WhatALovelyNick Posted September 26, 2022 Share Posted September 26, 2022 6 minutes ago, bungling said: 1: yes 2: no i did see the post that said 3.16 has a comms problem but im worried if i downgrade to 3.15 something might break Try to open Settings.cfg in /KerbalismConfig and find Quote // DampingExponentOverride = 14 // Kerbalism will calculate a damping exponent to achieve good data communication rates (see KSP.log, search for DataRateDampingExponent). If the calculated value is not good for you, you can set your own. there. Then enable it and try to play with it. But beware -- the bigger the number -- the worse your comms will be. Quote Link to comment Share on other sites More sharing options...
Strych74 Posted September 27, 2022 Share Posted September 27, 2022 On 9/24/2022 at 7:28 AM, angelatthetomb said: Does anyone know a way to get Strategia's "Science from New Biome" reward strategy, To Boldy Go, to work with Kerbalism? Because Kerbalism seems to intercept the science, Strategia never gives the reward, whether it's auto-science done through the Kerbalism window or the old-style science popup you get on some experiments. I've been wondering the same thing. I suspect Strategia is looking for a specific trigger to hook its reward function into. This trigger works for stock science but not for the way Kerbalism science is handled. I noticed the question about getting "To Boldly Go" to work with Kerbalism was also asked on the Strategia thread, and the response was unfortunately "go ask on the Kerbalism thread". From the bit of digging around I've done I suspect getting a fix will require actual programming rather than via an MM patch, which is beyond my skillset. My work around has been to open the console (Alt-F12) and manually credit funds for each new biome I collect science from. Note - it's only one payout for each new biome, not for each experiment per biome In the meantime, if there are any individuals with coding skills able to come to the rescue you would have our undying and everlasting gratitude!!! Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted September 27, 2022 Share Posted September 27, 2022 Unfortunately, Strategia is very broken, especially (but not exclusively) for Kerbalism. And it seems the author is not actively developing it anymore. Quote Link to comment Share on other sites More sharing options...
angelatthetomb Posted October 7, 2022 Share Posted October 7, 2022 Quote Unfortunately, Strategia is very broken, especially (but not exclusively) for Kerbalism. And it seems the author is not actively developing it anymore. Thanks for making us aware, too bad. Another question: I'm having an issue with the HDD size increase unlocks in a heavily modded install. The "special" unlocks, contained in ScienceRework/Tweakables/StockHardDrives, work - these cores have expanded sizes after unlocking the requisite tech nodes. But nothing else does - it's all still at 2MB even after unlocking experimental electrics. Any advice for narrowing in on what might be causing this issue? Quote Link to comment Share on other sites More sharing options...
intelliCom Posted October 21, 2022 Share Posted October 21, 2022 (edited) Just started using Kerbalism for the first time; I've noticed that a lot of the higher-tier engines (mainly the Near Future and Far Future stuff from Nertea) have the exact same burn durations: 10 minutes standard, 40 minutes high quality. Why is this? Apparently the author is no longer developing it, which is a shame. Perhaps it would be worth someone figuring out what the burn durations should be? Edited October 21, 2022 by intelliCom Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted October 21, 2022 Share Posted October 21, 2022 (edited) 3 hours ago, intelliCom said: Just started using Kerbalism for the first time; I've noticed that a lot of the higher-tier engines (mainly the Near Future and Far Future stuff from Nertea) have the exact same burn durations: 10 minutes standard, 40 minutes high quality. Why is this? Apparently the author is no longer developing it, which is a shame. Perhaps it would be worth someone figuring out what the burn durations should be? i think there is a formula for allowed duration and ignitions that takes into account thrust, Isp(vacuum) and Isp(sea level). basically, the more powerful an engine is, the more it is atmospheric-optimized, the less burn time and ignitions it has. until it hits a minimum, and can't go lower Edited October 21, 2022 by king of nowhere Quote Link to comment Share on other sites More sharing options...
intelliCom Posted October 21, 2022 Share Posted October 21, 2022 17 minutes ago, king of nowhere said: i think there is a formula for allowed duration and ignitions that takes into account thrust, Isp(vacuum) and Isp(sea level). basically, the more powerful an engine is, the more it is atmospheric-optimized, the less burn time and ignitions it has. until it hits a minimum, and can't go lower I'm referring to really damn advanced though. Fission fragments, fusion, NTR, ones that don't exist in reality. All the standard rocket engines have seemingly normal values for burn duration. Literally all of the advanced engines carry the same burn durations, as mentioned before. This doesn't seem right to me, and I wanted to know if the numbers are provable or just placeholders. Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted October 21, 2022 Share Posted October 21, 2022 2 hours ago, intelliCom said: I'm referring to really damn advanced though. Fission fragments, fusion, NTR, ones that don't exist in reality. All the standard rocket engines have seemingly normal values for burn duration. Literally all of the advanced engines carry the same burn durations, as mentioned before. This doesn't seem right to me, and I wanted to know if the numbers are provable or just placeholders. so you are talking about far future engines. as far as i'm aware, kerbalism is not made with those in mind. as i said, there is a formula, and as far as I am aware (note, I am not in the dev team or anything, just a long time user) the equation is used for engines that the mod doesn't recognize. kerbalism is not even supposed to be strictly compatible with the far future stuff (while it is supposed to be compatible with near future) Quote Link to comment Share on other sites More sharing options...
intelliCom Posted October 21, 2022 Share Posted October 21, 2022 7 hours ago, king of nowhere said: so you are talking about far future engines. as far as i'm aware, kerbalism is not made with those in mind. as i said, there is a formula, and as far as I am aware (note, I am not in the dev team or anything, just a long time user) the equation is used for engines that the mod doesn't recognize. kerbalism is not even supposed to be strictly compatible with the far future stuff (while it is supposed to be compatible with near future) Oh so they're basically automatically generated based on their stats? And apparently the burn durations aren't part of that equation, I guess? Interesting. Would it be worth discussing what their burn durations should be in a seperate thread? Quote Link to comment Share on other sites More sharing options...
thepres1s_Stuff Posted November 2, 2022 Share Posted November 2, 2022 @Sir Mortimer It may not be that kerbalistic, but there should be compatibility for the mod Deep Freeze, just in case some people (like me) like the mod, but has trouble with life support in a long-duration manned mission. Quote Link to comment Share on other sites More sharing options...
billbobjebkirk Posted November 3, 2022 Share Posted November 3, 2022 Would there be any major adverse effects to uninstalling the plugins for this mod? It's been nice but I feel like at this point in my save it may have become too much of a driver of lag Quote Link to comment Share on other sites More sharing options...
msp307 Posted November 6, 2022 Share Posted November 6, 2022 Hi, why are kerbalism RO-configs, life support and converters "disabled"? nor do the kerbals consume oxygen. does anyone know a solution? Quote Link to comment Share on other sites More sharing options...
AVaughan Posted November 6, 2022 Share Posted November 6, 2022 (edited) 28 minutes ago, msp307 said: Hi, why are kerbalism RO-configs, life support and converters "disabled"? nor do the kerbals consume oxygen. does anyone know a solution? Do you have a working and up to date Realism Overhaul install, or just Kerbalism + the RO-Kerbalism configs? I'm pretty sure the RO-Kerbalism configs aren't maintained by as part of kerbalism, but as part of Realism Overhaul. (And they might assume that most of Realism Overhaul and dependencies are installed). Assuming you do have Realism Overhaul installed you will probably get a better response on the RO discord https://discord.gg/VdsxK9p7QC Edited November 6, 2022 by AVaughan Quote Link to comment Share on other sites More sharing options...
msp307 Posted November 6, 2022 Share Posted November 6, 2022 45 minutes ago, AVaughan said: Do you have a working and up to date Realism Overhaul install, or just Kerbalism + the RO-Kerbalism configs? I'm pretty sure the RO-Kerbalism configs aren't maintained by as part of kerbalism, but as part of Realism Overhaul. (And they might assume that most of Realism Overhaul and dependencies are installed). Assuming you do have Realism Overhaul installed you will probably get a better response on the RO discord https://discord.gg/VdsxK9p7QC Thank you for your prompt reply. yes I have both RO and Kerbalism+ROconfig. is it then in my case described that it is then due to RO? Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted November 9, 2022 Share Posted November 9, 2022 The Configurable Unmanned Experiments button in the VAB/SPH is gone, nowhere to be found when right clicking a probe. All other configurable menus are okay (life support, crew experiments, base experiments, lab, etc) What should I look into in order to find where the problem is? This happened after the last update. I went back to 12.1.3 and the problem persists. Quote Link to comment Share on other sites More sharing options...
Zmeya Posted November 11, 2022 Share Posted November 11, 2022 I was going to use Kerbalism primarily for the addition of radiation and change to how science works, but with the partial and complete incompatibilities it doesnt really seem worth it. Quote Link to comment Share on other sites More sharing options...
jebalicious Posted November 13, 2022 Share Posted November 13, 2022 Apologies if this has already been asked but I couldn't seem to find it on the wiki. I am wondering if there is something that shows the possible transmission rates of antennas in the VAB. Not antenna's in the VAB inventory itself, but for your actual ship you are building. You can see stats of your ship for things like electric charge, oxygen, radiation, food, water etc in the little kerbalism window, but i cant seem to see anything for transmission rates. Am I just not seeing something obvious? Quote Link to comment Share on other sites More sharing options...
J_KING30 Posted November 16, 2022 Share Posted November 16, 2022 is the mod still getting updated Quote Link to comment Share on other sites More sharing options...
SilverState Posted November 18, 2022 Share Posted November 18, 2022 On 11/13/2022 at 8:38 PM, jebalicious said: Apologies if this has already been asked but I couldn't seem to find it on the wiki. I am wondering if there is something that shows the possible transmission rates of antennas in the VAB. Not antenna's in the VAB inventory itself, but for your actual ship you are building. You can see stats of your ship for things like electric charge, oxygen, radiation, food, water etc in the little kerbalism window, but i cant seem to see anything for transmission rates. Am I just not seeing something obvious? As far as I'm aware, no, Kerbalism itself doesn't do this due to transmission rates not being constant - they mainly vary due to distance. There was a KCC - Kerbalism Companion Calculator which did this, unsure if it still works in the latest game version. Feel free to give it a try. https://spacedock.info/mod/2580/Kerbalism Companion Calculator On 11/9/2022 at 1:53 PM, adriangm44 said: The Configurable Unmanned Experiments button in the VAB/SPH is gone, nowhere to be found when right clicking a probe. All other configurable menus are okay (life support, crew experiments, base experiments, lab, etc) What should I look into in order to find where the problem is? This happened after the last update. I went back to 12.1.3 and the problem persists. This is subject to what other mods you have installed. Something is messing with the patching order of Kerbalism, and it breaks somewhere. I cannot replicate this issue, as the Configurable Unmanned Experiments button is present and working fine in my install. Quote Link to comment Share on other sites More sharing options...
lordcirth Posted November 18, 2022 Share Posted November 18, 2022 3 minutes ago, SilverState said: As far as I'm aware, no, Kerbalism itself doesn't do this due to transmission rates not being constant - they mainly vary due to distance. There was a KCC - Kerbalism Companion Calculator which did this, unsure if it still works in the latest game version. Feel free to give it a try. https://spacedock.info/mod/2580/Kerbalism Companion Calculator It would still be helpful to see the maximum total speed at 0 distance, even without range penalties. Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted November 19, 2022 Share Posted November 19, 2022 17 hours ago, SilverState said: This is subject to what other mods you have installed. Something is messing with the patching order of Kerbalism, and it breaks somewhere. I cannot replicate this issue, as the Configurable Unmanned Experiments button is present and working fine in my install. The Unmanned Experiments not appearing was caused by some custom configs by Wallum. Inside the folder with the same name, find the KerbalismConfig folder, there are a few patches there, one of them contains a few lines that delete the experiments on all command probes. I'll leave it here just in case someone runs into the same problem. Cheers! Quote Link to comment Share on other sites More sharing options...
SilverState Posted November 19, 2022 Share Posted November 19, 2022 1 hour ago, adriangm44 said: The Unmanned Experiments not appearing was caused by some custom configs by Wallum. Inside the folder with the same name, find the KerbalismConfig folder, there are a few patches there, one of them contains a few lines that delete the experiments on all command probes. I'll leave it here just in case someone runs into the same problem. Cheers! That makes sense, and is fairly common. The patching system of Kerbalism is pretty complex and convoluted, due to the sweeping changes Kerbalism does to a lot of game systems. Due to that complexity, it's also vulnerable to other mods patching/removing triggers that kerbalism relies on to apply the correct configurations to parts. Quote Link to comment Share on other sites More sharing options...
mdstrobe Posted November 21, 2022 Share Posted November 21, 2022 On 10/21/2022 at 4:21 AM, intelliCom said: Just started using Kerbalism for the first time; I've noticed that a lot of the higher-tier engines (mainly the Near Future and Far Future stuff from Nertea) have the exact same burn durations: 10 minutes standard, 40 minutes high quality. Why is this? Apparently the author is no longer developing it, which is a shame. Perhaps it would be worth someone figuring out what the burn durations should be? How are you getting it to work? I have the necessary files installed into GameData but it's not working :-/ Quote Link to comment Share on other sites More sharing options...
intelliCom Posted November 22, 2022 Share Posted November 22, 2022 8 hours ago, mdstrobe said: How are you getting it to work? I have the necessary files installed into GameData but it's not working :-/ I had it installed via CKAN. You can use CKAN alongside a few manually installed mods just fine. Quote Link to comment Share on other sites More sharing options...
ExMachina Posted December 5, 2022 Share Posted December 5, 2022 Science aint' working on BDB Probes Quote Link to comment Share on other sites More sharing options...
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