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[1.5 - 1.10] Kerbalism 3.11


Sir Mortimer

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28 minutes ago, Cheesecake said:

I can look into this tomorrow.
I once wrote myself a config with the missing experiments. However, at some point more were added to BDB and I have now lost this config.

Are these BDB specific?  Good to know.

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My radial drill doesnt detect any ground contact when i have installed the KSP Interstellar mod coupled with Kerbalism. If I have an install of one but not the other then the drills work fine. I have tried putting it on an extendatron to raise/lower the drill to see if that was the problem but still showing no ground contact. I have tried searching the forums and can't find a similar issue. Of note the mini radial drill seems to work without issue.

Any help appreciated in trying to get these mods to work nicely together. Alternatively how to configure the extraction rate of the mini drill since that works

Play Log File https://www.dropbox.com/scl/fi/68wmbb3azaic20ixslcia/Player.log?rlkey=gu5ysfcyjxjsd4a1yng0vavo1&st=hig8joao&dl=0

Installed mods as below.

4Rm3DT6.png

790gdq2.png

 

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35 minutes ago, jebalicious said:

My radial drill doesnt detect any ground contact when i have installed the KSP Interstellar mod coupled with Kerbalism.

 

 

it's a bug that happens sometimes with kerbalism. all my long term missions with kerbalism suffer from it. the good news, though, is that it's temporary. time warp, and after a while the drill will detect ground contact again. and then it will stop detecting ground contact, and then find it again... all in all, mining resources is slower than it should be, but it works.

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4 hours ago, king of nowhere said:

it's a bug that happens sometimes with kerbalism. all my long term missions with kerbalism suffer from it. the good news, though, is that it's temporary. time warp, and after a while the drill will detect ground contact again. and then it will stop detecting ground contact, and then find it again... all in all, mining resources is slower than it should be, but it works.

No, time warp does not fix it. Also, I'm looking for a fix haha, not a still broken mod....surely its in one of the codes somewhere.

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8 hours ago, jebalicious said:

No, time warp does not fix it. Also, I'm looking for a fix haha, not a still broken mod....surely its in one of the codes somewhere.

i can't help you with that, i don't know coding.

all i can say is that i had the same problem and i could still make it work

you said time warp does not fix, but how long did you time warped? just entering time warp didn't fix for me either; it generally went in periods, a few in-game days with the bug, then a few in-game days when the drills would work normally. but it may well be possible your issue is different, though similar, to mine.

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On 7/14/2024 at 10:27 PM, theJesuit said:

Are these BDB specific?  Good to know.

I found the old configs after all. I have now made 2 new ones, one with the definitions and the part assignments and one for the experiments with animations.
It's not complete yet and I've copied and pasted everywhere. This means that the parameters such as duration, biomes etc. have not yet been adjusted.

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1 hour ago, Cheesecake said:

I found the old configs after all. I have now made 2 new ones, one with the definitions and the part assignments and one for the experiments with animations.
It's not complete yet and I've copied and pasted everywhere. This means that the parameters such as duration, biomes etc. have not yet been adjusted.

Will you make this available?  Perhaps create a pull on Github.

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8 hours ago, king of nowhere said:

i can't help you with that, i don't know coding.

all i can say is that i had the same problem and i could still make it work

you said time warp does not fix, but how long did you time warped? just entering time warp didn't fix for me either; it generally went in periods, a few in-game days with the bug, then a few in-game days when the drills would work normally. but it may well be possible your issue is different, though similar, to mine.

Yep, it seems my issue is different from yours so still looking for a fix

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Hey Everybody!

I landed herer because i clicked the link in ckan next to kerbalism. I just ran in the same problem the second time.

Problem: Radiation Detox Unit is consuming lots of energy, though i think i don't have this Unit on my ship.

This first time i had this problem i was trying kerbalism in an old safe.

This time its a fresh savegame. 

Is this a bug? Am i missing some thing?

lZ7zpEr.png

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36 minutes ago, r0teRakete said:

Hey Everybody!

I landed herer because i clicked the link in ckan next to kerbalism. I just ran in the same problem the second time.

Problem: Radiation Detox Unit is consuming lots of energy, though i think i don't have this Unit on my ship.

This first time i had this problem i was trying kerbalism in an old safe.

This time its a fresh savegame. 

Is this a bug? Am i missing some thing?

The radiation detox is meant to use a lot of electricity.  It's only used for a short time, plus it encourages being smart about protecting your crew against radiation.

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40 minutes ago, r0teRakete said:

Hey Everybody!

I landed herer because i clicked the link in ckan next to kerbalism. I just ran in the same problem the second time.

Problem: Radiation Detox Unit is consuming lots of energy, though i think i don't have this Unit on my ship.

This first time i had this problem i was trying kerbalism in an old safe.

This time its a fresh savegame. 

Is this a bug? Am i missing some thing?

lZ7zpEr.png

hard to say, with everything in german. indeed, i do not see RDU. there are still a few potential explanations, though.

what you should do is check on "auto", in the upper right part of the screen. see from the picture, right now you're on info, go on auto, it showcases all processes on the ship. there you can see if there is some RDU you missed.

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1 hour ago, king of nowhere said:

hard to say, with everything in german. indeed, i do not see RDU. there are still a few potential explanations, though.

what you should do is check on "auto", in the upper right part of the screen. see from the picture, right now you're on info, go on auto, it showcases all processes on the ship. there you can see if there is some RDU you missed.

Yes, i checked but there is nothing listet like RDU.

rU9JR9Z.png

In R&D in the moduls description the RDU is mentioned. 

zw95arE.png

 

Bulding a ship, editing the PPD-10, configuring Sickbay Modules, my only option is TV or None. Can't find RDU anywhere.

hC22Lt8.png

The Mods iam using: ( kinda surprissed myselfe, how long the list has become :P )

CKdiR7h.png

pfAtpn4.png

lIwXrJJ.png

 

Big Thanks in advance to anyone using thier Braintime on my problems   <3 <3 <3

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1 hour ago, r0teRakete said:

Yes, i checked but there is nothing listet like RDU.

 

In R&D in the moduls description the RDU is mentioned. 

 

 

Bulding a ship, editing the PPD-10, configuring Sickbay Modules, my only option is TV or None. Can't find RDU anywhere.

hC22Lt8.png

The Mods iam using: ( kinda surprissed myselfe, how long the list has become :P )

 

Big Thanks in advance to anyone using thier Braintime on my problems   <3 <3 <3

huh, then it's a bug. and i don't know how to fix it.
though i have to say, i found plenty of bugs in kerbalism - in my rss + kerbalism grand tour, i recorded 47, and i had a fraction of the mods you're using. So in the end, you just have to adapt.

I advise just adding solar panels or nuclear reactors until that -7 electricity no longer bothers you. Also check oxygen consumption, as the RDU also used that up. but it turns it into CO2, which you can convert back to oxygen with a chemical plant. Your ship looks like it could dock an additional energy module without a significant impact on performance

 

by the way, what kind of tv are they using? it weights 50 kg and costs more than many early game mun missions!

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1 hour ago, king of nowhere said:

I advise just adding solar panels or nuclear reactors until that -7 electricity no longer bothers you. Also check oxygen consumption, as the RDU also used that up. but it turns it into CO2, which you can convert back to oxygen with a chemical plant. Your ship looks like it could dock an additional energy module without a significant impact on performance

Yea.. after browsing my kerbalism files/cfgs without finding any thing interesting or changing anything. I though i might just play with this bug and see how far my ship would take me.  

Booted up ksp, jumped on my ship, and:

u8DkhYh.png

RDU electricity consumption, gone.

Nice, here we go! So next step in my Manned Duna Mission would be docking the Lander.

Lander docked: RDU consumption is back :/

PDx17Pn.png

 

I left the game to main menu, reloaded the just saved game and: RDU cunsumtion, gone....

 

P9E6aoY.png

 

So, if anyone runs into Ghost RDU electricity consumtion, reloading helps.

:confused:

 

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  • 3 weeks later...

I'm trying to figure out if I have a 'I don't know what I'm doing problem', a mod conflict problem or a 'yeah that's how it works' problem.   I used to play a lot many years ago but it's admittedly been a while and things have changed

I'm currently playing with Un-kerballed (UKS), kerbalism with the kerbalism-science only config,  MKS/USI,  scansat and remotetech.    Everything seems to be working fine except for date transmission.  I'm in early game,  I put up 4 commsats at 500K with a single Communotron 16 plus the builtin antenna in the QBE.    Everythings working fine.   Currently one of the 4 (commsat 4) has a direct connection the ground station.  For that commsat4 relay the kerbalism manager showsa data rate of 113KB/s and what I've concluded is a data rate of 22% (there's no units, just 22%)  and the connection manager reports a signal strength of 78%.     I can live with that data rate of 113KB.s, it's slow but it works.

I have a polar orbit scansat with admittedly only a communotron 8 on it.   It is using commsat 4 as a relay.  The connection manager reports 53% strength from scansat to commsat4 and the same 78% strength from commsat4 to the ground station and now the data rate is 1.2KBs.  Really getting hammered by the non-linear fall off in data rate with lower signal strength.


So the more I've looked at it the more it seems what I should have done was put at least 2 and probably 3 or 4 communotrons on my scansats and at 2 or 3 on the probes.  That would up the strength back to 100% and therefore the data rate.

Does that sound about right ?

Edited by Belthize
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4 hours ago, Belthize said:

I'm trying to figure out if I have a 'I don't know what I'm doing problem', a mod conflict problem or a 'yeah that's how it works' problem.   I used to play a lot many years ago but it's admittedly been a while and things have changed

I'm currently playing with Un-kerballed (UKS), kerbalism with the kerbalism-science only config,  MKS/USI,  scansat and remotetech.    Everything seems to be working fine except for date transmission.  I'm in early game,  I put up 4 commsats at 500K with a single Communotron 16 plus the builtin antenna in the QBE.    Everythings working fine.   Currently one of the 4 (commsat 4) has a direct connection the ground station.  For that commsat4 relay the kerbalism manager showsa data rate of 113KB/s and what I've concluded is a data rate of 22% (there's no units, just 22%)  and the connection manager reports a signal strength of 78%.     I can live with that data rate of 113KB.s, it's slow but it works.

I have a polar orbit scansat with admittedly only a communotron 8 on it.   It is using commsat 4 as a relay.  The connection manager reports 53% strength from scansat to commsat4 and the same 78% strength from commsat4 to the ground station and now the data rate is 1.2KBs.  Really getting hammered by the non-linear fall off in data rate with lower signal strength.


So the more I've looked at it the more it seems what I should have done was put at least 2 and probably 3 or 4 communotrons on my scansats and at 2 or 3 on the probes.  That would up the strength back to 100% and therefore the data rate.

Does that sound about right ?

Possibly.  There is a great mod called the Kerbalism Companion Calculator that would help you i think

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4 minutes ago, theJesuit said:

Possibly.  There is a great mod called the Kerbalism Companion Calculator that would help you i think

I saw that but in the thread on it there's a note that some code changes in Kerbalism 3.15 broke it.  I just went back and reread the thread and apparently there's an unofficial patch for it here https://github.com/ValentinBischof/KerbalismCompanionCalculator/pull/5 that makes it compatible again.  I'll give it a try, thanks.

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Can anybody show me what the Kerbalism toolbar icon looks like or something? I'm just trying to find the science archive, but I don't think the Kerbalism button is even showing up on my toolbar.

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Hey folks.
First, thank you current maintainers of Kerbalism for supporting such a great mod!

Compatibility question here. To which degree are Kerbalism and MKS not compatible? As per Kerbalism wiki, "MKS features are removed". I wonder which ones are removed: is it just resource processors and drills or WOLF logistics is also disabled? Second question: as Kerbalism tries to integrate crewed parts into itself (AFAIK), would MKS parts be supported to some degree if I install them both?

In the end, I'd like to play with Kerbalism but also use MKS parts. MKS features are less important to me (although they are great).

Thanks!

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1 hour ago, atomontage said:

Hey folks.
First, thank you current maintainers of Kerbalism for supporting such a great mod!

Compatibility question here. To which degree are Kerbalism and MKS not compatible? As per Kerbalism wiki, "MKS features are removed". I wonder which ones are removed: is it just resource processors and drills or WOLF logistics is also disabled? Second question: as Kerbalism tries to integrate crewed parts into itself (AFAIK), would MKS parts be supported to some degree if I install them both?

In the end, I'd like to play with Kerbalism but also use MKS parts. MKS features are less important to me (although they are great).

Thanks!

There is a Kerbalism Science only config that  Jesuite is doing that im testing MKS on if you want to join in.

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23 hours ago, Coin said:

Can anybody show me what the Kerbalism toolbar icon looks like or something? I'm just trying to find the science archive, but I don't think the Kerbalism button is even showing up on my toolbar.

Just above in the thread :-)

UbPdRH4.png

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Hello, fellow Kerbalism users,

I'm setting up a chemical plant to burn waste and produce CO2 for greenhouses in Kerbalism. In the VAB planner, when I have only one Kerbal on board, the setup works perfectly, producing 0.097 CO2 per minute. However, when I add a second Kerbal to the crew, the system stops producing CO2 altogether.

I've already ensured that the storage tanks have enough space to accommodate the produced CO2 by partially emptying them.

Could someone help me model this situation or test it to see if they experience the same issue?

Thanks in advance!

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50 minutes ago, MrAlexTg said:

Hello, fellow Kerbalism users,

I'm setting up a chemical plant to burn waste and produce CO2 for greenhouses in Kerbalism. In the VAB planner, when I have only one Kerbal on board, the setup works perfectly, producing 0.097 CO2 per minute. However, when I add a second Kerbal to the crew, the system stops producing CO2 altogether.

I've already ensured that the storage tanks have enough space to accommodate the produced CO2 by partially emptying them.

Could someone help me model this situation or test it to see if they experience the same issue?

Thanks in advance!

Update:

Well, turns out the problem wasn't with the chemical plant or Kerbalism settings... I was using the Hitchhiker's module as the main test module and... completely forgot to add an oxygen tank! :cool: So, basically, my Kerbals had nothing to breathe. As soon as I added an oxygen tank, everything worked perfectly—CO2 production from waste burning started as expected and scaled correctly with the number of Kerbals. 

Thanks for the attention, everyone!

Edited by MrAlexTg
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