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Stockalike Station Parts Expansion Redux needs support #10
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it's greenhouses don't produce anything, and the wheels/centrifuges don't do anything for the firm ground parameter. Also I don't think the cupolas have any sort of panorama buff |
Hi @Whovian41110 , SSPX Redux compatibility has been updated. Could you test and give a feed back? |
Umm sure. That'll be later today most likely |
Ok @Whovian41110, Please re-open this issue if you found any other issue with SSPXR. |
Umm, I just downloaded the new set of configs and the parts still don't have any Kerbalism stuff... Theres no config file for SSPX Redux |
I'm allowing myself to add a comment on the issue as the aquaculture module doesn't seem to be working (not able to reset the experiment and not able to produce food). Yet, thanks a lot for maintaining Kerbalism (this is an awesome mod, can't imagine playing without it now) and also a huge thank to ShotgunNinja on the way^^. |
@Bob-Kelso I believe @HaullyGames is working on that |
Hi, I'm also adding a quick comment because i think i noticed a bug on Nitrogen consumption which could logically be related to SSPXr. Quick explanation: I can add more info with screenshots and log if needed. |
Were any of these habitats inflated after launch? |
Hi @Bob-Kelso,
Now talking about Nitrogen Consumption, this can be related to ProcessController/_PressureControl, this is the process that convert Nitrogen to Atmosphere. |
Hi @HaullyGames Good to know about that pressurce control thing. Does it mean that to repressurize the hab it can take several days? If so, it is effectively not a bug, otherwise it would feel weird to have to consume so much nitrogen for several days to make it back to normal. Another question, does it mean that keeping a station with the hab enabled and all the systems working is actually better than venting all and deactivate everything on each human leave? |
I have had this issue ages ago in original Kerbalism without SSPXr installed. Back then I had a large station in orbit like Bob-Kelso has. |
With alternate resource panel mod you can see the atmosphere resource that simulates the internal pressure. That way you can experiment with it. |
Hi @Bob-Kelso , |
HI @HaullyGames , just read your post and actually seems to be a great idea, as i would assume that no one in real life would equalize before pressurizing and all the new hab then opening the hatch between them. So if i understood well, i would give it a go without any hesitation. |
Exact, how you open a hatch between 2 habitat without pressurizing first??? The idea is:
I was thinking to create an event, "Dump atmosphere" available only when habitat is disabled. |
OMG this is exactly what i've been wanting for :). Spot on! I was indeed doing this multiple times assuming it would work in some way, but i ended up consuming way more Nitrogen. So in fact, yes, it would be perfect for some urgency saving nitrogen manoeuver. And makes the shutting up process when leaving more logical, meaning you don't have to vent all the habs but just disable the stuff and maybe reajust on the next crew arrival. As a little precision, i read that the set up of the space station implied to do EVA's to plug the module externally (linking the electrical wires and all the liquid tubes (fuel, nitrogen, etc). So it gets pretty logical to at least have this feature from inside the station, controlable from another module i would say (meaning not involving crazy amount of code to make the feature work with everything). |
I think this will be really complex to do without a lot of code. |
Of course i wasn't asking this ^^ would be crazily complex and would involve so many cfg files. I just meant that the hability to open/close the hatch kind of thing would do the trick, trying to simulate a bit the activation :). |
The open/close the hatch in habitat can define the flow as false/true for all resource in that part. this is easy. |
Maybe it can be focused only on the consumable resources. I mean it should probably only imply food, ox, nitrogen, ammonia and fuel and maybe EC. How do you see it? |
Let's be sure not to duplicate / conflict with Connected Living Space, or overcomplicate things in general. Inflation handling is pretty important, but I don't think it should take any extra buttons to inflate / deflate, nor risk pressure failures if the user doesn't do it right. |
Yes, maybe. |
Hi @lordcirth About inflate, today it has already a risk if the player start inflate something without enough atmosphere. |
Hi, i didn't know about CLS after this week-end. Obviously, i don't know how it works inside but maybe some communication with this mod or picking some of its features could allow you to simplify the way to know if some hab can connect its resources to another as CLS does to allow kerbals move from a hab to another? This comment maybe out of subject because of ignorance^^. |
Hi all, |
Try asking here: https://gitlab.com/N70/Kerbalism |
Hey folks, has any Kerbalism support file for Stockalike Station Parts Expansion Redux been made since? I can't find one. |
The Stockalike Station Parts Expansion Redux is in need of a kerbalism support file. The current file is only of the pre-redux mod. I would really appreciate some configs for this beautiful mod
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