Empiro Posted March 13, 2023 Share Posted March 13, 2023 On 9/7/2022 at 4:29 AM, Basilicofresco said: I discovered that it's caused by the automatic upgrades: the RDU adds 275300 to the basic cost and the TV adds 33500. After unlocking the Advanced Exploration in the tech tree the price of the Hitchhicker Storage Container change from "√4,000.00" to "√37,500.00 + √33,500.00". After unlocking the Advanced Science Tech in the tech tree the price of the Hitchhicker Storage Container change to "√312,899.00 + √33,500.00". It's just odd that I cannot avoid these expensive upgrades if not needed. What do you think? I just wanted to bring back this issue / bug that is present. Basically, if you unlock / purchase the TV upgrade in the Advanced Exploration tech node, you'll increase the cost of habitats like the Hitchhiker Can by 33,500 funds. It also adds the annoyance that for some reason, every part in the game now reads something like √37,500.00 + √33,500.00 cost, even parts like parachutes and engines. I haven't gotten the Radiation module yet, but it sounds like that will make things even more expensive. I was able to fix my game by undo-ing the TV upgrade by editing the save game and removing the upgrade. I suspect that these upgrades are powerful and are designed to make it so that they increase the cost of the parts if you use them. However, there doesn't seem to be a toggle that allows you to NOT use them, and they should probably by default be not enabled on a part. Quote Link to comment Share on other sites More sharing options...
Grimmas Posted March 13, 2023 Share Posted March 13, 2023 It sounds like they added OLED TVs. They are expensive to produce. :-) Quote Link to comment Share on other sites More sharing options...
Stanbery Trask Posted March 13, 2023 Share Posted March 13, 2023 9 hours ago, Empiro said: I just wanted to bring back this issue / bug that is present. Basically, if you unlock / purchase the TV upgrade in the Advanced Exploration tech node, you'll increase the cost of habitats like the Hitchhiker Can by 33,500 funds. It also adds the annoyance that for some reason, every part in the game now reads something like √37,500.00 + √33,500.00 cost, even parts like parachutes and engines. I haven't gotten the Radiation module yet, but it sounds like that will make things even more expensive. I was able to fix my game by undo-ing the TV upgrade by editing the save game and removing the upgrade. I suspect that these upgrades are powerful and are designed to make it so that they increase the cost of the parts if you use them. However, there doesn't seem to be a toggle that allows you to NOT use them, and they should probably by default be not enabled on a part. yeah im seeing the same thing, hitchhikers and some other crew parts costing √33,500.00 more than base along with the "+ √33,500.00" to almost every part, i looked through my most recent save .sfs file and while i see advExploration and its unlocked parts i cant seem to find the upgrades that go along with any of the tech tree nodes. searching for stuff like "upgrade" "tv" and "tranquility" didnt pull up anything so im wondering what exactly you edited? Quote Link to comment Share on other sites More sharing options...
Empiro Posted March 13, 2023 Share Posted March 13, 2023 2 hours ago, Stanbery Trask said: yeah im seeing the same thing, hitchhikers and some other crew parts costing √33,500.00 more than base along with the "+ √33,500.00" to almost every part, i looked through my most recent save .sfs file and while i see advExploration and its unlocked parts i cant seem to find the upgrades that go along with any of the tech tree nodes. searching for stuff like "upgrade" "tv" and "tranquility" didnt pull up anything so im wondering what exactly you edited? In my save game, I was able to locate the following lines: SCENARIO { name = PartUpgradeManager scene = 6, 5, 7 UPGRADES { Unlocks { HDD-Upgrade1 = True Unmanned-Upgrade1 = True Goo-Storage-Upgrade = True HDD-Upgrade2 = True SampleCapacity-Upgrade1 = True Upgrade-Slots = True Crew-Upgrade1 = True Upgrade-TV = False SampleCapacity-Upgrade2 = True HDD-Upgrade3 = True } Enableds { } } } I changed Upgrade-TV to false as you see above and everything seems to work fine. Quote Link to comment Share on other sites More sharing options...
Stanbery Trask Posted March 13, 2023 Share Posted March 13, 2023 (edited) 1 hour ago, Empiro said: In my save game, I was able to locate the following lines: I changed Upgrade-TV to false as you see above and everything seems to work fine. hmmm, i have that same snippet but the unlocks field was blank and filling it with what you have didnt seem to work, and i made sure to restart the game and load from the save i modified. ~~i guess i'll go make a github issue if there isnt one already~~ scratch that, <https://github.com/Kerbalism/Kerbalism/issues/851> describes how to reduce the cost Edited March 13, 2023 by Stanbery Trask Quote Link to comment Share on other sites More sharing options...
Stanbery Trask Posted March 13, 2023 Share Posted March 13, 2023 2 hours ago, Empiro said: In my save game, I was able to locate the following lines: I changed Upgrade-TV to false as you see above and everything seems to work fine. my save had the same snippet but the upgrades field was blank, filling it in didnt seem to work but i found <https://github.com/Kerbalism/Kerbalism/issues/851> this GH issue that seems to work Quote Link to comment Share on other sites More sharing options...
Empiro Posted March 14, 2023 Share Posted March 14, 2023 1 hour ago, Stanbery Trask said: my save had the same snippet but the upgrades field was blank, filling it in didnt seem to work but i found <https://github.com/Kerbalism/Kerbalism/issues/851> this GH issue that seems to work In my game, I have unlock all nodes set to false, and have to buy the parts and unlocks, so maybe that's why. In either case, I'm glad there's already an open issue about it, and hopefully it'll become optional (and not have the extra +funds text) going forward. Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted March 14, 2023 Share Posted March 14, 2023 Does anyone have a current experiment config for Kerbalism? Quote Link to comment Share on other sites More sharing options...
1straycat Posted March 15, 2023 Share Posted March 15, 2023 On 1/29/2023 at 5:05 AM, Gotmachine said: New release : Kerbalism 3.17 for KSP 1.8.x to 1.12.x *etc* Thanks so much! I'm pretty sure this update fixed a weird, fatal bug that caused consistent crashes and had halted my heavily modded career game. Quote Link to comment Share on other sites More sharing options...
Saturn1234 Posted March 18, 2023 Share Posted March 18, 2023 I tried to use the Advanced Sub Satellite from Universal Storage II, but when doing the science it showed a stock window for science. Don't know where the error is? Quote Link to comment Share on other sites More sharing options...
Atlas Gaming Posted March 30, 2023 Share Posted March 30, 2023 Possible bug on Chemical Plant I brought a plant set up for Water Electrolysis up to a station and when it was running, I noticed no water being generated... When I looked into details in alternate resource panel, I could see that when the water electrolysis was running, I was making 4 ec per second of electricity, and it was taking 2H and 1 O2 out of tanks. Somehow, the electrolysis is working as a hydrogen fuel cell but only putting out 5ec Log: https://1drv.ms/u/s!AszZjw7kTT6zg7J-fKjaCXfll5RzRw?e=cIU3Xt Quote Link to comment Share on other sites More sharing options...
Starslinger999 Posted April 6, 2023 Share Posted April 6, 2023 Any word on when the Science Only config will be updated? Quote Link to comment Share on other sites More sharing options...
jebalicious Posted April 7, 2023 Share Posted April 7, 2023 When I have the map view or tracking station up and look at the radiation belts when I'm zoomed out the radiation belt shudders/shakes/vibrates...it doesnt move much but when youre looking at it it looks like its doing it uncontrollably...anyone else have this problem or know whats going on? Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted April 8, 2023 Share Posted April 8, 2023 4 hours ago, jebalicious said: When I have the map view or tracking station up and look at the radiation belts when I'm zoomed out the radiation belt shudders/shakes/vibrates...it doesnt move much but when youre looking at it it looks like its doing it uncontrollably...anyone else have this problem or know whats going on? the radiation belt really moves. the one at jool oscillates around its axis, and its axis rotate slowly to always pull away from the sun. not sure aboout the other belts, the one at jool is the only one of consequence. not sure if you meant that. if you are not using time warp and you see the belt moving, that's not what's supposed to be Quote Link to comment Share on other sites More sharing options...
NaviG Posted April 9, 2023 Share Posted April 9, 2023 When i get a engine failure, the engine keeps sounding and the animation that are related to ground (smoke) too. Did anyone have this bug too? I ended disabling these failures by the moment Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted April 9, 2023 Share Posted April 9, 2023 4 hours ago, NaviG said: When i get a engine failure, the engine keeps sounding and the animation that are related to ground (smoke) too. Did anyone have this bug too? I ended disabling these failures by the moment yeah, it keeps making smoke. it doesn't do anything, thoug. it's only a visual issue Quote Link to comment Share on other sites More sharing options...
NaviG Posted April 9, 2023 Share Posted April 9, 2023 1 hour ago, king of nowhere said: yeah, it keeps making smoke. it doesn't do anything, thoug. it's only a visual issue That wouldn't be a problem, but the sound is, indeed. You stop your throttle and it keeps sounding, feels like the vessel is not under control, haha, + is a little annoying. Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted April 9, 2023 Share Posted April 9, 2023 2 hours ago, NaviG said: That wouldn't be a problem, but the sound is, indeed. You stop your throttle and it keeps sounding, feels like the vessel is not under control, haha, + is a little annoying. if you are interested in ... creative solutions, you could edit the save file to fix the engine. then, for fairness, keep the engine shut down. you have to look among the part list on the ship for something looking like "broken = yes" Quote Link to comment Share on other sites More sharing options...
SpudNutimus Posted April 19, 2023 Share Posted April 19, 2023 (edited) Anyone know where I could find a support config for Benjee10's Planetside Exploration Technologies? Almost everything works out-of-the-box, but the greenhouse part and inflatable attic part in it don't work at all, and those are two of the best parts in the mod. I would write a small config for those myself but I have absolutely no idea how to code. Edit: To anyone looking for it, I finally found one HERE. Edited April 19, 2023 by SpudNutimus Quote Link to comment Share on other sites More sharing options...
Saturn1234 Posted April 19, 2023 Share Posted April 19, 2023 I was looking for that too! Quote Link to comment Share on other sites More sharing options...
jebalicious Posted April 28, 2023 Share Posted April 28, 2023 (edited) I have Kerbalism installed and the radiation belts vibrate/shake back and forth (more noticible on time warp) and its a great distraction to the eyes...any ideas what causes it? Update SOLVED: I have solved this thanks to LGhassen getting back to me on GitHubb. If anyone else experiances it open up Scatterer (Little blue ord icon) and diable anitaliasing. Edited May 6, 2023 by jebalicious Fixed Quote Link to comment Share on other sites More sharing options...
TV4Fun Posted April 29, 2023 Share Posted April 29, 2023 I'm thinking of adding an automation layer on top of Kerbalism. Basically something that would allow you to build a decent-sized remote colony or space station by flying in the parts, but not having to fly each mission yourself. Something like you just order part X be shipped to location Y and a rocket of your design is automatically dispatched to do it. Or say you have a crew of Kerbals on EVA working on the surface all walking around on their own building parts and assembling them together based on your orders. Basically just pulling back the camera and level of abstraction so gameplay is more along the lines of Banished/Rimworld/Planetbase. How hard would that be to do within the existing framework, and what would be the best way to hook into the existing code? Quote Link to comment Share on other sites More sharing options...
mateusviccari Posted May 1, 2023 Share Posted May 1, 2023 (edited) Are there any mods that add probes with more storage space? I'm talking about some gigabytes. From what I could see, it looks like the biggest probe's capacity is just 1MB. Edited May 1, 2023 by mateusviccari Quote Link to comment Share on other sites More sharing options...
TV4Fun Posted May 1, 2023 Share Posted May 1, 2023 (edited) 3 hours ago, mateusviccari said: Are there any mods that add probes with more storage space? I'm talking about some gigabytes. From what I could see, it looks like the biggest probe's capacity is just 1MB. If you right click on the probe core in the editor, as well as options for durability and experiments, there should be an option for the storage capacity of the probe. I believe larger capacities are also unlocked through research. Edited May 1, 2023 by TV4Fun Quote Link to comment Share on other sites More sharing options...
lordcirth Posted May 1, 2023 Share Posted May 1, 2023 On 4/29/2023 at 12:34 PM, TV4Fun said: I'm thinking of adding an automation layer on top of Kerbalism. Basically something that would allow you to build a decent-sized remote colony or space station by flying in the parts, but not having to fly each mission yourself. Something like you just order part X be shipped to location Y and a rocket of your design is automatically dispatched to do it. Or say you have a crew of Kerbals on EVA working on the surface all walking around on their own building parts and assembling them together based on your orders. Basically just pulling back the camera and level of abstraction so gameplay is more along the lines of Banished/Rimworld/Planetbase. How hard would that be to do within the existing framework, and what would be the best way to hook into the existing code? This may do some of what you want, though you need to deliver the exact package you want to copy later, you can't swap in items. Quote Link to comment Share on other sites More sharing options...
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