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Stockalike Station Parts Expansion Redux needs support #10

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Whovian41110 opened this issue Feb 12, 2018 · 29 comments
Open

Stockalike Station Parts Expansion Redux needs support #10

Whovian41110 opened this issue Feb 12, 2018 · 29 comments
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Compatibility enhancement New feature or request

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@Whovian41110
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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

@HaullyGames
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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

@HaullyGames HaullyGames self-assigned this Feb 12, 2018
@HaullyGames HaullyGames added enhancement New feature or request Compatibility labels Feb 12, 2018
@HaullyGames
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Hi @Whovian41110 , SSPX Redux compatibility has been updated.

Could you test and give a feed back?
Most values are a copy of the old Greenhouse, so those values may need some changes.

@Whovian41110
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Umm sure. That'll be later today most likely

@HaullyGames HaullyGames added this to Done in Compatibility Feb 14, 2018
@HaullyGames
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Ok @Whovian41110,

Please re-open this issue if you found any other issue with SSPXR.

@Whovian41110
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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

@Bob-Kelso
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Bob-Kelso commented Feb 23, 2018

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).
Would it be possible to have some cfg as well for the food and water in the SSPX Redux containers?
The massive ones only give a tiny amount of survival time.
I can create some issues for bug tracking if you like.

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^^.

@Whovian41110
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@Bob-Kelso I believe @HaullyGames is working on that

@HaullyGames HaullyGames reopened this Feb 27, 2018
@Bob-Kelso
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Bob-Kelso commented Mar 2, 2018

Hi,
great to see this issue reopened :).

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 built a station using SSPxr parts, with enough nitrogen in the planer for 9years. Then when i launch it and bring crew inside, the consumption goes up the roof and the initial duration of 9 years switches to several days, is it because the consumption rate is switched between minutes to seconds?

I can add more info with screenshots and log if needed.

@lordcirth
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Were any of these habitats inflated after launch?

@Bob-Kelso
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I only use the uninflatable parts for the moment as the are not counted as living space in Kerbalism, so i "only" have 2 cupolas, 1 stock lab, 1 vista module and the shanty hab.

I can also add that in a weird way, i don't how, but at some point the consumption rate gets back to normal, i tried some testing but didn't find the way the get it back on normal on purpose, so i don't know if switching vessels or getting back to space center or quitting the game or even time wrap affects it.

Here is a screenshot of the station (all the tanks are hidden)
mir2

@HaullyGames
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HaullyGames commented Mar 4, 2018

Hi @Bob-Kelso,
Talking about aquaculture, I knew that issue, I'm review this part to define how it will work:

  • What should be Input/Output
  • What is the rates for those resources

Now talking about Nitrogen Consumption, this can be related to ProcessController/_PressureControl, this is the process that convert Nitrogen to Atmosphere.
I didn't change anything in these module, but I guess it still working fine.
Every time that your vessel pressure drops, nitrogen consumption should rise through _PressureControl.
Every time that you open a door to put someone out, you will lost a little bite of atmosphere, then _PressureControl should start to fix it to 101.0kPa again.

@Bob-Kelso
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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?

@Aarni501
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Aarni501 commented Mar 6, 2018

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.

@Aarni501
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Aarni501 commented Mar 6, 2018

With alternate resource panel mod you can see the atmosphere resource that simulates the internal pressure. That way you can experiment with it.
As far as I can remember, the pressure was at max, but I didn't test how fast the pressure drops after disabling the pressure control.

@HaullyGames
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Hi @Bob-Kelso ,
To be honest, I don't like atmosphere/habitat
KSP Forum - My Post about habitat

@Bob-Kelso
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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.

@HaullyGames
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Exact, how you open a hatch between 2 habitat without pressurizing first???
Killing all crew!

The idea is:

  • Uninhabitable habitat/disable: hatch is closed! cannot transfer crew, no equalize atmosphere, no produce atmosphere (pressure)
  • Uninhabitable habitat/enabled: hatch is closed until it is pressurizing, no equalize atmosphere, produce atmosphere.
  • Habitable habitat: now we will have equalize with other habitable habitats, because hatches are open to all habitable habitats.

I was thinking to create an event, "Dump atmosphere" available only when habitat is disabled.
Today it is automatic, if you disable it, it will venting your habitat, but let say that you want only close the hatch and stop the atmosphere processor for that part (maybe you need to save EC or nitrogen), today you will lost the atmosphere, then when you enable it back, it will consume a lot of nitrogen and EC to pressurize again.

@Bob-Kelso
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Bob-Kelso commented Mar 8, 2018

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).

@HaullyGames
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I think this will be really complex to do without a lot of code.
What you said may be true for electrical wires and liquid tubes, but this will involve more than Kerbalism, do you know how many resources we have in KSP that are shared between parts?
Maybe it can be an other mod!

@Bob-Kelso
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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 :).

@HaullyGames
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The open/close the hatch in habitat can define the flow as false/true for all resource in that part. this is easy.
Today, it is define the flow only to:
void Set_Flow(bool b) { Lib.SetResourceFlow(part, "Atmosphere", b); Lib.SetResourceFlow(part, "WasteAtmosphere", b); Lib.SetResourceFlow(part, "Shielding", b); }
But I'm sure that it will not be easy a like that to all other resources.

@Bob-Kelso
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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.
But then depends if we assume that the module is connected but only inaccessible, if so, it can be simplified only implying food, water, waste and atmosphere (contained in the concerned module) not being accessible then. We could imagine the vessel controls would allow the crew to "transfer fluids remotely" from their command pod control panel i would say.
And EC and stuff would still be accessible.

How do you see it?

@lordcirth
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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.

@HaullyGames
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Yes, maybe.
But my worry is:
Sample: you have Habitat-Connect_to-Habitat-Connect_to-Habitat
Then you disable the Habitat from the middle.
How I can define to don't flow resource between habitat 1-3? They are enabled.
I don't know if has a parts connections map! If has a map, is it fast to access or it will create delay?
I think your idea is nice, but I just don't know how I can implement it.

@HaullyGames
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Hi @lordcirth
We are not talking about Inflate in particular, we are talking about Habitat in general.
This conversation is to define how habitat part should work.

About inflate, today it has already a risk if the player start inflate something without enough atmosphere.
The changes that we are talking here will affect all habitats (Inflate and non-inflate), You should no open a hatch with other habitat if it will put your crew in risk(in this case, putting the pressure to low).

@Bob-Kelso
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Bob-Kelso commented Mar 12, 2018

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^^.

@thechief18
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Hi all,
You seem like the guys who may be able to help me here. I'm struggling with the station parts and kerbalism.
In the VAB the parts appear already inflated, but the 'habitat' option reads disabled. Therefore when I enable habitat, the part deflates.
This seems to prevent my kerbals boarding the part under any conditions.
I hope someone may be able to offer me some advice!

@lordcirth
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Try asking here: https://gitlab.com/N70/Kerbalism

@HugoBiorn
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Hey folks, has any Kerbalism support file for Stockalike Station Parts Expansion Redux been made since? I can't find one.

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