theJesuit Posted May 27 Share Posted May 27 On 5/27/2024 at 1:43 AM, bigyihsuan said: Yes. They have sun-tracking also. 4 hours ago, Gnarf said: Hey, I've got the problem that all solar panels stop collecting power as soon as I go back to the space centre. I'd like to ask whether that's WAD or whether there is a fix for that, considering that this makes manned interplanetary travel rather hard Sounds like a similar problem. Are you using kopernicus, AND what version of Kerbalism are you using? Also, are these stock panels or from a mod like Near Future? Quote Link to comment Share on other sites More sharing options...
Gnarf Posted May 27 Share Posted May 27 (edited) I'm using the basic 3x2 stock panels, and yes, I've got Kopernicus and OPM installed. I'm also taking Kerbalism of CKAN, which was 3.17, although I'm just seeing that there is a newer one, so I'm installing that right now and trying again Edit: Alright, Kerbalism 3.19 and the problem persists. Another thing which also appeared before and I forgot to mention is that if I return to the KSC, the probes battery runs out and I return to it the SAS doesn't work anymore, even though the batteries start recharging the second I load in Edited May 27 by Gnarf Quote Link to comment Share on other sites More sharing options...
Gnarf Posted May 27 Share Posted May 27 (edited) [Edit: Delete double comment] Edited May 27 by Gnarf Quote Link to comment Share on other sites More sharing options...
theJesuit Posted May 27 Share Posted May 27 4 hours ago, Gnarf said: I'm using the basic 3x2 stock panels, and yes, I've got Kopernicus and OPM installed. I'm also taking Kerbalism of CKAN, which was 3.17, although I'm just seeing that there is a newer one, so I'm installing that right now and trying again Edit: Alright, Kerbalism 3.19 and the problem persists. Another thing which also appeared before and I forgot to mention is that if I return to the KSC, the probes battery runs out and I return to it the SAS doesn't work anymore, even though the batteries start recharging the second I load in Okay. The SAS issue may be fixed through a F5 save and F9 quickload. Assuming also that you are using KerbalismConfig and not KerbalismSimplex? Have you recently updated Kopernicus? Quote Link to comment Share on other sites More sharing options...
theJesuit Posted May 27 Share Posted May 27 On 4/17/2024 at 8:20 AM, king of nowhere said: why not? i ran a full grand tour of it, radiations were no more of a problem than in previous runs. less of a problem, actually, because i had more experience dealing with them. the only real bother way, i could not land a crew in the inner moons of saturn because of too many radiations. but few people use kerbalism to send a crew on saturn anyway. you may refer to the fact that travel times are longer while radiation exposure is the same, but if properly handled, radiation can be virtually nullified for most situation. so if the mission is longer it doesn't really matter Funnily enough, IRL this is a Jupiter issue not a Saturn issue. RSS kerbalism might address that. Basically stock up on the Radiation parts! On 5/5/2024 at 3:39 AM, Tupac said: How can I change the keybinds for this mod? I use the numpad for RCS and it keeps toggling the radiation belts when I'm in the map. Never been able to work that out but it us annoying i agree! Sorry. On 5/17/2024 at 4:26 AM, NaviG said: Do you know how to use a science mode for kerbalism 3.19? It hasn't really worked for a while but in terms of profiles you need to edit the KerbalismConfig settings.cfg to change the profile and to check the profile name there is a folder in KerbalismConfig which lists the profiles Quote Link to comment Share on other sites More sharing options...
bigyihsuan Posted May 27 Share Posted May 27 (edited) 7 hours ago, theJesuit said: Sounds like a similar problem. Are you using kopernicus, AND what version of Kerbalism are you using? Also, are these stock panels or from a mod like Near Future? Kopernicus release-1.12.1-202, Beyond Home 1.5.3 (the ballisticfox fork), Kerbalism 3.19 with Skyhawk Kerbalism v1.0.2, and using a mix of BDB, Near Future, and stock/Restock panels. Edited May 27 by bigyihsuan Quote Link to comment Share on other sites More sharing options...
theJesuit Posted May 28 Share Posted May 28 1 hour ago, bigyihsuan said: Kopernicus release-1.12.1-202, Beyond Home 1.5.3 (the ballisticfox fork), Kerbalism 3.19 with Skyhawk Kerbalism v1.0.2, and using a mix of BDB, Near Future, and stock/Restock panels. I'd ask on the Skyhawk Kerbalism page. I think it may have something to do with that as it hasn't been updated for nearly a couple of years. Quote Link to comment Share on other sites More sharing options...
Gnarf Posted May 28 Share Posted May 28 (edited) 18 hours ago, theJesuit said: Okay. The SAS issue may be fixed through a F5 save and F9 quickload. Assuming also that you are using KerbalismConfig and not KerbalismSimplex? Have you recently updated Kopernicus? I don't have access to my pc right now, so I can't say with certainty, but I'm pretty sure I'm using KerbalismConfig. I also just updated all my mods on CKAN, so I'm certain I'm using the up to date version of Kopernicus. I'm gonna try the reload fix when I get home Edit: So, I'm using Kopernicus Expansion Continued-er Beta9.11, Kopernicus System Modifier 1.1, as well as Kerbalism Default Config Edited May 28 by Gnarf Quote Link to comment Share on other sites More sharing options...
Vasiliy Posted June 9 Share Posted June 9 (edited) Hi. Is there any way to establish a radiation-safe orbit with periapsis below the first radiation belt and apoapsis above it? Edited June 9 by Vasiliy Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted June 9 Share Posted June 9 1 hour ago, Vasiliy said: Hi. Is there any way to establish a radiation-safe orbit with periapsis below the first radiation belt and apoapsis above it? yes: a polar orbit. radiation belts are equatorial, so if your orbit is polar, with a high apoapsis above the equator, you will pass over and below the belts. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted June 9 Share Posted June 9 1 hour ago, Vasiliy said: Hi. Is there any way to establish a radiation-safe orbit with periapsis below the first radiation belt and apoapsis above it? Not sure as I've never really tried. I guess one that has an inclination of 45 degrees may work? But it may precess around to enter the heliopause. 4 minutes ago, king of nowhere said: yes: a polar orbit. radiation belts are equatorial, so if your orbit is polar, with a high apoapsis above the equator, you will pass over and below the belts. Isn't there a high rad band that comes in creating a centre of the donut of the poles? Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted June 10 Share Posted June 10 9 hours ago, theJesuit said: Not sure as I've never really tried. I guess one that has an inclination of 45 degrees may work? But it may precess around to enter the heliopause. Isn't there a high rad band that comes in creating a centre of the donut of the poles? here i'm doing that maneuver. the radiation belt is faint, and you can't see much the third dimension, but you should notice there's a gap between the atmosphere and the radiations, and the ship is passing in between. also, while it's not very clear, i have a maneuver planned at periapsis to lower orbit to the brown dotter one, and that orbit, while considerably lower, is still high enough to avoid the inner radiation belt of jool entirely (it still gets the outer radiation belt, but laythe sits straight into it, so there's no way around). Here I was aiming for a moonlet straight in the middle of the radiation belt, while limiting crew exposure. You can see that the radiation belt only covers around the equator, while a polar orbit will stay too far away from the equatorial plane. Once more, I was aiming for a moonlet in the middle of the belt, but this is perhaps the clearer image. You can see, I am making a very short passage amid the radiations. the orbit goes above the equatorial plane very fast. if I had a lower periapsis, I would avoid the belt entirely. Quote Link to comment Share on other sites More sharing options...
Vasiliy Posted June 10 Share Posted June 10 Hi @king of nowhere @theJesuit. Thank you for your replies. I did not notice that I am looking for an orbit for the Kerbin orbital station, where the inner radiation belt is more complex and has a sickle-shaped cross-section. With a periapsis of 72 km, apoapsis of 625 km and inclination of 49°, I am already crossing the horns of the inner belt, and still cross the outer belt. Any change moves my orbit into one of the belts. I can try diving into the atmosphere, but do not want to use that kind of cheating. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted June 10 Share Posted June 10 2 hours ago, Vasiliy said: I did not notice that I am looking for an orbit for the Kerbin orbital station, where the inner radiation belt is more complex and has a sickle-shaped cross-section. With a periapsis of 72 km, apoapsis of 625 km and inclination of 49°, I am already crossing the horns of the inner belt, and still cross the outer belt. Any change moves my orbit into one of the belts. I can try diving into the atmosphere, but do not want to use that kind of cheating. I'm not sure it is possible then sorry! Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted June 10 Share Posted June 10 3 hours ago, Vasiliy said: Hi @king of nowhere @theJesuit. Thank you for your replies. I did not notice that I am looking for an orbit for the Kerbin orbital station, where the inner radiation belt is more complex and has a sickle-shaped cross-section. With a periapsis of 72 km, apoapsis of 625 km and inclination of 49°, I am already crossing the horns of the inner belt, and still cross the outer belt. Any change moves my orbit into one of the belts. I can try diving into the atmosphere, but do not want to use that kind of cheating. ah, i see. i never noticed kerbin has a differently-shaped radiation belt. kerbin's belt do hug the atmosphere even at higher latitudes. so no, on kerbin you cannot have an orbit that avoids the radiation. well, unless you stay in a low circular orbit. you could keep your station safely in low orbit by sending 500 tons of radiation shields in orbit Quote Link to comment Share on other sites More sharing options...
Sanchez_1 Posted June 15 Share Posted June 15 (edited) How can I make the highlighting go away on engine failures? I've disabled it in the settings menu but that doesn't change anything, it just resets in the settings everytime I check. Edited June 15 by Sanchez_1 Quote Link to comment Share on other sites More sharing options...
theJesuit Posted June 15 Share Posted June 15 27 minutes ago, Sanchez_1 said: How can I make the highlighting go away on engine failures? I've disabled it in the settings menu but that doesn't change anything, it just resets in the settings everytime I check. Try changing it, then, when you are back in flight, F5 to quicksave and F9 to quickload. Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted July 4 Share Posted July 4 I read somewhere that there is a simple option to install kerbalism while keeping the normal stock science. in particular, i am trying to make a kerbalism run with science capped at 10%, but i'm finding it impossible, with the goo container nerfed and the ksc minibiomes removed, to get away from kerbin orbit. can anyone tell me where to edit the config files to restore normal stock science? thanks Quote Link to comment Share on other sites More sharing options...
theJesuit Posted July 4 Share Posted July 4 5 hours ago, king of nowhere said: I read somewhere that there is a simple option to install kerbalism while keeping the normal stock science. in particular, i am trying to make a kerbalism run with science capped at 10%, but i'm finding it impossible, with the goo container nerfed and the ksc minibiomes removed, to get away from kerbin orbit. can anyone tell me where to edit the config files to restore normal stock science? thanks In the settings.cfg in the kerbalism config of kerbalism simplex folder you can turn things off like science. Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted July 4 Share Posted July 4 5 hours ago, theJesuit said: In the settings.cfg in the kerbalism config of kerbalism simplex folder you can turn things off like science. where? because i am looking at tha cfg file and i don't see it Quote Kerbalism { // profile used Profile = default // valid values are: 'default', 'none' or custom profiles (see Profiles folder) // user-defined features Reliability = true // component malfunctions and critical failures Deploy = true // add EC cost to keep module working, add EC cost to Extend\Retract (Deploy.cfg has the modules supported list) Science = true // science data storage, transmission and analysis SpaceWeather = true // coronal mass ejections Automation = true // control vessel components using scripts // pressure settings PressureFactor = 10.0 // pressurized modifier value for vessels below the threshold PressureThreshold = 0.9 // level of atmosphere resource that determine pressurized status // poisoning settings PoisoningFactor = 0.0 // poisoning modifier value for vessels below the threshold PoisoningThreshold = 0.02 // level of waste atmosphere resource that determine co2 poisoning status // science settings ScienceDialog = true // keep showing the stock science dialog // comms DataRateDampingExponent = 6 // stock commnet: exponent by which antenna bandwidth decreases with distance. higher value = lower bandwidth. // systems that have been scaled up or down should change this value accordingly DataRateDampingExponentRT = 6 // same as above, but for RemoteTech TransmitterActiveEcFactor = 1.5 // factor to the nominal ec consumption rate while antenna is active (transmitting) TransmitterPassiveEcFactor = 0.04 // factor to the nominal ec consumption rate while antenna is inactive (idle/receiving) DataRateMinimumBitsPerSecond = 1.0 // as long as there is a control connection, the science data rate will never go below this. // reliability settings QualityScale = 4.0 // scale applied to MTBF for high-quality components // crew level LaboratoryCrewLevelBonus = 0.2 // Laboratory efficiency gain for each level of a scientist MaxLaborartoryBonus = 2.0 // Laboratory efficiency gain will never exceed this limit HarvesterCrewLevelBonus = 0.1 // Harvester efficiency gain for each level of an engineer on the vessel MaxHarvesterBonus = 1.5 // Harvester efficiency gain will never exceed this limit // misc EnforceCoherency = true // detect and avoid issues at high timewarp in external modules TrackingPivot = true // simulate tracking solar panel around the pivot HeadLampsCost = 0.002 // EC/s cost if eva headlamps are on LowQualityRendering = false // use less particles to render the magnetic fields UIScale = 1.0 // scale UI elements by this factor, relative to KSP scaling settings, useful for high DPI screens UIPanelWidthScale = 1.0 // scale UI Panel Width by this factor, relative to KSP scaling settings, useful for high DPI screens ExternRadiation = 0.04 // cosmic background radiation in rad/h. note: this will be affected by magnetospheres of kerbin and sun StormRadiation = 5.0 // default storm radiation in rad/h, will be affected by solar cycle. can be changed in game preferences //RadiationInSievert = true // use Sievert (Sv) iso. rad as radiation unit // installation sanity check settings CheckForCRP = true // uncomment the following line to disable the warning about RemoteTech and/or ResearchBodies // ModsWarning = none UseSamplingSunFactor = false // use experimental sunlight factor calculation for fast time warps // debug / logging VolumeAndSurfaceLogging = false // set to true to have the full output of crewed parts volume/surface calculations written to the KSP.log // can help in choosing between the available methods, or for providing hardcoded volume/surface in the part configs } i see only one mention of science, and it only says about storage, transmission and analysis. that is, it would have the science experiments happen instantly instead of over time, and it would have the normal stock way of handling science experiment instead of the division between samples and data. oh, and there's sciencedialog, but it applies to dialog. i don't see anything that would leave all science management as stock. not unless some of those options are mislabeled Quote Link to comment Share on other sites More sharing options...
theJesuit Posted July 5 Share Posted July 5 (edited) 1 hour ago, king of nowhere said: where? because i am looking at tha cfg file and i don't see it i see only one mention of science, and it only says about storage, transmission and analysis. that is, it would have the science experiments happen instantly instead of over time, and it would have the normal stock way of handling science experiment instead of the division between samples and data. oh, and there's sciencedialog, but it applies to dialog. i don't see anything that would leave all science management as stock. not unless some of those options are mislabeled I believe that if science = false, then stock science is used. Instant transmission, but also no special science experiments etc. Not sure about the stock science dialogues. I think that may relate to the experiments that kerbalism can't cope with such as deployable ones from BreakingGround DLC and the second EVA experiment which is a hammer hitting, or golf swing. You may be able to just delete the Science folder directly. I think all the expereiments and patches are in one place: KerbalismConfig/Support/ScienceRework. or KerbalismSimplex/Support/ScienceRework Edited July 5 by theJesuit Quote Link to comment Share on other sites More sharing options...
king of nowhere Posted July 5 Share Posted July 5 20 hours ago, theJesuit said: I believe that if science = false, then stock science is used. it worked, thanks Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted July 14 Share Posted July 14 On 3/3/2024 at 10:01 PM, Cheesecake said: Does anyone have a current config for Bluedog? A lot of the new parts don't work. Neither science gathering (at least not Kerbalism style) nor the animations. *push* Quote Link to comment Share on other sites More sharing options...
theJesuit Posted July 14 Share Posted July 14 6 hours ago, Cheesecake said: *push* At some point I'll redo the science only config. Can you please tell me which parts are missing science, and maybe animations as well? That will save me a lot of time going through two mods I don't use. Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted July 14 Share Posted July 14 48 minutes ago, theJesuit said: At some point I'll redo the science only config. Can you please tell me which parts are missing science, and maybe animations as well? That will save me a lot of time going through two mods I don't use. 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. Quote Link to comment Share on other sites More sharing options...
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