that part: Spoiler MODULE { name = ModuleDataTransmitter antennaType = DIRECT requiredResource = ElectricCharge DeployFxModules = 0 antennaPower = 2000000 antennaCombinable = True packetInterval = 1 packetSize = 1024 packetResourceCost = 60 JNSQ = True } Searching through ModuleManager.log for any later patches affecting MD-Antenna gives: Spoiler // spaces added for clarity [LOG 18:18:00.352] Applying update MarsDirect/Patches/MD-Kerbalism/@PART[MD-Antenna]:NEEDS[FeatureScience,!RemoteTech]:AFTER[zzzKerbalismDefault] to MarsDirect/Antenna/MD-Antenna.cfg/PART[MD-Antenna] [LOG 18:18:03.992] Applying update JNSQ/JNSQ_Configs/AntennaRange/@PART:HAS[@MODULE[ModuleDataTransmitter*]]:LAST[JNSQ] to MarsDirect/Antenna/MD-Antenna.cfg/PART[MD-Antenna] [LOG 18:18:04.355] Applying update JNSQ/JNSQ_Configs/AntennaRange/@PART:HAS[@MODULE[ModuleDataTransmitter*]]:LAST[JNSQ] to MarsDirect/Antenna/MD-Antenna.cfg/PART[MD-Antenna] [LOG 18:18:13.194] Applying update KSPCommunityFixes/Patches/Support_KSPRecall/@PART[*]:HAS[@MODULE[Refunding]]:NEEDS[KSPRECALL-REFUNDING]:FINAL to MarsDirect/Antenna/MD-Antenna.cfg/PART[MD-Antenna] [LOG 18:18:15.247] Applying update PartInfo/PartInfo/@PART[*]:HAS[~name[TCAModule*],~name[Deployed*],~name[Potato*]]:FINAL to MarsDirect/Antenna/MD-Antenna.cfg/PART[MD-Antenna] [LOG 18:18:16.380] Applying update zFinal_FilterExtensions/zzz_AddClassDescriptionsToAntennas/@PART[*]:HAS[@MODULE[ModuleDataTransmitter*]:HAS[#antennaCombinable[?rue]]]:NEEDS[!RemoteTech]:FINAL to MarsDirect/Antenna/MD-Antenna.cfg/PART[MD-Antenna] [LOG 18:18:18.080] Applying update zFinal_FilterExtensions/zzz_AddClassDescriptionsToAntennas/@PART[*]:HAS[@MODULE[ModuleDataTransmitter*]:HAS[#antennaPower[>499999],#antennaPower[<2000000001],#antennaType[DIRECT]]]:NEEDS[!RemoteTech]:FINAL to MarsDirect/Antenna/MD-Antenna.cfg/PART[MD-Antenna] [LOG 18:18:21.571] Applying update zFinal_FilterExtensions/zzz_AntennaClassDescriptions/@PART[*]:HAS[@MODULE[ModuleDataTransmitter*]:HAS[#antennaCombinable[?rue]]]:NEEDS[!RemoteTech]:FINAL to MarsDirect/Antenna/MD-Antenna.cfg/PART[MD-Antenna] [LOG 18:18:22.987] Applying update zFinal_FilterExtensions/zzz_AntennaClassDescriptions/@PART[*]:HAS[@MODULE[ModuleDataTransmitter*]:HAS[#antennaPower[>499999],#antennaPower[<2000000001],#antennaType[DIRECT]]]:NEEDS[!RemoteTech]:FINAL to MarsDirect/Antenna/MD-Antenna.cfg/PART[MD-Antenna] The patches at the bottom don't affect ModuleDataTransmiteer so can be ignored, leaving the JNSQ patches which only multiply antennaPower by 4. Edited May 4, 2022 by Aelfhe1m Quote Link to comment Share on other sites More sharing options...
MagicCuboid Posted May 4, 2022 Share Posted May 4, 2022 (edited) I was just thinking about this! I make a lot of BDB craft in a JNSQ system and just deal with the incompatibilities as they come up. It's been difficult for me to figure out how the antennae work, but suffice to say is the max transmission an average of the max speed of all antennae attached to the craft? So, for example, having one beefy high-gain antenna and a derpy signal antenna would be detrimental to the overall craft as far as Kerbalism is concerned? edit: this seems to be the case. While of course a lower power antenna draws less EC, including it in your build for aesthetics really hampers transmission rates... With my Mariner 10, I got about 140 kB/s when it only had the High Gain Relay Dish attached. Once I tested again after attaching the 1.41 kB/s Omnidirectional Antenna, the rate went down to about 14 kB/s, whether the antenna was extended or not. Not a huge deal for orbiters, but is worth considering if you're planning flybys! Edited May 4, 2022 by MagicCuboid Quote Link to comment Share on other sites More sharing options...
N3N Posted May 4, 2022 Share Posted May 4, 2022 (edited) 4 hours ago, Aelfhe1m said: They are being calculated here: https://github.com/Kerbalism/Kerbalism/blob/1d6c68e090d9f07092306f2e0702aec4a5908e1f/src/Kerbalism/Patches/ModuleDataTransmitter_GetInfo.cs#L38-L48 Basically stripping out all the formatting code you get: EC(idle) = DataResourceCost * DataRate * Settings.TransmitterPassiveEcFactor EC (transmitting) = DataResourceCost * DataRate * Settings.TransmitterActiveEcFactor Max Speed = DataRate DataRate and DataResourceCost come from the ModuleDataTransmitter module (as shown in ModuleManager.ConfigCache); the transmitterEcFactors are from the Kerbalism settings page. Now as to how the DataResourceCost and DataRate values get modified during the ModuleManager patching that can be more involved. Starting here: https://github.com/Kerbalism/Kerbalism/blob/master/GameData/KerbalismConfig/System/ScienceRework/Patches-Antennas.cfg and also involving any mod specific patches or patches that globally affect ModuleDataTransmitter. Hey @Aelfhe1m, Thank you for your fast and understandable answer! 2 hours ago, MagicCuboid said: I was just thinking about this! I make a lot of BDB craft in a JNSQ system and just deal with the incompatibilities as they come up. It's been difficult for me to figure out how the antennae work, but suffice to say is the max transmission an average of the max speed of all antennae attached to the craft? So, for example, having one beefy high-gain antenna and a derpy signal antenna would be detrimental to the overall craft as far as Kerbalism is concerned? Hey @MagicCuboid, good question! How is the "max speed" of all "combinable" antennas together calculated? And is it better to have many smaller "combinable" antennas or one big (relay?) "non-combinable" antenna? Edited May 4, 2022 by N3N Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted May 4, 2022 Share Posted May 4, 2022 3 minutes ago, N3N said: How is the "max speed" of all "combinable" antennas together calculated? And is it better to have many smaller "combinable" antennas or one big (relay?) "non-combinable" antenna? See https://github.com/Kerbalism/Kerbalism/wiki/PlayGuide-~-Signal#range-and-rate But TLDR : - Combining (same) antennas will only increase max range, data rate will stay unchanged. - Having different antennas with high data rate and low data rate is a bad idea, as this will lower the max data rate to something in the middle. Also, I suggest using : Quote Link to comment Share on other sites More sharing options...
N3N Posted May 4, 2022 Share Posted May 4, 2022 (edited) 7 minutes ago, Gotmachine said: See https://github.com/Kerbalism/Kerbalism/wiki/PlayGuide-~-Signal#range-and-rate But TLDR : - Combining (same) antennas will only increase max range, data rate will stay unchanged. - Having different antennas with high data rate and low data rate is a bad idea, as this will lower the max data rate to something in the middle. Hey @Gotmachine, Thank you for your fast and understandable answer! 7 minutes ago, Gotmachine said: Also, I suggest using : Does this still work? There were issues mentioned and no answer, if this are still there with KSP 1.12.3. EDIT: See: https://github.com/ValentinBischof/KerbalismCompanionCalculator/issues (Maybe a problem with my JNSQ game...) Edited May 4, 2022 by N3N Quote Link to comment Share on other sites More sharing options...
N3N Posted May 4, 2022 Share Posted May 4, 2022 6 hours ago, N3N said: But than there are this two really crazy antennas: This one with "EC (idle): 2.400/s", "EC (transmitting): 90.000/s", "Max. speed: 12.50 MB/s": Hide contents Mod: DrKermnassusParts Name: scannerProbe Path: DrKermnassusParts/scannerProbe/scannerProbe/scannerProbe Size: 2.57 Bulkhead Profiles: size1 ----------------------------------------------- Mass: 257.00 kg Resources: ElectricCharge: 50.0/50.0, mass: 0.00 kg ----------------------------------------------- ModuleDataTransmitter Antenna Type: Direct Antenna Rating: 500.0 Km vs L1 DSN: 63.7 Mm vs L2 DSN: 318.6 Mm vs L3 DSN: 712.4 Mm EC (idle): 2.400/s EC (transmitting): 90.000/s Max. speed: 12.50 MB/s ----------------------------------------------- And this one with "EC (idle): 2.400/s", "EC (transmitting): 90.000/s", "Max. speed: 1.02 GB/s": Hide contents Mod: MarsDirect Name: MD-Antenna Path: MarsDirect/Antenna/MD-Antenna/MD-Antenna Size: 1.04 Bulkhead Profiles: srf ----------------------------------------------- Mass: 50.00 kg ----------------------------------------------- ModuleDeployableAntenna Rated for: 3.0 kPa dyn. pressure ----------------------------------------------- ModuleDataTransmitter Antenna Type: Direct Antenna Rating: 2.0 Mm vs L1 DSN: 127.4 Mm vs L2 DSN: 637.2 Mm vs L3 DSN: 1.4 Gm EC (idle): 2.400/s EC (transmitting): 90.000/s Max. speed: 1.02 GB/s ----------------------------------------------- If you need my logs (+MM-Caches, etc...) here they are: https://tancredi.nl/logs.zip 5 hours ago, Aelfhe1m said: For example here's an analysis of how the Mars Direct antenna got its final values: The Duna Direct antenna gets its calculated values overwritten by this patch in MarsDirect/Patches/MD-Kerbalism.cfg: Hide contents // Antenna nerf ---------- @PART[MD-Antenna]:NEEDS[FeatureScience,!RemoteTech]:AFTER[zzzKerbalismDefault] { @MODULE[ModuleDataTransmitter] { @packetSize = 4 @packetResourceCost = 2 @packetInterval = 1 %packetSize /= 1024 %packetResourceCost /= 60 } } Which is not doing what I assume the author intended since your MM cache has these values for that part: Hide contents MODULE { name = ModuleDataTransmitter antennaType = DIRECT requiredResource = ElectricCharge DeployFxModules = 0 antennaPower = 2000000 antennaCombinable = True packetInterval = 1 packetSize = 1024 packetResourceCost = 60 JNSQ = True } Hey @Aelfhe1m, I'm new to MM modding, can you please help me to adjust this two antennas? For example for the Mars Direct antenna would this be the right MM patch? Spoiler // Antenna nerf ---------- @PART[MD-Antenna]:NEEDS[FeatureScience,!RemoteTech]:FINAL { @MODULE[ModuleDataTransmitter] { @antennaPower = 2000000 @packetInterval = 1 @packetSize = 2 @packetResourceCost = 0.012 } } And for the "scannerProbe" this patch "scannerProbeKerbalism.cfg"? Spoiler // Antenna cost adjustment @PART[scannerProbe]:NEEDS[FeatureScience,!RemoteTech]:FINAL { @MODULE[ModuleDataTransmitter] { %antennaPower = 500000 @packetResourceCost = 0.012 } } Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted May 4, 2022 Share Posted May 4, 2022 2 hours ago, N3N said: I'm new to MM modding, can you please help me to adjust this two antennas? For example for the Mars Direct antenna would this be the right MM patch? Reveal hidden contents // Antenna nerf ---------- @PART[MD-Antenna]:NEEDS[FeatureScience,!RemoteTech]:FINAL { @MODULE[ModuleDataTransmitter] { @antennaPower = 2000000 @packetInterval = 1 @packetSize = 2 @packetResourceCost = 0.012 } } And for the "scannerProbe" this patch "scannerProbeKerbalism.cfg"? Reveal hidden contents Those patches would work (the syntax is correct), whether they are correctly balanced is another question and up to you to decide in the end. Personally, I thing the antennapower for the MD-Antenna looks very low for an interplanetary dish. For comparison, the final patched values of the Communotron 88-88 in your MM ConfigCache are: Spoiler MODULE { name = ModuleDataTransmitterFeedeable antennaType = DIRECT requiredResource = ElectricCharge DeployFxModules = 0 antennaPower = 400000000000 antennaCombinable = True packetInterval = 1 packetSize = 0.520 packetResourceCost = 0.45 JNSQ = True } Compared to your patches, the stock antenna would have much larger range but transmit about 4x slower and use about 40x as much EC. The Communotron HG-55: Spoiler MODULE { name = ModuleDataTransmitter antennaType = DIRECT requiredResource = ElectricCharge DeployFxModules = 0 antennaPower = 60000000000 antennaCombinable = True packetInterval = 1 packetSize = 0.200 packetResourceCost = 0.125 JNSQ = True } Quote Link to comment Share on other sites More sharing options...
N3N Posted May 5, 2022 Share Posted May 5, 2022 (edited) 18 hours ago, Aelfhe1m said: Those patches would work (the syntax is correct), whether they are correctly balanced is another question and up to you to decide in the end. Personally, I thing the antennapower for the MD-Antenna looks very low for an interplanetary dish. For comparison, the final patched values of the Communotron 88-88 in your MM ConfigCache are: Hide contents MODULE { name = ModuleDataTransmitterFeedeable antennaType = DIRECT requiredResource = ElectricCharge DeployFxModules = 0 antennaPower = 400000000000 antennaCombinable = True packetInterval = 1 packetSize = 0.520 packetResourceCost = 0.45 JNSQ = True } Compared to your patches, the stock antenna would have much larger range but transmit about 4x slower and use about 40x as much EC. The Communotron HG-55: Hide contents MODULE { name = ModuleDataTransmitter antennaType = DIRECT requiredResource = ElectricCharge DeployFxModules = 0 antennaPower = 60000000000 antennaCombinable = True packetInterval = 1 packetSize = 0.200 packetResourceCost = 0.125 JNSQ = True } Hey, OK, I see. I tried to make it in between them, but not to far from the original patches. I have to try it out, but maybe this is better? @PART[MD-Antenna]:NEEDS[FeatureScience,!RemoteTech]:FINAL { @MODULE[ModuleDataTransmitter] { @antennaPower = 200000000000 @packetInterval = 1 @packetSize = 1 @packetResourceCost = 0.6 } } 21 hours ago, N3N said: EDIT: See: https://github.com/ValentinBischof/KerbalismCompanionCalculator/issues (Maybe a problem with different Planet mods?) Hey @Aelfhe1m, Do you know something about this? Does KCC still work fine with KSP 1.12.3 (and JNSQ)? Edited May 5, 2022 by N3N Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted May 5, 2022 Share Posted May 5, 2022 3 hours ago, N3N said: Hey @Aelfhe1m, Do you know something about this? Does KCC still work fine with KSP 1.12.3 (and JNSQ)? Sorry, haven't tested it. Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted May 8, 2022 Share Posted May 8, 2022 Repairing my mothership is a painful operation requiring a long spacewalk to fit a kerbal into every nook and cranny, all the while under heavy lag. It's fascinating the first time, but it gets tedious after a while. It occurred to me that I could significantly shorten the operation by increasing the range to which the kerbal can perform such repairs. Instead of having to fly around the ship, I can just do everything with the kerbal standing still on a ladder. And all it would take would be manually editing a single value in a file; the one telling the range for inspections and repairs. Unfortunately, that single piece of information in the large code is like the metaphorical needle in the metaphorical haystack. Do anyone know where I can find that instruction? thanks Quote Link to comment Share on other sites More sharing options...
ble210 Posted May 8, 2022 Share Posted May 8, 2022 I'm having issues with the nuclear reactors provided by Near Future electrical. They do not generate any electricity or heat; has anyone figured out a file edit or config to get these parts to work? I appreciate your help! Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted May 8, 2022 Share Posted May 8, 2022 5 minutes ago, ble210 said: I'm having issues with the nuclear reactors provided by Near Future electrical. They do not generate any electricity or heat; has anyone figured out a file edit or config to get these parts to work? I appreciate your help! they do generate electricity. make sure to tell them to dump xenon. they produce small amounts of xenon, and if they cannot store it somewhere, and are not told to dump it, they stop working. as for the heat, no, they do not produce it as they should. nothing stops you from still using radiators. Quote Link to comment Share on other sites More sharing options...
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