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[1.5 - 1.10] Kerbalism 3.11


Sir Mortimer

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1 hour ago, king of nowhere said:

you can just set shielding efficiency to 100% in the in-game options.

Ah. I didn't know that. Thanks!  

But what I was really after is the amount of shielding in the editor.  It starts at 0% by default and I was wanting to set it to 100% by default.  A bit tricky for me.

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In terms of shielding, that could be configured in an MM patch config.  it would need to be AFTER[Kerbalism] as I think it is part of the base code rather than the Profile, but I could be  wrong.  the reason it wasn't put at 100% to start with as it increases the mass off a part significantly.

With unlicence you could take the code, profiles and anuthibg else and use them how you would like.  best bet would be to make your own fork and release it as a new mod.

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12 hours ago, Probus said:

Ah. I didn't know that. Thanks!  

But what I was really after is the amount of shielding in the editor.  It starts at 0% by default and I was wanting to set it to 100% by default.  A bit tricky for me.

I don't think there's an easy way to do it. I believe it's easier abd faster to just set it manually. 

If you worry about forgetting it occasionally, you can easily fix things in the editor by opening the save file, looking for shielding, and set it right where you accidentally left it as zero. 

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7 hours ago, ttikkoo said:

As mentioned by @Infinite Aerospace, Kerbalism support is usually on the part mods side - the PET page has a link to an external Kerbalism patch for PET

 

Thank you so much for this. I can finally have good looking bases (no offense to Nertea but SSPX parts just don't cut it for surface stuff).

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1 hour ago, JD_ said:

Thank you so much for this. I can finally have good looking bases (no offense to Nertea but SSPX parts just don't cut it for surface stuff).

It's something Kerbalism is sorely missing, a fully fledged 'colony' part set. I can't think of any game breaking reason that wouldn't be possible, unless there's some *hidden* mechanics at work.

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15 hours ago, Infinite Aerospace said:

It's something Kerbalism is sorely missing, a fully fledged 'colony' part set. I can't think of any game breaking reason that wouldn't be possible, unless there's some *hidden* mechanics at work.

Those who made kerbalism were hard concerned with making the mod "realistic under current technology". We don't have the capacity to build colonies yet, so colonies are not in kerbalism.

For the same reason, i was told that the difficulty was set so that a duna mission would be hard but feasible, just like a mars mission would be today, and they've never seen any successful manned jool mission.

When i built a 4000 ton, 1400 parts ship and proceeded to perform a grand tour to show that it could indeed be done, the answer strongly implied that i was using the mod wrong :D

 

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28 minutes ago, king of nowhere said:

Those who made kerbalism were hard concerned with making the mod "realistic under current technology". We don't have the capacity to build colonies yet, so colonies are not in kerbalism.

For the same reason, i was told that the difficulty was set so that a duna mission would be hard but feasible, just like a mars mission would be today, and they've never seen any successful manned jool mission.

When i built a 4000 ton, 1400 parts ship and proceeded to perform a grand tour to show that it could indeed be done, the answer strongly implied that i was using the mod wrong :D

 

Don't get me wrong. You can get most places with Kerbalism but, the tech-tree exists to show *progression* through the ages so to speak, so with the community tech tree where you have access to near and far future technologies, that's where the more colony orientated stuff for Kerbalism would go. The question is, is there any real architectural reasons why such a thing couldn't be retrospectively be added?

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18 hours ago, king of nowhere said:

Those who made kerbalism were hard concerned with making the mod "realistic under current technology". We don't have the capacity to build colonies yet, so colonies are not in kerbalism.

For the same reason, i was told that the difficulty was set so that a duna mission would be hard but feasible, just like a mars mission would be today, and they've never seen any successful manned jool mission.

When i built a 4000 ton, 1400 parts ship and proceeded to perform a grand tour to show that it could indeed be done, the answer strongly implied that i was using the mod wrong :D

 

Kerbalism is funny like that. I've found that just adding a heavily shielded module and only half shielding the rest solves all my radiation issues. Plus a couple containers of Food, Water, and O2 can keep Kerbals satisfied for decades. Radiation belts are still appropriately perilous though, and monitoring engine ignitions is neat because engines like the rhino are no longer one size fits all.

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Recently I started a new game with Kerbalism (default config), and I'm running into an interesting snag. I've got an infrared telescope experiment that's generating data at a rate of 1.26 MB/s, but the best antenna I have found in Science Three— the RA-100 — only pushes out data at 480 kB/s. This creates a clear mismatch, meaning I'm quickly bottlenecking my data transmission.

I don't see any upgrade that could potentially increase that number, and combining antennas doesn't seem to work either (or maybe I'm doing it wrong).

Is there any solution to speed up transmission?

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3 hours ago, Ulrezaj said:

Recently I started a new game with Kerbalism (default config), and I'm running into an interesting snag. I've got an infrared telescope experiment that's generating data at a rate of 1.26 MB/s, but the best antenna I have found in Science Three— the RA-100 — only pushes out data at 480 kB/s. This creates a clear mismatch, meaning I'm quickly bottlenecking my data transmission.

I don't see any upgrade that could potentially increase that number, and combining antennas doesn't seem to work either (or maybe I'm doing it wrong).

Is there any solution to speed up transmission?

not that i know of. you can just accept that the experiment will take longer.

or, maybe having different telescopes on different satellites may work, not sure about that

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1 hour ago, king of nowhere said:

not that i know of. you can just accept that the experiment will take longer.

or, maybe having different telescopes on different satellites may work, not sure about that

Multiple copies of the same experiment on different craft will indeed work in parallel and stop once 100% of the data has been collected between all craft. It can be an expensive way to speed things up, though. I'd do some quicker science and get a bigger antenna.

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5 hours ago, king of nowhere said:

not that i know of. you can just accept that the experiment will take longer.

or, maybe having different telescopes on different satellites may work, not sure about that

Well, experiment itself takes 25 ears to complete, so guess it will take a while :confused:
Just curious is thoose numbers are intentional.

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11 hours ago, Ulrezaj said:

Recently I started a new game with Kerbalism (default config), and I'm running into an interesting snag. I've got an infrared telescope experiment that's generating data at a rate of 1.26 MB/s, but the best antenna I have found in Science Three— the RA-100 — only pushes out data at 480 kB/s. This creates a clear mismatch, meaning I'm quickly bottlenecking my data transmission.

I don't see any upgrade that could potentially increase that number, and combining antennas doesn't seem to work either (or maybe I'm doing it wrong).

Is there any solution to speed up transmission?

More antennas of the same part will help methinks.  but data rate will also drop off over distance as well.  Another option is to increase the size of the harddrive in the probe, or put an external one on.

 

Peace.

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19 hours ago, theJesuit said:

 

More antennas of the same part will help methinks.  but data rate will also drop off over distance as well.  Another option is to increase the size of the harddrive in the probe, or put an external one on.

 

Peace.

IIRC, more antennas only increases range, so if you don't have any falloff, it won't help. I could be misremembering though.

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I have a problem with farming science on unloaded vessels (probably only on the crewed ones). Long-term researches, namely FLIGHT and CHILLED, performing well if the vessel is loaded, but due to "A producer of electric charge la-la-la", warp speed higher than 1000x is impossible. And faster time warp in space or tracking center with the vessel unloaded aborts science farm completely. Does anybody face this problem and/or know how to solve it?

BTW, automatic croppage for greenhouses is still impossible?

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13 hours ago, Cossus said:

I have a problem with farming science on unloaded vessels (probably only on the crewed ones). Long-term researches, namely FLIGHT and CHILLED, performing well if the vessel is loaded, but due to "A producer of electric charge la-la-la", warp speed higher than 1000x is impossible. And faster time warp in space or tracking center with the vessel unloaded aborts science farm completely. Does anybody face this problem and/or know how to solve it?

BTW, automatic croppage for greenhouses is still impossible?

can't tell you the first, because all my kerbalism missions involved a single massive ship on a grand tour, but i can tell the second: you can convert the greenhouses to produce continuously. it only requires changing a few lines of code in the config file.

the good news is, if you look at the config file, you can probably do it yourself. the greenhouse produces oxygen and consumes CO2, NH3 and water. Take the line of the O2 production, copy it and change it to food production, now the greenhouse produces food continuously in addition to oxygen; do some calculation for the correct amount. oh, and change the crop growth so that it takes thousands of years, it's easier than just trying to remove it outright.

the bad news is, while somebody posted the actual exact code to copy-paste in the config file, that was years ago and i'm too lazy to look it up.

so, you either sift through this forum looking for that code, or you open the config files and edit it yourself.

both are faster than manually farming in the long term.

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I might be wrong (not using it at the moment because in snarkiverse it's not really needed imho) but this should do the trick:
 

@PART[kerbalism-greenhouse]:NEEDS[ProfileDefault]:AFTER[KerbalismDefault]  // Default Kerbalism greenhouse
{
  @MODULE[Greenhouse]
  {
    @crop_rate = 0.00000000005
      
      OUTPUT_RESOURCE
      {
              name = Food
        // Change by KingofNowhere
      //      rate = 0.000003190104
              rate = 0.0000063796
      }
  }
}

I think I have it from one of @king of nowhere mission report and this thread:

The latter contains also configuration for several greenhouses from mods. 

 

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