Git Product home page Git Product logo

kerbalism's Introduction

KerbalismBanner

Welcome to Kerbalism

Hundreds of Kerbals were killed in the making of this mod.

Kerbalism is a mod for Kerbal Space Program that alters the game to add life support, radiation, ISRU chains, part and engine failures and an entirely new way of doing science.

Features summary :

  • Life support : Kerbals consume food, water and oxygen and will die if they aren't provided. Various processes can be added to recycle or produce those resources in situ.
  • Stress : Without adequate living space, atmospheric pressure and comforts, Kerbals will get stressed and start making mission-threatening mistakes.
  • Radiation : Kerbalism simulate the space radiation environment and radiation from local sources. A vessel must be adequately shielded and mission planning must be adjusted to avoid the most deadly places like planetary radiation belts.
  • Reliability : Components have a limited operational lifetime and will fail over time. Engines have a limited amount of ignitions and a limited burn time.
  • ISRU : Instead of the easy "ore to everything" stock system, producing and processing resources in situ uses a semi-realistic set of extraction and conversion rules.
  • Science over time : Experiments produce data over time, up to several years. This data is also transmitted over time, making science collection a relaxing background mechanism instead of the stock click-spammy system. Kerbalism also replace the stock labs "infinite science", rebalance existing experiments and add many probe, satellite and late-game manned experiments.
  • Background processing : All vessels are simulated continuously, not only the currently active one. Life support, resource processing, experiments and data transmission are simulated in the background while keeping a low performance overhead.
  • Vessels management : All vessels can be monitored and controlled to some extent from a centralized user interface available in all scenes.
  • Mission planning : The editor user interface allow to evaluate your vessel design against various environments and provide extended information about all aspects of the mod.

For more detailed information, go to the Github wiki and the FAQ.

Current version: 3.19

Download : Github releases - CKAN
Docs & support : Github wiki - Discord - FAQ - Github issues - KSP forums thread
License : Unlicense (public domain)
KSP version : 1.8.x to 1.12.x
Requires : Module Manager, CommunityResourcePack, HarmonyKSP, KSPCommunityFixes

Mod compatibility - Changelog - Dev Builds

Download and installation

Download on Github releases or use CKAN

Two packages are required :

  • Kerbalism is the core plugin, always required.
  • KerbalismConfig is the official configuration pack.
    It can be be replaced by other packs distributed elsewhere.

Requirements

Configuration packs

The Kerbalism official configuration pack is a feature set maintained by the Kerbalism contributors. It tries to achieve a good balance between realism, difficulty and complexity, is primarily balanced against the stock game and has a "current space tech" scope. Mixing it with other mods that significantly change the stock scale, scope or gameplay isn't well supported and not recommended for a good experience.

Several alternate configuration packs have been created by third party modders :

  • ROKerbalism : Official config pack for RO and RP1, maintained by the RP1 team.
  • SIMPLEX : Stockalike simplified life support and ISRU designed to work well with the SIMPLEX tech tree and other mods by theJesuit.
  • SkyhawkKerbalism : A BDB focused profile with revamped LS, science and ISRU going alongside a custom tech tree by CessnaSkyhawk.
  • LessRealThanReal(ism) : A config pack part of a larger mod based on RP1 but made to played at stock scales without RO.

Make sure to install exactly one configuration pack only.
Don't combine packs unless there is explicit instructions to do so.

Important notice

Kerbalism hasn't been under active developement since many years now. Despite various minor bugs and shortcomings, the mod is still functional and can be quite fun to play with. However, do note that due to the lack of maintainance, there are a lot of compatibility issues with the wider modding ecosystem.

In the current state of things, Kerbalism is best played in a very lightly modded game.

In particular, mods introducing mechanisms or features that greatly differ from the stock ones are very likely to cause issues. This notably include most "future scope" mods like KSPIE, Near Future Tech, Far Future Tech, USI MKS, BlueShift, as well as "interstellar" scoped planet packs. Many large part packs are also improperly supported, BDB notably, but a few others too.

Mod compatibility and support

The mod compatibility page is quite outdated, but can still help to avoid some issues.

Kerbalism does very custom stuff. This can break other mods. For a lot of mods that breaks or need balancing, we provide support code and configuration patches. However some mods are incompatible because there is too much feature overlap or support is too complex to implement.

Documentation, help and bug-reporting

  • Tutorials and documentation are available at the Github wiki

  • Need help ?

    Ask on Discord or in the KSP forums thread
    Also see this short YouTube video about useful UI tips.

  • You found a bug ?

  • You want to report a bug ?

    • Install the KSPBugReport plugin and generate a bug report with it. Support requests that don't provide full logs and KSP database dumps are often ignored.
    • Report it on Github issues (preferred) or in the KSP forums thread (we don't go there often).
  • You want to contribute or add support for your mod ?

    • Check the technical guide on the wiki
    • Pull requests are welcome, especially for mod support configs. For code contributions, it is recommended to talk to us on Discord before engaging anything.
    • Read the contributing documentation
    • To build the plugin from the source code, read the BuildSystem documentation

Disclaimer and license

This mod is released under the Unlicense, which mean it's in the public domain.

kerbalism's People

Contributors

asazernik avatar basilicofresco avatar ccaviness avatar clamp-o-tron avatar dangernoodle9000 avatar eberkain avatar gordon-dry avatar gotmachine avatar gotroc avatar haullygames avatar inkognito1100 avatar ko0z avatar leonardfactory avatar lordcirth avatar madman2003 avatar martindomig avatar nathankell avatar nexxusdrako313 avatar nilederg avatar onlylightmatters avatar piezpiedpy avatar serinatsukaya avatar shotgunninja avatar sirmortimer avatar sswelm avatar sunset-bot avatar thejesuit avatar tinygrox avatar usernamesarealwaystaken avatar yaarpodshipnik avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

kerbalism's Issues

Relays without power continue to work as relays until the vessel was loaded once

If, and only if a vessel is LOADED and out of power, KSP will update its communication network to exclude that vessel. If the vessel runs out of power while it is UNLOADED, KSP won't do that. Which makes perfect sense, since stock KSP won't deplete batteries of unloaded vessels, that's a feature added by Kerbalism. So, if your relay is dead in space, it will still relay for you until you loaded it once.

how2disable

Possible solution: similar to what is done for RemoteTech, Kerbalism could try to set canComm = False on all ModuleDataTransmitter modules. Or maybe there is some other KSP CommNet API that can do that...

The fps in Tracking Station are still lower with Kerbalism, but higher than with Kerbalism 1.5.1

When I enable FPS Limiter mod - set to 32 fps - the fps drop down to 22.
When I disable, it's up to 60 (VSynced).

In Kerbalism 1.5.1 the fps drop in Tracking Station was really bad.

Perhaps the ContractConfigurator fix is the reason for the improvement.
#9

It doesn't matter if the sphere rendering is enabled or not.
Perhaps the fact that I use -force-glcore is the culprit?

And finally, I only have this large fps drop in Tracking Station when Kerbalism is installed.

Food amount updates rarely (using repo "Changes to support Slot upgrades (#36)")

I just recognized after nearly 3 hours in orbit all food is still 100%.
Oxygen and water are used.

After clicking around and opening and closing some GUI from other mods, the percentages of 6 Universal Storage Food Bags suddenly jumped down to 98% and also the Kerbalism UI readout jumped down from 30d 1h to 29d 4h.

It's like the readout for food is updated very rarely.

No exceptions in the log.

ContractConfigurator issue still persists

I just copy this issue
ScienceFun/Kerbalism-Continued#9
to not be forgotten, because it still exists.

The ModuleManager.ConfigCache will never be created because:

[ERR 17:31:32.958] [ModuleManager] Exception while processing node : Kerbalism/Support/ContractConfigurator/@CONTRACT_TYPE[*]

[EXC 17:31:32.961] NullReferenceException: Object reference not set to an instance of an object
	ConfigNode.CopyToRecursive (.ConfigNode node, Boolean overwrite)
	ConfigNode.CopyToRecursive (.ConfigNode node, Boolean overwrite)
	ConfigNode.CopyTo (.ConfigNode node, System.String newName)
	ModuleManager.MMPatchLoader.ModifyNode (ModuleManager.Collections.ImmutableStack`1 original, .ConfigNode mod, PatchContext context)
	ModuleManager.PatchApplier.ApplyPatches (System.String stage, IEnumerable`1 patches)
	UnityEngine.Logger:LogException(Exception)
	ModuleManager.Logging.UnityLogger:Exception(String, Exception)
	ModuleManager.Logging.ModLogger:Exception(String, Exception)
	ModuleManager.Logging.ExceptionMessage:LogTo(IBasicLogger)
	ModuleManager.<ProcessPatch>d__33:MoveNext()
	UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[ERR 17:31:32.961] [ModuleManager] Processed node was
Kerbalism/Support/ContractConfigurator/@CONTRACT_TYPE[*]
  @CONTRACT_TYPE[*]
  {
    @PARAMETER[*]:HAS[#partModule[ModuleScienceLab]]
    {
      @partModule = Laboratory
    }
    @PARAMETER[*]
    {
      @PARAMETER[*]:HAS[#partModule[ModuleScienceLab]]
      {
        @partModule = Laboratory
      }
      @PARAMETER[*]
      {
        @PARAMETER[*]:HAS[#partModule[ModuleScienceLab]]
        {
          @partModule = Laboratory
        }
        @PARAMETER[*]
        {
          @PARAMETER[*]:HAS[#partModule[ModuleScienceLab]]
          {
            @partModule = Laboratory
          }
        }
      }
    }
    @REQUIREMENT[*]:HAS[#partModule[ModuleScienceLab]]
    {
      @partModule = Laboratory
    }
    @REQUIREMENT[*]
    {
      @REQUIREMENT[*]:HAS[#partModule[ModuleScienceLab]]
      {
        @partModule = Laboratory
      }
      @REQUIREMENT[*]
      {
        @REQUIREMENT[*]:HAS[#partModule[ModuleScienceLab]]
        {
          @partModule = Laboratory
        }
        @REQUIREMENT[*]
        {
          @REQUIREMENT[*]:HAS[#partModule[ModuleScienceLab]]
          {
            @partModule = Laboratory
          }
        }
      }
    }
  }

which results in

[LOG 17:31:39.283] [ModuleManager] Done patching
[WRN 17:31:39.296] [ModuleManager] Errors in patch prevents the creation of the cache
[LOG 17:31:39.303] [ModuleManager] ModuleManager: 52663 patches applied, encountered <color=red>1 exception</color>
1 error related to GameData/Kerbalism/Support/ContractConfigurator.cfg

[LOG 17:31:39.304] [ModuleManager] Running tests...
[LOG 17:31:39.306] [ModuleManager] tests complete.
[LOG 17:31:39.307] [ModuleManager] Reloading resources definitions

Kerbalism from CKAN spams NullRef

[EXC 16:15:49.468] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Highlighter.update () KERBALISM.Kerbalism.Update ()

Using
ModuleManager v3.0.7.0
Kerbalism v1.4.3.8
MiniAVC v1.0.3.2
### (default without added recomended on CKAN)

Loads in without issues.
Don't have any errors.
Tried in fresh 1.4.3 and 1.4.1 installed Steam versions.
Nothing I try seems to clear this issue, and I don't know\see where it comes from.

KSP.log

Make antenna failures work with RemoteTech

While trying to get Reliability working with RemoteTech antennas (config file see below), I noticed that RemoteTech ignores the failed state.

Fixing that could be fairly easy: RT already has a IsRTBroken (true/false) variable, but never sets that to true from within RT. Nowhere.

My guess would be that it should be working when Kerbalism's Reliability sets IsRTBroken to true on a failed component, if RemoteTech is active and a failed component already has a IsRTBroken variable.

// Support/RemoteTech.cfg

@PART[RTShort*]:FOR[Kerbalism]
{
  MODULE
  {
    name = PlannerController
  }
}

@PART[RTShort*]:NEEDS[FeatureReliability]:FOR[Kerbalism]
{
  MODULE
  {
    name = Reliability
    type = Antenna
    title = Antenna
    redundancy = Communication
    repair = true
    mtbf = 72576000 // 8y
    extra_cost = 1.2
    extra_mass = 0.2
  }  
}

@PART[RTLong*]:FOR[Kerbalism]
{
  MODULE
  {
    name = PlannerController
  }
}

@PART[RTLong*]:NEEDS[FeatureReliability]:FOR[Kerbalism]
{
  MODULE
  {
    name = Reliability
    type = Antenna
    title = Antenna
    redundancy = Communication
    repair = Engineer
    mtbf = 72576000 // 8y
    extra_cost = 1.5
    extra_mass = 0.4
  }  
}

@PART[RTGiga*]:FOR[Kerbalism]
{
  MODULE
  {
    name = PlannerController
  }
}

@PART[RTGiga*]:NEEDS[FeatureReliability]:FOR[Kerbalism]
{
  MODULE
  {
    name = Reliability
    type = Antenna
    title = Antenna
    redundancy = Communication
    repair = Engineer
    mtbf = 72576000 // 8y
    extra_cost = 3.2
    extra_mass = 0.5
  }  
}

Add tags to parts for easy find

Like to the external ECLSS add tags
pressure humidity fuel cell fuelcell scrubber waste water processor recycler

Just like that.

Request: add max. thrust reduction of EC consuming engines like ion propulsion to EC auto

A request for a later enhancement.

Example:
An early gen probe with ion propulsion engines but only solar panels, no reactor.
Low EC (20%) is reached, because the solar panels don't provide enough EC anymore because a vessel is far away from sun.
Reduce the max. thrust of ion propulsion engines in a matter that the vessel's EC consumption is lower than its EC production - at best to be balanced out.

Restore Material Bay and Mystery Goo experiments from Module Laboratory

Please add in the option to restore the Material Bay and Mystery Goo through Kerbalism's Laboratory to as a new module.

This would add back the some of the functionality of the removed stock ModuleScienceLab. In stock it was called 'Clean Experiment'. It just saves a Scientist going on EVA to do it.

Thanks

Request: support active radiators in auto

If it would also be possible to add two new auto readouts for "critical part temp" which checks the highest percentage of part/skin temp on the vessel and makes this value available for triggering parts by auto, like radiators, that would be great.

Could come handy for near-sun probes or when using reactors to deploy additional radiators when needed.

Request: Antenna strength planner

Bring back the antenna planning feature.
Actually AntennaHelper is the only mod that provides this feature - and AntennaHelper is bugged and provides neat but unnecessary features.

We only need an antenna planner in VAB/SPH.

  • In VAB/SPH have a popup with all planets listed and the lowest and highest percentage of CommNet power from the chosen planet in planner.
  • Also take into account if an antenna is set to be included in planner.

Better ressource distribution for ISRU (water specifically)

  1. It does not get in account resource abundance
  2. Seems that harvesting does not work at all for unloaded (remote) vessel

TL;DR

I get a lot fun planning of missions. Thanks Kerbalism I got a wide field to work on.
In making an excel sheet to help me combine all together I have found some issues.
It does not look like as expected behaviour. And those are quite strange, I can't believe those are bugs because many people playing Kerbalism. But tests show it is it.

I started a fresh game to be sure.
Installed mods:

  • Kerbal Alarm Clock v3.9.1.0
  • Kerbalism 1.5.1
  • Module Manager 3.0.7
  • Community Resource Pack 0.10.0.0

I built two vessels (stock parts only): a vehicle with drill-o-matic jr wchich can drill near KSP continuously and a sattelite to switch to it to get driller unloaded. Water abundance near KSP is 25.68%.

TestCase1: Unloaded vessel test, max possible time warp
Time Water on board
Y1, D3, 00:00:00 0.62
Y1, D4, 00:00:00 0.62
Y1, D5, 00:00:00 0.64
Y1, D6, 00:00:00 0.65
Note: it is literally visible when harvesting get faster after switching to vessel.

TestCase2: Loaded vessel test, max possible time warp

Time Water Change
Y1, D7, 00:00:00 11.36 +10.71
Y1, D8, 00:00:00 22.16 +10.80
Y1, D9, 00:00:00 32.94 +10.78
Y1, D10, 00:00:00 43.80 +10.86

TestCase3: Unloaded vessel test, realtime
Time Water
Y1, D10, 01:00:00 43.81
Y1, D10, 02:00:00 43.82

Conclusions:

  1. Time warp does not affect issue. It also in effect while playing realtime.
  2. It is not ~25% abundance in effect because expected is 0.03/m6060.25=2.7/d but actual is 0.03/m60*6=10.8/d yeld per day that is 100% not 25%.

Investigations:

  1. Looking here src/Modules/Harvester.cs I do not see rate modification by abundance as well as no abundance applied while making an output (lines 94, 106).
  2. The only place I can guess where is an issue is src/System/Kerbalism.cs FixedUpdate method. If local elapsed_s get zero then background update will give zero yeld. Possible affected on all production/consumption (but it is not checked).

KerbalismMiningTest-save.zip
KSP.log
buildID64.txt

Add upgrades by adding a Kerbalism slot with PartUpgrade

Referring to https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131143-kerbalism-v160/&do=findComment&comment=3388591

Make it possible to have one additional Kerbalism slot as soon a specific tech tree node like Miniaturization or even heavyCommandModules (for crewed pods) is researched for the following parts:

  • kerbalism-chemicalplant
  • MiniISRU
  • ISRU
  • smallISRU
  • crewed pods

The tech tree node when it happens could depend of the type of part.

Ghost Nitrogen

I'm on the moon with a greenhouse, and no recycler of water or waste. When I have the Kerbal in EVA, the nitrogen consumption goes up, when I enter IVA, it is considerably reduced.

image
image

Supply containers need balancing.

By default their contents should be balanced.
Not to a scenario with converting / water processing / greenhousing.
Just the containers themselves.

For example, when I add a container I have way more water than food.
If I need additional water, I could use another tank with it.

Water is increasing with humidity controller

Okay, Kerbals drink water and they sweat water and they breath-out water.

Is the module also recycling pee?

But if yes or no, it doesn't matter; the total amount of water available in the vessel cannot increase as long no processing of Hydrogen/Oxygen is taken into account.

So I guess the humidity thing needs to be nerfed again... ;)

RemoteTech / planner: ModuleRTAntennaPassive EC/s not shown, ModuleCommand 's EC rate instead

My config from #152 works, but there are some quirks:

It seems that only the ModuleCommand is taken into account by the planner, not the PacketResourceCost of the ModuleRTAntennaPassive - when I choose to include the transmitter in planner.
I say this, because the probe's PacketResourceCost for the transmitter is different than the value shown - the shown value fits to the ModuleCommand 's EC rate ...

SSPX support

SSPX support is totally broken: you can't add shielding to inflatable modules in hangar; after enabling habitat on inflatable module pressure drops and living space increases immediately, module starts to consume EC, but animation of extending plays until pressure becomes 101 kPa and only then appears firm-ground bonus; SSPX greenhouses have different masses, but almost same surface, volume and crop sizes, also they consume and produce resources different to Kerbalism greenhouse. Also, there are some minor issues such as written twice habitat surface and volume.
screenshot287
screenshot289

toggleable setting to default on transmission enabled

When adding science to the transmission queue I sometimes ask myself, why is it not just set to be transmitted by default?

So I request this as a setting in the settings.cfg:

TransmissionDefault = True

But ofc it would be just a little bit better if this behaviour could be toggled ingame.

Supply containers got a "hole" in the center? Add CLS support.

I just see that I could stack them nicely, they have kinda hole in the center but no CLS support.

It would be fairly easy to add just the CLS support by patching, but also changing the texture of the top and bottom to show that they really are passable would be great.

btw I'm talking about the InlineContainers, at least the 125, 250 and 375 should get CLS support - the 0625 is too small...

Actually the 250 and 375 already got a texture on top/bottom that looks like they're passable.

CryoTanks issue (in flight mode on a broken tank / in VAB as well)

I had a tank leakage, an unproblematic LH2 drainage with some visual effect - and luckily no thrust because it came out sideways at the lower end of the tank near the engine.

Perhaps this is the reason for a lot of log spamming of this:

NullReferenceException: Object reference not set to an instance of an object
  at KERBALISM.Lib.ReflectionValue[String] (.PartModule m, System.String value_name) [0x00000] in <filename unknown>:0 
  at KERBALISM.Resource_simulator.Process_cryotank (.Part p, .PartModule m) [0x00000] in <filename unknown>:0 
  at KERBALISM.Resource_simulator.Analyze (System.Collections.Generic.List`1 parts, KERBALISM.Environment_analyzer env, KERBALISM.Vessel_analyzer va) [0x00000] in <filename unknown>:0 
  at KERBALISM.Planner.Update () [0x00000] in <filename unknown>:0 
  at KERBALISM.Launcher.Update () [0x00000] in <filename unknown>:0 
  at KERBALISM.UI.Update (Boolean show_window) [0x00000] in <filename unknown>:0 
  at KERBALISM.Kerbalism.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

I just found it in the log, actually I'm in focus with another vessel

Full log, affected craft and save file:
https://www.dropbox.com/s/x0oejculpx735e1/2018-06-07_1%20KSP.log.7z?dl=1

Reminder: transmission of data locked to 64k

This is an old issue, mentioned here and there in the forums, but I decideed to put it here not to be forgotten.

When transmitting science data it's always 64 Kb/s transmission speed, no matter antenna type or distance.

UI issue in VAB

Screenshot (see bottom right, the Kerbalism info panel):
https://i.imgur.com/svK45U7.png

Log spam:```

NullReferenceException: Object reference not set to an instance of an object
at KERBALISM.Lib.ReflectionValue[String] (.PartModule m, System.String value_name) [0x00000] in :0
at KERBALISM.Resource_simulator.Process_cryotank (.Part p, .PartModule m) [0x00000] in :0
at KERBALISM.Resource_simulator.Analyze (System.Collections.Generic.List`1 parts, KERBALISM.Environment_analyzer env, KERBALISM.Vessel_analyzer va) [0x00000] in :0
at KERBALISM.Planner.Update () [0x00000] in :0
at KERBALISM.Launcher.Update () [0x00000] in :0
at KERBALISM.UI.Update (Boolean show_window) [0x00000] in :0
at KERBALISM.Kerbalism.Update () [0x00000] in :0

(Filename: Line: -1)

Log:
https://www.dropbox.com/s/17a5nbbh7iyviuz/2018-06-08_2%20KSP.log.7z?dl=1

Some pods have two antennaType in them, create high phantom EC usage

Example:

The part GameData\Bluedog_DB\Parts\Apollo\bluedog_LEM_Ascent_Cockpit.cfg has animated external antennas built in, so inside the config it got:

-- snip --


		MODULE
		{
			name = ModuleDataTransmitter
			antennaType = DIRECT
			packetInterval = 0.6
			packetSize = 2
			packetResourceCost = 0.003
			requiredResource = ElectricCharge
			DeployFxModules = 0
			antennaPower = 5000000
			antennaCombinable = True
		}
		MODULE
		{
			name = ModuleDataTransmitter
			antennaType = INTERNAL
			packetInterval = 1.0
			packetSize = 2
			packetResourceCost = 12.0
			requiredResource = ElectricCharge
			antennaPower = 5000
			optimumRange = 2500
			packetFloor = .1
			packetCeiling = 5
		}

--snip--

which with the dll from #48 creates this inside the ModuleManager.ConfigCache:

--snip--


		MODULE
		{
			name = ModuleDataTransmitter
			antennaType = DIRECT
			packetInterval = 0.6
			packetSize = 2
			packetResourceCost = 0.003
			requiredResource = ElectricCharge
			DeployFxModules = 0
			antennaPower = 5000000
			antennaCombinable = True
		}
		MODULE
		{
			name = ModuleDataTransmitter
			antennaType = INTERNAL
			packetInterval = 1.0
			packetSize = 2
			packetResourceCost = 12.0
			requiredResource = ElectricCharge
			antennaPower = 5000
			optimumRange = 2500
			packetFloor = .1
			packetCeiling = 5
		}

--snip--

This is the reason for a constant 12 EC/s usage.

Less annoying, smaller mouse cursor when over the UI

Would be cool if hovering over a readout trigger changes the cursor to just a dot and restores when leaving the area.

The cursor is big compared to the popup readout overlay's text - especially when the Apps Scale or UI Scale is lower than 100%.

Later enhancement: CommnetConstellation taken into account

This is an enhancement request for later.

The signal fixes are working.
And they don't create issues when Commnet Constellations is installed - afaik.
But they use stock methods how a connection occurs - I guess.

If that what the Kerbalism.dll "sees" is what CommnetConstellation has already changed then it's okay.

But I don't know.

Especially that with CommnetConstellation different antennas on the same vessel can have different channels on which they transfer is something that Kerbalism just cannot see when all combinable antennas are just combined in a stockalike manner.

In some edge case, when the antennas are combined in a stockalike fashion, they would have a connection to KSC.
But with CommnetConstellation it could be that a direct connection to KSC is not possible by combining DIRECT antennas, but for example one relay antenna has a direct connection to another relay antenna in stationary orbit around Kerbin.
That would mean that the transfer quality and speed only depends this specific relay antenna - and even more specific - the relay antenna on the target relay satellite and then the DIRECT antenna that is transmitting from the satellite to KSC.

I don't know if these parameters of unloaded vessels can be seen by Kerbalism or if CommnetConstellation itself provides some API for this.

But it would be great if Kerbalism just does not only assume stockalike connections over the Commnet but the real connections as established by CommnetConstellation.

https://github.com/KSP-TaxiService/CommNetConstellation

Dehydration in desert biomes

Hi buddy. I love Kerbalism! Good job continuing it.
I am creating a mod that's mostly desert based.
I'm wondering if it would be possible for Kerbalism to make the Kerbals water consumption higher when located in desert biome, when exposed to direct sunlight.

This is a huge request, i'm hoping you'll consider it.

Thanks!

Changes to implement a SupportProfile importing scheme

Changes to implement a SupportProfile importing scheme

Originally proposed in an issue for the original Kerbalism here: ShotgunNinja/Kerbalism#111

I needed a way to import processes for my personal changes and came up with some small code changes that enable Profiles that are stored in any config file to be imported into the loaded profile, this also allows modders to include their own Supplies, Rules or Processes and not have to edit the default profile.

The code checks a field supplied in the support profile to determine if the mod the profile is for exists. This mechanism works by searching the GameData directory for a matching directory that is named in the moddir field of the support profile.

Using

Simply create a Profile node named KerbalismSupport and include the necessary script to define the Supplies, Rules and Processes you need, as you would with the default profile.
The KerbalismSupport profile node must have a modname field which is used for logging and a moddir field which is used to decide whether or not a mods support profile should be loaded based on the existence of the mod's directory.

Profile
{
	name = KerbalismSupport    // name must be KerbalismSupport
	modname = FooBar Zoo       // Just a name for display purposes
	moddir = FooBar/Zoo        // Could use Zoo if you wish

	Supply
	{
    etc...

Example: FooBarZoo.cfg

see the commits here:

If you have any suggestions fire away, code is ready for a Pull ๐Ÿ˜‰

If this proposed change is accepted, it will allow me to add the support changes necessary to make the mods USI, MKS and FTT able to integrate with Kerbalism without source code changes.

  • In essence all MKS resources will be replaced with Kerbalisms.
  • Integration of Kerbalisms chemical processes will be imported into the parts etc.
  • A SupportProfile will allow new processes that for example enable the Nuclear Reactors of FTT and their nuclear fuels to be processed.
  • I have done the majority of the work and the mods are working nicely with Kerbalism on my private build ๐Ÿ˜Ž

Restore automation setup after undocking

When I have a vessel with a vessel name priority set to a lower or higher value than the vessel that is docked to, the set up auto functions are erased in most cases.
The same happens after undocking.

I have not seen the perfect reproduction scenario, but I guess that the higher vessel naming overwrites the lower one.

Could it be possible to bind the auto setup to the pod core with the naming priority and saved internally when docking - and merged with the setup of the vessel which is docked to?
(If there are conflicts, these either could be mentioned by a message and logged into Kerbalism planner or even a popup comes by).

When undocking again, the previous auto setup should be restored then.

CLS support config has old part names in it

GameData\Kerbalism\Support\CLS.cfg:

@PART[Greenhouse]:HAS[!MODULE[ModuleConnectedLivingSpace]]:NEEDS[ConnectedLivingSpace]
{
  MODULE
  {
    name = ModuleConnectedLivingSpace
    passable = true
  }
}


@PART[GravityRing]:HAS[!MODULE[ModuleConnectedLivingSpace]]:NEEDS[ConnectedLivingSpace]
{
  MODULE
  {
    name = ModuleConnectedLivingSpace
    passable = true
  }
}

I guess it should be kerbalism-greenhouse instead of Greenhouse
and kerbalism-gravityring instread of GravityRing, or am I wrong?

Data lost when attach things with KAS

All of data are lost if I attach anything with KAS / KIS and an engineer. Apparently if attached to a part attached with a connector port at least one jump from where the data is

kerbal 2
kerbal 1

Make background processing of Kerbalism recognize StoredCharge "helping out" when lack of EC (RealBattery)

A crewed pod with not so much EC but way enough SC (StoredCharge) provided by RealBattery alerted me about lack of EC (Kerbin dark side) and CO2 poisoning.

The thing is, in focus and as well with a non-Kerbalism install, the background processing always works well.

As soon as the EC decreases below a set amount (RealBattery default 80%), SC is converted to EC.
As soon as EC comes back in (solar panels for example), the "normal" batteries are charged to (default) 90%, then the SC is charged to 100%, then the EC is charged to 100%.

1 SC is equivalent to 3600 EC, so a small amount of SC is fair enough.

In my install I changed the RealBattery values from 0.8/0.9 to 0.2/0.8 and it works well - normally.

But with Kerbalism a crewed mission is in danger if there is not enough "normal" EC - the SC part actually is useless.

So I request that the input of SC-converted-to-EC is recognized by Kerbalism.

For now I set the lower value of RealBattery to 0.3 - I will see the outcome after rebooting KSP.

EC drain for command pods too high

It seems that whatever the planner is calling "communications (control)" is being drained constantly.

In the last version I was using (## v1.6.0 for KSP 1.4.3ย - 2018-05-26) that same requirement did not seem to drain EC, but was 12units/sec in the planner.ย 

Now in the latest release off Github (downloaded 2018-06-18 it drains fast, needing four OX-STATS facing the sun to keep up with EC drain PER command pod and probe.

Science flagged as sample not available for ShipManifest science transfer

I added a science return capsule to my probe, but I have no chance to get the sample into the capsule using ShipManifest, because ShipManifest does not "see" it.

Actually it's a total Kerbalism-internal sample, unavailable to stock or ShipManifest.

It's like there HAS TO be a manned mission that gathers the sample during EVA.

The probe got no Tarsier HardDrive, so I don't know if that would work correctly (it was quirky with 1.5.x).

I suggest to make it possible to transfer the sample to another part (return capsule) and send it back to Kerbin surface.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.