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[1.12.5] Modular Kerbalism - Science Only Profiles


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Kerbalism Modular Science (A Science Only profile)

Kerbals working to Science the OrganicSlurry out of Kerbalism.

DOWNLOAD: vanilla Science Download from Spacedock

 

 

Kerbalism Modular Science from Kerbalism SIMPLEX (A Science Only profile)

DOWNLOAD:  SIMPLEX Science: Download from Spacedock

 

 

Installation:

  1. Install KerbalismCore https://spacedock.info/mod/1774
  2. Install Harmony https://github.com/KSPModdingLibs/HarmonyKSP/releases which is required by KerbalismCore.
  3. You don't need KerbalismConfig, or Community ResourcePack
  4. Put the KerbalismModularScience, or KerbalismModularScienceSIMPLEX folder into GameData


Requires:

  • Module Manager (not included).
  • KerbalismCore (not included).
  • Harmony (not included)

 

License is the Unlicense http://unlicense.org/

Source is on Github  https://github.com/theJesuit/KerbalismModularScience

 

This is an updated Science Only Config for Kerbalism.  Background processing is still in, but you don't need to worry about radiation, life support, kerbal comforts, non stock resources.

Looking for feedback on how other mods cope with this.  Patching  will continue.

*** Changed 0.7-S second mod

  • Changed the Science to SIMPLEX
  • Renamed the EVA Samples experiments to fit nicer in the Kerbalism UI window

 

*** Changed 0.7

  •         Nerfed MonoProp Fuel Cells capacity - noted by @Streetwind
  •         Removed Habitat volume and Radiation requirements - found in testing by @Streetwind - Thankyou!

** Changed 0.6:**

  • BDB update thanks to @Cheesecake
  • Geiger Counter part fixed
  • CRP no longer checked for (as it isn't needed!)

** Changed:**

  • Profile name
  • Changed NEEDS and FOR to reflect profile name
  • Changed FuelCell resources to stock LFO or MonoProp
  • Settings: Reliabilty to false, everything else to true
  • Removed all CFG instances of:
    • Reliability
    • Life Support, ECLSS
    • Volume and Surface Area
    • Emitters
    • Most Parts (keeping Radiation counter and small antenna)

** Keeping:**

  • EC changes
  • Keeping Background processing for all modules for now - for background science. This might change for ISRU and Harvesting et all as I think I found the CFG code for it somewhere
  • MonoPropellant as the EVA jetpack fuel
  • Science experiments from vanilla Kerbalism including data storage and upgrades
  • Deployment of parts needing EC. This might also change.

** Still to come:**

  • Some Localization updates in support folder
  • Modular Comfort and Radiation addons
  • ModularScienceSIMPLEX
Edited by theJesuit
0.7-S added second mod
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22 minutes ago, SheepDog2142 said:

Im still getting warning when I jump in game that its not compatible with USI Tools so MKS. Need to do more testing if there are actual issues though.

I think that may be a setting that can be switched off somewhere, maybe in the settings.cfg.  testing would be great then i can correct for a release.  Are you able to givr feedback as I don’t use MKS and I'll miss something if I try.

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37 minutes ago, theJesuit said:

I think that may be a setting that can be switched off somewhere, maybe in the settings.cfg.  testing would be great then i can correct for a release.  Are you able to givr feedback as I don’t use MKS and I'll miss something if I try.

Yea im clearing a few blockers for Vulkans IVAs at the moment but I can test after. Ill have logs when I do.

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Ok did some testing in general and kerbalism keeps locking up.

Screenshot_53.png?ex=66bca4aa&is=66bb532

[EXC 07:31:27.809] NullReferenceException: Object reference not set to an instance of an object
  KERBALISM.DB.Storm (System.String name) (at <1df9ac1cfd4d4d21a02d5b85bcff518b>:0)
  KERBALISM.Storm.Update (CelestialBody body, System.Double elapsed_s) (at <1df9ac1cfd4d4d21a02d5b85bcff518b>:0)
  KERBALISM.Kerbalism.FixedUpdate () (at <1df9ac1cfd4d4d21a02d5b85bcff518b>:0)
  UnityEngine.DebugLogHandler:LogException(Exception, Object)
  ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
  UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
[EXC 07:31:27.812] NullReferenceException: Object reference not set to an instance of an object
  KERBALISM.DB.Storm (System.String name) (at <1df9ac1cfd4d4d21a02d5b85bcff518b>:0)
  KERBALISM.Storm.Update (CelestialBody body, System.Double elapsed_s) (at <1df9ac1cfd4d4d21a02d5b85bcff518b>:0)
  KERBALISM.Kerbalism.FixedUpdate () (at <1df9ac1cfd4d4d21a02d5b85bcff518b>:0)
  UnityEngine.DebugLogHandler:LogException(Exception, Object)
  ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
  UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
[EXC 07:31:27.814] NullReferenceException: Object reference not set to an instance of an object
  KERBALISM.DB.Storm (System.String name) (at <1df9ac1cfd4d4d21a02d5b85bcff518b>:0)
  KERBALISM.Storm.Update (CelestialBody body, System.Double elapsed_s) (at <1df9ac1cfd4d4d21a02d5b85bcff518b>:0)
  KERBALISM.Kerbalism.FixedUpdate () (at <1df9ac1cfd4d4d21a02d5b85bcff518b>:0)
  UnityEngine.DebugLogHandler:LogException(Exception, Object)
  ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
  UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
[EXC 07:31:27.816] NullReferenceException: Object reference not set to an instance of an object
  KERBALISM.UI.Update (System.Boolean show_window) (at <1df9ac1cfd4d4d21a02d5b85bcff518b>:0)
  KERBALISM.Kerbalism.Update () (at <1df9ac1cfd4d4d21a02d5b85bcff518b>:0)
  UnityEngine.DebugLogHandler:LogException(Exception, Object)
  ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
  UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
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35 minutes ago, theJesuit said:

Cheers.  Any extra mods?

Yea I think its a direct issue with Luna multiplayer and the background processing of something.

Its happened off multiplayer as well but I think the whole client server thing just kicks the error off right away. If we could figure out what it is and nip it in the Bud it would be huge to get kerbalism science available for mp players.

Ill PM you my log.

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47 minutes ago, SheepDog2142 said:

Yea I think its a direct issue with Luna multiplayer and the background processing of something.

Its happened off multiplayer as well but I think the whole client server thing just kicks the error off right away. If we could figure out what it is and nip it in the Bud it would be huge to get kerbalism science available for mp players.

Ill PM you my log.

I'm getting so many 502 errors so couldn't check back on thr errors today.

If it is Luna Multiplayer, try turning OFF the space weather in settings.cfg.  this will impact some of the radiation science you can access but nothing wlse should be affected.

Still looking into the NF Spacecraft one tomorrow.

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3 minutes ago, theJesuit said:

I'm getting so many 502 errors so couldn't check back on thr errors today.

If it is Luna Multiplayer, try turning OFF the space weather in settings.cfg.  this will impact some of the radiation science you can access but nothing wlse should be affected.

Still looking into the NF Spacecraft one tomorrow.

Sounds good. Really enjoying the bug testing got to say.

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I did some testing, and your version of Kerbalism at least allows me to hit escape when the fatal error appears. I'm still trying to figure out how to disable the warning as a temporary fix. I was able to gather science, and it worked so far, but the error remains an issue.

==New Error==
The repeating NullReferenceException errors related to KERBALISM.UI.Update and KERBALISM.Kerbalism.Update indicate that Kerbalism is attempting to update its user interface (UI) or internal logic, but something it relies on is either not initialized or missing.

  KERBALISM.UI.Update (System.Boolean show_window) (at <1df9ac1cfd4d4d21a02d5b85bcff518b>:0)
  KERBALISM.Kerbalism.Update () (at <1df9ac1cfd4d4d21a02d5b85bcff518b>:0)
  UnityEngine.DebugLogHandler:LogException(Exception, Object)
  ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
  UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
[EXC 18:48:51.681] NullReferenceException: Object reference not set to an instance of an object
  KERBALISM.UI.Update (System.Boolean show_window) (at <1df9ac1cfd4d4d21a02d5b85bcff518b>:0)
  KERBALISM.Kerbalism.Update () (at <1df9ac1cfd4d4d21a02d5b85bcff518b>:0)
  UnityEngine.DebugLogHandler:LogException(Exception, Object)
  ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
  UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
[
Edited by SheepDog2142
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It may be the space weather stuff.  My hunch is that when kerbalism on one machinebin multiplayer  triggers a random event like a solar flare then it all goes wrong.  Background processing like for EC maybe play until it triggers an event like you run out of EC and it tries to tell you with a HUD message.

Try turning off all messages on all craft, perhaps each one individually.

Actually, with multiplayer can you see all craft in the kerbalism window in flight or in the space center?

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On 8/14/2024 at 3:28 AM, theJesuit said:

It may be the space weather stuff.  My hunch is that when kerbalism on one machinebin multiplayer  triggers a random event like a solar flare then it all goes wrong.  Background processing like for EC maybe play until it triggers an event like you run out of EC and it tries to tell you with a HUD message.

Try turning off all messages on all craft, perhaps each one individually.

Actually, with multiplayer can you see all craft in the kerbalism window in flight or in the space center?

Ill check. I believe so. The error pops as soon as I load into the KSC and then reloads every time I change scenes.

The background and EC changes also brick Warbirds IVA mods. I know how to remove the requirement for me but we need to include a config patch that fixes it (I have one you can have) or do something about the EC stuff as the change in electricity more than likely effects MKS and other mods to.

==EDIT==

Figured it out its EC for sure that throws the kerbalism critical errors. It also breaks several IVA's and causes issues with MKS /  USI Tools. Science still works and can be collected with EC off as well.

So if we can figure out a way to not use it then we should be good.
Also a side note all the crew reports and stuff from stock are still there and usable as well. I think these need to be removed.

Edited by SheepDog2142
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  • 4 weeks later...

For what it's worth, I am not currently getting any errors when I load this together with USI-LS and MKS.

I do get a one-time message that complains about the presence of incompatible mods when I create a new save, but only then. Future loading of the savegame or jumping around in different scenes ingame does not cause the warning to reappear. I expect this is just a part of Kerbalism and will always complain, though the amount of features disabled by the Science Only profile should result in a good chance of removing any actual incompatibilities in practice. Fingers crossed, anyway.

I've not actually played yet, still setting up mods. But if/when I get around to playing for a while, I'll report back how it goes.

 

Edited by Streetwind
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28 minutes ago, Streetwind said:

I've not actually played yet, still setting up mods. But if/when I get around to playing for a while, I'll report back how it goes.

That'll be great thanks.

On 8/14/2024 at 11:32 PM, SheepDog2142 said:

Figured it out its EC for sure that throws the kerbalism critical errors. It also breaks several IVA's and causes issues with MKS /  USI Tools. Science still works and can be collected with EC off as well.

Is this playing still with Luna Mulitplayer?

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(Preface: my goal is to combine this with the existing Skyhawk Kerbalism config pack.)

So, from what I understand, is that Kerbalism turns on anything that's defined in the Profile module? So, that means I should strip out everything in Skyhawk Kerbalism's Profile module that does not exist in the ModularScience's Profile module? Or completely replace the contents of the Skyhawk Profile with the ModularScience profile?

Edited by bigyihsuan
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Alright. After one and a half weeks of choosing and testing mods, and writing over 1500 lines of ModuleManager patches to fix issues and customize the experience to my liking, I have actually started playing today! :P

So far the Kerbalism-Science-Only approach appears to be working, though I've not yet left Kerbin. I did notice that a small select few custom science experiments shipped on a few modded parts didn't get caught and removed, though I don't know if that's on Kerbalism itself or this mod. I removed them myself.

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First thought of feedback - the geiger counter experiment integrated into probe cores (and possibly other things?) is a bit awkward because the radiation feature is disabled. It works normally in-atmosphere, but in space - where it should have more than half a dozen different situations - it just defaults to one report. For all of space.

Might consider disabling that experiment.

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Okay, scratch that post before - something odd is going on. When I launched that geiger counter experiment, it reported a "solar storm" as its result. It never reported anything else. And given that (a) I was not observing any effects whatsoever and (b) radiation as a feature is supposed to be turned off by this science-only config, I assumed that that was just the default message it fell back to because none of the radiation belts it is supposed to be scanning actually exist.

Well, turns out that solar storms are actually a thing, and they do have effects. I just didn't notice any because up until now, all my missions have been crewed (took a while to unlock a probe core with a reaction wheel and SAS). I only learned about this when I was trying to raise the orbit of my three brand-new commsats after launch (the launches went fine), only to discover that they would lose all commlinks as soon as they got anywhere near sunlight. Unfamiliar with Kerbalism as I was, it took me a good long while before I accidentally moused over the correct status window in the toolbar and noticed the solar storm indicators.

Which means that the geiger counter experiment might actually have been working correctly, I just happened to launch it into a solar storm by sheer chance. So I need to launch another mission with it later to verify whether it works or not.

In the meantime, though - question: is this config not meant to turn off solar storms along with the other non-science features? Or is this something you have no control over, @theJesuit?

 

Edited by Streetwind
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5 hours ago, Streetwind said:

the meantime, though - question: is this config not meant to turn off solar storms along with the other non-science features? Or is this something you have no control over, @theJesuit?

I think it is on, but should no effect  on Kerbals as all the radiation processes no longer exist.  I think I kept it on for the science, so not sure what is hapening with science from the Geiger Counter only giving generic space stuff .  I'll take a look tomorrow morning. 

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Right, so I tested the geiger counter again.

The "inner belt", "outer belt", and "magnetosphere" situations are unable to be researched due to the disabled radiation feature.

The other situations, however - that is "surface (biomes)", "flying low", "flying high", "space (global)", "solar storm", and "interstellar" are all possible - if I interpretate things correctly. So that's only two out of five situations in orbit (plus interstellar but that only shows up in solar orbit, not for any other body), but the surface being biome-dependant means I'd say that there's enough of a reason for it to exist and be used. The experiment description is a bit confusing since it mentions extra situations that don't exist, but it's probably fine?

As for the solar storms - they're a bit annoying right now because they're effectively just random blackouts of your comms network without warning or means to stop it. The game shows no message that a solar storm is coming, no message that one is active, and no message that it has passed. I'm new to Kerbalism, so maybe you know more about how one is supposed to forecast, interact with, and protect oneself from these events...?

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17 minutes ago, Streetwind said:

. I'm new to Kerbalism, so maybe you know more about how one is supposed to forecast, interact with, and protect oneself from these events...?

There is a space weather thing.  It may give you a warning 2 hours before or so.  I haven't had a chance to look yet.  it shouldn't kill kerbalsm so it wil only affect comms.

 

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Okay, the space weather IS turned on as part of the download in 0.5.

However, the Geiger Counter science part doesn't load as the cfg file points to the old file pathway.  WHY?!?!?  This must be quite annoying for people.  However, I have now discovered that the model was updated obviously some time ago and I missed it.  DOH!

I'm also putting in some extra bits that others have sent specifically @Cheesecakefor BDB.

Fixed for 0.6 release SOONTM

@Streetwind, getting dirty in the cfg files is jogging a long term memory with Kerbalism 1 or 2 or 3 was being developed?!  Radiation Science in space IS global. This is intentional as it should matter where in a planetary system you are, cosmic rays come at you in all directions - but there is a point that you may be shielded by a planet, so space low could be a different value.  What Kerbalism does add in though is the radiation belts.  These should be visualized in the tracking station and I can't work out why not.  Maybe I've deleted something I shouldn't.  More testing tomorrow.

In the settings you are able to disable warnings for the coronal mass ejections, and lessen frequency.  I always find these annoying but it is baked into actual code so I don't want to play with this.  Removing SpaceWeather in the settings.cfg doesn't remove the science possibility experiment, it would become science you can't access.  I could remove the solar storm part of the experiment possibly, I'm thinking about it, but I'm leaning towards leaving as is.

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2 hours ago, theJesuit said:

the Geiger Counter science part doesn't load as the cfg file points to the old file pathway.  WHY?!?!?  This must be quite annoying for people.

I didn't even know there is supposed to be a geiger counter science part! :D I've just been using the one built into the probe cores.

2 hours ago, theJesuit said:

What Kerbalism does add in though is the radiation belts.  These should be visualized in the tracking station and I can't work out why not.

I would instinctively assume they disappeared when you turned off the radiation feature... though then again, I don't know how the internals of Kerbalism work, perhaps they could be separated.

2 hours ago, theJesuit said:

Removing SpaceWeather in the settings.cfg doesn't remove the science possibility experiment, it would become science you can't access. 

I found the config file you mentioned, thanks! Now I can ponder whether I want to turn it off for myself. It will depend on how annoyed I get with it.

I was hoping I could adjust the frequency or length of the events somewhat - I get a storm roughly every 30-40 hours, it feels like, and that feels a bit silly. Unfortunately there's only a binary on/off setting. =/

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