jimmymcgoochie Posted December 3, 2021 Share Posted December 3, 2021 7 minutes ago, WhatALovelyNick said: Hello! Is there a way to put an upgrade to Emitter module? And place it in the tech tree? Yes- though doing part upgrades is a bit tricky. I suggest you look through the Kerbalism configs to find an existing patch (e.g. one which upgrades hard drive capacity) and use that as a template for your new patch. Alternatively, just clone the part and boost its stats that way. Quote Link to comment Share on other sites More sharing options...
WhatALovelyNick Posted December 3, 2021 Share Posted December 3, 2021 1 hour ago, jimmymcgoochie said: Yes- though doing part upgrades is a bit tricky. I suggest you look through the Kerbalism configs to find an existing patch (e.g. one which upgrades hard drive capacity) and use that as a template for your new patch. Alternatively, just clone the part and boost its stats that way. Yes, but... if i put emitter in [kerbalEVA*] and wanna use if only after opening "Experimental Science(where kerbalism active shield belong)" node? Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted December 3, 2021 Share Posted December 3, 2021 15 hours ago, RoadWarrior9 said: I just posted a config that converts all kerbalism greenhouses to a rate based food per second instead of harvest based method. It includes all SSPX greenhouse type modules except for the smallest one. See post. To add the SSPX greenhouse modules using the default kerbalism greenhouse just edit the file SSPX.cfg under support in the Kerbalism support section, find greenhouse, copy paste and change the part name. The idea is quite good! Why not the smallest one? Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted December 3, 2021 Share Posted December 3, 2021 3 hours ago, WhatALovelyNick said: Yes, but... if i put emitter in [kerbalEVA*] and wanna use if only after opening "Experimental Science(where kerbalism active shield belong)" node? Again, just use an existing upgrade config as a template but change the part name to KerbalEVA*, the upgrade itself to add a shield (+MODULE[ModuleEmitter] might work?) and the tech tree node to experimental science. I can’t look at any code right now to give you a more definitive answer but there should be enough information in the Kerbalism files to bodge together the necessary patch. Spoiler Radiation shield on an EVA Kerbal though? Quote Link to comment Share on other sites More sharing options...
RoadWarrior9 Posted December 3, 2021 Share Posted December 3, 2021 6 minutes ago, adriangm44 said: The idea is quite good! Why not the smallest one? Because it is too small to feed anyone and would only be useful as a science experiment. Quote Link to comment Share on other sites More sharing options...
WhatALovelyNick Posted December 3, 2021 Share Posted December 3, 2021 1 hour ago, jimmymcgoochie said: Radiation shield on an EVA Kerbal though? Yes, Both active and passive. (depends on the suit skin) Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted December 3, 2021 Share Posted December 3, 2021 2 hours ago, RoadWarrior9 said: Because it is too small to feed anyone and would only be useful as a science experiment. Okay it makes total sense. Does it have the science config though? Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted December 3, 2021 Share Posted December 3, 2021 1 hour ago, WhatALovelyNick said: Yes, Both active and passive. (depends on the suit skin) I'm not so sure that adding passive shielding would work, since a) you can't change the amount of any resource given to a Kerbal when they go on EVA, b) shielding can't be transferred so unlike Nitrogen for the EVA packs there's no obvious way to get the shielding into the Kerbals except to bake it in and hope it actually loads, and c) would passive shielding even work to reduce an EVA Kerbal's radiation exposure since the Kerbal is the part, rather than being inside it? For an active shield, after looking at the Kerbalism code a bit, I reckon you'll need to create at least two patches: first, create an Upgrade that allows the active shield emitter module to be added to any part when experimentalScience is unlocked; then add the Upgrade config to KerbalEVA*. Use existing configs as a guide- for Upgrade modules, there's the RDU module that gets added to the Hitchhiker and a few parts from other mods, while for adding an active shield there's one for SSPX. Whether it'll work or not is anyone's guess, but I remain sceptical. It's also hard to see exactly where you're going that you'd need personal radiation shielding- exactly how long are you planning to do an EVA in a high-radiation environment for? An active shield would drain a Kerbal's power supply in minutes and passive shielding would just weigh them down. You may want to consider making a wearable part for the stock inventory system that provides radiation shielding instead? Quote Link to comment Share on other sites More sharing options...
WhatALovelyNick Posted December 3, 2021 Share Posted December 3, 2021 12 minutes ago, jimmymcgoochie said: I'm not so sure that adding passive shielding would work, since a) you can't change the amount of any resource given to a Kerbal when they go on EVA, b) shielding can't be transferred so unlike Nitrogen for the EVA packs there's no obvious way to get the shielding into the Kerbals except to bake it in and hope it actually loads, and c) would passive shielding even work to reduce an EVA Kerbal's radiation exposure since the Kerbal is the part, rather than being inside it? I did it. I do not planning to. https://imgur.com/a/qZOMJSI 14 minutes ago, jimmymcgoochie said: exactly how long are you planning to do an EVA in a high-radiation environment for? around 30 hours 15 minutes ago, jimmymcgoochie said: An active shield would drain a Kerbal's power supply in minutes and passive shielding would just weigh them down. I made Galvanic Cells for them 16 minutes ago, jimmymcgoochie said: You may want to consider making a wearable part for the stock inventory system that provides radiation shielding instead? I tried, didn't work 16 minutes ago, jimmymcgoochie said: first, create an Upgrade that allows the active shield emitter module to be added to any part when experimentalScience is unlocked; then add the Upgrade config to KerbalEVA*. Use existing configs as a guide- for Upgrade modules, there's the RDU module that gets added to the Hitchhiker and a few parts from other mods, while for adding an active shield there's one for SSPX. Okay, I'll give it a try! Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted December 3, 2021 Share Posted December 3, 2021 My last hiatus made me lose some - but as I remember all those pesky transmission and signal issues have been solved? Or was it "new KSP patch, new issues"? This is relaying from Kerbin orbit to Mun orbit and back to DSN - on 10x JNSQ. Quote Link to comment Share on other sites More sharing options...
WhatALovelyNick Posted December 4, 2021 Share Posted December 4, 2021 I'm bad at patching, i know. But, is there a way to change "Supply" sections without manually editing "Default.cfg"? Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted December 4, 2021 Share Posted December 4, 2021 On 12/2/2021 at 3:41 PM, seaces said: Thank you for all this information! One question, How do you know what is the max dose of radiation can a Kerbal receive before it dies? That number would help me as I could send a probe, get radiation values and figure out how long a Kerbal can sit before it gets cooked. as i said, it's about 50 rad. 1 hour at 1 rad/h will give your kerbonaut 1 rad, which will equate to 2% radiation damage. but you don't need to send a probe to measure radiations. you press B while on the map, centered on a body, and you see its radiation belts, and how much radiation they have. as a rule of thumb, the inner belt of kerbin and the belts of jool are the only one that are really dangerous. everything else, you can mostly ignore. solar storms are also dangerous, but if you correctly use fuel tanks as sunshields, they won't be an issue Quote Link to comment Share on other sites More sharing options...
seaces Posted December 4, 2021 Share Posted December 4, 2021 1 hour ago, king of nowhere said: as i said, it's about 50 rad. 1 hour at 1 rad/h will give your kerbonaut 1 rad, which will equate to 2% radiation damage. but you don't need to send a probe to measure radiations. you press B while on the map, centered on a body, and you see its radiation belts, and how much radiation they have. as a rule of thumb, the inner belt of kerbin and the belts of jool are the only one that are really dangerous. everything else, you can mostly ignore. solar storms are also dangerous, but if you correctly use fuel tanks as sunshields, they won't be an issue Thank you @king of nowhere this is really helpful. Quote Link to comment Share on other sites More sharing options...
tonimark Posted December 5, 2021 Share Posted December 5, 2021 i have 2 questions! 1.whats the fastest way to generate shielding in the vessel? 2.i need some documentation and wiki about other modules: like TV that relieves stress and RDU (radiation detoxication unit) and how they work in addition to other life support wikis Quote Link to comment Share on other sites More sharing options...
WhatALovelyNick Posted December 6, 2021 Share Posted December 6, 2021 (edited) So. I tried to mimic hitchhiker-RDU upgrade. Original code: Spoiler PARTUPGRADE:NEEDS[FeatureRadiation] { name = Upgrade-HitchhikerRDU partIcon = crewCabin techRequired = advScienceTech cost = 275300 title = Add Sickbay to Hitchhiker Storage Container manufacturer = Vertigo Astroceutics description = Adds a radiation detoxication unit (RDU) to the Hitchhiker Storage Container. } @PART[crewCabin]:NEEDS[FeatureRadiation]:FOR[KerbalismDefault] { 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 } } } } And mine: Spoiler PARTUPGRADE:NEEDS[FeatureRadiation] { name = portableEmitters partIcon = ScienceBox techRequired = portablestuff Cost = 1000 title = zzztitle manufacturer = zzzmanufacturer description = zzzdescription } @PART[kerbalEVA]:HAS[@MODULE[ModuleTripLogger]]:NEEDS[FeatureRadiation]:FOR[KerbalismDefault] { MODULE { name = PassiveShield title = Rad-deflector toggle = false // can be toggled radiation = 10 added_mass = 10 UPGRADES { UPGRADE { name__ = portableEmitters techRequired__ = portablestuff radiation = 1 added_mass = 100 } } } } (all these enormous numbers are just for test purpose) And... nothing. Still nothing. Edited December 6, 2021 by WhatALovelyNick typos Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted December 6, 2021 Share Posted December 6, 2021 21 hours ago, tonimark said: i have 2 questions! 1.whats the fastest way to generate shielding in the vessel? 2.i need some documentation and wiki about other modules: like TV that relieves stress and RDU (radiation detoxication unit) and how they work in addition to other life support wikis 1) bringing it from home. really, shielding is heavy, but not TOO heavy. on the other hand, all the sources of shielding through chemical processes require years to make it. I can suggest the molthen regolith process if you're on a planetary surface and must extract the carbon and oxygen anyway. but it's very slow going. 2) TV relieves of stress very slowly. if all the most optimal living conditions are implemented, stress will stay at 0%. maybe. depending on individual astronaut, because some are more resilient than others. don't count much on it. on the other hand, you generally don't have problems with the electricity, so no reason to not leave it on 2b) RDU cures 1% radiation damage in roughly 4 days. So, if you're planning a laythe mission, you will have to spend almost one year for your crew to recover. it consumes oxygen and produces CO2, so I advise having some oxygen recycling if you plan it on a large scale. on the plus side, it is a convenient source of carbon, and it can feed a greenhouse by itself. it works on an astronaut at a time, it must be inside the crew cabin, and you will then find an option to cure that specific astronaut. Quote Link to comment Share on other sites More sharing options...
tonimark Posted December 7, 2021 Share Posted December 7, 2021 On 12/5/2021 at 9:40 PM, tonimark said: i have 2 questions! 1.whats the fastest way to generate shielding in the vessel? 2.i need some documentation and wiki about other modules: like TV that relieves stress and RDU (radiation detoxication unit) and how they work in addition to other life support wikis while rdu and tv are still not well documented i just found the best way to generate shielding turns out SOE solid oxide electrolysis did the best at topping the shielding to full in less than a year on a random craft assuming there is a constant rich supply of CO2 and also the most efficient since it consumed the least power making ideal for shielding up bases and stations against radiation now i have a 2nd question which is best: 1.full shielding at vessel OR 2.multiple 4+ active shield modules that uses EC to deflect radiation assuming there is no shielding (0%) and a constant supply of EC at protecting ship from extrernal radiation and which method is best (1or2) for internal radiation (nuclear reactors) assuming all reactors are shielded as much as possible Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted December 7, 2021 Share Posted December 7, 2021 12 minutes ago, tonimark said: which is best: 1.full shielding at vessel OR 2.multiple 4+ active shield modules that uses EC to deflect radiation assuming there is no shielding (0%) and a constant supply of EC at protecting ship from extrernal radiation and which method is best (1or2) for internal radiation (nuclear reactors) assuming all reactors are shielded as much as possible depends on many factors full shielding reduces radiation by 90% (at normal level). it always reduces 90%, whether you're hit by 1 mrad/h or you're crossing the inner jool radiation belt. active shields reduce radiation by 0.04, again, no matter what the outside level. so if your ship has to deal with constant low levels of radiation, an active shield is better. it completely negates all radiation. nuclear reactors on board count as a constant low level of radiation. and by the way, if you move the reactors far from the crew cabins, the radiation will be less. if you have to cross a radiation belt, then it's better to have shielding. when you're facing 10 rad/h, reducing it to 9.96 with an active shield doesn't make an appreciable difference. but reducing it to 1 with passive shielding does. i also point out that multiple active shields are very heavy and highly impractical. My DREAM BIG sported as much as 130 active shields because i was unable to deal with radiations at the time, and they added 400 tons of weight to the ship, and they drained 350 EC/s, and they protected from solar storms but around jool they were useless anyway (they'd have been useless even if i had had the power to run them). if you are planning a jool mission or something equally elaborate, i suggest you use both. the active shield will protect you during the long trip exposed to the background radiation, and the passive shield will protect you for the short time when you cross the radiation belts. plus, passive shielding isn't THAT heavy. in my experience, it's generally around 5% of a ship's dry mass. for my grand tours, i use a single active shield (I actually carry several ones, but only for backup) and maxxed passive shielding. Quote Link to comment Share on other sites More sharing options...
tonimark Posted December 7, 2021 Share Posted December 7, 2021 1 hour ago, king of nowhere said: depends on many factors full shielding reduces radiation by 90% (at normal level). it always reduces 90%, whether you're hit by 1 mrad/h or you're crossing the inner jool radiation belt. active shields reduce radiation by 0.04, again, no matter what the outside level. so if your ship has to deal with constant low levels of radiation, an active shield is better. it completely negates all radiation. nuclear reactors on board count as a constant low level of radiation. and by the way, if you move the reactors far from the crew cabins, the radiation will be less. if you have to cross a radiation belt, then it's better to have shielding. when you're facing 10 rad/h, reducing it to 9.96 with an active shield doesn't make an appreciable difference. but reducing it to 1 with passive shielding does. i also point out that multiple active shields are very heavy and highly impractical. My DREAM BIG sported as much as 130 active shields because i was unable to deal with radiations at the time, and they added 400 tons of weight to the ship, and they drained 350 EC/s, and they protected from solar storms but around jool they were useless anyway (they'd have been useless even if i had had the power to run them). if you are planning a jool mission or something equally elaborate, i suggest you use both. the active shield will protect you during the long trip exposed to the background radiation, and the passive shield will protect you for the short time when you cross the radiation belts. plus, passive shielding isn't THAT heavy. in my experience, it's generally around 5% of a ship's dry mass. for my grand tours, i use a single active shield (I actually carry several ones, but only for backup) and maxxed passive shielding. thanks for the information but if you can edit this post with this answer becuase i am not sure if the active shields do stack... Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted December 7, 2021 Share Posted December 7, 2021 yes, the active shields do stack. as i said, i used 130 of them to protect from 5 rad/h solar storms. the problem is, there's very little reason to try and stack them. to protect from the low background radiation, a single shield is enough. to protect from radiation belts and solar storms, you need over 100, which are generally too impractical. 2 shields is too much for background radiations, and still negligible against the higher radiation environments. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted December 8, 2021 Share Posted December 8, 2021 (edited) For some reason the bluedog_LM_Ascent_Cockpit (LM Ascent Stage Cockpit) got food, water, scrubber, pressure - but no Oxygen at all. That makes no sense, after inspecting all the KerbalismConfig patches that should not be the case. see https://github.com/Kerbalism/Kerbalism/issues/789 solved by https://github.com/Kerbalism/Kerbalism/pull/771 Edited December 9, 2021 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted December 9, 2021 Share Posted December 9, 2021 On 4/26/2020 at 9:52 PM, CreepyD said: Bob took 330 'Atmosphere' on EVA in his spacesuit. The Nitrogen was used to fill that 330 in the main craft. Bob re-enters the ship, being there's no room to add his almost 330 atmosphere back into the cockpit, it's dumped and lost. Solution - turn off the pressure control pump before going on EVA. Uses just 50 Nitrogen to EVA, that's more reasonable! see https://github.com/Kerbalism/Kerbalism/issues/790 I this related? Quote Link to comment Share on other sites More sharing options...
WhatALovelyNick Posted December 11, 2021 Share Posted December 11, 2021 Found a bug. When i'm launching craft from VAB and my kerbals are in "EAS-1 External Command Seat" they have no EVA-resources. https://i.imgur.com/E7vCynr.png And when i'm leaving seat -- they still have no resources. https://i.imgur.com/Pif0njE.png But when i'm starting from capsule -- they have everything. https://i.imgur.com/kU5UhB3.png And then, when i'm leaving capsule and taking the "seat" -- all goes normal. They still have all. Quote Link to comment Share on other sites More sharing options...
Greystone361 Posted December 14, 2021 Share Posted December 14, 2021 (edited) I just started a RP1/RO play through and I seem to remember a while back that there was a menu that you could use to start science collection without having to click directly on the part, but it seems to have been removed. Am I missing something? Edit: Figured it out. It's the data button. Edited December 14, 2021 by Greystone361 Quote Link to comment Share on other sites More sharing options...
seaces Posted December 15, 2021 Share Posted December 15, 2021 Another question around Kerbalism. So I noticed when I have a pod that can be pressurized nitrogen is used to keep the pressure. Now for example, when I make a craft with one pod and after few EVAs I run out of Nitrogen and get warning that there is no pressure anymore in the pod. Is there any way to calculate how many EVAs I can do with certain amount of nitrogen on board whilst I am still in VBA designing the craft? Quote Link to comment Share on other sites More sharing options...
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